Starbound

Starbound

Frackin' Universe
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Update: Feb 1, 2017 @ 9:06pm

minor fixes to progression

Update: Feb 1, 2017 @ 8:43pm

minor fix: progression resource adjustment for Greenhouse

Update: Feb 1, 2017 @ 8:20pm

**** IMPORTANT **** THERE ARE SIGNIFICANT CHANGES TO PROGRESSION IN THIS UPDATE. READ THIS UPDATE NOTE OR YOU WILL MOST CERTAINLY BE LOST. Also note that your base will look a bit different when you log in due to some station changes. A fresh playthrough is recommended but not necessary.....READ:

minor stuff:

* Electric Fluffalos now hatch
* creature Hatch times reduced quite a bit. Incubator is still vastly more efficient
* Garden(Lush) biomes have increased chances of ore near the surface. Bone increased 15%, iron and copper by 10%
* added upgrades for Bear and Wolf armors to the Nanofabricator
* changed bear and wolf armor tiers and recipes slightly to reflect these additions
* added Gauss Machinegun
* Gauss Rifle function has been adjusted
* all gauss guns now use the same base projectile
* gauss rifle and gauss machinegun now have glowy bits
* tinkered with staves and wands
* cultist robes moved to elder altar
* codexes added for new altar recipes
* asterosaber DX now has a proper critChance modifier instead of critBonus listed twice
* you can now select FU biomes from the Terraforge
* moved Obsidian Shard unlock to the most logical place for it. I have no idea why the hell it was on ironore
* new look for the Energy Assault Rifle
* added more early-game progression related quests, more oriented towards newer players
* animals hatched in your Incubator should now properly persist
* added new Flesh decoration set
* added a new vending machine to the Science Outpost
* removed : powerpress, samplingarray, old xenostationadv
* all FU crafting stations relocated to objects/crafting rather than objects/generic
* Basic Miner has a new, lower-tech look and a changed recipe so you are spared an early-game Manipulator Module. The later tiers still require one.
* all Mining Lasers now have impact effects that make them feel a bit more...mine-y ?



Armor/ Armor Set Changes:
----------------------------------------------------------------
* Hoplite armor has a full set bonus and some slight adjustments to its operation (but retains all the same buffs)
* Light Priest armor set now uses a set bonus.
* Light Priest armor got a buff to its protection
* Phase armor got the Armor Set treatment
* added Durasteel, Iron, Titanium and Tungsten shields
* fixed a slight lack of info in the Oonforta quest dialog, which failed to tell you *where* to build it
* heavily reorganized the objects and recipes directories for my teams sanity
* new look for flowers
* flower growth rate reduced

and now onto the BIG things:

please note that there are likely to be missed recipes, broken unlocks and other inconsistencies in the progression that I've missed. Please point them out whenever you find them and this will all be refined soon.

*************************************************************************************************************

Crafting Stations:

* added Wooden Sifter
* changed itemID of bees_woodencentrifuge, bees_ironcentrifuge and bees_industrialcentrifuge to remove the bees_ part. As such , your existing versions will turn into PGIs. Sorry, but this is a cleaning-house thing that had to be done
* the Fission Furnace is now an *upgrade* from the Atomic Furnace, rather than a standalone station. This also means it is much smaller. Your current one will not vanish. You will, however, be unable to produce them anymore in the old style. Additionally, the ores previously all found only at the Fission have been spread through the vanilla furnace tiers a bit more to suit progression.
* VANILLA PROGRESSION ADDITION: the Medical table has a 3rd upgrade now. see the next point about why:
* All medical supplies relocated from the Chemlab to the vanilla Medical Table and the new *FU Health Center upgrade* to that station
* added Medieval Workstation, a huge combo-station for early game use. It's been around a long time...I just kept forgetting to add the damned thing. It doesn't do anything too special just yet, and may never do so. But it looks nice :)
* Well now caps at 600 water
* added liquid pump , which is unlocked by the Well. This, in turn, unlocks the Liquid Condenser (that then unlocks the Atmospheric Condenser). Caps at 1200 water
* ALL Centrifuges now use the same system. You won't notice *too* much change on your end on their function. There are some specific changes to be mindful of, however:
* Wooden Centrifuge can now process Water and Milk. It has gained input and output nodes.
* Iron Centrifuge can now process liquids. It has gained input and output nodes. It now *requires 2 power*.
* Industrial Centrifuge can now process Liquids and Milk. . It has gained input and output nodes. It also *requires 8 power* now
* Lab Centrifuge cannot process Milk, but can process Liquids. It now uses 5 Power
* Advanced Centrifuge renamed to Gas Centrifuge. Power cost increased to 10.
* the Sprouting Table is effectively now the Tier 1 version of the Xeno Station. It felt a shame that this station had one purpose , for one single item only. Now it is where it probably should have been from the start! This should allow you to more easily deal with genes early on. It also still serves its original purpose from Starbooze. One thing to note is that it is a *very* slow alternative, so you'll want to upgrade to the Xeno as soon as possible. The Sprouting Table produces only one result per 60 seconds.
The station itself does not upgrade from the UI, but instead uses the Xeno you are familiar with.
* early Xeno Lab quest re-branded to be about the Sprouting Table
* Powder Sifter power use increased to 6u.
* Atmosphere Regulator power cost is now 120u.
* new Tier 1 power generator. You'll still need to unlock the Wire tool to actually use it, but it will be available as soon as you nab some Coil. It maxes at 4u, and uses coal or water as fuel (including water buckets from wells). You can craft it at the matter assembler stations
* the Nanofabricator is now a tiered station. Tier 1 is the Tinker Table, tier 2 is the Engineering Table and tier 3 is the Nanofabricator. Your old nano will probably be messed up (and look different)
* The Hydroponics Tray is now a second-tier version of the new Growing Tray station. The Growing Tray takes no power, but has a much lower growth time than the Hydrotray. You can still use fertilizers and varied liquids to increase growth time (though its max growth time is also lower than its higher-tier self). Note that it is built as a standalone, not an upgrade.
* the Armory now branches into 3 stations via the UPGRADE button : the Armorworks, the Assembly line and the Armory. Recipes are now split between the tiers.
* The BioChem lab has now been split into tiered progression. You get the Alchemy Table after you build an Anvil. Then you upgrade that to the Chemistry Lab. And then that upgrades into the BioChem Lab. recipes are dashed about within.
* old vanilla Wiring Station sprite replaced with one that isn't a hideous abomination.
* entirely moved all Mining gear to the Nanofabricator stations. It gives it a bit more utility early on.
* moved around Clothing Fabricator recipes among the vanilla sewing stations as well as the Clothing Fab, which is now the 3rd tier upgrade for those stations.
* the Gene Design Lab now starts as a simple Greenhouse. Then upgrades to a Botany Lab before finally becoming the Gene Design Lab. Each tier offers different plants, and the first tier now offers vanilla plants to craft.
* shuffled around some wire node locations on stations (most notably centrifuges)
* added a craftable "Mechanic's Wrench". This will allow you to Wire before you unlock Wiring in your MM. The MM is still the superior option due to not taking a slot, so I have no issue with this from a balance perspective.

(ran out of ROOM! theres MORE!!!!!! an Item Transfer wiring system, for instance! a QUARRY! a ROUTER! oh yes!)


Update: Jan 26, 2017 @ 11:08am

* added upgrades for Bear and Wolf armors to the Nanofabricator
* changed bear and wolf armor tiers and recipes slightly to reflect these additions
* added Gauss Machinegun
* Gauss Rifle function has been adjusted
* all gauss guns now use the same base projectile
* gauss rifle and gauss machinegun now have glowy bits
* tinkered with staves and wands
* cultist robes moved to elder altar
* codexes added for new altar recipes
* asterosaber DX now has a proper critChance modifier instead of critBonus listed twice
* you can now select FU biomes from the Terraforge
* moved Obsidian Shard unlock to the most logical place for it. I have no idea why the hell it was on ironore


Crafting Stations:

* added Medieval Workstation, a huge combo-station for early game use. It's been around a long time...I just kept forgetting to add the damned thing

* added liquid pump , which is unlocked by the basic Well. This, in turn, unlocks the Liquid Condenser (that then unlocks the Atmospheric Condenser)

* added new Flesh decoration set


Armor Set Changes:
----------------------------------------------------------------
* Hoplite armor has a full set bonus and some slight adjustments to its operation (but retains all the same buffs)

* Light Priest armor set now works via set bonus. The regen no longer stacks per-piece
* Light Priest armor got a buff to its protection

* Phase armor got the Armor Set treatment

Update: Jan 24, 2017 @ 8:24am

some slight refinements to crit application. was missing one value.

fixed boomerangs/chakrams. missed a slight error there

added Gauss Machinegun

gauss rifle got glowy bits and a new secondary

all gauss use the same core projectile

added new crystalgun sprite

added bear and wolf upgrades to nanofabricator

bear set is test-running the Crit Bonus effect ill be using liberally in the near future. give it a try.

Update: Jan 24, 2017 @ 5:41am

* may as well include these incubator improvements while im at it...

Update: Jan 24, 2017 @ 5:20am

weapon correction

Update: Jan 23, 2017 @ 8:45pm

4.30.78
---------------------------

full list of changes through 4.30.77 to 4.30.78


* Critical Attacks: The crit system has been refined. You'll have lower chance to crit overall (reduced by a further 50% , more or less), with crit base rates varying on weapon type. Level of weapons has been removed from crit bonus equations.
* What does this mean? Well, it means thanks to these changes I can make armor sets, potions etc alter your crit chances (among other things) giving you a lot more variety in the very near future. I'm going to be working out a few other armor-set type bonuses to add to the list as time goes on, as well.

* Hellfire set loses its Nova effect, and gains a formal Set Bonus, as well as a buff when immersed in lava, and a HP, Energy and Physical Resistance buff in Infernus, Dark Infernus, Volcanic and Magma biomes
* Densinium rifle energy requirement increased
* bears and wolves now drop pelts. They are the *only* creatures to do so.
* pelts are required for Bear and Wolf armors
* Bear and Wolf armor unlocks corrected, and recipes fixed
* fixed a bug with the Wretchel plant
* new algae seed icon from ChucklingPotato
* updated Bracken Tree appearance by ChucklingPotato
* eye cannon behaves a lot differently and is no longer insanely overpowered
* added new subbiome(s) (surface/underground) : Tentacle
* Matter Assembler now has an additional tab for helping unclutter sections. You'll find "tool"-type items there
* Armory has two new tabs: Bow/Ranged, where staves and bows are kept...and a Misc. tab for things such as boomerangs and magnorbs
* moved Mining Guns to the microchip(technology) tab in the Nanofabricator, along with the ore detectors
* added additional Bear armor variant
* added lethality to Bio-Ooze effect: it now affects Hunger as well as health
* Shadow Taint effect text is no longer 14 miles tall
* homing missiles should no longer seek out the nearest target regardless of it being friendly or not
* to help resolve an issue with another mod conflicting, Trianglium has been moved to a .patch file. Hopefully this solves issues others were having with trianglium not unlocking its own smelted ore

* New Station: Farm Well (from EggstraClucks, recoded for 1.2.2)
* Placing this well will allow you to produce water locally, making early game water acquisition substantially less troublesome. You'll find it in your Foraging station. You can use the water buckets it gives you in your hydroponics tray, or you can spill the bucket and create a resevoir as needed.

* Weapons:
* new Tiered Weapons added by ChucklingPotato. Iron, Tungsten, Titanium and Durasteel weapons missing from the current list, as well as a stone weapon tier.
* new Advanced Alloy melee set from DarkPursuer

* Wiring:
* added Shadow Wolf TJCs "Wired Pack", which adds a ton of new wiring goodies for you to play with!
* Different varieties of AND, OR, and XOR Gates, some of which have 3 inputs, while others may have a built-in Data Latch and/or Not Gate.
* A Master Logic Gate that combines an AND, OR, XOR, NAND, NOR, and NXOR Gate, with an optional Data Latch also built-in!
* Relays (basically an inverted Not Gate that merely replaces the Or Gates as a relay).
* An emitter that, like an unconnected Not Gate, acts as an always-on output device, only more compact.
* A broken emitter that does the same thing, only that it's always offline. (Perhaps this can be used to keep doors, lights, and switches sealed?)
* A timer with an extremely short rate.
* A wider variety of Delay Gates.
* A variety of pulse transmitters, that send out a pulse with a variable duration whenever their input node goes live, then turn off until their input node goes live again.
* A variety of inverted pulse transmitters that stay live until their input node goes live, which will then temporarily disable the inverted pulse transmitter's output node for a variable amount of time, and then reactivate its output node until its input node goes live once more.
* A Countdown Delay Timer, which will only activate once its input stays live for at least a designated period of time (kind of like a normal Countdown Timer in reverse).
* A more advanced liquid sensor with multiple output nodes that will individually activate depending on what it senses.
* A wider variety of Wall Switches! Some of them combine the functionalities of a Small Wall Switch, a Persistent Switch, a Not Gate, and/or a Data Latch in a single package that may or may not be interactive!
* Binary Sequencers that, through their inputs, can cycle between various states, either forwards or backwards, and turn on one of their many output nodes based upon which state they're currently in. Some sequencers also allow players to switch to any given state directly through additional inputs. (And yes,most of them also have an optional Data Latch built in.)



* Monsters:
* Several (12) new monster variants with custom behaviors added. These are largely reskins of vanilla creatures with *totally* different capabilities to keep you on your toes. You'll know when you find one! Thanks to Monijir for contributing these lovely additions
* Many FU creatures have had their abilities retuned or improved
* fualien has its proper melee attack
* finally got the Deep Ones doing something other than standing there. They are in-process, and will be getting a new set of animations sooner or later

Update: Jan 20, 2017 @ 2:53pm

Update: Jan 20, 2017 @ 2:39pm

* fix to Egg Incubators. They should hopefully be delivering the babies you expect now. If not, patience, I am still fine tuning this process.