Starbound

Starbound

Frackin' Universe
23,766 Comments
Levianne Nov 5 @ 6:54am 
Sayter - yes, I figured it out, it's Foodie's Furniture, your mod integrated it, so there's no reason to have it standalone with it. I've updated all installed mods, had no idea about integration, so that's that. Removed FF and now it works as it should. Cheers and keep up the great work.
Sayter  [author] Nov 5 @ 6:05am 
GoofyGuy: You are referencing a youtube LetsPlay from 6 years ago that I never watched. No idea what you even refer to. But maybe?
Sayter  [author] Nov 5 @ 6:03am 
Levianna: You have conflicts installed. In this case, one that is clearly listed in the incompatible list - I cannot recall the name at the moment but it adds Burger Fool. That content is already within FU itself, and cannot work in tandem with the standalone.
Sayter  [author] Nov 5 @ 6:02am 
Nando: Sounds like you are using things outside of FU that are affecting lighting. OSB maybe, or something like it? That doesnt happen normally.
GoofyGuy73 Nov 4 @ 12:32pm 
hey when i saw episode 1 of theocarinamaker i saw it had a different start, is that vanilla frackin universe?
Levianne Nov 3 @ 4:42pm 
Does anyone know which other mod adds the item "Foolhead"? I know FU does, but I get a fatal error, item exception, duplicate item with the name "Foolhead", no idea, how to solve it without removing FU. I'm used to play with this mod, so not gonna leave it behind.
Nandostal Nov 3 @ 6:44am 
Whenever I go to a dark or shaded area, it keeps flickering, trying to illuminate the place. I try using a brightness enhancement, which improves it a little, but it still flickers in dark areas. I think it must be a problem with the racial ability "Glow in the Dark." I've tried everything and it doesn't solve the problem.
Sayter  [author] Nov 2 @ 8:12pm 
We haven't edited anything to do with Nightar in years, and I don't seem to experience what you are talking about - without more information there's really nothing more I can say.
Nandostal Nov 2 @ 6:13am 
Help, when I play with the Nightar race, it keeps glitching with the lighting, flickering in shaded areas. I've already uninstalled all the mods that alter the lighting, but it doesn't fix it. Please help me, it's my favorite race.
troublemaker Oct 31 @ 5:19pm 
Thanks!
:steamhappy:
Sayter  [author] Oct 30 @ 6:43pm 
Please actually read the main page. There is a link there to an incompatible mod list. You are using one of them, or more than one. Remove those and your issue will disappear.
troublemaker Oct 30 @ 4:28pm 
Pls help. Guns (randomly generated ahh rifles, pistols etc.) from chests looting doesnt shoot and move in my hands
Sayter  [author] Oct 28 @ 7:16pm 
The races *are* balanced numerically. I tailored them via a spreadsheet, with 100 points for each race to spread around, and all 13 of the SB and FU races are balanced within 5 points of each other. Third party races with support aren't something we worry about, generally, though new inclusions are mostly watched for balance.
Tzyder Oct 28 @ 6:45am 
loads up fine for me..the races could use some balancing imho..
JΛKӨBӨBӨ Oct 28 @ 5:53am 
Is it just me or this does not work https://frackinuniverse.miraheze.org/wiki/Races?
Tzyder Oct 27 @ 11:58am 
every once is a while the starting planet will load up a slime with damage over time types that eats new players. Its nice that not every mob is a pushover on the kindergarden planet. Dying is just part of the learning process.
Sayter  [author] Oct 26 @ 8:10pm 
We *do* limit power level on starter worlds. Whatever you are experiencing just isn't something that typically happens barring unlucky random generation. Most players don't even have armor yet and manage just fine with little else but a spear.

You also may have other mods affecting things, which is pretty common depending on what you've tossed into your collection from the workshop.
Souperviel Oct 26 @ 4:55pm 
Started the game, the first planet, oneshot, oneshot, oneshot
Maybe put some kind of power limit on the mobs on the first planet?
I understand that it was just random, but it's not normal that the very first planet is played on hardcore difficulty
Sayter  [author] Oct 21 @ 9:22pm 
We make darkness darker, yes.
Adonis Oct 20 @ 12:50pm 
did any of my mod conflict with this mod or does this mod make the caves much darker
Xoff Oct 18 @ 12:33am 
I did not play Starbound for years and come back there a couple of weeks ago.
A huge thanks for FU, this is so great, I really enjoy it.
Sayter  [author] Oct 17 @ 4:33am 
Shallchoir : That gun hasnt been changed in years. It is exactly as its been.

someker: there are literally dozens and dozens of paths through FU content. We arent trying to force anything. I don't even know what you are talking about. Nothing has been gated behind main quests, other than a few secrets stashed into them that aren't mandatory for any sort of progression. Agency is the bread and butter of FU.

Painkiller: If something is borked, follow the instructions on the main page for reporting. A vague, undetailed account tells us nothing when it is almost certain that you installed mods without reading details and have conflicts, but without a log nobody can check.
Painkiller Oct 13 @ 9:10am 
looked fine till game crashed and now i cant even launch it everythings screwed up all my work is gone and the game wont work all my characters and all my time is wasted
someker Oct 12 @ 9:00am 
The reason this is problematic is that it significantly reduces player agency. The very essence of a sandbox game like Starbound is the freedom to choose your own path and set your own goals. The most important rule of game design is to avoid telling the player how to play, but rather to enable them to play. By adding increasingly complex and tedious steps—from the research point system to these mandatory fetch-quests—the mod unfortunately diminishes that sense of freedom and exploration. It doesn't make the game more engaging; instead, it tests the player's patience.

I'm not sure what the vision is behind these changes, but if the goal is to avoid player criticism, please consider that forcing a single, rigid path is more likely to generate frustration. I genuinely hope future updates can focus on expanding possibilities and tools for the player, rather than building walls and checklists around the content.

Thank you for your time and consideration.
someker Oct 12 @ 8:59am 
Hi Sayter and the FU team. First of, thank you for the incredible amount of work and passion you've poured into this mod. The sheer scope is amazing.

However, I'd like to respectfully offer some feedback regarding a recent design direction that I find concerning. There seems to be a growing trend in FU towards forcing players into specific questlines and grind-heavy processes, such as the mandatory collection of FU-specific items to progress. A recent example is the change to how dungeon content is gated, moving it from organic discovery on the star chart or planet surfaces to a NPC-driven main quest.
赛德希 Oct 12 @ 7:28am 
How to resolve the issue if racial talents disappear or become ineffective?
Shallchoir Oct 11 @ 5:11pm 
hii, ive been using this mod for a while now but only just now on a new playthrough realized that the hunting rifle's projectile seems to be a little shower than i last remembered it.. was wondering if there were any changes made on that end recently, or if its perhaps because im on a new computer or some? i have a couple of other mods, but i haven't added any new ones since i reinstalled the game, and i recall the projectiles going kinda fast back then (as in like two months ago).
Sayter  [author] Oct 7 @ 7:35pm 
I'll need to do another upload to correct that - the contributor in question had accidentally placed it in the wrong folder - so you're technically getting the old dungeon still. I'll hopefully get to that on the weekend.
etihwsac Oct 7 @ 2:37pm 
just a question, does the drop from the Erchius horror that prevents the ghost from spawning (the drop that requires not using the lasers) does it drop in the first fight or is it something you can gain in a rematch? (i want to know so that when i restart a play through i will know if i just have to just be very patent or if i can just fight the Erchius horror a second time if i want the drop)
Sayter  [author] Oct 6 @ 6:50pm 
You just....shoot it a lot. That's it.
etihwsac Oct 6 @ 10:22am 
thanks both of you. as for the fuel options i mostly just go with liquid fuel from moons (it can be gathered in a greater quantity than most other fuel options to a degree where 1 moon can usually be almost enough fuel to fill up half way or more. and later try to go for bio-fuels, but never radioactive Materials because those radioactive Materials can be saved for other stuff), also i was referring to the Erchius horror in regards to how to defeat it without the Lasers (the part about the ghost was that a reward for defeating the Erchius horror without the Lasers includes an item that prevents the ghost from spawning)
Sayter  [author] Oct 6 @ 4:30am 
Yes, it is possible. We wouldnt put in a reward for it if it werent. However, what you refer to are Erchius Ghosts, not the Erchius Horror. They are not the same creature. Ghosts you just...shoot till they die. Really quite simple. They will, however, very quickly respawn. Also, the mod doesnt "do" that with the Ghost...that is a vanilla feature that has always existed. You cannot kill it in vanilla, though.
Bob of Mage Oct 5 @ 10:29pm 
There is tons of other options for fuel in FU. You got to try things out. Radioactive materials, and bio-fuels are two options.
etihwsac Oct 5 @ 9:51pm 
is there any way to actually defeat the Erchius Horror without using the Lasers?, i don't want to have to use a different mod to prevent the ghost from spawning whenever i need fuel in the early game (i get that the point of the mod doing this is to make people be more careful about being on a moon. but it is really annoying to have to constantly go back and fourth when gathering fuel for the ship, even more so because the ghost can eventually go fast enough to basically be a jump scare)
Bob of Mage Oct 4 @ 8:14pm 
No manner how advanced tech becomes, simple human error will still happen.

One of the reasons I don't have much faith in this new AI age solving all the world's woes. Even if the AI tools are used by smart people, they will still do make mistakes. Even taking humans out of the equation won't help since everything will have been built by humans (that's why chatbots have a habit of telling racist jokes, or convincing kids to kill themselves).
Tzyder Oct 4 @ 10:00am 
thanks for continuing to update!
Blackwolf_swe Oct 4 @ 7:33am 
Oh well that makes more sense XD
Sayter  [author] Oct 4 @ 7:32am 
ah, no, its because when i uploaded i forgot to remove something. will reupload. Steam has to have me remove the git directory. That explains why it was so long uploading. my bad!
Blackwolf_swe Oct 4 @ 7:20am 
This is a really welcome change for me as i usually never bother with the space cops :)
Blackwolf_swe Oct 4 @ 7:19am 
Possibly thanks to steam issues wit hmods so the entire FU pack had to be re-downloaded anew to make sure everything works 100%
杰sir Oct 4 @ 7:11am 
Why did this mod file suddenly become so large?
Bob of Mage Sep 28 @ 2:26pm 
Due to it affecting a bunch of stuff, I don't think they were ever able to change from one ship to another without breaking the game. Once you pick a character's ship type, it is set in stone for that character.
Rayvelup Sep 28 @ 9:46am 
curious ,.if.possible to change from vanilla to byos one or reset ship to be vanilla again ?
Bob of Mage Sep 27 @ 7:11pm 
You need to give more info. The most likely issue is that you missed the changes to EPP packs, and assume they have features that were changed. Are they giving you everything that the FU, not the vanilla, description says they should?
Karma Sep 27 @ 7:04pm 
My EPP pack isn't working
Sayter  [author] Sep 26 @ 7:12pm 
The answer to your question is in bolded letters right near the top of the mod description, dude. Please read the mod page for any mod you decide to install, for this very reason.
??? Sep 26 @ 8:57am 
Hello.
Do i lose any progress if i unsubscribe from this mod and then subscribe again? Or do i have any other problems with my FU character after that?
Sayter  [author] Sep 25 @ 7:38pm 
I just answered you. This is by design. That, or you have some odd mod interactions, or openstarbound or something.
Thánato Sep 25 @ 9:23am 
I meant all 1handed weapons, not just shortswords/daggers/rapiers i used them as example. Even Katanas have crazy high attack speed and the 1handed axes are also charging attacks VERY rapidly, literally skipping the "charge" part from how fast they are. Rapiers are attacking 6 times in a second too.


I had a modpack that was normal, then after closing/booting the game again the 1Hweapons became much faster, did a clean install with FU only and its still crazy fast like that. Is this normal? Do i send some log in the discord server for help to fix it?

2H weapons had no speed change.
Sayter  [author] Sep 25 @ 4:14am 
daggers and shortswords work different in FU, as do fist weapons. Rapiers are supposed to be fast, so yea...this is as expected.