Starbound

Starbound

Frackin' Universe
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Update: 4 jan 2018 om 6:25

NOTE: This may be the last fully-listed Update Notes due to one of the additions in this update allowing me to display them *in-game* instead of externally.

* Updates the atmospheric condenser to use a more customizable output system and removes the dated variable cooldowns.(Lucca)
* ITDs also learn a new trick: splitting their inputs (more or less) evenly between all output containers! Simply click the "Even Split" button on the ITD interface to activate this mode, which also respects packet multiple settings. (Lucca)

Some pretty big stuff here from Zimber:

Update Popup (zimberzimber)
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This new UI will pop up when the mod has been updated and you have not yet seen the update. This will make *certain* that people see every single update note. You can close the dialog after 5 seconds.


Space Station Revamp (zimberzimber)
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* What does it actually do?
* The vendor in space stations is now replaced with a console. (you can't miss it) Upon interaction, you will be greated with a new interface through which you'll be accessing the new features. In addition, theres flavored dialogue, and an animated talker! (Currently just a gray AI, but will be replaced with races later, along with race fitting texts)
* Trading Goods
* Instead of being able to buy one type of goods, and sell only one in a station, you can now buy and sell any of the goods, including new ones!
In addition, goods are no longer an item and do not take up inventory space, they are currency, acting like pixels or essence for the matter. Goods buy/sell prices depend on the stock of the station.
If a station has a lot of something, its value will be low, but if they don't have much of it, the value increases!
Stock also largely depends on the type of station you're visiting. Trading stations have a lot of minerals and will gladly buy electronics, but scientific stations have lots of electronics, and are in need of minerals!
Buy for low, sell fo high, and soon you'll be making a nice profit!
* Shops
* Self explanatory, you can now buy/sell things at shops. But the stock is different from station to station, and is themed after the station type! (medical selling stimpaks, military selling weapons, etc...) Some things can even affect the prices in your favor...
* Special Stations
* Each station type (medical, trading, military, scientific) has its own unique feature:
- Medical stations let you buy unqiue, long lasting, persisting-through-death buffs (aka enhancers) which have strong effects, but also come with some downsides. In addition, you can only purchase an enhancer once every long period of time. But should the effect vore you, you can always remove it at any medical station. Each station has different options to choose from.
- Military stations let you hire a single (per station) crew member. But its not one of your generic "ty 4 finding muh frind" kind of member, they all pack quite a punch and are definitly worth your time!
- Trading stations accept investments from outside sources, and will gladly shift the shops prices in your favor should you invest enough. If you're super generous, they'll make sure to spread your name across the stars, modifying prices in your favor across all space stations.
- Scientific stations are still in progress. But for now, they turn into another, random station
* Enhancers
* Those unqiue, long lasting, persisting-through-death buffs obtained from medical station which I mentioned earlier? Their effects are quite strong, but their downside is heavy as well.
Not every enhancers fits every play style, but I'm sure you'll find something you like!
You can tell what each enhancer does simply by clicking them in the medical special menu.
I'm not going to post them all here, so have some eye candy instead: (obviously, they don't cost 1 pixel)
https://cdn.discordapp.com/attachments/393868599955030016/393879150651506689/unknown.png


Research UI
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* The early implementation of a new Research UI. You cannot currently access it as a player, for there is a lot of work to do on the back end for this update still (research trees, costs etc). But the basics are there for use. Here's a sneak-peek:

https://cdn.discordapp.com/attachments/336895240453619712/396403613703995393/unknown.png

Update: 2 jan 2018 om 11:46

experiment: changed impact explosion on crystal shotgun to attempt and correct the MP crash bug


* corrected Ansible power use demanding 3k power. Don't ask.

Update: 2 jan 2018 om 6:41

* corrected harpoon gun fire sound
* chordata set properly gives immunity to Insanity
* Chromatic Scythe should be properly fullbright
* chromatic shortspear should be properly aligned on the fullbright layer
* kelp axe appears in proper crafting category within the armory
* prismatic chakram shuld appear rather than a duplicate Bone Spur
* Telebrium Longsword now displays as such, rather than as Broadsword
* Mama Poptop is tougher, with more armor , damage and some changes to her behaviors
* made some spawn changes to the Mama Poptop lair dungeon
* added new music for the Mama Poptop dungeon
* adjusted recipe for Giant Scented Apiary to use Golden Wood
* Decker's Armor now properly requires Hunter armor to upgrade
* Decker's armor no longer erroneously displays as upgradeable
* Elder greaves show up in the collection as Elder Greaves
* upgraded Fang Shaman armor no longer displays as Common and is properly set to tier 5
* Bee Keeper's armor should now upgrade in the Crucible, and its stats have been slightly modified. It still does not count as a set-bonus set, however, as its primary intent is solely for beekeeping.
* Inferno armor no longer erroneously claims to be upgradeable



Update: 23 dec 2017 om 20:33

* Swashbuckler armor crafting requirements increased

* fixes a small issue in the Mama Poptop dungeon preventing easy travel through a secret entrance

* mech Laser arm damage increased (both basic and upgraded models should receive this increase)

* spiderwalker3 no longer attempts to load an invalid collection entry

* ixodoom blade now has proper projectile for its alt fire

* Bouncing Orbitals damage has been halved (yes really). It was *too* absurdly good. 50% may be too extreme, but initial QQ about the issue will be ignored,since 50% is a *significant* nerf and I am well aware your "favorite" weapon suffers for it. Once we've had some time to adjust *then* we can judge.

Update: 21 dec 2017 om 13:58

* mech flak cannon and its upgrade have higher damage (from 1.5 to 2.2). This should make the basic flak do roughly 30 damage, with the upgrade doing an additional 10 per hit.

* trying out Research for upgraded mech part recipes

Update: 21 dec 2017 om 9:41

* mech damage formula has been reworked, and damage for all mech arms altered to suit. Most things will do much higher base damage, at the expense of less bonus applied for mech parts (body, legs, boosters).

* Anvil mech arms and bodies should now properly gain the modifiers from FU

* focusing crystal recipe adjusted

* racializer support added for some more races (Hubnester)

* fixes a typo in wells (DXGrangerDX)

Update: 21 dec 2017 om 9:23

* mech damage formula has been reworked, and damage for all mech arms altered to suit. Most things will do much higher base damage, at the expense of less bonus applied for mech parts (body, legs, boosters).

* Anvil mech arms and bodies should now properly gain the modifiers from FU

* focusing crystal recipe adjusted

Update: 20 dec 2017 om 14:19

* corrects a typo in the Janitor file (DXGrangerDX)
* adjusts power flow via batteries, correcting a bug (cat2002)
* Fixes ship pets being interactable again (Hubnester)

* adds support for Anvil mech mod to FU

We also have a NPC space-station overhaul in the works. If you want to test it and provide feedback head on over to the discord server (https://discord.gg/EQQhf75) and download the pak file from the #space-station-revamp channel.

Update: 19 dec 2017 om 8:36

DUNGEONS
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* Mama Poptop has been moved to her own instance, rather than within the Natural Caves dungeon. This will allow me to do some more interesting things later on. You can access this instance from the "boss" room of the Natural Caves dungeon, where the Precursor "Dodge" tech was previously located (top right corner). This will allow me to add in tutorials in a fashion that can be played.

OTHER
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* FU Fire Fluffalos somehow went missing. i have corrected this oversight and re-added them. They should once more hatch in incubators.

* Elder Asteroid horror spawns increased

Update: 18 dec 2017 om 8:48

MECHS
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* Brute , Explorer and Falcon starter bodies have halved interface chip requirements, which should solve early-game mech body woes.
* Stock mech legs no longer require salvage

GEAR
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* Carvelle rifle: Crit reduced by 50%. Damage slightly reduced and its alt changed to no longer use a piercing, homing projectile. Its primary fire remains unchanged.

* Nomad rifle primarry damage increased

* Bio-ooze gun is properly labelled as two-handed

* tons of resource price adjustments (zimberzimber)

* bear armor recipe corrected

STATIONS
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* Increasing the amount of items in an ITD's item filter will cause it to only send items in multiples of that amount. The first filter to match with the item (from left to right) will apply.

Note that at the current time "overflow" items ignore this restriction (sending 10 items into a 993 stack with 2 set as the multiple will fill the stack to 1000 and leave 3 items).

This feature is especially useful for automating blast furnaces or extractors to eliminate clogging. (Lucca)


OTHER
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* Should fix the empty bucket inventory issue (comments out the item tag since that seems to be what's causing the issue) (Hubnester)

* 3 state cycler is now configurable and has some icons by Zenth (Kherae, Zenth)