Starbound
Frackin' Universe
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Actualizare: 1 mart. 2017 @ 16:40

another big one here, mostly continuation on the previous reworking for progression.

this update is almost entirely Quality of Life adjustments , which should make station use a *lot* less complicated. PLEASE read these update notes. I will not be answering any questions regarding this update that is here.




Monsters
----------------------------
* cryopod mob given a bit more nastiness
* aquapod mob added to rainforests and oceans. They can water your gardens for you if you catch a couple! (inspired by quicksilvers recent reddit post)
* fixed a bug causing horror2 to cause inability to travel to Dark Atropus worlds

* Shoggoth adjustments:
* Eye beam damage reduced quite a bit. Should be survivable now
* Eye beam now telegraphs better, giving you an audio cue and a longer windup time
* all animations slowed down just a bit to appear more fluid
* Getting Touch damage from the shoggoth (rather than the tentacle attack itself) will now apply the defense debuff.
* Health increased by 2000 hp
* Melee and Touch damage significantly reduced


Progression
-----------------------------
* A new NPC is present in the Science Outpost. They are the new giver of the Frozen Wastes quest, opening up much sooner for those that want to attempt it at lower tiers. Best of luck. You'll need to finish at least the Plastic quest to access it now.

* Power Station is now a tiered station. Tier 1 is the "Electronics Center", and tier 2 is the power station you already know.

* Significantly reduced Pyreite, Isogen, Xithricite, Nocxium and Tritanium in loot tables

* Nocxium is more difficult to craft

* Morphite Bars removed. ordinary Morphite remains and takes its place in recipes (at increased ratio to compensate).

* You can toss your current morphite bars into a blast furnace or arc smelter to get your morphite back.

* Molten Core now properly unlocks from liquid Iron

* Tissue Culture has been added to almost all vanilla seeds when extracted

* Berlinite and Lazulite have been completely removed. you can still extract the existing ores, but will not find more. This means two less ores clogging up ore tables. yay!

* Phosphorus and Magnesium Powder added to more extraction to compensate for the above change



Quality of Life

-----------------------------
* corrected sell price of Growing Trays

* corrected production rate on wooden sifter to 25%. Was typoed in at 55%

* increased drop rate of seeds on dunestalk and bolbohn

* Cryonic Extract and Venom Samples can now be unlocked and crafted in the Chemistry Lab

* FU beds act the same as vanilla ones now, rather than only regen

* Peaches, Pears, Pear Juice, Apple Juice now all have values for selling

* Glow Glass and Golden Glass moved to the Furniture crafting table with the other block types

* removed the gajillion varities of useless recipes from the furnace. You didn't need them anyhow, and most extracted at higher ratios anyhow. Among these are all smelting of berlinite and lazulite

* "stick of blasting dynamite" is now simply "throwing dynamite"

* removed a lot of pointless recipes from the furnace, such as alternate durasteel, tungsten , etc. It was a cluttered mess. Now it's uniform.

* all ores in FU now have normal text color, save for the Alloys, which now all appear at the top of the list.

* Void Storage name color changed to pink to match other Storage from FU

* Roof extractors removed. All extractors instead place on ceiling or floor based on where you yourself place it

* extractors now have an input node for use with the Item Network

* Blast Furnace and Arc Smelter UI given a more clear indicator of the input node (thanks to Randomize User and his video series for bringing this to my attention)

* added timer to crafting of FU stations

* adjusted display in tooltips for some cramped FU armors


Gear
-----------------------------
* added a ton of new staves and wands, along with complete sets of new effects and abilities to go with them! Please note, the wands are still not quite fully functional yet...half of them are fine. The staves all function normally, however. Tomorrow I should be able to get a fix up for the wands.

* fixed certain plants and armor buffs applying energy regen incorrectly, resulting in a *lower* regen rate, rather than a higher one as intended.

* added in ShadowWolf TJCs "expanded weapon generation" mod. This adds new random generation weapons, new configurations for existing ones, and tons and tons of new special abilities to really expand on what you can get.

* Power Jump II reduced in potency but given some additional utility

* renamed some Techs so that they appear in a more logical order and are more clear as to which is better than its predecessor (ie: Grav Harness is now Quint Jump. Ultra Burst is Zero Burst III, and so on)

* Warp Field tech slowed down and has had its energy reduced. It was just too damned fast to be viable for most users.

* Physics Field I and II have reduced energy cost

* slight graphical glitch fixed on Densinium rifles "phantom" stock

* 8 new augments added, one for each damage resistance type. Should unlock when accessing the t2 nanofabricator

* Armor set bonuses have been revamped. We have a *lot* more control now over what each set can do, and more indicative icon tooltips to give info on armor set bonuses.

* All Tier 1 and 2 FU armors have adjusted set bonuses, or reworked stats. Each now fills a particular niche in style and biome preference. Tier 3 has been started on, and the rest will follow soon after.

* updated visuals on Monster Plated helm. It looked dumb. Now it looks less dumb.



Actualizare: 23 febr. 2017 @ 15:45

small fix : seedspawn now calls the correct behavior file

Actualizare: 23 febr. 2017 @ 10:35

small recipe bug fix

Actualizare: 23 febr. 2017 @ 8:00

Actualizare: 23 febr. 2017 @ 6:45

Monsters
---------------------
* reorganised Monster folders to clean things up a bit

Gear
---------------------
* Energy backpacks (quantum, antimatter, erithian, proto) have slightly altered bonuses

* phase armor regen rate increased

* intersec armor bug corrected, and buff temporarily changed until the upcoming armor-set revamp

* fixed food buff on swashbuckler set

* Vagabond armor now requires cotton rather than fabric to make it a bit more involved to obtain given its early-game flexibility

* added Vagabond headgear

* some more tweaks to the prismatic cannon to make its secondary both less laggy, and more interesting



Quality of Life / UI / Crafting
--------------------
* Med Bay Bed moved to tier 1 Medical station

* Cryogenic Pod moved to tier 2 furniture station

* Chemical Shelf, Life Support Pod, Microscrope and Electron Microscope have all been moved to the Industrial Workbench and removed as recipe requirements on FU stations

* removed now useless Materials icon from matter assemblers

* Vehicles moved to new Vehicle tab in the Matter Assembler

* Moved all "tiles" off of the nanofabricator. The gels can instead be made at the chemlab now

* Malt recipes moved to the Campfire / Cooking table

* Caramel crafting recipe moved to the cooking table

* Breathing EPP now requires Oxygen rather than Living Root, easily obtained by hand-milling or extracting some water.

* all Backpacks have been moved from the Matter Assembler to the same tab you find them in the Anvil, to make them more intuitive to find

* all Explosives are now found under the Explosives tab in the Chemlab/Alchemy Lab

* Aeroponic and Hydroponic tiles moved to the Foraging station

* removed recipe for Battery from the Matter Assembler line of stations, leaving it only where it is created in vanilla (furnaces) to clear up confusion


* Wells now give Water rather than Water Buckets. While a nice aesthetic, it didn't provide much for actual gameplay to have throwable buckets.


* Armory, Chemlab and Design Lab recipes for t1 no longer require Water Buckets. Instead they require Water in larger amounts.

* discontinued the following resources: Shadow Gas Canister, Helium 3 Canister, Particle Canister. They just made things unnecessarily complicated. their base resources are now used instead.

* discontinued the following resources: Ebon Shard, Obsidian Shard. They had almost no utility, and effectively served only as bloat.

* moved Grappling hooks and translocators to the nanofabricator, so they live with mining lasers and other such tools now.

* coffee machines should function again










Actualizare: 21 febr. 2017 @ 21:13

5.0.16 (full)


* more adjustments to the Mama Poptop room

* some status effects reworks, with tons more coming (Kherae)

* miner Bee combs (durasteel, titanium etc) now have a much higher chance to spawn ores when tossed in a centrifuge (from 3% to 30%)

* solarium chance for Ultronium in the Gas Centrifuge has been increased to 11% from 5%

* Every FU tier 1 armor has been adjusted. They all have set bonuses now, and each benefits a particular play style.

* Industrial Centrifuge processing issue corrected

* fixed a spawner issue on Infernus and other hot worlds

* gravity system completely reworked (Kherae)

* item network fixes and adjustments (Kherae)

* many FU monsters will now appear in randomly generated quests, including some difficult minibosses

* Fatal Circuit monster (beta boss) re-added with new behaviors (Mojinir)

* fixed a typo preventing Harvest tier 2 and 3 from appearing

* reworked the oldschool Eye Jelly boss into a new monster! (Monijir)

* Hoplite bonus properly loads the regen effect. Added icon as well.

* Phase armor set properly regens

* prismatic cannon is no longer a useless piece of crap. its pretty boss now.

* Elder Carbine primary and secondary fire changed

* Deadly Radiation EPP and armors should also block Radiation Burn effect (but NOT radiation damage type. that needs to be mitigated with Radiation Resistance buffs)

* fixed Phase armor set bonus regeneration not applying

* Tiles on Irradiated worlds have altered effects. They will reduce defenses and health, respectively. These can be mitigated with poison blocking EPPs, antidotes, or armors.

* increased fuel cost for star travel. This has many effects:
* you cant travel nearly as far on a tank of gas
* engineer buffs will be more valuable , and have less total impact
* mechanic buffs will be more valuable, and have less total impact
* choosing your destination is more meaningful, since you need to plan to gather fuel if you are low. Sometimes that will mean something other than Erchius, if that system lacks a viable moon. That might be bio-fuel, uranium, plutonium, neptunium, thorium, solarium, deuterium or many other potential options.




Actualizare: 19 febr. 2017 @ 21:17

full list of 5.0.15 to 5.0.16 changes:



* more adjustments to the Mama Poptop room

* solarium chance for Ultronium in the Gas Centrifuge has been increased to 11% from 5%

* Every FU tier 1 armor has been adjusted. They all have set bonuses now, and each benefits a particular play style.

* fixed a spawner issue on Infernus and other hot worlds

* gravity system completely reworked (Kherae)

* item network fixes and adjustments (Kherae)

* many FU monsters will now appear in randomly generated quests, including some difficult minibosses

* fixed a typo preventing Harvest tier 2 and 3 from appearing

* reworked the oldschool Eye Jelly boss into a new monster! Monijir did amazing with this !

* prismatic cannon is no longer a useless piece of crap. its pretty boss now.

* Elder Carbine primary and secondary fire changed

* increased fuel cost for star travel. This has many effects:
* you cant travel nearly as far on a tank of gas
* engineer buffs will be more valuable , and have less total impact
* mechanic buffs will be more valuable, and have less total impact
* choosing your destination is more meaningful, since you need to plan to gather fuel if you are low. Sometimes that will mean something other than Erchius, if that system lacks a viable moon. That might be bio-fuel, uranium, plutonium, neptunium, thorium, solarium, deuterium or many other potential options.

Actualizare: 19 febr. 2017 @ 14:04

correction to a patch file, one which now adds:

various FU content appears in random quests. This includes monsters, crafting, gifts, etc

Actualizare: 19 febr. 2017 @ 13:30

fuel-cost patch file corrected

gravity system slightly reworked. you wont notice much on your end, but we now have greater control. Try Spacefarer in zero-g now.

Gravity rain + low-grav effects = very bad. Be careful.


some fixes and tweaks to the item-network

Actualizare: 19 febr. 2017 @ 11:03

* increased fuel cost for star travel. This has many effects:
* you cant travel nearly as far on a tank of gas
* engineer buffs will be more valuable , and have less total impact
* mechanic buffs will be more valuable, and have less total impact
* choosing your destination is more meaningful, since you need to plan to gather fuel if you are low. Sometimes that will mean something other than Erchius, if that system lacks a viable moon. That might be bio-fuel, uranium, plutonium, neptunium, thorium, solarium, deuterium or many other potential options.


some armor sets had some leftover stuff from my tinkering with t1 stuff. should be corrected now. my bad.