Starbound
Frackin' Universe
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Actualización: 2 FEB 2017 a las 10:55

cool chemical shelf was blocking progression by requiring plastic. this has been corrected. now you can upgrade the Machining Table to the Auto-Assembler, and craft the shelf needed to upgrade your Alchemy Table to the Chemistry Lab.

Actualización: 2 FEB 2017 a las 6:11

centrifuge fix has been fixed

Actualización: 2 FEB 2017 a las 4:42

you should be able to properly unlock the Gas Centrifuge from picking up the Lab Centrifuge. That should fix that progression hole!

Actualización: 1 FEB 2017 a las 21:06

minor fixes to progression

Actualización: 1 FEB 2017 a las 20:43

minor fix: progression resource adjustment for Greenhouse

Actualización: 1 FEB 2017 a las 20:20

**** 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!)


Actualización: 26 ENE 2017 a las 11:08

* 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

Actualización: 24 ENE 2017 a las 8:24

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.

Actualización: 24 ENE 2017 a las 5:41

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

Actualización: 24 ENE 2017 a las 5:20

weapon correction