Starbound
Frackin' Universe
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Cập nhật: 5 Thg03, 2017 @ 5:26am

* added more craftable robots

* corrected a problem with crew members still not applying buffs. should work fine with FU crew now, at long last. Sorry about the kerfuffleuffle.

* added Capture Balls for the craftable robots

* new mob native to mountainous biomes: Stone Golem

* new infernus mob: The Burnt Rotter

* most of the new rangen guns should properly work. thre are still one or two abilities causing grief, though. so, youll see the odd PGI.

* changed mama poptop loot just a bit, so that she gives leather which is sorely needed at that point in the game

* added Jandroan's "Ornate Samurai Armor" as a t2 option

* picking up Iron and Tungsten no longer unlocks 600 trillion recipes. Instead, most of what they unlocked either unlocks automatically when accessing early tier stations, or starts already available.

* Gishinanki armor no longer requires Bars of morphite, and correctly uses raw Morphite

* fixed an error where a tech was missing its animation file where it was looking, causing crashes/character removal

* item network adjustments to pumps

Cập nhật: 4 Thg03, 2017 @ 4:30pm

* added more craftable robots

* corrected a problem with crew members still not applying buffs. should work fine with FU crew now, at long last. Sorry about the kerfuffleuffle.

* added Capture Balls for the craftable robots

* new mob native to mountainous biomes: Stone Golem

* most of the new rangen guns should properly work. thre are still one or two abilities causing grief, though. so, youll see the odd PGI.

* changed mama poptop loot just a bit, so that she gives leather which is sorely needed at that point in the game

* added Jandroan's "Ornate Samurai Armor" as a t2 option

* picking up Iron and Tungsten no longer unlocks 600 trillion recipes. Instead, most of what they unlocked either unlocks automatically when accessing early tier stations, or starts already available.

Cập nhật: 4 Thg03, 2017 @ 6:10am

Assault armor no longer requires Electromagnetic Shielding (but its recipe will be totally different soon, so dont get comfortable!)

other small fixes

* added more craftable robots
* most of the new rangen guns should properly work. thre are still one or two abilities causing grief, though. so, youll see the odd PGI.

* changed mama poptop loot just a bit, so that she gives leather which is sorely needed at that point in the game

Cập nhật: 3 Thg03, 2017 @ 9:17pm

* added more craftable robots
* most of the new rangen guns should properly work. thre are still one or two abilities causing grief, though. so, youll see the odd PGI.

* changed mama poptop loot just a bit, so that she gives leather which is sorely needed at that point in the game

Cập nhật: 3 Thg03, 2017 @ 2:35pm

Progression
----------------
* electromagnetic shielding no longer used as a resource. Electromagnet takes its place in all cases.
* electromagnet recipe changed
* Moved the Xeno lab down one tier, so you can craft it a bit sooner, and the advanced lab remains at tier 3.
* shuffled around some recipes in the chemlab. Polymer is crafted there, not the Machining Table route.
* Magnesium, Cinnabar and Mascagnite are now only Extractable. This essentially puts only ores that make bars in the Furnace, which should alleviate confusion. "Ore" dropped from their names, as well. Their descriptions explicitly state that they can be extracted


Quality of Life
-----------------
* fixed Whip critical hit rates
* added some new liquid textures that tile better
* moved alternator and powered centrifuges to the Electronics Center
* new Tabs added to Electronics/Power station, and Item Network objects have been moved there from the Machining Table.
* Tools tab removed from Matter Assembler station line, as the only thing left was the Survival Tent
* Survival Tent moved to Foraging Table under the Survival tab
* shortened needlessly long generated gun names
* Began reworking how plant buffs are displayed on produce. These will change with plants soon, so are placeholders only.

ROBOTS!
-----------------
* Constructed servitor robots are now Persistent! So, yay! Now you can populate your base with little robot protectors
* Constructed robots moved to a new tab on the Matter Assembler (robots)
* added Light Drone, Waterbot, Triplod, Laser Triplod and Blast Triplod guards (in addition to the 4 others you already were able to make)


Gear
-----------------
* the Gorgolith now drops a unique weapon
* you can now craft Tech Consoles in the Auto-Assembler



Cập nhật: 3 Thg03, 2017 @ 9:31am

fix to cinnabar extraction recipe. oops!

Cập nhật: 3 Thg03, 2017 @ 7:08am

Progression
----------------
* electromagnetic shielding no longer used as a resource. Electromagnet takes its place in all cases.
* electromagnet recipe changed
* Moved the Xeno lab down one tier, so you can craft it a bit sooner, and the advanced lab remains at tier 3.
* shuffled around some recipes in the chemlab. Polymer is crafted there, not the Machining Table route.
* Magnesium, Cinnabar and Mascagnite are now only Extractable. This essentially puts only ores that make bars in the Furnace, which should alleviate confusion. "Ore" dropped from their names, as well. Their descriptions explicitly state that they can be extracted


Quality of Life
-----------------
* moved alternator and powered centrifuges to the Electronics Center
* new Tabs added to Electronics/Power station, and Item Network objects have been moved there from the Machining Table.
* Tools tab removed from Matter Assembler station line, as the only thing left was the Survival Tent
* Survival Tent moved to Foraging Table under the Survival tab
* shortened needlessly long generated gun names

ROBOTS!
-----------------
* Constructed servitor robots are now Persistent! So, yay! Now you can populate your base with little robot protectors
* Constructed robots moved to a new tab on the Matter Assembler (robots)
* added Waterbot, Triplod, Laser Triplod and Blast Triplod guards

Cập nhật: 2 Thg03, 2017 @ 9:29am

* fixed an issue with the gas effect causing problems
* fixed an issue with the xeno armor set effect not applying.
* Plebian and Bone armors should display without their old set icons in the UI
* superflipslash corrected
* fixed an issue with random wand generation
* Electronics Center should properly appear in the Machining Table

Cập nhật: 2 Thg03, 2017 @ 6:54am

* fixed an issue with the gas effect causing problems
* fixed an issue with the xeno armor set effect not applying.
* Plebian and Bone armors should display without their old set icons in the UI

Cập nhật: 1 Thg03, 2017 @ 6:46pm

wands corrected!