Starbound

Starbound

Frackin' Universe
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Uppdatering: 31 aug, 2016 @ 4:29

re-adding the removed crewmemberhunter, since people didn't bother to read the update notes and do as instructed and fire their old ones. Which then led to those people having issues with all crew members.

Sometimes I wonder why I bother. But whatever. This should solve the error for those people.

I will be re-removing him later.

*so FIRE ALL HUNTER CREW that are not carrying a shotgun and knife and wearing a black bandana* you have been warned. Next time I will *not* be re-adding. You will therefore be permanently screwed at at that point I won't be doing this a second time.*

Uppdatering: 30 aug, 2016 @ 21:32

4.11 RC 0.4
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Iron axe moved to starter anvil

Slight boost to tier 2 recon armor

Removed genetic material and tissue culture from hunting loot. Added bone in their place. There are plenty of places to get GM and TC anyhow

Watcher description changed to be more helpful

Wastelands have the Scorched City background

Apiary fixes (NotMrFibble)

Small adjustment to the Solar Tower (NotMrFibble)

Batteries retain charge when broken and moved (NotMrFibble)

Improved battery state display (NotMrFibble)

Various text corrections (spelling, grammar) (NotMrFibble)

Increased prices in the ansible for various ores

Powered Battery recipes changed to be a bit more gated, using neptunium, thorium and deuterium rods (for deuterium, see below)

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GAS, RADIATION : CHANGES & A NEW BIOME
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New Gas Ball biome (experimental, and highly dangerous/lethal). Lots more to come for this new one. This is highly experimental at this stage. Any suggestions are welcome. Lots to do here still! You can currently only find them around Binary stars (any distance, normal chance of appearing)

New Gas Ball parallaxes

Added Hydrogen Gas - harvests as hydrogen

Added Nitrogen Gas - harvests as nitrogen

Added Poison Gas - harvests as bioooze

Shadow Gas and Helium 3 have different physics/effects

Added Tritium - obtainable via the Fission Reactor. See Below.

Added Deuterium - Obtainable in the advanced centrifuge via ordinary water. Used in several Quantum and high-end radiation-related recipes (primarily via nuclear core)

Added periodic table elemental designations to many resources for some fun and learning. Salt renamed to Sodium to be more accurate

Added Tritium and Deuterium to the Atmosphere Condenser rare drop list

Fission Reactor now randomly spits out Tritium, which can be extracted into Helium-3 canisters in batches of 2. They’ll land on the ground for you to collect, so as not to erase the toxic waste the generator produces. Using Watchers, this becomes a viable way to farm Helium 3 without the risk of needing a dangerous Gas Ball biome.

Uppdatering: 30 aug, 2016 @ 5:15

applied fix for miner bees and tungsten/durasteel frames in the normal apiary, and giant apiary

let me know if problems persist with it

Uppdatering: 29 aug, 2016 @ 22:04

removed status.config.patch and the aim adjustment patch in behaviors... this *seems* to have my crew behaving and hiring like normal now. Let's hope that's it.

and now I sleep. I am wiped.

Uppdatering: 29 aug, 2016 @ 22:03

Uppdatering: 29 aug, 2016 @ 18:58

Fix for the mislabeled TMX file for elder_objects.tileset. I added a new object, added the references..but forgot to increase the item count in the file. Corrected.


also, no one said anything for over 1 year, but apparently there was no extraction recipe for liquid healing water. This has been corrected.

that should be the LAST update today. All annoying micro-bugs corrected as far as I know :) Wanted to get that last one fixed so that you could actually *not* crash whenever a microdungeon using anything Elder loaded up.

Uppdatering: 29 aug, 2016 @ 18:37

okay, THAT should do it. Sorry about the kerfuffle folks. First update after vacation. Gimme some slack :)

Uppdatering: 29 aug, 2016 @ 18:22

swapped the actual FILE names for the beestingImmunity to all use lowercase. This was probably part of the issue for some, since file systems on different OS can read them differently. Our bad.

This should hopefully fully resolve the bees crap.

Also, changed the long BEESTING IMMUNITY to Sting Block. Should fit better on the UI

Uppdatering: 29 aug, 2016 @ 17:52

ren missed a couple i/I upper/lower case things in the bees...this should hopefully adjust that so you no longer have errors.

odd, since on both of our machines things were fine. Probably a FAT issue.


also a few minor adjustments added in the process. Nothing major. Recon armor is a bit better protectively, and wasteland has a variant or two added in.

Uppdatering: 29 aug, 2016 @ 12:08

this is a LARGE update. Read the notes or suffer the potential consequences:




4.11 RC 0.3
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Monster attack damage rebalanced. This may or may not need more fine tuning, but RNG monsters should be vastly less apocalyptic in their power, and many other monsters are also lowered in damage output (especially the stealth enemies) (sayter)

Added several new pickaxes to the MA menu (where you find the basic miner) (sayter)

Added a new fist weapon (sayter)

Added a new axe weapon (sayter)

Added a few experimental pet collars (sayter)

Pet collars appear in loot (sayter)

Greg (sayter)

Matter Assembler recipe updated to be available earlier :glass requirement removed in favor of one manipulator module (sayter)

All FU produce rots at ⅓ its previous rate. This should restore a bit of sanity. (sayter)
All FU produce now stacks to 1000 items (sayter)

Bows got upgraded a bit (sayter)

Shield stats rebalanced (sayter)

Rebalanced progression on the lower tiers a little bit. You’ll find some “new” unlocks that were previously only available via drops. (sayter)

Triton Sub now has a bottom light, and slightly corrected top-light positions (sayter) (DarkPursuer)

Rebalanced melee weapon damage. Many are lower, and quite a few got an increase in damage. Before you feel the need to complain about damage, remember that they *all* are now balanced as per vanilla random gen weapons. There are no exceptions to this rule any more. I have tested this with over 200 randomly generated melee weapons, comparing to the FU values. They are balanced. Just because something takes rare resources to make, do not expect it to be God Level power. This is not the case in vanilla, and it is not the case in FU. (sayter)

Rebalanced many ranged weapon damages. Mostly lowering values that were too high, especially among the higher tier weapons. Many are still ridiculous, but not nearly *as* ridiculous. Several underperforming lower-tier items have a slight boost, bringing them to more pleasing levels. (sayter)

Added Shark Mask mask to Tidewater loot (sayter)

X-10 armor has a proper unlock [via phase matter] and readjusted stats (sayter)

Adjusted npc aim time from 0 to 0.01, which should hopefullyreduce their inability to aim worth a damn (sayter)

Removed the now unused hunter crew member, which clears up incompatibility with the Hunter Crewmember mod. (sayter)

Shadow, Superdense and Unknown worlds are more explicitly dangerous in their planet descriptions (sayter)

Energy Blade now has proper recipe and unlock. They were missing. (sayter)

Increased occurence of Energy Orb Forest (to increase likelihood of EnergiWood) (sayter)

Cellular rifle properly shoots a projectile (sayter)

Fixed Shadow Worlds generating oceanic biomes (dark magma, dark arctic) at ground level, causing lethal spawns of lava or just annoying walls of ice water (sayter)

All FU core stations now display as “essential” rarity (sayter)
Exosuit tenant should no longer take priority over the vanilla cultist (sayter)

Spidernest subbiome no longer generates a screwed up underground terrain (renbear)

Glacial subbiome no longer causes issues by spawning in non-oceanic biomes (renbear)

Corrected Carbon Spear not having an unlock (flightFire should now be craftable! yay!) (renbear)

Dozens of adjustments to normal, scented and giant apiaries (renbear)

Mites will now appear properly to make your bees miserable within all apiaries (renbear)

Bees will now sting you properly if they are aggressive or if you piss them off (renbear)



Added numerous graphic replacements for assets from Luthien (fertilizer icons, silicon icon, algae icon, and several others) (Luthien)

Mushroomseed now extracts in the xeno lab to produce regen gene (sayter)

Added missing dark tundra and dark infernus orbital horizons (sayter)

Relocated powered station recipes to the proper directory (sayter)

Quietus spawn increased (sayter)

Blood Diamond spawn greatly reduced (sayter)

---------------------------------------------------
Crafting Station Adjustments: (sayter)
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The following FU crafting stations have new looks, and new sizes. This will undoubtedly screw up your setup a little bit and may require you to pick up and re-place those stations. They do, however, tile together pretty well now. More are coming:

Cloning Lab (DarkPursuer)
Xeno Station (DarkPursuer)
Gene Design Lab (DarkPursuer)
Biochem Lab (DarkPursuer)

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Powered Station Adjustments: (sayter)
----------------------------------------------------------
Blast Furnace (DarkPursuer): along with its new skin, it is MUCH larger than it was. You’ll need to re-set your existing one for sure.Your items may drop from it onto the ground if it no longer fits in its current location. It will also revert to its item rather than a placed object if it no longer fits in its alloted space.

Atmosphere Condenser (DarkPursuer): This station is now roughly 2x the height. You will therefore more than likely need to re-place it. Your items may drop from it onto the ground if it no longer fits in its current location.It will also revert to its item rather than a placed object if it no longer fits in its alloted space.

Wire Relay (renbear): tweaks to make them more viable. They should function *much* better now (especially when paired with the newly added Watcher (see below) )

Added new “Watcher” item(renbear)(DarkPursuer): These sweet little darlings will hopefully solve your power woes. They will make any stations within 20 tiles load no matter where you currently are on the world. This means you can place power generators far away now and they will still function rather than stop the second you leave their general region. Note that too many watchers has the potential to cause lag, so place them sparingly and with maximum radius coverage. Also, they must be *manually activated* whenever you log in, or leave and return to a planet, and will not work while you are off world. So you need to turn them on...but the potential is enormous. Enjoy.

Added new “Solar Tower” station(DarkPursuer): one tier up from the Solar Array. This sucker is awesome. But rather tall, so prepare to make some room for this bad boy.