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FrackinUniverse 6.4.22

Enhance your starbound experience in every area. Massive mod.

  1. Replace-o Rama

    sayter
    Had to create a new mod page to fix my inability to post. This update note will be monstrous, because it includes the last few builds the site would not post on the old mod page. Prepare yourselves.

    It should also be noted that BEFORE you update the mod, unequip any FU armor you are wearing. While you "should" be okay, I have done a lot of revisions to armors and it could cause you some grief if you are wearing the suits affected.

    A LOT has changed in these updates, so READ the update notes. Failure to do so will result in me ignoring any pleas for help and simply directing you here to read anyhow. Save yourself the trouble!

    1.4.8
    -----------

    - vanilla “slime liquid” now appears in select biomes and sub-biomes. it still gives “oil” when harvested for the time being, as I don’t know what vanilla plans to do with the liquid and its fine as-is for now. I’ve changed it’s effect from their temporary uber-slow (there are already enough slowing liquids in FU). Slime will reduce your surface friction for a while.

    - slime world underground should not have Hive blocks as the main block

    - slime worlds now have “slime dirt” which is tillable. It has the same slime effect as normal slime

    - slime tiles have no slope sliding anymore, and their ground force has dropped from 70 to 50 while their bounce has increased from 35% to 55%. So, less traction and more bounce are the new thing.

    - added the Guardian Wings from the Root of the Conflict mod. unlocked via looted blueprint only.

    - fixed a bug where slime grass was not properly displaying (was using crystalgrass graphic rather than slimegrass. and apparently has been for quite some time (probably since first implemented and I just never noticed!)

    - added rainforest and primeval chests

    - ice wastes now have Northern Lights

    - more ice slipping adjustments

    1.4.7
    ------------------


    - sub-biome “haunted graveyard” added

    - mercury is no longer absurdly lethal, and instead functions as a slightly more powerful version of vanilla poison. It should be resisted by poison-proof gear.

    - gas-sea sub-biomes will no longer create “lost world” type effects, and are more varied in appearance (and without surface features). Also, they are no longer a surface biome type on Unknown worlds.


    - rain weather types now output waaaay less liquid, reducing the “slime bomb” effect.

    - added new armors (thanks to Wolf Oman for these ones) Bone, Monster Plating and Flesh. Bone is low tier, but immune to sulphuric acid. Flesh resists helium and slimestick. Monster Plating resists slowdown from mud and black tar.

    - new armor (thanks to I Said No from the Science mod for the permission): Flesh Exosuit. It has a few different status effects: regeneration, agility boost and energy regeneration.

    - adjusted FU chest loot slightly.

    - basic mining laser has a slightly simpler recipe (wire requirement has been removed, as it is used in the electromagnet already)

    - ice, slush and snow should no longer hamper travel as much. They still have their effects, but will be less annoying. (ice has better traction and less slip, slush has less slip and a more traction , and snow slows almost half its previous value)

    - blizzberry now protects against tile-based effects (slush, snow and ice) on cold biomes.

    - leafshell now protects against ice, slush and snow (but not extreme cold, liquid nitrogen or vanilla cold)

    - added some objects from the Castlevania Mod. Thanks to mastercookie for ripping those graphics for us all !

    - fixed slimeworld parallax tree heights

    - added new sub-biome: rainbow wood

    - more tree variants for crystalmoon biomes

    - solari tree colors should be far less fluorescent now, sticking nearer to the yellow of its crystal resource

    - added, and commented out, alienjuice and liquidnitrogen from vanilla, as they no longer exist in the nightly build. Saved them from extinction for use later (ie: as soon as they release the update with them removed)

    - several new stat effects and variants have been added

    - new weather: tar rain. Relatively rare, and really frikkin’ annoying. Mercifully, they don’t last too long.

    - new weather: Gravity Rain. Relatively rare, and potentially dangerous (or really useful!) if you’re out in the open. Yes, it can be sucked up for use.

    - new liquid: gravity rain

    - liquidgravityrain added to a few recipes

    - numerous plant effects were shuffled around or changed. All plants now have useful produce (finally!)

    - several melee weapons now have knockback added to their strikes

    - you can now craft FU chests. You’ll find the blueprints in FU chests. Right now they are random chance, as there are no biome specific loot tables for FU just yet. (Inny)

    - liquid interactions added (Inny)

    -streamlined how armor bonuses work for FU armors. I’ve condensed their effects into armor-specific status effects. This will allow more flexibility, without clogging up your armor GUI with “effects” icons/descriptions. This will allow additional neat things such as set bonuses later on.

    -spacefarer armor sets now ignores ice and slush slipperiness. It also blocks fire and provides oxygen and liquid nitrogen.

    - densinium armor now ignores liquid nitrogen damage as well as its other resistances

    -arctic armor now ignores snow and slush (rather than just ice). Each piece protects against something

    different to help you survive cold environments. The full suit will render you immune to all cold.

    -elder armor now ignores almost all status effects

    -fu extreme heat resistance on armors now also blocks fire damage. didn’t make sense to have fire do damage if you can ignore a planet surface that is essentially on fire.

    -removed test areas of Science Outpost

    -frozen moons now have their own parallax

    -flex spear damage increased to tier 5

    -all pistols are now properly one-handed

    -elder blade effect buffed , and looks better

    -quantum hammer has a much better effect

    -added darkwater to more biomes and sub-biomes

    -darkwater now has horizon graphics and can appear as a main biome liquid


    1.4.6
    -------------


    - added Elder Platform

    - Hyperion Particle Cannon recipe is now more difficult to produce due to it being absurdly powerful.

    - elder pistol and elder carbine have new projectiles and explosions, and new audio.
    - added some missing/incorrect extractor recipes (thanks, Inny!)

    - fixed a few errant recipes showing PGIs after the last update

    - Frozen Moons should no longer have atmospheric icecloud generation, reducing death-plummets substantially. This is not the case with Ice Wastes, however. They remain lethal.

    - added subbiomes/underground biomes for a few things to clear up issues with the ice clouds

    - adjusted ore spawn rates on irradium, metallic, shadow/lightless, ice, penumbra and proto worlds

    - added Haunted Forest subbiome, native to Lightless and Penumbra worlds.

    - fixed wild algae harvesting crash

    - elder armor should now ignore almost all status effects, save for a select few.

    - Scientist Armor renamed because that was a stupid name. Now it’s Arctic Parka. The legs provide immunity to ice slipping. The chest now provides immunity to liquid nitrogen.

    - blizzberry now protects against cold and lliquid nitrogen.

    - shadow root now protects against shadow gas effects

    - xax now protects against Helium 3 effects

    - vanilla Crystal plant now protects against sulphuric acid

    - diodia hybrid now protects against mud and clay effects

    - elder pistol recipe should now correctly make the pistol, and not a cheaper elder carbine. wooops.

    - added background ore generation to biomes
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