1. Welcome to the official Starbound Mod repository, Guest! Not sure how to install your mods? Check out the installation guide or check out the modding help thread for more guides.
    Outdated Mods have been moved to their own category! If you update your mod please let a moderator know so we can move it back to the active section.
    Dismiss Notice

FrackinUniverse 6.5.1

Enhance your starbound experience in every area. Massive mod.

  1. monsters galore pt3

    sayter
    1.4.7

    --------


    Proto and other soils should now plant as usual.

    honeyheal1.lua should no longer cause crashes

    Raptor 1 and 2 have had their melee attack swapped for a bite and both have had their outlines tuned to match SB more

    New monster: Giant Scorpion (ripped from Planet Centauri)

    spongeweed should plant better now. And, yknow...have a visible graphic.

    corrected mislabelled harvest drops from the flowers added by Bees! mod content


    a few plants...
    Elfginther and Luthor614 like this.
  2. monster mayhem part 2

    sayter
    1.4.6

    ---------

    merged Bees! mod into FU. For any help on using bees! content, visit that mods page here on the forums. Eventually I’ll be modifying some of the content (besides the armor and weapons I already modified) so that they work more logically in FU in places. Note that you WILL have conflicts if you use both mods now. It’s either FU or Bees! at this point...and you...
  3. monster mayhem part 1

    sayter
    [​IMG]
    before the patch notes, a shout out to the pixel artists responsible for ripping the various monsters included recently (Dragonith, Dragonrod, and Smithigon and any I missed [sorry!]) as I didn't scratch-build most of them, nor did the other FU artists.


    fixes:


    underground spawns changed to correct creatures per biome

    fixed precursorshotsmall being slightly off in the frames file causing an error...
    Hevel, Lindazana and burningleos like this.
  4. smash dem biomes with a decorative brick

    sayter
    -starspawn bounds box corrected

    -rebalanced most FU monster HP a bit. They are probably too easy now, but we will see how it pans out before I tweak any more.

    - zombot monster added

    - added 5 new spears: Hellfire, Bane, Carbon, Elder and Corrupt

    - 8 new quietus swords added

    - 2 new guns: Precursor Pistol and Precursor Rifle, along with new projectiles, explosions and muzzleflashes

    - removed “coraltemple” from coralcave underground biome

    - all subbiomes now have spawns for critters,...
    lordbociek, N3bulu5 and SilverLancer like this.
  5. a few final additions to MW

    sayter
    - added a couple random-gen weapons: Bee Stinger (similar to vanilla floran needler) appears in Hive biome chests. Shatterguns appear wherever they please.

    - honey bandage added

    - moved mutavisk bandage and honey bandage and crunchy chick to a new items/healing directory

    - added new weapons: Steampunk Rifle, Lunari Pistol, Lunari Rifle

    - new loot armors : Trooper Helm (2 variants) , Targeting Goggles,

    - all farmables now have the appropriate maxImmersion tag

    - added a beekeeper...
  6. fix for startup

    sayter
    my bad there. Forgot a few recipes and had one mis-tagged. You should be able to launch as normal. Working on my end, at any rate.
  7. Mesmerized Walrus: Complete

    sayter
    Mesmerized Walrus v1.0 (all updates for MW are listed here for those just coming now!)

    ------------------


    RC45
    ----------

    New/Reworked SubBiomes: Hive , and Hell Hive (overground and underground)

    • these have some slime reskins for deco, among other things

    • filled to the brim with annoyed, rage-filled and hungry bees of numerous sizes

    • they have their own ore tables, so you wont find typical spreads there (these will be edited a bit more later on)

    • new effects: Bee...
    tigerspuma and Noranum like this.
  8. RC43

    sayter
    BEEEEEEEES!


    -moved mutavisk bandages to the chemlab

    -the extraction lab now extracts half as quickly as before. the quantum extractor retains its previous speed

    -added two new extractors, ceiling mounted variants of the normal ones

    -greenruins6 was throwing errors so i removed it from the dungeon template

    -removed molecave from atropus biomes, as it too seems to have been removed from vanilla

    -new furniture: bookcase, table, chair, cabinet, computer, door, electron microscope,...
  9. RC42 , last one for the day

    sayter
    a few tiny issues escaped my evil clutches, so i corrected them for you.

    - minor adjustment to existing colony guard

    - Friendly Cultist, Elder Guard, Hazmat Guard and Hellfire Guard added.

    - recipe for magnetic shielding changed

    - recipe for electromagnet changed

    - you should be able to stack extractors again

    - lunari armor was missing damage boost. fixed.

    - las pistol and las rifle have had their firing speed and damage adjusted to match up better with approximately “dreadwing” tier...
  10. RC41a

    sayter
    RC41a

    -----------------
    some changes to the just-released update to fix the colony guards so that they operate properly. So now, if you want FU scientists you build most lab types. if you want guards you build yourself matter assemblers, fission furnaces, combat items, and you should get a guard. They have a higher priority than scientists just to make sure.

    - Added “water ball” grenade to the chemlab. unlocked with adv. plastic. You can water your garden with...
    Noranum likes this.