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Releases: sayterdarkwynd/FrackinUniverse

4.30.781

24 Jan 13:17
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oooops! fixed the broken weapons

  • also added rens invubator adjustments
  • DarkPursuer made some edits to the adv.alloy weapons
  • added DarkPursuers wolf suit upgrade

4.30.78

24 Jan 05:09
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  • Critical Attacks: The crit system has been refined. You'll have lower chance to crit overall (reduced by a further 50% , more or less), with crit base rates varying on weapon type. Level of weapons has been removed from crit bonus equations.
    • What does this mean? Well, it means thanks to these changes I can make armor sets, potions etc alter your crit chances (among other things) giving you a lot more variety in the very near future. I'm going to be working out a few other armor-set type bonuses to add to the list as time goes on, as well.
  • Hellfire set loses its Nova effect, and gains a formal Set Bonus, as well as a buff when immersed in lava, and a HP, Energy and Physical Resistance buff in Infernus, Dark Infernus, Volcanic and Magma biomes
  • Densinium rifle energy requirement increased
  • bears and wolves now drop pelts. They are the only creatures to do so.
  • pelts are required for Bear and Wolf armors
  • Bear and Wolf armor unlocks corrected, and recipes fixed
  • fixed a bug with the Wretchel plant
  • new algae seed icon from ChucklingPotato
  • updated Bracken Tree appearance by ChucklingPotato
  • eye cannon behaves a lot differently and is no longer insanely overpowered
  • added new subbiome(s) (surface/underground) : Tentacle
  • Matter Assembler now has an additional tab for helping unclutter sections. You'll find "tool"-type items there
  • Armory has two new tabs: Bow/Ranged, where staves and bows are kept...and a Misc. tab for things such as boomerangs and magnorbs
  • moved Mining Guns to the microchip(technology) tab in the Nanofabricator, along with the ore detectors
  • added additional Bear armor variant
  • added lethality to Bio-Ooze effect: it now affects Hunger as well as health
  • Shadow Taint effect text is no longer 14 miles tall
  • homing missiles should no longer seek out the nearest target regardless of it being friendly or not
  • to help resolve an issue with another mod conflicting, Trianglium has been moved to a .patch file. Hopefully this solves issues others were having with trianglium not unlocking its own smelted ore
  • New Station: Farm Well (from EggstraClucks, recoded for 1.2.2)
    • Placing this well will allow you to produce water locally, making early game water acquisition substantially less troublesome. You'll find it in your Foraging station. You can use the water buckets it gives you in your hydroponics tray, or you can spill the bucket and create a resevoir as needed.
  • Weapons:
    • new Tiered Weapons added by ChucklingPotato. Iron, Tungsten, Titanium and Durasteel weapons missing from the current list, as well as a stone weapon tier.
    • new Advanced Alloy melee set
  • Wiring:
    • added Shadow Wolf TJCs "Wired Pack", which adds a ton of new wiring goodies for you to play with!
    • Different varieties of AND, OR, and XOR Gates, some of which have 3 inputs, while others may have a built-in Data Latch and/or Not Gate.
    • A Master Logic Gate that combines an AND, OR, XOR, NAND, NOR, and NXOR Gate, with an optional Data Latch also built-in!
    • Relays (basically an inverted Not Gate that merely replaces the Or Gates as a relay).
    • An emitter that, like an unconnected Not Gate, acts as an always-on output device, only more compact.
    • A broken emitter that does the same thing, only that it's always offline. (Perhaps this can be used to keep doors, lights, and switches sealed?)
    • A timer with an extremely short rate.
    • A wider variety of Delay Gates.
    • A variety of pulse transmitters, that send out a pulse with a variable duration whenever their input node goes live, then turn off until their input node goes live again.
    • A variety of inverted pulse transmitters that stay live until their input node goes live, which will then temporarily disable the inverted pulse transmitter's output node for a variable amount of time, and then reactivate its output node until its input node goes live once more.
    • A Countdown Delay Timer, which will only activate once its input stays live for at least a designated period of time (kind of like a normal Countdown Timer in reverse).
    • A more advanced liquid sensor with multiple output nodes that will individually activate depending on what it senses.
    • A wider variety of Wall Switches! Some of them combine the functionalities of a Small Wall Switch, a Persistent Switch, a Not Gate, and/or a Data Latch in a single package that may or may not be interactive!
    • Binary Sequencers that, through their inputs, can cycle between various states, either forwards or backwards, and turn on one of their many output nodes based upon which state they're currently in. Some sequencers also allow players to switch to any given state directly through additional inputs. (And yes,most of them also have an optional Data Latch built in.)
  • Monsters:
    • Several (12) new monster variants with custom behaviors added. These are largely reskins of vanilla creatures with totally different capabilities to keep you on your toes. You'll know when you find one! Thanks to Monijir for contributing these lovely additions
    • Many FU creatures have had their abilities retuned or improved
    • fualien has its proper melee attack
    • finally got the Deep Ones doing something other than standing there. They are in-process, and will be getting a new set of animations sooner or later

4.30.77

18 Jan 19:50
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  • added an effect to crit hits. You'll know for sure when you land one now
  • reduced critChance on most weapons by 50%. The math was rolling for crits far too often
  • added chanceMultiplier to crit script. you wont notice it unless you are using FR races that benefit from this stat
  • added missing declarations for supported eggs in the incubator. you shouldn't see chicken babies without using chicken eggs now
  • corrected erroneous display for Atmos.Regulator UI. It is 48 power, not 24 as it stated.
  • added wolf and bear armors from Kraitens armor mod
  • added cosmic projectiles

4.30.76

15 Jan 20:48
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  • mining laser impact sounds are less annoying
  • adjusted light effects on all mining guns to be less.... seizure-y. Yes, thats a word. I'm a doctor that went to word-doctor school. Shut up.
  • irradium set provides its benefit. was broken.
  • fixed carbon and bone shortswords being classed as broadswords
  • fixed reversed names on Tesla/Rocket turret. You can shut up about it now. Thanks.
  • black beetles (bug shell) now have a 100% chance to spawn on Desert biomes to help with actually crafting the Nomad set

4.30.75

11 Jan 21:52
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  • flare gun added to Foraging table
  • mining hat recipe now requires a Flashlight rather than an explorers lantern
  • moved the Siren armor unlock to kelp, rather than copper (which is no longer used to craft it anyhow)
  • Lab Directory category is now "Database" rather than "decorative"
  • Vagabond outfit uses Fabric rather than Silk
  • shoggoth is now immune to most DoT effects. This should hopefully solve his Death being broken by such effects
  • Watchers now properly reset on uninit
  • fixed another small issue in the shortsword patch file

4.30.74

11 Jan 00:32
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  • made vanilla boss special weapon loot a 100% chance drop, because farming loot sucks ass.
  • you can now kill the erchius horror the good old fashioned way (murder!) if you want, but it'll take a great deal of punishment
  • you can now kill Erchius Ghosts the old fashioned way. They are extremely difficult to harm, however.
  • corrected the growth rate of Wretchel. It was way too fast to grow
  • planted wretchel now causes the gravrain effect when walked over, but also gives you a 3-second slowfall effect
  • Vintage Scoped Rifle should now have a proper crit bonus
  • added Vashta Gun turret. unlocked with Vashta gun
  • added Sanguine armor set. Thanks to Doot for contributing this female set. I added a male chest from scratch.
  • storyline bosses are now immune to most FU DoT effects. No more cheezing them!
  • hopefully sporadic reports of Frozen Waste causing a warp to ship is now solved.
  • Memento Mori mod now included in FU. Thanks , Lunchghost, for such a cool and useful goodie!
  • various spelling and grammer fixes
  • shadow taint no longer generates errors when affecting npcs
  • Trianglium can now be detected on the tier 2 Ore Detector rather than the tier 3 version
  • Tabula Rasa night lighting adjusted
  • Changed xenostation output for wildhopsseed to match non-wild variant. This actually has no real effect except for the Lab Directory output listings, which were in error.
  • Mark 2 Extractor display name adjusted for proper sorting in the crafting interface
  • recategorized splitrifle to Assault Rifle in its tags for compatibility with FR racial Assault Rifle bonuses
  • added t1 Hunting Rifle for everyone to play with (especially you novakids). It fires slow, but hits about as hard as other t1 weapons. Should be well balanced.
  • all races should be able to unlock the iron, tungsten, titanium and durasteel novakid guns
  • magnesium sulfate has more uses (replaces salt or other items in various recipes, primarily in FU stims/medicines)
  • magnesium sulfate now has a radioMessage
  • all vanilla bosses now resist or are immune to FU status effects/DoTs. Sorry, no more exploiting that loophole
  • added hair from old abandoned Patchwork Hair mod. thanks to patchwork536 for the original work.
  • hatch time for vanilla eggs drastically increased. However....,
    • you can easily build a wooden Incubator to speed up their hatching time of any such egg. You can also hatch baby raptors! more functionality is coming for this feature in the near future, as well as tons of tinkering. Hatch times are not final, but are long still. I'll be editing as we go.

4.30.73

05 Jan 19:34
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  • more change to the splitrifle. its much weaker now, as even after the nerf it was godlike.
  • all FU bows now count as bows with all fire modes, making hunting a snap
  • tons of changes to the Frozen Wastes. Puzzle reworks, some redesign, etc
  • corrected Flesh Leech collisions. theyre a lot less buggy looking when moving now.
  • gravgun alt fire is awesome
  • zero-g re-enabled fully on asteroids, rather than a hacky status effect. grav gens work as desired so this no longer causes issues
  • several gravity-bending objects have been added, but are not yet craftable. You can play with them, but they are very subject to change. You can find them in /objects/wired
  • replaced a bog ambiance sound (bogambiance2)
  • guardian wings will correctly appear in the backpack section of the Matter Assembler
  • hematite now extracts into iron
  • fixed an incorrect frame call in the negablade swoosh animation
  • new bees! weapons: Honey Gun, Stinger Burstgun
  • added Amber Platform
  • honey hammer and queens hammer damageKind has been corrected
  • reinforced frames now function
  • added several new Turret types for home defense. These are simple enough to make, and will drop both the usual turret drops when broken, as well as the gun required to create them in the first place. Unlocked with the same resource their weapon counterpart uses. You'll find them in your Power Station under "tools" for now
  • Gauss rounds and Mini Rockets no longer do "dual" damage. They do only their explosive damage now as intended.

4.30.72

31 Dec 04:11
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some fixes:

reptile and bone steel properly apply their effects

Grav and Antigrav generators operate differently. break and re-place them and you should be good to go.

4.30.7

30 Dec 20:48
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  • gave all vanilla bows a damage buff and adjusted FU bow damage
  • Irradiated microformer should properly display its name as Irradiated, not Ice-Fire
  • Xithricite Armor added
  • Isogen Armor added
  • Cosmic Damage added
  • removed all instances of asteroidencounter, so you should no longer get that error
  • removed "fire" encounters from unsuitable subbiomes
  • reduced critter totals on Lush worlds
  • increased bee chances on Forest, Desert and Lush worlds.
  • several key puzzle adjustments to the Frozen Wastes. Some areas are totally revamped in terms of how you get through them. One room feels like a trap now, but there is most certainly a way out.
  • third tier ore detector should properly detect effigium
  • nerfed War Angel damage bonus in order to make it not simply one-shot everything it encounters. It's set bonus of +25% damage remains unchanged. However, it no longer gets +670% damage. You'll top out around 550 now.

4.30.6

28 Dec 03:24
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  • requested : projectile swap for Reaver to match Gauss. It does not have gauss explosions in order to minimize lag while flying
  • fixed an issue with red desert(dark) having the wrong biome effect. it now correctly applies the Heat effect rather than Cold
  • all ranged FU weapons have proper categories now rather than "unique weapon"
  • added Cinnabar to the Ore Detector II
  • rangen weapons have their crit values properly rounded down when generated now, so your UI wont show insanely long strings of decimal values. So, 12.8 instead of 12.7752354235373737
  • tier 2 batteries now use titanium rather than durasteel, bringing them into use earlier on to promote more power use at an earlier point in progression if desired
  • liquid condenser is now unlocked by the power station itself.
    • heavily reduced timeToLive of freezestorm particles (by about 92%). this should lower snow lag quite a bit
  • moved Elder and War Angel armor sets to a leveled stat list. There have also been some balance adjustments to both sets in terms of what they provide. War Angel is the undisputed king of damage, while Elder rocks the energy bonus. The caveat being that their stats/buff icon positions in the UI are now switched.
  • Atom Smasher and Mining Guns have proper weapon stats listed, as well as crit chance increase
  • Atom Smasher tweaked more. it is insanely more critty than it was before, and does a lot more damage. However, it will devour your energy very quickly
  • all magnorb controlForce reduced, so the projectiles should travel farther now. Additionally, they have received a slight damage buff
  • thrown weapon nerfs reduced
  • arctic parka set now unlocks from Synthetic Material in addition to its other unlocking items
  • arctic parka now uses a set bonus
  • corrected dagger sprite positions
  • added Radioactive Damage as a damage type, and applied it to various armors, plants and the usual array of FU stuff
  • added Uranium weapons
  • added Effigium weapons
  • "huge" 11000+ sized planets have smaller sub-biomes (which means more can now generate rather than only one or two massive subregions)
  • enhanced the Flamethrower. It's a lot more fun to play with now (and deadlier!)
  • shortspear basic attack has been changed to a 5x combo, with the final hit being the most damaging. their speed has been slightly reduced to make this change balanced. They're neat weapons for melee fighters.
  • added Pyreite armor
  • Densinium armor got a pretty hefty effects-nerf to encourage the use of other suits of armor. It is no longer the "everything" armor it once was. It now resists or grants the following: Set Bonus: Immunity - Heat, Cold, Pressure, Acid, Proto and Radiation Burn. +25% Jump, 15% Physical Resist.
  • mining lasers are now quieter whilst mining. Existing ones will make no sound when mining blocks, while those crafted from now on will have a quieter impact sound
  • armor tooltip text description reduced to size 7 font , allowing for more text in the text box. This should help give more elaborate details on set bonuses
  • Nomad, Bone and Bone-Steel armors got some enhancements and changes to their buffs. Bone-Steel now functions as a set bonus rather than per-piece immunity and grants additional bonuses on sulphuric worlds