Starbound

Starbound

Frackin' Universe
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Uppdatering: 16 nov, 2016 @ 13:32

adds to last nights release :

Liquid Collector

pretty much a pre-atmos.condenser object (it takes its place in the heirarchy). You can stack them.

When wired to power, they will generated whatever the biome liquid is that suits your current biome. This can therefore generate water, slime, etc depending on where you are.

Uppdatering: 15 nov, 2016 @ 20:25

This concludes this release schedule. The following is compiling all changes in this series, not just between .67 and .70.

It's a pretty substantial list, and the last chunk is all new (and pretty significant a change in the long-run. But it should heavily reduce your grind as well)



### 4.20.7

* Bone War Cleaver changed to Ferozium Cleaver and has a new look more in-line with a t5 weapon

* Scientist crew members no longer have molotovs, and should be more useful

* the Nega Blade has been tweaked. if you find one, its damage area is fixed. This means your Gregs with them should be more useful by far, as well!

* greg

* Frozen Wastes has a completely revised section and several new features

* elder liquid sensor added

* added liquid pumps

* several microdungeon tweaks

* new monster: King Snake

* new monster: Baroshk Nyano (Alien)

* moved the new StarTech updates to an add-on mod instead

*water walk effect reworked

* frozen water, and Glass tiles now break if you fall on them from height

* added Pro Fishing Rod. unlocked via Quietus Bar. No idea how balanced it is :)

* added more Desert/Badlands decoration

* new Starspawn

* fixed broken Solar Panel

* added another tier of Battery to the Power Station. unlocked with the current "last" tier battery. It has 16k max storage and 16v power output.

* Atmos. Regulator now takes twice the power it previously required (48 instead of 24)

* reduced solar tower width by 1 pixel, allowing smooth placement of several without wonky spaces

* Save the Bees! merchant now gives much greater value to Queens. Check it out. You might just luck out with a crapload of ore for all your breeding work. Suggestions welcome for changes.

* cell blade alt fire changed, and functioning

* Arctic Parka no longer requires Xithricite. Instead, Ice Crystal is required (which is far easier to come by than xithricite). This should make it much more viable for protecting you from extreme cold.

* recon armor now needs canvas rather than cotton wool

* reptile armor recipe slightly adjusted. It now requires Silk rather than Canvas.

* chitin no longer requires Cell Matter. Instead, it calls for Wild Vines. This should make it require travel to construct. You can no longer skip tiers early on. Sorry!

* Hacker armor silver cost slightly increased, likewise to its Polymer requirement. Additionally, it's Protection has been slightly lowered to set it in between tiers. It was too powerful for when you could obtain it, otherwise.

* slight change to Ghost Weave recipe. It uses Graphene rather than Silicon. This suits its absurd energy capacity much better.


* Lead has been added to a few biome ore tables that were, somehow, missing it. This should make lead less annoying to gather

* Moonstone has been removed from Cyberspheres

* Xithricite can now be found spawning as an ore on Aether Sea biomes. It also retains its original recipe.

* Isogen can now be found spawning as an ore on Ice Wastes biomes. It also retains its original recipe.

* Pyreite can now be found spawning on Infernus biomes. It also retains its original recipe.

* testing new ore "Effigium". It appears very rarely and only on Lightless, Aether Sea and one more biome. It is also essentially invisible *unless* you use an ore detector to find it. You can still mine it...it will simply be a surprise when you do! It is used in very little right now, and is more a proof of concept than anything else just yet.
* you can toss it into an extractor or Blast Furnace or Arc Smelter

* Ice Wastes are T5 or higher (was 4-6, now 5-6)
* Aether Seas are now T5 or higher (was 4-7, now 5-7)
* Unknown biomes are now T4 or higher (was 3-8. Now 4-8)

* added Underground biome for Aether Sea

* Atmosphere Condensers now give different resources based on the biome they are placed on. This should make them more interesting, and fun to experiment with.

Uppdatering: 13 nov, 2016 @ 6:34

* added another tier of Battery to the Power Station. unlocked with the current "last" tier battery. It has 16k max storage and 16v power output.

* Atmos. Regulator now takes twice the power it previously required (48 instead of 24)

* reduced solar tower width by 1 pixel, allowing smooth placement of several without wonky spaces

* Save the Bees! merchant now gives much greater value to Queens. Check it out. You might just luck out with a crapload of ore for all your breeding work. Suggestions welcome for changes.

* cell blade alt fire changed, and functioning

* fixed an error with dryriverbed subbiome causing desert biome generation issues

Uppdatering: 11 nov, 2016 @ 18:55

* pro fishing rod description corrected

* added new : T5 Battery!!!! unlock with a T4

* Atmos Regulator now takes twice the power to run

* corrected description for liquid pump

Uppdatering: 11 nov, 2016 @ 13:49

* moved the new StarTech updates to an add-on mod instead

*water walk effect reworked

* frozen water, and Glass tiles now break if you fall on them from height

* added Pro Fishing Rod. unlocked via Quietus Bar. No idea how balanced it is :)

* added more Desert/Badlands decoration

* new Starspawn

* fixed broken Solar Panel

Uppdatering: 10 nov, 2016 @ 5:26


* Frozen Wastes has a completely revised section and several new features

* elder liquid sensor added

* added liquid pumps

* several microdungeon tweaks

* new monster: King Snake

* new monster: Baroshk Nyano (Alien)

* moved the new StarTech updates to an add-on mod instead

Uppdatering: 9 nov, 2016 @ 10:04

new object: elder liquid sensor

*more* changes to the Frozen Wastes. I've actually rebuild an entire section in a new way and added a nifty little trap/progress sort of bit into the temple. You'll have to play it to see what I mean, precisely.


* Bone War Cleaver changed to Ferozium Cleaver and has a new look more in-line with a t5 weapon

* Scientist crew members no longer have molotovs, and should be more useful with their shiny new Bio pistols

* the Nega Blade has been tweaked. if you find one, its damage area is fixed. This means your Gregs with them should be more useful by far, as well!

* greg

Uppdatering: 8 nov, 2016 @ 18:54

### 4.20.6
* removed "wastelandmini" from Desert biomes

* fixed a few erroneous flower heights

* you can now smelt log blocks into coal should the need ever arise

* snub-nosed weapon updates

* fixed a typo on the Geologist crew member making Neptunium fail to appear

* changed liquid irradium recipe to require bars rather than ore

* bee silk is properly categorized and priced

* guardian wings move to the MA backpack tab

* changed tree options for Elder biome

* added extra variant to edelwood for Elder biomes

* new station : Anti-Grav Generator. Exactly like the Gravity Generator, but opposite. Serves no real purpose other than fun. Could certainly make bases more interesting, or keep monsters somewhat less of a threat, though!


* improvements to the Ship Dungeon switches

* improvements to Frozen Wastes mission

* you can no longer abandon the FU quests, preventing accidental ESC closing of the dialogs resulting in lost quests

* tweaked Caterpillar. it is re-enabled and functional, and fits SB better now after some minor graphical tweaks. will do another pass on it later.

* added a new miniboss

* wormmass mob updated

* quarterstaves updated with additional organization

* users of the StarTech mod (and if you *aren't* using StarTech for your base storage...shame on you. Nothing out there is better, period) will enjoy an updated StarTech interface in the style of the FU stations

* numerous Frozen Wastes tweaks (radiomessage updates, map updates, switch updates, etc). Several areas got a serious rework and there are a couple new traps/puzzles in there as well.

* several new art and object assets in Frozen Wastes

* elder urns are now properly smashable in the Frozen Wastes

* elder fluid viscosity significantly reduced. It now behaves more like water than tar

Uppdatering: 4 nov, 2016 @ 5:30

* removed "wastelandmini" from Desert biomes

* fixed a few erroneous flower heights

* you can now smelt log blocks into coal should the need ever arise

* snub-nosed weapon updates

* fixed a typo on the Geologist crew member making Neptunium fail to appear

* changed liquid irradium recipe to require bars rather than ore

* bee silk is properly categorized and priced

* guardian wings move to the MA backpack tab

* changed tree options for Elder biome

* added extra variant to edelwood for Elder biomes

* new station : Anti-Grav Generator. Exactly like the Gravity Generator, but opposite. Serves no real purpose other than fun. Could certainly make bases more interesting, or keep monsters somewhat less of a threat, though!


* improvements to the Ship dungeon switches

* improvements to Frozen Wastes mission

Uppdatering: 2 nov, 2016 @ 18:53

### 4.20.5

* changed science crew regeneration01 to regeneration1. It should function properly now... *should*

* Dark Atropus worlds have had their status effect changed somewhat. The standard effect still occurs , but you have an additional effect: special Horrors that drain your health, energy and food meters. They can be killed, but will always return...Are they in your head or are they really there?!?!

* corrected Feeding II augment recipe

* silicon board is no longer required for the Power Station. Coils take its place, so that those who unlock the wiring mode on the MM earlier than Durasteel can have some toys to play with (Lab Centrifuge, batteries, solar)

* added several new status icons

* Evader set should properly handle acid protection

* gleaps now have a slightly changed loot table when hunted. They now have a chance to drop Leather and meat, and their chance to drop Living Root is reduced.

* slightly altered bone armor recipe to include more bone and livingroot

* slightly adjusted Breathing EPP recipe to need more than 1 livingroot

* slightly changed how asteroid low-gravity operates. it has been swapped to a status effect that can be blocked (so that items can help you negate gravity effects). Gravity is still remarkably low , but manageable without the status effect on (see below)

* Spacefarer armor sets are now ideal for asteroid belt mining, as they block the Zero G effect. This was always the goal with them... I just put it off for ages :)

* new station, Gravity Generator. (built in the matter assembler)
* You'll first need to build a xeno station to unlock it.
* Note that this station is *not* powered, simply because of how annoying it would be to use in the places where it is intended for. No one wants to lug a generator/solar panel, large battery *and* a gravity generator around.
* the radius is 100 tiles

* you can now craft the vanilla shield generator. It is found in the matter assembler and unlocked with moonstone bars. Otherwise, it remains *exactly* as the vanilla one is: once you place it, you cannot move it unless you destroy it.

* nomad armor recipe corrected and the armor itself set to the correct tier (3)