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_FUversioning.config
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{
"version" : "5.6.35",
"changelog" : "
__________________________________________________
^cyan;New in version 5.6.35^reset;
* Apex facilities now have a chance to spawn with a morgue, complete with a Corpse vendor
* NPCs can no longer be exploited for easy Madness
* added new X'i colors and reorganized hues into a definable progression (Ganymede)
* corrected some grammar (naehc)
* Point Defense mech arms should function properly
* Point Defense mech arms have had some stat adjustments
* adds the Peglaci as a playable race (Djinn)
* adds the Skath as a playable race (Streema)
__________________________________________________
^cyan;New in version 5.6.34^reset;
* Madness degrade rate has been even further reduced. It now procs every 30 seconds (from 9 seconds), minus a penalty based on current Madness amount.
* Mental Protection bonus for the above now procs per 20 seconds (was 15)
* the amount of madness lost from Mental Protection trait has been reduced from 1d20 to 1d12, (+ their Mental Protection / 5)
* corrected unavailable Painting recipe and fixed the UI display name in the Easel
__________________________________________________
^cyan;New in version 5.6.33^reset;
* Madness degradation rate now procs 2 seconds less (from 7 -> 9 seconds)
* bonus reduction from Mental Protection bonuses now procs 10 seconds less (from 5 -> 15 seconds)
* You can now paint at the new Painters Easel. There are unlocks related to it in the Metaphysics research tree.
* Viewing certain pieces of art can drive you mad
* Corpses grant more madness when autopsied
* added a failsafe unlock for the General Store to timber
* Thelusians now have a hurt sound that isn't human
* Dark Cavern explosive-trigger doors have a more obvious missile icon
* Adjusted Resistance values on numerous monsters to reduce effectiveness of Physical and Electric damage types and give more value to Shadow, Cosmic and Radioactive weapons
* Madness Condenser appears in the correct location (consumer, rather than producer) (naehc)
* fixed two tenant types (naehc)
* new monster: Deep Seer ( O^O )
* new monster: Atropus Eye ( O^O )
* new monster: Veilendrex ( O^O )
* pump input throttling has been heavily nerfed. (Kherae)
* reduced excessive and unnecessary disk serialization. in other words, excessive storage table usage. (Kherae)
* adjusted Pus interactions with other liquids
* Nocturn Array performs better, outputting the proper amount in darkness. It's low end has been moved from 65% light to 50% light, making it more reliant on darkness.
__________________________________________________
^cyan;New in version 5.6.32^reset;
* Masters (Adv Alloy) weapons re-tiered to where they were intended to be. They were erroneously tier 5
* fixed tiering on several other weapons
* Madness accrued from the Insanity effect per cycle increased from 1d4 to 1d6
* increased madness gained from the various madness treasure pools
* added a dedicated 'madness' effect icon to make it more clear when you are affected by madness
* Greg.
* Reworked the Network Guide (Terminal/Recumen)
* Moons should have a more robust selection of ores to reduce grind and increase the value of moon visits
* Proto-Rifle damage reduced, and its impact explosion damage has been nerfed. It was vastly over-performing.
* Nomad Rifle and Nomad Combat Rifle are both more expensive to build
* Nomad Rifle and Nomad Combat Rifle had been moved from tier 4 to tier 3 where they were intended to be
* Nomad Rifle ahas had its damage reduced from 8 to 7.
* Nomad Combat Rifle has had its alt-fire changed
* Increased energy-per-shot cost of Scorchburst, and reduced its damage output by 0.8.
* Swashbuckler armor should now properly function
* added Dense Alloy furniture set (Shinigami Apples)
* added Penumbrite furniture set (Shinigami Apples)
* Manipulator Modules, Tech Cards and Upgrade Modules are more expensive to produce, which should make them a more valuable commodity.
* harpoons should properly move in water
* liquid collectors, atmospheric condensers, and entropic converters are now subject to the same proximity based penalty mechanic as wells. collectors have a 9 tile range, while the other 2 have 30 tile range. also changed the latter 2 to use a different script update mechanic. (Kherae)
__________________________________________________
^cyan;New in version 5.6.313^reset;
* adjusted sizes of each layer in Huge, Mega, Immense and Mammoth sized worlds, which should hopefully solve a weird layering issue that results in blank sections
* Wells now have reduced effectiveness based on proximity to other wells. This radius is 16 tiles. Each additional well within this radius will impact efficiency.
* added Psionic Loader. Place your ammo in the left slot and your Focus in the right, and it will merge the ammo into the magazine. (Kherae)
* The crew deed BYOS quest should now require a crew deed instead of a crappy crew bed (Hubnester)
* Mad Science outfit now provides 10% Madness Resistance per piece (20% for Chest and Pants)
* Drastically increased conversion time on Precursor Converters and Faulty Converters. This should solve the Endless Essence problem.
* Varan Berry now gives Immunity genes when xeno'd , rather than regen. This should plug a small hole in the progression tree with Immunity.
* Converters require more per resource to generate Quantum Fluid, to minimize mass-scale essence farm efficiency. This is to encourage use of Soul Leaf instead, as intended.
* Avian sarcophagi have a chance to drop Wrapped Bodies and other loot
* added two new madness-granting items to the Metascience tree: Carving and Impossible Theories
* lootbox price at the science outpost is substantially higher
* Apex Brain Jars are no longer cheesily printable
* added numerous additional Madness effects
* corrected a typo on Antediluvian Texts(naehc)
* Neutron Bombs should fizzle much less (Kherae)
__________________________________________________
^cyan;New in version 5.6.312^reset;
* Psionic Amplifier now requires 60W to run
* increased Psionic Generator output
* Psionic Focus is now two-handed, allowing it to use the reload ability
* corrected an ammo issue with Psionic Focus duping ammunition. It will now require a new station however (see below)
* new station added to deal with psionic weapons: the Psionic Table. It also deals with brain-based and psionic recipes.
* to gate the ammo I also had to create variants of the psionic energy resource, which is now tiered.
* reworked some recipes in the psionics branch
* adjusted visuals for psionic stations to match steamsprint scheme
* added new legendary: the Bleak Blade
* added Chinook mech body (Mad Jack)
* replaced Shoggoth Flesh icon (Opaque)
* Shoggoth Armor is now fully dyeable and visually improved
* Psionic Focus ammo should no longer spit out as PGIs
* fixed the Xithricite Spear
* added carbon dioxide to various centrifuge liquids
* Poison no longer returns as much carbon, and has had toxic waste completely removed. Instead it now gives Carbon Dioxide.
* Dark Water no longer centrifuges into poison. Instead, it offers the Carbon that was previously offered by Poison
* Black Tar gives less carbon than previously
* Carbon now extracts into Carbon Dixoide
* Liquid Crystal, Shadow Gas and Aether no longer centrifuge into Essence
* EVA set now properly provides nitrogen immunity (Raschert0)
* Psionic Ammo should properly appear in the Chem Lab.
* Slime Gems have a few more uses in crafting slime-based gear
",
//-------------------------------------------------------------------------------------------------
//------------------------------------------ Other texts ------------------------------------------
//-------------------------------------------------------------------------------------------------
"welcome" : "
Frackin' Universe is a -huge- mod that add a lot of content which is usually hard to track or easy to miss should you be playing through it haphazardly or without attention.
But there are two things that will help you advance: Reading the text you're provided with, and experimenting with whatever you have.
^orange;If using BYOS mode with custom races^reset;: you must install the addon located on Steam/CF Forums (FU BYOS Race Addon).
^orange;If using Custom Races with FU SAIL^reset;: Install theaddon via Steam or CF Forums (FU SAIL Modded Race Support).
You can open this window manually if you have the StardustLib or QuickBar mod installed via the !Updates button.
Please make sure you are not using anything included in the RED (and ideally the other colors too) on the Info tab below.
Thanks, and have fun :)
",
"credits" : "#file#/_FUcredits.config",
"info" : "
^orange;Incompatible Mods^reset;
^red;-Danger: Absolutely -do not- use. WILL be broken or cause issues with FU-^reset;:
Sandbound - should be rather obvious
Dynamic Fuel Hatch - Breaks FU BYOS
Memento Mori - included in FU with improved code
Enhanced Beginning,
FrackinBreathing
Custom Collections UI
Extra Dungeons
ANY Nav UI Mod
Universe Scanner
Realistic Fuel Cost
Melee Weapon Types
Aperture Science Mech
Easy Ores
Steven Universe Items
Tier 10 Ships
Damage Cap Begone
Optional Erchius Mining Facility Quest (Overrides FU game-start data)
Optional Story (Overrides FU game-start data)
A.B.A.T.H.U.R. - Commander : Master of Evolution
Frackin' Irkens
Fullscreen Starmap 768p/1080p/dark
Ore for Asteroids
Easy RAM - RAM from Robot Chickens
Modular Mech Improvements
Weapon Megapack
Sinco Mech Parts
Mech Fuel Usage
^yellow;-Caution: May be a problem-^reset;:
Starbound++: makes several changes that will affect FU
Spookys Tweaks :outdated and has conflicts
Moon Overhaul
Very Varied Vehicles
Universe Scanner
Draconis FU Addon
Legacy Fuels
MadTulips Mod
BYOS
Melee Aiming
Powerful Uniques
Nobility's Bomb Mod
Combinable Augments: Certain augments in FU, if combined, *will* brick your character 100% of the time.
^cyan;-Probably fine, but may have a glitch or two-^reset;:
RPG Growth
Hunger Enabler for Casual
WeaponStats
Manufacturers Touch
Enable Monster Special Attacks
Translocate(Teleport Tech)
The Legacy Fuels
Inklings Mod
^orange;Frequently Asked Questions^reset;
Q: Why can't I find the information I need on the wiki?
A: The wiki is user maintained. If you see info missing, feel free to add it when you make the discovery!
Q: Is there a social hub for FU users such as myself?
A: Yes, there is a Discord server. Check the mods page for a link.
Q: Where can I report issues/bugs, contribute, or make suggestions?
A: The FU discord server
"
}