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_FUversioning.config
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_FUversioning.config
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{
"version" : "Version 6.4.7",
"changelog" : "
^orange;Official Wiki^reset;: frackinuniverse.miraheze.org^reset;
^cyan;6.4.8^reset;
------------------
* Farm animal egg value has been reduced now that they are more frequently produced
^cyan;6.4.7^reset;
------------------
* Madness no longer decays naturally. While the mechanic did what was desired, it was time for a change. The instrafreud is now the core reliable way to reduce this resource. Mental Protection and other effects still affect loss of madness using old values.
* For now, Madness Gain items are remaining unchanged so we can analyze long-term effects on Madness progression with this change.
* The first time you use the Instafreud, you are informed of its function.
* internal code changes: moved several species checks to instead be stat checks. added stats to relevant races.
* corrected various typos on descriptions
* the Armory can now sort by rarity
* added additional notices and micro-tutorials to the Science Outpost
* changed the beam-in point for the Science Outpost to the teleporter position instead of the lower Coffee Dock
* Troughs give a radiomessage when first picked up
* Farm animals now properly mate to produce offspring. Their hunger level directly influences this chance, and can create one egg approximately every 4 minutes.
* the Lab Centrifuge has had its size adjusted from 33 pixels wide, to 24. It should more properly fit on surfaces now.
* Additionally, the Lab Centrifuage fullbright layer has been corrected.
* updates Lab Centrifuge icon
* Geology Tier nodes have new icons to make it clearer that they are tier progression nodes
* icons for Research Trees have been updated
* adds some Maple32 extraction recipes
* corrects some madness gain items to account for the new deterioration method
^cyan;6.4.6^reset;
------------------
* Brands on Novakids now properly assigned hue
* fixed Callistan 'food rush' ability
* backend changes for Slows, AI stat tracking, and pathing
* fixed many non-functional Slow effects
* fixed upgrade UI not excluding items which have itemTag parameter overrides which lack the upgradeableItem tag.
* Phase Attack drain and damage gain rates increased
* Fixed humans not receiving Protection bonus from Perfect Blocks (now gives +2 Protection, stacks up to +16)
* Fixed outdated description of Novakid: they don't have increased energy on radioactive planets
* Updated tutorial codex that was mentioning Point Sensor (old name of Object Data Sensor)
* Reworded confusing completion text of Sifters tutorial quest
* In description of Small FTL Drive, mentioned that it can do STL travel too.
* Battle Totem set gains 20% greataxe mastery, to go alongside its hammer mastery
* Vanilla Racial armors of tiers 4 through 6 lose raw damage bonuses with weapons (except apex thrown), and gain mastery instead.
* made tiers 1 through 6 glitch and novakid armors a bit more clear on what weapons they affect.
^cyan;6.4.5^reset;
------------------
* adds Kirhosi BYOS template
* adds Fenerox BYOS template
* adds Kirhosi turret for ships
* adds Nightar BYOS template
* Advanced Liquid Sensor should properly function
* Kirhosi support tile should no longer turn invisible when dyed
* replaces erroneous scaling on the shadekin set
* Snarshing Table header no longer incorrectly refers to it as Esoteric Research
* elder altar no longer loses ingredients when it uninits or breaks
* fixed many weapons' element icons and added several missing status effect listings on descriptions.
* made many weapons have proper elemental inheritance on alts, and fixed many weapons' elements.
* fixed an image error
* several fist, staff and scythe weapon abilities were updated to inherit status effects and elemental type from the primary ability
* several melee weapons had their element type added so that they no longer did 'default' instead of their listed element
* added missing status effect information to a number of melee weapons.
* Save The Queen now properly deals poison damage. It now also applies bee stings and poison to targets hit.
* Golden Honey Blade still deals physical damage, but applies burning and beestings on the normal hits
* Golden Sea Scion now deals poison damage and applies poison.
* Wildfire now fires electric bullets instead of default damage. split bullets included. also, they all electrify.
* Graviton pistol - change element icon to cosmic
* Phaser final upgrade now updates description to list frostburn, element icon changes to cosmic
* Energy Lobber - now deals electric instead of poison
* corrected hellfireprojectile images to have correct frames file dimensions and image dimensions
* the Crusader's Set is now properly marked as a Melee set rather than Ranged
* Shoji Lattice now has a proper ID
* Floran Needler and Spike Launcher have had recipe edits.
* Renamed some fungal decorative objects
* added pus and poison effects to blister gun/pistol explosion projectiles rather than just the liquid spawning
* added pus effect to ocucannon projectile hits
* updates some fossil art
* adds new lilodon variants
* and lumoth variants!
^cyan;6.4.4^reset;
------------------
* GPS now shows exact tier of the world, mimicking the style used by More Planet Info , as most users use this mod anyhow.
* fixed a fringe case with routers hooked up to objects that havent finished init erroring
* ship level upgrade quests autofail if shiplevel is zero. (BYOS)
* corrected magnet grip 1/2 item icons
* Fixed description of Gravity Gun (its damage is Cosmic, not Physical)
* imperial cup description will no longer claim the cup is made of wood.
* fast-firing RNG guns have had their cooldown animations adjusted, which should correct DPS to be in-line with intended values
* in addition, you can now change direction while firing.
* RNG submachine gun accuracy reduced, and DPS increased
* Puncturer magazine size has been corrected
* added ship-only grabber with massive range, no storage and a physics region. very performant even with 10k items.
^cyan;6.4.3^reset;
------------------
* liquid lib serialization fix - stops compressed liquids being lost.
* fixed adult shadowtop missing camo effect due to missed changes
* forced typecasting in upgrade UI on level parameter, to adjust for stupid people putting level as a string.
* hellfire, inferno, and troll king sets use 'thorns' like status effects specific to them now, which are not removed in water and have a minimum damage taken to trigger of 1.
* minor optimization and bugfixing in several jump techs
* removed redundant/dead code in 2 jump tech scripts
* hopefully made battery scan text a bit more clear
* increased battery low power threshold to 10% (from 1%)
* strange seas now use their own config file
* removed some commented out modifyresource calls (for my sanity)
* augment regen now uses healthRegen and healingBonus implementation
* unified guardian wings to use same lua file instead of multiple identical scripts. buffed some of the weaker ones in the process. (from 0.1% per second to 0.5% per second)
* glitchtop energy break effect is now a bit more performant.
* adjusted sylveon set bonus from granting unlimited energy to granting +50% base energy regen and 0.9x energy regen lockout.
* Guns and bows now automatically hide ammo system, stun chance and crit stats when they are not relevant.
* Guns now have Projectile Count and Burst Count parameters, see FU Guide: Stats for what to look for.
* Gun tooltip labels now divide their Damage Per Shot value by their projectile count. This is not a damage nerf.
* Guns with projectile or burst counts over 1 now replace the Damage Per Shot label with Damage Per Projectile.
* Fixed missing level header in vanilla bow tooltip.
^cyan;6.4.2^reset;
------------------
* adds Cloud furniture
* Shortsword animation updated to be more fluid: improved stances and rotation, increased speed factor and reduced flash
* Numerous typo corrections
* fu adaptable crossbow now displays correct energy cost (36)
* Cloudburst staff ability projectiles now have piercing to prevent some odd behaviors on impact
* Bomb icon for the gem seed crafting tab became a point of discussion. Switched it out on the interface for a new icon of a gem seed.
* implemented caching system in liquidlib and transferutil scripts.
* transferutil now enforces item stack caps in throwItemsAt function.
* the above should ensure that pumps no longer lose liquids when using compression mode followed by decompression.
* Fixed Psionic Amplifier not processing items in input slots 2 and 3
* Rephrased confusing text in the quest to craft Mulch
* Updated description of Liquid Mixer to say that it uses 15J per mixing (was: 20J)
* corrected an issue on sulphuric biomes where sometimes you could breathe when you shouldnt be able to.
* drastically lowered sell value on Poptop heads
* unified and revised 'monsterstatus_camouflage' scripts and effects to a periodic reapplication method instead of a 1-off math.huge, to correct an issue with players wearing a shadow collar.
* The four one-handed liquid guns are no longer improperly set to two-handed animations
* Corrected happiness underflow in colony core system. Additionally, negative happiness will now delay the timer.
* Reverted protogen healing to +20% in line with balance needs.
* Improved the scan descriptions of MkII colony machines
^cyan;6.4.1^reset;
------------------
* added missing conditional for shields to longsword, shortsword and shortspear mastery sections, which was resulting in their 'weapon alone' section being active instead.
* Adjusted the image positions and the images of some background doors.
* Adjusted the image positions of telebrium lights.
* Fixed Slime characters not being able to breathe in liquid Slime.
* Shoggoth armor now provides Extreme Pressure immunity.
* Removed incorrect tags from Blast Buddy weapon (was: bioweapon, blister).
* Made Aetherium Cleaver cheaper (5 Blade Shards -> 1 Blade Shard) due to how rare Blade Shard is.
* Corrected some Mastery errors
* added 10 second warmup to colony core script to prevent lost pixels due to other objects' warmup.
* updated micro magma slimes to use a higher pitch, somewhat quieter sound, to match their smaller size
* adjusted some incorrect category assignments on decorate objects
* Corrected some codexes titles.
* Fixed alloy stair platform type.
* Added new energy wood based furniture.
* New GPS feature: can be used on the shipworld to see the ship type (BYOS or not), engine status (fully repaired, STL only, no engine), fuel discount, etc. GPS will also tell how to repair the ship (if not repaired) and how to make the ship bigger.
* Updated the description of the Shoggoth set to list its protections.
* fixed a script crash in a variant of our timewarp status effect
* fixed various 'well' codesets counting the calling object twice.
* Improved compatibility with all mods that add dungeons to the starting Garden planet.
* Updated description of Ship Repairs quest to not mention removed item (key to the Dark Cavern).
* Fixed quest descriptions where Foraging Table was incorrectly called Foraging Station.
* Updated flavor text in Glitch race description to match their masteries.
* Fixed an issue where Mites were not properly animating as intended.
^cyan;6.4.0^reset;
------------------
* added old memento mori to includes to ensure ours loads first
* added some sanity checking to tile detection and fu memento mori code
* revised fu memento mori code to be a bit less error prone due to incorrect variable localization
* Adds suport for the Mechineki race
* another compression run for art
* silver and iron ore values tinkered with
* The following rain-like weathers can water crops now: Bubble Rain, Misty Rain, Bog Rain, Blood Rain.
* Fixed stacks of Blade Tree Dart despawning if dropped (Q) onto the ground.
* Vinalisj no longer tells the player to carry an Ancient Device (was: key to the Dark Cavern), instead he says that he already opened the cave, and you can enter it.
* Vinalisj will no longer start talking about 'power source' if player finds 20 Core Fragments outside of the Dark Cavern (when player doesn't know yet what he is talking about).
* Description of tech items from Dark Cavern (e.g. Distortion Sphere) now tells that they are safe to sell (player won't lose the tech), and how they can be used in multiplayer.
* Removed surface-only monsters (which can't spawn underwater) from underwater biome Strange Sea Floor.
* repeaters no longer allow looping themselves and will fire an alarm and cease function when users try to do so.
* repeaters now have sprite states (has outputs upstream, doesnt, error)
* extended router, repeater, and storage bridge tooltips
* corrected kyani racial and a status effect erroneously using critBonus. updated stat list text to emphasize that crit bonus should not be used outside of weapon configs
* critBonus is now functionally the same as critDamage, to correct cases such as the grinder doing 77x damage on a crit.
",
//-------------------------------------------------------------------------------------------------
//------------------------------------------ Other texts ------------------------------------------
//-------------------------------------------------------------------------------------------------
"welcome" : "Frackin' Universe has introduced a new ^orange;Research System^reset; as of version 6.0.0 (October, 2020).
This change completely revamps game progression from the ground up, letting users choose what they want to learn, and when, at their own pace. It also brings with it a slowed down early-game and a more trackable progression chain from mid-game and onward.
You will be required to interact directly with the ^orange;Research System^reset; to do this, however.
To access the ^orange;Research System^reset; menu, the following are options:
- Your ^orange;Personal Tricorder^reset;, via the ^green;Green Beaker^reset; icon. This is the most immediate method, and is available as soon as you start your ships computer.\n
- Via your ^orange;SAIL^reset; on your ship, in the ^green;MISC^reset; menu.\n
- Via the ^orange;Quickbar^reset;, if you use that mod. We highly recommend it.\n
^cyan;Read the Guide books in your ships storage^reset; for more detailed help about game mechanics and features.
NOTE: ^red;You should no longer have Frackin Races^reset; installed if using Frackin Universe. This will cause problems.
^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.
",
"credits" : "#file#/_FUcredits.config",
"info" : "
^orange;Incompatible Mods^reset;
For a list of incompatible mods, check the wiki on Miraheze (NOT Fandom). It is linked on the main menu of the game. It is the most direct place to get the most updated information.
^orange;Frequently Asked Questions^reset;
Q: Where is the official wiki?
A: frackinuniverse.miraheze.org is the address. The Fandom one is incorrect, and horribly outdated. They merely want your ad revenue.
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
"
}