Starbound

Starbound

FU Extraction Patch for Arcana (Fixed)
37 Comments
Rnova2 3 Jul @ 1:03pm 
In the end I was able to solve the problem of my mecha running out of energy, it was simply changing the type of fuel to one of higher quality, however the problem of the biomes still exists, the fu mecha are damaging when entering an Arcana biome and the arcana mecha are damaged when entering a FU biome
Rib 3 Jul @ 9:27am 
Not sure if this would be too difficult, but I would VERY much appreciate it: FU Ore detector compatibility with Arcana ores? (Yes I know most of them glow... but then Dustrium shows up.)
Rnova2 3 Jul @ 7:28am 
Hello again, sorry for being so annoying and constantly making almost impossible requests regarding FU and Arcana compatibility, but I really don't know who to turn to to resolve the situation that brings me here again.

This time it's mechs. I recently found them at Nova Station (an Arcana settlement) where mechs are manufactured, and I must say they're mind-blowing in terms of power and armament. They're far superior to Fu mechs and even superior to the mechs from the XS Merch mod.

But here comes the big problem: Fu has a fuel consumption system, and due to their power, any part of an Arcana mech consumes an absurd amount of fuel.

Additionally, Arcana mechs are vulnerable to the effects of FU biomes, and the same goes for FU mechs when they enter an Arcana biome.

My question is, could you help me resolve this issue between Fu and Arcana?
Noirmint  [author] 30 Jun @ 9:02pm 
You can think of it as balance - and in fact, if it's like that, the ruinous water has to dry and kill the plants.
Rnova2 30 Jun @ 1:01am 
I have tried this mod and it works great. The only complaint I have is that the Arcana liquids do not say how much the irrigation or fertilizer of the trays affects it, but that can be verified just by using the magnifying glass on the tray. However, something does not add up. I see that the illuminated liquid is the one that increases plant growth the most, but the illuminated planets have almost no plants, while the viridicent acid, which is in second place, is found on planets with really abundant vegetation. And here I ask... shouldn't it be the other way around?
Noirmint  [author] 15 Jun @ 4:58pm 
Patched. I haven't tested anything, so please let me know if there is a bug.
Noirmint  [author] 15 Jun @ 4:30pm 
Anyway, I just ported this mod to work with the latest FU and Arcana, but since this mod is fundamentally based on FU's extraction system, what you suggested isn't really related to the theme of the mod.

But it sounds like a pretty interesting idea, so I'll try it out as soon as possible. :steamhappy:
Rnova2 15 Jun @ 2:35am 
This mod has been quite useful for my mod pack that uses Frackin' Universe and Arcana. It adds, among other things, compatibility between the liquids from both mods, and allows, for example, the creation of Ruin Liquid by combining it with Dark Water. It's a detail I really appreciate.

However, it could be improved even further if they added the ability to use Arcana Liquids in trays. Currently, Healing Water is the best for irrigation durability, while Liquid Crystal is the best fertilizer. Organic Soup has the property of being able to be used both to water plants and as fertilizer. But... what if you could use Arcana Liquids?

What would happen if you watered the plants with Arcane, Neon, Illuminated, or Ruined Liquid? And if you used Viridescent Acid as fertilizer, would the plants grow faster and dry out? (It would help to know that answer, since the planets Verdant and Viridescent are famous for their abundant vegetation.)
Art//An 8 Jun @ 10:54am 
thank you for heartful caring, i found it worked fine on openStarBound, so its not a problem for me anymore:momozzz:
Noirmint  [author] 8 Jun @ 4:02am 
That's not possible, and also not reproducible. This code only touches on extracting, sifting, crushing, and smelting, and there is absolutely no access to or modification of such as gunfire.lua.

If your modpack doesn't work the way you intended it to, you can read the log.
Art//An 7 Jun @ 12:06pm 
i dunno why but this patch will make fu's firearms stop working
Noirmint  [author] 4 May @ 8:01pm 
np
Solzucht 4 May @ 1:48am 
lucky i seen ur comment when ive been looking trou my aged modlist. thanks for keeping the patch up to date :)
Noirmint  [author] 31 Mar @ 7:40pm 
thx for your understanding.
Azuli-Bluespots 31 Mar @ 3:57pm 
Understandable, I have to remake a bunch of files because my Startech Themed got busted after the author changed everything about the storage system. I had about twelve races done, each with about five items or more. And *everything* stopped working :winter2019saddog:
Noirmint  [author] 31 Mar @ 5:57am 
I know how to do it. It's just that the workload is high (because I have to create .patch files one by one for every item), and I'm not free enough to do it.
Azuli-Bluespots 31 Mar @ 4:59am 
If you come back to this, the code has to be added on the item/materials/ folder (materials/blocks info when turned into inventory items) and it goes like this on the description part:

^green;Extractable^reset;
^orange;Siftable^reset;
^orange;Crushable^reset;
^red;Smeltable^reset;
Shiro 20 Jan @ 2:46am 
Have you considered adding it to the item description?
Noirmint  [author] 20 Jan @ 1:43am 
Usually, names such as dust are for sifting, names such as rock or stone are for crushing, and others are for extraction.

I thought about adding this to tooltip, but I couldn't because of my lack of coding skills.
Shiro 19 Jan @ 9:30pm 
How can I distinguish between crushing, sieving, and extraction?
Noirmint  [author] 19 Jan @ 9:24pm 
ok that's good.
If you have any inconvenience or tile you want to add, please feel free to comment
Shiro 19 Jan @ 9:22pm 
Sorry, it works. I retested it
Noirmint  [author] 19 Jan @ 9:20pm 
Of course, it's the same for all players other than me. When reporting a mod bug, please apply and test only the mods that are essential and then report the bug.
Noirmint  [author] 19 Jan @ 9:19pm 
Then it would be your mod compatibility issue. I also subscribe to everything in the workshop and use the latest version, but I have no issues with the functionality of this script.
Shiro 19 Jan @ 9:15pm 
All of them are the latest, won't adding this during the game work?
Noirmint  [author] 19 Jan @ 9:04pm 
There was never any such case except you. Is the latest version with the dependency mode unmodulated correct?
Shiro 19 Jan @ 8:54pm 
all Arcana tiles cannot be decomposed,It seems that only the original liquid can decompose
Noirmint  [author] 19 Jan @ 3:30pm 
it works on my test. Certain blocks don't seem to work, which one doesn't?
Shiro 19 Jan @ 9:42am 
not work
Noirmint  [author] 3 Jan @ 3:30pm 
I just modified this mod to be compatible with the latest version using my coding knowledge and added or replaced some additional features. So I don't know how to read the code, then there isn't and won't be any of that.
≧▽≦ | miniprismpit 3 Jan @ 11:45am 
is there a documentation for what blocks give what?
Noirmint  [author] 29 Dec, 2024 @ 8:28pm 
It is relatively hard to obtain, but I have rebalanced to focus on the minerals that require a lot. However, I am uncertain if this balance is suitable for the entire game. Feel free to leave any comments
Noirmint  [author] 11 Nov, 2024 @ 10:54pm 
thx :) If there is a block you want to be supported, please let me know (If you have the output you want and the codename of that block, I can patch it much faster)
Falzehboy 11 Nov, 2024 @ 1:06pm 
Progress, all the same. It makes the game a little better.
Noirmint  [author] 21 Oct, 2024 @ 12:58am 
np :)
the_silver_bandit 20 Oct, 2024 @ 8:04am 
Thank you for this patch!
Noirmint  [author] 16 Oct, 2024 @ 10:22pm 
It's still incompleted, so several blocks compatible will be added in the future. If the original author completes fix and update of the mod before then, this mod will be deleted from the workshop.