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Starbound Frackin Universe Best Armor

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Frackin's Universe (FU) is a Steam Workshop mod that revitalizes (and complicates) the entire Starbound experience. It is not recommended for a first playthrough – go beat the base, vanilla game first. Then, just when you think you've had enough, come back, load the mod, and play what feels like Starbound 2.0.

  1. Starbound Frackin Universe Best Armor
  2. Starbound Frackin Universe Mech
  3. Starbound Fracking Universe Best Armor

Best Armor In Starbound Minecraft Starbound's Creative Mode unlocks a wealth of options and resources that will allow you to mold any and all planets to your liking. Terraform them, turn them into your personal kingdoms, make them prisons, whatever you like. In Starbound, you can choose from seven unique races, all with their own rich cultures and histories! Human In spite of their long and turbulent history, Humans tend to possess a lighthearted and optimistic outlook towards life and the Universe. Titanium Ore can be found in high quantities underground on planets of Risky or higher difficulties, and cannot be found on planets with a lower difficulty than Risky. Mining in Eccentric star systems will yield the most Titanium Ore. The ore can be found in chests, and as a rare drop from certain hostile monsters. Titanium Ore is required to make Titanium and Durasteel weapons, armor. The Phase Armor is an obtainable tier 7 armor. Unlocked by: Aetherium Alloy. Stats: edit edit source Phase Helmet Phase Chestpiece Phase Greaves Whole Set; Damage Bonus 105 175 105 385 Armor 28.4 35.5 21.3 85.2 Health 42 35 42 119 Energy 14 21 14 49 Special Effects None None None See.

Beyond FU itself, I highly recommend the following (compatible!) mods:

  • Character Extender (required)

What is self service for mac. Starbound is one of those games that could really benefit from some adult modding attention. It's such a damn fun game, it's a shame not to be able to find the seedy underbelly of the universe and sink into the muck of it for a while. Nikon eclipse ti manual.

In particular, Improved Containers will change your Starbound life. They added a button to automatically stack anything you're carrying into an existing stack in a container. Great for off-loading one of the dozens of new ore types introduced in FU after coming back aboard your ship.

Beginning Recommendations

Play or skip the tutorial. When it asks whether you want the default ship or the Build Your Own Ship (BYOS) option, choose BYOS. This allows you to skip a huge block of vanilla Starbound progression and immediately construct a ship of your dreams.

Incidentally, you can construct your dream ship out of any materials lying around. Including dirt. Despite floating in deep space, you are free to destroy the walls and background tiles of your ship at any time; there are no decompression mechanics in Starbound. Just note that 'loose' items/blocks fall to the bottom of the screen, and walking onto a spot without background tiles puts you in an airless, zero-g environment. This will likely be fatal to you at the start of the game, so construct your ship from the other side of a wall first.

Get off the starter planet ASAP. Complete the required quests first, but try to get to a different Lush or whatever planet when you can. Tungsten Ore is an especially vital part of early-game progression, and the starter planet probably doesn't have any.

Get a Mining Laser ASAP. It is better than Mining Picks, Mining Drills, and the best, most upgraded Matter Manipulator any day. You will still want to upgrade the latter over time though, as the Mining Laser burns through both normal and background blocks, which can be problematic in certain edge cases. Like when the background is full of lava, for example.

Roughly 99% of your deaths will be related to fall damage. That is not so much a recommendation as it is a fact. Mitigating fall damage is super important, but you won't have very many options at the start, especially considering how dark FU is generally. Until you can get armor/Augments to assist with the issue, your best bet is to focus on unlocking Physics Field tech in the Tech Console. That way you can press F if you notice yourself falling to prevent all damage.

Cheese the lighting system by printing lighted signs. One of the FU changes is that you no longer emit a minimum aura of light. Combined with the fact that EPP upgrades are not cumulative, you will often be in a situation where you need to craft thousands of torches to see anything. Alternatively, once the Pixel Sign maker is up at the Outpost – unlocked after the first artifact – you can create a white, lighted sign that practically shines with the force of a thousand suns.

It also costs nothing but the effort of spam-clicking the print button. Torches are still useful in that they don't require background tiles to work, but signs are otherwise better when you can use them.

Check every vendor you see. Most of the time, a vendor's inventory is randomly set when you meet them. This can sometimes result in fortuitous situations like a vendor selling unlimited amounts of, say, Graphene for 28px a pop.

Base Recommendations

Build your first base on an Ocean planet. If you are anything like me, you're concerned about where your 'real' base should be located. So you go planet to planet, looking for the perfect spot, and meanwhile junk and crafting benches continue to accumulate wherever you placed them (probably on your ship). Eventually, by the time you find the ideal location, you're overwhelmed by all the items you have to move, so you stick with your first 'choice.'

I recommend an Ocean planet base for two reasons. First, it's a planet. Ship bases are perfectly viable options, but you essentially forgo easy power generation from Solar/Wind stations, and easy materials from Atmospheric Condensers. Second, Ocean planets have infinite water tiles. There are craftable Wells and other water sources wherever you are, but nothing beats the convenience of holding down left-click and soaking up as much water as you need. Or automating it all later.

Keep a Sifter up and running 24/7. A full stack of 1000 Sand will keep a Sifter occupied for quite some time, but the end result will be a dozen or more different materials, some of which can be loaded back in an Alternator to power the Sifter to continue generating free goodies. The Centrifuge is similarly useful, but certainly less perpetual… unless you have Solar panels on an Ocean planet.

Farming Recommendations

Did you build a base on an Ocean planet? Lobsters are EZ-Mode. Craft some Lobster Traps and watch as they magically fill up with free food. Lobsters stack to 99, do not require cooking to eat (but you can if you want), and actually sell for a decent amount (1980px per 99 stack). While there is an indication of freshness, lobsters do not appear to spoil; this may be a bug that is fixed later.

Rice is the easiest vegetable crop to manage. Uncooked rice stacks in your inventory, never goes bad, and you only need a Campfire to cook it. Wheat is similar, but Rice does not need to be replanted (assuming you aren't using Growing Trays). You forgo any fancy buffs, but it is incredibly straight-forward. If you haven't found rice on a planet yet, 'purchase' it from a Greenhouse.

Grow Trays/Hydroponics are niche tools. On paper, they sound amazing: drop in three seeds, a stack of water, maybe some Fertilizer, and off you go. The problem is that there isn't a good visual indication of when the product can be harvested. Or when it runs out of water. Or when all of the output slots are full of spoiled food.

Where Grow Trays excel is when they are used either with a stackable product, such Silk, or with a food item that normally despawns when harvesting, such as Wheat. In most other situations, I prefer planting crops in dirt.

Aeroponic or Hydroponic Tubing is strictly better than dirt, once you unlock them. They are kinda expensive considering dirt and the broken sprinkler are so early in the tech tree, but there are benefits to be able to pack more plants into a smaller area (sprinklers need height to water everything). Just keep in mind that you do have to 'till' the tubing before planting.

If you want the most-filling food, then you'll want Ultimate Juice. Incidentally, it also provides +20% Jump/Energy/Health/Run Speed and a Rage effect. This requires six different crops to craft though: Boneboo, Feathercrown, Oculemon, Neonmelon, and Toxictop. Finding these crops before reaching the endgame will be a challenge.

Critical FU Functionality

Frackin' Universe adds a lot of very complicated systems. Here are the most important/useful ones.

Power – Both Power Generators and Batteries (when charged) output X number of Watts. Plugging a 4W battery into an Arc Smelter (req. 40W) isn't going to work. That said, wattage is cumulative on a wire. Connect ten 4W batteries to that Arc Smelter – or preferably, to a Wire Relay – and you will be in business. Just note that if you are using 40W, that is 40W less on the wire. If you have multiple stations running simultaneously, you will need a power surplus to keep all the lights on.

Terminals – A Terminal is a clickable interface that grants you access to an 'Item Network.' Linking all your storage units together into an Item Network means you can use Terminals to search for and retrieve your items from a single location, e.g. the Terminal itself, instead of having to manually look for it across all your storage units.

What you'll need:

  • Storage unit(s) full of stuff
  • Craft and place Storage Bridge near storage unit(s)
  • (optional) Craft and place Repeater to hook into multiple Storage Bridges
  • Craft and place Terminal near crafting stations
  • Connect the blues to the reds, e.g. Storage Bridge to Repeater/Terminal

Item Movement – If you want to take something from one container and physically put it into another container, you want an Item Transference Device (ITD). If you click on the ITD, you will get a bunch of pseudo-programming options that I have zero interest in learning or explaining. Instead, all you really need to know is that it basically works out of the box. Connect the red circle of your container to the blue circle of the ITD, then connect the red circle of the ITD to the blue circle of the other container. Bam. All items that appear in the first slot of the first container will get moved.

For me, the most practical use of an ITD was moving items from a Lobster Trap or Growing Tray to a box automatically. If the box is actually refrigerated storage, then all the better. Red, blue, red, blue, done. If you want something more fancy, you are on your own.

Survival Recommendations

One of your quick-slot items should be Dirt. If you find yourself in trouble, close off the tunnel you're in with dirt; it will block melee and the majority of ranged attacks while you heal yourself or escape. While it's a kinda cheesy move in vanilla Starbound, the enemies in Frackin' Universe are exceedingly more deadly. Some enemies can pass through walls though, and explosive damage can penetrate tiles, so take care.

Always deploy with your Mech on new worlds. Depending on how much (if any) time you spend with the Mech-building side of things, your Mech will not make you invulnerable to planet effects or damage for long. That said, it will absolutely extend your life by a few precious seconds in case you get beamed down in the middle of a USCM camp full of snipers that can one-shot you. Just note that if your Mech explodes, you die with it. So either beam back up to your ship or bail.

Craft a few dozen flags and plant them everywhere. Flags are cheap to craft and act as bookmarks that allow you to get back to where you want to be quickly. Think you might die or encounter a tough fight? Plant a flag. If you come across a planet with a lot of good resources, plant a flag and name it 'Penumbrite (Acid, Hot)' or whatever. This will save you oodles of time if you find yourself in a situation of needing more of X resource but being in a Y system instead.

Starbound Frackin Universe Best Armor

Get an X (Radiation, etc) Ball Wand/Staff. Regardless of your fighting style, having a Wand/Staff with Radiation Ball (or whatever) will change your life. Specifically, it will allow you to attack enemies around corners/from range with guided death. Even better, you can dig a 1-block hole in a wall or floor and then squeeze your orb of death through it to murder your foes with impunity.

I snaked a Radiation Ball right through the one-tile gap to fry that guy.

Cheap? Sure. Effective? Hell yeah.

Armor Combinations – There are over 100 sets of armor added with Frackin' Universe, so determining what you want to wear can be a challenge. For the most part though, it's best to craft a bunch of mannequins and just have specialized sets ready for each planet you beam down on. That said, here were my go-to options:

Nautilus Armor / Kraken Armor / Leviathan Armor
This armor series eventually grants you Acid, Poison/Bio, Gas, Pressure, and Oxygen immunities once you reach the end. If you combine this with the Thermal Shell EPP, you will be immune to the most common damage types. A Field Generator EPP will make you further immune to Radiation, at the expense of making lava a concern again. This will cover just about everything aside from Shadow and Insanity, which can handled with EPP Augments.

Valkyrie Armor
With this set, you get Oxygen, Gas, Pressure, and Radiation protection, plus technical immunity to fall damage (you float downwards). This seems like considerably less protections than the same-tier Leviathan Armor set, and it is, but the Valkyrie gear boasts a 500% weapon damage modifier instead of 276%. Definitely a glass-cannon set, with half the armor of Leviathan and a third of War Angel.

Sunwalker Armor
This is a 'War Angel-lite' tier-6 set that provides Radiation, Heat, Cold, Breath, and Pressure immunities. Additionally, there is an extra 40% Radiation resist and a +15% bonus to Plasma weapon damage.

War Angel
Basically an endgame armor, this nevertheless makes you immune to Pressure, Cold, Heat, Radiation, knockback, and all fall damage. On top of that, it provides 35% Physical Resist, so you'll be taking less damage from mobs. Oh, and 93 Armor and tons of extra HP. Definitely a tanky set. Chain Swords deal 250% extra damage in your hands with this set as well.

EPP and Augments – Much like with Armor, there are dozens of different types of EPPs and Augments to slot into them. The ultimate goal is find a combination that works for your play-style and providing the necessary protection to survive whatever planet you're on. That said, some of the choices are better than others.

[EPP] Thermal Shell
Providing protection against heat, cold, lava, and burning on top of 20% Fire and Ice Resistance, the Thermal Shell is one of the most useful EPPs in the game. Many armors can give you heat immunity, but none of them will save you from taking damage in lava, which is weird. Even the Field Generator, which appears to be a strict upgrade to the Thermal Shell given how it includes Radiation protection, makes you vulnerable to a lava bath once again.

[EPP] Repulsor Field Pack
While outclassed in the midgame, the Repulsor Field Pack is a fantastic early-game EPP since it provides 20% Physical and Fire Resistance. The 'penalty' to Cosmic Resistances isn't particularly relevant until much later in the game.

[EPP] Plasma Light Pack
Surpac crack keygen serial key. The final word in backpack light generation, the Plasma Light Pack doesn't appear until the endgame and may end up being a fool's errand to chase after. While it provides Breath and Pressure Immunities, most armors offer the same by then.

[Augment] Immunity I & Immunity Field
Pretty much the final word with Augments, Immunity I provides protection against Heat, Cold, Gas, Radiation, and Proto-Poison at a base level. Immunity Field is a recent, stronger addition that grants a 2nd level protection to those same qualities while adding on Radiation Burning, Poisoning, and Liquid Nitrogen immunities. Still does nothing versus Shadow/Insanity/etc damage, so be wary of what planets you are beaming to. Although having a specialized armor set against those qualities with a Thermal Shell with an Immunity Field Augment to handle the rest will do you well.

Starbound Frackin Universe Best Armor

GOT A BUG REPORT?
Please attach your starbound.log file, without it I cannot diagnose the problem.
It can be found in starbound/storage/starbound.log. Open it, copy the contents to pastebin.com and attach that link to me in the forums or a PM.

Note: If you do not have 1.4 of starbound installed, you cannot use FU. It will not work. Buy the game.
Other Note: You no longer need FrackinRaces if you use FrackinUniverse. Having both installed will crash you.

companion add-on:

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Want to support the project with donations? Click here: https://www.patreon.com/sayter
Discord Server:https://discord.gg/eV9dP4w
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The absolutely most recent build here:
https://github.com/sayterdarkwynd/FrackinUniverse
for detailed instructions on using and keeping up to date with the GitHub version read Xylia's guide here: http://community.playstarbound.com/threads/how-to-update-with-github.123937/

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SAIL changes for modded races/ships : https://github.com/xn-5o8h/FUSAILModdedRaceSupport
If using *modded* races, you will want the FU BYOS addon herehttps://community.playstarbound.com/resources/official-fu-byos-modded-race-patch.5094/
For install/uninstall and game version information click the spoiler. Note that this mod may impact existing characters. Start a NEW character for it so you don't ruin your favorite avatar. You've been warned.
Below in the spoiler are some important notes on installation, compatibility , etc. Ignore them at your peril.


Included Mods you don't need from elsewhere:
Bees!
Augment Extractor
Harvester Beamgun
Quarterstaves
Dungeoneer Dungeons
Patchwork Hair
Starbooze
Enhanced Weapon Generation
Legacy Dungeons
Extra Dungeons
Memento Mori
Nightar
Slime Race
Kirhos Race
Mantizi Race
Mods that go great with FU:
Elithian Races
Avali Triage
Attribution: see included credits file
The largest mod for Starbound, FrackinUniverse combines new biomes, a hugely increased crafting system, science, monsters, tiles and hundreds of other assets to the game. It's 5 years in the making now, and quite huge. A few things to expect:
  • Create hundreds of new armors, weapons and tools that round out the vanilla tiers, or add 'side-grades' with varied stats but unique stat bonuses, effects and abilities​
  • Thousands of new tiles, decorations, craftables and more​
  • Hundreds of microdungeons, quests, and a new quest hub​
  • Unique techs and augments​
  • Custom crew members with FU specific buffs to make your adventuring life much easier​
  • Vast array of new effects, both helpful and hazardous​
  • Rebalanced defense, attack and combat stats​
  • Brand new weapon types​


FU will change several aspects of vanilla play, in terms of survival (see EPP notes below for a specific example) and has a learning curve. Some find the learning curve rather steep. Others do not. So bear this in mind.
  • Starting missions after Graduation Day are different. You will *require* a fresh universe and character for best results. You will not recieve all content otherwise.​
  • Your character will no longer possess a light aura in darkness, as darkness is an important part of many parts of FU.​
  • Walking on certain tile types will produce various effects. Slowed walking in mud, slipping on ice..burning on hot rocks, etc. Be prepared.​
  • If you can't figure out a recipe..build all the basic materials you can. Generally you're likely to be missing something in the progression and inadvertently trying to skip a step.​

Starbound Frackin Universe Mech


Play through the mod, work through the techs (including the genetically engineered plants!), and create stuff. Intro-level things unlock other things, and everything builds up until you are a kick-ass name-taking machine of destruction and SCIENCE.
For a detailed guide on how to use the included automation systems in FU, refer to this guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=1618972523

Starbound Fracking Universe Best Armor

Q: How do I tell if it's working?
A: Quite simple. When you launch starbound, look at the main menu screen. Do you see 'Powered by Frackin Universe'? If so, you're good to go!
Q: Will this work on a server?
A: Read : http://steamcommunity.com/sharedfiles/filedetails/?id=734496146&searchtext=Frackin+Universe
Q: How do I run a server?
A: Read : http://steamcommunity.com/sharedfiles/filedetails/?id=735510285
Q: Do I need to delete my characters and universe before I start? Will it work with the character I already have?
(or any possible variation of this question)
A: No, you do not.
However, you will need to travel a fair ways away on your starmap in order to generate the new biome types. Generally a few seconds will do. So yes, it will work with your existing character. I recommend a clean universe, personally, but that's only if you absolutely want to have FU planets right near your starting location.
Q: I seem to be taking forever to generate my starting planets. It's in warp for like..ever.
A: Starbound is generating a universe and looking for a starting system that fits exact specifications. Because FU adds so many biomes it increases the time it takes to find the setup. I recommend visiting the Science Outpost when this happens, which can be triggered from your shiplocker items. By the time you come back you'll have your starting planet visible and a quest to begin!
Q: Where do I find (ITEM NAME)?!?!?!
A: Everything has a source. You just need to figure out what that source is. That's part of the mod. Exploration, experimentation..just seeing what sort of things lead to others and eventually ending up with a hard-core science lab. The wiki link given on this page right after the FAQ is a good source of information.
Q: Does FU add quests/missions or bosses?
A: Yes
Q: Does FU affect the main storyline or game progression?
A: No. The only true progression change is with EPP packs (see above sections for info on that). Otherwise you can progress exactly as normal through the base game.
Q: I can't find something on the Wiki
A: The wiki is player maintained. So, if you find something missing you can feel free to add it in.
Q: My EPP pack isn't working
A: Yes it is. Read the mod description information above for more details about how they operate now.
If for some reason you want to hurl money at me for my labors: https://www.patreon.com/sayter
Wiki (player maintained): http://frackinuniverse.wikia.com/wiki/FrackinUniverse_Wiki
CF Forum version found here: http://community.playstarbound.com/resources/frackinuniverse.2920/
GitHub project version location is here: https://github.com/sayterdarkwynd/FrackinUniverse
A great number of mods and features in FU are from contributors or other authors. Check out the included credits.txt here: https://github.com/sayterdarkwynd/FrackinUniverse/blob/master/_FUcredits.config or visit https://github.com/sayterdarkwynd/FrackinUniverse for info​
Mod Pack Permissions:
Do not include this mod in compilations.
Mod Assets Permissions:
You must get the author's consent before altering/redistributing any assets included in this mod.




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