Darkstar Utilities
Propel yourself all the way from mining stone with your hands to ripping holes in reality. Darkstar Aims to extend the playtime of the game to well over twice the standard. With extra features like Quarries and Ore Probes for mining in lands with no ores, or launching rockets to mine deep space materials. With roughly 664 currently added features!
Description
##TURN GRAPHICS SETTINGS TO HIGH##
Amount of items currently added = 324 Amount of entities currently added = 161 Amount of technology currently added = 119 Total Sum = 604
This mod was designed along with the Big Bags mod. Item recipes and Ammo amounts where balanced around the higher stack sizes given by Big Bags. Although this mod will work without Big Bags I do not suggest it, for many aspects will not work as intended.
This is a very large mod. file sizes inside this mod exceed what the game can render on normal graphics settings. TURN GRAPHICS SETTINGS TO HIGH. Currently, the low spec version of the mod will not be updated until later. Updating two versions of this mod at once requires more time than I have to give currently. Perhaps in the future I will once again update the low spec versions.
Big thanks to Azakir for helping alone the way. Thanks to Expanded Rocket Payloads, I had to reference their code for the *empty rocket* message.
Feel free to edit and re-upload the mod with new or altered features, however give due credit.
Change Log: ##0.19.5
##Fixed:## Game should now display correct version
##0.19.4 Update to 1.1
##Changed:## Items not fully implemented have a warning in the description.
##0.19.3 Rivisions to old systems ##Important:## The game will give a warning about a removed recipe, this is intended and should not be confused for an issue. From here on, all items added by Darkstar Utilities which are Productivity Module compatible will be denoted with a |P| in the description
##Added:## Star Core Matter and HS Star Core Matter can be formed into Lithium Ore Uranium Processing Recipe Efficiency Beacon
##Fixed:## Copper Mining Probe MK2 now gives Dense Ore Laser Drills now deposite mined ore on the side of the belt the Drill is placed on, rather than the opposing side Objects now have correct amounts of health
##Changed:## Star Core Matter and HS Star Core Matter have both been largly buffed Both Uranium probes now give Dense Uranium Ore Uranium Probes now pollute for 75 instead of 1075 Following items now allow for Productivity Modules: Empty Regulator Module Componant Solar Wafer Advanced Photovoltaic Cells Filter Tray and Sand Filter Tray Flywheel Antimony, Selenium, Tellurium, Silver, Platinum, Ciusitral, Lithusarium, Rhusanthium and Lithium Steel Composite Plates Power Boost Beacon now gives 2.5x effectivity Lowered Ultra Beacon power usage from 75MW to 50MW Boosted Ultra Beacon effectivity to 50% from 45% Power Boost Beacon range increased from 1 to 2, mostly helps visualize what it can touch Any-Cast Beacon now gives 50% up from 25% effectivity Any-Cast Beacon supply range increased to 8 from 5 Buffed Efficiency Modules by .2
##Extra Information:## Star Matter yields were changed in a hope to balance them more against Probs and Quarries Uranium Probes have been changed for a multitude of reasons. Them now giving "Dense ore" alligns it with the other level 2 Probes. Additionally it allowed me to require sulfuric acid for the processing of Dense Uranium to make the process more similar to vanilla.
##0.19.2 Actual Additions again ##Added:## RTG, RTG-MK2 and RTG-MK3
##Changed:## Geothermal Generator MK3 no longer requires energy liquid to unlock or craft S-REG Units have all been massively buffed ANCT Generators have been buffed Increased time taken for Dense Ore to be produced from Probes to 3 from 1 Furnace Warehouse now consume 4MW instead of 45MW Laser Forges look slightly different to help differentiate them from default game furnaces Massive Graphical upgrade to Eden Biodome Restructured the technology tree a little so that generator objects require the third level of previous types to unlock, now having a more even and logical "Ladder" of progression
##Fixed:## Roboports should now us the correct amount of energy Biodome is no longer highly confusing/annoying finally fixed the rotation/hitbox issues for following items: S-REG Units Furnace Warehouse Ore Extractor ANCT Generators If I missed an object with this issue, please notify me on either Twitter, Discord, or the Mod Page
##Extra Information:## I changed the Geothermal Generator MK3's recipe to make room for an intermittent level Generator between Geothermal and S-REG I absolutely plan on updating the Laser Forge textures later, but before then and now I've decided to lazily update the visuals
##0.19.1 Bugfix ##Added:## Filter Tray Sand Filter Tray
##Fixed:## Filters no longer infinitely produce Empty Filters when used Vacuum Chamber can now utilize Speed and Efficiency Modules Actually Fixed S-REG Technology names
##Changed:## Specialty Alloy recipe costs massively reduced Reduced Smelting time for Selenium, Tellurium, Antimony, Silver and Platinum by 75% Reduced Geothermal Generator MK3 Recipe to only require 1 Energy Liquid Empty Regulator Recipe Tweaked All Filter Charge Recipes Vacuum Chamber Module slots reduced to 2 from 4 Any-Cast Beacon energy cost reduced again from 10MW to 5MW Removed Iron Plate from Energy Liquid recipes
##Extra Information:## The reason I decided to change filter recipes (again) is due to the limits of belts. Now, each componant in the production chain for Filters only takes up 2 items instead of 3. This in theory should allow you to double production rate. This change also lowered the aggressive requirements to be a decent bit more tame. This does mean Filter Arrays will need updating to work again. The new Filter Items are the first to have 64x Textures, in the future I plan on updating more of the mod's textures to be higher resolution.
##0.19.0 Escaping the 0.18s! ##Added:## Added Alternate sand recipe using the Extraction Machine Added Slower Module. Designed for use in Filtration Machines Added
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