![]() Upon running out of fuel, your Mech will become immobile and the bars that normally appear over it will disappear, but nothing else can be done until it receives fuel. Should your Mech be low on fuel, a beeping sound will instantly play to remind you to refuel. This color of this bar changes depending on current fuel type. The top red bar represents Mech health.Mechs also receive a new interface, with two bars replacing the old single health/energy bar of the vanilla version of Starbound: With the new Mech overhaul introduced in February 2019, heavier Mech bodies have high consumption rates, while lighter ones may require less (see notes on Mass above). Failing to do so will render your Mech unresponsive. Under Frackin' Universe, Mechs now require fuel to function. This mech is running low on fuel and needs refuelling. anything higher than that cannot be blocked. The above result is the "threshold" you can defend against. Self.massProtection = .protection * ((.mechMass)/10) Heavier mechs with good protection (rating of 4 or higher) gain a chance to shrug off smaller damage increments completely due to their natural toughness. Mass greater than 20 - Mech mass of 20 or higher affects speed and booster control more seriously.Mechs over 15 tonnes will take increased damage from long falls. Mass greater than 15 - Mech mass at 15 or higher begins to reduce booster and leg speed and control slightly.150 for each foot) and can be applied simply by walking over creatures as well as jumping on them. Your mass also directly affects the radius of your impact.Īctual damage maxes out at 300 (divided by 2. Your velocity at impact is the key factor in deciding the total effect. The higher your mass, the more effect your mass will have on tiles. Mass greater than 8 - Mechs affect tiles when walked on, causing impact damage (slight).Modified Mass = Base Mass * Body Protection rating / Body Energy The base calculation for mass is: Base Mass = Arm + Arm + Legs + Body + Boosters Mass can influence a great number of things. Friendly ships in particular are very quick to clear, and a blueprint for a particular Durasteel-tier mech body can only be found on a certain kind of friendly ship.Mech mass is determined by the mass of each part (arms, head, legs, boosters, body) of the vehicle. Space stations and friendly ships can also house blueprints. Note that loot containers in this context includes the large white capsules found in some anomalies as well as boxes, crates, wall lockers, and similar objects. space stashes which have close to a dozen containers). 3 chances at an Advanced Mech Blueprint drop), and some anomalies have many more than that (e.g. Advanced Mech Blueprints are particularly stingy about giving arm blueprints - this may be due to the part category being picked first, then the part itself, which would result in a 1 in 3 chance of getting an arm blueprint from an Advanced Mech Blueprint (the other 2 in 3 chance would then give Sleek Boosters or Sleek Legs).ĭon't skip out on anomalies - they are guaranteed to have at least 3 loot containers (i.e. ![]() Akaggy's quests are a bunch of starter mech part blueprints (Test Drive quest) and your race's Violium-tier mech body blueprint (Advanced Test Drive quest).Īll other mech arm blueprints must be acquired from mech blueprint items. The other blueprint rewards you get from Dr. Akaggy (the mech quest giver) is that for the Missile Rack Mech Arm (Parts and Labour quest), a Durasteel-tier mech weapon. The only standalone weapon blueprint you get from Dr. Anomalies and Encounters give other Mech parts (they also come and go so you were mostly wasting your fuel). Originally posted by Albcatmastercat:Did you do the penguin's missions? Pretty sure THOSE are the ones which give you weapon blueprints. ![]()
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