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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Starbound 

 

Developer

  

 

Publisher

 Chucklefish 

 

Tags

 Action 

 Indie 

Casual 

 

RPG 

 

Adventure 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

Release

 2016-07-22 

 

Steam

 6,99€ 5,99£ 7,49$ / 50 % 

 

News

 38 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 1222 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/211820 

 

How long to Beat

Main Story

 19 Hours 

 

Main Story + Extras

 55 Hours 

 

Completionist

 246 Hours 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 2,000,000 .. 5,000,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 3063  

Average playtime (last 2 weeks)

 471 

Median playtime (forever)

 1897 

Median playtime (last 2 weeks)

 765 

Public Linux depots

 Starbound Linux Depot [200.33 M] 




LINUX STREAMERS (13)
GamingOnLinuxozonedtweyeofmidasmagusmarisa
scork661deadlinuxmeldrianmir_ppc
hexdslperlplayerthecotechcouchrebellen
OSuKaRu_XD




Starbound 1.4: Bounty Hunter Update



We're excited to announce the release of Starbound 1.4 - the 'Bounty Hunter' update!

In this update players canbecome bounty hunters, seeking out criminal gangs throughmissions and climb the ranks as they rebuild the Peacekeepers and restore law and order to the universe. There's also new elemental variants of manymonsters, which have a rare chance to be encountered - if you see one be sure to capture it! In addition there's a ton of new furniture, objects, weapons, and fun new stuff - including drones, password keypad locks, a laser mining tool, and a sports car!

https://youtu.be/cJUh9gjEuOs
We've been working on this update for a long time, thanks so much for being patient while we took the time to get it just right! Here's an outline of all the changes;



Bounty Hunting


  • New procedurally-generated quests that see the player travel to worlds and into space, hunting down criminal gangs
  • New Peacekeeper stations for bounty hunters work your way through promotions and restore law in the universe
  • Take the fight to criminal gangs at their hideouts, including a climatic final mission & boss fight!
  • New quests: Becoming a Peacekeeper, Rookie Assignment, Rising through the Ranks, The Good Fight, Keeping the Peace, Going after the Occasus
  • New generated bounty quests
  • New generated criminal hideout microdungeons


New Music

  • Four new music tracks by Starbound composer Curtis Schweitzer


Rare Monsters

  • Elemental Monster variants - they are capturable, and earn progress in a new collection.
  • New Collection: Rare Pets collection
  • New monster variants: Fire Gleap, Electric Voltip, Poison Smoglin, Ice Peblit, Albino Poptop, Electric Anglure, Fire Bobot, Poison Bulbop, Electric Capricoat, Ice Crabcano, Electric Crutter, Ice Fennix, Elecrtic Hemogoblin, Ice Hypnare, Fire Lilodon, Poison Mandraflora, Ice Miasmop, Ice Narfin, Fire Oogler, Poison Nutmidge, Ice Orbide, Electric Petricub, Poison Pipkin, Electric Quagmutt, Ice Ringram, Poison Scaveran, Elecrtic Snaunt, Poison Snuffish, Poison Sporgus, Fire Taroni, Fire Toumingo, Poison Trictus, Electric Yokat, Electric Ignome, Fire Lumoth, Poison Pyromantle, Electric Skimbus, Fire Spookit, Fire Squeem, Fire Wisper, Ice Agrobat, Poison Batong, Poison Bobfae, Fire Monopus, Poison Paratail, Fire Pteropod, Cultist Scandroid, Ice Crustoise, Ice Iguarmor, Fire Oculob, Poison Pulpin, Ice Snaggler, Electric Tintic, Fire Gosmet


New Furniture

  • Egyptian set: Egyptian Bed, Egyptian Chair, Egyptian Crest, Egyptian Pillar, Egyptian Statuette, Egyptian Table
  • Office set: Office Cabinet, Office Computer, Office Desk, Office Desk Lamp, Office Noticeboard, Office Scanner, Office Server, Office Stapler, Office Table
  • Peacekeeper objects: Peacekeeper Chair, Peacekeeper Computer, Peacekeeper Desk, Peacekeeper Door, Peacekeeper Emblem, Peacekeeper Rusty Emblem, Peacekeeper Furnishings, Peacekeeper Lamp Post, Peacekeeper Mug, Peacekeeper Notes, Peacekeeper Painting, Peacekeeper Tall Poster, Peacekeeper Wide Poster, Peacekeeper Store, Peacekeeper Table, Peacekeeper Vending Machine, Peacekeeper Poster
  • Neon objects: Bounty Board, Neon Hologram, Neon Lamp Post, Neon Magenta Light, Neon Peacekeeper Emblem, Neon Store, Neon Triangle
  • Occasus pieces: Cultist Airlock Door, Cultist Airlock Hatch, Cultist Banner, Cultist Chest
  • Other: Dark Computer, Extractor Drill, Hanging Guardian, Mech Platform
  • New Teleporter: Peacekeeper Teleporter
  • New Wireable Object: Numeric Keypad


Other New Additions

  • Drones: Peacekeeper Drone, Mining Drone
  • New Weapons: Neo Magnum, Neo Magnum-E78, Neo Magnum-RX, Neo Magnum-ZZZ, Glue Sprayer, Lazercaster, Stun Grenade
  • New Tool: Mining Laser
  • New Unique Monster: Cosmic Intruder
  • New Mission: The Dantalion
  • New Boss Encounter: The Swansong
  • New Armor: Captain Noble Head, Cultist General Hood, Cultist General Tentacles, Groucho Glasses, Pharaoh Headdress, Sheep Hat, Shirt Top,
  • Peacekeeper Set (Peacekeeper Hat, Peacekeeper Shirt, Peacekeeper Trousers)
  • New Figurines: Cosmic Intruder Figurine, Swansong Figurine
  • New Mech Parts: Neo Laser Mech Arm, Peacekeeper Mech Body
  • New Augments: Peacekeeper I Augment, Peacekeeper II Augment, Peacekeeper III Augment
  • New vehicle: Red Sports Car
  • New world spawn vehicles: Dropship, Mini Tank, Mini UFO, Sportscar, Jeep
  • New object tags: Cultist, Egyptian, Peacekeeper, Office
  • New Tenants: Egyptian, Peacekeeper, Office
  • New blocks: Sloped Glass Panel, Polygon Platform
  • New currency: Peace Credit


Changes and fixes

  • Changed the crafting requirements for all mech parts to match materials in the system where the blueprint is found.
  • Changed name of 'T-Rex' fossil pieces to 'T. Rex'
  • Fixed bug where Triplod Figurine was not properly awarding credit to the Collections Library
  • Various lua bindings added
  • Added /setdungeonid command
  • Updated instrument audio position to follow the player
  • Display for gendered armor in tooltips
  • Add hover state to mission/crew/tech interface lists
  • For radial tile brushes, damage tile center instead of tile origin
  • Allow equalsSelf material render rule to also match on hue
  • Add a glow to inventory button when inventory has new items
  • Add a cooldown to ouch noise
  • Remove monster families and variantParameters
  • Allow bursting particle emitters multiple times in the same frame
  • Fix latch object animation bug
  • Only suffocate if mouth position is inside collision geometry
  • Fix energypickaxe animation state
  • Fix projectiles not dealing damage if spawned after the parent projectile has died
  • Minor bugfixes


We hope you all enjoy this update, please let us know what you think on Twitter or Discord! We'll also be streaming the update live on our Twitch channel later this afternoon if you'd like a preview!


[ 2019-06-13 16:52:56 CET ] [ Original post ]

Daily Deal - Starbound, 40% Off

Today's Deal: Save 40% on Starbound!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Tuesday at 10AM Pacific Time


[ 2018-06-03 19:00:00 CET ] [ Original post ]

1.3.3 Hotfix Patch Notes

Original Post

Hey, everyone!

Things are busy here as were still hard at work on the 1.4 update. A number of players have been encountering a crash bug when switching between weapons of the same type, so we decided to address that with a hotfix update rather than waiting for the next patch.

While were at it, though, we figured wed throw in one more useful feature: category tags for Steam Workshop mods! The mod uploader tool now allows you to select one or more tags for your mod, and these can be used to filter searches in the Workshop. Hopefully this will make it a bit easier to sort through the amazing variety of available mods!

On the development side of things, weve been focusing on exciting events for you to encounter in pursuit of your bounty targets. You didnt think it was going to be simple, did you?

(CLICK FOR GIF)

In this example, your investigation is stymied by a code-locked door with your target tantalizingly out of reach. Youll need to use clever social engineering to obtain the code from an unwary underling in order to progress.

Were very excited about the procedural possibilities for this patch, and hope you are too. If youve got ideas for cool or silly things youd expect to encounter on a bounty hunt, let us know in the comments.

Until next time!
<3


[ 2017-10-18 18:18:10 CET ] [ Original post ]

1.3.3 Hotfix Patch Notes

Original Post

Hey, everyone!

Things are busy here as we’re still hard at work on the 1.4 update. A number of players have been encountering a crash bug when switching between weapons of the same type, so we decided to address that with a hotfix update rather than waiting for the next patch.

While we’re at it, though, we figured we’d throw in one more useful feature: category tags for Steam Workshop mods! The mod uploader tool now allows you to select one or more tags for your mod, and these can be used to filter searches in the Workshop. Hopefully this will make it a bit easier to sort through the amazing variety of available mods!

On the development side of things, we’ve been focusing on exciting events for you to encounter in pursuit of your bounty targets. You didn’t think it was going to be simple, did you?

(CLICK FOR GIF)

In this example, your investigation is stymied by a code-locked door with your target tantalizingly out of reach. You’ll need to use clever social engineering to obtain the code from an unwary underling in order to progress.

We’re very excited about the procedural possibilities for this patch, and hope you are too. If you’ve got ideas for cool or silly things you’d expect to encounter on a bounty hunt, let us know in the comments.

Until next time!
<3


[ 2017-10-18 18:18:10 CET ] [ Original post ]

Starbound 1.3.2 Changelog

Hello,

Starbound has been updated with some minor gameplay changes and bug fixes. Everyone on Steam should see the update immediately, but those on GOG and Humble may need to wait a little while for the files to update.

ːSBmmː Check below for patch notes! ːSBmmː

Additions & Changes


  • Reduce cost of player station parts

  • Show some system information on hovering over stars in the navigation interface

  • Show system name on the system screen in the navigation interface

  • Properly beam away a player's mech when a player beams off the world

  • Deploying to asteroid fields puts you in a position related to where in the field your ship is

  • Allow any number of script panes with no source entity.

  • Add player.interact lua binding

  • Keep player from starving when in a mech


Bug Fixes

  • Various NPC and Monster behavior fixes

  • Fix issue where player ships from other systems would be visible on the navigation screen

  • Fix issue where deploying to a party member could result in deploying a mech to their ship

  • Improve jarring movement of the sky during flying and warping

  • Fix issue where inventory items would count twice in crafting interfaces

  • Fix parameters argument for spawnnpc console command

  • Fix issue allowing the player to fly the ship before fully repairing it


[ 2017-07-18 16:55:56 CET ] [ Original post ]

Starbound 1.3.2 Changelog

Hello,

Starbound has been updated with some minor gameplay changes and bug fixes.Everyone on Steam should see the update immediately, but those on GOG and Humble may need to wait a little while for the files to update.

:SBmm: Check below for patch notes! :SBmm:

Additions & Changes


  • Reduce cost of player station parts

  • Show some system information on hovering over stars in the navigation interface

  • Show system name on the system screen in the navigation interface

  • Properly beam away a player's mech when a player beams off the world

  • Deploying to asteroid fields puts you in a position related to where in the field your ship is

  • Allow any number of script panes with no source entity.

  • Add player.interact lua binding

  • Keep player from starving when in a mech


Bug Fixes

  • Various NPC and Monster behavior fixes

  • Fix issue where player ships from other systems would be visible on the navigation screen

  • Fix issue where deploying to a party member could result in deploying a mech to their ship

  • Improve jarring movement of the sky during flying and warping

  • Fix issue where inventory items would count twice in crafting interfaces

  • Fix parameters argument for spawnnpc console command

  • Fix issue allowing the player to fly the ship before fully repairing it


[ 2017-07-18 16:55:56 CET ] [ Original post ]

Starbound 1.3.1 Changelog

Hey everyone!

ːSBmmː We've just released a Starbound update with some minor changes and bug fixes. Check below for patch notes! ːSBmmː

Minor Changes / Bug Fixes


  • Added and improved sound effects for a variety of monsters, weapons and mech components
  • Fixed lots of typos
  • Fix ‘Parts and Labour’ quest description not matching its requirements
  • Fix bookmarks not being sorted alphabetically
  • Fix players ‘swimming’ off rail stops using rail hooks
  • Fix world.spawnLiquid not functioning on tiles with rails/platforms
  • Fix a bug allowing placement of blocks on some outside walls of player stations
  • Fix Triplod not registering in monster collection when captured
  • Fix final ore type not being listed in navigation interface for some planets
  • Fix placement of a boulder trap in a challenge room
  • Fix rustick being affected by physics forces/collisions
  • Make airless space areas actually airless and require breath protection
  • Fix tier 4 mech bodies not protecting against radiation
  • Fix penguin weapon shop not unlocking when repeating weapon testing mission
  • Fix passive monsters becoming aggressive when player engages hostile monsters
  • Fix some systems not zooming out far enough in nav and planets going out of view
  • Fix a bug causing a navigation crash when selecting gas giants
  • Fix objects with minimum / maximum liquid levels not being broken
  • Fix item drops being stuck in force regions at top / bottom of world
  • Fix quest indicators being affected by world lighting
  • Fix bug preventing some background tiles from being painted
  • Disable ‘go to quest’ button in nav when that system isn’t explored (e.g. in another universe)
  • Fix some bugs when dual wielding rail hooks
  • Prevent activating techs during mech deployment
  • Don’t show the ‘E’ hint in dialog sequences that are not skippable
  • Fix a bug where navigation could be canceled after consuming fuel but before starting flight
  • Rework behavior of hoverbikes in zero gravity
  • Boats no longer sail out of water
  • Add an icon to Tonauac’s safe fall blessing
  • Add a few more mech horns
  • Prevent rail trams from driving off the ends of active stops

Modding API Changes

  • Add world.setDungeonId binding


[ 2017-06-19 15:31:01 CET ] [ Original post ]

Starbound 1.3.1 Changelog

Hey everyone!

:SBmm: We've just released a Starbound update with some minor changes and bug fixes. Check below for patch notes! :SBmm:

Minor Changes / Bug Fixes


  • Added and improved sound effects for a variety of monsters, weapons and mech components
  • Fixed lots of typos
  • Fix Parts and Labour quest description not matching its requirements
  • Fix bookmarks not being sorted alphabetically
  • Fix players swimming off rail stops using rail hooks
  • Fix world.spawnLiquid not functioning on tiles with rails/platforms
  • Fix a bug allowing placement of blocks on some outside walls of player stations
  • Fix Triplod not registering in monster collection when captured
  • Fix final ore type not being listed in navigation interface for some planets
  • Fix placement of a boulder trap in a challenge room
  • Fix rustick being affected by physics forces/collisions
  • Make airless space areas actually airless and require breath protection
  • Fix tier 4 mech bodies not protecting against radiation
  • Fix penguin weapon shop not unlocking when repeating weapon testing mission
  • Fix passive monsters becoming aggressive when player engages hostile monsters
  • Fix some systems not zooming out far enough in nav and planets going out of view
  • Fix a bug causing a navigation crash when selecting gas giants
  • Fix objects with minimum / maximum liquid levels not being broken
  • Fix item drops being stuck in force regions at top / bottom of world
  • Fix quest indicators being affected by world lighting
  • Fix bug preventing some background tiles from being painted
  • Disable go to quest button in nav when that system isnt explored (e.g. in another universe)
  • Fix some bugs when dual wielding rail hooks
  • Prevent activating techs during mech deployment
  • Dont show the E hint in dialog sequences that are not skippable
  • Fix a bug where navigation could be canceled after consuming fuel but before starting flight
  • Rework behavior of hoverbikes in zero gravity
  • Boats no longer sail out of water
  • Add an icon to Tonauacs safe fall blessing
  • Add a few more mech horns
  • Prevent rail trams from driving off the ends of active stops

Modding API Changes

  • Add world.setDungeonId binding


[ 2017-06-19 15:31:01 CET ] [ Original post ]

Daily Deal - Starbound, 33% Off

Today's Deal: Save 33% on Starbound!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Sunday at 10AM Pacific Time


[ 2017-06-09 19:00:00 CET ] [ Original post ]

Starbound 1.3 - Spacefarer Update

https://youtu.be/iX3Mvvm5vRI
Hello! Starbound 1.3 - Spacefarer Update is here!

With the Spacefarer Update, our goal was to give players more things to do in space! Starbound has always focused heavily on traveling from planet to planet, but objectively space is just much cooler than any planet.

Check out the trailer for an overview of what we've added this patch, or check the patch notes below for a more comprehensive list of changes/additions. This is one of the biggest Starbound updates to date and has been really exciting for us to work on. We hope you enjoy it!

Major Changes

Navigation Overhaul
The cockpit navigation interface has been completely overhauled. Planets, moons and ships are all visible and orbit each other in real time. Systems will now contain NPC stations, friendly and hostile NPC ships, and strange space anomalies to visit!

Customizable Mechs
Explore these new space locations in customizable spacefaring mechs! Traverse hostile space in zero gravity, fight powerful new space monsters, and collect unique rewards as you upgrade your mech to progress through more difficult hazards. Mechs can also be deployed to planets, to crush your enemies with overwhelming firepower!

Modular Space Stations
Make a permanent home among the stars with player-owned stations! Use a station transponder to place your station into orbit, then expand it with modular rooms to suit your needs.

 
Minor Changes / Bug Fixes


  • Gameplay now pauses while menu is open (single player only)

  • Non-piercing projectiles (e.g.) rockets now stop at the edge of the entity they hit, correcting knockback direction from explosions

  • Adjusted player and other physics to behave better in zero gravity

  • Remove gravity from asteroid fields

  • Asteroid fields now ring their stars and can be entered at any position

  • Add rail tram vehicles and tram stop objects

  • When opening inventory, first tab will be selected by default

  • Auto-sorting inventory will also stack items

  • Add visual novel engine

  • Fix threat level of player ships to always be 1 for colonist purposes

  • Cheese is now considered produce and players will be paid to launch it into space

  • Made several block types permeable to liquids

  • Perfect armor set now slightly weaker than tier 6 crafted armors

  • Fix several issues with NPC pathfinding

  • Various performance improvements

  • Engineer and Mechanic crew members now give flat bonuses to ship speed and fuel efficiency

  • Ancient Vaults will no longer regenerate if the game is restarted while the vault is open

  • Added unbanip and unbanuuid commands for servers

  • Rail platforms and trams can now be broken using the matter manipulator


 
Modding API Changes

  • Support script panes opening and closing with inventory (like containers)

  • Item slots / grids in script panes now display tooltips for contained items

  • Special keys are now passed separately to techs as special1, special2, and special3. If a player is lounging, they will be suppressed and instead passed to the active vehicle (if applicable)

  • Support rectangular force regions with a linear force gradient

  • Support setting gravity for specific dungeon IDs in dungeon files

  • Rework canvas widget bindings. Canvas widgets can now be bound to a Lua object and controlled directly

  • Support damage sources for vehicles

  • ActiveItems will now include the player lua bindings when held by a player

  • Techs now have access to the message table for entity message handling

  • Add celestial lua bindings for script panes

  • Behavior nodes must now be explicitly defined in .nodes files. This includes specifying node parameters and outputs, with associated types. (Supported types: json, entity, position, vec2, number, bool, list, table, string)

  • Behavior trees (.behavior) now explicitly specify whether a parameter is a blackboard key or a raw value. This includes parameters passed into module (sub-tree) nodes.

  • Behavior node Lua implementations no longer directly perform blackboard lookups (BData methods). Lookups are performed before running the function, and the raw values are directly available in the “args” argument.

  • Behavior node Lua implementations no longer directly set blackboard values. Node output is set by returning or yielding a second value. This second value is a table of output key to output values.


Added Lua bindings:

  • world.environmentStatusEffects

  • world.materialHueShift

  • world.modHueShift

  • world.materialColor

  • world.setMaterialColor

  • world.entityTypeName

  • world.setDungeonGravity

  • world.setDungeonBreathable

  • world.itemDropItem

  • mcontroller.zeroG

  • mcontroller.atWorldLimit

  • physics.setCollisionEnabled

  • player.blueprintKnown

  • player.unequipTech

  • player.swapSlotItem

  • player.setSwapSlotItem

  • player.loungingIn

  • player.worldHasOrbitBookmark

  • player.orbitBookmarks

  • player.systemBookmarks

  • player.addOrbitBookmark

  • player.removeOrbitBookmark

  • player.addTeleportBookmark

  • player.isMapped

  • player.mappedObjects

  • root.materialConfig

  • root.modConfig

  • root.liquidConfig

  • root.elementalResistance

  • root.dungeonMetadata

  • vehicle.setForceRegionEnabled

  • vehicle.setDamageSourceEnabled

  • pane.setTitle

  • widget.active

  • widget.hasFocus

  • widget.registerMemberCallback

  • widget.itemSlotItem

  • widget.setItemSlotProgress

  • widget.bindCanvas

  • entity.persistent



Removed Lua bindings:

  • activeItem.giveOwnerItem (now available via player)

  • activeItem.ownerHasItem (now available via player)

  • activeItem.takeOwnerItem (now available via player)

  • player.addBookmark (use addTeleportBookmark / addOrbitBookmark instead)

  • root.materialPath (use materialConfig instead)

  • root.getConfiguration (removed for security)

  • root.setConfiguration (removed for security)

  • root.getConfigurationPath (removed for security)

  • root.setConfigurationPath (removed for security)


[ 2017-06-08 16:49:50 CET ] [ Original post ]

Starbound 1.3 - Spacefarer Update

https://youtu.be/iX3Mvvm5vRI
Hello! Starbound 1.3 - Spacefarer Update is here!

With the Spacefarer Update, our goal was to give players more things to do in space! Starbound has always focused heavily on traveling from planet to planet, but objectively space is just much cooler than any planet.

Check out the trailer for an overview of what we've added this patch, or check the patch notes below for a more comprehensive list of changes/additions. This is one of the biggest Starbound updates to date and has been really exciting for us to work on. We hope you enjoy it!

Major Changes

Navigation Overhaul
The cockpit navigation interface has been completely overhauled. Planets, moons and ships are all visible and orbit each other in real time. Systems will now contain NPC stations, friendly and hostile NPC ships, and strange space anomalies to visit!

Customizable Mechs
Explore these new space locations in customizable spacefaring mechs! Traverse hostile space in zero gravity, fight powerful new space monsters, and collect unique rewards as you upgrade your mech to progress through more difficult hazards. Mechs can also be deployed to planets, to crush your enemies with overwhelming firepower!

Modular Space Stations
Make a permanent home among the stars with player-owned stations! Use a station transponder to place your station into orbit, then expand it with modular rooms to suit your needs.


Minor Changes / Bug Fixes


  • Gameplay now pauses while menu is open (single player only)

  • Non-piercing projectiles (e.g.) rockets now stop at the edge of the entity they hit, correcting knockback direction from explosions

  • Adjusted player and other physics to behave better in zero gravity

  • Remove gravity from asteroid fields

  • Asteroid fields now ring their stars and can be entered at any position

  • Add rail tram vehicles and tram stop objects

  • When opening inventory, first tab will be selected by default

  • Auto-sorting inventory will also stack items

  • Add visual novel engine

  • Fix threat level of player ships to always be 1 for colonist purposes

  • Cheese is now considered produce and players will be paid to launch it into space

  • Made several block types permeable to liquids

  • Perfect armor set now slightly weaker than tier 6 crafted armors

  • Fix several issues with NPC pathfinding

  • Various performance improvements

  • Engineer and Mechanic crew members now give flat bonuses to ship speed and fuel efficiency

  • Ancient Vaults will no longer regenerate if the game is restarted while the vault is open

  • Added unbanip and unbanuuid commands for servers

  • Rail platforms and trams can now be broken using the matter manipulator



Modding API Changes

  • Support script panes opening and closing with inventory (like containers)

  • Item slots / grids in script panes now display tooltips for contained items

  • Special keys are now passed separately to techs as special1, special2, and special3. If a player is lounging, they will be suppressed and instead passed to the active vehicle (if applicable)

  • Support rectangular force regions with a linear force gradient

  • Support setting gravity for specific dungeon IDs in dungeon files

  • Rework canvas widget bindings. Canvas widgets can now be bound to a Lua object and controlled directly

  • Support damage sources for vehicles

  • ActiveItems will now include the player lua bindings when held by a player

  • Techs now have access to the message table for entity message handling

  • Add celestial lua bindings for script panes

  • Behavior nodes must now be explicitly defined in .nodes files. This includes specifying node parameters and outputs, with associated types. (Supported types: json, entity, position, vec2, number, bool, list, table, string)

  • Behavior trees (.behavior) now explicitly specify whether a parameter is a blackboard key or a raw value. This includes parameters passed into module (sub-tree) nodes.

  • Behavior node Lua implementations no longer directly perform blackboard lookups (BData methods). Lookups are performed before running the function, and the raw values are directly available in the args argument.

  • Behavior node Lua implementations no longer directly set blackboard values. Node output is set by returning or yielding a second value. This second value is a table of output key to output values.


Added Lua bindings:

  • world.environmentStatusEffects

  • world.materialHueShift

  • world.modHueShift

  • world.materialColor

  • world.setMaterialColor

  • world.entityTypeName

  • world.setDungeonGravity

  • world.setDungeonBreathable

  • world.itemDropItem

  • mcontroller.zeroG

  • mcontroller.atWorldLimit

  • physics.setCollisionEnabled

  • player.blueprintKnown

  • player.unequipTech

  • player.swapSlotItem

  • player.setSwapSlotItem

  • player.loungingIn

  • player.worldHasOrbitBookmark

  • player.orbitBookmarks

  • player.systemBookmarks

  • player.addOrbitBookmark

  • player.removeOrbitBookmark

  • player.addTeleportBookmark

  • player.isMapped

  • player.mappedObjects

  • root.materialConfig

  • root.modConfig

  • root.liquidConfig

  • root.elementalResistance

  • root.dungeonMetadata

  • vehicle.setForceRegionEnabled

  • vehicle.setDamageSourceEnabled

  • pane.setTitle

  • widget.active

  • widget.hasFocus

  • widget.registerMemberCallback

  • widget.itemSlotItem

  • widget.setItemSlotProgress

  • widget.bindCanvas

  • entity.persistent



Removed Lua bindings:

  • activeItem.giveOwnerItem (now available via player)

  • activeItem.ownerHasItem (now available via player)

  • activeItem.takeOwnerItem (now available via player)

  • player.addBookmark (use addTeleportBookmark / addOrbitBookmark instead)

  • root.materialPath (use materialConfig instead)

  • root.getConfiguration (removed for security)

  • root.setConfiguration (removed for security)

  • root.getConfigurationPath (removed for security)

  • root.setConfigurationPath (removed for security)


[ 2017-06-08 16:40:02 CET ] [ Original post ]

Midweek Madness - Starbound, 33% Off

Save 33% on Starbound during this week's Midweek Madness*!

You’ve fled your home, only to find yourself lost in space with a damaged ship. Your only option is to beam down to the planet below and gather the resources you need to repair your ship and set off to explore the vast, infinite universe

*Offer ends Friday at 10AM Pacific Time


[ 2017-02-07 19:10:00 CET ] [ Original post ]

Starbound 1.2.2 Changelog

Hey everyone!

That unstable hotfix from last week is now a stable hotfix! Thank you to everyone who checked out the unstable branch and helped ensure we weren't releasing a hotbreak.

Here's what we fixed:


  • Fix a bug causing frequent save file corruption on Windows after power loss

  • Fix generated monsters not using their special attacks

  • Fix kill achievements not unlocking properly

  • Fix several materials being erroneously tillable or tilling with the wrong tile mod

  • Fix a dungeon piece in underwater Hylotl cities occasionally failing to place

  • Fix a dungeon piece in ice vaults occasionally failing to place

  • Fix airship dungeon sometimes spawning without a clue object

  • Fix Dreadwing not properly dying when killed with Doomcannon

  • Fix Mazebound64 game

  • Disable Outpost return gate to prevent several potential exploits

  • Miscellaneous bug fixes

  • Santa has gone ho ho home, to return another Christmas!



[ 2017-01-18 13:54:19 CET ] [ Original post ]

Starbound 1.2.2 Changelog

Hey everyone!

That unstable hotfix from last week is now a stable hotfix! Thank you to everyone who checked out the unstable branch and helped ensure we weren't releasing a hotbreak.

Here's what we fixed:


  • Fix a bug causing frequent save file corruption on Windows after power loss

  • Fix generated monsters not using their special attacks

  • Fix kill achievements not unlocking properly

  • Fix several materials being erroneously tillable or tilling with the wrong tile mod

  • Fix a dungeon piece in underwater Hylotl cities occasionally failing to place

  • Fix a dungeon piece in ice vaults occasionally failing to place

  • Fix airship dungeon sometimes spawning without a clue object

  • Fix Dreadwing not properly dying when killed with Doomcannon

  • Fix Mazebound64 game

  • Disable Outpost return gate to prevent several potential exploits

  • Miscellaneous bug fixes

  • Santa has gone ho ho home, to return another Christmas!



[ 2017-01-18 13:54:19 CET ] [ Original post ]

Starbound 1.2 - Vault Update

https://youtu.be/ru5Mh7_IxuE

Hello! Many thanks for everyone who helped us out by playing 1.2 on the unstable branch and provided feedback or bug reports. Starbound 1.2 - Vault Update is here! Check out the trailer above to get the gist of what's been added in 1.2, or check the patch notes below for a more in-depth list. Or both, even! Follow your heart! Either way, please enjoy the last big Starbound update of the year. :)

In case you missed it, we also recently launched a shop page on the Chucklefish blog! You can see all Starbound merch in the same place, and there are links to partner sites where you can buy them.


Onward to patch notes!

Major Changes


  • Ancient Vaults

    • Players who have completed the main storyline can visit a mysterious trader on the Outpost who will send them on a quest to activate and enter the Ancient Gateways found floating in some systems

    • These gateways provide access to Ancient Vaults: challenging procedural dungeons left by the ancients, filled with dangerous guardians (including procedural bosses!) and fantastic lost technologies


  • Terraforming

    • Using powerful devices acquired from the Ancient Vaults along with a new Essence currency, you can now transform regions or whole planets into entirely different biomes

    • Terraformers can be used to expand a region across a planet’s surface, replacing natural blocks, objects and plant life, and eventually changing the type of the planet itself

    • Microformers are consumable single-use terraformers which provide even more region types to add to your worlds


  • Weapon Upgrades

    • Use the ancient anvil available at the end of Ancient Vaults and spend Essence to upgrade your outdated legendary weapons, opening up many new options for endgame combat styles


  • Elemental Damage

    • Monsters now have resistance and weakness to elemental damage types, making your choice of weapons more important than ever


  • Holiday Spirit!

    • Celebrate the holidays with the variety of festive items bought from Space Santa at the Outpost!


     


Minor Changes / Bug Fixes

  • Holding the activation key while in a distortion sphere tech will force deactivation, to avoid being permanently stuck in small spaces

  • Contain tooltips within the game window when they’re near the edge

  • Fix a bug with monster kill sounds not playing correctly

  • Several bug fixes to monster/NPC behaviors and pathfinding

  • Various typo and asset fixes

  • Add appropriate “bushes” to the Rust biome

  • Update SDL2 to 2.0.5, should fix some fullscreen issues

  • Fix some security vulnerabilities in server packet handling

  • Fixed an issue where crew would duplicate

  • Fix a player inventory networking issue


Performance Improvements

  • Improve generation time of older, image-based dungeons

  • Other minor improvements to dungeon and world generation

  • Use larger texture atlases on graphics cards that support them

  • Various optimizations to monster/NPC scripts

  • Improve loading speed for dungeon worlds


Modding API Changes

  • Behavior Tree system moved to engine for performance reasons, now accessible with the root.behavior lua binding. (Check lua documentation)

    • Cleanup node removed

    • Decorator node lua implementation changed

    • Action node arguments moved around, now (args, output, nodeId, dt).



  • Generic currency support.

    • Additional currencies can be added and consumed without requiring configuration

    • To associate a currency with a currency item, to be used in crafting, it needs to be configured in /currencies.config

    • .coinitem files changed to .currency



  • Object changes for terraforming support

    • Objects can have a new boolean key, "biomePlaced" which if true will cause them to be placed and removed by terraforming.

    • Objects can have a new boolean key, "rooting" which if true will mark all of their anchor spaces as roots and prevent those tiles from being broken until the object is broken (identical to how trees and vines work).



  • Player inventory can now be configured in player.config, allowing changes to:

    • Number of bags

    • Inventory size of each bag

    • Number of action bars

    • Action bar size

    • NOTE: modifications to player inventory size need to be applied both server side and client side, and will invalidate existing characters





  • Damage sources, requests, and notifications

    • Introduced new hit types; WeakHit, StrongHit and Killed.

    • Removed killed boolean from damage notifications, replaced with Killed hit type.

    • Damage effects (sounds, particles) can be configured for each hit type (Hit, WeakHit, StrongHit, ShieldHit, Killed) in damage type configurations (.damage files).

    • Added support for elemental types to damage types. Elemental types can be configured in /damage/elementaltypes.config and can be set for each damage type using the “elementalType” key, which defaults to the “default” elemental type. Each elemental type has a unique set of damage number particles for each hit type.



  • Monsters

    • Added support for client side rendering scripts

    • Allow overriding randomly selected monster parts by setting “selectedParts” in parameters

    • Add support for direct palette swaps with the “colorSwap” parameter

    • Allow overriding “shortdescription“ in parameters

    • Allow overriding “dropPools” in parameters

    • Allow setting animation parameters directly in monster parameters with the “animationCustom” parameter. This is merged into the animator configuration.



  • Lua API changes:

    • ActiveItemAnimation

      • Removed activeItemAnimation.animationParameter (replaced with animationConfig.animationParameter)



    • Animator

      • Added animator.partProperty



    • Item

      • Replaced item.is with item.matches



    • Monster

      • Added monster.setDamageParts

      • Added monster.setAnimationParameter



    • Npc

      • Added npc.loungingIn



    • ObjectAnimator

      • Removed objectAnimator.animationParameter (replaced with animationConfig.animationParameter)



    • Player

      • Added player.currency

      • Added player.addCurrency

      • Added player.consumeCurrency

      • Modified player.hasItem to allow exact parameter matching

      • Modified player.hasCountOfItem to allow exact parameter matching

      • Modified player.consumeItem to allow exact parameter matching

      • Added player.id

      • Added player.uniqueId



    • Root

      • Added root.behavior



    • Added animationConfig table for use in client side rendering scripts

    • ScriptPane

      • Added pane.playSound



    • Widget

      • Added widget.setSliderValue

      • Added widget.getSliderRange

      • Added widget.setSliderEnabled

      • Added widget.setItemSlotItem



    • World

      • Modify world.spawnItem to allow optionally setting a velocity and an intangibleTime

      • Added world.size

      • Added world.inSurfaceLayer

      • Added world.terrestrial

      • Changed world.entityMoney to world.entityCurrency

      • Added world.universeFlagSet

      • Modified world.entityHasCountOfItem to allow exact parameter matching

      • Added world.lineTileCollisionPoint

      • Added world.addBiomeRegion

      • Added world.expandBiomeRegion

      • Added world.pregenerateAddBiome

      • Added world.pregenerateExpandBiome

      • Added world.setLayerEnvironmentBiome

      • Added world.setPlanetType







[ 2016-12-15 20:12:28 CET ] [ Original post ]

Starbound Dev Blog Round-Up! 08/11/2016 + GOG Connect

Hey everyone!

For the next few days, if you've got Starbound on Steam, you can grab Starbound on GOG for no additional cost using GOG Connect! Take advantage of it while you can!

In case you missed 'em, here's a round-up of our most recent dev blogs.

7th October - Status Update
[quote="mollygos"]Hey everyone, long time no dev blog! :)

A couple of weeks ago, we had a panel at EGX! Thanks to everyone who came and asked questions and talked to us afterwards – it was really lovely to meet you all! If you missed it, it’s up on the Youtubes now.

https://www.youtube.com/watch?v=utjWy2RrCOM

We’ve been working on the next update! Here’s a tiny sneak peek:



‘Til next time!

<3[/quote]

---

1st November - A Whole New World
[quote="mollygos"]Hey everyone!

The next Starbound update is gearing up to be an exciting one, we think. In particular, we’re excited to finally have implemented a feature that’s been requested for a long time: terraforming!

In other words, the ability to transform a planet’s main biome into a biome of your choosing.



You’ll be able to accomplish this by obtaining a terraformer and setting it down on a planet’s surface. By fueling the terraformer, you’ll be able to expand the terraformed area outward, eventually changing the planet’s main biome!

Lots of other cool stuff in the works for Starbound 1.2, and I look forward to revealing more as we get closer to finishing it. ‘Til next time!

<3[/quote]


[ 2016-11-08 17:05:31 CET ] [ Original post ]

v1.1.1 - Changelog

Morning everyone!

We've released a small update this morning that should take care of some collection-related issues introduced in 1.1, plus a few other little things! Click through to read the patch notes. :)

Starbound v1.1.1 Changelog


  • Make previously captured monsters and previously completed fossils unlock their relevant collectible entries

    • Pets and fossils will need to be dropped and picked back up as item drops in order to register as collectables



  • Better handling of status effects applied by weather, e.g. acid rain

  • Fix bug with Snuffish and Gosmet not being properly added to monster collection

  • Fix swapped collection entries for Avian and Apex skeleton fossils

  • Prevent critters captured in previous versions from also being relocatable

  • Add a few missing recipe unlocks for cooking recipes to relevant items

  • Add missing documentation for a few new Lua functions


[ 2016-09-19 15:19:20 CET ] [ Original post ]

Starbound v1.1 - Changelog

Hey, everyone! It's patch day!


Version 1.1 is our first content patch since the full release of Starbound -- we've added a fishing game, item collections, Novakid villages and more! Check the changelog below for a list of major/minor changes and bug fixes, and then go relocate some Fluffalo!

Major Changes


  • Fishing

    • Two tiers of fishing rods are now craftable from the Foraging Table and can be used to fish on ocean planets (including arctic, toxic and magma oceans)

    • Added 48 unique fish types to catch

    • Rare fish can give valuable rewards, including reel and lure upgrades to enhance your fishing rod





  • Collections

    • New Collections interface tracks various kinds of collectables including captured pets, figurines, fish, cooking recipes, fossils, and bugs






  • Added the Relocator tool, which allows non-hostile creatures such as critters, fish, bugs, and farm animals to be moved




  • Added friendly Novakid villages including a variety of new Novakid-themed furniture and objects



Minor Changes & Bug Fixes

  • Saloon furniture previously sold at Frogg Furnishings is now available in Novakid villages, and has been replaced with the Pastel set (which has its own unique tenant)

  • Novakids can now be generic tenants or guards

  • Added Novakid NPC dialogue

  • Implemented party chat and local (planet) chat

  • Acid rain now applies poison instead of direct damage

  • Console objects are now available as themed tenant rewards

  • Added option for “borderless window” style fullscreen mode

  • Improved sound effects for Staff abilities

  • Improved sound effects for several unique boss weapons

  • Adjusted which bugs appear in Midnight, Mutated and Giant Flower biomes

  • Shockhopper Mk I and Dreadwing now have a chance to drop their respective action figures

  • Mother Poptops on starter worlds now drop enough Core Fragments to complete the initial gate quest

  • Added chance for Snuffish to appear in ocean biomes

  • Kelp now unlocks the Rice Cake cooking recipe when picked up

  • Reduced moon threat level from 10 to 1

  • Fixed a bug causing merchants to offer material items for free (which made them impossible to purchase)

  • Fixed several armor descriptions that didn’t fit within their tooltips

  • Fixed a bug causing fireworks to deal large amounts of damage

  • Fixed birds and other monsters spawning in the atmosphere and asteroid layers of moons

  • Made several NPC-like monsters uncapturable

  • Fixed monsters getting stuck outside arena in final arena side quest

  • Fixed friendly NPCs and monsters being damaged by environmental effects such as traps

  • Fixed a few edge cases in pathfinding

  • Fixed several items displaying erroneous recipe unlocks when obtained

  • Fixed a bug causing underwater audio filters to continue after quitting to title

  • Fixed several cases of incorrect cursors displaying over GUI elements

  • Fixed a bug in LoS calculation determining whether the player can reach objects

  • Fixed a bug causing Dreadwing’s UFO to visually flip

  • Fixed a bug causing boats to oscillate at the surface of water

  • Fixed a bug causing physics AoE effects to move projectiles

  • Wire Mode overlay is now hidden on protected tiles

  • Lots of typographical/grammatical text fixes




[ 2016-09-08 17:53:43 CET ] [ Original post ]

1.0.4 - Changelog

Hey, everyone! :)

We've just released a small stable update that should fix the OSX crash introduced by v1.0.3, among other things!

Starbound v1.0.4 Changelog


  • fix OSX crash when performing certain GUI actions

  • fix a graphical bug when fuel tank contains more than its maximum fuel capacity

  • fix bug preventing Dreadwing's visible damage state from changing

  • fix arm images in Nuru's portrait in teleport confirmation dialog

  • fix Blink Dash dropping through platforms

  • fix booster flame positions on T7 floran ship

  • fix some problems resolving facing direction while dual wielding e.g. fist weapons

  • fix some typographical errors

  • fix hover state in MM upgrade interface while an upgrade is selected

  • fix bug causing wand/staff projectiles to not track properly on win32

  • adjust a few item prices

  • adjust nutrition value of Toast and Potato Grids

  • better sound effect for Violium Broadsword special ability

  • better sound effect for Wooden Hatch

  • disable monster touch damage when they are in special invulnerable states (Spookit, Orbide, Peblit and Trictus)

  • increase chat bubble duration

  • revert a previous fix for players beaming into terrain; needs a more complex solution


 


[ 2016-08-02 16:37:49 CET ] [ Original post ]

1.0.3 - Changelog

Hello all!

We've fixed a whole buncha bugs, so we're updating stable again today!

Starbound v1.0.3 Changelog

Bug Fixes


  • remove unbalanced wormerang listing from penguin weapon shop
  • resolve issue of banner rendering in front of a bookcase
  • resolve issue where the Grand Pagoda Library boss would sometimes reset
  • resolve issue where some weapons would let you wall jump in distortion sphere
  • make ore nibbler critter capturable without exploding
  • remove inappropriate tag from farm animal eggs
  • no longer open multiples of the same scripted interfaces (Rob Repairo, Tech Console)
  • resolve issue where cultists would die on destroying a ballista in the Baron's Keep
  • remove elemental aura visual effect when changing weapons
  • resolve issue where techs would interfere with each others tool suppression
  • improve performance when player has a lot of quests
  • resolve some issues with grappling hook
  • bosses are now immune to healing from staff secondary abilities
  • some pixels in armors were bad and are now not bad
  • fix issue where crew ship benefits would reset on ship upgrade (this unfortunately resets your current fuel capacity and fuel efficiency benefits as they have been moved to a more reliable storage format)
  • teach NPCs how to use some trickier doors like wooden gates
  • npcs may now get stuck in the ground less often
  • make tech gui not crash when encountering unknown tech
  • fix 3d printer issue when removing objects
  • change power scaling of crew members to more closely match the power scaling of the player
  • make it so saplings don't break when they are unable to grow into a tree
  • players should no longer get stuck in the ground if they beam to a friend in distortion sphere
  • remove deprecated keybindings
  • remove reference to a missing asset for the Avian temple boss
  • gui adjustment to allow bigger numbers in the Terrramart shipment box
  • remove deprecated elevator recipes
  • fix tabbing issues in the codex window


Other

  • statically link Visual C++ 2015 for the win32 version of starbound
  • keep rotten food in the food tab
  • UI usability improvements to server connect screen
  • dismiss confirmation windows when the source of them is not in reach
  • adjustments to ore samples
  • make it impossible to starve to death during cinematics
  • pressing the key for a selected action bar slot now deselects the slot
  • non-elemental Fluffalo drop more plant fibre
  • adjust npc and monster placement for generated quests
  • grappling hook adjustments; increased range, functional dual wielding
  • NPCs will now beam away to join your ship crew as soon as you recruit them
  • natural materials will now magically match the hue shift of the biome when placed
  • using the paint tool with the default color setting will clear any hue shift on unpainted blocks
  • make vertical scroll bars start at the top by default
  • improve one-handed damage of NPCs
  • add some clothes and dialog for novakids in generated quests
  • change some confusingly inaccurate labels for paintings in the grand pagoda library
  • tweak Shockhopper projectile lifetime and damage polys



Visual C++ 2015 Launch Errors

Since release, some people have been unable to play Starbound due to Visual C++ 2015 runtime failing to install on their PCs. This tends to be an issue with PCs on out-of-date versions of Windows, and tends to be solved by updating your Windows service packs and manually installing the Visual C++ 2015 runtime, but some people have been unable to do this or have found that it hasn't worked for them.

We've statically linked Visual C++ 2015 for the win32 version of Starbound, which should hopefully clear up this issue for a lot of people. You'll need to select 'Launch Starbound - win32' when you launch Starbound on Steam. :)

OpenGL 2.0 Launch Errors

If you're getting an error on launch that says 'OpenGL 2.0 not available', please ensure you've updated your graphics drivers!

OS X 10.8 Launch Errors

If you're unable to launch Starbound on a version of OS X lower than 10.9, please try updating to a more recent version of OS X!

In short, it helps to keep your software up to date! If you find that you've tried everything and Starbound still won't run for you, please email us with no less than a description of the issue you're having, a list of your PC's specs, and a copy of your full Starbound error log (starbound.log in your directory). Here's a post with guidelines for reporting bugs. :)


[ 2016-07-29 13:23:23 CET ] [ Original post ]

Starbound 1.0 is available now!

https://www.youtube.com/watch?v=-O6PUh3reG0
Hey everyone!

As you may have noticed, Starbound is out! ːSBmmː
It's been a long time coming, but it's finally here!

"Starbound won't launch! What do I do?"
If you find that you can't launch Starbound after the update, please try deleting your Starbound directory and reinstalling.

Thanks everyone!

<3

Change log


[ 2016-07-22 20:48:23 CET ] [ Original post ]

Now Available on Steam - Starbound

Starbound is Now Available on Steam!

Starbound is an extraterrestrial sandbox adventure game! You’ve fled your home, only to find yourself lost in space with a damaged ship. Your only option is to beam down to the planet below and gather the resources you need to repair your ship and set off to explore the vast, infinite universe


[ 2016-07-22 19:12:00 CET ] [ Original post ]

Starbound 1.0 is Leaving Orbit on 22 July 2016!



In case you missed it, Starbound is coming out of Early Access on 22 July, 2016.

After ~5 years, the game we set out to make finally exists, and to say that it all feels a bit surreal would be a massive understatement!

While Starbound will be finished in two weeks, this isn’t the end. We will continue to update and support Starbound for as long as we can. We’ve got loads of cool ideas we couldn’t fit into 1.0 but hope to put into future updates.

Thanks again for all your support over the years! You’ve stuck with us, and it means so much.

Look out for more info over the next couple of weeks!

<3

Chucklefish

(original post)


[ 2016-07-08 18:42:51 CET ] [ Original post ]

Starbound Dev Blog Round-Up! 03/06/2016

Hello all! It's been a little while since our last dev blog round-up, so here we go!

10th May - Cool Space Wizards

Do you like space? Do you like wizards, also? Wow! You’re in luck!



Look out for staves and wands in your travels and become the cool space wizard* you were always destined to be! Staves are two-handed and come with secondary abilities, whereas wands are one-handed and can be dual-wielded!



They come pre-enchanted (or pre-SCIENCED?) with a variety of useful abilities. Heal your friends! Cast fire and brimstone and electric purple rain down upon your enemies! … or your friends. We’re not here to judge.



*Robe and Wizard Hat not included.


---

13th May - Merch of the Penguins
If you find that your weapon really needs an upgrade but you’re struggling to find anything conveniently in a chest at the end of a dungeon, there’s a shop for that now!


Seek out this shady salesman if you’re in the market for rare and powerful weapons! You’ll want to bring lots of pixels, though.

We’re firmly in the polishing-up phase now! This week we’ve added some more useful codexes to start of the game, and we’re making a lot of improvements to the UI.

Looking forward to showing you more shiny new stuff next week.

‘Til then, have a nice weekend! <3


---

17th May - Technically...


There’s an Apex scientist in the Outpost developing techs, and he needs your help to test them out! If you can beat his obstacle courses, he’ll give you techs to take with you on your adventures.

You can also drop by his lab to upgrade techs if you have any tech cards handy, and later on you may be able to purchase portable tech stations so you can swap out your techs on the go!


---

19th May - Making Connections
Since Starbound’s launch in Early Access, everyone’s been asking us to implement an easier way to play Starbound with their friends. A huge portion of our emails are from people sort of mystified by the process of forwarding their ports and inviting people to join via their IP (for those reading this who are still mystified, there’s a guide on our wiki!).

In version 1.0, you will finally be able to join multiplayer Starbound servers via your Steam friends list. Hooray!



You’ll be able to choose whether or not your Steam friends can join your game via a check box in your Options menu. You can also choose whether to allow people to connect via your IP!

In this screenshot, ‘Multiplayer via Steam Friends’ is grayed out because I’m playing a dev build, but this feature should already work in the Nightly build. All of the usual caveats about Nightly apply.

‘Til next time!

<3


---

23rd May - Squishing Bugs
Happy Monday everyone!

This week (and for the latter bit of last week) we’re focusing on testing our internal build of Starbound! A handful of us have started playing through the whole game, and the remaining handful have gone to work fixing bugs we encounter along the way, tweaking whatever needs tweaking.



An important thing we’ve noticed is that we’re legitimately still having fun playing this game that we’ve spent several years of our lives working on! More fun than we’ve ever had playing it before, I’d say, which is a good sign.



We’ve also been catching and correcting plenty of bugs, which is encouraging! We are still adding things to Starbound here and there, but we expect testing and bug-fixing to be our main focus for the next few weeks. :)

‘Til next time! <3


---

27th May - Stop Right There
Happy Friday, everyone!

It’s been a really productive week for finding and smashing bugs! We’ve also got a few people completing small-but-important pre-1.0 tweaks and features. Like this one!



It’s never made sense for NPCs to be cool with you stealing their furniture and smashing their pots – you’re not the Hero of Time, and those pots were expensive!

So now, if you’re caught stealing from an NPC, they’ll call the guards. Better work on your stealth!



Bonus interior design tip:

In our play testing sessions this week, Harriet and I discovered that a smoke machine placed in a shallow pool makes for a super awesome sauna. :D



---

1st June - Do Glitch Dream of Electric Fluffalo?
Hello! GeorgeV here.

Today we’re showing you two things. The first is the Fluffalo!


Fluffalo are livestock that can be raised to produce various materials that can be used to craft useful items. They start out as eggs, which hatch into Baby Fluffalos. If you give your Baby Fluffalo specific foods, they’ll grow into one of these five variants of Fluffalo!




The second is a pair of detectors. The Cave Detector and the Ore Detector. These are both craftable fairly late in the game and will help with exploration and mining.


The Cave detector will help you find cave formations!


And the ore detector will help you find those pesky ores. There’s more around you than you realize!

That’s it for today. Until next time…

-GeorgeV


---

3rd June - A Reading Rainbow
The books you find in Starbound aren’t essential to enjoying the game, but they do provide an interesting look at some of the characters, monsters and cultures you encounter! We’d love for people to enjoy reading them as much as we’ve enjoyed writing them, so we’ve been working on making the experience of reading them easier and prettier.

We posted about making more unique book covers a little while back, but the codex UI itself still made reading and sorting through your library difficult. So we’ve fixed it!



This is one of the more visual changes we’ve made this week, but we’ve been doing loads. We’ve completed another week of playtesting, fixing lots of bugs and making lots of quality-of-life fixes along the way. It’s been fun, but more importantly it feels like we’re making a lot of tangible progress each day. :)

‘Til next week! <3


[ 2016-06-03 19:52:28 CET ] [ Original post ]

Starbound Dev Blog Round-Up! 15/04/2016

Hello! Here's a round-up of our posts from the last little while.


7th April - Manipulate What Matters!
[quote="Supernorn"]
Hello, and welcome to the new and improved Starbound website!

In preparation for the previously mentioned final approach to 1.0, we've taken some time to give the site a new coat of paint. So take a look around, and let us know what you think!

So, what's new with Starbound? Well, I think you'll all be excited to read that you'll soon be able to upgrade your Matter Manipulator in whichever way you see fit!

Do you focus all your modules early on towards maxing out the Power Generator? Or perhaps you'd find spreading your modules out on each area a more rewarding spend. The choice is now up to you in which order you focus your upgrades.

This feature is still a work in progress, but here's a look at the interface as it stands right now:



We've also got some some exciting news to share regarding Starbound on Xbox One! If you're attending EGX Rezzed in London this weekend, you'll be among the first to play an early build of Starbound on the Xbox One, via their new Game Preview program!

We're already receiving some sizeable interest at the ID@XBOX booth, so come and say hello!



That's all for today![/quote]

---

11th April - Outlaw & Order
[quote="mollygos"]
Hey, you! Have you ever thought about being a space bounty hunter?

I mean, obviously being a regular bounty hunter is all well and good, but if you stick space on the front of it... well, I'm sure there are statistically a lot more outlaws in the whole of space than there are here on Earth, right? Travel time might be an issue. There's quite a lot of travel. I suppose there are always downsides.

Anyway, now you can do that!



You may come across NPCs who are feeling a bit anxious about the presence of an infamous outlaw near their home. Go and take care of that and receive a nice bounty in return! Outlaws aren't as easy to fight as regular NPCs, and may even have a few tricks up their sleeves.

But who knows? Maybe Shadowy Goldtooth the dark knight is just a bit misunderstood! Maybe you could even be friends?[/quote]

---

14th April - Beakeasy
[quote="mollygos"]
There are whispers of a seedy hidden dive bar at the Outpost frequented by penguin mercenaries...



It's rumored that if you do the bartender a favor, you'll be allowed to hire penguin mercenaries onto your ship crew rather than accumulating crew members by being nice and helping people.

... they're just rumors though, of course![/quote]


[ 2016-04-15 18:41:43 CET ] [ Original post ]

Final Approach to 1.0

( Cross-posted from our dev blog )

Hey all!

So Starbound's next update is the big 1.0 and it's getting close, so I wanted to update everyone on where things are and what to expect. Leaving Early Access doesn't mean the end of updates for Starbound by any means, instead it will mark a shift away from engine work and towards additional content creation.

In the past we've referred to this update as 'the story update' and indeed the player will finally be able to experience the complete Starbound story arc.



Along the way you'll meet new friends, undertake a series of missions and search for clues across countless planets. The story arc isn't intended to replace the sandbox gameplay, but instead provide it with context whilst leaving the game open and boundless.

So, let's go over some of the big new and returning features in 1.0

Story Content

You are a Protector in training. The protectors belong to the Terrene Protectorate. An organisation formed on earth by humanity to protect and guide the universe towards peace. The story begins on earth, on your graduation day and quickly has you hurtling out into the stars.

The story consists of 8 instanced missions that take the player from overrun mining facilities to ancient temples and sunken libraries. To unlock missions you'll be given quests which utilize many different aspects of the Starbound sandbox to send you searching for clues. Clues can be found in many different ways, from visiting towns and talking to the locals, exploring dangerous dungeons, to building colonies and completing quests. Our goal is to reward however you like to play.

All of these missions (excluding the intro) end in a unique boss fight and meeting new friends that aid in the expansion of the outpost, which is now upgraded as you progress.

As of this update the mission/story progression, armor progression, ship progression and colony progression are all entirely separate. Whilst missions do increase in difficulty as they progress, it's up to you how you want to tackle them in terms of gear, weapons and items. We've removed any artificial gates, though you will need to ensure you have the equipment needed to overcome any environmental hazards.



The lore and NPC dialogue has also been tweaked around this story and forms a cohesive narrative which ties the Starbound universe together.

 

Planet Generation

Up until now, each planet in Starbound had one major biome, with some sub biomes scattered within it. With the goal of freeing up the progression and removing artificial gates in mind, planets now contain multiple major biomes, in interesting combinations. Planet generation feels new and fresh with many more possibilities for variation and interesting content. It's now possible to find a volcano in a jungle or a ruined town in a desert.



 

New Dungeons

We're also bringing these planets to life with great new dungeons, villages and beautiful microdungeons. Planets are populated with more content than ever and we're making sure those dungeons contain rewards that are meaningful both to the story and to sandbox gameplay.

These new villages extend to every race, including the Hylotls who now have a complete set of dungeons and villages in game.



 

New Side Quests

Alongside the story progression and clue quests there are a number of new side quests, including a battle arena, a museum that needs to be populated with artifacts, and test chambers to unlock tech upgrades. We've also expanded the quest system with a quest tracker, compass and multi-part quests which update as you undertake them.



 

Generated Quests

In order for a world to feel alive and cohesive it requires context. We're establishing that with our new generated quest system. As you explore the stars, you'll meet NPCs who need help in various ways. These NPCs will ask you to check out specific locations on their planets to complete their requests. Quests are generated in such a way that the NPCs are aware of the planet they're on, the creatures that inhabit it and where other locations are in the world.

Completing these quests will grant you all sorts of different benefits and some can leave you with new friends.



 

Crew Members

In order to reward players for creating colonies we've allowed particularly happy colonists to become crew members. If you accept their service they'll beam to your ship, wear a uniform and fall under your command. Crew members are capable of fulfilling a number of different roles; Soldiers will fight alongside you, medics will heal you mid battle, mechanics will make your ship more fuel efficient and stylists can outfit your crew in custom uniforms.

Crew members can be picked up and dropped on your ship at any time, crew members that follow you will interact with the world around them, examining and commenting on objects they pass and sometimes interacting with them.



 

Mercenaries

If building colonies isn't your style you can always head to The Beakeasy and hire a penguin mercenary. These mercenaries will carry out the same roles as crew members but their assistance comes at a premium.  

 

Ship Upgrades

Ships are now upgraded by reaching a certain quota of crew members. Alternatively, if crew members aren't your style, licenses to upgrade your ship can be bought on the black market at the Penguin Bay. Post 1.0 we'll continue to look into the feasibility of entirely custom built ships.



 

New Crafting Progression

The crafting progression in Starbound has been completely revamped. There are many more crafting tables, each with tabs that specify categories of craftable items. Crafting recipes have become more meaningful and interesting with more thought behind what each of these recipes requires of the player. It's easier than ever to find what you want, when you need it. Your pool of recipes advances more logically and the improved UI makes crafting less of a chore.



 

Fossils

You're now able to craft a fossil station and new fossil tools allow you to unearth a wide range of bones underground. To excavate fossils successfully you'll need to complete a tricky minigame. Once completed you're able to display collected fossil pieces in craftable display stands.



Hunger is Back

Hunger has been reworked and has returned in an optional survival mode. The UI has been revamped and food now rots over time (with refrigerators keeping food fresh). Eating food now also has a healing effect outside of survival mode.



 

New Weapons

There are a plethora of new, extremely unique weapons scattered all over the universe. These weapons make for good rewards, provide varied gameplay and many of them are built on backer requests.

 

Revamped Pet System

The pet system has been massively improved, captured pets now appear in your inventory, the range of creatures you're able to catch is much wider, the capture animations have been improved along with the pet behaviours. Pets can also be equipped with collars which provide them with special abilities and you're able to craft healing and tether stations to heal and tether your pets to a location.



 

Augment System

Similar to pet collars, armor augments can now be applied to certain back armors to give the player special properties. These range from increased damage and speed to fun special effects.



 

Combat Updates

Combat continues to be updated and tweaked. We've continued to adjust the way damage works. When hurt the player now has increased invincibility frames. When a monster is hit by a player it's unable to damage the player for a short period. Meaning you no longer have to worry about being hit by monsters caught in your special attacks. There are many small changes we've made here while we continue to work on balance.



 

Polish

There are far, far too many things to mention here but the overall effect is one of a far more polished, finished experience. It touches every aspect of the game; code, sound, graphics, design are all included. We will be pushing a release candidate of Starbound to unstable some time before 1.0 whilst we continue to polish for the final release.

 

Performance and Optimization

Performance in Starbound falls into two categories, client performance (framerate) and server performance (update rate). We've entirely rewritten the renderer to massively improve client performance so your framerates should be higher than ever. We're now working on server performance and expect to at least double the update rate before 1.0.

 

A New Style of Multiplayer

Multiplayer in Starbound has always been a bit technical to get off of the ground, requiring the player to set up a server, forward ports, share IPs and so on. We're hoping to use Steam to massively streamline this process though there are still some technical hurdles we're working through. Our goal is to create two kinds of multiplayer experiences.


  • Drop in/Drop out of a friends 'singleplayer' game, through steam invites. This would be limited to 4 players max by default (edited via config). This method would require no server hosting, no IP sharing or port forwarding. Simply invite your friend to the game you're currently playing offline.

  • Dedicated Servers. This would continue to use the server/client model and be entirely configurable by server admins. The goal being to provide as flexible a solution as possible.


We're also looking at what security improvements we can make, though this is going to be a tough one with the degree to which Starbound is moddable.

 

Steam Workshop

Alongside Steam matchmaking we're intending to make use of the steam workshop to support mod sharing and subscribing.

------------------------

This is just a few of the features you'll be seeing in 1.0 and as always we'll be posting about development here.

Until next time!

Tiy

 


[ 2016-04-03 18:06:33 CET ] [ Original post ]

Starbound Dev Blog Round-Up! 22/01/2016

It's round-up time! Here are some of our most recent dev blog posts. :)


A Very Merry 2015 Round-Up
This post was a long summary of stuff we did last year! Click here for the full post.

---

5th January - It Belongs in a Museum!
[quote="mollygos"]Happy Tuesday!

Starbound 1.0 draws nearer and nearer! Remember fossils? Pretty soon you should be able to dig ’em up in the nightly. Fossil assets have been in the game for quite awhile, but players haven’t really been able to do anything with them.



We’re also working on putting survival mode back in the game, which means that *certain features* will be making a return. But more on that later! Here’s a screenshot of the fossil mini-game in action (the UI is a work in progress!).

[/quote]

---

7th January - We Have a T-Rex
[quote="mollygos"]Hey everyone!

Following up on Tuesday’s post, we thought we’d shed a little more light on the fossil system. :)



The new Fossil Station lets you craft stands for fossils and tools for excavation. Let’s go looking for some! You’ll have to search underground if you want to find any, of course.



Looks like we’ve come across some skeletal remains! Use the tools from the Fossil Station to excavate them, which is done with the minigame we showed off in the last post.



We found a T-Rex skull?! How come there are T-Rexes on distant alien planets anyway? No time for questions, lets display this in our museum!



There are three different stand types for three different size categories of fossils. To complete some fossils you’ll need to find multiple parts. Some fossils might be familiar to you but others will be totally alien, like many things in the Starbound universe! I’m sure that there are people who would be willing to pay a pretty penny for a completed skeleton, too. Better get digging, then!

[/quote]

---

13th January - My Backpack is Augmented
[quote="Supernorn"]Hey everyone! After some site wide maintenance, we’re back online. There’s lots of progress to report so let’s get straight to it.

Environmental Protection Packs

Armagon has been working on a more satisfying replacement for the nano-skins, that provide protection against the range of biome hazards. Not only are these new wearable protection packs craftable, you can customise them with augmentations that bestow the player with useful buffs. They can also be used in conjunction with your Techs!



Survival Mode

As you might know, Metadept has been working hard on the reimplementation of hunger. You’ll be able to enable this by selecting the new Survival Mode option at the character creation screen. It’s a heavy work in progress right now, but we have a basic implementation working in-game.

A hunger bar appears beneath the player’s energy bar, and will slowly deplete over time. When the bar is empty, you’ll start suffering from a starvation status effect which will begin to drain your health. In order to keep you on your toes, and hinder those who’d stock an infinite supply of food in their inventories, food will slowly rot and become inedible over time.



  • Player pets are not only capturable, but you’ll be able to do a lot with them! (There’ll be more on that soon!)
  • Necotho and GeorgeV have completed work on the new Tier 6 Scorched City biome
  • Work on fossils continues, with many new fossils to discover!
  • A lot of work is continuing into the story content and missions (but not much can be revealed right now).[/quote]

    ---

    15th January - Collar Duty: Advanced Warfur
    [quote="Supernorn"]Happy Friday!

    Tccoxon has been working on a set of pet collars that work much like the EPP augmentations. When you obtain a pet collar, you can right-click on a filled capture pod to place it on that pet.

    The type of collar effects range from stat-boosts to damage, health boosts, light generating and even elemental type effects. There’s also the ‘oblivious collar’ which makes your pet invulnerable but non-aggressive, so you can have a completely passive pet.

    [/quote]

    ---

    18th January - Tech Support
    [quote="Supernorn"]Hey everyone!

    Metadept’s work on the new hunger system continues, but he’s also been spending some time overhauling techs! Here’s what’s happening with the new tech system:

    [ Read the full post! Steam has silly character limits! ]

    Combined with the new augmentation system discussed last week, you can pull off some seriously powerful moves. Here’s an example of two upgraded techs in action, the Sonic Sphere and Wall Jump:

    [/quote]

    ---

    20th January - Monkey Business
    [quote="mollygos"]We’ve been working on missions for the final game! Here’s a little look at the start of an upcoming mission – looks kind of intense. What do you think it’ll be about?



    This week’s community-run Build of the Week theme is Crash Sites, and there have already been some really really cool submissions. Here’s a crashed freighter from ElvenCourage!

    [/quote]

    ---

    22nd January - Broom for Improvement
    [quote="mollygos"]We have talked a little bit about the re-addition of hunger in Survival Mode, which is exciting! There are a lot of different difficulty parameters – hunger, allowing players to beam up from underground, items dropped on death, how much it costs to revive your character, and permadeath. Regardless of how we configure Starbound’s three difficulty modes some players will prefer a different set-up, so to that end Metadept has made all of the modes moddable. Here’s what that looks like!



    Keep in mind that what you see there now isn’t necessary what the default settings will look like in the final game – it’s just how it’s configured right now.

    In other news, this character is wielding a broom. Why are they wielding a broom? What’s the significance of the broom? Where are they? What’s going onnnnnnnnn?

    [/quote]


  • [ 2016-01-22 18:28:52 CET ] [ Original post ]

    [STABLE] Glad Giraffe is here!

    Original Post
    Watch the trailer here!

    The combat update is finally here! As in, it's out! Right now! Go play it! Or, if you're still waiting for Starbound to update, why not check out the trailer?A few notes:

    • Your existing characters and worlds should be more or less intact, but as usual, you will need to start a fresh universe or explore far-off systems in order to experience some of the new content.
    • If you are running any Starbound mods, they may be incompatible with the latest version of Starbound. I'd recommend backing up your existing characters before launching the game!
    • In fact, backing up your existing characters in an Early Access game is never a bad idea.
    ATTN Modders! We've put a comprehensive tutorial up on the wiki describing how to create new missions in Tiled!

    Without further ado, here's the changelog!


    • Generated and tiered two-handed weapons now have special abilities that can be activated using right click. Many (45+) possible abilities are available for various classes of ranged and melee weapons!
      • Yes, some guns now have flashlights
    • Change to hammer mechanics: hold left click to wind up, release to fire
    • Change to spear mechanics: continue holding left click after a swing to keep the spear out to fend off enemies
    • Several new classes of hard-to-find unique weapons: boomerangs, chakrams and fist weapons
      • Find blueprints to upgrade these weapons into even more powerful and specialized versions at higher tiers
      • Dual wield fist weapons to enable powerful combo finishers
    • A few miscellaneous unique weapons and items such as flamethrowers and remote-detonated grenade launchers
    • Lots of new unique monsters found throughout the galaxy, each with their own special abilities and behaviors
    • Knockback is more powerful and reliable
    • Monsters have clearer ‘telegraphing’ to indicate when they are about to attack
    • Remade shields and improved blocking mechanics
    • Replaced electric stun status effect with Electrified, which periodically damages other nearby enemies
    • Hostile monsters now damage the player on touch
    • New system for player-controlled vehicles which can be spawned and despawned using Vehicle Controllers (acquired at the Outpost)
    • Hoverbikes!
      • Great for travelling across planet surfaces quickly!
      • They include a passenger seat so you can transport your friends!
      • Come in several attractive colors!
      • Drive carefully to avoid blowing yourself up!
    • Boats!
      • Similar to the previous boat tech, useful for crossing large bodies of water
      • Your friends can ride on deck or pose dramatically in the bow
    • Visit Rob Repairo in the Outpost shipyard area to repair your vehicles using auto chips, which can be found in the world or purchased at the Outpost
    • Quest givers’ portraits are shown on quest dialogs and in the log
    • Colonists now occasionally give players new procedural quests to help improve their house or social standing
    • The abandon button can be used on procedural quests and the same quests can now be declined
    • New ‘Midnight’ planets
    • New ‘Frozen’ planets (replaces Tundra)
    • Prism, Steam Spring, and Hive sub biomes
    • Over 300 new microdungeons and other improvements to all underground biomes, including background caves and parallaxes
      • Craftable elevator objects, because stairs are so last millennium
      • Consumable dyes to change the color of armor and clothing
      • Capture pods are (for now) used to capture and relocate critters, with a more complete pet system returning in a future patch
      • Loads of item descriptions have been fixed/replaced/added, including lots of Novakid ones!
      • Too many new objects, items, costumes, colony tenants, etc. to list
      • Too many bug fixes, item tweaks, and balance changes to list
      • Improved support for Tiled map and tileset format for modders
    • Some one-handed, unique and biome weapons which still use the old system will be replaced in a future patch


    [ 2015-12-08 14:15:52 CET ] [ Original post ]

    [UNSTABLE] Glad Giraffe Patch Notes, now with more bug fixes!

    [UNSTABLE] Glad Giraffe Patch Notes
    Hey everyone! A new unstable build is upon us! This means that a new stable build is nearly here. Need a reminder of how unstable updates work? Here you go!


    • We automatically upload everything we’ve changed in-game to the opt-in Nightly branch each night.

    • When we’ve completed the update we’ve been working on, we push the update to the Unstable branch. You can learn more about opting in to the Unstable branch here.

    • When we’re sure that the update isn’t causing crashes or terrible bugs, we push the update to the Stable branch.


    Click 'read more' for a changelog listing the most significant changes we've made to the game since the last patch!




    • Vehicles are a work in progress! You can purchase/repair them at the outpost, but the repair UI is... definitely WIP.

    • Some one-handed, unique and biome weapons which still use the old system will be replaced in a future patch







      • Weapons

        • Generated and tiered two-handed weapons now have special abilities that can be activated using right click. Many (45+) possible abilities are available for various classes of ranged and melee weapons!

          • Yes, some guns now have flashlights



        • Change to hammer mechanics: hold left click to wind up, release to fire

        • Change to spear mechanics: continue holding left click after a swing to keep the spear out to fend off enemies

        • Several new classes of hard-to-find unique weapons: boomerangs, chakrams and fist weapons. Find blueprints to upgrade these weapons into even more powerful and specialized versions!

        • A few miscellaneous unique weapons and items such as flamethrowers and remote-detonated grenade launchers







      • Major changes to monster and NPC combat mechanics

        • Lots of new unique monsters found throughout the galaxy

        • Hostile monsters now damage the player on touch

        • Knockback is more powerful and reliable

        • Monsters have clearer ‘telegraphing’ to indicate when they are about to attack

        • Remade shields and improved blocking mechanics

        • Replaced electric stun status effect with Electrified, which periodically damages other nearby enemies







      • Vehicles

      • New system for player-controlled vehicles which can be spawned and despawned using Vehicle Controllers (acquired at the Outpost)

      • Hoverbikes!

        • Great for travelling across planet surfaces quickly!

        • They include a passenger seat so you can transport your friends!

        • Come in several attractive colors!

        • Drive carefully to avoid blowing yourself up!



      • Coming Soon! - Boat and Mech vehicles replace previous tech equivalents

      • Repair your vehicles using auto chips, which can be found in the world or purchased at the Outpost



      • Quests

        • Quest givers’ portraits are shown on quest dialogs and in the log

        • Colonists now occasionally give players new procedural quests to help improve their house or social standing

        • The abandon button can be used on procedural quests and the same quests can now be declined



      • Added lots of biome content to Tier 5 (frozen) worlds

        • New ‘Midnight’ planets

        • New ‘Frozen’ planets (replaces Tundra)

        • Prism, Steam Spring, and Hive sub biomes

        • Lots of new microdungeons and other improvements to all underground biomes, including background caves and parallaxes



      • Loads of item descriptions have been fixed/replaced/added, including lots of Novakid ones!

      • Too many new objects, items, costumes, colony tenants, etc. to list

      • Too many bug fixes, item tweaks, and balance changes to list




    --

    [UNSTABLE] Glad Giraffe, now a little less [UNSTABLE]
    There's a new unstable patch out!  This will hopefully be the last patch before we release a new stable, if everything goes well.  For a list of everything new that will be in the next stable, see this post.

    Here is a list of just what has been changed in the most recent unstable update:



    • Fixed a bug causing players to get stuck in barbed wire

    • Fixed a bug causing colonists sometimes getting stuck in the ceiling

    • More hover bike and boat vehicle tweaks, both visually and in behavior.  The hover bike now feels much better and can climb steeper slopes

    • Changes for how vehicles are sold and repaired

    • Much better vehicle spawning from the vehicle controller

    • Fixed some more bugs involving lounging, removed the ability of two players to sit in the same seat if they timed it right

    • Added knockback for shields

    • Changes for how status and movement modifiers are applied to be more clear and more capable

    • Armor dyes!

    • Fixes for terrain generation at the bottom of oceans

    • Fixes for the floran boss damaging too much, also make the ixoling smarter.

    • Fixed chat bubbles rendering behind certain interface elements

    • Versioning fixes importing characters from previous versions

    • Assorted networking fixes, mostly revolving around items

    • Fixes for displaying quest rewards

    • Several fixes for projectiles so that they don't miss when a small target is near their point of impact

    • Fix endlessly repeating sounds

    • Fixes for the turret object

    • Fixes for the trictus monster

    • Fixed monsters sometimes ending up invulnerable near death

    • Fixed monsters not aggroing PvP players

    • Fixes for capture pods

    • Include some things in our distribution for using the Tiled map editor

    • A bunch of other miscellaneous fixes too boring to accurately describe!


    We're currently working on a modder's guide for using Tiled, which should include everything you need to create dungeons and missions using it.  There should be a post later today or tomorrow with more details.


    [ 2015-12-02 16:37:23 CET ] [ Original post ]

    Starbound Devblog Round-Up! 25/11/15

    Hey everyone! <3

    Here's a round-up of some of the most recent developer blogs, in case you missed 'em. Check the blog for regular updates!

    6th November – Does my Banana Mask look good?
    [quote="mollygos"]Happy Friday!

    We’ve talked a lot about working on generated quests, and if you play the nightly build you may have seen some crop up in your colonies! Here’s an example of a new sort of quest that will result in the questgiver wearing a new hat. The idea is that your NPCs will be customized over time via quests.



    I hope everyone has a lovely weekend! Let us know what sort of colony quests you’d like to see. :)[/quote]

    ---

    10th November - Many Magnificent Microdungeons
    [quote="mollygos"]Lots of stuff happening this week! Let’s go down the list:

    Making sure monsters spawn in the right places
    Tweaking, balancing and testing generated quests
    More work on vehicles/mechs
    Several people have started work on the next update, which is story-focused
    Chickens finally lay eggs, enabling players to cook up more egg-based treats and definitively proving that the chicken came first. That’s just science.
    Necotho has been creating microdungeons! Lots and lots of microdungeons! Click the image for high-res and check this link for more pretty screenshots. :)


    [/quote]

    ---

    12th November – Grand Theft Automato
    [quote="mollygos"]Hey everyone!

    We’ve got a new programmer onboard – say hello to Ian! He’s working on preparing Starbound for Xbox One Game Preview, but in the meantime he has kindly taken the time to set Starbound’s hoverbikes on fire. All of them. There are no more hoverbikes, they are all on fire.

    Click for a gif!

    On the combat side of things, here’s a shiny new pair of claws!

    Click for another gif!
    [/quote]

    ---

    16th November - Lunarang
    [quote="mollygos"]Happy Monday!

    This week’s off to a good start, with lots of testing ahead of the upcoming combat update, as well as some work on the story update that’s coming up after that. Here’s a new weapon that’s totally not a boomerang, because it is a Lunarang! Harness the power of Earth’s moon to crush your enemies and stuff!


    [/quote]
    ---

    20th November - Fortune and Glory
    [quote="mollygos"]We’re still ironing out bugs and fixing/tweaking/updating things ahead of the combat update! SamuriFerret has been tweaking some of the existing missions to make them a little more dangerous. Here’s an example!

    Click for a gif!

    I've been absolutely loving the entries in this week's community Build of the Week! This build is by DemonDog47 and is called 'The Quarantined District'. :)


    [/quote]
    ---

    24th November - Party Bike!
    [quote="mollygos"]Hello everyone!

    You can now jump into a hoverbike with one of your friends and hover off into the sunset together, to the tune of Haddaway’s “What is Love”. Check it out!

    Click for a gif!

    We’re fast approaching an unstable build of the combat update! Keep an eye out. :)[/quote]


    [ 2015-11-25 12:53:12 CET ] [ Original post ]

    What to expect from the next update, 1.0 and beyond

    Happy Halloween!

    So here we are, only a few updates left before 1.0 and I wanted to give you a run down on what to expect.

    There are 3 updates planned before 1.0. The Combat Update, The Story Update and a miscellaneous Polish Update.

    Let's start by talking about what's coming up in the next patch, which isn't far away now.

    The Combat Update

    We've been calling the next patch the combat update, and with good reason. The goal of this patch is to entirely revamp the combat and the moment to moment gameplay in Starbound by revamping weapons, monsters, quests, rewards, vehicles and more.

    Weapons

    Until now, weapons in Starbound were a combination of hard coded engine features and the configuration files that controlled them. This has changed drastically in the combat update with the engine now allowing for scripted weapons. Creating entirely unique weapons has become massively easier and as a result from this point forwards Starbound patches will include wonderful new items far outside the scope of the previous item engine.

    Modders will also be able to take advantage of this system to create incredible new things. The sky's the limit on this one.

    Weapons in vanilla Starbound now fall into two categories, generated and unique. Generated weapons have been converted to the new scripted weapons system and we've given them awesome special moves as a result. The general weapon classes have also been revamped in their primary fires. Hammers require a charge up, spears can be held out defensively and so on. We've worked hard to give each type of weapon it's own identity and have built the special attacks around this identity.







    Weapons also have elemental types and in future patches we'll be using those to give damage bonuses and reductions on certain enemies.

    Unique weapons are hard to find, will require multiple steps to obtain and will do entirely unique things. I don't want to spoil too much, but this is the kind of thing you can expect:



    We've worked really hard on ensuring all of the feedback and damage responses from these weapons is satisfying and spot on. Knockback has been massively tweaked, hitboxes, hit sparks, sounds, you name it. Combat 'feels' so much better.

    Monsters

    Monsters in Starbound have been a mixed bag. We've worked hard on the procedural monster generation system and whilst it achieves a lot of things, we felt that the game was missing recognisable monsters with truly unique hand crafted behaviour. That's where these hand crafted monsters come in.

    In a similar manner to the weapons (though not quite to the same extent) we've built a system to allow us to add unique monsters efficiently and easily. This also extends to modders.





    The addition of these monsters will allow us to use them in quests, provides hand crafted challenges for missions and gives us a good way have monster drops make sense. There are unique monsters for each sub biome and a large pool of general unique monsters that will pop up from time to time.

    We're making sure there's incentive to catch every unique monster and put together a complete menagerie.

    Quests

    All of the current Starbound quests are going to be replaced by 1.0. We've been building out the quest system and we're finally at a point where we can replace some of the placeholder quests. Many of the new quests will appear in the story update but the combat update will contain procedurally generated colony quests.

    From time to time your colonists will have errands they'd like you to run. These quests form a quest line with an overall goal that may have a small, permanent effect on your colony as well as your colonists relationships. Quests are varied, you might be delivering secret notes between colonists or protecting your colony from bandit attacks. The generated quest system is something with the potential to expand into something huge in the future.



    Vehicles

    Up until this point vehicles in Starbound have been using the tech system. That means vehicles were merely extensions of the player, with their movement entirely being controlled client side. This system had a great number of limitations. With the combat update we're introducing true vehicles into Starbound. Much like the weapon system, vehicles are scriptable, they also exist server side as a separate entity separate to, but controlled by players. This means multiple players can enter the same vehicle, players can leave their vehicles to sit in a garage persistently and vehicles can have their own health, collisions and so on.

    Click here for Vehicle Footage!

    To start with we'll be adding a handful of finely tweaked vehicles. But again we haven't just built some vehicles, we've built an entire system so both the developers and modders can add new, completely unique vehicles quickly and easily.

    Besides these features, the combat update contains a great deal of miscellaneous additions and fixes. More than I can list here.

    The Story Update + The Polish Update

    So what about after the combat update?

    We're planning to put out 2 more patches before 1.0 (and many afterwards).

    So what will these updates contain? There are a great number of additions planned. Highlights include an entire set of missions, an opening mission that will explain your role in the world, a great deal of new quests that tie the world together, a cast of wonderful unique characters and a huge amount of new content. It'll also include a much improved pet system, a new means of scanning and examining the world, the much improved reimplementation of survival mechanics like hunger and more.

    We’re also planning to revamp how mods are applied and managed, add steam workshop support and simplify multiplayer, with the ability to join games via the steam friends list.

    There’s a great deal more to these two patches, including massive performance optimisations, multiplayer improvements and controller support but we’ll be talking more about those closer to their release.

    Post 1.0 and Beyond

    We plan to support Starbound far beyond the 1.0 release. We're building a universe that's capable of being taken in a great number of different directions and we'd like to start polling the community to find out where you'd like it to go next.

    One thing we'll be looking into soon after release is Director Mode. Something you're able to find information on here.

    In the mean time, follow us on twitter, check out our daily blog updates and we'll keep you informed.

    Thank you for supporting Starbound guys, we're almost there!

    - Tiyuri


    [ 2015-11-01 17:54:51 CET ] [ Original post ]

    Starbound Devblog Round-Up! 23/10/15

    Hello! We've been updating our development blog near-daily, and I've been reminded that we should cross-post some of our updates here. :)

    It's difficult to fit several posts within the Steam Announcement character limit, so I'll try to make a habit of posting excerpts here with links to the full posts. You can also access these posts via Starbound's launcher!

    15th October - Do the Monster Mash

    We had a group chat about Tccoxon‘s procedural quests system. It’s just about ready for the team to start work on the many quests the system will pull from, hopefully we’ll have some further information to share on this shortly.

    ...

    We also have another round of monsters to reveal! We’re proud to introduce the Yokat, Quagmutt & Toumingo



    Continue reading on the blog!


    ---

    16th October - Sharkdog

    ...
    Work on vehicles has continued today, and we’ve been having some fun working on quests for the generated quest system. Also, Healthire implemented these little guys!



    I’ll have more vehicle stuff to reveal next week, but for now, here are some cool monsters. :)



    Continue reading on the blog!


    ---

    19th October - Sporgus!
    ...
    Metadept has been working on alt weapon abilities, and I particularly like this shotgun vacuum. The art is placeholder, and the effect itself still needs some tweaking, but I think it’s a pretty great new way to annoy your colonists.



    I’ve got more monsters to show you, too. Meet Crustoise, Wisper and Sporgus.

    You’ve sort of already met Crustoise, as he made an appearance in Friday’s post, but I figured he deserved a proper introduction. Which one is your favorite?


    Continue reading on the blog!


    ---

    Hoverbikes > Hoverboards
    ...
    Kyren’s been doing a lot of work on the vehicles system, so we’ve got a newer/cooler version of the hover bike to show off. There’s still work to do, including damageable vehicles and keeping track of the damage status of vehicles.

    (This gif is too big - click here to watch it!)

    P.S- Happy Back to the Future Day!


    ---

    22nd October - Hot Stuff
    We’ve had loads of stuff going on this week. GameCity starts today, so yesterday Harriet and Rosie went up to Nottingham to get us all set up with the help of our friends at Creeperhost! If you’re in the area, stop by and participate in Operation Colonisation and you’ll get a super cool penguin sticker. :D

    Time to reveal some more monsters! Meet Squeem, Crabcano, and Smoglin!





    Look at Crabcano go! He’s so adorably mad that you just kind of want to give him a hug and tell him to calm down – don’t do that though, because he will spit fiery rocks at you.

    Continue reading on the blog!



    [ 2015-10-23 12:01:02 CET ] [ Original post ]

    Daily Deal - Starbound, 15% Off

    Today's Deal: Save 15% on Starbound!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Saturday at 10AM Pacific Time


    [ 2015-08-27 19:00:00 CET ] [ Original post ]

    [STABLE] Pleased Giraffe Update is here!

    Happy Stable Update Day!

    So much has changed in this patch, and most of it was covered in our unstable patch notes from the 17th. We’ve changed and added a few more things since then though and it won't all fit within Steam's character limit, so check out this blog post for known issues, a note on existing characters, and patch notes!

    Also, check out the update trailer below! :)

    https://www.youtube.com/watch?v=f6db4718sRY

    <3


    [ 2015-08-25 11:49:51 CET ] [ Original post ]

    [UNSTABLE] Pleased Giraffe Patch Notes

    Hey everyone! There's a new unstable update... which means a stable update isn't far away! Yay! <3

    I'm struggling to fit the whole changelog here with all of the formatting, so I'd urge you to check out the full post for a more complete list of changes, information about the unstable branch and a list of known issues.

    We've also put out another unstable patch with fixes and new stuff!

    Without further ado, here's a list of the major changes!

    • Colony System
        Colonize your worlds! Create a home, decorate it nicely, then place a Colony Deed to attract a tenant!
      • The type of NPC who moves in will depend on the type and quality of the home’s furniture and decorations. Decorating a room with several objects from the same theme (such as a biome or material tier) will attract a tenant themed to match!
      • Keep your tenants happy and they’ll periodically offer you gifts, some cosmetic and some very useful
    • New Outpost Store: Frögg Furnishings
        Sells Colony Deeds as well as a variety of furniture in many themes
      • The set of specialty furniture available will rotate each (out of game) day, so make sure you keep coming back to see the full selection
      • Each furniture set can be used to attract a particular tenant that fits its theme
    • Improvements to NPCs
        NPCs will now interact with each other and with many different objects in the world. Depending on their personalities they might get sad, excited, fall in love or do all kinds of different things in different situations!
      • Added many unique NPC dialogue options and updated some old ones
      • Further improved NPC movement and pathfinding
      • NPCs now switch between ranged and melee weapons in combat depending on their available energy, range, and whether they can reach the player
      • Groups of NPCs now coordinate in combat to attack from different positions and divide themselves between ranged and melee
    • Surface Biomes and Sub-Biomes (Tiers 1 - 4)
        Major visual improvements to background parallaxes
      • All biomes have several types of unique critters (60+)
      • Added a huge number of biome-specific microdungeons (450+)
      • Added many new biome-specific cosmetic armors and other items
      • Randomly generated monsters will now have color palettes that generally match the biome they spawn in
    • Universe and Planet Generation
        Redesigned terrain to be more interesting and varied across all world types
      • Reduced the number of open caves on the surface, improved cave blending
      • Greatly increased the number of dungeons that can spawn on worlds and prevented dungeons from overlapping each other
      • Added ores in the background layer
      • Improved the appearance of planets in the navigation screen to better indicate the biome and surface liquid, added some visual variety to gas giants
    • Challenge Rooms
        You can now find portals underground that lead to small instanced challenges. Defeat enemies, navigate dangerous traps or solve puzzles to earn great rewards!
      • Challenge portals disappear shortly after you enter, so you won’t be able to enter through the same portal twice.
    • Inventory and Merchants
        You can now sell items to most merchants for a portion of their value
      • Added an ore merchant to the Outpost where you can purchase raw materials at an inflated price
      • Added a third inventory tab for objects (similar to the materials tab)
      • Added a sort button to the inventory window to sort items into their appropriate tabs
      • Items will not be automatically picked up into the hotbar and materials and objects won’t be automatically picked up when their respective tabs are full
      • Added an indicator to inventory tabs when they contain new items
      • Added an animation to highlight newly picked up items when switching to a tab
    • Tools and Interface
        Wire and Paint tools are now unlockable modes for the Matter Manipulator and have clearer icons to indicate their functions
      • Inspection tool can now examine liquids, indicates when something is too dark to inspect, and doesn’t try to describe entities (such as monsters) that have no description set
      • Targeting will now prioritize monsters and NPCs at the cursor position, and won’t target passive monsters such as critters
    • Combat Changes (WIP)
        Rebalanced all damage and armor values for players, NPCs and monsters
      • Reduced the damage per level increase of weapons and added a bonus damage stat on all tiered armors, allowing weapons to stay viable for longer
      • All randomly generated melee weapons have fancy new sprites
      • Reworked monster skills and added a windup animation. These will be further expanded and rebalanced in the next update.
      • Reworked weapon projectiles, increased bullet speed, added elemental damage types. These will be further expanded in the next update.
    • Progression Changes
        Reworked the materials used for crafting progression, greatly reducing the total amount of ore required to advance through the game
      • Added various upgrade items which can be found throughout the world or acquired from quests, either whole or in pieces
      • Tech Card - can be crafted from Tech Chips, used to unlock new tech
      • Manipulator Module - can be crafted from Matter Module Components, used to improve your Matter Manipulator
      • Upgrade Module - used to improve utility items such as light packs
      • Improved many progression quests, but these will change much more in the future
    • Farming Changes
        Crops now require water to grow! Tilled soil will initially be dry and needs to be moistened by a watering can, rain, or by dropping water on it
      • At each stage of a crop’s growth, it will consume the soil’s moisture and need to be watered again to progress further
      • Keeping crops under too much water for too long will cause them to be washed away, so be gentle!
    • And More!
        200+ new objects and materials that can be bought, crafted or found in the world
      • Many changes to the Floran mission - Including a new boss
      • Improved chest loot and added improved graphics for standard and weapon chests
      • Added multiple upgrades for the lantern stick back item to improve its brightness
      • Racial flags can now be bookmarked as teleport destinations (but won’t enable you to teleport from underground)
      • Added particles and sounds to smashable objects and made many more objects (such as bushes and spikes) smashable
      • Reworked Status Pods to have more interesting and useful effects, including a chance to spawn ore or pixels


      ːSBpenguinː


    [ 2015-08-20 15:42:02 CET ] [ Original post ]

    27th April - [STABLE] Bug Fix Update

    Hey there, everyone! We've been reading your feedback from last week's stable update, and it seems like most people are really enjoying the new features. We've also seen reports of several minor bugs, so we've pushed out a new update which should address most of these. Thanks to everyone who's given us specific and detailed bug reports; it's a huge help!

    Fixes in this update:


    • Fixed a bug causing clients to be stuck in teleport cinematic if they disconnected from a server while it was playing

    • Fixed a bug that could prevent players' ships from loading after a failed warp

    • Fixed missing outpost quest NPC, the arcade game quest is now completable again

    • Fixed a bug causing ship doors to be removed on upgrades

    • Fixed a bug locking players out of the end of the Erchius Mining Facility mission if they died after defeating the boss

    • Fixed a bug preventing the lever puzzle in the Floran Party mission from being completed

    • Fixed damage areas on ceiling and floor spikes

    • Fixed custom signs being set to 'on' after saving and loading

    • Fixed a bug causing the game to crash when entering a bad host name in the server join dialog

    • Fixed a rare bug in world generation which could prevent terrain from generating

    • Increased NPC energy regen

    • Greatly reduced server->client bandwidth for updating player ships

    • Made additional changes to further improve server stability

    • Included dump_versioned_json and make_versioned_json utilities for reading and writing various save data formats

    • Added a /suicide command for characters who are irreversibly stuck


    Hopefully these fixes will be helpful to those of you experiencing issues. Let us know in the comments if you find anything new. Enjoy!


    [ 2015-04-27 15:33:56 CET ] [ Original post ]

    How to Retrieve Your Home Planet

    Hello!

    As you may have read in our patch notes, the newest stable update saw the 'home planet' feature replaced by planet bookmarks and direct teleporters. This meant that existing players would have to lose their home planets.

    But never fear! Ideally you'd have written down your planet's coordinates, but either way your home planet still exists and is intact and you can find it using the following method. :)

    Elite Space Hobo from our community beat us to posting a guide, which you can find here.



    • Find your universe folder. Typically, it should be located in SteamLibrarySteamAppscommonStarboundgiraffe_storageuniverse.




    • Right click -> sort files by date last modified. If your planet's been heavily customized/built upon, it should be one of the larger files. If you visit it frequently, it should also be one of the most recent.



    • "What do all these numbers mean?!" World files with names like: 270623995_279217314_-213404188_12.world mean that you've visited a planet with the coordinates X -270623995 Y -279217314.




    • Put the coordinates into your ship's computer and... hopefully, voila! Planet located! If not, try some of the other planets in your universe folder.

    • Now that you've found your home planet, don't forget to create a bookmark. :)


    I hope this proves helpful! <3


    [ 2015-04-23 14:43:34 CET ] [ Original post ]

    21st April - [STABLE] Update Notes

    Afternoon everyone!

    We're happy to say we are releasing a new Stable Update today! Nearly every change has already been covered in a previous blog post from Metadept, with the stable update also including even more bug fixes, plus huge server stability updates!

    Before I get to the actual patch notes, please read this big red warning text:

    As of this patch, the 'Home' planet feature has been replaced by planet bookmarks and direct teleporters. EXISTING CHARACTERS WILL LOSE THEIR HOME PLANETS! Make sure to write down your home planet's coordinates or leave your ship in orbit so that you don't lose track of its location.

    Now, on to the good stuff!




    • Players can now save planet locations in the cockpit navigation interface

    • Select a planet, then select 'Add Bookmark' to bookmark it

    • Select a bookmarked planet from the list to set it as your navigation target




    • Players can now place and register teleporters on planets

    • Interact with a teleporter to add it to your list of registered destinations, which you can return to from any other teleporter

    • Can also be used to teleport directly to party members

    • Find Teleporter Cores in the world

    • New Outpost store, the 2-Stop Teleshop, lets you use a Teleporter Core to create various types of teleporters to suit your style

    • Breaking a teleporter destroys it, but refunds the Teleporter Core

    • Outpost store includes a teleporter you can register for easy access to the outpost




    • After logging out, players will be returned to the place in the world where they left (rather than back on the ship)

    • Mission dungeons will persist for 10 minutes after all players have left, allowing continuation of a mission after dying

    • Mission dungeons now have teleporters at the entrance and exit, should help clarify how and when to leave

    • Players can no longer be attacked while teleporting

    • Players can no longer initiate another teleport while teleporting

    • Teleport cinematic while destination world is loading






    • All player ships should now be inhabited by a non-combat pet corresponding to the character's race, in one of a wide variety of color options

    • Pets will investigate held items and various ship objects

    • Pets can be fed and will develop preferences for certain foods

    • Terramart now sells several pet-related items

      • Food Bowl to keep your pet fed while you're busy adventuring

      • Pet Ball for your pets to play with

      • Pet House for your pets to sleep in adorably






    • Ancient Gates now have another destination, a huge and ancient ruin

    • Gives a few clues about Starbound's overarching plot... so mysterious!




    • NPCs and ground monsters now jump accurately and reliably find paths across complex terrain

    • NPCs and ground monsters are much better at avoiding and escaping liquids

    • NPCs and ground monsters should become stuck MUCH less often


     





    • Can be found underground on Radioactive worlds

    • Includes various unique items and a new furniture set




    • Reworked Apex, Avian, Floran, Glitch and Hylotl name generators to be much less (but still a little bit) silly.

    • Changes to melee weapon responsiveness, damage sounds and visual feedback. Lots more of this coming in a future update!

    • Ranged weapons now have varying accuracy depending on the weapon type, quality and rate of fire

    • Player energy now refills much more rapidly and has a shorter delay before regenerating

    • Various improvements to server architecture which should greatly improve server performance and stability

    • Various improvements to internal handling of Lua API calls which should greatly reduce CPU usage, particularly in areas with many monsters or NPCs

    • Many small improvements and fixes to objects throughout the game, including updating 3d printing costs in preparation for future additions to the game's economy

    • Scroll bars can now be clicked and dragged properly

    • Fixed several bugs with codexes. Codexes are now retained across universes. Existing players will, unfortunately, have their codexes reset.

    • Moons are now generated with solid cores to help avoid falling out the bottom

    • Several improvements to grass placement, also add underground ceiling grasses to several biomes

    • Fix bug where music volume changed in combat

    • Several small improvements to AI interface

    • Removed the annoying levitation status from random status pods

    • Added optimizations and cyrillic character fixes for Hobo font. Thanks to user dsp2003 for this fix!


     

    Existing characters and universes are safe (aside from the codexes and home planet, as listed above). However, a few of these changes may require a new universe or new planets to take effect. Hope you all enjoy the changes, and for those of you playing on the Unstable branch, let us know if you find any bugs or have other feedback!


    [ 2015-04-21 20:09:22 CET ] [ Original post ]