We're excited to announce the release of Starbound 1.4
- the 'Bounty Hunter' update!
In this update players can become bounty hunters, seeking out criminal gangs through missions and climb the ranks as they rebuild the Peacekeepers and restore law and order to the universe. There's also new elemental variants of many monsters, 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;
- 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
- Four new music tracks by Starbound composer Curtis Schweitzer
- 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
- 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
! We'll also be streaming the update live on our Twitch channel[www.twitch.tv]
later this afternoon if you'd like a preview!
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[gfycat.com]
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!
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.
Check below for patch notes!
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
- 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
We've just released a Starbound update with some minor changes and bug fixes. Check below for patch notes!
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
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 ChangesNavigation 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
Added Lua bindings:
- 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.
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)
That unstable hotfix[playstarbound.com]
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!
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[blog.chucklefish.org]
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.[blog.chucklefish.org]
Onward to patch notes!
- 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
- 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
- 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.
- 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:
- Removed activeItemAnimation.animationParameter (replaced with animationConfig.animationParameter)
- Added animator.partProperty
- Replaced item.is with item.matches
- Added monster.setDamageParts
- Added monster.setAnimationParameter
- Removed objectAnimator.animationParameter (replaced with animationConfig.animationParameter)
- 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
- Added animationConfig table for use in client side rendering scripts
- Added widget.setSliderValue
- Added widget.getSliderRange
- Added widget.setSliderEnabled
- Added widget.setItemSlotItem
- 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
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[www.gog.com]
! Take advantage of it while you can!
In case you missed 'em, here's a round-up of our most recent dev blogs.
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.
We’ve been working on the next update! Here’s a tiny sneak peek:
‘Til next time!
Hey everyone, long time no dev blog! :)
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!
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
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!
- 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
- 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