Hey guys! Some stuff’s been pushed to the unstable testing branch. Take a look. :D
Shiny new stuff:
- 5 new weathers – sandstorm, snowstorm, fog, ash storm, space dust
- A couple new Agaran hats (shroomhead3 and shroomhead4)
- More objects for Heck! (heckpillar1, heckpillar2, hecksign)
- Some mysterious Floran pods
- Possible fix for repeat keys never triggering callback, hence resulting in old data being used (e.g. after holding backspace to clear account in server connect dialog).
- Unix & Windows LockFile implementation, also fix bug with texturing flag not being moved during operator=
- Fixed sit alignment on tier10 chair
- Much improved variant <-> lua handling
- Assorted engine fixes (e.g “Tag manifest as windows 7 compatible, trying to work our way out from under compatflags”)
Just updating to let you guys know that all the stuff listed in this post has been pushed to the stable branch! Translation: Everyone should have the latest update now. :)
Broken mods after the patch? Mod authors will have to update to the new .pak file format to keep their mods compatible.
Issues crafting skyrails? With the latest update, Skyrails have their very own special Skyrail Crafting Table which you can craft with the Metalworks Station if you’re at tier 4 or above. However, players who are already at tier 4 or above will need to re-use their tier 4 Starmap upgrade in order for the Skyrail Crafting Table recipe to appear in the Metalworks Station.
Greetings Earthlings :O
Here’s a list of changes currently in the unstable branch!
- Treasure Horde sub-biome development
- New treasure room micro dungeon
- New objects for treasure horde and treasure dungeon: golden pedestal, grail, treasure chest, gold filled barrel, safe, gold vase, diamond display, wooden gold filled crate, Venus de Pixel
- New ‘Heavy Iron Bars’ block
- Make meteor showers less likely
- New exception system that makes Windows binary much MUCH smaller
- New mysterious light object
- New ruins platform tiles
- New, better, faster, stronger, more entertaining item descriptions
- No more version strings required on mods, it was causing more problems than it was solving
- New pak update system that makes steam updates of pak changes much much much smaller
- Small exception fixes, no longer rename worlds when exception is not io related, better messages in some cases
- New random swords
- Coordinate corruption recovery for certain world files
- Updated to Skyrails 2.0
- Logfile rotation for starbound.log and starbound_server.log
- Support for animated elements in cinematics
- Spinner on loading screen
- Hailstone weather
- Deadlock fix on shutdown
- New random blood / bone based gun and projectile
- New items in Heck, including the helmet pictured above
- Internal assets and pak based mods (if it is selected during build) will be version checked between clients and servers and must match
- Apex micro dungeon changes
- Some extra boring bug fixes not listed here
We’d like to move the stuff in unstable to stable soon, so if you’re playing in unstable it’d majorly help if you’d alert us to anything newly broken that would block us from doing so. You can do that right in the comments!
So there will be a new update coming down the pipe soon, and there’s a couple of bits here that need explaining.
We’re changing the way we do releases slightly. There will be a new “unstable” branch which you can select on steam, which will receive updates sooner than the regular branch that you get when you install starbound. Anybody who is interested in helping us test the releases is encouraged to try it out, but please please note that unstable may destroy your saves and be generally, well, unstable. Yes, we know this is a testing branch for our beta, which is also for testing, but we’re trying to keep the big ugly data destroying bugs to a minimum so we figure this will help. We put some tests in your tests so you can test while you… anyway,
The next thing that needs mentioning… update sizes! It seems every time there is a starbound update it’s 500 – 700 MB, regardless of how tiny it is. This is due to two things:, One, our windows binaries had full debugging information because (for silly technical reasons) that was the only way we could get stacktraces from crashes. Well, not anymore! Windows binaries are now built at debug level 1 (as opposed to 2) which means that instead of starbound.exe being 450MB it’s more like 30MB. So there’s that.
The OTHER thing that was causing large updates was our pak file system. Whenever we updated pak files, we tended to completely rebuild the pak file with just a file or two changed, which was enough to make the steam binary diff system go bonkers and just basically re-download the whole file again. This is also fixed! We now add to the pak file in place, so minimal changes occur (and at the end of the file) that make steam deltas very small. This is important as we want to start doing more frequent content updates (as we’ve mentioned).
That’s the good news, the BAD news is that in order to make this happen, you’re going to have to download the entire pak file again, so the first update will kinda suck (pak file format change). But, it should get better after that. To all those that have bandwidth caps, I’m very sorry :(
The update should include several bugfixes and updates to heck, the treasure horde, and the skyrails system at least, probably post a full changelog later. The update will hit ‘unstable’ tonight, and probably ‘stable’ tomorrow depending on how things go.
February 23, 2014 in News
So today we spent our Sunday having a long (5 hours!) design discussion in which we are pencilling in the finer details of the games progression.
As we said before, the current progression is entirely temporary, existing to provide temporary gameplay whilst we work on the engine. Today I want to share more with you about the games new structure and the beginning of the game.
First of all we’re removing the different universe sectors. In the final game there will be only three sectors. The sector the majority of the game takes place in, a pvp sector and a creative sector without dangers.
Instead of progressing through the game sector by sector, you’ll advance by upgrading your tech to allow you to visit planets that were otherwise inaccessible due to hazards. An example being a planet with no breathable air. Progression will be less linear and more akin to the kind of progression you find in modern metroidvanias.
We’re building the game with 3 main paths of progression that branch off later on. Farming, adventuring and building. We want players to be able to advance through the game whilst doing whatever they enjoy most.
At the beginning of the game (what would be the alpha sector in the current progression) you start on a ship with a broken fuel module, giving you access to only one planet. Through a series of quests you’re taught how to farm, find trophies in dungeons and build the beginnings of a settlement. Completing these quests will give you the pixels you need to use your ships 3d printer to produce a new fuel module. Which in turn allows progression to the other planets in your current solar system.
At this stage were introducing a new planet type called an outpost. A small and safe planet populated by members of every race. A safe haven for trade and quest taking. You’ll learn how to generate pixels through selling crops, taking quests, selling trophies found in dungeons and renting out houses in your settlement.
From here each of these roles will expand outwards as you progress (for example animal farming becomes an optional part of the farming progression).
More on that later
February 22, 2014 in News
So we’ve had one of the first quick content patches go out, it added some new tiles and the beginnings of a new underground biome as well as a few smaller bits and pieces. You’ll see more updates like these hitting in the coming days.
So with our new content delivery system were also going to be able to include mods in the Base game faster. Which mods would you most like to see become part of Starbound? Answers in the comments please!
February 22, 2014 in Uncategorized
Another small update to Enraged Koala, fixes the alpha sector not being unlocked and some other small-ish bugfixes.
Adds a new Heck biome, which for technical reasons will change the universe generation process, so if you have a world and you want to keep your world accessible, make sure to go visit it before grabbing the latest patch so it’s stored in the new celestial database. Similarly, to find the new heck biome you may have to travel to a world on the map you haven’t seen before.
Some other items and things were added, but not sure if they’re accessible yet.
February 20, 2014 in News
Such a busy day today. We’ve finally signed everything we have to sign for getting the keys to the office and arranging immigration for the various members of Chucklefish coming to the UK from abroad. It’s been a lengthy process but one that’s going to have wonderful results. Working in the same room is going to make us much more efficient and creative.
The next step is to get the office painted on Monday, get the furniture delivered and get desks set up.
We’ve decided to use these as dividing walls, as they’re cheap and attractive.
The programmers have been putting the finishing touches on the system we’re going to use to push updates more frequently. Essentially we’re separating content updates and engine updates. Content updates are going to be pushed to the server as and when content is finished being produced, we’re no longer going to wait on engine updates to push them out at the same time. This also means engine updates will get additional internal testing.
The artists have been working on a bunch of new content that’s pretty much ready to go as soon as this is done. We’ll also be adding the best/most fitting mods to the game with increased frequency.
The pace is really going to pick up.
These content only updates won’t increase the version number, so modders don’t need to worry about continuously updating their mods.
I’ll be posting here with details whenever we post small content updates. We’ve decided against full changelogs because we’d like players to discover what’s new themselves. I’ll also be updating you on goings on with the new offices and other things we’re taking part in.
This is an exciting time for both Starbound and Chucklefish!
February 20, 2014 in News
This hotfix addresses the issues with deleting containers in world. It also introduces an auto-backup on upconverting files from old versions, as well as a unix log style rotating backup.
If your containers have been deleted from your world, the only thing we can recommend is restore from backup. The data is gone and we cannot retrieve it. :(
If your ship’s locker or ship’s fuel hatch are missing, you will need to delete your .shipworld file.
We addressed an entire class of incomplete/interrupted connection bugs by being more strict about data reads.
We fixed the drop item chain dropping stuff bug. Fixed home planet functionality. Fixed confusion around error messages during dungeon generation. Fixed crash issues related to shipworlds being reset. And fixed some issues where some Variants compared incorrectly leading to some unexpected behavior.
Finally, for you modders, there is a new vlist() lua function to complement the vmap(), also because of ambiguity with moving data to and from C++ we recommend using the vlist and vmap types for consistency, but if you pass in a regular table we almost always do “the right thing.”
Enjoy. I’m going to go get drunk now.