Hotfix 4 for Enraged Koala is out.

February 20, 2014 in Dev Blog, 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.

Issues surrounding hotfix 2 for Enraged Koala

February 19, 2014 in Dev Blog, News

WARNING: If you have not yet started playing, please make a backup of your ship file, which is located in your steam folder/player/*.shipworld and backups of your world files located in your steam folder/universe/*.world

CLARIFICATION: We’ve already pushed a partial fix for this issue that ought to prevent more containers from being erased.  Please let us know if this is not the case.

A few hours ago, we pushed a second hotfix to Enraged Koala to fix an issue with seats and beds not being interactive. It worked fine in our limited test cases, but we quickly discovered after pushing from community feedback that it was deleting containers from some preexisting worlds.  Some of these were things like the shiplocker and fuelhatch which cannot be legitimately obtained in the game, rendering that ship unplayable.

The only fix for this issue right now is to remove your shipworld and allow the game to regenerate them, or restore from backup if you have one.  You will lose the contents of your ship if you do not have a backup.

We are all deeply sorry for the lost data, and will work hard in the future to prevent issues like this from occurring.

For those interested, here’s a quick technical write up on why this happened.

v. Enraged Koala Patch Notes

February 18, 2014 in Featured, News, Patch Notes

Not guaranteed to woo space monsters. :(

Roses are red
The dirt on Alpha Tau Aur 5472 IV is blue
This update is a bit late for Valentine’s Day
Oops

This update will allow us to add new biomes and make changes to worlds without the possibility of the player losing their world. There will likely be one more world wipe sometime in the future when we finalize the universe layout. This won’t include a character/ship wipe, though, and you can still back up your worlds.

A ton of work has gone into our patching system. After this update, we’ll be able to push content updates as and when they’re completed, rather than waiting for big engine updates to be completed. Updates after this patch will come at a near daily rate.
Additional goodies:

  • Valentine’s Day items including swords, costumes, decorations, bow, etc
  • Engine feature, tech can now be granted by armors
  • Keybinding reconfiguration, minus the UI (you can reconfigure keys through a config file- check here for a tutorial)
  • Server stability fixes for servers with many players
  • New death animations
  • Engine feature, all objects are now scriptable and interactive
  • More Avian weaponry
  • Projectile changes
  • Dogs can now be captured (lots more pets coming soon)
  • A bunch of new items and smaller pieces of content
  • New (actually sounds good!) microphone instrument with sounds provided by Smooth McGroove!
  • Bug where warping to magma/volcano biomes caused crashing was fixed.

Additional content has been created (new biomes, etc) but will come out just after this patch, as it needs to be adapted to the new content update system.

*Note: We did an oops and missed some of the content updates when we uploaded the patch, so we’ll be putting out another patch a bit later today that includes the missing stuff (the Valentine’s Day items, new microphone sounds, possibly some more).

The future of Chucklefish and Starbound

February 4, 2014 in Dev Blog, Featured, News

Hi guys,

It’s been a while since we posted an update as we’ve been feverishly working away on the game. But we’ve had an increasing number of requests to detail what the finished game will be like. So I wanted to go into detail on what we consider the finished Starbound experience to be (subject to change! as always). As well as where Chucklefish is going in the future.

 

The future of Starbound

The following is a collection of some of the broad changes coming to Starbound in terms of progression. Not included are smaller self contained features like ship upgrades, vehicles and so on.

Progression

As it stands, almost the entirety of the progression in Starbound is temporary. Built quickly to enable some basic gameplay during beta.

The final game will be structured differently.

The current 10 tiers of gameplay will all play out on the same Starmap, with each tier introducing hazards that can only be overcome by progressing through the previous tier and completing a mission at the end of each tier.

To access a mission at the end of each tier you need to obtain a certain number of pixels.

An example of this progression would be:

Play through tier 1 and gain enough pixels too.. > access the tier 1 mission > fight tier 1 boss > gain oxygen tank tech > now able to access tier 2 planets with non breathable atmosphere

 

Obtaining Pixels

Obtaining pixels will be key to progressing through Starbound. To access the mission in each tier you must first gather a certain number of pixels.

Currently obtaining pixels in Starbound feels like a bit of a grind. Particularly given the pixel death penalty and the high cost of various pixel sinks. In large part however this is down to unimplemented features being missing.

In the finished game you’ll be able to earn pixels in a multitude of different ways, essentially allowing you to play through the game the way you want to play. If you’d like to become an intergalactic farmer, growing and selling crops, keeping livestock and so on. The farming feature will be fleshed out enough for that to be your means of pixel gathering. On the other hand, if you prefer to be an adventurer, taking quests and gaining pixels as rewards. That route is just as good. Perhaps you prefer to be a builder, charging npcs rent based on the quality of the homes they inhabit. A pirate, robbing towns and ransacking villages. A tomb raider, gathering rare artifacts.

There will be many different routes through the game, each just as deep and profitable as the last. Each will branch out and become more complex as the player advances through tiers, unlocks new technology and becomes more proficient in their chosen skills. Essentially we’re describing the gameplay equivalent of a tech/skill tree.

 

End game

So eventually you’re going to get through all of the missions, you’ll have the best gear and you’ll be looking for a new challenge. This is where sector X comes in. Sector X is a collection of planets in which PVP is enabled by default and players battle over controlling various planets. To take part in the battle you first have to form an organisation (in game), which gives you access to a space station shared by other members of your organisation. The space station doubles as a ship that any captain in the organisation can control and is constructed from blocks and objects for full customization.

The PVP in this sector is entirely optional, players choose whether or not to attack each other or work together. Monsters, quests and events will be strong enough to be challenging even with the best tools in the game. And in game events, invasions and so on will keep the experience fresh.

 

Director Mode

On top of sector X, one major part of the replayable content will be director mode. Director mode exists within a separate Starbound client that allows admins to connect to their servers with a range of new tools built to control the action for their players. Admins in director mode (there can be multiple), will be able to spawn blocks, items, monsters, npcs at will. Take direct control over them, have them speak and interact with players. Essentially director mode allows admins to take on a similar role to that of a dungeon master in D&D, creating scenarios and stories on the fly to ensure players never have the same experience twice.

 

User made mission sharing

Using in game wiring tools players will be able to create their own mission maps and challenges that can be shared with other players. Custom missions installed on a server will be available to all players at any point and will function as instances. Parties will be able to enter these instances together as many times as they like.

 

Mod support

We’ve taken steps towards better mod support recently with the implementation of a .pak file system. Essentially condensing an entire mod into a single file. We’re not far away from also implementing a system for servers to share these pak files with clients on connect. This will allow mod authors and server admins to entirely overhaul the vanilla starbound experience for the players on their server.

 

Server security

We’re implementing a range of security checks to minimize cheating on a broad scale. But for admins that desire absolute security we will also eventually be implementing server side characters, including server side accounts and the option to require a new character the first time a new player connects. We want to empower server admins to create a unique experience on their server.

 

Update Schedule

Currently our update schedule relies entirely on waiting for engine updates to be finished before we are able to push any content updates to steam. After the next update we’re actually changing the way we work and separating content updates and engine updates. What this means for the end user is that content updates will hit several times a week instead of once every week/two weeks. The game will constantly evolve and you may find new things every time you log in.

 

The future of Chucklefish

So that’s Starbound, how about Chucklefish as a company?

 

Opening offices

We’ve actually just signed for a new office that we’ll be opening in London in the next 2 or 3 weeks. It’s a very exciting time for us, we’ll finally be working in the same room right in front of each other and our productivity is going to improve massively as a result. We also intend to provide some temporary office space for the games we publish and assist on. We’ll be blogging about opening the office soon, complete with photos and whatnot.

 

Publishing

We’re going to continue helping out smaller indie companies publish their titles. Games on the horizon include Stardew Valley, Halfway, Treasure Adventure World, Wanderlust Adventures and more. We’d like to progress more in this space and assist indie developers make their games profitable without giving away huge percentages of their income away to predatory publishers.

 

A second game

We’re going to be producing a second game along side Starbound, with an entirely new development team. We’ll be looking into hiring UK developers for this project shortly (CVs to [email protected] if you’re interested!) This won’t slow down the production of Starbound at all, worry not,  I will be assisting in the design but we’ll be working with entirely new developers. At the moment we’re still in the stage where we’re kicking around ideas, one that keeps popping up is a top down, open world, multiplayer pirate game.

 

 

 

Changelog for v. Furious Koala

January 26, 2014 in Featured, News

You can find these patch notes on the launcher screen, but I thought I’d paste ‘em here for easy access. We’re aware there may be issues with a Steam update crashing the Mac build at the moment! It’s an issue with Steam– disable the Steam overlay to fix it in the meantime. Also hot-fixing an issue that causes stutter for people on lower-end computers and making the unpacker safer to use. Patch really soon (like today, not a month from now).

Changelog for v. Furious Koala  26/01/2014

Hey there Stargazers and Sports Racers, it’s been quite some time since the last patch, and we have some very large changes dropping this release.

Code Changes:

  •  Absolutely massive changes to disk serialization (sorry reversers), which will allow us to never need to wipe players or ships again, and hopefully never need to wipe worlds again.
  • Related, we now have a proper versioning system for save files.
  • Added difficulty levels and permadeath characters to the game.
  • Packed assets into databases (speeds up startup significantly), and included asset packing and unpacking utilities with the distribution.
  • This should also allow for easier distribution of mods, and easier construction and management of slimmed down distributions for dedicated servers (official server paks coming soon.)
  • Fix some graphical glitches with the wire nodes.
  • Fixed some pretty nasty deadlocking bugs with networking.
  • Fixed some very strange memory leak bugs stemming from a gcc lambda capture bug.
  • Fixed various crash bugs related to a number of different issues (more specifics listed in “Info About the Upcoming Patch“– thanks for the bug reports, keep em coming)
  • Speed up improvements with falling sand and other projectiles.
  • More efficient databases storage layout.
  • Documentation for lua functions have been written, and we’re going to release them soonish.
  • Removed NaN floats from the code for performance reasons (reenabled -ffinite-math-only), we had been using them to signal that the float is disabled or in an invalid state, but we have a system for that now.
  • Some internal changes that make maintaining code much happier for us, including better enum to string handling and much faster compiles.
  • Other minor things, too numerous to list here (see “Info About the Upcoming Patch“).

Fun Changes:

  • It’s no longer the holiday, so we’ve removed the holiday stuff for now, we’ll put them back when we have a better way of enabling it for holiday time.
  • PVP is now forced enabled within Sector X.  If you’re in a party there’s no team damage though.
  • All player drops are persistent now.  So if you accidentally throw your diamond drill down a mineshaft, you don’t have to suicide trying to get it back before it disappears.
  • New Monster attacks (gravity slam! gust attacks! other stuff!)
  • Fixed Legendary Weapons damage (adjusted up to be more… well… Legendary.)
  • We’ve put in new Techs (such as a Glitch Mech).
  • New biome type enabled.  Savannah.
  • Boss Lore!
  • No more eating bandages and stims, they have their own thing now.
  • Better, more featureful .abc file support, and we have Wanderlust music in the game now.  (Thanks Leth and D2!)
  • Made NPC chatter more configurable and slightly more varied.
  • Added new objects (such as lava biome treasure chests).
  • Added new items (like nightsticks and bonesaws).
  • Sword swooshes are only active for 0.6 seconds instead of 0.9 seconds.
  • Making cooldown times actually matter without slowing down combat.  Also fine tuned their hitboxes.
  • Viking helmet?  Viking helmet.
  • Watch out for landmines.
  • Various changes to treasure drop pools (like Avian Guards actually dropping their guns…)
  • Minor tweaks to existing armors to make them look better.
  • Medieval Furnace now actually acts like a Furnace. (Rejoice).
  • Graphical upgrades to some existing plants, and new plants.
  • Lots more secret stuff! :OOO

We look forward to hearing what you think about the patch.  It was a very big one this time around.

Info about the upcoming patch!

January 14, 2014 in Featured, News

Revolvers

A sneak peak at revolvers!

Heya! Long time no front page post.

After taking it easy over the holidays, we jumped straight into preparing the next patch. The reason it’s taking awhile? Bug fixes. Bug fixes everywhere. They can be a little slow-going and unpredictable, but I think you guys will find the improvements worth the wait!

We’re still working on a few things, so you can expect the patch in about a week’s time. Not all patches are going to take this long, of course. :)

 

Fixes:

  • .ds_store issue affecting OSX 9.1 users (A bug where Finder created an invisible file called .ds_store in the player folder which caused the game to crash).
  • A number of character creation/selection screen crashes related to loading corrupted save files
  • An issue that could prevent the launcher from starting (MSVCRT.dll)
  • DirectX crash bug (303 bug)
  • Several memory leaks, including the slow-but-significant server memory leak a lot of people were experiencing and GUI memory leak
  • Fixed a crash bug related to GUI controls
  • Reduced memory load of FTL animation
  • .abc files with comments no longer crash the game, plus various .abc fixes as far as key signatures/timing
  • A number of issues with players spawning underground
  • A bug where players spawned outside the ship if they’d previously saved the game while in the Captain’s Chair
  • Right shift key was not working as a shift key, now it is
  • An issue tech slots were unusable under certain conditions
  • Wiring system fixes– wires are rendered below UI elements, wires no longer break when crossed into an unloaded sector
  • Added image metadata caching, improved assets caching
  • Added a jeep mech that was supposed to have been in the last patch, but had mysteriously gone missing!
  • Object flipping issues
  • Sped up the crafting window
  • Fixed a sound issue that occurred after many concurrent weapon hits
  • Characters no longer blink while sleeping in beds
  • Assorted minor performance improvements

 

Additions:

  • New game modes! Permadeath and drop-everything-on-death modes.
  • Revolvers, pulse rifles, hand grenades, shivs, Floran needlers, Floran thorn hammer
  • Human guards now wear soldier uniforms
  • More decorative hats! Yay, hats!
  • More random encounters
  • Possibly more content, if it’s finished on time!

 

Of course, there’s also the highly anticipated/possibly feared final character wipe– this patch contains a fix for save files so after this, you won’t need to worry about our patches destroying your characters or ships. This patch will wipe everything– characters, ships and worlds. It will definitely be the last time we’ll need to wipe characters or ships, and will hopefully be the last time we’ll need to wipe worlds. This explanation from Kyren should help clarify things a little:

“The problem is that the organization of planets may change so if they go muck with a planet, how do we put it in the celestial map? Or if they build on a biome we remove, or something. So no promises, but we’ll try. But promises on the player / ship.”

I hope that clears up a lot of your questions and concerns about the upcoming patch and wipe– I’m just as excited as you guys are. :)

Changelog for v. Angry Koala

December 23, 2013 in Featured, News

Changelog for v. Angry Koala 


A ton of new content in this update. We’ve added a bunch of new features to world generation,
which might require you to start on a new universe. To make sure you get access to all the new
crafting items you either need to unlock sectors again or create a new character.

Worlds/quests/ships were wiped this update, characters were not.

Also..

– Added skyrails based on Apjjms mod!
– Added a brand new weather system, moddable weather/new environment effects
– Hydrophobic objects are destroyed by all liquids
– Trees can now be planted
– Critical items stay on the ground longer
– Some new monster behaviours
– You must now be orbiting a planet to set it as your home
– Free teleportation to home planet from ships teleporter
– add acid rain, meteor showers, water collecting during storms and more
– made species mods easier to combine with one another
– add support for keysignature and keysignature changes for the abc system
– Disable speedlimit for default projectiles to fix inaccurate bullets
– New craftable turrets based on Healthire‘s mod
– You can now land on asteroid fields, based on hints mod
– Tech now has descriptive instructions
– Tons of Christmas stuff!!
– Pos no longer 1 hit kill you
– You can no longer breath on moons or asteroid fields without the proper equipment
– Better fix fall damage
– New barren planets perfect for building
– Gravity now varies from planet to planet
– Some planet backgrounds improved
– Existing biomes can appear with different liquid types
– You can now craft racial flags, to show you’ve been to a planet
– NPCs will now switch to melee weapons up close
– More random encounters
– Pos can now be captured
– Wiring station can now be built to access to a ton of different wiring tools
– fixed mech legs
– tons of server improvements

The future of Starbound

December 16, 2013 in Dev Blog, Featured, News

So here is a non exhaustive list of additions coming to the game. We have a lot more than this in store (not yet discussed), but Xealaz over at reddit compiled such a nice list of the stuff we HAVE discussed that I wanted to share it with you. As always, things are not set in stone.

On with the list!

 

  • NPC Spawners & Building Logic: NPCs will scan the structures you build around them and the contents of chests; they will have improved inventories/behaviors depending on how valuable their surroundings are.
  • Macro Terrain Changes: Affect an entire planet’s terrain and weather
  • More Planet Scanner Data: See details in the planet scanner like planet occupants/dungeons
  • Underground: More secrets will spawn below the surface
  • Space Combat: Way in the future, expect space combat and the ability to board other ships.
  • Spaceship Dungeons: Very large, size of a planet.
  • Biome Hazards: Sandstorms, icestorms, meteor showers, toxic planets, airless planets.
  • Ore & Difficulty: Higher difficulty planets will have improved ore distribution
  • Story Missions: Eventually each tier will end with a story mission that ends with the bosses you see now.
  • Ship Navigator Changes: Still not set in stone; but the new idea is to give a local map with fog of war. Instead of sector buttons you have to fly out of a sector and into the next one by uncovering more of the star map. The final sector would be infinite.
  • Smoother Difficulty Curve: Better indication of the difficulty of an area. Difficulty will change within tiers as well as between tiers. There will be fractional difficulty (for example, Difficulty 1.12 in tier 1 would be easier than Difficulty 1.52, while still in T1)
  • Monster Generation: Right now, monster parts just have stat boosts, but eventually rolled monster parts will affect their behavior and abilities. For example, monsters with spider legs can climb walls; fiery monsters inflict burning. You might get a burning spider dropping on you from the ceiling. Projectiles may be tied to specifically generated heads. Biome may influence monster part generation.
  • Mini-Map: Rotating circular map showing highlights only such as the location of friendly players, spawn points–but no major details. For the details you’d use a mapping item to create a map as you travel.
  • Teleporters: Stargates between planets and eventually between servers.
  • Dramatic Planet Modification: Not going to be implemented any time soon. Ability for players to modify huge chunks of planets through things like orbital bombardment; removing the entire first layer of a planet and leave behind a lifeless surface.
  • Tech Priority: Eventually all techs can be active at once, but a categorization system is in the works to assign priority to conflicting techs, preventing issues. A hotkey to switch the active tech will be added as a temporary workaround until the priority system is completed.
  • Server Commands: More server commands and control for chat and port listening.
  • Villager AI: Villagers will aggro when you steal from them and follow you more aggressively.
  • World Storage: Improve world storage and organize *.pak files to improve modding. Add launcher integration.
  • Spawn Points: Change spawn points on individual planets.
  • Controls: Reconfigure controls; keybinding.
  • Ship Size: Upgrade ship/increase size.
  • Racial Armor: Racial abilities will not be inherent but will be tied to racial armor. For example, Avian armor can glide downward.
  • Capture Pods & Mercenaries: May be able to capture NPCs with pods. Summon NPC Mercenaries by using the pod as a beacon.
  • Reduced Wipes: Working on a system to patch without requiring as many character wipes in the future. This will require one more wipe and that’s it.
  • Other Changes: Colorblind Mode & Engine Optimization. FTL animation being revamped to reduce memory strain.

Patchnotes for v. Indignant Koala 12/11/2013

December 11, 2013 in News

Re-posting, the build is actually live this time! Go update! :)

Changelog for v. Indignant Koala  12/11/2013

There are a whole bunch of improvements to balance here, particularly in the early game.
We aren’t wiping characters or worlds, but if you want to experience the proper balance
you should make a new character/worlds to play it on!
Also..
- Nerf the hell out of birds, they no longer attack you at long range, lower damage, don’t follow you forever.
- Monster projectiles across the board better balanced
- Shields better balanced
- Early armors better balanced
- Melee weapons better balanced
- Ores better balanced
-AI improvements
- you can now craft lanterns (similar to sixxes’ lantern mod!)
- you can now craft a new back armor to help light caves
- fixed the bubble gun crashing on mouse over
- improve grass ( Suggestion by Dracyoshi)
- You are now invincible on your ship (this requires a new character)
- You need to be hit a lot harder to get knocked back
- some UI updates
- Drills now destroy 3×3 blocks
- nerf fall damage
- You can now turn 10 unrefined wood into coal in the furnace
- New “melting” status effect on lava makes lava super dangerous (watch out)
- Other misc changes
As always, more coming your way soon!

12/10/13 Patch Notes

December 11, 2013 in News

Changelog for v. Frustrated Koala  10/12/2013

Hi guys, so last night we pushed the major balance update. We’d tested it for hours and at the last
minute a bug crept in that broke crafted weapon damage, making them crazy overpowered.
Hence the name of this version.
We’ve decided NOT to wipe characters or worlds. This means if you already have overpowered items
or planets they will remain that way. We’d recommend starting a new character to assist with beta testing.
That’s been fixed. It was an interesting bug. The old leveling system used a “level” specified
in each swords configuration file. The new system no longer uses “level”, instead each sword is
hand balanced.  The bug that crept in at the last moment reenabled “level”.  Given that they are now unused, levels weren’t
changed from their previous values that went all the way up to level 100, and now that the game
is leveled up to 10, they were massively too powerful.
Also..
- Uranium, plutonium and solarium now work as fuels
- You can now REALLY craft a grappling hook
- Boss balance has been tightened even more
- Platinum armor is now unlocked on tier 5
- You can now ‘recapture’ pets
- some more fixes
More coming ASAP! It’ll take us a little while to balance everything just right, so please hang tight.
spiele