19th March – The Colour(ful Inventory Windows) of Magic

March 19, 2015 in Dev Blog, News

In case you missed Tiy’s tweets, we’ve been experimenting a little bit with making stacked windows easier to distinguish. Here are the new windows in action (they’re a work in progress!):

uwkdXOsA lot of today’s work has been a continuation of the previous few days– so pathfinding, challenge doors, teleporters, etc. Supernorn‘s been working on making the handles on those fancy axes even fancier. Since they’re randomly generated, apparently it’s been a challenge to ensure that every handle looks cool with every axe head. I think these look great, though!



As always, let us know what you think in the comments. :)

Have a good night! <3

18th March – Additionally, my axe.

March 18, 2015 in Dev Blog, News

Evening all! Hope you’re well. <3

Today’s highlights:


  • I mentioned a couple posts ago that Supernorn is working on fancy axes. See above: some of the aforementioned fancy axes!
  • SamuriFerret is redrawing our randomly generated swords in order to better distinguish between rarities, but also just to update the graphics.
  • Rosiedeux is working Starbound’s story into a more easily-digestible timeline infographic for reference, which helps with now that we’re working to further implement the story into the game!
  • GeorgeV and Necotho are still working to make the Outpost’s remote teleporter shop a reality!
  • Metadept is working on improvements to terrain generation!


  • Healthire and Tom are still making improvements to pathfinding– the image above shows all of their pathfinding tests succeeding. :D


17th March – Beam me up!

March 17, 2015 in Dev Blog, News


Here’s a bit of what we’ve been working on today:

  • Metadept and SamuriFerret are working together on implementing the underground challenge gates I mentioned yesterday. Not quite there yet, but we’re getting closer!


  • Tiy’s working on combat changes for the patch after the next upcoming one, and he’s also reworked planet names to be more interesting and memorable.
  • Tom and Healthire are still working on pathfinding!


  • Necotho has been working on more skins for the teleporter shop. I think there was a bit of confusion about these yesterday, though! People seemed to think these teleporters would be replacing the teleporters currently on your ship, which is not the case. :) You’ll be able to buy these teleporters from a shop in the Outpost and place them where ever you’d like– you’ll have a lot of styles to choose from, so you can use whatever floats your boat.

Most of the team has continued their work from yesterday, really, but I thought you’d all be interested in some new screenshots. :)

‘Til tomorrow! <3

A quick post-Rezzed check-in!

March 16, 2015 in Dev Blog, News

Evening everyone!

We had an awesome time showing off Starbound and a handful of the games we’re partnered with at Rezzed this past week! Thanks so much to anyone who attended and said hello! <3 It always feels really rewarding to go to events and watch people play your game in person, and I think we came away with a lot of great feedback– both for Starbound, and for the developers of the other games we brought along.

We gave away quite a few shirts and game keys, as well! I’m looking forward to getting to do more giveaways and contests soon, now that we’ve got some actual merchandise.

We’re back to work today– though I think a few of us are still recovering from convention-flu.

  • Necotho is working on skins for the Outpost’s upcoming remote teleporter shop– yes, player-placeable teleporters!– one of which you can check out above.
  • Supernorn’s been working on fancy axes! We’ll show them off once they’re finished. :D
  • Tom is working on pathfinding bug fixes!

  • SamuriFerret is working on underground challenge gates! These are gates that you’ll find underground, and entering them will take you to a small challenge room. Complete the room to collect shiny loots! Also, explosions as seen above.
  • Kyren is working on… “a series of bugs having to do with exception handling between the server and client, especially locally, it’s also related to a rare out of order message delivery condition, also especially locally, and it involves isolating the server and the client more from each other locally and re-working some of the message passing”.

That’s all I can reveal for today. Catch you tomorrow!

March 6th – Teleportation

March 6, 2015 in Dev Blog

As you may know, one of the big features of the coming update will be player-placeable teleporters. There are still some edge cases to address and polish to add, but most of the basic functionality is now in and I’m already having a blast testing it out. I’ll be writing a much more in-depth post about the specifics when this hits Unstable, but for now here’s a little demo showing off the basics:

March 3rd – Pet Ship Boys

March 4, 2015 in Dev Blog

As you might have seen already, we’ve been designing some pets for your ship, and Healthire has been giving them pet behaviours. Here’s a peek at what you might find!


I guess wasn’t alone on this ship! Who is this little guy? He seems to follow me when I carry this ball around.


Filling his food bowl with consumables to eat seems to make him happy. He doesn’t like everything I give him though, I found out what he liked the most with a bit of experimenting.


…And now he’s gone to sleep. Sometimes he’ll sleep inside his house, too. Cute thing, I wonder how he ended up on this ship?


Until next time!

March 2nd – Developing the economy.

March 2, 2015 in Dev Blog

Over the past couple of weeks I’ve been looking at the structure of Starbound’s economy as a whole, trying to devise a pricing structure that makes sense for both the 3D printer, and in preparation for when our selling interface is added in down the line. This ultimately entails repricing about 2000 objects and items which, as I’m sure you can imagine, is not exactly a trivial task.

The intent is that, once implemented, merchants will typically buy any items off you for half their value, so you could earn a steady profit looting dungeons of their most precious objects, or by carefully managing your resources as a farmer.

I began by tackling the pricing on our crops, as they are one of the few things that have a tiered structure in place with clearly established values, making them an ideal place to start. Typically buying a seed for a crop will cost about a quarter of the value of the crop itself, or about half of what you’d earn from selling said crop. This means if you grew four wheat crops and sold them, you could then spend those earnings to get eight more wheat seeds, and exponentially expand your farming operation, or alternatively, spend that money investing in higher value seeds. As you progress through the tiers you gain access to higher value crops from increasingly hostile worlds, which in turn will net you greater rewards.

This led to me repricing all of the prepared foods that the player can make or purchase, which are now priced in accordance with the component ingredients and tier of the food. At this time the current food buff system is still not quite where we want it, so this aspect will receive further attention down the line. In a similar vein (heh) all the ore values have been tweaked to suit, and almost all of them can be refined now if you have no use for them.

The real challenge was figuring out how to evaluate the value of the sheer multitude of objects. I didn’t want to just go through and slap random numbers on them, but rather I wanted the value to be directly tied to the traits of the object in question. These traits include:
– Tier (where in the progression the object may be acquired)
– Utility (bed, chairs, containers, light sources, switch functionality, crafting, etc).
– Material Value (if it’s something the player crafts).
– Rarity
– Size

After much experimentation, I finally felt like I had some solid formulae in place and thus I’ve been working my way through all our objects and assessing their values. Printing things is still going to be fairly costly in the early game, but by the late tiers things should be feeling quite affordable, so if you’re one to build large elaborately decorated structures, you’ll likely notice prices overall have come down a bit.

As an aside, I got some reprieve from all the object pricing today to make some minor updates to the outpost. There is now a crafting room on the outpost that has all the basic crafting stations, for those situations where you happen to already have the ingredients you need to complete a quest. Perhaps of greater significance is the addition of a teleporter inside the outpost, which you’ll be able to link directly to your own teleporters as part of our new placeable teleporter implementation. These changes should hopefully alleviate the tedium of traveling to and from the outpost.

starbound 2015-03-02 17-11-27-34

Have a good night everybody!

27th of February: Oink oink!

February 27, 2015 in Dev Blog


Here is a pet. Oink oink!

February 24th – A busy week of dev time!

February 24, 2015 in Dev Blog, News

Hello! this last week we’ve been busy working on a number of things, including (but not limited to):

  • Better NPC Pathfinding!

Tccoxon has been busy working on making NPCs smarter, including improving their pathfinding. Here’s a shot of the testing room! The test chimps are tasked with working their way towards the banana statues.


  • Planet Bookmarks!

Yes, you’ve been requesting it since the dawn of time – and now it’s nearly here! put those notebooks away, because you’ll soon be able to keep track of all those planets you discover right inside the game!


  • Remote Teleporters

Little bit of a work in progress at the moment, but we’ll have remote teleporters in an upcoming update! As they are work in progress, right now they have basic functionality – But  when you get your hands on them you’ll be able to travel from one teleporter to another, even if they’re on different planets!

  • More improvements to combat!

Your melee swings will now be near-instantaneous (0.05 seconds). There’s also better visuals for hitting an enemy, including blood effects!

  • Pets!

We’re putting some more time into pets. The idea is you’ll begin with a pet on your ship whenever you start a new game. They actually have some interesting AI behind them!


Pets will investigate, get hungry, sleepy, playful etc. In these examples you can see the pet investigating food that the player has left for it. The pet decides that it really likes fish! and begs the player for more.

  • Also!…

Armagon has been working on the economy side of things. As a precursor to implementing trading, merchants etc, he’s been busy with balancing the pixel costs of items – and adding a bit of sense to them

Kyren has been looking further into the server side some more!


That’s all for now, until next time!



February 17 – Server Configuration Changes

February 17, 2015 in Dev Blog, Patch Notes

As many of you have already noticed, the changes from our February 12 unstable update have now been pushed to stable. We made a couple of changes to the way that servers configure user accounts, and since several users have asked about it, here’s a brief explanation.

Your server’s starbound.config file should now have an empty serverUsers entry. This is where you will add player and administrator accounts. Here’s an example configuration:

  "serverUsers" : {
    "fred" : {
      "admin" : true,
      "password" : "hunter2"
    "george" : {
      "admin" : false,
      "password" : "swordfish"
  "allowAnonymousConnections" : false,
  "allowAdminCommands" : true,
  "allowAdminCommandsFromAnyone" : false,
  "bannedIPs" : [  ],
  "bannedUuids" : [  ],

Note that both admin and non-admin user accounts are configured here, and all of these accounts require a user name (entered on the join server dialog in game). Multiple users can log into the same account, so if you want a simple server password, you can create an account named e.g. ‘guest’ with the shared non-admin password.

In order to enforce login for all users, you’ll also need to set allowAnonymousConnections to false in your server’s starbound.config. If allowAnonymousConnections is true (as it is by default) then any user can connect to the server without providing a user name or password. Admins will, of course, still need to log in if those privileges are restricted by the allowAdminCommandsFromAnyone setting.

We’ve also fixed the banlist functionality, so users can be banned by UUID or by IP. If you want to unban a user who has been permanently banned, you’ll need to manually remove them from the listing in the file and restart the server (for now).

Hope this clears up some confusion about the new system!