Hey! We’re making another upload to the unstable branch today– just small updates, with one semi-important scripting fix that affects mostly mods (which is why we’d like it to go out quickly).
- Temporarily disable image.cache (was accidentally re-enabled) pending incorporation into pak files
- Fix Lua <-> C++ conversion with maps consisting of integers
- net_socket_test, since it no longer waits on a specific packet type, had a race condition bug (fixed)
- Weather conditions (embers, space junk, minor edits to windstorm)
- Greenhouse random encounter, with lovely little flower beds :D (not craftable yet, but you can go steal them from a greenhouse!)
As usual, let us know in the comments if anything goes horribly wrong!
( Crash logs make it infinitely easier for us to diagnose and fix bugs! Your crash log is a file called starbound.log located in your Starbound directory, which you can find by right-clicking the game in Steam and clicking Properties -> Local Files -> Browse Local Files. Open up the crash log, copy its contents, paste them into Pastebin and give us the link. :) )
March 19, 2014 in News
So Chucklefish have are hiring for a bunch of positions across 2 different projects.
- We’re currently taking applications for lua scripters to assist in the development of Starbound. This includes writing scripts for new tech, monster behaviours, weapons and more. Ideally able to attend our offices in London, but a remote position is a possibility for an ideal candidate.
Unnamed Pirate Project
Chucklefish are putting together a second team to produce a new title on a revenue share basis.
Taking a pirate theme and mixing in roguelike elements with procedurally generated zelda style dungeon running, RPG and multiplayer gameplay.
We’re looking for a range of different skills including
- 2D artists capable of a range of different styles including the ability to animate
- Programmers with knowledge of a range of languages, ideally with completed projects of some kind to show
- Sound designers
- level designers
- Other generally wonderful, talented people
Both local (in office) and remote positions are available.
If interested send your CV / why you should be involved to business AT chucklefish DOT org
Updating to let you guys know that everything listed in the previous [UNSTABLE] update has been pushed to the [STABLE] beta branch. We have pushed the big red button. :D
Please let us know in the comments below if you’re experiencing bugs/crashes new to this patch. Keep in mind that we can’t account for bugs or crashes caused by incompatible mods.
Crash logs make it infinitely easier for us to diagnose and fix bugs! Your crash log is a file called starbound.log located in your Starbound directory, which you can find by right-clicking the game in Steam and clicking Properties -> Local Files -> Browse Local Files. Open up the crash log, copy its contents, paste them into Pastebin and give us the link. :)
Hey guys! We’ve been working a lot on progression this week, but that stuff’s not quite ready to be pushed yet. We have pushed a small update to unstable, though! No updates to the stable branch, as we’ve still got a bug or two to fix first. We’ll be making one more upload tonight, and then hopefully pushing an update to stable on Monday.
Remember to report any new bugs (relevant to this update) in the comments below!
- More edge case lua <-> C++ work
- Made songbook UI more compact
- 2 new weathers! (ground mist and wind storm)
- Several more Agaran encounters and objects
I’m only allowed to show you the tiniest of teaser images for the encounters (below), BUT you should check out this month’s newsletter for more news about the Agarans, cool mods, and the return of monthly wallpapers. :)
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.