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.


- 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 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!
- 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.
- 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.

Other bits and pieces coming with the balance update

December 8, 2013 in News

So the big balance update is coming really soon,

But we’ve managed to squeeze some other things in too.

The XP bug is hopefully fixed.

A new baby monster variant is added, we’ll be using this in the future to do some nifty growth/evolution things..

And a bunch of new weapons and items will be making it in too, maybe even a new boss.. we’ll see if we manage that one in time.

Coming in a few days (sorry for the delay!)

December 7, 2013 in News

Ok guys so we decided to make this update a lot bigger. It’s going to take a day or two to complete and I wanted to explain exactly what we’re doing with the balance of the game to open it up for discussion.

Currently the damage system in Starbound is built around an armor penetration system. This system was put in place to account for the 100 planet levels, 100 monster levels and so on.  Whilst the system works it leads to a difficulty curve that can be confusing to navigate as well as stats that are a little more difficult to understand. (A weapon that does 40 damage, only does 40 damage to a monster of the same level as the weapon. Otherwise as the distance between armor penetration/armor level grows the damage increases/decreases.)

It’s hard to know exactly how much damage your weapon will do to any given monster and it’s difficult to know which of two weapons is the most effective.

Another problem with this system is items that do a static amount of damage. For example in the current alpha sector it’s possible to find throwing daggers with 5 armor penetration. These daggers are extremely powerful in the lower half of the tier but near useless in the upper half.

When working with 100 levels, without the armor penetration system you end up with absurd damage/health values that are far too big to be manageable and that’s the reason this system was originally in place.

So over this weekend we’re going to work on the solution to this problem. We’re going to reduce the number of planet levels from 100, to 10. *This is not a decrease in the amount of content, it’s simply a change to how leveling functions*.  The smaller number of levels means that we can remove armor penetration entirely and simplify weapon damage. You’ll be able to directly compare weapon DPS which will now appear on the weapons tooltip. Armor will become easier to understand and will gain additional buffs, such as increasing player max health.  We’re also now able to remove armor from monsters and simply give more powerful monsters more health, this way you always know how much damage your weapon will do.

Monsters will no longer have a level, instead monsters will be given an easy/medium/hard marker, that shows you how difficult a monster is in the context of the sector it’s in. For example, a hard monster in sector 1 will be roughly the same strength as an easy monster in sector 2. The difficulty of monsters will increase the lower you dig, but so will the rewards.

Items with a static amount of damage will be manually balanced and useful for the entire sector you find them on. Given that the range of health difference will be lower now, we can ensure that items such as throwing daggers will be useful for the entire sector. We’re also able to make sure that when you craft the best armor in a sector, you’ll be in good shape for the next sector. By ensuring that the hardest monsters in sector 1 match the easiest monsters in sector 2, you’ll be able to progress without having to face instakills on either side.

I suspect this game will drastically improve the balance of the game and make the extra wait worth it.

Coming along with this update will be a bunch of bug fixes and some new content.

Shortly after this update we’ll be adding a complete sector 4, delta sector.

This update will probably require a character reset (I’m sorry! Beta :( )

Give us your thoughts guys

Coming in tonights update

December 5, 2013 in News

- Massively reducing the pixel cost (sometimes eliminating it entirely) on early weapons/armor. You can build a refinery in later tiers to turn ores of all kinds into pixels.   (done)
- Monsters now have a small chance to drop meat when killed with normal weapons. (done)
- You can no longer teleport to another players ship from underground (done)
- Bandages are now craftable with 4 plant fibres, no longer require fabric (done)
- Fix human starter chest showing apex starter items (done)
- Monsters now have a 70% chance to drop meat when killed with a hunting weapon, up from 50% (done)
- Make guards you’ve summoned refer to you as their boss (done)
- Make the refinery appear earlier in the game  (done)
- Reduced fuel costs a bit to go to other planets (done)
- Tweaked wording of starter quests to encourage exploring of more planets.  (done)
- Added hunting knife weapon that also makes monsters drop meat (done)
- Added new legendary weapon (done)
- Pixel loss on death reduced to 20% for testing, might change further  (done)
- [16:27] <Mortvert> Tiy_, Also, could you make silver more visible, please?   (Done)
- Added new armor that provides a good amount of warmth early on in the game at the sacrifice of armor levels. (done)
- Tweaked the UFO boss to make him smash blocks. (done)
- Also make him a little bit easier by changing him to level 9 from level 10 (done)
- Revamping the warmth bar to make it more obvious (suggestion by thedbp on reddit)
- Increase mining speed a little (done)
-Add numbers above the hotbar slots (done)
- Craftable climbing ropes! (done)

- Make sure hunger bar is always shown when eating food (done)


- Make hunger bar display when the alt key is held down (done)

- Added a dumb, quick way to advance through some of the tier 4-10 content (armors, weapons), just for fun. Complete tiers of content are coming really soon. I’d like to get 1/2 tiers of content done per week. (done)
- Fixed a bug where minibosses over level 11 were not dropping the rare items they were supposed to be dropping. They now drop guns. (Thank you to <ippia> for finding this) (done)
- Ufos should hopefully not fly off anymore, they were actually flying off to attack birds! (done)
- Tons of bug fixes
- Bartwe is working on the windows XP issues, not sure yet if it’ll be done by tonight but fingers crossed. Might be tomorrow.
This is just what I’ve done so far this morning, I’ll add to this list as more is added for tonights update.

Useful Beta Support Threads!

December 5, 2013 in News

Hey! We’re currently working hard on bug and crash fixes. If you’re having issues with those, or with missing Steam keys, or just about anything else, please check this thread and all the threads linked within before e-mailing support!


Current Bug Work-Arounds

Pre-order Problems/Missing Keys

General Bug Reports

Crash Reports

Multiplayer Set-Up Guide

We are absolutely swamped with e-mails, so bear with us if it takes awhile to get back to you!


Notice: Support E-mails

December 3, 2013 in News


Quick note on support e-mails, because we’ve had the MOST INSANE RUSH of them since I mentioned that people who have lost access to their old e-mails or are otherwise having problems should contact me. So many e-mails that I cannot possibly answer them all myself unless I clone myself three times. So here’s some helpful info!

1. When in doubt, use Humble Bundle’s key re-sender tool.

It is the handiest thing ever, and you’ll find that most of you don’t need my help at all!

2. Steam keys are going out tomorrow at 10AM PST, look for them in your e-mail! Any links or things that look like keys currently on your Starbound pre-order redeem page are not Steam keys.

Lots of people seem to be trying to activate them. :P

That’s all! Back to our regularly scheduled hyping.

3. INVALID KEY errors. We’re currently having some SQL database errors on our own site, causing a MySQL “Connection Refused” and “Invalid Key” error on Redeem Pages. It’s ok! Your key is fine!

Your keys are handled by Humble Bundle and all keys are working fine on their end, it’s just an issue of the Redeem Page error on our own site. We’re working to have this fixed ASAP, sorry for the scare!

Starbound Preview Round-up!

December 3, 2013 in Featured, News

So everyone of you who has pre-ordered is going to be playing Starbound in like…a DAY. Insanity. We’re absurdly anxious and excited to get the game out to everyone!

For now though, if you’re looking to torture yourself by watching other people play, I’ve got a round-up of Starbound Twitch streams and Youtube videos from tonight! Click through to see the list.

P.S- Sorry for the delay in this month’s newsletter! Waiting on something cool to show off. :)

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