February 4th – Another day of progress!

Hey guys, it’s been a while!

January ended up being a bit of a crazy month for me, with the sheer multitude of changes and additions in the lead-up to our big stable update, so I apologize for not having made any updates during that time! This past weekend following the release of our stable update, I sat myself down and just played Starbound, the way I normally would any other game. Bugs and little issues did creep up along the way, so I made sure to take notes, and so I’ve been powering through my laundry list of changes and fixes to make things overall just that little bit better!

Here’s some of the latest changes from the team:

– Human prison dungeon appearing without it’s shield generator should now be fixed. I tested this pretty thoroughly, but be sure to let us know if it crops up again!
– Expanding on the food rarity changes Metadept mentioned previously, the rarities have been adjusted on all the currently available prepared foods based on the potency of its effects. Anything rated rare or legendary is going to provide pretty powerful or especially long-lasting buffs. This should make it easier to get to the really good stuff on your cooking table.
– You can now craft basic capes on the spinning wheel!
– Poison and burning debuffs from food items have had their durations drastically reduced.
– Wandering merchants should be less insanely durable.
– A slew of sound changes and additions across the board.
– The last sets of human armor graphics have been replaced.
– Wire node graphics have been scaled down for a cleaner look.
– Stomped out numerous bugs.

There’s some other pretty neat stuff being worked on at the moment that I’m not sure we’re quite ready to talk about yet, but suffice to say good things are lined up for the coming weeks. As for me, it’s looking like I’ll be tackling the game’s economy soon, so that’s going to pose some interesting challenges I’m sure!

That’s it from me. See you next time!

February 2 – More Bugfixes

Another day, another small update. Here’s what we’re addressing in this patch:

  • Change Erchius Horror phase 3 to not cross the beams
  • More sign fixes
  • More changes to container sizes
  • Fix cooked fish hand position
  • Fix more issues with keybinding international keyboard layouts
  • Fix bug where NPCs were killed by breaking beds
  • Updated more human armor graphics
  • 3D printer shouldn’t show prices for items that can’t be scanned
  • Fix monsters being hit while dying
  • Fix wired objects being wired to themselves
  • Fix a graphical glitch in aurora parallax
  • Fix bugs with spawn adjustment and don’t allow spawning in liquids
  • Fix a graphical bug where some monsters’ animation parts displayed the wrong image
  • Fix universe server world corruption due to double world loading
  • Adjust rarity of food items
  • Fix hue shifting some stone types which prevented cobblestone from stacking properly
  • Fix effects for player damage and energy depletion / regeneration

Winter Update – Bugfixes

As many of you have noticed, we’ve released several small updates to the Stable branch since last week’s big patch. These have mostly been bug fixes, but since a lot of people have asked for a changelog, here it is!

  • Fix a crash when trying to keybind unrecognized keys
  • Fix masking on headband for avian beaks
  • Fix a button position overlap in sign store GUI
  • Fix border detection on adjacent signs
  • Fix some bugs with cat AI
  • Fix exploit with Dreadwing not properly aggroing player at long range
  • Change default ‘hide interface’ binding to avoid overlapping with Steam screenshot key; now uses Alt + Z
  • Update a few more human armor designs
  • Alien biomes now properly apply radiation status
  • Fix scrollable list widgets starting at bottom
  • Fix reversed alphabetical sorting in songbook
  • Fix a crash due to inconsistent animation sorting in networked animator
  • Change a number of container sizes to better match their object sizes
  • Fix a 32 – 64 bit compatibility issue
  • Fix bug with servers not properly clearing temporary files
  • Fix a few other miscellaneous server and client crashes

 

We’ve also just released another small patch, including:

  • New fireableItem Lua API
  • Fix erroneous hotkeys listed in paint tool / wire tool descriptions
  • Restore Nanostove to portable pixel printer unlocks
  • Fix asset loading errors on several Windows versions including XP, pre-SP2 Vista, 10 preview
  • Change Windows file locking to allow multiple simultaneous client instances
  • Fix a bug sending excessive inactive client disconnect requests