Starbound-Servers.net Blog Feed en https://starbound-servers.net/ Thu, 13 Jun 2019 16:52 CEST Starbound-Servers.net is a Starbound servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 Starbound 1.4: Bounty Hunter Update https://starbound-servers.net/blog/51/starbound-14-bounty-hunter-update/ https://starbound-servers.net/blog/51/starbound-14-bounty-hunter-update/ Thu, 13 Jun 2019 16:52 CEST

We're excited to announce the release of Starbound 1.4 - the 'Bounty Hunter' update!

In this update players can become bounty hunters, seeking out criminal gangs through missions and climb the ranks as they rebuild the Peacekeepers and restore law and order to the universe. There's also new elemental variants of many monsters, which have a rare chance to be encountered - if you see one be sure to capture it! In addition there's a ton of new furniture, objects, weapons, and fun new stuff - including drones, password keypad locks, a laser mining tool, and a sports car!

https://youtu.be/cJUh9gjEuOs

We've been working on this update for a long time, thanks so much for being patent while we took the time to get it just right! Here's an outline of all the changes;

Bounty Hunting
  • New procedurally-generated quests that see the player travel to worlds and into space, hunting down criminal gangs
  • New Peacekeeper stations for bounty hunters – work your way through promotions and restore law in the universe
  • Take the fight to criminal gangs at their hideouts, including a climatic final mission & boss fight!
  • New quests: Becoming a Peacekeeper, Rookie Assignment, Rising through the Ranks, The Good Fight, Keeping the Peace, Going after the Occasus
  • New generated bounty quests
  • New generated criminal hideout microdungeons

New Music
  • Four new music tracks by Starbound composer Curtis Schweitzer

Rare Monsters
  • Elemental Monster variants - they are capturable, and earn progress in a new collection.
  • New Collection: Rare Pets collection
  • New monster variants: Fire Gleap, Electric Voltip, Poison Smoglin, Ice Peblit, Albino Poptop, Electric Anglure, Fire Bobot, Poison Bulbop, Electric Capricoat, Ice Crabcano, Electric Crutter, Ice Fennix, Elecrtic Hemogoblin, Ice Hypnare, Fire Lilodon, Poison Mandraflora, Ice Miasmop, Ice Narfin, Fire Oogler, Poison Nutmidge, Ice Orbide, Electric Petricub, Poison Pipkin, Electric Quagmutt, Ice Ringram, Poison Scaveran, Elecrtic Snaunt, Poison Snuffish, Poison Sporgus, Fire Taroni, Fire Toumingo, Poison Trictus, Electric Yokat, Electric Ignome, Fire Lumoth, Poison Pyromantle, Electric Skimbus, Fire Spookit, Fire Squeem, Fire Wisper, Ice Agrobat, Poison Batong, Poison Bobfae, Fire Monopus, Poison Paratail, Fire Pteropod, Cultist Scandroid, Ice Crustoise, Ice Iguarmor, Fire Oculob, Poison Pulpin, Ice Snaggler, Electric Tintic, Fire Gosmet

New Furniture
  • Egyptian set: Egyptian Bed, Egyptian Chair, Egyptian Crest, Egyptian Pillar, Egyptian Statuette, Egyptian Table
  • Office set: Office Cabinet, Office Computer, Office Desk, Office Desk Lamp, Office Noticeboard, Office Scanner, Office Server, Office Stapler, Office Table
  • Peacekeeper objects: Peacekeeper Chair, Peacekeeper Computer, Peacekeeper Desk, Peacekeeper Door, Peacekeeper Emblem, Peacekeeper Rusty Emblem, Peacekeeper Furnishings, Peacekeeper Lamp Post, Peacekeeper Mug, Peacekeeper Notes, Peacekeeper Painting, Peacekeeper Tall Poster, Peacekeeper Wide Poster, Peacekeeper Store, Peacekeeper Table, Peacekeeper Vending Machine, Peacekeeper Poster
  • Neon objects: Bounty Board, Neon Hologram, Neon Lamp Post, Neon Magenta Light, Neon Peacekeeper Emblem, Neon Store, Neon Triangle
  • Occasus pieces: Cultist Airlock Door, Cultist Airlock Hatch, Cultist Banner, Cultist Chest
  • Other: Dark Computer, Extractor Drill, Hanging Guardian, Mech Platform
  • New Teleporter: Peacekeeper Teleporter
  • New Wireable Object: Numeric Keypad

Other New Additions
  • Drones: Peacekeeper Drone, Mining Drone
  • New Weapons: Neo Magnum, Neo Magnum-E78, Neo Magnum-RX, Neo Magnum-ZZZ, Glue Sprayer, Lazercaster, Stun Grenade
  • New Tool: Mining Laser
  • New Unique Monster: Cosmic Intruder
  • New Mission: The Dantalion
  • New Boss Encounter: The Swansong
  • New Armor: Captain Noble Head, Cultist General Hood, Cultist General Tentacles, Groucho Glasses, Pharaoh Headdress, Sheep Hat, Shirt Top,
  • Peacekeeper Set (Peacekeeper Hat, Peacekeeper Shirt, Peacekeeper Trousers)
  • New Figurines: Cosmic Intruder Figurine, Swansong Figurine
  • New Mech Parts: Neo Laser Mech Arm, Peacekeeper Mech Body
  • New Augments: Peacekeeper I Augment, Peacekeeper II Augment, Peacekeeper III Augment
  • New vehicle: Red Sports Car
  • New world spawn vehicles: Dropship, Mini Tank, Mini UFO, Sportscar, Jeep
  • New object tags: Cultist, Egyptian, Peacekeeper, Office
  • New Tenants: Egyptian, Peacekeeper, Office
  • New blocks: Sloped Glass Panel, Polygon Platform
  • New currency: Peace Credit

Changes and fixes
  • Changed name of 'T-Rex' fossil pieces to 'T. Rex'
  • Fixed bug where Triplod Figurine was not properly awarding credit to the Collections Library
  • Various lua bindings added
  • Added /setdungeonid command
  • Updated instrument audio position to follow the player
  • Display for gendered armor in tooltips
  • Add hover state to mission/crew/tech interface lists
  • For radial tile brushes, damage tile center instead of tile origin
  • Allow equalsSelf material render rule to also match on hue
  • Add a glow to inventory button when inventory has new items
  • Add a cooldown to ouch noise
  • Remove monster families and variantParameters
  • Allow bursting particle emitters multiple times in the same frame
  • Fix latch object animation bug
  • Only suffocate if mouth position is inside collision geometry
  • Fix energypickaxe animation state
  • Fix projectiles not dealing damage if spawned after the parent projectile has died
  • Minor bugfixes

We hope you all enjoy this update, please let us know what you think on Twitter or Discord[discord.gg]! We'll also be streaming the update live on our Twitch channel[www.twitch.tv] later this afternoon if you'd like a preview!

Till next time
]]>
1.3.3 Hotfix Patch Notes https://starbound-servers.net/blog/50/133-hotfix-patch-notes/ https://starbound-servers.net/blog/50/133-hotfix-patch-notes/ Wed, 18 Oct 2017 18:18 CEST Original Post[playstarbound.com]

Hey, everyone!

Things are busy here as we’re still hard at work on the 1.4 update. A number of players have been encountering a crash bug when switching between weapons of the same type, so we decided to address that with a hotfix update rather than waiting for the next patch.

While we’re at it, though, we figured we’d throw in one more useful feature: category tags for Steam Workshop mods! The mod uploader tool now allows you to select one or more tags for your mod, and these can be used to filter searches in the Workshop. Hopefully this will make it a bit easier to sort through the amazing variety of available mods!

On the development side of things, we’ve been focusing on exciting events for you to encounter in pursuit of your bounty targets. You didn’t think it was going to be simple, did you?

(CLICK FOR GIF[gfycat.com])

In this example, your investigation is stymied by a code-locked door with your target tantalizingly out of reach. You’ll need to use clever social engineering to obtain the code from an unwary underling in order to progress.

We’re very excited about the procedural possibilities for this patch, and hope you are too. If you’ve got ideas for cool or silly things you’d expect to encounter on a bounty hunt, let us know in the comments.

Until next time!
<3]]>
Working Query Port Soon Mandatory https://starbound-servers.net/blog/49/working-query-port-soon-mandatory/ https://starbound-servers.net/blog/49/working-query-port-soon-mandatory/ Fri, 04 Aug 2017 23:39 CEST
How do I know if everything is working good for my server?
If your server display a connected player count, you are good.

How can I set a working query port?
- Your server needs to accept UDP connections on your server query port (queryServerPort in your server config file)
- In your server config file, 'runQueryServer' must be 'true'
- If your query port is different than your server port, don't forget to enter it in your server information on this website ]]>
Starbound 1.3.2 https://starbound-servers.net/blog/48/starbound-132/ https://starbound-servers.net/blog/48/starbound-132/ Tue, 18 Jul 2017 22:32 CEST
Additions & Changes
  • Reduce cost of player station parts
  • Show some system information on hovering over stars in the navigation interface
  • Show system name on the system screen in the navigation interface
  • Properly beam away a player's mech when a player beams off the world
  • Deploying to asteroid fields puts you in a position related to where in the field your ship is
  • Allow any number of script panes with no source entity.
  • Add player.interact lua binding
  • Keep player from starving when in a mech
Bug Fixes
  • Various NPC and Monster behavior fixes
  • Fix issue where player ships from other systems would be visible on the navigation screen
  • Fix issue where deploying to a party member could result in deploying a mech to their ship
  • Improve jarring movement of the sky during flying and warping
  • Fix issue where inventory items would count twice in crafting interfaces
  • Fix parameters argument for spawnnpc console command
  • Fix issue allowing the player to fly the ship before fully repairing it
]]>
Starbound 1.3.1 https://starbound-servers.net/blog/47/starbound-131/ https://starbound-servers.net/blog/47/starbound-131/ Mon, 19 Jun 2017 22:13 CEST
Minor Changes / Bug Fixes
  • Added and improved sound effects for a variety of monsters, weapons and mech components
  • Fixed lots of typos
  • Fix ‘Parts and Labour’ quest description not matching its requirements
  • Fix bookmarks not being sorted alphabetically
  • Fix players ‘swimming’ off rail stops using rail hooks
  • Fix world.spawnLiquid not functioning on tiles with rails/platforms
  • Fix a bug allowing placement of blocks on some outside walls of player stations
  • Fix Triplod not registering in monster collection when captured
  • Fix final ore type not being listed in navigation interface for some planets
  • Fix placement of a boulder trap in a challenge room
  • Fix rustick being affected by physics forces/collisions
  • Make airless space areas actually airless and require breath protection
  • Fix tier 4 mech bodies not protecting against radiation
  • Fix penguin weapon shop not unlocking when repeating weapon testing mission
  • Fix passive monsters becoming aggressive when player engages hostile monsters
  • Fix some systems not zooming out far enough in nav and planets going out of view
  • Fix a bug causing a navigation crash when selecting gas giants
  • Fix objects with minimum / maximum liquid levels not being broken
  • Fix item drops being stuck in force regions at top / bottom of world
  • Fix quest indicators being affected by world lighting
  • Fix bug preventing some background tiles from being painted
  • Disable ‘go to quest’ button in nav when that system isn’t explored (e.g. in another universe)
  • Fix some bugs when dual wielding rail hooks
  • Prevent activating techs during mech deployment
  • Don’t show the ‘E’ hint in dialog sequences that are not skippable
  • Fix a bug where navigation could be canceled after consuming fuel but before starting flight
  • Rework behavior of hoverbikes in zero gravity
  • Boats no longer sail out of water
  • Add an icon to Tonauac’s safe fall blessing
  • Add a few more mech horns
  • Prevent rail trams from driving off the ends of active stops
Modding API Changes
  • Add world.setDungeonId binding
]]>
Starbound 1.3 Spacefarer Update https://starbound-servers.net/blog/46/starbound-13-spacefarer-update/ https://starbound-servers.net/blog/46/starbound-13-spacefarer-update/ Thu, 08 Jun 2017 21:57 CEST
Find all 1.3 servers here : https://starbound-servers.net/version/1_3_0/

Major Changes

Navigation Overhaul
The cockpit navigation interface has been completely overhauled. Planets, moons and ships are all visible and orbit each other in real time. Systems will now contain NPC stations, friendly and hostile NPC ships, and strange space anomalies to visit!

Customizable Mechs
Explore these new space locations in customizable spacefaring mechs! Traverse hostile space in zero gravity, fight powerful new space monsters, and collect unique rewards as you upgrade your mech to progress through more difficult hazards. Mechs can also be deployed to planets, to crush your enemies with overwhelming firepower!

Modular Space Stations
Make a permanent home among the stars with player-owned stations! Use a station transponder to place your station into orbit, then expand it with modular rooms to suit your needs.

 
Minor Changes / Bug Fixes
  • Gameplay now pauses while menu is open (single player only)
  • Non-piercing projectiles (e.g.) rockets now stop at the edge of the entity they hit, correcting knockback direction from explosions
  • Adjusted player and other physics to behave better in zero gravity
  • Remove gravity from asteroid fields
  • Asteroid fields now ring their stars and can be entered at any position
  • Add rail tram vehicles and tram stop objects
  • When opening inventory, first tab will be selected by default
  • Auto-sorting inventory will also stack items
  • Add visual novel engine
  • Fix threat level of player ships to always be 1 for colonist purposes
  • Cheese is now considered produce and players will be paid to launch it into space
  • Made several block types permeable to liquids
  • Perfect armor set now slightly weaker than tier 6 crafted armors
  • Fix several issues with NPC pathfinding
  • Various performance improvements
  • Engineer and Mechanic crew members now give flat bonuses to ship speed and fuel efficiency
  • Ancient Vaults will no longer regenerate if the game is restarted while the vault is open
  • Added unbanip and unbanuuid commands for servers
  • Rail platforms and trams can now be broken using the matter manipulator
 
Modding API Changes
  • Support script panes opening and closing with inventory (like containers)
  • Item slots / grids in script panes now display tooltips for contained items
  • Special keys are now passed separately to techs as special1, special2, and special3. If a player is lounging, they will be suppressed and instead passed to the active vehicle (if applicable)
  • Support rectangular force regions with a linear force gradient
  • Support setting gravity for specific dungeon IDs in dungeon files
  • Rework canvas widget bindings. Canvas widgets can now be bound to a Lua object and controlled directly
  • Support damage sources for vehicles
  • ActiveItems will now include the player lua bindings when held by a player
  • Techs now have access to the message table for entity message handling
  • Add celestial lua bindings for script panes
  • Behavior nodes must now be explicitly defined in .nodes files. This includes specifying node parameters and outputs, with associated types. (Supported types: json, entity, position, vec2, number, bool, list, table, string)
  • Behavior trees (.behavior) now explicitly specify whether a parameter is a blackboard key or a raw value. This includes parameters passed into module (sub-tree) nodes.
  • Behavior node Lua implementations no longer directly perform blackboard lookups (BData methods). Lookups are performed before running the function, and the raw values are directly available in the “args” argument.
  • Behavior node Lua implementations no longer directly set blackboard values. Node output is set by returning or yielding a second value. This second value is a table of output key to output values.
Added Lua bindings:
  • world.environmentStatusEffects
  • world.materialHueShift
  • world.modHueShift
  • world.materialColor
  • world.setMaterialColor
  • world.entityTypeName
  • world.setDungeonGravity
  • world.setDungeonBreathable
  • world.itemDropItem
  • mcontroller.zeroG
  • mcontroller.atWorldLimit
  • physics.setCollisionEnabled
  • player.blueprintKnown
  • player.unequipTech
  • player.swapSlotItem
  • player.setSwapSlotItem
  • player.loungingIn
  • player.worldHasOrbitBookmark
  • player.orbitBookmarks
  • player.systemBookmarks
  • player.addOrbitBookmark
  • player.removeOrbitBookmark
  • player.addTeleportBookmark
  • player.isMapped
  • player.mappedObjects
  • root.materialConfig
  • root.modConfig
  • root.liquidConfig
  • root.elementalResistance
  • root.dungeonMetadata
  • vehicle.setForceRegionEnabled
  • vehicle.setDamageSourceEnabled
  • pane.setTitle
  • widget.active
  • widget.hasFocus
  • widget.registerMemberCallback
  • widget.itemSlotItem
  • widget.setItemSlotProgress
  • widget.bindCanvas
  • entity.persistent
Removed Lua bindings:
  • activeItem.giveOwnerItem (now available via player)
  • activeItem.ownerHasItem (now available via player)
  • activeItem.takeOwnerItem (now available via player)
  • player.addBookmark (use addTeleportBookmark / addOrbitBookmark instead)
  • root.materialPath (use materialConfig instead)
  • root.getConfiguration (removed for security)
  • root.setConfiguration (removed for security)
  • root.getConfigurationPath (removed for security)
  • root.setConfigurationPath (removed for security)
]]>
Starbound 1.2.2 https://starbound-servers.net/blog/45/starbound-122/ https://starbound-servers.net/blog/45/starbound-122/ Wed, 18 Jan 2017 16:56 CET

Changelog:

  • Fix a bug causing frequent save file corruption on Windows after power loss
  • Fix generated monsters not using their special attacks
  • Fix kill achievements not unlocking properly
  • Fix several materials being erroneously tillable or tilling with the wrong tile mod
  • Fix a dungeon piece in underwater Hylotl cities occasionally failing to place
  • Fix a dungeon piece in ice vaults occasionally failing to place
  • Fix airship dungeon sometimes spawning without a clue object
  • Fix Dreadwing not properly dying when killed with Doomcannon
  • Fix Mazebound64 game
  • Disable Outpost return gate to prevent several potential exploits
  • Miscellaneous bug fixes
  • Santa has gone ho ho home, to return another Christmas!
]]>
Starbound 1.2.1 https://starbound-servers.net/blog/44/starbound-121/ https://starbound-servers.net/blog/44/starbound-121/ Thu, 22 Dec 2016 00:24 CET
CHANGELOG
  • Update bundled steam api
  • Various fixes to the ancient vault dungeon
  • Fix chat tabs not being clickable
  • Fix a potential threading issue related to steam p2p networking
  • Allow players to repeat the quest to unlock the vaults in multiple universes. Fixes an edge case where doing the quest on a server would make you unable to unlock the key trader in single player, and vice versa.
  • Fix issue where non-vault mission worlds would not reset after leaving
  • Make adjustments to texture atlasing to resolve certain framerate issues related to using larger texture sizes
  • Add “limitTextureAtlasSize” option in starbound.config to manually limit texture atlas sizes. Should only necessary for video cards significantly below the minimum requirements.
]]>
Starbound 1.2 Vault Update https://starbound-servers.net/blog/43/starbound-12-vault-update/ https://starbound-servers.net/blog/43/starbound-12-vault-update/ Thu, 15 Dec 2016 23:58 CET
Find all 1.2 servers here : https://starbound-servers.net/version/1_2_0/

MAJOR CHANGES

  • Ancient Vaults
    • Players who have completed the main storyline can visit a mysterious trader on the Outpost who will send them on a quest to activate and enter the Ancient Gateways found floating in some systems
    • These gateways provide access to Ancient Vaults: challenging procedural dungeons left by the ancients, filled with dangerous guardians (including procedural bosses!) and fantastic lost technologies
  • Terraforming
    • Using powerful devices acquired from the Ancient Vaults along with a new Essence currency, you can now transform regions or whole planets into entirely different biomes
    • Terraformers can be used to expand a region across a planet’s surface, replacing natural blocks, objects and plant life, and eventually changing the type of the planet itself
    • Microformers are consumable single-use terraformers which provide even more region types to add to your worlds
  • Weapon Upgrades
    • Use the ancient anvil available at the end of Ancient Vaults and spend Essence to upgrade your outdated legendary weapons, opening up many new options for endgame combat styles
  • Elemental Damage
    • Monsters now have resistance and weakness to elemental damage types, making your choice of weapons more important than ever
  • Holiday Spirit!
    • Celebrate the holidays with the variety of festive items bought from Space Santa at the Outpost!

MINOR CHANGES / BUG FIXES

  • Holding the activation key while in a distortion sphere tech will force deactivation, to avoid being permanently stuck in small spaces
  • Contain tooltips within the game window when they’re near the edge
  • Fix a bug with monster kill sounds not playing correctly
  • Several bug fixes to monster/NPC behaviors and pathfinding
  • Various typo and asset fixes
  • Add appropriate “bushes” to the Rust biome
  • Update SDL2 to 2.0.5, should fix some fullscreen issues
  • Fix some security vulnerabilities in server packet handling
  • Fixed an issue where crew would duplicate
  • Fix a player inventory networking issue

PERFORMANCE IMPROVEMENTS

  • Improve generation time of older, image-based dungeons
  • Other minor improvements to dungeon and world generation
  • Use larger texture atlases on graphics cards that support them
  • Various optimizations to monster/NPC scripts
  • Improve loading speed for dungeon worlds

MODDING API CHANGES

  • Behavior Tree system moved to engine for performance reasons, now accessible with the root.behavior lua binding. (Check lua documentation)
    • Cleanup node removed
    • Decorator node lua implementation changed
    • Action node arguments moved around, now (args, output, nodeId, dt).
  • Generic currency support.
    • Additional currencies can be added and consumed without requiring configuration
    • To associate a currency with a currency item, to be used in crafting, it needs to be configured in /currencies.config
    • .coinitem files changed to .currency
  • Object changes for terraforming support
    • Objects can have a new boolean key, “biomePlaced” which if true will cause them to be placed and removed by terraforming.
    • Objects can have a new boolean key, “rooting” which if true will mark all of their anchor spaces as roots and prevent those tiles from being broken until the object is broken (identical to how trees and vines work).
  • Player inventory can now be configured in player.config, allowing changes to:
    • Number of bags
    • Inventory size of each bag
    • Number of action bars
    • Action bar size
    • NOTE: modifications to player inventory size need to be applied both server side and client side, and will invalidate existing characters
  • Damage sources, requests, and notifications
    • Introduced new hit types; WeakHit, StrongHit and Killed.
    • Removed killed boolean from damage notifications, replaced with Killed hit type.
    • Damage effects (sounds, particles) can be configured for each hit type (Hit, WeakHit, StrongHit, ShieldHit, Killed) in damage type configurations (.damage files).
    • Added support for elemental types to damage types. Elemental types can be configured in /damage/elementaltypes.config and can be set for each damage type using the “elementalType” key, which defaults to the “default” elemental type. Each elemental type has a unique set of damage number particles for each hit type.
  • Monsters
    • Added support for client side rendering scripts
    • Allow overriding randomly selected monster parts by setting “selectedParts” in parameters
    • Add support for direct palette swaps with the “colorSwap” parameter
    • Allow overriding “shortdescription“ in parameters
    • Allow overriding “dropPools” in parameters
    • Allow setting animation parameters directly in monster parameters with the “animationCustom” parameter. This is merged into the animator configuration.
  • Lua API changes:
    • ActiveItemAnimation
      • Removed activeItemAnimation.animationParameter (replaced with animationConfig.animationParameter)
    • Animator
      • Added animator.partProperty
    • Item
      • Replaced item.is with item.matches
    • Monster
      • Added monster.setDamageParts
      • Added monster.setAnimationParameter
    • Npc
      • Added npc.loungingIn
    • ObjectAnimator
      • Removed objectAnimator.animationParameter (replaced with animationConfig.animationParameter)
    • Player
      • Added player.currency
      • Added player.addCurrency
      • Added player.consumeCurrency
      • Modified player.hasItem to allow exact parameter matching
      • Modified player.hasCountOfItem to allow exact parameter matching
      • Modified player.consumeItem to allow exact parameter matching
      • Added player.id
      • Added player.uniqueId
    • Root
      • Added root.behavior
    • Added animationConfig table for use in client side rendering scripts
    • ScriptPane
      • Added pane.playSound
    • Widget
      • Added widget.setSliderValue
      • Added widget.getSliderRange
      • Added widget.setSliderEnabled
      • Added widget.setItemSlotItem
    • World
      • Modify world.spawnItem to allow optionally setting a velocity and an intangibleTime
      • Added world.size
      • Added world.inSurfaceLayer
      • Added world.terrestrial
      • Changed world.entityMoney to world.entityCurrency
      • Added world.universeFlagSet
      • Modified world.entityHasCountOfItem to allow exact parameter matching
      • Added world.lineTileCollisionPoint
      • Added world.addBiomeRegion
      • Added world.expandBiomeRegion
      • Added world.pregenerateAddBiome
      • Added world.pregenerateExpandBiome
      • Added world.setLayerEnvironmentBiome
      • Added world.setPlanetType
]]>
Starbound 1.1.1 https://starbound-servers.net/blog/42/starbound-111/ https://starbound-servers.net/blog/42/starbound-111/ Mon, 19 Sep 2016 15:00 CEST
CHANGELOG
  • Make previously captured monsters and previously completed fossils unlock their relevant collectible entries
    • Pets and fossils will need to be dropped and picked back up as item drops in order to register as collectables
  • Better handling of status effects applied by weather, e.g. acid rain
  • Fix bug with Snuffish and Gosmet not being properly added to monster collection
  • Fix swapped collection entries for Avian and Apex skeleton fossils
  • Prevent critters captured in previous versions from also being relocatable
  • Add a few missing recipe unlocks for cooking recipes to relevant items
  • Add missing documentation for a few new Lua functions
]]>
Starbound 1.1 https://starbound-servers.net/blog/41/starbound-11/ https://starbound-servers.net/blog/41/starbound-11/ Thu, 08 Sep 2016 23:36 CEST
MAJOR CHANGES
 
  • Fishing
    • Two tiers of fishing rods are now craftable from the Foraging Table and can be used to fish on ocean planets (including arctic, toxic and magma oceans)
    • Added 48 unique fish types to catch
    • Rare fish can give valuable rewards, including reel and lure upgrades to enhance your fishing rod
  • Collections
    • New Collections interface tracks various kinds of collectables including captured pets, figurines, fish, cooking recipes, fossils, and bugs
 
  • Added the Relocator tool, which allows non-hostile creatures such as critters, fish, bugs, and farm animals to be moved
 
  • Added friendly Novakid villages including a variety of new Novakid-themed furniture and objects
 
MINOR CHANGES & BUG FIXES
  • Saloon furniture previously sold at Frogg Furnishings is now available in Novakid villages, and has been replaced with the Pastel set (which has its own unique tenant)
  • Novakids can now be generic tenants or guards
  • Added Novakid NPC dialogue
  • Implemented party chat and local (planet) chat
  • Acid rain now applies poison instead of direct damage
  • Console objects are now available as themed tenant rewards
  • Added option for “borderless window” style fullscreen mode
  • Improved sound effects for Staff abilities
  • Improved sound effects for several unique boss weapons
  • Adjusted which bugs appear in Midnight, Mutated and Giant Flower biomes
  • Shockhopper Mk I and Dreadwing now have a chance to drop their respective action figures
  • Mother Poptops on starter worlds now drop enough Core Fragments to complete the initial gate quest
  • Added chance for Snuffish to appear in ocean biomes
  • Kelp now unlocks the Rice Cake cooking recipe when picked up
  • Reduced moon threat level from 10 to 1
  • Fixed a bug causing merchants to offer material items for free (which made them impossible to purchase)
  • Fixed several armor descriptions that didn’t fit within their tooltips
  • Fixed a bug causing fireworks to deal large amounts of damage
  • Fixed birds and other monsters spawning in the atmosphere and asteroid layers of moons
  • Made several NPC-like monsters uncapturable
  • Fixed monsters getting stuck outside arena in final arena side quest
  • Fixed friendly NPCs and monsters being damaged by environmental effects such as traps
  • Fixed a few edge cases in pathfinding
  • Fixed several items displaying erroneous recipe unlocks when obtained
  • Fixed a bug causing underwater audio filters to continue after quitting to title
  • Fixed several cases of incorrect cursors displaying over GUI elements
  • Fixed a bug in LoS calculation determining whether the player can reach objects
  • Fixed a bug causing Dreadwing’s UFO to visually flip
  • Fixed a bug causing boats to oscillate at the surface of water
  • Fixed a bug causing physics AoE effects to move projectiles
  • Wire Mode overlay is now hidden on protected tiles
  • Lots of typographical/grammatical text fixes
]]>
Starbound 1.0.4 https://starbound-servers.net/blog/40/starbound-104/ https://starbound-servers.net/blog/40/starbound-104/ Tue, 02 Aug 2016 17:03 CEST
Changelog
  • fix OSX crash when performing certain GUI actions
  • fix a graphical bug when fuel tank contains more than its maximum fuel capacity
  • fix bug preventing Dreadwing's visible damage state from changing
  • fix arm images in Nuru's portrait in teleport confirmation dialog
  • fix Blink Dash dropping through platforms
  • fix booster flame positions on T7 floran ship
  • fix some problems resolving facing direction while dual wielding e.g. fist weapons
  • fix some typographical errors
  • fix hover state in MM upgrade interface while an upgrade is selected
  • fix bug causing wand/staff projectiles to not track properly on win32
  • adjust a few item prices
  • adjust nutrition value of Toast and Potato Grids
  • better sound effect for Violium Broadsword special ability
  • better sound effect for Wooden Hatch
  • disable monster touch damage when they are in special invulnerable states (Spookit, Orbide, Peblit and Trictus)
  • increase chat bubble duration
  • revert a previous fix for players beaming into terrain; needs a more complex solution
]]>
Starbound 1.0.3 https://starbound-servers.net/blog/39/starbound-103/ https://starbound-servers.net/blog/39/starbound-103/ Fri, 29 Jul 2016 15:32 CEST
Bug Fixes 
  • remove unbalanced wormerang listing from penguin weapon shop 
  • resolve issue of banner rendering in front of a bookcase 
  • resolve issue where the Grand Pagoda Library boss would sometimes reset 
  • resolve issue where some weapons would let you wall jump in distortion sphere 
  • make ore nibbler critter capturable without exploding 
  • remove inappropriate tag from farm animal eggs 
  • no longer open multiples of the same scripted interfaces (Rob Repairo, Tech Console) 
  • resolve issue where cultists would die on destroying a ballista in the Baron's Keep 
  • remove elemental aura visual effect when changing weapons 
  • resolve issue where techs would interfere with each others tool suppression 
  • improve performance when player has a lot of quests 
  • resolve some issues with grappling hook 
  • bosses are now immune to healing from staff secondary abilities 
  • some pixels in armors were bad and are now not bad 
  • fix issue where crew ship benefits would reset on ship upgrade (this unfortunately resets your current fuel capacity and fuel efficiency benefits as they have been moved to a more reliable storage format) 
  • teach NPCs how to use some trickier doors like wooden gates 
  • npcs may now get stuck in the ground less often 
  • make tech gui not crash when encountering unknown tech 
  • fix 3d printer issue when removing objects 
  • change power scaling of crew members to more closely match the power scaling of the player 
  • make it so saplings don't break when they are unable to grow into a tree 
  • players should no longer get stuck in the ground if they beam to a friend in distortion sphere 
  • remove deprecated keybindings 
  • remove reference to a missing asset for the Avian temple boss 
  • gui adjustment to allow bigger numbers in the Terrramart shipment box 
  • remove deprecated elevator recipes 
  • fix tabbing issues in the codex window

Other 

  • statically link Visual C++ 2015 for the win32 version of starbound 
  • keep rotten food in the food tab 
  • UI usability improvements to server connect screen 
  • dismiss confirmation windows when the source of them is not in reach 
  • adjustments to ore samples 
  • make it impossible to starve to death during cinematics 
  • pressing the key for a selected action bar slot now deselects the slot 
  • non-elemental Fluffalo drop more plant fibre 
  • adjust npc and monster placement for generated quests 
  • grappling hook adjustments; increased range, functional dual wielding 
  • NPCs will now beam away to join your ship crew as soon as you recruit them 
  • natural materials will now magically match the hue shift of the biome when placed 
  • using the paint tool with the default color setting will clear any hue shift on unpainted blocks 
  • make vertical scroll bars start at the top by default 
  • improve one-handed damage of NPCs 
  • add some clothes and dialog for novakids in generated quests 
  • change some confusingly inaccurate labels for paintings in the grand pagoda library 
  • tweak Shockhopper projectile lifetime and damage polys
]]>
Starbound 1.0.2 https://starbound-servers.net/blog/38/starbound-102/ https://starbound-servers.net/blog/38/starbound-102/ Tue, 26 Jul 2016 22:11 CEST Starbound 1.0.1 https://starbound-servers.net/blog/37/starbound-101/ https://starbound-servers.net/blog/37/starbound-101/ Mon, 25 Jul 2016 23:06 CEST
Changelog
  • Devalue material items to fix exploits crafting materials from other materials
  • Fix a couple of mislabeled key bindings
  • Make Erchius Ghosts immune to lava
  • Replace ropes in intro mission with healing items
  • Fix a bug which caused certain parts of the Glitch mission to reset in multiplayer
  • Fix a bug in server /ban command
  • Fix a case of undefined server behavior in transferring players between worlds
  • Fix several bugs with quest manager stagehands
  • Fix mossy packed dirt block recipe unlock
  • Fix a couple of item categories and descriptions
  • Fix physics effect abilities being able to move story NPCs, Erchius Ghosts, and certain bosses
  • Update window title
  • Add more Lua API documentation

]]>
Starbound 1.0 Is Out Now https://starbound-servers.net/blog/36/starbound-10-is-out-now/ https://starbound-servers.net/blog/36/starbound-10-is-out-now/ Fri, 22 Jul 2016 21:16 CEST

Starbound 1.0 is now officially available on Steam, Humble and GOG. The game is now no more in Early Access.

Changelog : http://starbounder.org/Version_History/Nightly#Daily_Asset_Differences

Starbound 1.0 Servers : https://starbound-servers.net/version/1_0/]]>
Starbound-Servers.net Switch To HTTPS https://starbound-servers.net/blog/35/starbound-serversnet-switch-to-https/ https://starbound-servers.net/blog/35/starbound-serversnet-switch-to-https/ Sat, 07 May 2016 16:23 CEST
Our API can still be used without HTTPS for compatibility with third parties.      

Here are the most notable benefits of this change:

  • Improves global security of the server list
  • No more problem to use our embedded content on external websites that use also HTTPS
]]>
Starbound Glad Giraffe Update 2 https://starbound-servers.net/blog/34/starbound-glad-giraffe-update-2/ https://starbound-servers.net/blog/34/starbound-glad-giraffe-update-2/ Tue, 15 Dec 2015 21:55 CET
You can find all the servers for this new version here : http://starbound-servers.net/version/beta_v__glad_giraffe_-_update_2/

Changelog

  • Fix bug with muzzle flash lights staying on in guns
  • Make sure new characters start in a system with a desert and forest planet
  • Fix bug where monsters would be aggressive even if spawned as non-aggressive
  • Make NPCs fire in shorter bursts, even at higher levels
  • Fixed broken merchant quest

Source : http://playstarbound.com/stable-glad-giraffe-update-1/]]>
New Starbound Stable Update "Glad Giraffe" https://starbound-servers.net/blog/33/new-starbound-stable-update-glad-giraffe/ https://starbound-servers.net/blog/33/new-starbound-stable-update-glad-giraffe/ Tue, 08 Dec 2015 19:30 CET
You can find all the servers for this new version here : http://starbound-servers.net/version/beta_v__glad_giraffe_-_update_1/




CHANGELOG

WEAPONS

  • Generated and tiered two-handed weapons now have special abilities that can be activated using right click. Many (45+) possible abilities are available for various classes of ranged and melee weapons!
    • Yes, some guns now have flashlights
  • Change to hammer mechanics: hold left click to wind up, release to fire
  • Change to spear mechanics: continue holding left click after a swing to keep the spear out to fend off enemies
  • Several new classes of hard-to-find unique weapons: boomerangs, chakrams and fist weapons
    • Find blueprints to upgrade these weapons into even more powerful and specialized versions at higher tiers
    • Dual wield fist weapons to enable powerful combo finishers
  • A few miscellaneous unique weapons and items such as flamethrowers and remote-detonated grenade launchers

MONSTER + NPC COMBAT

  • Lots of new unique monsters found throughout the galaxy, each with their own special abilities and behaviors
  • Knockback is more powerful and reliable
  • Monsters have clearer ‘telegraphing’ to indicate when they are about to attack
  • Remade shields and improved blocking mechanics
  • Replaced electric stun status effect with Electrified, which periodically damages other nearby enemies
  • Hostile monsters now damage the player on touch

VEHICLES

  • New system for player-controlled vehicles which can be spawned and despawned using Vehicle Controllers (acquired at the Outpost)
  • Hoverbikes!
    • Great for travelling across planet surfaces quickly!
    • They include a passenger seat so you can transport your friends!
    • Come in several attractive colors!
    • Drive carefully to avoid blowing yourself up!
  • Boats!
    • Similar to the previous boat tech, useful for crossing large bodies of water
    • Your friends can ride on deck or pose dramatically in the bow
  • Visit Rob Repairo in the Outpost shipyard area to repair your vehicles using auto chips, which can be found in the world or purchased at the Outpost

QUESTS

  • Quest givers’ portraits are shown on quest dialogs and in the log
  • Colonists now occasionally give players new procedural quests to help improve their house or social standing
  • The abandon button can be used on procedural quests and the same quests can now be declined

BIOMES

  • New ‘Midnight’ planets
  • New ‘Frozen’ planets (replaces Tundra)
  • Prism, Steam Spring, and Hive sub biomes
  • Over 300 new microdungeons and other improvements to all underground biomes, including background caves and parallaxes

OTHER

    • Craftable elevator objects, because stairs are so last millennium
    • Consumable dyes to change the color of armor and clothing
    • Capture pods are (for now) used to capture and relocate critters, with a more complete pet system returning in a future patch
    • Loads of item descriptions have been fixed/replaced/added, including lots of Novakid ones!
    • Too many new objects, items, costumes, colony tenants, etc. to list
    • Too many bug fixes, item tweaks, and balance changes to list
    • Improved support for Tiled map and tileset format for modders

KNOWN ISSUES

  • Some one-handed, unique and biome weapons which still use the old system will be replaced in a future patch

Source : http://playstarbound.com/stable-glad-giraffe-is-here/]]>
Pleased Giraffe Update 5 https://starbound-servers.net/blog/32/pleased-giraffe-update-5/ https://starbound-servers.net/blog/32/pleased-giraffe-update-5/ Sat, 12 Sep 2015 17:30 CEST
You can find all the servers for this new version here : http://starbound-servers.net/version/beta_v__pleased_giraffe_-_update_5/ 

Changes

  • Combat colony tags have been added to Weapon Chests and Gun Chests
  • The Bonesmith tenant will now spawn correctly
  • Chef tenants now spawn correctly (not random races anymore)
  • Agaran merchants now correctly sell their wares (the items have a sell price now)
  • Other items also got a sell price (Fluorescent Helmet, Wizard Hat, Mushroom Sword, etc.)
  • Small description fixes on a few items, such as ship walls
  • Hazmat NPCs now say “unidentified microorganisms” instead of “unknown bacteria”
  • Tenants catch fire less (less fire interactions with items like hand dryers)
  • Fixing a small visual bug on Apex feet
  • Lighting tweaks on most light objects (not sure how they were changed, but they were)
  • The people who had bad performance and then fixed it by resizing the window should now have better performance all the time, without needing to resize the window

Source : http://playstarbound.com/stable-pleased-giraffe-update-5/]]>
Pleased Giraffe Update 4 https://starbound-servers.net/blog/31/pleased-giraffe-update-4/ https://starbound-servers.net/blog/31/pleased-giraffe-update-4/ Thu, 03 Sep 2015 21:28 CEST
You can find all the servers for this new version here : http://starbound-servers.net/version/beta_v__pleased_giraffe_-_update_4/

Even if your PC is unable to install the Visual C++ runtime, you should be able to launch and play Starbound just fine now.



Source : http://playstarbound.com/stable-pleased-giraffe-update-4/]]>
Pleased Giraffe Update 3 https://starbound-servers.net/blog/30/pleased-giraffe-update-3/ https://starbound-servers.net/blog/30/pleased-giraffe-update-3/ Thu, 27 Aug 2015 22:05 CEST
You can find all the servers for this new version here : http://starbound-servers.net/version/beta_v__pleased_giraffe_-_update_3/

Changelog
  • Launcher now has buttons for opengl and directx 64 bit (No longer marked as experimental, Recommended for people running 64 bit OSes)
  • Fixed an oversight that allowed NPCs to play with smallwallswitches outside their houses
  • Change to world generation, potentially improving performance in some cases

Source : http://playstarbound.com/stable-pleased-giraffe-update-3/]]>
Pleased Giraffe Update 1 https://starbound-servers.net/blog/29/pleased-giraffe-update-1/ https://starbound-servers.net/blog/29/pleased-giraffe-update-1/ Tue, 25 Aug 2015 19:11 CEST
You can find all the servers for this new version here : http://starbound-servers.net/version/beta_v__pleased_giraffe_-_update_1/

Known Issues

  • Since we’ve changed the combat balance so much, we’re still in the process of tuning the monsters, NPCs and mission bosses. If you find things that are way too hard or too easy, let us know!
  • We’ve done a lot to improve performance but there’s still a lot more we plan to do before the game’s released. Hopefully you’ll see things running smoother, but don’t panic if some areas are still slow.
  • Liquids in and around microdungeons sometimes aren’t placed in a correctly settled manner and will settle after the world is first loaded
  • Some NPCs in biomes aren’t well equipped to fight monsters
  • If you’re running Windows 7, make sure you have service pack 1 installed. Seriously – install those service packs!
  • Steam may leave dbghelp.dll in the win32 or win64 folders by mistake, which will cause Starbound not to launch. You can fix this by getting rid of the file or deleting and re-installing Starbound.
  • If you’re still having trouble launching the game, head to the ‘prereqs’ folder in your Starbound directory and install the vc_redist.exe that corresponds to your OS.

  

Changelog

Major Changes

  • Colony System
    • Colonize your worlds! Create a home, decorate it nicely, then place a Colony Deed to attract a tenant!
    • The type of NPC who moves in will depend on the type and quality of the home’s furniture and decorations. Decorating a room with several objects from the same theme (such as a biome or material tier) will attract a tenant themed to match!
    • Keep your tenants happy and they’ll periodically offer you gifts, some cosmetic and some very useful
  • New Outpost Store: Frögg Furnishings
    • Sells Colony Deeds as well as a variety of furniture in many themes
    • The set of specialty furniture available will rotate each (out of game) day, so make sure you keep coming back to see the full selection
    • Each furniture set can be used to attract a particular tenant that fits its theme
  • Improvements to NPCs
    • NPCs will now interact with each other and with many different objects in the world. Depending on their personalities they might get sad, excited, fall in love or do all kinds of different things in different situations!
    • See who your tenants are and what they’re thinking! (press Alt to activate)
    • Added many unique NPC dialogue options and updated some old ones
    • Further improved NPC movement and pathfinding
    • NPCs now switch between ranged and melee weapons in combat depending on their available energy, range, and whether they can reach the player
    • Groups of NPCs now coordinate in combat to attack from different positions and divide themselves between ranged and melee
  • Surface Biomes and Sub-Biomes (Tiers 1 – 4)
    • Major visual improvements to background parallaxes
    • All biomes have several types of unique critters (60+)
    • Added a huge number of biome-specific microdungeons (450+)
    • Added many new biome-specific cosmetic armors and other items
    • Randomly generated monsters will now have color palettes that generally match the biome they spawn in
  • Universe and Planet Generation
    • Redesigned terrain to be more interesting and varied across all world types
    • Reduced the number of open caves on the surface, improved cave blending
    • Greatly increased the number of dungeons that can spawn on worlds and prevented dungeons from overlapping each other
    • Added ores in the background layer
    • Improved the appearance of planets in the navigation screen to better indicate the biome and surface liquid, added some visual variety to gas giants
  • Challenge Rooms
    • You can now find portals underground that lead to small instanced challenges. Defeat enemies, navigate dangerous traps or solve puzzles to earn great rewards!
    • Challenge portals disappear shortly after you enter, so you won’t be able to enter through the same portal twice.
  • Inventory and Merchants
    • You can now sell items to most merchants for a portion of their value
    • Added an ore merchant to the Outpost where you can purchase raw materials at an inflated price
    • Added a third inventory tab for objects (similar to the materials tab)
    • Added a sort button to the inventory window to sort items into their appropriate tabs
    • Items will not be automatically picked up into the hotbar and materials and objects won’t be automatically picked up when their respective tabs are full
    • Added an indicator to inventory tabs when they contain new items
    • Added an animation to highlight newly picked up items when switching to a tab
  • Tools and Interface
    • Wire and Paint tools are now unlockable modes for the Matter Manipulator and have clearer icons to indicate their functions
    • Inspection tool can now examine liquids, indicates when something is too dark to inspect, and doesn’t try to describe entities (such as monsters) that have no description set
    • Targeting will now prioritize monsters and NPCs at the cursor position, and won’t target passive monsters such as critters
  • Combat Changes (WIP)
    • Rebalanced all damage and armor values for players, NPCs and monsters
    • Reduced the damage per level increase of weapons and added a bonus damage stat on all tiered armors, allowing weapons to stay viable for longer
    • All randomly generated melee weapons have fancy new sprites
    • Reworked monster skills and added a windup animation. These will be further expanded and rebalanced in the next update.
    • Reworked weapon projectiles, increased bullet speed, added elemental damage types. These will be further expanded in the next update.
  • Progression Changes
    • Reworked the materials used for crafting progression, greatly reducing the total amount of ore required to advance through the game
    • Added various upgrade items which can be found throughout the world or acquired from quests, either whole or in pieces
    • Tech Card – can be crafted from Tech Chips, used to unlock new tech
    • Manipulator Module – can be crafted from Matter Module Components, used to improve your Matter Manipulator
    • Upgrade Module – used to improve utility items such as light packs
    • Improved many progression quests, but these will change much more in the future
  • Farming Changes
    • Crops now require water to grow! Tilled soil will initially be dry and needs to be moistened by a watering can, rain, or by dropping water on it
    • At each stage of a crop’s growth, it will consume the soil’s moisture and need to be watered again to progress further
    • Keeping crops under too much water for too long will cause them to be washed away, so be gentle!
  • And More!
    • 200+ new objects and materials that can be bought, crafted or found in the world
    • Many changes to the Floran mission – Including a new boss
    • Improved chest loot and added improved graphics for standard and weapon chests
    • Added multiple upgrades for the lantern stick back item to improve its brightness
    • Racial flags can now be bookmarked as teleport destinations (but won’t enable you to teleport from underground)
    • Added particles and sounds to smashable objects and made many more objects (such as bushes and spikes) smashable
    • Reworked Status Pods to have more interesting and useful effects, including a chance to spawn ore or pixels
    • Added underground vines and more underground variety to several surface biomes
    • Experimental feature that shows NPC ‘status’ on occasion

    Minor Changes

    • New characters will once again start on randomized worlds instead of sharing a single starter world!
    • Weather effects deposit snow and sand on tiles where appropriate
    • Ocean liquids become finite when enclosed by background blocks, and removing background blocks under the ocean will let the liquid in
    • Codexes will be automatically opened when learned
    • Environmental protection techs include protection from lower tier hazards and will be automatically equipped when learned
    • Flash breath bar when drowning
    • Sort recipes in crafting interface
    • Various performance improvements
    • Renamed ‘moon’ biome to ‘airless’ to avoid confusion among the astronomically knowledgeable
    • Added a shipyard to the Outpost, which will be used to purchase additional ship upgrades in the future
    • Fixed a bug causing monsters to spawn in player-built structures underground
    • Fixed several bugs related to weapons and monster attacks across the world wrap line
    • Fixed a bug causing NPC weapons to be rerolled when unequipped
    • Fixed a bug causing dungeon NPCs to spawn partially underground
    • Fixed a bug causing players to be stuck firing after respawn
    • Fixed a bug causing pets to eat whole stacks of food on the ground
    • Fixed a bug causing UI sound volume to be reduced too far by SFX slider
    • Lots of other balance and bug fixes

Source : http://playstarbound.com/stable-pleased-giraffe-is-here/]]>
New Starbound Unstable Update "Pleased Giraffe" https://starbound-servers.net/blog/28/new-starbound-unstable-update-pleased-giraffe/ https://starbound-servers.net/blog/28/new-starbound-unstable-update-pleased-giraffe/ Wed, 19 Aug 2015 01:55 CEST A new unstable patch for Starbound has been released, the "Pleased Giraffe".

talkingtree2

 

Notes For Existing Characters

First off, in case you’re worried, we are not wiping characters or universes this patch and have no plans to do so. You can continue playing your existing characters and worlds from previous stable versions of Starbound, but there are a few things that will have changed.

The biggest change is that this patch brings the first part of a major rebalance to weapons. Any randomly generated melee or ranged weapons you have will be regenerated to a weapon of the same type and level (and keep their name), but will have different appearances and rebalanced stats. This includes weapons modded with custom drawables, so for those of you who care about this, make sure to keep a copy of your drawable data to recreate the weapon later. Most non-generated weapons will have altered stats, but otherwise keep similar abilities and appearances.

While we’ve done our best to add conversion scripts for all of the things we’ve changed, it’s been awhile since the last patch and there may be some that we’ve missed. If you’re playing Unstable with your characters from a previous (vanilla) Stable version, please let us know if you’ve lost items or have trouble loading existing worlds so we can sort it out before the Stable release!

If you’re the kind of player that doesn’t mind starting over and wants to see all the newest changes, you will probably want to start a new universe for this patch since we’ve made a lot of big improvements to terrain generation and biomes that you might not get to see otherwise!

Known Issues

  • Since we’ve changed the combat balance so much, we’re still in the process of tuning the monsters, NPCs and mission bosses. If you find things that are way too hard or too easy, let us know!
  • We’ve done a lot to improve performance but there’s still a lot more we plan to do before the game’s released. Hopefully you’ll see things running smoother, but don’t panic if some areas are still slow.
  • Liquids in and around microdungeons sometimes aren’t placed in a correctly settled manner and will settle after the world is first loaded
  • NPCs occasionally get stuck rotated after getting out of bed, which is hilarious but unintended
  • Some NPCs in biomes aren’t well equipped to fight monsters
  • If you’re running Windows 7, make sure you have service pack 1 installed. Seriously – install those service packs!
  • Steam may leave dbghelp.dll in the win32 or win64 folders by mistake, which will cause Starbound not to launch. You can fix this by getting rid of the file or deleting and re-installing Starbound.

Changelog

Major Changes

  • Colony System
    • Colonize your worlds! Create a home, decorate it nicely, then place a Colony Deed to attract a tenant!
    • The type of NPC who moves in will depend on the type and quality of the home’s furniture and decorations. Decorating a room with several objects from the same theme (such as a biome or material tier) will attract a tenant themed to match!
    • Keep your tenants happy and they’ll periodically offer you gifts, some cosmetic and some very useful
  • New Outpost Store: Frögg Furnishings
    • Sells Colony Deeds as well as a variety of furniture in many themes
    • The set of specialty furniture available will rotate each (out of game) day, so make sure you keep coming back to see the full selection
    • Each furniture set can be used to attract a particular tenant that fits its theme
  • Improvements to NPCs
    • NPCs will now interact with each other and with many different objects in the world. Depending on their personalities they might get sad, excited, fall in love or do all kinds of different things in different situations!
    • Added many unique NPC dialogue options and updated some old ones
    • Further improved NPC movement and pathfinding
    • NPCs now switch between ranged and melee weapons in combat depending on their available energy, range, and whether they can reach the player
    • Groups of NPCs now coordinate in combat to attack from different positions and divide themselves between ranged and melee
  • Surface Biomes and Sub-Biomes (Tiers 1 – 4)
    • Major visual improvements to background parallaxes
    • All biomes have several types of unique critters (60+)
    • Added a huge number of biome-specific microdungeons (450+)
    • Added many new biome-specific cosmetic armors and other items
    • Randomly generated monsters will now have color palettes that generally match the biome they spawn in
  • Universe and Planet Generation
    • Redesigned terrain to be more interesting and varied across all world types
    • Reduced the number of open caves on the surface, improved cave blending
    • Greatly increased the number of dungeons that can spawn on worlds and prevented dungeons from overlapping each other
    • Added ores in the background layer
    • Improved the appearance of planets in the navigation screen to better indicate the biome and surface liquid, added some visual variety to gas giants
  • Challenge Rooms
    • You can now find portals underground that lead to small instanced challenges. Defeat enemies, navigate dangerous traps or solve puzzles to earn great rewards!
    • Challenge portals disappear shortly after you enter, so you won’t be able to enter through the same portal twice.
  • Inventory and Merchants
    • You can now sell items to most merchants for a portion of their value
    • Added an ore merchant to the Outpost where you can purchase raw materials at an inflated price
    • Added a third inventory tab for objects (similar to the materials tab)
    • Added a sort button to the inventory window to sort items into their appropriate tabs
    • Items will not be automatically picked up into the hotbar and materials and objects won’t be automatically picked up when their respective tabs are full
    • Added an indicator to inventory tabs when they contain new items
    • Added an animation to highlight newly picked up items when switching to a tab
  • Tools and Interface
    • Wire and Paint tools are now unlockable modes for the Matter Manipulator and have clearer icons to indicate their functions
    • Inspection tool can now examine liquids, indicates when something is too dark to inspect, and doesn’t try to describe entities (such as monsters) that have no description set
    • Targeting will now prioritize monsters and NPCs at the cursor position, and won’t target passive monsters such as critters
  • Combat Changes (WIP)
    • Rebalanced all damage and armor values for players, NPCs and monsters
    • Reduced the damage per level increase of weapons and added a bonus damage stat on all tiered armors, allowing weapons to stay viable for longer
    • All randomly generated melee weapons have fancy new sprites
    • Reworked monster skills and added a windup animation. These will be further expanded and rebalanced in the next update.
    • Reworked weapon projectiles, increased bullet speed, added elemental damage types. These will be further expanded in the next update.
  • Progression Changes
    • Reworked the materials used for crafting progression, greatly reducing the total amount of ore required to advance through the game
    • Added various upgrade items which can be found throughout the world or acquired from quests, either whole or in pieces
    • Tech Card – can be crafted from Tech Chips, used to unlock new tech
    • Manipulator Module – can be crafted from Matter Module Components, used to improve your Matter Manipulator
    • Upgrade Module – used to improve utility items such as light packs
    • Improved many progression quests, but these will change much more in the future
  • Farming Changes
    • Crops now require water to grow! Tilled soil will initially be dry and needs to be moistened by a watering can, rain, or by dropping water on it
    • At each stage of a crop’s growth, it will consume the soil’s moisture and need to be watered again to progress further
    • Keeping crops under too much water for too long will cause them to be washed away, so be gentle!
  • And More!
    • 200+ new objects and materials that can be bought, crafted or found in the world
    • Many changes to the Floran mission – Including a new boss
    • Improved chest loot and added improved graphics for standard and weapon chests
    • Added multiple upgrades for the lantern stick back item to improve its brightness
    • Racial flags can now be bookmarked as teleport destinations (but won’t enable you to teleport from underground)
    • Added particles and sounds to smashable objects and made many more objects (such as bushes and spikes) smashable
    • Reworked Status Pods to have more interesting and useful effects, including a chance to spawn ore or pixels

    Minor Changes / Bug Fixes

    • New characters will once again start on randomized worlds instead of sharing a single starter world!
    • Weather effects deposit snow and sand on tiles where appropriate
    • Ocean liquids become finite when enclosed by background blocks, and removing background blocks under the ocean will let the liquid in
    • Codexes will be automatically opened when learned
    • Environmental protection techs include protection from lower tier hazards and will be automatically equipped when learned
    • Flash breath bar when drowning
    • Sort recipes in crafting interface
    • Various performance improvements
    • Renamed ‘moon’ biome to ‘airless’ to avoid confusion among the astronomically knowledgeable
    • Added a shipyard to the Outpost, which will be used to purchase additional ship upgrades in the future
    • Fixed a bug causing monsters to spawn in player-built structures underground
    • Fixed several bugs related to weapons and monster attacks across the world wrap line
    • Fixed a bug causing NPC weapons to be rerolled when unequipped
    • Fixed a bug causing dungeon NPCs to spawn partially underground
    • Fixed a bug causing players to be stuck firing after respawn
    • Fixed a bug causing pets to eat whole stacks of food on the ground
    • Fixed a bug causing UI sound volume to be reduced too far by SFX slider
    • Lots of other balance and bug fixes

Source : http://playstarbound.com/unstable-pleased-giraffe-patch-notes/]]>
Ping Feature https://starbound-servers.net/blog/27/ping-feature/ https://starbound-servers.net/blog/27/ping-feature/ Sun, 28 Jun 2015 23:55 CEST
We are the only web server list for offer such feature and be sure that in the future we will do our best to continue to add original features.

There are lot of criteria to select a good Starbound server. Among all of them, the latency is very important: no one wants to play on a server that is lagging like hell.

That's why Starbound-Servers.net will help you finding a server with the best ping in a location close to you.

Currently our "Ping" feature has 12 locations:

  • Australia
  • Brazil
  • China
  • Chicago, US
  • Dallas, US
  • Los Angeles, US
  • North America
  • Germany
  • Eastern Europe
  • Western Europe
  • Sweden
  • Russia

 

Discover our Ping Feature

]]>
Spirited Giraffe Update 2 https://starbound-servers.net/blog/26/spirited-giraffe-update-2/ https://starbound-servers.net/blog/26/spirited-giraffe-update-2/ Mon, 27 Apr 2015 22:51 CEST
You can find all the servers for this new version here : http://starbound-servers.net/version/beta_v__spirited_giraffe_-_update_2/

Fixes in this update:

  • Fixed a bug causing clients to be stuck in teleport cinematic if they disconnected from a server while it was playing
  • Fixed a bug that could prevent players’ ships from loading after a failed warp
  • Fixed missing outpost quest NPC, the arcade game quest is now completable again
  • Fixed a bug causing ship doors to be removed on upgrades
  • Fixed a bug locking players out of the end of the Erchius Mining Facility mission if they died after defeating the boss
  • Fixed a bug preventing the lever puzzle in the Floran Party mission from being completed
  • Fixed damage areas on ceiling and floor spikes
  • Fixed custom signs being set to ‘on’ after saving and loading
  • Fixed a bug causing the game to crash when entering a bad host name in the server join dialog
  • Fixed a rare bug in world generation which could prevent terrain from generating
  • Increased NPC energy regen
  • Greatly reduced server->client bandwidth for updating player ships
  • Made additional changes to further improve server stability
  • Included dump_versioned_json and make_versioned_json utilities for reading and writing various save data formats
  • Added a /suicide command for characters who are irreversibly stuck

Source : http://playstarbound.com/april-27th-stable-bug-fix-update/]]>
New Starbound Stable Update "Spirited Giraffe" https://starbound-servers.net/blog/25/new-starbound-stable-update-spirited-giraffe/ https://starbound-servers.net/blog/25/new-starbound-stable-update-spirited-giraffe/ Tue, 21 Apr 2015 18:11 CEST
You can find all the servers for this new version here : http://starbound-servers.net/version/beta_v__spirited_giraffe_-_update_1/


betterbookmarks

New Feature: Planet Bookmarks

  • Players can now save planet locations in the cockpit navigation interface
  • Select a planet, then select ‘Add Bookmark’ to bookmark it
  • Select a bookmarked planet from the list to set it as your navigation target

alltheteleporters

New Feature: Teleporters

  • Players can now place and register teleporters on planets
  • Interact with a teleporter to add it to your list of registered destinations, which you can return to from any other teleporter
  • Can also be used to teleport directly to party members
  • Find Teleporter Cores in the world
  • New Outpost store, the 2-Stop Teleshop, lets you use a Teleporter Core to create various types of teleporters to suit your style
  • Breaking a teleporter destroys it, but refunds the Teleporter Core
  • Outpost store includes a teleporter you can register for easy access to the outpost

Changes : Teleportation + Returning To Worlds

  • After logging out, players will be returned to the place in the world where they left (rather than back on the ship)
  • Mission dungeons will persist for 10 minutes after all players have left, allowing continuation of a mission after dying
  • Mission dungeons now have teleporters at the entrance and exit, should help clarify how and when to leave
  • Players can no longer be attacked while teleporting
  • Players can no longer initiate another teleport while teleporting
  • Teleport cinematic while destination world is loading

pig

New Feature: Ship Pets

  • All player ships should now be inhabited by a non-combat pet corresponding to the character’s race, in one of a wide variety of color options
  • Pets will investigate held items and various ship objects
  • Pets can be fed and will develop preferences for certain foods
  • Terramart now sells several pet-related items
    • Food Bowl to keep your pet fed while you’re busy adventuring
    • Pet Ball for your pets to play with
    • Pet House for your pets to sleep in adorably

theark

New Location: The Ark

  • Ancient Gates now have another destination, a huge and ancient ruin
  • Gives a few clues about Starbound’s overarching plot… so mysterious!

Changes: Pathfinding

  • NPCs and ground monsters now jump accurately and reliably find paths across complex terrain
  • NPCs and ground monsters are much better at avoiding and escaping liquids
  • NPCs and ground monsters should become stuck MUCH less often

 

Screenshot 2015-04-21 13.53.03

New Biome : Slime Caves

  • Can be found underground on Radioactive worlds
  • Includes various unique items and a new furniture set

Miscellaneous

  • Reworked Apex, Avian, Floran, Glitch and Hylotl name generators to be much less (but still a little bit) silly.
  • Changes to melee weapon responsiveness, damage sounds and visual feedback. Lots more of this coming in a future update!
  • Ranged weapons now have varying accuracy depending on the weapon type, quality and rate of fire
  • Player energy now refills much more rapidly and has a shorter delay before regenerating
  • Various improvements to server architecture which should greatly improve server performance and stability
  • Various improvements to internal handling of Lua API calls which should greatly reduce CPU usage, particularly in areas with many monsters or NPCs
  • Many small improvements and fixes to objects throughout the game, including updating 3d printing costs in preparation for future additions to the game’s economy
  • Scroll bars can now be clicked and dragged properly
  • Fixed several bugs with codexes. Codexes are now retained across universes. Existing players will, unfortunately, have their codexes reset.
  • Moons are now generated with solid cores to help avoid falling out the bottom
  • Several improvements to grass placement, also add underground ceiling grasses to several biomes
  • Fix bug where music volume changed in combat
  • Several small improvements to AI interface
  • Removed the annoying levitation status from random status pods
  • Added optimizations and cyrillic character fixes for Hobo font. Thanks to user dsp2003 for this fix!

Source : http://playstarbound.com/april-21st-stable-update-notes/]]>
New Starbound Unstable Update "Spirited Giraffe" https://starbound-servers.net/blog/24/new-starbound-unstable-update-spirited-giraffe/ https://starbound-servers.net/blog/24/new-starbound-unstable-update-spirited-giraffe/ Thu, 02 Apr 2015 23:29 CEST It’s been a busy month and a half since our last stable update, and now it’s time for the unstable branch to be updated in preparation for the next! Before I get to the actual patch notes, please read this big warning text:

As of this patch, the ‘Home’ planet feature has been replaced by planet bookmarks and direct teleporters. EXISTING CHARACTERS WILL LOSE THEIR HOME PLANETS!!! Make sure to write down your home planet’s coordinates or leave your ship in orbit so that you don’t lose track of its location.

Now, on to the good stuff!


betterbookmarksnewfeature_planetbookmarks

  • Players can now save planet locations in the cockpit navigation interface
  • Select a planet, then select ‘Add Bookmark’ to bookmark it
  • Select a bookmarked planet from the list to set it as your navigation target

alltheteleportersnewfeature_teleporters

  • Players can now place and register teleporters on planets
  • Interact with a teleporter to add it to your list of registered destinations, which you can return to from any other teleporter
  • Can also be used to teleport directly to party members
  • Find Teleporter Cores in the world
  • New Outpost store, the 2-Stop Teleshop, lets you use a Teleporter Core to create various types of teleporters to suit your style
  • Breaking a teleporter destroys it, but refunds the Teleporter Core
  • Outpost store includes a teleporter you can register for easy access to the outpost

teleportation_cinematicchangesreturningtoworlds

  • After logging out, players will be returned to the place in the world where they left (rather than back on the ship)
  • Mission dungeons will persist for 10 minutes after all players have left, allowing continuation of a mission after dying
  • Mission dungeons now have teleporters at the entrance and exit, should help clarify how and when to leave
  • Players can no longer be attacked while teleporting
  • Players can no longer initiate another teleport while teleporting
  • Teleport cinematic while destination world is loading

pig

shippets

  • All player ships should now be inhabited by a non-combat pet corresponding to the character’s race, in one of a wide variety of color options
  • Pets will investigate held items and various ship objects
  • Pets can be fed and will develop preferences for certain foods
  • Terramart now sells several pet-related items
    • Food Bowl to keep your pet fed while you’re busy adventuring
    • Pet Ball for your pets to play with
    • Pet House for your pets to sleep in adorably

theark
newlocation_ark

  • Ancient Gates now have another destination, a huge and ancient ruin
  • Gives a few clues about Starbound’s overarching plot… so mysterious!

changes_pathfinding

  • NPCs and ground monsters now jump accurately and reliably find paths across complex terrain
  • NPCs and ground monsters are much better at avoiding and escaping liquids
  • NPCs and ground monsters should become stuck MUCH less often


slimecave_2
newbiome_slimecaves

  • Can be found underground on Radioactive worlds
  • Includes various unique items and a new furniture set

miscellaneous

  • Reworked Apex, Avian, Floran, Glitch and Hylotl name generators to be much less (but still a little bit) silly.
  • Changes to melee weapon responsiveness, damage sounds and visual feedback. Lots more of this coming in a future update!
  • Ranged weapons now have varying accuracy depending on the weapon type, quality and rate of fire
  • Player energy now refills much more rapidly and has a shorter delay before regenerating
  • Various improvements to server architecture which should greatly improve server performance and stability
  • Various improvements to internal handling of Lua API calls which should greatly reduce CPU usage, particularly in areas with many monsters or NPCs
  • Many small improvements and fixes to objects throughout the game, including updating 3d printing costs in preparation for future additions to the game’s economy
  • Scroll bars can now be clicked and dragged properly
  • Fixed several bugs with codexes. Codexes are now retained across universes. Existing players will, unfortunately, have their codexes reset.
  • Moons are now generated with solid cores to help avoid falling out the bottom
  • Several improvements to grass placement, also add underground ceiling grasses to several biomes
  • Fix bug where music volume changed in combat
  • Several small improvements to AI interface
  • Removed the annoying levitation status from random status pods
  • Added optimizations and cyrillic character fixes for Hobo font. Thanks to user dsp2003 for this fix!

 

Existing characters and universes are safe (aside from the codexes and home planet, as listed above). However, a few of these changes may require a new universe or new planets to take effect. Hope you all enjoy the changes, and for those of you playing on the Unstable branch, let us know if you find any bugs or have other feedback!

Source : http://playstarbound.com/april-2nd-unstable-update-notes/

]]>
Upbeat Giraffe More Bugfixes https://starbound-servers.net/blog/22/upbeat-giraffe-more-bugfixes/ https://starbound-servers.net/blog/22/upbeat-giraffe-more-bugfixes/ Tue, 03 Feb 2015 13:42 CET
  • 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


Source : http://playstarbound.com/february-2-more-bugfixes/

]]>
Upbeat Giraffe Bugfixes https://starbound-servers.net/blog/21/upbeat-giraffe-bugfixes/ https://starbound-servers.net/blog/21/upbeat-giraffe-bugfixes/ Mon, 02 Feb 2015 15:28 CET
Changelog

  • Fix several dependency bugs with Linux launcher
  • 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
  • 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

Source : http://playstarbound.com/winter-update-bugfixes/]]>