As you may have read in our patch notes, the newest stable update saw the 'home planet' feature replaced by planet bookmarks and direct teleporters. This meant that existing players would have to lose their home planets.
But never fear! Ideally you'd have written down your planet's coordinates, but either way your home planet still exists and is intact and you can find it using the following method. :)
Elite Space Hobo from our community beat us to posting a guide, which you can find here.
Find your universe folder. Typically, it should be located in SteamLibrary\SteamApps\common\Starbound\giraffe_storage\universe.
Right click -> sort files by date last modified. If your planet's been heavily customized/built upon, it should be one of the larger files. If you visit it frequently, it should also be one of the most recent.
"What do all these numbers mean?!" World files with names like: 270623995_279217314_-213404188_12.world mean that you've visited a planet with the coordinates X -270623995 Y -279217314.
Put the coordinates into your ship's computer and... hopefully, voila! Planet located! If not, try some of the other planets in your universe folder.
Now that you've found your home planet, don't forget to create a bookmark. :)
As you may have read in our patch notes, the newest stable update saw the 'home planet' feature replaced by planet bookmarks and direct teleporters. This meant that existing players would have to lose their home planets.
But never fear! Ideally you'd have written down your planet's coordinates, but either way your home planet still exists and is intact and you can find it using the following method. :)
Elite Space Hobo from our community beat us to posting a guide, which you can find here.
Find your universe folder. Typically, it should be located in SteamLibrary\SteamApps\common\Starbound\giraffe_storage\universe.
Right click -> sort files by date last modified. If your planet's been heavily customized/built upon, it should be one of the larger files. If you visit it frequently, it should also be one of the most recent.
"What do all these numbers mean?!" World files with names like: 270623995_279217314_-213404188_12.world mean that you've visited a planet with the coordinates X -270623995 Y -279217314.
Put the coordinates into your ship's computer and... hopefully, voila! Planet located! If not, try some of the other planets in your universe folder.
Now that you've found your home planet, don't forget to create a bookmark. :)
We're happy to say we are releasing a new Stable Update today! Nearly every change has already been covered in a previous blog post from Metadept, with the stable update also including even more bug fixes, plus huge server stability updates!
Before I get to the actual patch notes, please read this big red 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!
http://playstarbound.com/wp-content/uploads/2015/02/fwofC3R.png[/url][url=http://playstarbound.com/wp-content/uploads/2015/04/betterbookmarks.png][img]http://playstarbound.com/wp-content/uploads/2015/04/betterbookmarks.png[/img][/url][img]http://playstarbound.com/wp-content/uploads/2015/04/newfeature_planetbookmarks.png[/img]
[list]
[*]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[/*]
[/list]
[url=http://playstarbound.com/wp-content/uploads/2015/04/alltheteleporters.png][img]http://playstarbound.com/wp-content/uploads/2015/04/alltheteleporters.png[/img][/url][img]http://playstarbound.com/wp-content/uploads/2015/04/newfeature_teleporters.png[/img]
[list]
[*]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[/*]
[/list]
[img]http://playstarbound.com/wp-content/uploads/2015/04/changesreturningtoworlds.png[/img]
[list]
[*]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[/*]
[/list]
[img]http://playstarbound.com/wp-content/uploads/2015/02/pig.gif[/img]
[img]http://playstarbound.com/wp-content/uploads/2015/04/shippets.png[/img]
[list]
[*]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
[list]
[*]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[/*]
[/list]
[/*]
[/list]
[url=http://playstarbound.com/wp-content/uploads/2015/04/theark.png][img]http://playstarbound.com/wp-content/uploads/2015/04/theark-1024x589.png[/img][/url][img]http://playstarbound.com/wp-content/uploads/2015/04/newlocation_ark.png[/img]
[list]
[*]Ancient Gates now have another destination, a huge and ancient ruin[/*]
[*]Gives a few clues about Starbound's overarching plot... so mysterious![/*]
[/list]
[img]http://playstarbound.com/wp-content/uploads/2015/04/changes_pathfinding.png[/img]
[list]
[*]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[/*]
[/list]
[url=http://playstarbound.com/wp-content/uploads/2015/04/Screenshot-2015-04-21-13.53.03.png][img]http://playstarbound.com/wp-content/uploads/2015/04/Screenshot-2015-04-21-13.53.03.png[/img][/url]
[img]http://playstarbound.com/wp-content/uploads/2015/04/newbiome_slimecaves.png[/img]
[list]
[*]Can be found underground on Radioactive worlds[/*]
[*]Includes various unique items and a new furniture set[/*]
[/list]
[img]http://playstarbound.com/wp-content/uploads/2015/04/miscellaneous.png[/img]
[list]
[*]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 [url=http://community.playstarbound.com/index.php?resources/ug-hobo-font-performance-cyrillic-fix.2713/][b]dsp2003[/b][/url] for this fix![/*]
[/list]
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
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
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
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
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
Ancient Gates now have another destination, a huge and ancient ruin
Gives a few clues about Starbound's overarching plot... so mysterious!
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
Can be found underground on Radioactive worlds
Includes various unique items and a new furniture set
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!
We're happy to say we are releasing a new Stable Update today! Nearly every change has already been covered in a previous blog post from Metadept, with the stable update also including even more bug fixes, plus huge server stability updates!
Before I get to the actual patch notes, please read this big red 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!
http://playstarbound.com/wp-content/uploads/2015/02/fwofC3R.png[/url][url=http://playstarbound.com/wp-content/uploads/2015/04/betterbookmarks.png][img]http://playstarbound.com/wp-content/uploads/2015/04/betterbookmarks.png[/img][/url][img]http://playstarbound.com/wp-content/uploads/2015/04/newfeature_planetbookmarks.png[/img]
[list]
[*]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[/*]
[/list]
[url=http://playstarbound.com/wp-content/uploads/2015/04/alltheteleporters.png][img]http://playstarbound.com/wp-content/uploads/2015/04/alltheteleporters.png[/img][/url][img]http://playstarbound.com/wp-content/uploads/2015/04/newfeature_teleporters.png[/img]
[list]
[*]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[/*]
[/list]
[img]http://playstarbound.com/wp-content/uploads/2015/04/changesreturningtoworlds.png[/img]
[list]
[*]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[/*]
[/list]
[img]http://playstarbound.com/wp-content/uploads/2015/02/pig.gif[/img]
[img]http://playstarbound.com/wp-content/uploads/2015/04/shippets.png[/img]
[list]
[*]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
[list]
[*]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[/*]
[/list]
[/*]
[/list]
[url=http://playstarbound.com/wp-content/uploads/2015/04/theark.png][img]http://playstarbound.com/wp-content/uploads/2015/04/theark-1024x589.png[/img][/url][img]http://playstarbound.com/wp-content/uploads/2015/04/newlocation_ark.png[/img]
[list]
[*]Ancient Gates now have another destination, a huge and ancient ruin[/*]
[*]Gives a few clues about Starbound's overarching plot... so mysterious![/*]
[/list]
[img]http://playstarbound.com/wp-content/uploads/2015/04/changes_pathfinding.png[/img]
[list]
[*]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[/*]
[/list]
[url=http://playstarbound.com/wp-content/uploads/2015/04/Screenshot-2015-04-21-13.53.03.png][img]http://playstarbound.com/wp-content/uploads/2015/04/Screenshot-2015-04-21-13.53.03.png[/img][/url]
[img]http://playstarbound.com/wp-content/uploads/2015/04/newbiome_slimecaves.png[/img]
[list]
[*]Can be found underground on Radioactive worlds[/*]
[*]Includes various unique items and a new furniture set[/*]
[/list]
[img]http://playstarbound.com/wp-content/uploads/2015/04/miscellaneous.png[/img]
[list]
[*]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 [url=http://community.playstarbound.com/index.php?resources/ug-hobo-font-performance-cyrillic-fix.2713/][b]dsp2003[/b][/url] for this fix![/*]
[/list]
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
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
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
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
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
Ancient Gates now have another destination, a huge and ancient ruin
Gives a few clues about Starbound's overarching plot... so mysterious!
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
Can be found underground on Radioactive worlds
Includes various unique items and a new furniture set
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!
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!
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
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
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
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
Ancient Gates now have another destination, a huge and ancient ruin
Gives a few clues about Starbound's overarching plot... so mysterious!
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
Can be found underground on Radioactive worlds
Includes various unique items and a new furniture set
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!
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!
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
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
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
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
Ancient Gates now have another destination, a huge and ancient ruin
Gives a few clues about Starbound's overarching plot... so mysterious!
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
Can be found underground on Radioactive worlds
Includes various unique items and a new furniture set
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!
These changes have now been pushed to the stable branch, along with a few other small fixes. Enjoy!
It’s been a busy week and a half since our last bugfix update. While the artists have been forging ahead on content for the next major patch, we programmers have been going through lots of user feedback, stomping out bugs, and cleaning up a few annoying problems that have been on the To Do list for too long.
Crafting and inventory windows can be closed by pressing the key or activating the object that opened them
Crafting (and other interfaces) close when you are no longer near the object
Interacting with objects now requires the player have line of sight to them.
This means that you cannot sit in chairs, flip switches, or use crafting stations through walls.
Add race-specific craftable storage lockers, accessible from the Robotic Crafting Table.
Fix bug with Erchius Horror causing beams to deal damage in areas different from the visual beam positions
Fix bugs with Targeted Blink which allowed blinking through walls and could result in players being thrown outside of the world. Any characters previously broken by this bug should be usable again.
Fix bugs with server banlist functionality
Fix ‘Not allowed to discard stack when locked’ crash when moving items to/from containers
Fix bug causing servers not to display error messages for some crashes
Support user specific username/password login for servers
Bow tooltips now display damage and energy cost
Container tooltips now display storage capacity
Penguin Bay will now tell players to come back later if no quests are available
Most beds allow players to sleep more comfortably, without armor
More changes to human armor designs, some old designs now available as cosmetic items
Capes now craftable on spinning wheel
Foods that poison/burn you won’t do so for as long
Fix appearance of tents while in use
Fix hand positions of a few items
Make Red Dye craftable to facilitate quest
NPCs spawned on the ship from spawner objects will have clothes again
Human Prison dungeons shouldn’t spawn without shield generators
Add less obtrusive graphics for wire nodes
Fix a few bugs with the custom signs including frame numbers for wired signs and light colors
Added some music tracks and ambience to biomes that were missing them
Added /whereis and /whereami commands to display players’ celestial coordinates
Make Steel Platforms craftable
Make Alien Wood placeable
Various improvements to cat AI
Fix a bug where sounds would build up while invisible, then play all at once
Restore suffocation warning sound
Better loot in microdungeons
Fewer lights in microdungeons
Back items are no longer stackable (for consistency with other armor types
Fix invisible sun
Fix consumable/weapon items ‘queueing’ when switching slots during windup
Add biome parallaxes to some mission dungeons
Lots of tiny changes to descriptions, graphics, object orientations, etc.
These changes have now been pushed to the stable branch, along with a few other small fixes. Enjoy!
It’s been a busy week and a half since our last bugfix update. While the artists have been forging ahead on content for the next major patch, we programmers have been going through lots of user feedback, stomping out bugs, and cleaning up a few annoying problems that have been on the To Do list for too long.
Crafting and inventory windows can be closed by pressing the key or activating the object that opened them
Crafting (and other interfaces) close when you are no longer near the object
Interacting with objects now requires the player have line of sight to them.
This means that you cannot sit in chairs, flip switches, or use crafting stations through walls.
Add race-specific craftable storage lockers, accessible from the Robotic Crafting Table.
Fix bug with Erchius Horror causing beams to deal damage in areas different from the visual beam positions
Fix bugs with Targeted Blink which allowed blinking through walls and could result in players being thrown outside of the world. Any characters previously broken by this bug should be usable again.
Fix bugs with server banlist functionality
Fix ‘Not allowed to discard stack when locked’ crash when moving items to/from containers
Fix bug causing servers not to display error messages for some crashes
Support user specific username/password login for servers
Bow tooltips now display damage and energy cost
Container tooltips now display storage capacity
Penguin Bay will now tell players to come back later if no quests are available
Most beds allow players to sleep more comfortably, without armor
More changes to human armor designs, some old designs now available as cosmetic items
Capes now craftable on spinning wheel
Foods that poison/burn you won’t do so for as long
Fix appearance of tents while in use
Fix hand positions of a few items
Make Red Dye craftable to facilitate quest
NPCs spawned on the ship from spawner objects will have clothes again
Human Prison dungeons shouldn’t spawn without shield generators
Add less obtrusive graphics for wire nodes
Fix a few bugs with the custom signs including frame numbers for wired signs and light colors
Added some music tracks and ambience to biomes that were missing them
Added /whereis and /whereami commands to display players’ celestial coordinates
Make Steel Platforms craftable
Make Alien Wood placeable
Various improvements to cat AI
Fix a bug where sounds would build up while invisible, then play all at once
Restore suffocation warning sound
Better loot in microdungeons
Fewer lights in microdungeons
Back items are no longer stackable (for consistency with other armor types
Fix invisible sun
Fix consumable/weapon items ‘queueing’ when switching slots during windup
Add biome parallaxes to some mission dungeons
Lots of tiny changes to descriptions, graphics, object orientations, etc.
It’s been a busy week and a half since our last bugfix update. While the artists have been forging ahead on content for the next major patch, we programmers have been going through lots of user feedback, stomping out bugs, and cleaning up a few annoying problems that have been on the To Do list for too long. These are the changes we’re pushing to the Unstable branch, which should hit stable after a few days of testing to make sure nothing breaks.
Crafting and inventory windows can be closed by pressing the key or activating the object that opened them
Crafting (and other interfaces) close when you are no longer near the object
Interacting with objects now requires the player have line of sight to them.
This means that you cannot sit in chairs, flip switches, or use crafting stations through walls.
Add race-specific craftable storage lockers, accessible from the Robotic Crafting Table.
Fix bug with Erchius Horror causing beams to deal damage in areas different from the visual beam positions
Fix bugs with Targeted Blink which allowed blinking through walls and could result in players being thrown outside of the world. Any characters previously broken by this bug should be usable again.
Fix bugs with server banlist functionality
Fix ‘Not allowed to discard stack when locked’ crash when moving items to/from containers
Fix bug causing servers not to display error messages for some crashes
Support user specific username/password login for servers
Bow tooltips now display damage and energy cost
Container tooltips now display storage capacity
Penguin Bay will now tell players to come back later if no quests are available
Most beds allow players to sleep more comfortably, without armor
More changes to human armor designs, some old designs now available as cosmetic items
Capes now craftable on spinning wheel
Foods that poison/burn you won’t do so for as long
Fix appearance of tents while in use
Fix hand positions of a few items
Make Red Dye craftable to facilitate quest
NPCs spawned on the ship from spawner objects will have clothes again
Human Prison dungeons shouldn’t spawn without shield generators
Add less obtrusive graphics for wire nodes
Fix a few bugs with the custom signs including frame numbers for wired signs and light colors
Added some music tracks and ambience to biomes that were missing them
Added /whereis and /whereami commands to display players’ celestial coordinates
Make Steel Platforms craftable
Make Alien Wood placeable
Various improvements to cat AI
Fix a bug where sounds would build up while invisible, then play all at once
Restore suffocation warning sound
Better loot in microdungeons
Fewer lights in microdungeons
Back items are no longer stackable (for consistency with other armor types
Fix invisible sun
Fix consumable/weapon items ‘queueing’ when switching slots during windup
Add biome parallaxes to some mission dungeons
Lots of tiny changes to descriptions, graphics, object orientations, etc.
It’s been a busy week and a half since our last bugfix update. While the artists have been forging ahead on content for the next major patch, we programmers have been going through lots of user feedback, stomping out bugs, and cleaning up a few annoying problems that have been on the To Do list for too long. These are the changes we’re pushing to the Unstable branch, which should hit stable after a few days of testing to make sure nothing breaks.
Crafting and inventory windows can be closed by pressing the key or activating the object that opened them
Crafting (and other interfaces) close when you are no longer near the object
Interacting with objects now requires the player have line of sight to them.
This means that you cannot sit in chairs, flip switches, or use crafting stations through walls.
Add race-specific craftable storage lockers, accessible from the Robotic Crafting Table.
Fix bug with Erchius Horror causing beams to deal damage in areas different from the visual beam positions
Fix bugs with Targeted Blink which allowed blinking through walls and could result in players being thrown outside of the world. Any characters previously broken by this bug should be usable again.
Fix bugs with server banlist functionality
Fix ‘Not allowed to discard stack when locked’ crash when moving items to/from containers
Fix bug causing servers not to display error messages for some crashes
Support user specific username/password login for servers
Bow tooltips now display damage and energy cost
Container tooltips now display storage capacity
Penguin Bay will now tell players to come back later if no quests are available
Most beds allow players to sleep more comfortably, without armor
More changes to human armor designs, some old designs now available as cosmetic items
Capes now craftable on spinning wheel
Foods that poison/burn you won’t do so for as long
Fix appearance of tents while in use
Fix hand positions of a few items
Make Red Dye craftable to facilitate quest
NPCs spawned on the ship from spawner objects will have clothes again
Human Prison dungeons shouldn’t spawn without shield generators
Add less obtrusive graphics for wire nodes
Fix a few bugs with the custom signs including frame numbers for wired signs and light colors
Added some music tracks and ambience to biomes that were missing them
Added /whereis and /whereami commands to display players’ celestial coordinates
Make Steel Platforms craftable
Make Alien Wood placeable
Various improvements to cat AI
Fix a bug where sounds would build up while invisible, then play all at once
Restore suffocation warning sound
Better loot in microdungeons
Fewer lights in microdungeons
Back items are no longer stackable (for consistency with other armor types
Fix invisible sun
Fix consumable/weapon items ‘queueing’ when switching slots during windup
Add biome parallaxes to some mission dungeons
Lots of tiny changes to descriptions, graphics, object orientations, etc.