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Other Projects => Other Games => Topic started by: burningpet on January 31, 2012, 01:50:29 pm

Title: Starbound - We have lift off.
Post by: burningpet on January 31, 2012, 01:50:29 pm
Spoiler (click to show/hide)

Pre order the game and help fund the development of the game!
http://playstarbound.com/store/


http://playstarbound.com/

Starbound begins with you fleeing your homeworld in a space shuttle, just as it’s destroyed by an unknown enemy.
With nothing to guide it, the escape pod shoots into space without direction, becoming hopelessly lost in a sea of stars. As luck would have it, the space shuttle makes contact with an abandoned space station and an adventure begins that will take you hurtling across the universe.
Starbound contains both quests and story driven missions, buried inside its vast sandbox universe.

The plantes
Planets in Starbound are entirely procedurally generated and filled to the brim with unique content.
We went into the planet generation with one simple goal: no two planets should be the same.
By procedurally generating even the smallest details, we’re doing just that. Not only is the terrain of the planet procedurally generated, but the weather, the gravity, the difficulty level, the plant life, the behaviour and appearance of alien creatures, and much more all contain random or procedurally generated elements.

The sandbox
Exploring is wonderful, but everyone needs a place to call their own. That’s why we’re letting you claim an entire planet!

When you claim a planet as your new homeworld, a whole new aspect of gameplay opens up. Everything that makes a planet unique is at your command.
Feel like changing the weather? Build a weather centre! Don’t like the terrain? Terraform it! Every aspect of the planet is under your control.
Once you’re happy with it, start populating it with characters you’ve met in your travels and take care of them! They’ll have needs and desires and won’t hesitate to ask for your help if they require assistance.

TLDR

- Explore and build in an adventure encompassing whole worlds.
- This is not terraria 2
- It will have much more advanced world generator.
- It will have building elements
- the game will be both a sandbox and story driven.
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: Levi on January 31, 2012, 01:53:45 pm
Looks interesting!  Story driven is definitely a plus in my books.
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: lordcooper on January 31, 2012, 01:55:34 pm
Looks like a mod.
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: cerapa on January 31, 2012, 01:58:11 pm
Looks like a mod.
Wut?

That picture looks pretty damn good.
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: RedKing on January 31, 2012, 02:09:16 pm
It has penguins. That is sufficient. And what appears to be...an emperor penguin?
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: ukulele on January 31, 2012, 02:31:28 pm
Outdoors spelunky with some sandbox?
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: Svarte Troner on January 31, 2012, 03:22:22 pm
Are the ponies these kinds of "ponies (http://www.hasbro.com/mylittlepony/en_NZ/images/BSA_My_Little_Pony.png)"? Or these correctly portrayed ponies (http://upload.wikimedia.org/wikipedia/commons/9/98/Connemara_mare.jpg)? Hopefully the latter.
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: Dutchling on January 31, 2012, 03:35:20 pm
You pony (http://s3-ec.buzzfed.com/static/imagebuzz/web02/2008/11/25/0/ba3e54d17d5544088c9ac165516019ca_0.jpg) is too big.
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: Svarte Troner on January 31, 2012, 04:15:32 pm
You pony (http://s3-ec.buzzfed.com/static/imagebuzz/web02/2008/11/25/0/ba3e54d17d5544088c9ac165516019ca_0.jpg) is too big.

At least my pony doesn't have grotesquely enlarged eyes.
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: hemmingjay on January 31, 2012, 04:40:57 pm
I understand that it is NOT Terraria 2, but is there any possibility it's a paid expansion?
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: nenjin on January 31, 2012, 04:44:58 pm
Doubt it. I mean, it's got a different aesthetic altogether.

Kind of reminds of Commander Keen. Anyways, while it's totally their prerogative to go with a new game, "advanced map generation" is something I've wanted in Terraria since Day 1.
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: Walter Sullivan on January 31, 2012, 04:52:08 pm
I don't think that this if from re-logic. Sure, Tiyuri(the spriter) is there, but Red(the coder) isn't afaik, so it's probably just another project that Tiyuri is working on. And about having ponies... I'm not sure about that(not that I care), but I think that it was only a joke post of Tiyuri, since he posted

Quote
"Tiyuri Tiy
One of my team mates made this this morning... (http://i.imgur.com/rxg6d.gif) god help me"

And just after that posted

Quote
"Tiyuri Tiy
The real one :P (http://i.imgur.com/TvOZG.gif)"

Anyway, I'm really looking after this game, it seems that's gonna be as awesome(or even more) than terraria, and I really love terraria  :D
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: Toady Two on January 31, 2012, 04:52:28 pm

- it has ponies.
- it has mechas.

Spoiler (click to show/hide)
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: Chaosgabe on January 31, 2012, 07:32:02 pm
All hail the mighty emperor penguin!
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: BigD145 on January 31, 2012, 09:56:14 pm
Why is Waldo in drag?

edit January 2014:

Multiplayer Servers


Tellemurius' Steam group server (http://www.bay12forums.com/smf/index.php?topic=134360.0)

Forsaken muse.dyndns.tv

Aklyon lyoncraft.dyndns.org
     -check if Aklyon's server is up- http://lyoncraft.dyndns.org:8080/

Tellemurius   tellehome.asuscomm.com

Tylui's server ping page. Says what's up or down. http://www.lanimals.com/starbound/
And Tylui's server pc.lanimals.com:21025

Ibid
Sector B12-   23.229.98.66:22325

Versions may differ.
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: Frumple on January 31, 2012, 10:02:04 pm
Why wouldn't Waldo be in drag?
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: Vherid on January 31, 2012, 10:06:49 pm
Interesting?
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: Sirus on January 31, 2012, 11:02:17 pm
This LOOKS awesome. I'd need more information before posting shutuptakemoney.png, but that pixel work makes me drool a little.
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: Nistenf on January 31, 2012, 11:55:50 pm
Me wants
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: Trapezohedron on February 01, 2012, 01:22:15 am
Dem pixels, so smexy~

Posting to watch.
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: PsyberianHusky on February 01, 2012, 03:35:29 am
That healthbar looks like a Fightan game Healthbar, maybe it will be a platform fighter like Supersmash.
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: Seriyu on February 01, 2012, 05:12:58 am
I think Tiyuri said this was an independent project on his twitter and not Re-Logic, lemme see if I can find the tweet.

EDIT: Well I can't find the tweet I thought I saw but every tweet he's brought up has said "My game" or "The game I'm making" which seems to be indicating he's making it. Maybe I'm wrong though. :P
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: RedKing on February 01, 2012, 09:46:50 am
Why wouldn't Waldo be in drag?
Where's Waldo's Gender Orientation?
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: Urist Imiknorris on February 01, 2012, 09:57:22 am
The game will be called Return of the Snowman Mafia.
Title: Re: Hints of a New Re-logic game (terraria devs)
Post by: chaoticag on February 01, 2012, 10:49:18 am
It has a penguin. I'll get it, unless they charge a hundred dollars up front.
Title: Re: Starbound - The universe is flat
Post by: burningpet on February 18, 2012, 12:07:16 pm
There is now a devblog / webpage about the game.

http://playstarbound.com/

Updated the first post with the link and some info taken from the page.

Looks like this is not going to be a Relogic game but a game by Tiy - Ex relogic and his new studio.

A Q&A with the team that took place over IRC.
http://pastebin.com/sDxGb2pC
Title: Re: Starbound - The universe is flat
Post by: Briggsy16 on February 18, 2012, 12:27:03 pm
WANT
Title: Re: Starbound - The universe is flat
Post by: Leatra on February 18, 2012, 03:12:57 pm
WANT
YEAH
Title: Re: Starbound - The universe is flat
Post by: BigD145 on February 18, 2012, 03:15:30 pm
Looks like Noctis and Terraria mushed together.

I'm very much more than okay with this.

Looks like Prospector and Terraria mashed together.
Title: Re: Starbound - The universe is flat
Post by: Tilla on February 18, 2012, 05:38:03 pm
It sounds pretty intriguing to me. I didn't really care for Terraria but this seems like a completely different thing and it seems cool.
Title: Re: Starbound - The universe is flat
Post by: Leatra on February 18, 2012, 08:10:37 pm
I thought I could download it :(
Same :D
Title: Re: Starbound - The universe is flat
Post by: Sirus on February 19, 2012, 05:11:23 pm
I'm resisting the urge to post meme-tastic images about taking my money.

Barely.
Title: Re: Starbound - The universe is flat
Post by: mcclay on February 19, 2012, 05:23:56 pm
DO WANT
Title: Re: Starbound - The universe is flat
Post by: Gabeux on February 20, 2012, 01:04:31 pm
Great description, loved the idea, still I can't ignore the fact that looks EXACTLY like terraria, with a few differences.
The terraforming/weather control and "find peeps and then build them a house" sounded cool, though. Plus world gen, and planets....

Crap, I'm trying to stop playing too many games...can people go back to that time where no games sounded cool, fun and interesting?
ARGH!
Title: Re: Starbound - The universe is flat
Post by: Bitoru on February 20, 2012, 01:09:48 pm
[...]looks EXACTLY like terraria, with a few differences.[...]

 ::)
Title: Re: Starbound - The universe is flat
Post by: Tilla on February 20, 2012, 02:30:45 pm
I am still repeatedly baffled by the constant comparisons to Terraria. Yah the project lead did the art for Terraria, such as it is. This game sounds more like a sidescrolling Prospector than anything in Terraria.
Title: Re: Starbound - A flat infinite universe.
Post by: Urist Imiknorris on February 20, 2012, 05:24:49 pm
With the protagonist from Spelunky.
Title: Re: Starbound - A flat infinite universe.
Post by: Sirian on February 20, 2012, 05:41:56 pm
This looks cool, but how long till we can play it ? Cuz posting all these awesome things and then telling us to wait is kinda sadistic.
Title: Re: Starbound - A flat infinite universe.
Post by: magistrate101 on February 20, 2012, 08:33:29 pm
I WANT, GIVE IT TO MEEEEE!
You are second only to Armok!

This looks cool, but how long till we can play it ? Cuz posting all these awesome things and then telling us to wait is kinda sadistic.
kinda sadistic.
Mockery! This is very much sadistic!
I've been waiting a good portion of my life for a game like this, being told that there's a game for me raises my hopes.
Then telling me to wait? I hope you realize that my knives aren't locked up. (Then again, killing you would put a stopper in the development... Should I learn The Secrets of Life and Death?)
Title: Re: Starbound - A flat infinite universe.
Post by: Johnfalcon99977 on February 20, 2012, 11:36:28 pm
Coming out Summer of 2012, according to Devs, so at least we won't have to wait too long :P

Edit: Looks like there will be a ton of character customization, which is nice. The problem with Terraria I had is just that there was a very small selection of "Personal" Clothing and there was never any really choice for what kind of weapon you always used. There was always something that was just better. Hopefully this game won't have the same problem.
Title: Re: Starbound - A flat infinite universe.
Post by: Darkmere on February 21, 2012, 12:54:19 am
I wasn't that excited from the first pic, but the descriptions from their site sound fantastic. I admit I'm curious what building elements exist, and how they come into play on your planet. Watching with great interest. Glad I don't have many emotional ties to AAA titles anymore.
Title: Re: Starbound - A flat infinite universe.
Post by: Gunner-Chan on February 21, 2012, 01:12:40 am
I wonder how much we can customize our characters. And if we could have multiple planets for ourselves if we somehow get bored of our own and would rather have a new one.

Looks cool though.
Title: Re: Starbound - A flat infinite universe.
Post by: Max White on February 21, 2012, 01:18:08 am
Looks cool, although I am sceptical as to making difficulty level genned. It is going to lead to some players getting very frustrated when their planet is too hard and they quickly fall behind their friends, while others feeling under challenged and under rewarded for planets that are too easy.
Difficulty curve is an important design choice in making games, while it sounds nice to say that everything is genned, sometimes you need to make choices to shape your game.
Title: Re: Starbound - A flat infinite universe.
Post by: Sirus on February 21, 2012, 01:22:30 am
What?! A Bay Watcher that doesn't want random instant death? He's a witch, burn him!

Ok, in all seriousness I'm sure that the final product will be closer to a curve than anything else. I wouldn't mind some amount of variation though; can't you just gen a new world if you come across a bad one?
Title: Re: Starbound - A flat infinite universe.
Post by: Gunner-Chan on February 21, 2012, 01:33:07 am
Actually a cool idea would be if it generates your starting area. But gens the rest of the world as you go, altering it based on needs and performance.

Though that's a lot to ask for.

Edit: After digging up some information there's no pre set homeworld planet in a sense. You generate them and you can call one home so everything being generated isn't a big deal. Plus some pre-set "Story" planets for missions and whatever. Source being the pastebin earlier in this topic.
Title: Re: Starbound - A flat infinite universe.
Post by: JoshuaFH on February 21, 2012, 03:18:23 am
So this is like, what, Ultra-awesome-Terraria 2.0?

Will watch.
Title: Re: Starbound - A flat infinite universe.
Post by: Darkmere on February 21, 2012, 03:22:28 am
Yeah re: planet difficulty, the site makes it sound like you start in a mobile starbase and can pick a planet AFTER you've gone through it and scanned everything. Now I want to know how cooperative it can get, and how the servers work. Can you harvest resources from your planet and sell them? Build a mini-mall stocked by an alliance of you and your friends? Make a hell-world theme park and charge admission? Build a military outpost where the ravenous beasts of your planet are trained for conquest Capture pet bunnies? Time will tell.
Title: Re: Starbound - A flat infinite universe.
Post by: MrPseeth on February 21, 2012, 11:21:48 am
The developers answered some questions on the IRC: (Wall of text incoming)

Spoiler (click to show/hide)

This is gonna be awesome...
Title: Re: Starbound - A flat infinite universe.
Post by: SirAaronIII on February 21, 2012, 01:15:25 pm
This looks great so far. Definitely going to get it amd try to get some friends to join me. :D
Title: Re: Starbound - A flat infinite universe.
Post by: Levi on February 21, 2012, 01:23:33 pm
Quote
Tiy: the game even procedurally generates the graphic used for the guns, right now there are 21,000 different visual styles for rocket launcher. Then each of those styles can be coloured individually

*Drool*.

Welp, I'm sold.
Title: Re: Starbound - A flat infinite universe.
Post by: Virtz on February 21, 2012, 01:48:31 pm
I just hope you don't get constantly accosted by stuff spawning right off camera like you did in Terraria... and that combat in general will be more interesting.
Title: Re: Starbound - A flat infinite universe.
Post by: Aklyon on February 21, 2012, 02:07:57 pm
Looks good.
Title: Re: Starbound - A flat infinite universe.
Post by: SirAaronIII on February 21, 2012, 03:17:08 pm
Wait, got another question. Any word on the level of moddability?
Title: Re: Starbound - A flat infinite universe.
Post by: Gunner-Chan on February 21, 2012, 03:19:04 pm
Wait, got another question. Any word on the level of moddability?

This is from the IRC thingy mr escaped lunatic up there posted.

Beanus asked: Will the game be developed to support modding?
Rho_: the modding things a kyren question, she indicated shed like to if she had time, possibly post release
Tiy: Modding is something we'd love to do yeah
Tiy: aside from traditional modding though, we're hoping we can put out the tools we will be using to create missions
Rho_: yeah, i can say if we do modding we'll do it right
Tiy: so players can create their own missions
Tiy: really easily


Looks like they're working towards making it easier at least.
Title: Re: Starbound - A flat infinite universe.
Post by: SirAaronIII on February 21, 2012, 03:23:11 pm
Groovy, thanks. I probably should have read all the way through the wholr thing before asking.
Title: Re: Starbound - A flat infinite universe.
Post by: Gunner-Chan on February 21, 2012, 03:26:16 pm
I just remembered it since I read through a news post and searched for modding after opening the spoiler. It really is a lot to sort through, and not really organized at all so someone skipping over it isn't really that odd.
Title: Re: Starbound - A flat infinite universe.
Post by: Johnfalcon99977 on February 21, 2012, 04:04:55 pm
Quote
Tiy: weapons come in 1 and 2 handed varieties
Tiy: and when you equip two weapons, the left mouse button activates one, the right mouse button activates the other
Tiy: so you could equip say.. a sword and a pistol
Tiy: and use them in combination

Sold.
Title: Re: Starbound - A flat infinite universe.
Post by: Urist Imiknorris on February 21, 2012, 04:14:48 pm
takemymoney.jpg

Hopefully there will be such a thing as a one-handed bazooka.
Title: Re: Starbound - A flat infinite universe.
Post by: Frumple on February 21, 2012, 04:18:48 pm
Because then dual-wield, biaaaa.

Also maybe flamethrowers. I'd love to like, be firing off my flamer and then take a shot with the bazooka and make a massive explosion like right in front of meee.

Anyway, I'm in with the "buying this ASAP" thing. I have an absolute hardon for 2D stuff, especially fancy sidescrolling, so the 50 I've been saving for emergency food/gas money is going to get a little smaller whenever this thing comes out. Because shit like this needs some encouragement and signs of sexiness from the consumer.

So we get more.
Title: Re: Starbound - A flat infinite universe.
Post by: SirAaronIII on February 21, 2012, 04:19:40 pm
So... MSPA mod anyone?
Title: Re: Starbound - A flat infinite universe.
Post by: Aklyon on February 21, 2012, 04:30:47 pm
No. Needs a One-handed bazooka mod first.
Title: Re: Starbound - The universe is flat
Post by: Gabeux on February 21, 2012, 04:33:56 pm
.. This game sounds more like a sidescrolling Prospector than anything in Terraria.

Prospector?
And Terraria?
Together?

Stop trying to make me get this game.

I'll leave this "Other Games" board and never come back. Otherwise I'll never stop getting new, awesome games..

(http://playstarbound.com/wp-content/uploads/2012/02/mech.gif)
GIMME A BREAK
Title: Re: Starbound - A flat infinite universe.
Post by: Caz on February 21, 2012, 04:40:22 pm
I'm throwing my money at the screen but nothing is happening!  >:(
Title: Re: Starbound - A flat infinite universe.
Post by: Leatra on February 21, 2012, 04:57:06 pm
I'm throwing my money at the screen but nothing is happening!  >:(
Either your money is counterfeit or something is wrong with your screen. We are already playing the crap out of this game :D
Title: Re: Starbound - A flat infinite universe.
Post by: Aklyon on February 21, 2012, 04:59:58 pm
I'm throwing my money at the screen but nothing is happening!  >:(
Either your money is counterfeit or something is wrong with your screen. We are already playing the crap out of this game :D
There are Emperor penguins with dual-wielded rocket launchers.
Title: Re: Starbound - A flat infinite universe.
Post by: JoshuaFH on February 21, 2012, 05:01:38 pm
I'm throwing my money at the screen but nothing is happening!  >:(
Either your money is counterfeit or something is wrong with your screen. We are already playing the crap out of this game :D
There are Emperor penguins with dual-wielded rocket launchers.

Turns out, they have a weakness to mechs.
Title: Re: Starbound - A flat infinite universe.
Post by: Caz on February 21, 2012, 05:55:29 pm
Cruelty. Can't wait until this comes out.  :P
Title: Re: Starbound - A flat infinite universe.
Post by: jocan2003 on February 22, 2012, 06:54:36 am
they better not quit before its time like terraria but i understand now why Tyi bailed out, why stay with a sinking ship.
Title: Re: Starbound - A flat infinite universe.
Post by: Shook on February 22, 2012, 07:46:31 am
AUGH

It bums me that this isn't available yet, because it looks like digitized glory. But, i shall have patience, a product rushed is a product ruined. Definitely going to be following this.
Title: Re: Starbound - A flat infinite universe.
Post by: Chattox on February 22, 2012, 08:37:35 am
We are already playing the crap out of this game :D

Explain yourself, what black ritual must I enact to plat this game now?
Title: Re: Starbound - A flat infinite universe.
Post by: jocan2003 on February 22, 2012, 09:13:47 am
he is fooling around hehe
Title: Re: Starbound - A flat infinite universe.
Post by: Chattox on February 22, 2012, 12:14:14 pm
he is fooling around hehe

Oh, crap :P Totally didn't get my hopes up there...
Title: Re: Starbound - A flat infinite universe.
Post by: Leatra on February 22, 2012, 12:44:15 pm
:D

I wish I was playing it right now, but...

Remember what happened to Terraria when it caught hype? Do we really want the same rushing to appease us in the short term?

As much as I'm looking forward to this, I'd rather the time be taken to get it right. I'm still going to shell out cash for Starbound as soon as it's released, but I'm content to wait, lest features get cut and bugs stick.

Totally agreed.
Title: Re: Starbound - A flat infinite universe.
Post by: SirAaronIII on February 22, 2012, 12:46:50 pm
Yeah, I'd rather have the game complete with no bugs later than a mere shell of the whole thing ridden with bugs. Take your time, devs! as much as we want it now
Title: Re: Starbound - A flat infinite universe.
Post by: Leatra on February 22, 2012, 12:52:44 pm
AARGH! I CAN'T TAKE IT! FINISH AND RELEASE THAT SUNOVABITCH RIGHT NOW!

I'm fine, I'm fine. I can wait until it's done. It's cool.
Title: Re: Starbound - A flat infinite universe.
Post by: Johnfalcon99977 on February 22, 2012, 04:23:18 pm
I hate it as well when people go "HAEFGWRHOIR RELEASE THE GAME NOAW". I can wait as long as possible for a game as long as the wait makes up for it.
Title: Re: Starbound - A flat infinite universe.
Post by: Leatra on February 22, 2012, 06:16:21 pm
I hate it as well when people go "HAEFGWRHOIR RELEASE THE GAME NOAW". I can wait as long as possible for a game as long as the wait makes up for it.
Yeah.

Sarcasm, if you didn't notice it.
Title: Re: Starbound - A flat infinite universe.
Post by: Microcline on February 22, 2012, 08:44:09 pm
Yeah, I'd rather have the game complete with no bugs later than a mere shell of the whole thing ridden with bugs. Take your time, devs! as much as we want it now
While a bug-free game is always preferable, I can see a lot of motivations for indie studios (especially on the lower end) to opt to release during late alpha/early beta.  I don't think many of them have the resources to hire a massive QA department, so giving early access often helps to catch hard to find bugs.  The gradual release also allows a fanbase to build over time and to avoid a release day fiasco (i.e. Skyrim on PS3).  I've grown to enjoy this, as it provides a much nicer feel than the industry standard overhyped weekend releases.  Crowdsourcing also seems a bit more humane than the current entertainment software industry QA model.

That said, this doesn't look like it's anywhere near the point where most of the major content has been added and the obvious bugs have been squashed.  I'm looking forward to seeing where it goes, though.
Title: Re: Starbound - A flat infinite universe.
Post by: SeaBee on February 22, 2012, 09:14:08 pm
I like the early-release model a lot of indies are using now, too. They get some early funding, get some varied feedback about the game, and can get an idea of what kind of compatibility issues they'll have on a diverse set of platforms, if any. I guess the devs will also need to be firm on many design decisions, but I can see it as a "win" for everyone.

But fast-growing communities can have some really, really unpleasant "feels" about them that I don't want to be involved with. Like Minecraft and Terraria, among others. That's probably why I just stay here most of the time. Bay 12 has a huge, but usually better, community of enthusiasts.

Regardless, the game looks very interesting. Watching!
Title: Re: Starbound - A flat infinite universe.
Post by: Darkmere on February 22, 2012, 11:59:58 pm
But fast-growing communities can have some really, really unpleasant "feels" about them that I don't want to be involved with. Like Minecraft and Terraria, among others. That's probably why I just stay here most of the time. Bay 12 has a huge, but usually better, community of enthusiasts.

I think you just summarized most of the internet.
Title: Re: Starbound - A flat infinite universe.
Post by: SirAaronIII on March 06, 2012, 09:03:53 pm
First off, sorry for the bump.
Second, there's a "design a monster" contest! The winner will actually be in the game! (http://playstarbound.com/the-monster-monster-contest/)
I know we have some pretty sweet mind thinking creative people here, so it's worth a shot, right?

Plus, YOU GET A FREE COPY OF THE GAME!!!! ..when it comes out.
Title: Re: Starbound - A flat infinite universe.
Post by: Urist Imiknorris on March 06, 2012, 10:06:16 pm
I have two weeks to be able to draw something well.
Title: Re: Starbound - A flat infinite universe.
Post by: legris on March 07, 2012, 11:52:39 am
hey guys, i'm one of the devs working on starbound, got real excited when i found this thread since i love dwarf fortress and it's community, so much in fact i had to register an account and make a post :D anyways, one of our main inspirations is the procedural craziness of dwarf fortress, basically the -FUN- that happens when you put randomly generated things together and get to take part in it's outcome. I know there isn't a lot of info out yet about the game but we're working super hard on it at the moment and hope you will all be pleasantly surprised when we release some actual footage!

cheers for now!
Title: Re: Starbound - A flat infinite universe.
Post by: Levi on March 07, 2012, 11:56:41 am
Thanks for stopping by Legris.  :)  We are all looking forward to seeing the final product.  :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on March 07, 2012, 01:34:45 pm
Do want do want do want do want

BE SILENT AND TAKE MY CURRENCY.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on March 09, 2012, 07:57:43 pm
What's this doing on Page 2?

Also, you know the OP image?
Well, something interesting has occured...
Spoiler (click to show/hide)
SPOT THE DIFFERENCE BETWEEN THIS AND THE OP IMAGE.

Or maybe you want to see a forest planet.
This image has you covered.
Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on March 09, 2012, 08:12:15 pm
Dat... dat jump! Why is megaman doing deadpool cosplay?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tilla on March 09, 2012, 09:03:48 pm
Dat... dat jump! Why is megaman doing deadpool cosplay?

that's clearly Deathstroke, who Deadpool was originally created as a parody of..by the same guys no less.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on March 09, 2012, 09:15:19 pm
Fair enough. Why is Megaman cosplaying as him, though?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on March 09, 2012, 10:29:22 pm
In the case that you missed it, some combat mechanics were posted by the devs. (http://playstarbound.com/combat-part-1-shields/#comments)

I want it badly, but I need to have patience. Patience...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on March 09, 2012, 10:32:28 pm
paticense?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on March 09, 2012, 10:35:01 pm
paticense?
Just me derping my spelling all over the place, although I didn't spell it that badly. Fixed now.

You should refer to my Signature more often :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on March 09, 2012, 10:36:38 pm
No contact damage? Hell yeah! Games can still have fast-paced combat without it. A commentator on the website mentioned Fortune Summoners, and that's exactly the feel I'm looking for.

Side note: Axe + Gun + All-green character = WAAAAAAARGH!!!!!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Poltifar on March 11, 2012, 12:43:03 am
Spoiler (click to show/hide)
SPOT THE DIFFERENCE BETWEEN THIS AND THE OP IMAGE.

Easy. The top-right yellow aurora-like light's middle part does not extend as high in the second picture compared to the OP picture.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on March 11, 2012, 12:43:50 am
That jellyfish reminds me of a metroid for some reason.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on March 11, 2012, 10:38:59 am
You know, at first I thought the character in the OP picture was the basic look of the main character we'd be playing. Then I realized it's customizable...  :o
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on March 11, 2012, 11:59:02 am
Easy. The top-right yellow aurora-like light's middle part does not extend as high in the second picture compared to the OP picture.

Also the health bar looks different. I prefer the old look for some reason.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Matz05 on March 11, 2012, 05:28:39 pm
 :o ...oh...wow...
<whistles>
Game. Budget. Reserved.
 
I know Tererria isn't really fixable (it was worth the money though), but this is... like... Tererria's legacy. Tererria proved that multiplayer side-scrolling procedural grid-terrain games could be wildly popular, and this...
...this is like Terreria/Spelunkey/Borderlands/Dwarf Fortress...
 
You had me at spaceships, mechs, procedurally-generated rocket launchers, dual-wielding, incredible customization, random planets...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on March 11, 2012, 05:34:54 pm
I really hope there will be a way to dual-wield shotguns or something insane like that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on March 11, 2012, 06:57:58 pm
Everyone, make sure to read http://community.playstarbound.com/index.php?threads/list-of-announced-game-information.450/#post-4916 so that you can increase your salivation for this game tenfold.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on March 11, 2012, 07:03:28 pm
Everyone, make sure to read http://community.playstarbound.com/index.php?threads/list-of-announced-game-information.450/#post-4916 so that you can increase your salivation for this game tenfold.

Salivation has indeed been Increased by an estimated ten-fold.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on March 11, 2012, 07:57:04 pm
Spoiler: I WANT IT NOW! (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Trapezohedron on March 11, 2012, 08:10:01 pm
hopy siht. I want this game now, oh so badly.

Terraria/Borderlands + others hybrid?

*salivates*
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on March 11, 2012, 09:58:42 pm
Is...

Is the new wallpaper of the week a dinosaur on a unicycle bike wielding a Bazooka being chased by a giant bee, or have I been taking too many Hallucinogens again?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on March 11, 2012, 10:00:45 pm
Yes.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on March 11, 2012, 10:01:30 pm
That it is. Also, I just read through most of the dev blog and this (http://www.curse.com/news/starbound/44014-exclusive-curse-interview-with-tiy-creator-of) even though it's old and probably been posted.
Quote
To give you an idea of the scale we're talking about, Visually there are currently 21,000 combinations of Rocket Launcher in the game. Stats wise there are millions.  This procedural generation not only changes the way the gun works completely, but it changes the look of the gun too! You may never find the same weapon twice.
I would have bought it if it was nothing more than doing quests for King Penguin on Ice Planet.
EDIT:
Quote
Any monster can be captured once it's low on health, then called into battle where it will fight for you. Defeating enough enemies will cause your captured creature to become more powerful. It's fun to pit your creature against a friends :)
I like how they cleverly tiptoe around saying "half the fun is going to be Pokemon battles".
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on March 11, 2012, 10:37:30 pm
Yay for fantasy cockfighting.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on March 11, 2012, 10:40:33 pm
Yay for fantasy cockfighting.
And come modding...?

Literally.

Swarms of them with little wings, firin' laz0rs all over the place. The face and everything.

Can you not imagine it? Procedurally generated.

I can see it now. Every enemy, NPC, weapon, item... even the player. All of it replaced with penis. A cockapalooza. This is what modding will damn this game to.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on March 12, 2012, 08:12:03 am
...

Okay I'm not sure what compled you to post about Penises but I don't want to know.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on March 12, 2012, 08:29:56 am
He went "hehe, cock" and it just snowballed from there.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on March 12, 2012, 08:44:06 am
Yeah,  I normally wouldn't indulge but the connection couldn't be denied. That and the prevalence of such constructions in Terraria :-\

Starbound's going to be worse, at least in that sense. Multiplayer brings out the worst(?) in people.
Title: Re: Starbound - A flat yet infinite universe.
Post by: DrPoo on March 12, 2012, 09:23:42 am
Yay for fantasy cockfighting.
And come modding...?

Literally.

Swarms of them with little wings, firin' laz0rs all over the place. The face and everything.

Can you not imagine it? Procedurally generated.

I can see it now. Every enemy, NPC, weapon, item... even the player. All of it replaced with penis. A cockapalooza. This is what modding will damn this game to.

Take this case, and swap out dicks with shit and we got my new favorite game
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on March 12, 2012, 08:19:24 pm
http://www.youtube.com/watch?gl=US&hl=en-GB&client=mv-google&v=F5d-USf69SU&feature=youtu.be&nomobile=1

I realize it's just lighting but WOW is that fancy lighting. The animation is so smooth it looks like a modern AAA game that went 2D.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on March 12, 2012, 08:59:28 pm
Fuck yes flashlights and walls that block said light much more effectively.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ivefan on March 12, 2012, 09:01:08 pm
I need to stay away from this thread. I don't want to get hyped up :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: legris on March 12, 2012, 09:39:14 pm
hey guys, glad you liked the lighting video, our coders have been hard at work! fun fact: that lighting takes up less than 1% cpu :D (just so proud of them haha)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ivefan on March 12, 2012, 09:41:44 pm
hey guys, glad you liked the lighting video, our coders have been hard at work! fun fact: that lighting takes up less than 1% cpu :D (just so proud of them haha)
Is there an estimation for a release date? and not a pressured one like terraria seemed to get.
Title: Re: Starbound - A flat yet infinite universe.
Post by: legris on March 12, 2012, 09:48:46 pm
hey guys, glad you liked the lighting video, our coders have been hard at work! fun fact: that lighting takes up less than 1% cpu :D (just so proud of them haha)
Is there an estimation for a release date? and not a pressured one like terraria seemed to get.

we're aiming for late summer this year, release dates are hard to predict though!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Matz05 on March 12, 2012, 09:50:49 pm
Sweet stuff!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on March 12, 2012, 10:15:24 pm
Okay, dat music. Dat music. I can't tell if it was channeling Copland's Appalachian Spring or Rodeo, but there was a serious Copland vibe in that. Starting at :30 or so. If that's not inspired by Copland's Rodeo (Better known as the, "Beef, It's What's For Dinner" song), I will eat my nonexistent hat.

That is awesome. Soundtrack released eventually, yes/no? I want that song!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on March 12, 2012, 10:16:49 pm
Okay, dat music. Dat music. I can't tell if it was channeling Copland's Appalachian Spring or Rodeo, but there was a serious Copland vibe in that. Starting at :30 or so. If that's not inspired by Copland's Rodeo (Better known as the, "Beef, It's What's For Dinner" song), I will eat my nonexistent hat.

That is awesome. Soundtrack released eventually, yes/no? I want that song!
I'm something around 80% sure the music was a nyan cat remix.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on March 12, 2012, 10:21:42 pm
Rodeo (http://www.youtube.com/watch?feature=player_detailpage&v=LsReWx9XdNs#t=40s) vs Lighting music (http://www.youtube.com/watch?feature=player_detailpage&v=F5d-USf69SU#t=29s).

Compare :P

I'll give that nyan cat may be able to be easily remixed into something sounding like Copland's hoedown, though!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Trapezohedron on March 12, 2012, 10:28:54 pm
Too lazy to do some researching on my own, so I'll ask. When's this game gonna be released?

E: D'oh! Thanks for pointing it out, although I feel like a moron now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on March 12, 2012, 10:30:37 pm
... NG. NG! Scroll up.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on March 12, 2012, 10:31:06 pm
Too lazy to do some researching on my own, so I'll ask. When's this game gonna be released?

Second post on this page. Don't strain yourself :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on March 12, 2012, 10:34:04 pm
Second post on this page. Don't strain yourself :P
You mean 21st?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on March 12, 2012, 10:36:24 pm
Rodeo (http://www.youtube.com/watch?feature=player_detailpage&v=LsReWx9XdNs#t=40s) vs Lighting music (http://www.youtube.com/watch?feature=player_detailpage&v=F5d-USf69SU#t=29s).

Compare :P

I'll give that nyan cat may be able to be easily remixed into something sounding like Copland's hoedown, though!
They do sound awfully similar. Perhaps it's a mix of both?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on March 12, 2012, 10:38:35 pm
All things are possible.

All I know is I now have a ravening thirst for that bit of music :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on March 13, 2012, 06:24:12 am
If the music in the lighting demo isn't a full track in the game, shit will get real pretty damn quickly.
Title: Re: Starbound - A flat yet infinite universe.
Post by: DrPoo on March 13, 2012, 11:03:43 am
Fitting music: http://www.youtube.com/watch?v=PbsOr95y394
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on March 13, 2012, 12:02:34 pm
we're aiming for late summer this year, release dates are hard to predict though!

That is sooner than I expected.   :o  How the heck do you guys get so much done so fast?
Title: Re: Starbound - A flat yet infinite universe.
Post by: legris on March 13, 2012, 12:31:19 pm
we're aiming for late summer this year, release dates are hard to predict though!

That is sooner than I expected.   :o  How the heck do you guys get so much done so fast?

we've been working on it for quite a while before we announced it, but then again, it's an estimated release date, we don't want to rush it and put out anything less than perfect.
and yeah, that song is part of the games soundtrack :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: DrPoo on March 13, 2012, 12:54:01 pm
we're aiming for late summer this year, release dates are hard to predict though!

That is sooner than I expected.   :o  How the heck do you guys get so much done so fast?

we've been working on it for quite a while before we announced it, but then again, it's an estimated release date, we don't want to rush it and put out anything less than perfect.
and yeah, that song is part of the games soundtrack :)

Sorry if i am just being a peanut gallery, but did you just say theres gonna be Liquid Tension Experiment in this game? INSTAN PREORDER
Title: Re: Starbound - A flat yet infinite universe.
Post by: cerapa on March 13, 2012, 01:39:58 pm
we're aiming for late summer this year, release dates are hard to predict though!

That is sooner than I expected.   :o  How the heck do you guys get so much done so fast?

we've been working on it for quite a while before we announced it, but then again, it's an estimated release date, we don't want to rush it and put out anything less than perfect.
and yeah, that song is part of the games soundtrack :)

Sorry if i am just being a peanut gallery, but did you just say theres gonna be Liquid Tension Experiment in this game? INSTAN PREORDER
I am 99% certain that he meant the music in the lighting demo.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on March 15, 2012, 03:14:41 pm
Liquid Tension Experiment in this game

This would indeed change my stance from "guaranteed sale" to "will purchase with the fury of a thousand suns."
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on March 15, 2012, 03:17:55 pm
Oh cool one of the devs is posting.

Still around? I've been curious how character creation is gonna be in this. Somewhat like Terraria with the different parts and color sliders? Or is it different?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on March 15, 2012, 09:41:08 pm
Oh god please don't do the RGB values. My OCD flared up like never before and I spent four hours just fiddling with the damn things before I even started playing the game, I shit you not. Then I restarted several times because I still wasn't happy with the result. Give us a choice of like six colors and that's that. I beg of you.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on March 15, 2012, 09:50:39 pm
Give us a choice of like six hundred colors and that's that. I beg of you.
FTFY, mweeheehee.

Seriously though, RGB values ftw. It's nice to just fiddle randomly and take what whimsy gives you.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on March 15, 2012, 10:00:20 pm
Give us a choice of like six hundred colors and that's that. I beg of you.
FTFY, mweeheehee.

Seriously though, RGB values ftw. It's nice to just fiddle randomly and take what whimsy gives you.
+1. It's 2012, limited color palettes are so last decade.
Title: Re: Starbound - A flat yet infinite universe.
Post by: darkrider2 on March 15, 2012, 10:45:51 pm
I want this game so bad.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on March 16, 2012, 12:28:05 am
Give us a choice of like six hundred colors and that's that. I beg of you.
FTFY, mweeheehee.

Seriously though, RGB values ftw. It's nice to just fiddle randomly and take what whimsy gives you.

That would still be many orders of magnitude fewer options than the RGB values provide, so while not ideal I'd still consider that an improvement. :P

Limited color palettes are so last decade.

So? 2D platformers are so 1990s. ;)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Duke 2.0 on March 16, 2012, 12:32:13 am
 RGB sliders with a few pre-assigned color palette boxes next to it set to colors that fit the color palette of your spacecraft or whatever. Everyone wins.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on March 16, 2012, 12:36:50 am
Limited color palettes are so last decade.

So? 2D platformers are so 1990s. ;)
Ah, but 2D platformers can add new technology such as physics to keep the genre fresh. There's nothing fresh about pre-set palettes :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Virtz on March 16, 2012, 12:40:32 am
How about Hue, Saturation and Luminance sliders instead of RGB? I think that's the more human readable form of colour selection. Cause like you've got one slider for the basic colour, one for how intense/greyish it is, and one for how bright/dark it is. And if they wanted to cap it similarly to Terraria, only the Luminance bar would really have to be capped. So far less guess-work and tweaking towards getting the colour you want.
Title: Re: Starbound - A flat yet infinite universe.
Post by: burningpet on March 16, 2012, 12:49:46 am
I agree, tweaking Hue/saturation/brightness is so so much easier than finding the actual RGB value.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ozyton on March 16, 2012, 01:24:14 am
If anybody has used photoshop, why not use the color picker from that? The one in MS Paint would work too but I prefer the photoshop one. Basically you have a slider to choose hue, then a plane to choose luminosity and saturation. Combining two of the values into that grid helps I think.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on March 16, 2012, 06:01:15 am
That was just suggested 2 posts ago >.>
Title: Re: Starbound - A flat yet infinite universe.
Post by: Microcline on March 16, 2012, 06:49:43 am
That was just suggested 2 posts ago >.>
I think Ozy was mentioning an example of a user interface that implements Virtz' suggestion.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Glacies on March 16, 2012, 07:32:54 am
Buying this with the rage of a thousand suns when it comes out.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on March 16, 2012, 11:32:32 am
How about Hue, Saturation and Luminance sliders instead of RGB? I think that's the more human readable form of colour selection. Cause like you've got one slider for the basic colour, one for how intense/greyish it is, and one for how bright/dark it is. And if they wanted to cap it similarly to Terraria, only the Luminance bar would really have to be capped. So far less guess-work and tweaking towards getting the colour you want.

God no, that'd be even worse. I'd have to convert those into RGB values in my head. Please no.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on March 16, 2012, 01:23:41 pm
It's a compulsive thing. It's got nothing to do with reason or logic. ;)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on March 16, 2012, 02:31:29 pm
How about we just ignore RGB entirely and ask for CMYK values instead then?
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on March 16, 2012, 04:01:56 pm
How about we just ignore RGB entirely and ask for CMYK values instead then?

For easy printing of our characters!
Title: Re: Starbound - A flat yet infinite universe.
Post by: x2yzh9 on March 16, 2012, 04:37:38 pm
Looks like a really interesting game. Definitely going to buy it when it's released, although I wonder how long that'll take. Very ambitious project, but I'm sure with the funding they got from terraria it'll be a good game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: darkrider2 on March 16, 2012, 05:56:40 pm
funding they got from terraria it'll be a good game.

Its stated a couple times that this is not terraria 2 or even affiliated to terraria other than looking similar.
Title: Re: Starbound - A flat yet infinite universe.
Post by: x2yzh9 on March 16, 2012, 06:01:00 pm
funding they got from terraria it'll be a good game.

Its stated a couple times that this is not terraria 2 or even affiliated to terraria other than looking similar.
Oh. I just looked on their website, once I looked at the team I realized that it wasn't being developed by relogic-And no, I didn't expect it to be terraria 2, I just thought it was being developed by relogic originally.
Title: Re: Starbound - A flat yet infinite universe.
Post by: pilgrimboy on March 17, 2012, 02:15:01 pm
funding they got from terraria it'll be a good game.

Its stated a couple times that this is not terraria 2 or even affiliated to terraria other than looking similar.

One of the guys on the team was a former programmer on Terraria.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Smitehappy on March 17, 2012, 07:43:43 pm
funding they got from terraria it'll be a good game.

Its stated a couple times that this is not terraria 2 or even affiliated to terraria other than looking similar.

One of the guys on the team was a former programmer on Terraria.

I thought the member from the Terraria team was the artist?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on March 17, 2012, 08:17:09 pm
Oh, also? How about controls? Any info on that? Will it support a 360 pad?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on March 17, 2012, 08:58:20 pm
Oh, also? How about controls? Any info on that? Will it support a 360 pad?

Man I hope so.  Sidescrolling feels so much better on a controller.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on March 17, 2012, 09:02:19 pm
Either this thread or their site says "move with WASD, aim and attack with mouse."
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on March 27, 2012, 09:21:08 pm
quick update in last few dys both the wallpaper 6 and also the winners of the monster creation contest still no word on beta
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on March 29, 2012, 04:39:07 pm
(http://playstarbound.com/wp-content/uploads/2012/03/hoptopart.png)
Awwwwww, look at this little guy. Look at him. Does this look like the face of mercy to you?
Awwwwwwwwwwww...





(http://playstarbound.com/wp-content/uploads/2012/03/animationexam2.gif)
...wwwwwwwwWHAT THE FUUUUCK?! AAAAAAAAAAGH!

Yowza. Talk about a tongue-lashing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on March 29, 2012, 05:00:48 pm
I'm pretty pumped for this game. Terraria seemed simple in many places (combat was just "hold down left click and don't let the monsters touch you", etc) and this really looks like it's going to be a huge improvement. It's got to be if they want to keep players enthralled for enough time to explore the infinite universe.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on March 29, 2012, 05:14:35 pm
I'm pretty pumped for this game. Terraria seemed simple in many places (combat was just "hold down left click and don't let the monsters touch you", etc) and this really looks like it's going to be a huge improvement. It's got to be if they want to keep players enthralled for enough time to explore the infinite universe.
Well, it is an entirely different game which is completely unconnected to Terraria other then having one of the people from Terraria's staff.

If you read the Thing about the Poptops, you would know their head is posistioned above the eyes, and not below it like we Humans are used to. They are still extremely cute none the less.
Title: Re: Starbound - A flat yet infinite universe.
Post by: SirAaronIII on March 29, 2012, 05:22:29 pm
I think the point is, it looks cute but is actually super terrifying.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on March 29, 2012, 06:02:57 pm
It kinda looks like a pokemon. I mean this in the best way possible.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on March 29, 2012, 06:11:03 pm
A bit more specifically... (http://bulbapedia.bulbagarden.net/wiki/Mawile_(Pokémon))
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on March 29, 2012, 06:13:34 pm
AHAH! I knew it looked familiar.  :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on March 29, 2012, 06:17:45 pm
Oh my GISDM. That moon thing.

I don't want to run into that moon thing. It looks terrifying.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on March 29, 2012, 06:33:44 pm
Oh my GISDM. That moon thing.

I don't want to run into that moon thing. It looks terrifying.

Agreed. It could be as scary as necessary - like one moment you're going along AND THEN THE MOON FALLS OUT OF THE BACKGROUND and you have to fight it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Turbosonic98 on March 31, 2012, 04:46:17 pm
This game looks fantastic already. I'll be keeping an eye on it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on March 31, 2012, 06:18:36 pm
It kinda looks like a pokemon. I mean this in the best way possible.
Quote
Any monster can be captured once it's low on health, then called into battle where it will fight for you. Defeating enough enemies will cause your captured creature to become more powerful. It's fun to pit your creature against a friends :)
I like how they cleverly tiptoe around saying "half the fun is going to be Pokemon battles".

/Implying this is actually going to be a bad pokemon battle ripoff :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on March 31, 2012, 06:34:40 pm
INCORRECT. IT WILL BE THE BEST POKEMON BATTLE RIPOFF.
Title: Re: Starbound - A flat yet infinite universe.
Post by: JoshuaFH on March 31, 2012, 07:13:56 pm
INCORRECT. IT WILL BE THE BEST POKEMON BATTLE RAPOFF.

What I read.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ochita on March 31, 2012, 07:41:47 pm
Oh my GISDM. That moon thing.

I don't want to run into that moon thing. It looks terrifying.
I on the other hand, want one of them as a pet, because even with the tongue and the mouth thing, I still find it cute.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on March 31, 2012, 08:39:25 pm
Oh my GISDM. That moon thing.

I don't want to run into that moon thing. It looks terrifying.
I on the other hand, want one of them as a pet, because even with the tongue and the mouth thing, I still find it cute.

I'm not sure whether you're talking about the Poptop or the Bad Moon, but since you mentioned a tongue I'm going to assume you meant the Poptop.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Nighthawk on April 02, 2012, 10:24:26 am
wait, what moon thingy?

I fail to see a moon thingy.
The recent update about the new monster (the Poptop) also has the runner-ups posted. The Bad Moon is one of those runner-ups. There should be a link on that announcement that you can click on...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on April 02, 2012, 11:08:44 am
I didn't see a 'bad moon' runner up.

closest I saw was a giant manta-rayesque thing.

Here it is. (http://community.playstarbound.com/index.php?threads/bad-moon.2965/)
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on April 02, 2012, 05:38:35 pm
that is just fucked up.
(http://i.imgur.com/WGSc8.png)
Verily.
Title: Re: Starbound - A flat yet infinite universe.
Post by: JoshuaFH on April 02, 2012, 10:08:08 pm
Dat moon.

It's horrifying.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on April 02, 2012, 10:13:13 pm
I see a jellyfish moon rising
Title: Re: Starbound - A flat yet infinite universe.
Post by: Trapezohedron on April 03, 2012, 12:33:25 am
That moon looks cute... It's so Kawaii~

Wait, why did I do that...
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 03, 2012, 10:10:05 am
Is this gonna have multiplayer?

it'd better have multiplayer.

Devs have stated multiplayer is a big factor in the game. You should read the "what's in the game" thread on their main forums.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 03, 2012, 10:56:46 am
Or, y'know, read the bloody FAQ (http://playstarbound.com/faq/). On the website. Mentioned in the OP.

Effort man, effort. It doesn't take much :-\

Check out the wallpaper of the week while you're there. Bad moon features innit~
Title: Re: Starbound - A flat yet infinite universe.
Post by: Matz05 on April 09, 2012, 03:01:37 pm
Poptops are adorable. They're even cute when they are gnawing the meat off your enemies' limbs...
What other creature can accomplish that?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on April 09, 2012, 05:19:39 pm
Cats and Kittens. They can do it while being complete utter bastards.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on April 09, 2012, 05:24:42 pm
I keep checking this thread any time it gets bumped, looking for new information or access. Bah.
Humbug.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 09, 2012, 05:33:08 pm
I keep checking this thread any time it gets bumped, looking for new information or access. Bah.

I'm even worse. I check Starbound General Discussion every day.

There is a distinct lack of updates lately other than Tiy adding Sonic the Hedgehog to the game (won't be in final version).
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on April 16, 2012, 02:40:36 pm
Spoiler (click to show/hide)
less than three
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on April 16, 2012, 02:42:17 pm
Spoiler (click to show/hide)
less than three
of what? Also, take the bold tags out of your image link and the extra http://
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on April 16, 2012, 02:44:39 pm
Spoiler (click to show/hide)
less than three
of what? Also, take the bold tags out of your image link and the extra http://
Less than three = <3
as in I <3 this game.

Only I'm not a saccharine douchebag, so I wouldn't actually say <3 because that's stupid.
And now you've made me EXPLAIN IT you--

*CONNECTION LOST*
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on April 16, 2012, 04:43:12 pm
And say it not once but THREE times in the process. ;)
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on April 16, 2012, 04:45:10 pm
Just saying preemptively that I will be buying this game and hosting a 24x7 server for bay12 on my private server hardware.

Can't wait...
Title: Re: Starbound - A flat yet infinite universe.
Post by: engy on April 16, 2012, 07:37:33 pm
Every time I see this bumped I think of the old turn based strat. of the same name... 

http://www.atfirstsite.us/psiscape_com/sbii/screen.html

The first time, I kind of thought they were coming back; but yeah, this looks good too.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on April 16, 2012, 10:26:38 pm
Spoiler (click to show/hide)
less than three
of what? Also, take the bold tags out of your image link and the extra http://
Less than three = <3
as in I <3 this game.

Only I'm not a saccharine douchebag, so I wouldn't actually say <3 because that's stupid.
And now you've made me EXPLAIN IT you--

*CONNECTION LOST*

Hey! I resemble that remark! <3

OT: Looking forward to this quite a bit.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on April 16, 2012, 10:54:20 pm
Sorry if this is a stupid question, but do you actually mine and build stuff in this game like in Terraria, or is it just a platformer with randomly generated worlds composed of blocks?
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on April 16, 2012, 10:58:19 pm
Sorry if this is a stupid question, but do you actually mine and build stuff in this game like in Terraria, or is it just a platformer with randomly generated worlds composed of blocks?
Did you go to their website and look what this game is about? It should answer pretty much all your question and even more. Also read the F.A.Q.

But quickly yes, you mine, your gather ressource, you rescue NPC, and much much much much more. Did i say something about space station maintenance, upgrading and research? If no, go take a look on his website.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on April 17, 2012, 05:59:14 am
one of the two programmers from terraria is the lead on this project and then his own team of 12 devs so he has the funds to do it.  Take terraria make that one planet and then build on top of that.  Spore meets terraria perhaps and other stuff
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on April 17, 2012, 10:56:55 am
one of the two programmers from terraria is the lead on this project and then his own team of 12 devs so he has the funds to do it.  Take terraria make that one planet and then build on top of that.  Spore meets terraria perhaps and other stuff

What do you mean, "one of the two programmers from terraria"? There was only ever one man programming the game. Tiyuri, the guy leading Starbound, was the artist.

On topic: Can't wait! Looks interesting and I hope to see more news about it in the future.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on April 17, 2012, 11:20:27 am
Sorry if this is a stupid question, but do you actually mine and build stuff in this game like in Terraria, or is it just a platformer with randomly generated worlds composed of blocks?
Did you go to their website and look what this game is about? It should answer pretty much all your question and even more. Also read the F.A.Q.

But quickly yes, you mine, your gather ressource, you rescue NPC, and much much much much more. Did i say something about space station maintenance, upgrading and research? If no, go take a look on his website.

Perhaps you should take your own advice and read the FAQ and the About section. Neither of them say anything about mining and building (i.e. directly removing blocks and placing them elsewhere one at a time). It only mentions nebulous "terraforming", which could mean anything.
Title: Re: Starbound - A flat yet infinite universe.
Post by: JoshuaFH on April 17, 2012, 11:28:35 am
Sorry if this is a stupid question, but do you actually mine and build stuff in this game like in Terraria, or is it just a platformer with randomly generated worlds composed of blocks?
Did you go to their website and look what this game is about? It should answer pretty much all your question and even more. Also read the F.A.Q.

But quickly yes, you mine, your gather ressource, you rescue NPC, and much much much much more. Did i say something about space station maintenance, upgrading and research? If no, go take a look on his website.

Perhaps you should take your own advice and read the FAQ and the About section. Neither of them say anything about mining and building (i.e. directly removing blocks and placing them elsewhere one at a time). It only mentions nebulous "terraforming", which could mean anything.

Gotta collect Ozone blocks, build a high tower, and layer them one at a time at the atmosphere level.
Title: Re: Starbound - A flat yet infinite universe.
Post by: DrPoo on April 17, 2012, 11:42:48 am
Sorry if this is a stupid question, but do you actually mine and build stuff in this game like in Terraria, or is it just a platformer with randomly generated worlds composed of blocks?
Did you go to their website and look what this game is about? It should answer pretty much all your question and even more. Also read the F.A.Q.

But quickly yes, you mine, your gather ressource, you rescue NPC, and much much much much more. Did i say something about space station maintenance, upgrading and research? If no, go take a look on his website.

Perhaps you should take your own advice and read the FAQ and the About section. Neither of them say anything about mining and building (i.e. directly removing blocks and placing them elsewhere one at a time). It only mentions nebulous "terraforming", which could mean anything.

Gotta collect Ozone blocks, build a high tower, and layer them one at a time at the atmosphere level.

I cant stop laughing :D

No seriously, that would be awesome gameplay :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 17, 2012, 11:44:35 am
Sorry if this is a stupid question, but do you actually mine and build stuff in this game like in Terraria, or is it just a platformer with randomly generated worlds composed of blocks?
Did you go to their website and look what this game is about? It should answer pretty much all your question and even more. Also read the F.A.Q.

But quickly yes, you mine, your gather ressource, you rescue NPC, and much much much much more. Did i say something about space station maintenance, upgrading and research? If no, go take a look on his website.

Perhaps you should take your own advice and read the FAQ and the About section. Neither of them say anything about mining and building (i.e. directly removing blocks and placing them elsewhere one at a time). It only mentions nebulous "terraforming", which could mean anything.

Gotta collect Ozone blocks, build a high tower, and layer them one at a time at the atmosphere level.

I cant stop laughing :D

No seriously, that would be awesome gameplay :D

It's so funny that I will sig it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on April 17, 2012, 12:33:18 pm
I hope that you can change the controls.
If you cant change the controls from WASD im not going to play.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on April 17, 2012, 01:17:56 pm
Sorry if this is a stupid question, but do you actually mine and build stuff in this game like in Terraria, or is it just a platformer with randomly generated worlds composed of blocks?
Did you go to their website and look what this game is about? It should answer pretty much all your question and even more. Also read the F.A.Q.

But quickly yes, you mine, your gather ressource, you rescue NPC, and much much much much more. Did i say something about space station maintenance, upgrading and research? If no, go take a look on his website.

Perhaps you should take your own advice and read the FAQ and the About section. Neither of them say anything about mining and building (i.e. directly removing blocks and placing them elsewhere one at a time). It only mentions nebulous "terraforming", which could mean anything.

"See a weird alien tree? Examine it! Maybe you’ll discover something about its use" Doesnt it imply some will have uses? and 80% of the time when i see uses it mean crafting, crafting also mean need ressource, how to get ressources? if you cant mine/get woods? etc. As for the terraforming, i believe if you can change weather with weather control building thing, i can safely assume terraforming will be like changing the biome into something else.

Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on April 17, 2012, 02:23:05 pm
"See a weird alien tree? Examine it! Maybe you’ll discover something about its use" Doesnt it imply some will have uses? and 80% of the time when i see uses it mean crafting, crafting also mean need ressource, how to get ressources? if you cant mine/get woods? etc.

Well maybe you just find a cave with a gold vein, you plonk down a "mining station" of some kind, and then come back once in a while to collect the resources it gathers until the vein is depleted. Or you mine it like you would in Skyrim, simply by interacting with it without actually excavating the area.

Quote
As for the terraforming, i believe if you can change weather with weather control building thing, i can safely assume terraforming will be like changing the biome into something else.

Well yeah, but does that just change blocks into other blocks, like Corruption/Hallow in Terraria? Or can I actually dig a hole in the ground? That doesn't answer that question.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 17, 2012, 03:03:11 pm
Sordid: You can in fact dig a hole in the ground. This is confirmed by the lighting video where the lone dev is wandering through a hole they made in the ground ala Terraria. There is a pickaxe in his inventory, and he's placed torches on some remaining mid-cave blocks.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on April 17, 2012, 03:33:38 pm
Hm, okay. That does seem to indicate digging and building is actually possible. Thanks.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on April 17, 2012, 04:15:20 pm
Hm, okay. That does seem to indicate digging and building is actually possible. Thanks.

It's almost like the game that looks like Terraria, has mechanics like Terraria, has been shown to play like Terraria, has had screenshots that indicate Terraria-like gameplay and is headed by one of the people who worked on Terraria... is LIKE TERRARIA. Heaven forbid.
Seriously, a bit of skepticism is good every now and again, but there comes a line between skepticism and violating common sense with a rake.

There is a fair chance that the whole "mining station" thing will be in the game, considering the NPCs and structures. It seems fairly likely that you'll be able to delegate the resource harvesting to NPCs to some degree. Maybe it'll have a radius, within which resources can be harvested by the station, or maybe you could use special markers of some kind to designate a vertical harvesting area, within which resources would slowly be replaced by regular stone and added to the station's internal storage. The rate could depend on the NPCs manning the station. The station would remain active while on other worlds until it ran dry at its' normal rate (either on a timer or ore/minute, with each ore being brought in at different rates (perhaps common ores could have a minmum rate of 1 per 2 minutes, up to rare ores at a minimum rate of 1 per 20 minutes), at which point you would get a notification of some description.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on April 17, 2012, 04:46:51 pm
It's almost like the game that looks like Terraria, has mechanics like Terraria, has been shown to play like Terraria, has had screenshots that indicate Terraria-like gameplay and is headed by one of the people who worked on Terraria... is LIKE TERRARIA. Heaven forbid.
Seriously, a bit of skepticism is good every now and again, but there comes a line between skepticism and violating common sense with a rake.

Ah, but one of the things about Starbound that the developers like to stress is that it's not Terraria 2. I was initially quite excited about Cube World, I thought it looked like Minecraft done right, until I realized that you can't actually pick up and place blocks. I was worried Starbound would be a similar case.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Bluerobin on April 17, 2012, 05:03:38 pm
Yup, I'll admit I thought the same thing back at the beginning of this thread. "Oh, looks like a more expansive Terraria, cool. Oh wait it's just the same artist, how much of the gameplay's similar? Can you break blocks?" I don't even really remember when I knew for sure there would be Terraria-like gameplay, but I think there was direct mention of it in the IRC Q&A they did a while back.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 17, 2012, 06:16:30 pm
I'm fine with it being like Terraria, at least a bit. The point is the extra stuff beyond picking up and putting down blocks in the ground is the real meat of the game. Plus, planets are supposed to be disposable enough to where there's no gameplay reason to settle down on one and just build a giant fort. Even though that's what I'm going to do.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on April 17, 2012, 06:28:10 pm
I'm fine with it being like Terraria, at least a bit. The point is the extra stuff beyond picking up and putting down blocks in the ground is the real meat of the game. Plus, planets are supposed to be disposable enough to where there's no gameplay reason to settle down on one and just build a giant fort. Even though that's what I'm going to do.
I'm hoping there IS a gameplay reason to settle planets though. NPC housing requirements, harvesting materials, etc. I mean there is technically no gameplay reason to build a house in minecraft either. You could make a dirt box around the spawn point and do nothing at all, endlessly respawning forever when you die of hunger.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on April 17, 2012, 06:33:21 pm
Yeah, it's kinda assumed that you're going to build stuff in these games. They have no plot, no objective, but give you lots of tools to build stuff with.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on April 17, 2012, 06:43:43 pm
I'm fine with it being like Terraria, at least a bit. The point is the extra stuff beyond picking up and putting down blocks in the ground is the real meat of the game. Plus, planets are supposed to be disposable enough to where there's no gameplay reason to settle down on one and just build a giant fort. Even though that's what I'm going to do.
I mean there is technically no gameplay reason to build a house in minecraft either. You could make a dirt box around the spawn point and do nothing at all, endlessly respawning forever when you die of hunger.

The gameplay reason for building in Minecraft is because its *the point* of the game :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 17, 2012, 06:45:51 pm
Ngh? Yeah, it's been dev-stated there's intended to be reasons to settle down on a planet or two; there's going to be more NPCs than you have room for on your station, mainly. So you'll have good reason to build up a little on a planet or two to get whatever benefit comes from having that excess meat laying around.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on April 17, 2012, 06:48:25 pm
I mean there is technically no gameplay reason to build a house in minecraft either. You could make a dirt box around the spawn point and do nothing at all, endlessly respawning forever when you die of hunger.
The gameplay reason for doing that is because its *the point* of the game :P
That isn't a gameplay reason. A gameplay reason would be like in Terraria, you build a house to spawn an NPC. Minecraft has no gameplay reason at all to do anything beyond find food and build a dirt wall. A two tile dirt wall will stop every mob in the game, and a small plot of tilled earth will feed you forever. Once you have your two tile high wall and a small plot of earth, you're all set. You could go mining down for some diamonds and eventually top out at diamond tier equipment, and now you have won.

I'm hoping there will be unique bonuses to settling planets as well. Researching different plants and animals, maybe engineering new ones, setting up factories, that sort of thing

At least in terraria, clowns will wreck your shit next bloodmoon if you just sit behind a dirt wall. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 17, 2012, 06:50:51 pm
Also, yeah, re: story: Check the game's about page. Story is intended~

E: Actually, just check the about page anyway. I hadn't noticed those awesome screenshots in there.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on April 17, 2012, 06:52:19 pm
At least in terraria, clowns will wreck your shit next bloodmoon if you just sit behind a dirt wall. :P

Not if you construct it cleverly enough. ;)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on April 17, 2012, 06:59:45 pm
I mean there is technically no gameplay reason to build a house in minecraft either. You could make a dirt box around the spawn point and do nothing at all, endlessly respawning forever when you die of hunger.
The gameplay reason for doing that is because its *the point* of the game :P
That isn't a gameplay reason. A gameplay reason would be like in Terraria, you build a house to spawn an NPC. Minecraft has no gameplay reason at all to do anything beyond find food and build a dirt wall. A two tile dirt wall will stop every mob in the game, and a small plot of tilled earth will feed you forever. Once you have your two tile high wall and a small plot of earth, you're all set. You could go mining down for some diamonds and eventually top out at diamond tier equipment, and now you have won.
Well, if you do that then your kinda doing minecraft wrong. In Minecraft the main focus of the game is to collect resources and build awesome structures that really have no real "point", as they end up being their own reward. The Diamonds and Iron you collect are only there to help you collect resources.

But this isn't the minecraft thread, so lets drop this now before we end up derailing the whole thread.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on April 17, 2012, 07:21:21 pm
your kinda doing minecraft wrong.

You... you just made my day. I'm somehow playing a sandbox game wrong. I hope I'm not doing terraria wrong too! Maybe I should check with you for the approved method of play.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on April 17, 2012, 07:29:32 pm
So, actually related to the topic...

I recall reading in one of their dev chats or logs that you can re-shape terrain, drastically, to make room for structures that can be either prefabricated or manually designed. That, and there is certainly at least something of a coherent back-plot, including planets generated specifically for story-based missions.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on April 17, 2012, 07:35:33 pm
You... you just made my day. I'm somehow playing a sandbox game wrong. I hope I'm not doing terraria wrong too! Maybe I should check with you for the approved method of play.
Ok then, if you want to live in your tiny 3x3 dirt hut and powergame through Minecraft's sub-par Combat system to get the the nonsensical ending then thats fine.

Still, this is the Starbound Thread. Not the Minecraft thread. Lets cut it now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on April 17, 2012, 07:42:50 pm
Ok then, if you want to live in your tiny 3x3 dirt hut and powergame through Minecraft's sub-par Combat system to get the the nonsensical ending then thats fine.

Still, this is the Starbound Thread. Not the Minecraft thread. Lets cut it now.
You're the one who's going on about it. >.>

So, actually related to the topic...

I recall reading in one of their dev chats or logs that you can re-shape terrain, drastically, to make room for structures that can be either prefabricated or manually designed. That, and there is certainly at least something of a coherent back-plot, including planets generated specifically for story-based missions.
See, this sounds awesome and excellent gameplay. Plot, missions, objectives... something to drive the game forward. Something Terraria lacked a bit. All you had there was a guide spouting various facts. Not that I disliked Terraria.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 17, 2012, 07:45:23 pm
Nargle. Look... look at the about page. Loooook at it. Then like, read what's there.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on April 17, 2012, 07:51:34 pm
A Wild Dev Chat Link Appears! (http://pastebin.com/jhU8Mdgs)

You cast click! It's super-effective!
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 17, 2012, 09:55:32 pm
Ngh? Yeah, it's been dev-stated there's intended to be reasons to settle down on a planet or two; there's going to be more NPCs than you have room for on your station, mainly. So you'll have good reason to build up a little on a planet or two to get whatever benefit comes from having that excess meat laying around.

Oh, yeah. I forgot about homeworlds. We don't really know much about those though beyond "terraforming" and the NPC stuff and various misc. details from the about/devlogs. The devs have said it's not intended that you get attached to planets beyond that because they're "disposable".

A Wild Dev Chat Link Appears! (http://pastebin.com/jhU8Mdgs)

You cast click! It's super-effective!

YES. This is great stuff.

Nargle. Look... look at the about page. Loooook at it. Then like, read what's there.

Also, yes. The about page if you read it clearly talks about story and missions.

EDIT: AWWWW. I thought that was a new log. It's just the old one.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on April 17, 2012, 10:06:53 pm
EDIT: AWWWW. I thought that was a new log. It's just the old one.

Ah, sorry about that. It just seemed like the fastest way to answer all the questions at once. Now I feel bad.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on April 18, 2012, 03:16:13 pm
Also, yeah, re: story: Check the game's about page. Story is intended~

E: Actually, just check the about page anyway. I hadn't noticed those awesome screenshots in there.

Yes, this game isn't Terraria 2. It's Terraria^2. Plot shall be included, at no extra cost.
I will settle the first planet I come across, eventually terraforming it into an ideal world which will serve as my ultimate home base, no matter how hostile or insane, because that's how I goddamn roll.
And then I will eventually colonize the depths of a Threat Rating 100 world, and build a giant steel production facility-slash-death tank in hell, partially submerged in magma like the deadliest loch ness monster.

Because that's how I goddamn roll.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 05, 2012, 08:40:23 am
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

GEAR TREES
Spoiler (click to show/hide)

PYRAMIDS
Spoiler (click to show/hide)

I DON'T KNOW WHAT THAT IS IN THE BACKGROUND BUT I LIKE IT
Spoiler (click to show/hide)

The background pine trees are placeholders.
I fucking LOVE the art style for this game.
Also the gear trees. GEAR TREES.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 05, 2012, 12:18:00 pm
I'm more interested in the giant goddamn skeleton behind the gear trees.
But I agree: AAAAAAAAAAAAAAAAAAAAAAAAAA
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 05, 2012, 12:36:10 pm
Oh God, gear trees. I hope we can cut them down to harvest gears.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on May 05, 2012, 12:41:05 pm
What's with the giant craters in the background of the gear tree image?
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on May 05, 2012, 12:45:18 pm
What's with the giant craters in the background of the gear tree image?
Somebody tried to cut a gear tree. But seriously? I want that game bad...
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on May 08, 2012, 02:12:04 am
this game is moving along quite well the dev promised a video which is yet to turn up will have to go discuss it on their forums
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on May 08, 2012, 07:12:51 am
I've said this before, but when will they take my damn money?!?!?!
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on May 08, 2012, 11:32:11 pm
ive been throwing my moneyh at the screen for ages yet they dont want it yet so maybe a bit longer
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on May 09, 2012, 04:08:22 am
NEVER throw a *penny plastic holder thingy? to help count* at your monitor, you may damage it more than it worth it! Yet being in B12 im sure somebody tried XD
Title: Re: Starbound - A flat yet infinite universe.
Post by: Trapezohedron on May 09, 2012, 10:36:44 am
Somebody craft a time-traveling DeLorean and pilfer a copy of Starbound!

'Cause I want IT NAOOOOOOOOOOO~
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on May 12, 2012, 03:30:37 am
still no video many tears are shed
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 12, 2012, 04:11:20 am
I get the strangest feeling that Bay12 community will end up compiling a huge collection of insanely difficult planets. Then turn them all into farms or zoos. If something more mundane exists, then into that.

Also, that lizard-on-a-caera-bot wallpaper is now my wallpaper. SO. COOL.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 12, 2012, 06:41:29 am
Nah, we'll turn them into factories. Vast armies of purple ogre penguins will power our hand-crafted laser towers.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on May 12, 2012, 07:45:29 am
I get the strangest feeling that Bay12 community will end up compiling a huge collection of insanely difficult planets. Then turn them all into farms or zoos. If something more mundane exists, then into that.

Also, that lizard-on-a-caera-bot wallpaper is now my wallpaper. SO. COOL.

Too... Much.... DF.... drove us crazy!
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 12, 2012, 09:01:25 am
What? Youre wrong! Its the OTHER people who have gone crazy, due to a lack of essential vitamin-DF!
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on May 12, 2012, 09:05:28 am
What? Youre wrong! Its the OTHER people who have gone crazy, due to a lack of essential vitamin-DF!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 12, 2012, 01:20:16 pm
Oh dear, I was just in the chatroom discussing a (serious; not DF) thing I thought up about how butchering cats could be extremely beneficial to the economy (providing a plentiful source of cheap meat) and environment (Less cats killing everything).
They seem to be extremely sensitive about cats and I got banned from the chatroom.
Whelp.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 12, 2012, 01:27:52 pm
Oh dear, I was just in the chatroom discussing a (serious; not DF) thing I thought up about how butchering cats could be extremely beneficial to the economy (providing a plentiful source of cheap meat) and environment (Less cats killing everything).
They seem to be extremely sensitive about cats and I got banned from the chatroom.
Whelp.
>Discussing the mass killing of an animal most people find to be quite adorable
>Not doing so here, where the major forumites are morally drained from abusing depressed alcoholic midgets every so often, then posting about it for the lulz
You got everything you deserved.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 12, 2012, 01:32:51 pm
Oh dear, I was just in the chatroom discussing a (serious; not DF) thing I thought up about how butchering cats could be extremely beneficial to the economy (providing a plentiful source of cheap meat) and environment (Less cats killing everything).
They seem to be extremely sensitive about cats and I got banned from the chatroom.
Whelp.
>Discussing the mass killing of an animal most people find to be quite adorable
>Not doing so here, where the major forumites are morally drained from abusing depressed alcoholic midgets every so often, then posting about it for the lulz
You got everything you deserved.
I still don't understand why so many people seem to think that practical solutions are so bad. Cats are snooty and stuck-up anyway. They deserve what they get.

Also, I wasn't doing it "for he lulz". I was doing it because it is a subject conversation. Conversations. Like what happen in chatrooms.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 12, 2012, 01:35:40 pm
Oh dear, I was just in the chatroom discussing a (serious; not DF) thing I thought up about how butchering cats could be extremely beneficial to the economy (providing a plentiful source of cheap meat) and environment (Less cats killing everything).
They seem to be extremely sensitive about cats and I got banned from the chatroom.
Whelp.
>Discussing the mass killing of an animal most people find to be quite adorable
>Not doing so here, where the major forumites are morally drained from abusing depressed alcoholic midgets every so often, then posting about it for the lulz
You got everything you deserved.
I still don't understand why so many people seem to think that practical solutions are so bad. Cats are snooty and stuck-up anyway. They deserve what they get.
He says, as if there aren't enough pigeons in existance already.
Or mice, who eat food, spread disease and scare people into standing on chairs and screaming.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 12, 2012, 01:47:40 pm
Oh dear, I was just in the chatroom discussing a (serious; not DF) thing I thought up about how butchering cats could be extremely beneficial to the economy (providing a plentiful source of cheap meat) and environment (Less cats killing everything).
They seem to be extremely sensitive about cats and I got banned from the chatroom.
Whelp.
>Discussing the mass killing of an animal most people find to be quite adorable
>Not doing so here, where the major forumites are morally drained from abusing depressed alcoholic midgets every so often, then posting about it for the lulz
You got everything you deserved.
I still don't understand why so many people seem to think that practical solutions are so bad. Cats are snooty and stuck-up anyway. They deserve what they get.
He says, as if there aren't enough pigeons in existance already.
Or mice, who eat food, spread disease and scare people into standing on chairs and screaming.
Do you have a problem with me or something? It seems like in your posts you're angry at me or something. Is it something I said to you before?
In any case, there are multiple bird species (admittedly mostly on islands) where the introduction of domesticated cats has brought their populations down severely; and it does not balance itself out like it normally would because humans provide food for the cats and encourage reproduction. In a natural system involving a predator and prey, the numbers would fluctuate at a steady pace, but with them domesticated the food is never in short supply, so they just keep on killing whatever it is they're killing.

Also the food point still stands. Although industrial production would have to be put up to a similar level as "mainstream" meats to be a worthwhile alternative.

On the "can't eat pets" thing, many people have rabbits as pets and yet they are a popular meat.
In fact, a lot of the stuff about not eating cats+dogs is just a remnant of the religious days of yore (Or now I guess, but religion is a lot less popular in the west now; and even those who are religious don't tend to treat it as importantly), due to them being carnivores. So yeah.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 12, 2012, 02:06:22 pm
People tend to get more attached to domesticated pet rabbits than the wild kind that usually ends up on a plate in some form or another.
However, having owned multiple cats and multiple rabbits, maybe I'm biased towards not eating the adorable fluffy things.
Cows, on the other hand, deserve everything they get. Also, could you imagine marketing that? "Cat meat, now 99% less chance to contain microchip pieces, and 70% less chance to be your beloved pet!" It'd be a logistics nightmare, too. How on earth would you get enough cats to make killing and serving a viable option? Cat farms? There's a good chance you'd need employees, and people as depraved as that are either professional hitmen or cartoon villains.
Who would buy that? Crazy people? Even if you could get a full cat farm running, you'd need to sell the stuff. People eat rabbits because they're a popular hunting animal, even though they're adorable. People don't hunt cats, sport or food. Cats aren't exactly considered an invasive species, unlike rabbits.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 12, 2012, 02:15:26 pm
Wait, what have cows done to deserve anything? They're one of the cleverer animals (as far as I am aware) and generally just stand still eating all day anyway.
Cats on the other hand. You wouldn't even believe how much I hate cats. Every time I have ever tried to be nice to one (EVER) I have left bleeding. I have three sets of scars actually; One on my left middle finger and one one on my left arm (Same incident), and one across my left nipple (This was staying at a friend's house at the age of about 7 or 8, and I was going to the bathroom in the night, saw the cat, leaned down to pat it and CLAWS IN MY CHEST).
So I'm probably biased the other way. Also, people seem quite happy (http://en.wikipedia.org/wiki/Tiger_hunting) to hunt cats.

Also I get the feeling that this is never going to get anywhere; seeing as how much you love cats. I, if it was not made clear, do not.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 12, 2012, 02:19:56 pm
People tend to get more attached to domesticated pet rabbits than the wild kind that usually ends up on a plate in some form or another.
However, having owned multiple cats and multiple rabbits, maybe I'm biased towards not eating the adorable fluffy things.
Cows, on the other hand, deserve everything they get. Also, could you imagine marketing that? "Cat meat, now 99% less chance to contain microchip pieces, and 70% less chance to be your beloved pet!" It'd be a logistics nightmare, too. How on earth would you get enough cats to make killing and serving a viable option? Cat farms? There's a good chance you'd need employees, and people as depraved as that are either professional hitmen or cartoon villains.
Who would buy that? Crazy people? Even if you could get a full cat farm running, you'd need to sell the stuff. People eat rabbits because they're a popular hunting animal, even though they're adorable. People don't hunt cats, sport or food. Cats aren't exactly considered an invasive species, unlike rabbits.
No... cats are definitely an invasive species. They're currently causing problems in... Australia, I want to say -- somewhere around that area, anyway -- at the very least, and that's only what I know of.

The rest is fairly accurate, but the biggest problem with cat farming is the whole carnivore thing. Most land-based carnivores just have substandard meat (it's part and parcel to how meat eaters process food, iirc), and breeding them en masse is considerably more expensive than herbivores, strictly because of the necessarily higher energy cost involved with carnivores. Basically, we have fish and herbivores instead of land based carnivores as livestock for a reason, and it's not sentimentality.

Re: Cat attack -- if you've been mauled by a cat, it was you screwing up, not the cat, sorry. They're pretty easy to deal with if you know how. I've tamed a couple of full ferals (insofar as housecats get) with no lasting injuries, and had cats as pets for most of my life. Don't like 'em more or less than most other animals, but you do have to know what you're doing... same as any other nonhuman.

Not sure why this is in the starbound thread, though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 12, 2012, 02:20:31 pm
So I saw a new post in Starbound, and was all like "NEW SCREENSHAWTS?!" and I get this...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 12, 2012, 02:29:19 pm
Re: Cat attack -- if you've been mauled by a cat, it was you screwing up, not the cat, sorry. They're pretty easy to deal with if you know how. I've tamed a couple of full ferals (insofar as housecats get) with no lasting injuries, and had cats as pets for most of my life. Don't like 'em more or less than most other animals, but you do have to know what you're doing... same as any other nonhuman.
I am in no way an animal trainer, but you shouldn't need to have taken training to stay safe from an animal that is supposedly a domestic pets.
In experiences with equally house-living cats and dogs, cats are by far the most problematic and least likable.

Also I think we should probably start closing off this derail and put the thread back on it's tracks.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 12, 2012, 02:33:42 pm
(http://giggledaily.com/wp-content/uploads/2012/05/cat-mini-computer-480x300.jpg)
Moderator Kitten disapproves of this off-topic discussion.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 12, 2012, 02:42:18 pm
(http://giggledaily.com/wp-content/uploads/2012/05/cat-mini-computer-480x300.jpg)
Moderator Kitten disapproves of this off-topic discussion.
And now for a convenient transition to the game-master mode for Starbound. It allows some people to access a server/planet and be able to 1.See everything 2.Have world editing powers and 3.Control any NPC.

This allows for things far more complex than can be gained from scripted events. For example, the GM could create some ruins filled with treasure and tell the players by means of an NPC or signs or something to go in, then spawn a boss inside and `cave in` the entrance if they try to run, so it's either they run with good mining equipment or they kill it.
Sounds pretty versatile.

[Kind of off-topic but also on it]: How long do these confirmation e-mails take? I have been waiting a number of hours and still nothing. I've asked fr it resent too.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2012, 02:58:42 pm
It may be sad but the one thing that really impresses me about this game is that you can walk up inclines
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on May 12, 2012, 03:09:39 pm
This /r/starbound post (http://www.reddit.com/r/starbound/comments/tiuk6/more_screenshots_and_ketchup_robot/) has some new screenshots. Also a ketchup robot.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2012, 03:13:31 pm
This /r/starbound post (http://www.reddit.com/r/starbound/comments/tiuk6/more_screenshots_and_ketchup_robot/) has some new screenshots. Also a ketchup robot.

And the quality of the game is starting to become suspect.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 12, 2012, 03:18:24 pm
This /r/starbound post (http://www.reddit.com/r/starbound/comments/tiuk6/more_screenshots_and_ketchup_robot/) has some new screenshots. Also a ketchup robot.

And the quality of the game is starting to become even more apparent.
ftfy
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2012, 03:29:48 pm
This /r/starbound post (http://www.reddit.com/r/starbound/comments/tiuk6/more_screenshots_and_ketchup_robot/) has some new screenshots. Also a ketchup robot.

And the quality of the game is starting to become even more apparent.
ftfy

Community assessment complete.

Beware of hype-generators.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 12, 2012, 04:07:06 pm
This /r/starbound post (http://www.reddit.com/r/starbound/comments/tiuk6/more_screenshots_and_ketchup_robot/) has some new screenshots. Also a ketchup robot.

And the quality of the game is starting to become suspect.
Elaborate?
Just so you know, the ketchup thing is an obscure reference to a Heinz advert, I believe.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 12, 2012, 04:14:02 pm
The penguin with the turtle shell wasn't enough to hint that the game wasn't entirely serious?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2012, 04:16:10 pm
Spoiler (click to show/hide)

Whatever just ignore the spoiler.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 12, 2012, 04:32:46 pm
Sorry for not being very well informed on the videogame reviewing industry, but what do all of those words you used mean.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on May 12, 2012, 04:36:09 pm
They mean he doesn't know if the game will be good or not.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2012, 04:39:43 pm
They mean he doesn't know if the game will be good or not.

Actually yes, this is exactly it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on May 12, 2012, 04:44:34 pm
Ohh I know it is supposed to be funny.

It just means this is going to be a soupy game which is one of the indicators of negative quality (which is a shame because I love Soupy games done right). Judging by the Comedy it means it is also going to be light-hearted soup which is also an indicator that this could be a Mudbox game. It is showing its gameplay unfocus.
Can you... uh, translate that into an existing language of some sort? Because "soupy game" and "mudbox" isn't even Tropese, though I can probably sort of infer the meaning, or part of it at least. "Mudbox" probably relates to "sandbox", and "soupy" would imply a disparate style conglomerate a la, say, Nethack, but beyond that I've no idea. If I'm right on the "soupy" definition, I see nothing badong with it. Given the game's general scope (how many variations of rocket launcher did they say they have?), having everything up to and beyond the kitchen sink's long lost Cybertronian half-brother in the bestiary and environments can only be a good thing. Being normal (or even "sane") would only be detrimental here.

And really now, given how great Terraria was, can you really blame people for being excited about a space-based Spore/Roguelike offshoot project? Even if only half of the things promised are done in the end, the sheer scope and scale of the project will make up for it, at the very least it'll be another Terraria. I'm not excited for it as anything more than an expanded Terraria clone, but even that has me rather anxious to see this game.

...aand ninja'd, of course. Still, I'd like some clarification on those terms used.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 12, 2012, 05:09:10 pm
Ohh I know it is supposed to be funny.

It just means this is going to be a soupy game which is one of the indicators of negative quality (which is a shame because I love Soupy games done right). Judging by the Comedy it means it is also going to be light-hearted soup which is also an indicator that this could be a Mudbox game. It is showing its gameplay unfocus.
Can you... uh, translate that into an existing language of some sort? Because "soupy game" and "mudbox" isn't even Tropese, though I can probably sort of infer the meaning, or part of it at least. "Mudbox" probably relates to "sandbox", and "soupy" would imply a disparate style conglomerate a la, say, Nethack, but beyond that I've no idea. If I'm right on the "soupy" definition, I see nothing badong with it. Given the game's general scope (how many variations of rocket launcher did they say they have?), having everything up to and beyond the kitchen sink's long lost Cybertronian half-brother in the bestiary and environments can only be a good thing. Being normal (or even "sane") would only be detrimental here.

And really now, given how great Terraria was, can you really blame people for being excited about a space-based Spore/Roguelike offshoot project? Even if only half of the things promised are done in the end, the sheer scope and scale of the project will make up for it, at the very least it'll be another Terraria. I'm not excited for it as anything more than an expanded Terraria clone, but even that has me rather anxious to see this game.

...aand ninja'd, of course. Still, I'd like some clarification on those terms used.
I believe it was something like 10,000 individual graphical styles for rocket launchers, or something along those lines.

EDIT: Wat.
Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 12, 2012, 05:26:56 pm
And now for a convenient transition to the game-master mode for Starbound. It allows some people to access a server/planet and be able to 1.See everything 2.Have world editing powers and 3.Control any NPC.

This allows for things far more complex than can be gained from scripted events. For example, the GM could create some ruins filled with treasure and tell the players by means of an NPC or signs or something to go in, then spawn a boss inside and `cave in` the entrance if they try to run, so it's either they run with good mining equipment or they kill it.
Sounds pretty versatile.

What? The way you said this it seems like you're stating a fact. Could you show where you've gotten this information? I would love for it to be true.

Specifically "Control any NPC". I look for this feature in many, MANY games.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Microcline on May 12, 2012, 06:17:24 pm
This /r/starbound post (http://www.reddit.com/r/starbound/comments/tiuk6/more_screenshots_and_ketchup_robot/) has some new screenshots. Also a ketchup robot.

And the quality of the game is starting to become suspect.
Elaborate?
Just so you know, the ketchup thing is an obscure reference to a Heinz advert, I believe.

Ohh I know it is supposed to be funny.

It just means this is going to be a soupy game which is one of the indicators of negative quality (which is a shame because I love Soupy games done right). Judging by the Comedy it means it is also going to be light-hearted soup which is also an indicator that this could be a Mudbox game. It is showing its gameplay unfocus.

It is suspect but only so much that it means I'll have to pay close attention to this game to see if it is good. Judging by other people's reactions is also means I cannot take anyone's word for it because this game seems to have a strong community hype factor as well given that people will just outright edit your posts to say the game is awesome. It may have been a joke but as someone once said "You learn more about someone in a hour of play then in a hundred days of conversation". The chances that I will be called out on this is also high, the tone and amount of information indicative of community hype generation.

I work by percents and indications.

"The penguin with the turtle shell wasn't enough to hint that the game wasn't entirely serious?"

Didn't see it. It could be cutesy but I thought it was a product of the art style. Plus Cutesy is a rather poor indicator of quality.
Like Sean I haven't previously encountered the terms "soupy" or "mudbox" in this context.  I'd would agree that memes and references do not enhance a game, and can detract from it if overdone.  However, I don't know if "gameplay focus" is that damning of criticism given how many recent indie games have prospered despite (or perhaps because of) it.

That said, I think you're right that the hype has gotten out of hand and anyone expecting it to live up to fan speculation will be sorely disappointed.  I suspect the capabilities of procedural generation such as promises of limitless planets, 10,000 unique rocket launchers, randomly generated creatures, have been largely overestimated by the fanbase (a good way to deal with advertising blurbs is to think "what's the easiest way to implement this and still be able to say it?").  If people are just looking for Terraria+ I don't think they'll be disappointed.

As we don't have any examples of previous games from the team we don't have any way to gauge how well it will live up to expectations.  With most other devs you can tell by their previous work, like
Their word is always true (ex. Gaben, Toady, Wolfire)
You can trust screenshots (ex. Redigit)
Don't trust them until you see in-game footage of it (ex. Notch)
Don't listen to their lies (ex. Todd, Molyneux)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2012, 06:32:11 pm
I'll translate my terms

Soupy: Like a Stone soup a soupy game is one that tries to fit a lot of many types of content into the game.
Mudbox: A Sandbox that doesn't lead to enhanced gameplay. Especially true of games that randomise but do not give good layouts.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on May 12, 2012, 08:55:26 pm
The only thing I got out of that picture mattie is that my irc client doesn't show join/leave lines for some reason. Probably a misclicked setting.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on May 13, 2012, 12:28:52 am
The only thing I got out of that picture mattie is that my irc client doesn't show join/leave lines for some reason. Probably a misclicked setting.
Bonic the Sledgehog, man.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 13, 2012, 03:07:26 am
And now for a convenient transition to the game-master mode for Starbound. It allows some people to access a server/planet and be able to 1.See everything 2.Have world editing powers and 3.Control any NPC.

This allows for things far more complex than can be gained from scripted events. For example, the GM could create some ruins filled with treasure and tell the players by means of an NPC or signs or something to go in, then spawn a boss inside and `cave in` the entrance if they try to run, so it's either they run with good mining equipment or they kill it.
Sounds pretty versatile.

What? The way you said this it seems like you're stating a fact. Could you show where you've gotten this information? I would love for it to be true.

Specifically "Control any NPC". I look for this feature in many, MANY games.
Yup, Tiy was talking about it and someone pasted the IRC chat up on the forums.
Spoiler: spoiler for length (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on May 13, 2012, 04:21:35 am
THat i can see a lot of very nice story! Finaly something free-form, sandbox, survival, sci-fi, and for god sake NPC/story/GM/DND-ish story system? How can it go wrong really.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 13, 2012, 04:41:28 am
I am going to have so much fun with this game.
Hell, I think a lot of people will use director mode for megaconstructions when they're not using it for questing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on May 13, 2012, 07:04:09 am
This looks like it's going to fill my point-click-kill urges more than Diablo 3 probably will. It seems to have everything: nostalgia, replayability, exploration, multiplayer, cool/cute graphics. I've finally bothered to get a card to make the occaisional purchase/donation with, so when this is out, it's a definate.

From reading the site and posts, it seems to be pretty influenced by some of my favourite games (or series).

#1. It's like a side scrolling RLProspector, but with multiplayer. Prospector is one of my fave roguelikes for general time-killing purposes.
#2. It's like a randomly generated Wonderboy 2/3/5, with guns and multiplayer. The amount of nostalgia the shield block mechanic posts gave me was amazing.
#3. It's like a dual weilding, craftable weapon Metal Gear. Run and gun, then gun some more (I'm pretty sure I'm thinking of the right game here).
#4. Someone mentioned Phantasy Star. Phantasy Star+Wonderboy II/III/V+Midnight Resistance+Prospector=this game.

These are all very good things.


I wonder how the creature graphics are going to be done in the end? Paper-dolling, construct-a-skeletal-animation, bits-and-pieces-mashup or something else. If there's 21000 possible types of rocket launcher, that implies paper dolling (5 pieces connected together for each rocket launcher, 10 types of each of those pieces, 2 different rocket graphics would give you enough for 20K RLs, or any combo like that). The actual effect of the rocket launchers could easily run into millions though (missile speed, range, multi-boom, explosion size, damage type, gravity effects, tracking, charge-up, fire speed, ammo, environmental safety/damage, all kinds of other stuff). But different creatures can be a bugger to paper-doll if there's different features. Some heads don't go quite so well with some bodies, even if you scale them and have connection points mapped. Maybe it will end up as skeletal animation. Damn that would be cool, the possiblities in creature design would be damn near limitless with just a few different body layouts (2 legs/3/4/6, head placings, etc), then just a host of part sprites getting glued together/scaled/coloured appropriatedly.

Anyway, where was I going with this? Oh yeah, this game looks great. I'm going to buy it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 13, 2012, 07:22:45 am
Director mode is going to be nice!
I have a friend that loves to do LP's, so i hope i could make us a server when the game comes out, director-edit the server and let my friends LP on it while i supply them with events.
Kinda like the yogscast minecraft series.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 13, 2012, 08:41:10 am
Director mode sounds great. Even if this turns out to be Terraria Plus, having that kind of feature would increase its replayability for me and my friends.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 13, 2012, 10:47:06 am
Suddenly, I go director mode and everybody is instantly surrounded by 500 of every enemy in the game.
Those that don't lag out are instantly slaughtered, and those that survive get gibbed by me, as a max-power NPC with all the best equipment.

EDIT: Also, a chargable rocket launcher would be the best thing ever.
I can imagine a few effects.
Bigger explosion
Fragmentation
Elemental effects
More rockets
Homing rockets
An alternate charged fire mode, like a terrain-piercing laser shot
Splitter rockets
Mortar shots
Rockets that turn into immobile turrets once they hit the ground
Rockets that transmogrify their victims into cats
Rockets that heal their target
THE POSSIBILITIES
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 13, 2012, 12:37:52 pm
Dont forget to balance it tough. I know perfectly how, add 'no random critical hits'!
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 13, 2012, 01:35:54 pm
Dont forget to balance it tough. I know perfectly how, add 'no random critical hits'!
-200% move speed
No random critical hits
-99% firing speed
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 13, 2012, 01:37:46 pm
-200% move speed woudlnt change much at all, i think, you'd just have to press the opposite  button :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on May 13, 2012, 01:38:14 pm
I think healing rockets would be fucking awesome.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 13, 2012, 01:47:49 pm
I think healing rockets would be fucking awesome.
They would be giant needles.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on May 13, 2012, 02:28:36 pm
Suddenly, I go director mode and everybody is instantly surrounded by 500 of every enemy in the game.
Those that don't lag out are instantly slaughtered, and those that survive get gibbed by me, as a max-power NPC with all the best equipment.

Sure hell im not giving you director rights on my server once its out XD No offense :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 13, 2012, 03:30:09 pm
I think what everyone's missing here is that if Director Mode was implemented then we would be able to play as penguin space raiders.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on May 13, 2012, 04:21:19 pm
Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 13, 2012, 04:31:14 pm
Spoiler (click to show/hide)
(b")-b

Will totes mod rabites in if modding capability allows.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on May 13, 2012, 04:51:19 pm
New video! (http://www.youtube.com/watch?v=9kXWeUc_e8c&feature=player_embedded)

Just some cool forests for the most part and some rather sexy looking animations for characters.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 13, 2012, 04:59:47 pm
New video! (http://www.youtube.com/watch?v=9kXWeUc_e8c&feature=player_embedded)

Just some cool forests for the most part and some rather sexy looking animations for characters.
Agh, no combat or anything yet. At least the environments look very nice.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 13, 2012, 05:19:24 pm
My mind is currently full of stars, please try again later.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 13, 2012, 05:24:20 pm
Fairly pretty. Music wasn't as intensely sexy as the lighting demo, but still very solid. Movement seemed pretty fluid, though the heads feel somehow off-putting. Still. Is more than seen previously. Huzzah.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on May 13, 2012, 07:37:24 pm
I hope they're not promising too much with the amount of variety in the environments. Because currently that's the most exciting thing about this game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on May 13, 2012, 08:14:12 pm
Unless you're just in this for terraria+!

In whichcase I'm pretty much happy with what they've shown so far.

EDIT: As a slightly off topic note, I keep going back to terraria online and keep being dissapointed with the modding community. Doesn't look like it's gonna take off like with minecraft.

EDIT2: I mean hell, there aren't even any decent texture packs.  :-\
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on May 13, 2012, 08:20:25 pm
Terraria has/had modding?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 13, 2012, 08:24:33 pm
Terraria has/had modding?

There are a few but nothing really seemed well-thought-out to me. A couple texture packs looked good but never got finished, etc. It really is like Redigit bailing killed some of the spirit of the game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 13, 2012, 08:26:04 pm
Terraria has/had modding?

There are a few but nothing really seemed well-thought-out to me. A couple texture packs looked good but never got finished, etc. It really is like Redigit bailing killed some of the spirit of the game.

It doesn't help that he pretty much went back on everything he said by doing so.

To me it makes Hardmode feel like his attempt to at least say he completed terraria as a copout.

Mind you he has such a ravenous fanbase that I am sure no one did mind.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on May 13, 2012, 08:28:07 pm
Urgh, I hope I didn't start this argument again.

But yeah, a few decent mod ideas that never really get fleshed out. Everything else is MASS EFFECT WEAPON PACK #71628817263617
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 13, 2012, 09:26:30 pm
Urgh, I hope I didn't start this argument again.

But yeah, a few decent mod ideas that never really get fleshed out. Everything else is MASS EFFECT WEAPON PACK #71628817263617

Ok well lets just say this here

No arguements about Terraria.

Anyhow. My biggest worry is the gameplay because Terraria's gameplay was... sorta, kinda, actually bad (or at least it didn't improve the game). I am worried it will follow suit.

It is what bugged me about the intro vs. the actual game in terraria. The Intro was all fixed (it wasn't made by the game) and in it I could see platforms set for stepping stones, specific corners just for getting around, and just a intelligent randomised system... unfortunately as I found out that was faked and the game doesn't randomise in a way that benefits gameplay nor are fights all that interesting.

I HOPE Starbound doesn't take a page from Terraria in terms of gameplay... but here is the thing... I think they will. I honestly think the gameplay is going to be heavily influenced by Terraria.

The only exception is ONE boss in Starbound that has me interested. Admittingly it is less a boss and more of a *spoiler* but still...

There is so much room Terraria could have been improved on. Yet just like WoW we are going to get what I shall call a Genre Stagnator.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on May 13, 2012, 10:17:53 pm
I'm honestly not sure what you mean intelligent randomization. Like, it only loads terrain that is interesting strategically/geographically?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 13, 2012, 10:21:36 pm
I'm not even sure what he means by "the intro is all fixed". What? I've never seen the same terrain twice in the starting area, and it is entirely possible to be trapped by tall mountains on either side until you build some wooden platforms.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 13, 2012, 10:24:11 pm
I think pre-judging that it will be bad or derivative is as bad as pre-supposing it will be mind-meltingly amazing. I will say, the longer we go with these simplistic teasers the more I'm beginning to doubt the "we have so much awesome in store for you, you just don't know." Or at least the summer release date. If the systems are workable or at least demonstrably capable, what's with the simplistic teasers?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Audioworm333 on May 13, 2012, 10:26:01 pm
Oh.
My.
GOD.
This looks fucking awesome.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on May 13, 2012, 10:26:57 pm
I think pre-judging that it will be bad or derivative is as bad as pre-supposing it will be mind-meltingly amazing. I will say, the longer we go with these simplistic teasers the more I'm beginning to doubt the "we have so much awesome in store for you, you just don't know." Or at least the summer release date. If the systems are workable or at least demonstrably capable, what's with the simplistic teasers?

That's actually a really good point, there's not really a point to debating the merits and negatives of a game that hasn't even been released yet.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 13, 2012, 10:31:02 pm
I'm honestly not sure what you mean intelligent randomization. Like, it only loads terrain that is interesting strategically/geographically?

Well lets say you build a machine that build random Super Mario levels.

Ultimately you would want something that makes unique levels everytime.

On the same hand you also want something that makes "fun" levels too.

Basically intelligent randomization randomizes while also taking into account gameplay elements. Though some games are so flexible that they are fun no matter what they generate, but terraria wasn't one of them. People made their own fun.

Quote
I'm not even sure what he means by "the intro is all fixed".


Stepping stone lava bridge. That was the section of the video that sold me on terraria. It was so epic and I honestly though that it was going to combine random with fun to make Fundom.

Quote
there's not really a point to debating the merits and negatives of a game that hasn't even been released yet

On the contrary. Most games present themselves before release quite well if you pay enough attention. As well it is more of an exploration of the chances.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 13, 2012, 11:46:00 pm
Honestly, you're naysaying on what little we do have on the basis of what we don't have.

No you misunderstand my posts. I am worried, I have yet to make a hard verdict.

If you got a strong conclusion about Starbound from my posts then you misread it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Biag on May 14, 2012, 12:00:14 am
But what is the point of writing a bunch of lengthy posts that all just say "Wait, guys, what if this is bad?!" You don't need to prove the game might suck, because there's always the chance that an unreleased game is going to suck. I think everybody understands that here. There's not enough information for us to draw a whole lot of conclusions, so at the very least can we keep the unfettered speculation positive?
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on May 14, 2012, 01:27:01 am
Anyhow. My biggest worry is the gameplay because Terraria's gameplay was... sorta, kinda, actually bad (or at least it didn't improve the game). I am worried it will follow suit.
Quote
I HOPE Starbound doesn't take a page from Terraria in terms of gameplay... but here is the thing... I think they will. I honestly think the gameplay is going to be heavily influenced by Terraria.
Quote
There is so much room Terraria could have been improved on. Yet just like WoW we are going to get what I shall call a Genre Stagnator.

I agree here. Terarria's gameplay was incredibly simple, to a disappointing level.

My main problem was the "you take damage when you bump into enemies, they take damage when they bump into your weapon" simple combat system. For a game that was supposed to have deeper combat than Minecraft, it sure had some pretty simplistic combat. Thankfully definitely getting improved somewhat in Starbound with attack frames/animations and deeper combat.

Hopefully there'll be things like enemies with attack patterns and weak spots (especially bosses), weapons that are more complex than "point at enemy and hold left click", an even variety of weapons throughout the game (it was impossible to use only certain weapon types from the beginning to the end of Terraria), complex and strategic defensive options (more than just passive armor bonuses, shields are looking like this).

I'm looking forward to the game, but I hope it isn't Terraria + More (Randomized) Worlds.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 14, 2012, 03:50:42 am
Anyhow. My biggest worry is the gameplay because Terraria's gameplay was... sorta, kinda, actually bad (or at least it didn't improve the game). I am worried it will follow suit.
Quote
I HOPE Starbound doesn't take a page from Terraria in terms of gameplay... but here is the thing... I think they will. I honestly think the gameplay is going to be heavily influenced by Terraria.
Quote
There is so much room Terraria could have been improved on. Yet just like WoW we are going to get what I shall call a Genre Stagnator.

I agree here. Terarria's gameplay was incredibly simple, to a disappointing level.

My main problem was the "you take damage when you bump into enemies, they take damage when they bump into your weapon" simple combat system. For a game that was supposed to have deeper combat than Minecraft, it sure had some pretty simplistic combat. Thankfully definitely getting improved somewhat in Starbound with attack frames/animations and deeper combat.

Hopefully there'll be things like enemies with attack patterns and weak spots (especially bosses), weapons that are more complex than "point at enemy and hold left click", an even variety of weapons throughout the game (it was impossible to use only certain weapon types from the beginning to the end of Terraria), complex and strategic defensive options (more than just passive armor bonuses, shields are looking like this).

I'm looking forward to the game, but I hope it isn't Terraria + More (Randomized) Worlds.
Well, considering the updated lighting engine and director mode, it'll be a lot easier to do crazy things. Hell, nighttime is actively dark as shit, if the forest biome demo was anything to go by. That should be good to witness.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Trapezohedron on May 14, 2012, 04:24:25 am
Anyhow. My biggest worry is the gameplay because Terraria's gameplay was... sorta, kinda, actually bad (or at least it didn't improve the game). I am worried it will follow suit.
Quote
I HOPE Starbound doesn't take a page from Terraria in terms of gameplay... but here is the thing... I think they will. I honestly think the gameplay is going to be heavily influenced by Terraria.
Quote
There is so much room Terraria could have been improved on. Yet just like WoW we are going to get what I shall call a Genre Stagnator.

I agree here. Terarria's gameplay was incredibly simple, to a disappointing level.

My main problem was the "you take damage when you bump into enemies, they take damage when they bump into your weapon" simple combat system. For a game that was supposed to have deeper combat than Minecraft, it sure had some pretty simplistic combat. Thankfully definitely getting improved somewhat in Starbound with attack frames/animations and deeper combat.

Hopefully there'll be things like enemies with attack patterns and weak spots (especially bosses), weapons that are more complex than "point at enemy and hold left click", an even variety of weapons throughout the game (it was impossible to use only certain weapon types from the beginning to the end of Terraria), complex and strategic defensive options (more than just passive armor bonuses, shields are looking like this).

I'm looking forward to the game, but I hope it isn't Terraria + More (Randomized) Worlds.

Yeah. Terraria's enemies were just some kind of bump-to-kill-player or Look at player then take aim.

I want Starbound's enemies to parry, lunge, block attacks then strike, etc. In short, I want them to use tactics.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on May 16, 2012, 08:25:20 am
I guess there's a big difference on what can be done by release date, what will be done after release, and what we'd do (assuming we had 10,000 coding monkeys that worked for peanuts).

I thought the flashlights looked sexy and have big hopes that the guns and melee weapons are just as fluidly controllable. I also hope that on the really easy planets you can scare away bats and stuff with just your torch. I just think it would be cool for some non-weapon creature interaction to be worked into the game. Actually, it would be nice if some creatures we drawn to or enraged by light sources as well, but they might not be on the really easy planets.

"Oh, look, I got $40 for chasing away bats with my torch. I love torches."
"Wow, I got $40,000 and a stack of resources when half a planet of death-moths came at me when the sun went down. I hate torches."

This sort of stuff would be cool
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 16, 2012, 09:43:39 am
I guess there's a big difference on what can be done by release date, what will be done after release, and what we'd do (assuming we had 10,000 coding monkeys that worked for peanuts).

I thought the flashlights looked sexy and have big hopes that the guns and melee weapons are just as fluidly controllable. I also hope that on the really easy planets you can scare away bats and stuff with just your torch. I just think it would be cool for some non-weapon creature interaction to be worked into the game. Actually, it would be nice if some creatures we drawn to or enraged by light sources as well, but they might not be on the really easy planets.

"Oh, look, I got $40 for chasing away bats with my torch. I love torches."
"Wow, I got $40,000 and a stack of resources when half a planet of death-moths came at me when the sun went down. I hate torches."

This sort of stuff would be cool
Put torch in open, wait in darkened sniper tower, all-you-can-kill fest, get monies.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 16, 2012, 10:25:52 am
I guess there's a big difference on what can be done by release date, what will be done after release, and what we'd do (assuming we had 10,000 coding monkeys that worked for peanuts).

I thought the flashlights looked sexy and have big hopes that the guns and melee weapons are just as fluidly controllable. I also hope that on the really easy planets you can scare away bats and stuff with just your torch. I just think it would be cool for some non-weapon creature interaction to be worked into the game. Actually, it would be nice if some creatures we drawn to or enraged by light sources as well, but they might not be on the really easy planets.

"Oh, look, I got $40 for chasing away bats with my torch. I love torches."
"Wow, I got $40,000 and a stack of resources when half a planet of death-moths came at me when the sun went down. I hate torches."

This sort of stuff would be cool
Put torch in open, wait in darkened sniper tower, all-you-can-kill fest, get monies.
Only if you knew ahead of time that death moths A: Were on that world, and B: Were attracted to torches. Considering the randomly-generated aspects, it's possible that you get attacked without having time to prepare.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 16, 2012, 10:56:24 am
Sounds like you could suddenly get involved in a clusterfuck of monsters storming at you.
I like that idea.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Person on May 16, 2012, 12:08:06 pm
I haven't been following this too closely, but has any sort of penalty for dying been mentioned?
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 16, 2012, 12:34:05 pm
I haven't been following this too closely, but has any sort of penalty for dying been mentioned?
Best guess?
Money or item loss, like Terraria had.
Maybe you should ask Tiy, guy is active on the IRC fairly often.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on May 16, 2012, 12:55:57 pm
I haven't been following this too closely, but has any sort of penalty for dying been mentioned?
Best guess?
Money or item loss, like Terraria had.
Maybe you should ask Tiy, guy is active on the IRC fairly often.
Better guess: Configurable, perhaps with starship upgrades to reduce penalty. (i.e. teleporter beam, this is assuming you restart back at the starship, which is logical, to a degree)
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on May 16, 2012, 07:17:44 pm
There would in theory by more than one type of torch wouldn't there? If they're talking about having 21000 models of rocket launchers with literally millions of combinations of rocket launcher abilities, you think that there would be more than one type of torch. Perhaps some scare some monsters, some attract others, some dazzle another type, some just tend to piss things off. It might be fun to actively run around annoying monsters. Afterall, the game isn't about XP from killing, it's about resource collection. It depends on just how much a dead body is worth compared to some nice ore. Or how much fun it is shining a torch at your "friend's" head so that they get clustered by death-moths. Or as said, save you time actually running to creatures, make them come to you. Then pull out another torch and dazzle them. Then fill them full of holes.

The whole different torch thing would work well with stealth (and the perception/detection of such). Some monsters wouldn't be able to even see your IR torch, whilst to some it would be like a lighthouse. An IR torch might break some types of stealth but not others. Some things might only be stealthed at night, or during the day. Using a UV torch during the day might be one of the few ways of seeing the bee population that's native to a few worlds. It'd be a bugger to balance, but you could always fall back on waving a weapon about randomly or burst firing somewhere near their nests if you don't happen to own a UV torch yet.

How much knowledge do you get from orbit? Does it cost you a fair bit to aquire that knowledge? It's not really a problem if you don't know the death-moth-gank-squad is on that planet. You don't know half the things that are on any planet. So either switch off your torch, pull out a different sort of torch, get the hell out of there, or just accept the fluttery death coming your way. You won't know that the laser and rocket immune Toads'o'doom are on the next planet either.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 20, 2012, 05:58:40 am
What's that?
You want an update on Starbound?

Too bad.
Waluigi Time. Caturday.
(http://playstarbound.com/wp-content/uploads/2012/05/calico.gif)(http://playstarbound.com/wp-content/uploads/2012/05/twotonekitten.gif)(http://playstarbound.com/wp-content/uploads/2012/05/blackkitten.gif)(http://playstarbound.com/wp-content/uploads/2012/05/kitten2.gif)(http://playstarbound.com/wp-content/uploads/2012/05/greykitten.gif)(http://playstarbound.com/wp-content/uploads/2012/05/beigekitten.gif)
Images all from the Starbound site, so yes, this is technically on-topic.
Suck it!

Also, possible indication of pets (not tamed monsters)?
Or just something Rho did for fun?
YOU be the judge!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on May 20, 2012, 06:08:26 am
I don't want to be the judge, I want to be spoon-fed information! D:
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 20, 2012, 07:09:26 am
I'm really hoping that animals are butcherable, including cats.
I REALLY HATE CATS.
LOOK AT THOSE SMUG LITTLE FACES.

Also because space-dogs are better.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 20, 2012, 07:27:21 am
What's that?
You want an update on Starbound?

Too bad.
Waluigi Time. Caturday.
I will name it Scruffles.

Then I will implant a laser cannon in its skull and train it to slay gods.

Space dog gets the rocket launcher and jetpack. Scruffles will use Floopsie as her fleshchariot.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on May 21, 2012, 04:27:02 am
id like to see space cats and space puppies turn into space tigets and space hounds and be able to kill each other.  Regardless which side u like and dislike im gunna say wild cats and capturable and useable pets
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on May 21, 2012, 08:15:23 am
Considering Cats are my Patron Animal (Lazy, Clever, AND Bastards), I hope I can keep one as a pet. I will name him Fluffy, The Fountain-Lord of Death and Blood, and he will be mine.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 21, 2012, 12:22:15 pm
I wonder if you could turn wild animals into the (somewhat) intelligent companions we've seen; then cats are going to be doing the manual labours of my factories, dinosaurs will be the managers and dogs will be my personal servants.

Yes.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 21, 2012, 03:09:17 pm
I wonder if you could turn wild animals into the (somewhat) intelligent companions we've seen; then cats are going to be doing the manual labours of my factories, dinosaurs will be the managers and dogs will be my personal servants.

Yes.
remember- a cat has staff and a dog has owners.

good luck with trying to get the cats to work.
It's more like people give cats food and cats are rather dismissive due to their lack of social interactions in nature. Like most small animals though; they're rather stupid. Assuming they're intelligent enough to speak, tell them that the factories produce rodents or something.
Alternatively, get one of those air fresheners that is basically dope for cats. Just enough that they'll do whatever, not too much so that they are incapable of work.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on May 21, 2012, 07:13:23 pm
I like cats, I really do. I've had a pet cat for most of my life.

But this is the Bay12 forum. If there is any interaction  possible with these cats, the first thing we will try and do is weaponize that interaction. Hopefully in a fairly humorous way.

My current vote goes to: drop cage of 100 alien cats in front of big-bad-creature, open cage, fire flame-thrower at cage while they're emerging, tap jetpack button to get out of the way of the !!Fun!! they're causing. Hopefully 100 flaming cats can manage to burn a poor innocent dinosaur to death before they expire. Or set large portions of a town ablaze.  And if they can't, well, there's alway more cats
Title: Re: Starbound - A flat yet infinite universe.
Post by: TempAcc on May 27, 2012, 04:02:04 pm
Looks like starbound will have multiple playable races.  (http://playstarbound.com/introducing-the-avians/)
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 27, 2012, 04:05:03 pm
(http://playstarbound.com/wp-content/uploads/2012/05/avian.png)
(http://playstarbound.com/wp-content/uploads/2012/05/AvianTemple.png)
All of my money. All of it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on May 27, 2012, 04:09:38 pm
But are they birdmen or birdelves? :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 27, 2012, 04:11:10 pm
But are they birdmen or birdelves? :)
They use science to kill things, have jetpacks shaped like wings (if I read Tiy's post correctly), practice sacrifice and will kill the shit out of you for trespassing.
So I guess what I'm saying is "I have no goddamn idea, but I will be making one hell of an Avian character".
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 27, 2012, 06:05:44 pm
I'M THROWING A GODDAMN $50 BILL AT THE SCREEN, WHY IS THIS GAME NOT OUT YET?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 27, 2012, 06:09:01 pm
I'M THROWING A GODDAMN $50 BILL AT THE SCREEN, WHY IS THIS GAME NOT OUT YET?

I have to say inspite of myself even I am being sucked in. It seems like such an imaginative and vast game that I just want to plunge head first into that world.

It is actually taking some effort for me to try to remain neutral... But even my hand seems to be trying to push bills into the screen.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 27, 2012, 06:22:14 pm
I found myself trying to lick the cute avian boys abs, but that's just me.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 27, 2012, 06:42:50 pm
Flying in wing-shaped jetpacks is something that is noticeably missing from most video games. Also, the art (both pixel and non) for the Avians is really nice.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Matz05 on May 27, 2012, 06:57:09 pm
Yeah, they are really beautiful!
Also I think they will show off the procedural generation system well, as birds often have a variety of colour patches and crests that match however you mix them.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 27, 2012, 07:06:07 pm
My interest in this was just redoubled. If they actually come through with what they're showing... ALL MY MONEY.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 27, 2012, 07:13:19 pm
Yeah, they are really beautiful!
Also I think they will show off the procedural generation system well, as birds often have a variety of colour patches and crests that match however you mix them.

Assuming it was procedural.

I am still reminded of Terraria's fixed stuff.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on May 27, 2012, 07:21:46 pm
I found myself trying to lick the cute avian boys abs, but that's just me.
Are you sure it's a male? Avian females wouldn't necessarily have human sexual characteristics, like breasts or wider hips.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 27, 2012, 07:23:34 pm
I don't particularly care what gender it is. I just know it's very attractive and has delicious abs.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Trapezohedron on May 27, 2012, 07:24:27 pm
I found myself trying to lick the cute avian boys abs, but that's just me.
Are you sure it's a male? Avian females wouldn't necessarily have human sexual characteristics, like breasts or wider hips.
I'd be surprised if they didn't follow this rule. (http://tvtropes.org/pmwiki/pmwiki.php/Main/NonMammalMammaries)
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on May 27, 2012, 07:24:33 pm
I don't particularly care what gender it is. I just know it's very attractive and has delicious abs.
::Grabs video camera::

Carry on.
Title: Re: Starbound - A flat yet infinite universe.
Post by: TempAcc on May 27, 2012, 09:05:25 pm
No.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on May 27, 2012, 11:18:52 pm
Yes.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 27, 2012, 11:19:45 pm
Quite possibly.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ochita on May 27, 2012, 11:50:40 pm
Not if I get there first.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Rex_Nex on May 28, 2012, 12:23:08 am
I'll do it! For some reason I dont think you guys would find it as good though :/


I cannot wait. I cannot. Not. Can. No. This better live up to even a quarter of the hype D:
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 28, 2012, 12:32:03 am
I cannot wait. I cannot. Not. Can. No. This better live up to even a quarter of the hype D:

So are we talking about Starbound anymore? Or avian reproductive antics?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ochita on May 28, 2012, 12:34:36 am
I cannot wait. I cannot. Not. Can. No. This better live up to even a quarter of the hype D:

So are we talking about Starbound anymore? Or avian reproductive antics?
I'm going to go out on a limb, and I'm going to hazard a guess at the avian's.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 28, 2012, 01:51:33 am
I dunno, by the looks of it COULD be a duck or similar, but the sharp hooked beak looks to indicate a bird of prey, although I'm no bird expert so I don't know what. And as far as I know, waterfowl are the only birds with anything that could be described as phallic.
On the other hand, LOOK AT THAT SLEEK BODY.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 28, 2012, 02:21:16 am
All I know is, y'know, aliens. There's no reason to assume they only have two genders (or have two genders at all *eyebrow waggle*) or that they don't reproduce by pollination or something.

Totally would increase my appreciation if they do something like that, actually. I like it when things cast off the anthropocentric bias a bit. Spices stuff up.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 28, 2012, 02:22:04 am
All I know is, y'know, aliens. There's no reason to assume they only have two genders (or have two genders at all *eyebrow waggle*) or that they don't reproduce by pollination or something.

Totally would increase my appreciation if they do something like that, actually. I like it when things cast off the anthropocentric bias a bit. Spices stuff up.

You are right they could only have One Gender (Give and Take; or keep)

Or Three (Give, Take, And; Give and Take)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 28, 2012, 02:25:30 am
They could have sixteen genders, and our lack of knowledge would be a precious gift. Alien physiology! Cast off your terracentrist ways!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 28, 2012, 02:30:32 am
They could have sixteen genders, and our lack of knowledge would be a precious gift. Alien physiology! Cast off your terracentrist ways!

I don't know. I've rarely seen more then one gender existing without it being key and lock combinations.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Biag on May 28, 2012, 02:37:26 am
They could have sixteen genders, and our lack of knowledge would be a precious gift. Alien physiology! Cast off your terracentrist ways!

I don't know. I've rarely seen more then one gender existing without it being key and lock combinations.

I think his point is that you can't use what you have seen to make a definitive judgement on what you haven't seen.

Also, it's not hard to imagine a species with three genders, even without any radical departures from earth fauna. One has sperm, one has eggs, but neither of them can be released without a pheromone or hormone only produced by the third gender.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Osmosis Jones on May 28, 2012, 02:46:05 am
Man, you're all so boring. How about genders that correspond to different stages in development?
::)  :P

Like a & b give birth to c or d, which mate to then give a or b.

Or we can really mix it up; something like a & b give birth to c, while c & b gives birth to d, where d & a gives birth to a and b.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 28, 2012, 02:46:48 am
Actually it is even easier if you just use my key and lock combination

Gender 1: Sperm 1
Gender 2: Sperm 2
Gender 3: Sperm 3 and Egg 1
Gender 4: Egg 2
Gender 5: Sperm 1 and Egg 3
Gender 6: Egg 2, Egg 3, Egg 1, Sperm 2

Tada a Six gender system using my Lock and key method.

Your example Biag is

Gender 1: Key 1 with Lock 2
Gender 2: Key 2
Gender 3: Lock 1 with Lock 2

--

It can also get complex when we add gender identities.

For example there are Genderless races that identify members of their race as being male or female (such as Pinatas from Viva Pinata, The Smurfs, or Transformers)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 28, 2012, 02:57:02 am
Gendering and bird boning aside, yeah the Avians look damn cool (and of course hot) and I love the art style used in the example picture.

If this game was more detailed than little 2D sprites I would definitely play as one to stare at, maybe even a male one like I do occasionally in TES games for Argonians. Because damn. Wonder what else is coming up for races.

/me crosses her fingers for cute aquatic lizards or fox people.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aoi on May 28, 2012, 03:34:48 am
Assuming we're working with genetic transfer, and not something like crystallized memories, spiritual inheritance, etc. gender identities don't really count as those are societal and neither should the aforementioned example of a pheromone bearer as that doesn't actually involve the blending of genetic data. (And, to carry the example of 'organized involved in, but not contributing to' reproductive habits, that would mean that bees are a third sex to who knows how many plants...)

As it is, I'm seeing limited use for an evolutionary cause for a third sex. On one end, you have a single sex that tends to undergo genetic modification through chance or copying defects. With two, you have a good chance of diversity without it being overly difficult to find a partner. With greater numbers, the complexity of reproduction rises and the amount of genetic drift. But just what kind of pressure would splinter off a even more sexes? The kind of things that would induce that, in my amateur opinion, are more likely to render a species extinct or bring about extreme dimorphism (I feel bad for male angler fish...). (There're also probably various chemical reasons why you wouldn't see much in the way of tri+-nodal genetic material, though I can't speak on that at all.)

However, this can be largely waved away through existing lore: "Avian numbers were beginning to dwindle when a superior race took pity and bestowed the gift of advanced technology upon them." Numbers could've been beginning to dwindle due to reproductive problems and one of the things introduced to them is cloning (with any number of individuals involved!... within reason. There's only so much genetic material an individual needs.) or some other tweak to their systems. Maybe they were all made hermaphroditic. Solves a lot of problems that way.

(Which, now that I think about it, I wonder why hermaphrodites aren't seen more often. Well, looking that up will keep me occupied all night.)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 28, 2012, 03:57:26 am
Quote
Which, now that I think about it, I wonder why hermaphrodites aren't seen more often

Because that would be a truely alien gender identity and would be hard to depict.

Even Star Trek once tried to handle a genderless race and even they couldn't do it without making it a large blob of grey (because as it turns out gender existed)
Title: Re: Starbound - A flat yet infinite universe.
Post by: darkrider2 on May 28, 2012, 04:35:07 am
Your example Bag is

Gender 1: Key 1 with Lock 2
Gender 2: Key 2
Gender 3: Lock 1 with Lock 2

I just hope this race isn't sapient (err sentient? human levels of intelligence and thought) cause our own species has enough problems just pairing two of us together.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 28, 2012, 04:50:28 am
But are they birdmen or birdelves? :)
Sounds more like

BIRDDWARVES!
Hell yeah!

(edit, we could always edit the textures to give them beards i guess. and eventually mod them to be on fire)
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on May 28, 2012, 05:45:28 am
But are they birdmen or birdelves? :)
(edit, we could always edit the textures to give them beards i guess. and eventually mod them to be on fire)

"No, I'm not throwing napalm grenades at you, I'm trying to make a mod for some guy on bay12. Nice abs btw......"
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on May 28, 2012, 07:23:22 am
(http://www.img.ie/images/2aab2.png)

I think those are quite obivously breasts on that particular Avian, if you ask me :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on May 28, 2012, 07:42:03 am
They could be a pair of chesticles. Big, red, hairy (feathery?) chesticals. Explains the abs really. And the weird beak. You never want to accidentally peck your own chesticals whilst flying your jetpack to the temple.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 28, 2012, 08:12:47 am
more idea:

Change textures SO WE CAN HAVE BEARD TREES :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: DrPoo on May 28, 2012, 09:57:28 am
I just hope there will be a planet with little dwarves digging fortresses and elves making treehouses and kobolds stealing, final boss: Mad dwarves and skeletal elephants!!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 28, 2012, 01:03:38 pm
(http://www.img.ie/images/2aab2.png)

I think those are quite obivously breasts on that particular Avian, if you ask me :P

I don't know... if Zero from MegamanX has taught me anything it is not to look to far into exagerated breasts.
Title: Re: Starbound - A flat yet infinite universe.
Post by: TempAcc on May 28, 2012, 01:16:22 pm
Its a breastplate br0.
...



Oh jesus satan science I'm so sorry for this.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on May 28, 2012, 01:18:57 pm
damn, why is it every time I start to get annoyed by the flaws with current video games, somebody announces a work in progress that addresses most of them, and why cant it ever be a finished game!

lol, anyways, heres hoping we get a variety of animal-like races to go with any truly alien ones.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on May 28, 2012, 01:22:29 pm
lol, anyways, heres hoping we get a variety of animal-like races to go with any truly alien ones.

I hope there is a planet made of bread and populated with hyper-intelligent hummus.


(is it lunch time yet?)
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on May 28, 2012, 01:24:13 pm
Yeah, should probably eat something then try that post again  ;D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 28, 2012, 01:28:07 pm
I just hope there will be a planet with little dwarves digging fortresses and elves making treehouses and kobolds stealing, final boss: Mad dwarves and skeletal elephants!!
Better: Mad dwarves riding skeletal elephants!
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 28, 2012, 01:29:52 pm
I just hope there will be a planet with little dwarves digging fortresses and elves making treehouses and kobolds stealing, final boss: Mad dwarves and skeletal elephants!!
Better: Mad dwarves riding skeletal elephants!

Tsk, you forgot the most crucial thing.

MAD BURNING DWARVES RIDING BURNING SKELETAL ELEPHANTS!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 28, 2012, 01:30:54 pm
I just hope there will be a planet with little dwarves digging fortresses and elves making treehouses and kobolds stealing, final boss: Mad dwarves and skeletal elephants!!
Better: Mad dwarves riding skeletal elephants!

Tsk, you forgot the most crucial thing.

MAD BURNING DWARVES RIDING BURNING SKELETAL ELEPHANTS!
HOW COULD I MISS THAT?!
*facepalm*
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 28, 2012, 01:41:15 pm
...is it just me or have we gotten so far distracted by that bird's HOT ABSS that we failed to notice the human sacrifice going on.
What with the slab table and the knives and the big deathpit.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 28, 2012, 01:42:25 pm
...is it just me or have we gotten so far distracted by that bird's HOT ABSS that we failed to notice the human sacrifice going on.
What with the slab table and the knives and the big deathpit.

We already discussed that.
Its dwarves merged with birds.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 28, 2012, 01:46:22 pm
...is it just me or have we gotten so far distracted by that bird's HOT ABSS that we failed to notice the human sacrifice going on.

Who cares. It's too damn hot.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 28, 2012, 02:10:25 pm
...is it just me or have we gotten so far distracted by that bird's HOT ABSS that we failed to notice the human sacrifice going on.

Who cares. It's too damn hot.

The human sacrifice makes it hotter.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 28, 2012, 02:13:02 pm
You know. There's no blood from what I see.

Maybe the altar is for a different kind of ritual. Wink wink.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 28, 2012, 02:14:49 pm
Ohoho. That would be an interesting direction to take.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 28, 2012, 02:21:17 pm
You know I wonder what's going to happen when one of the Starbound devs stumbles on this topics current direction.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 28, 2012, 02:23:04 pm
They'll probably cancel all development forever. Thanks a lot :<
Title: Re: Starbound - A flat yet infinite universe.
Post by: TempAcc on May 28, 2012, 02:45:19 pm
I guess we should be thankful
Spoiler: NO (click to show/hide)

THEN they would probably cancel the development
Spoiler: NO (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 28, 2012, 02:46:25 pm
I think I have a new writing project.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 28, 2012, 02:53:05 pm
I think I have a new writing project.
Please share it when you're finished.  :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 28, 2012, 02:54:02 pm
I think I have a new writing project.
Please share it when you're finished.  :P

Why would you want to read about Birdmen and Tentacles having a tea party while astronauts bring tea biscuits?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 28, 2012, 02:59:05 pm
I think I have a new writing project.
Please share it when you're finished.  :P

Why would you want to read about Birdmen and Tentacles having a tea party while astronauts bring tea biscuits?
Why wouldn't you?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 28, 2012, 03:26:31 pm
I think I have a new writing project.
Please share it when you're finished.  :P

Why would you want to read about Birdmen and Tentacles having a tea party while astronauts bring tea biscuits?
Why wouldn't you?

Because Tentacles can't pinky out.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 28, 2012, 03:29:02 pm
I think I have a new writing project.
Please share it when you're finished.  :P

Why would you want to read about Birdmen and Tentacles having a tea party while astronauts bring tea biscuits?
Why wouldn't you?

Because Tentacles can't pinky out.

They can if they've got split ends.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on May 28, 2012, 03:44:42 pm
What kind of tentacles are they then, Janet?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 28, 2012, 03:46:40 pm
To be fair right now I'm busy re-installing oblivion, but Ill get thinking on it. Don't you worry.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 28, 2012, 05:15:26 pm
Y'know. If you were going for more of a horror route. Could have the things reproduce like wasps. Sans any potentially nice bits.

No blood, no. Just birdmaggots writhing under the still living skin.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on May 28, 2012, 07:08:13 pm
But ripped birdmen with giant breasts doing naughty things to a captive with their "high-tech spears" whilst astronauts sit around watching and drinking tea as the alien tentacles tickle them has got at least some fan appeal in some parts of the internet.

I've just had the sudden realisation that a lot of the threads I post in, as well as half my Facebook page, end up something like this. I'm a lot more disturbed than even I realized.

I really hope they keep the game cute and cuddly (and explodey). It might be hard to explain to people that I've just played Starbound for a few hours and that it's great, when their reaction will be "Oh, that game. You're sick!".
Title: Re: Starbound - A flat yet infinite universe.
Post by: Rex_Nex on May 28, 2012, 08:49:59 pm
"What happens when you make concept art of a creature in your game, give it attractive features and show it to Bay12"

LOL OBV THIS GAME WILL HAVE TENTACLES AND SEXY BIRDMEN AND CHESTICLES AND RITUALISTIC ORGIES AND
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 28, 2012, 09:01:07 pm
"What happens when you make concept art of a creature in your game, give it attractive features and show it to Bay12"

LOL OBV THIS GAME WILL HAVE TENTACLES AND SEXY BIRDMEN AND CHESTICLES AND RITUALISTIC ORGIES AND

Not really... this isn't the common bay12 reaction.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 28, 2012, 09:14:03 pm
I blame Janet.

Nothing against her personally, but she seems to have kicked off this whole conversation.
*is too squicked out to go back and check*
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 28, 2012, 09:34:52 pm
Yeah I started it. Can't help it if I'm open about my preferences.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 28, 2012, 09:36:31 pm
I didn't realize that bird people and tentacles were a preference :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 28, 2012, 09:38:18 pm
Not so much tentacles to be honest. But animal people can be rather nice if done right, like the Avians seem to be. And Argonians too.

But hey, at the very least I didn't say anything personally about tons and tons of genders and chesticles! That was someone else!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 28, 2012, 09:42:09 pm
True.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 28, 2012, 09:42:53 pm
I claim full responsibility for the orgy altars though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 28, 2012, 10:18:12 pm
Is good addition, though. Fits with the sixteen genders and the wasps. I will not say orgy altar is best altar, but definitely in top, say, three. Not sure what other top two are.

Am totally curious what else they're going to add, though. Guessing at least one bug, but beyond that...?

Want race of cousin Its. Hair everywhere. Skittles beard as potential action. Would be best thing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on May 29, 2012, 01:29:21 am
Hehehehe, I did the chesticles. It was funny, admit it..........

Anywayz, aside from furries, anime tentacles, abs, ritualistic altars and stuff, what do we really want out of this game?

I want napalm grenades and flamethrowers now. I posted that too. Not necessarily to see if kittens can be used as flaming tools of death, or to see if a simple "burning beard" temporary mod could be made, but those would be acceptable as well.

See, we're actually quite broad minded and thoughful on this forum. Burning kittens, beards, and chesticles, all from one guy. No wonder the developers pop in here so regularly to comment :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 29, 2012, 02:32:54 am
On the less depraved side, I just want more interesting player races like the Avians and cool stuff. And lots and lots of customization.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 29, 2012, 02:37:00 am
On the less depraved side, I just want more interesting player races like the Avians and cool stuff. And lots and lots of customization.
Same here. I'm kinda hoping for some sort of aquatic or underground race. In such a large universe, there should be plenty of playable species.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ochita on May 29, 2012, 02:42:44 am
Oh god a water planet would be amazing. underwater ruins and all that kinda stuff.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 29, 2012, 02:46:29 am
I wonder if we'd find like, volcanic planets. Where everything is black and red and everyone wears gas masks.

Even the penguins.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ochita on May 29, 2012, 02:50:54 am
Basically, almost every planet is going to be a possibility of me just going oh MY GISDM over it. Volcano planets, and pretty much every kind of planet~
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on May 29, 2012, 03:10:35 am
I hope there's a Wonderboy style thing going on on the volcano planets. Seeing them erupt in the background and then dodging falling rocks and lava on your playing plane was one of the best bits of that game. Perhaps even some missions that will cause this to happen (or not happen), depending on what's going on could be added in.

There might not be a place for skateboards or tomahawks, but I hope there's a place for Wonderboy style volcanic eruptions in Starbound.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on May 29, 2012, 03:52:02 am
One completely off-the-wall thing I think it'd be fun to see in Starbound (given that physics seem to at least sort of work) is a physics-controlled melee-fighting flying machine a-la Hammerfight:
(http://upload.wikimedia.org/wikipedia/en/3/31/Hammerfight_steam_logo.png)
I loved that game very much, and it seems just about outlandish enough to fit right into Starbound's premise.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on May 29, 2012, 04:41:14 am
Well, there's touted to be mechs and jetpacks for planetary things. There's no reason that there's not other options. Some mechs could fly, some could bash through stuff, some be helicopter-ish. Who knows? The thing I think of when I read "mech" is a big, two legged robot thing that does anime stuff. I hope that they'll veer away from this stereotype and make mechs modular and procedurally generated for different game universes.

I'm hoping for these transport classes:
Mobile Space Station=home, everything can fit in there. It's what you use to get from planet to planet.
Lander= transport from station to planet. Everything going to planet fits there (groups of people, pets, resources, etc). Not controllable (except possibly landing point/biome).
Mech= mobile transport of all types. Cars, flyers, walkers, jumpers, helicopters. Might carry more than one person. Might be highly armed. Will carry a bit of stuff/people/pets, though limited. A controllable, planet based transport, possibly with big guns.
Jetpack= jetpacks, wings, rocket boosters, hover platforms, hang-gliders, skateboards, hover-bikes. Anything that is just for you, your gear, and anything that you can personally carry. Plus you can carry it when not in use. Maybe with some fairly light weaponry built-in.

If done with a similar system to weapons (procedurally generated graphically and stats/ability-wise as well), transport could be a very cool thing indeed
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 29, 2012, 05:35:38 am
Well, we have confirmed jetpacks, so there's that.
Personally, I can see the ship that was shown on this (http://playstarbound.com/wp-content/uploads/2012/02/dropship1-211.png) picture as a landing craft. Otherwise, what the hell would a ship with passenger room to spare be doing on a space station? Or maybe the ship is a pick-up craft, and they use drop pods launched from the station to go down to the planet? It could be upgradable too; first level is just the pod, level 2 has an empty storage unit in it (maybe it could have some limited equipment, like a pistol and a few shots), level 3 has some form of prefabricated starter base in it, and so on.

It'd be pretty cool to be able to fire yourself from orbit down to the planet like a complete badass. Plus you would risk falling out of the empty tubes if you're a clumsy fuck, or someone pushes you out for being an insufferable cock. Maybe we could even have it so you don't die instantly, but you take damage until you're dead, so that someone with a high enough damage soak and health bar could fall from orbit and land on the planet like a meteor, just because they can?
Title: Re: Starbound - A flat yet infinite universe.
Post by: DrPoo on May 29, 2012, 11:07:01 am
Well, we have confirmed jetpacks, so there's that.
Personally, I can see the ship that was shown on this (http://playstarbound.com/wp-content/uploads/2012/02/dropship1-211.png) picture as a landing craft. Otherwise, what the hell would a ship with passenger room to spare be doing on a space station? Or maybe the ship is a pick-up craft, and they use drop pods launched from the station to go down to the planet? It could be upgradable too; first level is just the pod, level 2 has an empty storage unit in it (maybe it could have some limited equipment, like a pistol and a few shots), level 3 has some form of prefabricated starter base in it, and so on.

It'd be pretty cool to be able to fire yourself from orbit down to the planet like a complete badass. Plus you would risk falling out of the empty tubes if you're a clumsy fuck, or someone pushes you out for being an insufferable cock. Maybe we could even have it so you don't die instantly, but you take damage until you're dead, so that someone with a high enough damage soak and health bar could fall from orbit and land on the planet like a meteor, just because they can?
I'd like drop pods.

I'd like trains.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on May 29, 2012, 11:47:05 am
I'd like droptrains.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 29, 2012, 11:49:20 am
I'm still hoping for relationships with aliens.

*COUGHBIRDMENCOUGH*


EDIT:

I'd like droptrainsaws (http://www.youtube.com/watch?v=qX7tXv5QL4Y)


Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on May 29, 2012, 04:01:32 pm
droptrainsawcannons?
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on May 30, 2012, 09:22:02 pm
The serrated disc hits the birdman in the upper chest, severing the chesticles and causing them to sail off in an arc.
The serrated disc hits the birdman in the head, severing the funny beak and causing it to sail off in an arc.
The serrated disc hits the birdman in the lower body, tearing the skin, cutting the muscle and severing the abs, causing them to sail off in an arc.
The birdman now looks like a human.
The birdman has been struck down.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 30, 2012, 09:45:51 pm
The serrated disc hits the birdman in the upper chest, severing the chesticles and causing them to sail off in an arc.
The serrated disc hits the birdman in the head, severing the funny beak and causing it to sail off in an arc.
The serrated disc hits the birdman in the lower body, tearing the skin, cutting the muscle and severing the abs, causing them to sail off in an arc.
The birdman now looks like a human.
The birdman has been struck down.

The serrated disk hits the overused joke in the neck, causing it to sail off in an arc.
The overused joke has been struck down.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ochita on May 30, 2012, 10:52:36 pm
You can't harm those abs!

They are after all, as hard as rock. And not sedimentary rock either.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 30, 2012, 11:05:52 pm
Hard yet soft right where you want them to be.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on May 31, 2012, 02:46:31 am
Hard yet soft right where you want them to be.
Maybe they're non-Newtonian? Soft to gentle touch, hard to sudden impact...
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on May 31, 2012, 06:06:15 pm
Hard yet soft right where you want them to be.
Maybe they're non-Newtonian? Soft to gentle touch, hard to sudden impact...
You get that feeling because you know it'll happen.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 14, 2012, 08:11:41 am
I'm suggesting things! I sat down and started typing, and my idea for drop pods turned into...

This. (http://community.playstarbound.com/index.php?threads/drop-cannon-orbital-deliveries.6813/#post-145007)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Xinvoker on June 14, 2012, 08:28:24 am
Posting to watch. Is the release date this summer or has it been delayed?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on June 16, 2012, 05:52:23 pm
I just thought you guys would like to know. (https://twitter.com/Tiyuri/status/214128211586592769)

Regards, the one guy on B12 that uses twitter. :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 16, 2012, 06:55:39 pm
Quote from: Tiy's Twitter
Solatrus and Radiation from Homestuck fame are going to be producing music for Starbound :) "WHERE MAKING THIS HAPEN."
It's like all the best things on the internet are being drawn into one final maelstrom of creative effort.



EDIT:
This had better be a thing once the game is finished.
(http://i.imgur.com/1zRXW.png)

EDIT EDIT:
Because I love you people, here (http://snd.sc/L4Art9).
I provide you with the full Starbound Nyancat track.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on June 16, 2012, 07:52:56 pm
I just thought you guys would like to know. (https://twitter.com/Tiyuri/status/214128211586592769)
My balls just exploded from reading that.

Here are some (http://homestuck.bandcamp.com/track/dogfight) links (http://homestuck.bandcamp.com/track/a-taste-for-adventure) for people (http://homestuck.bandcamp.com/track/anbroids-v20) who don't (http://homestuck.bandcamp.com/track/temporal-shenanigans) know how (http://homestuck.bandcamp.com/track/cascade) good that (http://homestuck.bandcamp.com/track/pumpkin-party-in-sea-hitlers-water-apocalypse) music is (http://homestuck.bandcamp.com/track/song-of-skaia).
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on June 16, 2012, 08:27:56 pm
You probably should have listed some songs that were actually by Radiation and Solatrus. Cascade is partially by Radiation, and I know he's great, but I've got no clue of anything Solatrus has made.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on June 16, 2012, 08:29:14 pm
You probably should have listed some songs that were actually by Radiation and Solatrus. Cascade is partially by Radiation, and I know he's great, but I've got no clue of anything Solatrus has made.

Yeah, that most likely would have been a good idea in retrospect, but I'm just trying to get a point across. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on June 16, 2012, 08:53:47 pm
Well, Solatrus has a solo album, Prospit & Derse (http://homestuck.bandcamp.com/album/prospit-derse).

Radiation's done a lot of stuff, including Black (http://homestuck.bandcamp.com/track/black-2), Love You (http://homestuck.bandcamp.com/track/love-you-feferis-theme), Hate You (http://homestuck.bandcamp.com/track/hate-you) (clever, also his most recent), Davesprite (http://homestuck.bandcamp.com/track/davesprite), Karkat's Theme (http://homestuck.bandcamp.com/track/karkats-theme), Earthsea Borealis (http://homestuck.bandcamp.com/track/earthsea-borealis), and well, a lot more. But I think that's some good variety.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 17, 2012, 12:20:33 am
I just thought you guys would like to know. (https://twitter.com/Tiyuri/status/214128211586592769)
My balls just exploded from reading that.

Here are some (http://homestuck.bandcamp.com/track/dogfight) links (http://homestuck.bandcamp.com/track/a-taste-for-adventure) for people (http://homestuck.bandcamp.com/track/anbroids-v20) who don't (http://homestuck.bandcamp.com/track/temporal-shenanigans) know how (http://homestuck.bandcamp.com/track/cascade) good that (http://homestuck.bandcamp.com/track/pumpkin-party-in-sea-hitlers-water-apocalypse) music is (http://homestuck.bandcamp.com/track/song-of-skaia).

Lucky for me they arn't all great so I won't have to listen to them closely later.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on June 17, 2012, 08:53:06 am
I just thought you guys would like to know. (https://twitter.com/Tiyuri/status/214128211586592769)
My balls just exploded from reading that.

Here are some (http://homestuck.bandcamp.com/track/dogfight) links (http://homestuck.bandcamp.com/track/a-taste-for-adventure) for people (http://homestuck.bandcamp.com/track/anbroids-v20) who don't (http://homestuck.bandcamp.com/track/temporal-shenanigans) know how (http://homestuck.bandcamp.com/track/cascade) good that (http://homestuck.bandcamp.com/track/pumpkin-party-in-sea-hitlers-water-apocalypse) music is (http://homestuck.bandcamp.com/track/song-of-skaia).
Lucky for me they arn't all great so I won't have to listen to them closely later.

BLASPHEMY. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aoi on June 17, 2012, 09:09:26 am
Sigh. This latest update just doesn't live up to the promise of studying birdmen abs and reproductive habits. =P
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on June 17, 2012, 09:32:22 am
That awesome song in the lighting video is Desert Exploration 1. It's pretty sweet.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on June 17, 2012, 09:34:20 am
I just thought you guys would like to know. (https://twitter.com/Tiyuri/status/214128211586592769)
My balls just exploded from reading that.

Here are some (http://homestuck.bandcamp.com/track/dogfight) links (http://homestuck.bandcamp.com/track/a-taste-for-adventure) for people (http://homestuck.bandcamp.com/track/anbroids-v20) who don't (http://homestuck.bandcamp.com/track/temporal-shenanigans) know how (http://homestuck.bandcamp.com/track/cascade) good that (http://homestuck.bandcamp.com/track/pumpkin-party-in-sea-hitlers-water-apocalypse) music is (http://homestuck.bandcamp.com/track/song-of-skaia).
Lucky for me they arn't all great so I won't have to listen to them closely later.

BLASPHEMY. :P
I didn't like em much either.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on June 17, 2012, 11:12:07 am
These tracks are so much win.

this game will knock the goddamn AAA's out of the game stores!
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 17, 2012, 01:37:47 pm
not sure if linked already, but holly sheet! (http://community.playstarbound.com/index.php?threads/some-pretty-worlds-i-found-this-morning-whilst-testing-rain.6766/)

Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on June 17, 2012, 01:49:46 pm
Rupee flowers, indeed.

No idea how it overall plays, quite yet, but goddamn if I do not have a pixilated 2d aesthetics!hardon right now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on June 17, 2012, 02:16:39 pm
not sure if linked already, but holly sheet! (http://community.playstarbound.com/index.php?threads/some-pretty-worlds-i-found-this-morning-whilst-testing-rain.6766/)

Spoiler (click to show/hide)

http://www.youtube.com/watch?v=VlmOhXoKmoQ
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 17, 2012, 02:19:03 pm
not sure if linked already, but holly sheet! (http://community.playstarbound.com/index.php?threads/some-pretty-worlds-i-found-this-morning-whilst-testing-rain.6766/)

Spoiler (click to show/hide)

http://www.youtube.com/watch?v=VlmOhXoKmoQ
He had better have the Quote hat in there, or I will not be happy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Matz05 on June 17, 2012, 02:39:33 pm
 :o <BOOM!> MY EYES!

Are those... Steampunky trees with fluffy cottonball branches? YES!

Oh my that scenery is gorgueos(sp?)!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on June 17, 2012, 04:42:06 pm
not sure if linked already, but holly sheet! (http://community.playstarbound.com/index.php?threads/some-pretty-worlds-i-found-this-morning-whilst-testing-rain.6766/)

Spoiler (click to show/hide)

http://www.youtube.com/watch?v=VlmOhXoKmoQ
He had better have the Quote hat in there, or I will not be happy.
Yes, there should be Quote hat.
Title: Re: Starbound - A flat yet infinite universe.
Post by: SirAaronIII on June 17, 2012, 05:05:25 pm
Actually, yeah, I heard Solatrus needs moniez. Not sure about Radiation, but he probably does too.
For an ACTUAL list of songs by those two guys, here (http://stonefyr.webs.com/comprehensivelist.html) is a list. Just ctrl-f their names or something.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on June 18, 2012, 11:23:55 am
Just dropping this here, for anyone who likes to sprite. (http://community.playstarbound.com/index.php?threads/fanmade-avians-template.6237/)
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 18, 2012, 05:58:24 pm
THIS POST IS TERRIBLE AND SHOULD BE IGNORED
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 19, 2012, 01:58:03 am
Spoiler: "MAXIMUM AWESOME" (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 19, 2012, 02:55:40 am
Spoiler: "MAXIMUM AWESOME" (click to show/hide)

Dear goodness you people are easily won over.

I am surprised you can ride in the subway without practically wetting yourself at the passing graffiti.

NO that isn't awsome... that is set design and not even particularly well made either.

*Foams at mouth*
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on June 19, 2012, 03:16:26 am
-snip-

because nobody here at bay12 EVER gets over-excited about a update from a dev, right?  :P

meh, game looks fun, but going by a few things I have heard on its forums and IRC, its walking a knife blade between quality and crap.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on June 19, 2012, 03:40:02 am
Yeah, the theory is so good, the possibilities so sound. But sometimes I have to realize that I'm coming from a bay12/DF point of view. Where procedurally generated means a lot. I'm not sure how much they can do, or how much they will do. Or if it would even be fun if they could and they would.

Procedural weapons, great. Nothing seen but flashlights (which admittedly looked good, a heap of ingame possibilities), which is strange. Seems like even a quick vid of some thoughts of different laser effects, rocket launcher types, more than a quick .gif for melee weapons would work to their advantage.

Trees? Lots of different types, background stuff (unless they're biodata havestable or dodge behind-able or creatures themselves). Still procedural, pretty cool that we've seen some types and terrains containing them.

Enemies. Sprite based. Do they have different abilities? Colours? Types? All kinds of stuff. Are they going to be a pre-painted sprite, a paper-doll, a skeletal-based mash-up of bits with paper-dolled overlays? The flashlights point to at least skeletal-based aiming included for players, and the weapon generation to paper-dolling of things. How much variety are we looking at here?

So many questions, so much to look forward to, with only glimpses given. Their plan is probably huge, and I don't think that the alpha, beta or even the release is going to be the end of it. But just how much can they cram in, with the time they have? How much do they want to? Terraria is a basic sort of feel for this, sometimes it suprises you a little, but after a while even the most amazing construction or hardest enemy is sort of, meh/seen that/that's normal. This isn't that game, but I hope it doesn't fall short like this.

Even normal DF gets suprising sometimes. I hope Starbound is similar.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on June 19, 2012, 03:46:55 am
Well what concerns me is half the suggestion forums seem to want a low challenge sandbox, which... irks me, to say the least.

also from the sounds of what the devs have said, playable races will be cosmetic only.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 19, 2012, 03:52:17 am
-snip-

because nobody here at bay12 EVER gets over-excited about a update from a dev, right?  :P

meh, game looks fun, but going by a few things I have heard on its forums and IRC, its walking a knife blade between quality and crap.

it is the difficulty of being quirky isn't it?

It is why I am almost going insane and wanting to get into the meat of the game... because everything so far has been nothing but the fluff and the thing is that fluff doesn't work on me mostly because I already played a lot of extremely creative and imaginative games with strong vibrant worlds who also had accompanying gameplay to back them up (It is why "sandbox" means so little to me, because it is always done through the weakening of the game itself in exchange for more content that is worth much less). I also already have a strong imagination so much so that the raw power of creation doesn't, in it of itself, attract me along with such a droning drive to do things that spending long periods of time towards a goal doesn't add onto it. I dislike "games" that have creation without substance (I never built much in terraria or Minecraft because there wasn't a reason to ever... well that and they are kinda limited in that respect).

But before the people who cannot read between the lines come and harass me (like they always do) may I remind you that If I thought this game was going to be garbage and that was all it could be I wouldn't care. This COULD work it COULD be interesting but I am maxed out on fluff, there is no screen-shot of "ohh look at this exotic but gameplayless screenshot" that could raise my excitement anymore, nor is there anything that really tickles my imagination on what this game can be more then "Terraria in SPACE!". The GREATEST feature I was ever told or seen in this game, the #1 feature I have seen so far was "You can walk up squares".

Though lets go down this list

Quote
Procedural weapons, great

Well the thing is... "Procedural" is sort of a catch word meant to sound like it means more then it really does (Like Organic or All Natural). It means basically nothing and tends to be used as a Kewl way to say Randomized.

Quote
also from the sounds of what the devs have said, playable races will be cosmetic only

I can understand that, but it does tell me a bit more about what they are going for.

Quote
what concerns me is half the suggestion forums seem to want a low challenge sandbox, which... irks me, to say the least

That isn't exactly what they want. It isn't that they want a lack of challenge it is that they want the ability to do what they want and they see difficulty as a obsticle.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on June 19, 2012, 04:03:35 am
Good for balance, bad for gameplay. How can you not want creatures that jump higher, hit harder, don't need as much air, have more life, are quicker, can attack more, are better with certain weapons, get more cash from biodata, are better resource collecters, double-jump, glide, ninja behind trees, upgrade weapons more, are better researchers or are just damn good mech pilots?

And that's just off the top of my head.

"Oh, my birdman has cool abs, with no in-game function. They also make funky jet-packs that look like wings, with no in-game function. They've got a big sodding beak attached to their head, with no in-game function. They are masters of low-tech weapons that have been upgraded with high-tech parts, but their skills are normal and their weapons are exactly the same as anyone else's. They've got this weird temple cult thing going with prisoner sacrifices, with no in-game function or lore for my character. I picked this race for no reason at all."

(other than certain alien-bird-ab-lovers, who have already posted everything that is necessary to post about why she would pick the avian race).
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 19, 2012, 04:56:57 am
Balance is for elves.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on June 19, 2012, 05:30:58 am
So what you're saying is that different player races should just bring you cool attack pets, crappy goods/textiles/useless tools, armour that you can't wear (even if you want to wear their crappy armour), use strange if somewhat pointless weapons, whinge and whine about you doing things necessary for your survival and basically be the whipping boys for your particular race, especially if your race is short and bearded?

Other than that, elves have no in-game function.

Actually, that would probably work in Starbound............
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shadowlord on June 19, 2012, 07:05:06 am
Gravity... too high!
Unable... to fly!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on June 19, 2012, 05:32:47 pm
Right now, the reason that I assume that they are not showing much of the game is because they are still in early alpha. You have to keep in mind it can take a VERY long time to make a game, and that even applies to huge companies.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on June 19, 2012, 05:47:04 pm
If theres no point to having a birdman excpet for a different look, why give the birdman wings. You'll end up with a lot of comments complaining the birdman with wings can't fly instead of anything helpful.
Title: Re: Starbound - A flat yet infinite universe.
Post by: SirAaronIII on June 19, 2012, 05:48:13 pm
This is a somewhat worrying development.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on June 19, 2012, 07:14:33 pm
Am I the only one who doesn't give a shit about the fact that different species do not change your stats?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on June 19, 2012, 07:15:56 pm
Am I the only one who doesn't give a shit about the fact that different species do not change your stats?
Nope. I'm fine with purely aesthetic species, just like I'm fine with purely aesthetic genders.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on June 19, 2012, 08:00:42 pm
If theres no point to having a birdman excpet for a different look, why give the birdman wings. You'll end up with a lot of comments complaining the birdman with wings can't fly instead of anything helpful.
The... the birdmen don't have wings. They've got wing-shaped jetpacks, though! Presumably they'll be species-specific tech, though wether that means they only have an easier time getting it or something else, well... we don't know yet. There's plenty that can be done with unique species without actually having any statistical changes (faction/npc relations, easier tech access to certain things, etc., so forth.).

T'the lot of yeh, we just know jack-all about implementation right now. We've got some aesthetics and some interesting-enough lore. Das ist all. Unless there's more news?

Anyway. Eta for beta-thing is still mid-late summerish, right? Has there been any retractions on that?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shadowlord on June 19, 2012, 09:34:06 pm
Right now, the reason that I assume that they are not showing much of the game is because they are still in early alpha. You have to keep in mind it can take a VERY long time to make a game, and that even applies to huge companies.

Especially since they're making it in C++. :V
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 19, 2012, 09:51:32 pm
Yeah, wasn't the original hype a "summer release"? I've been following this off and on since just after the announcement, and I haven't seen any gameplay more complex that "walk around shining a light on things."

Don't get me wrong, I hope this game is fun and replayable and creative and makes me feel like a special snowflake, but so far all we REALLY have is a very, very long list of ideas, some spritework, those wallpapers from the website, and a few characters walking around with flashlights.

Where's the research screen? All the areas of the space station? Footage of mechs stomping around on cotton candy acid worlds with lizard penguins that shoot rainbow lasers and explode into bacon when they die?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on June 19, 2012, 10:07:15 pm
And a number of in-game screenshots (some pretty busy) and some limited footage. Then there's those gifs of the shield based combat, which is presumably cribbed from in game, and some other stuff.

As for the hype, well... (http://playstarbound.com/about/)
Quote
It’s expected to be released towards the end of Summer 2012, but we’re willing to take the extra time to get things JUST right.

Time wise, it's interesting. From what I remember (perhaps entirely wrongly!), they inherited/bought some or all of the Terraria engine code, so the project wasn't starting entirely from scratch... the in-game stuff seems to reflect that -- looks a fair amount like a more polished Terraria. Though how much under the hood has changed, who knows, heh. Anyway, if the group is working off a previously (fairly) stable code base, potential time investment necessary to get things up and running may be drastically reduced.

That said, if there's any rule of coding that approaches 100% accurate, it's that all initial deadlines underestimate the amount of time that's actually needed. Still... before the end of the year? Maybe. Maybe. They've got more than one coder, iirc, and Terraria managed to get (perhaps prematurely, all things considered) released in, what, a six, seven month period (which is goddamn blisteringly fast for game development of any major size)? We could see something similar. We're probably going to have an ETA update within a month or two, though. Eyes open!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 19, 2012, 10:30:04 pm
I'm just wondering where the gameplay is. It can't all be about art and high hopes. At some point, there needs to be a goal of some kind and the mechanics to get you there, eventually. That part I haven't heard anything concrete about in a long while.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on June 19, 2012, 11:20:57 pm
Their PR is weird, a lack of youtube and video outputs instead the ydo a lot of screenshots and inuedno on twitter , reddit and other sub type of sites.  Theyve got enough funding to take their time with it, theyve got enough staff, however they seem to be slow baking and trying to get interest up the risk that remains is that ppl get bored waiting and waiting for them to pull their finger out and do a traditional or beta type of approach and get bored that said theres a few competitor games coming up that might steal their thunder i watch with interest they just seem to need their heads screwed on more ie tiy etc
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tilla on June 20, 2012, 12:33:33 am
Relax people, games take time, sometimes people choose to do things more quietly, not really a big deal. Sometimes they also overestimate  how much time things will take - for instance ARMA 3 was supposed to hit community alpha for July but pushed back to Fall recently. They're also not taking preorders for Starbound and I think they're wise not to at this phase of development.

Lower your expectations and go do something else, the game will come out some day most likely :P As a small team, it's probably best if they focus most of their effort into making the game rather than promoting it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on June 20, 2012, 04:11:47 am
Relax people, games take time, sometimes people choose to do things more quietly, not really a big deal. Sometimes they also overestimate  how much time things will take - for instance ARMA 3 was supposed to hit community alpha for July but pushed back to Fall recently. They're also not taking preorders for Starbound and I think they're wise not to at this phase of development.

Lower your expectations and go do something else, the game will come out some day most likely :P As a small team, it's probably best if they focus most of their effort into making the game rather than promoting it.

I think Minecraft ruined people...

now everyone's like "are we going to get an alpha or a beta to help with dev? plase! plase! plase!" (paraphrasing a lot of what I have already seen over on their forums.)

well, sorry to tell you, but sometimes open world sandbox games, actually get to a point of being mildly entertaining before being released, amazing ain't it?
(plus nobody actually ever helps with bughunting in those early releases anyways)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on June 20, 2012, 02:29:59 pm
I think Minecraft ruined people...

I'd beg to differ that people ruined minecraft.

The problem wasn't the sales model, it was the entitled 12 year olds that bought in early and wanted everything. And now they want the same from everything else.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 20, 2012, 04:19:57 pm
Well Notch (and Redigit) did have a giant wheel-o-promises. Minecraft has in some form filled most of the big ones, but Terraria had the whole "Alternate planets! And spaaaaaaaaace!" which kinda won't happen.

I think that, more than anything, is what makes me a bit wary here.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 20, 2012, 04:44:38 pm
I think Minecraft ruined people...

I'd beg to differ that people ruined minecraft.

The problem wasn't the sales model, it was the entitled 12 year olds that bought in early and wanted everything. And now they want the same from everything else.

Except that the sales model was specifically BASED around that. "Buy now and get ALL this later!"

Terraria was based around the same thing.

In fact a LOT of "Pay for alpha" and "Pay for Beta" games are based around buying early, at a discount, on the promise that the game will "totally be awsome later guys" (I already fell for it once on a game that won't deliver... I sort of already realised it).

As for Starbound if people are complaining about features it really is their own fault for putting up screens to indicate deeper gameplay when they are fixed (which Terraria also did)

Quote
Relax people, games take time, sometimes people choose to do things more quietly, not really a big deal

I am actually starting to develop the theory that you can be as unfair to a game as possible by what info or the lack of info they release... and that you are entirely justified in doing so.

Why? Because the very same industry will also fake gameplay, use cutscenes to sell the game, and will outright fake features and never deconfirm them in order to hype or sell a game.

So what is it game industry? you can't have your cake and eat it to.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 20, 2012, 04:59:43 pm
So what is it game industry? you can't have your cake and eat it to.
No, they can't, so instead they're going to sell you the cake in individual slices and THEN eat it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 20, 2012, 05:02:58 pm
So what is it game industry? you can't have your cake and eat it to.
No, they can't, so instead they're going to sell you the cake in individual slices and THEN eat it.

Yes but for the price of a whole extra slice they can add the frosting.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 20, 2012, 05:12:42 pm
So what is it game industry? you can't have your cake and eat it to.
No, they can't, so instead they're going to sell you the cake in individual slices and THEN eat it.

Yes but for the price of a whole extra slice they can add the frosting.

What a deal!
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on June 21, 2012, 02:39:40 am
Hmph, I think thats why I like it on these forums, people still realize how fucking screwed up the gaming industry really is.

anyways, on the topic of starbound.

heres hoping the people who want an ultimate sandbox where you are always more powerful then your enemies don't sway the devs too much.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on June 21, 2012, 04:08:16 am
It has been a strange sort of hype machine. The forums have a lot of cool ideas, some that are actually possible and seem like fun. Our own brains are boggling on what the game could be like. Perhaps it is the wonder of the unknown, but the potentiality in your own thoughts of what might be is their hype vehicle.

How cool would you think it was if they released a video with four characters playing, just running along the sort of terrain we've seen, all with a different looking laser gun in their hands? And what if each of those lasers fired shots that were different colours, red/green/blue/yellow. Some of them even fired faster or slower, some were bigger or smaller. Would that be awesome?

Yes.

But would it carry through the hype vehicle of the unknown? No.

Four characters firing rockets launchers that had a mixture of guided, big boom, fast firing, napalm spooge, with mirv warheads, big shells and micro-rockets would be awesome. But then someone would bitch about it being too "actiony" or too "gear orientated" or too "un-medieval". Even if those characters were firing those mixture of rockets at kittens, falling fish, trees, penguins, death-moths, giant-robot-mechas with psycho-spears manned by muscular birdmen and all kinds of other shit, people would find fault.

The hype of the unseen, the potentia, the hoped for, it works a treat. Until we get bored shitless and move onto something else entirely.

I hope the know the tightrope they're walking.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Leatra on June 21, 2012, 07:07:27 am
The hype of the unseen, the potentia, the hoped for, it works a treat. Until we get bored shitless and move onto something else entirely.

I already got bored.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on June 21, 2012, 07:26:41 am
It has been a strange sort of hype machine. The forums have a lot of cool ideas, some that are actually possible and seem like fun. Our own brains are boggling on what the game could be like. Perhaps it is the wonder of the unknown, but the potentiality in your own thoughts of what might be is their hype vehicle.

How cool would you think it was if they released a video with four characters playing, just running along the sort of terrain we've seen, all with a different looking laser gun in their hands? And what if each of those lasers fired shots that were different colours, red/green/blue/yellow. Some of them even fired faster or slower, some were bigger or smaller. Would that be awesome?

Yes.

But would it carry through the hype vehicle of the unknown? No.

Four characters firing rockets launchers that had a mixture of guided, big boom, fast firing, napalm spooge, with mirv warheads, big shells and micro-rockets would be awesome. But then someone would bitch about it being too "actiony" or too "gear orientated" or too "un-medieval". Even if those characters were firing those mixture of rockets at kittens, falling fish, trees, penguins, death-moths, giant-robot-mechas with psycho-spears manned by muscular birdmen and all kinds of other shit, people would find fault.

The hype of the unseen, the potentia, the hoped for, it works a treat. Until we get bored shitless and move onto something else entirely.

I hope the know the tightrope they're walking.

Come on, we both know people will ALWAYS bitch about something. You can never please everyone, and I guarantee they will not be able to do that. Besides, a lot of ideas in suggestion forums are often more stupid and unworkable the people writing them down realize. The Devs won't take time out of their day to read your really detailed suggestion and consider it except if it forfills two requirements
1. You actually know what the hell your talking about.
2. The suggestion is really good and can solve a lot of problems.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mattk50 on June 21, 2012, 07:40:28 am
the problem with suggestion forums is that the dev would have to sift through all the garbage and actually read through it all to actually find a good suggestion. So they will likely never even be read, forget dismissed. it annoys the hell out of me because if i take the time to make a good suggestion it wont even be read, and all they really take is a little thought if you have a head on your shoulders.
Title: Re: Starbound - A flat yet infinite universe.
Post by: DrPoo on June 21, 2012, 07:47:54 am
I give up on this.
Bound for failure, will never become anything. Just some hype to get people to throw money after them.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 21, 2012, 07:56:20 am
"The game is taking a while to come out, with the devs giving occasional updates to the community and being mostly up-front about the development, and may or may not have a beta version available once it's presentable. CLEARLY IT WILL NOT SUCCEED AND IS A MONEY GRAB LOLZ"

For fuck sake, guys. I thought we enjoyed Terraria. Yeah, it ended up unfinished, but that's mainly a fault of it being released in an unfinished state. Starbound is much less nebulous in terms of what we know of it, and from what I can tell, it's got at least a good amount of its' central features either in the pipe or already worked in.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on June 21, 2012, 08:10:36 am
I give up on this.
Bound for failure, will never become anything. Just some hype to get people to throw money after them.

Pretty much what mattie said. Just because they happen to not tell us EVERYTHING they are doing, just like, I don't know, 90% percent of all other game studios does not mean that the game is going to suck. Its still early on in devlopment.

Hell, if it were not for Minecraft and other "Play the game before release!" games, the amount they have told us so far would be reasonable.
Title: Re: Starbound - A flat yet infinite universe.
Post by: MrPseeth on June 21, 2012, 10:59:50 am
For everyone wondering: I think the "most official" release date is "possibly at the end of the year". Source: IRC.
You'll have to wait a bit more till you can throw your money :) (or not)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 21, 2012, 11:14:28 am
The thing about hype building through mystery is that everyone will expect to get what they imagine. No one will get that. Everyone will be, at least a little, disappointed. So yeah, I'm a bit skeptical til I see anything they've actually promised working like they made it sound.

They put out the avian race teaser and specifically mentioned jetpacks and whatever. Then they said races are only cosmetic, which makes me think the jetpacks don't actually do anything. I'm going to withhold judgment until I see what else, if anything, is the same kind of implied hype.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Leatra on June 21, 2012, 11:25:49 am
Fuck it. It will be done when it's done. I just ignore the game and one day I'll be like "Hey, Starbound is already finished? Cool!" just like how it was with Diablo 3.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Deon on June 21, 2012, 02:13:15 pm
The thing about hype building through mystery is that everyone will expect to get what they imagine. No one will get that. Everyone will be, at least a little, disappointed. So yeah, I'm a bit skeptical til I see anything they've actually promised working like they made it sound.

They put out the avian race teaser and specifically mentioned jetpacks and whatever. Then they said races are only cosmetic, which makes me think the jetpacks don't actually do anything. I'm going to withhold judgment until I see what else, if anything, is the same kind of implied hype.
Jetpacks work, it's in one of the videos.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on June 21, 2012, 03:37:19 pm
The thing about hype building through mystery is that everyone will expect to get what they imagine. No one will get that. Everyone will be, at least a little, disappointed. So yeah, I'm a bit skeptical til I see anything they've actually promised working like they made it sound.

They put out the avian race teaser and specifically mentioned jetpacks and whatever. Then they said races are only cosmetic, which makes me think the jetpacks don't actually do anything. I'm going to withhold judgment until I see what else, if anything, is the same kind of implied hype.
Jetpacks work, it's in one of the videos.

Wait, there's more videos? Can I see the one you're referring to? I may have missed it :D Or it may be in an old video and I glossed over it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on June 21, 2012, 05:12:43 pm
Don't get me wrong, I was describing the hype vehicle, not the game. And also gamers as a whole (broadly speaking). I actually probably will buy it. Even if it comes no where close to my expectations or imaginings of what it could be like. Could be, not should be.

Because it looks like fun and I like the concept. Hopefully they keep tweaking it well after release, but even if they don't, it will be worth my money I think. I'm hoping it is. That's the gamble you take on games.

Hell, I spent $50 at the pub last night, I'm also buying Diablo 3 today. I know that both of these are flawed concepts that didn't live up to expectations and are a bit broken. But it was worth my money, because it's fun. And I don't really have a great deal to do with my time other than work and sleep and eat, so I may as well have some fun with my money in the meantime.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on June 21, 2012, 06:43:40 pm
Yep, what Naxza said. Just chill a little bit.  :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 21, 2012, 07:00:07 pm
The revolution will not be civilized.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on June 21, 2012, 09:12:48 pm
"The peasants are revolting" sums it up quite well.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 21, 2012, 11:43:19 pm
Quote
Yeah, it ended up unfinished, but that's mainly a fault of it being released in an unfinished state

No it ended up unfinished because the programmer thoughts he would have boundless inspiration for the game that could last for years but was found out he was mistaken.

Terraria and Minecraft have both really killed the "Pay for the future game" concept for me (and even as I say that...) with Terraria honestly being what I am the most angry at as they used the very same tactics I outright bludgeon companies for doing. Yeah they are both fun but when you buy a cruiser and you end up with a tug boat you sort of get disapointed no matter how little you paid for it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: DrPoo on June 22, 2012, 12:01:52 am
So if races are purely cosmetic what the hell is the idea with catching them?
See this is what i hate, this game is too ambitious and they go on compromises at very sad parts.
The best i can see coming out of this is some Knytt style platformer, but with guns and a few figures wich sprites just had their hue randomly alteref. Maybe some spaceship that will let you fly to 3-4 other systems, point-and-click-to-go-there controls. The gameplay will entirely consist of running up and down a hill, kill 2 or 5 monsters with nothing special about them, maybe a randumbly generated jumble of words as their names. Watch some mining animation and walk back to your ship wich will then, after 2 minutes of loading be sent into a boring space backdrop, 2 or 3 other boring planets in view. Point and click in the direction of the menu butto-AHEM space station, waiting 3 minutes because you arent a level 7 douchebag-in-a-cockpit, being put into some boring station interface with 2 or 3 parts animated, like some boring fucking point-and-click game.

Not that my opinions mean shit, but if i would first even remotely think of spending a much as a penny when i have seen a full flegded space gameplay complete with awesome derelict spaceships to explore/loot and astroids to dogde and blow to pieces, newtonian physics and gravity wells, when the planets are rich and with a detailed, simulated ecosystem, awesome ancient cities to explore/getting raped by lovecraftian horrors and Jaffa cakes.
Seriously.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Rex_Nex on June 22, 2012, 12:07:59 am
I'm afraid the non-terraria mechanics (like space travel, etc) are going to be either cheap little gimmicks or tacked on, myself.

I'm almost sure it will be, actually.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on June 22, 2012, 12:12:34 am
Quote
The best i can see coming out of this is some Knytt style platformer, but with guns and a few figures wich sprites just had their hue randomly alteref. Maybe some spaceship that will let you fly to 3-4 other systems, point-and-click-to-go-there controls. The gameplay will entirely consist of running up and down a hill, kill 2 or 5 monsters with nothing special about them, maybe a randumbly generated jumble of words as their names. Watch some mining animation and walk back to your ship wich will then, after 2 minutes of loading be sent into a boring space backdrop, 2 or 3 other boring planets in view. Point and click in the direction of the menu butto-AHEM space station, waiting 3 minutes because you arent a level 7 douchebag-in-a-cockpit, being put into some boring station interface with 2 or 3 parts animated, like some boring fucking point-and-click game.
Holy crap, you can travel to the future?! No? You can see the future? No? You're pulling spurious arguments out of your ass with little-to-no supporting evidence? Thought so.

Quote
Not that my opinions mean shit, but if i would first even remotely think of spending a much as a penny when i have seen a full flegded space gameplay complete with awesome derelict spaceships to explore/loot and astroids to dogde and blow to pieces, newtonian physics and gravity wells, when the planets are rich and with a detailed, simulated ecosystem, awesome ancient cities to explore/getting raped by lovecraftian horrors and Jaffa cakes.
Seriously.
I may be wrong, but I don't think any of these were ever planned for this game to begin with (except possibly the ecosystems and lost cities, but I'm not even sure about that). How's about you find a game that's actually working on those things instead of bitching about a completely unrelated project?

If you and Neonivek really want to lodge complaints about something that hasn't even been released yet, how's about you go to their forums? It's unlikely that the devs are reading this thread, and despite what you seem to think the world does not care enough about your opinions to actively seek them out.
Title: Re: Starbound - A flat yet infinite universe.
Post by: DrPoo on June 22, 2012, 12:24:44 am
Im just speaking of other indie gsme hype experiences, namely Minecraft, Terraria, Voxelstein, and pretty much any PS3 indie i havr been so stupid to buy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on June 22, 2012, 12:26:39 am
So make another thread about it. This is the Starbound discussion thread, not the "I hate indie games and this is why" thread.
Title: Re: Starbound - A flat yet infinite universe.
Post by: DrPoo on June 22, 2012, 12:41:01 am
I never said i hated indie games, and look at my earlier posts in this thread.
The game will be awesome if it includes the things they listed at the features page.
But if i stop dreaming, all i see is a randomly generated run and jump platformer with items with random stats and a space themed main and level selection menu.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on June 22, 2012, 12:49:46 am
So why all the talk about newtonian physics and stuff? That's never been on the feature page. You're artificially building up your expectations by complaining about things that have never even been discussed. It'd be like me complaining that you've never given me ten thousand dollars. It's unfair to you, and it's unfair to the developers.

And for what it's worth, I'd be just fine with a randomly-generated run-and-jump platformer with random items set in space. I still get plenty of fun out of Terraria, so Terraria with more engaging combat and the ability to easily visit dozens if not hundreds of unique-looking worlds sounds just fine to me. If it becomes even more awesome than that, I'm even happier.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aoi on June 22, 2012, 12:54:04 am
Everything mentioned in there sounds good to me.

I'd like to tack on randomized equipment stats and maybe a bit of growth to the character too.

Come to think of it, that kind of describes A Valley Without Wind, actually. Still-- I like the art style we've seen here quite a bit.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 22, 2012, 04:29:38 am
Everyone needs to take off the jade-tinted glasses.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on June 22, 2012, 07:32:42 am
Well, the thing is about Terrarria is that its still a fun game guys. I don't CARE if this game lives up to all its expectations, the only thing I care about is if its fun in the end.

Edit:
Everyone needs to take off the jade-tinted glasses.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on June 22, 2012, 08:28:19 am
How much money are we talking about for this game? Like really? In even pre-buy alpha stage when it gets there?

$10?  $20 ? $30? Forty big f'ing segments out of your life?

Seriously. Get a fucking job. I'm a public area cleaner and none of those figures scares me. I mean, shit, really? You're worried that you might waste twenty of your precious dollars on your amazing abilities to pick exactly what game you'll like and be playing for years to come? Wow.

I found $20 in a bin today, and I got paid while I was doing it. Funny huh?

/random-shite-diatribe
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on June 22, 2012, 08:41:45 am
How much money are we talking about for this game? Like really? In even pre-buy alpha stage when it gets there?

$10?  $20 ? $30? Forty big f'ing segments out of your life?

Seriously. Get a fucking job. I'm a public area cleaner and none of those figures scares me. I mean, shit, really? You're worried that you might waste twenty of your precious dollars on your amazing abilities to pick exactly what game you'll like and be playing for years to come? Wow.

I found $20 in a bin today, and I got paid while I was doing it. Funny huh?

/random-shite-diatribe
I have to agree. I'm not wealthy, I don't make millions of dollars, but I can afford to buy video games. They're not all that expensive honestly. You spend more on a large pizza than most games, and you enjoy the game for significantly longer.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Leatra on June 22, 2012, 08:52:57 am
Not everyone has the exact same income and not every country has the same minimum salary.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on June 22, 2012, 09:05:10 am
Not everyone has the exact same income and not every country has the same minimum salary.
This is true, however its also immaterial.

1. If you cannot afford the game, do not buy it.
2. If you suspect a game is not worth buying, don't buy it. Wait for reviews.

Really the only people burned are those with poor impulse control who buy a game on release day and then complain that its not the game they imagined it would be.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 22, 2012, 09:10:07 am
3. Release purchases are stupid. Wait a few months until the buzz dies down, then snag the game at a reduced price.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on June 22, 2012, 09:16:18 am
#4 Buy a RaspberryPi. Your computer will be slightly more expensive than the game, but it will probably be able to run it if the developers release a linux version.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on June 22, 2012, 09:28:14 am
5. use numbers to express opinions in a thread continuing a trend begun a few posts earlier.  :P

Anyways, whether or not I buy the game would largely depend on how divergent it is from Terraria/minecraft/crapcraft#12345.

we already know the game will at least be decent for the money (unless they go EA style on us and release 5$ worth of game for 60$)

so mainly, im just watching to see if it will be different then something I have played before.

so far, I am thinking.
pros:
walking up 1:1 slopes (thank god, took a company this damn long to figure this one out???)
lots of actually randomly generated content (everything from the worlds themselves to the individual creatures)
tons of cool items, enemies, and allies (judging from what we have seen.)

cons:
playable races are just cosmetic reskins (what the fuck?)
star menu will be a list, not graphical (meh, who really cares, but still, graphical would have been nice.)
not much else atm.

What im unsure about, is whether crafting, research and resources are going to be an interesting system, or a total boring grindfest like Terraria. (late stage items anyone?) that will be another focal point of whether or not I get the game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Leatra on June 22, 2012, 09:36:03 am
I replied to the guy who thought everyone can buy video games and 20$ is not a big deal. Don't get all "don't play games if you are poor" on me.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 22, 2012, 09:39:15 am
I'm assuming research would be a matter of picking a research goal (which has a point value), then going planetside and faffing about for a few hours until you've built up enough points to match the research total. Probably could be affected by station upgrades, giving more points, reducing the time between getting points, so on, so forth.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on June 22, 2012, 10:08:16 am
I'm assuming research would be a matter of picking a research goal (which has a point value), then going planetside and faffing about for a few hours until you've built up enough points to match the research total. Probably could be affected by station upgrades, giving more points, reducing the time between getting points, so on, so forth.

yeah, im sincerely hoping that research is not "go kill this mob 400 times, so you can collect enough of seemingly useless item X to create Y."

either a low input method that takes time, or somehow creating a high input method that doesn't become pointless grinding by the time you get to high level stuff would be nice.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 22, 2012, 10:27:18 am
To be fair, no item in Terraria was useless (except one). Everything had a use, and if it couldn't be crafted or used as ammunition, it was probably a vanity item.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on June 22, 2012, 10:30:08 am
I'm assuming research would be a matter of picking a research goal (which has a point value), then going planetside and faffing about for a few hours until you've built up enough points to match the research total. Probably could be affected by station upgrades, giving more points, reducing the time between getting points, so on, so forth.

yeah, im sincerely hoping that research is not "go kill this mob 400 times, so you can collect enough of seemingly useless item X to create Y."

either a low input method that takes time, or somehow creating a high input method that doesn't become pointless grinding by the time you get to high level stuff would be nice.
I'm okay with this actually, so long as there are alternative ways to achieve the objective.

If I need 150 of item Y and they come from creature X then I should be able to capture a breeding pair of creature X and set up a farm and get enough of item Y over time that way without grinding.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on June 22, 2012, 12:45:41 pm
To be fair, no item in Terraria was useless (except one). Everything had a use, and if it couldn't be crafted or used as ammunition, it was probably a vanity item.
missing the point eh? was referring to the fact that you had to say... kill 40 harpies and 40 light creatures to craft the angel wings or whatever. after you have fought a dozen harpies, they were quite trivial, so what was the point of killing the next 2-3 dozen just to craft an item that acted like a more powerful pair of specter boots?


If I need 150 of item Y and they come from creature X then I should be able to capture a breeding pair of creature X and set up a farm and get enough of item Y over time that way without grinding.

It would be excellent if there was a system with multiple alternatives, your grindfest happy players can mutilate enemies for 5 hours, and your players who want to play the damn game and actually have fun can just set it to research.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Lightning4 on June 22, 2012, 02:03:55 pm
...so what was the point of killing the next 2-3 dozen just to craft an item that acted like a more powerful pair of specter boots?

Because I must. have. everything.

EVERYTHING! Even if I never use it!

And to be fair, you'll probably get the required number of feathers before the souls of flight. Wyverns aren't all that easy.
Though that doesn't invalidate your point any, since the question just changes to "Why kill a handful of difficult monsters for a more powerful pair of specter boots?"
Title: Re: Starbound - A flat yet infinite universe.
Post by: Biag on June 22, 2012, 02:20:16 pm
I got the souls of flight in about twenty minutes, and it was a really fun twenty minutes because wyverns are fun to fight. But I never got the wings (or most of the lategame equipment) because what I didn't want to do was spend hours sitting in a corner waiting for monsters that may or may not drop the items I needed.

EDIT: right, though, Starbound. :P As a follow-up to that statement, that kind of gameplay is exactly what I hope Starbound won't have. I want to run around and shoot things but dammit, don't make me shoot the same thing five hundred times in a row!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on June 23, 2012, 04:40:32 pm
I don't really understand "kill 100 of X" either. Once you've done 10 or so, surely you've proven to the game that you can, in fact, beat that monster. It's like being set 50 of what is essentially the same maths problem but with different numbers. Geez thanks, I'll really understand this better after doing the same things another 35 times after the first I did/didn't understand.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Rex_Nex on June 23, 2012, 04:43:38 pm
It inflates the game with more hours of "gameplay". It has no room in a game like Terraria, but for a lot of games keeping the player busy with even the most boring of tasks will pay off.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on June 23, 2012, 06:16:26 pm
You know, since this thread is full of people just bitching about a game that they have barely heard or know anything about, I wonder why I still check this thread.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on June 23, 2012, 06:28:33 pm
It used to be people discussing a game that they barely knew anything about, wondering whether this and that would be in the game and looking at the images the developer uploads (and was put on here by yours truly and a few others).

And then,
Dear goodness you people are easily won over.

I am surprised you can ride in the subway without practically wetting yourself at the passing graffiti.

NO that isn't awsome... that is set design and not even particularly well made either.

*Foams at mouth*
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on June 23, 2012, 06:40:43 pm
It used to be people discussing a game that they barely knew anything about, wondering whether this and that would be in the game and looking at the images the developer uploads (and was put on here by yours truly and a few others).
And we'll get back to this the next time there's something else to squee over, thankyouverymuch. Least that's my intended (pre)game plan.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 23, 2012, 07:01:43 pm
It used to be people discussing a game that they barely knew anything about, wondering whether this and that would be in the game and looking at the images the developer uploads (and was put on here by yours truly and a few others).
And we'll get back to this the next time there's something else to squee over, thankyouverymuch. Least that's my intended (pre)game plan.

Yeah I mean... this game has soo much hype as soon as they post anything substantial expect people to flock back pissing themselves in excitement because... I don't know... they put in chickens that lay eggs that turn into dragons.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on June 23, 2012, 07:12:38 pm
Oooorrrr because some of us have already seen enough to know they'll enjoy the game. Which I have. Just like with Terraria. Everything beyond that is just cake, and I can enjoy that cake if I feel like it, thank you.

You're welcome not to! Don't think I'd say you couldn't. That's your perogative and that's a-okay.

But me, I really like this sort of game -- again, going strictly by what's already been shown -- and the style is rare enough nowadays I can ogle what comes out without having to be particularly picky about it. It's not pissing myself over hype, it's ogling the pretty pictures. If you know of something prettier to ogle, throw it up brethren, don't hold out on us. Right now starbound's the best game of this sort on the block that I know of. Only thing remotely close to it that I've been eying is Twisted Tower, and it sounds like it'll be released long after SB (and possibly free, hard to tell).
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 23, 2012, 07:30:11 pm
Quote
Oooorrrr because some of us have already seen enough to know they'll enjoy the game. Which I have.

Dang people having secret access to the game.

How come when "I" say that I "won't" like a game long in advance I get shot down... but when you do it for a game you like everyone is going to be on your side? ohhh yes... Hype.

Also yes I am in a unrelated bad mood...
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on June 23, 2012, 07:51:06 pm
Just the idea of a multiplayer, randomly generated platformer (or walker) with some crafting pretty much has me changing my pants. They don't really need the hype. It doesn't even have to be that good. I'll spend my ten dollars on it if it comes out as good as Wonderboy or Super Mario Brothers, just because I like side-scrolling games. You can only assume this one will be a bit deeper but no less challenging then those games. Twenty years is enough time to think of some things that enhance the game-type without stuffing it all up.

Guns, crafting, multiplayer and replayability pretty much seals the deal for me.

I don't need to believe the hype. I can wonder about it, post about it, even suggest things on their forum, but I'll probably buy it regardless. Take my posts about Starbound on here with that in mind.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on June 23, 2012, 08:26:16 pm
Quote
Oooorrrr because some of us have already seen enough to know they'll enjoy the game. Which I have.

Dang people having secret access to the game.
No more access than you, m'fellow. Screenshots, video, all public, most brought up in this thread.

Quote
How come when "I" say that I "won't" like a game long in advance I get shot down... but when you do it for a game you like everyone is going to be on your side? ohhh yes... Hype.
More because a negative position elicits a negative reaction... that, and you're implying that the folks that are excited are incapable of video game risk assessment despite many of us having many years of experience with that ;)

I guess if you equate excitement to hype, you're right. People are excited, anticipatory, because previous experience has shown that the kind of signs that SB's putting out, well, has a high chance of paying out beautifully, or at least sufficiently so, and we're willing to downplay your warnings because of that.

Every one of us happy people are 110% aware that it could turn out badly, though. But... what more are you asking for than that? We can be and are aware of the risk and still capable of being giddy about what's coming out. Is that so bad?

Though again... if you'd rather be particularly wary about things, that's cool. I, at least, am not so much shooting you down as respectfully disagreeing and clarifying the why of that. I dig your position, especially with the little bite from Terraria and how modern video game advertising and pre-release information dissemination has a nasty tendency to play out. So carry on Neo, carry on. Just expect us to carry on, too ;D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Blackray Jack on July 05, 2012, 10:31:43 am
Derek Yu of Spelunky fame is on the radar to potentially be signed on to the Starbound team.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on July 11, 2012, 03:57:15 am
So, a new demo came out.

http://www.youtube.com/watch?v=JF9gYfRTuyo&feature=youtube_gdata_player

Those amazing bastards.


Also of note:
Quote
Of interest to note is that we’re all in 3 different countries, one of which is across an ocean, yet the net gameplay was as smooth as you see in the video.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 11, 2012, 04:07:33 am
That... GIMME GAME!!!
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on July 11, 2012, 05:05:46 am
No pumps, no mechanics of any kind. Sad face. :(
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on July 11, 2012, 05:08:36 am
Just because they haven't shown any, doesn't mean they don't exist :/
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on July 11, 2012, 05:09:13 am
Just because they haven't shown any, doesn't mean they don't exist :/
We'll see.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on July 11, 2012, 08:11:52 am
That video is pretty damn awesome. It makes me wonder how far they plan on going though, if they are trying to make even water that detailed.

How come when "I" say that I "won't" like a game long in advance I get shot down... but when you do it for a game you like everyone is going to be on your side? ohhh yes... Hype.

It was less the fact that you had a different opinion and more you were kind of being an asshole about that opinion. I get it, you were in a bad mood, but I do not believe that excuses you from calling us a bunch of Easily amused chimps that piss in excitement at wall graffiti. If you were reasonable about it, you may have gotten a lot less flak.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on July 11, 2012, 11:10:08 am
Easily amused chimps that piss in excitement at wall graffiti.
I would like to say that this is the BEST thing I have read all day.

Also yes, Starbound water looks very pretty too. Is this their first actual demo of something besides walking around?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Bluerobin on July 11, 2012, 11:13:51 am
The pressurized water they have in the demos makes me think they're probably planning on making a way to get the water pressurized like that in-game. Whether that's something player-accessible like pumps or machines of some sort or whether it's only accessible to the dungeonmaster-style role is another issue I guess.

I think I'm most pleased by the idea of water not killing the server, though. Also the possibility of making an actual fountain. That would be neat.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Kaje on July 11, 2012, 11:14:15 am
Ah, I want this game so much. Terraria plus space travel = amazingness.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on July 11, 2012, 11:43:36 am
Easily amused chimps that piss in excitement at wall graffiti.
I would like to say that this is the BEST thing I have read all day.

Also yes, Starbound water looks very pretty too. Is this their first actual demo of something besides walking around?
No, they demo'd the lighting system too.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 11, 2012, 02:30:57 pm
Easily amused chimps that piss in excitement at wall graffiti.
I would like to say that this is the BEST thing I have read all day.

Also yes, Starbound water looks very pretty too. Is this their first actual demo of something besides walking around?
No, they demo'd the lighting system too.
I strongly suggest subscribing to their channel and go see what they uploaded. This way you wont miss anything.
Title: Re: Starbound - A flat yet infinite universe.
Post by: portaldruid on July 12, 2012, 05:15:36 am
burn em and grab the money...
Title: Re: Starbound - A flat yet infinite universe.
Post by: JWNoctis on July 12, 2012, 07:18:26 am
Looks like fun, posting to watch.

Hopefully they will not make this game Steam-only like they did with Terraria...which is unlikely.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on July 12, 2012, 07:19:48 am
Looks like fun, posting to watch.

Hopefully they will not make this game Steam-only like they did with Terraria...which is unlikely.
You can't use steam?
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 12, 2012, 07:25:31 am
I hope they will *at least* make it steam-compatible, aka, works properly with the steam overlay as a non-steam game, so i can play fullscreen without having to press the start menu key every 5 seconds to reply to friends.
Title: Re: Starbound - A flat yet infinite universe.
Post by: JWNoctis on July 12, 2012, 07:34:33 am
Looks like fun, posting to watch.

Hopefully they will not make this game Steam-only like they did with Terraria...which is unlikely.
You can't use steam?

Kind of...At least for the time being. Didn't think Steam is portable, and my own computer is unavailable for the foreseeable future.
 
A few USB portable drives are all I currently have, which presents no problem for things like Dwarf Fortress and a lot of Humble Bundles and GOGs, but not Steam as far as I know.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on July 12, 2012, 07:42:27 am
Looks like fun, posting to watch.

Hopefully they will not make this game Steam-only like they did with Terraria...which is unlikely.
You can't use steam?

Kind of...At least for the time being. Didn't think Steam is portable, and my own computer is unavailable for the foreseeable future.
 
A few USB portable drives are all I currently have, which presents no problem for things like Dwarf Fortress and a lot of Humble Bundles and GOGs, but not Steam as far as I know.
I... doubt starbound itself would work as a portable application regardless of its steam dependency.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 12, 2012, 07:50:07 am
It might. Depends on dependencies and how large the flash drive is. Also might have to tweak some things or pick up a crack or something, but I'm pretty sure you could run Terraria off a flash if you really felt like it (maybe. Not sure how net or whatever reacts to being mobile) so I'm not sure what would be stopping Starbound from doing the same thing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: JanusTwoface on July 12, 2012, 01:20:13 pm
I... doubt starbound itself would work as a portable application regardless of its steam dependency.
Wait why? I'd be really impressed if it didn't work as a portable application. What does it need that wouldn't?
Title: Re: Starbound - A flat yet infinite universe.
Post by: ggamer on July 12, 2012, 06:29:50 pm
I believe in this game because I thought the idea of Terraria was ridiculous, and then it was released, so why not believe in Starbound?

The only downside of this game is that development on Terraria has ceased. It's going to be hard dealing with not getting new enemies and shit added to the game.

Hell, you could even say that active development adds a level of replayability to a game.

E: You know, now that I think about it I've had more fun with games in active development (Terraria pre-release, DF, Minecraft) than I have with complete games.

Also, I think I liked Terraria more because when the game was announced, a large majority of the game had already been completed by the time they started marketing it.

Furthermore, I lost a little respect for the Terraria devs when I found out that they were caught paying people to create seemingly-original threads and strong-arming youtube officials into deleting negative reviews of Terraria.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 12, 2012, 06:45:18 pm
Furthermore, I lost a little respect for the Terraria devs when I found out that they were caught paying people to create seemingly-original threads and strong-arming youtube officials into deleting negative reviews of Terraria.

Wait, seriously? That's impressive. Do you have any articles or other forums posts on this?

But anyway, I figured there had to be some reason for all the drama. Blue, former Terraria... something, decided to quit the Starbound community entirely because he was getting all kinds of hate directed towards him in private.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ggamer on July 12, 2012, 06:53:36 pm
wait, that affected Blue?

Hooooly shit, he's one of the main devs, along with Redigit.

Damn dude, that sucks. anyway, I'll look around for an article.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on July 12, 2012, 06:59:27 pm
As long as the enemies, equipment and worlds are random enough, and there does end up being a decent GM mode (and hopefully private servers) eventually, I'd say Starbound will be pretty good on longitivity.

Even just fairly minimal things could add a lot to the long-term replayability of the game. As it's meant to be a bit sand-boxxy, but with a bit of end-game structure and goals inherent as well, I can't see it getting too boring. Even just resource aquisition can enhance a game if done correctly. I do hope we'll eventually be able to create mini-quests though. The "quest-for-the-zogging-huge-rocket-launcher" would be fun I reckon
Title: Re: Starbound - A flat yet infinite universe.
Post by: ggamer on July 12, 2012, 07:09:44 pm
Okay, so apparently a group called THE BEST GAMERS, a troll group that just kind of shits on popular games, got their terraria smearing removed from their youtube channel by the devs. Blue and Redigit never tried to contact the group, they just tried to file a DMCA suit against the video without cause, because it satirically said a few bad things about the video.

The steam thread regarding the issue (non-professional) (http://forums.steampowered.com/forums/archive/index.php/t-1898814.html)
The explanation of the issue by THE BEST GAMERS (http://www.youtube.com/watch?v=2h_brAcMtZ0)
The actual review, (http://www.youtube.com/watch?src_vid=2h_brAcMtZ0&annotation_id=annotation_865004&v=nfN-qhoMKnE&feature=iv) which heavily relies on stylistic suck and trolling to get laughs.

While the video itself is dumb, I think that the dev's reaction was worse, and blue probably deserved to be fired/let go/quit.

Unfortunately, that means that Terraria now has only one lead dev who was never really committed to Terraria anyway, and saw it as "a testing ground".
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 12, 2012, 07:18:21 pm
Thanks for digging that up. I'll read through. I never really got into the Terraria community so I didn't hear about any of this.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 14, 2012, 05:22:03 pm
Quote
they just tried to file a DMCA suit against the video without cause, because it satirically said a few bad things about the video.

I really hate how easy it is to do that on Youtube. Some of my favorite channels are almost constantly down because of false claims.

Also yeah I am blaming Blue on this one. Trolling happens, people who hate your game happens. People who make tasteless bashing videos happens. To me it is far worse when a game has nothing but hype then a game that has overwhelming trolls. (as I said before... a 0/10 review tends to be much more useful then a 10/10 review)

I once heard a interview where a creator of a series actually spoke about a youtube video that harassingly makes fun of one of his games. It never even occured to him to be angry at the people who made it.

Am I saying this because I am biased against Terraria? No... In fact I recall a episode of one of my favorite internet series where it posted a bad episode (which wasn't bad, but people thought it was a real episode but it was actually supposed to be a music video) and he actually outright outcried against everyone who disliked it... I really dislike it almost anytime a creator gets angry at the public.

Also yes that does mean that sometimes I try to find flaws in games simply because of overwhelming hype requires me to. Why a game is bad is just as important as why a game is good. If you can draw possitives from a game you can draw negatives.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chiefwaffles on July 14, 2012, 07:39:58 pm
Actually, If I'm correct, The supposed bad review was actually using a pirated version of Terraria, which was why youtube deleted the video. I may be wrong, though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 14, 2012, 08:01:11 pm
Actually, If I'm correct, The supposed bad review was actually using a pirated version of Terraria, which was why youtube deleted the video. I may be wrong, though.

Even if that was true...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on July 14, 2012, 09:16:42 pm
I agree that in either case, even if it was a pirated copy, he had to realize it'd look bad. Sometimes you've just gotta deal, even if the real reason you're doing it is a "better" one, people are often gonna latch onto the one that makes you look worse. It's a part of PR.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 14, 2012, 09:31:09 pm
I agree that in either case, even if it was a pirated copy, he had to realize it'd look bad. Sometimes you've just gotta deal, even if the real reason you're doing it is a "better" one, people are often gonna latch onto the one that makes you look worse. It's a part of PR.

Besides we don't know if blue actually tried to take it down. As I said before it is pathetically easy to do it. It is just as possible that a bunch of rabid Terraria fans did it (and BOY does Terraria have its fair share of rabid fans)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Microcline on July 14, 2012, 10:17:03 pm
Furthermore, I lost a little respect for the Terraria devs when I found out that they were caught paying people to create seemingly-original threads and strong-arming youtube officials into deleting negative reviews of Terraria.

Wait, seriously? That's impressive. Do you have any articles or other forums posts on this?

But anyway, I figured there had to be some reason for all the drama. Blue, former Terraria... something, decided to quit the Starbound community entirely because he was getting all kinds of hate directed towards him in private.
Good to hear Blue's gone.  He was a real creep (look up "The Art of Touching a Woman") who did nothing but foster animosity against Re-Logic.  It makes you wonder how he held a paid position for so long given that PR was the only responsibility he had in launching the game.  If I recall correctly the blowback from his actions against TBG was what led to his departure.

Okay, so apparently a group called THE BEST GAMERS, a troll group that just kind of shits on popular games, got their terraria smearing removed from their youtube channel by the devs. Blue and Redigit never tried to contact the group, they just tried to file a DMCA suit against the video without cause, because it satirically said a few bad things about the video.

The steam thread regarding the issue (non-professional) (http://forums.steampowered.com/forums/archive/index.php/t-1898814.html)
The explanation of the issue by THE BEST GAMERS (http://www.youtube.com/watch?v=2h_brAcMtZ0)
The actual review, (http://www.youtube.com/watch?src_vid=2h_brAcMtZ0&annotation_id=annotation_865004&v=nfN-qhoMKnE&feature=iv) which heavily relies on stylistic suck and trolling to get laughs.

While the video itself is dumb, I think that the dev's reaction was worse, and blue probably deserved to be fired/let go/quit.
To be fair, while TBG's review relied heavily on hyperbole, all of his gripes were legitimate.  While I wouldn't trust him as a sole review, ROCKCOCK64's ruthless iconoclasm makes him a dependable source of criticism.

Unfortunately, that means that Terraria now has only one lead dev who was never really committed to Terraria anyway, and saw it as "a testing ground".
As greatorder pointed out, both Red (programming) and TiY (art assets) have left the project.  TiY is now producing sprites for Starbound at a rather prodigious rate, and I certainly feel that I got my ten dollars worth out of Terraria so I don't see anything wrong with Red taking a break from game development to spend time with his son.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 14, 2012, 10:22:31 pm
Quote
I certainly feel that I got my ten dollars worth out of Terraria so I don't see anything wrong with Red taking a break from game development to spend time with his son

The problem comes more from the value of his word then the value of his game.

It is worse when the reason for him breaking his word simply lacks a strong justification.

I sometimes wonder if people actually fault the creators of Terraria at all or if they are blind to the whole thing. Even I didn't pretend Peter was totally innocent with Fable and I loved that game. It is just one of the many reasons why Hype and hypefans is not only a destructive force but one of corruption as well.

Mind you this doesn't strongly apply to Starbound except as a cautionary tale that you shouldn't believe future development goals just because a game is indie and they are earning more money at once then you would have thought possible. As well as a VERY strong warning to everyone that fans of games will justify and hide any fault of a game possible and defend it to the death and as such you should be very diligent to actually find out what a game is about especially if nothing but good things and "trolling" is said about it.

Ohh Terraria... I have such a like/hate relationship with you.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 14, 2012, 11:59:58 pm
could we get back to actually talk about starbound and say all that terraria stuff on a terraria topic maybe?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 15, 2012, 12:10:01 am
could we get back to actually talk about starbound and say all that terraria stuff on a terraria topic maybe?

The problem is just how relevant it is that it becomes a black hole of conversation. It cannot be ignored but it cannot be spoken about.

Add in that not a whole lot of genuin information is known about Starbound and there is your reason.

Here is something. You want to talk about Starbound, talk about Starbound. I always find it odd when people go "Lets go back to the original topic" and yet never actually go back to the original topic, never realising that there is often a reason why the topic progressed this way.

There is very little information on Starbound, very little known about the gameplay, and all the information that gets released is mostly contextless images. As such the politics behind Starbound make a more compelling and more fruitful avenue of conversation.

It really is this or just let this topic die. It isn't being spoken about instead of Starbound. It is being spoken about in absense of anything better to talk about.

Mind you I don't know if I can balance my need to inform and my need to berrate people right now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on July 15, 2012, 12:19:10 am
How about we let this thread fade, move the discussion to the Terraria thread and we can bump this thread when new information about Starbound pops up. It's not like this thread will vanish forever if it leaves page 1. New information sparks new discussion, this thread isn't going to die any time soon.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 15, 2012, 12:21:48 am
How about we let this thread fade, move the discussion to the Terraria thread and we can bump this thread when new information about Starbound pops up. It's not like this thread will vanish forever if it leaves page 1. New information sparks new discussion, this thread isn't going to die any time soon.

Sensible.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 15, 2012, 12:49:50 am
How about we let this thread fade, move the discussion to the Terraria thread and we can bump this thread when new information about Starbound pops up. It's not like this thread will vanish forever if it leaves page 1. New information sparks new discussion, this thread isn't going to die any time soon.
+1
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on July 21, 2012, 10:46:47 am
A randomly generated Starbound monster, One of close to 1,000,000 unique combinations (without taking coloring into consideration)!
(http://playstarbound.com/wp-content/uploads/2012/07/randoom.png)

Support Starbound by buying Wanderlust Rebirth, which will be launched on Steam via Chucklefish Games (the official name for the Starbound team)!
http://playstarbound.com/support-starbound-development-with-wanderlust-rebirth/
http://www.wanderlustgame.com/ (http://www.wanderlustgame.com/)

The Wallpaper for July! Featuring a cat in a bipedal mech and Poptops!
Spoiler (click to show/hide)

Link to the above image, if you hate big images in forums:
http://playstarbound.com/wp-content/uploads/2012/07/ymedronguest-1920x1080.jpg (http://playstarbound.com/wp-content/uploads/2012/07/ymedronguest-1920x1080.jpg)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 21, 2012, 11:12:55 am
Wallpaper makes me wonder if starbound's going to go felid on us :P

Random monster kinda' interesting, though. Curious as to how (if?) it attacks...
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 21, 2012, 11:27:17 am
Wallpaper makes me wonder if starbound's going to go felid on us :P

Random monster kinda' interesting, though. Curious as to how (if?) it attacks...
I think you dont wana know...
Title: Re: Starbound - A flat yet infinite universe.
Post by: JWNoctis on July 21, 2012, 11:49:09 am
Looks good.

But...Are anyone else reminded of some early Maxis sims by these sorts of pastepatchwork critters?
Title: Re: Starbound - A flat yet infinite universe.
Post by: coolio678 on July 23, 2012, 12:20:19 am
i bought terraria during the steam sale, and i might have to buy this once its released.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shadowlord on July 23, 2012, 02:08:05 am
Is this going somewhere? Is it even possible to tell?
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 23, 2012, 02:20:47 am
Is this going somewhere? Is it even possible to tell?

It's going somewhere (check their Twitter and occasional forum/main page updates), but news is incredibly slow. Who knows when it'll be done  :-\
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 23, 2012, 02:22:59 am
Is this going somewhere? Is it even possible to tell?

It's going somewhere (check their Twitter and occasional forum/main page updates), but news is incredibly slow. Who knows when it'll be done  :-\

Especially since they are starting to seriously come out with their sales pitch (1 mil creature combinations for example)

Generally speaking you don't start using sales pitch, however misleading it can be, until your ready to show something, unless it is just engine but Starbound doesn't really have a lot of Engine Candy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shadowlord on July 23, 2012, 02:27:48 am
That sounds like Borderlands's/Borderlands 2's sales pitch about guns.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 23, 2012, 02:44:24 am
They've got the random guns, too! Or something very much like 'em, anyway. The ridiculous number of rocket launcher permutations, just as a start, have been stated repeatedly, heh. It's possible borderlands will be beat, at least if they're not overstating things.

Random critters were mentioned as a planned feature like... months ago, iirc. That thing's apparently just the first public image of one. If it's consistent with the quality of sprite (and the attack fits it, somehow), then they've probably managed something fairly impressive as far as procedural generation goes, at least comparatively -- it's not a trick many game designers have managed particularly elegantly in the past, heh. Now, how well it turns out from a gameplay perspective... we'll see :P

Still. Interested in seeing how it turns out, yesh.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hachnslay on July 28, 2012, 04:51:33 am
Support Starbound by buying Wanderlust Rebirth, which will be launched on Steam via Chucklefish Games (the official name for the Starbound team)!

Wanderlust rebirth was released on steam.
i now have 4pack - who wants a copy?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on July 28, 2012, 05:54:26 am
I'll take one, if it's going.
Title: Re: Starbound - A flat yet infinite universe.
Post by: beefy on July 28, 2012, 06:16:56 am
I would love to if you have a spare one... :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: hachnslay on July 28, 2012, 06:32:11 am
I would love to if you have a spare one... :)
sure, you can have my last one - just add me on steam's friendlist.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on July 28, 2012, 06:59:03 am
Okay I really, REALLY hope Wanderlust isn't anything close to a representation of the team's quality of work because that was pretty terrible. I played a little bit and I had no idea what I was doing, the gamepad controls didn't work or make any sense, the customization was nonexistant and the first taste of "combat" outside of the short tutorial(which doesn't explain how to use the elementalist's main mechanic) was basically sitting and letting my three AI helpers kill things as they walked towards us.

Hopefully Starbound will actually have something approaching quality because that was just bad.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 28, 2012, 07:13:09 am
Read carefully wanderlust is only a project ONE of the dev made in the past, it is NOT a game from the same team, only one dev is linked to that game if i remember right.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 28, 2012, 08:29:04 am
Also, uh... I kinda' liked wanderlust, at least what the demo-ish part has (had?) available. Combat was a bit hectic, sure, but it was pretty easy to eat most of the kills in pretty short order with like three different classes (cleric or whatever, alchie, and elementalist) once I mucked around a lil' and figured out the controls (which I'll admit I remember being a bit awkward, but nothing too bad. Was using the keyboard though, so maybe gamepad is worse.). I liked what I saw, though it was an incredibly different genre compared to what starbound's aiming for.

Definitely need to fire up the demo thing again to refresh my memory, I guess. I remember it being pretty enjoyable for a twitch-y, built-for-multiplayer, game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on August 06, 2012, 02:43:26 am
WEAPONS!

Each one of the following guns is one of the potential millions of potential combinations of guns, divided into several categories, like Pistol, Assault Rifle, Rocket Launcher, etc.
(http://playstarbound.com/wp-content/uploads/2012/08/testsssgif1.gif)

The stats of the guns (Rate of fire, damage, clip, spread, etc.) are analysed to provide the gun's rarity level.
Rarity levels increase how many weapon mods each gun has access to, from Common to Super Rare. Weapon mods include Explosive Shots, Bouncing Shots, Fractal Shots, all sorts of fancy.
There are two types of guns too, which use different ammo types: Ballistic (ammo) and Energy (Energy pool), and each weapon can have a special damage type (Presumably elemental, but maybe there'll be some special types, like healing bullets).
On top of that, you can get things like laser sights and mounted flashlights.
As an aesthetic bonus, weapons can also get different projectile sprites.

And that's just ranged weapons. Presumably we'll get a taste of melee weapons later.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 06, 2012, 02:46:15 am
Ahh so that is how they have "Potentially millions of combinations"

Well that is somehow a combination of unsurprising and disapointing at the same time.

Unsurprising because that is what just about every game does. Disapointing because the way people were prattling on about this game I expected something astounding about the weapons.

Suffice it to say: This is a game
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on August 06, 2012, 02:49:34 am
Suffice it to say: This is a game

Games often are. And how exactly is this "disappointing"? Give me another game that shows this much customization in its' weapon system.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 06, 2012, 02:55:55 am
In before the "Borderlands sucks!" posts.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 06, 2012, 02:56:13 am
Suffice it to say: This is a game

Games often are. And how exactly is this "disappointing"? Give me another game that shows this much customization in its' weapon system.

The blocks that make up substance do not ellude me for I can always break things down to their most basic of elements. Stripping away the illusions created by appearance and word to see only the truth of its existance.

My expectations were simple, my expectations were different.

At least the side that seeks the best expected different. The side that knows better however knows that when anything claims millions it can only do so by multiplying and in doing so often means a reduced significance.

I guess I sought significance. There is no grand significance here that is shown in text only. Perhaps a larger picture is required.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on August 06, 2012, 02:57:58 am
Suffice it to say: This is a game

Games often are. And how exactly is this "disappointing"? Give me another game that shows this much customization in its' weapon system.

The blocks that make up substance do not ellude me for I can always break things down to their most basic of elements. Stripping away the illusions created by appearance and word to see only the truth of its existance.

My expectations were simple, my expectations were different.
How philosophical. You should write that on a t-shirt and sell it.

And your expectations were?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 06, 2012, 03:01:13 am
Hardly, I am just speaking indirrectly is all. Not to be philsophical but to occlude my speach.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on August 06, 2012, 03:04:22 am
Very excited about this.
I was really disappointed when they discontinued developing Terraria(mostly because that was a fairly linear game and the random worlds didn't elevate that much).
But then I saw this. Holy shit.
Terraria in space?
Xtreme randomness?
Better, more polished gameplay?
IN SPACE?
Very little can't be improved IN SPACE!

God, I hope that this game is only 10 bucks like Terraria, but whatever price it is I WILL GET IT GUNS WITH LASERS INSPAAACE.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on August 06, 2012, 03:06:55 am
Hardly, I am just speaking indirrectly is all. Not to be philsophical but to occlude my speach.

Now you're just evading my questions by focusing on the parts of my response that didn't involve them.

What were your expectations? Why are you so disappointed in it? As it is, you're being vague for the sake of being vague. Maybe if you said what you want to say instead of being philosophical to pad your reply, then we could get somewhere.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 06, 2012, 03:09:44 am
Ohh sorry I thought you didn't see my edit.

Mostly I expected something new, something surprising.

Quote
As it is, you're being vague for the sake of being vague

Naw I am being needlessly difficult to read for the sake of: I sometimes don't like to answer people dirrectly
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on August 06, 2012, 03:11:25 am
I have to ask, does anyone know how deep character customization will be?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 06, 2012, 03:15:12 am
I have to ask, does anyone know how deep character customization will be?

Well it will probably have millions of combinations.

In fact! let me see

Yes I am correct

There will be over 16,581,375 combinations! Thus it is instantly awsome.

It could even have Billions of combinations but I don't know all the details.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on August 06, 2012, 03:18:06 am
I have to ask, does anyone know how deep character customization will be?

Well it will probably have millions of combinations.

In fact! let me see

Yes I am correct

There will be over 16,581,375 combinations! Thus it is instantly awsome.
So.... Can I customize my left arm, hand, pinky finger?
Or do I just choose hair style, color, facial features?
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on August 06, 2012, 03:18:26 am
I have to ask, does anyone know how deep character customization will be?
Well, as it is, we've got multiple races (So far, Humans and Avians) and lots (an undisclosed amount, I want my damn Quote hat) of vanity gear. There'll likely be the R/G/B sliders for base clothing, skin color and all that, like in Terraria, plus anything else Tiy decides to throw in.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 06, 2012, 03:19:47 am
I have to ask, does anyone know how deep character customization will be?
Well, as it is, we've got multiple races (So far, Humans and Avians) and lots (an undisclosed amount, I want my damn Quote hat) of vanity gear. There'll likely be the R/G/B sliders for base clothing, skin color and all that, like in Terraria, plus anything else Tiy decides to throw in.

Ohh my so over a TRILLION of possible combinations for character customisation!

TRILLIONS! Move over weapon combinations, the character customisation has you beat.

Humans alone have over 281,474,976,710,656 combinations! with just that information!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on August 06, 2012, 03:22:34 am
I have to ask, does anyone know how deep character customization will be?
Well, as it is, we've got multiple races (So far, Humans and Avians) and lots (an undisclosed amount, I want my damn Quote hat) of vanity gear. There'll likely be the R/G/B sliders for base clothing, skin color and all that, like in Terraria, plus anything else Tiy decides to throw in.
Ha, the robot hat was pretty awesome....
For some reason my friend REALLY likes the jungle rose in black hair.

Anyways, I hope I can find a gun that looks like the laser gun in Terraria, because pretending to be a colonial marine was badass...
Was that just me?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 06, 2012, 03:24:27 am
Why does this make me feel like one of the worlds is going to be Terraria?

Which admittingly would be the sort of awsome I'd want from a game like this.

Not going to happen because games like to hurt me when I have these things called expectations.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on August 06, 2012, 03:26:47 am
I have to ask, does anyone know how deep character customization will be?
Well, as it is, we've got multiple races (So far, Humans and Avians) and lots (an undisclosed amount, I want my damn Quote hat) of vanity gear. There'll likely be the R/G/B sliders for base clothing, skin color and all that, like in Terraria, plus anything else Tiy decides to throw in.
Ha, the robot hat was pretty awesome....
For some reason my friend REALLY likes the jungle rose in black hair.

Anyways, I hope I can find a gun that looks like the laser gun in Terraria, because pretending to be a colonial marine was badass...
Was that just me?
Well, that might be in the assault rifle sprites. We won't know until release though, unless you ask Tiy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 06, 2012, 03:31:20 am
Could always remake it using the millions of combinations of weaponry the game boasts.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on August 06, 2012, 03:33:58 am
Could always remake it using the millions of combinations of weaponry the game boasts.
Wait, you can make your own guns?
I thought it was going to be like in Borderlands, where you find a sniper rifle in a hut somewhere...
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on August 06, 2012, 03:35:53 am
Could always remake it using the millions of combinations of weaponry the game boasts.
Wait, you can make your own guns?
I thought it was going to be like in Borderlands, where you find a sniper rifle in a hut somewhere...
I think he's being sarcastic.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on August 06, 2012, 03:36:47 am
Could always remake it using the millions of combinations of weaponry the game boasts.
Wait, you can make your own guns?
I thought it was going to be like in Borderlands, where you find a sniper rifle in a hut somewhere...
I think he's being sarcastic.
Oh, my hopes they were up.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on August 06, 2012, 05:34:35 am
Why does this make me feel like one of the worlds is going to be Terraria?

Which admittingly would be the sort of awsome I'd want from a game like this.

Not going to happen because games like to hurt me when I have these things called expectations.
What would be awesome is if you could connect to a terraria server from Starbound and INVAID
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 06, 2012, 07:08:47 am
Could always remake it using the millions of combinations of weaponry the game boasts.
Wait, you can make your own guns?
I thought it was going to be like in Borderlands, where you find a sniper rifle in a hut somewhere...
I think he's being sarcastic.

He may be being sarcastic, but I believe he may be mistaken, in a way.
I am vibrating with excitement for this game, and have done hours of research on it, trying to glean every possible bit of information I can from the forums, twitter accounts, chat logs, etc. and I -think- there may be some form of weapon crafting. This is going entirely off the wording of the "currently announced information" thread on the Starbound forum, but it sounds kinda like there'll be an "indirect" crafting system.
The closest thing I can compare it to is Diablo III's crafting, where you supply materials and tell it what type of weapon you want, but everything beyond that is randomised. I think there may be some kind of weapon crafting facility on the station where you enter what you want, say, a low recoil, semi-auto sniper rifle, and it will draw from a bank of parts built up as you bring weapons back to the station and give you a randomly generated weapon that fits these parameters.
Of course, this is merely fevered speculation going off circumstantial evidence, but if this isn't the case it damn well should be. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on August 06, 2012, 07:19:34 am
Could always remake it using the millions of combinations of weaponry the game boasts.
Wait, you can make your own guns?
I thought it was going to be like in Borderlands, where you find a sniper rifle in a hut somewhere...
I think he's being sarcastic.

He may be being sarcastic, but I believe he may be mistaken, in a way.
I am vibrating with excitement for this game, and have done hours of research on it, trying to glean every possible bit of information I can from the forums, twitter accounts, chat logs, etc. and I -think- there may be some form of weapon crafting. This is going entirely off the wording of the "currently announced information" thread on the Starbound forum, but it sounds kinda like there'll be an "indirect" crafting system.
The closest thing I can compare it to is Diablo III's crafting, where you supply materials and tell it what type of weapon you want, but everything beyond that is randomised. I think there may be some kind of weapon crafting facility on the station where you enter what you want, say, a low recoil, semi-auto sniper rifle, and it will draw from a bank of parts built up as you bring weapons back to the station and give you a randomly generated weapon that fits these parameters.
Of course, this is merely fevered speculation going off circumstantial evidence, but if this isn't the case it damn well should be. :P
If that was true I think it MIGHT work.
Certainly interesting and unique if it does turn out to be true/work.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on August 06, 2012, 08:48:41 pm
Everything I've seen and read so for has pretty much fitted my expectations of the game. Which is good. I think I wrote a post here about how damn easy it is to end up with tens of thousands of graphical variations for say, rocket launchers. Add to that the different stat and effect variations and you'll end up with a gajillion different combinations.

It's not a bad thing. It's a good thing.

Plus, when I think of weapon modding, I always think of DoomRL style weapon modding. Oh god, I hope it ends up like DoomRL weapon modding.

Other than people saying that race choice will be purely cosmetic (and I can see why they'd do it that way, I just don't know why they would do it that way), everything else has looked good. I stole their kitties for my avatar for crying out loud. It must be good :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on August 06, 2012, 09:10:14 pm
Other than people saying that race choice will be purely cosmetic (and I can see why they'd do it that way, I just don't know why they would do it that way), everything else has looked good.

I may have said this before, but I think I agree with the decision to make them purely cosmetic. Why worry about having "+10 of this", or "You can have this stupid ability" when you can just look cool and not have it effect anything. It would be more trouble then its worth then to try and balance it all.

And the whole "Human is the most Balanced race" that would come out of it is actually completely racist (Speciesist?) imo.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Matz05 on August 06, 2012, 09:14:32 pm
Oooh, pretty guns!
And pretty recognizable too! I saw at least one revolving grenade launcher, for example. Though I suppose it could fire rockets too. Looked a little heavy for that though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on August 06, 2012, 09:30:05 pm
Humans are the most balanced is such a lame concept.

I think my favorite trope for humanity in the eyes of aliens would be Humans are Warriors (http://tvtropes.org/pmwiki/pmwiki.php/Main/HumansAreWarriors). At least we'd be the fun race!
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on August 06, 2012, 09:31:47 pm
Other than people saying that race choice will be purely cosmetic (and I can see why they'd do it that way, I just don't know why they would do it that way), everything else has looked good.

I may have said this before, but I think I agree with the decision to make them purely cosmetic. Why worry about having "+10 of this", or "You can have this stupid ability" when you can just look cool and not have it effect anything. It would be more trouble then its worth then to try and balance it all.

And the whole "Human is the most Balanced race" that would come out of it is actually completely racist (Speciesist?) imo.

I can see your point. Having various player races the same does allow for far better balance. It stops there being an unforseen "best" race, and stops humans seeming boring and generic. It also puts the focus on resources, equipment, playstyle (gear related) and avatar creation for your "uniqueness" in the game, rather than some stat modifiers or in-built abilities. I still do have a fascination with variations in game species and races, I think it makes game-worlds more "realistic" and easier to identify with alien species, but that's just me.

Actually, as a point, I've always wondered why humans are usually the generic race. Or the quick learners or diplomats. It's better than generic, but still kind of strange. There's all kinds of horrible things that we're great at.
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on August 06, 2012, 09:32:56 pm
Sambojin, I think you'd like this: http://suptg.thisisnotatrueending.com/archive/2709630/

All the terrible things humans are good at.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 06, 2012, 10:20:06 pm
Having races being purely cosmetic for balance as a bad thing falls under my category of: Overbalancing

Overbalancing is when, for the sake of game balance, you make something bland and uninteresting when introducing a bit of unbalance would have resulted in the game being more fun instead.

But it really depends on if you consider it to be bad or good.

Quote
Humans are the most balanced is such a lame concept.

It is usually a side effect from the fact that usually we are the point of view. Thus everything filters by how it differs from us. Creating us as the "average". If there ARE advantages of humans over other races they tend to be that we are diplomatic, somewhat scientific, and creative.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 06, 2012, 10:30:43 pm
Having races being purely cosmetic for balance as a bad thing falls under my category of: Overbalancing

This is one thing I really agree on, but especially here. I can totally understand the desire to balance things out perfectly in a tight-knit fighter or MOBA, but in a side-scroller with allegedly fast-paced, skill-based combat and an overarching theme of randomness? It seems sort of pointless.

No matter what game you play, there's always going to be kids screaming "OP!" and "IMBA!" But... if there are really as many items and tactics as the developers say there will be, couldn't you always just invent new strategies for taking down your foes rather than sitting there moping about how your race sucks?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on August 06, 2012, 11:01:27 pm
What always bothers me is science fiction races tend to be based on a single, general, overarching culture.
The Avians are Aztecs/Mayans/a combination, and I'm sure the other races will follow suit.

But a weird thing I noticed is that Humans tend represent Imperialist Europe.
Amazing trading abilities, along with good diplomatic abilities, intrepid colonists who colonize far away places.
Hell, our view of space, and what it could be like, is much like Europe viewed the rest of the world as.
Too study, and travel to far away places, bringing order and civilization.

Sorry, rambling, but I think that adding race bonuses in the way of special abilities would make a whole lot of sense.
Incomparables, abilities that can't be shoved into a simply mathematical formula, or atleast not easily.
Like, the Avians can slow their descent, while humans can get an adrenaline boost, temporally increasing physical and mental abilities in a pinch.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 07, 2012, 02:26:53 pm
one thing I find interesting is almost every non-human sentient species in games, movies etc. are humanoid.

the only exception I know of are the elcor in Mass Effect

That's a recent trend, probably influenced by Star Trek and budget concerns (at least for live-action media). Older games like Star Control or Ascendancy had plenty of starfish aliens. (http://tvtropes.org/pmwiki/pmwiki.php/Main/StarfishAliens) I assume it's because generally, humans find it easier to form short-term emotional connections with things that are us-like, like avians, klingons, or narn instead of daaleks, spathi, or a Pierson's Puppeteer (http://i826.photobucket.com/albums/zz185/Known_Space/Puppeteer_KevinBannister.jpg). I'm not saying it's a good or particularly interesting trend, but there it is.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Biag on August 07, 2012, 04:19:15 pm
This is a singleplayer game, right? Why do the races need to be balanced? Play X race for an easier game, X race for a harder game. Like the character creation in Mount & Blade- a female street urchin has a much more difficult start than a male nobleman.

But even if they did something like that, I feel like race isn't going to be such an important choice that it significantly alters my opinion of the game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on August 07, 2012, 04:19:45 pm
This is a singleplayer game, right? Why do the races need to be balanced? Play X race for an easier game, X race for a harder game. Like the character creation in Mount & Blade- a female street urchin has a much more difficult start than a male nobleman.

But even if they did something like that, I feel like race isn't going to be such an important choice that it significantly alters my opinion of the game.
Game will have single and multiplayer components as I understand it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on August 07, 2012, 04:21:42 pm
This is a singleplayer game, right? Why do the races need to be balanced? Play X race for an easier game, X race for a harder game. Like the character creation in Mount & Blade- a female street urchin has a much more difficult start than a male nobleman.

But even if they did something like that, I feel like race isn't going to be such an important choice that it significantly alters my opinion of the game.
Game will have single and multiplayer components as I understand it.
Yeah, as far as I know it will be like Terraria multiplayer, where you basically invite a friend/s to play in your universe.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Strange guy on August 07, 2012, 07:02:05 pm
This is a singleplayer game, right? Why do the races need to be balanced? Play X race for an easier game, X race for a harder game. Like the character creation in Mount & Blade- a female street urchin has a much more difficult start than a male nobleman.

Because race is more than a difficulty setting. If you like the theme, looks and ability of a race, but they offer a much easier/harder game than you want that would be annoying. Thus balance the races and leave difficultly settings to the difficultly settings.

I do have to agree I hope humans aren't the basic balanced all-rounder race. It's an understandable but annoying and overused thing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on August 08, 2012, 07:19:17 am
But race isn't a difficulty setting. They can be balanced while being different you know. Because I'm not a game designer, I'll try and give an example in a survival situation rather than describe game design.
There's two guys stuck on a remote island somewhere with some overhangs and such for shelter, but it's otherwise just rocky wastes. They're both dropped off somewhere with some things each. One has waterproof clothes, a month's supply of food and a year's of water. The other has thick winter clothes, a month's supply of water and a year supply of food.
Both are likely to die from exposure (Cold from one, cold from damp for the other), and even then only live a month at most.
They have a pretty evenly hard time, while being in very different situations.

If it's particular downfalls aren't something you want to deal with, decide whether you prefer easier gameplay or pretty characters.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on August 08, 2012, 07:23:41 am
This is a singleplayer game, right? Why do the races need to be balanced? Play X race for an easier game, X race for a harder game. Like the character creation in Mount & Blade- a female street urchin has a much more difficult start than a male nobleman.

But even if they did something like that, I feel like race isn't going to be such an important choice that it significantly alters my opinion of the game.
"If X is better, why play Y?"
Unless it's a deliberate design decision, everybody is just going to play X and point out how X is OP and Y is UP.
Mount and Blade is a different game, completely in style, theme, and gameplay.
It plays, and feels, nothing like Starbound.

Why does Blizzard balance WoW classes/races? If you want a harder game just pick a sucky class, with a wimpy race!

See this doesn't work, because people are going to be playing multiplayer.
People will be fighting, and once you enter competition and other people, all bets are off.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on August 08, 2012, 01:39:20 pm
Why does Blizzard balance WoW classes/races?

Bad example. Try again. People are still saying PvP is unbalanced, amongst other things that have been in since open beta.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 08, 2012, 01:46:43 pm
Race as difficulty? *coughroguelikescough* Some of which (ToMENet, ferex) are multiplayer or have a competitive aspect (Nethack, crawl tournies). There are folks that intentionally gimp themselves (by picking "weaker" options) so they can laugh at the scrubs when they beat said scrubs into the ground, or play the weaker race simply because they find it more attractive, for whatever reason. They might not end up able to compete on the highest level of play as those races, but neither can better than 90% of the playerbase regardless of what they pick so I wouldn't really call that something to particularly care about :P

Which is to say it's a valid (valid enough, anyway) design decision, even for multiplayer. Remains to be seen if starbound'll go that route, though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Haspen on August 08, 2012, 02:09:23 pm
Soooo, is this out yet?

/lazyptw
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on August 08, 2012, 03:55:19 pm
No.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 08, 2012, 07:47:58 pm
Bastardization of "for example." Fer ex. Ferex. Fairly sure there's no games using it as an acronym or title, but I wouldn't be entirely surprised if there was one, somewhere out there. Apologizes for any confusion not that it'll stop me from using it :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 08, 2012, 08:09:34 pm
Heh, I'll use e.g. when I'm being a bit more... formal, if you will. Ferex is easier to type, though, especially on this shitiPad, and fits a lil' more smoothly when I'm already butcherin' bits of the language. S'good to be somewhat consistently inconsistent, yeh?

But yeah, I haven't played TomeNet much... barely at all, really. S'just one of the few MP roguelikes I have played. That are still running, anyway... there's been a few angband based MUDs, of all things, that were defunct last time I check on 'em. Then a few I noticed in development that I never really checked out. Eh.

And getting together proper kit in most *band variants (TNet included there) can be a right pain in the arse, yeah. S'a reason the only one I've won is Furyband (and that reason was the chargeable ego, to a large degree.).
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on August 08, 2012, 11:23:43 pm
Yeah. That too. But, topic?

If all those "make a monster for the game" things were a quick competition, then did they just chop the beasties up for the randomly generated things? Are they a "definate" in-game thing? End-game thing?

It's not a good/bad response I'm asking. Just what you'd like to see, or how you would do it. There was a heap of good sprite work in that comp. But it didn't really take into account the paper-doll system, pseudo-inverse-kinetics (one/two bones on body from what I could see so far), head-add-ons, legs, arms, colour thingy.

This is just a theoretical, but it'd be easy to add those sprites to the system. Just a chop-edit-point-data thing to do them. What do you think that they'd do? And what would you like to see out of submitted art (and stuff from the competition winners)? What would you do? Should we bombard the poor team with really cool arms (and a DF ascii-head for a laugh) just so they can say they now have 10^9000 combinations of creatures? What would you do?

((yes, I got bored shitless when I saw the art style that was being done for the last spriting project I was going to have a craik at, went into animating, did a fair bit more art, animated it. Didn't submit bugger all. Probably will if there's any feedback. Went "meh, this is a stupid waste of my time". It was good spriting and style that the guy was going for, I just get bored with that stuff. Comically-outlined and paper-dolled FTW in my opinion. Hopefully the new IP will have better art direction.))

^^^ this is one of the many reasons why Starbound has me excited.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on August 11, 2012, 03:48:02 pm
So, taking submitted art and recycling it into the random creature generator?
Is that the gist of it? If so, I think that would be a good idea.

Also, I still don't like the idea of races as difficulty.
As well as my other points, if you want a harder game, pick a higher difficulty.
Unless on the race selection screen told you that "This race is the suxzorz, and this one is awesome" it could easily lead to people picking a race they like, and getting a much harder game then they would have wanted.
One last thing, if a race I really like sucks, why would I play it? For the challenge?
It would change race selection from personal preference(which race you like or which ability fits your play style), to metagame stat comparing.
This is a game where I want to adventure, with whatever I want, without worrying about not being able to do anything because the race I like has a much harder time then the other races.
I understand the use of races as difficulty in roguelikes, but this is nothing like a roguelike. Completely different.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 11, 2012, 04:04:30 pm
The only time I use self-imposed challenges and like them is if something is too broken or cheap

Otherwise I don't like games that cannot be difficult under their own power.

The reason I personally hate "Races as difficulty" is because my perfect difficult game is one where I have to learn to use all the tools, all the knowledge, and the skills I gained along the way to beat. It isn't one where I intentionally throw away any of the tools at my disposal because that is how the game balances itself.

There are a few exceptions (For example in megaman I do use Buster Only Runs)... but otherwise I'd rather have Difficulty as difficulty.

Do I want a really challenging time? I'll go to a really challenging planet. I won't use worse guns, worse races, worse armors, worse items, or play worse. I'd rather say that I used the very best I could find, used all the skills at my disposal, and just managed to come out on top.

Besides Self-imposed challenges should not take priority over challenge.

Note: This is ignoring Races and Classes meant to be worse in an otherwise balanced cast... But frankly I prefer Races and Classes that SEEM worse but end up having their own strength. I remember one Roguelike where Tourists seemed like a joke class, and in some ways they were, but they got mighty powerful later and had great tools early on.

--

And as someone pointed out. Races in Roguelikes wasn't a difficulty selection (except in one roguelike but that is because each race and class as an entire game to itself) but a gameplay selection. With the metagame deciding who was better.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on August 11, 2012, 08:11:20 pm
I think race as difficulty would be a great idea. As long as the balancing isn't too crazy. That is some races a "bit" harder than others. On a game like this there should be plenty of things to do so that if one planet was too hard, its not a big deal.

Its mostly because it seems right that some races that seem like they should be weaker actually are, instead of somehow every  race in the in universe somehow being equal, which would feel very unnatural.

If a race I aesthetically and conceptually liked was weaker (reasonably so, the game still needs to be playable), that would be fine. Infact that may actually contribute to the concept.

Also, do want this game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Kaitol on August 12, 2012, 07:27:00 pm
"Oh, hello there. My name is Larry and I am a snail. Due to metagame balancing by the developers though, I have as much strength, intelligence, and agility of a full grown Human adult! Thanks to the wonders of video games, I can enjoy a full and robust life slaying minotaurs and foiling pesky evil gods; fulfilling the dreams of young snails everywhere!"

On a more serious note though, I don't see why people are getting worried by the difficulty level. Each planet has its own inbuilt difficulty level, and if a planet is too hard for you, go to one of the other INFINITE NUMBER OF planets, kill some bitches, get some resources, build yourself a walker mech, and CRUSH the difficult planet beneath your metal feet. I highly doubt there will be a drastic difference between the races in terms of difficulty anyway.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 12, 2012, 07:31:19 pm
This is the future. so give that Snail a robot body and boom! on par!

Which is kinda the thing. Why is there a large difference between the races in a sci-fi game?

I remember one game I played, it isn't any good, where they included natural armor but it was basically useless because ALL the weapons available weren't even dented by it.

Except one genetically altered race... but they were more like a biological machine (They were human sized but weighed over a ton)
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on August 12, 2012, 08:53:20 pm
If you want some weird and wild races go to older authors like EE Doc Smith. Half or more are not bipedal with pairs of limbs and sensory organs.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on August 12, 2012, 10:45:59 pm
I understand that balancing can break your immersion, but guess what?
It's a video game. It has to be fun to play. Though everyone being equal(but different) isn't realistic, realism takes a backseat to being a good game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 12, 2012, 11:38:54 pm
But what if I find bland, cosmetic-only races to be boring? That doesn't make a good game for me.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on August 12, 2012, 11:51:31 pm
I understand that balancing can break your immersion, but guess what?
It's a video game. It has to be fun to play. Though everyone being equal(but different) isn't realistic, realism takes a backseat to being a good game.

I think everything not being equal would be a fun mechanic and would contribute to being a good game. It has nothing (at least for me) to do with immersion or realism (I hardly experience immersion in games anyway, and even with this balancing it would still be a far cry from anything that could be considered "realistic"), but It just doesn't seem right that everything should be perfectly balanced.

Besides, in a game like this with varying difficulties based on location, there should be plenty for a weaker/stronger character to find easy enough/a challenge so that the game still remains fun to play.

(This is made under the assumption that the disbalancing is done within reasonable limits, that is not extremely weak/strong characters, just "somewhat" stronger/weaker characters, so that the game doesnt become entirely brutally hard/laughably easy).
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 13, 2012, 12:53:15 am
If the game needs weaker characters then it isn't doing its job as a game.

But think about it this way: What constitutes a weaker character in a game like this?

Jumps lower, runs slower, gets hit for more, less hp, less carrying limit?

If we go by purely statistical mechanics then it is arbitrary and doesn't contribute much. If we go by gameplay elements then you have to design difficult enemies to be defeatable by even the easiest race.

Remember the worst a race gets the better the best one gets and the easier the game essentially is. Since everything will be put through the "Can the worst race do it?".

Mind you I am just assuming this game will have real difficulty. For all I know it is a game where you flop mindlessly around the place while enemies run into you and you blast at them constantly. So maybe this game will require no skill. In which case yeah the unbalanced races work.

Now if you want me to analyse this in accordance to Roguelikes a series known for arbitrary hostility towards players who don't use walkthroughs... I guess I could.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on August 13, 2012, 01:08:26 am
Remember the worst a race gets the better the best one gets and the easier the game essentially is. Since everything will be put through the "Can the worst race do it?".

That only applies of the game's difficulty were to be scaled to average out the difficulty for the races (9 races, 4 easy 4 hard and one just right for example). If we had 5 nicely-balanced races with a just-right difficulty, then introduced weaker races, they wont actually make the "best" race any easier to play (If we dont select the weaker characters then they wont influence the game in any way). And what I stress is that this unbalancing that would be fun should be reasonably mild. Yes, the worse race should be able to do it, just being somewhat more difficult than a "normal" race (still reasonable accomplishable though).

Such a thing should probably be better introduced with a larger character roster though, so there is still a variety of balanced characters. I sort of see something like intentionally-unbalanced characters being the exception not the rule.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 13, 2012, 02:05:38 am
Quote
That only applies of the game's difficulty were to be scaled to average out the difficulty for the races

On the contrary, you seem to have misunderstood me. The game's difficulty would HAVE to be scaled out for the difficulty of the WORST race.

It has nothing to do with the mean, medium, or average.

Quote
I sort of see something like intentionally-unbalanced characters being the exception not the rule.

Well the discussion is on "Race as difficulty" meaning that if there were five races they are from hard to easy. It is different from a Handicap Race or a Non-lethal Joke Race
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on August 13, 2012, 04:21:51 am
Well the discussion is on "Race as difficulty" meaning that if there were five races they are from hard to easy. It is different from a Handicap Race or a Non-lethal Joke Race

Ah. Well personally I just would like to see some more interesting race variation in regards to balance and difficulty, not necessarily use race's as a difficulty selection.

In regards to difficulty as race, if you had a hard/easy race, it would end up the same as a hard/easy option but with a sprite swap. The issues would be multiplayer (since users should not really be able to select a difficulty option here, at least in competitive multiplayer.) and perhaps personal preference for the specific race. So difficulty-as-race would probably not work too well in a competitive multiplayer game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on August 13, 2012, 04:26:09 am
But what if I find bland, cosmetic-only races to be boring? That doesn't make a good game for me.
Then don't play Starbound? I mean really, why are you here? To complain that a game you obviously won't like due to its bland races won't have a feature that you do like?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 13, 2012, 04:44:40 am
I once played a game where there were three selectible characters from easy to hard. In the end though they were all equally capable but the difficulty refered to their difficulty curves.

I'd prefer that to be the measure of "Races as difficulty"
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on August 13, 2012, 04:57:56 am
But what if I find bland, cosmetic-only races to be boring? That doesn't make a good game for me.
Then don't play Starbound? I mean really, why are you here? To complain that a game you obviously won't like due to its bland races won't have a feature that you do like?

Darkmere was providing an example in regards to the previous post (The previous post stated that fun > realism, and Darkmere gave an example where the Rule of Fun and realism could cross). I dont think he was referring directly to Starbound. Also it seems perfectly reasonable to discuss why you many not like the game on a thread about the game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on August 13, 2012, 05:04:14 am
But what if I find bland, cosmetic-only races to be boring? That doesn't make a good game for me.
Then don't play Starbound? I mean really, why are you here? To complain that a game you obviously won't like due to its bland races won't have a feature that you do like?

Darkmere was providing an example in regards to the previous post (The previous post stated that fun > realism, and Darkmere gave an example where the Rule of Fun and realism could cross). I dont think he was referring directly to Starbound. Also it seems perfectly reasonable to discuss why you many not like the game on a thread about the game.
I merely asked him what his motivations were, I never said he was unreasonable or that he should stop discussing it. I just don't understand the motivation to enter a thread for a game which you don't think you will enjoy and post about the things you won't like in it. I'm not referring only to Darkmere here, but anyone else who does the same thing. I see it a lot, and I have to wonder why.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on August 13, 2012, 05:54:37 am
Because the discussion would look very one sided if it was everyone just pouring endless praise on the game and its developers? Unreasonable negative things are probably slightly less useful than mindless asskissing, because it actually gives an idea of what people like and don't like, whereas mindless asskissing doesn't give any feedback.
Also because most of these things are from people who DO like the game, so they want it to be better by having things that they would like more.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on August 13, 2012, 06:09:46 am
Makes a certain sense I suppose, I was just curious.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 13, 2012, 10:27:14 am
To clarify, I was commenting in a general sense. I do find aesthetic-only races boring and would prefer at least a bit of gameplay variety between races. It troubles me that in the whole discussion, "play what's best" universally trumps "play what you think is fun."

I'll make a wild guess at how Starbound might work and put it in these terms: Say there's a race of fuzzy bipedal spacebunnies who wear glasses and have a bonus to research. Every time you research a project, they have a 5% chance to make a related minor bonus discovery. There's another race of 4-armed lizardmen who have a bonus to weapons production, such that whenever they toss crafting materials into the weapon-o-matic machine, there's a 5% chance that they make an extra weapon with similar parts quality. There's a racial difference that doesn't directly make one "better" and the other "suck." I guess I just didn't understand why everyone immediately took racial selection into fighting game territory.

Also, I honestly have no idea if I'll like Starbound or not, because we have seen no gameplay whatsoever (Unless you want the core of the game to only be running around caves with a flashlight, or throwing water switches). It's working for their hype market now because not having anything concrete makes it VERY easy for potential customers to draw conclusions about what they want, and in the absence of evidence, assume Starbound will have it. I've fallen for that before; this time I'm going to wait and see. Please note that not being unreasonably excited over a game we have little actual info on does not mean I hate it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Kaitol on August 13, 2012, 12:20:36 pm
Little info? I think they've been pretty darn clear what the game will be like. They've got indepth blog entries for most mechanics. And as someone who's followed the blog since it was started, without doing any other sort of research, I've got a pretty clear idea what the game will be like without making any assumptions. The only thing I'm really curious to see is exactly how planet bases will work, and the type of quests you'll get/ how the main story will work.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moogie on August 13, 2012, 12:37:41 pm
Knowing how mechanics work isn't really the same as experiencing them in the game; whether they feel intuitive, if the controls work properly, how annoying certain things are to do, etc. You can't know those things without trying a demo or (to a limited extent) watching gameplay videos.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on August 13, 2012, 12:55:13 pm
I'm wondering if it'll be possible to make water-pressure elevators.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 13, 2012, 12:55:57 pm
They've made promises. If they deliver, so much the better. The argument has already been made and I'm not itching for a derail here, so I'll leave it at that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on August 13, 2012, 02:06:23 pm
Why don't we have each race have an ability which can not be easily compared to the other races abilities.
Not like, 5% bonus to research, 5% bonus to weapon crafting, like, the space bunnies have an ability which makes them jump reeaaaalllly high, and the lizards can grab enemies from far away with a tongue.
BAM, personal preferences, neither is better since each ability can be performed by the other, but it is harder.
(The bunnies would have to chase down enemies, lizards would have to make ladders up to places.)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 13, 2012, 03:33:08 pm
Quote
Unreasonable negative things are probably slightly less useful than mindless asskissing

Actually it is the other way around. Being mindlessly negative tends to be more useful then being mindlessly possitive by a very small margin.

This is because someone who is mindlessly possitive tends to just give emotives and phrases that don't mean much except that they are mindlessly for a game.

While someone who is mindlessly negative will at least explain why they thing something is bad.

a 0/10 review tends to be more useful then a 10/10 review.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on August 13, 2012, 03:51:21 pm
Wait, balls, that's what I meant.
I would edit it but my shame has already been made public on the quoting. I have brought great dishonour on family etc etc.

I thought that I explained why I thought that to make it clear what I meant though. Huh.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on August 13, 2012, 07:06:35 pm
This is the future. so give that Snail a robot body and boom! on par!

Meh, too derivative~
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 13, 2012, 07:11:07 pm
This is the future. so give that Snail a robot body and boom! on par!

Meh, too derivative~

It is rarely done except in comedies.

Wait a minute... Starbound is a cheesy stonesoup comedy game.

So it is perfect
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shadowlord on August 14, 2012, 01:54:23 pm
While someone who is mindlessly negative will at least explain why they thing something is bad.

a 0/10 review tends to be more useful then a 10/10 review.

The whole definition of 'mindless' precludes explaining why something is bad. For example, you get something rated 0/10 in reviews on amazon before it is even released, with reviews accompanied with rants about the company making it or something they did in a previous game, or something the person heard in a rumor, etc.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 14, 2012, 02:02:54 pm
Quote
sorry, did you get an early release of the game?

I looked at the screenshots, art, as well as reading several of the features.

As in I looked at how they wanted to present the game. If you want to object to what I say then tell that to the developers.

Cheese =/= bad
Stonesoup =/= bad (Warhammer is Stonesoup for example)
comedy =/= unserious (Mind you the Comedy part I am going to say I was wrong about. I must remember that just because something is VERY cheesy and throws a bunch of jokes at you, it doesn't mean it is a comedy)

So I don't know what exactly your objection is. That I trust that what they present the game as is anywhere close?

Ohh wait

"they may actually get it wrong themselves"

I see what your arguement is now. Until the game is done, NO ONE can pass any sort of oppinion, observation, or judgement. Except that isn't what you are saying, that is what you are saying. In essence.

Quote
The whole definition of 'mindless' precludes explaining why something is bad. For example, you get something rated 0/10 in reviews on amazon before it is even released, with reviews accompanied with rants about the company making it or something they did in a previous game, or something the person heard in a rumor, etc.

I said usually. Also I was talking about real reviews... not those things...

It is in the descriptions that both the raving fan and the raving hater will use. The Hater won't say "Bad" while the fan will say "good".
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 14, 2012, 03:33:27 pm
what I'm saying is, until you have played the game, any form of judgement may as well be deemed not necessarily accurate, because you are unable to tell what the game really is, despite all the videos, images and descriptions, they may be missing some stuff out.

EDIT: this is one of the things about terraria, loads of my friends look at it and say 'minecraft ripoff in 2D' without playing it, so they don't know it plays extremely differently.

Well you don't know how wide and almost meaningless Cheesey and Stonesoup is >_<
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on August 14, 2012, 03:35:44 pm
What's stonesoup?
TVtropes turns up something that seems a little different. (http://tvtropes.org/pmwiki/pmwiki.php/Main/StoneSoup)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shadowlord on August 14, 2012, 03:46:15 pm
Stonesoup =/= bad (Warhammer is Stonesoup for example)

What in the hells?

(https://dl.dropbox.com/u/26452959/Dalek_Explain.jpg)

(Yes, that's bluish-yellow text)

Edit:
I said usually. Also I was talking about real reviews... not those things...

It is in the descriptions that both the raving fan and the raving hater will use. The Hater won't say "Bad" while the fan will say "good".

Saying that you were talking about "real reviews" precludes the 10/10 hype-influenced reviews with no useful content which you were complaining about in the first place.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 14, 2012, 03:51:52 pm
Stonesoup means that the peice draws upon many sources of inspiration and uses them.

Warhammer for example has undead, the Zerg, Demons, Angels, humans, warrior races, gods, and everything. It is basically a setting entirely composed of sci-fi steriotypes fighting eachother along with their own unique creatures.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on August 15, 2012, 04:23:17 pm
Warhammer has the Zerg

Don't let the Internet know that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shadowlord on August 15, 2012, 06:53:33 pm
Warhammer for example has ... the Zerg.

... You know Warhammer 40k and the Tyranids both predate Starcraft by about 13 years, right? Yeah. Glad we cleared that up.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on August 15, 2012, 08:14:11 pm
Warhammer for example has ... the Zerg.

... You know Warhammer 40k and the Tyranids both predate Starcraft by about 13 years, right? Yeah. Glad we cleared that up.
In fact, Starcraft rips a lot off of 40k*. Doesn't make it a bad game, its just that you can't call it orignial at all :P

*Eldar = Protoss ; Imperial Guard/Spess Marines = Terran ; Zerg = Tyranids, ect. ect.
Title: Re: Starbound - A flat yet infinite universe.
Post by: timferius on August 15, 2012, 08:22:33 pm
Warhammer for example has ... the Zerg.

... You know Warhammer 40k and the Tyranids both predate Starcraft by about 13 years, right? Yeah. Glad we cleared that up.
In fact, Starcraft rips a lot off of 40k*. Doesn't make it a bad game, its just that you can't call it orignial at all :P

*Eldar = Protoss ; Imperial Guard/Spess Marines = Terran ; Zerg = Tyranids, ect. ect.

Never verified this claim, but the rumour I heard was that Blizzard was originally developing Starcraft as a Warhammer 40k game, but didn't get the go ahead from GW, so they developed it as their own IP, though many elements still bled over from the original design.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 15, 2012, 08:39:20 pm
Well if you want to get VERY specific I believe Aliens came out even before that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Smitehappy on August 15, 2012, 10:52:37 pm
I don't know if the comparison to Nids and Aliens is a just one. The whole theme behind the aliens in Aliens is sex and death. I don't know if that really applies to the Nids. Genestealers on an individual level maybe but it doesn't seem to be the core of the Nid design.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on August 16, 2012, 06:03:39 am
Biologically speaking, the Xenomorph has a lot of similarities to the Tyranids. Xenomorphs steal genetic traits of the host creature to better survive in the planet's environment, for example. They have a lot of differences as well... the largest being that Tyranid are intelligent enough to create fleets of ships that travel in space, while Xenomorphs are instinctual creatures that rely on hosts and other species to spread them to a new world.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ZebioLizard2 on August 16, 2012, 09:16:14 am
Quote
Biologically speaking, the Xenomorph has a lot of similarities to the Tyranids. Xenomorphs steal genetic traits of the host creature to better survive in the planet's environment, for example.

The Tyranids don't do that however, the Tyranids evolve without the need for a genetic trait, they evolve against issues they currently face due to a rapid hive mind constructing new Tyranids in the face of a threat.

For example the Tyranids went into the forests fighting kroot, encounter an issue and breed a new strain of Hormagaunts that are flexible and faster, and able to traverse forests better if weaker due to the changes to their system to become that flexible..At least till the kroot led them out of the forests into the waiting fire of the Tau Fire Caste's awaiting fire squads.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on August 16, 2012, 09:19:09 am
But I thought those genetic changes were pulled from a sort of 'library' or 'memory' of all the genetic information of things they have previously encountered.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Detrevni|inverteD on August 16, 2012, 12:40:20 pm
I believe (though not for certain, so please don't quote me on this!) that the Imperial Guard and the Tyranids were inspired by the Starship Troopers novel.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 16, 2012, 12:50:09 pm
The starship troopers novel had personal mechs and nuclear grenades. Not even close.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on August 16, 2012, 01:04:56 pm
The starship troopers novel had personal mechs and nuclear grenades. Not even close.

http://wh40k.lexicanum.com/wiki/Space_Marine_Dreadnought

http://wh40k.lexicanum.com/wiki/Melta_bomb
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on August 16, 2012, 01:10:09 pm
A melta device isn't a nuke. As I recall they are actually energy weapons. They work by "sub-atomic agitation of the air" per http://wh40k.lexicanum.com/wiki/Melta_weapon#.UC03Vp1lTMg

So more like an induction heater.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on August 16, 2012, 04:14:49 pm
And dreadnaughts don't really count at "mechs". Aside from the fact that they are lumbering and kinda slow (unlike the suits the Mobile Infantry used in Starship Troopers), they are used by Space Marines as a sort of walking, fighting life-support system/sarcophagus for badly injured Marines. The closest thing to traditional mechs in Warhammer 40k are the battlesuits used by the Tau.

And now we're way off-topic :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on August 16, 2012, 07:57:05 pm
Or the Titans.

Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on August 16, 2012, 08:04:05 pm
This thread has a tendancy of being horribly de-railed.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on August 16, 2012, 11:52:05 pm
This thread has a tendancy of being horribly de-railed.

*Glances at forum name*

yes, yes it does.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 17, 2012, 12:01:38 am
This thread has a tendancy of being horribly de-railed.

*Glances at forum name*

yes, yes it does.

It happens when a game doesn't have that much information and isn't out.

Besides a conversation on the themes present in Starbound is close enough.

The only side information I really know that has NO screenshots to even hint on it... is that they confirmed a tentacle planet.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on August 17, 2012, 12:29:03 am
Quote
The only side information I really know that has NO screenshots to even hint on it... is that they confirmed a tentacle planet.
Bam, sucka. (http://playstarbound.com/wp-content/uploads/2012/02/TentaclePlanet-31.png)
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on August 17, 2012, 12:30:47 am
It happens when a game doesn't have that much information and isn't out.

Besides a conversation on the themes present in Starbound is close enough.

The only side information I really know that has NO screenshots to even hint on it... is that they confirmed a tentacle planet.
You mean this confirmation that has NO screenshots to even hint on it?  :P
Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on August 17, 2012, 02:52:26 am
It happens when a game doesn't have that much information and isn't out.

Besides a conversation on the themes present in Starbound is close enough.

The only side information I really know that has NO screenshots to even hint on it... is that they confirmed a tentacle planet.
You mean this confirmation that has NO screenshots to even hint on it?  :P
Spoiler (click to show/hide)
I'm pretty sure those aren't screenshots, they're just arted up as concepts. Like those videos they did where all of the characters are naked.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on August 17, 2012, 06:03:09 am
Both. At the same time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on August 17, 2012, 06:45:14 am
Like those videos they did where all of the characters are naked.
Wait, What?
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on August 17, 2012, 08:23:28 am
Like those videos they did where all of the characters are naked.
Wait, What?

those were actually made by someone different, not the Starbound devs.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on August 17, 2012, 08:50:35 pm
I hope someone makes a Warhammer 40k mod.
I wish someone makes a Warhammer 40k mod for everything.
Seriously, Warhammer 40k needs to have more video games, it's such an interesting and flexible setting.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on August 19, 2012, 11:53:18 pm
At least this de-railment is way better than the whole abs on avians thing.

I'm hoping for a Doom style mod myself. Butchering daemons one planet at a time. Custom modded Chainguns and BFGs would be great.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 23, 2012, 11:00:13 am
Quote
it seems like the dungeons have pre-set rooms or something similar, it places them in certain places, then connects them via tunnels.

Hmm just like IVAN
Title: Re: Starbound - A flat yet infinite universe.
Post by: Kaje on August 23, 2012, 11:02:56 am
Quote
it seems like the dungeons have pre-set rooms or something similar, it places them in certain places, then connects them via tunnels.

Hmm just like IVAN

Only this doesn't look like shit.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Drakale on August 23, 2012, 11:47:12 am
IVAN doesn't look like shit.

I like the look of those procedural levels. This gives me much more faith in the game than new background and character sprites.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on August 23, 2012, 01:21:31 pm
Quote
it seems like the dungeons have pre-set rooms or something similar, it places them in certain places, then connects them via tunnels.

Hmm just like IVAN

Hmm just like Receiver
and many other games
that are not IVAN
Title: Re: Starbound - A flat yet infinite universe.
Post by: Briggsy16 on August 30, 2012, 06:01:29 am
http://playstarbound.com/live-chat/

Live chat by the developers going on here
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on August 30, 2012, 06:12:44 am
http://playstarbound.com/live-chat/

Live chat by the developers going on here
Seems like a bunch of random people all talking at once about what they think the game should be, rather than any kind of developer commentary.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Briggsy16 on August 30, 2012, 06:57:00 am
http://playstarbound.com/live-chat/

Live chat by the developers going on here
Seems like a bunch of random people all talking at once about what they think the game should be, rather than any kind of developer commentary.

Haha, the developers were answering the questions when I was in there
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on August 30, 2012, 07:04:20 am
When I went in the room was scrolling faster than I could read and it was a madhouse with more people still arriving
Title: Re: Starbound - A flat yet infinite universe.
Post by: mattie2009 on August 31, 2012, 01:26:36 pm
NEW STUFFS.

NEW RACE [Warning: Text]
Spoiler (click to show/hide)

PICTURE [Warning: Graphics]
Spoiler (click to show/hide)

So yeah, if that image is representative of actual ingame possibilities...
Well. Let's just say I will have a LOT of fun.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on August 31, 2012, 02:08:02 pm
Gorgeous, from aztec temple to that Sci-fi laboratory, LOVE it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on August 31, 2012, 03:40:21 pm
That sounds markedly like the society formed by The Party in Oceania, in the book 1984.
Really much like it. With the whole thoughless sacrifice and dedication, as well as the "Mini(ministry role goes here)" naming thing. Sounds pretty cool.

And if the races are still functionally identical even when this talked about intellectual supremacy and physical devolution, then the whole backstory seems like it's even more pointless than normal backstory.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Matz05 on August 31, 2012, 04:57:22 pm
Fascist 1984-esque space chimps? Awesome!
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on August 31, 2012, 08:02:17 pm
Planet of the laser toting, facist Apes?

I couldn't be happier. The race I'll be playing as has now been chosen :
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on August 31, 2012, 08:04:46 pm
Planet of the laser toting, facist Apes?

I couldn't be happier. The race I'll be playing as has now been chosen :

Abvians?
Because birds are awesome. Objectively awesome.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ZebioLizard2 on September 02, 2012, 08:02:34 am
That sounds markedly like the society formed by The Party in Oceania, in the book 1984.
Really much like it. With the whole thoughless sacrifice and dedication, as well as the "Mini(ministry role goes here)" naming thing. Sounds pretty cool.

And if the races are still functionally identical even when this talked about intellectual supremacy and physical devolution, then the whole backstory seems like it's even more pointless than normal backstory.

Actually, couldn't some of these potentially show up as NPC races to talk/quest/trade with? Which would make some sense for its backstory.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Old Bones on September 02, 2012, 12:30:32 pm
Because birds are awesome. Objectively awesome.

QFT!

I'm psyched for this game partially for the water physics partially for the fact that I get to play as a bird.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on September 02, 2012, 01:37:22 pm
Sometimes I think I might be the only person who associates birds with filth and noise.
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on September 02, 2012, 01:43:07 pm
No, I pretty much do too. Seagulls and pigeons.

Same with monkeys.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on September 02, 2012, 01:59:55 pm
Sometimes I think I might be the only person who associates birds with filth and noise.

Depends which ones. The only ones that make noises I dislike are seagulls anyway.  And only because I hated seagulls before. All of the birds make nice noises besides them.

Also because flying is awesome and I am extremely jelly.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on September 02, 2012, 03:33:18 pm
... I associate birds with antediluvian horror. Have you see baby birds? Straight out of a bloody lovecraft novel. As they get older, the feathers merely hide the existential dread these avian monstrosities represent.

Playing one should be fun :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on September 12, 2012, 08:19:34 am
Has anyone heard anything about an updated release date/teaser?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on September 12, 2012, 09:43:36 am
Has anyone heard anything about an updated release date/teaser?
Well, if the main site is anything to trust then no. To my knowledge there are no plans for either of those to be released.

(Sorry for any grammatical errors, this phone is like an ass when it comes to typing.)
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on September 12, 2012, 10:11:01 am
Yeah last I heard was 4Q 2012. Hoping for Nov-Dec then.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mullet Master on September 13, 2012, 06:58:07 pm
Yeah last I heard was 4Q 2012. Hoping for Nov-Dec then.

That's awful wishful thinking considering they've only really posted a few small mockups. Q3 2013 might be a better estimate if the current website is any indicator.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on September 13, 2012, 07:30:14 pm
Yeah last I heard was 4Q 2012. Hoping for Nov-Dec then.

That's awful wishful thinking considering they've only really posted a few small mockups. Q3 2013 might be a better estimate if the current website is any indicator.
That...
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on September 13, 2012, 08:49:57 pm
Yeah last I heard was 4Q 2012. Hoping for Nov-Dec then.

That's awful wishful thinking considering they've only really posted a few small mockups. Q3 2013 might be a better estimate if the current website is any indicator.

Actually there has been a water demo, a lighting demo, a forest biome generation demo, the Devs have mentioned multiple times that they have mostly all of the "engine" finished and are just adding content at this point... so it's not really too wishful at this point, but more just logical.

speaking of which, the "main site" is terribly outdated really, you have to look on the forums, twitter, and even the IRC channel if you want up to date info.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on September 13, 2012, 09:08:15 pm
Yeah last I heard was 4Q 2012. Hoping for Nov-Dec then.

That's awful wishful thinking considering they've only really posted a few small mockups. Q3 2013 might be a better estimate if the current website is any indicator.

I wouldn't call this a small mock-up... (http://community.playstarbound.com/index.php?threads/list-of-announced-game-information.450/)

Edit: Here's my favorite thing from the Feature list:
Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on September 13, 2012, 09:22:45 pm
No... that'd be a(n unofficial, largely unconfirmed, mostly unsubstantiated in the pics-or-it-didn't-happen sense) feature list. The mock-up bit was referring to the screenshots and various critter etc. sprites. The videos say quite a lot, but who knows what level of completeness stuff is at, currently.

Later this year would be nice. "When it's actually done" would be better :P

If the two happen to coincide, well. Happeh 2012, eh wot.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on September 13, 2012, 09:24:25 pm
Yeah last I heard was 4Q 2012. Hoping for Nov-Dec then.

That's awful wishful thinking considering they've only really posted a few small mockups. Q3 2013 might be a better estimate if the current website is any indicator.

I wouldn't call this a small mock-up... (http://community.playstarbound.com/index.php?threads/list-of-announced-game-information.450/)

Edit: Here's my favorite thing from the Feature list:
Spoiler (click to show/hide)

The worst thing in that list:
Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mullet Master on September 13, 2012, 09:57:07 pm
No... that'd be a(n unofficial, largely unconfirmed, mostly unsubstantiated in the pics-or-it-didn't-happen sense) feature list. The mock-up bit was referring to the screenshots and various critter etc. sprites. The videos say quite a lot, but who knows what level of completeness stuff is at, currently.

Later this year would be nice. "When it's actually done" would be better :P

If the two happen to coincide, well. Happeh 2012, eh wot.

Yeah, largely unconfirmed is a good way of putting it.

Remember, Duke Nukem Forever had gameplay videos while it was still part of 3D Realms, in the mid 2000s...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on October 15, 2012, 05:58:59 pm
Looks like they posted something on Dungeon generation. Discuss. (http://playstarbound.com/dungeon-generation/)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on October 15, 2012, 06:11:08 pm
Looks like they posted something on Dungeon generation. Discuss. (http://playstarbound.com/dungeon-generation/)

Interesting.  I wonder if it'll feel a little repetitive after a while though.   (I say even though I can't think of a single cool way to make it less repetitive) ;)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 15, 2012, 07:04:12 pm
Looks like they posted something on Dungeon generation. Discuss. (http://playstarbound.com/dungeon-generation/)

Interesting.  I wonder if it'll feel a little repetitive after a while though.   (I say even though I can't think of a single cool way to make it less repetitive) ;)

Well often ways to make it less "repetitive" would be to allow more variety within the set patterns.

But given the game... my vote is that isn't going to happen.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on October 15, 2012, 07:14:18 pm
From the sounds of it it's going to be stitching together large collections of "rooms" to make bigger dungeons, so I doubt it would get boring very fast.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on October 15, 2012, 07:41:07 pm
Seems to be roughly what spelunky does, perhaps a lil'more sophisticated. Which... I'd call it boding well, so far as avoiding repetition is concerned.

Well often ways to make it less "repetitive" would be to allow more variety within the set patterns.

But given the game... my vote is that isn't going to happen.
Post, at least, did mention the generator's going to have the potential option of swapping around what goes where, at least occasionally. So it seems, at least, like it allows a good chunk of variety within the overall pattern, since the engine can swap around certain set pieces somewhat freely. At least conceptually, according to the blog post. Who knows how it works in practice :P

Interesting thing to me is that it looks like it'd be possible to create new rooms and such with flipping paint (the program, mind.), since the generator sounds like it's just parsing a specifically colored image. If adding that sort of material is as simple as making a little pixel stamp thing, that may be a pretty serious boon to ease of modding. Also could see stuff like adding in the mona lisa or whatev', by recoloring the thing. As a dungeon room.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 15, 2012, 07:46:07 pm
Slunky at least got away with it by having the game be relatively short and it having a very large skill factor.

Given Starbound's parent. It will be a very long game with a minimal skill factor.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on October 15, 2012, 08:45:03 pm
Well often ways to make it less "repetitive" would be to allow more variety within the set patterns.

But given the game... my vote is that isn't going to happen.

That is much harder than it sounds. The generator runs the risk of generating unpassable dungeons, or generating what is just random boring tubes etc. Interesting, structured random on a computer is a hard thing to accomplish in a reasonably controlled way.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 15, 2012, 08:48:37 pm
Well often ways to make it less "repetitive" would be to allow more variety within the set patterns.

But given the game... my vote is that isn't going to happen.

That is much harder than it sounds. The generator runs the risk of generating unpassable dungeons, or generating what is just random boring tubes etc. Interesting, structured random on a computer is a hard thing to accomplish in a reasonably controlled way.

Pathing solves that
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on October 15, 2012, 08:55:40 pm
Pathing solves that

Pathing can help with detecting impassable parts of dungeons, but what do you do when it has found a part that is unpassable? Regenerating the dungeon runs the risk of taking a very long time to generate a passable dungeon. Shifting that part of the dungeon around results in the dungeon looking like it has been "patched" up at random places. Regenerating that part of the dungeon can have an out-of-place look etc.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 15, 2012, 08:56:34 pm
Pathing solves that

Pathing can help with detecting impassable parts of dungeons, but what do you do when it has found a part that is unpassable? Regenerating the dungeon runs the risk of taking a very long time to generate a passable dungeon. Shifting that part of the dungeon around results in the dungeon looking like it has been "patched" up at random places. Regenerating that part of the dungeon can have an out-of-place look etc.

Angles
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on October 15, 2012, 09:01:01 pm
Given Starbound's parent. It will be a very long game with a minimal skill factor.

I would highly disagree. I think Terraria's combat system gets pretty good as head farther into the game. I would know because I repeated got my ass handed to me by said game. :P

And even then, at least theres no way to be worse than Minecraft's combat system. :P

Interesting, structured random on a computer is a hard thing to accomplish in a reasonably controlled way.

Given that this is a game where you can just mine through the walls, I have a feeling this won't be a problem :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 15, 2012, 09:03:27 pm
Given Starbound's parent. It will be a very long game with a minimal skill factor.

I would highly disagree. I think Terraria's combat system gets pretty good as head farther into the game. I would know because I repeated got my ass handed to me by said game. :P

And even then, at least theres no way to be worse than Minecraft's combat system. :P

Interesting, structured random on a computer is a hard thing to accomplish in a reasonably controlled way.

Given that this is a game where you can just mine through the walls, I have a feeling this won't be a problem :P

I didn't say bad I said had a "Low skill factor".

You are going to absolutely lose if you are bad at Splunky. You can easily win if you are bad at Terraria, if you are prepared.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on October 15, 2012, 09:09:22 pm
Angles
Angles as in...?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on October 16, 2012, 01:08:37 am
Angles
Angles as in...?
: ok, AGAIN with the ANGEL problems. seariously dude?????????? (http://www.mspaintadventures.com/sweetbroandhellajeff/?cid=010.jpg) Warning: Not safe for work probably.

In response to your actual question, I have no idea what Neo's on about. Rotating the rooms?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 16, 2012, 04:57:52 am
Well actually I was talking about room variety within the hallway system to offset the randomness.

Angles if you get the right one actually makes improper pathing impossible.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on October 31, 2012, 10:40:50 am
A new video featuring building. (http://www.rockpapershotgun.com/2012/10/31/starbound-will-let-you-build-anti-ape-lairs/)  Stairs will be pretty convenient.   :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on October 31, 2012, 10:54:21 am
Things learned: Many aspects of the building process easier than Terraria's. Backwalling still a pain in the ass.

They need line and square tools :-\

Just a little... bot. Droid thing. Probably hovering. You click one point... then click another. And the critter fills in the area with the stuff you wanted. So much effort on the annoying part... saved.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on October 31, 2012, 03:52:22 pm
Things learned: Many aspects of the building process easier than Terraria's. Backwalling still a pain in the ass.

They need line and square tools :-\

Just a little... bot. Droid thing. Probably hovering. You click one point... then click another. And the critter fills in the area with the stuff you wanted. So much effort on the annoying part... saved.
Hell man at least backwalling isn't going to require 2 minutes of running back and forth while wiggling the mouse.

I still think walking up 1:1 slopes and functional stairs are somehow the most significant features of Starbound to me...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on October 31, 2012, 04:35:34 pm
Well, to be more precise, backwalling would appear to be less of a pain in the ass, yes. But. Still PitA. Improvement! Still annoying. No longer two minutes of running back and forth wiggling the mouse. Instead, one and a half just wiggling the mouse. Backwalling remains a process that makes me vaguely murderous :P

This could be fixed! I guess. If it's codeable. Little helper minion -- droid, tiny winged monkey avec fez hat, flying feathered snake, whatever. Designate area -- line, square, maybe "fill room" or somethin', too. Take care of fiddly bits and artistic flairs yourself. Let a critter do some of the grunt work.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on October 31, 2012, 05:17:24 pm
Mostly laziness. But... good idea, I guess. Threw a comment at their blog post copypasta-in' stuff I spat out here.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Leatra on October 31, 2012, 05:30:47 pm
I wonder if anything there besides doors and the computer have a functionality.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on October 31, 2012, 06:07:58 pm
Most likely nope well maybe the electric thingy on the floor , i dont think thats friendly.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on October 31, 2012, 06:39:50 pm
Depending on fuel, or the amount of them you have, jetpacks would seem to alleviate vertical building problems.

Jetpacks fix most problems in my opinion......
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on October 31, 2012, 08:28:23 pm
Is it just me or did the art style suddenly become a little bit nicer? For example, Rho's sprite looks larger and cleaner than the original one.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on October 31, 2012, 11:52:24 pm
I wonder if anything there besides doors and the computer have a functionality.
The first thing they place is glowing green and has pills on it, so I assume instead of nurses we get medicine cabinets.
Least wise, that's my guess.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on November 01, 2012, 12:36:51 am
Is it just me or did the art style suddenly become a little bit nicer? For example, Rho's sprite looks larger and cleaner than the original one.

Yeah. Among other things, it looks... less "Terrariaesque", I guess. Everything is certainly much cleaner than what the early screenshots showed.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on November 01, 2012, 08:11:56 am
Holy crap... I just can't wait for this game! I'll be buying it right away!  8)
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on November 01, 2012, 10:37:06 am
Re: Backwalling

Why not just click-drag to paint a box and fill it with backwall? You can always remove some later for a window or whatever. Or even hold shift+click to flood-fill an enclosed area.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on November 01, 2012, 05:50:10 pm
Click-drag sounds somewhat better; flood fill would require that you wall off the room and then open it again (unless doors count, which I suppose they could).

Though I'm also not averse to requiring in-game resources to do that, e.g. a machine or helper, versus an actual UI-driven solution.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on November 01, 2012, 06:52:16 pm
Click-dragging sort of worked in Terraria but because it would only try to place one at intervals, it would result in holes. Also the fact that 2 backwalls with a gap inbetween would still overlap made it hard to see where these gaps formed.

If they just fixed it so that click-dragging worked as expected (wouldn't miss any parts), then I would be happy. It would also be nice to have some sort of larger filler, like a 2x2 backwall painter or something.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on November 01, 2012, 06:57:57 pm
Th'video did have larger brush size stuff going on. At least a 2x2, but who knows if it could upsize further.

It'd still be a pain in the ass, especially on large constructions (and maybe I want to backwall a whole planet, huh?), just... less of one. Definitely waiting to see the (initial) final product, but if they have something where I can backwall a whole screen with two clicks and minimal character movement... golden. Set up a long line of wall in a similar method? Delightful. So very, very much clicking bypassed, heh.

The less character actions spent on not-particularly-interesting things (like making a line of bricks 30+ long or whatever), the better. So long as the possibility for in-close detail work still remains, of course.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on November 01, 2012, 08:11:37 pm
I may have said that everything is solved by jetpacks. Well, some things might get solved with rocket launchers at well. If buildings are destructable with firepower or explosions, I can see a fair bit of griefing going on with blowing apart painstakingly constructed towers and houses.

Which is actually a good thing in my opinion. If you can orbitally bombard a planet, it might be fun to get down and dirty and do it by hand (or explosive) as well. I can't see Terraria's catapults being anything like "8 player MIRV'd rocket barrage followed by deathray attacks" that might be possible in Starbound. 
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on November 01, 2012, 08:12:38 pm
Quote
Terraria's catapults
Wut? O.o

Do you perhaps mean King Arthur's Gold?
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on November 01, 2012, 08:36:24 pm
Yup. Sorry, getting the games confused.

I wonder if buildings will be destructable in Starbound? Otherwise, horrible maze-like fortifications might be pretty annoying. But with destructability, they might be pointless to build if there's any PvP aspect to it (which I hope there will be some). Who knows, just a cost/balance/time thing I guess.

Still, I'm sticking to the jetpacks-fix-everything theory for now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on November 01, 2012, 08:39:28 pm
Not sure if it's entirely limited to them, but PvP "arena worlds" or something along those lines (asteroids, whatever) have already been stated as an intended feature. There's no telling if it'll mean PvP will extend to less formalized areas, though.

So building destructibility may either not be a thing or only be a thing in specific areas. Won't know until we hear something more specific or they release something, I guess :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: GlyphGryph on November 02, 2012, 12:20:33 am
I think the big thing to aid building destructability being allowed would be the ability to "harden" structures - they are destroyable, but take significant effort.

Then the key is to build your buildings in a way that you can be firing on the enemy while they are firing on your building, and your enemies are not as likely to survive as long as your solid metal structure. ;)

Be interesting to see how they do it though, there are other ways.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on November 02, 2012, 12:40:46 am
That, or having PvP worlds come with pre-existing indestructible terrain akin to the bedrock in KAG. Not whole buildings, just chunks that can have structures built around them. I don't think we've seen anything about terrain damage (as opposed to a binary extant/destroyed deal) yet, but we can hope.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on November 18, 2012, 09:36:51 am
Heeeeyyy. Sentient cannibal plants. (http://playstarbound.com/meet-the-florans/) As the next revealed playable race. Somewhat interesting, though them being bipedal is somewhat... contrived, perhaps.

Still no revelations as to what species actually entails, gameplay wise. Still. New info is new info, such as it is.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on November 18, 2012, 02:19:11 pm
Heeeeyyy. Sentient cannibal plants. (http://playstarbound.com/meet-the-florans/) As the next revealed playable race. Somewhat interesting, though them being bipedal is somewhat... contrived, perhaps.

Still no revelations as to what species actually entails, gameplay wise. Still. New info is new info, such as it is.

On the bipedal thing, they would have to make new armor sprites for every single piece of armor fed into the random generator for each physically different race.

On the gameplay effects, your species choice apparently changes some things about starting gear, and what you have blueprints to craft in the beginning.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on November 18, 2012, 03:24:57 pm
So... the current race roster for Starbound are as follows: Xenophobic Aztec Birds, Scientific Apes living in an Orwellian Society, and extremely aggressive and cannibalistic Plant-people. I think that's all that needs to be said on the matter.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on November 18, 2012, 03:26:32 pm
And humans! Don't forget those. Can't recall if there's been backstory/culture mentioned for them yet, though...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on November 18, 2012, 06:41:26 pm
Still holding out for some kind of rock man.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BunnyBob77 on November 18, 2012, 06:41:38 pm
There's also gonna some kind of weird 3 eyed race that that may live underwater.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on November 18, 2012, 08:35:58 pm
I want an energy being.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on November 18, 2012, 08:37:24 pm
All species within a computer game are energy beings. Nyah.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on November 18, 2012, 08:38:32 pm
All species within a computer game are energy beings. Nyah.
But they are not always represented as such within the described reality of the video game space.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on November 18, 2012, 10:14:58 pm
I want an energy being.
Their armor would fall off immediately and they'd be unable to hold weapons.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mech#4 on November 18, 2012, 10:19:27 pm
I want an energy being.
Their armor would fall off immediately and they'd be unable to hold weapons.

They could possess robotic shells to interact with the material world!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on November 18, 2012, 11:28:32 pm
I want an energy being.
Their armor would fall off immediately and they'd be unable to hold weapons.
Cursed armor, man. Cursed armor.

Alternately gravity. Or magnetism. Or sufficiently advanced science :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on November 19, 2012, 12:15:22 am
About destructable buildings... wouldn't it be nice if all these sandbox games had a nano-repair gun like Red Faction? You build anything, someone blows it up, except the game "remembers" where everything was, and all it takes is a bit of time and maybe energy/resources to put it back together. Or in the case of arenas, even do a full refresh after you're done blowing it to bits.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on November 19, 2012, 01:26:48 am
I WANT A KITTY-PONY RACE!

Not really.
If that gets added in I will ditch this game faster then... something really fast.
Energy beings would be awesome though.
Also, out of the three confirmed races two are primitive.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on November 19, 2012, 07:44:38 am
I want an energy being.
Their armor would fall off immediately and they'd be unable to hold weapons.

They could possess robotic shells to interact with the material world!
Like Vorlons!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on November 19, 2012, 06:52:47 pm
All species within a computer game are energy beings. Nyah.
But they are not always represented as such within the described reality of the video game space.

You're not thinking meta enough!

Fine, I'll concede.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on November 20, 2012, 02:15:30 pm
I don't suppose anyone's seen this yet?
Spoiler (click to show/hide)
Looks like a couple more races (at least) in the works.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on November 20, 2012, 02:28:15 pm
I don't suppose anyone's seen this yet?
Spoiler (click to show/hide)
Looks like a couple more races (at least) in the works.
So Man people, Plant people, Bird people, Fish people, Monkey people and Robot people of either male of female persuasion, each with ~9-10 customization points. Most of those look self explanatory, 'personality' probably changes the stance or facial expression.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on November 20, 2012, 02:59:54 pm
I think we all know that everyone from Bay12 will pick the Avians.
Because abs.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on November 20, 2012, 03:01:52 pm
I think we all know that everyone from Bay12 will pick the Avians.
Because abs.
Nope. Robots. 100%
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on November 20, 2012, 03:02:52 pm
Knowing my penchant for character customization, I'll have at least one of each race if possible :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on November 20, 2012, 03:02:54 pm
I think we all know that everyone from Bay12 will pick the Avians.
Because abs.
Nope. Robots. 100%
But do robots have abs? I don't think they do.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on November 20, 2012, 03:29:00 pm
Robots and plants with tits. Now we're cooking with gas, people.

I'm not quite sure what sort of gas, mind. It's probably hallucinatory. But we've begun cooking with it, whatever it is.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on November 20, 2012, 04:38:58 pm
I think we all know that everyone from Bay12 will pick the Avians.
Because abs.
Nope. Robots. 100%
But do robots have abs? I don't think they do.
I'm actually 99% certain that robots have Antilock Braking Systems.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on November 20, 2012, 04:40:23 pm
Robots and plants with tits. Now we're cooking with gas, people.

I'm not quite sure what sort of gas, mind. It's probably hallucinatory. But we've begun cooking with it, whatever it is.
Probably propane. It's what they use to make meth.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on November 20, 2012, 08:18:18 pm
I think we all know that everyone from Bay12 will pick the Avians.
Because abs.
Nope. Robots. 100%
But do robots have abs? I don't think they do.

No, but they have ass. A shiny metal ass. That all meatbags shall bite.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on November 21, 2012, 09:30:41 pm
What about the three eyed water people?
I like the three eyed water people!
Does no one else like the three eyed water people?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on November 21, 2012, 09:32:56 pm
I think we all know that everyone from Bay12 will pick the Avians.
Because abs.

Actually I'd rather be one of those adorable murderous carnivore plants.

Since you know. Adorable murderous carnivore plant.

Eat long chicken every day.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on November 21, 2012, 09:35:07 pm
What about the three eyed water people?
I like the three eyed water people!
Does no one else like the three eyed water people?
My like of the trioptic mammaryfishes is entirely conditional on if they come with appropriately adjustable eye-patch equipment. Variants for one, two, and three patches, as well as ones for the one and two patch variants that occasional change the eye(s) it covers, are necessary. Possibly with an appropriate adjustment animation, but inexplicable shifting is acceptable as well.

Then all that's left to do is steal a tricorn hat and a parrot from the humans, and I'd be in business.

Piratical walking titcarp, coming for your flashy baubles and women. It is a wonderful thing, eeheee.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on November 21, 2012, 09:53:31 pm
Fish people make the best pirates.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on November 21, 2012, 10:21:13 pm
Fish people make the best pirates.

Penguins make the best pirates.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on November 21, 2012, 11:33:09 pm
Ninjas make the best pirates.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Matz05 on November 21, 2012, 11:39:10 pm
Ninjas aren't loud enough! Pirates are supposed to be all ARRRRR! IM IN YOUR FACE! GONNA CUT YOU UP! GIMMIE ALL YOUR MONEY!
Ninjas sound more like "What was tha--gurgle, I'm dead!"
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on November 22, 2012, 03:01:57 am
Ninjas aren't loud enough! Pirates are supposed to be all ARRRRR! IM IN YOUR FACE! GONNA CUT YOU UP! GIMMIE ALL YOUR MONEY!
Ninjas sound more like "What was tha--gurgle, I'm dead!"
I thought that the ninjas were the ones killing people/sneaking up on people?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ivefan on November 22, 2012, 06:11:35 am
Ninjas aren't loud enough! Pirates are supposed to be all ARRRRR! IM IN YOUR FACE! GONNA CUT YOU UP! GIMMIE ALL YOUR MONEY!
Ninjas sound more like "What was tha--gurgle, I'm dead!"
I thought that the ninjas were the ones killing people/sneaking up on people?
I suggest that you read again.
Though It could be understood as ninjas keep dying, or that the only sound they do is of their victims death.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Matz05 on November 22, 2012, 10:15:16 am
Yeah, the second one was what I meant.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on November 22, 2012, 01:42:42 pm
I was making a joke about the poor context of the sentence.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on November 22, 2012, 05:12:09 pm
Ugh, the Florans reek of "ooh, look how unique and different our plant people are".

None of the races are good player races. None of them are things I'd want to be. They're all like a crappy simplistic race that gets made up in five minutes for a side mission in a sci-fi game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Johnfalcon99977 on November 22, 2012, 05:35:55 pm
Ugh, the Florans reek of "ooh, look how unique and different our plant people are".

And which space-faring plant peoples are these plant people trying to be different from exactly?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on November 22, 2012, 05:57:58 pm
Orks.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on November 22, 2012, 06:06:28 pm
I dunno I feel all the races are decent, for the game. I mean they aren't hyper unique but it's also a building game and not exactly plot heavy to boot (presumably).
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on November 22, 2012, 06:07:51 pm
None of them are things I'd want to be.

Does not equal

None of the races are good player races.



What you meant to say was "None of the races are good player races for me".
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on November 22, 2012, 06:08:05 pm
Orks.
... I'unno, Orkz are more fungus than vegetable, right? Still sorta' under the plant umbrella, I guess.

Though, thinking on it, there... there's a lot of similarities, actually, between Orkz and Starbound plant people (cannibalism, aggression, tech thieves, green plant things). The latter are just bishie-esq. And apparently has actual genders Nevermind, blog post says unisex. Shoujou orkz? I can dig it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on November 22, 2012, 09:46:55 pm
Ugh, the Florans reek of "ooh, look how unique and different our plant people are".

And which space-faring plant peoples are these plant people trying to be different from exactly?

I mean, look at the first line of their introduction: "One would expect a race of sentient humanoid plants to be peaceful, nature-loving environmentalists." They start out the description of them by selling them on what they're not.

Plant people are typically pseudo-elves. It doesn't really matter that they're space plants because at their heart they're still plant people, just put in space. And you can be a cool enough race by just being put into a sci-fi space environment, like Vulcans and the Eldar which are both basically just elves in space. You don't need to have elves in space that are also tribal and also cannibalistic and also scavengers. Plant people have a little more room for variance but the Florans just seem.

They just remind me of a fledgling author that tries so hard to avoid cliches that his work ends up hollow because it's more focused on being unique than on embracing common plot elements to be the best it can be as a whole.

What you meant to say was "None of the races are good player races for me".

I apologize, I used that as a general thing. And I know some of you probably like the races, but they could just be better and more appealing. Races typically should be advertising something beyond aesthetics or gameplay.

What is the roleplaying-esque theme that a player wants to embrace when they choose your race? What are the parts of your race that will make players have arguments with each other over which race is best? Will your race have fans that will hope to play it in future games, or will it be a throwaway that people just remember as Humanoid Plant Variant 84?

Guild Wars 2 is a recent example of a game that does this really well. Their races all have a theme behind their culture that's something players would want to be. You don't play a Norn because you want to be eight feet tall, you play a norn because the race is manly as fuck. They're loud, mean, they drink, and they settle everything by brawling. In a way they fit the common dwarf tropes, but that's a good thing. Those tropes are around because they're good enough to stick around.

"I want to be a really mean plant" just doesn't have the same appeal. I guess they sort of fill the feral, predatory mindset but they're too diluted with other things to really have that as their core.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Alkhemia on November 22, 2012, 10:10:43 pm
Is there even any differences between the races or are they just flavor?
or are they planing on making a diffidence?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on November 22, 2012, 11:03:04 pm
I've heard that the differences are mostly flavor, and I'm betting that there will be a slightly different starting area based on your race. Other than that I know nothing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on November 22, 2012, 11:14:32 pm
In a conventional RPG I'd agree that having a strong background for character race/faction/whatever is beneficial. It helps you place your character in context of an existing world. Starbound has little to none of those elements. Instead you BUILD the world you want, and that includes mostly defining your character how you want. I think the vague race templates work just fine for this game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on November 23, 2012, 06:50:12 am
The race you choose will change the looks of some items you craft. And each race has its own architectural style. You can use the other races' stuff eventually by finding their blueprints, but it's supposed to be more difficult than finding your own race's stuff. 
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on November 23, 2012, 07:46:09 am


What is the roleplaying-esque theme that a player wants to embrace when they choose your race? What are the parts of your race that will make players have arguments with each other over which race is best? Will your race have fans that will hope to play it in future games, or will it be a throwaway that people just remember as Humanoid Plant Variant 84?

Guild Wars 2 is a recent example of a game that does this really well. Their races all have a theme behind their culture that's something players would want to be. You don't play a Norn because you want to be eight feet tall, you play a norn because the race is manly as fuck. They're loud, mean, they drink, and they settle everything by brawling. In a way they fit the common dwarf tropes, but that's a good thing. Those tropes are around because they're good enough to stick around.

"I want to be a really mean plant" just doesn't have the same appeal. I guess they sort of fill the feral, predatory mindset but they're too diluted with other things to really have that as their core.

I agree that the races are quite underdeveloped. I was quite dissapointed to see that a plant-race came out as green-skinned people that dont seem very much like plants at all.

On the other hand, To compare it to Guild Wars 2 is quite bizzare - It is not an mmo MMO. It is considerably cheaper than GW2. They are entirely different games, with entirely different mechanics, and entirely different purposes. It is like "comparing apples to oranges".

So I don't really see a problem with the races how they are. While they are not particularly original, it is a very small component of the game. The races are not too developed because they are not particularly focusing on them. They are there for a little bit of flavour, to complement the rest of the game somewhat.

If you are looking for roleplaying-incentives/an-RPG-feel then you are looking at the wrong game. The gameplay elements are just not focusing on story/roleplaying. If you do feel this way about the game, then it might just not be for you.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 23, 2012, 08:18:03 am
I thought the races being unoriginal was sort of the point.

A sort of Space Stone Soup (Steriotypical stuff intentionally)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Kaitol on November 23, 2012, 08:01:43 pm
+1 to basic races because they're not really a focus for the game outside of aesthetics.

Compare it to borderlands. The playable characters are only given a token lipservice backstory. Not many people care though, because that's not the focus of the game. Raging because every aspect of every game is not carefully constructed by a legendary craftsmen and menaces with spikes of Cat Leather is gonna leave you very unhappy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on November 23, 2012, 08:32:36 pm
I noticed something about the Florans text block.

"Despite this, individual Florans have been known to split apart from their society to lead their own lives in isolation or in the solace of other races, at the cost of being cut off from the collective and considered enemies of all flora for good."

Now all they need is the ability to dual wield...
Title: Re: Starbound - A flat yet infinite universe.
Post by: notquitethere on November 23, 2012, 08:59:33 pm
Raging because every aspect of every game is not carefully constructed by a legendary craftsmen and menaces with spikes of Cat Leather is gonna leave you very unhappy.

Truer words were never spoken. For what it's worth, I love the idea of vicious plant people who don't understand meat can be people too.  It has nice parallels.
Title: Re: Starbound - A flat yet infinite universe.
Post by: beefy on January 04, 2013, 10:15:44 am
The Character Creator is live now!
You have to be a registered forum member though...

http://community.playstarbound.com/index.php?pages%2Fcharcreator%2F (http://community.playstarbound.com/index.php?pages%2Fcharcreator%2F)

Fun times! :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on January 04, 2013, 02:58:00 pm
On the other hand, To compare it to Guild Wars 2 is quite bizzare - It is not an mmo MMO. It is considerably cheaper than GW2. They are entirely different games, with entirely different mechanics, and entirely different purposes. It is like "comparing apples to oranges".

So I don't really see a problem with the races how they are. While they are not particularly original, it is a very small component of the game. The races are not too developed because they are not particularly focusing on them. They are there for a little bit of flavour, to complement the rest of the game somewhat.

If you are looking for roleplaying-incentives/an-RPG-feel then you are looking at the wrong game. The gameplay elements are just not focusing on story/roleplaying. If you do feel this way about the game, then it might just not be for you.

I don't think something should be in your game if it's half-assed. I understand this isn't a AAA MMO, and that's why I don't expect all the races to be fully rendered in 3D with  a ridiculously detailed character editor, to have tons of back story dating back hundreds of years, and all the other stuff that takes tons of effort and teams of people.

But I do expect them to have a decent concept. You don't need hundreds of people to do that. Tons of indie games have great stories and settings because being indie doesn't actually stop you from making any of that good. Just because it's indie doesn't mean it's fine to be crappily made. Indie games have done better than this.

Compare it to borderlands. The playable characters are only given a token lipservice backstory. Not many people care though, because that's not the focus of the game. Raging because every aspect of every game is not carefully constructed by a legendary craftsmen and menaces with spikes of Cat Leather is gonna leave you very unhappy.

Borderlands has mechanical differences between the characters. Their character differences are more like choosing a class than choosing a race. If the differences were purely aesthetic, then the light backstories would not be satisfactory. Starbound has already ditched the mechanical idea, though.

Character choices aren't just a thing you throw in a game for the sake of throwing it in. Mario doesn't have it because he doesn't need it. If there were a few crappy aesthetic Mario clones that you could choose from instead of him, Mario games would be worse games.

But honestly this
The race you choose will change the looks of some items you craft. And each race has its own architectural style. You can use the other races' stuff eventually by finding their blueprints, but it's supposed to be more difficult than finding your own race's stuff.
Come a lot closer to justifying Starbound's races to me. I didn't know it when I was posting last. But significant enough aesthetic differences (with effort required to overcome them) can make choosing your race actually a meaningful choice. Let's just hope they go far enough with it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BunnyBob77 on January 04, 2013, 03:17:43 pm
I don't know if anyone has mentioned this, but your race doesn't only change the aesthetics of items, but each race's armor will also have a different special ability. Here's the list, copied form the forums:
    Avian: Allows you to glide
    Apex: Allows you to jump higher, maybe run faster
    Human: Allows you to carry more items "possibly"
    Robot: Allows you to mine faster
    Floran: Allows you to convert sunlight into extra energy
    Hylotl: Allows you to breathe underwater and swim faster
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shadowlord on January 04, 2013, 03:21:00 pm
What, no photogasms?  ;D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 04, 2013, 03:27:59 pm
What, no photogasms?  ;D
... izzat what the cannibal plants call it?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on January 04, 2013, 03:31:33 pm
I don't know if anyone has mentioned this, but your race doesn't only change the aesthetics of items, but each race's armor will also have a different special ability. Here's the list, copied form the forums:
    Avian: Allows you to glide
    Apex: Allows you to jump higher, maybe run faster
    Human: Allows you to carry more items "possibly"
    Robot: Allows you to mine faster
    Floran: Allows you to convert sunlight into extra energy
    Hylotl: Allows you to breathe underwater and swim faster


Wait. Is that like starting armor? Or like racial crafted armor bonuses? Since if it's the latter and it applies to all armor you make then well, there's your racial bonuses right there. And in a way that it doesn't limit you if you like one aesthetic if you like a different ability.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BunnyBob77 on January 04, 2013, 04:24:23 pm
I don't know if anyone has mentioned this, but your race doesn't only change the aesthetics of items, but each race's armor will also have a different special ability. Here's the list, copied form the forums:
    Avian: Allows you to glide
    Apex: Allows you to jump higher, maybe run faster
    Human: Allows you to carry more items "possibly"
    Robot: Allows you to mine faster
    Floran: Allows you to convert sunlight into extra energy
    Hylotl: Allows you to breathe underwater and swim faster


Wait. Is that like starting armor? Or like racial crafted armor bonuses? Since if it's the latter and it applies to all armor you make then well, there's your racial bonuses right there. And in a way that it doesn't limit you if you like one aesthetic if you like a different ability.
It's more like starting armor. At the beginning you get blueprints for some items of your race that have those bonuses, but you can get more blueprints from quests and dungeons and that kind of thing, as far as I know.  I might be wrong on this though.
Also, if anyone is interested in various information about the game, here (http://community.playstarbound.com/index.php?threads/list-of-announced-game-information.450/) is the forums' pretty detailed thread about the known information about the game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on January 04, 2013, 06:09:38 pm
On the racial identities debate, I think a lot of it is to not trap players into a certain character style. The race that the character comes from may have a predilection for light armour and laser weaponry, even the ability to generate more energy for said weapons, with much of their civ sites portraying that. But if the player's character wishes to shy away from their race's standard and become a heavily armoured, rocket launcher toting maniac or a happy-hippy, torch carrying medic for the other races, then there's nothing stopping that. I'm vaguely using the Florans as an example. It sounds like a nice, cohesive race, but the bonuses shouldn't ever be so overwhelming that this is "the only" way to play Florans.

When you come across NPC Floran sites, no doubt they'll follow their racial stereo-types, lots of energy based things and many people wearing their racial-designed gear. But the player themselves can do whatever they like, with a slight bonus to an area that their race is good at.

It comes down to the RPG dilemma. Why can't a player be a sword'n'board battlewizard instead of a cloth-armoured artillery peice? I hope that the bonuses in Starbound add some flavour, but not over-poweringly so. 
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on January 04, 2013, 08:10:26 pm
I don't think something should be in your game if it's half-assed. I understand this isn't a AAA MMO, and that's why I don't expect all the races to be fully rendered in 3D with  a ridiculously detailed character editor, to have tons of back story dating back hundreds of years, and all the other stuff that takes tons of effort and teams of people.

But I do expect them to have a decent concept. You don't need hundreds of people to do that. Tons of indie games have great stories and settings because being indie doesn't actually stop you from making any of that good. Just because it's indie doesn't mean it's fine to be crappily made. Indie games have done better than this.

Indie does not stop anyone from making any of that good, that was never implied. What was implied was the lack of focus on stories and character in this particular indie game. It's just not part of the project's scope. They probably specifically avoid making elements like this particularly detailed to reduce scope creep (http://en.wikipedia.org/wiki/Scope_creep). You don't need many people for improved RPG elements, but you do need many people to improve all elements beyond their intention. They only picked some game elements to focus work on, the character elements just diddn't make the cut.

The fact that other indie games have done RPG elements better than this does not mean very much, it is likely that this game has done some elements better then those games.

Quote
Character choices aren't just a thing you throw in a game for the sake of throwing it in. Mario doesn't have it because he doesn't need it. If there were a few crappy aesthetic Mario clones that you could choose from instead of him, Mario games would be worse games.

Why not? An all-or-nothing approach to software development (applied to each element, not just the story-and-character element, which is not an element deserving of special treatment) will quickly grind development to a halt. I also could not see how adding the ability to chose different aesthetic characters in Mario games would make it crappier, given it woulb be a superset of the original game - just chose Mario and enjoy the exact same experience.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 04, 2013, 08:42:54 pm
Aaaaawwww, I want an insectoid race.
Greatorder will not stop until even the giant bugs have tits. Truck on, fellow, truck on.

Incidentally re: the character editor (since I CBA to sign up on their forums), are they still going through with that on the fish, plant, and metal people?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Alkhemia on January 04, 2013, 08:44:33 pm
Aaaaawwww, I want an insectoid race.
Greatorder will not stop until even the giant bugs have tits. Truck on, fellow, truck on.

Incidentally re: the character editor (since I CBA to sign up on their forums), are they still going through with that on the fish, plant, and metal people?
yes
Title: Re: Starbound - A flat yet infinite universe.
Post by: notquitethere on January 04, 2013, 08:57:19 pm
The character creation is quite fun. I like all the monkey hairstyles. If I play I'd probably go with Apex and roleplay a true believer in the noble intentions of the MiniKnog. Either that or be a Floran barbarian, eating my way across the stars.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on January 05, 2013, 03:08:56 pm
I apologize but I can't actually argue against the races anymore since the recent racial stuff has made me support their inclusion, if not some of their designs.

I also could not see how adding the ability to chose different aesthetic characters in Mario games would make it crappier, given it woulb be a superset of the original game - just chose Mario and enjoy the exact same experience.

If this was true, every single game would have an optional character creator by now. But there's a strength in having iconic characters that everyone recognizes, and customization detracts from that. Yeah, you can still choose Mario, but everyone with a different character is having a different experience. This typically only works well in RPGs.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 05, 2013, 03:18:05 pm
Kinda' confused what the argument even is, here. There's more than a few romhacks of the various super mario games that strictly changes the character sprite without doing anything else to the game. I'm... not sure what effect that has on anything? Gameplay's still identical, innit?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on January 05, 2013, 03:23:05 pm
I think the times of games needing an identity through the player character, in the traditional sense are done honestly. I might actually like more platformers if they let me make my own ch-

OH WAIT one did. Little big planet. It's the only one I pretty much care to play since it shows all it's personality and design where it matters. The level and stage design.

To my my sackgirl is forever gonna mean "Platformer" more to me than some obese plumber I just don't care about anymore. To be honest, at this point Mario to me means Raocow.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on January 05, 2013, 03:38:24 pm
I apologize but I can't actually argue against the races anymore since the recent racial stuff has made me support their inclusion, if not some of their designs.

I also could not see how adding the ability to chose different aesthetic characters in Mario games would make it crappier, given it woulb be a superset of the original game - just chose Mario and enjoy the exact same experience.

If this was true, every single game would have an optional character creator by now. But there's a strength in having iconic characters that everyone recognizes, and customization detracts from that. Yeah, you can still choose Mario, but everyone with a different character is having a different experience. This typically only works well in RPGs.
The simplest response to that is to have iconic NPCs and art instead.

Look at, say, Minecraft. Everyone recognizes Steve?. Everyone recognizes the Creeper. Being able to have custom graphic packs and player skins has done nothing to reduce consumer recognition.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on January 05, 2013, 04:54:10 pm
Kinda' confused what the argument even is, here. There's more than a few romhacks of the various super mario games that strictly changes the character sprite without doing anything else to the game. I'm... not sure what effect that has on anything? Gameplay's still identical, innit?

There's a reason Nintendo doesn't make a new character for every one of their new platformers. People get invested in characters and settings and stuff. That's why you have series fans.

I think the times of games needing an identity through the player character, in the traditional sense are done honestly. I might actually like more platformers if they let me make my own ch-

OH WAIT one did. Little big planet. It's the only one I pretty much care to play since it shows all it's personality and design where it matters. The level and stage design.

To my my sackgirl is forever gonna mean "Platformer" more to me than some obese plumber I just don't care about anymore. To be honest, at this point Mario to me means Raocow.
Look at, say, Minecraft. Everyone recognizes Steve?. Everyone recognizes the Creeper. Being able to have custom graphic packs and player skins has done nothing to reduce consumer recognition.

Sackpeople are ridiculously iconic. You see one and you know it's from LBP. The design forces you into a cutesy look that fits the theme of the game. Minecraft characters are similar. I think Frumple's right about being able to have iconic art instead of characters. LBP and Minecraft have very restrictive art styles that show personality through the type of character you need rather than a specific character.

But I don't think this applies to Starbound. The sprite look they have isn't nearly as unique as Minecraft or LBP and the same amount of customizability wouldn't work out as well.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shadowlord on January 05, 2013, 07:08:13 pm
Everyone recognizes Steve?.

Who's this Steve guy?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on January 05, 2013, 08:11:20 pm
Everyone recognizes Steve?.

Who's this Steve guy?
Spoiler: This guy (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on January 06, 2013, 09:04:34 pm
Ahem.....

ROBOT BOOBS.

Why? How? I don't even...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 06, 2013, 09:13:50 pm

Though I also have a degree of be/a -musement at the presence of dubiously positioned mammaries. You are not alone, devling.

Good to see where the game's priorities are. Not going to let sanity or reasonable biology get in the way of their goals. I can respect that... I guess.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on January 06, 2013, 09:23:15 pm
Well not late to the party, just a memory laspe. Had a little spasm about the robot boobs.
BUT SERIOUSLY WHY?
Theories?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 06, 2013, 09:30:12 pm
Well, the likely functional reason is so they only had to make two character animation-set-thingies and then mostly just reskin them for different races.

Beyond that... man, I dunno. It's kind of a camp sci-fi thing that everything female (and some things that aren't) get notable breast development. Maybe they're lampshading. Haven't checked the official forums to see if anyone's bothered asking why the non-mammals and machines have mammaries or if the devs have chimed in on it.

Otherwise I guess the robot's racial backstory involves work in the sex industry. Taking bets now on whether the monkeys or the humans made 'em. Even odds vs. those two it was one of the other species that did it. No takes on why the fish, birds, and plants have tits too.

E: Oh, right! They could be rockets! Everybody knows any reasonable robot that has the facsimile of a female human shape has rocket boobs. I was actually kinda' idly figuring out what'd make sense for the other species, too, a couple days ago. The fishes' should glow, the plants' are probably actually extra mouths, and the birds... I'm not sure about the birds. Maybe that's where the eggs come from.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tres_Huevos on January 06, 2013, 10:34:34 pm
The birds' are probably convenient pouches for incubating eggs without being tied down to one spot. The fatty deposits help keep the eggs warm.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on January 06, 2013, 11:24:43 pm
What about the plants? Aren't most plants both male and female? And even if they weren't, they wouldn't look different! (barring a flower or something)

Or tentacle... squid... water thing people.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on January 06, 2013, 11:39:53 pm
There is a trope for this. (http://tvtropes.org/pmwiki/pmwiki.php/Main/NonMammalMammaries)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on January 07, 2013, 12:57:38 am
(http://www.collectiondx.com/gallery2/gallery/d/6531-7/gx08_8.jpg)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on January 07, 2013, 08:48:26 am
Spoiler (click to show/hide)

If this doesn't end up in the game, I will be sad.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on January 07, 2013, 10:17:32 am
Robot boobs are supplementary power plants. Male robots have the power plant in their crotch, females on their chest. Its not a 'sex' really, there are just two standard chassis.
Title: Re: Starbound - A flat yet infinite universe.
Post by: DrPoo on January 07, 2013, 10:53:24 am
Robot boobs are supplementary power plants. Male robots have the power plant in their crotch, females on their chest. Its not a 'sex' really, there are just two standard chassis.

i wanted to come with a witty continuation on this, but i cant figure out something. so..

bananas.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 07, 2013, 11:54:10 am
Robot boobs are supplementary power plants. Male robots have the power plant in their crotch, females on their chest. Its not a 'sex' really, there are just two standard chassis.
"This crotch of mine glows with an awesome power! Its irradiated emissions tells me to defeat you! Take this! My love, my sorrow, and all of my anger! SHINING! BURNING!"

Aanndd I'll stop there. Other than to note in the back of my mind to never crotch shot a robot in close quarters. Just in case.

Anyway, has anyone actually signed up of their forums bothered to ask about the cross-species gratuity and/or possibility of rocket boobs? Inquiring minds want to know! Inquiring minds that are too lazy to sign up and ask themselves.
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on January 07, 2013, 10:53:44 pm
You guys are lucky that it took robot boobs to get you thinking of breasts in this thread.

I've been thinking of breasts ever since (and still) I saw the thread title itself.
Title: Re: Starbound - A flat yet infinite universe.
Post by: JWNoctis on January 07, 2013, 11:13:19 pm
Just try to keep the thread SFW ...okay?

Now I see what the Ridiculously Human Robot (http://tvtropes.org/pmwiki/pmwiki.php/Main/RidiculouslyHumanRobots) and a pinch of Rule 34 (http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleThirtyFour) can do. The turn-on point for someone seemed to be rather low. :D

Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on January 07, 2013, 11:19:30 pm
I don't know guys. I have breasts within a foot (Roughly) distance at least from my face at all times. It's hard not to think about them because of th- Oh wait.

I think I'm doing this wrong.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on January 08, 2013, 07:29:46 am
I don't know guys. I have breasts within a foot (Roughly) distance at least from my face at all times. It's hard not to think about them because of th- Oh wait.

I think I'm doing this wrong.
I try to ensure that I have breasts within a foot or less of my face at all times too.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on January 08, 2013, 08:29:55 pm
Janet, your boobs are probably thousands of miles from me, but you even got me thinking of them. I understand how hard it must be to not think of them when they're right there in front of you.

I must say, the levels of ingenuity of the various races with boobs, chesticles, and somewhat extraneous power supplies is a wonder for us all. Whilst there is a slight lack of abs from what I've seen in the character designs, I'm happy that the developers know their target audience and that they care about us.

(Gee, I must be bored)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Facekillz058 on January 08, 2013, 08:43:52 pm
What did I just read.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on January 08, 2013, 08:44:46 pm
Something about boobs, boob-analogues, and abs.

Yeah, I dunno either.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on January 08, 2013, 10:22:44 pm
You guys are awesome.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on January 08, 2013, 10:24:24 pm
Goodness it has been a while since I heard any news on this.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on January 08, 2013, 10:27:37 pm
Goodness it has been a while since I heard any news on this.
There is robots, plantpeople, and avians. Character creator. Also boobs.

There you go for news, unless you go poke around their forums.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on January 08, 2013, 10:29:19 pm
Goodness it has been a while since I heard any news on this.
There is robots, plantpeople, and avians. Character creator. Also boobs.

There you go for news, unless you go poke around their forums.

Ohh I knew that for a very long time.

Oddly enough the Plant People look like Mantis people
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on January 08, 2013, 10:35:32 pm
You know what this game needs? Robot beards.
Title: Re: Starbound - A flat yet infinite universe.
Post by: SalmonGod on January 08, 2013, 10:51:19 pm
Robot boobs are supplementary power plants. Male robots have the power plant in their crotch, females on their chest. Its not a 'sex' really, there are just two standard chassis.
"This crotch of mine glows with an awesome power! Its irradiated emissions tells me to defeat you! Take this! My love, my sorrow, and all of my anger! SHINING! BURNING!"

Danger! Danger!  High Voltage! (http://www.youtube.com/watch?v=2a4gyJsY0mc)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on January 09, 2013, 01:21:11 am
Robot boobs are supplementary power plants. Male robots have the power plant in their crotch, females on their chest. Its not a 'sex' really, there are just two standard chassis.
"This crotch of mine glows with an awesome power! Its irradiated emissions tells me to defeat you! Take this! My love, my sorrow, and all of my anger! SHINING! BURNING!"

Danger! Danger!  High Voltage! (http://www.youtube.com/watch?v=2a4gyJsY0mc)
Expanding on this, the gender select option shows a cable (for male) and a wall socket (for female). Obviously the breasts are extra batteries, and the... undercarriage is a cable to siphon energy from them.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Matz05 on January 09, 2013, 01:30:25 am
Probably its because pointy cables/etc. are termed "male" connectors and sockets are "female", for... obvious reasons.

Gets confusing with things that have pins in a sheath connecting to a socket with outside grounding...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Evilsx on January 09, 2013, 03:00:56 am
This thread is getting weird fast.

Why the fuck do we have rocket boobs, siphoning energy with what may as well be a dick, and all sorts of innuendos going on?
...
Oh yeah, because bay12.
Bay12: Creator for the power boobs and dick sockets
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on January 09, 2013, 03:29:22 am
Because Starbound is going further and further into farce.

Which should have been obvious for anyone who has been watching this for a while. No not because of the tentacle world, though that should have been a hint, but rather the more silly aspects.

I am still waiting for the rocket launcher that shoots soda cans that explode. a Pop Rocket. Though I think I already saw it... but I may have been dreaming.
Title: Re: Starbound - A flat yet infinite universe.
Post by: chaoticag on January 09, 2013, 03:43:44 am
...Eh?

I don't think Starbound has ever taken itself super seriously, so how is it descending into farce when it offers two different appearance options based on mammalian genders? It's pretty much what they did with the florians anyway. We're not exactly expecting the ARMA of scifi here.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on January 09, 2013, 03:45:33 am
The plug/socket gender selector is the cleverest thing I've seen in this game so far. I want to see more stuff from whoever had that idea.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on January 09, 2013, 03:46:35 am
...Eh?

I don't think Starbound has ever taken itself super seriously, so how is it descending into farce when it offers two different appearance options based on mammalian genders? It's pretty much what they did with the florians anyway. We're not exactly expecting the ARMA of scifi here.

No, I mean... Starbound is taking itself completely unseriously.

Which is what I call "Farce." (This is where me and English professors disagree. I personally believe I should put the period outside the quotations, yet that is not how the english convention works)

Now if you take that as some sort of insult, whatever... I don't see why you would.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on January 09, 2013, 03:53:28 am
Because Starbound is going further and further into farce.

Which should have been obvious for anyone who has been watching this for a while. No not because of the tentacle world, though that should have been a hint, but rather the more silly aspects.

I am still waiting for the rocket launcher that shoots soda cans that explode. a Pop Rocket. Though I think I already saw it... but I may have been dreaming.

Its more the thread then the game - the game has not placed particularly strong focus on robotic/aquatic/plant breasts. I think everyone watching the game was well aware that it would not be taking itself seriously regardless.

But of course if you are going to be dreaming up extra silly stuff for the game, even if they are not part of the game, then it will seem more silly.
Title: Re: Starbound - A flat yet infinite universe.
Post by: chaoticag on January 09, 2013, 03:58:33 am
But the point was you did say it was going further and further into farce, not that it was a farce to begin with. The first thing I was pretty much exposed to was the marauding penguin mercinaries, so it seems odd to say it's taking itself more unseriously than from where it started. Tone seems to be pretty consistant so far.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on January 09, 2013, 06:21:53 am
I don't get it. I assumed the boobs and whatnot were just for quick visual identification? When you see a person in the distance, how do you tell their gender? You check for boobs.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Briggsy16 on January 09, 2013, 08:03:41 am
I don't get it. I assumed the boobs and whatnot were just for quick visual identification? When you see a person in the distance, how do you tell their gender? You check for boobs.

I check for penises
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on January 09, 2013, 08:43:06 am
I check for penises

This thread is a goldmine for the OOC thread;
Title: Re: Starbound - A flat yet infinite universe.
Post by: notquitethere on January 09, 2013, 09:33:26 am
Which is what I call "Farce." (This is where me and English professors disagree. I personally believe I should put the period outside the quotations, yet that is not how the english convention works)
No, your first instinct was correct: full stops go outside single word quotes. For example:

Starbound is what you'd call a "vidcon".

NQT said, "Starbound is what you'd call a 'vidcon'."

At least, the above is correct in British English.
Title: Re: Starbound - A flat yet infinite universe.
Post by: timferius on January 09, 2013, 09:42:46 am
Which is what I call "Farce." (This is where me and English professors disagree. I personally believe I should put the period outside the quotations, yet that is not how the english convention works)
No, your first instinct was correct: full stops go outside single word quotes. For example:

Starbound is what you'd call a "vidcon".

NQT said, "Starbound is what you'd call a 'vidcon'."

At least, the above is correct in British English.

It's correct in Canadian english as well. Although I do know that British and Canadian spelling and grammar have more in common than American, so maybe it's an American thing?

Edit:
Or wait, is it? Damnit, I'm going to have to dig out my old school books when I get home, I have an MLA format guide which should have it...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on January 09, 2013, 09:43:52 am
It makes sense to me and it has the word english in it. I'll take it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: timferius on January 09, 2013, 09:50:58 am
Ok, so, after a bit of google-fu, it seems it IS a distinction between British and American grammar. As for Canadian... I'm not sure which we're supposed to follow. I'm used to writing formal papers in MLA from schooling, so my punctuation was always after the Citation anyway...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on January 09, 2013, 01:47:48 pm
Make sure that if you're using the British form, end every sentence with "old chap".
Title: Re: Starbound - A flat yet infinite universe.
Post by: notquitethere on January 09, 2013, 02:47:31 pm
I find your stereotyping of my culture moderately offensive, old chap.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on January 09, 2013, 03:01:40 pm
Some info from the official forum, reposted without permission below:

Here's some info on what i've gleaned from the short stream:

    sand physics
    -it falls in piles
    -water drags sand along
    hunger bar (which is optional)
    cooking
    -"bacon" and "steak"
    ocean block <- infinite water source, not spawnable
    flashlight works under water

Active Link said: ↑

    You can watch it here.(no link)

about 12 hours later there was another stream, showing these things:

    dirt crumbles too, but less so than sand
    lava and water make some stonelike block (obsidian most likely)
    at least 2 tints of water on 1 planet
    weather
    -torches and flashlight light up trees and rain.
    -swaying of trees affected by the wind.
    chopping down trees actually makes them fall sideways.
    a little demo of farming.
    -fullgrown plant dropped a crop and a seed
    inspecting on objects using the magnifying glass gives a short description of the item.
    -inspected ciderbottle, chair, glass, flowers, table, candles
    crates can be stacked and used to stand on
    -removing one of the supporting crates causes the built stack to pop.
    chest as storage box
    a small lit area around the mouse when the buildtool is equipped.
    a small demo of some basic (tier 1 of 10) racial armor
    -aquatic looks as asian as we al hoped :D
    -avian wings look fun
    -robot armor does indeed look medieval, as we expected from the web character creation.
    -space marine armor, you can now die for the emperor!
    -superman outfit :3
    a lot of racial weapons were also shown, including warhammers, claymores, katanas, axes, etc
    racial armors are not procedurally generated. so that's 10 tiers per race (3 items per set, so 180 armor pieces) in addition to randomly generated stuff
    cool little bloodanimation when something dies, but this won't be in the final version (collapsing animation/ragdoll <- unless exploded)
    some critters around the 30 menu mark. demo of non-aggressive mobs (that eat your crops)
    -note, only one AI (the charging one) is enabled at that moment
    rockets will knock down trees like chainsaws do.

    another stream on january 8th that can be viewed here(no link)

added info to the list, info contributed by:
Pentarctagon said: ↑

    Steak is confirmed.

blind sniper said: ↑

    Another thing I noticed: Crates are actually used as item storage. (I've never seen it before, did someone?:unsure:)

Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on January 09, 2013, 03:50:06 pm
Quote
-swaying of trees affected by the wind.

Swaying tree's is a friend of mines criteria for good graphics.   :P

That all sounds fantastic.  This is going to be a day one purchase for me.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on January 09, 2013, 03:57:16 pm
Speaking of day one purchases, do we have any more of a precise release date window yet?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 09, 2013, 04:09:31 pm
Not that I know of. Incidentially, re: that stream: Linky. (http://www.twitch.tv/tiyuri/b/355304892) I've definitely got a primary goal of settling an eternal dark/eternal rain world, if such things end up existing. I am pleased by the displayed aesthetics, heh.

... at least if it's still somewhat merciful to lower end computers, anyway.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Diablous on January 09, 2013, 04:16:52 pm
Not that I know of. Incidentially, re: that stream: Linky. (http://www.twitch.tv/tiyuri/b/355304892)

That is the second of the two streams, the one showing off armor, weather etc. The first of the two (the one showing off sand physics) can be found here (http://www.twitch.tv/tiyuri/b/355167226).

All in all this definitely shows some promise. I'm liking what I see.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Zanzetkuken The Great on January 09, 2013, 04:31:09 pm
... at least if it's still somewhat merciful to lower end computers, anyway.

I'm hoping for that as well.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on January 09, 2013, 04:48:21 pm
Robot boobs are supplementary power plants. Male robots have the power plant in their crotch, females on their chest. Its not a 'sex' really, there are just two standard chassis.
"This crotch of mine glows with an awesome power! Its irradiated emissions tells me to defeat you! Take this! My love, my sorrow, and all of my anger! SHINING! BURNING!"

Danger! Danger!  High Voltage! (http://www.youtube.com/watch?v=2a4gyJsY0mc)
Expanding on this, the gender select option shows a cable (for male) and a wall socket (for female). Obviously the breasts are extra batteries, and the... undercarriage is a cable to siphon energy from them.
Wouldn't it be the other way around? The breasts are extra power storage, which is provided by the male's power cable, and is used to power the reproductive factory while it constructs the new babby robot.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 09, 2013, 08:48:22 pm
Going by the sand stream thingy, it looks like it'll be pretty difficult to flood the world, at least with water physics as they currently are.

Here's hoping for water worlds!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on January 09, 2013, 08:52:17 pm
Going by the sand stream thingy, it looks like it'll be pretty difficult to flood the world, at least with water physics as they currently are.

Here's hoping for water worlds!

Well not to mention the limited purpose of space ships themselves.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on January 09, 2013, 10:01:50 pm
What about robotic worlds? Or can you make a bunch of factories and industrial areas, thus spoiling a once virgin world, slowing extracting all the wealth and living it a dry barren husk, full of robot slaves making cheap plastic electronics?
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on January 10, 2013, 12:10:35 pm
What about robotic worlds? Or can you make a bunch of factories and industrial areas, thus spoiling a once virgin world, slowing extracting all the wealth and living it a dry barren husk, full of robot slaves making cheap plastic electronics?
If you can't, I'll certainly give it a good try!
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on January 10, 2013, 04:41:00 pm
Wow. Those videos certainly are interesting. So much cool stuff in them. I'll have to go through them a heap more times so I can get more idea of the developments included in them.

There's actually a pretty good thing on youTube where some guy analyzes any footage from Starbound for gameplay elements, etc. I'll chuck up a linky when his done his footage from these two. There's probably heaps of little details I missed.

Also, how awesome are rocket-pistols? Kaboom!!!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Alkhemia on January 10, 2013, 08:46:01 pm
Here from their twitter
Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on January 10, 2013, 08:49:40 pm
Water worlds are mandatory.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 10, 2013, 08:55:32 pm
Yup. Now we just have to hope for epic sea monsters (and tentacles. Can't forget those.).
Title: Re: Starbound - A flat yet infinite universe.
Post by: SalmonGod on January 10, 2013, 09:03:11 pm
Yup. Now we just have to hope for epic sea monsters (and tentacles robotic fisherman's wives. Can't forget those.).
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on January 10, 2013, 09:05:18 pm
Yup. Now we just have to hope for epic sea monsters (and tentacle-wielding robotic fisherman's wives. Can't forget those.).
Waterworlds can be weird.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 10, 2013, 09:35:53 pm
Yup. Now we just have to hope for epic sea monsters (and tentacle-wielding robotic fisherman's wives. Can't forget those.).
Waterworlds can be wonderful.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on January 11, 2013, 08:22:09 am
Yup. Now we just have to hope for ¤EPIC¤ sea monsters (and tentacle-wielding robotic fisherman's wives. Can't forget those.).
Waterworlds can be !!FUN!!
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on January 11, 2013, 08:31:02 am
I am going mad waiting for this game! In the mean time I am trying out the beta for http://www.playedgeofspace.com/ which bills itself as Terraria in space.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Absolute Niro on January 11, 2013, 08:58:28 am
If Starbound doesn't come out soon I'll have to replay Terraria again, which is honestly getting stale to me after getting Hallowed armor three times.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jhxmt on January 11, 2013, 02:48:51 pm
Yup. Now we just have to hope for ¤EPIC¤ sea monsters (and tentacle-wielding robotic fisherman's wives. Can't forget those.).
Waterworlds can be !!FUN!!

Surely, by definition, they cannot?  :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 11, 2013, 02:54:33 pm
Honey, if the water's not on fire you're not trying hard enough.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Culise on January 11, 2013, 04:09:42 pm
Honey, if the water's not on fire you're not trying hard enough.
I'm naming my homeworld Cuyahoga now. :p
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on January 11, 2013, 10:53:47 pm
I wonder if there will be a [float] tag once modding gets implemented. Maybe a [density] tag or something instead, that only gets used in object/block/liquid interactions.

Oil that floats on water? (that can of course be lit ala greek-fire?). Floating items/creatures/terrains? Different forms of liquids? Maybe even make it so it's hard to swim down without a water-transport (diving equipment/water scooter/water-jet thruster?) in certain forms of liquid, or have ones that drop you to the bottom immediately.

Who knows. It would be pretty cool if it was added. Just a density tag to liquids/people/objects/blocks. More of a difference between the liquid:thingy density makes your go up or down depending on +/- of the difference.

Because there's no reason why we shouldn't be able to swim through liquid ethanol seas, if we're not too dense. Or see lead rocks float on almost metallic-hydrogen oceans.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on January 12, 2013, 11:57:14 am
I know they are trying to steer clear of race having much effect but... Will those tentacle-thingies be better swimmers? I mean, a robot has the duel problem of being heavy AND vulnerable water. I'm assuming the tentacle-thingies are from a water world. Maybe their starting armor gives them a bonus to swimming?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 12, 2013, 12:06:37 pm
I know they are trying to steer clear of race having much effect but... Will those tentacle-thingies be better swimmers? I mean, a robot has the duel problem of being heavy AND vulnerable water. I'm assuming the tentacle-thingies are from a water world. Maybe their starting armor gives them a bonus to swimming?
I don't know if anyone has mentioned this, but your race doesn't only change the aesthetics of items, but each race's armor will also have a different special ability. Here's the list, copied form the forums:
    Avian: Allows you to glide
    Apex: Allows you to jump higher, maybe run faster
    Human: Allows you to carry more items "possibly"
    Robot: Allows you to mine faster
    Floran: Allows you to convert sunlight into extra energy
    Hylotl: Allows you to breathe underwater and swim faster

Assuming the information's accurate and remains thusly on release.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on January 12, 2013, 07:12:56 pm
Why would robots be vulnerable to water by default?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on January 12, 2013, 07:43:58 pm
Why would robots be vulnerable to water by default?
Well, unless they're perfectly sealed there's a chance of water getting inside and shorting out/rusting vital systems...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on January 12, 2013, 07:45:58 pm
I'd say space robot have a good chance of being sealed and be hardened vs rusting.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on January 12, 2013, 07:48:09 pm
I'd say space robot have a good chance of being sealed and be hardened vs rusting.
Probably. I was just giving a possible reason as to why robots would be vulnerable to water in a Devil's Advocate sort of way.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on January 12, 2013, 07:49:27 pm
Why would robots be vulnerable to water by default?
Well, unless they're perfectly sealed there's a chance of water getting inside and shorting out/rusting vital systems...
You're assuming they use electrical conductive wiring and are not made of non-corrosive materials. Its fairly trivial even with our current technology to waterproof/rustproof a robot. A sentient race of machines isn't going to be made of cast iron with wires hanging out ready to short circuit.

Let go of the whole robot = waterdeath trope, it makes no sense
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on January 12, 2013, 07:53:45 pm
See: My previous post.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on January 12, 2013, 08:15:29 pm
Let go of the whole robot = waterdeath trope, it makes no sense
Who the flip cares? It's a game in which little pixelated dudes fly around space and explore 2D planets made up of blocks. I'm confident the developers' main priority is making the game fun. Making sense is a nice bonus, but if sense gets in the way of fun, it's sense that'll get the boot. Humanoid robots make no sense at all, waterproof or not.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on January 12, 2013, 09:22:21 pm
It is quite difficult to waterproof a robot. Joints need to move and block water from entering the body or the water can be allowed into the robot, but everything inside has to be waterproofed. Electric motors, hydraulic systems etc. This water proofing has to deal with pressure too. It would also probably sink and some sort of system to allow it to raise/lower itself in the water would have to be added, like a submarine (increasing complexity).

It is possible, but if the robots don't need to go into water then it would just be adding extra complexity, resources, and increasing the possibility of failure (eg with hybrid air/water cooling systems etc). It would seem more likely that a sentient robot race would build a few specialised robots for underwater tasks and have the normal ones constructed to deal with only what they need to deal with.

robot = waterdeath makes plenty of sense.

That being said, they will probably operate fine in Starbound since the races are cosmetic.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on January 12, 2013, 11:51:42 pm
It is possible, but if the robots don't need to go into water then it would just be adding extra complexity, resources, and increasing the possibility of failure (eg with hybrid air/water cooling systems etc).

Maybe, but that also applies to a bunch of atmospheric gases that could get into a robot and provoke damage. So a robot that goes to space (and I don't mean the void of outer space but actual planets) probably needs sealing *anyway*, unless you plan to equip them with spacesuits like humans when they go into dangerous environments...
Title: Re: Starbound - A flat yet infinite universe.
Post by: JWNoctis on January 13, 2013, 12:15:24 am
(U)nless you plan to equip them with spacesuits like humans when they go into dangerous environments...
Which might be very well the case, if the back story later states that the robots are powered by fuel-air cells or something similar that would actually require them to, in a sense, breathe.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on January 13, 2013, 02:51:26 am
It is possible, but if the robots don't need to go into water then it would just be adding extra complexity, resources, and increasing the possibility of failure (eg with hybrid air/water cooling systems etc).

Maybe, but that also applies to a bunch of atmospheric gases that could get into a robot and provoke damage. So a robot that goes to space (and I don't mean the void of outer space but actual planets) probably needs sealing *anyway*, unless you plan to equip them with spacesuits like humans when they go into dangerous environments...

This is a similar problem for their fleshy counterparts, except with more choking, vomiting and death (maby the robot should wear a space suit). Plus constructing something for survivability in gasses vs liquids are generally quite different (eg for gasses, you generally don't have to worry about pressure, it is harder to move through liquids, the buoyancy thing I mentioned in my previous post)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sordid on January 13, 2013, 02:04:04 pm
The races are cosmetic.

Are they? That's a damn shame, giving races specific advantages and disadvantages would make the game a lot more interesting, IMO.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on January 13, 2013, 02:18:29 pm
The races are cosmetic.

Are they? That's a damn shame, giving races specific advantages and disadvantages would make the game a lot more interesting, IMO.
They start with different gear. That's pretty much it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on January 13, 2013, 02:22:21 pm
It is quite difficult to waterproof a robot. Joints need to move and block water from entering the body or the water can be allowed into the robot, but everything inside has to be waterproofed. Electric motors, hydraulic systems etc. This water proofing has to deal with pressure too. It would also probably sink and some sort of system to allow it to raise/lower itself in the water would have to be added, like a submarine (increasing complexity).

It is possible, but if the robots don't need to go into water then it would just be adding extra complexity, resources, and increasing the possibility of failure (eg with hybrid air/water cooling systems etc). It would seem more likely that a sentient robot race would build a few specialised robots for underwater tasks and have the normal ones constructed to deal with only what they need to deal with.

robot = waterdeath makes plenty of sense.

That being said, they will probably operate fine in Starbound since the races are cosmetic.
Once again, you're thinking with tropes that apply to science fiction movies and some video games. In real life, you can easily waterproof robots.

Why is water dangerous? It can (slowly) corrode some metals, and it conducts electricity which causes shorts between contacts. If the exposed surfaces are made of alloys which do not rust or corrode in water, and all electrical contacts are insulated (a micro-thin layer of waterproof insulation would do it, though more likely sensitive electronics would be sealed) then it doesn't actually matter if water gets into the body of the robot, but there is no reason a robot can't have a flexible membrane over its entire body (synthetic skin) to keep water out altogether. This all assumes, once again, that the robot even uses electricity as its primary power source. It could use optical connections for data, which wouldn't be adversely affected by immersion. It could run on science fiction plasma or something. Hell the interior of the robot could be entirely filled already with heat-dispersing oil which repels water.

I mean you might as well say that fish people can't go out of water because they can't breathe, duh. Plant people can't go in caves, they need sunlight or they would wilt in the heat from lava. Its a silly generalization that may or may not apply to any specific plant/fish/robotic species.

Point being, robots having some sort of automatic vulnerability to water is a bit silly. These robots weren't built in the 1980's.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on January 13, 2013, 02:29:34 pm
Considering the fact that we already have unmanned deepsea probes floating about picking stuff up with their deathclaws, I think it's safe to say that robots are fine in water.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Twi on January 13, 2013, 03:00:11 pm
Considering the fact that we already have unmanned deepsea probes floating about picking stuff up with their deathclaws, I think it's safe to say that robots are fine in water.
I agree.

Except when they get damaged. Waterproofing and insulation and stuff don't work so well if there are great bloody (oily?) holes torn in them.

So yeah. robot= waterdeath doesn't make sense, at least not if you build them for it. Damaged robot= waterdeath, on the other hand...
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on January 13, 2013, 03:07:59 pm
Considering the fact that we already have unmanned deepsea probes floating about picking stuff up with their deathclaws, I think it's safe to say that robots are fine in water.
I agree.

Except when they get damaged. Waterproofing and insulation and stuff don't work so well if there are great bloody (oily?) holes torn in them.

So yeah. robot= waterdeath doesn't make sense, at least not if you build them for it. Damaged robot= waterdeath, on the other hand...
Damaged anything. I'm sure humans don't work so well when you tear a great bloody hole in them either. Robots, like humans, would wear something armored.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on January 13, 2013, 03:19:32 pm
Will these endless speculative, argumentative, false logic conversations end when the game launches? Seriously, things are not going to be so intricately designed as to incorporate many of these wishes.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on January 13, 2013, 03:30:05 pm
Will these endless speculative, argumentative, false logic conversations end when the game launches?
Probably not. But they'll likely change to a topic not covered in the game instead, like space whales.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on January 13, 2013, 03:34:02 pm
Now let's start an argument citing pseudo-science on why or why not space whales could exist and be sure to avoid mentioning how they would impact practical game design and play.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on January 13, 2013, 03:43:19 pm
Well there were a few episodes of Star Trek that had large organic creatures that lived in space. And, I think it was on Crusade, where the ship got humped by a massive space jellyfish. And the ... space wasp colony? on an older Doctor Who episode.

Clearly the space wasps need an ecosystem to fill, so we can extrapolate the existence of space flowers for pollination. And space herbivores to keep the space plants in check. Plus, the wasps need somewhere to breed if there's an absence of ready-made space stations due to galactic warfare or some such.

So... space plants/wasps/whales form a space ecosystem that's self-sustaining. Discuss.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on January 13, 2013, 03:46:06 pm
So... space plants/wasps/whales form a space ecosystem that's self-sustaining. Discuss.

Wasps make hives in the backs of space whales.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 13, 2013, 03:51:25 pm
Honestly, if they were going to implement space whales in a gameplay-impacting manner, they'd probably use them as an excuse to make organic looking battle arenas.

Which I could dig. Could do a whole series of spaceborn superfauna -- possibly even having the arena construction algorithms, and perhaps other aspects of the battlegrounds, take their outline from the procedural monsters. Attacks and movement types of the critter its based on could change arena hazards and stuff like gravity or whatever. There's a lot you could do with that, really, and it'd be a pretty neat tie in to have some of your "asteroids" actually be supersized versions of something you've already encountered on land.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on January 13, 2013, 03:52:48 pm
Also, occasionally space whales will get pulled onto planets to satisfy the needs of a probability drive, with or without a potted plant for company. That is how they don't end up overpopulated.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 13, 2013, 03:55:37 pm
The occasional meteor rain of fleshy beasts could also be interesting, yes. It's not like we don't get the occasional corpse rain of frogs or fish in real life, so it's not exactly far fetched or whatever to have it rain bodies from time to time. Could be a special feature of certain stronger weather worlds.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on January 13, 2013, 03:56:09 pm
 ;D  I love this place.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 13, 2013, 05:06:53 pm
Well, DF got the blood rain... I guess meat rain is the logical next step to this lack of logic.
Ehn, it's... not exactly illogical (http://en.wikipedia.org/wiki/Rain_of_frogs). Critters from the sky is a thing that happens. It'd be a fair occurrence for heavy weather planets, really.

Dunno if there'd be a point to doing it beyond amusement, though. Depends on if the bodies did damage on impact, or if some of them actually survived or whathaveyou.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on January 13, 2013, 05:14:14 pm
Does there need to be a point beyond amusement?
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on January 14, 2013, 02:49:20 am
Once again, you're thinking with tropes that apply to science fiction movies and some video games. In real life, you can easily waterproof robots.

Why is water dangerous? It can (slowly) corrode some metals, and it conducts electricity which causes shorts between contacts. If the exposed surfaces are made of alloys which do not rust or corrode in water, and all electrical contacts are insulated (a micro-thin layer of waterproof insulation would do it, though more likely sensitive electronics would be sealed) then it doesn't actually matter if water gets into the body of the robot, but there is no reason a robot can't have a flexible membrane over its entire body (synthetic skin) to keep water out altogether. This all assumes, once again, that the robot even uses electricity as its primary power source. It could use optical connections for data, which wouldn't be adversely affected by immersion. It could run on science fiction plasma or something. Hell the interior of the robot could be entirely filled already with heat-dispersing oil which repels water.

I mean you might as well say that fish people can't go out of water because they can't breathe, duh. Plant people can't go in caves, they need sunlight or they would wilt in the heat from lava. Its a silly generalization that may or may not apply to any specific plant/fish/robotic species.

Point being, robots having some sort of automatic vulnerability to water is a bit silly. These robots weren't built in the 1980's.

Numerous issues I previously stated were not addressed and are real world considerations. Movement through water (requires more power than air - larger, more power-hungry movement system etc), movable joints (particularly for the complex setup that would be required to mimic human behaviour), buoyancy etc. There is also the issue of efficiency and natural selection - a race of intelligent robots (in a science-fiction world) would be competing with other lifeforms/robots and if making all/most robots water-proof does not give them an edge and only serves to lower their efficiency versus the rest it would impact their survivability.

Electricity would most likely make a great deal of the energy produced/used, optical data or not, since the joints would be most likely driven by electricity and would be by far the most power hungry component. Data is not really the issue here, since any control circuitry would probably be quite small and indeed easily water-proofable.

Having a waterproof skin over the robot seems like a plausable solution to the electrical issues of water, but buoyancy and movement remain an issue. The skin would also have to be able to stretch alot while providing minimal resistance to movement (significant resistance to movement increases power consumption/motor size and lowers efficiency).

I understand the robot and water-vunerability issue is somewhat overblown in anything sciencey-fiction (a splash of water is enough to cause robots to explode, which is ridiculous), but submerging a real-life robot entirely in water is not a striaght-forward task. Obviously not impossible, but not simple.

If a robot was designed to go into water, then it would obviously be impervious to water to a reasonable degree, but if it is just a generic robot it is unlikely to be conditioned for water (since the process would add complexity, resources, energy and lead to a less efficient robot etc). This issue will likely extend well into the future. So for a generic faceless robot to be vunerable to water makes reasonable sense.

Quote
It could run on science fiction plasma or something. Hell the interior of the robot could be entirely filled already with heat-dispersing oil which repels water. (http://tvtropes.org/pmwiki/pmwiki.php/Main/AppliedPhlebotinum)

Quote
you're thinking with tropes that apply to science fiction movies and some video games.

Spoiler: disclaimer (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: GlyphGryph on January 14, 2013, 12:20:50 pm
Movement through water
How is this any less of an issue than with the other races? I mean sure, they will probably not be full of water and thus unlikely to have a fairly neutral buoyancy at the surface like humans do, but it's really up in the air whether they would sink or float more than humans. It certainly doesn't require "larger, more power-hungry movement systems" - it just means they will move less efficiently through water, whether paddling at the top or walking at the bottom. (Much like humans in liquids!)

There is also the issue of efficiency and natural selection - a race of intelligent robots (in a science-fiction world) would be competing with other lifeforms/robots and if making all/most robots water-proof does not give them an edge and only serves to lower their efficiency versus the rest it would impact their survivability.
There is a reason most animals are waterproof. Turns out things like rain or unexpected submerging are fairly common on most planets!

Quote
Electricity would most likely make a great deal of the energy produced/used, optical data or not, since the joints would be most likely driven by electricity and would be by far the most power hungry component.

This is actually a misconception on several fronts. First: One doesn't power 'joints'. That's just... kind of an absurd idea. I mean, really? Joints are points of rotation, and need to be well lubricated, but not powered.
Second: Assuming you just mean moving limbs in general, this is almost exclusively done with pneumatics or strict mechanical methods in robotics, neither of which are particularly impacted by the presence of liquids. It's relatively rare to have any electrical power transmission to these places. Even in a distributed system like that which provides humans with locomotion (and some robots do use such a system), the actual impetus is provided by an area that is generally dense and easily self contained, converting electrical energy into mechanical energy that is then transmitted to the bits that actually need to move.

Having a waterproof skin over the robot seems like a plausable solution to the electrical issues of water, but buoyancy and movement remain an issue. The skin would also have to be able to stretch alot while providing minimal resistance to movement (significant resistance to movement increases power consumption/motor size and lowers efficiency).

Quote
submerging a real-life robot entirely in water is not a striaght-forward task. Obviously not impossible, but not simple.
Sumberging a robot in water is exceptionally easy. :P Much like submerging a car in water, or a person in water, they generally won't stay functional for long if you leave them under there though, simple because they aren't adapted for it and maybe depend on some sort of fuel-air mixture to create mechanical power. But that could easily be duplicated by giving the robots some sort of breathing indicator... just like humans have! :P

Quote
If a robot was designed to go into water, then it would obviously be impervious to water to a reasonable degree, but if it is just a generic robot it is unlikely to be conditioned for water (since the process would add complexity, resources, energy and lead to a less efficient robot etc).
Most fields robots are built with significant water resistance, because it turns out that when you go outside, shit gets wet. This would seem double important to a race of robots exploring other worlds.

Quote
It could run on science fiction plasma or something. Hell the interior of the robot could be entirely filled already with heat-dispersing oil which repels water. (http://tvtropes.org/pmwiki/pmwiki.php/Main/AppliedPhlebotinum)
Quote
you're thinking with tropes that apply to science fiction movies and some video games.
The second half, at least, is something that is actually done.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shadowlord on January 14, 2013, 01:51:00 pm
Numerous issues I previously stated were not addressed and are real world considerations. Movement through water (requires more power than air - larger, more power-hungry movement system etc), movable joints (particularly for the complex setup that would be required to mimic human behaviour), buoyancy etc.

Underwater motors/turbines. More efficient than whatever you're imagining (a robot with arms and legs trying to swim?). Not sure why you think joints are a problem. Buoyancy? Submarines handle it just fine.

What I don't understand is how anyone can be saying "UNDERWATER ROBOTS ARE IMPOSSSSIIBLEEEE" when they exist in the real world now and are in use. For example, during the Deepwater Horizon oil spill, when BP had their undersea camera up, you could see their underwater robots working deep underwater (from a camera mounted on one of them, IIRC). There was room for improvement, of course: They were remote-controlled and appeared to only have one camera per robot (so no depth perception), which probably had something to do with the terrible clumsiness they demonstrated when picking things up and so forth.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on January 14, 2013, 02:30:46 pm
What I don't understand is how anyone can be saying "UNDERWATER ROBOTS ARE IMPOSSSSIIBLEEEE" when they exist in the real world now and are in use. For example, during the Deepwater Horizon oil spill, when BP had their undersea camera up, you could see their underwater robots working deep underwater (from a camera mounted on one of them, IIRC). There was room for improvement, of course: They were remote-controlled and appeared to only have one camera per robot (so no depth perception), which probably had something to do with the terrible clumsiness they demonstrated when picking things up and so forth.

That was a multi-billion dollar (a quarter) corporation trying to spend as little money as possible, which I could see in Maia but not so much in Starbound.
Quote
Electricity would most likely make a great deal of the energy produced/used, optical data or not, since the joints would be most likely driven by electricity and would be by far the most power hungry component.

Quote
This is actually a misconception on several fronts. First: One doesn't power 'joints'. That's just... kind of an absurd idea. I mean, really? Joints are points of rotation, and need to be well lubricated, but not powered.
Second: Assuming you just mean moving limbs in general, this is almost exclusively done with pneumatics or strict mechanical methods in robotics, neither of which are particularly impacted by the presence of liquids. It's relatively rare to have any electrical power transmission to these places. Even in a distributed system like that which provides humans with locomotion (and some robots do use such a system), the actual impetus is provided by an area that is generally dense and easily self contained, converting electrical energy into mechanical energy that is then transmitted to the bits that actually need to move.

Muscles, or pneumatics/hydraulics, are powered. Often enough you want to keep things small and somewhat close to the joint or you end up with awkwardly large grasshopper limbs, which requires power near/in the "muscle".
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on January 14, 2013, 07:11:38 pm
Movement through water
How is this any less of an issue than with the other races? I mean sure, they will probably not be full of water and thus unlikely to have a fairly neutral buoyancy at the surface like humans do, but it's really up in the air whether they would sink or float more than humans. It certainly doesn't require "larger, more power-hungry movement systems" - it just means they will move less efficiently through water, whether paddling at the top or walking at the bottom. (Much like humans in liquids!)

There is also the issue of efficiency and natural selection - a race of intelligent robots (in a science-fiction world) would be competing with other lifeforms/robots and if making all/most robots water-proof does not give them an edge and only serves to lower their efficiency versus the rest it would impact their survivability.
There is a reason most animals are waterproof. Turns out things like rain or unexpected submerging are fairly common on most planets!

And I already said that robots exploding on contact with water is silly. A robot being capable of functioning in rain seems quite reasonable and is very simple to do, and would almost be a necessity. Unexpected submerging is not really common accross the entire planet, only parts of the planets (floods etc). But then again people tend to die in floods too.

Quote
Electricity would most likely make a great deal of the energy produced/used, optical data or not, since the joints would be most likely driven by electricity and would be by far the most power hungry component.

This is actually a misconception on several fronts. First: One doesn't power 'joints'. That's just... kind of an absurd idea. I mean, really? Joints are points of rotation, and need to be well lubricated, but not powered.

This is pretty much a technicality, I am pretty sure it was clear what was meant.

Quote
submerging a real-life robot entirely in water is not a striaght-forward task. Obviously not impossible, but not simple.
Sumberging a robot in water is exceptionally easy. :P Much like submerging a car in water, or a person in water, they generally won't stay functional for long if you leave them under there though, simple because they aren't adapted for it and maybe depend on some sort of fuel-air mixture to create mechanical power. But that could easily be duplicated by giving the robots some sort of breathing indicator... just like humans have! :P

I was working under the assumption that the robot would be powered through something that does not need air at all, so that problem (and thus the solution involving a breathing indicator) would not exist. The part about robots not being adapted for water is pretty much my point - most would not need to in the same way that car's are (well, usually) not adapted to be submerged (but we have specialised submarines if the need arises).

Quote
If a robot was designed to go into water, then it would obviously be impervious to water to a reasonable degree, but if it is just a generic robot it is unlikely to be conditioned for water (since the process would add complexity, resources, energy and lead to a less efficient robot etc).
Most fields robots are built with significant water resistance, because it turns out that when you go outside, shit gets wet. This would seem double important to a race of robots exploring other worlds.

As stated above, robots getting wet is not much of an issue and I agree with you. Most field robots are built with water resistance, but specialised ones are built to operate underwater. A robot exploring other worlds would be conditioned to deal with getting wet.

If they were exploring a variety of other worlds, not just earth ones, then it would seem to be almost a requirement to design different robots for different enviroments. Dealing with temperatures of near absolute 0/ hundereds of degrees etc. In this case some robots would most definetely be designed to be submerged in water - as well as various other liquids at different temperatures.

Underwater motors/turbines. More efficient than whatever you're imagining (a robot with arms and legs trying to swim?). Not sure why you think joints are a problem. Buoyancy? Submarines handle it just fine.

What I don't understand is how anyone can be saying "UNDERWATER ROBOTS ARE IMPOSSSSIIBLEEEE" when they exist in the real world now and are in use. For example, during the Deepwater Horizon oil spill, when BP had their undersea camera up, you could see their underwater robots working deep underwater (from a camera mounted on one of them, IIRC). There was room for improvement, of course: They were remote-controlled and appeared to only have one camera per robot (so no depth perception), which probably had something to do with the terrible clumsiness they demonstrated when picking things up and so forth.

The discussion began over Starbounds robots, which have arms and legs and would likely try to swim human-style. Submarines handle Buoyancy fine, but the equiptment required to do so comes at a cost.

I don't know who is saying that underwater robots are impossible - I don't think anyone would claim that submarines do not exist.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shadowlord on January 14, 2013, 09:09:07 pm
If C-3P0 tried to swim human-style, I'd call him an idiot for not using a vehicle.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 14, 2013, 09:18:34 pm
I would almost swear to you C-3P0 has actually walked the bottom of a couple lakes in its lifetime. But... yeah, not tried a breaststroke or anything.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on January 14, 2013, 10:01:42 pm
C-3PO maybe, but (and yes. I looked this up. *sigh*) Commander Data definitely did.

Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on January 14, 2013, 11:33:11 pm
It's the attack of the walls of text!

Title: Re: Starbound - A flat yet infinite universe.
Post by: Mongol13524 on January 15, 2013, 01:12:08 am
Been excited for this since it was revealed. PTF.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on January 15, 2013, 01:18:51 am
It's the attack of the walls of text!

DIE!!

Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Matz05 on January 15, 2013, 10:59:39 am
That looks an awful lot like an AI cutting up papers on AI and repasting them into a mimicry of English grammer...
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on January 15, 2013, 07:57:08 pm
That looks an awful lot like an AI cutting up papers on AI and repasting them into a mimicry of English grammer...

Pretty much. (http://pdos.csail.mit.edu/scigen/)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Kaitol on January 15, 2013, 09:14:05 pm
Sometimes you have to just step back, and stop trying to apply real-world logic to a 2d pixel game. It never ends well. So long as the game is fairly consistent with its own in-universe logic, just go with it. Suspension of disbelief and all that.

Christ. People are gonna throw a fit when they unveil the banana gun (supereffective against monkey people!), aren't they?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 15, 2013, 09:21:28 pm
If and only if it blatantly rips of Tyrian's banana gun's graphics. Everybody and their little spawnling filching those graphics is starting to get a little old.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on January 16, 2013, 07:43:47 am
Sometimes you have to just step back, and stop trying to apply real-world logic to a 2d pixel game. It never ends well. So long as the game is fairly consistent with its own in-universe logic, just go with it. Suspension of disbelief and all that.

Christ. People are gonna throw a fit when they unveil the banana gun (supereffective against monkey people!), aren't they?

I already tried this a page or two ago. Not going to happen.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on January 16, 2013, 11:39:44 am
There's not really much more to discuss about the game itself. I've been waiting for SOME kind of footage of combat since it was announced, and I can't recall a single video they've released that even shows a hostile life form on it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on January 16, 2013, 12:02:03 pm
There were a couple of videos posted a few pages back which showed some hostile creatures, including one that appeared to launch it's eyeball (yes, singular) as an attack. Of course, since the purpose of the videos was to demonstrate different mechanics, the devs had God-Tier weapons and so everything died in one hit.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Leatra on January 17, 2013, 06:42:31 pm
Anybody knows when this game is gonna get released? I'm all for a finished and polished product but man, it's been a long time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 17, 2013, 06:48:40 pm
It'll be released by Tuesday. Though which Tuesday is unknown.

Wait patiently. It's not even been a year, yet.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on January 17, 2013, 09:55:10 pm
It'll be released by Tuesday. Though which Tuesday is unknown.

Wait patiently. It's not even been a year, yet.

Which Tuesday?  :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on January 17, 2013, 09:57:38 pm
It'll be released by Tuesday. Though which Tuesday is unknown.

Wait patiently. It's not even been a year, yet.

Which Tuesday?  :P
"To you, it was a day of legend. A day when a worthy successor to Terraria was released, and improved on it in every way. A day when gamers everywhere cheered and tears of joy flowed freely.

But for me...it was Tuesday."

A cookie for the first person to guess the reference
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on January 17, 2013, 10:08:52 pm
Believe it or not, to me the factor of whether or not this will be a good game in my eyes rests entirely on one mechanic!

Movement.

I don't have to see the enemies, the weapons in the game, any other mechanic... I will know just by looking at how the characters move around in full.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 17, 2013, 10:10:25 pm
Which Tuesday?  :P
[W]hich Tuesday is unknown.
:P

Re: Movement... they moved around quite a bit in the stream whatsits. Perhaps not the full range of possibilities, but definitely quite a lot of them.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on January 18, 2013, 12:14:06 am
It'll be released by Tuesday. Though which Tuesday is unknown.

Wait patiently. It's not even been a year, yet.

Which Tuesday?  :P
"To you, it was a day of legend. A day when a worthy successor to Terraria was released, and improved on it in every way. A day when gamers everywhere cheered and tears of joy flowed freely.

But for me...it was Tuesday."

A cookie for the first person to guess the reference

Raul Julia.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on January 18, 2013, 12:16:21 am
It'll be released by Tuesday. Though which Tuesday is unknown.

Wait patiently. It's not even been a year, yet.

Which Tuesday?  :P
"To you, it was a day of legend. A day when a worthy successor to Terraria was released, and improved on it in every way. A day when gamers everywhere cheered and tears of joy flowed freely.

But for me...it was Tuesday."

A cookie for the first person to guess the reference

Raul Julia.
Spoiler: A cookie (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on January 19, 2013, 01:28:18 am
You've probably all seen these, but I was on youTube and found a couple of hostile creatures in one vid here:
http://www.youtube.com/watch?v=-9tHpDweXIs

Hostiles at 13:43, 31:10, 33:10, 39:20, 50:50. 51:50 (covered), and 52:50. Again. only with charging AI, but it's better than nothing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on January 19, 2013, 01:41:45 am
And, umm, a fresh one, recorded 4 hours ago apparently, on tiy's twitchtv channel.
here: http://www.twitch.tv/tiyuri/b/358327354

Pretty house painting test. All the colours of the rainbow.........
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on January 19, 2013, 02:40:46 am
Welp. Multiplayer goal gained: Paint Goddamn Everything Purple.

Looking forward to that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: burn_heal on January 19, 2013, 02:52:53 am
This is probably the game I'm most looking forward too ever!  :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on January 19, 2013, 03:09:02 am
This is probably the game I'm most looking forward too ever!  :D

Ohh I am sure that is completely untrue.

Mind you, I am sure this is the game you are most looking forward to ever that can actually deliver.
Title: Re: Starbound - A flat yet infinite universe.
Post by: SalmonGod on January 19, 2013, 03:22:59 am
Never been really hyped for a game that actually delivered?  I have a few times.  Quake, Half-Life 2, Portal, Xenosaga, and FF6 all come to mind.  I was prepared to be mind-blown and was successfully mind-blown.  I have also been mind-blown when completely unprepared, like with Stalker.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on January 19, 2013, 03:31:29 am
I forgot that there was also bouncy bullets in the vid. I know what they were trying to show, but I sort of look at the other side of these things as well.

How much fun will it be to paint certain things on peoples houses in a late-night graffiti run? Or use bouncy bullets in PvP, firing up corridors as an unavoidable defence? I don't really like griefing in games, but I'll be able to draw or write anything on someone's stuff in Starbound. Anything...............
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on January 19, 2013, 03:36:09 am
Never been really hyped for a game that actually delivered?  I have a few times.  Quake, Half-Life 2, Portal, Xenosaga, and FF6 all come to mind.  I was prepared to be mind-blown and was successfully mind-blown.  I have also been mind-blown when completely unprepared, like with Stalker.

It is so extremely hard to hype me.

I'd love to be all rev'd up for something, but my general way of opperating says that being hyped is something I should avoid.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on January 19, 2013, 07:17:22 am
Dare I say that the game seems to be nearly feature complete? I wonder what major hurdles are left before beta/pre-order?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on January 19, 2013, 09:38:42 am
I wonder what major hurdles are left before beta/pre-order?

Most likely game-breaking bugs and exploits.
And probably some features which cannot wait till later.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on January 19, 2013, 03:01:21 pm
There's a new news post (http://www.playstarbound.com) up on the main site. Needless to say I am once again vibrating for excitement for this game. Give me a release date already! >:(
Title: Re: Starbound - A flat yet infinite universe.
Post by: ragnar119 on January 19, 2013, 04:34:34 pm
Will there be space combat, aliens boarding your ship and similar things? Or it is just normal terraria with much more diversity with difrent planets?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Diablous on January 19, 2013, 04:50:41 pm
And, umm, a fresh one, recorded 4 hours ago apparently, on tiy's twitchtv channel.
here: http://www.twitch.tv/tiyuri/b/358327354

Pretty house painting test. All the colours of the rainbow.........

I never thought I would be so excited over paint. I want this so bad right now.

There's a new news post (http://www.playstarbound.com) up on the main site. Needless to say I am once again vibrating for excitement for this game. Give me a release date already! >:(

Oh god yes. This game is going to be so amazing. And on the subject of release dates, I found this irc conversation with the Tiyuri. (http://pastebin.com/B9Du3L2k) He mainly talks about how developing Starbound is different from normal game development, why they haven't shown as much content as people would like, how it is hard to predict how long it takes to make a system, etc. One of the interesting parts is that Tiyuri wants to make an interactive development road map to let people know what's finished, what's not, what's next, etc. That would be better than a release date to me.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on January 19, 2013, 05:29:51 pm
One of the interesting parts is that Tiyuri wants to make an interactive development road map to let people know what's finished, what's not, what's next, etc. That would be better than a release date to me.

Agreed.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on January 19, 2013, 08:57:48 pm
Release date? Oh I'm sure it will be sometime before Dwarf Fortress hits 1.0
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on January 19, 2013, 08:59:48 pm
I'm legitimately wondering if I should just nap straight through to when this comes out with all this stuff that keeps coming up.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Culise on January 19, 2013, 10:49:19 pm
Never been really hyped for a game that actually delivered?  I have a few times.  Quake, Half-Life 2, Portal, Xenosaga, and FF6 all come to mind.  I was prepared to be mind-blown and was successfully mind-blown.  I have also been mind-blown when completely unprepared, like with Stalker.
I'm definitely looking forward to this game, but I tend to get hyped for particular games.  Let's see, there was Swords of the Stars II, Elemental: War of Magic, Master of Orion 3... :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: joey4track on January 20, 2013, 01:30:13 am
Yeah this is probably my most anticipated game ever. Was pretty hyped for Oblivion though. And Skyrim too after that even despite Oblivion...
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on January 20, 2013, 02:29:15 am
Never been really hyped for a game that actually delivered?  I have a few times.  Quake, Half-Life 2, Portal, Xenosaga, and FF6 all come to mind.  I was prepared to be mind-blown and was successfully mind-blown.  I have also been mind-blown when completely unprepared, like with Stalker.
I'm definitely looking forward to this game, but I tend to get hyped for particular games.  Let's see, there was Swords of the Stars II, Elemental: War of Magic, Master of Orion 3... :D
Ive been mindblowned by stalker too, first tim ei saw the game i was meh... bah why not its on sale and im bored. Then i went "How the hell did i miss that?!" same happent for borderland, first the cartoonish side of the game turned me down and then i tried it... since then, frack graphics i go in anyway. ( DF was the only exeption to graphc requirement and its basicly the game that opened my eye about the graphics, then borderland literaly took that requirement off completly. )

Terraria i was hyped, really hyped, and it met my expectation totally, the only thing that turned me down is Redigit anoncement out of the blue stating that he stopped devlopment. Then the other anoncement about the new terraria release for console, leaving PC behind.... I was pissed but real pissed.

On topic, this game got my hyped much more than terraria and i cannot wait for the release. Really looking to play this game with lots of friend from this community or real life friend, wichever allow me to play on multiplayer wihtout having to worry about griefing. Prank im fine with, but griefing no thank you.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on January 25, 2013, 07:59:21 pm
Not like earth shattering news. But if anyone missed it there was a huge IRC Q&A thing that ended an hour or so ago. Details here (http://community.playstarbound.com/index.php?threads/tiys-irc-q-a.14318/) if anyone wants to see what was asked.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Rowanas on January 25, 2013, 08:00:49 pm
Damnit. I watch the forum all day, and just when I decide to watch a movie, there's activity?
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on January 26, 2013, 12:58:41 pm
One thing I'd like is some sort of building demo. Limited area, but you've got all the blocks thus far and you can mess around and build stuff in it.

http://www.twitch.tv/tiyuri/b/358327354

Have fun.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on January 26, 2013, 06:57:46 pm
I know this isn't the place for this sort of stuff, but a youTube search for "Starbound leaked beta" might bring up something interesting.

Of course, from what I saw, the instructions actually read more like "How to download a virus, and a d/l manager that will backdoor your computer's security until it squeals like pig, sucked in you evil pirate", but it is information of sorts.

I wonder what the purpose of a leaked beta would be in a game that connects to a server? Or is local-only play available? And what does this mean from the data-mining and exploit finding end for stuff like Pvp?

Just thoughts about it, I don't do anything like that myself. I see Starbound as a fun game that I'm willing to wait and pay for, not some ultra-competitive epeen enlargement tool. Even with it's seeded-pseudo-randomization, the data-mining side of things might be interesting. Not so much from a leaked beta (which I don't believe actually exists), but just for more info on the game. As well as it's potential modability in the future (how much is hard-coded, what formats would mod-tools take, etc).
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on January 26, 2013, 08:25:56 pm
One thing I'd like is some sort of building demo. Limited area, but you've got all the blocks thus far and you can mess around and build stuff in it.

http://www.twitch.tv/tiyuri/b/358327354

Have fun.
Two things:

A) that's a video, not a demo.
B)'Sorry, this broadcast is no longer available on justin.tv. Check out the channel!' and the URL leads to a video that doesn't work.

Sorry i misunderstood about demo/video, and when i posted the link it was workng and now its not o.O
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on February 04, 2013, 10:25:12 pm
http://www.youtube.com/watch?v=mJFQDxdTnY0

heres some actual gameplay
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on February 04, 2013, 10:30:43 pm
http://www.youtube.com/watch?v=mJFQDxdTnY0

heres some actual gameplay

I'd actually strongly argue that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on February 04, 2013, 10:34:11 pm
well new harvesting and buildung, weapons fire no enemies but still a lot more than has been seen before.
Title: Re: Starbound - A flat yet infinite universe.
Post by: 0x517A5D on February 05, 2013, 03:26:01 pm
I'm not impressed.  Or happy.

I want Terraria Evolved... that's not what I'm seeing.

Gripes: The sprites are too big, as are the world tiles.  This means that you can't see much of the world at one time.

It looks overall ugly.  (Maybe that's because the video is so lo-def.)  I think they're going for more realistic rendered sprites, but I think the stylized stuff works better.  The design needs to work with the human eye, we need to be able to tell the important stuff from the background with just a glance.

Inventory management looked worse than Terraria.  I don't know how they managed to do that.

Fluids seems to be the same as Terraria, except that they might evaporate.  Surely they can find a better fluid model.

Good points: the armor sets are imaginative.  I liked the red showgirl costume, and the superhero right at the end.

And yes, I know the game is not finished, I know there are placeholders.  Doesn't matter.  This is basic design stuff, it's pretty much nailed down at this point.

I'm going to think long and hard before deciding whether to buy this.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on February 05, 2013, 03:27:12 pm
Cool. I'm buying it when it comes out.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on February 05, 2013, 04:18:00 pm
I'm not that impressed by the stream, but I'm not disappointed by it either.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on February 05, 2013, 09:23:45 pm
Fluids seems to be the same as Terraria, except that they might evaporate.  Surely they can find a better fluid model.
Fluid will support pressure (allowing U-bends etc) which is a big step above terraria.


I do want this game. Particularly if its only $10 - $15.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on February 05, 2013, 09:40:09 pm
I think what hurt the stream is that the game really isn't finished yet.

I honestly thought they had more of the game done but actually they seem to have a bit more to go.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on February 05, 2013, 09:43:43 pm
God I love video game communities sometimes.  ::)

"WE'VE SEEN NOTHING BUT SCREENSHOTS AND ART! WHY NO VIDEO?! WHY NO IN-GAME FOOTAGE?! THIS GAME IS VAPOR AND WILL NEVER GO ANYWHERE!"

*in-game footage is released*

"IT LOOKS LIKE CRAP! WHY ONLY MECHANICS? WHY NOT SHOW WHOLE GAME? WHY LOOK UNFINISHED? THIS GAME IS VAPOR AND WILL NEVER GO ANYWHERE!"
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on February 05, 2013, 09:49:17 pm
God I love video game communities sometimes.  ::)

"WE'VE SEEN NOTHING BUT SCREENSHOTS AND ART! WHY NO VIDEO?! WHY NO IN-GAME FOOTAGE?! THIS GAME IS VAPOR AND WILL NEVER GO ANYWHERE!"

*in-game footage is released*

"IT LOOKS LIKE CRAP! WHY ONLY MECHANICS? WHY NOT SHOW WHOLE GAME? WHY LOOK UNFINISHED? THIS GAME IS VAPOR AND WILL NEVER GO ANYWHERE!"

And then comes the complaining about complaining.

But honestly people here have been complaining about how there is nothing to discuss and thus derails are easy... and THEN there is something to talk about, but it isn't entirely possitive and people are complaining about that too?

DANG IT STARBOUND TEAM! Quick! Announce a rainbow road world!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on February 05, 2013, 09:57:38 pm
Well gee, I just think it's a wee bit ridiculous to complain about a game that hasn't even hit beta yet looking unfinished. But hey, in my mind it just makes sense for stuff that isn't done yet to look unfinished.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on February 05, 2013, 10:10:14 pm
Well gee, I just think it's a wee bit ridiculous to complain about a game that hasn't even hit beta yet looking unfinished. But hey, in my mind it just makes sense for stuff that isn't done yet to look unfinished.

I havn't even complained about it yet and by all means everyone is more civil and the people who complained already said that it can change.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Robosaur on February 05, 2013, 10:27:36 pm
Aaaaawwww, I want an insectoid race.

I agree, solely because of the reason being Quadruple wielding.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on February 05, 2013, 10:41:58 pm
Aaaaawwww, I want an insectoid race.

I agree, solely because of the reason being Quadruple wielding.

I agree, because I love me some Klackons, they are the coolest.
Except maybe for the bear people.
Why don't we have bear people?
Or shape shifting shadowed guys in hoods?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Rowanas on February 09, 2013, 04:29:50 am
I wanna telepath! BWOOWOOWOOWOO, now, horde of NPC monsters, we are friends forever!
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on March 19, 2013, 02:32:52 pm
A little birdie just told me there is an announcement coming very soon. When I tried to confirm it with official sources I got "Error establishing a database connection" errors on every page other than the landing page. My emails are also going unanswered at the moment.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on March 19, 2013, 02:34:50 pm
A little birdie just told me there is an announcement coming very soon. When I tried to confirm it with official sources I got "Error establishing a database connection" errors on every page other than the landing page. My emails are also going unanswered at the moment.

Oooh.  So exciting! :D :D  This is one of my top anticipated games right now.  :)

(http://playstarbound.com/wp-content/uploads/2013/02/AHCK9zj.png)

Connect, dang you, connect! :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on March 19, 2013, 02:42:41 pm
I almost completely forgot this exists.

Definately going to keep my eye on it as it holds the possibility to be my "Terraria except fun for Neonivek"
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on March 19, 2013, 03:50:10 pm
I almost completely forgot this exists.

Definately going to keep my eye on it as it holds the possibility to be my "Terraria except fun for Neonivek"
Out of curiousity Neonivek, what other games do you actually enjoy?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on March 19, 2013, 04:05:23 pm
I almost completely forgot this exists.

Definately going to keep my eye on it as it holds the possibility to be my "Terraria except fun for Neonivek"
Out of curiousity Neonivek, what other games do you actually enjoy?

Let me see: Tropico, Quake 3 Arena, Suikeoden 2 and 5, Alien Swarm, Boarderlands 2, Scribblenauts, Magicka, Majesty, Point and click adventure games, Almost anything by Maxis, Mount and Blade, Civilisation, the Total War series (admittingly I do prefer the original Shogun to the new one), Xcom: Enemy Unknown, Kings Bounty, I do like Skyrim as much as I complain about it, Dungeon Keeper 2, Lands of Lore, Ogre Battles, Final Fantasy Tactics, Final Fantasy 6, Super Mario RPG, Mickeys Mystic Adventure, The Mario series, The Zelda series, Soul Calibur 2-4, Tekken sorta, Faster then Light is ok, I am bored of Eador Genesis but I do think it is pretty alright, Ancient Domains of Mystery, IVAN, TOME, Dwarf Fortress, Kengo, Tenchu, Fatal Frame, Disgaea, La Pucile, Makai Kingdom, Way of the Samurai, Xenogears, Monster Rancher (which is pretty much dead), Ultima Online (never played the actual series), Starcraft, Diablo 1 and 2, Magic Pengel, Graffiti Kingdom, Super Smash Brothers, Devil May Cry, Dragon Age, Neverwinter Nights, Fable, Black and White, Fantasy General, Front Mission, Aladin for the SNES, Marvel Vs Capcom 2 (only) to name a few.

I left out games I kinda like but havn't really played such as Alone in the Dark or Estatica (which I'll admit is a bad game that didn't hold up). It is really hard to remember over twenty years of videogames.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on March 19, 2013, 07:51:54 pm
I almost completely forgot this exists.

Definately going to keep my eye on it as it holds the possibility to be my "Terraria except fun for Neonivek"
Out of curiousity Neonivek, what other games do you actually enjoy?

Let me see: Tropico, Quake 3 Arena, Suikeoden 2 and 5, Alien Swarm, Boarderlands 2, Scribblenauts, Magicka, Majesty, Point and click adventure games, Almost anything by Maxis, Mount and Blade, Civilisation, the Total War series (admittingly I do prefer the original Shogun to the new one), Xcom: Enemy Unknown, Kings Bounty, I do like Skyrim as much as I complain about it, Dungeon Keeper 2, Lands of Lore, Ogre Battles, Final Fantasy Tactics, Final Fantasy 6, Super Mario RPG, Mickeys Mystic Adventure, The Mario series, The Zelda series, Soul Calibur 2-4, Tekken sorta, Faster then Light is ok, I am bored of Eador Genesis but I do think it is pretty alright, Ancient Domains of Mystery, IVAN, TOME, Dwarf Fortress, Kengo, Tenchu, Fatal Frame, Disgaea, La Pucile, Makai Kingdom, Way of the Samurai, Xenogears, Monster Rancher (which is pretty much dead), Ultima Online (never played the actual series), Starcraft, Diablo 1 and 2, Magic Pengel, Graffiti Kingdom, Super Smash Brothers, Devil May Cry, Dragon Age, Neverwinter Nights, Fable, Black and White, Fantasy General, Front Mission, Aladin for the SNES, Marvel Vs Capcom 2 (only) to name a few.

I left out games I kinda like but havn't really played such as Alone in the Dark or Estatica (which I'll admit is a bad game that didn't hold up). It is really hard to remember over twenty years of videogames.
Next time ask him what he DONT like, might be a better solution haha
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on March 19, 2013, 10:45:19 pm
Quote
Next time ask him what he DONT like, might be a better solution haha

Compared that for some people on this board the response to that would be: "Neonivek likes games? When did that happen?"

I don't think it occured to him that I don't hate everything. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on March 20, 2013, 03:58:30 am
So their website is still down, apparently due to a hardware failure. Do you think that's what it is, or is it maybe down while they do something awesome to their site? One can dream :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on March 20, 2013, 04:54:33 am
or is it maybe down while they do something awesome to their site? One can dream :P
That cat you have for your avatar sure looks exited about it. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on March 20, 2013, 05:13:54 am
That cat you have for your avatar sure looks exited about it. :P

Since Starbound was announced both me and my avatar have been in a permanent state of excitement xD
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on March 20, 2013, 06:59:05 am
Quote
Next time ask him what he DONT like, might be a better solution haha

Compared that for some people on this board the response to that would be: "Neonivek likes games? When did that happen?"

I don't think it occured to him that I don't hate everything. :P
I was honestly just curious.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on March 20, 2013, 07:17:40 am
That cat you have for your avatar sure looks exited about it. :P

Since Starbound was announced both me and my avatar have been in a permanent state of excitement xD

Lil Bub is from space and is looking forward to Starbound so he can visit his homeworld again
https://www.youtube.com/watch?feature=player_embedded&v=Yx6cY84XmwU
Title: Re: Starbound - A flat yet infinite universe.
Post by: Silfurdreki on March 20, 2013, 12:17:58 pm
A little birdie just told me there is an announcement coming very soon. When I tried to confirm it with official sources I got "Error establishing a database connection" errors on every page other than the landing page. My emails are also going unanswered at the moment.

Oooh rumours from small feathery creatures.

It seems the site is up again, with no changes from what I can see from just first glance. I wanted a release date, damnit!
Title: Re: Starbound - A flat yet infinite universe.
Post by: JanusTwoface on March 20, 2013, 12:58:21 pm
Seems it may just have been hardware after all:
http://playstarbound.com/server-downtime/ (http://playstarbound.com/server-downtime/)
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on March 20, 2013, 02:49:07 pm
Yeah, my little birdie friend is still adamant that we are super close to a big announcement. The birdie told me they were upgrading servers in anticipation of testing a purchase/alpha backer system. Birdie now says instead of late march, looks like mid-late April.

I can't verify the information because Tiy won't confirm or deny.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on March 20, 2013, 02:51:25 pm
Ack, I hope not.  I really prefer buying games when they are finished, but starbound is probably tempting enough that I might cave.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on March 20, 2013, 04:06:06 pm
but starbound is probably tempting enough that I might cave.
Yes YES, give in to the dark side.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on March 20, 2013, 05:22:38 pm
A second source say the best guess is beta playable in May(Tiy may choose not to public beta) and gold release in late July-early August. This source is more credible as it is a sibling of a team member, but it is apparent that even the team as a whole has no exact date in mind for any of it and instead are plowing through the work.

Also: http://worldofsven.com/blog/games/starbound-the-teams-still-working-hard/
Title: Re: Starbound - A flat yet infinite universe.
Post by: notquitethere on March 21, 2013, 05:00:04 am
The Glitch is a neat concept for a playable-race. More interesting than the usual aliens and robots.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on March 21, 2013, 05:04:06 am
Oh hey, I remember this game. Didn't really follow much of the dev-ness and right now everything is down.
Still, looking at what I can find, it actually looks a lot like this is going to be an MMO where on sign up you get your own world, rather than just a local game that can be shared in the spirit of Terraria. I mean seriously, this coordinate system is either the dumbest gimmick ever to exist in a LAN, or an ingenious invite system to invite your friends to your online world.

Can anybody who knows what they are talking about confirm or deny?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neyvn on March 21, 2013, 09:27:16 am
A second source say the best guess is beta playable in May
Getting into that would be an epic Christmas Present...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on March 21, 2013, 06:25:01 pm
Terraria got stale fast, I hope this game is better.

It also had a habit of erasing my multiplayer characters.
ARAGAGASBMADNAFACVZXCPBIADFNG
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on March 22, 2013, 07:57:06 am
Challenge: Name a sandbox game that didn't get old fast.
Extra credits: Explain how it was the sandbox elements that led to this replayability.

Don't get me wrong, I'm not trying to say it has never been done, I'm just looping for honest input as to what makes a sandbox game fun to cross examine with what we have seen of Starbound.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on March 22, 2013, 08:10:30 am
Challenge: Name a sandbox game that didn't get old fast.
Extra credits: Explain how it was the sandbox elements that led to this replayability.

Don't get me wrong, I'm not trying to say it has never been done, I'm just looping for honest input as to what makes a sandbox game fun to cross examine with what we have seen of Starbound.

Garry's Mod. I kept playing that thing for years due to crazy friends continually inventing outrageous things to do with the physics engine and multiplayer.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on March 22, 2013, 08:20:20 am
For a sandbox game to not get old fast, it needs to have a few of a list of general things. Emergent situations, supplementing player creativity, continuous challenge, lack of boundaries... generally a sandbox game needs to provide the player some things to do.

Space Rangers take a while to get old due to the replayability value of text quests, lots of different starting conditions in an emergent environment, and the various methods of achieving victory.

Mount&Blade takes a while to get old because of both the quality of its combat system and the everpresent feeling of being a small fish in a pool of sharks. It is unlikely to get old as long as you aren't fielding an army that can crush any single opponent and/or take cities by itself. This is in addition to all the sidequests you can do and all the ridiculously expensive things you can try to find and purchase.

Dwarf Fortress... well, not quite yet, but the direction it's going in will make it the ultimate sandbox game.

There are quite a few sandbox games that didn't get old simply due to the core gameplay remaining interesting, and the environment remaining challenging. Even simple games such as Flatspace manage to hit that point from time to time.

Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on March 22, 2013, 08:27:23 am
Garry's Mod. I kept playing that thing for years due to crazy friends continually inventing outrageous things to do with the physics engine and multiplayer.
OK so we have three concepts presented here. First is multiplayer interaction. That is not only building your own things, but seeing what others make to add to replayability. Starbound will have this, good news!
Next is physics interactions. They might have this on some level, but I doubt it. The game type just does not lend itself well to this. Basically physics interactions is about experimentation on a level deeper than just rubbing every item on everything. The best we can hope for is a parallel to Minecrafts redstone.
And finally we have user genned content. Garys mod has user made content, right? This basically gives you a lot more content to work with so you get bored of old stuff less quickly.

So, if Starbound is to be fun in the same way Garys mod is fun, we need the ability to design complex systems, and the ability to make mods.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Silfurdreki on March 22, 2013, 10:19:01 am
The complex systems bit is confirmed, at least. See Here (http://community.playstarbound.com/index.php?threads/list-of-announced-game-information-updated-jan-28.450/). Specifically the last point under "Building and crafting":
Quote
"Circuitry will be a big part of the game and will double as part of the level-editor. Wiring will have logic gates."

One thing Starbound will have that Garry's Mod does not is procedural level and monster generation. That gives an, in theory, extremely large (though perhaps bland and very similar) amount of content.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on March 22, 2013, 10:39:47 am
So, if Starbound is to be fun in the same way Garys mod is fun, we need the ability to design complex systems, and the ability to make mods.

You must also realize "what makes a sandbox fun" heavily varies from person to person. I was bored to tears from Minecraft after 6 months, even with mods. However, I've seen people who continue building and modding cool stuff into it year after year.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on March 22, 2013, 10:54:25 am
And for me creation without a point is pointless.

Which is why I got bored with minecraft rather quickly. Why build these impressive but extremely useless structures?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on March 22, 2013, 10:57:56 am
And for me creation without a point is pointless.

Which is why I got bored with minecraft rather quickly. Why build these impressive but extremely useless structures?
That is, indeed, why I never liked Minecraft much.

Kerbal Space Program, on the other hand... (https://dl.dropbox.com/u/4152380/KSP_19_Screens/screenshot6.png)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on March 22, 2013, 11:26:37 am
And for me creation without a point is pointless.

Which is why I got bored with minecraft rather quickly. Why build these impressive but extremely useless structures?
Well, with any videogame you reach the end of a chain of events where there is no further point. With anything ever, really.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on March 22, 2013, 11:35:50 am
And for me creation without a point is pointless.

Which is why I got bored with minecraft rather quickly. Why build these impressive but extremely useless structures?
That is, indeed, why I never liked Minecraft much.

Kerbal Space Program, on the other hand... (https://dl.dropbox.com/u/4152380/KSP_19_Screens/screenshot6.png)

I concur. Creation needs a point to be interesting. That's why I never really got into the concept of megaprojects in pretty much any sandbox. Hell, I personally like Cataclysm because I'm of the sandboxy type who prefers crafting to building. I like making a sword so I can slice my enemies to death while I explore. I'm not really seeing the point of making a giant fortress shaped like a sword.
Title: Re: Starbound - A flat yet infinite universe.
Post by: notquitethere on March 22, 2013, 11:38:03 am
I think it depends where people ge their motivation. Some people have a stronger will-to-create and are willing to indulge their 'wouldn't be awesome if...?'-style thoughts. Other people require extrinsic motivators, people telling them what is valuable to achieve.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BunnyBob77 on March 22, 2013, 11:39:31 am
On the topic of hemmingjay's little birdie... (http://community.playstarbound.com/index.php?threads/your-feedback-on-a-preorder.16281/)
It does appear that they are preparing to launch a preorder/alpha access system.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on March 22, 2013, 12:46:24 pm
And for me creation without a point is pointless.

Which is why I got bored with minecraft rather quickly. Why build these impressive but extremely useless structures?
That is, indeed, why I never liked Minecraft much.

Kerbal Space Program, on the other hand... (https://dl.dropbox.com/u/4152380/KSP_19_Screens/screenshot6.png)

I concur. Creation needs a point to be interesting. That's why I never really got into the concept of megaprojects in pretty much any sandbox. Hell, I personally like Cataclysm because I'm of the sandboxy type who prefers crafting to building. I like making a sword so I can slice my enemies to death while I explore. I'm not really seeing the point of making a giant fortress shaped like a sword.
Unless you can slice enemies to death with it, of course.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on March 22, 2013, 03:04:25 pm
On the topic of hemmingjay's little birdie... (http://community.playstarbound.com/index.php?threads/your-feedback-on-a-preorder.16281/)
It does appear that they are preparing to launch a preorder/alpha access system.

Quote
  • Preordering will be cheaper than buying the game after it comes out of beta

Just that is a sell for me (assuming it's something like 10 bucks :P).
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on March 22, 2013, 03:31:27 pm
On the topic of hemmingjay's little birdie... (http://community.playstarbound.com/index.php?threads/your-feedback-on-a-preorder.16281/)
It does appear that they are preparing to launch a preorder/alpha access system.

Quote
  • Preordering will be cheaper than buying the game after it comes out of beta

Just that is a sell for me (assuming it's something like 10 bucks :P).

I would expect the basic supporter tier(just the game and beta) to be $14.99. I expect retail to be $20 or $25(ouch!) initially and then dropping down to $9.99 within 9-12 months and then the obvious Steam sale blowouts at $2.99-7.49 etc.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on March 22, 2013, 03:50:37 pm
Yes, that's quite possible, my only points of reference are Terraria and SPAZ, they more or less follow that behavior.

But then again, that's waiting like a year to save 4-5 bucks. I prefer to do that with A-list overpriced $60 stuff (ignore for years then buy dirt-cheap).
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on March 22, 2013, 06:39:28 pm
And for me creation without a point is pointless.

Which is why I got bored with minecraft rather quickly. Why build these impressive but extremely useless structures?
That is, indeed, why I never liked Minecraft much.

Kerbal Space Program, on the other hand... (https://dl.dropbox.com/u/4152380/KSP_19_Screens/screenshot6.png)

I concur. Creation needs a point to be interesting. That's why I never really got into the concept of megaprojects in pretty much any sandbox. Hell, I personally like Cataclysm because I'm of the sandboxy type who prefers crafting to building. I like making a sword so I can slice my enemies to death while I explore. I'm not really seeing the point of making a giant fortress shaped like a sword.

I dont think construction needs a point to be interesting. The feeling that you have actually constructed something that is genuinely yours and is a product of your mind (and not the devs) is a rewarding one. It also depends on what type of construction the game gives you (I dont think Cataclysm's crafting is comparable to minecraft blockplacing).

Most crafting systems dont allow for actual construction (you diddn't "make" that sword, you only fulfilled the requirements to aquire the sword). You are generally given no flexability and instead need to simply get the preset requirements for the preset result. It is not your sword, you did not make it.

Something like minecraft allows you to "build" stuff that can be the product of your mind, allowing players to build stuff that other people have not or in some cases the developer(s) did not even think possible. It is your construction, no one else has built something like it before.

To each his own, of course. But thats my take.

Plus what is the point in slicing enemies :P



Anyway, I wonder how much "game" is going to be in the preorder alpha/beta?
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on March 22, 2013, 07:15:20 pm
And for me creation without a point is pointless.

Which is why I got bored with minecraft rather quickly. Why build these impressive but extremely useless structures?
That is, indeed, why I never liked Minecraft much.

Kerbal Space Program, on the other hand... (https://dl.dropbox.com/u/4152380/KSP_19_Screens/screenshot6.png)

I concur. Creation needs a point to be interesting. That's why I never really got into the concept of megaprojects in pretty much any sandbox. Hell, I personally like Cataclysm because I'm of the sandboxy type who prefers crafting to building. I like making a sword so I can slice my enemies to death while I explore. I'm not really seeing the point of making a giant fortress shaped like a sword.

I dont think construction needs a point to be interesting. The feeling that you have actually constructed something that is genuinely yours and is a product of your mind (and not the devs) is a rewarding one. It also depends on what type of construction the game gives you (I dont think Cataclysm's crafting is comparable to minecraft blockplacing).

Most crafting systems dont allow for actual construction (you diddn't "make" that sword, you only fulfilled the requirements to aquire the sword). You are generally given no flexability and instead need to simply get the preset requirements for the preset result. It is not your sword, you did not make it.

Something like minecraft allows you to "build" stuff that can be the product of your mind, allowing players to build stuff that other people have not or in some cases the developer(s) did not even think possible. It is your construction, no one else has built something like it before.

To each his own, of course. But thats my take.

Plus what is the point in slicing enemies :P



Anyway, I wonder how much "game" is going to be in the preorder alpha/beta?
About the crafting you are sooo damn right!, only game where i found you can properly *craft* something is in planet-explorer where you actually can CREATE the model IN GAME and depending on multiple paramter will influence damage, bluntness, attack bonus etc. You can also design your very own humvee/car/boat what have you!.

Also while its might be relate to what you said, i dont know where star wars galaxy crafting would be considered as *having pre-requisite* since there is a lot of *optional* stuff you can include in the craft to change various statistic. But generaly speaking you are soo dead-on on crafting. This game seem to be the *requisite* crafting system but they said there is a lot of randomness, maybe inclue skill later on to influence statistic? Or sword skill that give buff whenn using that kind? would be interesting to see the game to know if they could include a skill system a-la ultima online.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on March 22, 2013, 07:24:30 pm
The complex systems bit is confirmed, at least. See Here (http://community.playstarbound.com/index.php?threads/list-of-announced-game-information-updated-jan-28.450/). Specifically the last point under "Building and crafting":
Quote
"Circuitry will be a big part of the game and will double as part of the level-editor. Wiring will have logic gates."
You will notice I said something like Minecrafts Redstone system, and not Terrarias Circuit system. This is because redstone is a pretty ingenious and cumbersome system that allows you to construct computers out of logic gates, logic gates out of transistors and transistors out of torches. It is hard to use and herder to learn for somebody that doesn't know what an OR gate is, thus takes a long time to master, thus increasing play time.
Terrarias circuits are pretty easy, with simple input giving simple output. I have never seen any sort of complex machine built in terraria and I'm not sure the system lends itself to it.

Just having a circuit system is not enough, you need the kind that amounts to more than just hooking devices up to triggers.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on March 22, 2013, 08:54:05 pm
Terrarias circuits are pretty easy, with simple input giving simple output. I have never seen any sort of complex machine built in terraria and I'm not sure the system lends itself to it.

Check (http://www.terrariaonline.com/threads/behold-the-bunny-timer.67444/) these (http://www.terrariaonline.com/threads/wiring-combination-lock-4-bins-8-values.68932/) out. (http://www.terrariaonline.com/threads/making-circuits-in-1-1.68351/)

The comments are typically mind-shatteringly bad though. Don't bother reading those.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Greenbane on March 22, 2013, 10:45:28 pm
I dont think construction needs a point to be interesting. The feeling that you have actually constructed something that is genuinely yours and is a product of your mind (and not the devs) is a rewarding one. It also depends on what type of construction the game gives you (I dont think Cataclysm's crafting is comparable to minecraft blockplacing).

Most crafting systems dont allow for actual construction (you diddn't "make" that sword, you only fulfilled the requirements to aquire the sword). You are generally given no flexability and instead need to simply get the preset requirements for the preset result. It is not your sword, you did not make it.

Something like minecraft allows you to "build" stuff that can be the product of your mind, allowing players to build stuff that other people have not or in some cases the developer(s) did not even think possible. It is your construction, no one else has built something like it before.

To each his own, of course. But thats my take.

Plus what is the point in slicing enemies :P

I agree. To some extent, construction for the sake of construction is fun. I haven't built any "megaprojects", but I have invested time and effort to make my primary base complex and visually appealing, and also dotted my explored map with simple buildings like watch towers and cottages. Partly because they were good as navigational references and partly because they simply looked cool. I played with LEGOs when I was a kid, and Minecraft tickled that usually dormant part of me, whether my constructions would help me kill baddies or not, like few games ever do.

Sometimes you never know what you'll end up building. I remember once seeing the movie Legionnaire, starring Jean-Claude Van Damme, and felt inspired to get on Minecraft, travel to the nearest sizeable desert and erect a sandstone fort, French Foreign Legion style. Had the tricolour flag and all. In hindsight, you could say I was possessed by a strange mood. :D

But ultimately exploration's my goal, and experimentation with the game's mechanics. Similar to my goals in Dwarf Fortress, beyond creating a functional stronghold, in that case. SCIENCE! is as important in Minecraft as it is in DF, and usually there's not much of a "point" to it. It's all about creating some sort of contraption whose major virtue is that it works.

As a sidenote, given my main objective is exploring, I find it disappointing there isn't more variance in pre-generated structures that the player can find. There's a couple of mods that add more, but the structures they add are decidedly sub-par. I mean, I don't want to find a flying pirate ship, or eleventibillion temples/castles that all resort to the same sand collapse trick to potentially kill the player.


Anyway, this thread is about Starbound. Terraria IN SPACE and across multiple worlds with randomly generated characteristics sounds way better than Minecraft 2D, which is basically what Terraria is. I mildly dislike the slight funky anime (as in crazy teenager-aimed show) tone they've given the game. But maybe it's just the concept art, and at any rate it's a minor thing I can live with.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Silfurdreki on March 23, 2013, 09:04:30 am
The complex systems bit is confirmed, at least. See Here (http://community.playstarbound.com/index.php?threads/list-of-announced-game-information-updated-jan-28.450/). Specifically the last point under "Building and crafting":
Quote
"Circuitry will be a big part of the game and will double as part of the level-editor. Wiring will have logic gates."
You will notice I said something like Minecrafts Redstone system, and not Terrarias Circuit system. This is because redstone is a pretty ingenious and cumbersome system that allows you to construct computers out of logic gates, logic gates out of transistors and transistors out of torches. It is hard to use and herder to learn for somebody that doesn't know what an OR gate is, thus takes a long time to master, thus increasing play time.
Terrarias circuits are pretty easy, with simple input giving simple output. I have never seen any sort of complex machine built in terraria and I'm not sure the system lends itself to it.

Just having a circuit system is not enough, you need the kind that amounts to more than just hooking devices up to triggers.

Note that it says a circuit system with logic gates. Terraria's wiring is basically Minecraft's redstone without redstone torches (i.e. without logic gates). I don't see how a Terraria style circuit system with logic gates is any less potentially complex than Minecraft's redstone.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on March 23, 2013, 09:30:47 am
Once this game comes out, provided you can make your own servers, I'm wondering who's gonna make the bay12 server.
I will, if servers are a thing. If not, we can always gather on the same planet or whatever
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on March 23, 2013, 10:20:15 am
Once this game comes out, provided you can make your own servers, I'm wondering who's gonna make the bay12 server.
I will, if servers are a thing. If not, we can always gather on the same planet or whatever
Sounds like a plan!
Title: Re: Starbound - A flat yet infinite universe.
Post by: rabidgam3r on March 23, 2013, 12:27:25 pm
Hard. For the love of Armok, hard!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on March 23, 2013, 12:28:57 pm
Defiantly hard!
And then we cover the entire surface is a complex metal surface, and underneath will be complex and confusing tunnels.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on March 23, 2013, 12:29:18 pm
Gotta go for hard. Preferably with magma seas or something.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on March 23, 2013, 12:33:54 pm
They DID say there were planet difficulties rated from 1 to 100 that also determined the loot quality on that planet.

We should play on 100.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on March 23, 2013, 12:37:16 pm
Awesome loot AND challenging battles alongside Bay 12ers? All my agreements.
Title: Re: Starbound - A flat yet infinite universe.
Post by: joey4track on March 23, 2013, 01:11:40 pm
They DID say there were planet difficulties rated from 1 to 100 that also determined the loot quality on that planet.

We should play on 100.

I assume that means any planet you come across can have a difficulty from 1 to 100. Don't think it's like you pick a number 1 to 100 and that will be your difficulty for your game. This is just speculation of course.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on March 23, 2013, 01:13:12 pm
So we will find a planet with a 100 rating!

Like DF, it will weed out the weak.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BunnyBob77 on March 23, 2013, 01:15:16 pm
The devs have said that planets with a difficulty rating of 100 would be difficult with even endgame equipment, so it would only be a good choice if you want to require people to have realy good equipment.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on March 23, 2013, 01:15:55 pm
That's the idea.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on March 23, 2013, 01:30:39 pm
They DID say there were planet difficulties rated from 1 to 100 that also determined the loot quality on that planet.

We should play on 100.
No...

We mod it to 101
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on March 23, 2013, 01:48:55 pm
The devs have said that planets with a difficulty rating of 100 would be difficult with even endgame equipment, so it would only be a good choice if you want to require people to have realy good equipment.

Excitement rising! all it needs now is the gameplay element of difficulty (rather then the standard approach of giving easy enemies unfathomably devistating attacks) and perfect!

I will buy this game on the SPOT if that is the case. Since frankly grinding aside (ohh dear goodness did the grinding drive me insane) it was what killed Terraria for me.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on March 23, 2013, 02:13:44 pm
They DID say there were planet difficulties rated from 1 to 100 that also determined the loot quality on that planet.

We should play on 100.

I assume that means any planet you come across can have a difficulty from 1 to 100. Don't think it's like you pick a number 1 to 100 and that will be your difficulty for your game. This is just speculation of course.

Yes, that's why I said "on that planet." I assume we'll be able to see the difficult on the starmap before travel.
Title: Re: Starbound - A flat yet infinite universe.
Post by: joey4track on March 23, 2013, 03:02:29 pm
Yes, that's why I said "on that planet." I assume we'll be able to see the difficult on the starmap before travel.

Or would it be better not to know until you land? I like the element of surprise :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on March 23, 2013, 03:04:38 pm
That'd suck because we'd have to keep checking planets until we found one with enemies that kill us a hundred times over in one hit.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on March 23, 2013, 03:07:02 pm
Yes, that's why I said "on that planet." I assume we'll be able to see the difficult on the starmap before travel.

Or would it be better not to know until you land? I like the element of surprise :)
Cool idea in theory, terrible idea in practice.
It would mean landing on dozens of planets before you find one that is at your level.
Title: Re: Starbound - A flat yet infinite universe.
Post by: joey4track on March 23, 2013, 05:07:01 pm
I think making it so that you have to land, but eventually you can unlock something that tells you the animals and plants found there (And thus the danger level of the planet) would be good. Or starting with that. Outright telling you '43' or something... I dunno, to me, it just seems that it would ruin the fun a bit.

That's a great idea. It should be something that you could craft at a fairly low level just so in early game you would still have the opportunity to avoid danger by making some kind of item that could do various scans and therefore slowly reveal all the elements of the planet.

Can't wait for this game. It is probably one of my most anticipated games.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 03, 2013, 12:08:00 am
So hey, roadmap's out. (http://www.playstarbound.com/roadmap/) You can see, y'know. Progress bars and pretty pictures and stuff. Some interesting junk in the thing already, and I've only gandered at a couple of 'em. Just to make sure you notice, you can click on the little thumbnail things in a lot of the individual report thingies. Opens up a bigger picture.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 03, 2013, 12:10:52 am
So hey, roadmap's out. (http://www.playstarbound.com/roadmap/) You can see, y'know. Progress bars and pretty pictures and stuff. Some interesting junk in the thing already, and I've only gandered at a couple of 'em. Just to make sure you notice, you can click on the little thumbnail things in a lot of the individual report thingies. Opens up a bigger picture.
Bookmarked. That's a pretty awesome way to give us a look at the development process.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 03, 2013, 12:13:24 am
I like how they have specific chats for local, planet, galaxy, etc.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on April 03, 2013, 12:23:59 am
Can you customize your own ship? That is certainly something I'd want to do... make my own ship that is.

I mean I know it probably won't do anything other then possibly be my crafting station.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on April 03, 2013, 02:42:26 am
I haven't been following the game in a while, but the progress all looks really nice. Bonus for a neat dev goal map design. The only things I don't really like are the inventory (the icons look really small and I don't want to have to mouseover every little icon to see what things are) and the font, which gives me eyestrain just looking at the screenshots.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Silfurdreki on April 03, 2013, 03:58:44 am
At first I thought: "Dungeons and villages, player mechanics, server stuff and user interface? That's all?". Then I scrolled down.

It's a very nice road map indeed, and it seems to my very limited knowledge of game development, that most core things are in place. The limited progress under "server stuff" is slightly unsettling, though, but then again I have no idea how hard or easy that kind of stuff is.

Can you customize your own ship? That is certainly something I'd want to do... make my own ship that is.

I mean I know it probably won't do anything other then possibly be my crafting station.

I think there will be ship customization. I've seen an image of a ship with different kinds of furniture in it posted by one of the devs on their forums. Can't find it right now though. I don't know how extensive said customization will be, but I think it'll be there to some degree, at least.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on April 03, 2013, 04:23:47 am
It's a very nice road map indeed, and it seems to my very limited knowledge of game development, that most core things are in place. The limited progress under "server stuff" is slightly unsettling, though, but then again I have no idea how hard or easy that kind of stuff is.

That's typically not something you can just do at any time. One copy of the game needs to be mostly complete before you can even know how to make it interface with another copy of itself. Otherwise you're just re-doing parts of the networking code every time you add or tweak a feature in any gameplay area (with the exception of the UI, I suppose).
Title: Re: Starbound - A flat yet infinite universe.
Post by: Silfurdreki on April 03, 2013, 04:52:26 am
Sounds reasonable enough.

I think I posted that a bit early, though, since I had not read the networking protocol bit under core mechanics yet. I was under the impression that they had worked very little on basic network interfacing, but it seems that's mostly finished. My bad.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 03, 2013, 10:15:02 am
Are you referring to the "SPAAAAACE" section?
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on April 03, 2013, 05:14:45 pm
Interesting take on the roadmap, i like it!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Diablous on April 03, 2013, 08:57:20 pm
So hey, roadmap's out. (http://www.playstarbound.com/roadmap/) You can see, y'know. Progress bars and pretty pictures and stuff. Some interesting junk in the thing already, and I've only gandered at a couple of 'em. Just to make sure you notice, you can click on the little thumbnail things in a lot of the individual report thingies. Opens up a bigger picture.

Nice. Great way to gauge how development is progressing. Looking at all of these features is making me all giddy. I don't think I've anticipated any game more than this.
Title: Re: Starbound - A flat yet infinite universe.
Post by: n9103 on April 12, 2013, 08:43:54 pm
Preorder Go! (http://playstarbound.com/store/)
Base game starts at 15$
-Soundtrack and Beta included with any purchase
-25% Discount on 4-packs.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 12, 2013, 08:47:16 pm
Preorder Go! (http://playstarbound.com/store/)
25% Discount on 4-packs. Base game starts at 15$ (Beta included with any purchase)
Holy crap. It's like their own little Kickstarter, and this one I may just have to shell out for.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on April 12, 2013, 08:48:51 pm
Will the Beta run on linux? Or only the final game? Does anybody know about this?
Title: Re: Starbound - A flat yet infinite universe.
Post by: n9103 on April 12, 2013, 08:53:34 pm
Looks like initial distro will go through Humble Bumble, as they're the d/l provider for the Soundtrack.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on April 12, 2013, 08:54:27 pm
What the?!?  I bought tier one with my google account and it said my order has been sent to humble bundle?

Edit:  Ah I see.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 12, 2013, 08:58:30 pm
Ah. Frumple... no longer has the cash for four pack. Bleh.

But... just self. Yeess...

Actually, uh. Anyone want to pool for a four? Three at fifteen (perhaps with the forth going to a giveaway?) or four at ten (I'd cover the last five... been holding a bit aside for this :P)?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 12, 2013, 09:05:31 pm
I wouldn't mind pooling, depending on how such a thing works.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 12, 2013, 09:07:40 pm
I also wouldn't mind pooling. Calculations: $60 for four games, 25% off means it's $45. $45/4 = ELEVEN DOLLARS AND TWENTY FIVE CENTS for each person!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 12, 2013, 09:15:55 pm
I wouldn't mind pooling, depending on how such a thing works.
That'd be the thing I'm not 100% sure of, heh. I'd guess everyone'd send their bit to someone's paypal, that person'd do the order, and then the keys or whatnot get distributed out. Unless someone knows of a more elegant method? Having never actually done something like that, I'm not exactly sure about standard procedure.

Giveaway fodder or reduced price are both tempting things, though. I'd be willing to figure out how to finagle it for either of those, yeah. Won't be able to get it tonight, but one way or another I currently intend to make an order within 48 hours or so. Sometime before monday.

E: In other news, they're up to 2k backers and $54k in funds already. Not too shabby.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 12, 2013, 11:30:40 pm
Now 3k backers and $97k. And one of those backers bought the top-tier, $2000 pack. Must be nice to have that much money :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on April 12, 2013, 11:38:25 pm
It could be VERY poor money management skills, let's be honest.  :P

Glad to see this is close enough for preorders to happen, although I'll prolly just get it when it comes out.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on April 13, 2013, 12:34:49 am
So if I get three friends together to get an Impervium 4 pack, do we still get 25% off?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 13, 2013, 12:43:18 am
So if I get three friends together to get an Impervium 4 pack, do we still get 25% off?
Considering that there's no 4-pack button for that set...probably not.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on April 13, 2013, 12:46:25 am
Damn... Well I guess my irresponsible friends and I will have to take our business elsewhere.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on April 13, 2013, 01:25:43 am
Bah. I still have no paypal account. This is... eh... corporate discrimination, I think. Yes, that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on April 13, 2013, 02:20:37 am
Bah. I still have no paypal account. This is... eh... corporate discrimination, I think. Yes, that.

Use Amazon instead?
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on April 13, 2013, 02:34:45 am
Agh. Was just going to buy another game when this comes up. Good thing that my birthday isn't too far off.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tilla on April 13, 2013, 03:44:49 am
Bah. I still have no paypal account. This is... eh... corporate discrimination, I think. Yes, that.
I am so curious what payment method you were expecting an indie game on the internet to accept that isn't doable through those three options - which are also the three most common methods online.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on April 13, 2013, 03:50:42 am
I think he was joking. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: beefy on April 13, 2013, 03:57:30 am
Preordered right away!
Title: Re: Starbound - A flat yet infinite universe.
Post by: burningpet on April 13, 2013, 04:02:27 am
Woha! the counter is climbing up rather fast! good to see that :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on April 13, 2013, 04:03:34 am
Preordered right away!

I almost did but then I remember "Ohh wait, Terraria had terrible game aspects to its gameplay and Starbound has yet to prove it doesn't"
Title: Re: Starbound - A flat yet infinite universe.
Post by: burningpet on April 13, 2013, 04:10:05 am
Well i chipped in, although i really hate pre-ordering, even if its for a fellow indie and a good man. i guess the premise of the game and the track record did their work.

Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on April 13, 2013, 04:46:29 am
I'm still hesistant. I just wish that I knew how long this is going to go on (this pre-order thingie.)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on April 13, 2013, 05:12:09 am
Pre-ordered so hard my left mouse button was launched into orbit
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on April 13, 2013, 05:54:38 am
Pre-ordered so hard my left mouse button was launched into orbit

So... you pushed your left mouse button so hard... that it broke through your mouse, bore through the earth's crust, went through the very center of the earth, then bore all the way up again, burst from the ground, flew through the air, left out atmosphere, and is currently in orbit around the earth?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on April 13, 2013, 06:04:10 am
Pre-ordered so hard my left mouse button was launched into orbit
It's impossible to get something into orbit from the surface with only a single application of force. Trufax.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on April 13, 2013, 06:07:18 am
False. It is theoretically possible, you just need to be at earths highest point (So that is won't crash into anything) and apply a crap load of force (To achieve the velocity required for such a low orbit) as such, we can assume Chattox is a mountain climber.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 13, 2013, 06:08:39 am
Really, you just need a big enough boom. If there's no longer a planet there it becomes orbit by default, right?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mesa on April 13, 2013, 06:09:15 am
Pre-ordered so hard my left mouse button was launched into orbit
It's impossible to get something into orbit from the surface with only a single application of force. Trufax.

I give a finger to your hard physics.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on April 13, 2013, 06:11:19 am
Really, you just need a big enough boom. If there's no longer a planet there it becomes orbit by default, right?
Actually that is a good point, he didn't mention in orbit of what.
Could very, very easily be in orbit of the sun right now... Although that might have less to do with the clicking and more to do with being on Earth.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on April 13, 2013, 06:32:20 am
It is possible to send an object into Earth orbit by a single application of force - meaning a single hard punt from the ground, and letting gravity do its thing afterwards. It won't technically be a stable orbit, but it will be outside of the atmosphere, and not in any immediate danger of crashing into things. This is assuming the object is otherwise indestructible, or is provided some form of protection from both the punt and the atmosphere during ascent.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on April 13, 2013, 06:42:23 am
It is possible to send an object into Earth orbit by a single application of force - meaning a single hard punt from the ground, and letting gravity do its thing afterwards. It won't technically be a stable orbit, but it will be outside of the atmosphere, and not in any immediate danger of crashing into things. This is assuming the object is otherwise indestructible, or is provided some form of protection from both the punt and the atmosphere during ascent.
It's not really an orbit if it's going to come crashing back down.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on April 13, 2013, 08:17:18 am
I'm still hesistant. I just wish that I knew how long this is going to go on (this pre-order thingie.)

So, any sources on how long this pre-order is still going to last?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on April 13, 2013, 08:19:46 am
It is possible to send an object into Earth orbit by a single application of force - meaning a single hard punt from the ground, and letting gravity do its thing afterwards. It won't technically be a stable orbit, but it will be outside of the atmosphere, and not in any immediate danger of crashing into things. This is assuming the object is otherwise indestructible, or is provided some form of protection from both the punt and the atmosphere during ascent.
It's not really an orbit if it's going to come crashing back down.
Hehe, nope. A nice elliptic orbit with a perigee higher than the edge of Earth's atmosphere and an apogee... way higher than that. Not in danger of crashing into anything for at least a few years, maybe longer if done right.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ScriptWolf on April 13, 2013, 08:23:52 am
Just preordered this is looks so good !
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 13, 2013, 09:19:23 am
Re-dinging the pool question. Got a tentative three, I think, one more to split four ways. Anyone interested?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on April 13, 2013, 09:23:39 am
Pre-ordered.
Pixel tier, nothing much, I know.. But it's really all I need.
Title: Re: Starbound - A flat yet infinite universe.
Post by: choppy on April 13, 2013, 09:30:16 am
dang i wish i could get this.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 13, 2013, 09:32:10 am
Re-dinging the pool question. Got a tentative three, I think, one more to split four ways. Anyone interested?

Again, it's $11.25 if you wanna pool with us. Frumple, you have a paypal we could send the moolah to?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on April 13, 2013, 09:36:53 am
It is possible to send an object into Earth orbit by a single application of force - meaning a single hard punt from the ground, and letting gravity do its thing afterwards. It won't technically be a stable orbit, but it will be outside of the atmosphere, and not in any immediate danger of crashing into things. This is assuming the object is otherwise indestructible, or is provided some form of protection from both the punt and the atmosphere during ascent.
It's not really an orbit if it's going to come crashing back down.
Hehe, nope. A nice elliptic orbit with a perigee higher than the edge of Earth's atmosphere and an apogee... way higher than that. Not in danger of crashing into anything for at least a few years, maybe longer if done right.
...can you draw this for me?
This does not agree with how I know orbits work.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 13, 2013, 09:46:48 am
Re-dinging the pool question. Got a tentative three, I think, one more to split four ways. Anyone interested?

Again, it's $11.25 if you wanna pool with us. Frumple, you have a paypal we could send the moolah to?
Aye, do. Or will. I'm actually bumming someone else's, technically (I don't really have anything but cash at the moment, but family has bank/paypal so I run it through them, heh.), but it shouldn't take more than a minute or two to clear that once we've got a fourth. And the person in question wakes up... giving that another half hour, heh.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on April 13, 2013, 10:15:24 am
It is possible to send an object into Earth orbit by a single application of force - meaning a single hard punt from the ground, and letting gravity do its thing afterwards. It won't technically be a stable orbit, but it will be outside of the atmosphere, and not in any immediate danger of crashing into things. This is assuming the object is otherwise indestructible, or is provided some form of protection from both the punt and the atmosphere during ascent.
It's not really an orbit if it's going to come crashing back down.
Hehe, nope. A nice elliptic orbit with a perigee higher than the edge of Earth's atmosphere and an apogee... way higher than that. Not in danger of crashing into anything for at least a few years, maybe longer if done right.
...can you draw this for me?
This does not agree with how I know orbits work.
This is what you get when all you think of is pure math. You should play more KSP. :P Punt to an apogee of anywhere between 360-400K kilometers, acquire Moon gravity assist to bring up perigee, become safely in orbit for a few years until the Moon syncs up and comes close enough to severely affect the orbit again. It's not just the force or the angle, it's also the timing and location of the punt that count. ^_^
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on April 13, 2013, 10:43:32 am
It is possible to send an object into Earth orbit by a single application of force - meaning a single hard punt from the ground, and letting gravity do its thing afterwards. It won't technically be a stable orbit, but it will be outside of the atmosphere, and not in any immediate danger of crashing into things. This is assuming the object is otherwise indestructible, or is provided some form of protection from both the punt and the atmosphere during ascent.
It's not really an orbit if it's going to come crashing back down.
Hehe, nope. A nice elliptic orbit with a perigee higher than the edge of Earth's atmosphere and an apogee... way higher than that. Not in danger of crashing into anything for at least a few years, maybe longer if done right.
...can you draw this for me?
This does not agree with how I know orbits work.
This is what you get when all you think of is pure math. You should play more KSP. :P Punt to an apogee of anywhere between 360-400K kilometers, acquire Moon gravity assist to bring up perigee, become safely in orbit for a few years until the Moon syncs up and comes close enough to severely affect the orbit again. It's not just the force or the angle, it's also the timing and location of the punt that count. ^_^
Hey, you didn't tell me the moon was involved.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Empty on April 13, 2013, 10:47:56 am
Oh well. Why not. I'm up for being included in a 4pack. Can you pay with paypal?
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 13, 2013, 10:48:53 am
Oh well. Why not. I'm up for being included in a 4pack. Can you pay with paypal?

Yeah, I think that's the idea. Lookie, we got our fourth person!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 13, 2013, 10:49:34 am
So we do! Sirus still in, yeah? E: And cleared with the account holder. I've got the paypal information waiting for Siri to chime in, then I'll PM it out. E2: Or I'll go ahead and send it to you and Empty, and wait for Siri. Push comes to shove, I'll cover the remainder if Sirus runs into problems and someone else doesn't jump in. E3: And PMs sent~
Title: Re: Starbound - A flat yet infinite universe.
Post by: ScriptWolf on April 13, 2013, 10:53:44 am
I will be giving away 2 copy's of this next month as well :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Poltifar on April 13, 2013, 11:57:52 am
They are getting money at crazy speeds. I wonder how long this will last before it slows down.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 13, 2013, 12:07:45 pm
Still interested! Would I need a PayPall account of my own? I've never done something like this :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 13, 2013, 12:13:30 pm
I... think so? A means to transfer something to a paypal account, anyway. Which I'm fairly sure entails one, heh. Check the site for more info, heh. (https://www.paypal.com/webapps/mpp/send-money-online)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 13, 2013, 12:18:13 pm
Hmm. Alrighty then, let me take a look around the website. Looks like there'll be some fees involved if anyone is outside of the US :/
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 13, 2013, 12:24:00 pm
Ah. Yeah, small one, looks like. ~40 cent on the upper end, from what I'm calculatin'. If it's a big thing, I'd probably be willin' to cover the difference 'tween th'11.25 and the fee. Just find out how much it is and send 10-whatever.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 13, 2013, 12:33:34 pm
Question! How much personal information is revealed when a PayPal transfer is done? Email address, probably. What about names and stuff?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 13, 2013, 12:36:27 pm
It does look like the name was going through, though as far as I'm aware nothing else. Goes both ways, I believe. I've got no idea how or if that can be squelched. For what it's worth, I can delete any information in regards to that I end up with.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on April 13, 2013, 01:15:20 pm
If anyone's still got space for me in a 4-pack, I'm interested.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on April 13, 2013, 01:31:29 pm
I caved in and bought it. Especially the tought that I'll be able to play a beta soon-ish makes me happy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 13, 2013, 01:37:37 pm
I sent the money to Frump for the 4-pack. Hopefully as soon as it goes through we can all get our codes :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on April 13, 2013, 02:01:24 pm
I'll likely only get it once it hits Steam. Even not taking the fact that I'll likely pay less that way into account, Steam is the only thing I can actually buy things through at the moment.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 13, 2013, 02:06:21 pm
I'll likely only get it once it hits Steam. Even not taking the fact that I'll likely pay less that way into account, Steam is the only thing I can actually buy things through at the moment.

How would you pay less that way? $11.25 if you split up a 4 pack, and Tiy said it would be more once it was released.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 13, 2013, 02:08:01 pm
I'll likely only get it once it hits Steam. Even not taking the fact that I'll likely pay less that way into account, Steam is the only thing I can actually buy things through at the moment.

How would you pay less that way? $11.25 if you split up a 4 pack, and Tiy said it would be more once it was released.
Probably waiting for a sale. After a year or two it will probably drop to $10 or so.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on April 13, 2013, 02:12:35 pm
Russian. Some things are just plain cheatingly cheaper in Rubles on Steam. For example, Far Cry 3 is $50. If I were to buy it directly for USD, it'd translate to... well, about 1550 RUR. On Steam, I can buy it for 799 RUR. It's not the same for all things, some retain their prices, but it works for quite a lot of titles. KSP for $23, or 715 RUR? Listed for 450. Just recently bought Stardrive for 430.

So, I think it can still work out in the end. Not to mention all the conversion fees I'll save on. ^_^
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on April 13, 2013, 06:11:55 pm
I actually think this game will be fairly quick to discount. With all of the hype and media(a huge blitz is planned for the 4 weeks preceding launch) I believe they will reach 70% audience saturation within 60 days. That remaining 20%+/- will need to be lured in with sales. 3-10% are likely to not buy and/or pirate. These ratios are currently floating around the industry and I applied them to this situation but obviously the industry is volatile and I can't make certain predictions.

I would speculate you will see a $9.99usd sale by Christmas if release is Sept-Oct. But who really knows? I love the Chucklefish crew but business development is clearly not their strong point.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on April 13, 2013, 08:05:07 pm
Does this game have any  game footage that isn't test demoey so I can get a taste of the gameplay?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on April 13, 2013, 08:13:03 pm
Does this game have any  game footage that isn't test demoey so I can get a taste of the gameplay?
No because there is a chance you might not like it, tell others, and thus they might not buy it.
They could give you a demo now, but what point would it serve?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on April 13, 2013, 08:16:37 pm
Does this game have any  game footage that isn't test demoey so I can get a taste of the gameplay?
No because there is a chance you might not like it, tell others, and thus they might not buy it.
They could give you a demo now, but what point would it serve?

That is... much more pessimistic then an interpretation I would give.

Though that is why I am not buying it until I see gameplay. The biggest issue with Terraria, the only one, was just how the character moved.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 13, 2013, 08:48:03 pm
Listening to the soundtrack you get for pre-ordering.

First impressions:
I'd pay money for the soundtrack alone. It's pretty damn amazing, makes perfect background noise, and many of the songs are well over 7 minutes. Hell, the first track is 20 minutes long. 529 MB of music is a lot.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on April 13, 2013, 08:50:37 pm
Does this game have any  game footage that isn't test demoey so I can get a taste of the gameplay?
No because there is a chance you might not like it, tell others, and thus they might not buy it.
They could give you a demo now, but what point would it serve?

That is... much more pessimistic then an interpretation I would give.

Though that is why I am not buying it until I see gameplay. The biggest issue with Terraria, the only one, was just how the character moved.

What, the jumping up one tile slopes? I remember seeing that fixed.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on April 13, 2013, 08:52:08 pm
No just moving in general in Terraria.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on April 13, 2013, 11:23:13 pm
Agreed, the animation looked weird and off. But I don't think the art dev of Terraria is on this... I think. Can't say definitely.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ShoesandHats on April 13, 2013, 11:37:44 pm
Russian. Some things are just plain cheatingly cheaper in Rubles on Steam. For example, Far Cry 3 is $50. If I were to buy it directly for USD, it'd translate to... well, about 1550 RUR. On Steam, I can buy it for 799 RUR. It's not the same for all things, some retain their prices, but it works for quite a lot of titles. KSP for $23, or 715 RUR? Listed for 450. Just recently bought Stardrive for 430.

So, I think it can still work out in the end. Not to mention all the conversion fees I'll save on. ^_^

Oh, you lucky bastard. I think I might just have to move to the Motherland now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 13, 2013, 11:45:02 pm
Agreed, the animation looked weird and off. But I don't think the art dev of Terraria is on this... I think. Can't say definitely.

Redigit was the art dev for terraria, IIRC. He's leading the project. However, you need only watch the recorded streams to see how much better it looks than Terraria.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on April 13, 2013, 11:54:22 pm
Agreed, the animation looked weird and off. But I don't think the art dev of Terraria is on this... I think. Can't say definitely.

Redigit was the art dev for terraria, IIRC. He's leading the project. However, you need only watch the recorded streams to see how much better it looks than Terraria.

I don't mean the animation either. Jumping, running, and walking was wonky in Terraria which is why most of the enemies are the "walk into you slowly" kind.

I just want to know if the controls are solid enough that the game actually starts requiring skill.
Title: Re: Starbound - A flat yet infinite universe.
Post by: burningpet on April 13, 2013, 11:58:26 pm
Agreed, the animation looked weird and off. But I don't think the art dev of Terraria is on this... I think. Can't say definitely.

On the contrary, Tiy, the art dev of Terraria is the Lead in Starbound. although, i am not sure you can "blame" (i really don't think there's nothing to blame to in terraria in terms of art) him for terraria visuals since he was brought in after the engine was 90%++ done to replace the placeholder art which was really "borrowed" from another game, which means he never had the chance to conceive a graphical vision that is supported by the engine from the get go. take Bastion for example, a game which has his two main selling points (Visuals and Audio - lets be honest, it doesn't have much more than that) closely knitted to the engine; had the artist just came in the last second, i am not sure you would have seen so many different blocks or other graphical goodness. and i am not talking about having all the art done at the start of the development, i am talking about the general art style and vision for the game which i am willing to bet was more or less there as some sort of animated mock up even before the engine could support it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on April 13, 2013, 11:59:02 pm
Redigit was the art dev for terraria, IIRC. He's leading the project. However, you need only watch the recorded streams to see how much better it looks than Terraria.
I'm under the impression that the graphics were done by some guy calling himself Red Yoshi or something like that. Basically who ever did the graphics for Super Mario Bros X (Another of Redigits works), so you know he is more well suited to recoloring, rather than doing his own sprites.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 14, 2013, 12:11:39 am
Wait I meant to say Tiy, not Redigit. Shit. Whatever. I never could keep up with terraria's development or team, it always seemed to change so much.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on April 14, 2013, 12:19:46 am
Wait I meant to say Tiy, not Redigit. Shit. Whatever. I never could keep up with terraria's development or team, it always seemed to change so much.
Well as far i remember it was Red, Blue and tyi, the only one not color thats how i remembered it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on April 14, 2013, 07:13:41 am
I am hovering on the edge of preordering this... for those that did... what in particular about this game makes it a must-have for you?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Jopax on April 14, 2013, 07:16:47 am
Terraria.

In space.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 14, 2013, 07:21:13 am
I am hovering on the edge of preordering this... for those that did... what in particular about this game makes it a must-have for you?

(http://i.imgur.com/BaAh6.png)

hoverslug convinced me
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on April 14, 2013, 07:31:17 am
I am hovering on the edge of preordering this... for those that did... what in particular about this game makes it a must-have for you?

(http://i.imgur.com/BaAh6.png)

hoverslug convinced me
That looks like something they adapted from Ratchet & Clank.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on April 14, 2013, 07:39:35 am
Terraria.

In space.
It's not really Terraria in Space.
It is so much more.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on April 14, 2013, 07:44:09 am
Terraria.

In space.
It's not really Terraria in Space.
It is so much more.

Could you briefly elaborate for the uninformed (i.e. me)?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on April 14, 2013, 07:50:38 am
Terraria.

In space.
It's not really Terraria in Space.
It is so much more.

Could you briefly elaborate for the uninformed (i.e. me)?

Well.. I am not very good at explaining stuff.
But I have a question first, have you been to their website, seen the dev vids on youtube?
If you have and is still not convinced, I am not sure I can convince you either.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on April 14, 2013, 07:56:30 am
here is a link to the confirmed features. You will see various buttons covering subsections of features, click one to see the list for related features. http://community.playstarbound.com/index.php?threads/list-of-announced-game-information-updated-april-3.450/
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on April 14, 2013, 10:50:00 am
Terraria.

In space.
It's not really Terraria in Space.
It is so much more.

Could you briefly elaborate for the uninformed (i.e. me)?

There are plenty of videos and of course the roadmap.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 14, 2013, 11:07:17 am
Terraria.

In space.
It's not really Terraria in Space.
It is so much more.

Could you briefly elaborate for the uninformed (i.e. me)?

There are plenty of videos and of course the roadmap.
I don't think that anyone could deny that it has similarities to Terraria though. At the very core, it's a 2D block-based platformer with construction features and randomly generated worlds.

Of course, there are several big differences, like the combat system and the sheer scale. But if you didn't like Terraria's core concept, you might not like this :/
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on April 14, 2013, 01:34:15 pm
I agree it's based on some of the same core mechanics of Terraria but it's exponentially larger in scope as well as gameplay.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on April 14, 2013, 02:12:26 pm
I liked Terraria, but it got boring quick. Hopefully this game has more content.

(Also hopefully it makes building fun. In Terriria you just made an apartment complex...)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on April 14, 2013, 02:32:37 pm
(Also hopefully it makes building fun. In Terriria you just made an apartment complex...)

No, YOU built an apartment complex.
I buildt an actual town with a fully furnished huse for each NPC.
And then I went ahead and built a fully furnished mansion for myself. :p
And then I attempted to kill some bosses.. which was quite a success untill I came upon.. The Twins. :S
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on April 14, 2013, 03:19:46 pm
MOST people. Building was just not as a big of a focus/not as fun as in other games.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on April 14, 2013, 03:25:06 pm
That's sort of the point, though, and a big part of why I've been excited to see Starbound: I enjoy building, but don't really get into solid 24/7 construction. Rather, I enjoy alternating it with dungeoncrawling, exploring, etc. Terraria was good (and now I'm all nostalgia'd about that server most of us hung around in), but they pretty much drew themselves into a corner, even if development wasn't put into hibernation. There's much more potential inherent in Starbound.
Title: Re: Starbound - A flat yet infinite universe.
Post by: SalmonGod on April 14, 2013, 03:25:59 pm
I hope it actually provides some motivation to build.  I don't enjoy building for its own sake.  I enjoy it as a means of overcoming challenges.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on April 14, 2013, 03:30:32 pm
I hope it actually provides some motivation to build.  I don't enjoy building for its own sake.  I enjoy it as a means of overcoming challenges.
This.
That's why the only structures me and my friends ever built were wooden houses.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on April 14, 2013, 03:34:42 pm
I'm of that mindset as well. Why do fancy stuff when you just need something done? I'll build a castle if they bring catapults. I'll build a moat if they drown in water. If they are stopped by a wooden wall, I'll just make a shack and be done with it.

I did hear about the whole ripped graphics thing from Terraria. I guess that's why the animation did look kind of off for the game. I believe it was final fantasy battle sprites, so obviously that's not really going to fit for a 2D sidescroller as they are two different genres.
Title: Re: Starbound - A flat yet infinite universe.
Post by: USEC_OFFICER on April 14, 2013, 03:35:02 pm
I hope it actually provides some motivation to build.  I don't enjoy building for its own sake.  I enjoy it as a means of overcoming challenges.
This.
That's why the only structures me and my friends ever built were wooden houses.
I'm thirding this. Building the arena to take on the first boss in Terraria was relatively exciting, or at least interesting enough for me to keep at it. The plans to turn it in a chapel/church celebrating my victory over sid boss quickly fell through.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on April 14, 2013, 03:37:24 pm
I think the closest thing to a megaproject I've done in any game was when I made a house on a really thin cliff, mainly because it would be a really good way to fend off against mobs cos there is only a few ways up and I could knock them off with a sword and toss them to the ground. On topic, I would like having scenarios where I have to build a megaproject like a castle or something cos that would be a challenge.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on April 14, 2013, 06:30:35 pm
Well I'm pumped. Now I'm seeing if my friends would be interested in splitting a 4-pack.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on April 14, 2013, 08:00:39 pm
I built a device accross the sky that would rain lava pumped from hell on a server with some friends...

And people need the game to give them challenges, pffft. Boring people :P. At the very least I created a construction challenge for everyone else...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on April 14, 2013, 08:01:39 pm
No, YOU built an apartment complex.
I buildt an actual town with a fully furnished huse for each NPC.

Yeah the problem is that you couldn't get to house 5 without walking thru the living rooms of house 1, 2, 3 and 4 first.

Myself, I tried to recreate the village from Dawn of Sorrow.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 14, 2013, 08:05:47 pm
No, YOU built an apartment complex.
I buildt an actual town with a fully furnished huse for each NPC.

Yeah the problem is that you couldn't get to house 5 without walking thru the living rooms of house 1, 2, 3 and 4 first.
Maybe if you were boring or didn't use platforms :P

Seriously, I hollowed out an entire mountain and build a freaking castle out of it while still retaining it's original shape. None of the NPC homes had to go through others and each had their own decor and building materials. I'm already drawing up plans for my Starbound home base, and I'm sure it will see modifications once the game is released.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on April 14, 2013, 08:33:26 pm
No, YOU built an apartment complex.
I buildt an actual town with a fully furnished huse for each NPC.

Yeah the problem is that you couldn't get to house 5 without walking thru the living rooms of house 1, 2, 3 and 4 first.
Maybe if you were boring or didn't use platforms :P

Seriously, I hollowed out an entire mountain and build a freaking castle out of it while still retaining it's original shape. None of the NPC homes had to go through others and each had their own decor and building materials. I'm already drawing up plans for my Starbound home base, and I'm sure it will see modifications once the game is released.

So I'm boring because Ultimuh decided to make an actual town with fully furnished houses instead of cavepartments? I don't follow your logic.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on April 14, 2013, 08:38:13 pm
No, YOU built an apartment complex.
I buildt an actual town with a fully furnished huse for each NPC.

Yeah the problem is that you couldn't get to house 5 without walking thru the living rooms of house 1, 2, 3 and 4 first.
Maybe if you were boring or didn't use platforms :P

Seriously, I hollowed out an entire mountain and build a freaking castle out of it while still retaining it's original shape. None of the NPC homes had to go through others and each had their own decor and building materials. I'm already drawing up plans for my Starbound home base, and I'm sure it will see modifications once the game is released.

So I'm boring because Ultimuh decided to make an actual town with fully furnished houses instead of cavepartments? I don't follow your logic.

Well I dont think you are.
Any way, we all play differently.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 14, 2013, 08:41:41 pm
What I mean is if you simply built some 9x6 rectangles made of the same material all in a row with no way to visit one NPC without running through another's house, that's boring in my mind. My cavepartments were all on different levels and none of them were connected to each other, except two who were shacking up.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on April 14, 2013, 08:43:13 pm
What I mean is if you simply built some 9x6 rectangles made of the same material all in a row with no way to visit one NPC without running through another's house, that's boring in my mind. My cavepartments were all on different levels and none of them were connected to each other, except two who were shacking up.

Wait, so if someone wants to make something that looks like a town, with actual houses on a flat surface, roofs, gardens and everything, and doors in an actual ground floor, instead of some mess of catwalks, he's not trying to make a good rendition of a nice cozy village, but is being boring instead? Okay dude.


Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 14, 2013, 08:49:24 pm
What I mean is if you simply built some 9x6 rectangles made of the same material all in a row with no way to visit one NPC without running through another's house, that's boring in my mind. My cavepartments were all on different levels and none of them were connected to each other, except two who were shacking up.

Wait, so if someone wants to make something that looks like a town, with actual houses on a flat surface, roofs, gardens and everything, and doors in an actual ground floor, instead of some mess of catwalks, he's not trying to make a good rendition of a nice cozy village, but is being boring instead? Okay dude.


Spoiler (click to show/hide)
So, when you want to run to the local grocery store you have to go through all of your neighbor's houses?
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on April 14, 2013, 08:49:58 pm
And i pee further than all of you. Now on a more serious note, could we get back on the subject please? if you want to argue about terraria design please do so in the right topic. Thank you.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on April 14, 2013, 08:51:38 pm
And i pee further than all of you.

Thanks for the information.

So, when you want to run to the local grocery store you have to go through all of your neighbor's houses?

So, you mean that the problem I highlighted, is a problem?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 14, 2013, 08:52:49 pm
Now on a more serious note, could we get back on the subject please? if you want to argue about terraria design please do so in the right topic. Thank you.
Yeah, alright.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on April 15, 2013, 01:17:10 am
I really hope they eventually add customizable spaceships instead of their current "semi-customizable".
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on April 15, 2013, 02:34:20 am
Well I think that's at least an improvement to suare-ish constructions of a single material.
No way is it boring, and it clearly shows creativity.

edit:
Any way, I am kinda hyped for Starbound at the moment, tough I probably must tone it down a little so that the game meets expectations. :p
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on April 15, 2013, 02:57:40 am
The thing in Starbound is, everything is customizable. Construction-wise anyway. Or to be more specific, you can definitely paint it whatever colour you want.

So, the question is, can you paint further than me?

If we get a couple of planets going for B12, some hardcore, some easy, some to just breed cats on for the inevitable catsplosions and/or orbital bombardment defense (and practice there-of), can we make a rule to not grief each other out with the painting tool? Unless it's really, really funny?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on April 15, 2013, 02:59:51 am
If we get a couple of planets going for B12, some hardcore, some easy, some to just breed cats on for the inevitable catsplosions and/or orbital bombardment defense (and practice there-of), can we make a rule to not grief each other out with the painting tool? Unless it's really, really funny?

Well I usually try the singleplayer aspect of a new game before I try my hand at multiplayer.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on April 15, 2013, 03:02:06 am
Quote
The thing in Starbound is, everything is customizable. Construction-wise anyway.

Which is kinda like saying that your room is customizable in that you can paint the walls but not move the furniture, adjust the ceiling, or alter the walls.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ragnar119 on April 15, 2013, 05:12:07 am
If they make ship to ship fighting/boarding, this game will be epic
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on April 15, 2013, 07:05:37 am
If they make ship to ship fighting/boarding, this game will be epic
A bit like FTL just side-scolling instead of top-down?
Try suggesting that on their forums.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on April 15, 2013, 07:15:29 am
We should dedicate an entire planet to the construction of cats. You know like in Warhammer 40k, where the Imperium have entire planets just for industry and building weapons?

"In the grim darkness of the 41st millennium, there is only cats."
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on April 15, 2013, 07:45:30 am
In the dark, war torn sector of Segmentum Obscurus, a large hive world orbits a dieing red star.
Thousands of hundreds of millions of billions of quintillions of pounds of food and water go in, and the only levy the Imperium asks of the planet...

Is it's cats.

(http://4.bp.blogspot.com/-lgOpITNH1X4/TYpe0V3qtJI/AAAAAAAACQU/Xyf6Ro8oQNk/s1600/emperor-of-catkind-serious-cat.jpeg)
Title: Re: Starbound - A flat yet infinite universe.
Post by: choppy on April 15, 2013, 08:45:49 am
In the dark, war torn sector of Segmentum Obscurus, a large hive world orbits a dieing red star.
Thousands of hundreds of millions of billions of quintillions of pounds of food and water go in, and the only levy the Imperium asks of the planet...

Is it's cats.

(http://4.bp.blogspot.com/-lgOpITNH1X4/TYpe0V3qtJI/AAAAAAAACQU/Xyf6Ro8oQNk/s1600/emperor-of-catkind-serious-cat.jpeg)
now all you need is a dog orc pic
Title: Re: Starbound - A flat yet infinite universe.
Post by: TempAcc on April 15, 2013, 10:08:49 am
I hope it actually provides some motivation to build.  I don't enjoy building for its own sake.  I enjoy it as a means of overcoming challenges.
This.
That's why the only structures me and my friends ever built were wooden houses.
I'm thirding this. Building the arena to take on the first boss in Terraria was relatively exciting, or at least interesting enough for me to keep at it. The plans to turn it in a chapel/church celebrating my victory over sid boss quickly fell through.

This, when I build huge absurd things, I like to make them at least a bit functional, even in dwarf fortress. My huge statue megaprojects things always have applications other then looking pretty, such as dropping lava in certain spots of being used as a cistern for a water cannon, etc. Allowing people to build things is great, but its much better when players can build more then static structures.
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on April 15, 2013, 10:36:15 am
I too, also build functional things over decorative.

However, my functional things scale to the probability of being observed by a third party. For example, as the probability of third party observation increases, the scale and ludicrousness of the project increases substantially.

Using Dwarf Fortress for an example, the grandiose-ness of my constructions go up in scale along these lines:

1. Storehouse to mass produce adventurer weapons for adventurer mode: Extremely basic. 1-storey structure with everything efficiently laid out and within reaching distance.

2. Regular single player fortress. Expecting to print screenshots at some point or might have to submit as bug report: Relatively fancy. Inefficient but pretty rooms. Fancy waterworks and lava projects.

3. Community fortress: The goddamn best and most amazing thing man has ever seen bar none. Fifty storey full scale excavations for throne rooms. Massive 1000 bedroom towers. Waterworks project with hundreds of waterfalls that will reduce FPS to 2.

----------

In Terraria terms:

Singeplayer: http://steamcommunity.com/sharedfiles/filedetails/?id=22281176

Multiplayer: http://steamcommunity.com/sharedfiles/filedetails/?id=22281179
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 15, 2013, 09:03:10 pm
Okay. This... Curtis guy. Their main musician. Apparently frakking loves the desert. Holy shit. The desert tracks. Sweet madre de dios. I have found love, yet again. Just... just throwing that out there.

Bay 12, I'm saying this now. When we get our B12 server going or... whatever. We're settling on a desert planet. Voting over! If real life deserts somehow had this soundtrack, I'd be moving.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moogie on April 15, 2013, 10:11:32 pm
If anyone else is doing the 4-pack thing, I just got my paycheck today. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: choppy on April 15, 2013, 10:16:32 pm
well i wish you guys luck.
Title: Re: Starbound - A flat yet infinite universe.
Post by: CJ1145 on April 15, 2013, 10:33:44 pm
Pre-ordered it and got to name an NPC. Can you feel the storm? It's coming!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on April 15, 2013, 10:37:01 pm
Pre-ordered it and got to name an NPC. Can you feel the storm? It's coming!
Are you... Are you seriously going to name the npc Zubaz?
that would be so cool
Title: Re: Starbound - A flat yet infinite universe.
Post by: miljan on April 16, 2013, 06:10:09 am
"    Will there be space combat? Like boarding and starfighters maybe?

Tiy Reply: We'd like to do a kind of multiplayer FTL style combat system post release. With each player manning different systems on the ship, putting out fires, fighting boarding invaders, etc. I've got it all mapped out in my head. We just need to finish the game first "


FUUUUUUCK YEAAAA
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on April 16, 2013, 07:38:30 am
Ohhhh shit.... really?! that gonne be awesome :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moogie on April 16, 2013, 09:50:27 am
Is the 4-pack deal even still going on? I don't see anything about it on the preorder page. (Nevermind, I'm blind. It's right there.)

My friend is also interested, so I'm ready to pitch in 2x with two other Bayers if anyone's up for that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on April 16, 2013, 09:54:25 am
If you look at the pre-order page, the 4-pack option is on the bottom right of each level. It is a button that says "Buy 4-pack."
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moogie on April 16, 2013, 09:58:04 am
Yeah, I don't know why I couldn't see it. Nor yesterday, either. I think I've been playing so many ASCII games lately that my retinas have filtered out pixel letters into mere symbolic representations of animals.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Culise on April 16, 2013, 10:54:06 am
If you look at the pre-order page, the 4-pack option is on the bottom right of each level. It is a button that says "Buy 4-pack."
It is?  I only see it at the bottom of the first two levels (Pixel and Silver).  All I see for Gold on up is the "Buy Now" button.  Ah, well.  I already bought my preorder, in any case, though I probably should have waited given my ambivalence on it.  Well, it's not a bad thing to support people chasing their dreams, I think. 
Title: Re: Starbound - A flat yet infinite universe.
Post by: The Darkling Wolf on April 16, 2013, 11:07:22 am
Is the 4-pack deal even still going on? I don't see anything about it on the preorder page. (Nevermind, I'm blind. It's right there.)

My friend is also interested, so I'm ready to pitch in 2x with two other Bayers if anyone's up for that.
What tier? I'm interested, and a friend of mine might be too.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moogie on April 16, 2013, 11:26:04 am
Pixel tier. And I don't mind who handles the purchase, I'm happy to send the funds to you (I'd actually kinda prefer it, I know I can trust you).
Title: Re: Starbound - A flat yet infinite universe.
Post by: The Darkling Wolf on April 16, 2013, 11:42:13 am
Whatever works best, I'm up for it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on April 16, 2013, 09:39:13 pm
Took the plunge. Looking forward to it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Kaitol on April 17, 2013, 01:20:00 am
Wait. 1608 people bought the add a name to NPC name generation list tier? Aww man I hope I don't get a NPC named XxXDarkRoseSePhIrOtHXxX or something stupid like that. That would make me briefly consider kicking a puppy. Or murdering the NPC.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ShoesandHats on April 17, 2013, 01:26:35 am
Wait. 1608 people bought the add a name to NPC name generation list tier? Aww man I hope I don't get a NPC named XxXDarkRoseSePhIrOtHXxX or something stupid like that. That would make me briefly consider kicking a puppy. Or murdering the NPC.

You can bet your sweet toenails that if I bought that, I'd submit the name Baron Von Cantaloupe. Or Johnny McGooGoo. Or Stooble Habblemeister. Or...you get the point. I like silly names.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on April 17, 2013, 02:02:36 am
I'm pretty sure that's obvious, Mr.ShoesandHats.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on April 17, 2013, 03:56:05 am
Wait. 1608 people bought the add a name to NPC name generation list tier? Aww man I hope I don't get a NPC named XxXDarkRoseSePhIrOtHXxX or something stupid like that. That would make me briefly consider kicking a puppy. Or murdering the NPC.

Sadly you will have to potentially endure one named Hemmingjay.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on April 17, 2013, 04:28:26 am
It was tempting, but no Sambojin for now. Not yet anyway. Maybe when we play with lua on a B12 server.
Title: Re: Starbound - A flat yet infinite universe.
Post by: scriver on April 17, 2013, 06:50:09 am
So about this procedural generation and "no two planets should be the same". What has been revealed abut what that will actually mean in practice and how unique flora and fauna and such will actually be?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on April 17, 2013, 07:22:37 am
So about this procedural generation and "no two planets should be the same". What has been revealed abut what that will actually mean in practice and how unique flora and fauna and such will actually be?

I imagine visually there will be a lot of variation, but functionally probably a lot less so.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on April 17, 2013, 08:13:09 am
Yeah, there's only so much distinct functional variation you can have in a game like this, but I imagine the content diversity will be making up for it. I.e. there's going to be lots of fluff and flavor, along with minor functional differences. Though I think that it's best to go into this game with as low expectations as possible. Don't set yourself on expecting a giant living universe existing for you to explore, and you'll probably be pleasantly surprised by what the game actually has to offer - or at least won't be nearly as severely disappointed.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on April 17, 2013, 11:17:33 am
If anyone has any ideas for functional differences, post it on their forums or something. It would have some chance of being added. The devs seem to want to make planets as unique as possible. Even if it's not in the first official release, new things can still end up in post-release updates.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moogie on April 17, 2013, 02:09:53 pm
Weee, we got our keys. Grabbing the OST now. :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: bluejello on April 17, 2013, 02:19:03 pm
The quality and quantity of the music is probably worth 15$ on its own.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on April 17, 2013, 03:10:37 pm
Dunno, I wasn't that impressed by the OST.  Some of the experimental stuff was okay.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 17, 2013, 03:21:15 pm
Mm... yeah, a few of the experimental ones were definitely more to my taste, so to speak. Lot of the other stuff is good, just kinda' mellow and... background-y. Especially most of the non-experimental stuff. Something that's just there instead of actively highlighting the situation or whathaveyou. Technically leaning fairly well toward excellent, but not engaging.

Some of the experimental stuff though, I like. I like quite a bit. Desert battle 2 and desert exploration... two? I think? (The lighting demo one. People can riff on copland for me all day every day.) Were probably my favorite. I think a couple of the lava ones and one of the tentacle ones were alright, too.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moogie on April 17, 2013, 04:00:51 pm
So far they sound like a great gameplay accompanyment... which is their purpose. :) It is a little difficult to feel an emotional connection with the tracks, seperated as they are from the worlds or environments we should be experiencing along with them. But I'm enjoying it regardless. I've been using is as a Cataclysm background ambience, hehe.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on April 25, 2013, 10:39:54 am
So... Any ETA on the Beta yet?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shades on April 25, 2013, 10:46:16 am
So... Any ETA on the Beta yet?

Soon*
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on April 25, 2013, 11:12:01 am
All conjecture at this point. I'm hoping mid-late summer, but I have no basis for that hope. Just a feeling.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on April 25, 2013, 11:18:26 am
So... Any ETA on the Beta yet?

Soon*

Valve-time, I assume.

And weren't they planning to have the release this year too? Would be a pretty short beta if it only starts this summer.
Title: Re: Starbound - A flat yet infinite universe.
Post by: The Darkling Wolf on April 25, 2013, 11:25:19 am
They plan to have a beta out thsi year, they haven't mentioned a full release.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on April 25, 2013, 01:13:17 pm
Well they can take their time... i supported starcommand for idevice/droid/pc thingy on kickstarter and the relesae date was back in 2011? or 2010? cant remember and yet the game JUST came out like a few week ago.... worst planning ever ( either planning or quite simply cant estimate the lenght of a project at all ). Better they dont say than do their mistake.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ScriptWolf on April 28, 2013, 10:18:37 am
When beta comes out ( if its shipped with multiplayer ) I shall rent a server for Bay12how many slots should I be looking at buying ?
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on April 28, 2013, 10:21:39 am
Hell when it comes out im setting up a few server on my personal PC, i have the power and UPTIME for it, so ill just hand you an IP/port combo and set you admin.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ScriptWolf on April 28, 2013, 10:28:08 am
Hell when it comes out im setting up a few server on my personal PC, i have the power and UPTIME for it, so ill just hand you an IP/port combo and set you admin.

Hmm are you sure ? I was thinking a dedicated 24 7 server would be a bit better cause then we are not dependent one someone, also would save your electricity haha
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on April 28, 2013, 11:25:20 am
My pc is running 24/7 my current uptime is about 99% Im running ona  SSD so if i ever go down for a reboot it takes about 30 sec to come back online server running. So they will be *dedicated*. Ill set them up as service if they support it, if not ill figure something out.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ScriptWolf on April 28, 2013, 11:33:15 am
My pc is running 24/7 my current uptime is about 99% Im running ona  SSD so if i ever go down for a reboot it takes about 30 sec to come back online server running. So they will be *dedicated*. Ill set them up as service if they support it, if not ill figure something out.

What sort of spec is it ? Also you would need to account for your Internet and what your upload is.

Also think you could handle 30 players at once ?
Title: Re: Starbound - A flat yet infinite universe.
Post by: ScriptWolf on April 28, 2013, 11:52:57 am
Yeah I think I will buy a central server for all of us :) I will also delegate admin out to a few other guys as well so we always have the server running fine.

GO do you think 30 slots would be enough ?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 28, 2013, 11:55:46 am
Considering the time differences, I'm sure 30 will be plenty. Bay 12 is a good-sized community, but it's spread all over the world and not everyone has the time or interest to play this game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on April 28, 2013, 11:59:19 am
http://speedtest.net/result/2672736290.png

Thats my speed test and i have unlimited download/upload all that for 80$ a month :D.

Comp specs is I3 3.11, 8 gig ram, my OS runs on SSD, main program runs from SSD too, i also have a 1TB backup drive wich hold my files that doesnt require speedy-access ( music, save backup etc etc ). My vid card is a GTX550 ti. Sure i dont have a mega beast but i dont think the server will require much power since 90% of calculation are done client wise, server are there mostly for coordinating and relaying client information so not much power is required, bandwith would be my bottleneck i believe but we will see once its out.

Edit: Funny thing is i NEVER EVER saw a SINGLE server would could send me files as fast i can receive it, well unless i was doing speedtest that is.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on April 28, 2013, 11:59:40 am
There will be an influx for a couple weeks after release and then it'll taper off to probably 10 at any given time for a further month or two. After that you'll be lucky to get 5 at once.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 28, 2013, 12:01:46 pm
There will be an influx for a couple weeks after release and then it'll taper off to probably 10 at any given time for a further month or two. After that you'll be lucky to get 5 at once.

That's fairly consistent with this community, yeah.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ScriptWolf on April 28, 2013, 12:06:48 pm
Hmm ok then I will lower it to about 20 and see how many people continue to use it afterwards :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on April 28, 2013, 12:11:10 pm
Jocan: What magic do you use to get internet like that in Canada?
Title: Re: Starbound - A flat yet infinite universe.
Post by: ScriptWolf on April 28, 2013, 12:17:08 pm
Wow dat speed.... Ok I vote jocan as our main server with his network wizardry haha
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on April 28, 2013, 12:29:46 pm
http://www.speedtest.net/result/2675232724.png

It's literally 20x my download speed and 50x my upload speed.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on April 28, 2013, 12:41:40 pm
Well im on optic fiber and i hold bell nuts in my hands so to speak, i had enough trouble with them in the past i built a case against them, it wasi either pleasing me enough so i shut up or risk a heavy suit or even turn it into a class action suit and i had enough evidence for both case to do enough damage. Some says blackmailing? i say off-court settlement.

So yeah my internet speed is awesome, i could offer internet to my whole block and still laugh my A off... now the only problem i have is getting computer to use that connection haha. Been a while im looking for a few box to setup some personal server i could use for my friends/community but i lack the money to invest in those. I have the infrastucture for just not enough money. So if some wants to chip in? Nah joking but ill be glad to host the server on my personal computer for the time being. One day ill get some boxes to run dedicated server and we will see.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on April 28, 2013, 12:48:52 pm
Whitemailing?
Title: Re: Starbound - A flat yet infinite universe.
Post by: ScriptWolf on April 28, 2013, 01:09:03 pm
Whitemailing?
That's different.

http://en.wikipedia.org/wiki/Whitemail#Fiction

I think I prefer the disc worlds version more :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on April 28, 2013, 01:13:32 pm
I had planned to set up a server myself since I have dedicated hardware but I'd be happy to play on someone else's instead.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on April 28, 2013, 01:28:56 pm
Whitemailing?
That's different.

http://en.wikipedia.org/wiki/Whitemail#Fiction

Well, it's a fictional concept, so it can be different in different fictions.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on April 28, 2013, 02:01:47 pm
There will be an influx for a couple weeks after release and then it'll taper off to probably 10 at any given time for a further month or two. After that you'll be lucky to get 5 at once.

That's fairly consistent with this community, yeah.

It's consistent with gamers in general.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 28, 2013, 02:03:09 pm
There will be an influx for a couple weeks after release and then it'll taper off to probably 10 at any given time for a further month or two. After that you'll be lucky to get 5 at once.

That's fairly consistent with this community, yeah.

It's consistent with gamers in general.
It's consistent with entertainment in general.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on April 28, 2013, 02:12:35 pm
There will be an influx for a couple weeks after release and then it'll taper off to probably 10 at any given time for a further month or two. After that you'll be lucky to get 5 at once.

That's fairly consistent with this community, yeah.

It's consistent with gamers in general.
It's consistent with humanity in general.

Largely the citizens of first world nations with free time. Everyone else spends a goodly portion of their waking moments following the same short list of activities for decades.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 28, 2013, 02:15:43 pm
Edited previous post...
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on April 28, 2013, 02:36:00 pm
Following this after winning the giveaway. Super excited!
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on April 28, 2013, 08:22:30 pm
So, there is apparently an Easter-egg in the development roadmap.

Try typing this into your browser bar:
javascript:drownMolly()

(If you use Chrome, you'll have to put it into a bookmark and load the bookmark on the page.)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 28, 2013, 08:30:19 pm
I'm not getting it to work. Are you talking about the address bar? How exactly would it look?
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on April 28, 2013, 10:33:32 pm
Here's a video of it: https://www.youtube.com/watch?v=pCmZkB1xfbo&feature=youtube_gdata_player
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 28, 2013, 10:43:06 pm
Here's a video of it: https://www.youtube.com/watch?v=pCmZkB1xfbo&feature=youtube_gdata_player
Presumably without the dubstep, right? :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on April 28, 2013, 11:07:29 pm
Here's a video of it: https://www.youtube.com/watch?v=pCmZkB1xfbo&feature=youtube_gdata_player
Presumably with out the dubstep, right? :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on April 28, 2013, 11:20:25 pm
Without xD
Title: Re: Starbound - A flat yet infinite universe.
Post by: ragnar119 on April 29, 2013, 05:37:10 am
http://www.twitch.tv/tiyuri/b/396827077
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 29, 2013, 06:55:49 am
Drown the unworthy in books. A worthy endeavor! Yet another goal, alongside "Paint everything purple."
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on April 29, 2013, 07:50:04 am
The more I watch these streams, the more I want to play it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on April 29, 2013, 12:58:56 pm
The more I watch these streams, the more I want to play it.
You tell me.... I WANNA PLUAYEAAA.... But ill wait :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on April 29, 2013, 06:57:35 pm
Drown the unworthy in books. A worthy endeavor! Yet another goal, alongside "Paint everything purple."
You mean paint everything pink.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on April 29, 2013, 07:06:52 pm
I have the uneasy feeling that the first thing I'll be doing will be replicating a certain giant golden monument of mine from a certain Terraria server. Possibly as a ship.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on April 29, 2013, 08:07:06 pm
Hey, even more new streams. Last ones just hours ago.

EDIT: It's just them playing Risk of Rain though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 29, 2013, 08:40:00 pm
I have the uneasy feeling that the first thing I'll be doing will be replicating a certain giant golden monument of mine from a certain Terraria server. Possibly as a ship.
A new game, a new opportunity! Do it in gold and stained glass instead of just gold. Intergalactic cathedral cockship. The envy of all species possessing phallic genitalia.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on April 29, 2013, 08:41:04 pm
I have the uneasy feeling that the first thing I'll be doing will be replicating a certain giant golden monument of mine from a certain Terraria server. Possibly as a ship.
Don't be a dickmaker, FD :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on April 29, 2013, 08:45:31 pm
I have the uneasy feeling that the first thing I'll be doing will be replicating a certain giant golden monument of mine from a certain Terraria server. Possibly as a ship.
A new game, a new opportunity! Do it in gold and stained glass instead of just gold. Intergalactic cathedral cockship. The envy of all species possessing phallic genitalia.
Fire the (white) photon beam!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on April 29, 2013, 09:59:40 pm
I have the uneasy feeling that the first thing I'll be doing will be replicating a certain giant golden monument of mine from a certain Terraria server. Possibly as a ship.
A new game, a new opportunity! Do it in gold and stained glass instead of just gold. Intergalactic cathedral cockship. The envy of all species possessing phallic genitalia.
A Slaaneshi Battle Barge sounds about right. Built specifically for ramming attacks.

How far is too far? ONLY THE GODS KNOW! FORWARD TO THE FINAL FRONTIER!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on April 30, 2013, 09:47:59 am
I have the uneasy feeling that the first thing I'll be doing will be replicating a certain giant golden monument of mine from a certain Terraria server. Possibly as a ship.
A new game, a new opportunity! Do it in gold and stained glass instead of just gold. Intergalactic cathedral cockship. The envy of all species possessing phallic genitalia.
A Slaaneshi Battle Barge sounds about right. Built specifically for ramming attacks.

How far is too far? ONLY THE GODS KNOW! FORWARD TO THE FINAL FRONTIER!

Fool! I'll destroy you with my Imperial Butt Ship, able to withstand thousands of attacks!
Title: Re: Starbound - A flat yet infinite universe.
Post by: FritzPL on April 30, 2013, 09:51:24 am
Is this worth preordering? Heard good things, but still not quite sure if I can invest an amount of money equal to the cost of a good, old strategic game in my country's currency.
aka 11 bucks
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on April 30, 2013, 09:58:24 am
Well if you like terraria you WILL like if not love this game, its everything terraria on steroids. Thats my take on the game so far.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on April 30, 2013, 09:59:52 am
I just hope it has intresting and reliable mechanics. That's what B12 seems to like a lot in games, mechanics and ways to exploit them.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ragnar119 on April 30, 2013, 10:00:04 am
Is this worth preordering? Heard good things, but still not quite sure if I can invest an amount of money equal to the cost of a good, old strategic game in my country's currency.
aka 11 bucks

How can anyone know when the game is not out. Maybe wait for the beta, and see what will people think about the game then
Title: Re: Starbound - A flat yet infinite universe.
Post by: nenjin on April 30, 2013, 10:27:36 am
Well according to Gamasutra, they've already broken $1 million in preorders. Looks like SB is going to kick the snot out of Terraria financially speaking.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on April 30, 2013, 10:29:16 am
S'only reasonable, considering that Starbound is fixing to be what Terraria should have been.
Title: Re: Starbound - A flat yet infinite universe.
Post by: SalmonGod on April 30, 2013, 10:35:53 am
Plus Terraria had to build hype and community from scratch.  Starbound gets to build on what Terraria already did there.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on April 30, 2013, 10:51:23 am
A friendly little birdie told me that the public may have it's first look at something playable around May21-28th if everything stays on track. That seems like good news!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on April 30, 2013, 10:53:37 am
A friendly little birdie told me that the public may have it's first look at something playable around May21-28th if everything stays on track. That seems like good news!

I hope that birdie is correct!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on April 30, 2013, 10:54:18 am
A friendly little birdie told me that the public may have it's first look at something playable around May21-28th if everything stays on track. That seems like good news!

I hope that birdie is correct!

Else we have have to cook that birdie.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on April 30, 2013, 10:54:36 am
Plus Terraria had to build hype and community from scratch.  Starbound gets to build on what Terraria already did there.

Terraria built off Minecraft hype.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on April 30, 2013, 10:58:21 am
Plus Terraria had to build hype and community from scratch.  Starbound gets to build on what Terraria already did there.

Terraria built off Minecraft hype.

Minecraft built off Infiniminer hype.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on April 30, 2013, 11:02:16 am
Plus Terraria had to build hype and community from scratch.  Starbound gets to build on what Terraria already did there.

Terraria built off Minecraft hype.

Minecraft built off Infiniminer hype.

Infiniminer is standing on some sort of Cosmic Turtle, I believe.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on April 30, 2013, 11:07:47 am
Plus Terraria had to build hype and community from scratch.  Starbound gets to build on what Terraria already did there.

Terraria built off Minecraft hype.

Minecraft built off Infiniminer hype.

Infiniminer is standing on some sort of Cosmic Turtle, I believe.

I'm off to make a game set on a Cosmic Turtle, then. I'll reference Starbound as one of my main sources of inspiration, then go back in time and release it before Infiniminer was made to make a loop.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shades on April 30, 2013, 11:08:54 am
Plus Terraria had to build hype and community from scratch.  Starbound gets to build on what Terraria already did there.

Terraria built off Minecraft hype.

Minecraft built off Infiniminer hype.

Infiniminer is standing on some sort of Cosmic Turtle, I believe.

I'm off to make a game set on a Cosmic Turtle, then. I'll reference Starbound as one of my main sources of inspiration, then go back in time and release it before Infiniminer was made to make a loop.

Don't be silly, once you hit turtle then it's turtles all the way down.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on April 30, 2013, 11:09:55 am
Plus Terraria had to build hype and community from scratch.  Starbound gets to build on what Terraria already did there.

Terraria built off Minecraft hype.

Minecraft built off Infiniminer hype.

Infiniminer is standing on some sort of Cosmic Turtle, I believe.

I'm off to make a game set on a Cosmic Turtle, then. I'll reference Starbound as one of my main sources of inspiration, then go back in time and release it before Infiniminer was made to make a loop.

Don't be silly, once you hit turtle then it's turtles all the way down.

What a primitive belief you have there.
Obviously the cosmic turtle rests on HAMSTONE (http://i.imgur.com/W1H2l.png).
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on April 30, 2013, 11:16:48 am
The cosmic turtle may rest on hamstone, true. But the hamstone rests on turtles. It really is turtles all the way down, but there are admittedly interstitial (in this case, ones empty of turtle if not necessarily other matter) layers before you hit maximal turtle dispersal.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on April 30, 2013, 11:22:34 am
I have a horrible feeling Starbound and Shadowrun are going to be competing for all my time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on April 30, 2013, 11:24:01 am
I have a horrible feeling Starbound and Shadowrun are going to be competing for all my time.

Here (http://www.youtube.com/watch?feature=player_embedded&v=8M1icsCkgB4), have another game to compete with those. :p
Title: Re: Starbound - A flat yet infinite universe.
Post by: Trapezohedron on April 30, 2013, 11:25:57 am
I swear when this gets a Steam Release, I'm gonna buy this. Damn credit cards being inaccessible. D:
Title: Re: Starbound - A flat yet infinite universe.
Post by: nenjin on April 30, 2013, 11:45:47 am
IIRC, hemmingjay has admitted to being involved in the industry in a PR capacity. So he knows people.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on April 30, 2013, 12:10:57 pm
IIRC, hemmingjay has admitted to being involved in the industry in a PR capacity. So he knows people.

I did PR -> Marketing -> Finance -> Business Development  and now I am out of the industry in any official capacity. I'd like to think the reason people keep me in the loop is because I was able to help them, but in truth it's probably just muscle memory and a little courtesy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 01, 2013, 06:23:55 pm
Blarg, I'm roughly $0.25 short of the electronic funds I need to preorder. I would offer to chip in for a 4pack, but apparently Paypal now requires a bunch of additional crap (proof of picture ID, SSN, etc.) that I don't want/CBA to give them. Bugger.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on May 01, 2013, 07:09:09 pm
I have a horrible feeling Starbound and Shadowrun are going to be competing for all my time.
Same here, SR5, SR:R, and SB are all coming out this summer apparently...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on May 01, 2013, 07:50:10 pm
I found this while browsing around today. (http://community.playstarbound.com/index.php?threads/meet-the-novakid.16712/)  Turns out the Novakids were actually a forum suggestion to begin with.  Might be able to glean a little extra lore/art from the post.  :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on May 01, 2013, 08:50:24 pm
Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on May 01, 2013, 09:09:08 pm
Wait are novakids an actual confirmed race? Because they look pretty cool, they might beat out robot for me.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 01, 2013, 09:14:10 pm
Quote
UPDATE: Stretch Goal achieved! They're a goin' in game at launch!
(http://img.photobucket.com/albums/v504/johnsu/Starbound/Novakid/Novakid-Yippee.gif)

Seems like it :P
They look pretty cool. I like the whole Western aesthetic.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 01, 2013, 09:30:02 pm
... sentient anthropomorphized balls of gas. With tits.

Good news everybody! I think we found the gas I referenced last year (http://www.bay12forums.com/smf/index.php?topic=99946.msg3809192;topicseen#msg3809192)! Breasts for everything, organic and non-organic alike! Take a puff of this novapipe and all mammaric truths will be revealed!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 01, 2013, 09:31:33 pm
I could link TVTropes here, but I won't. Suffice to say that it's really not surprising to me that even gaseous sentient creatures have certain curves :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on May 01, 2013, 09:35:42 pm

Seems like it :P
They look pretty cool. I like the whole Western aesthetic.

hohoo, might have to make one.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 01, 2013, 09:40:02 pm
I'm really hoping they don't limit character slots, or at least not very much. In games like these I tend to want at least one character of each species, just so I can try them all out.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on May 01, 2013, 09:43:09 pm
Yeah, me and you both. I doubt it will, if it's anything like terraria.

EDIT: Are racial benefits confirmed?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 01, 2013, 09:50:17 pm
Still not 100% sure on that one myself.

I won't care much either way, but I remember that some people really wanted it one way or the other.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 01, 2013, 09:57:33 pm
Racial armor with unique benefits (gliding, waterbreathing, etc.), iirc. Eventually accessible by anyone after a bit of play. Dunno about anything beyond that, or if it's changed. You can see some of the armor and a bit of what it does in the videos, if I'm not badly misremembering things.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 01, 2013, 10:00:19 pm
Racial armor with unique benefits (gliding, waterbreathing, etc.), iirc. Eventually accessible by anyone after a bit of play. Dunno about anything beyond that, or if it's changed. You can see some of the armor and a bit of what it does in the videos, if I'm not badly misremembering things.

Ooh, I missed that video. I'd love to see it if someone would like to dig it up (hunting for it now if not).
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 01, 2013, 10:05:15 pm
Th'racial armors themselves are shown off in the armor video thingy... s'a ways back, not part of the most recent batches. In a few of the videos (including one or two of the most recent ones) you can see 'em switching to the bird-thing armor and get some change to the jump mechanics. I think Tiyuri chats something in one of the boxes related to the racial stuff, but I might be conflating that with something said in this thread or that big confirmed feature thing on the official forums.

And, of course, everything is subject to change, potentially  :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on May 01, 2013, 10:32:24 pm
Huh, interesting.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 01, 2013, 10:53:34 pm
I'm making all my characters female... The ridiculousness of them having tits is to silly not to make all my characters female.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on May 01, 2013, 11:01:56 pm
I would like any money I give to chucklefish in the future to go to the person who made the decision to make the gender select for robots be a plug and a socket, thank you in advance. :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 01, 2013, 11:13:15 pm
The only problem is with future expansions. What territory is left to cover in terms of races? You've got birds with tits, plants with tits, robots with tits, and sentient clouds of gas with tits. What's left, sentient ice with tits? (Avoiding the obvious joke) Or just maybe...

Sentient antimatter with tits? That'd get a reaction.

Umi had it right.
Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Kanil on May 01, 2013, 11:22:22 pm
How about tits with tits?

Also, catgirls.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on May 01, 2013, 11:22:53 pm
I'm not sure what they'll do next as far as new races, but most works of science fiction have more than seven races. 
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 01, 2013, 11:57:55 pm
Wait, I have it! Hats with tits, the ultimate crossover shout-out.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 02, 2013, 12:02:00 am
Rock people with tits.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 02, 2013, 12:03:30 am
...Is it wrong that I'm wracking my brain trying to come up with ever-more ludicrous things to put tits on?

I mean. Gas/plasma clouds with boobs. How do you go even further? Swords with boobs?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on May 02, 2013, 12:03:48 am
catgirls.
Wait, did I miss something important?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 02, 2013, 12:04:35 am
We could go down the list of every science fiction race without tits...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mech#4 on May 02, 2013, 12:10:36 am
Uh... Triffids?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 02, 2013, 01:29:07 am
Uh... Triffids?
Already covered under "plants", I think.

Xenomorphs with boobs?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 02, 2013, 01:31:07 am
Uh... Triffids?
Already covered under "plants", I think.

Xenomorphs with boobs?
OH GOD MY MIND'S EYE
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 02, 2013, 01:40:51 am
Uh... Triffids?
Already covered under "plants", I think.

Xenomorphs with boobs?
Think the fanworks that have been done disqualify those. It's a fairly prolific thing, iirc. Plus didn't the xenomorph queens get up to something along those lines in some of the later movies?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mech#4 on May 02, 2013, 02:57:03 am
Uh... Triffids?
Already covered under "plants", I think.

Xenomorphs with boobs?
Think the fanworks that have been done disqualify those. It's a fairly prolific thing, iirc. Plus didn't the xenomorph queens get up to something along those lines in some of the later movies?

They had armoured plates I believe like Nidoqueen, also Xenomorph's don't really need breasts since they've got the whole "murderous phallus" symbology covered pretty well.

Hmm... Silicon life-forms kind of falls under rock-monsters and the like, though a being that used sand as blood was something I remember reading about. Sandworms?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on May 02, 2013, 04:12:17 am
So... So far five people have spend 2,000 on an ingame statue of themselves. Still a better use of money than the curiosity cube.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ScriptWolf on May 02, 2013, 05:11:43 am
Best derail ever xD

Also has anyone invited Molly over to this thread to chat ?... Although it might not be the best idea with the current conversation about alien boobs :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on May 02, 2013, 06:31:13 am
Poor Molly is terribly busy these days as I am told the dev pace has been insane. It might be in our best interest not to bother her, but feel free to do so if you really want to(obviously).
Title: Re: Starbound - A flat yet infinite universe.
Post by: ScriptWolf on May 02, 2013, 06:42:27 am
Poor Molly is terribly busy these days as I am told the dev pace has been insane. It might be in our best interest not to bother her, but feel free to do so if you really want to(obviously).

Ahh I think I will leave her be then if she is really busy
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on May 02, 2013, 09:42:29 am
An amoeba race...

Maybe would be too similar to the novakids tho (amorphous blob shaped like a humanoid).

How about a hyper-intelligent shade of the color blue? They could live refracted in a prism.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mech#4 on May 02, 2013, 10:01:07 am
Ooo oo! A race of brain slugs! You need to ambush and stick to the heads of NPC's to be able to do anything requiring limbs. However, your small form without a host allows you to squeeze through small gaps and grants you greater durability. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: choppy on May 02, 2013, 10:25:23 am
so no one want dwarves?  ;)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mesa on May 02, 2013, 10:32:39 am
so no one want dwarves?  ;)

Dorfs?
Space dorfs?

Urists?
I have no idea...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 02, 2013, 10:45:18 am
Problem is that dwarves would probably be shorter and wider than the other races, which would likely require a whole second set of armor and clothing sprites just for them.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Silfurdreki on May 02, 2013, 11:31:41 am
Just do the Elder Scrolls excuse for dwarves being the same size as everyone else; they were named by a race of giants.

Their whole species were once slaves to a race of giants on their planet, but they revolted using technology and since then the term 'dwarf' has become one of pride and the giants have become extinct.

...

Now that I think about it, that would basically make them humans with big beards, though. Opinions may differ if that's enough of a difference from humans to motivate an entirely new race, however.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 02, 2013, 11:34:02 am
Ooo oo! A race of brain slugs! You need to ambush and stick to the heads of NPC's to be able to do anything requiring limbs. However, your small form without a host allows you to squeeze through small gaps and grants you greater durability. :P
There is one huge flaw in this design:

Where are you gonna put the tits? :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 02, 2013, 11:34:33 am
Just do the Elder Scrolls excuse for dwarves being the same size as everyone else; they were named by a race of giants.

Their whole species were once slaves to a race of giants on their planet, but they revolted using technology and since then the term 'dwarf' has become one of pride and the giants have become extinct.

...

Now that I think about it, that would basically make them humans with big beards, though. Opinions may differ if that's enough of a difference from humans to motivate an entirely new race, however.
One of the biggest problems is that, IIRC, robots have already taken the ability to dig faster than the other species. So what could dwarves do uniquely?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Twi on May 02, 2013, 11:48:07 am
Ohai starbound thread, I forgot about you.
Novakids amuse me, because hyperactive Space Western anthropomorphic star-like people and really do you need any other justification.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 02, 2013, 01:03:58 pm
Just do the Elder Scrolls excuse for dwarves being the same size as everyone else; they were named by a race of giants.

Their whole species were once slaves to a race of giants on their planet, but they revolted using technology and since then the term 'dwarf' has become one of pride and the giants have become extinct.

...

Now that I think about it, that would basically make them humans with big beards, though. Opinions may differ if that's enough of a difference from humans to motivate an entirely new race, however.
One of the biggest problems is that, IIRC, robots have already taken the ability to dig faster than the other species. So what could dwarves do uniquely?
Let them build automaton pets that could help in combat and carry some extra items?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on May 02, 2013, 04:22:55 pm
Terrasense: the ability to detect ores within a radius (kind of like a weak version of the spelunker potion in Terraria) and maybe see deeper into walls while underground (not 100% sure how that one would work without just making light sources reach rather into walls).
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 02, 2013, 04:23:32 pm
Terrasense: the ability to detect ores within a radius (kind of like a weak version of the spelunker potion in Terraria) and maybe see deeper into walls while underground (not 100% sure how that one would work without just making light sources reach rather into walls).
That'd be pretty cool.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 02, 2013, 05:13:30 pm
To me the size was never a requirement for Dwarves to be Dwarves. (Heck in one of my settings they were short but proper nutrition has actually caused them to be quite large)

In the same way that Elves don't have to be tiny and there are more then enough human sized fairies.

It is just that... well.. "Dwarf" now means small.
Title: Re: Starbound - A flat yet infinite universe.
Post by: nenjin on May 02, 2013, 05:16:22 pm
To be fair, it meant small as early as several hundred years ago :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on May 02, 2013, 05:17:51 pm
Yeah I'd think if there's a good way to do them, it'd be terrasense. I don't think they necessarily have to be small, I doubt it'd be worth it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 02, 2013, 05:28:17 pm
On the plus side, if they were small, part of their racial advantage could be the ability to fit through smaller vertical spaces than other races.
Title: Re: Starbound - A flat yet infinite universe.
Post by: choppy on May 02, 2013, 06:27:32 pm
Just do the Elder Scrolls excuse for dwarves being the same size as everyone else; they were named by a race of giants.

Their whole species were once slaves to a race of giants on their planet, but they revolted using technology and since then the term 'dwarf' has become one of pride and the giants have become extinct.

...

Now that I think about it, that would basically make them humans with big beards, though. Opinions may differ if that's enough of a difference from humans to motivate an entirely new race, however.
One of the biggest problems is that, IIRC, robots have already taken the ability to dig faster than the other species. So what could dwarves do uniquely?
MAGMAAAAAAAAAAAAAAA!
did i hear magma thrower.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 02, 2013, 06:41:32 pm
Space dwarves, best dwarves.

(also the females HAVE to have beards.)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 02, 2013, 06:43:14 pm
Space dwarves, best dwarves.

(also the females HAVE to have beards.)
So much this. It'd help distinguish them from normal humans.
Title: Re: Starbound - A flat yet infinite universe.
Post by: rabidgam3r on May 02, 2013, 08:55:35 pm
I think that in the character creator for the dwarves, it should be impossible to make one without a beard.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 02, 2013, 08:56:21 pm
I think that in the character creator for the dwarves, it should be impossible to make one without a beard.
The only choice will be the kind of beard, and the color of course. Other than that you will have no option!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 02, 2013, 08:57:25 pm
The lengths will range from 5 feet to 10!
Title: Re: Starbound - A flat yet infinite universe.
Post by: rabidgam3r on May 02, 2013, 09:02:34 pm
The lengths will range from 5 feet to 10!
Nay, 5 miles to 100!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Robosaur on May 02, 2013, 10:22:37 pm
a beard so long you can walk across the equator of a planet, tie your beard together, get in your rocket ship, fly an astronomic unit, then begin pulling the planet through space.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on May 03, 2013, 05:23:05 am
Length of beard is irrelevant. Make it a living beard. Like, a colony of living creatures that live symbiotically with the dwarf creature. (http://dwarffortresswiki.org/index.php/Beard#Dwarven_beards_as_a_symbiotic_organism) Functionally it wouldn't be much different than just being a beard... except, when standing still, it still squirms.

There's also been speculation that DF-dwarf beards function as their tools in all actions. Fishing, smoothing, smelting, cooking, brewing, etc. Except mining and woodcutting, I guess. This is why tools have not yet been implemented. I guess I must have read that on the forum somewhere because I can't find a 'D' article on the wiki about it.

(This isn't actually a big deal for me, just depends on how much the team is willing to reference DF/Bay12 subculture if they implement dwarves.)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Poltifar on May 04, 2013, 12:18:46 pm
Ores were leaked!

Spoiler (click to show/hide)

It doesn't look complete, but I'm liking what I'm seeing so far. Seems like the ores are divided into precious ores in the first column, fuel ores in the second, and crafting ores/alloys in the third. Yes, alloys seem to be in too!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 04, 2013, 12:26:34 pm
BRB, gonna make a coal-powered airship that can fly in space. Because steampunk.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 04, 2013, 12:28:44 pm
If I can't make a uranium sword I'll be mad.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mech#4 on May 04, 2013, 12:34:25 pm
Well, seems like Unobtainium's in the game.         ...:P

Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 04, 2013, 12:35:17 pm
I wonder what the little color bars are for and why they are only in the third column.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 04, 2013, 12:39:22 pm
Well, seems like Unobtainium's in the game.         ...:P

No no, see, this is the far more obtainable Obtainium. It's so obtainable, in fact, that it no longer has any value!
Title: Re: Starbound - A flat yet infinite universe.
Post by: timferius on May 04, 2013, 01:12:54 pm
I wonder what the little color bars are for and why they are only in the third column.

It looks like it might be a colour pallette, maybe fore items etc. made with those materials?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on May 04, 2013, 04:25:03 pm
Ores also might be slightly different shades on different planets maybe?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 04, 2013, 05:28:39 pm
I wonder what the little color bars are for and why they are only in the third column.

It looks like it might be a colour pallette, maybe fore items etc. made with those materials?
This makes the most sense.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on May 04, 2013, 11:55:38 pm
Ores were leaked!

Shit, you better seal that hole fast!

EDIT: Also, hilariously... "Obtainium". Isn't that by definition any substance that you can get?
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on May 05, 2013, 05:37:52 am
EDIT: Also, hilariously... "Obtainium". Isn't that by definition any substance that you can get?

By that logic, Unobtainium would be a substance you couldn't aquire. But Hollywood proves this to be false. Therefore Obtainium must be unobtainable, hence its name. Q.E.D.



Also now that I won a copy of this game I am looking considerably more forward to its release.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 05, 2013, 05:41:07 am
Obtainium is basically a parody of unobtainium for the same reasons Alexandertnt said. You cannot obtain Unobtainium.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on May 05, 2013, 07:26:57 am
Obtainium is basically a parody of unobtainium for the same reasons Alexandertnt said. You cannot obtain Unobtainium.
Because it's under a big tree that some savage blue people live in.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 05, 2013, 07:29:22 am
Obtainium is basically a parody of unobtainium for the same reasons Alexandertnt said. You cannot obtain Unobtainium.
Because it's under a big tree that some savage blue people live in.
No dude, all of the unobtanium that humans have found in in a submarine that's stuck at the bottom of the sea after exploding nuclear bombs in the mantle of the Earth.
Duh.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on May 05, 2013, 02:11:26 pm
Actually, real unobtainium:

http://www.youtube.com/watch?v=xhGXAxRFVBY
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on May 05, 2013, 03:43:58 pm
Some streaming going on guys. Coding stuff.

http://www.twitch.tv/bartwe/ (http://www.twitch.tv/bartwe/)

He's afk right now but I think he'll be back. Plus you can peek into some of the source as is. Well assuming you didn't click the link hours from this exact time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aklyon on May 05, 2013, 04:43:46 pm
If you do click it hours from then, just look in the videos section.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 08, 2013, 02:56:28 pm
Spoiler (click to show/hide)

They finally got planets in the same star system visible in the sky. It seems like such a small detail, but it adds a lot to the aesthetic.

Damn this is a good looking game. I just... I want to walk around in one of these worlds and just appreciate the beautiful pixelwork they've done.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 08, 2013, 03:13:19 pm
Makes me think of a 2D Shores of Hazeron. Which is awesome.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on May 08, 2013, 03:14:31 pm
Spoiler (click to show/hide)

They finally got planets in the same star system visible in the sky. It seems like such a small detail, but it adds a lot to the aesthetic.

Damn this is a good looking game. I just... I want to walk around in one of these worlds and just appreciate the beautiful pixelwork they've done.

That's a big detail, depending on the system.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on May 08, 2013, 03:33:04 pm
Makes me think of a 2D Shores of Hazeron. Which is awesome.
Shores of hazeron 2 breed with terraria and borderlands, There, 3 main feature from 3 different game snapped together.

Shore of hazeron for space stuff, terraria for buildinf ressource harvesting, and borderlands for the gazzilion weapon combo.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 08, 2013, 03:35:49 pm
Makes me think of a 2D Shores of Hazeron. Which is awesome.
Shores of hazeron 2 breed with terraria and borderlands, There, 3 main feature from 3 different game snapped together.

Shore of hazeron for space stuff, terraria for buildinf ressource harvesting, and borderlands for the gazzilion weapon combo.
...If they pull it off right (and so far it looks good), this may be the Best Game Evertm
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on May 08, 2013, 07:21:41 pm
Heretic! Elf! Remember what forum you are on!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 08, 2013, 07:23:26 pm
Please note the "may" :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 08, 2013, 07:31:20 pm
Actually, real unobtainium:

http://www.youtube.com/watch?v=xhGXAxRFVBY

What sort of hurts any comedy that makes fun of Technobabble is that... technobabble at least TRIES to make sense.

Which makes most of these parodies sound like

"What is a flux capacitor? Clearly it is a technogobbledy goop thing. Lets make fun of it!"

While they never explain what it is Mr.Technobabble it sounds like a device that really could be involved with time travel. It could contain (Capacitor) the changes (flux) involved in time travel so the ship cannot be torn apart.

It is VAGUE hand waving not nonsense.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on May 08, 2013, 08:32:07 pm
The technobabble parody isn't working! Reverse the polarity!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 08, 2013, 08:38:30 pm
The technobabble parody isn't working! Reverse the polarity!
Starboard engines to the west manport! Fire the torpedo-ions!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 08, 2013, 08:46:47 pm
No can do, cap'n! The graviometric vector coupling can't take anymore stress!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 08, 2013, 08:48:31 pm
Look if we just flood the plasma conduits with neutrinos we will all be fine.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 08, 2013, 08:54:27 pm
No can do, cap'n! The graviometric vector coupling can't take anymore stress!
Ha ha ha. The joke in this one is that there's more verbs in the second sentence than seems immediately obvious.
Title: Re: Starbound - A flat yet infinite universe.
Post by: choppy on May 08, 2013, 10:18:05 pm
Makes me think of a 2D Shores of Hazeron. Which is awesome.
Shores of hazeron 2 breed with terraria and borderlands, There, 3 main feature from 3 different game snapped together.

Shore of hazeron for space stuff, terraria for buildinf ressource harvesting, and borderlands for the gazzilion weapon combo.
...If they pull it off right (and so far it looks good), this may be the Best Game Evertm
but it will never be beyond quality.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moogie on May 08, 2013, 10:48:09 pm
The only aspect of Starbound I'm not overly fond of right now is their official forum community. They seem a bit... eh... 'young', on average. I'd like to be a lot more active in multiplayer than I was with Terraria, but I get the impression most of the people I'd encounter would be trolls.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on May 08, 2013, 10:49:05 pm
Just play on the bay12 server...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 08, 2013, 10:55:14 pm
Just play on the bay12 server...
Yes, play on the B12 server, where instead of tweenage trolls we have giant dongs and supervillain griefers.  :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 08, 2013, 11:06:05 pm
I mean, yeah, maybe we're going to flood the planet with acid or lava or acidlava or something, sure. But we're going to build you a giant golden dong bunker that's like five screens tall, fifteen screens wide, and lavishly furnished with all the most extravagant suggestive furniture we can find, first. It's just common courtesy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on May 08, 2013, 11:27:51 pm
Aren't there hundreds if not thousands of planets?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 08, 2013, 11:29:25 pm
I mean, yeah, maybe we're going to flood the planet with acid or lava or acidlava or something, sure. But we're going to build you a giant golden dong bunker that's like five screens tall, fifteen screens wide, and lavishly furnished with all the most extravagant suggestive furniture we can find, first. It's just common courtesy.
Just don't piss off the acidlava sharks.
They have frikkin' lasers on their heads.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 08, 2013, 11:36:22 pm
Aren't there hundreds if not thousands of planets?

Yes, but we'll mathematically find the one with the most acidlava and congregate around it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on May 08, 2013, 11:54:03 pm
Aren't there hundreds if not thousands of planets?

Yes, but we'll mathematically find the one with the most acidlava and congregate around it.
Sounds like an easily remedied problem then.

We'll just turn ALL the planets into pure acidlava.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 08, 2013, 11:58:04 pm
Aren't there hundreds if not thousands of planets?

Yes, but we'll mathematically find the one with the most acidlava and congregate around it.
Sounds like an easily remedied problem then.

We'll just turn ALL the planets into pure acidlava.
Let the army of Bay12 spread fear and terror across the galaxy!
No place will be safe from the rambunctious drunken dwarves!
Title: Re: Starbound - A flat yet infinite universe.
Post by: notquitethere on May 09, 2013, 04:15:46 pm
The only aspect of Starbound I'm not overly fond of right now is their official forum community. They seem a bit... eh... 'young', on average. I'd like to be a lot more active in multiplayer than I was with Terraria, but I get the impression most of the people I'd encounter would be trolls.
Pretty much this. They all seem to be thirteen year olds that like anthopomorphic animal people a bit too much.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on May 09, 2013, 04:47:31 pm
The only aspect of Starbound I'm not overly fond of right now is their official forum community. They seem a bit... eh... 'young', on average. I'd like to be a lot more active in multiplayer than I was with Terraria, but I get the impression most of the people I'd encounter would be trolls.
Pretty much this. They all seem to be thirteen year olds that like anthopomorphic animal people a bit too much.
Well... compared to B12 i think EVERY SINGLE community could be included in the *immature* section, sure we dick around but we keep our head on our shoulder and stay friendly no matter what. Matter of fact, did we get a single flame war anywhere in the last year? if so i missed it.... Hell even first poster posting about a game advertising we keep saying its frowned uppon but we still dont do anything drastic and we welcome him anyway.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 09, 2013, 04:52:25 pm
... nah, b12 folks definitely get in spats. The SS13 thread's crashed and burned like, what, at least twice in the last 365 days? Definitely above the average as these things go, at least in terms of civility, but don't exaggerate our awesomeness. It needs no exaggeration :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 09, 2013, 04:53:07 pm
Quote
Matter of fact, did we get a single flame war anywhere in the last year?

Honestly no. No matter how grating I can be I cannot remember the last time I've been outright insulted no matter how heated an argument got on here.

Mind you I don't do it on purpose.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moogie on May 09, 2013, 04:59:48 pm
Well Toady jumps on flamewars pretty quick, which I think probably goes a long way in keeping the amicable atmosphere.

I've nothing against kids. I've known a few cool younger folk. It's not impossible for them to be calm, rational, or have (what I'd consider to be) a decent sense of humour... it's just uncommon. I most enjoy playing games with people who aren't looking for their latest drama fix, or think blowing up the communal storage room is funny because "im so random lol!"
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 09, 2013, 07:47:28 pm
The only aspect of Starbound I'm not overly fond of right now is their official forum community. They seem a bit... eh... 'young', on average. I'd like to be a lot more active in multiplayer than I was with Terraria, but I get the impression most of the people I'd encounter would be trolls.
Pretty much this. They all seem to be thirteen year olds that like anthopomorphic animal people a bit too much.
Someone seems to have forgotten about avian abs.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 09, 2013, 07:50:05 pm
The only aspect of Starbound I'm not overly fond of right now is their official forum community. They seem a bit... eh... 'young', on average. I'd like to be a lot more active in multiplayer than I was with Terraria, but I get the impression most of the people I'd encounter would be trolls.
Pretty much this. They all seem to be thirteen year olds that like anthopomorphic animal people a bit too much.
Someone seems to have forgotten about avian abs.
Oh god, that discussion.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 09, 2013, 08:20:48 pm
Yeah, I'm 13, but I can agree that must kids my age of kinda jackasses. (but not ME obviously  :P)

Anyway everyone knows it's all about the robots and balls of gas.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 09, 2013, 08:22:14 pm
Yeah, I'm 13, but I can agree that must kids my age of kinda jackasses. (but not ME obviously  :P)

Anyway everyone knows it's all about the robots and balls of gas.
With boobs. Can't forget that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 09, 2013, 08:27:38 pm
Speaking of the robots: I think they have the coolest lore. Out of all the races to get stuck with the stereotypical medieval culture, who would have guessed it would be the Glitch?

(http://i.imgur.com/OGyRLxR.png)

Worldbuilding.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 09, 2013, 08:33:20 pm
Is that Shakespeare-bot?
Title: Re: Starbound - A flat yet infinite universe.
Post by: USEC_OFFICER on May 09, 2013, 08:38:00 pm
(http://i.imgur.com/OGyRLxR.png)

Is... is that robot William Shakespear? If so, awesome.

To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something. I've forgotten the rest.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on May 09, 2013, 08:38:16 pm
Is that Shakespeare-bot?

Or ShAPEspeare.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 09, 2013, 08:46:44 pm
Yes.
Yesyesyes.
Yesssss.
My female robot will be a total victorian noble lady.
It's so canon. So canon you can't even believe it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 09, 2013, 08:59:21 pm
Is that Shakespeare-bot?

Or ShAPEspeare.

Shapesphere?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on May 09, 2013, 10:13:53 pm
Snape leer?
Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Robosaur on May 09, 2013, 10:47:51 pm
new sh*t posted on the site... looks like we've got 60 armors so far!!
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on May 09, 2013, 11:06:10 pm
And shields.... shields.... i want a frigging rocket launcher one hand a a... SHIELD to stop schrtpetenel FRACK
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on May 09, 2013, 11:06:53 pm
Oh man, that ice level with the castle, so dead sexy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 09, 2013, 11:44:37 pm
You can fulfil your dream of being the ultimate tank with dual shields!
Who needs skyrim!

(No but seriously that will probably be a viable tactic with a multiple person party.)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 09, 2013, 11:46:22 pm
I'm hoping there'll be some sort of shield bash attack, but something tells me there won't be.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 09, 2013, 11:47:06 pm
Worth noting those are 60 "hand-made" armors, not 60 total possible armors. I wonder if what they meant was actually coherent armor sets, given the one on display seems to cover the full body to some degree.

Shields were a bit wonky in the PVP livestream (which was otherwise hilarious, mostly due to Tiy's GM power abuse).
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 10, 2013, 01:51:58 am
Yeah, I'm 13, but I can agree that must kids my age of kinda jackasses. (but not ME obviously  :P)

Anyway everyone knows it's all about the robots and balls of gas.
Being 14 myself, I can confirm this.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 10, 2013, 11:03:30 pm
Everyone who hasn't listened to it go listen to Forest Battle 1 on the soundtrack right now

(http://www.st162.net/images/smilies/byodood.gif)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 10, 2013, 11:32:24 pm
Update on the website!
Ocean diving will be awesome... Especially for the fish people.
Bubble cities anyone?
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on May 11, 2013, 05:23:36 am
I wonder if redigit is eating his socks with where starbound is going...
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on May 11, 2013, 07:09:30 am
Everyone who hasn't listened to it go listen to Forest Battle 1 on the soundtrack right now

(http://www.st162.net/images/smilies/byodood.gif)

Forest Battle 1 & 2 are both pretty great.  8)
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on May 11, 2013, 10:27:59 am
I feel so bad for Chuckelfish. Even if they triple their sales, it's going to be a hard launch with the hate they will get on the forums. No matter how great the game is, right now it seems as if it's going to be the ultimate playground where you can accomplish anything. There is simply no way that it can live up to all of our imagined possibilities at this point. I just hope it doesn't end up like Spore.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on May 11, 2013, 01:37:01 pm
TBH beyond walking around on various planets and building things with blocks I haven't seen very much actual interesting gameplay.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on May 11, 2013, 02:38:20 pm
I feel so bad for Chuckelfish. Even if they triple their sales, it's going to be a hard launch with the hate they will get on the forums. No matter how great the game is, right now it seems as if it's going to be the ultimate playground where you can accomplish anything. There is simply no way that it can live up to all of our imagined possibilities at this point. I just hope it doesn't end up like Spore.

So long as there's some form of terraforming (which I'm pretty sure there is to some extent) and a pokédex-esque way of cataloguing monsters you find (which again I'm pretty sure there is) then I'm more than happy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 11, 2013, 02:43:48 pm
I feel so bad for Chuckelfish. Even if they triple their sales, it's going to be a hard launch with the hate they will get on the forums. No matter how great the game is, right now it seems as if it's going to be the ultimate playground where you can accomplish anything. There is simply no way that it can live up to all of our imagined possibilities at this point. I just hope it doesn't end up like Spore.

So long as there's some form of terraforming (which I'm pretty sure there is to some extent) and a pokédex-esque way of cataloguing monsters you find (which again I'm pretty sure there is) then I'm more than happy.
I'm hoping for the ability to make custom spaceships out of the blocks. Even if it needs an expansion of some sort. The idea of making a WH40k-esque battle cathedral or a steampunk airship-looking thing is an amazing one.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 11, 2013, 02:45:11 pm
I feel so bad for Chuckelfish. Even if they triple their sales, it's going to be a hard launch with the hate they will get on the forums. No matter how great the game is, right now it seems as if it's going to be the ultimate playground where you can accomplish anything. There is simply no way that it can live up to all of our imagined possibilities at this point. I just hope it doesn't end up like Spore.

It's really hard to feel bad for 'em, IMO. That's the price one pays for feeding the hype machine and churning out videos, blog posts and IRC/reddit Q&A's when the game isn't even in a playable public beta state yet. I know I'll enjoy it, but if it disappoints millions of 12-year-olds on their forums then that's just too bad.

You can't have your hype and eat it. Or something like that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on May 11, 2013, 03:38:22 pm
I feel so bad for Chuckelfish. Even if they triple their sales, it's going to be a hard launch with the hate they will get on the forums. No matter how great the game is, right now it seems as if it's going to be the ultimate playground where you can accomplish anything. There is simply no way that it can live up to all of our imagined possibilities at this point. I just hope it doesn't end up like Spore.

I certainly dont have the same experience as you in the video game market but well... terraria did fine in my book untill red disapeared, all shit went loose since then, as long they keep churning out free content and expand im quite sure it wont end up like spore.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 11, 2013, 03:41:08 pm
I feel so bad for Chuckelfish. Even if they triple their sales, it's going to be a hard launch with the hate they will get on the forums. No matter how great the game is, right now it seems as if it's going to be the ultimate playground where you can accomplish anything. There is simply no way that it can live up to all of our imagined possibilities at this point. I just hope it doesn't end up like Spore.

In Spore's case they at least somewhat fed the hype mill with two of the hundred videos they released (Once again my theory is that it actually wasn't EA's fault for once).

Starbound however? There isn't much to go on and most of what they talked about are just basic world generation. Any overhype is coming from people taking what is released and booming it beyond what it actually is.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Silfurdreki on May 11, 2013, 03:49:24 pm
I'm expecting it to be Terraria with more stuff. Honestly, as long as the movement and combat mechanics are solid and not horribly broken and awkward to use I'm fine with just flying around space exploring random planets, at least for a while.

If I get to do that, and there's some kind of neat stuff to be found throughout the worlds I'll be happy. I could probably get my money's worth just spelunking and building cool bases on the planets they've shown already in screenshots. They all look amazing, I think.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 11, 2013, 03:51:18 pm
I'm expecting it to be Terraria with more stuff. Honestly, as long as the movement and combat mechanics are solid and not horribly broken and awkward to use I'm fine with just flying around space exploring random planets, at least for a while.

If I get to do that, and there's some kind of neat stuff to be found throughout the worlds I'll be happy. I could probably get my money's worth just spelunking and building cool bases on the planets they've shown already in screenshots. They all look amazing, I think.
Never really expected anything else. If it goes beyond that, it'll only make the whole experience better.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 11, 2013, 03:52:17 pm
as long as the movement and combat mechanics are solid and not horribly broken and awkward to use

Which for me was the deal breaker of Terraria, so maybe Starbound will step up to the plate.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexwazer on May 11, 2013, 04:05:48 pm

I really don't have that much expectation for Starbound. I love exploration and that's pretty much the only thing I'm looking for. I don't care if exploration is made meaningless by other aspects of the game or by how world generation is done. I know I'll enjoy the game. I've had no regret buying Terraria and I'm sure I'll have none with Starbound.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 11, 2013, 04:12:44 pm

Spoiler: OT to OT (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on May 11, 2013, 05:56:43 pm
I don't see how they can make this 'terraria with more stuff' if its mostly procedural content. Do they have procedural bosses? Terraria was a sort-of sandbox with open goals and a loose progression based on which bosses you could kill opening up new options.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on May 11, 2013, 06:13:44 pm
Well maybe not bosses but creature ares, i think i heard each planet had a boss somewhere im NOT SURE might have been a simple suggestion somewhere long ago. Instead of cleaning a boss to increase difficulty well you change world and keep one as your *homeworld* you can terraform etc at least that was the deisgn plans
Title: Re: Starbound - A flat yet infinite universe.
Post by: Silfurdreki on May 11, 2013, 06:35:59 pm
I don't see how they can make this 'terraria with more stuff' if its mostly procedural content.

Why not? as far as I understand, they already have 60 armours, which is already more than Terraria had. They also have procedurally generated weapons (at least guns, don't know about melee weapons) and planets. Moreover they have procedurally generated creature-enemies and six different races with their own themed areas. These things are all features we've seen in screenshots and livestreams.

As far as I'm concerned, that's more stuffᵀᴹ than Terraria has.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on May 11, 2013, 06:51:46 pm
as long as the movement and combat mechanics are solid and not horribly broken and awkward to use

Which for me was the deal breaker of Terraria, so maybe Starbound will step up to the plate.

I want attacks to be more than standing still and having a flat weapon rotate around you... like actually swinging the sword while charging or something.
From the videos it seems it's no longer the case, but I can't be sure.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on May 11, 2013, 07:02:06 pm
I don't see how they can make this 'terraria with more stuff' if its mostly procedural content.

Why not? as far as I understand, they already have 60 armours, which is already more than Terraria had. They also have procedurally generated weapons (at least guns, don't know about melee weapons) and planets. Moreover they have procedurally generated creature-enemies and six different races with their own themed areas. These things are all features we've seen in screenshots and livestreams.

As far as I'm concerned, that's more stuffᵀᴹ than Terraria has.
Oh, well if they have 60 armors who cares about gameplay mechanics. We can walk around on planets in our armor!

I'm talking about deep gameplay mechanics, not how much pixel art there is to wear or how many randomly generated guns there can be. Building a house is fun, but unless there is a reason to do so it quickly pales. Now if I can build piece by piece a generator room to power my refinery or weather control machines, that is interesting. If I can set up mechanisms and conveyor belts to move stuff around and store things, that is interesting. (to me anyway). If all I can do is mine some ore so I can make a new shiny armor so I can beat a slightly harder random creature... that might be fun for an hour or so but there has to be something else to do. I saw that there is research, which is a step in the right direction. Can we modify our ship? Creatures are put together from random parts... can we build something to alter them? Can we tame them? Is there a farming system? Is survival even a concern? (food, water, etc..) Will there be a quest system where NPC's can ask for you to do things?

There is just a lot we don't know about how the game will play, admittedly this is likely because many of those decisions haven't been made.

I just haven't seen anything aside from walking around on planets in various gaudy bits of pixel art armor with an admittedly very nice lighting engine.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexwazer on May 11, 2013, 07:09:51 pm
Bosses in Terraria were only milestones and overall represented little challenge. I don't think bosses themselves were really important since, in many cases, the minimal gear required to beat them was also pretty much required for whatever new options beating them opened. Game progression can work in a similar way without the actual bosses. Planet difficulty in Starbound could achieve a similar goal. Although I personally would not mind it if game progression was much more randomized (i.e. if it was possible to get access, with some luck or patience, to some of the best stuff even from low difficulty planets).

Also, for Starbound to be "Terraria with more stuff", you don't necessarily need all that much. Terraria didn't have all that much to offer and even what it had lacked depth.

Spoiler: Still Off topic (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 11, 2013, 07:12:11 pm
You are completely right (and usually this is the kind of argument I would make  :o ) Forsaken1111.

The fact of the matter is the depth of the game has yet to really be brought forward and all the issues the game could have are yet to be alleviated.

We don't know if there is going to be a point to construction other then "look at me!". We don't know how combat will be. We don't know why we even should care about 60 armors (Heck in Terraria, in the end, none of the armors mattered).

Quote
Can we modify our ship?

No, not really. We can upgrade it to give it more rooms but we cannot exactly do what we want with it.

Quote
Bosses in Terraria were only milestones and overall represented little challenge. I don't think bosses themselves were really important since, in many cases, the minimal gear required to beat them was also pretty much required for whatever new options beating them opened

Bosses were VERY important in terraria because the gameplay was so very extremely absolutely weak... They were always what the game was building up to and was necessary as the pay off for all your hard work. The fact that you had to grind items just to fight them is proof enough.

A lot in Terraria could have been forgiven if the bosses were better (Heck Skeletron was a paper puppet)

Starbound can get away with no or lousy bosses if the gameplay is equal to a very well constructed and exciting boss battle. Yet games like these in general don't go for well constructed combat against lesser enemies.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 11, 2013, 07:21:33 pm
Spoiler: Still Off topic (click to show/hide)

Spoiler: OT to OT (click to show/hide)

HEre's some actual content for once. I already saw it on the PVP stream, but if no one caught that...

(http://playstarbound.com/wp-content/uploads/2013/05/painting.png)

They have a specific set of pixel art blocks from the get-go. I'm assuming that there's different ones for both background and foreground as these seem to be background and the ones I saw couldn't be moved through.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexwazer on May 11, 2013, 07:24:30 pm
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Bosses in Terraria were only milestones and overall represented little challenge. I don't think bosses themselves were really important since, in many cases, the minimal gear required to beat them was also pretty much required for whatever new options beating them opened

Bosses were VERY important in terraria because the gameplay was so very extremely absolutely weak... They were always what the game was building up to and was necessary as the pay off for all your hard work. The fact that you had to grind items just to fight them is proof enough.

A lot in Terraria could have been forgiven if the bosses were better.

That's an opinion, thanks for sharing it. It does not mean it is shared by everyone else. I never cared about shiny weapons and armours in Terraria. My only motivation to progress beyond basic spelunking and random exploration weer stuff like hermes boots, red balloon, cloud in a bottle, wings, etc. I would have enjoyed the game just as much without the bosses, even more actually since a few stages are grindy because of the need to defeat bosses to get utility gear: like the post-gold stage where you need to grind EoC/EoW to beat Skeletron so you can get golden keys just to be able to open the flying islands' chest.

Spoiler: Still Off topic (click to show/hide)

Spoiler: OT to OT (click to show/hide)

I said not to take it personal and that my reaction was not strictly concerning your comment... what more can I do? Oh wait, I know: Smileys! :P Sorry if you were in any way offended, it never was the intention ;)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 11, 2013, 07:29:20 pm
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It does not mean it is shared by everyone else

It is an opinion that isn't contradicted by anyone else. Everyone who argues for Terraria's gameplay simply ignores the combat and grinding for bosses.

But maybe I am not giving you enough credit, after all you wouldn't call me out to talk about something that was unrelated to what I said was it?

 
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My only motivation to progress beyond basic spelunking and random exploration weer stuff like hermes boots, red balloon, cloud in a bottle, wings, etc

Right so the CORE GAMEPLAY the aspect of the game it all builds up to and as far as the game is concerned the most important part of Terraria that it puts forth onto the screen.

Is something you don't care about.

THUS my "That's an opinion" is completely contradicted. But wait, CERTAINLY you must have said something about combat. I mean you couldn't completely ignore the core gameplay... hmmm

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I would have enjoyed the game just as much without the bosses, even more actually since a few stages are grindy because of the need to defeat bosses to get utility gear

And now my statement is SUPPORTED by you. Are you sure you are trying to argue against me?

The Bosses were important they were just done so terribly that even you ignored them.

Well you certainly gave me your opinion, I appreciate it but next time you shouldn't just repeat what I say in different words :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 11, 2013, 08:03:36 pm
So... on the actual topic of Starbound... I finally got around to pre-ordering. You guys were right, it was worth the cash up front just for the soundtrack. I think I'm going to put Desert Battle 2 on repeat for a few days.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 11, 2013, 08:22:22 pm
So... on the actual topic of Starbound... I finally got around to pre-ordering. You guys were right, it was worth the cash up front just for the soundtrack. I think I'm going to put Desert Battle 2 on repeat for a few days.

Preordering is done through Paypal right?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 11, 2013, 08:40:20 pm
Preordering is done through Paypal right?


Paypal, amazon, or google, I believe.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexwazer on May 11, 2013, 09:54:55 pm

I still haven't listened to the full soundtrack. I dumped all of them in a playlist and always stop listening after a while... I'm going to hate battle on tentacle planets. Lots of good ones however. I probably should clean up the playlist to remove the ones I can't stand. I've been listening the 2 lava exploration tracks a lot, trying to get used to them as much as possible.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2013, 02:50:49 am
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You might consider them essentials

The game thinks it is essential. It isn't a hard concept to understand, games build upon certain aspects while downplaying others. Games build towards certain moments or give players the ability to shy away from them.

In a game about building bigger and better weapons the important part is what you are going to use them on.

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mostly because their removal wouldn't remove the need to grind

That isn't what I mean, what I mean is that Terraria builds up to these Boss battles and thus they needed to be good. They aren't unimportant they are vital to how Terraria functions. The fact that they aren't very good is one of the reasons why even people who love terraria generally speaking ignore the combat aspect of the gameplay or find that it doesn't factor into their enjoyment of the game at all.

 
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which brings back the first reply: "That's an opinion, thanks for sharing it."

Which is why I basically outright say. It isn't an opinion it is fact that I support as true especially in light that my statement hasn't been contradicted or challenged. Which is why I responded the way I did, it isn't an opinion. I am asserting.

Which brings us back to Starbound.

If Starbound has weak bosses it can still get away with it if the general combat was better.

Terraria had lousy general combat and needed stronger bosses which it didn't have.

It is why I watch Starbound like a hawk because it can just as easily have the same issues towards combat that Terraria has, afterall "Who cares about combat in a sandbox? The Sandbox MORE then makes up for it" mentality is quite strong.

I am more or less worried that the nonserious nature of the game and the relaxing and slow paced nature of the Sandbox, may mean that the combat must also be "Slow, relaxing, and unserious".
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 12, 2013, 03:47:07 am
Just... kinda' throwing it out there, but I was pretty happy with Terraria's combat. Found the boss fights to be fun (with maybe an exception for the big worm whatsits... those were pretty alright for the first go, usually, but a bit too easy to just hang from the wall and spew at after a bit), especially before defense gets too crazy. About as good or better than most of the actual Castlevania games I've played (which is most of them, at this point, if not to completion), imo, and when it matches up well with a dedicated platformer of great repute... I'm kinda' down with that, yeah. That's definitely past my point of sufficiency.

Boss fights were cheeseable after a point (invincibility frame abuse, potion chugging, etc.), but if I threw out the combat of every platformer that had cheeseable elements in it, I'd kinda' be out of platformers altogether, mostly. S'not to say T couldn't have been improved in that area, but it's definitely not what I'd call bad or terrible. Rewarded movement and made it pretty satisfactory (to me, at least), gave enemies alright pattern variance (especially compared to older games, natch), had pretty decent weapon variation (especially compared to a lot of combat-centric platformers, period). Being able to craft your own battlefield is fairly unique and can be interesting. T'me, terraria's battle system was pretty darn decent.

Regarding Starbound, I'm still in wait-and-see mode, insofar as anticipation and the combat system goes. We've seen what we've seen, and what we've seen isn't terribly much, yet (unless the absolute latest videos -- something about a PvP vid? -- has been a bit more revealing). Some shooting, some enemies, a little bit of (looking much like Terraria) melee, but not much of how it all comes together and what it's intended to look or feel like come release (or some point after). Looking forward to when the speculation can end, ha :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2013, 04:04:53 am
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imo, and when it matches up well with a dedicated platformer of great repute... I'm kinda' down with that, yeah. That's definitely past my point of sufficiency.

I feel a wave of sadness if this is true, in fact now I have to find out what Castlevanias you are referring to.

Though I tend to compare Terraria to the Mario games where the solid controls are supported by the boss and stage designs or Ghost and Goblins where the controls were wonky but because of how the game functioned they worked... or Mickey's mystic quest where the same can be said. Though all of these games have a major difference between the Castlevania's I bet you are referring to, they are games that aren't based upon stats and equipment stats. So where those games have very little margin of error the Castlevania RPGs had to hack away from your HP and as such they have different design philosophies and given that quite a few of those bosses can be toughed out (Ignore them and just hit them until they die) I can see the connection to Terraria.

Which is really the easiest way to tell the quality of Starbound, the movement alone without seeing an inch of combat will give me all the information I need. Solid movement and controls means that the skill factor can be enforced, wonky movement means that the skill factor is diminished.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexwazer on May 12, 2013, 04:45:58 am
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If Starbound has weak bosses it can still get away with it if the general combat was better.

Terraria had lousy general combat and needed stronger bosses which it didn't have.

See, this is exactly what I meant. "I think" or "In my opinion" would have completely changed the meaning of those sentences. So basically, we agree that the importance of bosses is relative for Starbound, because we don't how combat will be yet, but you can't accept that it is the same for Terraria, because you found combat unsatisfactory. What you consider good combat isn't the same as other people. I enjoyed combat, amongst other things, in Terraria even if it was simple... no, because it was simple. I suck at platformers. So, as far as I am concerned, Terraria did get away with it and could have done so even without any bosses at all. You might not agree, the game might not have been designed with that in mind, but all this is completely irrelevant when it come to whether I enjoyed it or not.

Even strictly considering the game design, bosses weren't that important, except the WoF which was intentional since not everyone wanted to turn their world into hardmode. EoC and EoW could be skipped completely, it was possible to avoid the dungeon and skeletron until much later or forever, hardmode bosses were only useful for a handful of items. There were tons of gear available without having to fight a single boss. Except the WoF, but going hardmode was hardly necessary to enjoy the game, so if anything, it just proves that "building bigger and better weapons" wasn't necessarily the most important aspect of the game.

I enjoyed Terraria combat. It did not need, in my opinion, stronger bosses. As far as I am concerned, it could have been just as good or even better without bosses. I spent over 300 hours playing Terraria; less than 30 of them were spent preparing for or fighting bosses. This is how important bosses were for me.


For Starbound, I'll take whatever they have for combat and bosses, even if "whatever" means nothing. That's not what I'm looking for in the game. It wasn't for Terraria either. Starbound should have a lot more to offer in terms of exploration and that is enough for me to know that I'll enjoy the game. Also, flashlight will make exploration much more enjoyable for me.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 12, 2013, 04:46:15 am
I'm expecting it to be Terraria with more stuff. Honestly, as long as the movement and combat mechanics are solid and not horribly broken and awkward to use I'm fine with just flying around space exploring random planets, at least for a while.

If I get to do that, and there's some kind of neat stuff to be found throughout the worlds I'll be happy. I could probably get my money's worth just spelunking and building cool bases on the planets they've shown already in screenshots. They all look amazing, I think.
I agree with this. About 15 euros for a blocky game where you can build bases and explore randomly-generated planets, with friends, with the promise of there likely being more? Doesn't sound like a waste of money to me.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Silfurdreki on May 12, 2013, 05:07:55 am
I'm expecting it to be Terraria with more stuff. Honestly, as long as the movement and combat mechanics are solid and not horribly broken and awkward to use I'm fine with just flying around space exploring random planets, at least for a while.

If I get to do that, and there's some kind of neat stuff to be found throughout the worlds I'll be happy. I could probably get my money's worth just spelunking and building cool bases on the planets they've shown already in screenshots. They all look amazing, I think.
I agree with this. About 15 euros for a blocky game where you can build bases and explore randomly-generated planets, with friends, with the promise of there likely being more? Doesn't sound like a waste of money to me.

Exactly! I'm not saying that I wouldn't like more added complexity or awesome boss fights, I'm saying I'd probably consider the game to be good if it only had what we've seen in screenshots and streams. It's mostly a way of not setting expectations too high.

Spoiler: Still Off topic (click to show/hide)

HEre's some actual content for once. I already saw it on the PVP stream, but if no one caught that...

(http://playstarbound.com/wp-content/uploads/2013/05/painting.png)

They have a specific set of pixel art blocks from the get-go. I'm assuming that there's different ones for both background and foreground as these seem to be background and the ones I saw couldn't be moved through.

All blocks will be paintable, IIRC, and can be either placed in the background or foreground. There's no specific background/foreground blocks, like in Terraria. At least that's what I've gathered.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexwazer on May 12, 2013, 05:37:54 am
All blocks will be paintable, IIRC, and can be either placed in the background or foreground. There's no specific background/foreground blocks, like in Terraria. At least that's what I've gathered.

Yup, I remember reading about both the painting and the absence of distinction between background/foreground. It should speed up building which is always nice. If you also don't have to remove the background to build underground, that would be awesome. I don't remember reading about that, one way or another.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2013, 07:35:26 pm
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It did not need, in my opinion, stronger bosses

Whelp that doesn't sound good for Starbound if people legitimately like "I walk into you" as a boss.

By the by "Stronger" doesn't mean tougher, Stronger means "better" as in better designed.

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you can't accept that it is the same for Terraria, because you found combat unsatisfactory

You do too if bosses were so unsatisfactory that their exclusion completely unaffected the game.

As well you don't give any glowing recommendation of the combat, nor that you even think combat was particularly good or rewarding.

--

Anyhow, the general opinions of the community are indicative of the quality of Starbound as well. Which it isn't looking very good if the general opinion of Terraria's combat (of which the vast majority of enemies walk into you) is that it was sufficient.

The bar is so low right now. They just have to make sure there are enemies and people will hail this game.

----

Anyhow in my design philosophy the controls of Starbound and the combat of starbound need to be in Synch.

Because of the multitude of abilities that are likely to give you improved movement capabilities, the game I think they should look at for inspiration is the Megaman X series. Say what you will about it, they designed every boss and stage to be beatable even if you just starting out with the megabuster. While certainly the jets, armor, and helmet aided vastly, it wasn't a requirement to dodge and avoid attacks.

At the same time, unfortunately, I recognize that as an RPG of the Sandbox variety it means that stats are supposed to come to the forefront. Thus high-skill play may need to be avoided in order to make certain armors and weapons more important. Thus cheap shots, something I hate but whatever, may be required.

How did I figure out the weaknesses of a game before it is out just by recognizing what kind of game it was? XD

With the amount on their plate it means they are going to cut corners... I just wonder where.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 12, 2013, 08:16:28 pm
... exaggerating more than a little there, Neo. None of the bosses in Terraria were "I walk into you" with nothing else going on (none of them even walked, iirc, unless you count the invasions.), and only a particular subset of the enemies (Melee variations -- zombies, skeletons, possessed armors, werewolves... guess some of the goblins/snowmen would count there, too.) were like that without any notable variation (slimes jumped around, bats flew, chaos elementals did their little teleport thing, etc.). A majority was trying to collide with you to do damage, yes, but that kinda' describes the attack method of probably >75% of enemies in the platforming genre as a whole. With everything else, there was by and large as much variation in enemy attack and movement pattern as, well, many of the greats in the past. Most of the marios, just as an example, especially SNES era backwards. And seeing the edit... yeah, megaman, too. Most things either shot at you or tried to slam into you. Terraria kinda' covered that, too. MMX, at least, had a greater degree of bullet pattern variation, sure, but... not terribly much beyond that, in comparison, at least for normal stage enemies. Bosses were somewhat more involved, but to a large extent that was due to having a set arena. With that latter case in relation to Starbound... we'll see. They definitely seem more willing to use set pieces alongside and to enhance the procedural stuff (which, hey, roguelike ethos. I'm down with vaults.), which might leave room for some more environmentally involved enemies. There's been absolutely no suggestion there will be, though.

Terraria definitely could have been spruced up with some extra attack/bullet patterns and probably some more interesting movement patterns (wall crawling/bouncing, etc. I'm reminded of sting chameleon. Should steal that, heh.), but it honestly wasn't too far out of line with a great deal of the platforming genre, and pretty fancy in some places (wall fight and most of the hard mode bosses, ferex.). I've played many good platformers and a fair chunk of pretty terrible ones, and t'me T's platforming aspect was, well, better than many, if not most. Solid. Improvable (it's certainly leaning toward the simplistic side, but hell, it's more complex in that arena than, say, SMB1, which is pretty darn impressive for what was mostly a one man project.), definitely (what isn't?), but solid.

As for Starbound, we can be relatively certain that there'll be more movement types and attack patterns than T had, governed strongly by the procedural systems in place (though barring the set critters, whatever those end up being). I'm currently guessing we're going to see something along the lines of what (to use a relatively recent example I'm aware of) Magicmaker does with its bosses, where varying components of the critters definite how they act, drawing from a bit of a pool and quite possibly on the guns bullet/firing style patterns. We don't really know yet (unless a recent stream was particularly illuminating), though, so far as I'm aware. I've personally noticed a couple of attack patterns (ramming, short-ranged thrust) and one movement style (walking with a little jumping), which is pretty limited but noted as one of the things they're working on and intending to improve before release. We'll have to wait and see, yeah.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2013, 08:45:12 pm
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None of the bosses in Terraria were "I walk into you"

Then we don't have anything to talk about.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on May 12, 2013, 08:47:10 pm

I dont know if its intentional or not, but you appear to be asserting alot of what you are saying as if its absolute truth.

Consider the following:

You say x is bad in regards to the quality/fun of a game
many people disagree and had fun regardless or even because of x
therefore x being bad is not absolute truth.

Diagnosis complete </reference>
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2013, 08:57:08 pm
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I dont know if its intentional or not, but you appear to be asserting alot of what you are saying as if its absolute truth

It is intentional this time. I played a lot of Terraria and become rather frustrated with certain mechanics which when I brought to the general community tend to not be rejected because "You are wrong" but because "I just ignore it". Which basically stems from the fact that I play Terraria for other reasons then the fans who still talk about it today do as well.

So my assertions come from the fact that they tend not to be contradicted. As well a lot of what I say are on basic design philosophy.

Quote
many people disagree and had fun regardless or even because of x

Yeah but you have to listen to what they are saying as opposed to the basic jist. For example one outright said that Terraria would be better without bosses and said that combat was fun. Which you could take at face value but you also have to remember their mindset and their commentary and apply it to what they want out of Terraria. It wasn't the combat they were getting out of Terraria.

It is only important so much that Terraria is the template on how these games are to be done. As well as getting out of the way what the Starbound fan base is like, which is so far the same people who liked Terraria.

---

If the ordinary enemies aren't meant to be very stimulating, as some games have it, then what these enemies build up to (The bosses) need to be stimulating for there to be a pay off for your hard work. Otherwise there really is no point to there even being combat except to stretch out the sandbox or to add more grinding to a game that has no reason for grinding (When there is nothing to really kill).

If the controls aren't solid then that means that the gameplay is about your equipment and less about how you use your equipment. If the controls are solid it leaves it open to more of a skill factor. Yet at the same time with an equipment aspect it means that skill cannot be the prime motivator of the game because skill shines unless bosses have cheap shots to kill off the unequipped (something I am against, but whatever...).

The other aspect is that the general level designs, especially of the indoor areas, suggest a more third person shooter aspect to them. I suspect Halloween Harry type gameplay. Though given free range of weaponry I don't quite know what else to compare it to.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexwazer on May 12, 2013, 09:07:15 pm
At this point, I've got to ask what you base yourself on to compare Terraria combat and bosses. Because, as far as platformers go, while it wasn't anything special, it wasn't worse than most either.

Also, you seem to not take into consideration the main aspect that affected combat in Terraria: the possibility to alter the terrain however you want. The ability to create your own arena to fight the bosses is what really made them a non issue. Ever tried to fight EoC inside your house or a cave? The EoW while staying into the corruption's tunnels? The WoF without building a hell bridge? Any of the hardmode bosses without some prepared area? Any of those fight would be completely different based on where you decide to fight and how you prepare the area. This is Terraria in a nutshell. Terraria was never a huge challenge when it comes to combat if you could prepare the area. I've died more often from drowning because I ended up in underground water without light or from being know down into lava by a bat than I did from any boss. That's why I enjoyed Terraria.

I'm hoping Starbound will be similar, with relatively simple combat mechanics. A bit more diversity in movement and attack pattern would be nice, but personally I prefer simple combat over anything complex... suck at platformers and I do not especially enjoy losing over and over. If I was looking for complex combat, platformers would not the kind of game I'd look for.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2013, 09:22:53 pm
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I've got to ask what you base yourself on to compare Terraria combat and bosses. Because, as far as platformers go, while it wasn't anything special, it wasn't worse than most either

Terraria done a lot of things right, it always was one rung below being anything but mediocre in anything it did, it was always an almost great game that got an 8 when it deserved a 7. If the genre was exploited I think Terraria would be seen more as a average game.

Terrible games tend to make me lose interest really fast, but Terraria has the privilege of being one of the few like/hate games I own in that it is good enough that it is very fun and enjoyable, but with so much to make me hate it at the very same time, with gameplay that always just hovers below good or ok with "great" being somewhere else.

The one thing I absolutely do not want people to do with Terraria is settle and make it the staple. It will always be, to me, below the standard that has yet to exist.

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Also, you seem to not take into consideration the main aspect that affected combat in Terraria: the possibility to alter the terrain however you want.

That kind of opens up the games more gaping flaws which can just be summed up as "movement".

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I've died more often from drowning because I ended up in underground water without light or from being know down into lava by a bat than I did from any boss. That's why I enjoyed Terraria

I am not really seeking bosses that are tough. I am not asking for difficult edge of your seat bosses.

I am more or less asking for bosses that shown a bit more complexity in their strategies and attacks, where the controls of the game aided in defeating them. For example Skeletors Head roll was barely jumpable and his pattern was more or less to bump into you.

Quote
I'm hoping Starbound will be similar, with relatively simple combat mechanics. A bit more diversity in movement and attack pattern would be nice, but personally I prefer simple combat over anything complex... suck at platformers and I do not especially enjoy losing over and over. If I was looking for complex combat, platformers would not the kind of game I'd look for.

And this is pretty much where our gaming philosophies start to differ. I actually grow really weary of games where enemies are basically "Run into opponent" over and over again. I love games where the skills you learn as you play are genuine and you improve and learn as you go.

I loathe games where you can jump into a fight with the very last dungeon/boss and take him down (unless you are just great with the genre).

Which is fine, we both want something different from this game.

If I were to bet money as to who is going to get the game they want? It is you. You are more representative of the current majority of people who play videogames.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexwazer on May 12, 2013, 09:45:41 pm
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It will always be, to me, below the standard that has yet to exist.

This is all I really needed to understand. And you know what? I actually agree 100%

Even for Starbound, our philosophies don't differ that much. If Starbound adds enough diversity and just enough complexity, we could both get our cake. Better combat isn't something I wish to avoid, I just don't want the complexity to overshadow the other aspects or make it impossible to play if you aren't skilled in platformers. Starbound having different planets with different difficulty, that wouldn't be so hard to do. I honestly don't mind if I can't survive 10 seconds on planet of difficulty 80+ (out of 100) because of how bad I am if I can enjoy the stuff on the planets -80... or whatever the numbers and distribution. I can enjoy a game even if I can't reach the end game. In fact, I never reached end game in the vast majority of the games I've played.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2013, 09:53:14 pm
Admittingly I think Starbound will be great in not punishing people who don't want to do combat as well as no punishing people who don't want to do the heavy exploration.

If it does have that separation where people can chose how to play the game without being punished while still giving a reward, then yeah it does hit both our needs. Mind you I am not looking for high complexity or difficulty but more or less for solid controls and gameplay gear towards them.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 12, 2013, 10:03:04 pm
It will always be, to me, below the standard that has yet to exist.

I usually make a point not to get involved, but I *have* to comment on this.

Everything will always fail if you compare it to the imaginary Platonic Ideal. Further, you did blatantly ignore Frumple talking about things that contradicted your factual opinions. Terraria bosses were not entirely based on collision damage... the hard mode bosses all had projectile weapon patterns to dodge in addition to collision damage. So, what, in detail, is your ideal boss encounter in a... whatever you want to call this genre? How does the perfect boss encounter work, when you have variable equipment setups and can alter the terrain to your advantage? What, exactly, constitutes the perfect balance of player skill and interesting design mechanics that would satisfy you?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2013, 10:06:33 pm
Well let me see... Hard mode Eater of Worlds is pretty close, give him a few tweeks, fix up the controls, remove the damage shield, exploits, make him more conducive to single player... and boom!

The hard mode bosses were a step in the right direction but they had large problems.

" What, exactly, constitutes the perfect balance of player skill and interesting design mechanics that would satisfy you?"

Well you have a character and he can jump, the jump is designed so it allows you to hop on the ledges in the game with little difficult and on the run.

The boss attacks and for the attacks you need to jump over, your jump clears it. He chases you, and your ability to move compliments the layout.

When the boss attacks you, he does an animation indicating an attack. Heck maybe he doesn't have a damage field.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 12, 2013, 10:10:28 pm
That's ridiculously vague... specifics? What about it did you like? What about the controls needed to be improved? What tweaks would you make?

(I'm genuinely curious, anyone else is free to chime in as well)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2013, 10:11:05 pm
That's ridiculously vague... specifics? What about it did you like? What about the controls needed to be improved? What tweaks would you make?

(I'm genuinely curious, anyone else is free to chime in as well)

What did I like about Terraria or the boss? What controls in Terraria need to be improved?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 12, 2013, 10:13:26 pm
I asked what you would like in an ideal encounter. You said EoW was close, now I'm asking what specifically needs to be changed on that encounter (via anything, I guess) to make it your ideal according to the criteria you mentioned.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2013, 10:26:03 pm
Well in Hard mode EoW he digs through the ground and pops up, usually in predictable ways, and you attack his sides. Where he also shoots lasers at you which you can dodge.

What I like about him is that he has more then one way of attacking (and his attacks are attacks and not bumping into you), his lasers can be dodged easily with the control mechanics given to you, and the way you damage him compliments the weaponry you would have at that point (multi hits).

The tweeks I'd give him is that
1) I'd fix up the controls and the lasers so that dodging them becomes much more possible and predictable. That way the boss is more of a marathon boss and less of one you try to damage extremely quickly.
2) I'd remove his damage shield: Walking into his sides should do little-no damage, this major forms of attack are his head charge, lasers, and drones. Heck it would be interesting if you could fight him while jumping on his body.
3) More single player Viable: When in single player, lower defense, lower health, lower damage. Terraria in general was bad for this (Skeletron was the worst! but they fixed him later)
4) Exploits be gone!: Remove the exploits that lets you kill him in a few seconds (As we all know, someone beat all the hard mode bosses in less then a minute)

With better controls it means he is more about dodging his attacks while still aiming your own. With him being more consistent it means that he has less cheap shots. Removing his damage shield stops some of the situations where he chain hits you. Then once you hit that point he hit "perfection in design" as in there is nothing to take away, you can do whatever you want with him then.

A perfect boss depends on the game as always.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 12, 2013, 10:48:20 pm
Those all sound reasonable, though I admit I always preferred ranged weapons in Terraria (and probably will in starbound, as well), so touching the bosses was something I usually avoided. Oddly enough, I didn't have much issue with skeletron (either form) other than running out of ammo. I'm also not familiar with the exploits, other than (I guess?) using the holy symbol for more invincibility frames and using the flamethrower For Massive Damage.

I admit, I did want to ask that question (what specifically do you want) and get something other than "I don't know, the developers' job is to please me by providing some vacuous better thing than what I got." You brought up something else, though, that I think Starbound will do better. The idea of having something in each hand is better than Terraria, because it adds more complexity to combat besides pick weapon and attack. I'm hoping the different weapon types will add more to combat, like rocket launchers doing AoE damage and destroying terrain, or timing your attacks with a one-handed gun while also blocking with a shield.

I haven't followed Starbound closely in a while, though. Recent streams could have shed light on those topics.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 12, 2013, 10:54:01 pm
I'm really hoping they add commissar caps, even if it's just cosmetic. I want a pistol in one hand and a sword in the other, dammit.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on May 12, 2013, 10:59:08 pm
Well if you have $500, and they release another round of platinum tier, and you get in fast, and Commissar caps happen to still be your preferred head gear, it is a certainty!

I personally adore the tricorne, so I'm happy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 12, 2013, 11:00:56 pm
Early on the problem with Skeletron on Solo was that it was impossible to kill him with the gear that was available because you couldn't damage him enough with the weapons available. Meaning that you had to skip the Dungeon Tier to fight him and often go straight to Hell Tier items.

This was fixed later on.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 12, 2013, 11:05:24 pm
Well if you have $500
Excuse me whilst I laugh/weep hysterically.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 13, 2013, 02:40:33 am
So, in an attempt to remedy my ignorance, I dug around and found this feature list (http://community.playstarbound.com/index.php?threads/list-of-announced-game-information-updated-april-15th.450/) on the official forums. I'm sure it's been posted in the thread somewhere before, but... eh. Sorry. As I understand it, all of the info comes directly from the dev team. Some highlights of relevancy:

Some items can be equipped that grant movement abilities, like sliding, site-to-site teleportations, stompy boots, sprinting.
Most creatures do not do collision damage (walk into you), but instead must perform an attack animation to damage the player.
Bosses come in two varieties (normal and Ninja Gaiden), with random attributes that dictate fight strategies you must use against them.

I won't post more, as I'm sure it's been mentioned here already, but those seemed immediately relevant.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on May 13, 2013, 03:12:17 am
Somehow I don't think I will ever use the teleport.
For no reason other than a Pavlovian avoidance of short range side scroller teleports after Spelunky. I can never blink again.  :'(
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on May 13, 2013, 07:52:07 pm
As far as boss fights are concerned vis-a-vis the ability to modify terrain, I think options exist to overcome that and to force fighting them in a specific arena. In fact, a hint of this exists already in Terraria: Corruption. While modifying corruption is possible, it requires an arbitrary tech level, and furthermore I don't expect it's a difficult premise to prevent the ability of placing terrain within a region as defined by a live boss. In Starbound, this posits at least two or three different contexts: you can either summon an alien boss and fight him in his ship (spawns something on the surface, like meteors); you can find an ancient horror deep beneath random worlds; or a mix of the two, where you summon some magic thing randomly on the planet - could be on the surface or could be in a floating sphere.

This would be in addition to bosses in the current Terraria flavor, where you're allowed to create an arena and have some control over where you fight a boss. This would allow for a few different flavors of bosses, although I agree that the 2d platforming genre is somewhat limited in possible options. I did like Neon's idea of riding a worm-type of boss as you fight it, instead of having constantly dig through the ground and pop out.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexwazer on May 13, 2013, 09:48:06 pm
Generally, I consider that if you need to take away options or capabilities normally available to the player in a game to increase difficulty, then you are doing something wrong (well, not YOU literally :P) I really liked Neo's idea of fighting the EoW/DoW while jumping on him because it doesn't remove anything, it only add something new. I love options. There's never too much options in my opinion (but for Armok's sake, be consistent with your default options!!)

In cases like Terraria /Starbound, it's especially annoying when you have your options taken away from you just for the sake of increasing difficulty. Anyone that thinks the bosses, or anything really, are too easy can just as easily make them harder, using the same tools available to make those fights easier to begin with. Some people tend to use any and all tools and exploits to make things easier and THEN complain because it's too easy... well that's their problem. Don't make the game unplayable to others for your own inability to challenge yourself.

Keywords here: give players options
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 13, 2013, 11:02:16 pm
Quote
Some people tend to use any and all tools and exploits to make things easier and THEN complain because it's too easy... well that's their problem. Don't make the game unplayable to others for your own inability to challenge yourself

I reject this mostly because I am one of those players. While I won't use some exploits the point of something being difficult is that you don't HAVE to hold your punches.

Sure in a boxing match tying one arm behind your back would make things a lot more difficult and there is something to be said about the idea of a self-challenge.

Yet there is nothing to compare with being in perfect condition and fighting an opponent who could still defeat you.

Though it is easy to see why. In the first one the challenge came not from the situation or the opponent but from the artificial limitations you gave yourself as well as removing many of the skills you learned because they would make it too easy. Yet in the second you are completely free to do your best.

If a game cannot challenge you unless you intentionally hinder yourself, then "just self-challenge yourself" isn't necessarily a solution. For me there is something that feels cheap about such a victory, while there are some games I'll accept it (because the games are designed for such things such as the Megaman series) there are others I refuse to.

This person is as much punishing you for not being skilled as you are punishing them for being unskilled with your situation. The ONLY difference is that you have a solution that works for some people.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on May 13, 2013, 11:24:40 pm
Heonivek he is talking about exploit, if you find a way to duplicate everything you have over and over and over in a game where money is involved, you basicly broke the game for yourself and then cry that the game is too easy, thats what he is talking about, exploiting a game, sure if he doesnt exploit and then says the game is too easy well, there is a design flaw somewhere like you said. Thats my 2 cente before going to sleep cya all! and Please... dont burn anything while im gone :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 13, 2013, 11:44:58 pm
There's also the fact that no game will ever be perfectly balanced for each special little snowflake user. I like the approach Starbound is taking, with planetary difficulties, much better than the On Switch hardmode that Terraria took. I figure my local universe will have my homeworld on a mid-range interesting planet, with underground bases and transplanted arcologies and war-spider mount breeding pens, with several scattered outposts on more inhospitable worlds that happen to have valuable minerals or Tarkelian Fangor Beasts. Need Unobtainium and feel like a challenge? Go to a difficulty 90+ planet. Want a stroll in cavernous ruins? Visit the level 30 world I marked as a historical site in my journal.

Choices, people. Choices.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 13, 2013, 11:50:36 pm
But Darkmere! If you give players choices, some of them might choose wrong. I cannot rest while a single person is playing a game in a way I disapprove of!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 13, 2013, 11:56:38 pm
But Darkmere! If you give players choices, some of them might choose wrong. I cannot rest while a single person is playing a game in a way I disapprove of!

My god, I wish that wasn't so completely true.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GlyphGryph on May 13, 2013, 11:58:32 pm
But Darkmere! If you give players choices, some of them might choose wrong. I cannot rest while a single person is playing a game in a way I disapprove of!

Of course, the Terraria devs seemed to have adopted this sort of attitude by the end (wasn't this the entire purpose of keys? That people were playing the game wrong, and they needed to be forced to play it right?) and I'm really looking forward to Starbound but I'm just hoping it really is free of that attitude like it appears to be.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 14, 2013, 12:01:27 am
But Darkmere! If you give players choices, some of them might choose wrong. I cannot rest while a single person is playing a game in a way I disapprove of!

Of course, the Terraria devs seemed to have adopted this sort of attitude by the end (wasn't this the entire purpose of keys? That people were playing the game wrong, and they needed to be forced to play it right?) and I'm really looking forward to Starbound but I'm just hoping it really is free of that attitude like it appears to be.

Talking about the desire to make games so inoffensive and easy that no one can possibly fail?

Or... hmmm...

I cannot tell actually.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexwazer on May 14, 2013, 12:03:06 am
Heonivek he is talking about exploit, if you find a way to duplicate everything you have over and over and over in a game where money is involved, you basicly broke the game for yourself and then cry that the game is too easy, thats what he is talking about, exploiting a game, sure if he doesnt exploit and then says the game is too easy well, there is a design flaw somewhere like you said. Thats my 2 cente before going to sleep cya all! and Please... dont burn anything while im gone :P

Pretty much this. This could be either from exploiting bugs, flawed mechanics, bad design or in-game inbalances. Some people are crazy good for figuring out these things, but then they should not complain about the game being too easy. Mind you, that doesn't mean these bugs, flaws or inbalances should not be fixed, but they should not be "fixed" by messing up other strategies that weren't relying on said bugs/flaws/imbalances. This is admittedly much harder to do than it is to say.

Anyway, the keywords were and remains "give players options". Cheating options? Fine, not gonna use them no matter how horrible I am, but don't mind them for the single player part. Difficulty setting? Why not, let hardcore gamer have their nightmare mode, I'll stick to toddler difficulty setting. Different ways to achieve a same goal? Anytime! Surely no one is against having options.

I like the approach Starbound is taking, with planetary difficulties, much better than the On Switch hardmode that Terraria took.
Choices, people. Choices.

This and This. Hopefully there's also more to explore and stuff to discover and obtain so that bosses are somewhat optional, unless you are a completionist. Terraria had a rather linear gear progression with bosses being inevitably part of the relatively short line.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 14, 2013, 12:05:00 am
Ohh then I am definitely not referring to exploits.

I REALLY hate it when people say "Is the game too easy? It is your own fault because you aren't doing self-challenges" because it fundamentally misunderstands the point of a raw challenge.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexwazer on May 14, 2013, 12:07:08 am
Yeah, I can understand that. That's why I think pretty much every game would benefit from some difficulty settings. There is simply no way otherwise to provide a challenge suited for everyone.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 14, 2013, 12:42:22 am
But Darkmere! If you give players choices, some of them might choose wrong. I cannot rest while a single person is playing a game in a way I disapprove of!

Of course, the Terraria devs seemed to have adopted this sort of attitude by the end (wasn't this the entire purpose of keys? That people were playing the game wrong, and they needed to be forced to play it right?) and I'm really looking forward to Starbound but I'm just hoping it really is free of that attitude like it appears to be.

It's been a while, but I believe the gist of it was, players who knew about floating islands and the shadow chests would go in new worlds and take everything from the islands and underworld immediately, then likely make full suits of lava armor (whatever it was called, I forget) and complain that the game wasn't long enough because they skipped everything in between and didn't want to build anything. Then the keys were added, so now people complain that the game is pointlessly long and they don't bother building anything.  I guess the builders keep building. *shrug*

Between the two, I'd prefer the sandboxy feel of getting whatever, whenever, despite being the kind of player that wants to see every step in progression and grail all the gear, just to say I've seen it. I also never played on any public servers... so there is that. I assume the problem will be either alleviated or exacerbated with Starbound. On one hand... massive number of random planets with random stuff. On the other... players can be on any different number of planets on the same server, so they'd better be really damn on the ball for making the server software administrate that many environments for X players at once.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 15, 2013, 01:53:24 am
Got my preorder in, finally.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 15, 2013, 01:56:31 am
I kind of wanted a blend between gameplay and sandbox

Similar to the Terraria trailer where the person was in a magma river underground with pillars that he hops onto while fighting a skeletal dragon.

THAT was the Terraria I wanted.

While I don't think I am going to get that with Starbound, I can dream can't I?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moogie on May 15, 2013, 06:07:34 am
Huh, I remember doing something almost exactly like that back when I played Terraria. Only, it wasn't pillars, but buildings sunk into the molten earth. And it wasn't a skeletal dragon, but a massive wall of fleshy fiery evil death.

And when it wasn't the massive wall of fleshy fiery evil death, it was those fucking annoying teleporting imp things, with their projectiles that knocked you into the burning sea.
Title: Re: Starbound - A flat yet infinite universe.
Post by: The Darkling Wolf on May 15, 2013, 06:13:54 am
Was on a server once where we ended up horrifically overprepared for the WoF. We spent ages building a massive hellway, then killed it within three seconds of it spawning, none of us even had to move. Was absolutely hilarious.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 15, 2013, 09:08:01 pm
Huh, I remember doing something almost exactly like that back when I played Terraria. Only, it wasn't pillars, but buildings sunk into the molten earth. And it wasn't a skeletal dragon, but a massive wall of fleshy fiery evil death.

And when it wasn't the massive wall of fleshy fiery evil death, it was those fucking annoying teleporting imp things, with their projectiles that knocked you into the burning sea.

So, basically only similar in that it was underground, and also lava.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 15, 2013, 09:17:57 pm
You sure they were pillars? Hell in Terraria has these buildings made of various kinds of brick. They're basically multi-floor towers half-buried in lava and ash. From some blurry pre-release footage, they might look like solid pillars.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on May 15, 2013, 09:29:07 pm
And there were skeletal worms to fight that could be mistaken for a dragon.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 15, 2013, 09:33:17 pm
You sure they were pillars? Hell in Terraria has these buildings made of various kinds of brick. They're basically multi-floor towers half-buried in lava and ash. From some blurry pre-release footage, they might look like solid pillars.

Nope it was solid pillars as well you are thinking of hell, the person was in the lava section not hell.

As well it had nothing to do with whether or not Pillars and Skeletal dragons were in Terraria, it was that the generation system would generate these set pieces.

So whenever I explored a Cave I always compared it to that Trailer. "Does this cave enhance the gameplay?" and the answer was always no, it was just a random cave with no consideration for the gameplay, the characters abilities, or what have you.

Neither Starbound nor Terraria will have the Pillar Lava Cave Generation system.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 15, 2013, 10:19:29 pm
Never seen that trailer, but it sounds interesting. Link?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 15, 2013, 11:19:58 pm
Never seen that trailer, but it sounds interesting. Link?

Link isn't available anymore and it is nearly impossible to find.

All the ones I look at are far too new or are of when Terraria was released. This one didn't even have the armors in it.

Mind you it was back before they knew what the game was as well. It is funny how many weapons are in the game that are useless or weakened because of how the game was designed.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexwazer on May 16, 2013, 05:04:10 am
The first video released was this one (http://www.youtube.com/watch?v=UGo7iMUcxLc), which has something that looks like that pillars/lava/dragon stuff you're talking about (starting 1:53), but otherwise doesn't really fit with anything else you've said. It is in hell (that's where bone serpent show up after all), there's plenty of armor already and the game was already almost finished, but not yet released. If that's not the video you had in mind, then I can't help but think that said video might only exist in your mind... 2 years can really affect memories.

Not quite sure which weapons you have in mind. There are tons of weapon I never use, but I can only think of a handful that I would consider useless, none of those because of game design, but rather on simple balancing issues (i.e. mostly subpar magic items).
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on May 16, 2013, 05:26:28 am
So whenever I explored a Cave I always compared it to that Trailer. "Does this cave enhance the gameplay?" and the answer was always no, it was just a random cave with no consideration for the gameplay, the characters abilities, or what have you.

I'm a little confused. Are you expecting that everything in the "below dirt above hell" to be meaningful gameplay beyond as a filler for exploration and travel? (I'm not sure if that capitalization is a typo or intentional because there's nothing I remember in the caves being 'noteworthy' to the degree that I'd capitalize it - as opposed to, for example, golden vault/jungle chests, or the underground wood structures, which I wouldn't describe as a cave.)

I could understand a desire to see a "Cave", a meaningful location of noteworthy consequence, which could contain items or chests or special enemies or resources or a rogue-like vault (a pre-built locked area containing "out of depth" enemies but also out of depth rewards), or perhaps even non-resource based gameplay, like the ability to create a viable house in that location that could be used for housing a few useful NPCs or as a secondary outpost. Ostensibly this sort of thing is somewhat covered by the "underground houses". But even if these were implemented, there would only be a few in any given world and the bulk of the layer would just be generic "caves", which would still fall short of your expectation that they should enhance gameplay somehow.

It may not "enhance gameplay," but sometimes a cave is just a cave. You need some kind of baseline area for the player to explore without it being all noteworthy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 16, 2013, 02:13:55 pm
Agreed. Trying to make every single place (especially on generated, rather than designed, worlds) significant in terms of atmosphere and progression is idiotic-either you fail and it's a pile of shit, or you succeed and it's a pile of shit. Everything about the world feels much more real when most of it isn't a significant location. You don't need to have a miniboss, an abandoned, ruin, etc. every ten feet for the world to be interesting. The random bits of remarkable terrain you can find usually far outweigh that sort of planned stuff, at least in my book.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 16, 2013, 03:56:22 pm
Agreed with the above. If everything is awesome, awesome becomes mundane and the wonder is lost. That said, I do like the conceptual balance of Starbound, with the generated dungeon segments connecting together on random worlds intermixed with natural landscapes and local creatures. Sometimes a strange world is just that, while others may house hidden ruins to plunder for all they're worth. I hope some of them ruins are made in deteriorating states, or can have above-normal threat ranges for the host planets. Time will tell, I suppose.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 16, 2013, 04:05:04 pm
Agreed. Trying to make every single place (especially on generated, rather than designed, worlds) significant in terms of atmosphere and progression is idiotic-either you fail and it's a pile of shit, or you succeed and it's a pile of shit. Everything about the world feels much more real when most of it isn't a significant location. You don't need to have a miniboss, an abandoned, ruin, etc. every ten feet for the world to be interesting. The random bits of remarkable terrain you can find usually far outweigh that sort of planned stuff, at least in my book.

The difference however is that in Terraria Everywhere is insignificant and uninteresting. The generation never generates within the rules of the game or creates interesting things except possibly either by complete fluke or by stretching your own ideas.

There are many games out there with some form of random generation that actually takes into account the player and creates set pieces.

The problem is that it is more difficult to implement it organically so it isn't done. It is why I don't think Starbound is going to do it.

I'd love to go through a jungle with large jumpable leafs where these tiger aliens jump from one to another to try to kill me. It just isn't going to happen.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Normandy on May 16, 2013, 04:54:34 pm
@Neonivek: http://playstarbound.com/dungeon-generation/ (http://playstarbound.com/dungeon-generation/)

There are set pieces in Starbound, along with hand-crafted quests tied along with them. It remains to be seen how well the devs implement these and whether they'll be available on release, but the Starbound devs do intend to address the very thing you're complaining about.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 16, 2013, 04:56:04 pm
I'll have to play it to see, they could just be good looking.

As long as I am good with my money this time and wait until it comes out on Steam.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Nirur Torir on May 16, 2013, 05:42:03 pm
The Glitch win every engineering award and then some.

(https://dl.dropboxusercontent.com/u/11872122/2013/Misc%20B12/glitchship.png)

Chandeliers with torches.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 16, 2013, 05:42:44 pm
Yesssss. YESSSSSS.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 16, 2013, 05:52:54 pm
You don't even mention that the captain's chair looks like a posh recliner.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 16, 2013, 05:56:09 pm
Anyone else gonna fill their shuttle with useless crap to make it look like it has cargo?

Honestly I'd rather there actually be a cargo where you can place stuff into and it displays as a pile of junk
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on May 16, 2013, 06:16:23 pm
Anyone else gonna fill their shuttle with useless crap to make it look like it has cargo?

Not cargo.  Baby monsters in cages.  It'll be the worlds worst petting zoo in space.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on May 16, 2013, 06:26:40 pm
I have every intention of filling my ship up with every hat in the game, then crashing on a desert planet with a handful of other guys.
And it shall be the creation story for TF2.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 16, 2013, 06:27:42 pm
Not cargo.  Baby monsters in cages.  It'll be the worlds worst petting zoo in space.
Then all we need is a midget robot wearing a gimp mask and some very strong bars and we'll really be in business.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Culise on May 16, 2013, 08:09:19 pm
@Neonivek: http://playstarbound.com/dungeon-generation/ (http://playstarbound.com/dungeon-generation/)

There are set pieces in Starbound, along with hand-crafted quests tied along with them. It remains to be seen how well the devs implement these and whether they'll be available on release, but the Starbound devs do intend to address the very thing you're complaining about.
The nicest part is that, if it's all CGA-era images and LUA scripts, it should be easy to mod to add in even more set pieces.  I wouldn't be surprised to see entire mod packs dedicated simply to dungeon and quest mods. 
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 16, 2013, 08:14:44 pm
Yesssss. YESSSSSS.

Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 17, 2013, 05:03:08 pm
Honestly I am starting to wonder if I am going to have a love/hate relationship with this game (as opposed to the Terraria like/hate)

Yet with all this information I am getting it doesn't look that bad. It seems to have a stronger focus on outright exploration then on tedious excavation work.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on May 17, 2013, 05:31:53 pm
Honestly I am starting to wonder if I am going to have a love/hate relationship with this game (as opposed to the Terraria like/hate)

Yet with all this information I am getting it doesn't look that bad. It seems to have a stronger focus on outright exploration then on tedious excavation work.

Just don't over analyse so much.  :)  For the 15 or 20 dollars it costs, you'll probably get plenty of entertainment out of it even if its not perfect. 

It definitely won't be perfect, but it'll probably be a lot better than most of the games out there.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on May 17, 2013, 05:55:01 pm
One thing I'd like to be in the game, or at least can be modded in.

A beam weapon. Like, a real beam that fires continuously, not a laser pew pew bullet. Maybe even a variant that breaks blocks or sets things on fire.

Combined with something that lets you hover, I go like bzzzAAAPPP! everywhere.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on May 17, 2013, 05:56:45 pm
A beam weapon a la No Time To Explain would be pretty awesome.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 17, 2013, 06:05:41 pm
Or ala magicmaker.

Honestly, I can't entirely say that the Starbound crew would be lessened if they just kinda' quietly, ah... flattered... some of what the Magicmaker folks have been doing. Starbound crew and basically everyone that does anything with bullet patterns, really. They're doing some rather satisfying stuff.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 17, 2013, 07:15:18 pm
Wow, I'm loving these daily updates.

(http://i.imgur.com/uNvhEd6.png)

All we need now is a ninja sword and we're golden.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Silfurdreki on May 17, 2013, 07:31:37 pm
Oh, wow, I never realized they were actual daily updates. Due to just the date changing in the title, I just glanced at them and assumed it was the same post every time.

I feel stupid now. :o
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on May 17, 2013, 07:33:03 pm
Wow, I'm loving these daily updates.

(http://i.imgur.com/uNvhEd6.png)

All we need now is a ninja sword and we're golden.
You mean a pair of these things (http://en.wikipedia.org/wiki/Sai_%28weapon%29).
Since that's Raphael I see there.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 17, 2013, 07:49:53 pm
A beam weapon. Like, a real beam that fires continuously

http://playstarbound.com/wp-content/uploads/2013/04/playermechanics33.png

That looks really close. I'm wild guessing that since the beam is bent and not 1 projectile that, if it's not an actual beam, you could mod something close enough.

EDIT: Now that I think about it, the matter manipulator building tool draws a line from the tool to the cursor. That's 90% of what you would need to make a beam weapon.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on May 17, 2013, 08:12:46 pm
A beam weapon. Like, a real beam that fires continuously

http://playstarbound.com/wp-content/uploads/2013/04/playermechanics33.png

That looks really close. I'm wild guessing that since the beam is bent and not 1 projectile that, if it's not an actual beam, you could mod something close enough.

EDIT: Now that I think about it, the matter manipulator building tool draws a line from the tool to the cursor. That's 90% of what you would need to make a beam weapon.

Well, then the other 10% would be being able to damage enemies with it... maybe make a splash hit image too. And a long range.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moghjubar on May 17, 2013, 09:06:19 pm
A beam weapon. Like, a real beam that fires continuously

http://playstarbound.com/wp-content/uploads/2013/04/playermechanics33.png

That looks really close. I'm wild guessing that since the beam is bent and not 1 projectile that, if it's not an actual beam, you could mod something close enough.

EDIT: Now that I think about it, the matter manipulator building tool draws a line from the tool to the cursor. That's 90% of what you would need to make a beam weapon.

Well, then the other 10% would be being able to damage enemies with it... maybe make a splash hit image too. And a long range.

And, if we are talking magicmaker... the ability to bounce 10 times, catch things on fire, then split off and fall - bounce as gravity drags it down while silly string razor-wire flies out everywhere.
Title: Re: Starbound - A flat yet infinite universe.
Post by: sambojin on May 17, 2013, 10:34:22 pm
I'm happy enough. I've character created a Dwarf (it's not my fault that you're all short too). They also have robots, pirate hats and katanas, so one of my characters will be a ninja-pirate-robot with a lazor.

Yes, I win!

(ps, I'm still all good for the keys for the comp on Tuesday. B12 server, here we come).
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 17, 2013, 11:33:42 pm
Victorian robot nobles are where it's at!
Accept no substitute!
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 17, 2013, 11:35:59 pm
(ps, I'm still all good for the keys for the comp on Tuesday. B12 server, here we come).

Wait, what's Tuesday again?

A friendly little birdie told me that the public may have it's first look at something playable around May21-28th if everything stays on track. That seems like good news!

Oh right.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 17, 2013, 11:36:56 pm
Victorian robot nobles are where it's at!
Accept no substitute!
I dunno. Plasma cloud cowboys are pretty cool as well.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 17, 2013, 11:59:19 pm
Victorian robot nobles are where it's at!
Accept no substitute!
I dunno. Plasma cloud cowboys are pretty cool as well.
Why not have both?!

This and more can be your for 12 easy payments of 99.99, and also a friend to drag along!
Title: Re: Starbound - A flat yet infinite universe.
Post by: jdonpugh on May 21, 2013, 12:33:04 am
Quote
If Starbound has weak bosses it can still get away with it if the general combat was better.

Terraria had lousy general combat and needed stronger bosses which it didn't have.

See, this is exactly what I meant. "I think" or "In my opinion" would have completely changed the meaning of those sentences. So basically, we agree that the importance of bosses is relative for Starbound, because we don't how combat will be yet, but you can't accept that it is the same for Terraria, because you found combat unsatisfactory. What you consider good combat isn't the same as other people. I enjoyed combat, amongst other things, in Terraria even if it was simple... no, because it was simple. I suck at platformers. So, as far as I am concerned, Terraria did get away with it and could have done so even without any bosses at all. You might not agree, the game might not have been designed with that in mind, but all this is completely irrelevant when it come to whether I enjoyed it or not.

Even strictly considering the game design, bosses weren't that important, except the WoF which was intentional since not everyone wanted to turn their world into hardmode. EoC and EoW could be skipped completely, it was possible to avoid the dungeon and skeletron until much later or forever, hardmode bosses were only useful for a handful of items. There were tons of gear available without having to fight a single boss. Except the WoF, but going hardmode was hardly necessary to enjoy the game, so if anything, it just proves that "building bigger and better weapons" wasn't necessarily the most important aspect of the game.

I enjoyed Terraria combat. It did not need, in my opinion, stronger bosses. As far as I am concerned, it could have been just as good or even better without bosses. I spent over 300 hours playing Terraria; less than 30 of them were spent preparing for or fighting bosses. This is how important bosses were for me.


For Starbound, I'll take whatever they have for combat and bosses, even if "whatever" means nothing. That's not what I'm looking for in the game. It wasn't for Terraria either. Starbound should have a lot more to offer in terms of exploration and that is enough for me to know that I'll enjoy the game. Also, flashlight will make exploration much more enjoyable for me.

Yes you are right. Flashlight will make exploration much more enjoyable for all. I agree with You.
Title: Re: Starbound - A flat yet infinite universe.
Post by: JanusTwoface on May 23, 2013, 10:00:39 pm
Does anyone know if there's been a video of the mechs released in action? Because dang:
(http://playstarbound.com/wp-content/uploads/2013/05/mech-300x218.png)

On a related note, here's some really good news to the poster a bit back that wanted more 'interesting features':

Quote
We’ve also been working on adding more ‘Terrain features’. These are small portions of terrain that make use of our dungeon system code to place very interesting set pieces on the terrain. They blend in nicely with existing terrain and there are hundreds of them.

Here’s an example of a terrain feature, a natural bridge:
(http://playstarbound.com/wp-content/uploads/2013/05/bridge-300x201.png)

Source: http://playstarbound.com/23rd-may-progress/ (http://playstarbound.com/23rd-may-progress/)
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on May 23, 2013, 10:10:32 pm
Due to a annoying series of bugs, might be another 3-4 weeks until a playable client is out.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 23, 2013, 10:12:53 pm
Haaahahaha, I loved the expressions in that video. Especially the :I
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 23, 2013, 11:16:43 pm
Haaahahaha, I loved the expressions in that video. Especially the :I

I know, right? It's such a small, needless feature to add but I keep chuckling about it, anyway.

Does anyone know if there's been a video of the mechs released in action? Because dang:

I think the vehicles are a brand new implementation. At the end of last month (I believe?) only a few had been modeled, and none were in-game yet. Hoverbikes and those mechs are confirmed though, along with who-knows-what-else.

Due to a annoying series of bugs, might be another 3-4 weeks until a playable client is out.

Is that a conservative "might" or a generous "might"? :)

I kid, I kid.
... no I don't.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on May 24, 2013, 06:23:06 am
To better explain it as it was explained to me. "The team is 2 weeks behind where we thought we would be." Seems like it's not so bad. My understanding is that it relates to a core feature and not just fluff that can be added later. If you have ever coded a large project then you know that delays are exponential. Logically, if you are two weeks behind then it will take you at least four weeks to finish.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on May 24, 2013, 06:39:22 am
So what your saying is two months?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Grakelin on May 24, 2013, 07:24:07 am
Six months.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on May 24, 2013, 08:05:50 am
Look, it may or may not be done before 2055. The important part is you have to believe.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 24, 2013, 09:01:56 am
Valve-time remains the most reliable way of predicting actual release.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 24, 2013, 09:14:03 am
Haaahahaha, I loved the expressions in that video. Especially the :I
I think I was mostly intrigued by humans apparently being speciesist assholes :P

Or at least that pair. It'd be an interesting combination when mixed with the apparent xenophilia.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on May 24, 2013, 09:45:45 am
I watched that video last night.

...

I got the "crane" joke just now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on May 24, 2013, 10:32:13 am
Quote
We’ve also been working on adding more ‘Terrain features’. These are small portions of terrain that make use of our dungeon system code to place very interesting set pieces on the terrain. They blend in nicely with existing terrain and there are hundreds of them.

Here’s an example of a terrain feature, a natural bridge:
Spoiler (click to show/hide)

Neat thing about this, is it'll probably be pretty modable, so I wouldn't be surprised to see a bunch of user made terrain feature packs adding a even more.  :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 24, 2013, 10:44:30 am
Quote
We’ve also been working on adding more ‘Terrain features’. These are small portions of terrain that make use of our dungeon system code to place very interesting set pieces on the terrain. They blend in nicely with existing terrain and there are hundreds of them.

Here’s an example of a terrain feature, a natural bridge:
Spoiler (click to show/hide)

Neat thing about this, is it'll probably be pretty modable, so I wouldn't be surprised to see a bunch of user made terrain feature packs adding a even more.  :)

Including giant, dick-shaped ancient relics, ofcourse!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on May 24, 2013, 10:48:55 am
Quote
We’ve also been working on adding more ‘Terrain features’. These are small portions of terrain that make use of our dungeon system code to place very interesting set pieces on the terrain. They blend in nicely with existing terrain and there are hundreds of them.

Here’s an example of a terrain feature, a natural bridge:
Spoiler (click to show/hide)

Neat thing about this, is it'll probably be pretty modable, so I wouldn't be surprised to see a bunch of user made terrain feature packs adding a even more.  :)

Including giant, dick-shaped ancient relics, ofcourse!
Giant, dick-shaped historically accurate ancient relics!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on May 24, 2013, 12:52:06 pm
I guess these features would have the same lua-scripting hooks that the dungeon ones would have.  You could probably have all sorts of crazy stuff then.  Scripted Boss Fights, meteor showers, Ion cannon mining operations, tar pits with sinking aliens, gladiator arenas...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 24, 2013, 01:34:40 pm
I guess these features would have the same lua-scripting hooks that the dungeon ones would have.  You could probably have all sorts of crazy stuff then.  Scripted Boss Fights, meteor showers, Ion cannon mining operations, tar pits with sinking aliens, gladiator arenas...

As I understand it, the features like that and dungeons are pixel maps with assigned values per pixel that change per planetary biome. The intent was as you described, for easy modability and to allow users to put in their own dungeon designs in addition to their post-release weekly content updates. So yes, that. I don't usually mod games for a long time after release, but I do look forward to seeing what the community comes up with.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 24, 2013, 02:12:10 pm
I guess these features would have the same lua-scripting hooks that the dungeon ones would have.  You could probably have all sorts of crazy stuff then.  Scripted Boss Fights, meteor showers, Ion cannon mining operations, tar pits with sinking aliens, gladiator arenas...

As I understand it, the features like that and dungeons are pixel maps with assigned values per pixel that change per planetary biome. The intent was as you described, for easy modability and to allow users to put in their own dungeon designs in addition to their post-release weekly content updates. So yes, that. I don't usually mod games for a long time after release, but I do look forward to seeing what the community comes up with.

I think Levi was referring not to how dungeons are built but the LUA hooks they mentioned before here: http://playstarbound.com/dungeon-generation/ That would be nice to see elsewhere. Lua is a great scripting language if embedded in a game like this.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 24, 2013, 02:26:43 pm
Ah there you go. That was the post I was thinking of, I just completely missed the LUA line.

Now the question is, can we extend that from random dungeon chunks to a rapid terraforming script that lets you design and place specific rooms where you like? Coz... yes. That seems pretty extreme though.

*Edit* I just went through all that to ask the same question Levi did, didn't I?

facepalm.jpg
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moogie on May 24, 2013, 06:25:17 pm
Hey Neonivek, they were listening to you back there. :) Hundreds of terrain set pieces to be incorporated into worldgen? Fuckyeah! I was hoping for this sort of thing, too. I mean, you can bend Terraria and Minecraft's worldgen parameters to do some pretty crazy stuff, but to get truly impressive structures occuring totally at random is extremely rare and requires a deep level of simulation if you actually want biomes to form in a way that makes geological sense. Not even Dwarf Fortress does it reliably on the micro-scale. Pre-designed pieces are the next best thing. The worlds will definitely benefit from their inclusion, given they manage to fit them in without it looking awkward.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 24, 2013, 06:26:41 pm
Quote
Hey Neonivek, they were listening to you back there. :) Hundreds of terrain set pieces to be incorporated into worldgen?

 :o

Quote
Neonivek, they were listening to you

 :o :o :o
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on May 24, 2013, 06:29:00 pm
And so, with a post count approaching 23,000, people started to listen to Neonivek. It was a bright new day, full of hope. He could post about anything and have his opinion carefully analysed. War, faith, vidya games. To him, even the sky was no longer a limit!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 24, 2013, 08:06:35 pm
Bullcrap. No-one listens to Neonivek. I'm not even sure Neonivek listens to Neonivek.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on May 24, 2013, 08:19:38 pm
If you try to record Neonviek speaking, you find that the tape recorder didn't record it. Because no-one listens to Neonviek!
Title: Re: Starbound - A flat yet infinite universe.
Post by: BunnyBob77 on May 24, 2013, 09:18:51 pm
If neonivek posts in a forum and no-one is listening, does it make a sound?
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on May 24, 2013, 09:23:09 pm
Alright guys stop it, its not funny anymore. Do we really have to start attacking others?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 24, 2013, 09:28:55 pm
What, this? It's good-natured teasing, not attacking.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moogie on May 24, 2013, 09:29:40 pm
Not seeing this "attacking" you're talking about, but yeah, that joke went on a bit long. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on May 24, 2013, 09:36:56 pm
Well my french sometime pick the wrong word, the few posts were acceptable, but it went too far. Just please be carefull. I do know im not a moderator but ive had a few conversation about the general community and where it is currently going, i just want to make ssure we all stay *cordial* should i say?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Grakelin on May 24, 2013, 09:39:59 pm
The community's not going anywhere, and Neonivek can handle it. Back to our 2D Spaceman game.


Wait.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 24, 2013, 09:54:40 pm
The community's not going anywhere, and Neonivek can handle it. Back to our 2D Spaceman game.


Wait.

Har har. Was that accidental?  :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on May 25, 2013, 04:16:53 am
Actually, Starbound is a 2D spehssman game too :o
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 26, 2013, 01:14:30 am
So apparently they've just kinda' casually added in physics as a kind of major feature. That, uh. Should be interesting.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 26, 2013, 01:33:40 am
They've mentioned low-G planets in the past. I think since the comment was about variable planets being in "again" and Tiy mentioned not wanting to do a trailer without combat mechanics (including the physics thing), they just jumped a pretty big hurdle.

Lots of the rest looks like polish and simple data entry... *strokes beard*
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on May 26, 2013, 08:11:21 am
Yesssssssssssssssssss...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on May 26, 2013, 02:00:09 pm
Somethingsomething unrealistic!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on May 26, 2013, 06:19:03 pm
Somethingsomething unrealistic!
How so?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 26, 2013, 07:57:06 pm
Somethingsomething unrealistic!
How so?

Ehhh I think he was going on how close the planets would have to be to be that big in the sky.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 26, 2013, 08:30:37 pm
Somethingsomething unrealistic!
How so?

Ehhh I think he was going on how close the planets would have to be to be that big in the sky.

It would have to be driving distance close.
That is ridiculous.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moghjubar on May 26, 2013, 08:36:48 pm
Or really, really big planets.

Or the atmosphere is actually a very selective electronic giant telescope.

Or they are just types of birds.  One might fly down and try to eat you.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 26, 2013, 08:36:59 pm
It would have to be driving distance close.
That is ridiculous.
somethingsomething atmosphere something magnification something handwave somethingsomething this is not the physics you're looking for mumble
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 26, 2013, 08:49:23 pm
Also, we're talking about logic and realistic physics in this universe:

(http://i.imgur.com/OGyRLxR.png)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 26, 2013, 08:51:28 pm
Now, now. This is the internet, there's no reason to let gameplay or suspension of disbelief get in the way of a good complaint.

I suddenly hate this game because humans can't leave our own planet. Starbound is so unrealistic...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 26, 2013, 08:52:24 pm
Also, we're talking about logic and realistic physics in this universe:

(http://i.imgur.com/OGyRLxR.png)

The "Why-are-we-arguing-logic-in-a-work-with-x" argument is always on unsteady legs.

Giant planets in the sky break my immersion, robot William Shakespeare is just awesome.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 26, 2013, 08:53:30 pm
Now, now. This is the internet, there's no reason to let gameplay or suspension of disbelief get in the way of a good complaint.

I suddenly hate this game because humans can't leave our own planet. Starbound is so unrealistic...
Wut? We have left our own planet, what nonsense are you speaking?

If you mean going further than the moon, the tech is there. Just not the money or the will.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 26, 2013, 08:56:06 pm
Now, now. This is the internet, there's no reason to let gameplay or suspension of disbelief get in the way of a good complaint.

I suddenly hate this game because humans can't leave our own planet. Starbound is so unrealistic...
Wut? We have left our own planet, what nonsense are you speaking?

If you mean going further than the moon, the tech is there. Just not the money or the will.

This game is about faster than light travel to other planets! It makes no sense! Etc. 

I was more poking fun at people who are really damned determined to find things to hate.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on May 26, 2013, 08:56:44 pm
I actually kind of like giant plants floating around.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 26, 2013, 08:57:17 pm
I actually kind of like giant plants floating around.
Yes, I agree! Planets are good, too!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 26, 2013, 09:21:25 pm
The world that screenshot was taken on might have been a moon in a relatively tight orbit around a gas giant with lots of other moons. Which is, in fact, exactly what it looks like.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 26, 2013, 09:31:22 pm
http://playstarbound.com/wp-content/uploads/2013/01/objectmoon.png

Seems like you can, in fact, visit Endor-like planetary systems. I'm still offended. Somehow.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 26, 2013, 09:32:41 pm
http://playstarbound.com/wp-content/uploads/2013/01/objectmoon.png

Seems like you can, in fact, visit Endor-like planetary systems. I'm still offended. Somehow.

It's got large tracts of land, birds, and huge gold deposites.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Lukewarm on May 26, 2013, 10:13:44 pm
http://playstarbound.com/wp-content/uploads/2013/01/objectmoon.png

Seems like you can, in fact, visit Endor-like planetary systems. I'm still offended. Somehow.
Are you sure that's a moon?
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on May 26, 2013, 10:18:36 pm
http://playstarbound.com/wp-content/uploads/2013/01/objectmoon.png

Seems like you can, in fact, visit Endor-like planetary systems. I'm still offended. Somehow.
Are you sure that's a moon?

It is objectmoon.png.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 26, 2013, 10:26:38 pm
http://playstarbound.com/wp-content/uploads/2013/01/objectmoon.png

Seems like you can, in fact, visit Endor-like planetary systems. I'm still offended. Somehow.
Are you sure that's a moon?
That's no moon...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 26, 2013, 11:08:10 pm
That's no moon...

It's a trap! space station!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on May 27, 2013, 03:27:01 am
http://playstarbound.com/wp-content/uploads/2013/01/objectmoon.png

Seems like you can, in fact, visit Endor-like planetary systems. I'm still offended. Somehow.
Are you sure that's a moon?
That's no moon...
I've got a bad feeling about this.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Silfurdreki on May 27, 2013, 05:53:21 am
The world that screenshot was taken on might have been a moon in a relatively tight orbit around a gas giant with lots of other moons. Which is, in fact, exactly what it looks like.

This. Jupiter, as seen from Io, would have an angular diameter of ~19 degrees (~4 degrees from Callisto). As a comparison, the moon from Earth has an angular diameter of ~0.5 degrees. The other moons would of course change size since they orbit, but That is a little overkill for this game, I think.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on May 27, 2013, 06:04:55 am
Jesus. (http://dictionary.reference.com/browse/facetious)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 27, 2013, 06:22:09 am
Clearly the reasons why the planets are so big is because the atmospheres are rich in high spectrum obtainium.

Yet given the color of the sky I can only assume that it has somehow also been ionized as well, so it is likely a molecule that contains obtainium, likely hydrogen.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Silfurdreki on May 27, 2013, 06:28:31 am
Jesus. (http://dictionary.reference.com/browse/facetious)

That's not Jesus, that's the definition of facetious!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 27, 2013, 06:33:42 am
Jesus. (http://dictionary.reference.com/browse/facetious)

That's not Jesus, that's the definition of facetious!

Why are you setting up that joke?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 27, 2013, 08:49:18 am
So hey, latest update. Temperature? Temperature. Starting to make me idly wonder how much of a survival component the game's going to have (and if it can be turned off >_>).
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on May 27, 2013, 09:16:32 am
You have your own space ship. I imagine you also have extreme environmental suits for walking around at high noon and sundown on planets close to the sun.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 27, 2013, 10:13:47 am
Temperature and hunger have been in for a while. They are optional but as far as I know it's only those two as far as survival aspects go. I believe the temperature mechanic was modified by the armor you were wearing and how "exposed" to the surface you were. Buildings and underground provide you with partial temperature mitigation, etc. There's radioactivity as well.

I'll probably try it just to see them, that doesn't sound like much of a burden and would keep me on the lookout for new gear besides "get the most defense, wear it, the end".
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 27, 2013, 03:27:36 pm
It's all just fluff to justify selling armored bikinis for the sexy robots and birds on desert worlds.  :P

"No, really, it's practical! It keeps you cool!"
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on May 27, 2013, 03:47:55 pm
http://playstarbound.com/wp-content/uploads/2013/01/objectmoon.png

Seems like you can, in fact, visit Endor-like planetary systems. I'm still offended. Somehow.
Deposites?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 27, 2013, 03:49:06 pm
It's all just fluff to justify selling armored bikinis for the sexy robots and birds on desert worlds.  :P

"No, really, it's practical! It keeps you cool!"
Why would robots even need bikinis? Why do they need clothing period?!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on May 27, 2013, 03:58:44 pm
It's all just fluff to justify selling armored bikinis for the sexy robots and birds on desert worlds.  :P

"No, really, it's practical! It keeps you cool!"
Why would robots even need bikinis? Why do they need clothing period?!

The robots were programmed with modesty.  ;)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on May 27, 2013, 04:00:29 pm
It's all just fluff to justify selling armored bikinis for the sexy robots and birds on desert worlds.  :P

"No, really, it's practical! It keeps you cool!"
Why would robots even need bikinis? Why do they need clothing period?!

(http://i.imgur.com/OGyRLxR.png)

Look at this image. Look at it long and hard.

That is your answer.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 27, 2013, 04:06:53 pm
It's all just fluff to justify selling armored bikinis for the sexy robots and birds on desert worlds.  :P

"No, really, it's practical! It keeps you cool!"
Why would robots even need bikinis? Why do they need clothing period?!

(http://i.imgur.com/OGyRLxR.png)

Look at this image. Look at it long and hard.

That is your answer.


Is he wearing a bikini? No I don't think so!

(He should be though)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on May 27, 2013, 04:23:31 pm
He could be, under the tunic.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 27, 2013, 04:42:42 pm
Robot Shakespeare moonlighted as a drag queen.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Silfurdreki on May 27, 2013, 05:01:44 pm
Jesus. (http://dictionary.reference.com/browse/facetious)

That's not Jesus, that's the definition of facetious!

Why are you setting up that joke?

This might surprise you, but I honestly don't know what you mean. That was my terrible way of dodging the fact that I completely missed the sarcasm in the post that started that whole discussion.

He could be, under the tunic.

Stupid sexy Robot Shakespeare...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on May 27, 2013, 05:06:49 pm
Quote
This might surprise you, but I honestly don't know what you mean

There is a joke you can say from what you said. I didn't want anyone to say it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: CognitiveDissonance on May 27, 2013, 05:08:38 pm
Okay, this game seems to be collecting a lot of goodwill so I'm starting to get curious.
I have purchased Terraria, but got bored of it quickly. I find the development path for weapons/gear silly and couldn't get motivated.

But this looks like a proper sci-fi setting. Is it similar? Exploit resources, advance your item crafting abilities, and invade endless, procedurally-generated dungeons?

Are there any good LP's I could watch?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on May 27, 2013, 05:14:33 pm
Are there any good LP's I could watch?

I don't think there are any LP's yet, mostly cause its not out.  It sounds fairly similar to Terraria but more detailed and fleshed out(and sci-fi).

It sounds like its a bit heavier on the exploration elements(which is great, cause that is my favorite part).
Title: Re: Starbound - A flat yet infinite universe.
Post by: CognitiveDissonance on May 27, 2013, 05:20:29 pm
Are there any good LP's I could watch?

I don't think there are any LP's yet, mostly cause its not out.  It sounds fairly similar to Terraria but more detailed and fleshed out(and sci-fi).

It sounds like its a bit heavier on the exploration elements(which is great, cause that is my favorite part).

Oh. Duh. Could have sworn I've seen it for purchase on Steam. Derp...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 27, 2013, 05:52:19 pm
I think the pre-order's still up, but at the moment most of what it nets you is access to the soundtrack (which is alright, yeah) and access to the beta when they hit that point (and the game when it's outright released, of course). Beta itself isn't here yet, though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on May 27, 2013, 09:15:31 pm
im another signed up for beta for starbound no access yet except soundtrack still it seems to be making progress
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on May 27, 2013, 09:46:04 pm
Do we have an ETA for beta release?
Preferably one that doesn't have to specify the year?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 27, 2013, 10:03:55 pm
Not an official one, no. Insofar as I'm aware, anyway.

Hemmingjay's been getting some murmurings suggesting some time within a month or two at most, but that's wonderfully shady back-room hearsay stuff :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: rabidgam3r on May 27, 2013, 11:24:21 pm
Robot Shakespeare moonlighted as a drag queen.

Sigging.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on May 30, 2013, 04:03:22 am
Latest daily update's biggest reveal:

We're going to be able to romance the furniture with gifts of food.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on May 30, 2013, 09:55:03 am
Do we have an ETA for beta release?
Preferably one that doesn't have to specify the year?

Nothing official, but a series of recent programming snafus(Snafii? What is the plural form?) have pushed it back a bit. Internally they were hopeful for the fourth week of May but now would be happy with the same in June. Of course this comes from just one member of their team and like every piece of info I get from them, is shaded in vagaries. At this point I would expect the release to be in September or October and would be happy to see the beta by mid July.

The engine is done. Most of the core mechanics are done. They are adding art and content at an amazing pace right now, but some of the stuff that they add causes problems that need to be addressed before they can even release beta.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 30, 2013, 10:44:17 am
In that case, I should probably stop obsessing over the daily updates.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Lukewarm on May 30, 2013, 11:48:08 am
Latest daily update's biggest reveal:

We're going to be able to romance the furniture with gifts of food.
I always wondered how ottomans were made.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on May 30, 2013, 08:42:36 pm
It's the Elder scrolls all over again...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on May 30, 2013, 08:52:39 pm
Why can't you just put it on the floor is my question...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 30, 2013, 08:54:24 pm
Why can't you just put it on the floor is my question...
5-second rule. Duh.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on May 30, 2013, 09:06:04 pm
Why can't you just put it on the floor is my question...
5-second rule. Duh.
5 second rule's been disproven.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on May 30, 2013, 09:07:36 pm
Why can't you just put it on the floor is my question...
5-second rule. Duh.
5 second rule's been disproven.
The joke -------->









Your head -------->
:P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Culise on May 30, 2013, 09:08:04 pm
It's the Elder scrolls all over again...
Only with fewer spontaneous physics explosions should you accidentally bump a fork or plate.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on May 30, 2013, 09:14:23 pm
Why can't you just put it on the floor is my question...
5-second rule. Duh.
5 second rule's been disproven.
The joke -------->









Your head -------->
:P
The fact that a joke that fails to make any sense whatsoever is about as funny as a description of a mundane daily routine -------->









Your head -------->
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on May 30, 2013, 09:16:11 pm
Don't worry, I smirked mirthfully at the 5-second rule joke.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on May 30, 2013, 09:18:55 pm
Don't worry, I smirked mirthfully at the 5-second rule joke.
As did I.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on May 30, 2013, 09:24:20 pm
I want to make a pit full of spikes and cakes and then have my plantperson (or whatever they're called) build a house on stilts above it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on June 03, 2013, 03:54:36 pm
I expect a big announcement next monday regarding beta release date and major hurdles.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on June 03, 2013, 04:00:26 pm
I expect a big announcement next monday regarding beta release date and major hurdles.

Oh boy oh boy oh boy oh boy.  :D

I'm still expecting it to come out on the same day as Shadowrun Returns.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 03, 2013, 05:00:47 pm
I expect a big announcement next monday regarding beta release date and major hurdles.

If that means "beta's been pushed back due to major hurdles" I will be very disappoint. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on June 03, 2013, 06:04:47 pm
I think you will both be ok. FOr one, they can't push back the beta when they haven't ever stated a timeframe. It's also not ready for beta.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on June 03, 2013, 06:23:41 pm
Beta has been pushed back 2 months ( speculation) im having a each way bet on if x3 rebirth or starbound will come out first
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 05, 2013, 03:12:25 pm
So here's a news thing/tinfoil hat fuel/something or other.

http://insomniagamingfestival.com/whatson/whats-on-minecraft/

Short version: Chucklefish guys will be at that festival and Yogscast is doing a live let's play on stage. Event is August 23-26.

I lurk/VERY infrequently post on the Chucklefish forums, and Tiy's response to the "But I deserve firsties!" whines on the forums is basically: The game will be done when we feel it's awesome enough to be done. If that's earlier, then Insomnia will be the public unveil. If it's later, it'll be a preview.

*shrug* It's a date and a confirmed thing, so... there you go.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on June 05, 2013, 04:25:56 pm
This sort of jives with what I have been hearing as well as my own speculation. Release around late Sept/mid October with beta beginning in July-ish. Their publishing efforts have taken the financial pressure off of them a bit, so there is no need to rush. I see all of this as a good thing as long as they don't get carried away with tweaking it too much.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on June 05, 2013, 04:27:56 pm
tbh I don't care when they release it so long as its amazing. If they need to delay it to make it amazing, they should.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on June 05, 2013, 04:34:01 pm
I don't think the delay(not even really a delay) is due to making it awesome. It's just that they are still adding stuff. This game has just a staggering amount of stuff in it and they keep adding more as they think of it. If the game ends up being a sandbox then that is great. If it is more linear in it's gameplay it could actually be a weakness to have so much random stuff. I am very excited but in no hurry to see this.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on June 05, 2013, 04:46:22 pm
I dunno, stuff is pretty awesome. Games with no stuff are decidedly not awesome.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on June 05, 2013, 04:47:05 pm
Hey, if Beta isn't until July then I've probably got time to play some longer games then... 
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 05, 2013, 10:54:25 pm
Ah, I hate to multi-bump but the daily update included the Glitch respawn animation.

http://playstarbound.com/5th-june-progress/

I was already sold, but yes. That's too good NOT to pick, now. Also... tribal birdman axe.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on June 06, 2013, 05:37:22 am
Quite interesting bit in that update, for those inclined toward audio...
Quote
We also got the wonderful Logan Cunningham of Bastion fame on board for the voice acting. The samples he sent today were incredible.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on June 06, 2013, 05:57:32 am
Them gods ain't goin' ta help ya, son, you'll be sorry for what ya done.
.
You'll be pleadin' while you're bleedin'.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on June 06, 2013, 05:58:53 am
Voice acting..?
Not sure how I feel about that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on June 06, 2013, 06:02:10 am
Quite interesting bit in that update, for those inclined toward audio...
Quote
We also got the wonderful Logan Cunningham of Bastion fame on board for the voice acting. The samples he sent today were incredible.
Okay, I wasn't terribly fond of Bastion, but this right here? Color me interested.

@ Max White: It might just be for a certain NPC, or the intro cutscene or something along those lines.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on June 06, 2013, 08:18:32 am
That's what I was thinking, considering that we haven't heard word of any other voice actors being approached. Cunningham's voice is marvelous, too.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Girlinhat on June 06, 2013, 08:35:40 am
I'm gonna guess that the game's just gonna come out for beta and it's going to be -incredible-.  Like, we're gonna get our hands on it, and all the posted updates "I want to say what we're working on, but spoilers" is going to end up with like thousands of hours of fresh content.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Twi on June 06, 2013, 08:37:35 am
Them gods ain't goin' ta help ya, son, you'll be sorry for what ya done.
.
You'll be pleadin' while you're bleedin'.

:D

Just... Not sure how much there is to voice act, aside from intros and such.

I'm gonna guess that the game's just gonna come out for beta and it's going to be -incredible-.  Like, we're gonna get our hands on it, and all the posted updates "I want to say what we're working on, but spoilers" is going to end up with like thousands of hours of fresh content.
Run the hype mill faster! (to be fair, I'm about as excited)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on June 06, 2013, 08:49:23 am
Them gods ain't goin' ta help ya, son, you'll be sorry for what ya done.
.
You'll be pleadin' while you're bleedin'.

:D

Just... Not sure how much there is to voice act, aside from intros and such.

Might be VA snippets when you discover especially remarkable set-piece environments, when you complete construction on your first ship on a character, etc. Sort of like the Leonard Nimoy clips for new technologies in Civ. That's all speculation, of course.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shadowlord on June 06, 2013, 09:13:17 am
Or the Leonard Nimoy narration when you fly into a new sector in Star Trek Online.

Who wants to bet they hired Leonard Nimoy to narrate something?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on June 06, 2013, 09:13:19 am
Them gods ain't goin' ta help ya, son, you'll be sorry for what ya done.
.
You'll be pleadin' while you're bleedin'.

:D

Just... Not sure how much there is to voice act, aside from intros and such.

Might be VA snippets when you discover especially remarkable set-piece environments, when you complete construction on your first ship on a character, etc. Sort of like the Leonard Nimoy clips for new technologies in Civ. That's all speculation, of course.

"Kid puts the finishing touches on his new spaceship, the Peckership. That's just crude. The kid feels slightly ashamed of himself."
Title: Re: Starbound - A flat yet infinite universe.
Post by: Girlinhat on June 06, 2013, 09:19:15 am
I can only read that as Morgan Freeman.  Who would give the best voiceover for the maiden voyage for my peckership.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on June 06, 2013, 02:23:18 pm
I can only read that as Morgan Freeman.  Who would give the best voiceover for the maiden voyage for my peckership.
Would love to have that man do the voice acting..... Morgan freeman is one of the best actor IMHO
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fanofgaming on June 06, 2013, 03:00:53 pm
Morgan freeman is one of the best actor IMHO

That's not your opinion. That's a fact.

But yeah, I'm pretty excited to see that Logan Cunningham will be doing stuff for Starbound.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on June 06, 2013, 03:32:36 pm
I can only read that as Morgan Freeman.  Who would give the best voiceover for the maiden voyage for my peckership.
Oh god, now I did too.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 06, 2013, 04:14:45 pm
I can only read that as Morgan Freeman.  Who would give the best voiceover for the maiden voyage for my peckership.
Would love to have that man do the voice acting..... Morgan freeman is one of the best actor IMHO

Well... if you call that "Voice acting"

He is a great narrator but voice actor? I don't think I've heard him voice act ever.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on June 06, 2013, 06:27:50 pm
I can only read that as Morgan Freeman.  Who would give the best voiceover for the maiden voyage for my peckership.
Would love to have that man do the voice acting..... Morgan freeman is one of the best actor IMHO

Well... if you call that "Voice acting"

He is a great narrator but voice actor? I don't think I've heard him voice act ever.

And of course the numerous films he's acted in provide no indication whatsoever of his potential as a voice actor. After all, playing a character in person and playing a character with an animated body are entirely different things when it comes to the voice work. 103 films and five Oscar nominations for Best Actor and Best Performance mean nothing when it comes to his ability to portray a character's voice.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on June 06, 2013, 08:07:21 pm
Fuck it, have Nimoy, Freeman, and Cunningham should all narrate everything.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on June 06, 2013, 08:08:24 pm
Fuck it, have Nimoy, Freeman, and Cunningham should all narrate everything.
I don't think Gordon Freeman would be that good of a narrator.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 06, 2013, 08:41:20 pm
Quote
And of course the numerous films he's acted in provide no indication whatsoever of his potential as a voice actor.

It really doesn't. There are plenty of really great actors who cannot voice act (Commonly this is because of the different format, it throws quite a few of them off).

I don't say Gordan Freeman is automatically a good voice actor just because I liked him in Halflife.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on June 06, 2013, 09:14:54 pm
Quote
And of course the numerous films he's acted in provide no indication whatsoever of his potential as a voice actor.

It really doesn't. There are plenty of really great actors who cannot voice act (Commonly this is because of the different format, it throws quite a few of them off).

I don't say Gordan Freeman is automatically a good voice actor just because I liked him in Halflife.
He's an excellent actor and an excellent narrator. The simplest and most likely possibility is that he would also be a good VA. If someone is a good editorial writer and a good fiction editor, chances are they'd be a good editorial editor as well, other examples, etc. I think this is one of those times where you're being pointlessly cynical.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on June 06, 2013, 09:23:54 pm
Quote
And of course the numerous films he's acted in provide no indication whatsoever of his potential as a voice actor.

It really doesn't. There are plenty of really great actors who cannot voice act (Commonly this is because of the different format, it throws quite a few of them off).

I don't say Gordan Freeman is automatically a good voice actor just because I liked him in Halflife.
I got you to say Gordon! YESSSZSZSZZZZS!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Markus on June 06, 2013, 09:29:27 pm
. . . Personally, Mr. M-Freeman leaves a. . . bitter taste in my mouth.

In other news, I sadly won't be blowing part of my entertainment budget on this game. To be quite frank, I'll. . . not finish this sentence for my own health.

I am rather impressed at the level of procedural generation for creatures, though. Props to the team, I say.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on June 06, 2013, 09:42:28 pm
That's not very frank at all ;_;

C'mon, things are a little slow. Throw some discussion onto the fire. Or something. S'not like the on/off toggles in your computer we're communicating through can actually do anything to your health.

Well... barring some sort of harmful radiation. Or convincing your computer to ignite and/or explode. Or... well, the list goes on. Suffice to say they probably can do things to your health, but being frank isn't likely going to be the trigger for it.

... 'course, "isn't likely" doesn't necessarily entail "isn't", hum. Maybe it might be safer to just run for the hillsslowly back away from the computer.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on June 06, 2013, 09:43:43 pm
I can't believe so few people like Morgan Freeman.

What the fuck guys, I thought you were better then this.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on June 06, 2013, 09:44:14 pm
People dislike Morgan Freeman? O_o
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on June 06, 2013, 09:44:50 pm
It's jealousy of his sexy, sexy voice.  :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 06, 2013, 09:46:13 pm
It's jealousy of his sexy, sexy voice.  :P

Ohh please, he always sounds like he is talking about pie.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on June 06, 2013, 09:46:26 pm
People dislike Morgan Freeman? O_o
Hey man, everyone has someone out there with a hate-on for 'em. It's like soulmates, just... antagonistic, universal, and not quite so terrible a concept.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on June 06, 2013, 09:47:02 pm
People dislike Morgan Freeman? O_o
Hey man, everyone has someone out there with a hate-on for 'em. It's like soulmates, just... antagonistic, universal, and not quite so terrible a concept.
Soulhates~
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on June 06, 2013, 09:48:16 pm
It's jealousy of his sexy, sexy voice.  :P

Ohh please, he always sounds like he is talking about pie.
...Okay, that was nonsensical even for you.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on June 06, 2013, 09:48:36 pm
People dislike Morgan Freeman? O_o
Hey man, everyone has someone out there with a hate-on for 'em. It's like soulmates, just... antagonistic, universal, and not quite so terrible a concept.
Soulhates~

MADE FOR EACH OTHER.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on June 06, 2013, 09:52:27 pm
(http://playstarbound.com/wp-content/uploads/2013/06/weapons.png)

Certainty that Chucklefish art team likes drawing melee weapons more than guns: 99%
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 06, 2013, 09:58:10 pm
It's jealousy of his sexy, sexy voice.  :P

Ohh please, he always sounds like he is talking about pie.
...Okay, that was nonsensical even for you.

Just make up some dialog about pie and imagine it in Gordon Freeman's voice.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on June 06, 2013, 10:00:38 pm
It's jealousy of his sexy, sexy voice.  :P

Ohh please, he always sounds like he is talking about pie.
...Okay, that was nonsensical even for you.

Just make up some dialog about pie and imagine it in Gordon Freeman's voice.
I just can't hear it.

Mainly 'cause he's mute or something.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on June 06, 2013, 10:04:13 pm
Well, to me, Gordon Freeman's voice is my voice, so it's pretty easy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on June 06, 2013, 10:06:28 pm
. . . Personally, Mr. M-Freeman leaves a. . . bitter taste in my mouth.

In other news, I sadly won't be blowing part of my entertainment budget on this game. To be quite frank, I'll. . . not finish this sentence for my own health.

I am rather impressed at the level of procedural generation for creatures, though. Props to the team, I say.
Fun fact: You are allowed to not like something. If you want to say why, I think that would be constructive.
Anybody why gets upset because you don't like the same things they do has a bit of growing up to do.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on June 06, 2013, 10:08:17 pm
Fun fact: You are allowed to not like something. If you want to say why, I think that would be constructive.
Anybody why gets upset because you don't like the same things they do has a bit of growing up to do.
I can't believe that you don't like that I don't like that other people don't like the things that I like! >:(
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on June 06, 2013, 10:09:26 pm
I don't like that you don't like that I don't like that you don't like that other people don't like the things you like.
Title: Re: Starbound - A flat yet infinite universe.
Post by: werty892 on June 06, 2013, 10:18:42 pm
I can only read that as Morgan Freeman.  Who would give the best voiceover for the maiden voyage for my peckership.
Oh god, now I did too.
(http://imgs.xkcd.com/comics/freemanic_paracusia.png)
ITS SPREADING!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 06, 2013, 10:23:13 pm
I won't link it here because... eh. But there's a clip floating around (I think it was youtube) of a Freeman impersonator reading parts of 50 Shades of Gray. If you're into that kinda thing, it's worth a laugh.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on June 06, 2013, 10:26:19 pm
. . . Personally, Mr. M-Freeman leaves a. . . bitter taste in my mouth.

In other news, I sadly won't be blowing part of my entertainment budget on this game. To be quite frank, I'll. . . not finish this sentence for my own health.

I am rather impressed at the level of procedural generation for creatures, though. Props to the team, I say.
Fun fact: You are allowed to not like something. If you want to say why, I think that would be constructive.
Anybody why gets upset because you don't like the same things they do has a bit of growing up to do.
I agree with you completely. But I really get a goddamn bee in my bonnet when people don't explain why they don't like something I like.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on June 06, 2013, 10:45:22 pm
. . . Personally, Mr. M-Freeman leaves a. . . bitter taste in my mouth.

In other news, I sadly won't be blowing part of my entertainment budget on this game. To be quite frank, I'll. . . not finish this sentence for my own health.

I am rather impressed at the level of procedural generation for creatures, though. Props to the team, I say.
Fun fact: You are allowed to not like something. If you want to say why, I think that would be constructive.
Anybody why gets upset because you don't like the same things they do has a bit of growing up to do.
I agree with you completely. But I really get a goddamn bee in my bonnet when people don't explain why they don't like something I like.
I agree somewhat. Especially when the entire statement is "This thing you like? Eh, it sort of sucks." Either explain why or don't bother commenting at all, because posting just to say "Lol I dun like it" is completely pointless, in the literal sense of it contributing absolutely nothing meaningful to the discussion.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Markus on June 06, 2013, 10:50:02 pm
It mostly concerns having to hear about every single little "controversy" that ever surrounds him being shoved down my throat by people I know. It's not a concern about the man himself so much as how much I have to hear about him, and in such endless negative tone.

Like a broken record. Except the broken records poisons your taste and you can't actually appreciate the real thing thereafter.

As for my health, well, I was referring to a recent mental issue I came across. Yet I'm too dumb to just delete the whole sentence and instead leave some artifact to drag discussion out in a useless direction.



In case it hasn't been linked to yet, here's a lot of information for the un-informed.

http://community.playstarbound.com/index.php?threads/list-of-announced-game-information-updated-april-15th.450/
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 06, 2013, 10:52:37 pm
"Him" being?
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on June 06, 2013, 10:53:38 pm
"Him" being?

Morgan Freeman. Last couple pages of the thread, dude.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Grakelin on June 06, 2013, 10:54:21 pm
Morgan Freeman is controversial? And related to this game?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 06, 2013, 11:06:44 pm
"Him" being?
Morgan Freeman. Last couple pages of the thread, dude.

For clarity:

Morgan Freeman is controversial? And related to this game?
^^^
That was my question, stated in a coherent way.

EDIT: To be clear... the Morgan Freeman stuff is a tangental thing that we got onto because of Bastion Guy doing intro voiceovers for Starbound. Freeman is NOT involved with Starbound. Was the controversial "him" referring to Freeman (in which case, boycotting the game because of him is a misunderstanding) or Bastion Guy (who I have heard no controversy over, but I'd like to hear something besides overhyped praise, so I'm curious if there IS drama).
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on June 06, 2013, 11:21:17 pm
I'm pretty sure John DiMaggio could do the voice acting.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 06, 2013, 11:22:04 pm
I'm pretty sure John DiMaggio could do the voice acting.

You know, if we could have a voice actor... Why not Batman? The GOOD Voice acting Batman
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 06, 2013, 11:28:52 pm
As long as Jennifer Hale isn't playing a rough-and-tumble action girl I'm okay with it. I like her fine, just... kinda been done to death by now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 06, 2013, 11:31:36 pm
If Glados narrates the game, I will cry in terror and how anyone could make such a bad decision.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on June 06, 2013, 11:32:43 pm
Why don't they have a separate voice actor for every race?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 06, 2013, 11:39:01 pm
Why don't they have a separate voice actor for every race?

Because there are no voices. All the characters mumble in simlish warbledegook. The only voicework is for the intro narrations. Was stated sometime ago, though it bears repeating.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 06, 2013, 11:39:18 pm
Why don't they have a separate voice actor for every race?

So Robot Race gets Glados, Human Race gets Morgan Freeman, and Bird Race gets Peewee Herman?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on June 06, 2013, 11:40:06 pm
Why don't they have a separate voice actor for every race?

So Robot Race gets Glados, Human Race gets Morgan Freeman, and Bird Race gets Peewee Herman?
What do the plants get?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on June 06, 2013, 11:42:11 pm
Plant people are Gilbert Gottfried.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 06, 2013, 11:43:46 pm
Plant people are Gilbert Gottfried.

Why does that somehow seem appropriate?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on June 06, 2013, 11:52:41 pm
Not as appropriate as solar cowboys being voices by Owen Wilson.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 06, 2013, 11:53:27 pm
Not as appropriate as solar cowboys being voices by Owen Wilson.

Who?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on June 07, 2013, 12:00:30 am
Not as appropriate as solar cowboys being voices by Owen Wilson.

Who?

Google is your friend bro!

https://www.google.com/search?client=ubuntu&channel=fs&q=Owen+Wilson&ie=utf-8&oe=utf-8 (https://www.google.com/search?client=ubuntu&channel=fs&q=Owen+Wilson&ie=utf-8&oe=utf-8)
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on June 07, 2013, 12:11:29 am
so beta date is late august it would seem
Title: Re: Starbound - A flat yet infinite universe.
Post by: Poltifar on June 07, 2013, 03:36:05 am
so beta date is late august it would seem

Where are you pulling that out of?
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on June 07, 2013, 06:10:13 am
google gamesshow, yogscast and live playthrough of starbound sometime in late august dont have the link read back over last few pages
Title: Re: Starbound - A flat yet infinite universe.
Post by: Poltifar on June 07, 2013, 06:35:17 am
Oh, that. I thought they actually gave a date.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on June 07, 2013, 08:59:42 am
I agree with you completely. But I really get a goddamn bee in my bonnet when people don't explain why they don't like something I like.

You don't like cabbage? YOU GOT SOME 'SPLAINING TO DO!
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on June 07, 2013, 10:08:02 am
I am just here to express that I'm very happy that Bastion Guy is going to do some narration for Starbound.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on June 08, 2013, 10:51:23 am
I wish one race was voiced by Boris Johnson. That'd be hilarious.
I now want this to happen. So much bumbling.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on June 15, 2013, 04:07:33 am
Everything needs to be voiced by Brian Blessed. Everything. I don't just mean Starbound. I mean EVERYTHING!
Title: Re: Starbound - A flat yet infinite universe.
Post by: The Darkling Wolf on June 15, 2013, 04:20:39 am
I shall now read every post you make from now on in Brian Blessed's voice.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on June 15, 2013, 09:25:20 am
Everything needs to be voiced by Brian Blessed. Everything. I don't just mean Starbound. I mean EVERYTHING!
+1
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on June 15, 2013, 09:53:43 am
Word has it that three big hurdles were overcome last week relating to AI problems. During that time they also played around with the idea(and made it work) of having space stations for late game clans/corps/empires to hang out in. There is a good chance it will make it into the game. Huzzah!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on June 15, 2013, 10:26:36 am
Word has it that three big hurdles were overcome last week relating to AI problems. During that time they also played around with the idea(and made it work) of having space stations for late game clans/corps/empires to hang out in. There is a good chance it will make it into the game. Huzzah!

Fantastic to hear!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on June 15, 2013, 11:08:08 am
Damn it, I'm drooling again. And this time it isn't over anthropomorphic clouds of gas with boobs.

(kidding)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on June 15, 2013, 11:08:37 am
Will that mean elements of building in spaaaaaaaace?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on June 15, 2013, 11:11:22 am
All my money if the building in space requires EVA gear of some kind and carries the risk of you floating off into the void if you don't tether yourself, use magboots/a jetpack, or carry some sort of teleporter.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on June 15, 2013, 11:18:01 am
One of my friends just got Terraria and is playing it. God, I miss that game. I hope I play this one as thoroughly.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on June 15, 2013, 11:21:08 am
Terraria got boring real fast.

(Mostly after it erased my character 4 fucking times!)
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on June 15, 2013, 11:24:55 am
I put 80 hours into Terraria, and we were only like 90% of the way through the bosses.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on June 15, 2013, 11:28:21 am
112 hours...

Okay maybe I was just frustrated because I had to do the same stuff all over again with 5 different characters!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on June 15, 2013, 11:45:32 am
177 hours, pretty much everything hardmode fully upgraded on my main. Only ~50 hours or so was solo play, most of it was dicking around in MP. Starbound looks to have orders of magnitude more depth in SP, so yeah.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on June 15, 2013, 12:18:26 pm
http://playstarbound.com/9th-june-progress/   <-----Space Station guildhall stuff from a week ago, but they have been getting more and more excited about it behind the scenes. I think the biggest threat to release now is they have constant scope creep.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on June 15, 2013, 12:48:06 pm
All my money if the building in space requires EVA gear of some kind and carries the risk of you floating off into the void if you don't tether yourself, use magboots/a jetpack, or carry some sort of teleporter.

And then keep track of all characters lost in that way, so that others players occasionally run into the corpse while traveling between planets. Despite how mind-boggling big space is. Either a strange random encounter in space, or just a smear on your spaceship's windshield when you land.

Or rarely run into your own corpse, since you can respawn.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on June 15, 2013, 01:17:30 pm
All my money if the building in space requires EVA gear of some kind and carries the risk of you floating off into the void if you don't tether yourself, use magboots/a jetpack, or carry some sort of teleporter.

And then keep track of all characters lost in that way, so that others players occasionally run into the corpse while traveling between planets. Despite how mind-boggling big space is. Either a strange random encounter in space, or just a smear on your spaceship's windshield when you land.

Or rarely run into your own corpse, since you can respawn.
It'd be hilarious if you came back after about 10 years and find your guy's crash landed on a planet.
If you were wearing super-hard armour, in a crater. That would be awesome. A chance for lost characters to crash into planets.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 15, 2013, 01:36:22 pm
they have constant scope creep.

This does worry me a bit. I do hope the game is released in a finished and polished state, but I also hope they remember the old plan of weekly content updates post-release. There's tons of potential there, but more and more stuff keeps getting thrown in and now they sort of risk "release fatigue" after showing the game so mostly-finished (or it appears so, if they can spare coding time on the intros now). I'm fine with waiting, but this is the internet, after all...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on June 25, 2013, 03:32:52 am
Hemmingjay, any word on any kind of release? I'm really starting to worry that the constant feature creep will ruin this game :(
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 25, 2013, 04:13:21 am
It will definitely 100% without a doubt be out sometime this year. I suspect the beta will be sometime in late August or early September, but I have no basis other than vague guesses and slight coding knowledge.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Nelia Hawk on June 25, 2013, 04:23:46 am
Hemmingjay, any word on any kind of release? I'm really starting to worry that the constant feature creep will ruin this game :(
you call it "feature creep" i call it "adding a ton of content"... its the same anyways, just with a different thought behind it.
looks like you just want to play the game... NOW!!!!!1111   and call it feature creep because they do daily updates (that is pretty awesome that they do this for us. they could just do 1 update per month instead like... "we worked on more items for each type of ore, sleeping, our new AI guy is working on the awesome fish swimming ai, lava creates light now, working on intros... here have a screenshot... see you next month.)

maybe try to find a different game that keeps you busy for at least..... a month? so your not constantly looking at their website each day and "get disappointed by CONTENT err.. feature creep" :D

pretty sure that once they get a playable version out for the public you get a email about it (if you preordered?)... and it gets spammed in this topic too.

everyone know how it feels if you look forward to a game and want to play it already a week ago... (hello X³).
for me it kind of works to get busy with a different game instead (hello vindictus, world of tanks, twitch streams, any i might add age of wulin CB to the list soon)... but its probably hard to find something that you like that much to actually keep you busy for a while...
and then one day you get a email "starbound is released!!!" and you instantly throw away everything else you you were totally into for weeks and start exploring all the "feature creep" err... CONTENT that is in the game.
 :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on June 25, 2013, 04:50:45 am
From what I am reading feature creep is only when the game becomes overly complicated and ruins the game.

If the game suddenly added a million types of planets and a billion types of enemies... That isn't feature creep.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on June 25, 2013, 05:06:47 am
snip

Lots of features is great. Feature creep (http://en.wikipedia.org/wiki/Feature_creep), however, is generally not.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on June 25, 2013, 06:35:54 am
Hemmingjay, any word on any kind of release? I'm really starting to worry that the constant feature creep will ruin this game :(
you call it "feature creep" i call it "adding a ton of content"... its the same anyways, just with a different thought behind it.
looks like you just want to play the game... NOW!!!!!1111   and call it feature creep because they do daily updates (that is pretty awesome that they do this for us. they could just do 1 update per month instead like... "we worked on more items for each type of ore, sleeping, our new AI guy is working on the awesome fish swimming ai, lava creates light now, working on intros... here have a screenshot... see you next month.)

maybe try to find a different game that keeps you busy for at least..... a month? so your not constantly looking at their website each day and "get disappointed by CONTENT err.. feature creep" :D

pretty sure that once they get a playable version out for the public you get a email about it (if you preordered?)... and it gets spammed in this topic too.

everyone know how it feels if you look forward to a game and want to play it already a week ago... (hello X³).
for me it kind of works to get busy with a different game instead (hello vindictus, world of tanks, twitch streams, any i might add age of wulin CB to the list soon)... but its probably hard to find something that you like that much to actually keep you busy for a while...
and then one day you get a email "starbound is released!!!" and you instantly throw away everything else you you were totally into for weeks and start exploring all the "feature creep" err... CONTENT that is in the game.
 :D

I appreciate the thought, but it is not the case. I simply don't have the time to play the games I have now, let alone this time sucker. The fact is that they are getting deep into scope creep/feature creep territory while they wait on another team member to hammer out AI issues. The problem is they have dramatically expanded their design document while deep into production, which is almost always a no-no. While it sounds great to add tons of content, it creates further complications and potential incompatibilities with the originally planned feature set. It also can cause a loss of focus as the new exciting ideas tend to garner more attention from the programmer than the item that has been staring them in the face on the schedule for months. If you have been following along you would see that the game has expanded in it's scope tremendously several times. In addition to causing logistic problems, this type of scope creep can also cause a lack of focus/clear identity in the project. I hate to even mention these bombs in relation but they are famous examples........Spore and Fable 3. Both were games by well known idea guy/super creatives. Both teams reported that during production the lead kept adding new ideas and as these new ideas got added other planned features were dropped or simplified. Additionally, what we were left with was a somewhat incoherent game that felt like 2 or 3 games hastily thrown together.

I think Starbound will be great, but I worry that we are at a point of concern. Nothing overly dramatic, just someone who has observed this pattern before and doesn't want it to be repeated. 


As an example, here is their update from yesterday:
Today we set about revamping the examination system. Where examining an object used to bring up a tool tip with a description of the object in it (still accessible when the object is obtained). Your character will now comment on the object directly. Not only that but each race will comment on objects differently. This leads to some vary interesting scenarios where, for example,  you might ask your friend playing as an avian to examine an object you found in an Avian tomb because their knowledge might be greater than your own.

Of course this means I need to write 6 descriptions for everything you can investigate. Which is well over 6000+ descriptions.  So you can guess what I spent the day doing.

I managed to complete over 800 so far. Quite a way to go on that then!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Lightning4 on June 25, 2013, 08:35:12 am
I hate to even mention these bombs in relation but they are famous examples........Spore and Fable 3.

I thought at least part of Spore's problem was also Executive Meddling? I could be wrong about that, though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on June 25, 2013, 10:15:19 am
Yes, supposedly eventually pressure forced them to release Spore because costs were spiraling, due to the longer than expected development cycle which could rationally be attributed to the aforementioned reported scope creep. Every feature you add outside of the original design document has the potential to increase design time, dev time, testing time and each one of these items adds costs. Further, each one is a potential source of complication in coding which usually becomes buggy gameplay or disjointed feel.

Obviously, none of this is set in stone. It's simply a matter of applying case studies and principles of product development. My own experience in this is primarily from the Biz Dev side and the exponential cost and scheduling rise.
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on June 25, 2013, 11:13:00 am
A very common source of failure for entrepreneurs is the attempting-to-do-everything syndrome.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Nelia Hawk on June 25, 2013, 11:17:21 am
what i would have posted:
(just ignore this spoiler)
Spoiler (click to show/hide)


what i post instead:
Spoiler (click to show/hide)

i just stay optimistic that the devs have things under control and that the game will be fun to play once it is out.
or maybe i will facepalm hard because i was wrong and i hear in 3 months that they work on "total war size army battles and civilization empire/town control with spaceship battle and..."... FEATURES...   /creepfacepalm


and i guess dwarf fortress is "feature creep, THE GAME !!!".
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on June 25, 2013, 11:21:29 am
Those intros are impressive.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on June 25, 2013, 11:21:45 am
Not really. As I understand it, Toady has had a coherent idea of what he wanted to do with it for a long time, it's just that the development process is, to say the least, lengthy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Kaje on June 25, 2013, 11:27:20 am
Just to get back to the features, am I right in thinking we can build space ships and travel to other worlds? Essentially having bases on as many as we can bother to travel to? And the space stations - will those be available/buildable in single player?
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on June 25, 2013, 11:49:22 am
Nelia Hawk, I can't disagree with your opinion. It's as valid as anyone else's. I stated why I think it's scope creep(expanding a great deal beyond the original design many times now) but I can also see why you just see it as extra content. I don't care when the game comes out, as long as it's coherent and has a reasonable amount of bugs. I don't doubt the team or the game at this point. I merely voiced concern over this recent(2 month) trend now. I think DF is a game that will never release a final version, by design. Whereas Starbound has an intended release date and support schedule, implying development lifecycle. In that scenario, you must release a mostly complete game that can be patched and updated. The two are totally different concepts. Additionally, Toady has the benefit of a very long and old design document with more branches than I think he can expect to complete in his lifetime. One is a commercial game and the other is a life's work project.

Kaje, Yes you can upgrade/decorate your ship and explore planets building outposts on them. Also, they are working on a feature for MP where your guild/corporation/empire can build a shared space station but it's not definite for the finished game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Kaje on June 25, 2013, 11:51:02 am
Thanks hemmingjay - I pre-ordered a long time ago, but always amazed at the scope this has.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on June 25, 2013, 12:25:47 pm
I'd just like to clarify, I'm not one of those "OMG I WANTS TEH GAEM NAOW!!!1!!!!1ELEVEN" people, even though I admit my post came across as such. What I'm more worried about is that, the longer the development time is and the more they talk about the stuff they're adding, the more hype will build and the higher expectations will be for once it finally does release. And we all saw how that panned out with Fable.

I can wait as long as it takes to get the game into my hands, time really isn't an issue to me. What I am worried about is the game being received by players as a disappointment because of how much people overhyped themselves about it. You know what the internet is like when people think they've been wronged; it would stunt any further growth and expansion of the game for sure, and that's what worries me.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on June 25, 2013, 12:36:30 pm
I think (hope) this game will be fantastic, but at this point it seems like it will be incredibly difficult not to disappoint some of the fan base, given the rabid nature of the fandom and the expansive features under consideration.

Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 25, 2013, 02:22:39 pm
Internet backlash will happen for everything (and has happened with this game already) regardless.

I'm absolutely certain the game will be fun and I'll sink a ton of time into it regardless, but two things worry me about it right now.

1) Some time ago, Tiy said the plan was to develop weekly free content updates to the game post-release, with a separate team working on larger content patches at longer intervals. That needs to be balanced out with bug fixes, and they only have a handful (2? 3?) of coders that will be split between bugfixing and implementation of new features. They have several people doing graphics and data entry... that could lead to bottlenecks and schedule slip for either project team.

2) Everything they add now adds more complexity and potential pitfalls to a game that isn't officially codified yet. Post-release, there's always an established "baseline" for content, so if something needs to be integrated, you just look at what the game already is and make the new stuff fit. Now, if someone has a great idea, there's no pressure to conform with a baseline, since you can just re-write or add parts to the core game. They have several cooks making the soup, and the recipe is still being written, to metaphorize it.

In short, CONTENT can (and was promised to be) constantly added post-release anyway, so we're not inherently missing out on it if it's not done right now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on June 30, 2013, 09:08:00 pm
Some good news coming tomorrow. No, not THAT good, but good nevertheless.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on June 30, 2013, 09:09:15 pm
Some good news coming tomorrow. No, not THAT good, but good nevertheless.
Good to hear, still.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on June 30, 2013, 10:44:18 pm
Some good news coming tomorrow. No, not THAT good, but good nevertheless.

Haha. Psyche!

I kind of expect beta to be late August or September, and the game to be October or November at this point. I'm still looking forward to it, but my enthusiasm has cooled quite a bit, regardless.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 01, 2013, 12:18:02 am
/me stares at the June 30th update in mild befuddlement.

I... I can't say I'm complaining, but. Left field. Left field from beyond the stars. Also good gods the potential for annoyance.

E: Was... was that the good news you were talking about, Hemmingjay? Trumpets?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Girlinhat on July 01, 2013, 12:21:19 am
It's the sunday work.  He's just fooling around with ideas, so don't totally expect it.  And expect to see a mute option when you right click someone if it does get in.  Or expect that to be the first thing anyone ever mods in.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 01, 2013, 01:07:39 am
mute option

My god, no kidding. Like I needed another excuse to be anti-social, but yeah having every public server full of asshats with random noise spammed at you...
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on July 01, 2013, 05:43:50 am
what i would have posted:
(just ignore this spoiler)
Spoiler (click to show/hide)

Spoiler (click to show/hide)



*looks up june 30th update*

My, this could be fun.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on July 01, 2013, 05:52:05 am
Hmm... That may be the first thing I've seen that I would prefer not be in the game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 01, 2013, 06:01:43 am
Hmm... That may be the first thing I've seen that I would prefer not be in the game.

What? WHAT!?!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on July 01, 2013, 06:09:22 am
Just doesn't seem all that relevant to the central theme of the game (exploration, gear crafting, space). I wouldn't want an instrument and music system in Madden or Call of Duty, either.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on July 01, 2013, 06:20:41 am
When is this coming out? O_o
Also, the music feature reminds me of Mabinogi and its Simple Music Markup Language. I'm all for a music system. It adds a little touch that's nice in a multiplayer environment. O.o
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 01, 2013, 06:54:07 am
Just doesn't seem all that relevant to the central theme of the game (exploration, gear crafting, space). I wouldn't want an instrument and music system in Madden or Call of Duty, either.

No I mean what feature?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on July 01, 2013, 06:57:11 am
From the June 30th update on playstarbound.com:

"It’s an entire in game music system!

You’ll be able to craft musical instruments including a trumpet, violin, guitar, piano and drum. Once you’ve got one of these instruments you’ll be able to hit various keyboard keys to play different notes. But more interestingly the instruments are able to read abc notation. Which you can read about here: https://en.wikipedia.org/wiki/ABC_notation"

There is a video in the update.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on July 01, 2013, 08:08:58 am
Deleted because I am an angry man
Title: Re: Starbound - A flat yet infinite universe.
Post by: Briggsy16 on July 01, 2013, 08:13:03 am
Try reading the whole article where it states that this is a feature that was worked on in the developers free time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on July 01, 2013, 08:16:22 am
Try reading the whole article where it states that this is a feature that was worked on in the developers free time.

My bad, I'm in a pretty terrible mood already and went into rage mode. I shouldn't be allowed near the keyboard at times like this, sorry xD
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on July 01, 2013, 08:19:04 am
Try reading the whole article where it states that this is a feature that was worked on in the developers free time.

Every developer can use his Sunday free time to mess around or try out any idea he has.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Nelia Hawk on July 01, 2013, 10:24:53 am
mute option

or how about an "earmuff" item?
you equip it and cant hear any music from other players anymore... and no soundeffects in general... and all speach text will be muffed too... (a bunch of letters missing? like: "a ..nch .f ..tt.r. m....ng?" )
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 01, 2013, 11:13:29 am
Cool idea. It'll be so useless people will just turn down their computer volume! :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on July 01, 2013, 11:26:20 am
Cool idea. It'll be so useless people will just turn down their computer volume! :P

I really do hope there is some in-game way to mute them, though, because I rather enjoy the soundtrack.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 01, 2013, 01:35:05 pm
I bet there'll be a menu that lets you adjust volume of different things like SFX, music, etc. Practically all games have.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on July 01, 2013, 02:21:36 pm
I bet there'll be a menu that lets you adjust volume of different things like SFX, music, etc. Practically all games have.

True, but hopefully it'll let you parse out "player instruments" instead of SFX in general. Already foreseeing griefers running around with cowbells and trombones...
Title: Re: Starbound - A flat yet infinite universe.
Post by: scriver on July 01, 2013, 03:08:37 pm
Griefers? Back in my days, we called them Jazz Pjatts.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Girlinhat on July 01, 2013, 03:20:56 pm
I just noticed there was music on the soundtrack called 'ocean exploration'

I am DEFINITELY getting my own ocean planet.
When the game's out, we're gonna HAVE to do a B12 server were we colonize the single least hospitable planet we can find.

And I know what most of you are thinking.  "Oh, so we'll embark on an aquifer instead of-" NO!  I mean a permanently frozen terrifying zombie glacier aquifer with recurring giant zombie badgers and dire werewolf sieges.  If there were ever a method to 'literally colonize hell' we're gonna have to do it in Starbound.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on July 01, 2013, 03:36:08 pm
I have mixed feelings about their design philosophy. On one hand, I love the Sunday projects and things like that - when you let designers work on what they want, you tend to get really cool features that you can tell have a lot of love put into them.

On the other hand, features can get really fragmented like this. This is probably helped a lot by their smaller design team, but I hate playing games where Feature A is fleshed out well, and Feature B is fleshed out well, but when you try to use them at the same time they don't work because the two features were created completely separately and no thought was put into their interaction.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Girlinhat on July 01, 2013, 04:07:27 pm
I just noticed there was music on the soundtrack called 'ocean exploration'

I am DEFINITELY getting my own ocean planet.
When the game's out, we're gonna HAVE to do a B12 server were we colonize the single least hospitable planet we can find.
Or find a large server, make a B12 faction, find the least hospitable planet, then use the native lifeforms as a form of defence from griefers, raiders and general dicks.
I like this idea as well.  We'll be 'those jerks who live inside the volcano' and people will be like 'Those B12 jerks came by and dicked around in our space again' and 'We should go mess up their base!  Where do they live?  Oh...  Well I guess I don't mind when people visit our space...'
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 01, 2013, 05:04:37 pm
I have mixed feelings about their design philosophy. On one hand, I love the Sunday projects and things like that - when you let designers work on what they want, you tend to get really cool features that you can tell have a lot of love put into them.

On the other hand, features can get really fragmented like this. This is probably helped a lot by their smaller design team, but I hate playing games where Feature A is fleshed out well, and Feature B is fleshed out well, but when you try to use them at the same time they don't work because the two features were created completely separately and no thought was put into their interaction.

We had this discussion a few pages ago and it didn't really go anywhere. Long story short, about half the people agree with you, the other half think it's cool and you can't have too much stuff.
*note - I may have been generous with my percentages in an effort to prevent further splintering of the discussion.
Title: Re: Starbound - A flat yet infinite universe.
Post by: scriver on July 01, 2013, 05:29:54 pm
I just noticed there was music on the soundtrack called 'ocean exploration'

I am DEFINITELY getting my own ocean planet.
When the game's out, we're gonna HAVE to do a B12 server were we colonize the single least hospitable planet we can find.

And I know what most of you are thinking.  "Oh, so we'll embark on an aquifer instead of-" NO!  I mean a permanently frozen terrifying zombie glacier aquifer with recurring giant zombie badgers and dire werewolf sieges.  If there were ever a method to 'literally colonize hell' we're gonna have to do it in Starbound.

And just like that, I really want to play DF again.

Also this game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 01, 2013, 05:59:04 pm
Quote
We had this discussion a few pages ago and it didn't really go anywhere. Long story short, about half the people agree with you, the other half think it's cool and you can't have too much stuff.
*note - I may have been generous with my percentages in an effort to prevent further splintering of the discussion.


It all really comes down to when the game is actually released, and frankly as always game making is an artistic undertaking so giving your developers artistic license, even when what they will work on isn't a direct improvement of the game, isn't something I can frown at.

Instruments could work though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shooer on July 01, 2013, 06:16:33 pm
Space traveling carnivorous plant mariachi bands.  My dreams have come true!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on July 01, 2013, 06:49:33 pm
I'm predicting troll buskers who will constantly follow you everywhere, even in space, and never leave.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on July 01, 2013, 07:03:25 pm
Complete with a MIDI version of Hotel California with appropriate Starbound/troll lyrics.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on July 01, 2013, 07:04:06 pm
Don't forget Bob Dylan songs. Buskers always play Bob Dylan songs.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Kaitol on July 01, 2013, 10:52:34 pm
They probably won't be able to follow you onto your ship unless they're in your party or something. Then just jet off a to a different planet. They probably won't be able follow you. Plus they'll probably get a million requests for an ignore button that also silences them.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 01, 2013, 11:34:23 pm
... mute button could be done in style. Instead of just muting them, your character actually walks up to them, rips the instrument out of their hands, and forcibly crams it down their throat. Instrument access will thereafter be lost until they finish digesting, a time which would vary based on race.

This is best idea.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ShoesandHats on July 01, 2013, 11:39:28 pm
... mute button could be done in style. Instead of just muting them, your character actually walks up to them, rips the instrument out of their hands, and forcibly crams it down their throat. Instrument access will thereafter be lost until they finish digesting, a time which would vary based on race.

This is best idea.

And until they finish digesting it, their entire body is shaped liked whatever instrument they were using.

Kinda like this. (http://www.youtube.com/watch?v=W9GOeg7w2fw)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on July 02, 2013, 12:21:11 am
If you want a picture of the future, imagine a band of adventurers playing the Star Wars cantina theme forever.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on July 02, 2013, 12:38:52 am
We had this discussion a few pages ago and it didn't really go anywhere. Long story short, about half the people agree with you, the other half think it's cool and you can't have too much stuff.
*note - I may have been generous with my percentages in an effort to prevent further splintering of the discussion.

I thought that was about feature creep - i.e. new things keep getting added to the point that nothing ever gets finished.

My fear is a bit different: features getting finished and being fully polished by themselves, but not meshing together very well because they were created completely separately.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 02, 2013, 02:34:25 am
... mute button could be done in style. Instead of just muting them, your character actually walks up to them, rips the instrument out of their hands, and forcibly crams it down their throat. Instrument access will thereafter be lost until they finish digesting, a time which would vary based on race.

This is best idea.

I'm pelting this post with +1's but smf doesn't support it for some reason.
Title: Re: Starbound - A flat yet infinite universe.
Post by: scriver on July 02, 2013, 04:57:21 am
If you want a picture of the future, imagine a band of adventurers playing the Star Wars cantina theme forever.

And the future is glorious.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 02, 2013, 03:49:06 pm
We had this discussion a few pages ago and it didn't really go anywhere. Long story short, about half the people agree with you, the other half think it's cool and you can't have too much stuff.
*note - I may have been generous with my percentages in an effort to prevent further splintering of the discussion.

I thought that was about feature creep - i.e. new things keep getting added to the point that nothing ever gets finished.

My fear is a bit different: features getting finished and being fully polished by themselves, but not meshing together very well because they were created completely separately.
Sort of. My argument that one of the problems with scope creep is that the additional pieces don't fit together well and the final product is less coherent. In short, I am in complete agreement with you.

And to answer everyone who asked if that was the big announcement yesterday, no. Three of four important people were out of the "office" and the announcement has been pushed back. The person that shares information with me says that they are afraid they are starting to be pushed away from the project. I hope that that's just healthy paranoia and not indicative of the sort of split that can happen to teams at launch.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Lukewarm on July 02, 2013, 03:54:08 pm
Space traveling carnivorous plant mariachi bands.  My dreams have come true!
That's it. I'm buying this, 100 percent.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shakerag on July 02, 2013, 04:27:31 pm
I keep forgetting to watch this thread.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 02, 2013, 07:09:53 pm
The Q&A thread on their forums is really cool, and it at least gives me confidence that if there's going to be a huge amount of feature creep, it'll be post release.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 02, 2013, 07:15:19 pm
The Q&A thread on their forums is really cool, and it at least gives me confidence that if there's going to be a huge amount of feature creep, it'll be post release.

Feature creep is only an issue if it interferes with the game. Otherwise it is just a lot of features.

Instruments for example are not a required part of the game nor are they intrusive to the gameplay. They can be ignored or treated as loot.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 02, 2013, 07:17:09 pm
The main thing I was concerned about was it pushing development further and further back or worse leading to bugs that also push development way back on top of that. But judging by Tiy's responses, they really want to get a beta and release out the door asap.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 02, 2013, 07:26:22 pm
The main thing I was concerned about was it pushing development further and further back or worse leading to bugs that also push development way back on top of that. But judging by Tiy's responses, they really want to get a beta and release out the door asap.

I REALLY hope they don't pull a Terraria where they release it early and then find out "ohh wait, developing is hard... Well we have the money already..."
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 02, 2013, 07:42:09 pm
I am told that they have not ruled out the July 29th date for first public access but it is not the most likely date. The programming structure is odd in that the game is playable and has a lot of content ready to be plugged in but that there are some basic gameplay mechanics not yet implemented. AI troubles have popped up more often than they expected but there are two team members who are very talented with it and they have a friend at another studio who gives them help often. I wholeheartedly believe this game will sell 250,000(if sold for $14.99) copies and while I would have invested back at day one, now I am nearly in tears thinking of how much revenue I am missing out on. I have invested in 3 commercial games in the last year and only one of them has survived long enough to see a potential release and it has almost zero chance of making half of what Starbound will. I hope they embrace the low price point despite the possibility of selling it for more. Three reasons, the demand curve means that they have a good chance of more than $3 million in revenue at $14.99 but will be lucky to break $2 million at the higher point. Further, the brand's value is dependent on as many people as possible enjoying the game and feeling good about the company. Finally, they can sell a sequel for more or make a best of for re-release later with company made new features and fan favorites.

Tiy is sharp. I'm not worried.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 02, 2013, 08:04:41 pm
Quote
Finally, they can sell a sequel for more or make a best of for re-release later with company made new features and fan favorites

Well then I am going to have to scout out the flaws and gaps then.

Not in my standard "I am going to try to look at it as objectively as possible but my personality makes me tend to dwell on the negative" but rather to see the potential of a sequel.

Good sequels fix the flaws, patch the gaps, and elevate the gameplay.

And right now the game seems too good for a sequel.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 03, 2013, 03:06:21 pm
I agree that the game seems too good for a sequel. However, I doubt it will deliver on even half of what I personally have been led to believe is in the game. Their information dispersion is such that I think many of us are expecting different things from Starbound and I don't think we will all be right in the end. Honestly, if they do deliver on all of this they will end up with another game as culturally significant as Dwarf Fortress but in a commercial package. The idea of that is astounding!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 03, 2013, 03:17:49 pm
I kind of expect a 2D builder in the vein of Terraria IN SPACE! With guns n' stuff. Everything beyond that will be a pleasant surprise, but if it's only that, my pre-order will have been well spent.

Still, with a decent-sized team of contributors working on this for more than a year (or two?) I'm sure there will be a lot to see.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on July 03, 2013, 03:21:06 pm
I doubt there will be a Starbound 2, but there could be a successor on the level of Terraria -> Starbound.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on July 03, 2013, 03:25:56 pm
Starbound is a lot more than just a scale increase from Terraria.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Girlinhat on July 03, 2013, 03:28:11 pm
I doubt there will be a Starbound 2, but there could be a successor on the level of Terraria -> Starbound.
Dwarf Fortress in 2D - the OTHER angle of 2D!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on July 03, 2013, 04:08:06 pm
I kinda get the feeling that if they don't release something playable soon they're going to possibly see the beginnings of their community losing faith/interest in the game. With each update I see people going "oh look, more features to work on and extend development time, yay", and if nothing is done soon I can imagine more people will feel this way. I personally don't mind, I have enough games and other business to keep me occupied until Starbound releases, but I feel that the longer they hold off on giving the players something to actually play, the more revenue and sales they will lose come release.

But then, I am a massive pessimist :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on July 03, 2013, 04:15:26 pm
I'd rather they get a polished product out than rush something through the door. I think Castle Story is a good example, though they had to push the Alpha release in order to comply to PayPal restrictions. The release worked, sure, but it was still just a prototype and rather disappointing to a lot of people.


However, I doubt it will deliver on even half of what I personally have been led to believe is in the game. Their information dispersion is such that I think many of us are expecting different things from Starbound and I don't think we will all be right in the end.

That's one of the reasons I try to keep out of the development process of the games I've Kickstarted/preordered, and why I prefer studios keep tight lipped about features they want to put in. I'd rather be surprised and ignorant than informed and disappointed when it comes time to actually play it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: burningpet on July 03, 2013, 04:21:28 pm
I wholeheartedly believe this game will sell 250,000(if sold for $14.99) copies and while I would have invested back at day one, now I am nearly in tears thinking of how much revenue I am missing out on.

Judging by towns sales numbers vs the general internet presence and hype starbound has (and the "track record" of terraria), i am willing to bet they will sell a lot more than 250,000 copies.

Now i am interested, what games have you invested in and how open are you to new ones?
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on July 03, 2013, 06:51:51 pm
I kinda get the feeling that if they don't release something playable soon they're going to possibly see the beginnings of their community losing faith/interest in the game. With each update I see people going "oh look, more features to work on and extend development time, yay", and if nothing is done soon I can imagine more people will feel this way. I personally don't mind, I have enough games and other business to keep me occupied until Starbound releases, but I feel that the longer they hold off on giving the players something to actually play, the more revenue and sales they will lose come release.

I waited for Starcraft 2. There is no development process I can't tolerate.

Kids these days.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 03, 2013, 06:55:47 pm
As long as Starbound doesn't pull a Terraria I will have respect for them.

They would have deserved every bit of cash they earned.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on July 03, 2013, 06:58:12 pm
What is "pulling a Terraria," exactly?

If I remember correctly, the big controversial thing they did was ending development of new features before they had fulfilled all their promises, but there could be other stuff.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 03, 2013, 07:01:02 pm
What is "pulling a Terraria," exactly?

If I remember correctly, the big controversial thing they did was ending development of new features before they had fulfilled all their promises, but there could be other stuff.

ohgodnotagain.jpg
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on July 03, 2013, 07:03:38 pm
What is "pulling a Terraria," exactly?

If I remember correctly, the big controversial thing they did was ending development of new features before they had fulfilled all their promises, but there could be other stuff.

ohgodnotagain.jpg
beatadeadhorse.bmp
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on July 03, 2013, 07:15:22 pm
They're still working on Terraria, last I checked.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Alkhemia on July 03, 2013, 07:17:01 pm
They're still working on Terraria, last I checked.
yep new update in july sometime
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on July 03, 2013, 07:26:31 pm
Jesus christ at this point we might as well create a thread called "Terraria is the worst abomination known to man: yes / no (pls bump every 5 days)" and move that stupid discussion there.

It's like the ninth trillion time it's come up!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on July 03, 2013, 07:27:15 pm
Jesus christ at this point we might as well create a thread called "Terraria is the worst abomination known to man: yes / no (pls bump every 5 days)" and move that stupid discussion there.

It's like the ninth trillion time it's come up!
Your avatar is remarkably apt.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on July 03, 2013, 09:51:59 pm
If your worst complaint about a game is "They stopped adding new content for free!" then get the fuck over it because there are games with legitimate complaints against them and the developers have no obligation to continue supporting anything for free, regardless of what they may have said or done.

I mean really, I can think of a dozen games with LEGIT complaints which are far worse than Terraria. Some of them released and sold for double the price and weren't even finished.

Seriously. Get off the "Terraria sucks because we stopped getting free shit" bandwagon.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 03, 2013, 09:57:33 pm
Quote
If your worst complaint about a game is "They stopped adding new content for free!" then get the fuck over it because there are games with legitimate complaints against them and the developers have no obligation to continue supporting anything for free, regardless of what they may have said or done.

No, my real complaint is that Terraria sold itself on adding new features and even went as far as to have a list of features.

Then it proceeded to do none of that and its latest update is happening purely because they are updating the game for cross platform (as in so they can make more money).

As long as Starbound doesn't release itself unfinished, do a token development push, and then abscond with everyone's cash I'll be happy.

Basically as long as it doesn't "Pull a Terraria" I'll be happy. Which is really as far as the terraria discussion really needs to go.

So argument over.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on July 03, 2013, 10:00:24 pm
Oh okay. Argument over then. Sorry to have disagreed with your erroneous assertion.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on July 03, 2013, 10:00:36 pm
They stopped development, but they also broke their promises in doing so. I think that part

oh god the conversation is starting up again i didn't even want to be a part of this

edit:
Oh okay. Argument over then. Sorry to have disagreed with your erroneous assertion.

What makes you think "Argument over, but I'm going to try to insult you with the last word" is going to actually end this?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 03, 2013, 10:01:50 pm
Mind you Starbound likely cannot have the same problem. I don't think continuous development is part of the Starbound package, but I should check.

*checks*

No, it seems fine. there is no development promise.

So as long as it doesn't pull a Ghost Master. (Ghost Master lacked the final level and never released it. Though In this case while I REALLY want the final level, it did have a really great last level.)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on July 03, 2013, 10:02:40 pm
/me headdesks ad infinitum
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on July 03, 2013, 10:26:01 pm
There is a thread for Terraria. Discuss Terraria there.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 03, 2013, 10:28:27 pm
So apparently you can Teraform in Starbound.

Do you think it will transform the dirt tiles into others? or just change the background?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 03, 2013, 10:33:43 pm
Until someone makes a compilation post linking all the previous times this topic has popped up and people start just replying with a link to said compilation post* every time the subject comes up.

*
Code: [Select]
[url=Blah.com]We. Have. Done. This. Before. (WHDTB)[/url]
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 03, 2013, 10:49:32 pm
It probably is never going to end.

Starbound does feel like a spiritual successor to Terraria even if it isn't.

In the same way you probably would get a lot of Total Annihilation talk in a Supreme commander discussion.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on July 03, 2013, 10:51:23 pm
It will never end because people like you keep bringing it up.

Terraria =/= Starbound. No matter how many times you try to bring it up or insinuate that it is. Quit beating the patch of bare earth where a dead horse once lay and move on.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 03, 2013, 10:56:59 pm
Hey, I said a harmless quip and people suddenly jumped on me.

If anything it is you Sirus.

I mean if I said "I hope this game doesn't have an unfinished feature in it like Ghost master did" I shouldn't expect people to harass me about Ghost Master.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 03, 2013, 11:03:58 pm
If there had already been discussion of the other game in this thread about the exact same topic, as well as the same topic discussed multiple times in another thread dedicated to the actual game in question, as well as half-jokingly suggesting we not get into the same argument again, which happened anyway, then I'm pretty sure the same thing would happen, yes.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on July 04, 2013, 12:12:17 am
*Brotato attempts to direct people away from worthless argument*

So, uh, guys- maybe gals too, I'm not sexist- did you hear about how every monster is going to have an evolution now.  I wonder how they plan and work that in with randomly generated monsters?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Girlinhat on July 04, 2013, 12:22:45 am
That should be fun...
"Hey I found some Fire Death Lizards over there!"
"Oh dear god, quarantine the area and- oh god, what's happening?"
"They're evolving oh god!"
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on July 04, 2013, 12:24:03 am
What? Fire Death Lizard is evolving!

...

Congratulations! Your Fire Death Lizard has evolved into a Magma Murder Dinosaur!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 04, 2013, 12:39:07 am
I'm kinda curious what "evolution" specifically refers to. Is it just a simple "badass" version of normal critters with upped stats, or can you train your combat pets or mounts into evolved forms with specific traits?

Now I see where they were coming from when they said NPC team members might fall behind pets in terms of distinctiveness.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mech#4 on July 04, 2013, 01:06:28 am
Us being us, I guess any kind of interactive evolution would end up with an arena being created to pit creatures against each other with an end goal of creating the strongest creature around. Like "Evolva" if anyone remembers that game.


Then we can unleash our creation on unsuspecting worlds! ::Wanders off cackling manically::
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 04, 2013, 08:09:54 am
I hope there are specific circumstances for things to evolve.
You could go to a planet and make seemingly benign modifications...
Then bombard the planet with horrible monstrosities that evolve into even more horrible monstrosities when they land.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on July 04, 2013, 10:16:50 am
Ah, good old bioterrorism.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on July 04, 2013, 10:39:45 am
I think a good way to make sure NPCs have advantages is that they can gain skills and lug around all the cool weapons, which creatures probably can't.
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on July 04, 2013, 11:04:58 am
To me it just looks like the "evolved" creatures are just rarer, stronger versions. That's a little disappointing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 04, 2013, 12:32:39 pm
It would be sort of interesting to see an Elona-esque system of genemodding pets to add new limbs, abilities, etc. from other pets you have. That might actually fit, too, as IIRC they mentioned randomly generated mobs. I could be misremembering, though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Twi on July 04, 2013, 02:49:52 pm
Every time I hear about genetically modifying creatures to add extra limbs and the like, a little voice in the back of my head goes 'GENETICS DON'T WORK LIKE THAT! GRARARGH!'

IIRC, it kind of does. Sort of. I can't remember the source of this belief for the life of me, though. :V
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on July 04, 2013, 03:05:10 pm
Every time I hear about genetically modifying creatures to add extra limbs and the like, a little voice in the back of my head goes 'GENETICS DON'T WORK LIKE THAT! GRARARGH!'
It does if you fuck with it enough.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on July 04, 2013, 03:21:20 pm
See, this is why a big part of science is repeated experiments. When you have the gene therapy to add superpowers, you have to make sure they work right off the bat, or you're going to end up with a bunch of soldiers who try to throw a building at the enemy and end up breaking their arms because super-strength only works with proper leverage or something.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on July 04, 2013, 03:27:46 pm
This is why evil corporations and shadow governments have switched from supersoldiers to powered armor. The supersoldiers don't give you enough bang for your buck and they're likely to go rogue, unlike powered armor. Okay, sometimes the cooling systems fail and the soldiers inside die in the heat, but that only happens 34% of the time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Iceblaster on July 04, 2013, 03:44:12 pm
Okay, sometimes the cooling systems fail and the soldiers inside die in the heat, but that only happens 34% of the time.

Just jumping in here to look and I think I found a new Sig :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on July 04, 2013, 03:46:36 pm
Awesome, thanks! :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on July 04, 2013, 04:04:14 pm
I cannae math.
Title: Re: Starbound - A flat yet infinite universe.
Post by: h3lblad3 on July 04, 2013, 04:06:27 pm
If you're going for one third of people, the figure should be 33% *snort*
33 + 33 + 33 = 99

There's got to be a 34 in there somewhere!
...
(don't you dare bring up the 1/3 fraction)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 04, 2013, 04:10:20 pm
If you're going for one third of people, the figure should be 33% *snort*
33.3333333333...%, actually :P The threes just keep on coming. 33% is a third of a percent less than a third, haha!

I cannae math.
No, no, this is what you do Fniff! The correct answer is, "I wasn't going for a third :P".
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 04, 2013, 04:12:41 pm
(don't you dare bring up the 1/3 fraction)

Hey, the frostbitten shins debacle was shaken out during prototyping. It's a total non-issue now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on July 04, 2013, 04:30:11 pm
Every time I hear about genetically modifying creatures to add extra limbs and the like, a little voice in the back of my head goes 'GENETICS DON'T WORK LIKE THAT! GRARARGH!'
It does if you fuck with it enough.
Thing is, when you go on about it like this, you're oftentimes treating genes like you can insert a gene somewhere and suddenly a tentacle grows out of your belly. Really, you'd need to be BORN with the DNA for it (or have some sort of therapy that somehow makes it grow).
Hence fucking with it.

If you're going for one third of people, the figure should be 33% *snort*
33 + 33 + 33 = 99

There's got to be a 34 in there somewhere!
...
(don't you dare bring up the 1/3 fraction)
Alternatively, 100 = 99.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on July 04, 2013, 04:35:49 pm
You can make three times 33% add to 100% if you remodulate the frequencies.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ragnar119 on July 04, 2013, 04:36:42 pm
http://www.exploratorium.edu/exhibits/mutant_flies/mutant_flies.html
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 04, 2013, 04:39:39 pm
I am sure that these "mutations" are more like Pokémon or Boarderlands 2... and Less like real live mutations and evolution.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 04, 2013, 09:55:34 pm
Just think about it, some teenager has their back hurting when they grow too fast, or their chest.. now think how it would hurt as your nervous system is ripped apart and reconstructed into your mutated limb and so on... i think even shouting in tears would not help and you might even fall uncounscious due to pain. Thats the nervous system, your muscle, sinew and everything else would hurt soo much... it would take years to grow something with bareable pain, having it *pop* out would almost outright kill you at worst.

Thats what i think without any medical knowledge with nothing more than my common sense and knowledge.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 04, 2013, 09:59:22 pm
Quote
Just think about it, some teenager has their back hurting when they grow too fast, or their chest

It is usually the legs. I am 6 foot 4 and the growing pains when I was a kid were pretty bad.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on July 05, 2013, 04:51:00 am
I am sure that these "mutations" are more like Pokémon or Boarderlands 2... and Less like real live mutations and evolution.

Damnit, I was hoping to field and army of stillborn deformities :(
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on July 05, 2013, 05:04:05 am
Just think about it, some teenager has their back hurting when they grow too fast, or their chest.. now think how it would hurt as your nervous system is ripped apart and reconstructed into your mutated limb and so on... i think even shouting in tears would not help and you might even fall uncounscious due to pain. Thats the nervous system, your muscle, sinew and everything else would hurt soo much... it would take years to grow something with bareable pain, having it *pop* out would almost outright kill you at worst.

Thats what i think without any medical knowledge with nothing more than my common sense and knowledge.

Clearly the solution, therefore, is to genetically engineer out the feeling of pain, before you go about changing limbs and whatnot. Clearly.

Or at least train them to not process that sensory information as pain.

Clearly.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on July 05, 2013, 05:39:16 am
Just think about it, some teenager has their back hurting when they grow too fast, or their chest.. now think how it would hurt as your nervous system is ripped apart and reconstructed into your mutated limb and so on... i think even shouting in tears would not help and you might even fall uncounscious due to pain. Thats the nervous system, your muscle, sinew and everything else would hurt soo much... it would take years to grow something with bareable pain, having it *pop* out would almost outright kill you at worst.

Thats what i think without any medical knowledge with nothing more than my common sense and knowledge.

Clearly the solution, therefore, is to genetically engineer out the feeling of pain, before you go about changing limbs and whatnot. Clearly.

Or at least train them to not process that sensory information as pain.

Clearly.

Or just tell those wussy bastards to man the hell up. A little forced restructuring of the body never hurt anyone.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on July 05, 2013, 05:43:53 am
I really wish they would focus on core gameplay until they have something ready for release, and then add features based on need dictated by community feedback. I can understand wanting to add some frills to the feature list to boost sales before some people will, as with every game ever made, see what it is actually like and decide it isn't for them, but when you have already taken peoples money I feel you are under an obligation to deliver a product sooner rather than later, especially when you can continue to make updates past the beta.

Just my opinion.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on July 05, 2013, 05:57:46 am
I really wish they would focus on core gameplay until they have something ready for release, and then add features based on need dictated by community feedback. I can understand wanting to add some frills to the feature list to boost sales before some people will, as with every game ever made, see what it is actually like and decide it isn't for them, but when you have already taken peoples money I feel you are under an obligation to deliver a product sooner rather than later, especially when you can continue to make updates past the beta.

Just my opinion.

It's an opinion shared by a lot of people at this point, I think. While I'm alright with waiting, I do agree with you, too.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on July 05, 2013, 06:16:27 am
I wish this would release fast then update regularly, too. :c
Title: Re: Starbound - A flat yet infinite universe.
Post by: Lightning4 on July 05, 2013, 06:48:22 am
I really wish they would focus on core gameplay until they have something ready for release, and then add features based on need dictated by community feedback. I can understand wanting to add some frills to the feature list to boost sales before some people will, as with every game ever made, see what it is actually like and decide it isn't for them, but when you have already taken peoples money I feel you are under an obligation to deliver a product sooner rather than later, especially when you can continue to make updates past the beta.

Just my opinion.

I think they are, actually. They just aren't telling us what they're doing with the meat of the game, only showing the more flashy, neat, and non-spoilery stuff to us with the daily update. There are something like 8-9 people working on Starbound, so there's probably some core work going on in there somewhere.

That's what I hope, anyway.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Briggsy16 on July 05, 2013, 07:23:06 am
They're currently working on progression which is clearly a large part of the game..
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 05, 2013, 11:11:56 am
I think they said it somewhere they are clearing out the design document to follow the release schedule they had planned, only time they go sideways are the sunday madness where they work on anything they want out of the document to free creativity or something like that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 05, 2013, 01:22:23 pm
Yeah the last core updates I read were about them making all the systems work without console commands, and then making all the progression work properly together. I take this as a sign that the core gameplay features are done, and once the systems are all integrated and playing nicely together the game should be near a releasable state.

The frivolous Sunday projects stuff bothers me a little, in the needy part of my brain, but I'm not going to begrudge someone getting play time to break up the work. Especially since they're working on the game 7 days a week, it seems. Hope no one gets burned out too quickly.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 05, 2013, 04:40:54 pm
Well instead of taking a break... they choose to work on anything they want, no work for them while more content for us i dont see anything bad in that. But like you said, as long it dont end up in burn outs im good with that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 07, 2013, 02:25:11 pm
My brain suddenly went into overdrive as to what I'm gonna do when this comes out.

It's presently going 'Find planet with large icesheet, make a base attached to underside of ice sheet! No! make a base on a cliff overlooking a lava lake! No wait! Make a seafloor base! NO! Make a village on a jungle pla- NO NO NO! MAKE AN UNDERLAVA BASE!'

My brain's stupidly ready for the release of this game.
Amen.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on July 07, 2013, 03:38:51 pm
Do all of them.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on July 07, 2013, 04:59:22 pm
Make the underside ice sheet base, then cover it with lava.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bluejello on July 07, 2013, 08:25:02 pm
and make a lava jungle above that with litlte lava houses and lava people.

Lava trees would be a interesting addition...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tilla on July 07, 2013, 10:17:39 pm
I am just going to blind jump and then die a thousand times while playing Ignition (Remix) on the ukelele.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on July 07, 2013, 11:21:57 pm
My starting planet will be dotted with unimpressive third-finished structures. There will be precisely one complete and good-looking building and it will be a small shrine tucked into an alcove or in a pretty natural formation. It will be fucking beautiful. It will be the only thing beautiful.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on July 07, 2013, 11:24:14 pm
I'm hoping for the possibility of an ocean planet with jungle islands. Go all tropical this time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 07, 2013, 11:28:33 pm
Am I the only one who just wants to walk around and kill some monsters and get loot and level up.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ShoesandHats on July 07, 2013, 11:30:14 pm
Am I the only one who just wants to walk around and kill some monsters and get loot and level up.

Yes.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on July 07, 2013, 11:34:52 pm
Am I the only one who just wants to walk around and kill some monsters and get loot and level up.
I think so. I mean, getting loot is fun and all but I really wanna build stuff.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 07, 2013, 11:42:57 pm
Am I the only one who just wants to walk around and kill some monsters and get loot and level up.
Con... considering I'm fairly sure the game won't have a leveling system. S'possible you're it.

S'item based progression, innit? Still. Two out of three, and one of them sorta' does the third? Guess that's okay. I'm definitely looking forward to more than just fight eat loot walk repeat, though, sure. Shaping worlds to my whim is part of the package.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 08, 2013, 07:43:32 am
Am I the only one who just wants to walk around and kill some monsters and get loot and level up.
Con... considering I'm fairly sure the game won't have a leveling system. S'possible you're it.

Oh yeah. I could have sworn I read it had some sort of non-item-based progression mechanic, but maybe not. I'll go look into it on the forums and see what they say.
Title: Re: Starbound - A flat yet infinite universe.
Post by: coolio678 on July 08, 2013, 12:27:38 pm
Am I the only one who just wants to walk around and kill some monsters and get loot and level up.
Con... considering I'm fairly sure the game won't have a leveling system. S'possible you're it.

Oh yeah. I could have sworn I read it had some sort of non-item-based progression mechanic, but maybe not. I'll go look into it on the forums and see what they say.
I'm pretty sure that there is a leveling system. From the June 5th blog update:
Quote
[...] Kyren is making great strides with the leveling system. She’s currently working on NPC leveling and soon moving onto ore multipliers for planets of varying threat levels.
Of course, I could be horribly misinterpreting it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 08, 2013, 12:38:38 pm
Oh that was more about leveling them up to ore tier or integrated in the progression system, not lvl 1-99 type of leveling but that they are a match to the possible gear you might have.

Pretty much not sending out laval imps when you have copper armor and weapons in terraria that kind of stuff.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 08, 2013, 12:48:59 pm
Yeah, it's referring to the  planetary difficulty level progression.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on July 08, 2013, 02:14:40 pm
Not ruins unless you make them ruins.

So make a regular bunch of buildings then blow them all to shit.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 09, 2013, 10:11:28 am
While watching a HL2 speedrun, I heard Dr Breen mention something... intresting.

Quote from: Dr. Breen when you're brought in in one of these pod thingies, near the end
"Gas giants, inhabited by vast, meteorological intelligences"

I have figured out the Nova. Woop woop.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on July 09, 2013, 10:50:08 am
He forgot to mention the cowboy duds these meteorological intelligences wear.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 10, 2013, 09:03:20 am
Huh. Grappling hook behavior based off Umihara Kawase. Color me suddenly somewhat more interested in the grappling hook. Fairly good place to draw mechanics inspiration from, per'aps.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on July 10, 2013, 10:49:31 am
He forgot to mention the cowboy duds these meteorological intelligences wear.
And the general lack of an attention span.
Perhaps he was going to mention these two, but then he got interrupted by Gordon Freeman?
Title: Re: Starbound - A flat yet infinite universe.
Post by: LoSboccacc on July 10, 2013, 02:29:43 pm
are there civs to discover, exploit and eventually torture for fun?

(I had a bad day and creatures don't run on windows anymore)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Poltifar on July 11, 2013, 10:11:20 am
are there civs to discover, exploit and eventually torture for fun?

(I had a bad day and creatures don't run on windows anymore)

There are procedurally-generated settlements with NPCs in them. Lock them in their homes and pump magma in. No guarantee it will be actually satisfying to do that, though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on July 11, 2013, 11:24:53 am
are there civs to discover, exploit and eventually torture for fun?

(I had a bad day and creatures don't run on windows anymore)

There are procedurally-generated settlements with NPCs in them. Lock them in their homes and pump magma in. No guarantee it will be actually satisfying to do that, though.

Oh trust me, burning people alive with magma is always satisfying.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on July 13, 2013, 04:26:24 am
What's the song in today's news post? It's really familiar but I can't quite place it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on July 13, 2013, 04:46:44 am
Is this your song? (http://www.youtube.com/watch?v=qYJkol00JCE)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Nelia Hawk on July 13, 2013, 05:10:27 am
god for some reason that singing is cute as hell... (gives a ton of character/atmosphere for the character too)

i wonder if that singing could be used for the typing textbubblespeech too...(i.e. more like "the sims" gibberish... and not text to speech like i.e. "moonbase alpha" (good-ish text to speach would probably take a while))
but i guess its at the moment just working as "instrument" that reads that ABC (?) stuff.

another thing i wonder is if it would be possible to create the ABC sound in the game?
i.e. a "notebook" item with notelines where you can drag the various notes (from a list on the side or all possible ones shown at the bottom) onto the lines... give it a name and save it in the game that way?... maybe even working with copy pasting ABC that way into the game, with a notebook button (import copy/paste clipboard) or so and then shows the notes on the notebook for the ABC song...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on July 13, 2013, 05:41:05 am
Is this your song? (http://www.youtube.com/watch?v=qYJkol00JCE)

I believe so, yes
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on July 13, 2013, 05:50:16 am
Anyway, not sure how I feel about these developments on music. On one hand, it will be awesome to be walking around with a guitar and white shirt playing annoying songs. On the other hand, I would very much prefer they focus on getting the core game playable before moving into more novelty stuff. Then again, they have a largish group and it is conceivable that the core team is focused purely on getting things ready for open beta, while the others work on features while they also want for the release. I don't know. Either way, still happy about the music system, and frustrated at delays.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 13, 2013, 05:54:37 am
From the update posts, it mostly sounds like it's just the sound guy(s) working on this stuff, and he/she(they) apparently has(/have) nothing else to do but muddle. S'probably not notably impacting beta release, basically.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on July 13, 2013, 05:59:41 am
Well, what they are doing would require a programmer. If you build your engine right then you can often easily add content without ever touching a compiler, be it raws or editors, but the introduction of a brand new system such as playing music demands some code, so it couldn't be just sound guys.
Although from some of the updates I get the impression they are working hard on balance issues and other more content stuff that, like I said, can be done with raws or editors, so it is possible the code itself is already in an iteration ready for release and the programmers can go off muddle it up with the sound department.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on July 13, 2013, 06:10:03 am
It is possible that the sound guy is actually the guy in charge of the sound system, not just in charge of making the sounds, so he's also part programmer. Plus they already have the ABC system in - singing is essentially just a slightly different instrument with a different notation, it's nothing too drastically new so as to be impossible to add with only minor tweaking of existing systems.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 13, 2013, 06:24:08 am
Yeah. I feel like they're just bugtesting the music system and adding a few nice animations.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mesa on July 13, 2013, 07:46:08 am
This singing just made my day.
Suddenly, DragonForce songs everywhere.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 13, 2013, 01:23:39 pm
The game is about 85% ready for single player according to my friend on the inside. NPC AI is still giving them trouble as is mission generation. There is also a tiny bit of stuff left to do with dungeons since they finally fixed the dungeon protection mechanic and added the protection item to be destroyed. Multiplayer/server admin tools are about 2-3 months behind the single player experience and they are not 100% sure whether they are going to release SP version as an alpha/beta or if they will just wait and release the whole thing in November/December/January
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on July 13, 2013, 01:28:29 pm
Not that my opinion matters much to them but I'd prefer if they simply waited and released the thing as complete as possible.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 13, 2013, 01:31:53 pm
I guess that depends on whether or not you consider MP vital.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on July 13, 2013, 01:34:11 pm
...I'd kinda like a standalone single-player version released sooner, even if it did have ALPHA plastered all over it. As long as it works, I can live without multiplayer for a few months.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 13, 2013, 01:39:45 pm
If I read what you're saying right, delaying a beta til the end of the year seems to risk ill will from everyone who was "promised a release this year bluh bluh!" I personally don't give a damn about multiplayer, but many, many others do so I can't really justify using that as an excuse to want the game sooner.

If it were me, I'd ship the questless single-player beta when it's done to let the mod community have access to the tools now and get to work on stuff that could be used to word-of-mouth market the release in advance. Beta-buyers get what they want, modders get what they want, and the devs get free marketing. Seems like a win all around.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 13, 2013, 01:43:18 pm
I would also rather have the SP beta out ASAP, with MP and polish to follow. What matters most now is having a playable product, not working MP. I also agree heavily with Darkmere in that a SP release soon would give the community time to get their teeth into it, and for modders to fiddle around, so that when we get MP there's an established playerbase looking forward to it as opposed to a bunch of people who preordered and are a bit testy because of the constant date pushing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mesa on July 13, 2013, 02:08:46 pm
And if you thought that Duke Nukem Forever was stuck in development circus...
Seriously, just give me the damn thing already. I won't care less lest it's buggy and singleplayer-only. (never been that much of a multi-player in that kind of games anyway)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on July 13, 2013, 02:11:54 pm
Duke Nukem Forever: 10+ years often with no news at all
Starbound: About two years with regular updates

Oh yeah, totally the same thing.  ::)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Cicero on July 13, 2013, 02:14:22 pm
I personally would rather wait for multiplayer. The dev team is excellent at communication, it's not like we're being left in the dark while they're off partying in Switzerland.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 13, 2013, 02:47:42 pm
Finally bought a new laptop just to run this and other games that may be coming out soon. Very excited (this old craptop can't even run Torchlight).

Don't really care whether or not they have a SP beta or wait until MP integration. I mean... my game group was going to play MP together when it "comes out" but if they want to give players a taste earlier, that's fine. MP is probably going to be a whole different ball game, anyway, based on some of their earliest dev logs.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bombzero on July 13, 2013, 03:54:23 pm
I personally would rather wait for multiplayer. The dev team is excellent at communication, it's not like we're being left in the dark while they're off partying in Switzerland.
I'm honestly surprised at the amount of "Oh my god why isn't it out yet release already guys", coming from this forum, rushed releases simply to appease a playerbase are never a good thing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 13, 2013, 04:21:52 pm
Most AAA games that feature MP and SP release a beta with just one of the two modes. Granted it's almost always MP mode.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 13, 2013, 04:27:15 pm
Hahahahaha oh God, the last devlog. SPACE VOCALOID.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on July 13, 2013, 05:20:48 pm
Hahahahaha oh God, the last devlog. SPACE-PLANT VOCALOID.
FTFY
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moghjubar on July 13, 2013, 06:34:15 pm
I wonder if rotten tomatoes will be a feature.
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on July 13, 2013, 09:34:42 pm
I'd probably blow up the entire ship haha.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on July 13, 2013, 10:07:05 pm
Yeah, I think I'd rather just have something in my hand now rather than at the end of the year, possibly even beginning of next year.  Of course, I can understand why they might want to wait; there are always people who can't seem to rap their minds around the idea that a game in alpha or beta is simply not a finished product and should not be viewed as such.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 13, 2013, 10:08:20 pm
The singing system has great potential for annoyance. I will, for example, write a song that is just an onomatopoeia of the sound that one bee game they had at every Chuck-e-cheese when I was a kid makes.

"BERBURBERBERBURBERBERBURBER"

Following you around for twenty-four hours.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 13, 2013, 10:24:20 pm
one bee game [...]

Following you around for twenty-four hours.
... here's hoping someone works out "Flight of the Bumblebee". All bumblebee, all the time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mech#4 on July 13, 2013, 11:21:04 pm
The singing system has great potential for annoyance. I will, for example, write a song that is just an onomatopoeia of the sound that one bee game they had at every Chuck-e-cheese when I was a kid makes.

"BERBURBERBERBURBERBERBURBER"

Following you around for twenty-four hours.

Not "Durr Durr Durr"? :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 13, 2013, 11:51:56 pm
Not "Durr Durr Durr"? :P

It always sounded like berburbur, but now that you say that, it definitely was closer to "durrdurrdurr."
Title: Re: Starbound - A flat yet infinite universe.
Post by: Nelia Hawk on July 14, 2013, 01:08:20 am
Following you around for twenty-four hours.

http://www.youtube.com/watch?v=d0aIqx1McVI

yeah... well if they play music they dont hold a weapon, so you could just attack them. or just go back to your ship and move elsewhere if its on a random planet.

if there is a band playing nyancat right infront of your base... maybe invest in turrets or soundproof walls or a popsicle (?) dog.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on July 14, 2013, 05:09:00 am
http://www.juegos.com/juego/Starbound.html

Yes, it is a joke.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 14, 2013, 05:18:06 am
Woo, we will have hats.
My trust in these devs has gone up by a lot seeing that they realize the importance of hats.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on July 14, 2013, 06:59:25 am
The game shall henceforth be called 'Hatbound'.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on July 14, 2013, 07:00:38 am
Man, I was on the fence about the game, but when they introduced hats and constant singing, I was sold!

[/sarcasm]
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on July 14, 2013, 07:08:10 am
Man, I was on the fence about the game, but when they introduced hats and constant singing, I was sold!

[/sarcasm]

Well a few nifty features never hurt anyone. :p
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 14, 2013, 07:09:53 am
... no, no, I'm fairly sure they have at some point. Flashing lights, seizures, etc.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on July 14, 2013, 07:15:46 am
... no, no, I'm fairly sure they have at some point. Flashing lights, seizures, etc.

I think those are being implemented next week.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 14, 2013, 07:49:42 am
Shiny disco balls~

Actually.

They're almost certainly going to have disco balls implemented at some point or another.

Which is good.

Because now Starbound will have disco.

Which. Gods. Five non-existent currency units they're going to have platform shoes and fros in this game. It will be glorious. Space disco~
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on July 14, 2013, 07:55:41 am
Shiny disco balls~

Actually.

They're almost certainly going to have disco balls implemented at some point or another.

Which is good.

Because now Starbound will have disco.

Which. Gods. Five non-existent currency units they're going to have platform shoes and fros in this game. It will be glorious. Space disco~

Did someone mention.. DISCO?
(http://images2.wikia.nocookie.net/__cb20121231170060/simpsons/images/2/2d/Disco_stu_was_talkin_to_you.png)
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 14, 2013, 09:12:17 am
Party robots.
yes. YES.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mech#4 on July 14, 2013, 09:29:57 am
Party robots.
yes. YES.

In the grim darkness of the far future, there is only funk.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on July 14, 2013, 09:33:04 am
My dream: Get a bunch of those gas cloud aliens together to play Green Grass and High Tides.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 14, 2013, 10:37:02 am
I dream of having a group of NPCs that follow me playing my theme song while I dish out beatings to intergalactic punks.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on July 14, 2013, 01:00:20 pm
Can we just get floating programmable robots that play music?
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 14, 2013, 01:02:15 pm
"Portable band" is probably going to be the first mod made.

I'm very interested in the song creation feature. It sounds kind of like Animal Crossing's song creation. Wonder how it'll turn out.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 14, 2013, 01:39:52 pm
I wonder what the first ABC will be posted on the starbound forums.

Rickroll?
Trololo?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on July 14, 2013, 01:41:19 pm
I wonder what the first ABC will be posted on the starbound forums.

Rickroll?
Trololo?

Rickroll, but labelled as Trololo so it's actually a Rickroll.

Also, this game does still have randomly generated items, right? Because they seem to be handcrafting most of the game besides planets at the moment.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 14, 2013, 01:45:48 pm
Also, this game does still have randomly generated items, right? Because they seem to be handcrafting most of the game besides planets at the moment.

Yes. Watch the PVP stream. I've noticed Tiy doesn't call the random stuff "random" much, instead referring to them as "generic."
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 14, 2013, 02:04:54 pm
I look forward to a radio mod that will allow people to submit their songs to be added to a playlist for the radio modd.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on July 14, 2013, 02:06:42 pm
I look forward to a radio mod that will allow people to submit their songs to be added to a playlist for the radio modd.
Presumably the mod would add a slightly static-y effect to all submitted songs for that authentic feeling :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 14, 2013, 07:22:28 pm
Complete with a spaceship DJ.

"Hey, everyone. This is DJ Meteo, here with your classic mix from the good ol' days of 2040. We're streamin' live for the next hour, so if any of you have a long-range satellite, just send in your requests and I'll make it happen. Now for a timeless piece, you know. One of my favorites..."

http://www.youtube.com/watch?v=QH2-TGUlwu4
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 14, 2013, 08:01:20 pm
What I love is I bet Starbound will be sued for the in game instruments.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 14, 2013, 08:10:01 pm
... why? Pretty sure they're no more of a violation than any music-related program. Digital keyboard can't be sued 'cause of what's made on it, s'far as I'm aware. There'd be issues if the Starbound folks themselves included any ABC notation that's copywritten, but user generated stuff is pretty much free game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 14, 2013, 09:36:42 pm
... why? Pretty sure they're no more of a violation than any music-related program. Digital keyboard can't be sued 'cause of what's made on it, s'far as I'm aware. There'd be issues if the Starbound folks themselves included any ABC notation that's copywritten, but user generated stuff is pretty much free game.

This. It's the same as any other game with the ability to create songs via an in-game system, what users do with it isn't attributable to the developer or publisher. Just like how Gibson can't be sued if someone covers a copywrited song using one of their guitars.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on July 15, 2013, 12:40:52 am
You think that'll stop them?

A while back Putt Putt, an American miniature golf course company, tried suing Mojang because people were using the name "Putt Putt" in their game. Their research was basically limited to Googling "Putt Putt Minecraft", since most results were user generated videos labelled "Putt Putt Minecraft".

Mojang essentially just laughed at them, but that doesn't mean that it won't happen again.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 15, 2013, 01:03:55 am
You think that'll stop them?

A while back Putt Putt, an American miniature golf course company, tried suing Mojang because people were using the name "Putt Putt" in their game. Their research was basically limited to Googling "Putt Putt Minecraft", since most results were user generated videos labelled "Putt Putt Minecraft".

Mojang essentially just laughed at them, but that doesn't mean that it won't happen again.

It was just a cease and desist motion. Basically stating that they need to remove putt putt references from the website and game or legal action would be taken. It's a simple matter of making sure the images are not on Mojang websites and explaining the user license to Putt Putt Attorneys. If they then tried to pursue legal action against Mojng, they would open themselves up to several counter suits.

It was merely a publicity stunt for Putt Putt.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on July 15, 2013, 01:16:29 am
Oh, don't get me wrong. I know what it was and why they did it. I'm just saying that we shouldn't be surprised if more companies don't look for excuses to do the same stupid thing in other games with user generated content.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Evilsx on July 15, 2013, 02:25:45 am
http://community.playstarbound.com/index.php?threads/ask-us-anything.24965/

Here is an "Ask me anything" from Tiy
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 15, 2013, 07:12:08 pm
Quote
You can also place blocks and objects on the ship to get a completely unique look.

Battlebarges. Time to build some fucking battlebarges.  :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on July 15, 2013, 07:20:01 pm
Quote
You can also place blocks and objects on the ship to get a completely unique look.

Battlebarges. Time to build some fucking battlebarges.  :D
Awww yiss
Title: Re: Starbound - A flat yet infinite universe.
Post by: scout890 on July 15, 2013, 07:48:05 pm
next what, FTL style space combat?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 15, 2013, 08:04:13 pm
Better, live-action multiplayer boarding action. If that actually happens there had better be pirate-themed items.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 15, 2013, 08:08:36 pm
Disco pirates, sailing the solar seas of funk.

Possibly even particularly relevant in Starbound. There's like a whole species of jive monkey to target.

E: Musical headcanon coalescing: Apex is swing, Gasbags-whose-names-I've-forgotten is bar-ragtime. Glitch is disco, and so is possibly everyone else. Must contemplate more at later date.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on July 15, 2013, 08:55:40 pm
No dude, the Glitch are classical.
Or optionally, classical funk.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 15, 2013, 09:02:57 pm
Classical funk is fine. Robospeare performances where everybot has fros and bling would be glorious.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mr. macduggan on July 15, 2013, 09:19:37 pm
or perhaps the Glitch play dubstep and act like it's fancy classical music!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on July 15, 2013, 09:22:24 pm
or perhaps the Glitch play dubstep and act like it's fancy classical music!
Or classical funk made into dubstep!

Actually, that's a bit complicated. They should probably just play metal. *ba-dum-tsh*
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on July 15, 2013, 09:36:26 pm
or perhaps the Glitch play dubstep and act like it's fancy classical music!
Or classical funk made into dubstep!

Actually, that's a bit complicated. They should probably just play metal. *ba-dum-tsh*

Oh, you did not just diss Metal.  I know you didn't, because my ingame metal band, which will be a tribute to Dragonforce and UnexpecT, will rock your socks off.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on July 15, 2013, 09:45:32 pm
No-one can destroy the metal! (https://www.youtube.com/watch?v=qR7U1HIhxfA)

You don't know how happy you made me by posting that :P  I haven't heard that song in years.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Devling on July 15, 2013, 09:56:44 pm
or perhaps the Glitch play dubstep and act like it's fancy classical music!
Or classical funk made into dubstep!

Actually, that's a bit complicated. They should probably just play metal. *ba-dum-tsh*

Oh, you did not just diss Metal.  I know you didn't, because my ingame metal band, which will be a tribute to Dragonforce and UnexpecT, will rock your socks off.
No, because, Robots are made of metal. It's a pun.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 16, 2013, 12:30:03 am
or perhaps the Glitch play dubstep and act like it's fancy classical music!
Or classical funk made into dubstep!

Actually, that's a bit complicated. They should probably just play metal. *ba-dum-tsh*

Oh, you did not just diss Metal.  I know you didn't, because my ingame metal band, which will be a tribute to Dragonforce and UnexpecT, will rock your socks off.
No, because, Robots are made of metal. It's a pun.
I think it might have been a bit too heavy for him.
Title: Re: Starbound - A flat yet infinite universe.
Post by: h3lblad3 on July 16, 2013, 03:39:48 am
or perhaps the Glitch play dubstep and act like it's fancy classical music!
Or classical funk made into dubstep!

Actually, that's a bit complicated. They should probably just play metal. *ba-dum-tsh*

Oh, you did not just diss Metal.  I know you didn't, because my ingame metal band, which will be a tribute to Dragonforce and UnexpecT, will rock your socks off.
No, because, Robots are made of metal. It's a pun.
No, because, I'm quite certain Robots are actually made of jam.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on July 17, 2013, 09:43:58 am
So I've been playing through the new Civ 5 expansion and it got me wondering; is there archaeology in Starbound? It would be awesome to fly to a planet, set down and set up a dig site, excavate artefacts and maybe get some flavour text and then sell it on/salvage it/use it/whatever.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Briggsy16 on July 17, 2013, 09:45:37 am
Wasn't one of the stretch goals being able to discover fossils?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 17, 2013, 09:46:12 am
Well, they're apparently intending fossils. No clue about anything beyond that. Don't even particularly remember if much has been said about the implementation of th'fossils, honestly.

Yeah, nin'd.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on July 17, 2013, 12:45:43 pm
Wasn't one of the stretch goals being able to discover fossils?
Not archaeology. That's paleontology.

For the sake of a videogame who's main focus isn't archaeology/palaeontology, we can class them as the same thing :P

Also, awesome! I'm now doubly excited for this game
Title: Re: Starbound - A flat yet infinite universe.
Post by: burningpet on July 17, 2013, 01:13:51 pm
aren't there buried items?
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 17, 2013, 01:17:15 pm
aren't there buried items?

I think that's pretty much a given in a game like this. In the last monster stream there was even a glimpse of an underground room with some shiny buried treasure.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on July 17, 2013, 01:36:44 pm
Wall chicken hoy?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on July 17, 2013, 04:19:48 pm
If they're going to implement pre-fabricated 'vaults' that get randomly plugged into the terrain generation (including underground), then it seems archeology could be in. But I forget if that's actually happening or if it was just a tangent discussion in this thread.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 17, 2013, 04:52:51 pm
It seems that the general consensus amongst the team is to release the SP beta soonish and finish with MP functionality for the next couple of months with Gold/retail scheduled for Dec or Jan at the latest. The team member I talk to says it's a much better game than they ever thought it would be.

I asked if July release was out of the question and he/she said it wasn't the most likely timeframe but that the biggest issue keeping that from happening is getting the pipelines for download/forums/site in place and tested for 100K+ downloads on day 1. August is more likely, but only if they do SP beta first. I'm trying to stay cool about this game but it honestly looks like it could be one of those genre shaping masterpieces.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on July 17, 2013, 04:55:38 pm
MPMPMPMPMPMP

o___o

must have mp
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on July 17, 2013, 04:57:31 pm
MPMPMPMPMPMP

o___o

must have mp

Hehe, agreed.  I'd actually rather wait for the MP, as half the fun is discovering stuff with another person.  :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 17, 2013, 05:03:18 pm
I would suggest heading over to their forum and making it clear then. The majority of gamers are forced to play alone and most of the content that is completed is SP oriented right now, so I think those are their reasoning, but nothing is set in stone. Apparently, they also discuss the idea of waiting until EVERYTHING is done, circa Jan 2014. Everything is up in the air with this group. I do think you are outnumbered though, as many people play SP first to learn and then MP for social fun/pvp/group builds if Terraria and their forums are anything to go by.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on July 17, 2013, 05:13:37 pm
Yeah, I get that and its probably true that there are more SP players than MP players.  I just might personally hold off on playing the beta until multiplayer is in so I can play with my roommate. 

I didn't realize that the MP functionality was so far off until now.  :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on July 17, 2013, 05:15:36 pm
I would suggest heading over to their forum and making it clear then. The majority of gamers are forced to play alone and most of the content that is completed is SP oriented right now, so I think those are their reasoning, but nothing is set in stone. Apparently, they also discuss the idea of waiting until EVERYTHING is done, circa Jan 2014. Everything is up in the air with this group. I do think you are outnumbered though, as many people play SP first to learn and then MP for social fun/pvp/group builds if Terraria and their forums are anything to go by.
tbh I don't care which they do, I'm not touching the game until the MP is in anyway... so they can do whichever they like. My only fear is that releasing the SP beta will distract them further due to the inevitable flood of support issues, bug reports, etc.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on July 17, 2013, 05:43:05 pm
Well, bugs in single player will be bugs fixed in multiplayer, they'll have to fix them anyway. Also yeah, I'm one of those people that plays single player first, sometimes to "completion" before touching multiplayer so I know what's going on.  :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on July 17, 2013, 05:52:41 pm
I honestly hate MP and prefer solitude. Nobody to have disagreements with but myself.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on July 17, 2013, 05:56:43 pm
I honestly hate MP and prefer solitude. Nobody to have disagreements with but myself.

This would make the best soap opera.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 17, 2013, 06:04:39 pm
I just prefer to have my larger-scale building projects locally available when I choose. oh, and all that "shit you pulled in minecraft" thread makes me never want to associate with people, ever.

If there were some kind of menagerie available on the bay12 server where I could contribute free-range combat pets and mounts, I'd stop by to buy, sell and trade, certainly. But I have zero interest in having things I put time into destroyed by someone because they could, or having to walk past dongships to get to the local adventure grounds. Others are free to do as they like, but I'll always primarily play solo.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 17, 2013, 06:16:28 pm
I honestly hate MP and prefer solitude. Nobody to have disagreements with but myself.

This would make the best soap opera.

Me, Myself, and I, coming this month to HBO.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on July 18, 2013, 08:02:53 am
At this point I'm excited enough about the game that I'll take whatever playable material I'm given. Generally I play either singleplayer or in a private game with 2-3 trusted friends where we all know no ones going to grief too badly. However in this case I'd take anything xD
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 18, 2013, 08:45:57 am
I would suggest heading over to their forum and making it clear then. The majority of gamers are forced to play alone and most of the content that is completed is SP oriented right now, so I think those are their reasoning, but nothing is set in stone. Apparently, they also discuss the idea of waiting until EVERYTHING is done, circa Jan 2014. Everything is up in the air with this group. I do think you are outnumbered though, as many people play SP first to learn and then MP for social fun/pvp/group builds if Terraria and their forums are anything to go by.

Yes but that is because of how poorly geared Terraria was towards a multiplayer experience a lot of the time as well as the hurdles the average player would have to go through to even play multiplayer (ohh dear goodness). Which honestly is kind of an odd thing to say because it was made as a multiplayer game first and single player second, heck Skeletor originally could only be defeated in multiplayer without skipping the dungeon tier (or possibly the star cannon).

Starbound actually has the best tool to achieve a proper balance between multiplayer and single player (the ship) and doesn't need to have the same multiplayer problems as Terraria.

Mind you I don't know why I give Starbound any credit. Since the safe bet is just to assume general incompetence and thus they shouldn't attempt the balance.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 18, 2013, 08:49:10 am
There is unfortunately no evidence that multiplayer will be any better than Terraria yet. It could be hard to setup and connect, it could have no tools for dealing with griefers, it could have rubberbanding problems......we just don't know yet.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 18, 2013, 09:00:44 am
I just prefer to have my larger-scale building projects locally available when I choose. oh, and all that "shit you pulled in minecraft" thread makes me never want to associate with people, ever.

If there were some kind of menagerie available on the bay12 server where I could contribute free-range combat pets and mounts, I'd stop by to buy, sell and trade, certainly. But I have zero interest in having things I put time into destroyed by someone because they could, or having to walk past dongships to get to the local adventure grounds. Others are free to do as they like, but I'll always primarily play solo.
The people here generally don't grief, tough.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on July 18, 2013, 09:01:58 am
Personally, I'd make a private server just for a few trusted friends.
Best protection is prevention and all.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 18, 2013, 09:03:23 am
There is unfortunately no evidence that multiplayer will be any better than Terraria yet. It could be hard to setup and connect, it could have no tools for dealing with griefers, it could have rubberbanding problems......we just don't know yet.

Ahh now you are thinking like a Neonivek. Bask BASK in the negativity!

Let rain upon this world a torrent of pessimism!
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 18, 2013, 09:46:18 am
Your thinking just happened to coincide with the empirical evidence. It very well might be an improvement, but no assumption can be made right now. 
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 18, 2013, 10:29:05 am
Ahh now you are thinking like a Neonivek. Bask BASK in the negativity!

Let rain upon this world a torrent of pessimism!

Hahaha oh god. This is why I like Neonivek.

Personally, I'd make a private server just for a few trusted friends.
Best protection is prevention and all.

Yes. This. Besides, public servers can be fun and all, but my best times have been had over LAN or playing with just 2-3 friends.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 18, 2013, 11:57:41 am
Agreed with FFS. Games are best played when you are within  yelling range of each other.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shakerag on July 18, 2013, 12:04:15 pm
There is unfortunately no evidence that multiplayer will be any better than Terraria yet. It could be hard to setup and connect, it could have no tools for dealing with griefers, it could have rubberbanding problems......we just don't know yet.

Ahh now you are thinking like a Neonivek. Bask BASK in the negativity!

Let rain upon this world a torrent of pessimism!
Wait, you call that pessimism?  I thought he was just being realistic .... :(
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 18, 2013, 01:33:54 pm
If servers doesnt use much ressource on computer, ill setup a few server and distributed them to who want it with password and all... but if it does use ressource... sadly i wont be able to do it, i have a crazy internet plan but my computer is starting to feel the weight of his age.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 18, 2013, 02:04:22 pm
Listening to the soundtrack, I think that Europa is my favourite of all the songs.
I was confused for a second or two. (https://www.youtube.com/watch?v=rqkLYTBUkE0)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 18, 2013, 04:02:59 pm
Quote
Wait, you call that pessimism?  I thought he was just being realistic


Think of it this way. Could you imagine me saying: "This game could suck, we don't know it could even be terrible"?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on July 18, 2013, 04:07:22 pm
Quote
Wait, you call that pessimism?  I thought he was just being realistic


Think of it this way. Could you imagine me saying: "This game could suck, we don't know it could even be terrible"?
Quite easily, actually.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Alkhemia on July 18, 2013, 04:35:03 pm
Quote
Wait, you call that pessimism?  I thought he was just being realistic


Think of it this way. Could you imagine me saying: "This game could suck, we don't know it could even be terrible"?
Quite easily, actually.
Pretty much yeah
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on July 18, 2013, 07:39:09 pm
Quote
Wait, you call that pessimism?  I thought he was just being realistic


Think of it this way. Could you imagine me saying: "This game could suck, we don't know it could even be terrible"?
Quite easily, actually.
Pretty much yeah
That's basically what you say about every game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on July 19, 2013, 04:39:21 am
When the news post says that "almost every major feature is done" what does that mean in terms of some kind of playable release? Also, are there any relatively recent gameplay videos I could check out? It's been a while since I properly looked at this game :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on July 19, 2013, 04:47:11 am
I feel ok with single player only for a while.
Party because every time these things come out, everybody rushes to be the every best, like no one ever was. To get the shiny red balloon is their test, nuking pirate stations is their cause. Sandboxes!
At least if we are in single player, you get to enjoy the exploration phase with a lot less competitive pressure. By the time multiplayer comes out, nobody cares how quickly you get some rare item, they have been there and done that. Instead it becomes a lot more about player interaction, working together for a common goal, instead of showing you can achieve your personal goal first, and I feel that is a much nicer environment.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on July 19, 2013, 06:11:58 am
I feel ok with single player only for a while.
Party because every time these things come out, everybody rushes to be the every best, like no one ever was. To get the shiny red balloon is their test, nuking pirate stations is their cause. Sandboxes!
At least if we are in single player, you get to enjoy the exploration phase with a lot less competitive pressure. By the time multiplayer comes out, nobody cares how quickly you get some rare item, they have been there and done that. Instead it becomes a lot more about player interaction, working together for a common goal, instead of showing you can achieve your personal goal first, and I feel that is a much nicer environment.
Kinda agree with you there, however playing with a few close friends at release would be nice.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 19, 2013, 07:20:28 am
When the news post says that "almost every major feature is done" what does that mean in terms of some kind of playable release? Also, are there any relatively recent gameplay videos I could check out? It's been a while since I properly looked at this game :)

It means they now have to decide if they release a late alpha/early beta SP mode now or wait until Sep to release the full game beta. My contact told me last night that the internal vote was 7 to 3 in favor of releasing SP first but that it doesn't matter when the lead has VETO power. They are attending a Multiplay conference in late August, so there will have to at least be crude MP in place by then.

I still believe the week of July 29th is a great contender for a playable build for at least some people.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 19, 2013, 02:40:35 pm
They already have crude MP in, if the 15 July update is reliable.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 19, 2013, 04:03:58 pm
yes, they threw that together just to test out the game so far more than testing any MP functionality in general. They used a powerful server as a host and apparently they barely had any lag, which is a promising sign.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 19, 2013, 05:17:22 pm
Dammit, I now want to see what each race's ship looks like.

Glitch's looks steampunk-y, Human's is... kinda futuristic (curved edges, silver, all that), Hylotl or what ever they are called have a fish-like ship, florans have one that looks covered in vines...

soon.....
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on July 19, 2013, 05:25:05 pm
I'm hoping the novakids have a space train, like in this pic:  http://playstarbound.com/wp-content/uploads/2013/04/Novakid.png

Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 19, 2013, 07:08:54 pm
They posted every race's ships a month or two ago, but I can't for the life of me remember where.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 19, 2013, 10:21:48 pm
Anyhow the delay for multiplayer doesn't bug me so long as it is because they have a lot to do with it.

Delayed multiplayer is far superior to halfhearted multiplayer.
Title: Re: Starbound - A flat yet infinite universe.
Post by: scriver on July 20, 2013, 07:17:46 am
If the Flowerpeople's space ship isn't a seed pod I am going to be very disappointed.

Anyway, I haven't been following this very closely but the spaceship I saw in that picture looked pretty small. Will you be able to improve and or build bigger ships?
Title: Re: Starbound - A flat yet infinite universe.
Post by: The Darkling Wolf on July 20, 2013, 08:05:51 am
I think they were contemplating letting you build stuff onto your ship similarly to how you build stuff in the world, but had not conclusively decided one way or the other.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on July 20, 2013, 09:10:34 am
I hope they let us build on the ship. Customizing is rad.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on July 20, 2013, 09:39:17 am
One of the update posts said they're able to already, if they feel like having it in the released game. Only major issue, from what I recall them saying, is aesthetic. The added on blocks look kinda' kludgey, in comparison to less freeform ships.

Yeah, the July 6th (http://playstarbound.com/6th-july-progress/) update.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 20, 2013, 09:44:23 am
There was a push after that to get some kind of "ship-builder's tileset) available that mimicked the default ship tiles. No idea if anything will come of it. Either way, you can upgrade the default ships a few times, adding modules the same basic size as the starter ship. There were 5 spare modules in total shown, all blank, attached in a > shape behind the beginner ship. You can build stuff inside the modules regardless, though I suspect there will be other functional stuff to fill the space with.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mr. macduggan on July 20, 2013, 02:45:05 pm
Thank you for the substantive time estimate updates hemmingjay. It's better than the griping about beta not being here/griping about the gripers that's been going on all over the forums, Reddit, and even here.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Briggsy16 on July 23, 2013, 03:07:53 am
They seem to be doing bug fixing now so I'm hoping that the Alpha/Beta is inc :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 23, 2013, 08:05:05 am
ALL of the major programming is done, except for some work on networking code. They have more than 500 content items that they want to add at some point. It looks VERY likely that we will HEAR about a date next Monday.


My poor wife. She's losing me to Starbound this summer and....... even worse is that Shadowrun will be my mistress when I get tired of colonizing space.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 23, 2013, 03:09:01 pm
I dont know your wife, but mine is quite understanding on gaming, those wife's man we need to keep them hehe :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: scriver on July 23, 2013, 05:04:49 pm
Tell her you're bound for the stars if you go together ;)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on July 23, 2013, 06:37:36 pm
Tell her your home planet needs you. The fate of many rests in your webbed hands.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 23, 2013, 07:28:07 pm
Tell her that you will sing her the song of your people. (http://www.youtube.com/watch?feature=player_embedded&v=PyvuOvo_G08)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 23, 2013, 11:22:24 pm
This quote from today's update made me laugh:

Quote
Monster health bars are in. They’re not totally finished, and right now every single monster in the game is called Waffles because we haven’t implemented the monster namegen.

And there's a screenshot showing poor Waffles #8472 getting bashed with a pole...hammer.

The thought of an entire universe populated by Waffleses is awesome.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on July 23, 2013, 11:31:34 pm
And there's a screenshot Waffles showing poor Waffles #8472 getting bashed Waffled with a pole...hammer Waffles.

FTFY
Title: Re: Starbound - A flat yet infinite universe.
Post by: majikero on July 23, 2013, 11:37:49 pm
Waffle waffle a waffle waffling waffle Waffles #8472 waffling waffled waffle a waffle.

Waffle waffle.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 24, 2013, 03:18:24 am
Waffle?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on July 24, 2013, 04:48:27 am
They are actually just pancakes.

Shhhh...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on July 24, 2013, 05:50:47 am
I hope the guitar for that was also done within the game's system. Because a game that allows you to make actual semi-decent if not particularly good music like that is a damn good game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Nighthawk on July 24, 2013, 03:50:25 pm
Ability to have a friend sing a really crappy rendition of Another One Bites the Dust while you go to town on a bunch of aggressive underground cave monsters waffles with your epic warrior character?

Yes, please.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 24, 2013, 04:25:11 pm
Ah, the delicious and elusive Blind Cave Waffle. Beware its syrup!
Title: Re: Starbound - A flat yet infinite universe.
Post by: mr. macduggan on July 26, 2013, 01:27:09 pm
These daily updates are getting more and more confident in the completeness of the game, even when Tiy is writing them. I don't think hemmingjay's prediction of monday for a release date is that unreasonable.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on July 26, 2013, 01:46:08 pm
That was "the week of [Monday]" but yeah, it's looking quite likely that beta or news of an exact date for beta will be coming Soon™.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on July 26, 2013, 05:26:43 pm
Dohohoho metal folding chairs.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bQt31 on July 26, 2013, 07:47:20 pm
Quote
A sandbox we (and you!) are going to be able to build an endless array of content on top of.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on July 26, 2013, 08:50:39 pm
You just know I'm going to be wandering around playing the Lost Woods theme on repeat.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on July 26, 2013, 10:03:27 pm
The building aspect is what I look forward to most.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 26, 2013, 10:44:47 pm
I'm actually quite interested in the PvP, given that the demo we've seen of it has very little in common with Terraria's spammy click-fest.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 27, 2013, 12:54:13 am
I'm actually quite interested in the PvP, given that the demo we've seen of it has very little in common with Terraria's spammy click-fest.
O.o... well... melee guns, pretty much like terraria difference is... with all the random weapon you never know wha the hell he will shoot at you.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 27, 2013, 12:56:01 am
Hmmm I wonder if Starbound will be a solid, standard, or weak game.

I am hoping for strong, but there is strong elements it will just be standard.

This is independent of score. Drakengard for example was a solid game and it is a 6 (or 5). Solid games ascend their scoring so to speak, the sort of game where you go "This is an ok game, but why do I love it so much?". While weak games are sort of "This game is awesome and yet somehow I just feel hallow after all has been said and done". Or to put it another way: A Solid game is better than itself. While a weak game is worse in spite itself.

Ok my personal gut feeling is that this game cannot be a "solid" game. So I am going for the standard to weak.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on July 27, 2013, 02:10:16 am
Ok my personal gut feeling is that this game cannot be a "solid" game. So I am going for the standard to weak.
Look everyone, Neonivek is saying negative things about a game before its even released now.

Soon he will negatively comment on games yet to be made, or even conceived of!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on July 27, 2013, 02:28:11 am
We should be used to it enough by now to quit commenting on the fact that he's criticizing something. He's an opinionated guy, but it doesn't contribute to the conversation to keep pointing it out. We know.


Ok my personal gut feeling is that this game cannot be a "solid" game. So I am going for the standard to weak.

We'll see how it pans out in the next few months. They're at the point where they're working on the areas Terraria did poorly (Mid-to-end game content), so until we get a better idea of what they're doing differently from Terraria, since Starbound is just Terraria in Space with More Stuff at this point, I think it's a little early to judge. We'll definitely have a better idea when the Beta rolls around since we'll have some more content to gawk at.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 27, 2013, 02:28:12 am
Ok my personal gut feeling is that this game cannot be a "solid" game. So I am going for the standard to weak.
Look everyone, Neonivek is saying negative things about a game before its even released now.

Soon he will negatively comment on games yet to be made, or even conceived of!

So, business as usual, then?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on July 27, 2013, 02:32:18 am
Ok my personal gut feeling is that this game cannot be a "solid" game. So I am going for the standard to weak.
Look everyone, Neonivek is saying negative things about a game before its even released now.

Soon he will negatively comment on games yet to be made, or even conceived of!
Or negatively commenting on negative comments yet to be made.  :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 27, 2013, 04:15:33 am
Ok my personal gut feeling is that this game cannot be a "solid" game. So I am going for the standard to weak.
Look everyone, Neonivek is saying negative things about a game before its even released now.

Soon he will negatively comment on games yet to be made, or even conceived of!
Or negatively commenting on negative comments yet to be made.  :P
Wait doesnt it end up being positive in this case?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 27, 2013, 07:57:48 am
I'm actually quite interested in the PvP, given that the demo we've seen of it has very little in common with Terraria's spammy click-fest.
O.o... well... melee guns, pretty much like terraria difference is... with all the random weapon you never know wha the hell he will shoot at you.
This is what I was talking about. (http://www.youtube.com/watch?v=rKaaHzBcxUc) From the looks of things it might turn out slower-paced and more oriented on dodging and blocking (on the melee front at least), as opposed to five second long head-on collisions that composed the majority of Terraria PvP. I also seem to recall confirmation of sniper-type weapons that can aim farther than your normal screen away. So basically less Terraria and more KAG in the playstyle.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 27, 2013, 09:17:42 am
A normal game isn't "Negative" it is neutral.

Since when was not bestowing a game glorious praise ever considered negativity?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on July 27, 2013, 11:45:58 am
I'm fairly certain we've spent almost as much time, on this thread, talking about Neonivek's attitude, as we have about the game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on July 27, 2013, 11:52:17 am
We should make a thread called "Neonivek is really cynical: discuss" in other games that's all about saying how shit an upcoming game could be.
Title: Re: Starbound - A flat yet infinite universe.
Post by: scriver on July 27, 2013, 12:05:31 pm
Let's not be all this negative about how neonivek is negative. I hope I don't have to tell you how futile that is.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 27, 2013, 12:11:02 pm
I'm fairly certain we've spent almost as much time, on this thread, talking about Neonivek's attitude, as we have about the game.

Because the users can't handle negativity in their thread, only positivity and hype!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Twi on July 27, 2013, 12:29:19 pm
I'm fairly certain we've spent almost as much time, on this thread, talking about Neonivek's attitude, as we have about the game.

Because the users can't handle negativity in their thread, only positivity and hype!
HYPE FOR THE HYPE GOD!
QUOTES FOR THE QUOTE THRONE!
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 27, 2013, 02:13:59 pm
I'm actually quite interested in the PvP, given that the demo we've seen of it has very little in common with Terraria's spammy click-fest.
O.o... well... melee guns, pretty much like terraria difference is... with all the random weapon you never know wha the hell he will shoot at you.
This is what I was talking about. (http://www.youtube.com/watch?v=rKaaHzBcxUc) From the looks of things it might turn out slower-paced and more oriented on dodging and blocking (on the melee front at least), as opposed to five second long head-on collisions that composed the majority of Terraria PvP. I also seem to recall confirmation of sniper-type weapons that can aim farther than your normal screen away. So basically less Terraria and more KAG in the playstyle.
Oh now i see your point sorry bout that.

Also about neonivek to me he is a bit like that angry smurf, always angry, here negativing but he is still part of the familly in my book :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on July 27, 2013, 02:26:07 pm
So Neo is grumpy bear?
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 27, 2013, 03:00:26 pm
...
I'm starting to agree with Fniff.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 27, 2013, 03:05:22 pm
So Neo is grumpy bear?
Yup i am grumpy myself in real life, hell my friend and GF call me "El Chialeux" i believe it would mean grumpy 2 fold? or something similar, im not angry im just as cynical and narcistic in real life about human and their nature, but here i barely NEVER "grump"?? hehe.

Now that its settled, would be nice to come back on topic.

I made my very first car!!! had to be solar powered because.... gas station was literaly at the other far side of the town next to a river, in the middle of a 8 lane of houses/shops/ etc......

So after 6 or was it 9 days of filling my poor little motorcycle with plates/frames odd and ends, killing over 400 zombies in the process, nearly loosing a limb to a fragging moose.... these things are killer i tell you...... I got my very first solar powered semi armored car, normal plating protecting front and weel, and the main living area has everything i need, bed, RV kitchen and even a back view balcony!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on July 27, 2013, 03:07:19 pm
So Neo is grumpy bear?
Yup i am grumpy myself in real life, hell my friend and GF call me "El Chialeux" i believe it would mean grumpy 2 fold? or something similar, im not angry im just as cynical and narcistic in real life about human and their nature, but here i barely NEVER "grump"?? hehe.

Now that its settled, would be nice to come back on topic.


I made my very first car!!! had to be solar powered because.... gas station was literaly at the other far side of the town next to a river, in the middle of a 8 lane of houses/shops/ etc......

So after 6 or was it 9 days of filling my poor little motorcycle with plates/frames odd and ends, killing over 400 zombies in the process, nearly loosing a limb to a fragging moose.... these things are killer i tell you...... I got my very first solar powered semi armored car, normal plating protecting front and weel, and the main living area has everything i need, bed, RV kitchen and even a back view balcony!

How.. would that be on topic?  ???
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on July 27, 2013, 03:11:53 pm
That's Cataclysm!

We've become so off-topic that other threads are being used to fill in the gap where the topic once lay.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 27, 2013, 03:12:22 pm
I think you want the cataclysm thread, Neo.
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on July 27, 2013, 04:05:01 pm
We should make a thread called "Neonivek is really cynical: discuss" in other games that's all about saying how shit an upcoming game could be.
It would be nice yes. And just confine him there.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 27, 2013, 04:11:18 pm
So Neo is grumpy bear?
Yup i am grumpy myself in real life, hell my friend and GF call me "El Chialeux" i believe it would mean grumpy 2 fold? or something similar, im not angry im just as cynical and narcistic in real life about human and their nature, but here i barely NEVER "grump"?? hehe.

Now that its settled, would be nice to come back on topic.


I made my very first car!!! had to be solar powered because.... gas station was literaly at the other far side of the town next to a river, in the middle of a 8 lane of houses/shops/ etc......

So after 6 or was it 9 days of filling my poor little motorcycle with plates/frames odd and ends, killing over 400 zombies in the process, nearly loosing a limb to a fragging moose.... these things are killer i tell you...... I got my very first solar powered semi armored car, normal plating protecting front and weel, and the main living area has everything i need, bed, RV kitchen and even a back view balcony!

How.. would that be on topic?  ???
I facespalmed myself so hard that i sent myself flying to that flower girl spaceship.... Massive fail on my part sorry XD
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 28, 2013, 02:22:44 pm
I think you want the cataclysm thread, Neo.

Look if a game is trash, which I assume is why you are bringing it up, it isn't worth discussion unless it has something particularly interesting (Like if it was Other M)

If a game is good or questionable then it deserves as much discernment as I can bring to it.

The amount of features in Starbound is what makes it being a solid game hard to see. Since, to explain I guess, a Solid game you can just keep peeling back everything on and on until all you are left is a great game.

While Starbound seems more defined by its features and what you can do with it. You explore, find unique planets, capture critters, cause the critters to mutate, play musical instruments, troll someone, fly around the galaxy, fight space alien pirate ninjas, and at the end of the day you might even eat pancakes. Starbound can certainly be a great game or even an amazing one, but it doesn't seem like a solid game.

But the better movement system in Starbound could cause an upset even within my analysis... but I doubt it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 28, 2013, 02:40:36 pm
When people say things like 'solid game', I always imagine them describing the mental state of a game, and presently imagine a box with the starbound logo sitting in a psych ward.

HEH! Well the opposite of a solid game is sort of like a weak game. A weak game doesn't leave lasting impressions no matter how good it is. Something where when all is said and done, you just didn't have the full score of entertainment.

While I honestly don't think applies to Starbound. It has too much of a strong skeleton.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 28, 2013, 04:07:24 pm
Tomorrow will NOT be the release of the beta due to a number of things that popped up, like NPC's not dishing out quests properly, etc. However, I am hopeful that we are going to read a beta date window, if not an exact time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: scriver on July 28, 2013, 04:08:59 pm
I think you want the cataclysm thread, Neo.

Look if a game is trash, which I assume is why you are bringing it up

That quote wasn't directed at you, Neonivek, but at jocan. Miauw just mistook his identity for yours.
Title: Re: Starbound - A flat yet infinite universe.
Post by: The Darkling Wolf on July 28, 2013, 04:15:17 pm
Cataclysm isn't trash :<
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 28, 2013, 04:52:14 pm
See above, Darkling. Jocan mistook this for the DDA thread and someone mistook him for Neo, presumably because he admitted to being grumpy.  :P


It's good to hear that we might have a date soon, even if it isn't tomorrow.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on July 28, 2013, 04:54:03 pm
Tomorrow will NOT be the release of the beta due to a number of things that popped up, like NPC's not dishing out quests properly, etc. However, I am hopeful that we are going to read a beta date window, if not an exact time.

If they actually release a date--Just a date: never mind the game-- I would be ecstatic.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 28, 2013, 05:09:08 pm
NPCs that don't want you to do their chores for them? Blasphemy!

What else are heros good for if not doing your own job?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 28, 2013, 08:47:32 pm
Heroes are useless parasites, the lot of them. If you don't give them a bunch of petty make-work chores they'll sit around drinking and stealing small objects when you aren't around.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on July 28, 2013, 08:48:54 pm
Heroes are useless parasites, the lot of them. If you don't give them a bunch of petty make-work chores they'll sit around drinking and stealing small objects when you aren't around.
Not to mention breaking all your crates and vases.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 28, 2013, 08:54:09 pm
My connection just sent me a panicked email. It seems that he/she is worried that I just outed them to Tiyuri by revealing specific info.  :-\   
I hope I didn't get them into trouble, or fall into a trap.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on July 28, 2013, 09:35:16 pm
My connection just sent me a panicked email. It seems that he/she is worried that I just outed them to Tiyuri by revealing specific info.  :-\   
I hope I didn't get them into trouble, or fall into a trap.
Oh good lord... you burned your asset! Bad operative bad....

Likewise, i do hope he wont be in trouble :(
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on July 28, 2013, 09:53:31 pm
I will cancel my purchase if they fire a dude for giving non-critical information.

But KoF, you didn't buy Starbound! You won it in one of Hemmingjay's giveaways!
...shush.


Besides, won't everyone on the team know that anyways? I mean, it could be a dude's wife's uncle that gave you the information.

Ah, dude's wife's uncle... Such a wild card.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 28, 2013, 09:56:33 pm
Yeah, I can see firing someone for (say) releasing all of their code into the wild blue yonder, but for hinting to another person that there might be an announcement about a beta release date soon? If your buddy was actually fired for that, I'd boycott the game and the company.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on July 28, 2013, 09:57:38 pm
Yeah, I can see firing someone for (say) releasing all of their code into the wild blue yonder, but for hinting to another person that there might be an announcement about a beta release date soon? If your buddy was actually fired for that, I'd boycott the game and the company.
Same. Information is good, not bad.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on July 28, 2013, 10:07:40 pm
Seriously, giving someone the boot over revealing this kind of information would be in bad taste at best.  Plus, this is the kind of info that could very easily get leaked to anyone related to the project, who could go on to leak it anybody else.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on July 28, 2013, 10:16:10 pm
It's possible that the company knows that something was leaked, but doesn't know what exactly. They could be worried that some code or even a playable version got out when really it was just possible beta dates.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 28, 2013, 11:02:21 pm
Yeah, +1 to "if someone gets fired for this, boycotting the company."

Keep us posted so I know if I need to cancel my pre-order.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mr. macduggan on July 29, 2013, 12:20:06 am
My connection just sent me a panicked email. It seems that he/she is worried that I just outed them to Tiyuri by revealing specific info.  :-\   
I hope I didn't get them into trouble, or fall into a trap.
How worried is worried? Are they in actual trouble? I'm concerned for their well-being.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 29, 2013, 12:23:35 am
My connection just sent me a panicked email. It seems that he/she is worried that I just outed them to Tiyuri by revealing specific info.  :-\   
I hope I didn't get them into trouble, or fall into a trap.
How worried is worried? Are they in actual trouble? I'm concerned for their well-being.
"Time to start dredging the harbour" worried, I'm assuming. 'Tis much more dramatic that way.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on July 29, 2013, 08:14:27 am
To be fair, I can understand why they're extra concerned about information like this getting out too soon. I heard there have been death threats over the delay of Starbound. I'm not making that up! But I do hope we get some major information this week & I hope no one is fired.  ???
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 29, 2013, 10:39:48 am
off-topic:

I think death threats should carry the same penalty as actual attempted murder. Seriously. Some kid runs their mouth on the internet? Hunt them down and throw them in jail. The end.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on July 29, 2013, 10:50:53 am
off-topic:

I think death threats should carry the same penalty as actual attempted murder. Seriously. Some kid runs their mouth on the internet? Hunt them down and throw them in jail. The end.

Its a douchy thing to do, but that seems a bit extreme.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 29, 2013, 10:56:42 am
off-topic:

I think death threats should carry the same penalty as actual attempted murder. Seriously. Some kid runs their mouth on the internet? Hunt them down and throw them in jail. The end.

Its a douchy thing to do, but that seems a bit extreme.
This.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on July 29, 2013, 11:00:20 am
off-topic:

I think death threats should carry the same penalty as actual attempted murder. Seriously. Some kid runs their mouth on the internet? Hunt them down and throw them in jail. The end.

Its a douchy thing to do, but that seems a bit extreme.
This.

If they did that I wouldn't have anybody to beat when I hop online to play :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: timferius on July 29, 2013, 11:04:12 am
This is the first link I could find, I heard the story the other week:

http://www.dailymail.co.uk/news/article-2349328/Teenager-jail-making-terroristic-threats-Facebook-comment-carrying-school-shooting--despite-adding-lol-jk-joking.html (http://www.dailymail.co.uk/news/article-2349328/Teenager-jail-making-terroristic-threats-Facebook-comment-carrying-school-shooting--despite-adding-lol-jk-joking.html)

More on topic:
I'm still cautiously optimistic about this game. I found I burnt out on Terraria pretty quickly, but with the addition of different planet types and npc quests and such, I think this may hold my attention much longer.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on July 29, 2013, 11:10:11 am
I'm still hyped, but I wish they would focus on getting multiplayer in before releasing the beta.  :)  My roommate isn't going to let me play without him, so its going to be torture when everyone else is playing it and I've got to wait.  Haha. 
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 29, 2013, 12:31:39 pm
We will make sure to give you updates with extra spoilery content in this thread <3
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on July 29, 2013, 12:55:59 pm
We will make sure to give you updates with extra spoilery content in this thread <3

Noooooo!

Although to be honest I should probably avoid this thread once it comes out.   :-X
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 29, 2013, 01:14:41 pm
Spoiler: More OT nonsense (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 29, 2013, 01:38:39 pm
No responses from my connection at all since the concern yesterday. I guess he/she is laying low until today's update. From yesterday's update it really looks like the game is 90%+ complete, including much of MP. Really, I would expect that they could submit code to Steam for the early release/alpha access at any point. My understanding is that it take 2-4 days for Steam to approve that submission.

Tomorrow was my best guess for release but I obviously think it makes more sense to announce it a week in advance. Further, I was wrong about Payday 2's beta even though I was talking to the lead dev everyday. You just never know how these things will go and Starbound has already proven to be wildly impulsive in every other respect.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Virtz on July 29, 2013, 01:44:45 pm
Spoiler: More OT nonsense (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Grakelin on July 29, 2013, 03:29:24 pm
No responses from my connection at all since the concern yesterday. I guess he/she is laying low until today's update. From yesterday's update it really looks like the game is 90%+ complete, including much of MP. Really, I would expect that they could submit code to Steam for the early release/alpha access at any point. My understanding is that it take 2-4 days for Steam to approve that submission.

Tomorrow was my best guess for release but I obviously think it makes more sense to announce it a week in advance. Further, I was wrong about Payday 2's beta even though I was talking to the lead dev everyday. You just never know how these things will go and Starbound has already proven to be wildly impulsive in every other respect.

Maybe they're just onto you leaking the information here, so they feed you falsehoods to keep us on our toes.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on July 29, 2013, 03:49:47 pm
Spoiler: More OT nonsense (click to show/hide)
Spoiler (click to show/hide)
Spoiler: Even more OT nonsense (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on July 29, 2013, 04:09:35 pm
Spoiler: More OT nonsense (click to show/hide)

I hope you're joking, because what you just said is a perfect example of what's wrong with society today.
Hope you like that police state you're wishing for.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on July 29, 2013, 04:11:44 pm
Can we please stop using this topic for an argument about the policing or lack thereof of verbal assault made via the internet? Take it to General Discussion or something, rather than talking about a subject almost entirely irrelevant to video games in a topic about a video game in a subforum about video games.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on July 29, 2013, 04:28:52 pm
Starbound should be fun.

Topic: fixed.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on July 29, 2013, 04:30:29 pm
Hey, what's up with that Starbound thing? It's got stars, it's got bounds...
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on July 29, 2013, 04:41:14 pm
Seinfeld: "What's with Starbound? Anyone ever think about how weird that word is? Why are we 'bound' for a 'star'? You don't want to go to a star! It's hot! You'll die! You wanna go away from the star that's where you wanna be. What's that game you're playing? Oh it's Stargone."
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 29, 2013, 04:48:54 pm
It's surprising to hear they're so close to done with the beta/alpha content, but considering they can knock out a whole feature or two in a day, it's not THAT shocking.

The most exciting part of last update was the music. I listened to the preorder OST several times. Hopefully they've got more stuff like that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on July 29, 2013, 04:53:40 pm
As I understand it, the music stuff in last update was getting it to transition smoothly between tracks based on weather, time, battle, location etc. rather than actually adding more music.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 29, 2013, 05:03:24 pm
Oh. I took the

Quote
(we have so much music now!)

to mean they have more "now" than months ago :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on July 29, 2013, 05:04:56 pm
I'm not entirely sure about it, but the way it was worded made it seem to me like they were just working on the transitions and where to play what and suchlike.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mr. macduggan on July 29, 2013, 05:25:39 pm
Bartwe just stopped coding Starbound and started streaming Hotline Miami. He's certainly not dying under a backlog of work.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on July 29, 2013, 06:24:04 pm
Bartwe just stopped coding Starbound and started streaming Hotline Miami. He's certainly not dying under a backlog of work.
Everyone needs a brain break at some point. Coding is mind numbing sometimes.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on July 29, 2013, 06:26:45 pm
So replace it with mind-numbing violence and you're golden. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 29, 2013, 06:27:06 pm
All the Starbound videos are sooooo boring...

Just trying to see videos of actual gameplay but they are always the slowest most boring aspects of gameplay.

There must be an exciting and interesting video of not just building things...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on July 29, 2013, 06:28:08 pm
I imagine because it's still in Alpha, so there's not really much of a game at the moment. The minecraft dev vids aren't exactly exciting either.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 29, 2013, 06:30:29 pm
I imagine because it's still in Alpha, so there's not really much of a game at the moment. The minecraft dev vids aren't exactly exciting either.

Even today Minecraft videos aren't too exciting.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 29, 2013, 08:04:20 pm
Re: the music comment

I think there was a comment on the soundtrack was that everything on the pre-order soundtrack would be in, along with some refinement and variations on the Experimental album maybe, and more symphonic stuff because that's what the main guy is good at. I agree with FFS though, it sounded like they were mainly writing about the transitions but excited because there were so many new tracks. I hope new stuff gets added to the downloadable OST post-release.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on July 29, 2013, 09:03:10 pm
I imagine because it's still in Alpha, so there's not really much of a game at the moment. The minecraft dev vids aren't exactly exciting either.

Even today Minecraft videos aren't too exciting.

Creative games are hard to make entertaining videos with. Sure, people will watch them, but half the reason Minecraft took off was because people would put their gameplay videos up and then others would see the videos and want to play it. Watching Joe Average play with Legos isn't nearly as fun as playing with Legos yourself.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on July 29, 2013, 09:39:22 pm
Quote
Watching Joe Average play with Legos isn't nearly as fun as playing with Legos yourself

Ohhh I've seen people make it work.
Title: Re: Starbound - A flat yet infinite universe.
Post by: tompliss on July 30, 2013, 01:54:46 am
Even today Minecraft isn't too exciting.
FTFY ...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on July 30, 2013, 02:48:18 am
Quote
Watching Joe Average play with Legos isn't nearly as fun as playing with Legos yourself
Ohhh I've seen people make it work.

Those folks aren't Joe Average then. They've got a flair for entertainment, storytelling, or pure charisma that makes anything they do fun to watch.


I mean, take Morgan Freeman. I'd totally watch that dude play Minecraft.

"Oh, I just made a house. Isn't that special."

I'm getting goosebumps just thinking about it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on July 30, 2013, 02:49:15 am
Quote
Watching Joe Average play with Legos isn't nearly as fun as playing with Legos yourself
Ohhh I've seen people make it work.

Those folks aren't Joe Average then. They've got a flair for entertainment, storytelling, or pure charisma that makes anything they do fun to watch.


I mean, take Morgan Freeman. I'd totally watch that dude play Minecraft.

"Oh, I just made a house. Isn't that special."

I'm getting goosebumps just thinking about it.
Oh yeah. xD
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on July 30, 2013, 02:53:45 am
This needs to happen.
I would watch the fuck out of "Morgan Freeman plays"
Title: Re: Starbound - A flat yet infinite universe.
Post by: Alkhemia on July 30, 2013, 02:57:23 am
This needs to happen.
I would watch the fuck out of "Morgan Freeman plays"
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on July 30, 2013, 03:56:19 am
This needs to happen.
I would watch the fuck out of "Morgan Freeman plays"
SO much.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on July 30, 2013, 03:57:19 am
This needs to happen.
I would watch the fuck out of "Morgan Freeman plays"
SO much.

SO VERY MUCH.

I've got the recording equipment if someone else wants to kidnap him?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on July 30, 2013, 02:43:33 pm
Even though I normally dislike Seananners, I still like that one. That's how powerful Morgan Freeman is.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on July 30, 2013, 03:05:44 pm
THE POWER OF FREEMAN COMPELS YOU! THE POWER OF FREEMAN COMPELS YOU!

Ahem.

So, it's looking to be a release very Soon™ judging by the progress update from yesterday. It mostly seems to be tweaks and "continued work" which, from what I know of progress updates in general, tend to be "it's basically done" and "I guess there's some stuff to do but the big parts are out of the way." Good signs!
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on July 30, 2013, 04:00:53 pm
Even though I normally dislike Seananners, I still like that one. That's how powerful Morgan Freeman is.
o...kay that was amusing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mr. macduggan on July 30, 2013, 08:37:43 pm
I'm at the point where Starbound is taking up a lot of my brain cycles at any given time. I think I have a problem  :-\
I love how the developers are managing to not spoil half the game even though they do daily updates though. I appreciate that they value everybody experiencing the game for the first time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on July 30, 2013, 08:43:57 pm
What I'm most exited about is that I can build something resembling modern architecture rather than a forced pseudo-medieval. I mean, railings! Wallpaper! Carpet! Television! And if I want, I can still make something medieval!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on July 31, 2013, 05:07:39 am
Do you think they might be holding back on a big announcement while they sort out the "leak"?
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on July 31, 2013, 05:59:36 am
My guess is that they're saving any big news for the August Starbound Chronicle.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on July 31, 2013, 06:04:29 am
I'm willing to bet they dug too deeply and too greedily, and now their office is over run with tentacle demons. An embark might be required to hopefully salvage the embark, but nothing is certain. A few individuals have begun their own adventure mode with the hope of uncovering the ruins for themselves and bringing back the epic loots.


Or you know, they are just working on adding all those planned items and balancing them all out, nothing major to report on.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on July 31, 2013, 07:01:00 am
Do you think they might be holding back on a big announcement while they sort out the "leak"?

I think it's more likely that the game is a lot more "done" than they anticipated for right now, so they re pushing to wrap it up altogether before pushing it to us. I also think they are going to underestimate the amount of bugs/hardware incompatibility that the game will have.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on July 31, 2013, 07:07:22 am
At this point, I think, their news section is the equivalent of the boy holding back the disintegrating dam, while everybody else is manning the pumps pouring more water into the lake. They're trying their best to prevent too much content from spilling out, at the same time adding more and more content. This leaves their daily updates rather understandably dry.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on July 31, 2013, 10:13:00 am
Do you think they might be holding back on a big announcement while they sort out the "leak"?

I think it's more likely that the game is a lot more "done" than they anticipated for right now, so they re pushing to wrap it up altogether before pushing it to us. I also think they are going to underestimate the amount of bugs/hardware incompatibility that the game will have.

That's what the beta is for, no? :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: mr. macduggan on July 31, 2013, 12:51:16 pm
Do you think they're just waiting for insomnia gaming festival to release beta?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on July 31, 2013, 01:23:46 pm
1) I dearly, sorely hope not.
2) Considering the state of the progress updates, it sounds like they're much, much closer to releasing beta than that, since IGF is in nearly a full month. It would be a dick move to wait that long and I daresay they'd realize that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on July 31, 2013, 09:10:15 pm
Yeah that's the thing. I think they'd put it off just to keep dropping more stuff in and use the con as a debut regardless. Just speculation on my part, though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mr. macduggan on August 01, 2013, 12:48:35 am

Tiy just told everybody to subscribe to the August newsletter that is coming out tomorrow on twitter. I have a feeling big news is in the letter!  ;D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 01, 2013, 01:50:34 am
I somehow bet they are waiting for bosses to be complete.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 01, 2013, 04:48:28 am

Tiy just told everybody to subscribe to the August newsletter that is coming out tomorrow on twitter. I have a feeling big news is in the letter!  ;D
(http://i.imgur.com/pnhh42v.gif)
I'm so sorry. I've just been waiting for a chance to use this.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 01, 2013, 06:28:47 am
Hopefully it is about the release date and not just more talk about the new deal with Sony.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 01, 2013, 07:18:56 am
... Sony? Ugh.

Still have a bit of a grudge against Sony 'cause of how they (or SOE, at least) handled Infantry :-\

Didn't notice anything about that in the updates or newsletter, though. mumblemutter
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 01, 2013, 08:23:45 am
(http://i.imgur.com/Qt8ZwXO.png)

Be sure to keep up with Tiy's Twitter. It contains lots of important information!
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 01, 2013, 08:40:30 am
... Sony? Ugh.

Still have a bit of a grudge against Sony 'cause of how they (or SOE, at least) handled Infantry :-\

Didn't notice anything about that in the updates or newsletter, though. mumblemutter

It's about Playstation.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 01, 2013, 08:50:07 am
Yeah, noticed after FFS's post th'twitter was talking about such things. Less of a concern, there. Especially if Sony's involvement doesn't extend into in the PC version and th'SOE branch stays the blazes away.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 01, 2013, 09:08:35 am
The general consensus wherever they post about it seems to be "gimme Vita version gimme." Which makes sense. I mean, if you just wanted to play Starbound, you could easily do it on your PC, but a handheld edition is a whole different ball game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 01, 2013, 09:21:13 am
It seems to make sense to release it on PS4 since it allows you to stream any game to your vita. It allows a broader market and I'm not entirely sure the Vita has the horsepower to handle Starbound on it's own.
I am waiting to see if nVidia's Shield will stream it from my pc, if so, I may use that. Sony and I have some bad blood and I would rather not have to buy this next gen of hardware from them.

edit: No release date. Nothing notable at all really. I guess they are going to sit on this until it's feature complete. I have no information and haven't heard from my friend in days. http://playstarbound.com/wp-content/uploads/2013/08/sbchronicleaugust2013.html
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on August 01, 2013, 11:54:30 am
He must have been silenced by the Auditors.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 01, 2013, 11:55:21 am
Big news, we get to shoot pokemon!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 01, 2013, 11:59:19 am
That thing does kinda' look like a... buxom lickitung. With horns. In a sack cloth dress.

What I'm saying is it's a good thing we get to kill it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Bitoru on August 01, 2013, 03:52:04 pm
Kill me please, it hurts to hype.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on August 01, 2013, 09:58:09 pm
It probably speaks like Jar-Jar.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on August 01, 2013, 10:48:53 pm
It looks like a pink demonic Squirtle.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 01, 2013, 10:56:33 pm
Kill me please, it hurts to hype.

You are on the wrong site my friend.

Over here you are supposed to compare everything to two of the best things.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mr. macduggan on August 01, 2013, 11:51:53 pm
I can't sleep until the update lately, because beta could be any day! 12:51 AM and counting  :-\
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 02, 2013, 12:13:53 am
I can't sleep until the update lately, because beta could be any day! 12:51 AM and counting  :-\

Don't hold your breath. Next month at the earliest is my guess. I wouldn't be surprised if it gets put back til January.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 02, 2013, 12:21:06 am
I can't sleep until the update lately, because beta could be any day! 12:51 AM and counting  :-\

Don't hold your breath. Next month at the earliest is my guess. I wouldn't be surprised if it gets put back til January.

Given how fluffy the game is, I could see that.

Heck I still have yet to see one good video.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mr. macduggan on August 02, 2013, 12:24:21 am
I would agree, but hemmingjay's contact thought that we might hear a release date as soon as 3 days ago. At least the release date could come out at any time, not that it makes much of a difference to know earlier. I just have an unhealthy obsession with the daily updates, and I'm trying to justify it.  :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: choppy on August 02, 2013, 12:50:18 am
I would agree, but hemmingjay's contact thought that we might hear a release date as soon as 3 days ago. At least the release date could come out at any time, not that it makes much of a difference to know earlier. I just have an unhealthy obsession with the daily updates, and I'm trying to justify it.  :P
then again his contact, may have been fed false info. in order to find a leak.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 02, 2013, 01:06:38 am
I would agree, but hemmingjay's contact thought that we might hear a release date as soon as 3 days ago. At least the release date could come out at any time, not that it makes much of a difference to know earlier. I just have an unhealthy obsession with the daily updates, and I'm trying to justify it.  :P
then again his contact, may have been fed false info. in order to find a leak.

I greatly doubt the development of this one indie game contains as much intrigue as your average espionage movie.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on August 02, 2013, 01:27:43 am
I can't sleep until the update lately, because beta could be any day! 12:51 AM and counting  :-\

Don't hold your breath. Next month at the earliest is my guess. I wouldn't be surprised if it gets put back til January.

Nah, that can't be true. Maybe sometime between January and March for the full release. Maybe even later. December for full release? ... maybe, if they do their best to keep the promise. Likely no August beta, but I  still don't think it will be too long until beta.  :o I think people are becoming really cynical because of how long it's been delayed up to this point. But this isn't Duke Nukem Forever, so It can't be delayed... forever. (I was unintentionally clever there) We're  mostly just guessing though, whether pessimistically or optimistically.

I mean, you really could be right! But I hope you're wrong and I think you're wrong! Must be hopeful :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 02, 2013, 01:41:22 am
I can't sleep until the update lately, because beta could be any day! 12:51 AM and counting  :-\

Don't hold your breath. Next month at the earliest is my guess. I wouldn't be surprised if it gets put back til January.

Given how fluffy the game is, I could see that.

Heck I still have yet to see one good video.

It's going to suck so bad, anyway. Why even bother? Everything about this game is awful and I feel awful.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 02, 2013, 01:43:21 am
Quote
It's going to suck so bad, anyway. Why even bother? Everything about this game is awful and I feel awful

It kind of isn't the league I was going for.

I was going for: The game is so much fluff it could easily look more complete then it actually does.

Where its lack of a good video is evidence of such.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 02, 2013, 01:46:41 am
Nah I'm just averting hype.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 02, 2013, 01:48:17 am
Nah I'm just averting hype.

I can do that just fine thank you... err wait I am not doing that...

Actually you want to know the one thing that dehyped me the most?

The weapons... Many of the weapons just do huge spreads and deal a lot of damage. That is a bad thing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 02, 2013, 03:36:47 am
The daily updates are seriously empty. They're literally just "hey guys, we're still doing stuff and things!". No real meaningful sense of how close things are to being finished, either. I miss when they used to post more technical updates, like the one a while back with the grappling rope. That update was an awesome read.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 02, 2013, 04:18:20 am
Like I said, while most of the team is busy pumping content into the overflowing lake, the news section is holding back a disintegrating dam, trying to prevent too much of the content from escaping, so that people can be properly flooded by it when the game releases later. Sure, they could talk their heads off about everything they are adding or have added, but for a whole lot of people that would ruin the excitement of discovering the game for themselves.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 02, 2013, 04:31:14 am
The daily updates are seriously empty. They're literally just "hey guys, we're still doing stuff and things!". No real meaningful sense of how close things are to being finished, either. I miss when they used to post more technical updates, like the one a while back with the grappling rope. That update was an awesome read.

Yeah but as is the nature of preorders of this type they are just updating to let you know they are still working.

I can certainly think of a few projects where I would have much preferred bland uninspired updates to either non-updates or no updates.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 02, 2013, 04:49:53 am
Like I said, while most of the team is busy pumping content into the overflowing lake, the news section is holding back a disintegrating dam, trying to prevent too much of the content from escaping, so that people can be properly flooded by it when the game releases later. Sure, they could talk their heads off about everything they are adding or have added, but for a whole lot of people that would ruin the excitement of discovering the game for themselves.

I understand your point, but I really liked it when they'd take just one feature and explain the technical side of it indepth, it was really cool and enjoyable to read.

I can certainly think of a few projects where I would have much preferred bland uninspired updates to either non-updates or no updates.

Very good point. It's certainly better than nothing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 02, 2013, 03:34:15 pm
Sorry for double post, but Tiy just posted a random Starbound screenshot to his twitter with no context or explanation. Half Life 3 confirmed?

In all seriousness though, dem flowers. I'm not even bening sarcastic, those flowers look incredible.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 02, 2013, 03:40:09 pm
They look like helmets on stems, mostly. I'm having trouble placing where the style's coming from, though. Almost want to say some kind of mobile suit, but maybe from the animated clone wars troopers? Maybe a cylon?

E: What I'm saying is it'll be great if we can like home grow our own little plant robot minion things.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on August 02, 2013, 04:12:35 pm
aaaaaaaaaa it looks too good

That picture is practically bursting with aesthetic appeal. I agree with GO.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on August 02, 2013, 04:54:03 pm
Honestly, why can't they just release a beta?  I'm not asking for any kind of finished project, just something I can sink my teeth into while I wait for the full-game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 02, 2013, 04:59:29 pm
Honestly, why can't they just release a beta?  I'm not asking for any kind of finished project, just something I can sink my teeth into while I wait for the full-game.

ALL OF THIS
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 02, 2013, 05:03:18 pm
Guys it is because you aren't the ones they are concerned about.

They are concerned about the people who when they touch a Beta think it is the full game and rant on and on about it.

I hate people who complain about videogames on and on!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 02, 2013, 05:07:27 pm
Honestly, why can't they just release a beta?  I'm not asking for any kind of finished project, just something I can sink my teeth into while I wait for the full-game.
This. I bought beta. I expect bugs, I expect less content. Looks more like they are finishing it off, to me.

Yeah, I kind of feel the same. It looks like they're just going to finish it, cut out the quests part, then put the finished game out as "beta" a month before release and keep adding more content.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 02, 2013, 05:09:29 pm
Hmm I could have sworn someone would have taken that joke and run with it.

Joke aside you havn't seen how the average gamer reacts when he has the beta in their hands. We are spared their cacophony.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 03, 2013, 04:19:13 am
Man, even the devs are starting to admit their daily updates are plain xD
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 03, 2013, 04:23:31 am
Hmm I could have sworn someone would have taken that joke and run with it.

Joke aside you havn't seen how the average gamer reacts when he has the beta in their hands. We are spared their cacophony.
You didn't even give us any time to run away with it, Neo.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Grand Nagus on August 03, 2013, 04:59:36 am
Hmm I could have sworn someone would have taken that joke and run with it.

Joke aside you havn't seen how the average gamer reacts when he has the beta in their hands. We are spared their cacophony.

OMG PIECE OF SHIT SO BUGGED OMG WANT REFUND11111ELEVEN
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on August 03, 2013, 07:02:02 am
Honestly, why can't they just release a beta?  I'm not asking for any kind of finished project, just something I can sink my teeth into while I wait for the full-game.

They have to make sure it is of "beta quality" before people go and complain that it is only of alpha quality.

I wouldnt care (I want the game now, buggy or not), but from their perspective this would probably be an issue.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 03, 2013, 08:15:18 am
Ok I got an explanation. It seems they inadvertantly painted themselves into a bit of a corner. Most of the game's systems are programmed and it has tons of content, but not a lot of it is "activated" yet. The explanation I got is that everything is in place but it isn't wired together yet, which means that there isn't much to do.

For my own speculation, they were excited about building the systems and making content so they focused on those "fun" parts. Now they have to make everything interact appropriately to actually have a coherent game. It kind of makes sense, but I don't know if I should trust that info. What choice do I have at this point?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on August 03, 2013, 08:34:47 am
Didn't you say that a while ago? Having all the systems, and now they just need to stitch them together.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 03, 2013, 08:41:33 am
Somewhat, it turns out the problem was a little more complex and pervasive than I thought. I thought it was just NPC AI and quests, but it's pretty much all of the systems. So while they have bout 80-90% of everything in the game, not much is linked properly. This explains the issue a couple of people have been bringing up about the gameplay videos being boring.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 03, 2013, 10:50:15 am
Sounds like another couple of months, at least.
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 03, 2013, 03:27:59 pm
Whoo, I have a copy of this thanks to Moghjubar and this awesome forum!
I was looking through the past dev logs, since I haven't been keeping as close an eye on them lately, and came across the awesome post about the lighting changing based on the proximity of nearby stars and their types. After seeing a cool screenshot of the world being totally tinted in red, I'm am hoping that "green dwarf" is a kind of star. Because there would be nothing more awesome than living on a completely green planet.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Nelia Hawk on August 03, 2013, 04:05:50 pm
i would guess they probably take at least 3 more weeks to get their game systems working together and than another week for testing (as they seem to test their stuff anyways pretty often) before they consider any sort of "beta date" (if they even will have a beta... maybe they just go without a public beta).

so i would guess around the end of this month we might get some "beta date" or "release date estimate" (and for release i still guess around the end of the year... december or so... even though the game seems on paper like 95% "done" it probably still takes a while for it to come out. and if it comes out earlier: great.. and if not: well by december there should be more info about release anyways.)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Solifuge on August 03, 2013, 04:08:38 pm
Posting to watch. Starbound looks like a very pretty game, but I wonder if it's going to be able to deliver on all the non-Terraria-like parts of the design. We shall see.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 03, 2013, 07:29:50 pm
My friend has NOTHING to say about release or beta and refuses to talk about it. I would guess IGF would be a likely candidate for a release announcement date, but who the hell knows. Honestly, they are pushing the goodwill of their fanbase. There is only so long that people will continue to be excited before they turn on it. A great example is Wildstar or Blizzard's Titan.

Starbound doesn't have to worry too much. I would wager they have already made 70-75% of their total PC sales so the only thing they will lose is some goodwill.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on August 03, 2013, 08:11:37 pm
I predict that most people who do turn away will eventually become re-interested once the game finally comes out, anyway. People are just frustrated and tired of waiting. Maybe not all, but most of them will get over it once the agonizing wait is finally over.   :'(
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 03, 2013, 08:23:10 pm
I predict that most people who do turn away will eventually become re-interested once the game finally comes out, anyway. People are just frustrated and tired of waiting. Maybe not all, but most of them will get over it once the agonizing wait is finally over.   :'(

This is my guess. Unless the release is botched in some way, no one will care about long waits when there is no more wait.
Title: Re: Starbound - A flat yet infinite universe.
Post by: 0x517A5D on August 03, 2013, 09:06:39 pm
[...] I'm am hoping that "green dwarf" is a kind of star. Because there would be nothing more awesome than living on a completely green planet.

There aren't any green stars (https://www.google.com/search?q=are+there+green+stars)* in our universe.  The Starbound universe?  We can hope.  And petition.  And eventually mod them in.

* It's because of the way our eyes work.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 03, 2013, 09:16:50 pm
It's because of the way our eyes work.
... obviously, this means we must work toward fixing that. Proceeds from starbound can be funneled toward the "let our eyes see green stars" fund that probably doesn't yet exist.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on August 03, 2013, 09:24:44 pm
I'm surprised people are getting so worked up over this. You've got nothing better to do, nothing else to anticipate? Just this one indie game?

Sure, I want to play Starbound too, but in my point of view it will be ready when its ready and not a moment sooner. Then again, I'm very busy and in all likelyhood will not be able to play it the day of release. Maybe not even the week of release. Worst case scenario not even the same month. One day it will be out and I'll have the Internet access to download it, but until then there's no point in worrying imho.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Matz05 on August 03, 2013, 09:29:33 pm
Ah, that's interesting. So am I right in saying that the reason we can't see stars that peak in green as green stars because... we have a green star? We have the bias on our colour vision set to expect a spread with a yellow-green tint, so we see that as white? Does this mean that our averaging system for determining colour from multiple wavelengths of light is weighted so that the sun seen through our atmosphere averages to white? I guess this explains why various light sources look different on camera compared to real life, and why natural and artificial lights visually considered the same colour are actually different spectra, and affect fluorescent minerals differently.

I guess it makes sense that we have a visual range centred on our star's dominant wavelengths, though the more I read about human vision the more hackey it seems... I guess this is why machine vision is so dificult to make humanlike -- we don't read specific regions with an average hue and brightness or whatever, our eyes are complicated.

Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 03, 2013, 10:00:27 pm
I'm surprised people are getting so worked up over this. You've got nothing better to do, nothing else to anticipate? Just this one indie game?

Sure, I want to play Starbound too, but in my point of view it will be ready when its ready and not a moment sooner. Then again, I'm very busy and in all likelyhood will not be able to play it the day of release. Maybe not even the week of release. Worst case scenario not even the same month. One day it will be out and I'll have the Internet access to download it, but until then there's no point in worrying imho.

I'm actually close to finishing out my Steam backlog, and I did believe after all the "we finally finished up X and got it in-game!" that all the stuff listed was... in the game. I also read "in the game" as "implemented" instead of "entered into an interior database but completely inactive and isolated from every other system which may or may not be implemented either". It feels misleading to me because it sounded like the game was almost ready by mid-to-late August, when now I sort of expect something in December.

I have some other games to play, but if I had known this one was (still) so unfinished, I'd have made a couple more purchases during the summer sale. That's the general vibe I get from here... more frustration than actual fanrage. So far.
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on August 03, 2013, 10:01:46 pm
I'm surprised people are getting so worked up over this. You've got nothing better to do, nothing else to anticipate? Just this one indie game?

Sure, I want to play Starbound too, but in my point of view it will be ready when its ready and not a moment sooner. Then again, I'm very busy and in all likelyhood will not be able to play it the day of release. Maybe not even the week of release. Worst case scenario not even the same month. One day it will be out and I'll have the Internet access to download it, but until then there's no point in worrying imho.
I'd imagine the ones most worked up about it are those who have paid for it already.

I remember about a decade ago I used to get really worked up over games that were delayed but I was very vested in them. These days I couldn't care less. Maybe it's because I have so many things to think about and the cost of the game isn't that much to me anymore (whereas in the past $20 was shittonnes of money).

What I'm trying to say is...

YOU'RE ALL CHILDREN!!!!! YOU YOUNGINS HAVE NOTHING BETTER TO DO!!!!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on August 03, 2013, 10:15:10 pm
I think Darkmere summed up why people are frustrated. They made it sound like it was almost done, but all they'd finished was a bunch of parts they hadn't even begun gluing to the final project.

I've never heard of development actually going in that direction, either. Sure, you have a lot of people working on different projects that can't necessarily all be part of the current build, but don't you want to test the parts out as you make them so there isn't some major discrepancy when you do put them on? You don't want to find out that Part A makes twelve other parts useless after you've made all those other parts. It'd also make bug squashing a bit easier.

As much as I'd like to see a release I'm not worked up about it. I do think they went about the whole thing in an odd way from a PR standpoint.
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on August 03, 2013, 10:54:42 pm
I've never heard of development actually going in that direction, either. Sure, you have a lot of people working on different projects that can't necessarily all be part of the current build, but don't you want to test the parts out as you make them so there isn't some major discrepancy when you do put them on? You don't want to find out that Part A makes twelve other parts useless after you've made all those other parts. It'd also make bug squashing a bit easier.
That's a good point and extremely weird if that's what they did.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Grakelin on August 03, 2013, 10:57:05 pm
I'm surprised people are getting so worked up over this. You've got nothing better to do, nothing else to anticipate? Just this one indie game?

Sure, I want to play Starbound too, but in my point of view it will be ready when its ready and not a moment sooner. Then again, I'm very busy and in all likelyhood will not be able to play it the day of release. Maybe not even the week of release. Worst case scenario not even the same month. One day it will be out and I'll have the Internet access to download it, but until then there's no point in worrying imho.
I'd imagine the ones most worked up about it are those who have paid for it already.

I remember about a decade ago I used to get really worked up over games that were delayed but I was very vested in them. These days I couldn't care less. Maybe it's because I have so many things to think about and the cost of the game isn't that much to me anymore (whereas in the past $20 was shittonnes of money).

What I'm trying to say is...

YOU'RE ALL CHILDREN!!!!! YOU YOUNGINS HAVE NOTHING BETTER TO DO!!!!

When you're between the ages of 10-15, and have no income of your own, games that are delayed for long periods of time truly are a pain in your neck.

Though, the selection of stuff I could play for free was big even then.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on August 03, 2013, 11:41:52 pm
I'm surprised people are getting so worked up over this. You've got nothing better to do, nothing else to anticipate? Just this one indie game?

Sure, I want to play Starbound too, but in my point of view it will be ready when its ready and not a moment sooner. Then again, I'm very busy and in all likelyhood will not be able to play it the day of release. Maybe not even the week of release. Worst case scenario not even the same month. One day it will be out and I'll have the Internet access to download it, but until then there's no point in worrying imho.
I'd imagine the ones most worked up about it are those who have paid for it already.

-snip-
Minor nitpick, but I have in fact paid for it. I'm just not getting up in arms over the delays, unlike certain people whose names I won't mention.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on August 03, 2013, 11:45:36 pm
If things are modular enough that you can just snap them together, how they did it wasn't a bad idea.

Of course, in this case they apparently weren't modular enough...

One problem could be if the individual parts don't go together well enough.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on August 03, 2013, 11:58:51 pm
Those flowers look like barbutes.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 04, 2013, 05:16:16 am
Minor nitpick, but I have in fact paid for it. I'm just not getting up in arms over the delays, unlike certain people whose names I won't mention.

I wouldn't really say anyone is up in arms yet, at least on this forum. I can't say the same for any others, least of all the official Starbound forums, because I haven't been there. But yeah, I don't think there has been a time in living memory where a Bay12 member has been "up in arms" about anything. We're pretty laid back :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: BunnyBob77 on August 04, 2013, 08:51:00 am
Minor nitpick, but I have in fact paid for it. I'm just not getting up in arms over the delays, unlike certain people whose names I won't mention.

I wouldn't really say anyone is up in arms yet, at least on this forum. I can't say the same for any others, least of all the official Starbound forums, because I haven't been there. But yeah, I don't think there has been a time in living memory where a Bay12 member has been "up in arms" about anything. We're pretty laid back :P
The official starbound forums are pretty bad.  Everyone is really young, and many of them talk in colored text all the time, which is really obnoxious.  There's pretty much no real discussion since the game isn't out yet, so everything is just hype about how great the game will be.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 04, 2013, 09:00:28 am
A thread that asks you what your playstyle is.

THE GAME ISN'T EVEN OUT YET.
WHAT?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 04, 2013, 09:26:31 am
To be fair, you could at least make an educated guess based on what weapon type you used most in Terraria, I guess?

I don't begrudge most of them for being young and wide-eyed. They want to talk to someone, their real life friends or acquaintances may not be gamers, and there's really nothing much to say since the game doesn't exist. Look at us... we speculate on why it's taking so long, why it will be awesome/completely suck and etc. Not that much different.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BunnyBob77 on August 04, 2013, 09:29:28 am
To be fair, you could at least make an educated guess based on what weapon type you used most in Terraria, I guess?

I don't begrudge most of them for being young and wide-eyed. They want to talk to someone, their real life friends or acquaintances may not be gamers, and there's really nothing much to say since the game doesn't exist. Look at us... we speculate on why it's taking so long, why it will be awesome/completely suck and etc. Not that much different.
But we aren't forming clans for a game that isn't going to be playable for months.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 04, 2013, 09:39:19 am
No, but we already know each other and if we play together, it will likely be on a DFC server, so we've already done that. :)

(I know what you're saying, but eh. They're kids, let em be kids. Nothing wrong with it)
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 04, 2013, 10:04:29 am
(I know what you're saying, but eh. They're kids, let em be kids. Nothing wrong with it)

Wuh-oh, last time I claimed that about the SB forums, someone got really butthurt! Careful, careful.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 04, 2013, 10:30:05 am
No, but we already know each other and if we play together, it will likely be on a DFC server, so we've already done that. :)

This. I love how occasionaly the Bay12 hivemind just goes "hey, lets assimilate this game!" and suddenly that game is about beards and magma.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mech#4 on August 04, 2013, 12:05:30 pm
Thankfully, few other games are able to emulate the experiments with animals that occurs in the upper forums.  :P



I haven't been keeping up with this game at all. have they said anything about how ships are going to be powered, if at all?
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on August 04, 2013, 03:05:49 pm
To be fair, you could at least make an educated guess based on what weapon type you used most in Terraria, I guess?

I don't begrudge most of them for being young and wide-eyed. They want to talk to someone, their real life friends or acquaintances may not be gamers, and there's really nothing much to say since the game doesn't exist. Look at us... we speculate on why it's taking so long, why it will be awesome/completely suck and etc. Not that much different.
But we aren't forming clans for a game that isn't going to be playable for months.

I originally thought it was odd to form clans so early too, but it's not really such a bad idea after all.  I mean, why not?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Girlinhat on August 04, 2013, 03:11:39 pm
It helps to cut down on day 1 "anyone got a good server?"
Title: Re: Starbound - A flat yet infinite universe.
Post by: 0x517A5D on August 04, 2013, 07:00:47 pm
Thankfully, few other games are able to emulate the experiments with animals that occurs in the upper forums.  :P


I haven't been keeping up with this game at all. have they said anything about how ships are going to be powered, if at all?

Combining these two concepts... perhaps we can use kittens as fuel?
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 04, 2013, 07:03:07 pm
I imagine you beat a boss, dungeon or build a refuel station to have a fuel merchant show up to trade fuel for treasure or currency. This is the only way I can see fuel and progression making sense. Imagine if every planet you land on you need to at least make enough money to buy fuel to leave, or have enough inventory/money on your ship to refuel for a few planets.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mr. macduggan on August 04, 2013, 08:23:51 pm
On one of the streams I saw Bartwe stick a stack of coal into his ship and it flew fine.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Girlinhat on August 04, 2013, 08:33:22 pm
It'll probably run on wood if you stuff enough of it.  More than likely it's a rating of "fuel density per object" and EVENTUALLY you could make a flight using only wood or solar to fly :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on August 04, 2013, 08:56:05 pm
That raises an interesting point, actually. What do we do during ship travel time? I mean, assuming it doesn't just occur instantly with a fuel cost varying based on the distance involved. That would be the sensible way to do it, but I don't remember if they mentioned explicitly how interplanetary travel would work.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 04, 2013, 08:57:55 pm
That raises an interesting point, actually. What do we do during ship travel time? I mean, assuming it doesn't just occur instantly with a fuel cost varying based on the distance involved. That would be the sensible way to do it, but I don't remember if they mentioned explicitly how interplanetary travel would work.

There was a video posted some time ago. it's basically an animated loading screen, you spin up the FTL drives, there's an animation of stars going by the ship, then you settle into orbit around a new planet. You can move about the ship during this time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on August 04, 2013, 08:59:34 pm
That's more or less what I expected, but for some reason I was irrationally worried that it would be long enough to get boring.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mr. macduggan on August 04, 2013, 09:00:55 pm
I think travel time does depend on how far your destination is, but I hardly think it would ever take more than 2 minutes.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 04, 2013, 09:08:56 pm
Yeah I can find something to do around the ship for a couple minutes, it's not a huge deal to me. I'm kinda wondering how they'll handle the vast tracts of empty real-estate on the upgraded ships, though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on August 04, 2013, 09:11:32 pm
Increasingly larger images of the Imperial Aquila, one would assume.
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 04, 2013, 09:13:20 pm
I believe somebody on the forums said that the animation for traveling is about a minute long? Not totally sure on that number, though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Nelia Hawk on August 04, 2013, 11:05:07 pm
space travel spoiler:
Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 05, 2013, 12:07:12 am
I believe somebody on the forums said that the animation for traveling is about a minute long? Not totally sure on that number, though.

That is mostly because traveling is a hidden loading screen. The game is generating the system while it is "flying".
Title: Re: Starbound - A flat yet infinite universe.
Post by: scriver on August 05, 2013, 12:55:42 am
I think travel time does depend on how far your destination is, but I hardly think it would ever take more than 2 minutes.

Pay $1 to travel there immediately!
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on August 05, 2013, 01:49:38 am
I think travel time does depend on how far your destination is, but I hardly think it would ever take more than 2 minutes.

Pay $1 to travel there immediately!
Oh the war if that happens... i can tell you it will NOT be pretty....

15 minute minute after they annonce micro-payment to travel faster.
http://www.youtube.com/watch?v=_mcJAI6oRYY
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 05, 2013, 05:44:44 am
I think travel time does depend on how far your destination is, but I hardly think it would ever take more than 2 minutes.

Pay $1 to travel there immediately!

Don't even joke about that, dude
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on August 05, 2013, 07:01:12 am
Pay $1.99 for 24-hour earplugs, drowning out the constant chorus of "Never Gonna Give You Up" on trumpet from your fellow players! Or get three sets of plugs for $4.99!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 05, 2013, 07:04:48 am
And this is why I'm glad EA has nothing to do with this game xD
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 05, 2013, 08:37:14 am
From yesterday
"Bartwe (with a small assist from me) continued working on bugfixes and trying his mad dash of trying to get starbound working under Visual Studio.  There’s a good reason we’re doing this, and it’s because the way we compile on windows is getting old and finicky and creaky (MinGW) and it’s causing us a lot of headaches.  Well, to be frank supporting even the latest latest MSVC compiler is giving us headaches too, but it’s nice to have options :P  This I think is JUST about working finally, so woo."

WTF? This is the sort of problems their design policy is leading to. These are things that are normally designed from the ground up because they cause massive compatibility problems later on otherwise. Ugh!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on August 05, 2013, 11:23:44 am
They should've used Eclipse or some other kind of cross platform IDE instead of just the MingW compiler...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 05, 2013, 11:29:06 am
From yesterday
"Bartwe (with a small assist from me) continued working on bugfixes and trying his mad dash of trying to get starbound working under Visual Studio.  There’s a good reason we’re doing this, and it’s because the way we compile on windows is getting old and finicky and creaky (MinGW) and it’s causing us a lot of headaches.  Well, to be frank supporting even the latest latest MSVC compiler is giving us headaches too, but it’s nice to have options :P  This I think is JUST about working finally, so woo."

WTF? This is the sort of problems their design policy is leading to. These are things that are normally designed from the ground up because they cause massive compatibility problems later on otherwise. Ugh!

I thought the same thing. It's a bit of a hugely fundamental change considering how "finished" the game is. My optimism for this game is started to drop, somewhat :(
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on August 05, 2013, 11:49:09 am
I think travel time does depend on how far your destination is, but I hardly think it would ever take more than 2 minutes.

Pay $1 to travel there immediately!

Don't even joke about that, dude

AFAIK thatis a thing in Star Trek Online and LotRO.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 05, 2013, 12:12:57 pm
AFAIK thatis a thing in Star Trek Online and LotRO.

....seriously?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on August 05, 2013, 12:14:42 pm
Well... Armok save you if you decide to open the following spoiler.

Spoiler: My suggestion armada (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 05, 2013, 12:17:00 pm
The shittiness of those suggestions is immense. I can FEEL the shittiness :o
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on August 05, 2013, 12:18:07 pm
The shittiness of those suggestions is immense. I can FEEL the shittiness :o
You didnt read them all. I know it. You didnt even start i guess :P You re to scared of them so you try to make as if you read for people not to think your a coward.
Also have your cervezas *Throws BURNING alcohol at his head*
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 05, 2013, 12:23:31 pm
I read the top three. I don't want to read all of them.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on August 05, 2013, 12:29:53 pm
I read the top three. I don't want to read all of them.
The third one scared you huh? Normal, thats one of the complex ones. Except for a few, they should get easier from there on (Easier may still be to hard for you though).
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 05, 2013, 12:32:55 pm
I didn't actually realize they were yours ._.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on August 05, 2013, 12:35:26 pm
I didn't actually realize they were yours ._.
Lol. Why else would i be posting them? All i want is to shamelessly advertise myself :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 05, 2013, 12:36:56 pm
Their forums are killing me.

Quote from: Random Starbounder
Maybe it's a hint to the release... think about it for a sec. A jump to the left, well if we look at a clock, starting at the beginning of the clock time-wise is 12, right? Well a jump to the left by single digit would be 11... 11... well, let's grab that "2" from 12 and use that too add 2 11's 11+11=22 yes? Well 11 has two ones.. let's borrow one of those and add it to the 22. Now that would make 23... hmm... 23... Wait a second! 4th of august update.... let's take that 12 again and subtract that by 4... 8... ok. So let's see what we have? A 23 and an 8... wait hold on... 8... the 8th month of the year... is August... and the 23 of August this year.... Oh my god.... The Insomnia gaming event is on the 23rd of August this year! Release date announcement has been solved.

Some people read waaaaay too much into these updates.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 05, 2013, 12:38:59 pm
That guy is interpreting it wrong. It's obvious that HL3 will be announced on the festival.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on August 05, 2013, 12:39:54 pm
Their forums are killing me.

Quote from: Random Starbounder
Maybe it's a hint to the release... think about it for a sec. A jump to the left, well if we look at a clock, starting at the beginning of the clock time-wise is 12, right? Well a jump to the left by single digit would be 11... 11... well, let's grab that "2" from 12 and use that too add 2 11's 11+11=22 yes? Well 11 has two ones.. let's borrow one of those and add it to the 22. Now that would make 23... hmm... 23... Wait a second! 4th of august update.... let's take that 12 again and subtract that by 4... 8... ok. So let's see what we have? A 23 and an 8... wait hold on... 8... the 8th month of the year... is August... and the 23 of August this year.... Oh my god.... The Insomnia gaming event is on the 23rd of August this year! Release date announcement has been solved.
Starbound forums can be as mad as Bay12 Forums... On their own way.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 05, 2013, 01:41:47 pm
And that post isn't a parody of the HL3 confirmed stuff? It's genuinely serious?
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 05, 2013, 01:44:33 pm
And that post isn't a parody of the HL3 confirmed stuff? It's genuinely serious?

It honestly could go either way. They posted again later that they kept refreshing the page to see how people would respond to them, too :S

Also, the "It's a jump to the left..." message that occurs when the admins mess with the time is pretty darn cute, if I do say so myself.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on August 05, 2013, 01:50:55 pm
I am disappoint in their conspiracy theorying. They took an obvious answer (IGF) and decided to see how they could get to that with making crap up. That "finding the date with the numbers" thing is completely arbitrary, too.

If you're going to troll people in a way that could be successful, you could at least try. :(
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 05, 2013, 01:53:32 pm
I am mostly disappointed by their conspiracy theory mostly because it shows a clear misunderstanding and lack of knowledge over what a conspiracy is.

If you go up to a building and the sign says "store" it isn't a conspiracy that the building is a store. That is direct deduction.

If the oil you put into cars came from decomposed dinosaurs, then it is direct deduction that your car is fueled by dinosaurs.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 05, 2013, 02:12:36 pm
If the oil you put into cars came from decomposed dinosaurs, then it is direct deduction that your car is fueled by dinosaurs.
Dead dinosaurs. Dug up and put to use by modern alchemy. So undead dinosaurs. And since it's combustible, they're undead dinosaurs on fire.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 05, 2013, 02:16:46 pm
If the oil you put into cars came from decomposed dinosaurs, then it is direct deduction that your car is fueled by dinosaurs.
Dead dinosaurs. Dug up and put to use by modern alchemy. So undead dinosaurs. And since it's combustible, they're undead dinosaurs on fire.

That still isn't a conspiracy.

Who is conspiring here?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 05, 2013, 02:25:12 pm
Conspiracy, what conspiracy? I'm not talking about a conspiracy. I'm talking about the fact that there are things in this world that use flaming zombie dinosaurs to propel hundreds of sharp metal blades with enough force to destroy entire forests... and a lot of people are keeping one of those things in their garden shed.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GlyphGryph on August 05, 2013, 02:27:23 pm
Also, do YOU actually know what a conspiracy is, Neonivek...?

The way you are talking about it is... weird.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 05, 2013, 02:34:41 pm
Also, do YOU actually know what a conspiracy is, Neonivek...?

The way you are talking about it is... weird.

It's obviously a conspiracy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 05, 2013, 02:38:16 pm
Nobody in this thread has even claimed to be creating conspiracy theories, as far as I can see. Maybe you are thinking this is the conspiracy giveaway thread? :S
Title: Re: Starbound - A flat yet infinite universe.
Post by: Myroc on August 05, 2013, 02:51:20 pm
And that post isn't a parody of the HL3 confirmed stuff? It's genuinely serious?
http://en.wikipedia.org/wiki/Poe%27s_Law
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on August 05, 2013, 04:32:38 pm
AFAIK thatis a thing in Star Trek Online and LotRO.

....seriously?

Well STO at least uses ingame money, basically fast travel to your active quest start (and you get a free teleport to your home planet or clan base each hour or so, which is plenty. And distances aren't really big). But LotRO has in the Cash Shop some sort of travel tokens that you need to fast travel to any town or somesuch, otherwise, be prepared to walk a lot (I think you also get a free teleport to your home city every hour or so, can't remember).

Now back to scheduled topic: Starbound.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on August 05, 2013, 06:09:40 pm
I think they've said in the past that they know their development processes and priorities are a bit different than usual.
I guess we're now really finding out the roadblocks in their methods.  :-\
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on August 05, 2013, 07:10:50 pm
I think they've said in the past that they know their development processes and priorities are a bit different than usual. I guess we're now really finding out the roadblocks in their methods.  :-\
It's an experiment on programming methodologies! For (computer) science!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 06, 2013, 03:19:21 am
I think they've said in the past that they know their development processes and priorities are a bit different than usual. I guess we're now really finding out the roadblocks in their methods.  :-\
It's an experiment on programming methodologies! For (computer) science!

That's all well and good, but they could at least experiment on a less interesting and highly anticipated game :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 06, 2013, 03:34:55 am
Yeah, it sounds less like "experimentation" to me and more like completely taking a finished house apart and moving it directly across the street, then reassembling it and hoping you didn't lose even a single screw or nail.

Somewhere, there is a lost nail that will be the doom of us all. DOOOOM!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on August 06, 2013, 04:10:56 am
I'm pretty sure it's well established in programming that you want to do things one thing at a time. First you build the foundation, test it, make sure it's solid, and then you build the next most important part. Once that's working properly, you move on from there and so on.

In a recent video (http://www.penny-arcade.com/patv/episode/so-you-want-to-be-an-indie), Extra Credits gives some advice about being an indie game dev, and one of the points boils down to not working on new content all of the time. It feels like you're getting stuff done, but in reality you're just making a huge mess to clean up later on.

Some of that mess won't be a simple cleanup. It's spread throughout the development process, so entire mechanics may be clunky or even incongruous with the rest of the game. You go from feeling like you're getting huge chunks of things done (When you're really just building on a shaky foundation) to having to fine tune a massive amount of crap (Which is demoralizing and a good portion of which could have been avoided completely). Prefabrication isn't something that works well in programming, because code can't be shaped into perfect puzzle pieces every time.


We don't know what exactly is going on, but the entire process seems short sighted looking in on it from the outside. For all we know, they're onto something and they know exactly what they're doing. The only way we'll know is from the final product or postmortems from the developers.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mendonca on August 06, 2013, 04:47:06 am
Should probably post to watch this, rather than manually having to search the topic out every few days.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Dakorma on August 06, 2013, 04:47:52 am
Guys, they are changing compilers because MINGW's C compiler is getting weird and scary in places, as well as being less optimized for Windows in general. They've also likely been on the compiler they used at the start of development, which was 2 years ago IIRC. It's pretty necessary, and honestly not that big of a deal.

It's not changing the house, it's more like changing the locks.

More than that, your assumptions on hemmingjay's words are rather impressive. Ranging from assuming they have multiple codebases(Something that a large variety of games do/did have.) To those code bases being utterly unable to work together.

What they are doing in programming terms is object oriented design in it's purest form. As far as I can tell, they have all the feature sets there, they just are trying to make them interact. Depending on their setup and the tools they have, this ranges from mildly tedious, to "Oh I'm done."

Essentially they have the code for the GUI set up, and the code for the crafting set up, so that neither requires the other to run, which is excellent use of object oriented programming. Now what they need to do is have the code interact with each other, so the GUI can display crafting, crafting can plug stuff into the gui, etc. Given their previous progress and fast implementation, this game should be out before thanksgiving at the latest.

The other option is that Hemmingjay completely misunderstood his "contact," and they are talking about the standard issue of gameplay in games like this. Which is that everything feels mostly disconnected, and making all these systems work together could be difficult.

How to make it so that the player has incentive to compose ballads using their music system. Or complete quests, when the quests probably don't reward you with anything of note, because by the very nature of games like this everything is craftable. How to make it so that combat is rewarding while still being in line with all of the other features. These are all rhetorical and I'm not expecting answers to them, they are mostly examples of the issues that come up in game design. Games like this are not easy, because they have no real goal, other than what you set for yourself. They have a good core concept and that's that the game is a metroidvania styled game, with crafting and space travel. But how do they communicate that with the players. How do you make it so that all aspects of the game are rewarding. Minecraft's is easy because you've got no real goal, you just have blocks and infinite possibilities. The moment you introduce a goal or a story into the game you run into issues. How do you make the faffing about the genre relies on compensate for the need for tensity. Or to say it another simpler way, how do you make the narrative compensate for the poster collecting, or the going around to places erecting giant statues of your penis so the masses may be educated of it's glory? These are legitimate concerns that come up in games like this, where you have ample time to just sit around and think, "Who am I and why am I doing this?"

That right there is one of the main reasons why the elder scrolls games have felt inconsistent to me since Morrowind. In Daggerfall you needed political capital, you needed a reputation, to even think about succeeding at preventing the rebellion. In Morrowind the danger was much more present, but was again in the stages of building up forces, taking on an Empire and then the Gods themselves takes time after all. After that though it's a case of, " TAKE THIS AND USE IT TO CLOSE SHUT THE MAWS OF OBLIVION." "Nah I think I'll just faff about. Stop the rebellion in the mages, guild, destroy a rival drug trading fighters guild. See the Dark Brotherhood completely collapse. Restore the position of the COUNT OF MONTE BRAVIL. You know that kinda stuff." There's too much going on, too fast, and it just all loses meaning. Especially when you have that crucial time to go "Who am I, what am I doing and why." The game loses all sorts of meaning, if you have anticipation, a strong plot, a fast guiding strand of main plot, and then you lose the players completely by just letting them do whatever they want.

Imagine how tense Oblivion would have been if they kept your focus on the main plot. Instead of leading you around with dozens of side quests and ancilliary plots all while, "QUICKLY YOU MUST SHUT CLOSE THE JAWS OF OBLIVION"

That was a tangent but I really felt I couldn't explain it well without a hyperbolic explanation like that. Oblivion is probably one of the worse examples I could have used. But it does bring up a good point. Sandbox games don't work unless there's a reason behind all the faffing about, if there's any sense of urgency at all.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tiruin on August 06, 2013, 05:15:00 am
PTW because of a nice gift I've gotten in relation with this thread.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on August 06, 2013, 09:47:12 am
PTW because of a nice gift I've gotten in relation with this thread.
What?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Rose on August 06, 2013, 09:54:42 am
Also posting to watch, just because I keep forgetting to check this thread.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Dakorma on August 06, 2013, 09:56:33 am
PTW because of a nice gift I've gotten in relation with this thread.
What?
I think he got given Starbound.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on August 06, 2013, 10:20:09 am
Guys, they are changing compilers because MINGW's C compiler is getting weird and scary in places, as well as being less optimized for Windows in general. They've also likely been on the compiler they used at the start of development, which was 2 years ago IIRC. It's pretty necessary, and honestly not that big of a deal.

So... why don't they just update to a newer version of MinGW? There's one for every release of GCC, usually within a week or two.

Switching compilers can be a big deal, depending on what they're using. Like if they're using C++11 features (and I think I spied a few in a Bartwe stream), MSVC lacks a LOT of them, but GCC 4.8.1 is fully C++11 compliant (libstdc++ is only missing built-in regex support, IIRC).
Title: Re: Starbound - A flat yet infinite universe.
Post by: miljan on August 06, 2013, 10:37:23 am
I must say i didn't expect that beta is taking them this long, as I got wrong impression that it would be released a month ago
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on August 06, 2013, 10:40:21 am
That's par for the course as far as software development goes. Doesn't matter who it's made by, what kind of software, or how "100% sure" you are that the deadline is enough time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Dakorma on August 06, 2013, 10:45:48 am
Guys, they are changing compilers because MINGW's C compiler is getting weird and scary in places, as well as being less optimized for Windows in general. They've also likely been on the compiler they used at the start of development, which was 2 years ago IIRC. It's pretty necessary, and honestly not that big of a deal.

So... why don't they just update to a newer version of MinGW? There's one for every release of GCC, usually within a week or two.

Switching compilers can be a big deal, depending on what they're using. Like if they're using C++11 features (and I think I spied a few in a Bartwe stream), MSVC lacks a LOT of them, but GCC 4.8.1 is fully C++11 compliant (libstdc++ is only missing built-in regex support, IIRC).

Because MinGW can't do native x64 compilation in x64 Windows. That's the weird and scary part. To compile in x64, you need to, write the code in windows, hop into Linux, download a conversion library, compile it in linux, and then precede to transfer said compiled file into windows, and hoping it works.

Here's the proof, http://sourceforge.net/p/mingw/bugs/1850/ http://sourceforge.net/p/mingw/bugs/1849/ http://sourceforge.net/p/mingw/bugs/1899/ http://sourceforge.net/p/mingw/bugs/1719/

It's weird and scary, but that's often what you have to do. It's likely, that like many other games they'll have to maintain a seperate code base for at least their C code between Linux/Mac and PC.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on August 06, 2013, 10:49:30 am
Guys, they are changing compilers because MINGW's C compiler is getting weird and scary in places, as well as being less optimized for Windows in general. They've also likely been on the compiler they used at the start of development, which was 2 years ago IIRC. It's pretty necessary, and honestly not that big of a deal.

So... why don't they just update to a newer version of MinGW? There's one for every release of GCC, usually within a week or two.

Switching compilers can be a big deal, depending on what they're using. Like if they're using C++11 features (and I think I spied a few in a Bartwe stream), MSVC lacks a LOT of them, but GCC 4.8.1 is fully C++11 compliant (libstdc++ is only missing built-in regex support, IIRC).

Because MinGW can't do native x64 compilation in x64 Windows. That's the weird and scary part. To compile in x64, you need to, write the code in windows, hop into Linux, download a conversion library, compile it in linux, and then precede to transfer said compiled file into windows, and hoping it works.

Here's the proof, http://sourceforge.net/p/mingw/bugs/1850/ http://sourceforge.net/p/mingw/bugs/1849/ http://sourceforge.net/p/mingw/bugs/1899/ http://sourceforge.net/p/mingw/bugs/1719/

It's weird and scary, but that's often what you have to do. It's likely, that like many other games they'll have to maintain a seperate code base for at least their C code between Linux/Mac and PC.

http://sourceforge.net/projects/mingw-w64/ and http://sourceforge.net/projects/mingwbuilds/

Problem has already been solved.

Also, Starbound probably doesn't really need to be 64-bit...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 06, 2013, 10:56:30 am
A nigh-infinite amount of huge procedurally generated worlds, with cooperative and competitive multiplayer of uncertain player count?

I think they can well use the extra RAM.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Rose on August 06, 2013, 10:58:23 am
Actually, MSVC 2012 has a decent amount of C++11 support, though still not complete.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Dakorma on August 06, 2013, 11:40:52 am
Guys, they are changing compilers because MINGW's C compiler is getting weird and scary in places, as well as being less optimized for Windows in general. They've also likely been on the compiler they used at the start of development, which was 2 years ago IIRC. It's pretty necessary, and honestly not that big of a deal.

So... why don't they just update to a newer version of MinGW? There's one for every release of GCC, usually within a week or two.

Switching compilers can be a big deal, depending on what they're using. Like if they're using C++11 features (and I think I spied a few in a Bartwe stream), MSVC lacks a LOT of them, but GCC 4.8.1 is fully C++11 compliant (libstdc++ is only missing built-in regex support, IIRC).

Because MinGW can't do native x64 compilation in x64 Windows. That's the weird and scary part. To compile in x64, you need to, write the code in windows, hop into Linux, download a conversion library, compile it in linux, and then precede to transfer said compiled file into windows, and hoping it works.

Here's the proof, http://sourceforge.net/p/mingw/bugs/1850/ http://sourceforge.net/p/mingw/bugs/1849/ http://sourceforge.net/p/mingw/bugs/1899/ http://sourceforge.net/p/mingw/bugs/1719/

It's weird and scary, but that's often what you have to do. It's likely, that like many other games they'll have to maintain a seperate code base for at least their C code between Linux/Mac and PC.

http://sourceforge.net/projects/mingw-w64/ and http://sourceforge.net/projects/mingwbuilds/

Problem has already been solved.

Also, Starbound probably doesn't really need to be 64-bit...
You don't see why a procedurally generated game, focusing on expansive worlds, multiple worlds which may or may not be active, and with a competitive and cooperative multiplayer gameplay focus, needs more ram you say?

Well gee willikers this argument is done then.

Also most people want to stick with known elements, as much as MinGW w64 is probably  good compiler, most coders will stick with base MinGW, Cygwyn, or MSVC for windows, because they are known elements with large support structures.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 06, 2013, 12:29:53 pm
I'd just like the point out that Elite was procedurally generated for the express purpose of using less ram. (http://en.wikipedia.org/wiki/Elite_(video_game)#Technical_innovations)
Title: Re: Starbound - A flat yet infinite universe.
Post by: 0x517A5D on August 06, 2013, 01:21:56 pm
I'd just like the point out that Elite was procedurally generated for the express purpose of using less ram. (http://en.wikipedia.org/wiki/Elite_(video_game)#Technical_innovations)

Elite could discard and recreate game areas at will.  And there was at most one area (star system) in play at a time.

Starbound, on the other hand, needs to keep track of deltas to its game areas.

Let's talk about Terraria for a minute.

Consider a hypothetical Terraria map made of 'chunks' that are generated on the fly.  Over the course of a game, many of these chunks will need to be altered.  Plants grow and die, water and lava flood downward, the Corruption and Hallowed spread, new ores are placed, certain mobs place blocks... and then there are all of the player-caused changes.

These changes need to persist.  So they would need to be recorded and attached to each chunk somehow.

In addition, the natural effects I mentioned happen map-wide in ways that cannot be predicted prior to generation of each and every map chunk.

On-the-fly, as-needed generation can't work for Terraria's maps.  I predict that it won't work for Starbound's maps either.


Edit:
we asked for and did get a month-early release for Terraria (and look how that turned out!).

Wasn't it released early because of a leaked beta that was being extensively pirated?  That's what I recall anyway.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 06, 2013, 01:40:36 pm
On-the-fly, as-needed generation can't work for Terraria's maps.  I predict that it won't work for Starbound's maps either.

That's how Starbound's maps work. The world generates from the coordinate seed, with changes to worlds and X,Y coordinates saved as a B-tree that gets applied after the world is generated from the seed. It's a mix of the stable terraria map and randomly generated (just with consistent seeds) worlds.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 06, 2013, 01:49:48 pm
... source? My memory doesn't remember that being explicitly stated :-\
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 06, 2013, 01:52:25 pm


More than that, your assumptions on hemmingjay's words are rather impressive. Ranging from assuming they have multiple codebases(Something that a large variety of games do/did have.) To those code bases being utterly unable to work together.

What they are doing in programming terms is object oriented design in it's purest form. As far as I can tell, they have all the feature sets there, they just are trying to make them interact. Depending on their setup and the tools they have, this ranges from mildly tedious, to "Oh I'm done."

Essentially they have the code for the GUI set up, and the code for the crafting set up, so that neither requires the other to run, which is excellent use of object oriented programming. Now what they need to do is have the code interact with each other, so the GUI can display crafting, crafting can plug stuff into the gui, etc. Given their previous progress and fast implementation, this game should be out before thanksgiving at the latest.


As far as I understand things you are very much correct, in particular with the things I have highlighted. For giggles I also highlighted the Thanksgiving note, but I strongly expect it before September is out and in case of disaster by Halloween. To my understanding, the shell-shock moment is over and they are progressing at (Lightspeed-Lazyness) speed. I have remained faithfully optimistic and continue to see this as likely being the only viable contender to displace DF in my life.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on August 06, 2013, 02:18:17 pm
Like I said, I'm not too familiar with game development but I do have a basic understanding of software development.

I was just saying that I was expecting the process to be more along the lines of building the basic game and then adding things to it in order of priority as those things are finished. So after building the bare bones game you add a GUI, which opens the door to conversations (Which opens up quests), and inventory (Which opens up crafting and trading). You add features that are the most important and have the greatest number of important features dependent on them, focusing on one thing at a time per person.

What I understood from the conversation they just ran through and made everything, and now they have to glue it all together. If all they're doing is fine tuning, adding extra features, and making sure it doesn't explode, that's cool and I just misunderstood.


As for the x64 thing - It's nice for any game to be able to use x64, even if it's not strictly necessary by the scope of the game. I doubt Starbound will take up a massive amount of memory since you'll only be loading up one area at a time. Multiplayer may be different, and may be the entire reason they're building for x64. Even if that's not the case, just having the capability can avoid a lot of issues if they decide to expand on memory hungry features.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 06, 2013, 02:26:56 pm
... source? My memory doesn't remember that being explicitly stated :-\

Yeah, I'm digging for it. I can find references to it (not by me) on the forums as early as Jan 19th, so it's an old post by now, probably on reddit or something. Still looking, though their lack of a search for all the updates makes me want to punch babies.

Unrelated, but it's come up in discussion in this thread recently:
The FTL jump loading screen animation. (http://www.youtube.com/watch?v=HAxNtR_TBRo) Confirmed that you can close the window and move about the ship when traveling.

Progression of ship size as you upgrade your vessel. (http://playstarbound.com/wp-content/uploads/2013/05/ships.gif)

-- ah. Got it. Road map -> core mechanics -> Low-level world/entity storage.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 06, 2013, 02:45:01 pm
-- ah. Got it. Road map -> core mechanics -> Low-level world/entity storage.
Ah, there we go. Cheers Dark.

Y'know, I have actually been watching. Has the roadmap thing been being updated?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Dakorma on August 06, 2013, 03:00:52 pm
Like I said, I'm not too familiar with game development but I do have a basic understanding of software development.

I was just saying that I was expecting the process to be more along the lines of building the basic game and then adding things to it in order of priority as those things are finished. So after building the bare bones game you add a GUI, which opens the door to conversations (Which opens up quests), and inventory (Which opens up crafting and trading). You add features that are the most important and have the greatest number of important features dependent on them, focusing on one thing at a time per person.
What you are describing there is a programming process known as Procedural Programming, also called Imperative, where the program is going through the steps one by one basically. So everything basically requires everything else to run. This is a fine method of programming if you are careful, slow and methodical, if you want fast development, you go more object oriented.

What they are doing is basically this. From low level to high level.

Code the renderer class
--Includes standard functions like printing to the screen, refreshing it, etc, etc.


Code the "object" class
--Everything is an object, in the most likely case, in Minecraft air tiles are an object, but that's because minecraft is a voxel state machine, I'm betting that Starbound is as well. So in essence what they are doing here is laying the groundwork for the things that are rendered, but not relying on the renderer class for them to exist. Printing an object into the render stream is an example of functions here. Making sure an object is passable or impassable is also a function here.

Bunch more subclasses here things like physics and animation

Code the Item Class
--Includes the metadata of an item, things like generating metadata like, "This is an item of type gun, and ID 000f12bc. With background text, "I have had it with these motherfucking snakes in my motherfucking gun"" would be here. This doesn't include things like passing the item to the renderer, but instead the metadata is generally checked by the object class and then sent to the Renderer for rendering with proper gameplay data applied.

And so on. What this set up does is prevent conflicts where items have the same ID, or where item code relies on Object code which relies on render code, and then you change something in the renderer class and it causing everything to go tits up. Instead just the renderer goes tits up and you fix that and your code works. It also enables the use of multiple developers on a single project, before you'd basically have to sit down and read all of the changes to all the files, which may or may not have been written down, and required a flowchart to understand. Now you just split files off of each other, Oh, we have a file dedicated to each gui window, a file dedicated to the object class, a file dedicated to the renderer class, a file dedicated to the item class. So you just have people work on different files and it's basically fine. This is why in the earlier stages of something like a pre-rage ID engine demo, you literally just have John Carmack and maybe one other programmer Carmack trusts implicitly, working on it. Because it's faster and easier than having 20, in terms of the early stages.


I FIGURED OUT A BETTER WAY TO SAY THAT/NINJA EDIT: Object oriented programming basically helps prevent your code from tantrum spiraling.

Quote
What I understood from the conversation they just ran through and made everything, and now they have to glue it all together. If all they're doing is fine tuning, adding extra features, and making sure it doesn't explode, that's cool and I just misunderstood.


As for the x64 thing - It's nice for any game to be able to use x64, even if it's not strictly necessary by the scope of the game. I doubt Starbound will take up a massive amount of memory since you'll only be loading up one area at a time. Multiplayer may be different, and may be the entire reason they're building for x64. Even if that's not the case, just having the capability can avoid a lot of issues if they decide to expand on memory hungry features.

x64 is always good to have, especially in cases like Starbound where I hope at very least you will be able to set up some sort of auto miner on a planet and leave to explore another one.

Also road map was updated once from what I recall, then was basically abandoned as too hard to maintain. Can't find a source on that though, may have been an IRC chat.
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 06, 2013, 03:20:22 pm
The people in this (http://community.playstarbound.com/index.php?threads/the-roadmap.19552/) forum thread over at the Starbound forums keep up on all the changes, and update it in the first post with the things that have changed, updating once a month. Except...last time it was updated was in June. But it still is kind of easier to look through and see what has changed since then.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on August 06, 2013, 03:29:33 pm

-snip-

I FIGURED OUT A BETTER WAY TO SAY THAT/NINJA EDIT: Object oriented programming basically helps prevent your code from tantrum spiraling.

Thanks. Even though I'll probably never get into game development I still find the process fascinating.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Bitoru on August 06, 2013, 06:37:05 pm
On the subject of Starbound, the latest lighting changes really made a difference in my opinion. Everything looks way more consistent.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Dakorma on August 07, 2013, 07:11:54 pm
On the subject of Starbound, the latest lighting changes really made a difference in my opinion. Everything looks way more consistent.

I'll believe it when I see it in motion, stuff like lighting quality is better judged in motion rather than in stills.

Personally I hope they have the same option that terraria had to disable to moving backgrounds, though, as terrarias implementations of them cause me severe nausea and motion sickness.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on August 07, 2013, 08:23:59 pm
Although, considering that they're using B-trees to store world changes (and probably more lists/trees in other places), using x64 would actually increase the RAM requirements because pointers are larger than in x86 :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on August 08, 2013, 10:25:36 am
Double posting because why not and this topic needs more discussion.

New update (http://playstarbound.com/7th-august-progress/) has a few screenshots.

Tree animation sounds cool. Probably involves a bit of shaking, some falling leaves.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 08, 2013, 10:43:44 am
Is it just me or do all of the monsters we've seen so far look like they could be pokemon?

Also, buttantlers.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miljan on August 08, 2013, 11:33:50 am
Is it just me or do all of the monsters we've seen so far look like they could be pokemon?

Maybe only 90% look like pokemon :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 08, 2013, 11:37:46 am
Eh, Dittos. Technically, ever single thing we've seen, monster or otherwise, could be a pokemon.

Beyond that, what doesn't look like it could be a pokemon these days The series has lasted long enough there's a fairly expansive sample size.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 08, 2013, 01:25:32 pm
Is it just me or do all of the monsters we've seen so far look like they could be pokemon?

Cats driving robots. There was also a steam tank somewhere I think. And a lego-looking guy with jetpack arms.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Niveras on August 08, 2013, 04:26:55 pm
Also, buttantlers.

I am envisioning a small insect-like version of the drummer from Metallica with bony, felt-covered appendages on his rear abdomen.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on August 09, 2013, 02:41:23 am
All Starbound monsters are pokemon.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on August 09, 2013, 03:17:22 am
Wafflesmon! I choose you!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Normandy on August 11, 2013, 01:39:00 am
Oh my gosh the trees are beautiful. (http://playstarbound.com/10-august-progress/)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on August 11, 2013, 01:47:21 am
They admitted the monsters were pokemon. :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on August 11, 2013, 02:06:19 am
Awesome music.

Also, trees made of brains and eyeballs. That appeals to me for some reason.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Bitoru on August 11, 2013, 04:17:23 am
Oh boy, now they're fueling hype they cannot contain. THEY CANNOT CONTAIN IT.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on August 11, 2013, 05:02:56 pm
So what you're saying is that Starbound is a giant KSP rocket made entirely out of small engines?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 12, 2013, 03:44:28 am
So I've been off the grid for the last 4 days. Did I miss anything good, or just more mundane updates?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 12, 2013, 03:45:40 am
So I've been off the grid for the last 4 days. Did I miss anything good, or just more mundane updates?

Well you missed!... uhhh... But there was... uhhh...

No not really.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 12, 2013, 04:03:54 am
So I've been off the grid for the last 4 days. Did I miss anything good, or just more mundane updates?

Well you missed!... uhhh... But there was... uhhh...

No not really.

Figures. :P I was kinda hoping something would be announced while I was gone but, ah well.
Title: Re: Starbound - A flat yet infinite universe.
Post by: mr. macduggan on August 13, 2013, 10:31:38 pm
Right now, there's a livestream over at www.twitch.tv/chucklefishlive of the first tier of gameplay for any of you that are interested! This is the first real gameplay footage we have seen!
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on August 13, 2013, 10:47:59 pm
That's Twitch chat for you hehe.

Thanks for the heads up macduggan.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 13, 2013, 10:59:24 pm
Random generation resulting in flying electric doombats. I can dig that.

Also, seeing it in game... that teleport is incredibly Megaman. Almost makes me wonder if that's not leaning towards some form of copyright infringement  :-\

... the little hand thing they do while jumping is oddly amusing.

And yes, these things are bloody space pokemon. Also cavein! Pretty awesome.

E: Props to the night sky.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on August 13, 2013, 11:35:09 pm
GAK! NEED! GAME! NAO!
Got the same feeling as well.
I know development takes time and these developers want the beta to be nigh perfection..
But still.. Waiting is the worst part.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 14, 2013, 05:41:28 am
This is what I don't get. The whole idea of a beta is that it's rough around the edges  ???
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 14, 2013, 05:48:27 am
"Rough around the edges" and "barely holding together with chainsaws poking through every crack" are two different things. They need to make sure there's as little of the latter left as possible.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 14, 2013, 06:01:18 am
What is taking them so long is they clearly don't want to release the Beta until there is at least an early game to play through. Or rather enough of a game that they can continue developing it at a speed enough that most players can advance through the game while also getting the updates to continue the game.

Though remember they can take their time, they already have the cash required.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on August 14, 2013, 06:43:24 am
"Rough around the edges" and "barely holding together with chainsaws poking through every crack" are two different things. They need to make sure there's as little of the latter left as possible.

Surely it can't be as bad as that chainsaw-thing?  ??? I mean... there will be a Yogscast Let's Play at the Insomnia festival.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 14, 2013, 06:46:21 am
Right now, there's a livestream over at www.twitch.tv/chucklefishlive of the first tier of gameplay for any of you that are interested! This is the first real gameplay footage we have seen!

DAMMIT, could they not have recorded it? :I Anywhere else I might could get a peek at this?
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 14, 2013, 06:52:29 am
"Rough around the edges" and "barely holding together with chainsaws poking through every crack" are two different things. They need to make sure there's as little of the latter left as possible.

Surely it can't be as bad as that chainsaw-thing?  ??? I mean... there will be a Yogcast Let's Play at the Insomnia festival.

-100 hype points.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 14, 2013, 07:01:28 am
I think I actually found a multi part upload of the stream, maybe, starting here: https://www.youtube.com/watch?v=irRA5swJ8d0

EDIT: Oh man, on P.3 and this is.... pretty much exactly what I expected. Nice. Love the sunglasses dinosaurs.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 14, 2013, 07:56:12 am
at part 6 23:13(ish) they fight Pikachu.      :o
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on August 14, 2013, 08:00:28 am
"Rough around the edges" and "barely holding together with chainsaws poking through every crack" are two different things. They need to make sure there's as little of the latter left as possible.

Surely it can't be as bad as that chainsaw-thing?  ??? I mean... there will be a Yogcast Let's Play at the Insomnia festival.

-100 hype points.
I myself don't mind the Yogscast, in fact, I do like some of their vids.
Altough I don't get all the hate they seem to undeservingly get.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 14, 2013, 08:13:35 am
(http://i.imgur.com/t3uZDuk.png)

Hype hype hype hype hype
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 14, 2013, 08:13:41 am
Moment 747: That uncomfortable moment when you have to explain your video game erection to your significant other.

Parts 6 & 7 are the best display of combat yet. They also explain that this level 1 planet is basically a tutorial, and that everything is meant to give you a little taste and a sense of accomplishment. I think it's a triumph of game design, considering all of the randomness and the early state of the build.

I can confirm that they want at least 3 boss battles before they release the game in any public form. Right now the gameplay progression is somewhat flat and without much point, so they are working on balancing the "levels" as you go up to make it challenging and rewarding. I am also told that there are more than 40 enemy behaviors already with more planned. I have two large business deals I am developing and I honestly pray everyday that I can wrap them up before this game releases because I truly doubt my ability to balance my life and my Starbound gameplay for at least 3 weeks at release. I have 130+ hours into Terraria and I never bothered to beat it. To me it's more enjoyable knowing that everything will continue forever and Starbound actually caters to that mentality.

Is it normal for a grown man to squee with anticipation at every hint of a game?
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 14, 2013, 08:14:16 am
(http://i.imgur.com/t3uZDuk.png)

Hype hype hype hype hype

Love it!

I also love how when you first get to a planet it's saturated with a specific color, but then your "eyes" adjust and it sort of fades to a more normal look. They have truly done some brilliant work here and I can honestly say they are setting a new gaming standard. We will all be talking about Starbound for the rest of our gaming lives as a big point on the game industry timeline.

I look at this and can't help but wonder what Toady could do with a team of 8 people and $2 million dollars. Could he make a graphic Dwarf Fortress? Would it outdo Starbound?
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 14, 2013, 08:24:11 am
Parts 6 & 7 are the best display of combat yet. They also explain that this level 1 planet is basically a tutorial, and that everything is meant to give you a little taste and a sense of accomplishment. I think it's a triumph of game design, considering all of the randomness and the early state of the build.

Yeah, it was pretty clever when he explained it in chat - those "mining camps" being substitutes for real dungeon early on made sense after they went through like 2-3 of them.

P7 doesn't have much actual gameplay if anyone wants to skip one of them - it's mostly just an item showcase.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on August 14, 2013, 09:09:27 am
I think I actually found a multi part upload of the stream, maybe, starting here: https://www.youtube.com/watch?v=irRA5swJ8d0

EDIT: Oh man, on P.3 and this is.... pretty much exactly what I expected. Nice. Love the sunglasses dinosaurs.
Hey, thanks for finding this. I'll have to watch when I have some free time and decent WiFi :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on August 14, 2013, 09:58:16 am
(http://i.imgur.com/t3uZDuk.png)

Hype hype hype hype hype


Yeah I think I'm sigging that...
Title: Re: Starbound - A flat yet infinite universe.
Post by: boki on August 14, 2013, 10:04:26 am
It looks ok, nothing mindblowing. The only thing personally I don't like is monster death animation and delay. It looks clunky that monster just poofs after few second you killed it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 14, 2013, 10:08:26 am
It looks ok, nothing mindblowing. The only thing personally I don't like is monster death animation and delay. It looks clunky that monster just poofs after few second you killed it.

I hope the animations still have work to do in general. Like, the water spillage was straight out of Terraria, and it never looked that good there, either. Mining was noted in the stream as needing animation work, too.
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 14, 2013, 10:34:34 am
I liked the part right at the end (all I saw), where he was going through the capes. There was both a rainbow cape and a cape that grew temporary flowers everywhere you walk (unfortunately Tiy said that was buggy and will be axed :( )
Title: Re: Starbound - A flat yet infinite universe.
Post by: jhxmt on August 14, 2013, 04:33:38 pm
I like the cave-ins of things like sand - that bit in P5 of the stream video (I think it was) where the rock-thrower creature set off the giant landslide - awesome!  :D

Really looking forward to this now.  I've been keeping my own expectations as far down as I can (for greater enjoyment upon release), but they're starting to build up now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 14, 2013, 05:42:05 pm
I think the stream shows rather well why this game isn't in Beta yet.

The sheer number of things the person doing it needs to fudge for it to work is immense.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on August 14, 2013, 05:43:10 pm
I think the stream shows rather well why this game isn't in Beta yet.

The sheer number of things the person doing it needs to fudge for it to work is immense.
Well said chief. You basicly removed the word from my mouth XD
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on August 15, 2013, 10:41:01 am
All these news and video streams are getting me all hype up, so I went and reinstalled Darkout. Not nearly the same, but at least it scratches that mine/build itch... graphics are more reminiscent of Creatures 2/3 than Terraria tho (and the fighting is crap).
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on August 15, 2013, 05:49:47 pm
They have truly done some brilliant work here and I can honestly say they are setting a new gaming standard. We will all be talking about Starbound for the rest of our gaming lives as a big point on the game industry timeline.

Wow, you're getting a little ahead of yourself there. I think you may need to take a step back and reevaluate your hype levels before you implode or something :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 15, 2013, 05:53:10 pm
They have truly done some brilliant work here and I can honestly say they are setting a new gaming standard. We will all be talking about Starbound for the rest of our gaming lives as a big point on the game industry timeline.

Wow, you're getting a little ahead of yourself there. I think you may need to take a step back and reevaluate your hype levels before you implode or something :P

Maybe he just thinks spending hours upon hours slowly digging rock is the definition of excitement.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on August 15, 2013, 06:12:30 pm
It's also the definition of insanity. If he expects a different result when he digs up the rock every time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on August 15, 2013, 06:14:59 pm
Which is why Starbound is great, or at least better than Terraria: you can dig 3x3 areas!  :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 15, 2013, 06:19:17 pm
Which is why Starbound is great, or at least better than Terraria: you can dig 3x3 areas!  :P

Endless possibilities, edge of your seat excitement!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on August 15, 2013, 06:24:44 pm
There'll be some sort of hype blackhole.

If such a place exists in-game, we can rest easy knowing that it will be serenaded by players heroically playing "Gagnam Style" nonstop on a sitar.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 15, 2013, 06:26:45 pm
There'll be some sort of hype blackhole.

If such a place exists in-game, we can rest easy knowing that it will be serenaded by players heroically playing "Gagnam Style" nonstop on a sitar.

Great, now I know where the servitors of the old ones are situated.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Wolf Tengu on August 15, 2013, 06:43:44 pm
I'm about a trillion percent hyped for this. Which is impossible, but this is like Terraria if Terraria were on some sort of super steroids.

However, I'm almost certainly going to starve to death, just like all my dwarves...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 15, 2013, 06:44:41 pm
I'm about a trillion percent hyped for this. Which is impossible, but this is like Terraria if Terraria were on some sort of super steroids.

However, I'm almost certainly going to starve to death, just like all my dwarves...

But your cookie is so huge!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Wolf Tengu on August 15, 2013, 06:48:07 pm

But your cookie is so huge!

And in the end, i'll probably drop it in one of the many varied biomes. Probably some sort of swamp biome with any luck.

Or that one with the creepy eyeball trees, it's like Dali went on some sort of drunken terraforming rampage.
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 15, 2013, 07:03:19 pm
I also love how when you first get to a planet it's saturated with a specific color, but then your "eyes" adjust and it sort of fades to a more normal look.

Am I the only one a little saddened by this? Something finding a planet of the exact hue I want just sounds great.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 15, 2013, 07:06:57 pm
The effect wasn't really obvious to me. The two planets they demoed were as different as night and day in hue. Gotta agree with the streamchat that the second one looked a bit puke-ish :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 15, 2013, 08:11:39 pm
The effect wasn't really obvious to me. The two planets they demoed were as different as night and day in hue. Gotta agree with the streamchat that the second one looked a bit puke-ish :P

Your face is puke-ish
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on August 15, 2013, 10:48:37 pm
So what species are you guys going to play as?
I myself would try every one of them at least once, but I am probably going to play an Apex most of the time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: NullForceOmega on August 15, 2013, 10:51:24 pm
Sentient-being eating Plant. Because it's hilarious. :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on August 15, 2013, 10:53:27 pm
All of them of course, but I find myself really digging the design of the gas cloud people (who's name I still have a hard time remembering). So probably those guys.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on August 15, 2013, 11:02:23 pm
So what species are you guys going to play as?

Novakids!  But I heard they probably won't be in the beta, so if I can't play them I'm not sure what I'll pick.  Probably a spur of the moment choice.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on August 15, 2013, 11:04:38 pm
That was the name! I knew it was something like "Starchildren" :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 15, 2013, 11:19:24 pm
I think it's been confirmed that Novakids will most likely not be in the beta release. I have no idea what I'll play if that is the case...probably either the birds or the humans or the robots. Actually, I think I like the Hyotl. Not because of their looks, but because they have awesome Oriental-style architecture.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 15, 2013, 11:39:49 pm
Glitch. I can either don Shakespearean garb and RP as Calculon, or wear plate armor on a character MADE OF PLATE ARMOR. That's twice the plate armor! If I'm lucky, their singing voice will be a chiptune soundset.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 15, 2013, 11:40:22 pm
I think it's been confirmed that Novakids will most likely not be in the beta release.

Why? So far the races are purely cosmetic anyway and they ALL are the same skeleton.

Heck they didn't even give the Chimp people tails.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on August 15, 2013, 11:41:17 pm
So what species are you guys going to play as?

Probably either the Avians or the amphibious-people (forgot their name). Although I may mod in dragon-people (for singleplayer) if modding ends up being a thing.

I will be crushed if modding support doesnt end up in the game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 15, 2013, 11:48:12 pm
I think it's been confirmed that Novakids will most likely not be in the beta release.

Why? So far the races are purely cosmetic anyway and they ALL are the same skeleton.

Heck they didn't even give the Chimp people tails.

They were a stretch goal from the pre-order, so they're a graphical afterthought. The goal specifically stated that the extra money from the stretch goal was to hire new people to do all the art for them, so no current art team members got delayed. In short, they got started late by a new team that had to be brought up to speed many months (a year? more?) after the game began development.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on August 15, 2013, 11:50:21 pm
I think it's been confirmed that Novakids will most likely not be in the beta release.

Why? So far the races are purely cosmetic anyway and they ALL are the same skeleton.

Heck they didn't even give the Chimp people tails.
Two things:

One, the races are mostly cosmetic but each have special bonuses or abilities (which might be based on armor, IIRC).
Two, chimps (and other apes) don't really have tails.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 15, 2013, 11:52:10 pm
Quote
Two, chimps (and other apes) don't really have tails.

Yes, but they needed tails.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 15, 2013, 11:55:34 pm
... why? Don't think tails fits what's been told of their backstory, and it wouldn't really, like. Do much. For them as-is.

Besides. I wouldn't be terribly surprised if tails end up as a cosmetic item.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 16, 2013, 12:02:06 am
... why? Don't think tails fits what's been told of their backstory, and it wouldn't really, like. Do much. For them as-is.

Besides. I wouldn't be terribly surprised if tails end up as a cosmetic item.

You know they are a race of many races right?

Actually that is kind of odd... a lot of the races are actually a series of races.

Even the Avians have owls.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 16, 2013, 12:03:07 am
So are humans. We still lack tails.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on August 16, 2013, 12:04:03 am
The bird-people dont have wings, and your complaining that the ape-people dont have tails?  :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 16, 2013, 12:18:36 am
So are humans. We still lack tails.

Humans are not multiple races.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Kaitol on August 16, 2013, 12:23:09 am
Then how in all the holy hell do we manage to have race wars and racism?

Christ we must be retarded.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 16, 2013, 12:23:52 am
So are humans. We still lack tails.
Humans are not multiple races.

Okey-dokie.

Where are you getting that Apex are multiple species? I'm assuming you actually mean species, because race makes no sense in context.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on August 16, 2013, 12:24:14 am
Christ we must be retarded.
Aren't we all?
Title: Re: Starbound - A flat yet infinite universe.
Post by: scriver on August 16, 2013, 01:21:46 am
Definitely playing plantfolk.

I'll show you who'll pick who!
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 16, 2013, 04:41:49 am
I'll be the only person that plays a human.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 16, 2013, 04:44:50 am
Ahhh nevermind I had to look it up. My confusing over the "Humans don't have race" actually comes from the fact that many of the major divisions are not based on any sort of genetics but rather locale and thus makes the entire concept of race sort of pointless. Thus humans only essentially have one race... the "human race".

But yeah the Apex do seem to have multiple species.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 16, 2013, 04:55:43 am
I'll be the only person that plays a human.

I fully intend to play as a human. I will be RPing Shatner and over act everything.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 16, 2013, 04:58:24 am
I am actually somewhat disappointed at the lack of a catpeople race. I mean, I know it's terribly cliched and such, but cats rarely ruin anything...

...well, besides curtains and furniture.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tiruin on August 16, 2013, 05:58:43 am
How are you all seeing those updates? [I have no idea where to look..]
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on August 16, 2013, 06:00:03 am
The game's web site is www.playstarbound.com
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 16, 2013, 06:39:40 am
What was the name of the gaming con thingy that is the bookies' favourite for a beta release date announcement?
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 16, 2013, 08:47:10 am
Insomnia, I think.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on August 16, 2013, 10:35:07 am
I'll be the only person that plays a human.

I fully intend to play as a human. I will be RPing Shatner and over act everything.

Captain's log... stardate 36985.3... in orbit... around... planet Ceti Alpha IV. Sensors detect... alien life... with humanoid... females. Will... investigate!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Wolf Tengu on August 16, 2013, 11:50:34 am
I myself will go for the...Avian...bird...people...things.

Then again, the allure of an undersea base is also hard to resist.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 16, 2013, 11:52:12 am
Underwater construction? Link please, this has evidently slipped under my sonar! (dohohohoho)
Title: Re: Starbound - A flat yet infinite universe.
Post by: penguinofhonor on August 16, 2013, 12:03:08 pm
Novakids are the best race and if you disagree then you're a lame fleshy creature.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 16, 2013, 12:15:41 pm
Or a superior metal being.

... or a somewhat equitable leafy critter.

Race choice, though... depends on what they offer. Underwater construction would be nice. Underlava construction would be nicer. Gonna' build my supervillain lair home in a volcano. Preferably a volcano in a desert, because the desert music was best. Maybe a volcano in a desert on an ice world, so I can occasionally throw penguins into the seething caldera.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 16, 2013, 06:15:07 pm
Quote
Underlava construction would be nicer

I guess it depends if Lava is going to be hot koolaid or not.
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 16, 2013, 06:56:03 pm
Quote
Underlava construction would be nicer

I guess it depends if Lava is going to be hot koolaid or not.

I think that Lava is one of that things that is going to be preventing people from going through the center of the earth, if I recall correctly, so I doubt it'll be easy/doable to build in it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 16, 2013, 07:19:44 pm
I think that Lava is one of that things that is going to be preventing people from going through the center of the earth, if I recall correctly, so I doubt it'll be easy/doable to build in it.
Supervillain plot Goal N+1: Planetary Core Transfusion.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on August 16, 2013, 08:09:53 pm
I think that Lava is one of that things that is going to be preventing people from going through the center of the earth, if I recall correctly, so I doubt it'll be easy/doable to build in it.
Supervillain plot Goal N+1: Planetary Core Transfusion.
That's easy, you just need to build Mega-MaidShopvac.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Wolf Tengu on August 16, 2013, 08:28:39 pm
Can ye build pumps?

D'you think it'd be possible to pump the lava into space? Or ship it somewhere else?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 16, 2013, 09:01:30 pm
Can ye build pumps?

D'you think it'd be possible to pump the lava into space? Or ship it somewhere else?
Almost certain there's pumps... think they may have demonstrated the in (one of?) the water physics videos? Could definitely be wrong there, memory's a bit fuzzy.

No clue about pumping lava into orbit, or storing it on your ship or whatev'. We'll have to see.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on August 16, 2013, 09:06:35 pm
This thread should have a poll for what species e'll play as. This fine chelloveck will play as a Floran.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on August 16, 2013, 09:15:36 pm
I play a Novakid because space-cowboy-cloud-thing sounds cool, though they won't be in beta...

I'll probably play a boring old human until the release of Novakids.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 16, 2013, 10:29:44 pm
Axolooootl because, apparently, they can breathe underwater or something? According to the wiki. Underwater stuff looks awesome.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 16, 2013, 10:36:08 pm
Should be able to eventually get a hand on waterbreathing stuff with other critters, too, for what that's worth.

It's suddenly kinda' tempting to go with glitch, build the proverbial castle in the swamp, and then gank a fishdude's loot and not give two nuts when it sinks.

'Course. Castle probably wouldn't sink itself. But hey. Explosives *magnetic eyebrow wiggle*
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on August 16, 2013, 10:36:51 pm
Axolooootl because, apparently, they can breathe underwater or something? According to the wiki. Underwater stuff looks awesome.
I don't think they're called axolotls. You're thinking of adorable amphibians with red frills of cute.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Matz05 on August 16, 2013, 10:43:41 pm
The always-larvae salamander things with the really fancy gills? Yeah, those are cool.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Deon on August 16, 2013, 11:16:53 pm
I had a thought.

If there's ever a huge server, I may, at some point, for no reason, find a large organisation, work my way up it, then crush it.

Probably fail, get killed, and be chased to buggery and back. BUT I WILL TRY, DAMMIT!
Note to myself: never hire greatorder.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on August 16, 2013, 11:19:24 pm
I had a thought.

If there's ever a huge server, I may, at some point, for no reason, find a large organisation, work my way up it, then crush it.

Probably fail, get killed, and be chased to buggery and back. BUT I WILL TRY, DAMMIT!
Note to myself: never hire greatorder.
Note to self: hire greatorder for the challenge.
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 17, 2013, 12:16:01 am
I had a thought.

If there's ever a huge server, I may, at some point, for no reason, find a large organisation, work my way up it, then crush it.

Probably fail, get killed, and be chased to buggery and back. BUT I WILL TRY, DAMMIT!
Note to myself: never hire greatorder.
Note to self: hire greatorder for the challenge.
Note to self: Lava on Greatorder.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on August 17, 2013, 12:18:33 am
I had a thought.

If there's ever a huge server, I may, at some point, for no reason, find a large organisation, work my way up it, then crush it.

Probably fail, get killed, and be chased to buggery and back. BUT I WILL TRY, DAMMIT!
Note to myself: never hire greatorder.
Note to self: hire greatorder for the challenge.
Note to self: Lava on Greatorder.
Note to self: Lava on everything.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 17, 2013, 12:29:47 am
... especially if we can manage lava of varying levels of solidity. Then you can make a nice little lava hut floating on top of the lava lake inside the lava castle that's built into the volcano made of lava on the lava plains of the great Lava Continent of glorious Lava World. Sipping your lavarita as the majestic Magma Sun sets on the everburning world.

Lava.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on August 17, 2013, 12:31:51 am
Note to self: keep space equivalent of Obsidion Skin potions on hand at all times.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 17, 2013, 12:58:05 am
... especially if we can manage lava of varying levels of solidity. Then you can make a nice little lava hut floating on top of the lava lake inside the lava castle that's built into the volcano made of lava on the lava plains of the great Lava Continent of glorious Lava World. Sipping your lavarita as the majestic Magma Sun sets on the everburning world.

Lava.
Those seem to be quite lav(a)ish accommodations.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 17, 2013, 01:37:43 am
Indeed. Really, Lava World is more or less a utopia. Excepting the minor issue of everything being basically on fire, the fact that people who just want to watch the world burn have no reason to change the state of things means that everyone just kinda' gets along. S'like... "Sure, I could be an ass, but we're both currently sitting on chairs made literally of everburning liquid stone. This is agonizing (but incredibly comfortable outside of the flesh searing material!) and I don't think I could actually meaningfully make this situation worse for us. I think I'll be nice today. The Infant Incinerating Fumaroles were really beautiful this morning."

It's a great place to live if you can stand a constant ambient temperature in the hundreds of celsius.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 17, 2013, 01:43:15 am
So wait, on a lava world, does digging too deep unleash a horde of ice demons?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 17, 2013, 01:58:52 am
Nah, giant lava turtle demons. It's lava turtles all the way down.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maxono on August 17, 2013, 08:53:19 pm
They are streaming some gameplay
http://www.twitch.tv/chucklefishlive
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 17, 2013, 09:10:00 pm
lol, stream's down because Tiy's internet can't handle hosting and streaming at the same time.

Quote
Bartwe: my superpowers do not include getting tiy a better isp
Bartwe: he gots to do that himself
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 17, 2013, 09:20:48 pm
Monster generator apparently happily produces mutant bulbasaurs. Before, they were just might-as-well be pokemon. Now, they're basically-are pokemon.

I can't find myself complaining.

E: Also capable of creating stuff what, at least at a distance, looks pretty terrifying. Those yellow faced green things were kinda' creepy lookin'.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maxono on August 18, 2013, 08:37:43 am
So for those who missed the stream here is a video of it
http://www.youtube.com/watch?v=HR9Ze7Zf07Y
Most of the stream was him mining randomly, but at 1:50 he started to show off a dungeon.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Wolf Tengu on August 18, 2013, 09:58:21 am
That was awesome, thanks for posting the link here.

I've never really actually WATCHED any gameplay, so a lot of it was new.

One of the things I love most is the dungeon-y flavour text though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Nelia Hawk on August 18, 2013, 10:22:11 am
i think the crafting screen could have some indicator on how many items you can actually make of something... i.e. if you have 100 wooden logs and it costs 5 to make planks you just see what materials you need to make something with the tooltip in the list on the left, but it doesnt show anywhere that you can make 20 in total.
maybe a little number near the craft button or under the right info screen could be added to show how many you can make in total with the materials you have at the moment.

and i think the inventory feels a bit "very big" right now with 4x10 rows of the normal inventory and 4x10 extra rows for materials that already stack to 1000 (?) per slot.
and chests are compared to that just 4x4.
and it doesnt seem that i.e. each enemy has the loottable to drop 10 different items (i.e. feathers,eyes,scales,feet,wings,meat,fur or for robots metal,wires,screws,bolts,weapons etc like some other games have.) no idea if you later get a ton of drops so it will fill up pretty quickly with all sorts of loot... but i doubt you i.e. find a random weapon on every enemy or so...
so do we realy need such a big inventory that can hold items "to build 10 towns" where a chest can just hold a fraction of stuff... (well they are just wooden chests, i guess higher tech chests hold more items.. i.e. the ship wall chest does i think)
i.e. the terraria inventory was usually filled with all sorts of random items and especially materials that stack to 200 (?) so you actually had to store some stuff in chests and prepare before doing long mining and go down with a more empty inventory it you want to come out with more loot.

i saw that there are slots for "accessory on the back" (probably "deco" capes and wings?) i wonder if there are any backpacks... and if you have one equipped it could expand your inventory... i.e. by default 1-2 (?) rows of normal and material inventory space and a backpack adds 1-3 rows (or ir could add a number of slots instead of full rows) to it (maybe low tech ones add less slots).
well just an idea... i probably get yelled at anyways for thinking that the inventory is "too big", it just feels like you could carry "everything" and have no need to store anything as you probably never really run out of space, except when you find like 30 random weapons or so...


and the furnace doesnt require coal or wood to smelt stuff (it is so advanced it keeps burning forever) ? well i guess the torches or the campfire dont run out either (they could go from "a lot of light" (100% light) to "dim" (20% light) in a game day worth of time and could be "refilled" with wood like you repair a pickaxe with ore, as in clicking it with wood in the hand? think of the fireplace in "dont starve"), there is always higher tech stuff that wouldnt run out of "power" anyways. i.e. if it runs on electricity it could require some wires 10 tiles near it or so... and lamps (high tech torches) later wouldnt run out of power. (and yes i think torches light up "too much"... especially underground)
but it is not like you are swimming in wood anyways once you cut down a few trees to throw that into a smelter to smelt iron or to throw on a campfire to cook... maybe later "smelters/cooking places" require electricity and even higher tech ones could "smelt for free"?
i guess it would be too "annoying" if you had to "refill" torches or the campfire to cook something... *shrugs*

but it also could create new situations: i.e. a abandoned mine just barely lit up with torches that are burning very low and light up more again after you used your torch or wood on them. (well you dont need to use coal to create new torches, just wood to light them up again)

or a abandoned dark factory with no power.. and once you found the generator and filled it with coal (or build a new one and wired it up) it powers up the wires and all the lamps slowly flicker on again and the machines start to rumble and build robots to swarm and terraform over the whole planet (a la terraria corruption)..........   AAAHHH it is not turning off again... too many robots... !!! SEND HELP !!!

(quest update: you hear from a human traveler that a planet is overrun by terraforming robots...)
(or: gratulations, you just doomed this planet... will you run away or undo what you started? (both choices might have consequences later))
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on August 18, 2013, 10:26:29 am
I agree overall with those ideas.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Empty on August 18, 2013, 10:55:32 am
Hmm.  I joined the kickstarter way back when. But does anyone know of a rough ETA?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on August 18, 2013, 10:55:59 am
When it's done.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 18, 2013, 12:24:14 pm
When it's done.

Thanks to Duke Nukem, whenever a dev quotes this as their release window I immediately assume vaporware xD

Their current release window for beta is "2013".
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 18, 2013, 12:44:04 pm
You know, I look at those streams and I can't help but wonder.

With all that inventory space...

Silver ore can't be so worthless that you would spend it on repairing your stone pickaxe rather than carrying a few spares.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 18, 2013, 12:48:06 pm
You know, I look at those streams and I can't help but wonder.

With all that inventory space...

Silver ore can't be so worthless that you would spend it on repairing your stone pickaxe rather than carrying a few spares.

Well they are running a demo (demonstration), obviously the silver is far more useful allowing it to run smoothly then in the pocket of a character they are probably going to delete immediately afterwards.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 18, 2013, 12:57:31 pm
Well they are running a demo (demonstration), obviously the silver is far more useful allowing it to run smoothly then in the pocket of a character they are probably going to delete immediately afterwards.

This. With gameplay demos, the need for it all to go smoothly completely overrides the desire to actually play properly. Sometimes to the point of the demo player looking retarded a.k.a. every Assassins Creed live gameplay demo ever.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 18, 2013, 01:21:38 pm
A demo is one thing. The last stream was basically them just bughunting and streaming at the same time. Among some of the other things Tiy's been doing... suboptimally (his stubborn reluctance to use torches is astounding), the pickaxe thing just stood out to me. I mean yeah sure, some more advanced picks could be worth repairing. But this thing's literally made of rock, why would you want to use a rarer rock to keep it going?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 18, 2013, 01:29:51 pm
(his stubborn reluctance to use torches is astounding)

Perhaps torches are bugged and he didn't want to show that?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 18, 2013, 01:31:54 pm
He actually found the cause of the missing cascading block texture bug thanks to starting to use torches. He just always forgot to prepare them.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Nelia Hawk on August 18, 2013, 03:16:02 pm
i think when they found the water down in the caves he placed a torch in the water too somehow
Title: Re: Starbound - A flat yet infinite universe.
Post by: Wolf Tengu on August 18, 2013, 04:21:55 pm
Yeah, I saw that torch there, and I was all 'What the?'.

Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on August 18, 2013, 04:46:28 pm
Oil based torches that can burn underwater.

Makes perfect sense! Apart from the whole oil floats thing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 18, 2013, 04:54:36 pm
Hyotl space magic oil. It doesn't float, except when it does. Which state it's in depends on the needs of the user! The future is then. E: The secret ingredient is Hyotl.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 18, 2013, 05:24:54 pm
Hylotl don't burn torches. Because it wastes valuable air underwater. At least that's what the description of a torch in that one dungeon said.

Also, maybe they're fusion torches? Or they could electrolyze water into hydrogen and oxygen, and burn that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Silfurdreki on August 19, 2013, 05:52:33 am
What is this i49 they keep talking about? I gather it's some sort of convention or game conference, but where and when? All google gives is stuff about US highways. :-\
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 19, 2013, 05:54:51 am
You gotta remember, in the early days of terraria you could also place torches underwater. I guess they just haven't put in a check so you can't place them underwater.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bQt31 on August 19, 2013, 05:55:29 am
What is this i49 they keep talking about? I gather it's some sort of convention or game conference, but where and when? All google gives is stuff about US highways. :-\

It's a gaming festival : http://ukcs.net/iseries/insomnia-49-dates-confirmed/
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 19, 2013, 06:31:11 am
It's also probably where they'll be announcing some form of release date, hopefully.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on August 19, 2013, 07:24:46 am
... or maybe there IS NO GAME, and the developers are all in remote beachfront villas sipping on mojitos and laughing at all of us from atop copious piles of pre-order money.
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 19, 2013, 02:35:53 pm
... or maybe there IS NO GAME, and the developers are all in remote beachfront villas sipping on mojitos and laughing at all of us from atop copious piles of pre-order money.

This makes me curious...what would happen if this were to be true? A class action lawsuit? That'd be quite a scam, what, over a million dollars? Two million?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on August 19, 2013, 02:45:56 pm
Depends on how much they have in their overseas accounts and how easy their new identities are to track.

But judging from the updates and streams it'd be a scam on a level where they might as well have just made the game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on August 19, 2013, 02:58:36 pm
I bet a thoroughly talented creative writer and a really good pixel artist could pull it off. Split the money 50/50... live like a king for the rest of your days!
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 19, 2013, 02:59:56 pm
I bet a thoroughly talented creative writer and a really good pixel artist could pull it off. Split the money 50/50... live like a king for the rest of your days!
Still, with the streams it'd probably be easier to just make most of the games than to have someone acting like they are playing a game while a video is playing or what have you. Heck, it'd probably be easier to make the game framework than the streams. (But if they skipped those, it'd be more realistic.)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on August 19, 2013, 03:02:05 pm
Yeah, it would have made more sense as a conspiracy theory before all the streams started.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Dakorma on August 19, 2013, 03:04:38 pm
... or maybe there IS NO GAME, and the developers are all in remote beachfront villas sipping on mojitos and laughing at all of us from atop copious piles of pre-order money.

This makes me curious...what would happen if this were to be true? A class action lawsuit? That'd be quite a scam, what, over a million dollars? Two million?
1.6 is the current numbers on the website.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on August 19, 2013, 03:07:00 pm
I recall that they passed $1 million back when all we had to go on were screenshots and hype.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 19, 2013, 03:10:22 pm
... pretty sure they had a few (admittedly sparse) videos out before preorders were even possible. So a bit more than just screenshots and hype, yes.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on August 19, 2013, 03:24:59 pm
But mostly hype.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on August 19, 2013, 03:31:20 pm
No stops on the hype train! (http://www.youtube.com/watch?v=xvanhCQ9jho)
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 20, 2013, 03:18:52 pm
I expect another $1 million in sales starting in 3 days and ending in the release by October/November. I was told today that Tiers 2 and 3 are almost 100% as well, but were not added to the i49 build for IGF because they didn't have enough time to test. The game is more than 80% complete(everything is hooked up now) and it's going to be all about adding final content and balancing everything for the next month and then a full court press on bug squashing until release.

There is a lot of internal talk about how to deal with all of the other stuff they want to add to the game. Things like having everything added for free with a 4 person permanent team until momey runs out, or selling cheap but significant dlc, all the way to the crazy idea of a subscription of $1 a month for extra content have been discussed. It seems that they mostly want to do the first option as well as have Steam workshop access, so that the game lives on forever. They also have two ideas for projects after this one, but they won't start until late 2014 or early 2015. They are devoted to making this the GOTY.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 20, 2013, 03:22:16 pm
Quote
Steam workshop access

Yeah I am going to say this now... that is a non-solution.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jhxmt on August 20, 2013, 04:16:05 pm
Quote
Steam workshop access

Yeah I am going to say this now... that is a non-solution.

A non-solution to which problem?  Seems like a fairly good solution to me to the problem of "how to allow people to modify the game and thus increase longevity".
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 20, 2013, 04:19:25 pm
Quote
Steam workshop access

Yeah I am going to say this now... that is a non-solution.

A non-solution to which problem?  Seems like a fairly good solution to me to the problem of "how to allow people to modify the game and thus increase longevity".

Whenever that happens, the game has stagnated. It is pretty much the sign that the game has died.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jhxmt on August 20, 2013, 04:35:21 pm
Quote
Steam workshop access

Yeah I am going to say this now... that is a non-solution.

A non-solution to which problem?  Seems like a fairly good solution to me to the problem of "how to allow people to modify the game and thus increase longevity".

Whenever that happens, the game has stagnated. It is pretty much the sign that the game has died.

Really?  Skyrim?  Both Fallouts?  Portal 2?  Monaco?  All dead?

I recall a time before Steam Workshop when mod database sites were a huge and popular thing for the additional experience and longevity that they added to people's favourite games.  Hell, some of the older ones are still going strong (http://www.lancersreactor.com/).  Is this a sign of game death?  Strikes me as a sign of a game that gives fans the ability to keep it alive, rather than simply dwindling away once the developers stop being able to add to it.

I'm not saying it's the be-all, end-all, but to say that modding support (which, ultimately, is all Steam Workshop is) is a death knell for a game seems a little odd, to me.

Edit: spelling/grammar.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 20, 2013, 04:36:37 pm
Let me see

Skyrim, and one of the fallouts are the living ones. Skyrim of course with no credit going to steam workshop.

Quote
Is this a sign of game death?

It is a sign that the game no longer holds people's interest.

Putting the weight onto the steam community is just a sign that a game died. As someone who has experienced "The best of the best" the vast majority of modding is done without the vision of how it affects the whole game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Culise on August 20, 2013, 04:38:40 pm
Let me see

Skyrim, and one of the fallouts are the living ones. Skyrim of course with no credit going to steam workshop.

Quote
Is this a sign of game death?

It is a sign that the game no longer holds people's interest.
Err, I'm confused.  Leaving aside ease of modification, wouldn't the lack of a modding community generally be more indicative of a lack of interest?  People don't mod games they hate, after all. 
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 20, 2013, 04:39:45 pm
Quote
Leaving aside ease of modification, wouldn't the lack of a modding community generally be more indicative of a lack of interest?

For a game like this? No.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jhxmt on August 20, 2013, 04:45:38 pm
Let me see

Skyrim, and one of the fallouts are the living ones. Skyrim of course with no credit going to steam workshop.

Quote
Is this a sign of game death?

It is a sign that the game no longer holds people's interest.

Putting the weight onto the steam community is just a sign that a game died. As someone who has experienced "The best of the best" the vast majority of modding is done without the vision of how it affects the whole game.

Speaking as someone who plays all of the games I listed (including Freelancer, which was the link I provided), I'm curious as to your definition of what constitutes a 'living' game.

And as Culise said, I'm intrigued as to how having the potential for a modding community is more indicative of a lack of interest than  not having the potential for a modding community - for Starbound or for any other game.  At worst, it's irrelevant to the interest level - at best, it's a huge avenue for interest to be expressed, surely?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Culise on August 20, 2013, 04:46:48 pm
Quote
Leaving aside ease of modification, wouldn't the lack of a modding community generally be more indicative of a lack of interest?

For a game like this? No.
How...succinct.  For a game like this, where modding is largely going to be dominated by the addition of new content (items, furniture, worldgen templates) without actually altering the underlying structure or play of the game itself, it seems like modding is only likely to continue for as long as interest persists in how well the game plays, and thus extend interest beyond that which would be contained only in the core content.  I cannot understand your reasoning, particularly as you have given very little to indicate what reasoning underlies your statement.  All you have stated is that modding is the death-knell of games, when evidence suggests that games that have extensive modding capabilities are more likely to have lifespans (as in communities of individuals still playing or otherwise actively involved in those games) exceeding even that of their developers, in some cases. 

Ah, and jhxmt brings up a good point - what is a "living" or "dead" game in your eyes?  A difference in definition may well be the cause of confusion. 
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on August 20, 2013, 05:08:19 pm
The way i think he see's it is being alive = activly supported by the original devloper. dead = devs doesnt care anyore about that title.

Keeping that perspective in view, yes sometime when that happens, the devloper will only release bugfixes, but some other game that are open to modding from the get go still receive heavy support from the devs, Space Pirate and Zombies is a good decent example for this and the very best example i can find relate to that would be the X series, even if the game was open to modding from the get go ( no steam, but in-game script editor ), they kept providing content, patches, adding new commands to the script editor to help the community.

As for the workshop only thing, i dont know, i never really used it to be honest, the only time i did in fact was with torchlight 2, all other games are modded/patched by hand sine im an old school modder. Workshop is simply a mod database tool providing ease of use to the player.

Hell Prison architect is in alpha and sports the workshop, are you saying the game is dead? because it is not and its being heavily worked on.

This discussion is a little bit useless in my book because there will always be example for both side of the argument, games are like ppl, you cant tell the personality of that guy just by one action.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Poltifar on August 20, 2013, 05:17:48 pm
I expect another $1 million in sales starting in 3 days and ending in the release by October/November.

What happens in 3 days?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 20, 2013, 05:19:51 pm
something-something 3 thingadiddly. Live public demo of game at insomnia(?) game festival(?). Probably.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on August 20, 2013, 06:21:26 pm
Counterpoint to the above modding stuff: Dwarf Fortress.

You know, that game you're on the official forums for?
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 20, 2013, 06:21:49 pm
something-something 3 thingadiddly. Live public demo of game at insomnia(?) game festival(?). Probably.

And what a lot of people are hoping will be the announcement of the release date.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 20, 2013, 06:22:38 pm
Counterpoint to the above modding stuff: Dwarf Fortress.

You know, that game you're on the official forums for?

I think the argument was that a dead game is one not held up by its devs and solely reliant on its modding community, so that isn't relevant...
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 20, 2013, 06:24:37 pm
something-something 3 thingadiddly. Live public demo of game at insomnia(?) game festival(?). Probably.

And what a lot of people are hoping will be the announcement of the release date.

I have 2 sources who have both told me that the release "window" will definitely be announced during IGF. It's the first time I have been given a definitive word on anything.
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 20, 2013, 06:25:36 pm
something-something 3 thingadiddly. Live public demo of game at insomnia(?) game festival(?). Probably.

And what a lot of people are hoping will be the announcement of the release date.

I have 2 sources who have both told me that the release "window" will definitely be announced during IGF. It's the first time I have been given a definitive word on anything.

Awesome! Thanks for the input.

Just found an interesting post by Molly, not really related to the gameplay or anything, but rather to giving copies of the game to popular YouTube idols, and how that angers the community.
http://community.playstarbound.com/index.php?threads/dont-give-early-access-to-big-youtubers.25576/page-5#post-998542
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 20, 2013, 07:05:00 pm
Molly is great and often under-appreciated.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 20, 2013, 07:30:05 pm
http://community.playstarbound.com/index.php?threads/dont-give-early-access-to-big-youtubers.25576/page-5#post-998542

Ugh. Glad to see I'm still not missing anything by avoiding their forums. I'm okay with people being inexperienced or naive, but repeating the same thing over and over while ignoring real-world reasoning is... bad. Molly must be the patron saint of internet patience.

Glad to hear the release window announcement is coming up, I've been debating whether or not to pre-order X Rebirth, hold off for Starbound or the next Terraria patch, or holiday sale. More information will no doubt confuse me further. Huzzah!
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 20, 2013, 07:55:32 pm
Molly is great and often under-appreciated.

Molly showed up here, didn't she? Molly is definitely amazing, we love you Molly!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 20, 2013, 08:02:24 pm
I am on The sims 3 (and technically 4) forums.

They are practically experiencing world peace over at the starbound forums.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on August 20, 2013, 09:33:49 pm
Molly is great and often under-appreciated.

Molly showed up here, didn't she? Molly is definitely amazing, we love you Molly!
WHERE IS SHE WHERE IS THE MURDERER
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 20, 2013, 10:13:50 pm
Molly is great and often under-appreciated.

Molly showed up here, didn't she? Molly is definitely amazing, we love you Molly!
WHERE IS SHE WHERE IS THE MURDERER
http://www.bay12forums.com/smf/index.php?action=profile;area=summary;u=95110
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 20, 2013, 10:20:37 pm
Molly is great and often under-appreciated.

Molly showed up here, didn't she? Molly is definitely amazing, we love you Molly!

Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on August 20, 2013, 11:55:34 pm
I am on The sims 3 (and technically 4) forums.

What are you, some kind of masochist?
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 21, 2013, 08:06:36 am
Molly is great and often under-appreciated.

Molly showed up here, didn't she? Molly is definitely amazing, we love you Molly!

Spoiler (click to show/hide)

Posts like this are why we need a "like" button.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sappho on August 21, 2013, 09:45:07 am
Important question: Will this be a game where someone can host a dedicated server and people can log in and out as they please, or will we have to be online at the same time to play together? I ask because I live 6 time zones away from many of my friends and family and we've been looking for a game like this that we can play together even if we're not on at the same time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Rose on August 21, 2013, 09:47:46 am
Dedicated server, most likely, since it's by the same people as terraria.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tiruin on August 21, 2013, 09:58:32 am
Dedicated server, most likely, since it's by the same people as terraria.
Yes...~~

I'm really looking forward to this. However not so much as to expect rushed construction. Nothing perfect ever comes from that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 21, 2013, 10:06:14 am
Dedicated server, most likely, since it's by the same people as terraria.
I thought only one person came from the terraria dev team?
I think what's more important is that it follows in the spirit of Terraria, but with better ideas and execution. From what we can see, at least.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on August 21, 2013, 07:36:24 pm
I think Blue is the only other person  in common as staff between Starbound and Terraria. But he's not part of development, as far as I know. He's a mod or something.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 21, 2013, 08:30:41 pm
I think Blue is the only other person  in common as staff between Starbound and Terraria. But he's not part of development, as far as I know. He's a mod or something.

Nope, it's Tiy, AKA the Starbound project lead. He was in charge of a lot of the artistic elements in Terraria.

I don't think Blue's part of it at all and would be quite surprised after all the stuff that went down with him and the Terraria team.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on August 21, 2013, 08:51:01 pm
That's what I meant. Other than Tiyuri.   
Blue is a mod on the Starbound forum though. It's true. But he's not a developer.
Title: Re: Starbound - A flat yet infinite universe.
Post by: IronTomato on August 21, 2013, 08:58:38 pm
I am on The sims 3 (and technically 4) forums.

What are you, some kind of masochist?
I like The Sims but this is still hilarious. Can I sig it?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 21, 2013, 09:09:39 pm
I am on The sims 3 (and technically 4) forums.

What are you, some kind of masochist?
I like The Sims but this is still hilarious. Can I sig it?

You have my permission. I actually like it when people signature me.
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 21, 2013, 10:36:47 pm
I think Blue is the only other person  in common as staff between Starbound and Terraria. But he's not part of development, as far as I know. He's a mod or something.

Nope, it's Tiy, AKA the Starbound project lead. He was in charge of a lot of the artistic elements in Terraria.

I don't think Blue's part of it at all and would be quite surprised after all the stuff that went down with him and the Terraria team.

Something went down between him and the Terraria team? I missed that D:
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 21, 2013, 11:06:14 pm
Eh, Blue was suddenly stricken from the roster at Re-logic one day with no mention of his departure, but I was unaware if any story or drama had surfaced. If there is a story, I'm curious.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on August 22, 2013, 12:16:18 am
I'm pretty sure there wasn't any drama, but a lot of the internet inexplicibly thought there was.

If I recall correctly some people at SomethingAwful looked up his myspace or something and posted it and it had some poetry I think, which is kind've skeezy (the internet detectivery, not the poetry), but that's about where it stopped when some better headed people told the internet detective to knock it off.

Again all based off early memory of the something awful terraria thread which has obviously been a while, so I may have got something wrong.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 22, 2013, 01:29:42 am
If I recall correctly some people at SomethingAwful looked up his myspace or something and posted it and it had some poetry I think, which is kind've skeezy (the internet detectivery, not the poetry), but that's about where it stopped when some better headed people told the internet detective to knock it off.

Eh well... once it's posted, it's public. At least I don't recall MySpace having varied privacy settings...
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 22, 2013, 01:35:30 am
There was indeed drama. A mistake was made and as is often the case, the most public facing person paid the price. I won't get into specifics out of respect for the parties but I can confirm that there was some drama and at the time it was not dealt with in a mature manner. I only hope that everyone has grown since then and moved on. Blue was treated as no person ever should.  I'm not trying to create any sort of scandal, in fact I'm asking that we drop it.  Thanks.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 22, 2013, 03:17:03 am
I think the important part is that the Mushroom Kingdom certainly has never looked worse.

Dang it Princess Toadstool, we elected you as our monarch for a reason! Yet all you do is sit on your butt and bake cakes for your boyfriend, run a successful island, and get kidnapped by your other boyfriend!
Title: Re: Starbound - A flat yet infinite universe.
Post by: timferius on August 22, 2013, 07:58:36 am
I think the important part is that the Mushroom Kingdom certainly has never looked worse.

Dang it Princess Toadstool, we elected you as our monarch for a reason! Yet all you do is sit on your butt and bake cakes for your boyfriend, run a successful island, and get kidnapped by your other boyfriend!

But I mean really, Bowser is a king, Mario is a plumber. I think it's much more plausible to assume Mario is the mistress (manstress?) in this situation than anything else. Also, I'm pretty sure Toad does most of the governemental stuff, Toadstool is more of a figurehead that an actual head of government at this point.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on August 22, 2013, 08:25:55 am
Her pipe and floating block infrastructure programs are a disaster, there is no economy to speak of, and there is ethnic strife between the humans, the pipe plants, and the turtles... worst monarch ever.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on August 22, 2013, 11:35:39 am
Worst monarch? You may be right about that, however the toads/mushroom people seem to adore her none the less.
I guess it's all in the PR stunts of frequently getting kidnapped and putting up a cute face.
Title: Re: Starbound - A flat yet infinite universe.
Post by: timferius on August 22, 2013, 12:37:23 pm
Hmm, I'm starting to wonder. With the Marie Antoinette parralels (Mainly the recurring Cake theme, amiright?), perhaps the goombas and koopas are racially segragated lower classes that are rising up, and Bowser is simply the leader of the reveloution.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 22, 2013, 01:47:00 pm
They checked in at i49 and have begun setup for tomorrow. I really wish I was in attendance. Perhaps AlexPoysky is there?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 22, 2013, 01:48:38 pm
I wonder if we'll get a glimpse of what they're demoing at i49. Maybe a stream?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on August 22, 2013, 02:04:47 pm
Hmm, I'm starting to wonder. With the Marie Antoinette parralels (Mainly the recurring Cake theme, amiright?), perhaps the goombas and koopas are racially segragated lower classes that are rising up, and Bowser is simply the leader of the reveloution.

Well, rarely I have seen Bowser actually want to kill her, maybe it's sort of a passive-aggressive revolution?

*Goes back to topic.*
Well, hopefully someone on these forums will be attending and tell us of the happenings there.
Title: Re: Starbound - A flat yet infinite universe.
Post by: timferius on August 22, 2013, 02:06:24 pm
I will accept donations from forum goers to travel to these conventions and report on anything asked of me. Because I'm a generous person of course.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maxono on August 22, 2013, 11:23:44 pm
(https://pbs.twimg.com/media/BST6OzhIgAEa_5d.jpg)
Yea seems like they're setting up
So i assume the girl on the right is molly but who's the guy?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 22, 2013, 11:40:18 pm
... multiple monitor support. That's... interesting. Guess technically Terraria could do it too, thinking on it, for all that the comparison probably isn't really a meaningful one to make on stuff like that.

Would maybe raise some interesting PvP questions, hohoho. If certain weapons had long enough range, anyway.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on August 22, 2013, 11:54:02 pm
Hehehe, I have two huge monitors, too. :3
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tiruin on August 23, 2013, 01:08:33 am
Envy those monitors and synced view screens. :I
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 23, 2013, 02:33:09 am
The line down the middle would drive me to madness. I'm fine with my current 23", thanks.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 23, 2013, 02:40:07 am
The line down the middle would drive me to madness. I'm fine with my current 23", thanks.
Indeed. Dual-monitor support is only good for when you don't have a single viewport stretched across them. For everywhere else, triple-monitor setups should be standard.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 23, 2013, 04:05:45 am
Oh man, do want. Anyone know what day of i49 we can expect the announcement?
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 23, 2013, 04:29:06 am
Oh man, do want. Anyone know what day of i49 we can expect the announcement?

Nope. I imagine it will occur on whichever day I stop obsessively F5ing the coverage.
Title: Re: Starbound - A flat yet infinite universe.
Post by: scriver on August 23, 2013, 06:13:14 am
I hope you tell us when you do so the rest of us can start watching ;)
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on August 23, 2013, 10:07:13 am
Here's the presentation thing from today

http://www.twitch.tv/multiplay10/b/450135567
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maxono on August 23, 2013, 10:24:06 am
Here's the presentation thing from today

http://www.twitch.tv/multiplay10/b/450135567
That sent me to the previously-recorded building demonstration.
It's a bit further in
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sappho on August 23, 2013, 10:49:03 am
What's wrong with the audio? I keep hearing everything looping and echoing in the background, very confusing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sappho on August 23, 2013, 11:25:39 am
And near the very end, they announce that they are not announcing the release date. Only that the beta should be released by the end of the year. Siiiiiiiigh.
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 23, 2013, 01:50:28 pm
~SNIP~
Yea seems like they're setting up
So i assume the girl on the right is molly but who's the guy?

What the heck is "Minecraft Parkour"? That sounds scary.

And near the very end, they announce that they are not announcing the release date. Only that the beta should be released by the end of the year. Siiiiiiiigh.

BLEH.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 23, 2013, 02:34:33 pm
Does the video load past 30:03 for anyone? It seems to refuse to load beyond that point for me :/
Twitch video caches in 30-minute chunks. It plays to the end of the chunk before starting to cache the next one, and the switch to the second chunk might take some time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 23, 2013, 03:02:59 pm
And near the very end, they announce that they are not announcing the release date. Only that the beta should be released by the end of the year. Siiiiiiiigh.

Nice. I look forward to the shitstorm this will cause after the "definitely release in 2013" tag on the pre-orders.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 23, 2013, 03:18:48 pm
what they actually said is " we're firmly committed to having the beta out sometime this year, beyond that 'we aren't sure'". I believe I had to paraphrase that last bit as I have bad audio in my current location. This does not rule out release at any point, just that they are guaranteeing beta by the end of the year. This isn't much different than the expected October/November first look we have been preparing for.

It is upsetting since everyone, even team members were speculating that there would be a "window" announcement(not just beta by end of the year). Also upsetting is that we were told we would see the first boss today, but that too has been postponed. They are infuriatingly laid back about everything, and it's begin to piss off even their most diehard fans.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Grakelin on August 23, 2013, 03:20:06 pm
This is pretty much why I decided not to preorder. Preordering things without a release date just seems like a bad idea to me.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 23, 2013, 03:49:42 pm
I went to the pre-order FAQ and looked it up to refresh my memory. It's here (http://playstarbound.com/store/faq.php), for reference.

Quote
Q. What if you don't get enough preorders, will the game be unfinished?
A. No, the Starbound is going to make it out in 2013 no matter what.

That probably should be beta, but it isn't, and is very easy to misread/misremember. They also promised to add new tracks to the soundtrack over time, and have not. And to update the roadmap, which schedule slipped and then got more-or-less abandoned in favor of the daily updates (which I much prefer, don't get me wrong, but shifting that way is a bit off-putting, objectively).

There's also a subtle undertone of dis-ingenuousness in their infodumps, where over the course of several months we get "feature X is complete!" and then "feature X is finally in-game" and then "feature X is finally being integrated with other gameplay elements!" and finally "we're debugging/reworking feature X!" I'd only actually call the last step "complete."

I've been trying to remain on the optimistic side of neutral, but things like that make me raise an eyebrow nonetheless.

All that said...
I know it's a large-ish team of developers who live on different continents and have accomplished everything via teleconferencing, which isn't easy. What they've done already is laudable, and the ones who update regularly seem to be good, likeable folks who really enjoy what they do and are enthusiastic about it. I still feel I've gotten my pre-order money's worth from the soundtrack alone, and believe I'll be spending many, many hours on this down the road. I'm just a bit un-easy about some of their practices so far, which will perhaps be forgotten post-release. Whenever that is.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on August 24, 2013, 02:26:39 am
This is pretty much why I decided not to preorder. Preordering things without a release date just seems like a bad idea to me.

I think you get a discount though.
I don't know if that will end when beta comes out or when full release is out. But eventually it will be five dollars more.
The game will come out eventually. I hope soon! But who doesn't?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 24, 2013, 03:46:46 am
As I feared, it would seem making a ton of pre-order money has made them a bit too relaxed. This news is going to piss off a lot of people, I think. I'm not too fussed myself, except for the potential loss of preorder money if a complete release never happens, but at the same time Rome 2 is out in less than 2 weeks so I don't have a single shit to give :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maxono on August 24, 2013, 06:48:43 am
http://www.twitch.tv/multiplay (http://www.twitch.tv/multiplay)
Starbound stream will start in 10 mins
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on August 24, 2013, 08:12:05 am
except for the potential loss of preorder money if a complete release never happens

Not to single you out, but do people really think that's going to happen at this point? I know there have been many crowdfunding scams and failures, but that's almost impossible here. There's been too much work put into this game. They have a deal with Sony. We've seen too much. There's no way it won't come out... eventually!  :o I don't have time to watch the stream, but I'll be looking forward to watching the recording at some point!  :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on August 24, 2013, 08:17:59 am
Maybe the speculation about the release is the game, and we've had it all along, right here in front of us.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 24, 2013, 08:27:46 am
So I'm watching this stream and a voice is SCREAMING in the back of my mind the entire time and it's saying ........"THIS IS ALREADY BETA!!!!!!!!! THEY NEED TO TELL US WHY THEY AREN'T GIVING IT TO US!"

Seriously.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 24, 2013, 08:35:31 am
So I'm watching this stream and a voice is SCREAMING in the back of my mind the entire time and it's saying ........"THIS IS ALREADY BETA!!!!!!!!! THEY NEED TO TELL US WHY THEY AREN'T GIVING IT TO US!"

Seriously.
Have you seen the stream yesterday? Where the game crashed twice upon trying to jump to a different planet? That is why it's not yet in beta.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 24, 2013, 08:36:32 am
Which is typical performance for a beta.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 24, 2013, 08:46:29 am
Only twice, haha. AAA games have been released in worse condition :P

Seriously though, as HJ says, that's actually about right for a genuine beta state game. Some of the ones I've managed to get in with early on have honestly been less stable than that, starting off. Good beta player base (built-in via preorders), solid bug tracker, and rapid bugfixing/improvements and they'd have a wonderful environment for a good will inducing beta stage, imo, as well as the benefits of good ol' brute force bug checking.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on August 24, 2013, 09:01:25 am
Were the animations smoother than the one I saw a week or so ago? o_O I was kinda disappointed by the mining animations. The pick seemed a bit weird somehow.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moogie on August 24, 2013, 09:13:10 am
Gods, I had to stop watching that stream. I can't stand those guys. The only one of them who had actually played the game before seemed to be the only one who had any sense or intelligence in him. The others just constantly fumbled around, destroyed what he was trying to do (in order to, you know, show us some more interesting gameplay than a bunch of hapless idiots fumbling around) and just uuugghhh PUT THE FURNACE BACK YOU F***ING IDIOT--

...Sorry. I just really, really don't like those dudes. I've never watched Yogscast before and now I'll never be tempted to in future. Super frustrating.
Title: Re: Starbound - A flat yet infinite universe.
Post by: KaelGotDwarves on August 24, 2013, 09:18:22 am
Posting because I want to follow and apparently haven't posted here yet?

I haven't wanted a game to be released and not suck so badly since before KSP was coming out.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 24, 2013, 09:20:04 am
Which is typical performance for a beta.
Yeah, but I bet you can imagine the reaction from the community, especially when you take in account it's current composition.

"URR HURR HURR GAME HAS BUGS MONEY BACK!"
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 24, 2013, 09:22:52 am
Which is typical performance for a beta.
Yeah, but I bet you can imagine the reaction from the community, especially when you take in account it's current composition.

"URR HURR HURR GAME HAS BUGS MONEY BACK!"

I feel like the giant sales thing is a part of their hesitance to release the game. Since people feel like the game has a super-huge budget and all this money, they are going to have higher expectations. I don't blame them a ton for being hesitant to release anything under that sort of pressure, and can see them wanting it to be pretty much perfect before releasing the "beta". But yeah, definitely would like to hear something more than "Oh, some time this year."
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 24, 2013, 09:58:39 am
At this point, they can't do anything right. Everyone will criticize whatever they release because it has been hyped so much and for so long. Expectations, my own included, are out of control. People think they have a huge budget, but overall it's been less than 2 million dollars for what is a large indie team and tons of overhead for such a development. Honestly, I am worried that they have really hurt their own ability to make a lot of money from this. They are clearly artists and not business people, which might be good for us, but it won't end well for the team.

One thing that is clear though, this game is a career maker for everyone involved.

PS The mining animations are being adjusted. The animation and the size of the area mined are both being worked on. This game is a lot less about mining down than Terraria was though, so it's less of a priority.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 24, 2013, 10:17:11 am
At this point, they can't do anything right. Everyone will criticize whatever they release
^^
This is true for everything ever.

I have a sneaking suspicion that what's in the demo build is all that's complete and working in the game at this point. There's literally nothing beyond tier 1 that's reasonably implemented or remotely balanced and that's the big secret. /conspiracytheory

I am starting to think that minecraft has done quite a bit to permanently damage gaming. It singlehandedly redefined how people see "beta" from "complete but buggy" to "incomplete, buggy, and we'll finish it whenever. Or not. meh." And it was new enough in popular perception to get away with it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on August 24, 2013, 10:25:56 am
Gods, I had to stop watching that stream. I can't stand those guys. The only one of them who had actually played the game before seemed to be the only one who had any sense or intelligence in him. The others just constantly fumbled around, destroyed what he was trying to do (in order to, you know, show us some more interesting gameplay than a bunch of hapless idiots fumbling around) and just uuugghhh PUT THE FURNACE BACK YOU F***ING IDIOT--

...Sorry. I just really, really don't like those dudes. I've never watched Yogscast before and now I'll never be tempted to in future. Super frustrating.
You are not alone. They're top-tier shittubers.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maldevious on August 24, 2013, 10:32:34 am
I feel as if the maxim "A watched pot never boils" applies here.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Trapezohedron on August 24, 2013, 10:56:54 am
I must say, they really screwed up by setting up an unequivocal Q&A and a deadline. But...

I feel as if the maxim "A watched pot never boils" applies here.

Agreed. It'll come out eventually. Hopefully by early 2014, or else it'll be X Rebirth (Egosoft kept pushing the release date until they eventually said TBA for that game) all over again.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 24, 2013, 11:13:57 am
The entire team is supposedly VERY upset that one team member dropped the ball and didn't finish an important piece of code on time and a bunch of stuff now can't be shown off.  There is a lot of tuff beyond tier one that is finished but the first "Boss" is the only one done, so there is no point in showing more than that. Furthermore, they have said they don't want to show of more than tier one before release because they don't want to spoil the game. This came from my second and less reliable source as my primary is at the show and unavailable to chat. I dare say that person has become an actual friend and I may try to steal them from Chuckelfish if I start a game company.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 24, 2013, 11:20:24 am
If game devs of indie studios suddenly start dissapearing, we know Hemmingjay is gonna make a game. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maxono on August 24, 2013, 11:35:06 am
There might be another stream tonight if Tiy can get some hardware in his hands
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 24, 2013, 12:40:10 pm
Not to single you out, but do people really think that's going to happen at this point? I know there have been many crowdfunding scams and failures, but that's almost impossible here. There's been too much work put into this game. They have a deal with Sony. We've seen too much. There's no way it won't come out... eventually!  :o I don't have time to watch the stream, but I'll be looking forward to watching the recording at some point!  :D

I'm skeptical as balls about indie developers now. I let my hype get the better of me when I preordered this game. Too many people go far too easy on indie developers just because they're "indie". The general thought seems to be "oh but guys, they're only indie!" and suddenly they can get away with murder. They could delay the release for a very long time and there would still be people saying no one can get mad, because they're not a big faceless corporation. The cynical side of me sees indie devs taking far too much advantage of this.

But yeah, I'm cynical as fuck so disregard xD
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tiruin on August 24, 2013, 01:04:19 pm
I believe just letting them finish it and add onto it would be better than holding onto it like it'll disappear. It'll come out in time, and worrying about it or hinging most hope or concern on it at the moment would not lead to fruition.

Just let it brew, then you get stew.

...Though I was kind of disappointed at some animations. Too..err, bulky?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maxono on August 24, 2013, 01:43:47 pm
Another stream
http://www.twitch.tv/bartwe (http://www.twitch.tv/bartwe)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 24, 2013, 02:14:29 pm
Quote
Though I was kind of disappointed at some animations. Too..err, bulky?

It has more to do with how paper doll the character is so to speak. They are basically one incredibly curved back with legs and hands.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 24, 2013, 11:21:43 pm
Ah, alright so I finally got a chance to sit down and watch the recorded streams, at least in part.
*** LONG RANT INCOMING! ***

Spoiler: Lack of Preparation (click to show/hide)
Spoiler: Lack of Press (click to show/hide)

I get the feeling that these people were tossed out with a half-assed demo, no plan, no outline, no press, and told to wing it. That's remarkably unfortunate, because I believe the product is worth far, far more than the treatment it's gotten this weekend. I doubt any of this is something that Hemmingjay hasn't told them already but since I think some of the team do read this thread, have some free advice:

1) Have a script or at bare minimum an outline with your selling points and pitch.
2) Have pre-made characters setup at places you want to show off, instead of hoping to find an X-biome planet off-the-cuff when playing live, especially if you couldn't show off that planet with lack of prep anyway.
3) have someone post an itinerary or stream schedule on your site. You have fans who aren't there there are still interested, and being left in the dark sucks.
4) Have some cool stuff to show off. The starting bits are interesting and all, but there have been videos of rocket launchers, laser cannons, sniper rifles, racial melee weapons, tons of armor and vanity sets... Show them off. Differentiate yourself. This weekend would have been a great time to discuss survival elements to a Minecraft audience.... didn't happen.


Blah, this turned into a text wall. I'm just going to end it here.
Title: Re: Starbound - A flat yet infinite universe.
Post by: KaelGotDwarves on August 24, 2013, 11:27:51 pm
How are yogscast still relevant after that tussle with Notch about how much they were acting like spoiled brats demanding for a free ride to Minecraft-con or whatever and Notch actually managed to lose his cool?

It's the same dudes AFAIK?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 24, 2013, 11:30:39 pm
How are yogscast still relevant after that tussle with Notch about how much they were acting like spoiled brats demanding for a free ride to Minecraft-con or whatever and Notch actually managed to lose his cool?

It's the same dudes AFAIK?

Ohh that rings a bell. Was that when... didn't they volunteer to work for free but then demand to get paid later, AFTER shit-talking the con? I hadn't made the connection.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on August 24, 2013, 11:32:43 pm
My skepticalometer is high, pinging the red. I may skip this game entirely now.

I mean aside from using someone as terrible as Yogscast to present your game to the world, the stream was terrible. No forethought went into this. No planning.

If you cannot show me why I should buy your game, it is unlikely I will buy your game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on August 25, 2013, 12:11:48 am
I feel that Notch was to blame for that whole Minecon shitstorm. He went to Twitter and started to stir up shit about the Yogscast. I wish he had just acted like an adult and dealt with it instead of whining to his fans. He had no business bringing that out into the public.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on August 25, 2013, 12:35:59 am
My skepticalometer is high, pinging the red. I may skip this game entirely now.

I mean aside from using someone as terrible as Yogscast to present your game to the world, the stream was terrible. No forethought went into this. No planning.

If you cannot show me why I should buy your game, it is unlikely I will buy your game.

Maybe it didn't go well, but I wouldn't put too much stock in the Yogscast. If you skip this game, then you're missing out. But that's your loss, I guess, and entirely up to you.  ???
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 25, 2013, 01:02:42 am
Maybe it didn't go well, but I wouldn't put too much stock in the Yogscast. If you skip this game, then you're missing out. But that's your loss, I guess, and entirely up to you.  ???

It's not even about Yogscast, really. It's the utter lack of planning and foresight from Chucklefish at what should have been a great opportunity to show off and hype. If they care so little about the sale, who knows how much they'll gloss over in development? I don't personally believe they have, but take it objectively... There really wasn't much work put into the presentation. Any presentation...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tiruin on August 25, 2013, 01:14:16 am
Can we judge this when it's released and not before it's released, please?

..Well, that's what I got from the recent pages though :/ I think we're getting too nitpicky here, but that's just me as I didn't see those links and most recent previews.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Kaitol on August 25, 2013, 01:37:31 am
So it's their firstish time organizing an event and they had no clue what they were doing. How does that relate to the quality of the game they're making. If I stutter when making speeches in front of the crowd, that means I'm terrible at baking?

That's called supposition. An uncertain belief. Judging something on supposition is a good way to dig yourself into a hole. Because then you'll subconsciously want to validate that supposition in any way possible, and it will sour the whole thing for you. Their ability or whatnot in a Yogcast event has little to nothing to do with how the actual game will be.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 25, 2013, 01:44:00 am
I think that they didn't need to "show off and hype". The hype machine for this game has run so high and for so long that it's about time for it to start getting wound down. Considering that they still don't have much in the way of a coherent play progression, and the game is still crash-prone, showing a bunch of inept goofballs playing their typical run of the game that they barely saw before is pretty much what the doctor ordered. It's silly, it's hilarious to watch (sometimes), and I think that despite everything they still managed to show the already known game off pretty well.

You keep wanting to see more of the game, but don't you think it'd be better if you actually saw it when playing it yourself, and not have it shown to you on a stream?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 25, 2013, 01:48:33 am
Yeah it is the thing about hype, you can hurt it simply by shooting expectations high without any payoff for a long time.

Yet because this game is in pre-orders it is pretty much absolutely safe.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Propman on August 25, 2013, 02:19:00 am
I think the thing I'm most interested about in this game is the capability to mod it. One of the holy grails of Minecraft modding was to get multi-block (ships, dirigibles, tanks, ect.) entities to work, something that has been mostly lost since Minecraft 1.0 came out, and depending on how spaceship construction is going to pan out, something that can be extended in this game to a great extent.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 25, 2013, 02:41:52 am
You keep wanting to see more of the game, but don't you think it'd be better if you actually saw it when playing it yourself, and not have it shown to you on a stream?

Not particularly. They don't need to sell me. They need to sell people who aren't sold yet, which makes Chucklefish more money, which nets me more content in the end. Even so, yeah I would like to see SOMEthing that has at least already been shown in screenshots or whatever on their site... that's actually in the game and working. At this point there's so much that's been discussed but what we do see crashes or is limited or buggy or unbalanced that I am starting to wonder what's actually behind the magic curtain that's so awesome even a hint of it would spoil the entire rest of the game.

EDIT: Actually... now that I think about it the implication that they made enough money already to afford to completely phone in the first major press release really disturbs me.
Title: Re: Starbound - A flat yet infinite universe.
Post by: MrPseeth on August 25, 2013, 02:50:00 am
Even if Starbound isn't going to come out in a very long time, there is still going to be the new Terraria 1.2 update (https://docs.google.com/document/d/1cfu7S2BHSKah_fd3jzeoMY0Q7VVlg7nT-OvniOPGJdI/edit) to make the wait more manageable.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on August 25, 2013, 02:50:41 am
I diddnt think the spaceships were movable as an entire physics entity. I have not been following the game all too closely though. But yeah, looking forward to modding too.


I think part of the problem the devs have is a lack of concrete information on the game, leading to peoples imagination going crazy over the vague bits of information released and effectively letting alot of people build up the hype for themselves.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mullet Master on August 25, 2013, 08:21:15 am
I'm skeptical as balls about indie developers now. I let my hype get the better of me when I preordered this game. Too many people go far too easy on indie developers just because they're "indie". The general thought seems to be "oh but guys, they're only indie!" and suddenly they can get away with murder.

PC gamers are a really, really fickle lot. Chattox basically has the same sentiments as I currently do towards indie devs. This is not a rant towards any particular studio, but the well-funded ones lately.

When we finally had real alternatives to big game studios' offerings, we were quick to dismiss the AAA console ports. We jumped on the indie bandwagon, and for a while - everything indie was gold. A lot of mediocre games were propelled to staggering heights just on the wave of being developed by an "indie studio". The community went all in with supporting the indies - they served as financiers through paid alphas, marketing departments through guerrilla marketing through forums/youtube, documentation through wikis, and QA/QC through constant feedback to the devs. If anything, indie studios should be able to make games cheaper and more efficiently now and provide maximum return on the $.

For some reason, this hasn't happened. Indie studios make huge amounts of money in preorders/kickstarters, and give very little in return for the money. But , you say, there's a game going to come out eventually... isn't that enough? No. I am under the expectation that if I buy something earlier, that gives the studio more resources up front, which means the game should have additional content or a quicker release date.

Let's take Starbound for example. They've made 1.7 million off preorders. If they paid out everyone that has been working on it full time for 1.5 years $100,000, they'd likely still have enough money to employ several more programmers, an artist, and the office space to house them for a year, provided it was not paid all upfront. And now they've released a lot more information, and guess what? No evidence of either. No release to the public, promised features still not in game with no timeline to be implemented, and no announcements of hiring.

And before anyone says "The stuff is there, they just haven't posted it for ___________ reason" - look, there's no barriers to truly showing progress nowadays. Creating a quality youtube video of gameplay takes trivial amounts of time and can be widely distributed without cost. It's even a small revenue stream possibility. If it's already been announced that it's been done - there is no reason not to show it to the public.

(edited some wording -not fully awake when originally typed )
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 25, 2013, 08:23:23 am
The preorders were hosted on their site, Kickstarter has nothing to do with it.

And they have showed streams of them playing the game. I'll patiently wait for this game, because better late than never.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 25, 2013, 08:57:22 am
<snip>

And before anyone says "The stuff is there, they just haven't posted it for ___________ reason" - look, there's no barriers to truly showing progress nowadays. Creating a quality youtube video of gameplay takes trivial amounts of time and can be widely distributed without cost. It's even a small revenue stream possibility. If it's already been announced that it's been done - there is no reason not to show it to the public.
There is a very big reason not to show it to the public, at least in my eyes.

A game like Terraria, what was its primary draw? The building aspect was but a part of it, as was PvP, but in addition to that you had the challenge of survival, and the excitement of exploration, all together. The problem was that when the continuous support and expansion idea fizzled, and most, even new, players already knew the best and easiest ways to play and what the best gear is and how to most quickly obtain it, neither the challenge nor the excitement remained anymore. It was all down to PvP and showing off constructions.

Starbound is a lot like Terraria, except it puts a lot more weight on the exploration, and a little more on the survival. The randomly generated content, the many procedurally generated worlds, plus a whole lot of handcrafted items and encounters, and a seemingly much longer path to "ultimate" tier - it all extends the life of the game. Starbound has good reason to do it this way - because besides this scope and scale, it barely offers anything that Terraria doesn't. It banks its gameplay length and replayability on the mass of content it has to show the players.

Honestly, I wish they would stop it with these streams and showing off the game, and just got to working on it. I don't want to see the best that this game has to offer second-hand.
Title: Re: Starbound - A flat yet infinite universe.
Post by: burningpet on August 25, 2013, 09:02:45 am
So... anyone got a link to a video of said streams?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Maxono on August 25, 2013, 09:16:01 am
So... anyone got a link to a video of said streams?
http://www.twitch.tv/multiplay/b/450635227 (http://www.twitch.tv/multiplay/b/450635227)
Starts at 0:58
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 25, 2013, 09:55:02 am
<snip>

And before anyone says "The stuff is there, they just haven't posted it for ___________ reason" - look, there's no barriers to truly showing progress nowadays. Creating a quality youtube video of gameplay takes trivial amounts of time and can be widely distributed without cost. It's even a small revenue stream possibility. If it's already been announced that it's been done - there is no reason not to show it to the public.
There is a very big reason not to show it to the public, at least in my eyes.

A game like Terraria, what was its primary draw? The building aspect was but a part of it, as was PvP, but in addition to that you had the challenge of survival, and the excitement of exploration, all together. The problem was that when the continuous support and expansion idea fizzled, and most, even new, players already knew the best and easiest ways to play and what the best gear is and how to most quickly obtain it, neither the challenge nor the excitement remained anymore. It was all down to PvP and showing off constructions.

Starbound is a lot like Terraria, except it puts a lot more weight on the exploration, and a little more on the survival. The randomly generated content, the many procedurally generated worlds, plus a whole lot of handcrafted items and encounters, and a seemingly much longer path to "ultimate" tier - it all extends the life of the game. Starbound has good reason to do it this way - because besides this scope and scale, it barely offers anything that Terraria doesn't. It banks its gameplay length and replayability on the mass of content it has to show the players.

Honestly, I wish they would stop it with these streams and showing off the game, and just got to working on it. I don't want to see the best that this game has to offer second-hand.

I very much agree with you Sean. They have no intention of showing much more than the "tutorial" tier and have made that clear often. Also, not all o the tiers are of equal depth of content. Some are much deeper than the tutorial while others are less. I expect that Starbound will have at least 2.5 times the replay value as Terraria due to exploration and deeper random generation of planets. Obviously there is a little loss with building having some smaller focus.

I am happy they are limiting what they show us, but the amount of the first tier that they are showing. If they show any more of it, it's going to be painfully annoying to have to slog through it since we have seen it so much.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 25, 2013, 11:00:33 am
I'm not really clear on why we shouldn't be shown things we already "know" to exist. On the site they've put up images of 2 mechs, a starbase, countless biomes, lots of guns, vanity items, the food system, the pet slots, the ore progression, some tiered armor, some mid-tier dungeons, part of the intro cinematics, upgraded ships, etc. etc.

What's going to ruin the game forever by showing off all this stuff they've already showed off?
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 25, 2013, 11:09:53 am
Everything else? It's the difference between a teaser video and a walktrough.

E: I found this, btw. (http://www.ss13.eu/phpbb/viewtopic.php?f=4&t=73&start=480#p34202)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Rose on August 25, 2013, 11:15:47 am
I have watched none of the videos, read none of the release blogs, and in general not kept up with anything related to the game. So far, I have not been given a reason not to get the game once it comes out and reviews give their views on it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: burningpet on August 25, 2013, 01:03:21 pm
I am not worried and so far haven't seen any reason to doubt my pre-ordering of it, maybe except this little "quote":

"The entire team is supposedly VERY upset that one team member dropped the ball and didn't finish an important piece of code on time and a bunch of stuff now can't be shown off."

I don't know why, but it really rubs me the wrong way.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on August 25, 2013, 02:04:59 pm
I am not worried and so far haven't seen any reason to doubt my pre-ordering of it, maybe except this little "quote":

"The entire team is supposedly VERY upset that one team member dropped the ball and didn't finish an important piece of code on time and a bunch of stuff now can't be shown off."

I don't know why, but it really rubs me the wrong way.

It's like having a manager yell at an employee in front of customers. You do not do this!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on August 25, 2013, 02:18:21 pm
Er, what? Yelling in front of the customers? My impression was that this is a rumor passed to hemminjay who has contacts on the inside. Not remotely the same thing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 25, 2013, 02:19:09 pm
I am not worried and so far haven't seen any reason to doubt my pre-ordering of it, maybe except this little "quote":

"The entire team is supposedly VERY upset that one team member dropped the ball and didn't finish an important piece of code on time and a bunch of stuff now can't be shown off."

I don't know why, but it really rubs me the wrong way.

This
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on August 25, 2013, 02:26:10 pm
I had the impression it was more a case of an employee complaining to a friend (Hemmingjay) about a coworker doing something that affected the whole team rather than a manager calling out an employee in front of the managers.

Hemmingjay is our inside man as far as knowing some of what's beneath the surface and he's just telling us what he's been told. If you want to be upset with someone for revealing that an employee isn't perfect, I don't think the managers are to blame here.

And I'm pretty sure that there's not a company in the world that has to deal with this sort of stuff every once in a while. It doesn't look good, but we should hold back blind judgement since we have no clue what the exact circumstances were.

As far as I can tell it's being dealt with. The whole blame/hype game is ridiculous. I highly doubt a single person not finishing a line of code caused the entire Beta to be pushed as far back as it has. If you want something to blame for that, the single problem is part of a much broader and complex web of things, one of them being the management deciding that the game isn't ready yet.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 25, 2013, 03:59:27 pm
Let me clarifify as much as I can considering it's third party hearsay....One team member failed to finish a bit of code that was essential to tying in a bunch of new stuff, so that it wasn't ready for the i49 event. There was a good bit more stuff that is "done" but couldn't be shown because of that "late" submission. Most of the team works remotely and deadlines are not really hard set. The team was temporarily upset that their rush work was wasted. I doubt it's still upsetting to anyone other than the person who screwed up.

I have no doubts about my pre-order. I will have something playable by the end of the year and I haven't heard anything other than the Sept-November window. 
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 25, 2013, 05:01:21 pm
Well, I treat the info from Hemmingjay as sort of a "behind the scenes feature" on a DVD. Interesting, but I don't base my opinion of the game on it. Internal politics are universal, so there's no worries about that on my end. I don't regret my pre-order in the least. I will only regret it if the game turns out to literally not work on my system, ever. I don't think that will happen. In short, I've been sold on the idea.

Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 25, 2013, 05:05:33 pm
In response to your spoiler, yes they are totally unprofessional and they do everything in a sort of juvenile haphazzard way. They ignore almost all professional advice to be honest it still works for them.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 25, 2013, 05:09:01 pm
double post
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 25, 2013, 05:10:53 pm
In response to your spoiler, yes they are totally unprofessional and they do everything in a sort of juvenile haphazzard way. They ignore almost all professional advice to be honest it still works for them.

Well it works because they never break any of the cardinal rules of development nor of PR.

After you have the fundamentals down you can stretch things as far as they will go. A few teams I can think of were seemingly run by children.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 25, 2013, 05:36:51 pm
In response to your spoiler, yes they are totally unprofessional and they do everything in a sort of juvenile haphazzard way. They ignore almost all professional advice to be honest it still works for them.

Heh, it's already driven away at least one customer in this thread, let alone new customers and blah blah all that shit I said. But if they say fuck it, I say fuck it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: SalmonGod on August 25, 2013, 07:31:05 pm
Wouldn't matter so much if people didn't turn development into a spectator sport. 

1.  Discover there's a game that may be cool in the future.
2.  Go about life.
3.  Pop in once in a while to see if release is near.
4.  Go about life.
5.  See how game turned out after release and decide whether or not to buy.

Pretty easy way to avoid lots of drama.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on August 25, 2013, 07:31:58 pm
I swear if there ever comes a time that Full contact game development comes to be... I will watch it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: SalmonGod on August 25, 2013, 07:35:56 pm
I'd like to found my own indie game studio someday... TO THE DEATH!!!!!

(MORTAL GAME DEV!!!)
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on August 25, 2013, 07:41:09 pm
I swear if there ever comes a time that Full contact game development comes to be... I will watch it.
That is so worth a sigging....
Title: Re: Starbound - A flat yet infinite universe.
Post by: Glloyd on August 26, 2013, 01:30:31 am
Wouldn't matter so much if people didn't turn development into a spectator sport. 

1.  Discover there's a game that may be cool in the future.
2.  Go about life.
3.  Pop in once in a while to see if release is near.
4.  Go about life.
5.  See how game turned out after release and decide whether or not to buy.

Pretty easy way to avoid lots of drama.

That's pretty much what I do. Bookmark the page or whatnot, and check back every few months to see the status of it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Mech#4 on August 26, 2013, 01:53:48 am
Wouldn't matter so much if people didn't turn development into a spectator sport. 

1.  Discover there's a game that may be cool in the future.
2.  Go about life.
3.  Pop in once in a while to see if release is near.
4.  Go about life.
5.  See how game turned out after release and decide whether or not to buy.

Pretty easy way to avoid lots of drama.

That's pretty much what I do. Bookmark the page or whatnot, and check back every few months to see the status of it.

Yup, ever since I closely followed Oblivion during it's development (well, my closely is really just posting on the official forums). Also "The Movies" which came out around the same time, that games like "The Sims: Movies" what with some annoying limitations and babblespeak.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on August 26, 2013, 06:18:13 am
I think we should declare civil war in the Starbound forums, they are quite literally killing eachother since the stream because one of the developers was nervous and accidentally said that they were in Pre-alpha when they re in Pre-beta, and you cant imagine how much hate that has created... And to think the community was one of the friendliest i have been at...

I am not worried and so far haven't seen any reason to doubt my pre-ordering of it, maybe except this little "quote":

"The entire team is supposedly VERY upset that one team member dropped the ball and didn't finish an important piece of code on time and a bunch of stuff now can't be shown off."

I don't know why, but it really rubs me the wrong way.

I dont know where you heard that, but its actually false.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 26, 2013, 07:18:04 am
I dont know where you heard that, but its actually false.

From Hemmingjay who was directly told it by an SB team member. Do share your more reliable sources, if any.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 26, 2013, 08:13:56 am
I would love to hear that that was wrong! Remember, this bit was told to me by my less reliable connection who might has also been bitter about not being at i49. Then again, if true it would explain a lot of why they were so unprepared as to what they were showcasing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on August 26, 2013, 09:32:16 am
I would love to hear that that was wrong! Remember, this bit was told to me by my less reliable connection who might has also been bitter about not being at i49. Then again, if true it would explain a lot of why they were so unprepared as to what they were showcasing.
Actually, they told they were unprepared because the hardware they were using wasnt totally compatible with Starbound, and was causing crashes.
And that was told in the stream chat by Ghostar and Sokina, two moderators of the official SB forums.

And didnt freeform say that you got that information from a dev member? The plot thickens!

Also:
Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 26, 2013, 09:43:19 am
Sucks for the people who don't have a starbound forums account.
Title: Re: Starbound - A flat yet infinite universe.
Post by: The Darkling Wolf on August 26, 2013, 10:10:33 am
Spoiler: Rehosted it (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 26, 2013, 11:12:26 am
Molly looks exactly like I expected her to look.

Nobody else does.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on August 26, 2013, 12:14:03 pm
Molly looks exactly like I expected her to look.

Nobody else does.
We already saw an Tiy photo long ago, so...
And Bartwe quite often during the streams.

Also Molly is really similar to her character.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on August 26, 2013, 01:04:49 pm
Spoiler: Rehosted it (click to show/hide)

Tiy kind of looks like Barney Calhoun (from Half-Life 2).
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 26, 2013, 02:05:42 pm
Tiy kind of looks like Barney Calhoun (from Half-Life 2).

Mind = blown
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on August 26, 2013, 02:18:26 pm
Tiy kind of looks like Barney Calhoun (from Half-Life 2).

Mind = blown

Cannot unsee.

HL3 confirmed
Title: Re: Starbound - A flat yet infinite universe.
Post by: ShoesandHats on August 26, 2013, 02:56:40 pm
Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 26, 2013, 03:23:51 pm
I didn't see the difference instantly.
Holy fuck. They look a LOT alike.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on August 26, 2013, 04:27:05 pm
Tiy's day job is working security. He's not allowed to talk about it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on August 26, 2013, 06:12:05 pm
I dunno if anyone would agree, but this picture makes Tiy look like Mel Gibson in Mad Max, to me. I mean... after comparing pictures, I guess it's kinda stupid. There's only a slight resemblance, but it's what I thought of  at first before comparing.  xD
Title: Re: Starbound - A flat yet infinite universe.
Post by: Briggsy16 on August 30, 2013, 02:40:26 am
So they're saying they've got most of tier 2 sorted.

I'm not one to complain about releasing it but I really don't get why it hasn't been released yet now. It's an alpha/beta so people will expect bugs..
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 30, 2013, 02:51:04 am
So they're saying they've got most of tier 2 sorted.

I'm not one to complain about releasing it but I really don't get why it hasn't been released yet now. It's an alpha/beta so people will expect bugs..
You clearly don't know the kind of people whom indies stumble into these days.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Briggsy16 on August 30, 2013, 02:58:36 am
That's quite true I guess.

Damn you Minecraft! :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 30, 2013, 03:01:50 am
I'm not even sure what "Tier 1" entails. Is it like... copper stuff in Terraria? Everything you could find in the dirt layer? Gear to handle difficulty 1 to 10 planets? The tutorial? How many tiers are there? They're apparently not all of equal length, maybe 2 is short. Plus, they're not done with "unique features that appear at Tier 2" so it's missing part of itself. i.e. incomplete.

The jerk in me says the "unique features that appear at Tier 2" that are missing would be like:

Quote
"We're upgrading this bicycle into a motorcycle. It's mostly complete, we're just not done with features that are motorcycle-specific, like the engine and gas tank and exhaust. But there's still two wheels and a seat, so those are out of the way."

... Okay it's probably not quite that bad. :P

You clearly don't know the kind of people whom indies stumble into these days.

People will complain no matter what. I think they're just going to finish the game and put it out as a beta for multiplayer testing for a couple months, then ship.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on August 30, 2013, 06:15:38 am
Unique features would be stuff like... The tier two boss.
EDIT: The stuff in the post below as well.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 30, 2013, 06:24:12 am
Unique features could be something like pets, vehicles, new kinds of monsters, ores, wiring, etc.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 30, 2013, 06:53:31 am
Unique features could be something like pets, vehicles, new kinds of monsters, ores, wiring, etc.
This, sorta'. They've stated that each tier will bring something to the table that expands the gameplay somehow, so it should be something fairly meaningful. Not just "more/bigger X" (though there'll be that, too), but "Something Tier-1 (>0) doesn't have at all". What that is, exactly, I don't think has been mentioned. Presumably more than just, say, being able to craft something for an accessory slot or something, but... I don't think we know anything specific about it yet, really.

As for number of tiers, I want to say they've gone on paper (so to speak) saying they're intending ten of 'em. Can't seem to find where they said that at th'moment, though, so it could just be my memory buggering up.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on August 30, 2013, 07:05:39 am
Some of it they maybe don't even wanna reveal. Stuff for us to find as surprises!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on August 30, 2013, 07:21:48 am
I wonder if smelting ores will have a timer like Minecraft, and unlike terraria. There's something about smelting timers that I like. Terraria's instasmelting didn't feel satisfying.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 30, 2013, 07:35:19 am
They've already shown that in the streams. Yeah, it's minecraft-ish. Seems a bit quicker (thank Zeus), but still timed in a similar manner.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on August 30, 2013, 07:43:17 am
I think having a small crafting time bar makes crafting more satisfying, even if only for ores and when you make a bajillion torches at a time, or an epic weapon that takes rare materials. :v

Might just be something to do with skinner boxes and psychology,  but still!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tiruin on August 30, 2013, 07:45:44 am
Must view the streams one day..

...Though, hearing the notes about servers and such, I wonder if they have the ol' cross-everywhere item storage, like the piggy bank or (mostly unused :/) Safe in Terraria.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on August 30, 2013, 07:46:42 am
I think having a small crafting time bar makes crafting more satisfying, even if only for ores and when you make a bajillion torches at a time, or an epic weapon that takes rare materials. :v

Might just be something to do with skinner boxes and psychology,  but still!
It's a bit nicer on the clicking finger, at least (though that's kinda' irrelevant when you've got autoclicker :P), and having little forge farms can be kinda' interesting. More time consuming, of course, but you can presumably go off and do other things while it's happening. Add a little game-linked time management. Can be interesting so long as it's not, as you note, set up as a form of psychological abuse/conditioning.

@Tiruin: Probably the player's spaceship, if there does end up being something like that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: askovdk on August 30, 2013, 08:11:00 am
I think having a small crafting time bar makes crafting more satisfying, even if only for ores and when you make a bajillion torches at a time, or an epic weapon that takes rare materials. :v

Might just be something to do with skinner boxes and psychology,  but still!

FYI (no derail of Starbound intended) :
You will then probably love Factorio (demo available):
http://www.bay12forums.com/smf/index.php?topic=122388.msg3995525#msg3995525 (http://www.bay12forums.com/smf/index.php?topic=122388.msg3995525#msg3995525)
It gives me a lot of crafting satisfaction.  :D

Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on August 30, 2013, 11:54:48 am
Disclaimer: The information I get should be treated as speculation as of right now, it has proven to be roughly 50% correct.

I was told that if this current pace of development and bug squashing holds up, the tiers will be done in 6-8 weeks and yes they are aiming for 10 tiers, although they might not all be in the game initially. Remember, there are 100 levels and 10 tiers, with levels 95-100 to be very hard even for maxxed out characters.

I asked if there was more to do besides the tiers before release and got no response. I know they still have some network code and MP code to handle, but not sure what else at this point as it has been made clear that the roadmap is out of date. 
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on August 30, 2013, 01:13:30 pm
So we've stopped whining about beta release dates and have gone back to speculation about content? Huzzah!

From what you've said, I'm feeling hopeful about the tier system. One of the biggest problems with Terraria was that once you had the endgame gear there was basically nothing that could touch you.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 30, 2013, 01:17:36 pm
Yeah, I believe the devs have always said that the top 10 levels will remain a challenge for even the best-equipped characters to live in. I think what's important is that those upper 10 levels of planets contain some very unique things, and spaced out in such a way that you actually have to spend a decent while on several such planets to ever see, let alone collect, them all.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 30, 2013, 01:20:42 pm
I've been kinda waffling over making my final home planet on one of the top-tier "always a challenge" worlds or one of the high-level "dangerous but manageable with care" planets. I sincerely hope there's no high-level shit like the bomb clowns or things that fly through walls.

This is probably a pipe dream, but I'd love to have equippable NPC's that you could recruit/hire and have them man guard tower emplacements around the borders of your base. If that were the case and random "ruin your shit for lulz" mobs weren't in, I'd definitely go for a top-tier deathworld castle/bunker.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on August 30, 2013, 03:51:28 pm
Must view the streams one day..

...Though, hearing the notes about servers and such, I wonder if they have the ol' cross-everywhere item storage, like the piggy bank or (mostly unused :/) Safe in Terraria.
Your whole planet is your piggy bank. Literally, you can manage your homeplanet to make stuff such as disable/enable other players from mining on it, destructive weapons, destructive npcs, boss summonings, etc.

I guess ill be reposting this. Horray for self-promoting!

Spoiler: My suggestion armada (click to show/hide)

If you read all the threads and re able to tell me what a certain thread is about without looking it again you have my utter and total respect. (They re all mine!)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Wolf Tengu on August 30, 2013, 05:04:00 pm
I've been kinda waffling over making my final home planet on one of the top-tier "always a challenge" worlds or one of the high-level "dangerous but manageable with care" planets. I sincerely hope there's no high-level shit like the bomb clowns or things that fly through walls.

This is probably a pipe dream, but I'd love to have equippable NPC's that you could recruit/hire and have them man guard tower emplacements around the borders of your base. If that were the case and random "ruin your shit for lulz" mobs weren't in, I'd definitely go for a top-tier deathworld castle/bunker.

I think i'm in agreement with you, on pretty much all your posts, though I'd keep a base somewhere in a safer world to be sure.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on August 31, 2013, 04:56:12 am
I've been kinda waffling over making my final home planet on one of the top-tier "always a challenge" worlds or one of the high-level "dangerous but manageable with care" planets. I sincerely hope there's no high-level shit like the bomb clowns or things that fly through walls.

This is probably a pipe dream, but I'd love to have equippable NPC's that you could recruit/hire and have them man guard tower emplacements around the borders of your base. If that were the case and random "ruin your shit for lulz" mobs weren't in, I'd definitely go for a top-tier deathworld castle/bunker.

I think i'm in agreement with you, on pretty much all your posts, though I'd keep a base somewhere in a safer world to be sure.
You can disable pretty much anything that breaks blocks, including other players mining, in your homeworld.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on August 31, 2013, 05:01:08 am
I've been kinda waffling over making my final home planet on one of the top-tier "always a challenge" worlds or one of the high-level "dangerous but manageable with care" planets. I sincerely hope there's no high-level shit like the bomb clowns or things that fly through walls.

This is probably a pipe dream, but I'd love to have equippable NPC's that you could recruit/hire and have them man guard tower emplacements around the borders of your base. If that were the case and random "ruin your shit for lulz" mobs weren't in, I'd definitely go for a top-tier deathworld castle/bunker.

I think i'm in agreement with you, on pretty much all your posts, though I'd keep a base somewhere in a safer world to be sure.
You can disable pretty much anything that breaks blocks, including other players mining, in your homeworld.
So, a little like the faction homeworlds in StarMade then? Completely impervious to anything?
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on August 31, 2013, 06:44:10 am
Some answers from a dev!
http://community.playstarbound.com/index.php?threads/feedback-for-the-developers.28584/page-89#post-1141261

3 tiers for the initial beta
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 31, 2013, 07:35:44 am
Some answers from a dev!
http://community.playstarbound.com/index.php?threads/feedback-for-the-developers.28584/page-89#post-1141261

3 tiers for the initial beta

Kudos to him for taking one for the team and answering all that. Ever the cynic, the whole thing kinda comes off as "yes, yes, we're sorry it's taking so long, whatever" but at least someone acknowledged the community's concerns.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 31, 2013, 08:46:39 am
Configureable keys aren't in yet.
This entirely justifies the fact that it isn't released yet, as an azerty user. Any game without configureable keys automatically gets a 2/5. :/

E: Great mother of fuck is that a 89-page rant thread about developers and the game not being out yet? Holy mother of fucking shit.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on August 31, 2013, 09:05:51 am
Like we've all known for a long time: worse than the minecraft forums. Seriously, if it still has progress-deleting crashes, it isn't fucking ready. I especially love all the whining over ancillary stuff like Q&A threads and bigger daily updates(!) when they're also complaining about beta not being out. No understanding whatsoever, from what I see.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on August 31, 2013, 10:19:28 am
Configureable keys aren't in yet.
This entirely justifies the fact that it isn't released yet, as an azerty user. Any game without configureable keys automatically gets a 2/5. :/

Is azerty a completely different keyboard layout or just a different control scheme for games?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on August 31, 2013, 10:33:54 am
Seriously, if it still has progress-deleting crashes, it isn't fucking ready.

I agree with you, but I read what Omni said as since they're in pre-beta they can make sweeping changes that alter the way the game itself handles things, and those break savegame compatibility. Once beta's out, the time of grand tweaks is essentially over, or they have one or two more until release.

Honestly I know I've been a detractor for a while but his responses kinda put me more at ease, as they make sense and I could see fundamental structural problems that occur with new tiered mechanics as warranting changes on that scale.

I also think hype is working against them at this point (statement of obvious). They've billed things as "done" which almost certainly aren't, so people expect more and more things going in when they are genuinely still working to deliver what was promised as base.
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on August 31, 2013, 10:46:55 am
Configureable keys aren't in yet.
This entirely justifies the fact that it isn't released yet, as an azerty user. Any game without configureable keys automatically gets a 2/5. :/

Is azerty a completely different keyboard layout or just a different control scheme for games?
It's a completely different keyboard layout.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on August 31, 2013, 11:11:21 am
Like we've all known for a long time: worse than the minecraft forums. Seriously, if it still has progress-deleting crashes, it isn't fucking ready. I especially love all the whining over ancillary stuff like Q&A threads and bigger daily updates(!) when they're also complaining about beta not being out. No understanding whatsoever, from what I see.
Trust me, this is recent. Forums werent like this a few months ago. It looks like if all the trolls were asleep until the stream, and then they woke up.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on August 31, 2013, 11:15:49 am
Wow, a bug that deletes the server and all player profiles xD
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on August 31, 2013, 11:45:28 am
Wow, a bug that deletes the server and all player profiles xD
It isnt a bug, but every time they update, the planets change and the earlier universe is corrupted. And at this stage they update like 9/10 times per day.
Title: Re: Starbound - A flat yet infinite universe.
Post by: The Darkling Wolf on August 31, 2013, 02:08:56 pm
Quote from: Omni
The i49/Yogcast demo had a game breaking bug in it that was discovered 5 minutes before we started the demo. It only shows up using certain build options, but those are the build options we're going to have to use for the beta. It has to do with strong authentication being turned off, and then a user leaving a multiplayer session.

In Linux it works fine, because I wrote the code and tested it on Linux while flying to i49, because I needed to bypass mandatory authentication to work without internet on the plane.*

In Windows it crashes the server, corrupts the world file, and kicks everyone off without saving their character file.
I assume this is what Skyrunner is referring to.
Title: Re: Starbound - A flat yet infinite universe.
Post by: tompliss on August 31, 2013, 02:29:07 pm
Configureable keys aren't in yet.
This entirely justifies the fact that it isn't released yet, as an azerty user. Any game without configureable keys automatically gets a 2/5. :/

Is azerty a completely different keyboard layout or just a different control scheme for games?
It's a completely different keyboard layout.
and pushing simultaneously Alt + Caps will switch your keyboard to a Qwerty one. :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 31, 2013, 02:33:12 pm
Configureable keys aren't in yet.
This entirely justifies the fact that it isn't released yet, as an azerty user. Any game without configureable keys automatically gets a 2/5. :/

Is azerty a completely different keyboard layout or just a different control scheme for games?
It's a completely different keyboard layout.
and pushing simultaneously Alt + Caps will switch your keyboard to a Qwerty one. :)
You do not know how many times that has fucked me over while playing games. Accidently pressing Alt + Caps while NOT KNOWING THAT IT DOES THAT AND NOT KNOWING HOW TO REVERT IT sucks. I finally found out what did that so I disabled it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on August 31, 2013, 02:53:50 pm
That's what you get for being French.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Rhodan on August 31, 2013, 03:08:07 pm
That's what you get for being French.

Or Belgian.

Miauw62: The alt+shift combination can be set to work on a per window basis, so switching keyboards only affects the game you're currently playing. It's extremely useful for flash games and the like where key settings might be either non-existent or too bothersome to set up for 10 minutes of playing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on August 31, 2013, 04:31:06 pm
I think it actually was on a per-window basis. I just change it manually whenever I need it nowadays.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 03, 2013, 12:23:52 am
Well they finished Tier 1 and are working on Tier 2 now.

So, my estimate is before the end of September and October at the latest.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on September 03, 2013, 05:14:10 am
That's pretty optimistic. My prediction is November beta, it'll be rough as a dogs arse and there'll be a lot of fanboy rage on their forums. Then around early January it will become stable and "polished" enough to stand as an actual game. Then some months later they'll consider it "complete" but I don't think they'll ever stop adding to it, which would be cool.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Girlinhat on September 03, 2013, 08:22:28 am
I'm gonna guess that Starbound is going to release around the same time the next version of DF comes out.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on September 03, 2013, 08:25:49 am
That'd figure, what with me having no time to do anything now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on September 03, 2013, 09:23:53 am
I'm guessing around the time that X Rebirth comes out. November, that is.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on September 03, 2013, 09:47:52 am
I expect Mid October is a safe bet for the beta, with a slim possibility of sooner. Tier 2 is more than halfway done but needs a boss. Tier three is barely started. Tier one took 4 weeks to assemble but it also had gobs of tutorial stuff to add to it, and theoretically, things should get faster to make. I would say there is little chance that the beta ISN'T out before All Hallows' Eve. I expect final release to be around late Dec-Feb. That's a big window, but things have been taking them longer than expected recently, and I expect some burnout to start soon.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on September 03, 2013, 10:43:12 am
I'm fully expecting the game to barely squeak into their promised release date, with roughly tiers 1 through 6 complete, and tiers 7 through 10 available, but limited, and slowly "patched in" over the course of another three months. From the position they've put themselves in, this would seem like the best option - we don't actually know the full extents of what they've got planned or prepared, bar certain mechanics that are bound to be at least represented, and their keeping a lot of things secret would work very well for keeping the game "complete" while simultaneously not being as complete as they've perhaps intended, especially in regards to bosses, NPCs, and handmade content.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 03, 2013, 10:44:43 am
The game is 5 tiers long.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on September 03, 2013, 10:46:30 am
I believe it was 10, actually. At least, last I heard was something to that effect.

But you can cut the numbers and still get the same general idea. Around 60% of the game actually complete, and 40% only nominally complete, and patched in over several months post-release.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on September 03, 2013, 11:01:50 am
The game is 5 tiers long.

10 Tiers, 100 levels
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on September 03, 2013, 11:25:29 am
I guess mid-late October, but who knows. I'm not so sure it'll leave beta this year though.  ???
As long as I get the beta soon-ish, I'll be happy enough about that!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 03, 2013, 11:34:29 am
The game is 5 tiers long.

10 Tiers, 100 levels

Hmmm then how many sectors? 10? though 5 also makes sense... as does 4 hmmm...
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on September 03, 2013, 11:52:55 am
The game is 5 tiers long.

10 Tiers, 100 levels

Hmmm then how many sectors? 10? though 5 also makes sense... as does 4 hmmm...

I have no idea what you mean about sectors. Think of each planet of having a level number, like 54. That planet would be Tier 5 with monsters and equipment appropriate for that level. Towards level 58-59 planets would start to be very hard with Tier 5 equipment. Does this explain it? As far as I know, there is 1 boss at the end of each Tier, but they want to make it random which boss you get, so the UFO from the video might be at the end of Tier one or the end of tier 4 and would have it's difficulty fit according to it's tier.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 03, 2013, 12:00:02 pm
Quote
I have no idea what you mean about sectors

Odd... given that the game is put into "sectors" that separate the stages of the game. Sectors that you need to unlock.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on September 03, 2013, 12:05:03 pm
Quote
I have no idea what you mean about sectors

Odd... given that the game is put into "sectors" that separate the stages of the game. Sectors that you need to unlock.
I don't remember hearing anything about that. Source?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Culise on September 03, 2013, 12:07:30 pm
Quote
I have no idea what you mean about sectors

Odd... given that the game is put into "sectors" that separate the stages of the game. Sectors that you need to unlock.
I don't remember hearing anything about that. Source?
I think I recall something like that, too.  In one of the play-through videos, if I recall it properly, they talked about how the tutorial quests would lead up to building a beacon that would call a larger ship to rescue you, which would let you go to different sectors.  I don't think you need to unlock each sector individually, though; it's just getting a bigger engine to go to more places.  I don't think it has much to do with the tiers, either.  I think the devs mentioned also that there are players already talking about starting off by grabbing just enough fuel to get to a Tier 10 world and set up camp there, just to see how long they can survive, and the devs didn't shoot that idea down. 
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on September 03, 2013, 12:19:27 pm
I think it's less about the "tier" sectors, and more about the, y'know, actual sectors. As in, of the galaxy. The basic ship is probably free to move within the Alpha sector, which is considered the Tutorial sector, but might still include planets all over the difficulty spectrum.

edit: i.e.:
(https://dl.dropboxusercontent.com/u/4152380/vlcsnap-2013-09-03-21h20m29s134.png)
Red underline.

Notice the buttons for Alpha, Beta and Gamma sectors in the corner of the window there, also.
So I think it's just map expansion.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on September 03, 2013, 01:18:15 pm
Yeah, I'd like a source for sectors being progression or difficulty-oriented. All I've seen this far implies they're basically map coordinates, though I could see filtering out high-level planets based on map location. It'd be a fair bit annoying to search through 90% untenable planets at every single stage of the game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 03, 2013, 01:19:05 pm
Yeah, I'd like a source for sectors being progression or difficulty-oriented. All I've seen this far implies they're basically map coordinates, though I could see filtering out high-level planets based on map location. It'd be a fair bit annoying to search through 90% untenable planets at every single stage of the game.

What would you use them for? and why would you use an unlocking mechanism for?

Unfortunately I could only find proof that the "starting sector" is easy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on September 03, 2013, 01:33:31 pm
Yeah, I'd like a source for sectors being progression or difficulty-oriented. All I've seen this far implies they're basically map coordinates, though I could see filtering out high-level planets based on map location. It'd be a fair bit annoying to search through 90% untenable planets at every single stage of the game.

What would you use them for? and why would you use an unlocking mechanism for?

Unfortunately I could only find proof that the "starting sector" is easy.

Eh, I could see certain sectors having unlock requirements for ship upgrades and the like. Sector gamma is covered in nebulae so you need unobtainium-based sensor arrays to make sense of it, sector delta is irradiated by (choose a stellar phenomenon) so you need better plating and armor for your ship and yourself, but the planets are higher in heavy metals and have more dangerous pokemans. I have no idea what ship upgrades actually do, all I recall seeing so far has been "more space" but it seems odd to have so much variation in everything else and just leaving the ship as a portable house and nothing more. (There was something about gathering resources from orbit for un-visitable planets, I think?)

Otherwise, it would be more convenient to have a sector of a certain level spread and limit it that way. If the universe were truly random 9 out of 10 visible planets would be useless (out of your level/gear range) at any given time.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on September 03, 2013, 04:12:16 pm
Yeah, I'd like a source for sectors being progression or difficulty-oriented. All I've seen this far implies they're basically map coordinates, though I could see filtering out high-level planets based on map location. It'd be a fair bit annoying to search through 90% untenable planets at every single stage of the game.

What would you use them for? and why would you use an unlocking mechanism for?

Unfortunately I could only find proof that the "starting sector" is easy.
As Darkmere said, sectoring the map would allow for things like specialized sectors that require and provide specific sorts of upgrades. There's also the possibility of Alpha Sector being largely uninhabited, while each of the others would have a burgeoning NPC empire within it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Wolf Tengu on September 04, 2013, 08:34:33 am
It's probably either already been  thought of or discarded, but warring NPC factions might be cool. Maybe even interplanetary war.

Oh, and is there a limit to how tall you could build something?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 04, 2013, 08:36:25 am
It's probably either already been  thought of or discarded, but warring NPC factions might be cool. Maybe even interplanetary war.

Oh, and is there a limit to how tall you could build something?

Honestly while I have not heard of a height limit. It is one of those things that you kind of know have to exist.

Mind you... that limit is extremely loose given that you can actually make it into orbit.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on September 04, 2013, 09:08:23 am
Yeah, it's one of those cases where "the sky is the limit" is actually understating things a little. The real limit is probably somewhere near the altitude at which your spaceship is hanging. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on September 04, 2013, 09:46:29 am
So who else is going to build an escalator leading from the floor to the door of their ship?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on September 04, 2013, 09:55:11 am
Assuming that's even going to be possible, of course. I don't think the spaceship actually has doors. Though I'm sure that it'll be one of the top suggested items. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on September 04, 2013, 09:57:37 am
Yeah... yeah. To hell with teleportation. I'mma' jump. Throw pet out first to cushion landing. Then build space elevator to get back to ship. This is righteous path.

Unless they let us build player launching cannons. In which case it's back to Seiken Densetsu and I start making potshots at my ship with me.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on September 04, 2013, 10:16:31 am
The ship is its own custom "planet" that works as a loading screen. It's not actually present on the planetary landing maps.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on September 04, 2013, 10:50:12 am
Apparently Starbound is featured in the October PC Gamer magazine.  Here is the interview(nicked from the starbound forums)

I've spoilered it, but it doesn't really have any spoilers in it.

Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Wolf Tengu on September 04, 2013, 03:01:55 pm

Mind you... that limit is extremely loose given that you can actually make it into orbit.

Aww. I totally wanted to make a massive ladderbridge between planets.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on September 05, 2013, 04:06:36 pm
The last enemy they made is absolutely stupid and ridilicious, on my opinion atleast...
They totally sh**ed that one. (Pun), but seriously WHAT THE HELL?

Spoiler: Surprisingly NSFW (click to show/hide)

You might even say it STINKS.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 05, 2013, 04:14:28 pm
Meh, I am sufficiently impressed and have been worn down enough to break my cardinal rule on game purchases (NOOOOOOOO!!!) and pre-ordered.

I hate myself soo much right now!

I still think the game has some serious Blah factor behind it, and endless tedious grinding... but it has potential. I also know I am going to pay for this...
Title: Re: Starbound - A flat yet infinite universe.
Post by: KingofstarrySkies on September 05, 2013, 04:17:31 pm
Meh, I am sufficiently impressed and have been worn down enough to break my cardinal rule on game purchases (NOOOOOOOO!!!) and pre-ordered.

I hate myself soo much right now!

Welcome to the club of hatred for yourself.

Also, I AM SO EXCITED
Title: Re: Starbound - A flat yet infinite universe.
Post by: Slayerhero90 on September 05, 2013, 04:18:05 pm
Oh my god those spotlights look lovely.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 05, 2013, 04:18:23 pm
The "Hate Neonivek" Club is rather populated right now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on September 05, 2013, 06:30:54 pm
The last enemy they made is absolutely stupid and ridilicious, on my opinion atleast...
They totally sh**ed that one. (Pun), but seriously WHAT THE HELL?

Spoiler: Surprisingly NSFW (click to show/hide)

You might even say it STINKS.

Spoiler: Ominous HUMMMMMMMM (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on September 05, 2013, 06:49:41 pm
Lmao, actual mutant crap
I guess it will be perfect for like... Poisonous or wasteland environments. Something like that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 05, 2013, 06:54:17 pm
Please we all know proper poop monsters are yellow and turn into Monkeys!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Farce on September 05, 2013, 10:07:54 pm
Wait a tick, was that spoilered article talking about Season Pass-style DLC.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Aoi on September 05, 2013, 10:15:44 pm
Heeeey, I've actually spent the last three days at work re-reading Schlock Mercenary. Woo!
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on September 05, 2013, 10:21:04 pm
Wait a tick, was that spoilered article talking about Season Pass-style DLC.

Tiy (or Omni, I forget) clarified that the idea was to have periodic story stuff that would be released for free, but you would have the option to pay to access official servers for that story event.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on September 05, 2013, 10:46:51 pm
Heeeey, I've actually spent the last three days at work re-reading Schlock Mercenary. Woo!

Spoiler: OT (click to show/hide)

pay to access official servers for that story event.

Source? If I'm understanding it right, that seems like a dumb idea. Everyone gets content for free and can run servers for free, but you get the option to pay to play on a server that... well has the free content you can freely host?

Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on September 06, 2013, 01:21:02 am
I don't completely understand it, but it doesn't seem to be something they've officially decided to do yet. It's something they're kinda thinking about maybe doing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on September 06, 2013, 02:25:33 am
Perhaps it'd be something like a galactic war event, where on official servers there is a galactic invasion on many planets by a new alien species. People would band together to take back planet after planet and there would be like a $10 fee to participate in these events on the official servers, but everyone got access to the new species on their own copies, just not the war/invasion?

 ;)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 06, 2013, 02:43:03 am
I HOPE they decide against it. Instead allowing any server to have events.
Title: Re: Starbound - A flat yet infinite universe.
Post by: choppy on September 06, 2013, 03:04:27 am
So do i.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on September 06, 2013, 03:06:44 am
My understanding was that they were planning to have... well for lack of a better description, something like a TV series, except with a game. Every week, you would have a little update that would give you the next few "main story" quests, and you would be free to follow or not follow them at all, and do whatever in the meantime, or after completing them. They would have that "main storyline" as a separate thing from the main game, purchased separately like you would purchase a, say, cartoon series on something like Netflix.

Kind of like Half-Life 2 tells you a big overarching story in several episodes, except in this case the episodes come out once a week, and you only pay once for the whole series.

I can sort of kind of understand the premise, but I'm not too sure that sort of medium blending can actually work. It's certainly possible to do but would be quite hard to do right.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 06, 2013, 03:11:42 am
At most Sean I'd accept it as sort of a "sneak peak" sort of thing with the content of the storylines being prominent in their servers, that you pay for, as a way to pay for those servers. Then a few months after they are ended they are released for free.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on September 06, 2013, 03:21:58 am
Not servers, I mean actual main storyline. Quests, plainly speaking. Multiplayer or singleplayer. Think of it as... I don't know, DLC? A DLC that's patched with new quest content weekly.

I mean I, for one, am not terribly interested in the main quest. Or "A" main quest. Not enough to actually buy it, at any rate. But as a means of telling a story, I suppose it's no worse a concept than 8-bit-graphics or stick-figure webcomics.

Besides, it could even be free, and this could just be their way of delivering the main storyline.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 06, 2013, 03:23:15 am
Yes Servers because only THEIR servers can instigate these storylines.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on September 06, 2013, 03:27:03 am
...Why? Nobody's going to be acting or anything, unless you mean the update servers. (I thought Steam would take care of that... although I suppose Steam isn't the only distribution method they'll have, I suppose.)

It's just that every, say, Saturday morning, the game would auto-update, and if you've got the main quest completed till that point, you suddenly get a new quest to keep going along the story, likely several quests, to keep you occupied for a few hours maybe. Then you could go to the various forums and discuss the unfolding story with others, like you would with a webcomic or a TV series.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 06, 2013, 03:28:47 am
Quote
...Why?

Because that is ENTIRELY the point of the season pass. To give them money to run the official servers. With the Events as the enticement.

Transient DLC that only THEIR servers get access to.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on September 06, 2013, 03:37:50 am
No, I mean, what's the point? If all they do is add quests, why load up their own servers with players by hosting these events themselves and limiting the number of people who'd care to buy this "season pass", when they can just sneak it into a weekly update and let everyone play the thing, with minimal load of their own server and minimal expenditure on their part, along with more income from more people who will agree to buy a cheap DLC that doesn't require them to do anything besides keep the auto-update on?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 06, 2013, 03:42:19 am
No, I mean, what's the point? If all they do is add quests, why load up their own servers with players by hosting these events themselves and limiting the number of people who'd care to buy this "season pass", when they can just sneak it into a weekly update and let everyone play the thing, with minimal load of their own server and minimal expenditure on their part, along with more income from more people who will agree to buy a cheap DLC that doesn't require them to do anything besides keep the auto-update on?

My PERSONAL belief? They want to run these events but they cannot justify the cost. So they are basically passing the cost of their own personal projects onto the consumers.

Assuming of course that this is true.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on September 06, 2013, 04:20:35 am
Heeeey, I've actually spent the last three days at work re-reading Schlock Mercenary. Woo!

Spoiler: OT (click to show/hide)

pay to access official servers for that story event.

Source? If I'm understanding it right, that seems like a dumb idea. Everyone gets content for free and can run servers for free, but you get the option to pay to play on a server that... well has the free content you can freely host?
Its possible the official servers will have bigger quality than most of free ones. In fact, i would say you have to pay for any server with over 50 persons, wether it is monthly or to be able to do stuff.
The hosts have to pay the dedicated servers.

Also, as far as i know, there is the ten chapters main storyline, and then there is DLC which will probably be some kind of side/post story.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 06, 2013, 04:29:05 am
Whelp the rip off factor shows itself and I instantly regret my purchase.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on September 06, 2013, 04:47:18 am
Whelp the rip off factor shows itself and I instantly regret my purchase.
Oh just wait till you play the game before you decide to regret anything.
You always think negatively of this game no matter what updates you see. :p
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on September 06, 2013, 04:48:19 am
Whelp the rip off factor shows itself and I instantly regret my purchase.
Rip off? What?
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on September 06, 2013, 04:59:07 am
I will personally refund anyone who promises never to play it. Consider it a community service.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 06, 2013, 05:07:29 am
I will personally refund anyone who promises never to play it. Consider it a community service.

Well I am not going to make any pledge like that unless I KNOW these rumors are true anyhow. Besides I'd probably just give away my key anyhow.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on September 06, 2013, 05:17:21 am
I will personally refund anyone who promises never to play it. Consider it a community service.

Well I am not going to make any pledge like that unless I KNOW these rumors are true anyhow. Besides I'd probably just give away my key anyhow.
What rumors?
Title: Re: Starbound - A flat yet infinite universe.
Post by: mendonca on September 06, 2013, 05:24:27 am
Don't think there is any obligation to pay for this DLC, which sounds completely up-in-the-air and conceptual at this moment in time anyway.

I'm quite sure they would sell the full-featured game without this.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Rose on September 06, 2013, 07:05:40 am
I will personally refund anyone who promises never to play it. Consider it a community service.

Well I am not going to make any pledge like that unless I KNOW these rumors are true anyhow. Besides I'd probably just give away my key anyhow.

Gimme.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 06, 2013, 07:07:31 am
I will personally refund anyone who promises never to play it. Consider it a community service.

Well I am not going to make any pledge like that unless I KNOW these rumors are true anyhow. Besides I'd probably just give away my key anyhow.

Gimme.

Ok deal. If I decide to loathe the game before it is release you got dibs.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tiruin on September 06, 2013, 07:09:16 am
Why can't anyone just wait until the game is out to confirm whether or not those things happen :/ Rumors and all that..I can't believe the effect of it, especially since the current decision on after you paid is unchangeable..
Title: Re: Starbound - A flat yet infinite universe.
Post by: Rose on September 06, 2013, 07:10:40 am
Awesome.

As for my take on the thing with their servers, my guess is that they're hosting and running events and stuff on them that uses the new content.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on September 06, 2013, 07:13:35 am
With respect to the chaos and controversy surrounding Starbounds release...

*Eats popcorn*
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on September 06, 2013, 07:19:58 am
It's like we're all nervous husbands married to Tiy who wants to give birth to our big, 20 pound (and still growing) baby Starbound 'naturally' (ouch) and we have no idea when the due date is except for sometime this year.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Twi on September 06, 2013, 07:45:41 am
It's like we're all nervous husbands married to Tiy who wants to give birth to our big, 20 pound (and still growing) baby Starbound 'naturally' (ouch) and we have no idea when the due date is except for sometime this year.

Toady One needs to sig this.

... :v
Title: Re: Starbound - A flat yet infinite universe.
Post by: Wolf Tengu on September 06, 2013, 01:55:11 pm
It's like we're all nervous husbands married to Tiy who wants to give birth to our big, 20 pound (and still growing) baby Starbound 'naturally' (ouch) and we have no idea when the due date is except for sometime this year.

This is both slightly disturbing and also completely true.

Anyhoo, on the subject of rumour, there's a part of me which wants to avoid rumour, and there's a part of me which wants to hear ALL POSSIBLE INFORMATION. I think the second part is armed.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on September 06, 2013, 05:17:32 pm
This Reddit post (http://www.reddit.com/r/starbound/comments/1lp4lf/starbound_in_pcgamer_oct_2013_issue/) has more on that stuff if anybody wants a source. The Starbound subreddit has some decent info on it, just avoid the comment sections...

Here's the relevant quotes:

Quote from: Omni
Oh jeeze.
Ok, this was explained very poorly, let me try to relay how this idea was explained to me.
All content from this subscription thing will be released as updates for free. The subscription thing is for access to servers where we run the story event live, weekly.
But any server can run these events. Any extra content will be released to everybody. And essentially no one gets left out. Let me see if I can't find the chat logs where he floated this idea to me.

Quote from: Molly
Hey!
I've heard there's some DLC-based controversy surrounding that PCGamer article linked earlier. Unfortunately, things were taken out of context quite a bit there. Just to be super clear:
We currently have no plans for DLC outside of the free, post-launch content updates we've always promised.
When asked how DLC would appear if we were to do it, we'd brainstormed and the idea of episodic missions came up, sort of like a TV series. But there would be no microtransactions, no shiny horse armor, etc. If we did do anything of the sort it'd be part of a large expansion.
Sorry for any heart attacks caused!

Basically they might do stuff like TF2's event maps that anybody can run, but also have official servers that you can purchase access to. This is still only theoretical, and there are no plans for DLC.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on September 06, 2013, 06:31:10 pm
Wait, you mean that wasn't already fairly obvious without needing an explicit explanation from the devs?

/me glances back several pages.

Huh, I guess not.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on September 06, 2013, 07:25:07 pm
Eh, it was worded poorly. I think what threw me was... why would anyone buy access to free content? I'm still unclear on this...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on September 06, 2013, 07:27:40 pm
Presumably reasons similar to those of folks that go to the concerts of bands that release their music gratis.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 07, 2013, 11:10:54 pm
Ok listening to Starbounds music and I am just begging for SOME epic music.

Even the battle themes are extremely ambiance.

Not that I hate ambiance (I like really well done ambiance like 600ad from Crono Trigger) but come on!

Then again there is no rule these are all the themes... maybe they got the touchingly beautiful or heart racing battle themes hidden somewhere. Every theme cannot be unstated...

Ok good... I found one... but boy was that a tough one to find. It also could use a remix. Arctic Battle 1 I think you are on the right track.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on September 07, 2013, 11:38:59 pm
Desert Battle 2, Neo.

E: It is overall pretty heavy on the ambiance, though. I'm kinda' hoping we (preorder folks, or whatever) get an updated/finished soundtrack eventually. I'd think there's, like, more tracks by now. Maybe some polish on stuff that's already there, too.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 07, 2013, 11:52:18 pm
Desert Battle 2 indeed. Oddly enough it goes from sounding western to somehow sounding like China.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on September 08, 2013, 12:21:27 am
All the race's soundtracks have been shown in streams or leaked for Youtube. Updating the soundtrack is one of the (many, many) things they've promised and not done yet. I'm hoping it actually gets updated post-release.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 08, 2013, 12:23:09 am
I was actually a bit worried that bringing up this topic would get me nothing but

"NO Neonivek, You are delusional. Clearly this soundtrack is epic and your sow ears just cannot appreciate the melodic tunes"
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on September 08, 2013, 12:31:27 am
... you've forgotten the initial reaction to the soundtrack, a ways back, haven't you? Or just missed it, I guess. Somewhere back around post 1270 or thereabouts, if searching is accurate. Least one of them. Somewhere back in April.

The music's quality, yeah -- it's solid stuff -- but much of it isn't really attention grabbing. Few earwigs, not very... engaging, in and of itself. Outside of a few particular tracks, which. Well. Suppose the hope from me is that they indicate that the artist is obviously capable of pulling it off and will have done so to a greater degree by the time the thing actually rolls to the public.

Would be nice!
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on September 08, 2013, 11:30:31 am
Yep, gotta agree with Frumple. Some tracks were cool (Forest? Desert?) but most of it's just background noise.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on September 08, 2013, 12:29:22 pm
The tracks don't need to be attention-grabbing or anything, unless it's the battle/boss themes. While exploring you just want some cool, relaxing music.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on September 08, 2013, 12:52:19 pm
*waggles hand* Sorta'? Problem is when "cool and relaxing" translates into "completely forgettable". It's like... Morrowind and stuff. I could still remember some of the general travel themes and whatnot a few days later. Terraria's tunes actually stuck in my head -- I play that for a while and a few days later I'll still be getting the underground theme or whatev' intruding from time to time. Legend of Zelda's travel music stuff was pretty good about that, too, for certain areas. Just as examples.

Most of the stuff on the starbound soundtrack, even after listening through it a few times sequentially... I could remember basically nothing. Like, I'd go back to the start and, despite having listened to the track not very long before, I literally could not remember listening to it. That's an extreme anomaly for me -- I'm fairly capable of recognizing at least having listened to most of OCRemix's music, even the stuff I've only listened through once, just as an example.

... beyond that, I'd kinda' disagree. While exploring, I want music that emphasizes that exploration. If cool and relaxing is what's appropriate for that, then... good. Sometimes it's not. Personally, at least, oftentimes it's not. I want music that engages on some level or no music at all, m'self, and instead a strong portfolio of atmospheric sounds. Wind, water, rain, movement, dirt/rock shifting, etc. Basically, if I'm not feeling any different with or without the music playing, then... why is it playing, y'know?

Sound just for sound's sake -- which, t'me, is what unengaging background noise is -- is, hrm. Call it aesthetically unpleasing, yeah? It's an odd man out. Doesn't fit with the rest of the experience. And... often, m'self, that actually causes me to disengage somewhat from the game itself, because it's, like. Not integrated. It doesn't surround the other aspects, thread through them and enhance. So it grates. There's reasons I play most games muted, really :-\
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 08, 2013, 12:53:48 pm
Like the Pokémon themes? It is all exploration and yet its music is often not ambiance.

Heck I think everyone remembers the Pallet Town Theme.
Title: Re: Starbound - A flat yet infinite universe.
Post by: martinuzz on September 08, 2013, 03:16:38 pm
deleted for being in the wrong thread
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on September 08, 2013, 03:20:29 pm
I think you just posted in the wrong thread.
Title: Re: Starbound - A flat yet infinite universe.
Post by: martinuzz on September 08, 2013, 04:02:05 pm
Oops. Thanks mate. Deleted previous post, will move to Starmade thread
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on September 08, 2013, 11:54:13 pm
I think the music is pretty good. There are some tracks I really like a lot, but I also think something's missing. So far. Because none of us have had a chance to play the game. There's a connection to the game when it comes to soundtracks. Once you've actually played the game, then it's like you have more of a "connection" to it, or something like that. I'm not sure how to explain exactly what I mean, so I hope that makes sense.  ???
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on September 09, 2013, 12:03:18 am
I think the music is pretty good. There are some tracks I really like a lot, but I also think something's missing. So far. Because none of us have had a chance to play the game. There's a connection to the game when it comes to soundtracks. Once you've actually played the game, then it's like you have more of a "connection" to it, or something like that. I'm not sure how to explain exactly what I mean, so I hope that makes sense.  ???

That pretty much sums it up. I like the music as-is, but until I go through a forest biome with the forest theme it won't really have much association with me.

I also thought Terraria's music was too cartoony and low-quality to really be enjoyable outside the game, which is something that the tracks for SB have avoided so far.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Virtz on September 09, 2013, 03:59:50 am
I think the music is pretty good. There are some tracks I really like a lot, but I also think something's missing. So far. Because none of us have had a chance to play the game. There's a connection to the game when it comes to soundtracks. Once you've actually played the game, then it's like you have more of a "connection" to it, or something like that. I'm not sure how to explain exactly what I mean, so I hope that makes sense.  ???
Pretty much this. There's soundtracks that work well alone (like Hotline Miami), and there's ones that only really work in-game (like Fallout or Planescape Torment). Not that the latter are worse, they're just usually more focused on setting tone than being listenable, or they just play well with what's happening in-game at the time. Though there's also the possibility of a soundtrack not really working anywhere, but that's hard to tell until you hear it in-game with the context it was meant for.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on September 09, 2013, 07:30:59 am
Very few tracks in Hotline Miami work well alone. I still have not played it and only seen maybe the first mission and title screen. The tracks make sense in the game. I've listened to the whole soundtrack. Because of Hotline I've avoided listening to Starbound's music.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 09, 2013, 12:43:24 pm
Very few tracks in Hotline Miami work well alone. I still have not played it and only seen maybe the first mission and title screen. The tracks make sense in the game. I've listened to the whole soundtrack. Because of Hotline I've avoided listening to Starbound's music.

Hotline also often didn't work in game either. The game has a tendency to just be literal sensory overload. With constant bright blaring lights, loud noises, and loud music.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on September 09, 2013, 01:27:19 pm
Very few tracks in Hotline Miami work well alone. I still have not played it and only seen maybe the first mission and title screen. The tracks make sense in the game. I've listened to the whole soundtrack. Because of Hotline I've avoided listening to Starbound's music.

Hotline also often didn't work in game either. The game has a tendency to just be literal sensory overload. With constant bright blaring lights, loud noises, and loud music.

Well it's kind of supposed to be like that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Kaitol on September 09, 2013, 05:05:07 pm
With constant bright blaring lights, loud noises, and loud music.

Wasn't that the entire point of the game?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on September 09, 2013, 06:13:56 pm
With constant bright blaring lights, loud noises, and loud music.

Wasn't that the entire point of the game?

No, kicking doors into people and shooting dogs was the entire point of the game.   :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on September 09, 2013, 06:31:16 pm
Ah, Hotline Miami: the gaming equal of a Quentin Tarantino film. Hyperviolent and entertaining, yet also very carefully put together and plotted out.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on September 09, 2013, 06:45:25 pm
Ah, Hotline Miami: the gaming equal of a Quentin Tarantino film. Hyperviolent and entertaining, yet also very carefully put together and plotted out.

I'm not ashamed to admit I didn't understand the plot one bit, which always makes me suspect the plot was crap.  Gameplay was good though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Farce on September 10, 2013, 03:54:46 am
Hotline also often didn't work in game either. The game has a tendency to just be literal sensory overload. With constant bright blaring lights, loud noises, and loud music.
Quote from: other people
Subsequent sentiment

Man what.  The music's pulse practically drove me through the game, and I was listening to it like non-stop for like weeks afterwards.

Have some Hydrogen.  http://www.youtube.com/watch?v=Re1p6eV2_Ns
Title: Re: Starbound - A flat yet infinite universe.
Post by: Fniff on September 10, 2013, 08:59:58 am
I love the soundtrack as well. It's the best example of how you should do a videogame soundtrack, in my opinion.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on September 10, 2013, 11:09:02 am
Hotline also often didn't work in game either. The game has a tendency to just be literal sensory overload. With constant bright blaring lights, loud noises, and loud music.
Quote from: other people
Subsequent sentiment

Man what.  The music's pulse practically drove me through the game, and I was listening to it like non-stop for like weeks afterwards.

Have some Hydrogen.  http://www.youtube.com/watch?v=Re1p6eV2_Ns

That one stands by itself. It's one of maybe two in the whole soundtrack.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Virtz on September 10, 2013, 11:45:39 am
Hotline also often didn't work in game either. The game has a tendency to just be literal sensory overload. With constant bright blaring lights, loud noises, and loud music.
Quote from: other people
Subsequent sentiment

Man what.  The music's pulse practically drove me through the game, and I was listening to it like non-stop for like weeks afterwards.

Have some Hydrogen.  http://www.youtube.com/watch?v=Re1p6eV2_Ns

That one stands by itself. It's one of maybe two in the whole soundtrack.
I (http://www.youtube.com/watch?v=LYLxlIF7Wn0) beg (http://www.youtube.com/watch?v=ZwrjNgOZo2I) to (http://www.youtube.com/watch?v=Ycj3Do9apPM) differ (http://www.youtube.com/watch?v=YJGmoWE5rnM).
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 10, 2013, 02:11:48 pm
Well suffice it to say playing for a while made "Me" feel like a recovering drug user... What with the head aches and migraines.

While there is no "One" way to do music. I still would like if Starbound wasn't trying to put you to sleep with almost all its themes, I still remember the last game that had soothing sleep inducing music.

Especially when a game is mostly grinding and pointless fights.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Graknorke on September 10, 2013, 05:43:12 pm
Ah, Hotline Miami: the gaming equal of a Quentin Tarantino film. Hyperviolent and entertaining, yet also very carefully put together and plotted out.

I'm not ashamed to admit I didn't understand the plot one bit, which always makes me suspect the plot was crap.  Gameplay was good though.
It doesn't just lay the plot out for you. You have to look at everything that's happening, consider whose perspective it's coming from and why that would be, how those events tie into gameplay etc. There will be just about nothing that you can take at absolute face value, due to the colossal drug and mind-control influences.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Wolf Tengu on September 11, 2013, 01:25:31 pm
Speaking of drug usage, d'you think Starbound will have hallucinogens? That'd be fun. You could totally shoot someone with a roofie dart and they'd be all 'Argh, my senses!'

As for music, the Starbound music I've heard so far is rather nice. Good thing I gots the soundtrack.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on September 11, 2013, 02:22:18 pm
I don't think that date-rape drugs fit the setting or theme.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 11, 2013, 03:36:01 pm
I don't think that date-rape drugs fit the setting or theme.

I don't know... Natives with dart guns that when they hit you, your screen goes more and more wonky the more times you are hit... or maybe they suddenly appear as monsters or something along those lines.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on September 11, 2013, 03:51:44 pm
I don't think that date-rape drugs fit the setting or theme.

I don't know... Natives with dart guns that when they hit you, your screen goes more and more wonky the more times you are hit... or maybe they suddenly appear as monsters or something along those lines.

https://www.youtube.com/watch?v=Tpc9LmHe1ZU (https://www.youtube.com/watch?v=Tpc9LmHe1ZU)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Wolf Tengu on September 11, 2013, 04:11:57 pm

I don't know... Natives with dart guns that when they hit you, your screen goes more and more wonky the more times you are hit... or maybe they suddenly appear as monsters or something along those lines.

Yeah this. And/or a multitude of different plant monster 'pokemans' which have their own spores, some of which make you all like, drugged or seizurey or delusional or something.

Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on September 11, 2013, 05:54:47 pm
Touch Fuzzy, Get Dizzy. (https://www.youtube.com/watch?v=Tpc9LmHe1ZU)
That is exactly what I was thinking...

Already got pokemon. Why not platforming enemies throughout the ages?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on September 11, 2013, 06:47:43 pm
What I'd like to see are enemies/poisons that cause hallucinations; random sounds play, nonexistent mobs and NPCs appear, etc.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 11, 2013, 07:38:08 pm
What I'd like to see are enemies/poisons that cause hallucinations; random sounds play, nonexistent mobs and NPCs appear, etc.

You turn into a duck with rainbow unicorn powers.
Title: Re: Starbound - A flat yet infinite universe.
Post by: alexandertnt on September 11, 2013, 09:31:58 pm
You turn into a duck with rainbow unicorn powers.

It would only appear that you have rainbow unicorn powers, since you are hallucinating :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on September 12, 2013, 12:42:22 am
... what if it's a rainbow gun to begin with, though? Bad trip time?
Title: Re: Starbound - A flat yet infinite universe.
Post by: bluejello on September 12, 2013, 08:32:39 am
then it shoots out a double rainbow, obviously
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on September 12, 2013, 11:39:33 am
Raincircle gun. It must be done.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on September 17, 2013, 08:13:28 pm
Grappling hooks! (http://www.youtube.com/watch?v=VeJcbKuaD3k)
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on September 17, 2013, 08:22:38 pm
Oh good, vines made it in and they're better now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on September 17, 2013, 08:48:16 pm
I wasn't particularly impressed until she wrapped the grapple rope around a platform and slingshotted.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on September 17, 2013, 08:54:08 pm
... I can see the Umihara Kawase they promised was going into those things, heh. It makes me happy~
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 19, 2013, 08:55:14 pm
"Once you reach tier 10"

Well there we go... that answers that argument.

Mind you thinking about it for a day, it could just be interpreted as a step by step progression via technology.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on September 26, 2013, 10:48:19 am
One thing I want to ask, but like hell am I posting on the dramafest that is their official forums.

Can I hoover up a shitload of vicious predators from one planet, drop them on another planet and ruin their ecosystem/kill everyone?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on September 26, 2013, 10:58:51 am
One thing I want to ask, but like hell am I posting on the dramafest that is their official forums.

Can I hoover up a shitload of vicious predators from one planet, drop them on another planet and ruin their ecosystem/kill everyone?

No.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on September 26, 2013, 11:10:23 am
One thing I want to ask, but like hell am I posting on the dramafest that is their official forums.

Can I hoover up a shitload of vicious predators from one planet, drop them on another planet and ruin their ecosystem/kill everyone?

No.
I think that would be a pretty good way to allow a single person to wreck a whole community by introducing monsters way above the community's level onto the planet, without doing a thing personally. So no wonder you can't do that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on September 26, 2013, 11:45:52 am
To admit there is some aspects of that... that SHOULD be possible (or that would be nice to)

It would be nice to sort of foster a planet until it climbs the difficulty ladder.

Yet for that, it should be "your planet" so if players are flooded by tough monsters on your planet because you were terraforming and bioforming at the time... It is the hazard of being on someone else's planet.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on September 26, 2013, 12:02:09 pm
Hm. Maybe a system for breeding certain traits into local mobs? That'd be sort of interesting, and it would let you shape the life of the planet along with its form. As an added bonus, you could make one of your planets higher or lower-difficulty while retaining the flavor it started with, if you so wished.

And so we take one step closer to Pokemon.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on October 11, 2013, 07:31:14 am
Wow, this topic is kinda dead right now. Not that there's too much new to discuss.   ???
The long wait continues...
Title: Re: Starbound - A flat yet infinite universe.
Post by: scriver on October 11, 2013, 08:49:17 am
We could discuss Pokemon. I hear they have a lot in common.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ivefan on October 11, 2013, 09:00:44 am
Wow, this topic is kinda dead right now. Not that there's too much new to discuss.   ???
The long wait continues...
I Like this post... As a comparison it makes me think someone of resurrecting a guy, pause for a moment then shove him back into the grave and walk away.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on October 11, 2013, 11:01:37 am
Wow, this topic is kinda dead right now. Not that there's too much new to discuss.   ???
The long wait continues...
I Like this post... As a comparison it makes me think someone of resurrecting a guy, pause for a moment then shove him back into the grave and walk away.

XD
It was just kinda sad to see the topic suddenly stop. I had to do something about it.
I really don't think we'll see a beta until December. Late December. On the bright side, it's not really that far away now, right?
Title: Re: Starbound - A flat yet infinite universe.
Post by: ahappydude on October 11, 2013, 11:16:33 am
Well if they havnt started adding stuff that were pretty uncalled for beta we should been playing allready but maybe just maybe its worth the wait :) Haha nah more like spring 2014 but there will be a lot of good space sims to keep us occupied ^^
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on October 11, 2013, 11:20:09 am
Right now they're just adding a bunch of content (especially related to NPCs). Terraria didn't have much in the way of interesting NPCs, but there's gonna be stuff like

Spoiler (click to show/hide)

http://www.youtube.com/watch?v=r_2Jduxc2P8
Title: Re: Starbound - A flat yet infinite universe.
Post by: ahappydude on October 11, 2013, 11:46:51 am
Nice gif (Y) Yeah i also like that they seem to put more focus on the content. Even though it has been strane thing added and features. Havnt preordered it, but whenever it comes it sure will blew our minds.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tiruin on October 11, 2013, 11:50:51 am
Oh wow.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Lukewarm on October 11, 2013, 05:51:53 pm
The first time I saw that I thought it was of a wheelchair bound woman being chased by guards.
But now that I look at it, it still looks like that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on October 11, 2013, 06:12:50 pm
I'm kinda wondering how the villages will work, for different races on different planets of different difficulty levels...

Will there be simple hamlets on easy planets with fetch quests? Fortified bastions on harder planets with bear ass grinding? Kill quests for dungeons with rabid badger armies?

Only time will tell........ dot dot dot .
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on October 18, 2013, 03:20:47 am
Oh that's right, I have a pre order for this game, almost forgot.
So any interesting developments? Did they actually release anything? I thought they were going to ages ago but never got an email or anything...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on October 18, 2013, 03:52:30 am
Did they actually release anything?

Nope.

I'm guessing maybe by the end of this year. Maybe. Probably not.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on October 18, 2013, 04:08:13 am
Well if somebody makes a "Better than wolves" mod for it before the damn game even comes out I'll be impressed.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on October 18, 2013, 05:32:32 am
So any interesting developments?

Essentially, no. The devs still release their cool daily updates, though these days they're mostly just "We did x today!" or "Worked on y today!" etc. I miss the big technical posts they made :(

Meanwhile, the official Chucklefish forums have calmed down and are no longer producing enough drama to power a small country, which is nice. There's still the occasional whine thread, but it's a massive improvement overall.

Finally, there was a thread a couple days ago that got locked due to the rules about discussing the beta (it's all meant to go in one sticky) which had a screenshot of Tiy in the IRC saying that the beta MAY release in November. Minor hypestorm ensued, but I haven't checked back since to see what came of it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Culise on October 18, 2013, 09:30:57 am
I like how a lot of the posts basically lead with "lots of bug fixes today", but I do sometimes wish they'd actually post the buglists, or even excerpts.  Certainly, most are boring, but it feels like there are always bugs that would lead to speculation by implication.  It'd probably be a little risky with the hype train always primed and ready to roll off the nearest cliff, though. 
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on October 18, 2013, 10:08:41 am
Yeah it is kinda tedious to have days on end of "we did NPC/dungeon/graphic/biome/critter stuff but we won't show you anything because LAWL". I, too, would like anecdotes about what crazy bugs got squashed, or something or other. But eh, I'm not that torn up over it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 18, 2013, 10:20:33 am
Yeah but Starbound "may" be released in November was known... in August.

In the same way that it may be released in December or even January.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on October 18, 2013, 10:40:35 am
As I've said, I expect it to come out somewhere in November (Making November a pretty big month: DF2013, X Rebirth, Starbound...)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on October 18, 2013, 11:21:25 am
Wait, DF2013 in November?

Hmm. I gotta check my plans for November. See if there are any weeks I can toss out of the schedule...
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on October 18, 2013, 11:25:40 am
Quote from: Toady's Devblog
We're still on track to be through with the main list by mid-November as stated in the report, but there's not all that much new to say about it. Lots of issues with combat, vision arcs, tracking, conversations, and so on. In any case, things continue to go well.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on October 18, 2013, 01:03:45 pm
Quote from: Toady's Devblog
We're still on track to be through with the main list by mid-November as stated in the report, but there's not all that much new to say about it. Lots of issues with combat, vision arcs, tracking, conversations, and so on. In any case, things continue to go well.

Going by their past record (where "done with" means "planned out but not implemented, tested, balanced, or polished") I'm going to assume that means there will still be weeks of testing and cleanup before they're really through the main list. That's fine and all, but experience taught me to take their finished estimates with a grain of salt.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Lucidvizion on October 18, 2013, 02:33:26 pm
I have a feeling that many people are setting their expectations WAY too high for this game, and there is going to lot of rage/disappointment going around the internets when it's released.

Don't get me wrong, I think it's going to be a good game, but when I read these stories people write on forums about things they imagine doing in a game that isn't out yet, using features that have never been announced by the devs... well you get the picture...
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on October 18, 2013, 02:51:13 pm
November 21 is the target date now according to internal info. However, it is believed that the fans might be willing to wait a little longer, having some of their needs met by the large Terraria patch recently. Honestly, I think it might be a good idea to wait a little bit, like January. Personally I would like to play it right now, but for the sake of their success they should wait. Terraria is now fresh in everyone's mind with a much larger amount of content. That experience could reduce people's impression of Starbound at beta launch and thus hurt sales due to negative word of mouth. However, if they release in November or December they face the onslaught of Major AAA releases and Steam Christmas sales both canibalizing potential Starbound sales. The best window for release is 3rd week of January to second week Feb.

Personally, my own ideal release is next tuesday.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on October 18, 2013, 03:01:20 pm
I have a feeling that many people are setting their expectations WAY too high for this game, and there is going to lot of rage/disappointment going around the internets when it's released.

This happens with literally every single game in existence, though. The only difference with Starbound is it's already started :P

November 21 is the target date now according to internal info. However, it is believed that the fans might be willing to wait a little longer, having some of their needs met by the large Terraria patch recently. Honestly, I think it might be a good idea to wait a little bit, like January. Personally I would like to play it right now, but for the sake of their success they should wait. Terraria is now fresh in everyone's mind with a much larger amount of content. That experience could reduce people's impression of Starbound at beta launch and thus hurt sales due to negative word of mouth. However, if they release in November or December they face the onslaught of Major AAA releases and Steam Christmas sales both canibalizing potential Starbound sales. The best window for release is 3rd week of January to second week Feb.

Personally, my own ideal release is next tuesday.

As a counterpoint to this suggestion, I'd like to put forward the idea that November is an ideal time to release the beta, because the kind of person who would see it, completely ignore the beta warnings and then rage and whine on the forums because they expected a feature complete game, would be too busy having their small attention span being eaten up by the shinier AAA releases. This would leave the beta to people who are actually interested in beta testing, and not just "getting the game early" which I think far too many people think beta is these days.

Though, as you said, the ideal release is next Tuesday :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on October 19, 2013, 01:58:09 am
For me the ideal release date is "whenever I have web access and a day off" :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on October 19, 2013, 03:22:37 pm
Well for a long time beta was a "feature complete" game that just needed a bit of polish and bug hunting. It used to only last for a few months or so.

I say we just adopt the new meaning of beta and call the "feature complete but buggy" phase "gamma". (Though personally I'd rather that we move in the opposite direction, why the hell is beta closer to release than alpha?)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on October 19, 2013, 03:30:58 pm
For the same reason .02 is closer to release than .01, I presume. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: ahappydude on October 19, 2013, 07:39:43 pm
Didnt you know this is a april joke? There is no starbound... Only terraria with a spacemod
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on October 19, 2013, 10:19:35 pm
Oh, haha! That's really funny, what with it being april 1st right now and all.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tiruin on October 19, 2013, 10:42:49 pm
Oh, haha! That's really funny, what with it being april 1st right now and all.
Happy November Fools Day!
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on October 20, 2013, 12:01:44 am
Horse armor?! Gimmie!
Spoiler (click to show/hide)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on October 20, 2013, 12:02:13 am
Oh, haha! That's really funny, what with it being april 1st right now and all.
Happy November Fools Day!
It's still October..
Happy Octoberfoolsween!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on October 20, 2013, 12:25:09 am
Oh, haha! That's really funny, what with it being april 1st right now and all.
Happy November Fools Day!
It's still October..
Happy Octoberfoolsween!
It's November somewhere...
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on October 20, 2013, 02:08:53 am
For the same reason .02 is closer to release than .01, I presume. :P
I mean in the sense that it goes alpha, beta, release. Why not alpha, beta, gamma, release? Or alpha, beta, gamma... psi, omega, release?

Moving software towards release is more like a countdown, anyway.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on October 20, 2013, 02:47:35 am
It *should* just be pre-alpha(establishing framework and basic systems), alpha(partial content implementation, some features unimplemented), beta (which should be feature-complete, literally the absolute last step before release, ONLY fixing bugs with no new content planned at all), then release. Short, defined.

I really don't remember anyone calling unfinished garbage-for-sale "beta" until minecraft came in and decided you could make tons of money off a product you don't ever really have to finish, so long as you call it "beta."
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on October 20, 2013, 03:48:37 am
That's unfair, really. The naming is shite and that's just true, but Minecraft has left beta (You should know) and still nothing has changed. Minecraft wasn't ment to be finished.

E: also nobody has posted this
(http://playstarbound.com/wp-content/uploads/2013/10/pWfDBFM.png)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 20, 2013, 03:52:44 am
Probably because that is the most normal and mundane picture they ever posted pretty much ever.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on October 20, 2013, 04:16:44 am
In regards to alpha, pre-alpha, beta, version X.Y.Z.A.Bs, test releases, dev releases, blah blah blah and so on, as far as the indie game industry goes I get the feeling most of it is just a way of saying 'Look, we know it isn't that amazing yet, but we could really use the money and we promise to do good stuff later, so lets just slap a pre-release version of it to remind you guys of that!'

The exception is Dwarf Fortress itself, where instead the message is 'Oh, you think this is in depth? You think this is complex? You think this is detailed? TREMBLE PLEB FOR THIS ISN'T EVEN MY FINAL FORM!!!'
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 20, 2013, 04:17:56 am
Besides I already had a game this year that never fulfilled any of its promises that was immediately abandoned when they got the money because "development is hard, WAAAAH"

So far Starbound isn't that.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on October 20, 2013, 04:21:30 am
Was it Reus?
I hear a lot of bad wrap about that game but I enjoyed it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 20, 2013, 04:23:24 am
Was it Reus?
I hear a lot of bad wrap about that game but I enjoyed it.

Never got Reus, but that game... to me at least, fulfilled its purpose. It was more of a toy then a game.

So it wouldn't hit that for me. Then again for all I know Reus has a website somewhere where they list a big bunch of features they were planning if people bought it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on October 20, 2013, 04:40:15 am
Reus was awesome. The devs didn't overpromise anything, and delivered on what they did say they were going to do. It was a very good example of how to show off your game without hyping the shit out of everybody.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 20, 2013, 04:52:33 am
Anyhow no it was Cubeworld, one of my sympathy purchases >_<
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on October 20, 2013, 04:57:14 am
Never tried Cubeworld, looked too much like a watered down WoW that somebody had given an extra helping of kawaii brewed over the fires of pixel nostalgia.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 20, 2013, 04:59:44 am
Never tried Cubeworld, looked too much like a watered down WoW that somebody had given an extra helping of kawaii brewed over the fires of pixel nostalgia.

Yeah it incredibly dull... And it was.

But as you can imagine going to the Cubeworld thread and going "This looks like it is going to be dull and combat seems to be mostly a spamfest" is going to make a lot of people mad. TODAY none of them would be, but back then. Which is one of the weird things about sympathy purchases... So far if I trash a game (and by trash I mean, point out obvious flaws that are obvious and hurt people's feelings because the game isn't allowed to have flaws) and buy it because I feel guilty about trashing it, it is guaranteed to be bad/rip-off. It so far is 100% accurate.

Luckly I bought Starbound before it became a sympathy purchase so it CAN be good... and I was interested in terraria for a while, but it sure took its time to go from "mediocre addiction game" to "Approaching good addiction game".
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on October 20, 2013, 05:06:14 am
Seriously, as far as terraria goes I think it has just been getting worse since the wall of flesh update.
I have this thing about power creep to try and make your game look better than it is. I don't like it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 20, 2013, 05:14:36 am
Seriously, as far as terraria goes I think it has just been getting worse since the wall of flesh update.
I have this thing about power creep to try and make your game look better than it is. I don't like it.

Well the power creep is terrible... but I think the improvement the update gave was that it allowed an out of the incredibly terrible non-stop grinding that makes Terraria such a bore.

If it had some genuinely difficult bosses that had some variety that didn't require a lot of grinding to fight... It would be pretty decent.

In fact I am very worried that Starbound is also going to fall into the same trend of requiring insanely circuitous methods of obtaining things through hours of grinding.

HECK I already know that in order to get to tier 2 you have to grind for an excessive amount of time...

And while I can appreciate grinding to give my actions worth, when the game IS grinding then my rewards seem pointless.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on October 20, 2013, 05:34:08 am
Yea, I feel unless Starbound gives us something to work towards things will get pretty dull pretty fast.
It is like that bit from 2001: A Space Odyssey when they are flashing through all the different colored landscapes near the end. Sure, initially it is cool and interesting, but after a few minutes you stop caring that it is all a unique shape and color, without form it all just looks the same. As great as it is to have all these different types of blocks to build out of I don't think it will carry the game that far.

The two most popular solutions from similar games seems to be engaging combat or creative engineering. Either cool bosses to fight or the ability to build things in the style of the Industrial Craft mod for minecraft. Either challenge or complexity, or both, because I'm sorry but cosmetics alone does not suffice.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 20, 2013, 01:17:10 pm
Another aspect of Starbound that is quickly becoming apparent is its strong focus on set dressing without any real reason to explore or collect it.

I saw a picture of a sewer and I was thinking about all the things I could create (Items not buildings) with what was in that image along... until I came to my senses and realized... not much.

I probably can't even melt down the pipes for desperately needed metal or use the sewer sludge for sludge armor or a sludge weapon.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ragnar119 on October 20, 2013, 02:59:06 pm
Anyhow no it was Cubeworld, one of my sympathy purchases >_<

What really?I actually planned to get that game at some point, is the game finished, and is it that bad?
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on October 20, 2013, 03:14:04 pm
Anyhow no it was Cubeworld, one of my sympathy purchases >_<

What really?I actually planned to get that game at some point, is the game finished, and is it that bad?

It's pretty boring. If you have Minecraft, take Hack Slash Mine (http://www.minecraftforum.net/topic/502897-123-hack-slash-mine-spellscript-update-is-out/) for a whirl. Exaggerate the annoying bits, add kawaii animu, and you've got Cubeworld.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ragnar119 on October 20, 2013, 03:16:38 pm
Anyhow no it was Cubeworld, one of my sympathy purchases >_<

What really?I actually planned to get that game at some point, is the game finished, and is it that bad?

It's pretty boring. If you have Minecraft, take Hack Slash Mine (http://www.minecraftforum.net/topic/502897-123-hack-slash-mine-spellscript-update-is-out/) for a whirl. Exaggerate the annoying bits, add kawaii animu, and you've got Cubeworld.

Is it still in development or its dropped?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Bralbaard on October 20, 2013, 03:32:59 pm
I think the release was an alpha release, so that would point at further development. The release however was an absolute mess with ddos attacks, a lot of angry people etc etc. The creator of the game seems to have gone missing or is silent since release, thus leading to even more angry people..

I've never bought or played the game, (I only buy games now after they've proven themselves, been disapointed too often) but I was following this project with great interest. It certainly looked like the creator put a lot of effort and time into the project, so it is quite sad that it went so horribly wrong.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on October 24, 2013, 09:22:48 pm
A single fleeting hope... Could it be?
(http://i.imgur.com/Ppiazs1.gif)
(http://www.videogamesprites.net/Zelda2/Bosses/03%20-%20Ironknuckle.gif)

Please tell me we get to relive one of the best boss fights on the NES.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on October 24, 2013, 09:23:18 pm
I want a 6-legger.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ShoesandHats on October 24, 2013, 09:29:33 pm
I want a 6-legger.

Maybe if it was a Norse-themed enemy, but alas, it is generic European-robot-thing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on October 24, 2013, 11:35:12 pm
I'm going to jump on the train that hopes Starbound isn't just Terraria in Space. More depth than the blatant grinding and base building that's only aesthetic is a big hope for me.

But considering that I enjoyed the heck out of Terraria in all stages, I'll probably enjoy it either way. In the least I hope they improve the combat.


Anyhow no it was Cubeworld, one of my sympathy purchases >_<

What really? I actually planned to get that game at some point, is the game finished, and is it that bad?

I actually would have gotten it, but I got lucky and it was in the middle of the whole post-release fiasco when the dev took it down for a while. From what I understand, I didn't miss out on much. The developers, a husband/wife team from what I understand, were pretty clear that it was a side project but it was implied that they'd continue developing it until it was finished. They didn't really do much of anything after the initial release, but recently came out of complete radio silence recently with promises of a new update (Story here (http://www.rockpapershotgun.com/2013/10/22/good-news-cube-world-isnt-dead/#more-173558)).

Honestly, I'm skeptical. Their past performance is anything but exemplary.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on October 25, 2013, 12:12:14 am
What we've seen thusfar of combat is already an improvement. Just giving enemies attacks and abilities beyond bumping into you or shooting straight-line projectiles at you is a novel thing as far as Terraria is concerned.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ahappydude on October 25, 2013, 12:21:53 am
If we build the door, will it come?(ref to an old movie)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on October 27, 2013, 12:37:57 am
Fun fact: Nine people have had $2,000 to buy a impervium preorder of this game.
That money could have supported soooo many people living in poverty conditions. So you know, game better be damn good.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on October 27, 2013, 12:48:35 am
Fun fact: Nine people have had $2,000 to buy a impervium preorder of this game.
That money could have supported soooo many people living in poverty conditions. So you know, game better be damn good.

Miniscule compared to the grotesque amounts of money US politicians spend on namecalling in election years. Just to keep it in perspective.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on October 27, 2013, 12:53:48 am
So the question is: Will this game be better than watching US politicians with their name calling?
Not the highest bar in the world.
Title: Re: Starbound - A flat yet infinite universe.
Post by: etgfrog on October 27, 2013, 01:03:33 am
Honestly, I think the game will be good, but seriously, that is insane troll logic trying to say "well some people used a bunch of their money that could have been put elsewhere"
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 27, 2013, 01:09:43 am
Honestly, I think the game will be good, but seriously, that is insane troll logic trying to say "well some people used a bunch of their money that could have been put elsewhere"

Yep you heard it here first. Stating the straight up fact that people have money that can be used to buy any assortment of things and products is such crazy insane thinking... that mentioning it causes a rip in the fabric of reality and transforms you into a cave troll.

At least that MUST be what you mean. Since the only comment you could be referring to was just stating that for what people paid for it, it should be good. Which would be the exact opposite of what you are implying it to mean. Plus even if it wasn't what Max White meant, even your "corrected" statement doesn't make it insane troll logic. Of course if someone spends their money that money could have been spent somewhere... else...

Ohh my goodness... etgfrog lives in a dystopian future where they force you to buy videogames against your will and chats on bay12 forums not knowing it is actually from the past! IT MAKES TOTAL SENSE!

---

Ok very bad joke aside. Max White's comment is basically a "For what people paid for it, it better be good" and used the fact that the money could be used to save lives to qualitate it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: etgfrog on October 27, 2013, 01:24:08 am
Yep you heard it here first. Stating the straight up fact that people have money that can be used to buy any assortment of things and products is such crazy insane thinking... that mentioning it causes a rip in the fabric of reality and transforms you into a cave troll.

At least that MUST be what you mean. Since the only comment you could be referring to was just stating that for what people paid for it, it should be good. Which would be the exact opposite of what you are implying it to mean.

Fine, I'll go quote what I'm referring to

Fun fact: Nine people have had $2,000 to buy a impervium preorder of this game.
That money could have supported soooo many people living in poverty conditions. So you know, game better be damn good.
This to me is insane troll logic.

Now, as for why I would say that, to me when you put your expectations that high that it has to be the best game ever or it was a waste of money, then your life will be nothing but disappointments.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 27, 2013, 01:26:04 am
Ok let me rewrite what Max wrote in other words while preserving its original meaning.

"Hey did you know? Nine people paid 2000 bucks to preorder the game.

With that kind of life saving wads of cash Starbound better be good!"

Quote
to me when you put your expectations that high that it has to be the best game ever or it was a waste of money, then your life will be nothing but disappointments

Well you added information that wasn't even there. Max White said the game better be good. Not that the game needs to be super fantastically amazing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on October 27, 2013, 01:44:23 am
Lets not get into arguments.
Yea, I was pretty much saying that considering just what 2,000 will buy, for people to actually spend that much they must have very, very high expectations, and it would be a shame to be two thousand dollars worth of disappointed. I'm not going to tell people how to spend their money, just that clearly some people really love something they have never even tried.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 27, 2013, 01:46:15 am
I don't know... this argument was sort of silly at best.

I don't think either of us took it personally, though I don't speak for Electric Telepathic Giant Frog.
Title: Re: Starbound - A flat yet infinite universe.
Post by: etgfrog on October 27, 2013, 02:05:18 am
That's fine, I more or less wanted to post about trying to compare videogame kickstarting and donations to a charity but avoided that as that is worse of an area to bring up. I more or less got the impression it was a serious post. I hate sarcasm :(

Don't think I've ever heard that guess regarding my screen name, but strangely enough it almost fits as I tend to think far too deeply into things and try to guess what others think.
Title: Re: Starbound - A flat yet infinite universe.
Post by: assasinwar9 on October 29, 2013, 11:10:30 pm
so just incase u guys dont freqent the website , there saying beta isnt far off http://playstarbound.com/how-the-beta-is-going-to-work/ :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: quinnr on October 29, 2013, 11:14:20 pm
so just incase u guys dont freqent the website , there saying beta isnt far off http://playstarbound.com/how-the-beta-is-going-to-work/ :)
Finally, we're getting close!
I like the main reason not to play Stage 2: "Don't play if you...want to be a NovaKid." Guess I'll have to wait until the end of the beta... :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on October 29, 2013, 11:34:49 pm
so just incase u guys dont freqent the website , there saying beta isnt far off http://playstarbound.com/how-the-beta-is-going-to-work/ :)
Finally, we're getting close!
I like the main reason not to play Stage 2: "Don't play if you...want to be a NovaKid." Guess I'll have to wait until the end of the beta... :P

Naw just Stage 3
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on October 29, 2013, 11:41:32 pm
I kinda wonder when they'll actually get around to it. I hope it's at least a week off, as I'll be busy for the next 3 or so.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on October 30, 2013, 03:29:13 am
You know, I think that "you just can't wait any longer" is true for everyone.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on October 30, 2013, 03:54:32 am
I can wait.

Well, I can't, I suppose, but I don't want to be spoiled much more than I can't wait for the game. I'd rather discover it for myself as it was supposed to be.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on October 30, 2013, 04:13:48 am
Interesting that comment about playing as the Novakid... I mean you will be able to just make a new character if you wanted to, right? Right? Please don't tell me this is pay-per-account.

It can't be. It just can't.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Urist Imiknorris on October 30, 2013, 04:32:31 am
Aw, I probably won't be able to play stage 3.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on October 30, 2013, 04:53:21 am
They've already shown multiple character slots and frankly if they turned around and went "hai gaize you have to pay for moar chructers!!11!!1!!" I think there would be a lot of e-rage in a lot of places.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on October 30, 2013, 05:00:20 am
I personally would rage so hard it would cause a singularity that would devour all life on earth, and that is just me alone. Imagine what reddit would do! I fear for the power that these guys wield.

Also, anybody else seen this?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sappho on October 30, 2013, 06:17:43 am
Actually I suddenly don't want this to be released before December, because I'll never finish NaNoWriMo if it comes out in November.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on October 30, 2013, 06:38:54 am
I personally would rage so hard it would cause a singularity that would devour all life on earth, and that is just me alone. Imagine what reddit would do! I fear for the power that these guys wield.

Also, anybody else seen this?
It was posted a long time ago yeah
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moogie on October 30, 2013, 06:44:12 am
Interesting that comment about playing as the Novakid... I mean you will be able to just make a new character if you wanted to, right? Right? Please don't tell me this is pay-per-account.

It can't be. It just can't.

That's an... odd conclusion to jump to. The novakids were one of the stretch goals, so it makes sense that they aren't a fully implemented playable race yet. They mention it in the same sentence as the fossils, after all.

Honestly, I think some people must just enjoy dreaming up conspiracies and drama.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on October 30, 2013, 06:48:44 am
Well they did say "Don't play this is you want to play as the novakid"
I mean that does imply the possibility that playing early will lock you out of that race.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on October 30, 2013, 06:50:53 am
Actually I suddenly don't want this to be released before December, because I'll never finish NaNoWriMo if it comes out in November.
Discipline, my friend!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on October 30, 2013, 08:35:28 am
Well they did say "Don't play this is you want to play as the novakid"
I mean that does imply the possibility that playing early will lock you out of that race.
I took it to mean "if you have your heart set on playing as a Novakid and nothing else, best hold off until they're actually implemented".
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on October 30, 2013, 09:15:43 am
Well they did say "Don't play this is you want to play as the novakid"
I mean that does imply the possibility that playing early will lock you out of that race.
I took it to mean "if you have your heart set on playing as a Novakid and nothing else, best hold off until they're actually implemented".
That's how I understood it as well.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on October 30, 2013, 11:58:13 am
Code: [Select]
DO NOT take part in this stage if:

- You want to play through the main quest line

- You want to be a Novakid

Obviously, if you play this stage, they will never allow you to play the main quest either :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on October 30, 2013, 03:04:18 pm
Well they did say "Don't play this is you want to play as the novakid"
I mean that does imply the possibility that playing early will lock you out of that race.
I took it to mean "if you have your heart set on playing as a Novakid and nothing else, best hold off until they're actually implemented".
That's how I understood it as well.
Same.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on November 01, 2013, 08:05:52 am
Less than three weeks till beta. That is all.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on November 01, 2013, 12:07:40 pm
Less than three weeks till beta. That is all.
:D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on November 01, 2013, 12:17:57 pm
Less than three weeks till beta. That is all.
Do you realize what you have done by posting this?
Now I'll be counting every minute of every day until it releases!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on November 01, 2013, 12:42:35 pm
Less than three weeks till beta. That is all.

Do you know this for certain, or is this them saying "yeah, we think it'll be out within 3 weeks"?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 01, 2013, 12:47:50 pm
Less than three weeks till beta. That is all.

Do you know this for certain, or is this them saying "yeah, we think it'll be out within 3 weeks"?

He has a wee bit of the rumor monger in him.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on November 01, 2013, 01:58:53 pm
Less than three weeks till beta. That is all.

DEL Terraria.exe
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on November 01, 2013, 03:07:19 pm
Less than three weeks till beta. That is all.
Like I haven't heard that before...  :P
I wonder if the beta will already have multiplayer support.
Title: Re: Starbound - A flat yet infinite universe.
Post by: n9103 on November 01, 2013, 03:15:42 pm
should have at least basic 'connect to IP' support, as they've been demo'ing multiplayer since the beginning just about.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on November 01, 2013, 03:15:57 pm
Less than three weeks till beta. That is all.
Like I haven't heard that before...  :P
I wonder if the beta will already have multiplayer support.

Hemmingjay has been promising beta in under a month since June I'm pretty sure. It's kind of strange that Chucklefish didn't address multiplayer when they posted about the beta.  But since they never said it wouldn't be in any of the early stages then maybe it's safe to assume it will be there?
Title: Re: Starbound - A flat yet infinite universe.
Post by: chaoticag on November 01, 2013, 03:23:49 pm
I think that a big part of the appeal is multiplayer, and when they placed the beta at Insomnia, that also had working multiplayer. Given they test the game with a multinational team, they also likely have internet connection support, and have also talked about how said support is really really good. Plus, this is kinda beta. Multiplayer in general needs a good stress test, so we'll be getting it or I'll eat my socks.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on November 01, 2013, 04:18:08 pm
Less than three weeks till beta. That is all.
Like I haven't heard that before...  :P
I wonder if the beta will already have multiplayer support.

Hemmingjay has been promising beta in under a month since June I'm pretty sure. It's kind of strange that Chucklefish didn't address multiplayer when they posted about the beta.  But since they never said it wouldn't be in any of the early stages then maybe it's safe to assume it will be there?

If you mean I have been saying playable client in Mid to Late November, then yes I have been saying this for about 3 months now. If you mean that I have been saying it will be out within 30 days repeatedly since June you would be mistaken.


And to address Neonivek, Yup I do have a bit of rumor monger in me in that I have a connection to this studio who gives me information that they believe to be accurate and I share it here since there seems to be an interest in it. So far, only once has my information proven to be incorrect. The rest of the time, it has been in line with the same vague statements that they later publicly disseminate to us all. I am working on two major games that will be released in early 2014 and I exchange information with two team members on Chucklefish's team. The stuff that I tell them is accurate but sometimes must be partially obfuscated for legal and professional reasons. I assume they do the same in return.

For roughly 3 months I have been told that the most likely window is November 18-21 and I continue to believe that to be accurate unless a major snafu occurs. If you have more free time than I do, you could look back and see when it was that I first shared that info, but I am almost certain it was more than 2 months ago.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on November 01, 2013, 04:20:28 pm
I hope you didn't take my comment personally, Hemmingjay. It was just a joke directed at the general speculation you see over the internet that there will be a release next week, just about every week. I'm personally very grateful for the information you provide.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 01, 2013, 04:27:12 pm
Quote
And to address Neonivek, Yup I do have a bit of rumor monger in me


Well, now I know who to go to when I need to hock some fish.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on November 01, 2013, 05:11:09 pm
Less than three weeks till beta. That is all.
Like I haven't heard that before...  :P
I wonder if the beta will already have multiplayer support.

Hemmingjay has been promising beta in under a month since June I'm pretty sure. It's kind of strange that Chucklefish didn't address multiplayer when they posted about the beta.  But since they never said it wouldn't be in any of the early stages then maybe it's safe to assume it will be there?

If you mean I have been saying playable client in Mid to Late November, then yes I have been saying this for about 3 months now. If you mean that I have been saying it will be out within 30 days repeatedly since June you would be mistaken.


And to address Neonivek, Yup I do have a bit of rumor monger in me in that I have a connection to this studio who gives me information that they believe to be accurate and I share it here since there seems to be an interest in it. So far, only once has my information proven to be incorrect. The rest of the time, it has been in line with the same vague statements that they later publicly disseminate to us all. I am working on two major games that will be released in early 2014 and I exchange information with two team members on Chucklefish's team. The stuff that I tell them is accurate but sometimes must be partially obfuscated for legal and professional reasons. I assume they do the same in return.

For roughly 3 months I have been told that the most likely window is November 18-21 and I continue to believe that to be accurate unless a major snafu occurs. If you have more free time than I do, you could look back and see when it was that I first shared that info, but I am almost certain it was more than 2 months ago.

In June/July you were saying there was a good chance it might get released in August.  But since then you've said November pretty consistently.  Sorry I didn't differentiate that better.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on November 01, 2013, 07:49:21 pm
Quote
I have a connection to this studio who gives me information that they believe to be accurate and I share it here since there seems to be an interest in it.
I do not mean to offend you or anything, however I am a bit suspicious of this statement.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Solifuge on November 01, 2013, 08:58:14 pm
As someone who has webstalked Hemmingjay for professional purposes, this statement checks out. >_o
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 01, 2013, 08:59:23 pm
As someone who has webstalked Hemmingjay for professional purposes, this statement checks out. >_o

Yeah, I don't doubt that statement either.

Though he did block me! ARG!!!

Mind you, for a good reason and I don't think he is actually "avoiding" me. So much as trying to limit communication between us because I complain a lot.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on November 01, 2013, 09:46:09 pm
As someone who has webstalked Hemmingjay for professional purposes, this statement checks out. >_o
Yeah, Hemmingjay has repeatedly proven to be involved enough in the industry to have in-studio contacts in random spots. I trust him on that. And totally not because he's the most generous person on this board. :V
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on November 01, 2013, 09:50:50 pm
Yeah, there's no doubt that Hemmingjay is in the know.

However, I personally think all the leaks he provides are counterproductive to his intentions. To this thread anyway. Imagine the Bay12ers who watch this thread as a poverty stricken African nation. Hemmingjay being the NGO donating free food to the masses. I have no idea where I'm going with this analogy but I promise you it's very profound.

Anyway, at the end of it, Hemmingjay is just fueling flamewars because the populace has no idea how to properly handle the gifts.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on November 01, 2013, 09:52:13 pm
But who are the warlords?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 01, 2013, 09:57:36 pm
The reason I doubt Hemmingjay's words is mostly because even if the source is real, the information is inaccurate in it of itself.

They are guessing that they will be ready in Nounvember.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on November 01, 2013, 10:21:43 pm
But who are the warlords?

The decision makers. They're the folks who steal or block the food (Games) when it's just about ready for release, and make us wait a little longer.

...I feel like a bad person, comparing my lack of a particular game to starvation in Africa...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on November 01, 2013, 10:28:17 pm
But who are the warlords?
...I feel like a bad person, comparing my lack of a particular game to starvation in Africa...
Now get into the corner of shame and stay there until told otherwise!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on November 01, 2013, 11:50:46 pm
Are we (Bay12) going to have any server set up in the first day or two so we can all experience multiplayer?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on November 01, 2013, 11:55:07 pm
Are we (Bay12) going to have any server set up in the first day or two so we can all experience multiplayer?
I would prefer to play alone a bit first, learn how to play the game and do stuff without getting any potential spoilers from chat.
So I will not be joining any servers at day 1.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on November 01, 2013, 11:58:31 pm
I would prefer to not have to deal with slow internet on top of bugs for a while...
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on November 02, 2013, 09:00:18 am
Are we (Bay12) going to have any server set up in the first day or two so we can all experience multiplayer?
If servers are a thing I will certainly be hosting one. Whether that is the 'official' bay12 server is up to you guys. I usually host servers for these games and they are super popular for like a month and then nobody logs in.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on November 02, 2013, 02:27:07 pm
As someone who has webstalked Hemmingjay for professional purposes, this statement checks out. >_o

Yeah, I don't doubt that statement either.

Though he did block me! ARG!!!

Mind you, for a good reason and I don't think he is actually "avoiding" me. So much as trying to limit communication between us because I complain a lot.

I have not blocked you or anyone else anywhere on the internet. I didn't even block my ex-wife. It's not my style.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on November 03, 2013, 07:33:51 am
Are we (Bay12) going to have any server set up in the first day or two so we can all experience multiplayer?
If servers are a thing I will certainly be hosting one. Whether that is the 'official' bay12 server is up to you guys. I usually host servers for these games and they are super popular for like a month and then nobody logs in.
People have short attention spans.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Isdar on November 03, 2013, 08:14:23 am
Are we (Bay12) going to have any server set up in the first day or two so we can all experience multiplayer?
If servers are a thing I will certainly be hosting one. Whether that is the 'official' bay12 server is up to you guys. I usually host servers for these games and they are super popular for like a month and then nobody logs in.
People Bay12 has short attention spans.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tiruin on November 03, 2013, 09:10:24 am
Here comes the generalization  ::)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tiruin on November 03, 2013, 09:22:21 am
Are we (Bay12) going to have any server set up in the first day or two so we can all experience multiplayer?
If servers are a thing I will certainly be hosting one. Whether that is the 'official' bay12 server is up to you guys. I usually host servers for these games and they are super popular for like a month and then nobody logs in.
People Bay12 has short attention spans.
I'm talking about this edit, right here.

On the note of Starbound..and since I've missed a lot of news: How will multiplayer be handled? Personal servers (like Terraria) or..are there singleplayer world-campaigns for the story I've been hearing about?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 03, 2013, 12:03:23 pm
I won't join a B12 server. Or, at least, not as a main one. Main one's gonna be a popular one.

The guys here already know my plans.

Honestly Starbound is probably the BEST, compared to Terraria at least, in terms of being able to separate yourself from other players. AT LEAST with what I saw so far.

We had this guy come onto the Starbound chat and ask about what would happen if some jerk players did nothing but blow up planets.

Which we outright stated that... there would still be many more planets.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on November 03, 2013, 12:20:30 pm
I won't join a B12 server. Or, at least, not as a main one. Main one's gonna be a popular one.

The guys here already know my plans.

Honestly Starbound is probably the BEST, compared to Terraria at least, in terms of being able to separate yourself from other players. AT LEAST with what I saw so far.

We had this guy come onto the Starbound chat and ask about what would happen if some jerk players did nothing but blow up planets.

Which we outright stated that... there would still be many more planets.
So you're ok with someone destroying all the things you have built because you can always rebuild it on another planet?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 03, 2013, 12:23:51 pm
I won't join a B12 server. Or, at least, not as a main one. Main one's gonna be a popular one.

The guys here already know my plans.

Honestly Starbound is probably the BEST, compared to Terraria at least, in terms of being able to separate yourself from other players. AT LEAST with what I saw so far.

We had this guy come onto the Starbound chat and ask about what would happen if some jerk players did nothing but blow up planets.

Which we outright stated that... there would still be many more planets.
So you're ok with someone destroying all the things you have built because you can always rebuild it on another planet?

If it is your planet, they can't do that.

This was about them "destroying all the planets in the galaxy."
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on November 03, 2013, 12:50:04 pm
Ahh okay, I misunderstood. So you have to give someone permission to edit your planet before they can make changes? I didn't know that was a thing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 03, 2013, 12:53:06 pm
Ahh okay, I misunderstood. So you have to give someone permission to edit your planet before they can make changes? I didn't know that was a thing.

It is something they are working on. It might not be in the game first iteration.

Though I doubt anyone from Bay12 is going to blow up your planet.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on November 03, 2013, 12:55:48 pm
Ahh okay, I misunderstood. So you have to give someone permission to edit your planet before they can make changes? I didn't know that was a thing.

It is something they are working on. It might not be in the game first iteration.

Though I doubt anyone from Bay12 is going to blow up your planet.
You say that, but it took exactly 36 hours for my public bay12 terraria server to be bombed to bedrock.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 03, 2013, 01:19:45 pm
Ahh okay, I misunderstood. So you have to give someone permission to edit your planet before they can make changes? I didn't know that was a thing.

It is something they are working on. It might not be in the game first iteration.

Though I doubt anyone from Bay12 is going to blow up your planet.
You say that, but it took exactly 36 hours for my public bay12 terraria server to be bombed to bedrock.

Well, do it privately :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on November 03, 2013, 07:20:29 pm
that first beta is still going to at least be december i think, its just a ploy to get sme additional preorders, personally they need to pump out the beta asap
Title: Re: Starbound - A flat yet infinite universe.
Post by: Moogie on November 03, 2013, 07:32:26 pm
Pumping out the beta ASAP would be a 'ploy for preorders', not the other way around. I'm glad they are taking their time with it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on November 04, 2013, 08:33:38 am
that first beta is still going to at least be december i think, its just a ploy to get sme additional preorders, personally they need to pump out the beta asap

Is this just wild speculation or is it based on some inside knowledge? Two team member told me November and one said I would be playing with them over the Thanksgiving break, barring catastrophe. Also, they don't need more pre-sales. They have enough funds to continue development for quite a while and pre-sales are at a discount. When they release the game, many more people are going to buy the game at the non-discounted price, thus netting a higher rate of profit. Later on they will "cleanup" the remaining consumers with sales, until 5% of all steam accounts own a copy. That's 3 million copies, which should be their goal over 3 years, with an average price point of $6.85ish. Gross revenue of 20+ million USD and every pre-sale at a discount price actually drives that number down a bit.
Title: Re: Starbound - A flat yet infinite universe.
Post by: burningpet on November 04, 2013, 09:36:41 am
Pre-orders have that special quality in them that allow players to buy the game based on their imagination and expectations rather on actual quality. not saying starbound wont deliver, just saying that its not necessarily taking away potential money from them. also need considering is that their pre-orders sit at an average of 22$ a copy.

If they keep showing life signs and making community updates, prolonging the release can very well do them more good than harm. up to a certain point of course (a point they are very near to).

Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on November 04, 2013, 11:10:54 am
You evidently DON'T know my plans.

They don't involve planetary destruction.

They involve peace and love, right?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on November 04, 2013, 12:21:04 pm
No. It involves finding as large a group/guild/corporation (if they appear) as I can, getting to the top of it, and trying to crush it.

If they appear? They already exist; there's an entire subforum for them in the Starbound forums :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: PrimusRibbus on November 04, 2013, 02:25:00 pm
Pre-orders have that special quality in them that allow players to buy the game based on their imagination and expectations rather on actual quality. not saying starbound wont deliver, just saying that its not necessarily taking away potential money from them. also need considering is that their pre-orders sit at an average of 22$ a copy.

If they keep showing life signs and making community updates, prolonging the release can very well do them more good than harm. up to a certain point of course (a point they are very near to).

If the IRC channels I frequent are any indication, people have hyped Starbound to the point where it cannot deliver on their expectations. I suspect that it will turn out to be at a least a decent game, but the community will erupt into a firestorm upon its release.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on November 04, 2013, 03:54:28 pm
If the IRC channels I frequent are any indication, people have hyped Starbound to the point where it cannot deliver on their expectations. I suspect that it will turn out to be at a least a decent game, but the community will erupt into a firestorm upon its release.

It'll be hilarious, I can't wait.  :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on November 04, 2013, 04:03:43 pm
I just tell myself it's going to be Terraria in Space. That calms my hype down, while still assuring that I'm interested and excited for it. Anything that reaches beyond the scope of Terraria in Space will be a pleasant surprise.

And honestly if folks haven't learned to chill their hype train in recent years it deserves to get burned. I just hope no innocent bystanders get caught in the fire too.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on November 04, 2013, 05:14:23 pm
i think they have a good game they just need to get the beta out and stop delaying from there they can relax and get on with the business of fine tuning it for final realise
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on November 04, 2013, 06:47:31 pm
You see this kind of nonsense with every single game release out there. People get hyped, realize that the game isn't being released RIGHT NOW, and either lose hype or get angry. Later when the game releases, depending on who you ask it's either the game of the year every year or it's literally Hitler. After a while people calm down and realize it's just good/average/bad.
Title: Re: Starbound - A flat yet infinite universe.
Post by: xaritscin on November 04, 2013, 11:17:43 pm
You see this kind of nonsense with every single game release out there. People get hyped, realize that the game isn't being released RIGHT NOW, and either lose hype or get angry. Later when the game releases, depending on who you ask it's either the game of the year every year or it's literally Hitler. After a while people calm down and realize it's just good/average/bad.

the gaming community at its finest........
Title: Re: Starbound - A flat yet infinite universe.
Post by: Girlinhat on November 04, 2013, 11:27:37 pm
You see this kind of nonsense with every single game release out there. People get hyped, realize that the game isn't being released RIGHT NOW, and either lose hype or get angry. Later when the game releases, depending on who you ask it's either the game of the year every year or it's literally Hitler. After a while people calm down and realize it's just good/average/bad.
You left out the part where some people gripe and speak badly of the hype :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on November 05, 2013, 12:20:57 am
the gaming community at its finest........
To my understanding there hasn't been a DDoS yet, so at least the community isn't minecraft level of dumb.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on November 05, 2013, 12:28:41 am
the gaming community at its finest........
To my understanding there hasn't been a DDoS yet, so at least the community isn't minecraft level of dumb.
Yet.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 05, 2013, 01:42:24 am
You see this kind of nonsense with every single game release out there. People get hyped, realize that the game isn't being released RIGHT NOW, and either lose hype or get angry. Later when the game releases, depending on who you ask it's either the game of the year every year or it's literally Hitler. After a while people calm down and realize it's just good/average/bad.

It is human nature afterall.

Being hyped takes a lot of energy, it is relying on taking up your headspace.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 05, 2013, 09:13:19 am
the gaming community at its finest........
To my understanding there hasn't been a DDoS yet, so at least the community isn't minecraft level of dumb.
Never understood this.

'IN ORDER TO GET THE GAME RELEASED WE'LL MAKE IT IMPOSSIBLE TO RELEASE THE GAME!'

That is because you are looking at things wrong.

You know how for the longest time people through Prisoners would attack certain types of inmates out of "moral outrage" of their crimes?

Well as we found out much later, they just wanted to beat someone up and chose their most justified target.

People who do DDoS are just jerks who want to do it to someone, and just chose who they feel is the target they are most justified in doing so.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ollobrains on November 05, 2013, 07:36:51 pm
then again a ddos or a hack saying we are putting beta out might get them to pull their finger out and get on with it instead of ongoing feature creep justifying continous delays in beta
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on November 05, 2013, 07:43:16 pm
No, they'll just stop posting anything and take as long or longer to put out a final product which will be the only release ever. They'll make some money and move on, leaving whatever they release to the dogs. "DDOS Buyers are obviously nutty so let's milk them for what they are worth and go do something else. Exit, stage left."
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 05, 2013, 11:05:12 pm
Am I the only one that thinks that interfering with the development process is a really bad idea?

People don't DDoS because they have to do it to someone, or they'd be doing it to Fox News and Westboro and PETA, y'know, people that the internet actually generally hates. Who's looking at things wrong?

Ohh you mean to three companies that could more then withstand, investigate, and prosecute anyone who did do a DDoS on them?

Heck one organization I can think of in particular (but won't mention for the sake of taste) actually has an entire division that do nothing but cyber harassment to protect their interests.

Heck Fox news could have a DDoS on them right now and you wouldn't notice because they have powerful servers that can take the strain.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on November 07, 2013, 06:13:14 pm
Soooo..... Morphballs huh? And you are even going to call it a morphball. Really?
Title: Re: Starbound - A flat yet infinite universe.
Post by: xaritscin on November 07, 2013, 06:30:32 pm
Soooo..... Morphballs huh? And you are even going to call it a morphball. Really?

i was surprised to see that too, i hope they dont get sued by Nintendo..... e.e
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on November 07, 2013, 06:54:48 pm
Nintendo sue over possible IP claims? Noooo, never! Not good old Nintendo, they are too cute and fluffy!

Right? Right?


hold me im scared
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tilla on November 07, 2013, 08:36:33 pm
Soooo..... Morphballs huh? And you are even going to call it a morphball. Really?

i was surprised to see that too, i hope they dont get sued by Nintendo..... e.e
Unless there's a patent filed I doubt it's possible.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on November 07, 2013, 10:38:49 pm
Soooo..... Morphballs huh? And you are even going to call it a morphball. Really?

i was surprised to see that too, i hope they dont get sued by Nintendo..... e.e
Unless there's a patent filed I doubt it's possible.
It would be a copyright issue, not patent, and you don't need to file copyrights.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tilla on November 08, 2013, 01:56:34 am
Soooo..... Morphballs huh? And you are even going to call it a morphball. Really?

i was surprised to see that too, i hope they dont get sued by Nintendo..... e.e
Unless there's a patent filed I doubt it's possible.
It would be a copyright issue, not patent, and you don't need to file copyrights.
I don't think a morphball qualifies for Copyright. Copyright CANNOT apply to gameplay mechanics ever. I mean I only have like one course on copyright from film school but my understanding is that there is no way for Copyright to apply here. It's either Patent or nothing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on November 08, 2013, 02:13:13 am
Yeah, copyright applies to unique characters, settings, etc. Mechanics, whether real-life or virtual, have to be patented.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sergius on November 08, 2013, 07:01:29 pm
Actually, copyright applies to unique fixed expression (written text, a picture, a recorded song) NOT characters or settings. Not that it stops some people from trying, or flexing their legal muscle (maybe they won't win, but they'll try to bankrupt you anyway, and the courts will help them).

Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 08, 2013, 07:08:08 pm
Actually, copyright applies to unique fixed expression (written text, a picture, a recorded song) NOT characters or settings. Not that it stops some people from trying, or flexing their legal muscle (maybe they won't win, but they'll try to bankrupt you anyway, and the courts will help them).

But! you can copyright the image and text of a character or setting.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on November 08, 2013, 07:58:06 pm
Actually, copyright applies to unique fixed expression (written text, a picture, a recorded song) NOT characters or settings. Not that it stops some people from trying, or flexing their legal muscle (maybe they won't win, but they'll try to bankrupt you anyway, and the courts will help them).
Tell that to the people who have tried to make fan art or such and sell it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tilla on November 08, 2013, 08:02:46 pm
Actually, copyright applies to unique fixed expression (written text, a picture, a recorded song) NOT characters or settings. Not that it stops some people from trying, or flexing their legal muscle (maybe they won't win, but they'll try to bankrupt you anyway, and the courts will help them).
Tell that to the people who have tried to make fan art or such and sell it.
That's trademark. Trademark is not Copyright.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Baneling on November 08, 2013, 09:09:02 pm
People, please don't start this conversation. This is the Starbound thread in Other Games, not the legal advice thread in Life Advice.* Keep the discussion within sight of the rails rather than going completely offtopic.

*thread may or may not exist i don't frequent life advice
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on November 08, 2013, 09:16:34 pm
Actually, copyright applies to unique fixed expression (written text, a picture, a recorded song) NOT characters or settings. Not that it stops some people from trying, or flexing their legal muscle (maybe they won't win, but they'll try to bankrupt you anyway, and the courts will help them).
Tell that to the people who have tried to make fan art or such and sell it.
That's trademark. Trademark is not Copyright.
Trademarks only apply to names, and even then only to names of products or services. A story, setting, or character is neither of those, so trademarks cannot apply.

Fan art that uses the same characters or setting of another is considered a "derivative work", and is definitely covered under copyright.

But yes, this is kind of silly to talk about. We'll just end it with that Chucklefish may or may not but probably won't be sued under some IP law.
Title: Re: Starbound - A flat yet infinite universe.
Post by: JoshuaFH on November 13, 2013, 08:32:20 am
So yeah, on a whim I dropped 15 bucks to get the pixel package.

Just gotta wait until the beta is actually out before I can enjoy it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on November 13, 2013, 09:34:13 am
So yeah, on a whim I dropped 15 bucks to get the pixel package.

Just gotta wait until the beta is actually out before I can enjoy it.
Welcome to our ranks, soldier.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Meta on November 13, 2013, 01:46:23 pm
So yeah, on a whim I dropped 15 bucks to get the pixel package.

Just gotta wait until the beta is actually out before I can enjoy it.
Welcome to our ranks, soldier.
Wut? I thought my pixel tier did not give me access to the beta.
*checks what he bought a long time ago*
Oh... :O

So, where's the beta? :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: n9103 on November 13, 2013, 02:23:49 pm
On it's way.
And the wait is going to be a HECK of a lot shorter than it has been for those of us that jumped on it first thing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on November 13, 2013, 03:17:06 pm
Oh, and I don't know if I mentioned, but I've also preordered the Pixel tier, some time ago. I've little intention to actively participate in the first stage of the beta (but of course I'll at least poke around a bit :P), but I want to make sure that if I have any problems running the game on my new tablet, they will at least be mentioned to the devs. ^_^
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 15, 2013, 11:26:37 am
Well looks like there COULD be a big update today... it is unlikely though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: chaoticag on November 15, 2013, 11:42:12 am
Well, it's not 5pm in Crumpet Land yet, while I did notice their updates tend to be released fairly late into the day. Kinda seems a bit premature to say there won't be one unless you know something we don't.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on November 15, 2013, 11:49:59 am
No, no. He has a point: There could be a big update today.

Or tomorrow.

Or next month.
Title: Re: Starbound - A flat yet infinite universe.
Post by: chaoticag on November 15, 2013, 11:51:48 am
Well, the update could be both today and tomorrow depending on where starbound fans live. But on a more serious note, they did say they were planning a weekly update to go up on Friday.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Glloyd on November 15, 2013, 11:54:57 am
I also preordered the pixel tier a little while ago against my better judgement. We'll see how this goes I guess.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on November 15, 2013, 12:39:38 pm
Well, the update could be both today and tomorrow depending on where starbound fans live. But on a more serious note, they did say they were planning a weekly update to go up on Friday.

Instead of "today we fixed bugs!" it'll be "this week we fixed bugs!" and little else. I miss their more in depth posts :(
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on November 16, 2013, 01:27:23 am
/me dies from the anticipation
Title: Re: Starbound - A flat yet infinite universe.
Post by: Glloyd on November 16, 2013, 01:31:13 am
...








I am thoroughly underwhelmed with that weekly post.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on November 16, 2013, 01:34:23 am
That mushroom hat is adorable.

Assuming it's a hat, of course. Might just be her head.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on November 16, 2013, 01:53:04 am
Fire and warbots are nice and all, but...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tiruin on November 16, 2013, 03:09:33 am
But..but what? BUT WHAT? IS IT OUT?!

/me dies from the anticipation
Title: Re: Starbound - A flat yet infinite universe.
Post by: Skyrunner on November 16, 2013, 04:10:07 am
But..but what? BUT WHAT? IS IT OUT?!

/me dies from the anticipation
But I'm not Tiruin... :C
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on November 16, 2013, 05:52:21 am
Eh, another news post of "we did stuff this week". Come ooooon, show us a nifty feature like you did with ninja ropes :c
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on November 16, 2013, 08:26:45 am
I just found this gif and find it almost too appropriate.
(http://i.imgur.com/JHypyNv.gif)

That said, I'm looking forward to beta. If they don't have a lot of exciting stuff to report, maybe it's just because they're prepping for beta? c:
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on November 16, 2013, 10:56:11 am
The client was supposed to be submitted to Steam by yesterday and was not. Expect this to cause a delay.

From my experience with other games on Steam, approval of a client can take between 3-14  days depending on workload and holidays/weekends. Tiy does not care about the delay, reportedly saying "we have until the end of the year". Even after hearing that, my friend there said it could still be out in November, but it's less likely. The game works within Steam just fine and they are continuing to update features and balance.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on November 16, 2013, 11:24:42 am
Aka this is going to come out right when I have exams. D:
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on November 16, 2013, 11:45:20 am
my friend there said it could still be out in November, but it's less likely.

Is November when they've been promising to release beta by over and over? I haven't been keeping up
Title: Re: Starbound - A flat yet infinite universe.
Post by: Glloyd on November 16, 2013, 01:32:12 pm
Aka this is going to come out right when I have exams. D:

Ay, same for me. Damn.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on November 16, 2013, 01:39:03 pm
my friend there said it could still be out in November, but it's less likely.

Is November when they've been promising to release beta by over and over? I haven't been keeping up

Originally the game itself was slated for this year, then it was beta, now it's Sometime or other lol ???
Title: Re: Starbound - A flat yet infinite universe.
Post by: The Darkling Wolf on November 16, 2013, 02:39:03 pm
I still reckon they'll release the game and it'll just be a ten minute video clip of Gaben laughing, then a release date for Half Life 3.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on November 16, 2013, 06:04:25 pm
I still reckon they'll release the game and it'll just be a ten minute video clip of Gaben laughing, then a release date for Half Life 3.
As well as a complementary pre-order for Starcraft Ghost and Dungeon Keeper 3.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Glloyd on November 16, 2013, 06:54:59 pm
I still reckon they'll release the game and it'll just be a ten minute video clip of Gaben laughing, then a release date for Half Life 3.
As well as a complementary pre-order for Starcraft Ghost and Dungeon Keeper 3.

Sounds like the most reasonable assumption I've heard yet.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on November 17, 2013, 01:46:24 pm
Publicly they are only aiming for a playable client sometime in 2013. Privately they have been aiming for the 3rd week of November, just to be safe. Now that is potentially slipping. However, don't expect a lot of warning or fanfare. Most likely they will just announce the beta 72 hrs in advance or less.

I know Tiy would actually love yo just flip the switch on without telling anyone in advance, that way there are no expectations. A perfect soft launch.
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on November 17, 2013, 01:48:03 pm
72 hrs in advance seems plenty of time to dig up an apropriate gif.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on November 17, 2013, 02:56:09 pm
I liked how Squad did the... .20, I think, version release, of Kerbal Space Program.

They did the usual preview livestream, denying that the update will be out soon, and then when the stream was ending, they just put it up and announced that it's out. And their servers promptly ground to a halt afterwards.

Flipping the switch with no advance warning might be quite neat, is what I'm saying. See how quickly people notice, and distribute server load, especially if they do end up going for simultaneous Steam and non-Steam release.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on November 17, 2013, 07:33:25 pm
Considering that we have preorders and gave out email addresses, I think the most considerate way would be to tell us via email.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tiruin on November 19, 2013, 08:29:51 pm
Considering that we have preorders and gave out email addresses, I think the most considerate way would be to tell us via email.
...That's a brilliant idea. Give personal emails to detail the whens and wheres about the game!  :D

But..but what? BUT WHAT? IS IT OUT?!

/me dies from the anticipation
But I'm not Tiruin... :C
xD Same train though! You're psychic :I



On the note of hype...I'm really wondering how that sparks out rage or whatnot. I usually see these things like 'This is what we're presenting.' and the rest is left on our reaction.

Meaning: I really don't get the 'disappointed//anger' reactions when people discuss games coming out at 'x' date or in 'y' duration of time.

..Unless this has been discussed before.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on November 19, 2013, 09:29:10 pm
..Unless this has been discussed before.
See Also: Spore
Title: Re: Starbound - A flat yet infinite universe.
Post by: mr. macduggan on November 22, 2013, 04:23:35 pm
Any news this week, hemmingjay? I hope it comes out this weekend.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on November 22, 2013, 07:04:13 pm
Any news this week, hemmingjay? I hope it comes out this weekend.

Since they blatantly ignored steam's deadline last week, I would be beyond surprised if it happened again this soon.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on November 22, 2013, 08:10:40 pm
For anyone intrested in seeing the current state of the game, bartwe is streaming on twitch.tv.

http://www.twitch.tv/bartwe/
Title: Re: Starbound - A flat yet infinite universe.
Post by: Rolan7 on November 22, 2013, 09:03:57 pm
206 pages and it isn't even released??
Posting to watch.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on November 22, 2013, 11:16:17 pm
Any news this week, hemmingjay? I hope it comes out this weekend.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on November 22, 2013, 11:56:34 pm
Leth is also streaming a session with Tiy and some others. (http://www.twitch.tv/leth)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Dakorma on November 23, 2013, 01:53:15 am
Leth is also streaming a session with Tiy and some others. (http://www.twitch.tv/leth)

So yeah, I got invited onto their stream for a bit. Was weird. As I described it, it was profoundly awkward. Tiy was just randomly trying to invite people to the stream, and apparently settled on inviting me. So I hopped on, tried to be funny, sperged a bit, and then hopped off when Tiy left, so they could get to work. Mein gott, was fucking awesome though.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on November 23, 2013, 02:08:17 am
Leth is also streaming a session with Tiy and some others. (http://www.twitch.tv/leth)

So yeah, I got invited onto their stream for a bit. Was weird. As I described it, it was profoundly awkward. Tiy was just randomly trying to invite people to the stream, and apparently settled on inviting me. So I hopped on, tried to be funny, sperged a bit, and then hopped off when Tiy left, so they could get to work. Mein gott, was fucking awesome though.

Wait huh? You mean you got to play or just chat privately with the devs or what?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on November 23, 2013, 02:55:28 am
I doubt he played. As far as I know the only non dev people that have got late alpha copies of the game are the wanderlust team, specifically for this impromptu playtest.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on November 23, 2013, 03:03:56 am
Quote
Meat is earned through the use of hunting bows. It’s a pretty good food source, so start practicing your archery.
Does this phrase actually mean anything to anybody?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on November 23, 2013, 03:39:01 am
Quote
Meat is earned through the use of hunting bows. It’s a pretty good food source, so start practicing your archery.
Does this phrase actually mean anything to anybody?
Well, to me that phrase mean that we should use hunting bows if we are hungry, other weaponry would be for meaningless slaughter.
Let's just see how things really are when beta launches.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on November 23, 2013, 04:24:41 am
Sounds kinda silly. I understand something like an explosive not giving meat, but otherwise why would killing something with a sword render a cadaver unusable for food?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on November 23, 2013, 04:27:28 am
I'm assuming since they've been specifically avoiding spoilers we won't be using wooden bows and arrows to kill tier 10 world enemies.

Also, yeah I'd probably avoid eating stuff killed via poisonous sword or that necromantic death-axe.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Dakorma on November 23, 2013, 04:56:09 am
I doubt he played. As far as I know the only non dev people that have got late alpha copies of the game are the wanderlust team, specifically for this impromptu playtest.
Alas I did not, it was more like Tiy randomly called me up and asked me to talk to him. While he was talking with the Wanderlust guys, and then we talked about Wanderlust, and then we just chatted a bit. It was supremely awkward and also tragically mundane.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on November 23, 2013, 01:29:11 pm
No updates. All is dark I am afraid. Also, they didn't blatantly ignore Steam's deadline, it was just that they missed a specific window that they were aiming for. They can submit it whenever they want, and they probably did.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on November 23, 2013, 01:42:51 pm
Anyone know if there are any youtube videos of the stream?

Seems to have happened whilst I was asleep, and I can't find any.

There is none as far as I know. Bartwe at least doesn't record his streams and they generally ask people not to record them either.
Title: Re: Starbound - A flat yet infinite universe.
Post by: KingofstarrySkies on November 23, 2013, 11:32:12 pm
I rather enjoyed the stream.
Every time I see like, actual gameplay from the game it further solidifies its chances of me buying it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on November 23, 2013, 11:39:38 pm
You would think the footage would be good publicity...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on November 23, 2013, 11:53:34 pm
It's like that mostly since bartwe likes to stream coding. And that's a definate no no to have saved on the internet for posterity. They also didn't want unfinished and buggy content floating around that could make people think that's how the game is gonna be on release.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on November 23, 2013, 11:55:26 pm
Wow, he actually streams coding?
That is actually a little ballsy. It is surprisingly easy to forget a closing bracket, or something like that, and get endless flak for it.  :P

Anyway, dirt. What language and what IDE is used?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Girlinhat on November 24, 2013, 12:00:25 am
Wow, he actually streams coding?
That is actually a little ballsy. It is surprisingly easy to forget a closing bracket, or something like that, and get endless flak for it.  :P

Anyway, dirt. What language and what IDE is used?
I'm kind of assuming the coding isn't in high enough resolution to read, or is done off-screen...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gunner-Chan on November 24, 2013, 12:12:09 am
It was readable besides a few bits, where he put up the secret box. It also appeared to be a variety of C

Most of the people watching his streams are code illiterate monkeys anyway, so there's very little risk especially since he's from what I've seen pretty damn competent. And most of the stream crowd seems to just wanna see the parts where he tests out his code.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Girlinhat on November 24, 2013, 12:15:36 am
Plus individual snippets of code aren't as useful as some might think.  You might get a glimpse at some small part of an RNG generator that determines what color the dirt is in a specific location, but not even enough to know it's an RNG.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on November 24, 2013, 12:18:43 am
Yea, a single class is mostly useless, and I imagine nothing special really. It is like looking at a single gear, it doesn't go very far in explaining what the machine does.
Although the state of that gear does say something about the person that built and maintained it. There are some programmers that are genius in making things work and optimization, but they produce blocks of incomprehensible spaghetti, while others opt for a cleaner, neater solution.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ECrownofFire on November 24, 2013, 12:47:07 am
Starbound is in C++ and IIRC Bart uses Vim.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on November 26, 2013, 03:32:35 am
http://www.reddit.com/r/starbound/comments/1rfu9a/beta_release_conspiracy_theory_10293490123b/cdn794e

Hopefully true! I don't think he'd joke about it.... I hope.

Also... recent activity here
http://steamdb.info/app/211820/#section_subs
Title: Re: Starbound - A flat yet infinite universe.
Post by: buckets on November 26, 2013, 05:57:56 am
I meant to ptw in here a while ago. It's only now that I have assignments due that I remember to do it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on November 26, 2013, 06:21:49 am
According to Tiy's twitter feed, he's finally taken the plunge and given a specific date for beta release. This will be interesting..
Title: Re: Starbound - A flat yet infinite universe.
Post by: ahappydude on November 26, 2013, 06:27:29 am
According to Tiy's twitter feed, he's finally taken the plunge and given a specific date for beta release. This will be interesting..
Really?hmm...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on November 26, 2013, 06:34:23 am
Well, a specific date is something to hope for, and some activity in Steam status does hint at the possibility of a release day being set at this point (or at least being predictable-ish). We'll wait and see, as always, I guess.

Not like we have much else we can do, really. :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on November 26, 2013, 07:41:19 am
If they miss that date or delay in any way, the rage and fury of the official forums will be enough to power and heat a small town for 20 years :P
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on November 26, 2013, 07:50:48 am
Quote from: mollygos
@Tiyuri OH JEEZ what have you done :O

This cracked me up. XD
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on November 26, 2013, 10:52:24 am
/me prepares his tear mug.
Title: Re: Starbound - A flat yet infinite universe.
Post by: freeformschooler on November 26, 2013, 11:08:55 am
Hype train arriving at destination in 3... 2...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on November 26, 2013, 11:22:35 am
Hype train arriving at destination in 3... 2...
Why do I suspect the hype train's filled with bombs?

'OH MY GOD IT'S SO GLITCHY!'
'You were warned!'
'WELL I NEVER READ IT! FIXITFIXITFIXITFIXITFIXITFIXIT!'

I fully support this prophesy. And so it shall be.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 26, 2013, 11:47:48 am
For the most part they could have released this a while ago. They are basically the arbiters of when it is released.

So basically a release date would be a personal time limit for them.
Title: Re: Starbound - A flat yet infinite universe.
Post by: hemmingjay on November 26, 2013, 01:44:40 pm
I am happy with this release date, it seems they must have submitted shortly after the last delay. I am also happy to not have to harangue my friend/connection for release date info. I checked into my records and I gave away 24 copies of Starbound and I know other people here gave away a bunch as well. All of B12 should be in game on Dec 4
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sarzael on November 26, 2013, 02:21:18 pm
GUYS!
December 4 is not a release date, even though it will probably be the release date.

<@Tiyuri> yeah im setting it up on steam now
<@Tiyuri> it works
<@Tiyuri> i can download and install it
<@Tiyuri> theres a store page
<@Tiyuri> looking to finish up a couple of things i really want in the beta
<@Tiyuri> and then do some testing
<@Tiyuri> with private testers, up until the 4th
<@Tiyuri> we were ready to release this week
<@Tiyuri> but steam is full until the 4th
<@Tiyuri> development wise im pretty much just waiting on 2 bosses
<@Tiyuri> to be complete​
Title: Re: Starbound - A flat yet infinite universe.
Post by: Chattox on November 26, 2013, 02:33:14 pm
The only things out on Steam this week are a farming sim, State of Decay DLC and Injustice. Does that count as full? :/
Title: Re: Starbound - A flat yet infinite universe.
Post by: chaoticag on November 26, 2013, 02:36:26 pm
Not just any farming sim, but a Professional farming sim. You gotta make space for that. How can starbound possibly compete?

On a side note, is there anyone that doesn't have a starbound key? I'm still left with a few from that time I accidentally bought 20.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on November 26, 2013, 02:38:52 pm
If you search Starbound on Steam you'll get other Chucklefish games.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Levi on November 26, 2013, 02:42:08 pm
The only things out on Steam this week are a farming sim, State of Decay DLC and Injustice. Does that count as full? :/

Maybe he meant Full Steam instead of Steam is Full.  Like "Full steam ahead!"  :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Vicomt on November 26, 2013, 02:56:03 pm
Not just any farming sim, but a Professional farming sim. You gotta make space for that. How can starbound possibly compete?

On a side note, is there anyone that doesn't have a starbound key? I'm still left with a few from that time I accidentally bought 20.

Is there any chance I can grab one please?
Title: Re: Starbound - A flat yet infinite universe.
Post by: chaoticag on November 26, 2013, 03:06:58 pm
There we go. Should have about 5 more keys, though I might keep one on hand in case. Anyway, might be a while before I send the rest out, but I'll follow the topic still.
Title: Re: Starbound - A flat yet infinite universe.
Post by: timferius on November 26, 2013, 03:17:57 pm
I have yet to get a key for this. Been lurking here for a while, trying to not hype and simply remain cautiously optomistic. Oh well, back to the shadows!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tronak on November 26, 2013, 03:19:53 pm
Not just any farming sim, but a Professional farming sim. You gotta make space for that. How can starbound possibly compete?

On a side note, is there anyone that doesn't have a starbound key? I'm still left with a few from that time I accidentally bought 20.

Well, if You are giving them, I don't have one. Can I have one? Pretty please.   :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: GlyphGryph on November 26, 2013, 03:31:30 pm
I'd like a key! I won't be playing the game otherwise, but if I get a key, well... I definitely will play with you guys, heh.
Title: Re: Starbound - A flat yet infinite universe.
Post by: ragnar119 on November 26, 2013, 04:02:48 pm
Not just any farming sim, but a Professional farming sim. You gotta make space for that. How can starbound possibly compete?

On a side note, is there anyone that doesn't have a starbound key? I'm still left with a few from that time I accidentally bought 20.
Would like a key also, but no biggie if nothing happens. Its nice of you to offer keys, so thanks anyway.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on November 26, 2013, 04:20:11 pm
I am happy with this release date, it seems they must have submitted shortly after the last delay. I am also happy to not have to harangue my friend/connection for release date info. I checked into my records and I gave away 24 copies of Starbound and I know other people here gave away a bunch as well. All of B12 should be in game on Dec 4
Wonderful! Do we yet have any hands raised for a server?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Twi on November 26, 2013, 04:31:14 pm
HUzzah!

I'll probably participate in any server...eventually. :P Bought myself a key because nyahh!
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on November 26, 2013, 04:32:15 pm
Not just any farming sim, but a Professional farming sim. You gotta make space for that. How can starbound possibly compete?

On a side note, is there anyone that doesn't have a starbound key? I'm still left with a few from that time I accidentally bought 20.
I'll take one if they're free, sure.  :)
Title: Re: Starbound - A flat yet infinite universe.
Post by: Kaitol on November 26, 2013, 04:57:05 pm
I wouldn't mind getting a spare key anyone's got laying around. Not really in a position to buy this now since I just had to spring for a new computer since my old one had a serious meltdown.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shadowlord on November 26, 2013, 06:19:57 pm
If you're giving away keys, I'd love one of them.
Title: Re: Starbound - A flat yet infinite universe.
Post by: HFS on November 26, 2013, 07:11:52 pm
Same here, my brother needs one.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Glloyd on November 26, 2013, 07:31:18 pm
I would have exams on the 5th and 6th.  :(
Title: Re: Starbound - A flat yet infinite universe.
Post by: BullDog on November 26, 2013, 07:45:50 pm
I'd like a key if there is any left, please!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Tellemurius on November 26, 2013, 07:48:49 pm
I would like free key, or a 10 dollar amazon trade your pick.
Title: Re: Starbound - A flat yet infinite universe.
Post by: buckets on November 26, 2013, 10:30:45 pm
I'm very interested in a key if you have one spare.
Title: Re: Starbound - A flat yet infinite universe.
Post by: jocan2003 on November 26, 2013, 10:45:03 pm
So i heard somebody had a key for my gamer heart? :) Id like one if at all possible. Thank you.
Title: Re: Starbound - A flat yet infinite universe.
Post by: chaoticag on November 27, 2013, 12:22:24 am
Okay, I think that's as many keys as I can give away, but give me a few hours, since I'd need to get home.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on November 27, 2013, 01:33:42 am
GUYS!
December 4 is not a release date, even though it will probably be the release date.

<@Tiyuri> yeah im setting it up on steam now
<@Tiyuri> it works
<@Tiyuri> i can download and install it
<@Tiyuri> theres a store page
<@Tiyuri> looking to finish up a couple of things i really want in the beta
<@Tiyuri> and then do some testing
<@Tiyuri> with private testers, up until the 4th
<@Tiyuri> we were ready to release this week
<@Tiyuri> but steam is full until the 4th
<@Tiyuri> development wise im pretty much just waiting on 2 bosses
<@Tiyuri> to be complete​

I.... don't.... what?  What does this mean exactly? It is the release date, but it isn't?  I'm confused.  ???
Title: Re: Starbound - A flat yet infinite universe.
Post by: Seriyu on November 27, 2013, 01:36:05 am
He probably means it's the release date, but don't flip out if it's a day or two late.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GrayFox on November 27, 2013, 01:38:30 am
He probably means it's the release date, but don't flip out if it's a day or two late.

Oh ok, thank you! That seems to make sense.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on November 27, 2013, 01:58:06 am
He actually meant that it's only the release date because Steam says so, and in general the beta will be ready sooner. I.e.:
Quote
<@Tiyuri> we were ready to release this week
<@Tiyuri> but steam is full until the 4th
So it's not really the release date, it'll just be the date when it's released.
Title: Re: Starbound - A flat yet infinite universe.
Post by: scriver on November 27, 2013, 02:34:20 am
Man, do I wish I had been on here sooner now that I know there were keys given away.
Title: Re: Starbound - A flat yet infinite universe.
Post by: chaoticag on November 27, 2013, 09:47:22 am
Sent out what keys I had, sorry if some people didn't get any.
Title: Re: Starbound - A flat yet infinite universe.
Post by: timferius on November 27, 2013, 10:52:26 am
Well, that's it then. Thanks to chaoticag's amazing generosity, I've been hit by the hype train. Really looking forward to this!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 27, 2013, 12:10:31 pm
I tried my best to get my brother interested... but he just sees this game as Terraria.

I am going to wait until the game is out before I start pushing again, since he needs to see how it isn't first.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on November 27, 2013, 12:43:31 pm
I think an apt description would be that Terraria is to Starbound as Super Mario is to Super Metroid.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GlyphGryph on November 27, 2013, 01:15:39 pm
And to think, that's the first time I checked this thread in, like, months and months!
Title: Re: Starbound - A flat yet infinite universe.
Post by: buckets on November 27, 2013, 04:46:29 pm
Sent out what keys I had, sorry if some people didn't get any.

Ah dang. So close too! Cheers for passing them out anyway guy.

EDIT: Actually that's way cheaper than what I was expecting. *Bought*
Title: Re: Starbound - A flat yet infinite universe.
Post by: umiman on November 27, 2013, 05:32:12 pm
I'm getting my popcorn ready for the incoming flame train.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Max White on November 27, 2013, 07:56:23 pm
I'm fully expecting a "Well this is shit..." moment.

That way things can only get better!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on November 27, 2013, 08:09:26 pm
My comment is the same as it was from the start:

If they deliver something Terraria-esque that that I can tool around with for several hours, it will be money well spent. I also don't expect beta to be of equivalent quality to the final game with a year of patches. I think I'll be fine.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on November 27, 2013, 08:23:25 pm
I've made many, many disparaging comments here and elsewhere about how Minecraft has forever ruined the public perception of beta. Insert standard rant here, again.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 27, 2013, 08:32:29 pm
Well, I basically need a copy to PROVE it isn't a copy of terraria to me bro.
Title: Re: Starbound - A flat yet infinite universe.
Post by: GlyphGryph on November 27, 2013, 08:36:14 pm
No one give Neonivek a copy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: The Darkling Wolf on November 27, 2013, 08:36:38 pm
It could be a clone of Terraria in every possible way except for the placing and removal of more than one unit of backwall at a time and I'd be happy.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on November 27, 2013, 09:29:09 pm
No one give Neonivek a copy.
That's kind of mean. I heartily approve.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 27, 2013, 09:30:14 pm
No one give Neonivek a copy.
That's kind of mean. I heartily approve.

 :'(

Also ignoring that Forsaken is serious... -_-

I already have a copy for myself.
Title: Re: Starbound - A flat yet infinite universe.
Post by: forsaken1111 on November 27, 2013, 09:31:32 pm
Wait you actually bought a copy? I thought the game was terrible etc etc etc
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 27, 2013, 09:34:01 pm
Wait you actually bought a copy? I thought the game was terrible etc etc etc

No, I said my biggest worry was that the game was going to be bland. Not that it "was" terrible.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on November 27, 2013, 09:35:32 pm
Wait you actually bought a copy? I thought the game was terrible etc etc etc

If memory serves he was complaining about hating that he liked it even though he hated it, or something. Regardless... we all know how this goes by now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 27, 2013, 09:36:44 pm
Wait you actually bought a copy? I thought the game was terrible etc etc etc

If memory serves he was complaining about hating that he liked it even though he hated it, or something. Regardless... we all know how this goes by now.

No that is Terraria the game I like... but hate at the same time... (though with the patch... it balances out to a flat like since it removed everything I REALLY disliked from the game).

And as always when Starbound comes out, I'll be sure to critique it. Especially if I happen to like it. :D
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on November 28, 2013, 05:49:14 am
Well as my family so well knows, I also tend to nitpick, especially movies/tv series and Animes..
God have mercy on animes which are based on mangas I am fond of, because I sure don't have any.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Shadowlord on November 28, 2013, 10:52:12 am
It's too bad Starbound won't show up on Steam until after the Autumn Sale ends.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on November 28, 2013, 11:36:59 am
Doesn't matter. It would not be part of the sale. It would also probably be a bad thing to have tons of exposure on what will be an incomplete release.
Title: Re: Starbound - A flat yet infinite universe.
Post by: bluejello on November 28, 2013, 12:04:05 pm
having it come out after the sale may be a good thing, as more people will be playing other games instead of it thus hopefully less backlash
... who am I kidding there will be backlash anyways
Title: Re: Starbound - A flat yet infinite universe.
Post by: Rolan7 on November 28, 2013, 12:05:17 pm
He might mean that Starbound won't release on Steam until the hype from these deals have ended.  The developer was saying that the beta is ready, but Steam was "busy" right now.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on November 28, 2013, 12:09:48 pm
Counting the hours until the alleged release date.. ..Is killing me..
Title: Re: Starbound - A flat yet infinite universe.
Post by: Neonivek on November 28, 2013, 12:15:30 pm
Counting the hours until the alleged release date.. ..Is killing me..

Live ultimuh LIVE!!! I need 4ccs of patience STAT!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sirus on November 28, 2013, 12:38:15 pm
/me relaxes with a cup of hot chocolate

I've already come to terms with the fact that I will likely not be playing the day of release, nor will I have much time to discover anything interesting before the entire game is cracked open in a matter of days. Thus, I am mostly immune to hype and can simply wait.
Title: Re: Starbound - A flat yet infinite universe.
Post by: chaoticag on November 28, 2013, 02:52:46 pm
Over here on the other hand, Dubai won the 2020 expo, and we're going through our 42nd national day, which means I have a 4 day weekend in which I will spend all my time not playing starbound. Goddamn timing.
Title: Re: Starbound - A flat yet infinite universe.
Post by: KingofstarrySkies on November 28, 2013, 08:07:25 pm
Uhm, if anyone is giving away keys still, I could use one. Fine if I don't get one, just if someone has one lying around. Mostly because people said that like, everyone in this thread should play and I don't want to be the odd man out...
Title: Re: Starbound - A flat yet infinite universe.
Post by: buckets on November 28, 2013, 10:59:55 pm
Uhm, if anyone is giving away keys still, I could use one. Fine if I don't get one, just if someone has one lying around. Mostly because people said that like, everyone in this thread should play and I don't want to be the odd man out...

It's actually pretty cheap dude, like 15usd.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on November 28, 2013, 11:16:14 pm
Less, actually, if you can drum up three chums to split a four pack between. Bit more than a tenner, that way.

Which is still like a week's worth of food but eehh...

Though, that said, some folks might not have the means to purchase online, or face too much trouble to bother with it. Which is fair.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Bitoru on November 30, 2013, 10:49:48 am
It's 'ficial.
http://playstarbound.com/december-4th/
Title: Re: Starbound - A flat yet infinite universe.
Post by: miauw62 on November 30, 2013, 11:05:46 am
(http://img.ie/hadao.gif)
I normally don't post just an image, but this is apropriate.
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on November 30, 2013, 11:26:11 am
(http://i.imgur.com/XJSOF3B.gif)
Title: Re: Starbound - A flat yet infinite universe.
Post by: timferius on November 30, 2013, 11:51:05 am
This may be a good time to kick off my streaming career :p
Title: Re: Starbound - A flat yet infinite universe.
Post by: Darkmere on November 30, 2013, 11:53:17 am
Now I'm glad it was put off until after November, so I could work on my novel for NaNoWriMo.

... I'm also worried that I will now no longer FINISH the novel I started in November....
Title: Re: Starbound - A flat yet infinite universe.
Post by: KingofstarrySkies on November 30, 2013, 03:07:54 pm
FINALLY. I have preordered.

And now I play the waiting game.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Ultimuh on November 30, 2013, 03:45:33 pm
FINALLY. I have preordered.

And now I play the waiting game.

You are lucky you only have to play that for a few more days.
I have been doing that for over half a year!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Flying Dice on November 30, 2013, 03:58:55 pm
Oh, awesome, it's releasing the day after my last paper is due.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Gabeux on November 30, 2013, 04:12:56 pm
Everyone I know that got the preorder, is bracing for the impact of this beta in their lives, it's funny.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on November 30, 2013, 04:33:19 pm
And yet for some of us, it's going to be a Tuesday.

Well, a Wednesday. Perhaps a Thursday, with the timezones.

I really don't want to do much in the early beta. Not because of the loss of characters or anything, but because it won't have certain limiters set in, and I don't want to spoil the game's progression for myself. I'll still likely fool around with the building for some time, but mostly I'll just check to see that it works on my tablet, and be done with it until the second stage.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Brotato on December 01, 2013, 12:59:05 am
And yet for some of us, it's going to be a Tuesday.

Well, a Wednesday. Perhaps a Thursday, with the timezones.

I really don't want to do much in the early beta. Not because of the loss of characters or anything, but because it won't have certain limiters set in, and I don't want to spoil the game's progression for myself. I'll still likely fool around with the building for some time, but mostly I'll just check to see that it works on my tablet, and be done with it until the second stage.

Wait, how are you going to get it working on a tablet?
Title: Re: Starbound - A flat yet infinite universe.
Post by: BigD145 on December 01, 2013, 01:23:57 am
And yet for some of us, it's going to be a Tuesday.

Well, a Wednesday. Perhaps a Thursday, with the timezones.

I really don't want to do much in the early beta. Not because of the loss of characters or anything, but because it won't have certain limiters set in, and I don't want to spoil the game's progression for myself. I'll still likely fool around with the building for some time, but mostly I'll just check to see that it works on my tablet, and be done with it until the second stage.

Wait, how are you going to get it working on a tablet?

Windows on a Tablet PC or convertible? ASUS Transformer?
Title: Re: Starbound - A flat yet infinite universe.
Post by: Sean Mirrsen on December 01, 2013, 01:30:36 am
Wait, how are you going to get it working on a tablet?

Windows on a Tablet PC or convertible? ASUS Transformer?
A Samsung, but yes. ATIV SmartPC Pro, to be exact. Runs XCOM:Enemy Within and Kerbal Space Program rather well, even on battery power, but it's still a tablet PC, it still runs Windows 8, and it's still got Intel HD graphics, so I have to make sure Starbound is going to work on it.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Girlinhat on December 01, 2013, 02:27:52 am
This may be a good time to kick off my streaming career :p
Heyheyhey!

I was planning on doing tubing!

*slaps with glove*
Good sir, I challenge you to a duel!
I... actually support this duel.
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on December 01, 2013, 03:52:13 am
I was thinking about doing a video too, since I've been meaning to get back to YouTubing again.

We should do a multiplayer video thing where we link to each other's videos. It'd be fun!
Title: Re: Starbound - A flat yet infinite universe.
Post by: Frumple on December 01, 2013, 04:27:09 am
I... actually support this duel.
Indeed. There are few things as invigorating as watching a polar bear and captain planet vigorously tubing each other in competition for the eyes of the masses.
Title: Re: Starbound - A flat yet infinite universe.
Post by: timferius on December 01, 2013, 11:53:50 am
This may be a good time to kick off my streaming career :p
Heyheyhey!

I was planning on doing tubing!

*slaps with glove*
Good sir, I challenge you to a duel!

Oh, well, great. Now I'm commited to this. Shows what happens when you make an offhand comment :p Youtube is probably a good start, instead of starting live. Now I've just got to get the recording software working on my computer...
Title: Re: Starbound - A flat yet infinite universe.
Post by: Knight of Fools on December 01, 2013, 12:41:59 pm
I was thinking about doing a video too, since I've been meaning to get back to YouTubing again.

We should do a multiplayer video thing where we link to each other's videos. It'd be fun!
If we do this, we all have to kill each other at some point. I hope you realise that?

I would expect nothing less.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Chronomancer on December 01, 2013, 01:28:33 pm
Does anyone have an extra copy I can buy? I dun have paypal.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: timferius on December 01, 2013, 01:32:19 pm
On a more serious note, if we DID do it, it'd probably feel less awkward than talking to ourselves.
I don't know about that, I'm quite proficient at talking to myself.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sean Mirrsen on December 01, 2013, 01:39:33 pm
Does anyone have an extra copy I can buy? I dun have paypal.
You don't technically need PayPal. I bought via a Google account. As long as you have a credit card, it works.

Plus you'll be able to buy it as Early Access, minus soundtrack (I think) once the beta is out on Steam.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 01, 2013, 02:04:43 pm
Is multiplayer in the first release?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 01, 2013, 02:15:02 pm
Is multiplayer in the first release?
Given they've had multiplayer streams, I would assume so.
They've also had streams but not released it.  Last I heard, multiplayer wasn't in for a while, but then again I heard that a while ago.

If we're doing a multiplayer stream, I'd suggest one or multiple people start recording (because at least one will have software problems and not record it) and also capture the audio from teamspeak or somesuch.  And I'd be willing to get in on this.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frumple on December 01, 2013, 02:18:49 pm
Pretty sure this was linked before, but have it again (http://community.playstarbound.com/index.php?threads/addressing-beta-questions.33566/). Explicitly stated, and I quote:
Quote from: mollygos
Is multiplayer in for beta?​
Yes!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: miauw62 on December 01, 2013, 02:21:56 pm
My exams are starting soon, but we should organize this. What time are we starting? (In which timezone?)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: inEQUALITY on December 01, 2013, 02:24:15 pm
Anybody know the system requirements for this? This looks amazing, but I don't want to buy something that might not work on my ancient and craptastic laptop... :-\
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Baneling on December 01, 2013, 02:25:32 pm
Barring lol timezones I'd be up for this - I've streamed before with reasonable quality and I have a decent idea of how to get it working for things.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 01, 2013, 02:26:11 pm
I can't find my protein pills or my helmet, but I'm ready for this anyway.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frumple on December 01, 2013, 02:29:45 pm
Anybody know the system requirements for this? This looks amazing, but I don't want to buy something that might not work on my ancient and craptastic laptop... :-\
Insofar as a quick check could tell, there hasn't been anything definite stated, yet. Closest I've seen to a benchmark is that it's apparently able to run on a macbook Air, whatever the blazes that is. There's a non-negligible chance, though, especially early on, that performance won't be all that impressive. Push comes to shove, us lower end folk might have to wait until the second beta phase or full, post-optimization, release.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: timferius on December 01, 2013, 02:55:17 pm
Also, a bit off topic, but what program do you use to edit videos? I've been set up to livestream for a bit (though have never really started), but I haven't really though about recording.
Also, if I do choose to livestream, is it easy to save the videos?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sean Mirrsen on December 01, 2013, 03:00:55 pm
A MacBook Air, per the Apple site, has a dualcore Core i5 @1.3GHz, and 4Gb RAM, with an Intel HD5000 GPU.

That's less CPU power (though a somewhat higher-tier GPU) than the tablet I mentioned.

Someone should try it on an Atom-based ultrabook or tablet - if it runs on that, it should run pretty much anywhere.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Knight of Fools on December 01, 2013, 03:21:12 pm
Well, turns out I'm working all day on the 4th (10 to 8, west coast). I can do something really early in the morning or really late, but I'd have more time on the 5th.

I use Nvidia's Shadow play thingie to record most of my videos, and fraps for live commentary (It still captures voice at 1 FPS; that adds up to no loss of performance). Then I use Adobe's stuff I to combine the two. Shadow play doesn't recognize a lot of games though, so in that case I use fraps and another audio recording program for the live commentary. I record my voice commentary separately because I tend to say some really stupid stuff, and it allows me to do some post commentary without muting in-game volume.

I'm on my phone right now, but I know of a few free screen capture and video editing programs if you want them, in case you didn't want to buy or "find" the fancier programs. Most of them are comparable to non-free ones, the only difference I've noticed is less compatibility and a steeper learning curve.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 01, 2013, 03:22:24 pm
Holy shit. I just checked the calender, and the 4th is my day off.

The one day I get at home each week.

This must be fate :D
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: inEQUALITY on December 01, 2013, 03:33:45 pm
A MacBook Air, per the Apple site, has a dualcore Core i5 @1.3GHz, and 4Gb RAM, with an Intel HD5000 GPU.

That's less CPU power (though a somewhat higher-tier GPU) than the tablet I mentioned.

Someone should try it on an Atom-based ultrabook or tablet - if it runs on that, it should run pretty much anywhere.

I have 1.86GHz Pentium dual core, 2gb RAM, and a mobile 965 express chipset GPU (yup, it's an old Toshiba Satellite)... unless the game requires 4gb RAM minimum, then I might be alright, yeah?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Mesa on December 01, 2013, 03:41:36 pm
Gah, screw system reqs.
Though I do wonder if it would run on my Made-in-R'lyeh crapsack...

In any case, I'm kind of hyped, but not really. Hype stopped being my thing apparently.
Guess it has to do with B12, being such a calm place and all.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sean Mirrsen on December 01, 2013, 03:42:11 pm
A MacBook Air, per the Apple site, has a dualcore Core i5 @1.3GHz, and 4Gb RAM, with an Intel HD5000 GPU.

That's less CPU power (though a somewhat higher-tier GPU) than the tablet I mentioned.

Someone should try it on an Atom-based ultrabook or tablet - if it runs on that, it should run pretty much anywhere.

I have 1.86GHz Pentium dual core, 2gb RAM, and a mobile 965 express chipset GPU (yup, it's an old Toshiba Satellite)... unless the game requires 4gb RAM minimum, then I might be alright, yeah?
Sounds like it, yeah. I doubt there will be shader issues with the GPU considering the game's 2D, and it can't require 4GB unless it's natively 64-bit (it can't address more than around 3Gb otherwise), so you might be alright. The 965 express is a rather old GPU though, so that's still a "might". You'll have to wait and see, I guess. ^_^
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: timferius on December 01, 2013, 03:42:57 pm
Ok, well, if I'm streaming on Wednesday, it'll have to be at about 8 P.M-12 P.M Eastern, after the kidlets go to bed.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: rabidgam3r on December 01, 2013, 03:50:05 pm
I was ALSO going to record this. Huh.
Nobody would mind if I recorded my part of the Starbound BS12 server when it gets up? Assuming, of course, I get a decent goddamn microphone. The inbuilt one on my laptop makes me sound like I'm straight out of first grade.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Jopax on December 01, 2013, 05:31:27 pm
Is there any info regarding the size of the Beta?

I have the unfortunate luck of returning to uni on the 3rd which means severly limited bandwidth, hopefully it doesn't turn out too large.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 01, 2013, 06:08:29 pm
The... size?  Well, it's everyone who preordered.  The size doesn't matter much though, it can be played singleplayer...  The worst you might encounter is a slow download, but an overnight run will fix that pretty easily.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 01, 2013, 06:09:48 pm
I'm pretty sure he's talking filesize. As in, how many megs or gigs it will take to download.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: BigD145 on December 01, 2013, 06:11:58 pm
I doubt it's even ten times as large as Terraria, but who knows? It's not going to be in the gig range. Find a cafe with wifi near your university if you're concerned.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 01, 2013, 06:12:53 pm
Oh, haha.  Still, overnight download torrent is really more than enough to handle this sort of thing.  You get it a day or two late, big deal right?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sean Mirrsen on December 01, 2013, 06:24:03 pm
Actually, given how much content Starbound has compared to Terraria, both audio and visual, and how its graphics style is richer and uses larger sprites than almost anything Terraria uses, I wouldn't be surprised if the beta pushes a gigabyte in size, at least installed.

The archive for the OST, although weakly compressed due to being all MP3s, is ~540Mb all by itself. Even if the format used by the game is lossier/better compressed, you're still looking at a very sizeable download.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Jopax on December 01, 2013, 06:32:32 pm
Hmm, oh well, it'll have to wait a week or two in that case. Just in time for winter break :D
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Twi on December 01, 2013, 06:35:28 pm
Quote from:  Thread title
Commencing countdown engines on
Check ignition, and may god's love be with you~
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: etgfrog on December 01, 2013, 06:46:46 pm
there was speculation that the installer is 1.9 gb large since that was the size noticed during one of the live streams.

Holy shit. I just checked the calender, and the 4th is my day off.

The one day I get at home each week.

This must be fate :D
your forgetting murphy's law, the emails with the keys could get delayed, steam could end up slowing to a crawl on download or derp in general, if any issue apears then expect the starbound site to not work as many anxious gamers refreshing the site over and over again.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 01, 2013, 06:49:04 pm
there was speculation that the installer is 1.9 gb large since that was the size noticed during one of the live streams.

Holy shit. I just checked the calender, and the 4th is my day off.

The one day I get at home each week.

This must be fate :D
your forgetting murphy's law, the emails with the keys could get delayed, steam could end up slowing to a crawl on download or derp in general, if any issue apears then expect the starbound site to not work as many anxious gamers refreshing the site over and over again.
Shush you, shush! Let me have a slight glimmer of hope!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: etgfrog on December 01, 2013, 06:55:04 pm
well...there is one glimmer of hope, chucklefish seem to be rather competent with their workings of steam, while the devs of wanderlust:rebirth were doing a stream of starbound and when one of the other people in their skype call asked they managed to get a key from a starbound dev, download the game and set up a dual stream of both of them playing.

edit for all the typos :(
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: jhxmt on December 02, 2013, 08:07:00 am
OK, looks like I'll be doing my videos by myself. That's be between 1 am and 5 am

Being in Britain can be kinda sucky, sometimes.

I might be able to join you, GO (fellow UKer here), but my timing's likely to be somewhat sporadic - the beta appears to be being released during one of the busiest working weeks I've seen!  :-\
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Baneling on December 02, 2013, 08:36:46 am
Again, timezones - I'm in Ireland myself, so I'd be happy to enjoy the motley crew of GMT+0 peoples. I have a pretty free day since I'm a secondary school student - as long as it's between the hours of 4 and ~9.30pm I'm free.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: ShoesandHats on December 02, 2013, 07:21:54 pm
Someone relatively well known is streaming (http://www.twitch.tv/Northernlion) right now, and they're playing Starbound. Come around for good times.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: ahappydude on December 02, 2013, 07:33:58 pm
wopwop beta tomorrow, but im afraid i will be dissapoitoned with what i thought was starbound at first, looks more like an pokemon in space... anyways
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 02, 2013, 07:40:00 pm
Assuming we have a US party and UK party, should we perhaps set up an inter-continental challenge?  See what side can produce the most impressive structure in a given time?  We can have competing LPs.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: ahappydude on December 02, 2013, 07:40:30 pm
Yeah.. But it feels like they gave in to the younger crowd, sure they deserve good games to but meh.. EStill enjoy terraria with its glorous mods online and offline, it even got some fancy space mods ^^ So id starbound sucks, i will mod it right or keep playing terraria

Those comments at twitch haha
"yay copy-bound"
" Is there space combat like in Star Citizen??"
"his game is such a ripoff of BattleToads"
"Sweet, furries in space<"

Thats strange, enemies doesnt drop anything, so we can only find loot in chests?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: ahappydude on December 02, 2013, 07:59:39 pm
Hm okey..
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 02, 2013, 08:00:44 pm
Is that their way of making people actually use bows in a game with beam cannons and giant walkers?
Also, must the bow do all damage, or can I just use my sword for the most part and switch to bows to ping the last hit?

And yes, I have already decided to use a sword, because I can.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Seriyu on December 02, 2013, 08:59:30 pm
Total Biscuit put up a video earlier, and in there his partner damages a monster with a sword, and he lands the last hit with his bow and they get leather. So yeah, you just need to finish it off with the bow.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Bitoru on December 02, 2013, 09:03:49 pm
No idea. I suspect that, as the bows upgrade, you can eventually get stuff like energy bows that cause a load of damage.

Tyi confirmed this on Leth's stream yesterday. Stuff like hunting rifles will be available at higher tiers.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 02, 2013, 09:16:08 pm
Total Biscuit put up a video earlier, and in there his partner damages a monster with a sword, and he lands the last hit with his bow and they get leather. So yeah, you just need to finish it off with the bow.
OH MY GOD JESSIE COX AND MR BISCUIT ARE DOING A SERIES!

yay
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: ahappydude on December 02, 2013, 09:40:26 pm
I dont get the smoke puffs after monsters, oh my bad, pokemooons dies?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: ahappydude on December 02, 2013, 09:55:05 pm
I dont get the smoke puffs after monsters, oh my bad, pokemooons dies?
I'll admit, that's disappointing.

Someone needs to mod it so that when they die, they explode. NO MELEE FOR YOU!
Hahaha yes man, i will look into the dll files after the beta is released :) If they built it like terraria it will work, might take a while but it will be mod friendly even if the dev wont support it at first. As in terraria
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gunner-Chan on December 02, 2013, 10:40:47 pm
I don't personally see the big problem with the smoke poofing. I mean I have like a dozen games where things die messily when they die and it looked stupid in Terraria with most mobs anyway, so I don't see the big problem with a little smoke poof.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 02, 2013, 10:43:14 pm
I don't personally see the big problem with the smoke poofing. I mean I have like a dozen games where things die messily when they die and it looked stupid in Terraria with most mobs anyway, so I don't see the big problem with a little smoke poof.
This. Not all games need stuff to produce ludicrous gibs :v
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Tiruin on December 02, 2013, 10:46:21 pm
I don't personally see the big problem with the smoke poofing. I mean I have like a dozen games where things die messily when they die and it looked stupid in Terraria with most mobs anyway, so I don't see the big problem with a little smoke poof.
This. Not all games need stuff to produce ludicrous gibs :v
The amount of force applied to another object equals explosions and gore.
...I really don't know where that idea started, because that would mean everyone is paper-weak. Like a sack of...meat. Literally.

I'm glad Starbound is doing the simple way of having internal combustion at critical levels of life. :P
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: ahappydude on December 02, 2013, 10:50:30 pm
"I'm glad Starbound is doing the simple way of having internal combustion at critical levels of life. :P"
Hahaha well as long as its not so with every enemy, then i will mod it to have a simple blood effect. I never said i wanted gibs ala quake 2 style
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 02, 2013, 10:54:20 pm
If the monsters are supposed to be psuedorandomly generated, maybe that has something to do with them poofing away. Might be difficult to make sure that each monster "dies" properly.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 02, 2013, 10:56:03 pm
I'm pretty fine with the monster smoke poof. Heck the only way it could be improved is if things died in a grid of fireballs like in Zelda II.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gunner-Chan on December 02, 2013, 11:00:20 pm
Yeah. I heard they wanted to sort of ragdoll them at one point, but given all the variables they shoved into the generator (And how they apparently left it open for more part/element shoving) I can't fault them for it in the slightest.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: ahappydude on December 02, 2013, 11:09:44 pm
Zelda 2, aww those memories
Yes order just what i thought to
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 02, 2013, 11:26:03 pm
Posting to keep updated. I've been silently anticipating this for a while now!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: IronTomato on December 02, 2013, 11:27:00 pm
Something more satisfying than a poof?
How about a really big poof?
(Or just make the sound blowy-uppy if there is one)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 02, 2013, 11:56:49 pm
So far from watching a few LPs it reminds me a little of A Valley Without Wind...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Rose on December 03, 2013, 12:01:01 am
Man, I can't wait to get this in a 2015 steam sale.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Glloyd on December 03, 2013, 12:05:44 am
Man, I can't wait to get this in a 2015 steam sale.

Woah there, slow down that hype train sir.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Knight of Fools on December 03, 2013, 01:34:04 am
TotalBiscuit's Starbound video is absolutely hilarious.

"I need wood!"

"I have wood. Look at my wood. LOOK AT MY WOOD."

"...Not as big as I thought it would be."
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 03, 2013, 01:36:43 am
Man, I hope he and Jesse continue the series. I don't care how much they suck at the game, they're funny.

Plus its a great way for a guy like me who never gets to see the streams to see Starbound in action. Me likee.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 03, 2013, 01:40:46 am
JC and TB do pretty good stuff. They do put on a rivalry for the camera, but they do it damn well... Just wait until the inevitable happens and Jessie gets hold of a top hat. Hoo boy!

Anyway the more series I watch, the more I want this game. Give it to me! I desperately crave the carefully constructed operant conditioning methods that make you dig for hours just to get a slightly better paid of boots. Give me my digital cocaine!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Flying Dice on December 03, 2013, 02:40:57 am
Man, I hope he and Jesse continue the series. I don't care how much they suck at the game, they're funny.
This is the logic that Yogscast fans use. :V

Kidding, of course; there's little room for comparison. TB isn't a babbling moron.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 03, 2013, 02:55:30 am
I don't mind the Yogscast... Well Sips and Sjin have their moments, in a babbling moron kind of way.  :P Sadly Zoey is the only one doing a series, and she isn't exactly the most entertaining player.

Also NorthernLion is great, I'm a little surprised he got an invite, but pretty happy he did. Not exactly as good as JC&TB but certainly the best single player series so far.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ozyton on December 03, 2013, 09:44:13 am
I've not followed this game at all, and I've only played a little bit of terraria. DFC steam group posted an announcement linking to a stream and after watching it for about 5 minutes it looks very neat =p

Apparently there is a beta of some sort, might have to give it a try.

EDIT: I joined right at the end of the stream, damn.
EDIt the second: If I were to buy the game now would I get in the beta? And if I were to buy the game after beta launches would I still get into beta or would I have to wait until the full release?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: The Darkling Wolf on December 03, 2013, 09:59:02 am
Pretty sure you'll be able to buy and play the game during beta.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Darkmere on December 03, 2013, 10:00:53 am
Check the pre-orders on their site. You can probably still get in beta tomorrow (12-4-2013) if you buy before then. I'm not sure what happens with pre-orders once the beta starts though.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: miauw62 on December 03, 2013, 10:22:50 am
TotalBiscuit's Starbound video is absolutely hilarious.

"I need wood!"

"I have wood. Look at my wood. LOOK AT MY WOOD."

"...Not as big as I thought it would be."
Goddamnit TB. That was X's joke back in the day of X's Adventures in Minecraft.

I am just gonna wait for an X and Nevart LP. These guys fit togheter incredibly well.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 03, 2013, 11:13:04 am
Man, I hope he and Jesse continue the series. I don't care how much they suck at the game, they're funny.

Plus its a great way for a guy like me who never gets to see the streams to see Starbound in action. Me likee.

There are some letsplayers who can honestly suck at a game and still make it watchable simply through wit or charm.

It is just extremely difficult to achieve... and so far I've never seen a person suck at a game intentionally and still be not totally obnoxious.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: hemmingjay on December 03, 2013, 04:33:51 pm
Keys are starting to roll out slowly. By this time tomorrow everyone who pre-ordered should have their keys.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Brotato on December 03, 2013, 04:45:11 pm
Does anyone know what kind of release schedule TB and Jessecox plan on following for their LP?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 03, 2013, 04:55:23 pm
Keys are starting to roll out slowly. By this time tomorrow everyone who pre-ordered should have their keys.
*Checks email*
Not yet... But soon... COME ON!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 03, 2013, 05:07:07 pm
Keys are starting to roll out slowly. By this time tomorrow everyone who pre-ordered should have their keys.
*Checks email*
Not yet... But soon... COME ON!
*Checks as well.*
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 03, 2013, 05:32:14 pm
Ah well, RockLeeSmile apparently got a key and has uploaded a first impressions video, so that will pass twenty minutes before I check my email again.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: buckets on December 03, 2013, 05:33:23 pm
So the rest of my day is going to be brought to you by the letter F and the number 5? I feel vaguely Sesame Street about this...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: scout890 on December 03, 2013, 05:38:34 pm
Well according to the latest post, keys are going out at 10am PST, so it might be a little early to check your email.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 03, 2013, 05:42:50 pm
Well according to the latest post, keys are going out at 10am PST, so it might be a little early to check your email.

On the 4th or 3rd?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 03, 2013, 05:52:48 pm
Would be 7 PM for me.. *sighs deeply* So little time to play, because I have to get to work the next day..
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gabeux on December 03, 2013, 06:37:19 pm
I think it'll be 4 pm for me.

My gaming group of friends know how many hours until beta launch for days already.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 03, 2013, 06:40:00 pm
Jessie Cox has uploaded part 2 of their series, if anybody was checking TBs channel and not finding it.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 03, 2013, 06:41:41 pm
Jessie Cox has uploaded part 2 of their series, if anybody was checking TBs channel and not finding it.
They did something similar in their Terraria 1.2 LPs.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Glloyd on December 03, 2013, 07:03:55 pm
2 PM or so for me. Alas, I have two exams the next day. Life's like that.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 03, 2013, 07:11:11 pm
Am I the only one who feels a little bit legitimately angry because the game hasn't been released to paying customers, and youtube people are on episode 2 of their LP?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 03, 2013, 07:12:39 pm
Why are you assuming that the youtube people didn't pay?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 03, 2013, 07:13:10 pm
Am I the only one who feels a little bit legitimately angry because the game hasn't been released to paying customers, and youtube people are on episode 2 of their LP?

Them giving special considerations for people who basically give them free advertisement?

Seems standard... annoying but standard.

Why are you assuming that the youtube people didn't pay?

Does it matter? :P
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 03, 2013, 07:14:28 pm
Eh, press releases are somewhat common. You get used to the idea that youtube video makers are pretty much royalty.

I'm wondering if we yet know if there are any differences between the races beyond appearance...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 03, 2013, 07:16:08 pm
Eh, press releases are somewhat common. You get used to the idea that youtube video makers are pretty much royalty.

I'm wondering if we yet know if there are any differences between the races beyond appearance...

Sort of but not really

They get their own exclusive equipment and missions but they are otherwise exactly the same.

Heck I wouldn't be surprised if those "exclusive equipment" weren't race locked... So everyone could use it anyway.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frumple on December 03, 2013, 07:31:33 pm
Am I the only one who feels a little bit legitimately angry because the game hasn't been released to paying customers, and youtube people are on episode 2 of their LP?
I think I might have been, a little, back when that sort of thing started happening... a few years back? Several? I guess it technically strings back all the way to the first gaming magazines and whatnot a couple decades back (at the least). The sting has dulled, and is now filed under "standard marketing junk I probably can't do anything meaningful about".
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 03, 2013, 07:35:01 pm
As well... they couldn't give everyone copies.

They need steam to do it.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Tiruin on December 03, 2013, 07:37:22 pm
Am I the only one who feels a little bit legitimately angry because the game hasn't been released to paying customers, and youtube people are on episode 2 of their LP?
I think I might have been, a little, back when that sort of thing started happening... a few years back? Several? I guess it technically strings back all the way to the first gaming magazines and whatnot a couple decades back (at the least). The sting has dulled, and is now filed under "standard marketing junk I probably can't do anything meaningful about".
You mean releasing it for people to show what's in the content to ensure if they like what they're buying or not...or some market trend that dates a long way back that I only have vague memories about it?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: freeformschooler on December 03, 2013, 07:41:00 pm
So wait, do we know whether or not it's coming out withing the next several hours? There's no Steam ticker it seems. Just checking whether I should go to sleep or not.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: BigD145 on December 03, 2013, 07:41:58 pm
10AM Pacific 12-4-13
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: freeformschooler on December 03, 2013, 07:45:26 pm
10AM PST? Ok, 17 hours 15 minutes. I thought it was PM for some reason.

Yep, checking back through thread and site confirms this.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 03, 2013, 07:46:24 pm
I can sorta understand sneak peeks to certain media outlets in advance.  But this is DAYS before regular customers.  They've pushed around the beta to be released.  If the beta is ready enough for youtubers to use it and make movies, then isn't it ready for regular customers?  If this were like, a tech demo given to certain streamers that might make sense, but I REALLY doubt they're going to do any changed in the past 48 hours that will make it to the beta release (considering that Steam is sorta a stickler about not allowing spam updates for most games).
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: buckets on December 03, 2013, 07:57:34 pm
Am I the only one who feels a little bit legitimately angry because the game hasn't been released to paying customers, and youtube people are on episode 2 of their LP?

I was actually thinking about this just earlier, while I see the value in LP advertisements I think it shouldn't have happened in a game where people are buying into early access. But ah well.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gunner-Chan on December 03, 2013, 08:05:05 pm
Why is starbound so different that everyone is getting their panties in a huge sweaty bunch over this? Press copys are not a new thing, and preordering is just preordering, early access or not.

Just switch to a less bunched up pair and move on, it's like only two days early. I expect this sorta thing from the official forums but this is literally the last place I thought I'd see complaints about people like TB or northernlion getting it first.

And yes they're still making changes. The other day when leth was streaming a patch was pushed out, and just yesterday someone noticed an oversight with the glitch being called robots in the character creation menu.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 03, 2013, 08:07:04 pm
Yea, I'm going with Janet here. That is just how things go, would it be better to just not let reviewers do their job?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Chronomancer on December 03, 2013, 08:07:19 pm
This is celebrity endorsement in a way. Get more people interested in the game. Starbound is relatively unknown and this is a great way to garner more attention.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 03, 2013, 08:09:11 pm
Well I have a right to be annoyed...

I don't like celebrity.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 03, 2013, 08:09:58 pm
Why is starbound so different that everyone is getting their panties in a huge sweaty bunch over this? Press copys are not a new thing, and preordering is just preordering, early access or not.

Just switch to a less bunched up pair and move on, it's like only two days early. I expect this sorta thing from the official forums but this is literally the last place I thought I'd see complaints about people like TB or northernlion getting it first.

And yes they're still making changes. The other day when leth was streaming a patch was pushed out, and just yesterday someone noticed an oversight with the glitch being called robots in the character creation menu.
(http://www.sharegif.com/wp-content/uploads/2013/09/19/applause-gif-3.gif)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 03, 2013, 08:12:15 pm
OHHH!!! Someone brought out the obnoxiously large gif.

It is time for the "Pat the people who make arguements you enjoy on the back with large gifs" war! :P

Quick! I need a Kitten going "I agwee wit you" Gif!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sergius on December 03, 2013, 08:13:53 pm
I'm not entirely sure that the press people got "copies". From some of the streams, I could see they were using some sort of... remote desktop thing? Like, maybe the game is actually running in a computer at the Starbound company and not locally. That would explain if the thing was too unstable to release as a Beta, and that most of these sneak peeks have been hosted by Chucklefish.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frumple on December 03, 2013, 08:15:26 pm
I don't think we were bunching panties yet, were we? Mild wrinkling at most, if that. Maybe a crinkle or two. Because if I missed the actual panties bunching signal I think I need to go out and acquire a properly bunchable set.

I'm not quite sure what a properly bunchable set of panties would entail, exactly, but I'm fairly sure it involves tinfoil lining.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: umiman on December 03, 2013, 08:16:14 pm
It's already started! Yeee... I love this childish, trivial, meaningless drama!

(http://img.photobucket.com/albums/v150/cpolk/GIF%20AMMO/Mjisenjoyingthisdrama.gif)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: freeformschooler on December 03, 2013, 08:17:42 pm
It's too bad there aren't bajillions of video games available elsewhere on the Internet, even for free, that we can play to tide us over until then.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Flying Dice on December 03, 2013, 08:18:05 pm
Can we all dial it back a bit? I'm no theatre major; I can't handle dramatics of this magnitude!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 03, 2013, 08:24:11 pm
I don't think we were bunching panties yet, were we? Mild wrinkling at most, if that. Maybe a crinkle or two. Because if I missed the actual panties bunching signal I think I need to go out and acquire a properly bunchable set.

I'm not quite sure what a properly bunchable set of panties would entail, exactly, but I'm fairly sure it involves tinfoil lining.
Speaking as someone who wears panties: thin ones, usually cheap cotton but sometimes silk.  Thin material + static = goddamit where is my Starbound D:
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Skyrunner on December 03, 2013, 08:29:16 pm
I don't think we were bunching panties yet, were we? Mild wrinkling at most, if that. Maybe a crinkle or two. Because if I missed the actual panties bunching signal I think I need to go out and acquire a properly bunchable set.

I'm not quite sure what a properly bunchable set of panties would entail, exactly, but I'm fairly sure it involves tinfoil lining.
Speaking as someone who wears panties: thin ones, usually cheap cotton but sometimes silk.  Thin material + static = goddamit where is my Starbound D:
Hehehe.

Incidentally boxers, too, are called panties in Korea.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 03, 2013, 08:32:14 pm
I don't think we were bunching panties yet, were we? Mild wrinkling at most, if that. Maybe a crinkle or two. Because if I missed the actual panties bunching signal I think I need to go out and acquire a properly bunchable set.

I'm not quite sure what a properly bunchable set of panties would entail, exactly, but I'm fairly sure it involves tinfoil lining.
Speaking as someone who wears panties: thin ones, usually cheap cotton but sometimes silk.  Thin material + static = goddamit where is my Starbound D:
Hehehe.

Incidentally boxers, too, are called panties in Korea.
I don't wear them, but imagine they'd bunch up pretty badly.  Loose-fitting underwear and tight girl-jeans probably doesn't fit well together.

So wait what were we talking about?  Are we flying the stars to mine panties from the local pokemon?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frumple on December 03, 2013, 08:34:27 pm
Probably. The real question is whether they'll be leggings or a hat.

Or both, I guess. At some point they should totally make it so you can wear pant-things on your head, now that I think about it.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 03, 2013, 08:47:30 pm
Probably. The real question is whether they'll be leggings or a hat.

Or both, I guess. At some point they should totally make it so you can wear pant-things on your head, now that I think about it.
For those unaware, Frumple is an old fart and remembers things I did like years ago:
Spoiler (click to show/hide)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frumple on December 03, 2013, 08:52:42 pm
For those unaware, Frumple is an old fart and remembers things I did like years ago:
Spoiler (click to show/hide)
... m'actually fairly sure I've never seen that before. I certainly don't remember it, heh.

These things happen occasionally. Like my alias being a reference before I even knew it was a reference. I was so confused when people started asterisking at me...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 03, 2013, 08:57:34 pm
That was my forum avatar for like, ever.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 03, 2013, 09:00:24 pm
Probably. The real question is whether they'll be leggings or a hat.

Or both, I guess. At some point they should totally make it so you can wear pant-things on your head, now that I think about it.
For those unaware, Frumple is an old fart and remembers things I did like years ago:
Spoiler (click to show/hide)
Can't see anything.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 03, 2013, 09:02:36 pm
dang the gif war ended fast...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 03, 2013, 09:05:02 pm
It was never a war to begin with.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 03, 2013, 09:06:37 pm
It was never a war to begin with.

You don't use a large gif in place of actual writing without it being a way. It is against da rulez of da internets.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Darkmere on December 03, 2013, 09:24:23 pm
Thanks For pulling out the kobold headpanties pic again. makes me remember the good ole' days of like...2011.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gunner-Chan on December 03, 2013, 09:38:02 pm
Panties totally go on heads. They're not really comfortable in their intended position.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 03, 2013, 10:33:38 pm
Speaking of removing ladies undergarments from their intended area of coverage... Anybody have any idea how much longer it might be in terms of hours? Also do we have somebody ready to host a server, or do we get to derp alone?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Dakorma on December 03, 2013, 10:40:26 pm
Given it's being released on the fourth, I would assume the fourth.

Which means I'm getting it at 8 pm, so I won't be able to play it until the day after because 1.5 gigs, even compressed, would take too long to DL.

EDIT 6pm, rather. My brain has a derp.
http://www.onlinecountdowns.com/countdown-clock/show/Starbound%20Beta%7C529eb6d0%7C1

Supposedly thats the one the mod linked on the forum, alternatively that's just counting down to December 4th, and I'll have to make one for you for 10AM PST December Fourth

Here's another I found. http://starbounder.org/Main_Page Honestly I don't know which one is accurate, and the mods have been giving conflicting answers.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Seriyu on December 03, 2013, 10:59:38 pm
Okay, so has anyone gotten a key yet? Or are keys going to START going out once beta is released? Because I don't have any key yet. Not that it's impossible that they just haven't gotten to me yet, but I'd like to know precisely when to start making sure things have actually worked appropriately.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: BigD145 on December 03, 2013, 11:03:09 pm
10AM Pacific 12-4-13
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 03, 2013, 11:04:30 pm
Okay, so has anyone gotten a key yet? Or are keys going to START going out once beta is released? Because I don't have any key yet. Not that it's impossible that they just haven't gotten to me yet, but I'd like to know precisely when to start making sure things have actually worked appropriately.

Yea man I totally have mine. I've already downloaded the game and am having fun flying around the universe exploring all these cool planets. Hoo boy this is fun!


...
No, nobody has keys.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Seriyu on December 03, 2013, 11:10:00 pm
Well, sometimes you get a key early and just have to wait for the countdown. But that's apparently not happening! Okay.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: BigD145 on December 03, 2013, 11:13:41 pm
http://playstarbound.com/
http://playstarbound.com/notice-support-e-mails/
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Knight of Fools on December 04, 2013, 12:17:41 am
Huh, reading through the Starbound Wiki there are apparently racial "armor" bonuses. Humans can carry more stuff, avians can glide, and robots mine faster.

Weird thing, though: The Apex, the monkey race, has a backstory where they used to be similar to humans but devolved physically in order to evolve mentally. But the Apex's racial armor bonus is... running and jumping faster.

Strangely, it was only at that point that I realized how illogical devolving physically to evolve mentally was.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 04, 2013, 12:20:24 am
Strangely, it was only at that point that I realized how illogical devolving physically to evolve mentally was.
Evolution is not a point-buy.  You can roll 18's in str, dex, AND int.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Knight of Fools on December 04, 2013, 12:27:19 am
Exactly. It's not a point buy system, which is why having the Apex "take away" physical evolution to "gain" mental evolution is rather dubious.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gunner-Chan on December 04, 2013, 12:30:44 am
I think it's somewhat implied that it's not doing much. Since despite all that they're still just monkeys in space suits. They just THINK they did that.

I think the racial armor bonuses aren't going to be in for a few versions. Last I heard racial armor was mostly cosmetic at the moment while things were smoothed out.

I'm not entirely sure that the press people got "copies". From some of the streams, I could see they were using some sort of... remote desktop thing? Like, maybe the game is actually running in a computer at the Starbound company and not locally. That would explain if the thing was too unstable to release as a Beta, and that most of these sneak peeks have been hosted by Chucklefish.

Actually nope, people are downloading the game. Looking at it's appid on the right pages will show how many people were playing it last and stuff like that too.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 04, 2013, 12:34:19 am
Evolution is not a point-buy.  You can roll 18's in str, dex, AND int.
Although those high stats come at a cost. Everything your body does costs energy, so the stronger, more dexterous and smarter have to consume a lot more food than the weaker, more cumbersome and duller. In a way it kind of is a point buy system, but you have as many points as you actually want to spend, assuming you can get the fuel to support it, and in a competitive environment you may very well not, thus some species becoming 'inferior' in some respects over time.

So it would make sense if a species was choosing mutations that resulted in a lower daily calorie requirement to make up for the greater needs of the mind giving a finite amount of food. What wouldn't make sense is if that entitled growing fur and jumping higher.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: BigD145 on December 04, 2013, 12:47:34 am
You still have an energy conversion limit. You still have wear and tear on organs. You can't just consume more.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Chronomancer on December 04, 2013, 12:57:45 am
Tiy uploaded the beta trailer with boss spoilers at the end. Check it out.

https://www.youtube.com/watch?v=fyMJE9ZHIqQ
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: RexMundi on December 04, 2013, 01:18:04 am
wow, nice trailer imo. Oooh, if only I had money for this
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gunner-Chan on December 04, 2013, 01:33:33 am
You know if that's all beta content already implemented, this game is very quickly gonna overtake Terraria in number of objects + stuff + things to find.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 04, 2013, 01:44:39 am
Assuming this was properly programmed that won't be hard. Terraria was built in a way that made adding new content very painful and bug prone. A better system could see hundreds of new items a week, assuming you don't spend too much time on balance or art.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: ahappydude on December 04, 2013, 01:47:01 am
Or instruments,bubble farts etc  ;)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: etgfrog on December 04, 2013, 01:49:07 am
They did mention on a stream that the engine was set up so that they could take a screenshot and make a new house or other type of generated encounter
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 01:49:19 am
So... is anyone else wondering if we'll have multiplayer from the get-go? Based on what I've seen and heard, I am hopeful.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 04, 2013, 01:52:21 am
So... is anyone else wondering if we'll have multiplayer from the get-go? Based on what I've seen and heard, I am hopeful.
Nope, nobody is wondering that because it has already been answered and the answer is 'yes'.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 01:53:13 am
 ;) Ya-hoo!

So, who will be organizing the Bay12 interplanetary exploration and acquisition efforts, and what sort of hellhole will we be setting down on first..?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 02:26:16 am
Sounds great. With luck, there will be some way that we can permanently pollute or corrupt the local environment!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 02:35:53 am
If you wait for a reasonable sale, I might be willing to ante up for that. For great B12 justice, and all.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: ScriptWolf on December 04, 2013, 02:52:41 am
Once this comes out on steam, depending on the price, I may host a little giveaway. Be warned that it may never materialise.

I will throw in a few copies as well
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gunner-Chan on December 04, 2013, 03:30:49 am
Just an important note for everyone planning a server. Last I heard there's almost no real security, no server-side characters and little in the way of admin commands. It would be a smart idea to go the Terraria route I've seen on here and make the server address by PM only.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: ahappydude on December 04, 2013, 03:33:40 am
9hrs left, good ip janet...

In another nothe, this is the first song im going to play while playing the beta
http://youtu.be/s9MszVE7aR4
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 04, 2013, 03:38:27 am
Just an important note for everyone planning a server. Last I heard there's almost no real security, no server-side characters and little in the way of admin commands. It would be a smart idea to go the Terraria route I've seen on here and make the server address by PM only.
Wait... I can understand the lack of security, and lack of admin functionality, but client side characters? That is the kind of thing that you kind of want to do the right way from the start otherwise it takes more effort to change it.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gunner-Chan on December 04, 2013, 04:13:12 am
Considering it's a thing they've wanted as an option in addition to server side characters from nearly the start I'm pretty sure they've left room for both.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 04, 2013, 04:19:06 am
Ah, well if you want it as an option that is understandable... Although I'm not sure why you would ever want client side profiles, but what ever.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gunner-Chan on December 04, 2013, 04:21:20 am
Because sometimes people don't cheat but don't want issues with a particular person always hosting? I can see plenty of reasons assuming they make the save system annoying to crack or mark itself if it's modified.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sean Mirrsen on December 04, 2013, 04:27:29 am
And some people like offline play. And some people might like to bring other people's offline characters over for a big romp on a mutual server. Client-side profiles are an entirely normal thing to have for a game that's not exclusively multiplayer.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: sambojin on December 04, 2013, 05:10:22 am
F. F. F. F. F. With asterixes etc.

I was pretty damn sure these guys were going to go into the new year before release. Bugger.

Oh well. I just (finally) got a decent job, and some people need some presents in the new year (about 2 weeks into it). Stuff was happening before hand.

So, if anyone won that comp for beta release keys about 13 months ago that I said I'd pay for, guess what? They'll cost me 25% more, but I'll make good on them. Finally.

*hangs-head-in-shame*

"I really thought they were just fucking with us on a 2013 release. Screw it, 11 more dwarves playing Starbound can finally be done."

No, I don't know who won the comp. Yes, the 11 that did will get their keys (or 7, or 8, or whatever. Probably 11, I'll buy 3 4-packs, even at no discount. Let's go laser shit). 
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: hemmingjay on December 04, 2013, 07:29:04 am
I think most of them were taken care of but I am not sure. I think several of us bought extra copies to cover, but a few might have slipped through. The bad news is that you can only buy one 4 pack, and that includes one copy for yourself. The annoying Steam system will not let you take advantage of the 4 pack more than once.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Mephisto on December 04, 2013, 08:02:08 am
If you buy direct from Chucklefish, it would appear that you can get as many four-packs as you want. Lowest tier is $15 each, 4 for $45.

I don't know if that will persist past launch, though.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 04, 2013, 08:46:03 am
So.. what to do for four hours.. Got plenty of games but.. Not sure if I feel like playing them right now.. Maybe I should watch a few anime episodes?
Maybe some other time-wasters would help?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Seriyu on December 04, 2013, 09:12:13 am
Play terraria, because it'll probably be the last time you do it for a while.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: rabidgam3r on December 04, 2013, 09:27:20 am
Watch Let's Plays. I'm watching Grimgrams!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 04, 2013, 09:31:51 am
I'd rather stay of games similar to Starbound, or else I'll just grow tired of running around looking for resources.

Also, I had enough of Let's Plays for today. I want to play the game, not watch someone else playing it.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 09:44:58 am
So I have to ask, will this be available on steam today?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 09:47:47 am
Anyone up for a game of cards against humanity to kill the time? I really need something to do whilst I wait for this.

PREEMPTIVE EDIT: Yes. Give it 3.25 hours.

Well, thats good.

I hope you can destroy NPC settlements. I have genocide on my mind.

NON HUMANS WILL NOT BE TOLERATED.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 09:50:53 am
I still have plans on making an underwater base for hylotlkind.

Well, when if we ever play multiplayer together, expect me to kill all of your species.

Or at least annoy them.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 09:51:08 am
It's a tad bit ambitious, but I'm thinking "Dr. Wily's Fortress."
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frumple on December 04, 2013, 09:54:08 am
It's a tad bit ambitious, but I'm thinking "Dr. Wily's Fortress."
... which one?

Or, like. All of them? Commemorative robot master statues in the appropriate areas?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 09:54:39 am
I still have plans on making an underwater base for hylotlkind.

Well, when if we ever play multiplayer together, expect me to kill all of your species.

Or at least annoy them.
Expect me to kill you for trying to kill me.

Or we could... y'know... snowball fight.

Depends on how big a bomb I can make. I just like reducing places to ruins.

We could find a difficulty 100 planet and set up a research base. Maybe dig up some fossils, tame deadly beasts. Build a bioweapon of sorts...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 09:56:33 am
Well, those two aren't happening for a while.

Aw... There goes my plan for galactic domination.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 04, 2013, 10:05:26 am
Well, those two aren't happening for a while.

Also, I reiterate my invitation to a game of cards against humanity to pass the time. If there's any interest, I'll set up a game, provide a link and so on for it.

I am up for it, but we need some more to actually make it fun.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 10:06:16 am
Well, those two aren't happening for a while.

Also, I reiterate my invitation to a game of cards against humanity to pass the time. If there's any interest, I'll set up a game, provide a link and so on for it.

I am up for it, but we need some more to actually make it fun.

What exactly is this game about?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 10:06:59 am
Well, those two aren't happening for a while.

Also, I reiterate my invitation to a game of cards against humanity to pass the time. If there's any interest, I'll set up a game, provide a link and so on for it.

I am up for it, but we need some more to actually make it fun.

What exactly is this game about?

Quoted for relevance.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 10:07:30 am
Well, those two aren't happening for a while.

Also, I reiterate my invitation to a game of cards against humanity to pass the time. If there's any interest, I'll set up a game, provide a link and so on for it.

I am up for it, but we need some more to actually make it fun.

What exactly is this game about?

Quoted for relevance.

I meant the card game.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 04, 2013, 10:08:54 am
Well, those two aren't happening for a while.

Also, I reiterate my invitation to a game of cards against humanity to pass the time. If there's any interest, I'll set up a game, provide a link and so on for it.

I am up for it, but we need some more to actually make it fun.

What exactly is this game about?

Quoted for relevance.

I meant the card game.

Oh it's like apples to apples, only that it makes you a terrible person for playing it.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 10:09:25 am
Well, those two aren't happening for a while.

Also, I reiterate my invitation to a game of cards against humanity to pass the time. If there's any interest, I'll set up a game, provide a link and so on for it.

I am up for it, but we need some more to actually make it fun.

What exactly is this game about?

Quoted for relevance.

I meant the card game.

Oh it's like apples to apples, only that it makes you a horrible person for playing it.

But I'm already a horrible person.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 04, 2013, 10:10:46 am
Well, those two aren't happening for a while.

Also, I reiterate my invitation to a game of cards against humanity to pass the time. If there's any interest, I'll set up a game, provide a link and so on for it.

I am up for it, but we need some more to actually make it fun.

What exactly is this game about?

Quoted for relevance.

I meant the card game.

Oh it's like apples to apples, only that it makes you a horrible person for playing it.

But I'm already a horrible person.

Then it won't hurt to play! :D
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 10:13:54 am
Well, those two aren't happening for a while.

Also, I reiterate my invitation to a game of cards against humanity to pass the time. If there's any interest, I'll set up a game, provide a link and so on for it.

I am up for it, but we need some more to actually make it fun.

What exactly is this game about?

Quoted for relevance.

I meant the card game.

Oh it's like apples to apples, only that it makes you a horrible person for playing it.

But I'm already a horrible person.

Then it won't hurt to play! :D

Pass
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 10:15:27 am
Well, those two aren't happening for a while.

Also, I reiterate my invitation to a game of cards against humanity to pass the time. If there's any interest, I'll set up a game, provide a link and so on for it.

I am up for it, but we need some more to actually make it fun.

What exactly is this game about?

Quoted for relevance.

I meant the card game.

Oh it's like apples to apples, only that it makes you a horrible person for playing it.

But I'm already a horrible person.

Then it won't hurt to play! :D

Pass

I was referring to the card game!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frumple on December 04, 2013, 10:17:50 am
... you can trim the quote pile. Or spoiler the excess. Or just not quote the post directly preceding yours. Quote pyramids are a thing of the devil. Don't build them. Please.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 10:27:29 am
how long until the beta? I took the day off for it...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: chaoticag on December 04, 2013, 10:29:19 am
About two and a half hours.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Skyrunner on December 04, 2013, 10:33:38 am
how long until the beta? I took the day off for it...
I hope you aren't disappointed D:
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 10:43:01 am
We will see ;) I wasn't too hyped about it, untill TB's vid. 15$ isn't much to ease my exploration hunger.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: chaoticag on December 04, 2013, 10:45:34 am
That's a pretty short timeframe to call a day off for. Still, do hope you enjoy the game. I think over a year of waiting finally coming to an end is having the sort of effect on me that a kid at christmas would have. Almost envy you, heh.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 04, 2013, 10:50:01 am
I have the day off as well, but this is my normal day off. Woo for lucky coincidences!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Knight of Fools on December 04, 2013, 10:54:31 am
Here (http://starbounder.org/Main_Page)'s a countdown if you're interested in browsing the wiki.

Here (http://www.twitch.tv/omnipotententity)'s another one if you're interested in watching one of the devs program some stuff and play the game. Or whatever he's doing.

Both count down to exactly 10:00 AM Pacific Time.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 10:54:58 am
You people are horrible! How am I supposed to download the game in a clean, speedy fashion if you're hogging all the... the memory service stuff?!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 10:57:08 am
"Over a year of waiting"? Not even close! Think StarSector...  and/or SotS II launch day superfailure :)

Thanx for a link to countdown.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: chaoticag on December 04, 2013, 11:00:52 am
I forgot those were a thing. Well, at least we have an idea of how buggy the game is going to be. Still, the game should be fun at least on the virtue that I'm playing with a few others today once everyone gets online.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 11:03:17 am
Well, those still are. StarSector gonna deliver... [some day]. And SotSII already became good game (imho).

Some lolz from official starbound forum. A list of thread names, actually.

Who else is "too sick to go to school" today
*realizes today is the 4th of December*
Being unemployed sucks... But not today!!
Hmmm... Oh yeah... Today...
I'm Excited.
It's Almost Here! :D
Perplexed Pixels
THEY STILL DON'T KNOW!!!!111
Almost

Anyone else thinks this is really funny?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 11:08:18 am
The fact that we've seen a host of pre-beta Let's Plays, however scripted, should testify to some stability... based on what I've seen, I'm not overly worried.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: chaoticag on December 04, 2013, 11:16:13 am
Oh I'm not worried for the first hour of the game or so. I'd imagine the planet you start on has been thoroughly bug tested due to i49 and other stuff. I'm just certain I'd run into a crash every now and then.

Still looking forward to building a minifort though. Since starbound takes what I liked about Terraria construction such as furniture, and streamlines it and polishes it. Plus, who wouldn't want a fancy dining table with a chandelier in their spaceship?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Mephisto on December 04, 2013, 11:21:26 am
I know planets are randomly generated. Has it been mentioned if they regenerate each time you visit or if all of your work remains if you leave and come back?

I know which I would prefer, but I could see save sizes getting pretty unmanageable.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: freeformschooler on December 04, 2013, 11:24:29 am
Most of the planets aren't too big, iirc (nothing like Terraria's larger worlds), but hopefully they do have decent save compression, and we don't run into an unpreventable Caves of Qud problem.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: chaoticag on December 04, 2013, 11:24:55 am
I know planets are randomly generated. Has it been mentioned if they regenerate each time you visit or if all of your work remains if you leave and come back?

I know which I would prefer, but I could see save sizes getting pretty unmanageable.
From what I read a while back, saves are not quite "every planet you've been on and explored stored into one file" but the game save system saves the RNG of the planet/universe and saves the changes you've made to a planet. So it should be manage-ably small unless you go around blowing planets to stardust by hand.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Rolan7 on December 04, 2013, 11:33:10 am
That sounds incredible.  I know in Minecraft I love to go exploring, but it bloats the save files so much (sometimes I even delete the region files to reset them).
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: The Darkling Wolf on December 04, 2013, 11:36:11 am
go around blowing planets to stardust by hand.
This is probably the first thing I'll try. Erase an entire planet and see what happens.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 04, 2013, 11:37:13 am
go around blowing planets to stardust by hand.
This is probably the first thing I'll try. Erase an entire planet and see what happens.
That could take quite a while.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: The Darkling Wolf on December 04, 2013, 11:41:57 am
It'd be a nice bit of validation of the 32GB I've plugged in there.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Mephisto on December 04, 2013, 11:46:47 am
I know planets are randomly generated. Has it been mentioned if they regenerate each time you visit or if all of your work remains if you leave and come back?

I know which I would prefer, but I could see save sizes getting pretty unmanageable.
From what I read a while back, saves are not quite "every planet you've been on and explored stored into one file" but the game save system saves the RNG of the planet/universe and saves the changes you've made to a planet. So it should be manage-ably small unless you go around blowing planets to stardust by hand.

Brilliant. Why I didn't think of that, I have no clue. Especially as that was the kind of idea I had for the currently vaporware game I was going to start.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 11:50:44 am
'Well, we have some good news and some bad news. The good news is, I have a LOAD of mineral wealth! The bad news is, if I leave this planet, the game starts using up so much RAM that my computer explodes.'

It's seems like you are already playing? How?!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sean Mirrsen on December 04, 2013, 11:53:18 am
'Well, we have some good news and some bad news. The good news is, I have a LOAD of mineral wealth! The bad news is, if I leave this planet, the game starts using up so much RAM that my computer explodes.'

It's seems like you are already playing? How?!
He's "playing" a joke extrapolated from the prior discussion - i.e. what would happen if the player mined out the whole planet.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: The Darkling Wolf on December 04, 2013, 11:54:34 am
And now I'm wondering if we'll ever be able to tunnel through the planet's core, considering they're already circumnavigable.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: freeformschooler on December 04, 2013, 11:55:42 am
And now I'm wondering if we'll ever be able to tunnel through the planet's core, considering they're already circumnavigable.

Someone needs to build America on one side of a planet and China on the other.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Twi on December 04, 2013, 11:57:25 am
Blah!

*Twi impatiently waits for email. :v*
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 11:58:50 am
He's "playing" a joke extrapolated from the prior discussion - i.e. what would happen if the player mined out the whole planet.

But i guess he would need to put all that stuff somewhere, no?

And, i have my medal from WT!
(http://apikabu.ru/img_n/2012-06_2/y8b.jpg)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neyvn on December 04, 2013, 12:00:34 pm
So many betas I want, at least this one I am sure I got.... Right.... Fuck can't remember..........
Gah is there a way to check, this is like that Kickstarter game I thought I Kicked but didn't....
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Knight of Fools on December 04, 2013, 12:01:46 pm
I recall reading a blog about compressing data that's in tile format. Generally they divide the world into chunks, each of which remembers the RNG formula for its individual chunk (Influenced by chunks around it, of course - Depending on the cleverness of the programmer and the size of the chunks, you won't even notice the chunks).

Once something in that chunk changes it has to store each block inside that manually rather than using a formula to generate it, unless everything in that chunk is standardized (Such as mining out an entire chunk), in which case it just says "everything in this chunk is empty air". Even "empty" is considered to be a standard tile in most games like this, thus taking up memory, so it's critical to performance to have something like this running so the game doesn't slog down into Hard Drive Killer Land when most of the map is literally empty air.

I imagine Starbound has some variation of what the blog was talking about.


Fake Edit: Holy Ninja, Batman.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 04, 2013, 12:02:05 pm
*Twi impatiently waits for email. :v*
*Ultimuh does the same.*
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: miauw62 on December 04, 2013, 12:02:34 pm
VALVETIME STRIKES AGAIN.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Kaje on December 04, 2013, 12:02:47 pm
What time is this supposed to be launching/what time are we supposed to be receiving emailed instructions on how to play?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 04, 2013, 12:03:16 pm
What time is this supposed to be launching/what time are we supposed to be receiving emailed instructions on how to play?

1pm EST
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Twi on December 04, 2013, 12:04:46 pm
One more hour.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Kaje on December 04, 2013, 12:05:14 pm
Cheers! I shall play a few more FIFA 14 matches on the PS4 then...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: The Darkling Wolf on December 04, 2013, 12:06:11 pm
They'll be emailing out Steam keys as far as I can tell.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Knight of Fools on December 04, 2013, 12:06:47 pm
Here (http://starbounder.org/Main_Page)'s a countdown if you're interested in browsing the wiki.

Here (http://www.twitch.tv/omnipotententity)'s another one if you're interested in watching one of the devs program some stuff and play the game. Or whatever he's doing.

Both count down to exactly 10:00 AM Pacific Time.

For those wishing to twiddle their sweaty little fingers in anticipation with a proper countdown.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 04, 2013, 12:07:27 pm
And even then they can have errors.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: rabidgam3r on December 04, 2013, 12:08:12 pm
Sweaty fingers? Check.
Impatience? Check.
Lightheaded because who needs food when you're gonna have Starbound? Check to oblivion.

Let's do dis.

/me twiddles fingers.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 12:08:47 pm
And even then they can have errors.

Shhhhhhhhh. We're pretending that's not true right now.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Knight of Fools on December 04, 2013, 12:10:04 pm
Definitely the healthiest approach.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: BigD145 on December 04, 2013, 12:10:44 pm
*waits for 10:00:01 to scream in raeg*

No, not really. Time to save/kill some Kerbals. Same thing, really.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 12:11:03 pm
Definitely the healthiest approach.

The human heart can only handle so much cardiac stress in one hour, after all.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sergius on December 04, 2013, 12:16:18 pm
Argh... 45 minutes, and I don't get out of work for another 6 hours.

At least I've set up a remote desktop to my home PC so I can start downloading as soon as it's released.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Nienhaus on December 04, 2013, 12:17:21 pm
At least I've set up a remote desktop to my home PC so I can start downloading as soon as it's released.
That is pretty smart.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: BigD145 on December 04, 2013, 12:18:00 pm
I don't get out of work for another 6 hours.

Get back to work, slacker. No, wait. I have a better idea. I do your work and get your paycheck and you can play all the Starbound you want
Spoiler (click to show/hide)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sergius on December 04, 2013, 12:26:10 pm
I don't get out of work for another 6 hours.

Get back to work, slacker. No, wait. I have a better idea. I do your work and get your paycheck and you can play all the Starbound you want
Spoiler (click to show/hide)

Hm, actually, we just installed a new 15 megabit internet here, so I can just install Starbound here too while I wait until I get home to install Starbound. (might need a new Truecrypt image... Minecraft, Terraria and Shadowrun Returns have nearly filled it out)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Knight of Fools on December 04, 2013, 12:29:28 pm
Argh... 45 minutes, and I don't get out of work for another 6 hours.

At least I've set up a remote desktop to my home PC so I can start downloading as soon as it's released.

You think you have it bad?

I start a ten hour shift half an hour after it comes out. I don't work at a computer. Work is forty minutes away.

I don't get to even start downloading it 'til about twelves hours from now.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 04, 2013, 12:32:06 pm
*waits for 10:00:01 to scream in raeg*

No, not really. Time to save/kill some Kerbals. Same thing, really.
It's the law of equivalent exchange.  To save a life you have to kill someone.  Sacrifice a kerbal to rescue another.  It's how the world remains in balance.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sean Mirrsen on December 04, 2013, 12:33:08 pm
Argh... 45 minutes, and I don't get out of work for another 6 hours.

At least I've set up a remote desktop to my home PC so I can start downloading as soon as it's released.

You think you have it bad?

I start a ten hour shift half an hour after it comes out. I don't work at a computer. Work is forty minutes away.

I don't get to even start downloading it 'til about twelves hours from now.
Just pretend it doesn't come out until tomorrow. Plus you'll get it after the initial wave of hotfixes.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Baneling on December 04, 2013, 12:44:30 pm
Argh. Counting down those last few minutes, hoping I get my email /before/ the timer runs down...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Levi on December 04, 2013, 12:47:02 pm
Grumble Grumble why do i have to work today grumble grumble.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sean Mirrsen on December 04, 2013, 12:47:21 pm
It should probably be taken into account that it's unlikely that all emails will be sent out simultaneously, too. I'm betting that it'll take at least another hour until all emails are delivered, if not longer.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: rabidgam3r on December 04, 2013, 12:48:09 pm
I have:
Paced up and down the hallway.
Played games.
Watched videos.
Read a Cracked article.
AND I STILL DON'T HAVE STARBOUND
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: BigD145 on December 04, 2013, 12:48:27 pm
Grumble Grumble why do i have to work today grumble grumble.
Be unemployed! We can be unemployed together!
+0.01
I found a penny on the street.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Baneling on December 04, 2013, 12:49:37 pm
The way I understood it is that the emails were being sent out in the hour or so before the Steam release to prevent just that issue.

Also I don't see why it would take an hour to send 107,000 automated emails. Doesn't exactly seem like that many.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: chaoticag on December 04, 2013, 12:50:08 pm
They're uploading the final files according to Tiy's twitter, and linked to this: http://www.twitch.tv/chucklefishlive
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: miauw62 on December 04, 2013, 12:53:38 pm
*waits for 10:00:01 to scream in raeg*

No, not really. Time to save/kill some Kerbals. Same thing, really.
It's the law of equivalent exchange.  To save a life you have to kill someone.  Sacrifice a kerbal to rescue another.  It's how the world remains in balance.
You're not making Philosopher's stones with Kerbals, are you?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: LeoLeonardoIII on December 04, 2013, 12:54:56 pm
Watch, they'll post saying, "Oh you guys thought we meant 2013?"
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 04, 2013, 12:55:15 pm
Five minutes remains.

Spoiler (click to show/hide)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gabeux on December 04, 2013, 12:58:30 pm
I wasn't excited for this but I'm seeing excitement everywhere about it so OMG THREE MINUTES LEFT!!!


That's it I've done my part  :D :D
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: fivex on December 04, 2013, 01:00:57 pm
And the website went down!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: ahappydude on December 04, 2013, 01:02:43 pm
star-boned
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 04, 2013, 01:02:58 pm
That means either two things..

1. They are going to announce the game's beta release on steam
2. Tens of thousands of people across the globe pressed F5 at the same time.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Mephisto on December 04, 2013, 01:04:40 pm
I got a bit of a chuckle when, in between buffering (damn mobile data...), OmnipotentEntity began playing The Final Countdown in the minutes leading up to release.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: fivex on December 04, 2013, 01:04:54 pm
Humblebundle page has a steam key now
Edit: that doesn't work
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 01:05:16 pm
GIMME GIMME GIMME!!!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 01:05:21 pm
It's being released in steam today too, right?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Baneling on December 04, 2013, 01:05:29 pm
I think option 2. Too F5st, too...F2rious? Yeah, that pun got away from me...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 04, 2013, 01:05:42 pm
Yeah it was likely that everyone checked the site at once. luckily this shouldn't affect the keys...

But it might affect my "beta-key redirect" ability.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sergius on December 04, 2013, 01:07:58 pm
I hvent got a mail yet but my humble bundle page (which I've been refreshing every hour) shows I have a beta key :)

(EDIT: which when activated on Steam gives me some weird program name instead of Starbound... :P)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: freeformschooler on December 04, 2013, 01:08:13 pm
Yup, Humble has it. Time to download.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 04, 2013, 01:08:42 pm
I successfully activated but I got nothing XD

I guess steam hasn't put it up yet.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: fivex on December 04, 2013, 01:09:17 pm
Yup, Humble has it. Time to download.
It doesn't show up on steam when you activate it.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 01:09:27 pm
I successfully activated but I got nothing XD

I guess steam hasn't put it up yet.

Typical
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: freeformschooler on December 04, 2013, 01:09:34 pm
Man.

Also, watching the twitch chat is hilarious.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: chaoticag on December 04, 2013, 01:09:45 pm
The files are being uploaded still.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 01:10:59 pm
Yup, Humble has it. Time to download.

May I ask how you got where you are? When I click the key button in Humble, I get a server error.

Gotcha.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 04, 2013, 01:11:05 pm
Entered the Steam key, got accepted but there's nothing in my Library yet. Guess the wait continues :P
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gabeux on December 04, 2013, 01:11:18 pm
Man.

Also, watching the twitch chat is hilarious.

You mean Doge chat? It's amazing.

Also yeah keys are silently up on humble bundle but reedeming them shows nothing on library.
And their upload didn't even finish yet.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 01:11:32 pm
So, should i wait for steam, or there is another place i can grab my copy from?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sergius on December 04, 2013, 01:13:43 pm
Moar dots!

(yes they're still uploading and telling us how many dots on the progress... dot thingy).
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: timferius on December 04, 2013, 01:14:26 pm
Hahahaha! While you people suffer waiting for your keys, I'm at work and have nothing to wait for! By the time I can play, it will already be out at EXACTLY that time! Suckers.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 01:17:23 pm
When you will be home to download - everyone here will be already playing the thing :)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sergius on December 04, 2013, 01:19:27 pm
It's uploaded, they're waiting for it to propagate (not even the whole team can see it online), but it's hidden right now, they're discussing whether to test it for 10 minutes before setting it public.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Deon on December 04, 2013, 01:20:03 pm
I doubt it! The forums are overloaded and not working, and the game is listed as Steam Sub #something on steam, which means we should probably wait for 5-10 hours more, and then wait for a lot of patches since they most likely hurried to get in time (because they did not pre-upload). In before some game breaking bugs :D.

It's uploaded, they're waiting for it to propagate (not even the whole team can see it online), but it's hidden right now, they're discussing whether to test it for 10 minutes before setting it public.
Not even tested the latest build? They should have just said "it's going to be released after 4 dec". Hurrying something to release it in time is really bad for overall performance and stability :D.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: rabidgam3r on December 04, 2013, 01:20:27 pm
And the chat is shitting it's pants and picking it's nose yelling 'I WANT STARBOUND I WANT STARBOUND'. I'm not a fan of Starbound's community.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Kaje on December 04, 2013, 01:20:36 pm
No key yet.  :(
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Deon on December 04, 2013, 01:21:43 pm
There's key on the humble bundle site.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: etgfrog on December 04, 2013, 01:24:36 pm
well...activated the key, but it gave me a steam subscription, its probably starbound...but that does have me a bit worried.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Mesa on December 04, 2013, 01:24:52 pm
Hmm...
So I activated the code, but I can't find the game in my library or download it in any way.

And the main website is down because 502 Bad Gateway. :C
Wat do.

Well, apparently this code is for 1.0 and beta is seperate.
* DarkDXZ is concerned
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 01:25:43 pm
They should just launch the mofo thing already.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Darkmere on December 04, 2013, 01:25:50 pm
Got my key and added the nonexistent game to Steam. Boy oh boy! now just a few horus on this POS connection before I can play.... whenever it's actually released.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: BigD145 on December 04, 2013, 01:26:19 pm
Everybody. Full stop. All your questions are answered on the past couple pages.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 04, 2013, 01:27:14 pm
I can't be the only one finding the Twitch chat hilarious, am I?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gabeux on December 04, 2013, 01:27:14 pm
Also yeah keys are silently up on humble bundle but reedeming them shows nothing on library.
And their upload didn't even finish yet.

The upload finished but they didn't make it public yet, unless they did it in the last 5 minutes I haven't been listening.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 01:28:04 pm
I can't be the only one finding the Twitch chat hilarious, am I?

I want Starbound, I wa-- oh? Link, please!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gabeux on December 04, 2013, 01:28:42 pm
http://www.twitch.tv/chucklefishlive (http://www.twitch.tv/chucklefishlive)

The chat is amazing, that time when the devs mentioned the Doge and there was a Doge swarm?
Epic.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: freeformschooler on December 04, 2013, 01:30:08 pm
http://www.twitch.tv/chucklefishlive (http://www.twitch.tv/chucklefishlive)

The chat is amazing, that time when the devs mentioned the Doge and there was a Doge swarm?
Epic.

Quote
Loftyanchor: I feel like such a patient person right now
Quote
Kitkatcake: Please don't swear, there are CHILDREN watching
Quote from: immediately after
Dreamwaltzer: SWEAR TO ME LIKE A FRENCH LADy
Quote
Iceciro: Guys, why didn't you test this SOONER THAN THE LAST SECOND?
Quote
Ultrayato: Is nazus plural Nazi?
Quote
Brickster25: The importance of moderators for your twitch streams people.

I'm dying
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 01:30:36 pm
We should all flood the place and start 'shouting' "GORE VIDAL! GORE VIDAL!"
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 01:30:50 pm
Probably won't be available today
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: miauw62 on December 04, 2013, 01:31:37 pm
"is nazus plural nazi?"
My sides are in orbit.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 04, 2013, 01:31:51 pm
Probably won't be available today

BOOOOOOOOOOOOOO!!!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 01:32:35 pm
Probably won't be available today

BOOOOOOOOOOOOOO!!!


Its steam. Something always goes wrong.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Canisaur on December 04, 2013, 01:33:11 pm
That chatbox...

Wow.  Just... wow.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gabeux on December 04, 2013, 01:33:22 pm
-snip
HAHAHA it's insane!

We should all flood the place and start 'shouting' "GORE VIDAL! GORE VIDAL!"
Could we spam "MAGMA IS THE ANSWER TO YOUR WAIT"?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: kisame12794 on December 04, 2013, 01:33:44 pm
Post to watch.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 01:36:39 pm
From the sounds of the stream, we ain't getting shit for today.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 04, 2013, 01:37:13 pm
From the sounds of the stream, we ain't getting shit for today.

NOOOOOOOOOOOOO DANG IT!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: freeformschooler on December 04, 2013, 01:38:14 pm
From the sounds of the stream, we ain't getting shit for today.

Entirely contrary to what the devs said is going on right this minute, but it's possible.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 01:38:49 pm
From the sounds of the stream, we ain't getting shit for today.

Entirely contrary to what the devs said is going on right this minute, but it's possible.


Also, Hitler Dogs...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: BigD145 on December 04, 2013, 01:38:58 pm
Linux build from Steam works for one of them (chucklefish).
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: FluidDynamite on December 04, 2013, 01:39:44 pm
I have to admit that watching the twitch chat is pretty entertaining in itself. :P
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: GrayFox on December 04, 2013, 01:39:57 pm
wow many doge  :o
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Anvilfolk on December 04, 2013, 01:41:33 pm
I didn't really follow Starbound or its development. Why are people going this crazy over it? What's it got that's so new and so forth?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 01:46:18 pm
nothing, and everything. Just search youtube for TB's vid on it.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: chaoticag on December 04, 2013, 01:47:03 pm
I didn't really follow Starbound or its development. Why are people going this crazy over it? What's it got that's so new and so forth?
Borderlands like random weapons. Random critters. More freedom than terraria. a few races, lots of character customization. Basically, it's built quite a bit on the Terraria formula and is more internally consistant.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Neonivek on December 04, 2013, 01:48:17 pm
Quote
lots of character customization

>_> ehhhhh... ymmv
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Mesa on December 04, 2013, 01:49:34 pm
Expect the Steam servers to straight up crash when the beta floodgates are raised. :D
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: sluissa on December 04, 2013, 01:50:09 pm
nothing, and everything. Just search youtube for TB's vid on it.

Don't do this, it's obnoxious... although so is everything else I've seen on it.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Deon on December 04, 2013, 01:51:46 pm
Or on steam at all.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 01:52:08 pm
Are there not safeguards for of regulating/redirecting traffic? Is this the 90s?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: miauw62 on December 04, 2013, 01:52:16 pm
Quote from: Chucklefish
We need more hitlerdoge
This is glorious. They literally said that.

Also steam servers are too powerful to go down. Look at the steam user graph, it's hardly inflated over normal.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frumple on December 04, 2013, 01:52:59 pm
... yeah, even if basically everyone with beta access hops on (and they won't. 50-75% at most), that's still only like a third of how many people are playing DotA2 alone, right now. Steam will probably be fine.

Iirc, anyway. S'like a bit over 100k, right?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 01:53:43 pm
Are there not safeguards for of regulating/redirecting traffic? Is this the 90s?

With steam it's always 90's...  :P
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frank2368 on December 04, 2013, 01:54:07 pm
Expect the Steam servers to straight up crash when the beta floodgates are raised. :D

That won't happen. DotA 2 updates for example are much more taxing than this
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gabeux on December 04, 2013, 01:54:34 pm
How much money did they say they made in the last couple of hours?
I couldn't understand the amount but it seemed to be a decent amount.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: freeformschooler on December 04, 2013, 01:54:34 pm
Finally. Downloading now. See you guys in game tonight or tomorrow.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: The Darkling Wolf on December 04, 2013, 01:54:42 pm
So I get home and find out that the internet across the entire county is down for 48 to 72 hours.
QQ
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Deon on December 04, 2013, 01:54:58 pm
Yay it's on steam.

Deon23 on steam!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sergius on December 04, 2013, 01:55:09 pm
http://store.steampowered.com/app/211820
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 01:55:20 pm
Can I buy it now?!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 01:55:41 pm
Yeeessss....

600kb/s?! Srsly? Okay... (dunno, why i pay for a 16mbps line)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Flying Dice on December 04, 2013, 01:56:39 pm
No email yet. The SB preorder page is down as well, looks like.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Baneling on December 04, 2013, 01:56:40 pm
How much money did they say they made in the last couple of hours?
I couldn't understand the amount but it seemed to be a decent amount.

That would be $500k, as I recall.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 04, 2013, 01:56:48 pm
Well I have my key.
Remember before they sent an email that had a link where you can download the music? That same link now gives you a steam key.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: moghopper on December 04, 2013, 01:57:00 pm
Yeeessss....

I can't find it on my steam app
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 04, 2013, 01:57:14 pm
No email yet. The SB preorder page is down as well, looks like.
Check your humblestore account.

https://www.humblebundle.com/store (https://www.humblebundle.com/store)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: BigD145 on December 04, 2013, 01:57:46 pm
And it's up. Downloading.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: rabidgam3r on December 04, 2013, 01:58:07 pm
I am downloading Starbound now. I may have a heart attack.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Glloyd on December 04, 2013, 01:58:16 pm
It's installing for me, lets see how this goes.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 04, 2013, 01:58:30 pm
Downloadin'! Three whole gigs, better be worth the wait :P

so many ninjas
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 01:58:58 pm
Can I buy it now?!

Noooo, it's not coming out today! :P
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: miauw62 on December 04, 2013, 01:59:05 pm
ITS HABBEDING


IT'S HABBEDING!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sergius on December 04, 2013, 01:59:23 pm
Downloadin'! Three whole gigs, better be worth the wait :P

so many ninjas

Says 1.3 GB for me...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: rabidgam3r on December 04, 2013, 01:59:27 pm
Downloadin'! Three whole gigs, better be worth the wait :P

so many ninjas
Three? Mine is 1.3 Gigs.
Suspicious.


EDIT: JESUS CHRIST NINJAS NINJAING NINJAS
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 04, 2013, 02:00:15 pm
Downloadin'! Three whole gigs, better be worth the wait :P

so many ninjas
Three? Mine is 1.3 Gigs.
Suspicious.

The DL might be 1.3gig, but the installed game is perhaps 3gig?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 04, 2013, 02:00:31 pm
Eh, I didn't pay much attention to the disk space needed. I know I saw a three in there somewhere...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frank2368 on December 04, 2013, 02:00:34 pm
It says 3031 MB in the properties but if you look at the download it says 1.3 GB
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 02:01:02 pm
ITS HABBEDING


IT'S HABBEDING!

I think you still can preorder it, and get the beta key
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Darkmere on December 04, 2013, 02:01:39 pm
You can buy it now, it's on steam as early access. Same price as pixel tier preorders without the soundtrack.

Also, downloading... and it seems the actual download is only 1.3 GB unless something weird happened. Yay, problems!

Wow, holy flying ninjas people. srsly.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frumple on December 04, 2013, 02:02:08 pm
The DL might be 1.3gig, but the installed game is perhaps 3 gig?
This, yeah.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Falknor on December 04, 2013, 02:02:30 pm
Downloading starbound and posting to watch.  8)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: miauw62 on December 04, 2013, 02:02:38 pm
Quote from: stream
As George, I'd like to thank myself, because I'm so amazing
It keeps giving.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: freeformschooler on December 04, 2013, 02:08:11 pm
BTW: As they may or may not have this info on the website, the port is 21025 (TCP?) for people who can't get multi working.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Mesa on December 04, 2013, 02:08:29 pm
I wonder if the upcoming Dwarf Fortress version will generate similar amounts of hype.
Probably not seeing that we're the least hype-prone and hipster community there is. :P
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: timferius on December 04, 2013, 02:09:23 pm
*plugs ears* I'm not listening, I'M NOT LISTENING
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gabeux on December 04, 2013, 02:10:16 pm
BTW: As they may or may not have this info on the website, the port is 21025 (TCP?) for people who can't get multi working.

Thank ye, I was wondering.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Flying Dice on December 04, 2013, 02:10:31 pm
Oh thank goodness, I found my HB link after all. DLing now. HYPEEEEE
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 04, 2013, 02:10:43 pm
I wonder if the upcoming Dwarf Fortress version will generate similar amounts of hype.
Probably not seeing that we're the least hype-prone and hipster community there is. :P
Minecraft can't posssibly top what Starbound promises.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 04, 2013, 02:11:38 pm
Alright, so who's running a server?  I'm willing to play blind into multiplayer instead of figuring out things in singleplayer.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 02:11:45 pm
*plugs ears* I'm not listening, I'M NOT LISTENING

Poor timferius! He got those voices in his head :D
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Glloyd on December 04, 2013, 02:12:36 pm
I wonder if the upcoming Dwarf Fortress version will generate similar amounts of hype.
Probably not seeing that we're the least hype-prone and hipster community there is. :P

Probably not, because usually one day it's not out, and the next day it's out, with little buildup in between.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Falknor on December 04, 2013, 02:13:29 pm
*stares at starbound main menu*

It works. Ok, now to find the first crash bug  ;D
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ultimuh on December 04, 2013, 02:13:47 pm
*plugs ears* I'm not listening, I'M NOT LISTENING
http://24.media.tumblr.com/fe83bc06bec024fb4cb1654632d90d72/tumblr_meqr7fmB0k1rkty0bo1_500.gif
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sergius on December 04, 2013, 02:15:02 pm
Nice, if I try to connect to Steam on both computers, the previous one gives me the refresh login dialog. But as long as I don't hit Cancel, both computers are downloading :)

EDIT: Why... I have 3x the bandwidth at the office yet it's downloading at 40 KB/S :-/ My home computer is doing average of 400 KB/S...

EDIT2: Ok... maybe it starts a bit slow, it went up to 700 KB.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 02:15:35 pm
*plugs ears* I'm not listening, I'M NOT LISTENING
http://24.media.tumblr.com/fe83bc06bec024fb4cb1654632d90d72/tumblr_meqr7fmB0k1rkty0bo1_500.gif

Fatality!  :D
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Flying Dice on December 04, 2013, 02:15:56 pm
FUCK YOU STEAM YOU AREN'T ALLOWED TO DO A CLIENT UPDATE WHILE I DOWNLOAD STARBOUND.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: fivex on December 04, 2013, 02:18:06 pm
Presumably it is compressed when you download it.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 04, 2013, 02:19:45 pm
I can get the launcher to come up and start the game, but it crashes after the Chucklefish logo. Haven't seen anything other than that yet :p
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: GlyphGryph on December 04, 2013, 02:20:00 pm
So, I'm ready to go. But I want to experience SHARED DISCOVERY! Who is up for joining me in a multiplayer game?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: freeformschooler on December 04, 2013, 02:21:28 pm
I get some git error on the logo and nothing. Presumably that's what sirus is talking about.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 04, 2013, 02:23:43 pm
I can get the launcher to come up and start the game, but it crashes after the Chucklefish logo. Haven't seen anything other than that yet :p
Allegedly, there are no loading screens.  So just let it load for some mysterious amount of time.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 04, 2013, 02:23:44 pm
Aaaaaaand now Steam won't start up after I closed it. Guess it must be overloaded or something.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 04, 2013, 02:25:02 pm
Aaaaaaand now Steam won't start up after I closed it. Guess it must be overloaded or something.
Go to your library, right click the game, properties.  Do not enable steam community while playing (shift+tab now does nothing).  This seems to increase loading speed substantially and reduce problems.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Glloyd on December 04, 2013, 02:25:10 pm
It's so perdy... I just genned a human and I'm on my spaceship above an unknown planet... Lets do this.

EDIT: If someone sets a server up, I would join in a heartbeat.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 04, 2013, 02:25:56 pm
Aaaaaaand now Steam won't start up after I closed it. Guess it must be overloaded or something.
Go to your library, right click the game, properties.  Do not enable steam community while playing (shift+tab now does nothing).  This seems to increase loading speed substantially and reduce problems.
No, I mean I closed Steam and now it won't start up again at all. What the hell.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: qurvax on December 04, 2013, 02:26:14 pm
So it LOL'd and loaded up. Now - to the great unknown that lies ahead!!! QurvaX out!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Empty on December 04, 2013, 02:26:20 pm
Aaaaaaand now Steam won't start up after I closed it. Guess it must be overloaded or something.
Go to your library, right click the game, properties.  Do not enable steam community while playing (shift+tab now does nothing).  This seems to increase loading speed substantially and reduce problems.
No, I mean I closed Steam and now it won't start up again at all. What the hell.

Stop drop and ro... restart.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: The Darkling Wolf on December 04, 2013, 02:26:46 pm
My internet has decided to function again, downloading before it craps itself and dies once more.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Falknor on December 04, 2013, 02:27:09 pm
Started with a Human also.

I beamed down and found a small base with a few pixels containers (Money)  8)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: miauw62 on December 04, 2013, 02:27:34 pm
I have to go to sleep.
SOON.
I won't read this thread for a while now.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Glloyd on December 04, 2013, 02:30:48 pm
Well, one thing I've noticed is that the combat is much more satisfying than Terraria. And I'm loving the soundtrack. It's nice to actually hear those tracks ingame finally.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: GlyphGryph on December 04, 2013, 02:31:25 pm
Game crashed. Trying again. (Don't click join server without putting in any numbers, apparently!)
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Empty on December 04, 2013, 02:31:43 pm
So who will be hosting? I would be willing if I wasn't behind a wireless.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: GlyphGryph on December 04, 2013, 02:33:07 pm
I've got a char genned though. Booting up server now...

So many "slow asset" warnings! :P
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Falknor on December 04, 2013, 02:34:26 pm
Almost froze to death. Screen slowly becomes pure white. Ran to the ship for warmth. Fun planet I'm on so far.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: jocan2003 on December 04, 2013, 02:35:33 pm
So, I'm ready to go. But I want to experience SHARED DISCOVERY! Who is up for joining me in a multiplayer game?
I would and i also have skype, but sadly i have no key :'(
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Glloyd on December 04, 2013, 02:41:56 pm
I'd be interested in joining the server if there is one. Glyph, is yours up?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: The Darkling Wolf on December 04, 2013, 02:42:30 pm
And finished downloading. I love my internets.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: rabidgam3r on December 04, 2013, 02:43:45 pm
I'd love to join, and I can't record because of -complications-.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 04, 2013, 02:44:30 pm
I'd be interested in joining the server if there is one. Glyph, is yours up?
We're working out the server and port forwarding and trying to get me connected.

Servers appear to have no passwords, so things will be privately shared.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 04, 2013, 02:44:45 pm
Nope, I cannot get past the Chucklefish logo. I was expecting bugs, but damn.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: GlyphGryph on December 04, 2013, 02:44:52 pm
I'm working on it. Can't seem to get it to work though.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sean Mirrsen on December 04, 2013, 02:44:59 pm
Well I have my key.
Remember before they sent an email that had a link where you can download the music? That same link now gives you a steam key.
Thank you muchly for this pointer. Humble Bundle seems to have trouble sending email to my email address (damnit, Mail.ru!), but I was able to use browser history to retrieve the key with this method. Huzzah! ^_^
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Girlinhat on December 04, 2013, 02:46:20 pm
Nope, I cannot get past the Chucklefish logo. I was expecting bugs, but damn.
Open your task manager (ctrl+shift+escape) and watch it.  If the memory usage is changing, it's not crashed yet.  When it becomes static, it's stopped.  It takes a while...

Also, regular playing is lagging terribly at the start, but it seems to pre-load the whole world and then run smooth.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Graknorke on December 04, 2013, 02:48:37 pm
Downloaded. Going to see how well it runs.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: The Darkling Wolf on December 04, 2013, 02:50:08 pm
Well I have my key.
Remember before they sent an email that had a link where you can download the music? That same link now gives you a steam key.
Thank you muchly for this pointer. Humble Bundle seems to have trouble sending email to my email address (damnit, Mail.ru!), but I was able to use browser history to retrieve the key with this method. Huzzah! ^_^
I've had my starbound key bookmarked since I preordered, was freaking out for a second when I didn't get the email at first but then I remembered it and was like phew.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: GlyphGryph on December 04, 2013, 02:50:16 pm
I'm connected to myself locally on the server! Progress! We might end up doing hamachi in a bit
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gabeux on December 04, 2013, 02:50:41 pm
Not sure if already posted, but when you download the windows version you also get linux versions on your install folder, they probably did this by mistake..

The full game should have ~1.3GB and download around 700mb I guess.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: BigD145 on December 04, 2013, 02:51:48 pm
*chirp*
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Tiruin on December 04, 2013, 02:52:35 pm
The full game should have ~1.3GB and download around 700mb I guess.
:'(
Welp. There goes any chance of me downloading it at all at home.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Empty on December 04, 2013, 02:52:41 pm
It seems the default port for the game is 21025.

So if people have problems connecting to your server try port forwarding it.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Twi on December 04, 2013, 02:53:23 pm
Spoiler (click to show/hide)

((While you were typing, 52 new replies were posted.
Whoops.)0
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Gabeux on December 04, 2013, 02:54:03 pm
I'm connected to myself locally on the server! Progress! We might end up doing hamachi in a bit

Did you just run the starbound_server.exe ? My server isn't working, it seems.

EDIT: It works. But the game doesn't resolve when you type in "localhost" to connect, like Terraria did.  :P
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sergius on December 04, 2013, 02:54:55 pm
Not sure if already posted, but when you download the windows version you also get linux versions on your install folder, they probably did this by mistake..

The full game should have ~1.3GB and download around 700mb I guess.

I doubt the game executables are that big. Assets are probably shared between versions.

...

On another note, I got my Darkout steam key today. I feel bad for Darkout, I don't think it's getting enough love.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Silfurdreki on December 04, 2013, 02:56:55 pm
I'm connected to myself locally on the server! Progress! We might end up doing hamachi in a bit

Did you just run the starbound_server.exe ? My server isn't working, it seems.

Mine doesn't either. It loads and creates a world and then shuts it down again. One of my friends is having the same problem.

Disregard, I was being an idiot. For any future internet visitors, the server does, in fact, work even if it says "Shitting down world ..."
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: hemmingjay on December 04, 2013, 02:57:53 pm
Does anyone know how to use blueprints that are found in chests? I found a pulse jump blueprint and it doesn't seem to work with crafting
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Ibid Straydrink on December 04, 2013, 02:58:22 pm
I've got a char genned though. Booting up server now...

So many "slow asset" warnings! :P

I'm game, but still downloading!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sean Mirrsen on December 04, 2013, 02:58:33 pm
The full game should have ~1.3GB and download around 700mb I guess.
:'(
Welp. There goes any chance of me downloading it at all at home.
You can load the cache elsewhere, and bring it home on a flashrive or something. I think that still works.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: The Darkling Wolf on December 04, 2013, 02:59:44 pm
(http://puu.sh/5C980.png)
The best kind of bush
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Glloyd on December 04, 2013, 03:00:55 pm
I just found an Avian settlement! Pretty cool, you can trade at the market and chat with the various Avians there. However, they watched me loot a chest, and didn't care...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 04, 2013, 03:04:39 pm
And so the adventures of Seaus the Hylotls begins...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: GlyphGryph on December 04, 2013, 03:10:19 pm
I can connect to my own server locally, but I'm /also/ having problems getting Hamachi to work to make that accessible to others. :/
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Canisaur on December 04, 2013, 03:10:34 pm
On another note, I got my Darkout steam key today. I feel bad for Darkout, I don't think it's getting enough love.

Yeah, I got mine too.  Made me chuckle.  It's like releasing an indie game the same day Mass Effect 2 came out.  They STILL don't even have multiplayer.

I downloaded Starbound, but... must keep working for 2 more hours...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: neotemplar on December 04, 2013, 03:11:02 pm
It seems like noone else is all about the florans.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: buckets on December 04, 2013, 03:11:08 pm
Aw no email :(

Anybody else still waiting?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: GlyphGryph on December 04, 2013, 03:11:57 pm
Can someone else who has hamachi send me a pm?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Graknorke on December 04, 2013, 03:12:17 pm
Aww, I get an error and a freeze at the Chucklefish logo. Guess it can't be helped.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: hemmingjay on December 04, 2013, 03:13:13 pm
Aw no email :(

Anybody else still waiting?
Google Humble Bundle Key resender and enter your email
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: The Darkling Wolf on December 04, 2013, 03:14:37 pm
Anyone know if there's a default server password? Alternatively are servers just nonfunctional?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Twi on December 04, 2013, 03:15:20 pm
Ferncutter the Floran.

Turns out there's a nice settlement of my fellow Floran on home planet. C:

Also, Granorke, try it again. I had that too, but it worked the second time.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: GlyphGryph on December 04, 2013, 03:16:08 pm
Anyone know if there's a default server password? Alternatively are servers just nonfunctional?

I've successfully connected to a server, but only over a lan connection.

I have no idea how to actually get hamachi to work.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: quinnr on December 04, 2013, 03:16:56 pm
If they're already using the Humble interface, why couldn't they set up a torrent like all the other Humble downloads?
Steam and downloading with my computer don't go together well >_< It'll be a few hours.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Tellemurius on December 04, 2013, 03:17:47 pm
testing my server tellehome.myvnc.com, there is no password.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Anvilfolk on December 04, 2013, 03:18:35 pm
If they're already using the Humble interface, why couldn't they set up a torrent like all the other Humble downloads?
Steam and downloading with my computer don't go together well >_< It'll be a few hours.

Have a look at this, in particular the part about content servers: https://support.steampowered.com/kb_article.php?ref=9498-WPDF-3220

Also, why isn't everyone stuck at work/school?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Graknorke on December 04, 2013, 03:19:17 pm
Also, Graknorke, try it again. I had that too, but it worked the second time.
No, the freezing is consistent. Thanks for the advice regardless.

Also, why isn't everyone stuck at work/school?
Because it's 20:15 where I am. Being stuck anywhere now would be unlikely.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: fivex on December 04, 2013, 03:19:28 pm
testing my server tellehome.myvnc.com, there is no password.
Seems to work
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: buckets on December 04, 2013, 03:20:10 pm
Aw no email :(

Anybody else still waiting?
Google Humble Bundle Key resender and enter your email

Ahah! Thank you .
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frank2368 on December 04, 2013, 03:21:22 pm
Anyone know how to salvage items for pixels? I noticed that some items have a pixel value but I have no idea how to trade it for pixels
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: quinnr on December 04, 2013, 03:22:46 pm
If they're already using the Humble interface, why couldn't they set up a torrent like all the other Humble downloads?
Steam and downloading with my computer don't go together well >_< It'll be a few hours.
Also, why isn't everyone stuck at work/school?
Thanks for the article. Everything looks to be set up correctly, probably just because a couple other people are using the Internet that it's going particularly slow.

I just got out, Eastern time FTW.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Graknorke on December 04, 2013, 03:24:08 pm
HRRRRG

I appear to be having a problem. The game locks up once it gets to the chucklefish logo. Hear that laugh, and then nothing.
I, too, have learned to hate the smug, shit-eating-grin on that pufferfish.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 04, 2013, 03:28:37 pm
I have to say, the controls feel a little floaty. Not exactly the best for precision shooting. Although I do like that the music gets softer while under water...
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frumple on December 04, 2013, 03:29:40 pm
Defiinitely some level variance on the danger level. Buncha' level 4 crap on my dlvl 1 starting moon thing. Plasma torpedoes hurt.

It took me a while to get past the chulkfish logo, GO. Don't think I did anything but wait several minutes.

Incidentally... key rebinding? Anyone know a way?

delayed due to replies, don't care, postiiiing
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: BigD145 on December 04, 2013, 03:32:46 pm
So. Water pressure is a thing. U shaped tunnel with water on one side? It's going to equalize.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 04, 2013, 03:34:25 pm
So. Water pressure is a thing. U shaped tunnel with water on one side? It's going to equalize.
Also... You can't crouch in water.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Flying Dice on December 04, 2013, 03:35:52 pm
Found a sword that looks like waves and shoots clouds of bubbles. I guess I'm Sailor Mercury for now.

On another subject, does anyone know how to place backwall?

One thing I really like: YOU CAN FUCKING SWIM. NEVER GOING BACK TO TERRARIA NOW.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: cerapa on December 04, 2013, 03:36:20 pm
I think turning off the steam overlay helped me with the fish problem.


First character. Get dumped into a toxic wasteland. Swimming poisons you, birds shoot goddamn napalm, and instead of trees there are only gigantic wines that break into plant bits. No wood to be found anywhere. Luckily there was a schematic for a toxic crafting table. Unluckily, I used the schematic, and it doesn't show in the crafting screen.

That was a damn cool planet. But I gotta start a new character if I want to actually be able to craft anything.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: The Darkling Wolf on December 04, 2013, 03:36:25 pm
Found a sword that looks like waves and shoots clouds of bubbles. I guess I'm Sailor Mercury for now.

On another subject, does anyone know how to place backwall?

One thing I really like: YOU CAN FUCKING SWIM. NEVER GOING BACK TO TERRARIA NOW.
Backwall interactions are on rightclick I think.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 04, 2013, 03:38:43 pm
Ok, so I found a colony of Apex. Seems a few of them want to be liberated, while others are pretty happy with the pecking order. I've been warned there is a camera behind every clock, and some guy has food to sell... Pretty cool first planet!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: BigD145 on December 04, 2013, 03:41:26 pm
I found an anchor and chain. No clue where it goes. Haven't been able to get high enough.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: fivex on December 04, 2013, 03:43:51 pm
I managed to get a server working. PM me for the IP
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Sirus on December 04, 2013, 03:45:24 pm
Got a forested world that apparently gets quite cold at night. Iron is very hard to find, copper is everywhere, and birds(?) spit blood and electricity at me.

Awesome.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Glloyd on December 04, 2013, 03:48:26 pm
I managed to get a server working. PM me for the IP

You got one working? How?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: hemmingjay on December 04, 2013, 03:51:51 pm
Found a sword that looks like waves and shoots clouds of bubbles. I guess I'm Sailor Mercury for now.

On another subject, does anyone know how to place backwall?

One thing I really like: YOU CAN FUCKING SWIM. NEVER GOING BACK TO TERRARIA NOW.

Place the backwall with Mouse 2 i believe, front walls being mouse 1
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frumple on December 04, 2013, 03:52:34 pm
Found an avian bandit tower thing, I think. Learned the birdpeople apparently sleep in little straw nest box things. Have died over a dozen times already. Dozen+ +1. They all seem to have guns ;_;
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Nirur Torir on December 04, 2013, 03:55:11 pm
Fifteen minutes with the loading screen up and nothing. Memory usage seems to freeze a bit over 600,000k immediatly after the loading screen stops, along with using 0% CPU.

I'm'unna go stave off depression with Mountain Dew and modding cutebolds into a game I can't yet play. At least modding seems to be in.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: BigD145 on December 04, 2013, 03:58:23 pm
You can't make a treehouse. The trunk of a naturally growing tree is probably considered backdrop.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: GlyphGryph on December 04, 2013, 04:01:17 pm
Whee! Multiplayer is working! Ask fivex for the server!
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Frumple on December 04, 2013, 04:03:17 pm
Found m'first non-hostile sentient. It is a mostly naked florean clothes merchant. Is... is that irony?
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: Max White on December 04, 2013, 04:09:15 pm
And another town full of monkies. They sure like to build these things all over my planet.

Edit: Oh wait, it was the same one... I have walked around my planet!
Title: Re: Starbound - We have lift off.
Post by: burningpet on December 04, 2013, 04:20:11 pm
Is it really 1.5 gig?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 04, 2013, 04:22:41 pm
I found iron in sand deeeeeep underground. Also gravel.
Title: Re: Starbound - We have lift off.
Post by: quinnr on December 04, 2013, 04:24:21 pm
Is it really 1.5 gig?
The Linux version on Steam shows 1.2gigs. :(
Title: Re: Starbound - We have lift off.
Post by: Mesa on December 04, 2013, 04:27:15 pm
Impressions from the first hour of play:

POISONOUS WATER, I HATE YOU!
I died like 3 times because of it, and death of poison was my first death, about 3 minutes in.

POKEMON EVERYWHERE.
Freaking Zangooses 2.0
Spoiler (click to show/hide)
and Nidoqueen-Rhyhorns
Spoiler (click to show/hide)
all around the place.

Also I conquered this house from the two droideka-esque robots (with energy shields!) that were inside. Pretty swank.
Spoiler (click to show/hide)

I SUCK AT USING THE BOW.
I really do. Though I've got better now. Still, I was missing point-blank shots at a fairly regular basis. ^^


In any case, I already love this game.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 04, 2013, 04:27:49 pm
Shit guys. Bones underground. I found a fossilized something and it's BIG.
Title: Re: Starbound - We have lift off.
Post by: quinnr on December 04, 2013, 04:28:18 pm
I need to go find a USB mouse while this downloads...oh well.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 04, 2013, 04:31:53 pm
They weren't kidding about night monsters being worse.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 04:40:24 pm
Anybody found any sort of weapon with a down stab? I'm thinking I need one...
Title: Re: Starbound - We have lift off.
Post by: Grakelin on December 04, 2013, 04:43:18 pm
I have to admit to being surprised they pushed it through before January. Now that there's an actual product, I think I'll take some of my leftover cash and get a copy.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 04:44:08 pm
Had a great run and then my game crashed.

Got a robochef too BOO!
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 04, 2013, 04:46:32 pm
Right about now I'm wishing that there was a way to "bank" pixels, because you lose some on death and they're required in the recipes of tons of things, such as armor.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 04, 2013, 04:47:05 pm
Downloading now...75% done!  :D
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 04, 2013, 04:58:15 pm
Watched a LP and i couldn't control my frustration with the guy so i just bought the game  :P
Title: Re: Starbound - We have lift off.
Post by: Empty on December 04, 2013, 04:58:52 pm
So I finally got hosting to work.

Seems my windows firewall was corrupt and wasn't working anymore thus blocking all the ports.

Anyone willing to help me test it? Pm me if so.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 05:01:17 pm
Ohh good it saved my stuff...

Also dang it... I used the beacon and died...
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 04, 2013, 05:06:55 pm
Rolled a level one purple forest world with bipedal, lazy-looking unicorns with a penchant for robot flesh.

A short trek to the east, I encountered an avian merchant who offered to sell me hot pants. Before I could decide between the neon green or the flaming pink, we were swarmed by an angry horde of flatulent Dots candies. Birdman didn't make it. I will remember him always.

Especially when I sleep in his wagon under the roof of my bark hut. :P
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: hachnslay on December 04, 2013, 05:07:33 pm
...
First character. Get dumped into a toxic wasteland. Swimming poisons you, birds shoot goddamn napalm, and instead of trees there are only gigantic wines that break into plant bits. No wood to be found anywhere. Luckily there was a schematic for a toxic crafting table. Unluckily, I used the schematic, and it doesn't show in the crafting screen.

That was a damn cool planet. But I gotta start a new character if I want to actually be able to craft anything.
sounds nice - can you give us the coordinates of that planet?
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 05:08:44 pm
How am I going to get more fuel? Coal is only worth 1
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 05:10:32 pm
Slime caves are scary...
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 04, 2013, 05:11:54 pm
Death is half your pixels?
Title: Re: Starbound - We have lift off.
Post by: Empty on December 04, 2013, 05:12:19 pm
Death is half your pixels?

30%
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 04, 2013, 05:13:27 pm
Re: Fuel: Presumably you end up able to make better junk. Alternately, lots and lots of coal.

That said, found lava! Right when I died from fall damage. Again. Have to stop for a while, but... not bad, so far. Worst problem I've been having is what feels like some weird kind of desync... either that or the hitboxes are rather spotty. Critters are being hit when they're not in the range of the swing, getting in death charges (hits after dying, etc.), etc., so forth, so on. Lil' annoying. Might be on my weak-ish rig, I'unno.

Found a flaming sledge hammer, though. Doin' alright, not counting the likely twenty or thirty times I've died, so far. Insofar as Terraria comparisons go... Starbound has been a lot more dangerous, thus far.
Title: Re: Starbound - We have lift off.
Post by: RexMundi on December 04, 2013, 05:15:33 pm
Need $15 for the game, you guys are so tempting me.
Title: Re: Starbound - Commencing countdown... Engines on!
Post by: freeformschooler on December 04, 2013, 05:17:11 pm
...
First character. Get dumped into a toxic wasteland. Swimming poisons you, birds shoot goddamn napalm, and instead of trees there are only gigantic wines that break into plant bits. No wood to be found anywhere. Luckily there was a schematic for a toxic crafting table. Unluckily, I used the schematic, and it doesn't show in the crafting screen.

That was a damn cool planet. But I gotta start a new character if I want to actually be able to craft anything.
sounds nice - can you give us the coordinates of that planet?

That would be awesome, yes.

Two clothing vendors on my starting world. I've spent more time creating the perfect outfit than actually crafting.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 05:18:14 pm
Ok I see... apperantly something in this temple is crashing my game. so I can't go anywhere near it... So I need to find some way to generate a lot more fuel
Title: Re: Starbound - We have lift off.
Post by: burningpet on December 04, 2013, 05:18:37 pm
I cant be the only one who can't seem to launch it right?
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 04, 2013, 05:18:47 pm
Surprise! My planet is home to a band of rebel birdman zealots! I should have seen that coming. Well, at least I know where my fuel will be coming from...


Their blood. =_=
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 04, 2013, 05:19:59 pm
3Gb download from steam.

Well..I'm also glad I'll only be hearing stories on this thread from the rest and forever be alone here thanks to that.

And here I thought I could join these types of discussions early. Woohoo. >_>
Title: Re: Starbound - We have lift off.
Post by: Graknorke on December 04, 2013, 05:22:39 pm
I am playing as a purple avian in a skirt and head-throw-type-dealie that show off his abs magnificently. I was at first sceptical about wearing armour, but then found out that your armour is not necessarily what is showing on your character. That is a feature that I wouldn't even have considered as being a solution for my problem.

EDIT: Also the fluff (as in the story kind, not the feathery kind) for avians is pretty interesting.
Title: Re: Starbound - We have lift off.
Post by: Wiles on December 04, 2013, 05:24:09 pm
I cant be the only one who can't seem to launch it right?

You're not the only one. :(
Title: Re: Starbound - We have lift off.
Post by: burningpet on December 04, 2013, 05:24:50 pm
I cant be the only one who can't seem to launch it right?

You're not the only one. :(

Mine just freeze at the chucklefish logo, whats yours doing?
Title: Re: Starbound - We have lift off.
Post by: Graknorke on December 04, 2013, 05:25:56 pm
I cant be the only one who can't seem to launch it right?
You're not the only one. :(
Mine just freeze at the chucklefish logo, whats yours doing?
Do you have windows? The game takes forever to load, and Windows thinks that its stopped responding.
Title: Re: Starbound - We have lift off.
Post by: Wiles on December 04, 2013, 05:32:38 pm
After reading through the thread more I let it load and it worked fine. It did take a long time and windows wanted me to close the program.
Title: Re: Starbound - We have lift off.
Post by: ragnar119 on December 04, 2013, 05:35:47 pm
I cant be the only one who can't seem to launch it right?

You're not the only one. :(

Mine just freeze at the chucklefish logo, whats yours doing?


Are you using win xp? I am and same thing hapens
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 04, 2013, 05:36:44 pm
I tried making upgraded bird goggles but then it ate 400 pixels. Fuck. I want my headdress.
Title: Re: Starbound - We have lift off.
Post by: ragnar119 on December 04, 2013, 05:38:36 pm
If the game will not load (stucks on that starting screen), and people are using win xp go to starbound folder, and find the text file. Open it, if there is this:

Info: Preparing Star::Root...
Info: Creating default Star::Configuration
Info: Done preparing Star::Root.
Info: Client version 'Beta v. Perturbed Koala' '615' '418'
Info: Starting from the title screen
Info: Initialized SDL
Info: Initialized SDL Video
Info: Initialized SDL Joystick
Info: Initialized SDL Sound
Info: Opened default audio device with 44khz / 16 bit stereo audio, 2048 sample size buffer
Info: Initializing SDL Window
Info: Created initial window 1920x1080
Info: Initializing SDL Window
Info: Re-created window 1920x1024
Info: Loading Star::Root...

There is nothing you can do for now
Title: Re: Starbound - We have lift off.
Post by: ragnar119 on December 04, 2013, 05:39:27 pm
...
Title: Re: Starbound - We have lift off.
Post by: askovdk on December 04, 2013, 05:53:32 pm
Good first impressions. :)
I was a bit annoyed with how slow it was to gather metal (yes, even with a pickaxe), but then I found a method that is almost broken

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: n9103 on December 04, 2013, 05:53:33 pm
@ragnar: Do you have Steam's In-Game interface disabled?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 04, 2013, 05:55:08 pm
Ran into a group of bandits with laser guns. I promptly walled them in and sworded them to death through the wall. Yeah, apparently (at least for now) you can hit through walls. Got myself a nice little tent, though, so now I can sleep underground.
Title: Re: Starbound - We have lift off.
Post by: burningpet on December 04, 2013, 05:55:17 pm
managed to get it working by launching a server and then after the star and character generation i closed it. seems bit slow moving in comparison to terraria, due both to performance and design.

for some reason the screen turns pink and i start taking damage and die. figured it might be the sun killing me but a house didn't protect me from it.
Title: Re: Starbound - We have lift off.
Post by: Graknorke on December 04, 2013, 06:07:59 pm
So does the avian gear upgrade to that red-and-gold looking stuff we had in the concept art a while back? The fancy drawn one, not the temple mockup.

FAKEDIT:
Spoiler: This one (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Shooer on December 04, 2013, 06:19:37 pm
for some reason the screen turns pink and i start taking damage and die. figured it might be the sun killing me but a house didn't protect me from it.
I thought it was the sun as well (exotic radiation or what ever) but it turns out you are just freezing/running out of energy.  Hide indoors near a torch or 3, or a fire.
Title: Re: Starbound - We have lift off.
Post by: hemmingjay on December 04, 2013, 06:19:56 pm
managed to get it working by launching a server and then after the star and character generation i closed it. seems bit slow moving in comparison to terraria, due both to performance and design.

for some reason the screen turns pink and i start taking damage and die. figured it might be the sun killing me but a house didn't protect me from it.

It's a bit of a unexplained phenomenom at first but.....
Spoiler (click to show/hide)

edit: Ninja'd
Title: Re: Starbound - We have lift off.
Post by: burningpet on December 04, 2013, 06:26:41 pm
Yeah, a snow flake meter rising and the screen turns bluish would have made a far better visual queue.
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 04, 2013, 06:34:45 pm
I am playing as a purple avian in a skirt and head-throw-type-dealie that show off his abs magnificently. I was at first sceptical about wearing armour, but then found out that your armour is not necessarily what is showing on your character. That is a feature that I wouldn't even have considered as being a solution for my problem.

EDIT: Also the fluff (as in the story kind, not the feathery kind) for avians is pretty interesting.
I am... also basically that but female. You should come join fivex's game! :^
Title: Re: Starbound - We have lift off.
Post by: qurvax on December 04, 2013, 06:40:42 pm
This game is a thing! Died to some bird spewing some toxic shit. Then got buried in gravel. Then made nice discovery that there are some non hostile mobs (even tho they look scarry!), and found my first legendary weapon. And a [craphammer]. Yep, it's what the description say. Die-lol-die again. So far so good. And not a single crash, except when exiting long session. I hope my save is still valid...
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 04, 2013, 06:44:31 pm
You should come join fivex's game! :^

I may be back on in a bit. It was fun playing with you guys.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 04, 2013, 06:45:10 pm
Got it downloaded, working fine (at least in singleplayer, haven't tried multi) for me.  :)

Started as an apex, first planet a purpley-earthed creation with many eyeball-bearing trees (which I cut down for wood and tasty, tasty eyes  :P).  Ran into an avian farmer who muttered some rebellious-for-his-kind statements at me, but seemed friendly enough.  I basically lodged in his house like an unwelcome yet un-thrown-out houseguest - stealing his torches, sleeping in his bed, but he seemed happy with the arrangement.

Then he got killed by a shell-backed dinosaur and I mourned briefly...but, hey, free house!

And then, as if triggered by some unknown event, lots and lots of hylotls started showing up.  Hostile.  And attacking me.

So with true ape-like fury I carved a bloody swathe through them with my broken sword.

No damn fish are going to get in my way!  Now if I could only find some silver somewhere...

Enjoying the same so far.  No technical glitches at my end.

Edit: hylotl spelling!
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 04, 2013, 06:48:51 pm
I have no fucking idea where you get minerals. Seriously, the planets are BARREN.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 04, 2013, 06:49:20 pm
No technical glitches at my end.
Pun intended?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 04, 2013, 06:50:29 pm
Having great fun. Another nice bit is that the Scavenger armor (iron) for humans looks awesome. So does my sword.

I really like how the tiers work, the way they prevent you from just skipping the first few metals once you know how. Got my beacon ready, just going to arm up for it. But for now I'm off to grab a bite to eat, then hopping onto Fivex's server. I also found a neat little secret about a certain biome type.

Here's my SP. :3

(http://i.imgur.com/3O8TVWR.png)
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 04, 2013, 06:51:19 pm
I have no fucking idea where you get minerals. Seriously, the planets are BARREN.

Coal and copper have been abundant on my world, but I've yet to spy any iron. About to dig an old-fashioned Terraria style pit and see if things change much the further you go.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 04, 2013, 06:54:05 pm
No technical glitches at my end.
Pun intended?

Not intended, but happy it happened!  :P

I have no fucking idea where you get minerals. Seriously, the planets are BARREN.

Coal and copper have been abundant on my world, but I've yet to spy any iron. About to dig an old-fashioned Terraria style pit and see if things change much the further you go.

I found small deposits of iron in the upper layers of my world, often near coal and/or copper.  Haven't dug down very far - surface roaming and short cave dives might turn some up for you.  But yeah, I haven't found huge amounts.  Still trying to work towards building my
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 04, 2013, 06:54:59 pm
My spawn world was kind of boring, so I went to an threatlevel 1 arid world and found an interesting mini-biome.
Spoiler (click to show/hide)
This seem to be mineable.. Perhaps I'll build something grand with this material, in a near future.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 04, 2013, 06:55:13 pm
Whoever's still on their first world: the distress beacon mission is NOT kidding about being prepared. Build armor and an iron bow at least
Title: Re: Starbound - We have lift off.
Post by: ScriptWolf on December 04, 2013, 06:59:29 pm
Guys if anyone is interested I'm setting up a dedicated server tomorrow. If you are message me and I will give out the address
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 04, 2013, 07:05:30 pm
I have no fucking idea where you get minerals. Seriously, the planets are BARREN.

Coal and copper have been abundant on my world, but I've yet to spy any iron. About to dig an old-fashioned Terraria style pit and see if things change much the further you go.
Spoiler (click to show/hide)

On another note, underground sand/gravel caves are fucking terrifying if you accidentally destabilize them. I'll go ahead and call it a resonance cascade, because that's the level of freakout we're talking about here.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 04, 2013, 07:08:03 pm
So I found a one handed mushroom sword that shoots beams of energy about ten screens away from my spawnpoint, 's pretty sweet. Haven't actually gotten around to crafting anything more than a workbench though.

Also you can rip the backwall from your ship, the hylotl one at least.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 07:13:47 pm
So far I don't like the sleep mechanic... Waiting to heal like this is boring really.

Also looking for a better sword, so far still using default, but I have made a set of armor.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 07:18:34 pm
Also you can use wood as fuel...

MUCH MUCH more effective than using coal.

Make sure you collect as much plant fibers as possible... since it can be unusually uncommon and sleeping every few steps is annoying.

Quote
So far I don't like the sleep mechanic... Waiting to heal like this is boring really

I am half-convinced it isn't meant to be your main source of healing... it is just how things work out in the early game.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 04, 2013, 07:23:27 pm
I don't remember placing a torch that far west. Did I just walk all the way around the planet?
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 04, 2013, 07:24:56 pm
Quote
So far I don't like the sleep mechanic... Waiting to heal like this is boring really

I am half-convinced it isn't meant to be your main source of healing... it is just how things work out in the early game.

Plant fibers -> fabric -> bandages

Plus, fibers are farmable.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 07:27:57 pm
Fibers are SLOOOOOOOWLY farmable... you will never get a good amount compared to just finding them underground.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 07:29:03 pm
I don't remember placing a torch that far west. Did I just walk all the way around the planet?
Yes you did. The planet is round.

Fibers are SLOOOOOOOWLY farmable... you will never get a good amount compared to just finding them underground.
Eh, you can grow your farm over time.
Trees, however, don't seem renewable.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 07:29:39 pm
I swear I say mini-trees before... it might be that they just grow SLOOOOWLY!!! or yeah maybe never.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 04, 2013, 07:30:50 pm
I have to say hosting the game doesn't take too much work off on my computer so today is a success, how many people had connected so far?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 07:36:34 pm
Fixed the sword problem! I ended up crafting one that cost 300 pixels, but I'm killing night creatures in one hit, so that is nice. The problem is that there is a delay on the swing, so you need to time your attack carefully.
Title: Re: Starbound - We have lift off.
Post by: Moogie on December 04, 2013, 07:42:28 pm
I've only read a few pages back, but so far nobody is mentioning how the controls feel and stuff like that. Can I take that to mean it all feels pleasant and smooth? No annoying things, laggy movement, weird jumping, stuff like that?

That's always been my biggest fear. I'm holding out until the 2nd phase, which is the only reason I haven't found out the answer to this myself yet.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 07:43:08 pm
Also don't underestimate the penetration value... It seems to increase damage somehow.

Huh? also yeah there is laggymovement in enemies who sometimes just move about jarringly and seem to teleport to hit you.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 04, 2013, 07:44:31 pm
I've only read a few pages back, but so far nobody is mentioning how the controls feel and stuff like that. Can I take that to mean it all feels pleasant and smooth? No annoying things, laggy movement, weird jumping, stuff like that?

That's always been my biggest fear. I'm holding out until the 2nd phase, which is the only reason I haven't found out the answer to this myself yet.
I haven't noticed any major problems with the controls myself, lack of ability to rebind them is irritating though as I've grown used to having my inventory on b, but as is they don't seem too bad.
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 04, 2013, 07:44:56 pm
I stuffed a hunk of coal into my ship in the hopes that one of my planet's moons had more trees than the planet itself.

I left said moon with a sword that, if I'm positioned just right, can mine out 40 blocks in a semicircle in front of me. It also hurls out four green bones that damage enemies.

RE controls: hold shift and you walk. It makes fine movement easier.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 04, 2013, 07:46:01 pm
Aside from the mystery anchor, my start planet is empty. No civilizations.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 04, 2013, 07:53:24 pm
Observation, Snow planets are dangerous. Barely got an igloo built in time to not freeze to death.
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 04, 2013, 07:53:39 pm
On the navigation screen what do the lines connecting the planets mean?
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 04, 2013, 07:59:40 pm
I hate how you can't bank pixels That's my biggest complaint.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 08:03:55 pm
I hate how you can't bank pixels That's my biggest complaint.
Spend them on something. The iron hunting bow is a pretty good investment, see if you can get a better pickaxe, maybe better armor.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 04, 2013, 08:06:19 pm
Does anyone else get TREMENDOUS performance drop?  It seems that monsters in particular drag my FPS to stuttering, and night is fatal simply for the low game speed.

Also has anyone done farming?  All crops I try to place just give me a single seed when harvested.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 04, 2013, 08:07:56 pm
Are you harvesting them with e or by whacking 'em with a tool?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 08:08:42 pm
Does anyone else get TREMENDOUS performance drop?  It seems that monsters in particular drag my FPS to stuttering, and night is fatal simply for the low game speed.

Also has anyone done farming?  All crops I try to place just give me a single seed when harvested.
Nope, I haven't had a problem.

Also crops will only drop a single seed most of the time. It will take a few iterations to grow your farm.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 04, 2013, 08:10:49 pm
Am I screwed?

I sent up the distress beacon, the boss summoned a rocket launcher minion that insta kills me literally the moment I land on the planet.

EDIT: Looks like I just had to force em to leave. Great, time to build another!
Title: Re: Starbound - We have lift off.
Post by: Aqizzar on December 04, 2013, 08:17:17 pm
I've made it as far as crafting food, and so far Starbound has demonstrated the tedium of Minecraft combined with the sloppy interface of Terraria and more "stand motionless and hold down the left mouse button" gameplay than both of them combined.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 08:21:51 pm
I've made it as far as crafting food, and so far Starbound has demonstrated the tedium of Minecraft combined with the sloppy interface of Terraria and more "stand motionless and hold down the left mouse button" gameplay than both of them combined.
It gets worse. Not only is there the tedium of minecraft, but when you die you loose a good amount of currency, the very thing you need to climb the tiers. At least in minecraft you have a good chance to recover your stuff, here you are just stuck trying to kill things with the hope of getting good enough gear to not die.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 08:25:12 pm
Not to mention that unless you got a VERY good weapon it is very hard not to suffer attrition which requires quite a bit of grinding to supplement or slow health recovery.

But I already knew Starbound had a bland factor before coming in.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 04, 2013, 08:26:15 pm
(http://i.imgur.com/1ezI8S3.png)

look at this little somethin or other

d'awwwwwwww
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 08:28:22 pm
(http://i.imgur.com/1ezI8S3.png)

look at this little somethin or other

d'awwwwwwww

It can punch you know :P
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 04, 2013, 08:30:19 pm
Luckily they are peaceful!

The urge to arrow it and consume it's flesh has occured more then once but I have resisted so far.

It does have an aggressive black cousin with a yellow frill and hammer tail that regularly leaps off cliffs and lands on my head however.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 08:33:45 pm
Wait... How is it peaceful, it is red!
Everything on my planet that is aggressive is a warm color, and everything that is peaceful is a cool color. Is this not standard for everybody?
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 04, 2013, 08:36:20 pm
Wait... How is it peaceful, it is red!
Everything on my planet that is aggressive is a warm color, and everything that is peaceful is a cool color. Is this not standard for everybody?
Nope. I have big red three eyed squidthings that are happy and hop around peacefully
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 04, 2013, 08:36:37 pm
Wait... How is it peaceful, it is red!
Everything on my planet that is aggressive is a warm color, and everything that is peaceful is a cool color. Is this not standard for everybody?
I don't think so. I've got pinkish things that are peaceful, and blue multi-eyed bird things that attack on sight.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 04, 2013, 08:36:46 pm
Digging deeper has proven mildly interesting...

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 04, 2013, 08:37:51 pm
To be fair there is also the giant pink dinosaurs with robotic lower halves that regularly assault me with terrible intensity.

There are a lot of good creatures on my planet, I'll try to get more pictures. I am particularly fond of the turt-eagles.

There are also some bird people around but pfff sentient races
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 08:40:41 pm
So show of hands, who speced into silver armor and who chose their race specific armor?
I'm currently decked out in puddle gear, and it is working pretty well for me. The bonus to breathing under water is proving useful so far.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 04, 2013, 08:43:15 pm
Race-specific for me. I haven't checked the stats yet, but I'm assuming that higher cost = better.

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 08:46:36 pm
Am I the only one who has had to craft all their gear and not found a single useful thing in any chests?
Title: Re: Starbound - We have lift off.
Post by: Aqizzar on December 04, 2013, 08:47:27 pm
Wait... How is it peaceful, it is red!
Everything on my planet that is aggressive is a warm color, and everything that is peaceful is a cool color. Is this not standard for everybody?

On my planet, it's green and/or purple.  Like the bubble-spitting toucans, the adorably deadly beaver monsters, or the giant rape-me-in-the-ass armor plated gorillas.

I happen to respect the last ones, since they have the decency to look like a child's vision of an apex predator.
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 04, 2013, 08:48:53 pm
I've nearly got enough copper for the beacon. After accidentally spoiling what happens next, I think I'm going to hold off on that until I actually get some armor, though.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 08:52:17 pm
Great, I'm digging through a layer of solid sewerage. The textures look nice though!
You could say its...  8) Pretty shit.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 04, 2013, 08:55:34 pm
Spoiler (click to show/hide)
Found same and still haven't left the start planet.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 04, 2013, 08:58:19 pm
Am I the only one who has had to craft all their gear and not found a single useful thing in any chests?
No. All crafted gear so far.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 04, 2013, 09:00:53 pm
Yeah, I just got monstrously lucky when I found that purple-rarity (Legendary) bubble-sword in a random chest before I even had an anvil. Though the iron bow still has higher alpha damage than it.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 09:01:35 pm
Yeah, I just got monstrously lucky when I found that purple-rarity (Legendary) bubble-sword in a random chest before I even had an anvil. Though the iron bow still has higher alpha damage than it.

Honestly part of me really dislikes the bows XD but it is probably because I keep missing.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 04, 2013, 09:08:35 pm
I haven't found a scrap of interesting loot, nor have I crafted anything of significance. Sure, I have the ores... but I'm finding it hard to stay alive long enough to get the pixels. : /


And if anyone is wondering what the humans are doing in all of this...
Spoiler (click to show/hide)

And that's just a stone's skip from my landing site. :P
Title: Re: Starbound - We have lift off.
Post by: Lightning4 on December 04, 2013, 09:11:54 pm
Wait... How is it peaceful, it is red!
Everything on my planet that is aggressive is a warm color, and everything that is peaceful is a cool color. Is this not standard for everybody?
I don't think so. I've got pinkish things that are peaceful, and blue multi-eyed bird things that attack on sight.

I've got a pinkish thing that I think is peaceful, then another pinkish thing that looks almost the same but has green blobs on its ears, and most decidedly isn't friendly.
Then I have a blue dinosaur thing that's aggressive, charges, and belches energy blasts at me.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 09:14:36 pm
Ok so for anybody that has finished the first planet...

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 09:18:43 pm
Ok so for anybody that has finished the first planet...

Spoiler (click to show/hide)

You can use wood or coal as fuel for your ship.

I can ONLY guess the way to the next part of the quest is to actually beat all the penguins which will require level 10 gear.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 04, 2013, 09:20:17 pm
I need to explore more of the local system. The start planet isn't that dangerous anymore and I have double jump. I'd like a jet pack or something to go up the mystery chain.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 09:21:35 pm
It costs 1 fuel to go from planet to moon or moon to its planet.

100 fuel to go from planets within the same solar system.

and 300 to go from solar systems within the same sector.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 04, 2013, 09:22:41 pm
I can ONLY guess the way to the next part of the quest is to actually beat all the penguins which will require level 10 gear.

I did it with the starting gear plus iron bow. It took lots of waiting around.

However, I didn't get a new quest afterward. Presumably, this was all the tutorial.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 09:24:13 pm
You didn't get a molten core or something?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 09:26:46 pm
It costs 1 fuel to go from planet to moon or moon to its planet.

100 fuel to go from planets within the same solar system.

and 300 to go from solar systems within the same sector.
So I should go check out the planet I'm orbiting around with a threat level 8?
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 09:27:47 pm
It costs 1 fuel to go from planet to moon or moon to its planet.

100 fuel to go from planets within the same solar system.

and 300 to go from solar systems within the same sector.
So I should go check out the planet I'm orbiting around with a threat level 8?

You CAN get lucky and find a weapon WAAAAY better then what you should be throwing about.. but just rememeber that enemies will toss you around like a ragdoll.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 04, 2013, 09:29:54 pm

Spoiler (click to show/hide)
Same.

I want to know how to use it D:
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 09:31:07 pm
If it is a schematic you have to use it.

Then build it.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 04, 2013, 09:34:26 pm
Goddammit spoilers
Title: Re: Starbound - We have lift off.
Post by: jocan2003 on December 04, 2013, 09:34:46 pm

Spoiler (click to show/hide)
Same.

I want to know how to use it D:
Consume it like food, then go on your ship, the tech option on your 3d printer will allow you to install tech upgrade like double jump etc on you.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 09:35:36 pm
You CAN get lucky and find a weapon WAAAAY better then what you should be throwing about.. but just rememeber that enemies will toss you around like a ragdoll.
Well... Those pink apes sure pack a punch! Fast too... Hmm.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 09:37:39 pm
You CAN get lucky and find a weapon WAAAAY better then what you should be throwing about.. but just rememeber that enemies will toss you around like a ragdoll.
Well... Those pink apes sure pack a punch! Fast too... Hmm.

Also there are giant enemies, at least one, on every planet... You cannot beat them fairly early in the game (they kill you with one hit and you cannot stun or push them back). You HAVE to cheap them out.

Also I think the meat and leather drop rates are a bit... rare. I only got one piece of meat EVER and two leather.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 09:38:37 pm
Haven't come across such a thing yet. Also the enemies on this planet don't seem too bad, you just need to be careful.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 04, 2013, 09:39:36 pm
I wonder how you equip more techs than one. I got Pulse Jump and Energy Dash, but only the leftmost locked in seems to function.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 04, 2013, 09:42:34 pm
I have tons of leather and no crafting recipes for it.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 04, 2013, 09:43:17 pm
I have tons of leather and no crafting recipes for it.

Same boat.

---

I honestly wonder if I crash if it will crash a multiplayer server.
Title: Re: Starbound - We have lift off.
Post by: Aqizzar on December 04, 2013, 09:46:45 pm
I found an... anchor hanging down from the sky.  Suppose I'll have to check that out.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on December 04, 2013, 09:52:51 pm
Installing now. Hoping it's all its cracked up to be.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 04, 2013, 09:54:08 pm
A grey platypus with tentacle legs and saw tooth bill. NOPE. Leaving now.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 04, 2013, 09:58:13 pm
On the first planet I played on at night there's these weird things with shells on their butts that actually look a bit like cutebolds. It's kind of surreal seeing something that looks so close.
Title: Re: Starbound - We have lift off.
Post by: quinnr on December 04, 2013, 09:58:49 pm
The game kicked me out and made me download an update >_< Half a gig, ack.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 04, 2013, 10:06:48 pm
I went the other direction and found a high security ape research facility.
Spoiler (click to show/hide)
They have guns. I have a dagger.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 10:08:39 pm
Woo! I got myself a rare sword from a chest! The legendary blade Sun Scream, a type of Star Cleaver Sword... It is pure garbage and literally worse than the starter weapon.
Title: Re: Starbound - We have lift off.
Post by: bluejello on December 04, 2013, 10:09:32 pm
well, it has been sitting in a chest for who knows how many eons, stands to reason that it has lost its power I guess...
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 10:12:34 pm
well, it has been sitting in a chest for who knows how many eons, stands to reason that it has lost its power I guess...

I think the gimmick is that it shoots a giant ball of fire that is about twice the size I am... Except it does about 9 damage.

Start game, head west.

No trees, giant flowers and pools of poison.

Die, head east.

Trees within the first ten blocks, just off screen.
:P
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 04, 2013, 10:13:51 pm
I find it strange that I need to make an FTL jump involving lots of incredibly complex calculations to travel to the moon of the planet I'm already in orbit around :P
Title: Re: Starbound - We have lift off.
Post by: Culise on December 04, 2013, 10:17:28 pm
I find it strange that I need to make an FTL jump involving lots of incredibly complex calculations to travel to the moon of the planet I'm already in orbit around :P
Maybe the only speeds they have are Apollo and Ludicrous.  Still a little odd, though, if you don't mind waiting a few days. 
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 04, 2013, 10:19:26 pm
note to self, Moons are extremely cold!
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 04, 2013, 10:20:49 pm
Ugh, I can't find where my keycode is :(
Title: Re: Starbound - We have lift off.
Post by: Culise on December 04, 2013, 10:21:04 pm
Wait, these weapons names...OK, I think that if this is Floran-specific, they have some of the best weapons names ever.  Poker, Slicer, Smacker, Curvy Slice, Big Slicer, Choppy Thing...
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 04, 2013, 10:24:25 pm
I don't think they're race specific. Mine's the Drowning Stabber.

Ooh, just found a frog-priest underground. He's selling bombs, lanterns, and gold & silver pickaxes.  :D

well, it has been sitting in a chest for who knows how many eons, stands to reason that it has lost its power I guess...

I think the gimmick is that it shoots a giant ball of fire that is about twice the size I am... Except it does about 9 damage.
Don't be so quick to dismiss it. The legendary sword I found also has worse base stats than the starter, but it's much better in combat.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 10:26:53 pm
Nope, I tried it out. It is pretty worthless. Enemies I was otherwise one hit killing were giving me trouble with that thing.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 04, 2013, 10:30:07 pm
Ugh, I can't find where my keycode is :(
CHECK THY EMAIL D:
Or.
ASK FOR ANOTHER RESEND!  :'(
Also thanks so much for that gift by the way if I didn't say so before and thanks!
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 04, 2013, 10:32:07 pm
Wait, these weapons names...OK, I think that if this is Floran-specific, they have some of the best weapons names ever.  Poker, Slicer, Smacker, Curvy Slice, Big Slicer, Choppy Thing...

I think it's... sort've specific. Someone mentioned humans, at least, had "spear" instead of poker, for instance. Apex might too? Glitch maybe? I suppose I'll have to report back when I find enough iron for an anvil.

Ugh, I can't find where my keycode is :(

You might give support a shot, they've been pretty cool about lost codes if you can prove you bought it. I never got an e-mail for the code either, I just found it at the URL you could grab the soundtrack at before.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 10:33:10 pm
Stasis pod, press e, POISON CLOUD IN YOUR FACE!

Then find another, and it heals all the damage.
They also inflict burning and haste.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 04, 2013, 10:34:35 pm
I tunneled under the simian base and an alligator looking thing showed up. It's a good thing I made that sewer for it.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 04, 2013, 10:39:15 pm
Wait, these weapons names...OK, I think that if this is Floran-specific, they have some of the best weapons names ever.  Poker, Slicer, Smacker, Curvy Slice, Big Slicer, Choppy Thing...

I think it's... sort've specific. Someone mentioned humans, at least, had "spear" instead of poker, for instance. Apex might too? Glitch maybe? I suppose I'll have to report back when I find enough iron for an anvil.

Ugh, I can't find where my keycode is :(

You might give support a shot, they've been pretty cool about lost codes if you can prove you bought it. I never got an e-mail for the code either, I just found it at the URL you could grab the soundtrack at before.

We Glitch are pretty mundane in our weapon names. The first sword, for instance, is "Default." It 2-hand variant is Default 2.0. :P

No spears, though...
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 04, 2013, 10:42:14 pm
Hmmm, looks like there is some variation then!

also glitch supremecy

Also while I'm here, has anyone had luck with farms? I can't seem to get any productts out of them, and some aren't growing at all, notably my chilli peppers. Is there some notable way to tell when a crop is fully grown?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 10:42:47 pm
We Glitch are pretty mundane in our weapon names. The first sword, for instance, is "Default." It 2-hand variant is Default 2.0. :P

No spears, though...
You don't get spears?
My seastaff has become a favorite! Although the Swashbuckler is still my go to...

Samurai fish is where its at!
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 04, 2013, 10:48:25 pm
Some plants seem to stay at the second-to-last stage for a day or more. There's gotta be some way to grow them faster.

My seastaff has become a favorite! Although the Swashbuckler is still my go to...

Samurai fish is where its at!

Samurai fish represent. Speaking of which:

(http://i.imgur.com/s5gpqEi.png)

There's no way the artist wasn't thinking it when this headpiece got drawn up.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 04, 2013, 10:49:17 pm
Hmmm, looks like there is some variation then!

also glitch supremecy

Also while I'm here, has anyone had luck with farms? I can't seem to get any productts out of them, and some aren't growing at all, notably my chilli peppers. Is there some notable way to tell when a crop is fully grown?

I've managed to grow some wheat- you can pick the golden stalks with "e" I believe. What you actually do with it afterwards is anyone's guess.


We Glitch are pretty mundane in our weapon names. The first sword, for instance, is "Default." It 2-hand variant is Default 2.0. :P

No spears, though...
You don't get spears?
My seastaff has become a favorite! Although the Swashbuckler is still my go to...

Samurai fish is where its at!

Well, Glitch get
Spoiler (click to show/hide)

Samurai fish would have been my next choice, however. :P


Also! Has anyone been examining their surroundings? It seems like most dungeon props have unique racial description. I love the "Elcor thing" Glitch commentary has going for it. ^^
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 04, 2013, 10:51:55 pm
Hmmm, looks like there is some variation then!

also glitch supremecy

Also while I'm here, has anyone had luck with farms? I can't seem to get any productts out of them, and some aren't growing at all, notably my chilli peppers. Is there some notable way to tell when a crop is fully grown?
1. Crops only grow when you're nearby.
2. They still can take a loooong time.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 10:53:27 pm
Well, Glitch get
Spoiler (click to show/hide)
Oh yea? Well Hylotl get
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 04, 2013, 10:55:08 pm
stone axe is a primitive workbench weapon. We're talking smithed weapons.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 04, 2013, 10:58:11 pm
Augh.
I beat the Penguin UFO (probably underequiped) by hiding in a cave and bow-sniping. While crouched. Through a whole day-night cycle.

Molten Core despawned before I could grab it.

D:

fuck I am NOT going through that again does anyone know how to inventory edit yet. :v
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 10:58:27 pm
stone axe is a primitive workbench weapon. We're talking smithed weapons.
Yea I know. My anvil at least has no options for upgrading like it does for the pickaxe and hunting bow.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 04, 2013, 11:04:15 pm
Molten Core despawned before I could grab it.

Are you sure? I thought I lost it too but noticed it was in the toolbar. If not, sorry :(
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 04, 2013, 11:04:22 pm
How I wish I could play :(
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 04, 2013, 11:07:07 pm
If you preordered it go look at your humble bundle page. If you didn't get a link to that page yet or something else happened you NEED to contact them about it.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 04, 2013, 11:11:09 pm
Hmmm, looks like there is some variation then!

also glitch supremecy

Also while I'm here, has anyone had luck with farms? I can't seem to get any productts out of them, and some aren't growing at all, notably my chilli peppers. Is there some notable way to tell when a crop is fully grown?

I've managed to grow some wheat- you can pick the golden stalks with "e" I believe. What you actually do with it afterwards is anyone's guess.


We Glitch are pretty mundane in our weapon names. The first sword, for instance, is "Default." It 2-hand variant is Default 2.0. :P

No spears, though...
You don't get spears?
My seastaff has become a favorite! Although the Swashbuckler is still my go to...

Samurai fish is where its at!

Well, Glitch get
Spoiler (click to show/hide)

Samurai fish would have been my next choice, however. :P


Also! Has anyone been examining their surroundings? It seems like most dungeon props have unique racial description. I love the "Elcor thing" Glitch commentary has going for it. ^^

Oh with E? Well that explains a lot. Okay, thanks!
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 11:15:08 pm
Found out what the scythe does... It is basically like a sword in that in has an arc, but with the damage of a spear, at the coat of shorter reach. Pretty awesome weapon against enemies that like to jump, while the spear is better for charging creatures, and the sword remains best for airborn foes.
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 04, 2013, 11:16:32 pm
Food really isn't that hard to figure out if you look at the list of things you can craft. Build a wooden cooking table at your crafting table.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 04, 2013, 11:20:45 pm
Yeah, just found that. I'm also getting spears with my Glitch, they're called "Ping".
Title: Re: Starbound - We have lift off.
Post by: Aqizzar on December 04, 2013, 11:27:03 pm
Made a new character.  Heading to the right I found death in many varieties, as my planet is host to some really nasty baddies like the guy with eyes all over his tail, and the dude with a skull mask, and the evil deer thing.

Went left from my landing zone and found an abandoned Ape research complex, doors wide open for the taking.  Pretty livable after I got rid of the propaganda posters and stuffed all the brains in jars into the basement.  The basement also happens to host a gigantic gauntlet of spike traps that I killed myself with a few times before I remembered I can just tear up the spikes.  Sadly they're useless as a defensive mechanism and there was nothing at the end of the gauntlet.

And with all that fully explored, I'm back to tedium, trying to find just a few more pieces of iron on a truly iron-poor world.  At least I found a chest with a couple slow but hurty axes.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 04, 2013, 11:30:50 pm
(http://s19.postimg.org/nueb54fsz/monster.png)
This big guy with a bloody axe for a tail? Passive creature. Don't go judging books, people.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 11:31:12 pm
And with all that fully explored, I'm back to tedium, trying to find just a few more pieces of iron on a truly iron-poor world.  At least I found a chest with a couple slow but hurty axes.

If you get to the bottom of the map there is tones and tones of iron and copper, the problem is that the stone is so hard it takes forever to mine.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 04, 2013, 11:48:58 pm
Huh, races get specific crops? I wonder if more food recipes get revealed as you find more crops, or if each race can only eat a particular thing.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 04, 2013, 11:50:56 pm
So my new bed of choice is an Avian sacrificial altar. Not entirely sure, but I think it heals slightly faster.
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 04, 2013, 11:52:06 pm
Huh, races get specific crops? I wonder if more food recipes get revealed as you find more crops, or if each race can only eat a particular thing.
Can't confirm the first part, but I made a burger for an avian, and he didn't seem to choke to death on it, so I think it's fair to say eating food isn't race specific.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 04, 2013, 11:53:38 pm
Huh, races get specific crops? I wonder if more food recipes get revealed as you find more crops, or if each race can only eat a particular thing.
Can't confirm the first part, but I made a burger for an avian, and he didn't seem to choke to death on it, so I think it's fair to say eating food isn't race specific.
Probably not right now, but future updates may change that.  In specific, chili peppers description states "dangerous to anyone except humans".  Also to be fair, many birds are predatory, or at least omnivores.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 04, 2013, 11:55:37 pm
I started with weird berries that are meant to be poisonous to non-aquatic races...
Anyway, I'm wondering what race and weapons everybody has at their anvil?
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 05, 2013, 12:12:21 am
The BIGGEST disapointment I felt playing this game just happened.

I found robot trees... I was like "I totally have to chop them down" so I lifted my might ax and!!!!

Unrefined wood... WHAT A GYP!
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 05, 2013, 12:13:44 am
WEIRD tip for anyone having problems:
If you're locked at 30 fps or lower for no apparent reason, navigate your folders, open your steam folder, find Starbound, and the win32 folder (if on windows).  Right click Starbound.exe and select 'properties' then edit the 'compatibility' to always 'run this program as administrator'.  Do the same for launcher.exe located in the nearby folder.

For whatever reason, this cleared the enormous stuttering FPS problem I was having.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 05, 2013, 12:18:55 am
The BIGGEST disapointment I felt playing this game just happened.

I found robot trees... I was like "I totally have to chop them down" so I lifted my might ax and!!!!

Unrefined wood... WHAT A GYP!
Chill, I need to look into json files this weekend, it should be moddable! :D
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 05, 2013, 12:19:02 am
Patch time. anyone got notes?
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 05, 2013, 12:20:05 am
Re: Crops: It looks like there either is or will be race specific food tolerances. The eyeball plants say "possibly poisonous to anything not florean", ferex. I ate one (as a fishdude) and nothing happened, but I guess sometime tomorrow I'll down a few more (I've got like a hundred and something in the inventory. First planet had eyeball trees.) and see if I get poisoned...

Also crop seed drop rate almost certainly seems crop specific. Wheat seems to come along pretty quick for extra seed, racial stuff less so.

Unfortunately, I haven't quite figured out how to make bread, yet. I mean, not that it really matters because I die too often to get hungry, and I've got a couple dozen cooked meat and several dozen edible plants, but...

... lastly, I got fed up with the music surprisingly quickly. Not sure what to think about that. But! The ambient sounds and whatnot are kinda' excellent. I think the game may be more enjoyable with the music noise cut off.

Also the pixel count is apparently stored as 4 byte data, for those memory hackers out there. I got seriously fed up with the pixel requirement for crafting, incredibly quickly.
Title: Re: Starbound - We have lift off.
Post by: buckets on December 05, 2013, 12:20:07 am
Wow the game realy gets nuts once you pick up the molten core. I don't even know what to start with.
Title: Re: Starbound - We have lift off.
Post by: alway on December 05, 2013, 12:24:01 am
Bought this game, since there seemed to still be hype after the beta was released. :P

Can't say I'm disappointed. Went underground, and found the sand/gravel falling mechanics are AMAZING. I dug through a thick sand layer into a cavern below... and fell with a crapton of sand that was left, struggling to not get buried alive and climb up the sliding edges, while fending off the critters in the cavern. Awesome.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 05, 2013, 12:26:29 am
Unfortunately, I haven't quite figured out how to make bread, yet.

Spoiler (click to show/hide)

EDIT: OH MY GOD I CAN DUEL WIELD! Why didn't I think of this before? I need another 1h sword.
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 05, 2013, 12:33:53 am
Unfortunately, I haven't quite figured out how to make bread, yet.

Spoiler (click to show/hide)
To expand on this
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Max White on December 05, 2013, 12:40:39 am
Ok... I am on a planet made of sand... As in the entire damn thing, not just patches. Inside is just huge caverns where cave ins have happened, and sand...
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 05, 2013, 12:50:33 am
Ok... I am on a planet made of sand... As in the entire damn thing, not just patches. Inside is just huge caverns where cave ins have happened, and sand...

sand has its ups and downs  :P

on one side you can gather resources really fast as they just tumble towards you with no need of mining

on the other had FPS death is just a pain >_<
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 05, 2013, 12:51:56 am
Time to disassemble a planet and never worry about glass again.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 12:59:53 am
Wow the game realy gets nuts once you pick up the molten core. I don't even know what to start with.
Wait, do you have to go to the Beta sector to move beyond gold pick/silver armor/iron weapons?


Also, to whoever wanted to know how to make foods: Go to your crafting table, make a cooking table.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 05, 2013, 01:09:29 am
There... I did it... I killed your god damn ship. Are you happy chucklefish? You take the prize from Relogic for "Company most willing to increase difficulty just to prove how hardcore their game is"
Title: Re: Starbound - We have lift off.
Post by: debvon on December 05, 2013, 01:16:15 am
Does anyone have a server running yet, or is that not practical/possible at the moment?
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 05, 2013, 01:19:59 am
Found out what the scythe does... It is basically like a sword in that in has an arc, but with the damage of a spear, at the coat of shorter reach. Pretty awesome weapon against enemies that like to jump, while the spear is better for charging creatures, and the sword remains best for airborn foes.

So, it sounds identical to the axe. I wonder if that stats vary at all.

Either way, they're very difficult weapons to use- the lack of range is what you pay for their economy. On the other hand, the axe is really encouraging me to evaluate my strategies, which is not something I do often. :P

One thing I've discovered: if you swing and then charge forward yourself, you can often get the edge against chargers and moving enemies, too!
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 05, 2013, 01:21:08 am
Does anyone have a server running yet, or is that not practical/possible at the moment?
im done for the night but i will be back up tomorrow tellehome.myvnc.com, its round 2 after that massive update so i wonder how its going to perform now.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 05, 2013, 01:25:03 am
Due to servers having zero protection, probably don't want to post your IP very visibly...
Title: Re: Starbound - We have lift off.
Post by: Max White on December 05, 2013, 01:26:12 am
So, it sounds identical to the axe. I wonder if that stats vary at all.

Either way, they're very difficult weapons to use- the lack of range is what you pay for their economy. On the other hand, the axe is really encouraging me to evaluate my strategies, which is not something I do often. :P

One thing I've discovered: if you swing and then charge forward yourself, you can often get the edge against chargers and moving enemies, too!
Damage of 28
Armor penetration of 5
Speed of 1.41

How about your axe?
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 05, 2013, 01:32:25 am
Man, stuck at uni at the moment. Anyone found patch notes yet? A friend that I got the game for got the windows XP freeze at logo and I wanna know if that's been fixed.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 05, 2013, 01:37:17 am
Due to servers having zero protection, probably don't want to post your IP very visibly...
If shit comes to worst i can block via IP and even in dire situations i will fuck up the other end of the connection
Title: Re: Starbound - We have lift off.
Post by: fivex on December 05, 2013, 01:38:20 am
Does anyone have a server running yet, or is that not practical/possible at the moment?
I've been running a server for a while.
PM me for the IP
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 05, 2013, 01:39:42 am
So, it sounds identical to the axe. I wonder if that stats vary at all.

Either way, they're very difficult weapons to use- the lack of range is what you pay for their economy. On the other hand, the axe is really encouraging me to evaluate my strategies, which is not something I do often. :P

One thing I've discovered: if you swing and then charge forward yourself, you can often get the edge against chargers and moving enemies, too!
Damage of 28
Armor penetration of 5
Speed of 1.41

How about your axe?

The axe (iron) was 25, 5, 1.33. SO that Scythe is definitely a cut above the rest, unless it's also a higher tier. I'm doing pretty poorly right now, or was until desperation forced me to master the iron bow and hunt everything in sight for an hour or two.

Shooting down automatic-wielding Apex rebels with bow and arrow is pretty darn satisfying. BD
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 05, 2013, 01:41:23 am
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Ozyton on December 05, 2013, 01:41:50 am
So I just started playing today and found some interesting things like a boat anchro set in an open plains (have yet to build up to see if there's a spaceboat or something) and some kind of underground sludge biome thingy. iron is rather rare it seems.

It also appears that you can't make an iron pickaxe, but you can make them out of silver and gold etc.

Also, spears would probably be more useful if you could actually aim them maybe?
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 05, 2013, 01:42:26 am
I did a starbound safari! (http://imgur.com/a/c4yaI)

Not a whole lot but I was distracted with actually playing the game.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 05, 2013, 01:44:34 am
The axe (iron) was 25, 5, 1.33. SO that Scythe is definitely a cut above the rest, unless it's also a higher tier. I'm doing pretty poorly right now, or was until desperation forced me to master the iron bow and hunt everything in sight for an hour or two.

Shooting down automatic-wielding Apex rebels with bow and arrow is pretty darn satisfying. BD
Na, the scythe is iron tier. Although like most Hylotl weapons, there is a delay on the attack, meaning you need to very carefully time your attacks before hand, you can't spam and pray.

Although speaking of tiers, how do I make steel?
Title: Re: Starbound - We have lift off.
Post by: buckets on December 05, 2013, 01:45:53 am
Wow the game realy gets nuts once you pick up the molten core. I don't even know what to start with.
Wait, do you have to go to the Beta sector to move beyond gold pick/silver armor/iron weapons?


I'm not sure, I know there's a new crafting table. But I haven't built that yet.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 01:48:03 am
Dig down; all of the ores become much more common deep in the earth. Like, veins of 15-20 iron, coal, and silver.


Oh, and I answered my own question. Beta sector rules. You have to go to Beta sector to

Spoiler (click to show/hide)

Spoiler: Beacon (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 05, 2013, 02:01:22 am
Is there something akin to Terraria's Guide in Starbound? I'd like to know what if anything I can make with some of this stuff. Like leather.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 05, 2013, 02:03:18 am
I haven't found a use for leather in the first tier either. :v
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 05, 2013, 02:03:42 am
So far, it seems the blueprints you have are the only ones you can look up in game. Not sure what leather does myself.
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 05, 2013, 02:04:23 am
Apparently worlds loop around, and they have varying sizes.
Title: Re: Starbound - We have lift off.
Post by: Frank2368 on December 05, 2013, 02:08:01 am
Just found a Koto, anyone know how to put music into the game?

EDIT: Never mind, just found out, if anyone else wants to know, just put the abc music file in Starbound/assets/songs and you'll be able to play it
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 05, 2013, 02:37:33 am
Wow, why is my download speed so slow? It's at a meager 16 KB/s when games usually download at a couple megabytes per second.
Title: Re: Starbound - We have lift off.
Post by: Aqizzar on December 05, 2013, 02:45:02 am
(http://i39.tinypic.com/30ud3xs.png)

MC Hands, robo-hobo and master of all I survey.

Check out my peaceful neighbors:

(http://i43.tinypic.com/121dezn.png)

What a smug bastard.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 05, 2013, 02:49:45 am
I bet the purple asshole knows who is coming back...

Anyway, apparently some jungles are a great source for tonnes of plant fiber, while others provide endless fleshy fibers. I found a jungle with both! You just have to watch out for the lizards, they one hit KO.
Title: Re: Starbound - We have lift off.
Post by: buckets on December 05, 2013, 02:56:19 am
What's the choices for starship fuel? Anything other than coal?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 05, 2013, 03:00:03 am
Unrefined wood.
A little strange in my opinion... Coal fired intergalactic ships.
Title: Re: Starbound - We have lift off.
Post by: alway on December 05, 2013, 03:00:41 am
Found a castle, complete with glitch soldiers and maidens. Would have made it my home, if not for the fact that at night it gets so cold you freeze to death near instantly...
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 05, 2013, 03:00:55 am
Wood and Uranium. Though wood is 1 each and Uranium is something I only heard about.
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 05, 2013, 03:03:21 am
Found a castle, complete with glitch soldiers and maidens. Would have made it my home, if not for the fact that at night it gets so cold you freeze to death near instantly...

Fill it with campfires/torches. Three torches equal a campfire in terms of heat I believe. Try going to a moon planet, those are as cold as it gets.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 05, 2013, 03:06:48 am
So there's a desert planet in the same system as my starting planet...and its nearly covered in bones so far as I can tell. Thinking of building a fortress of evil or something.
Title: Re: Starbound - We have lift off.
Post by: alway on December 05, 2013, 03:24:21 am
Oh, and I got about 3000 pix from that castle's inhabitants and storage stuff. Quite a nice haul, especially since the place itself is really elaborately decorated and massive.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 05, 2013, 03:24:43 am
So... Has anybody yet climbed up into orbit?
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 05, 2013, 03:58:22 am
Preliminary testing on the tablet. Somewhat surprisingly, it works. Somewhat unsurprisingly, it loads about ten times faster than on my laptop. I guess I can add the SSD harddrive to the list of advantages of this tablet over my laptop. Quite neat, even if it does run a bit slower.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 05, 2013, 04:07:42 am
So my starting planet was a peaceful forest and boring as hell. I was about to try somewhere else when I dug through a cave in a last ditch effort for coal and iron.

An hour later I've discovered the core of my planet is corrupted with flesh chunks, bleeding tree roots hanging from the ceiling, tentacle-legged dimetrodons, and muthafuckin blind cave tyrannosaurs. I also found a sword that's a flesh-covered jawbone with an eye on the side of it that sprays blood clouds.

Apparently Dr Zaius the Apex got a pretty hardcore tutorial world.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 05, 2013, 04:19:32 am
Wait, can you actually dig to the core of a world? Is it a distinct place? Or are you just saying you found it deep underground?
Title: Re: Starbound - We have lift off.
Post by: Chattox on December 05, 2013, 04:21:47 am
Anyone know what the ~550mb patch I just got for this game does?
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 05, 2013, 04:23:14 am
I think my glitch character accidentally deforested her starting world completely already. I also managed to get to the core. Just a magma sea. Small ass planet I got myself parked on to start.

I think it's time to pull all the coal I can out of the dirt, pack everything back up and pull right out.

Anyone know what the ~550mb patch I just got for this game does?

Lots of crash fixes apparently. And my game runs at a smoother frame rate now too.
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 05, 2013, 04:24:28 am
So is it wise to shoot off to the beta sector right after you unlock it? Because that's what I just did, and I'm kind of scared now.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 05, 2013, 04:30:33 am
Wait, can you actually dig to the core of a world? Is it a distinct place? Or are you just saying you found it deep underground?

I went down pretty deep, but no idea if the core is separate or not. I did notice much richer minerals after a certain point though.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 05, 2013, 04:31:38 am
So is it wise to shoot off to the beta sector right after you unlock it? Because that's what I just did, and I'm kind of scared now.
Only if you have a lot of coal and iron.
I went to a threat level 12 planet and the creatures there were pretty much unkillable. I would attack them and they would loose no health at all. Then I made some steel, got a tier 2 weapon, and was able to kill them in two hits. Granted I'm a glass cannon, but still a huge improvement.

Also mine all the gold you can get, that is important.
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 05, 2013, 04:35:28 am
Awesome, thanks. Related question, does armor actually do anything at the moment? I'm not noticing much of a difference.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 05, 2013, 04:40:35 am
Yes, it is very, very important.
What sort of armor are you using?


Also interesting note: Damage isn't a very good indicator of just how good a weapon is, but rather how that weapon should be used. Two similar weapons of different tiers will actually have the same damage rating, and a 1h tier 2 sword will often have lower damage than a 2h tier 1 sword. The more important factor for figuring out how strong a weapon is seems to be its armor penetration.
Also personal style, I have personally found 2h swords to be the best, most versatile option so far most of the time.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 05, 2013, 04:55:33 am
Wait, can you actually dig to the core of a world? Is it a distinct place? Or are you just saying you found it deep underground?

I went down pretty deep, but no idea if the core is separate or not. I did notice much richer minerals after a certain point though.

Hmmmm, I might have to see for myself. Thanks!
Title: Re: Starbound - We have lift off.
Post by: JoshuaFH on December 05, 2013, 05:16:34 am
So Starbound is pretty cool after playing for about 20 minutes, but I'm just so laggy I'm playing the game in stuttery slowmo.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 05, 2013, 05:19:48 am
The game is surprisingly intensive for pixel art.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 05, 2013, 05:23:33 am
Is it living up to the hype, people? XD
Title: Re: Starbound - We have lift off.
Post by: Max White on December 05, 2013, 05:26:29 am
Is it living up to the hype, people? XD
Nope, but did anybody expect it to?
Still pretty fun, and it is just a beta. I think a lot could be gained from just some balance issues. Right now rock takes waaaaaaaaaay too long to mine. It just sucks.
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 05, 2013, 05:32:38 am
I'll say it is for me so far. Enjoying the hell out of it. Only got five hours with it last night on account of it releasing sometime around 11pm. It really depends on who you are as far as living up to the hype goes.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 05, 2013, 05:36:21 am
All I really wanted from starbound was Terraria++, so I'd say It's living up to what I hoped it was for me.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 05, 2013, 05:37:00 am
Is it living up to the hype, people? XD

Two words:

Pink Shogoths.

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Gabeux on December 05, 2013, 05:40:58 am
Is it living up to the hype, people? XD
Nope, but did anybody expect it to?
Still pretty fun, and it is just a beta. I think a lot could be gained from just some balance issues. Right now rock takes waaaaaaaaaay too long to mine. It just sucks.

This isn't Terraria. I wasn't at the hype wave at all, only got excited to see it's launching, so I'm not biased when I say that the game is a must have.

Even if people don't wanna join the beta - some quirks, some crashes, some nasty rare bugs like inventory wiping (happened to my gf, luckly only lost 15 minutes of gameplay), completely dull AI and unbalanced gameplay.
Still It's A LOT better then I expected both from the game and from the beta, since I wasn't hyped. I actually expected a 20%~40% better and bigger Terraria. And it's a very different game.

Seriously, NPC towns? Lore? Towns that has a very initial AI in, but still shows the desire of devs to implement activity cycles for NPCs? (farming, socializing, etc). All my friends are in love with this.
And their lightning system is beautiful  :P

It's very awesome, but currently has the problems that they alerted everyone it would have.
...

I'm still in Alpha Sector and this is my last pic of my ship before I go to sleep:
Spoiler (click to show/hide)
Spammy spam of items.

EDIT - Fixed Derped Image.
EDIT2 - Forgot to mention the beautiful graphics, animations and soundtrack, but I guess someone must have mentioned all that already.
Title: Re: Starbound - We have lift off.
Post by: kisame12794 on December 05, 2013, 05:52:47 am
I found a massive Avian village, on a server a few buds set up. I just slammed ten hours into this game, and my god, it is addicting. Sleep now, because I was up all night.
Title: Re: Starbound - We have lift off.
Post by: Virtz on December 05, 2013, 06:06:19 am
Is it living up to the hype, people? XD
No.

The concept of different planets with diverse biomes is good, but the basics are very much like Terraria, except better or worse in places. If you're someone who's grown tired of Terraria's gameplay, I would not recommend it.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on December 05, 2013, 06:14:18 am
Is it living up to the hype, people? XD
No.

The concept of different planets with diverse biomes is good, but the basics are very much like Terraria, except better or worse in places. If you're someone who's grown tired of Terraria's gameplay, I would not recommend it.

There are such vast differences between the two that I can't help but outright dismiss this post.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 05, 2013, 06:15:37 am
People will always find reasons to complain.
I myself understand that this game has a few issues which will be worked out.
It may be kind of similar to Terraria at first glance, but yet so different.
But yes, I agree with Virtz, if you are tired of Terraria's way of harvesting resources, Starbound might not exactly be what you want at the moment.
For me tough, it's about what I would expect from a beta.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 05, 2013, 06:29:29 am
Gold is so goddamn rare argh!!!!

I literally have 16x more silver than I have gold.
Title: Re: Starbound - We have lift off.
Post by: Briggsy16 on December 05, 2013, 06:30:56 am
I played this for an hour or so last night. I absolutely love it! Explored a dungeon full of lava and electric fencess :D
Title: Re: Starbound - We have lift off.
Post by: Virtz on December 05, 2013, 06:32:20 am
Is it living up to the hype, people? XD
No.

The concept of different planets with diverse biomes is good, but the basics are very much like Terraria, except better or worse in places. If you're someone who's grown tired of Terraria's gameplay, I would not recommend it.

There are such vast differences between the two that I can't help but outright dismiss this post.
Which is why you've decided to answer it?

To me this is Terraria 2.0. From the shitty knockback combat, through pestering enemies spawning off-screen, to the boss-summoning beacons. These are staples of Terraria that have carried over here and define the basic gameplay. There's improvements to these basics here and there, like the foreground/background interaction (as well as some really shitty changes like the crafting relying on upgrades and requiring currency), but they're not that vast. They're like the differences between Doom and Duke Nukem 3D.
Title: Re: Starbound - We have lift off.
Post by: Gabeux on December 05, 2013, 06:35:01 am
Well I'm analyzing it as a beta and as I beta I like it a lot.
I believe people are jumping to final product judgement (look at their forums, people are talking about UNBALANCED GAMEPLAY). Yet I agree that the core Terraria "climb the tier and kill the bosses to unlock the next tiers" thing is still there. And that's why I didn't enjoy Terraria until a whole lot of updates later, because the game felt like a complete uninteresting grind from me on 1.0.

Yet I see a beta that overtakes a finished product (Terraria) easily, with frameworks set down and obvious expansions points set and ready for implementation. And of course lot's of fixing needed.  :P

Even though the grindy core is still there, the amount of content, lore, exploration and discovery makes me want to ninja-grind so I can explore more. It's not like Terraria that nothing was waiting for you.
Great moments like just exploring towns with friends that have characters of different races - I spent almost 20 minutes just going through a town with an Avian and an Apex, and we would investigate stuff and try to make sense of the whatever lore the investigation would present.

I don't see an awesome game yet. I see an awesome frame of a game, and when it's finished it has ridiculous potential - every game I love can be fitted in there.

The game won't live to it's hype yet because it's not finished. But when it is, I believe it can, and that makes me happy and surprised.

I really don't understand what's going on with "disappointed" people (posts on steam forums and chucklefish forums), and people spamming their forums with crap.

-
EDIT:
-snip
Yes those are points that I would like they change completely, but doesn't make me discard the game.
I believe they can and should change it, since those are things they share with Terraria. And this can be so much better than Terraria.
But it's not definetely just "Terraria 2.0", unless you're judging the whole work only by listing what it got from Terraria.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 05, 2013, 06:43:57 am
Question, does the distress beacon get used up? Or can I use the same one until I get what needs to be done, done?
Title: Re: Starbound - We have lift off.
Post by: Silfurdreki on December 05, 2013, 07:33:35 am
It gets used up when you activate it, unfortunately.

The
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: burningpet on December 05, 2013, 07:44:58 am
Any tips on how to get meat, more precisely, how not to die using the weak bow?
Title: Re: Starbound - We have lift off.
Post by: Elfeater on December 05, 2013, 07:47:37 am
Yeah, I got killed by the boss when I used the distress beacon, I dot want to have to rind my way back to having enough to build one.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 05, 2013, 07:49:32 am
Any tips on how to get meat, more precisely, how not to die using the weak bow?
Upgrade the weak bow into an Iron bow.
Makes a big difference.
I can basically oneshot level 1 creatures now. :D
Title: Re: Starbound - We have lift off.
Post by: Chattox on December 05, 2013, 07:59:31 am
Everyone seems to have such cool creatures in their games. Me? I get penises.

(http://i.imgur.com/Qd1mKIj.jpg)
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 05, 2013, 08:10:47 am
Any tips on how to get meat, more precisely, how not to die using the weak bow?
If you can't upgrade to the iron bow, my best suggestion would be to build a wooden platform higher than the stuff you're up against can jump, then shoot down through it. You can hold control and move your mouse around to get your view to move further out, to make longer shots, if you're so far up it's hard to see the target.

I think others have mentioned making bunkers and whatnot -- places with only a one-tile hole you can shoot out, but enemies can't get in. Fair warning, though, some enemies seem to have abilities with a certain degree of AoE, so don't assume a two-tile (maybe more) block wall is going to keep a projectile from damaging you.

As further warning, as near as I can tell -- against normal monsters, anyway, I don't recall with NPCS -- killing stuff with a bow doesn't seem to ever drop pixels. That can be a problem when you're trying to upgrade junk. assuming you just don't memhack all the pixels you need, hohoho
Title: Re: Starbound - We have lift off.
Post by: Neyvn on December 05, 2013, 08:15:51 am
Hmmm Think I found a bug...
Can someone else check this...
Pile a lot more then you can store into the ships storage chest.
You will lose those items and a crash happens... RIGHT?
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 05, 2013, 08:28:30 am
It gets used up when you activate it, unfortunately.

The
Spoiler (click to show/hide)

I'll definitely upgrade to iron armor beforehand then. Thanks!
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 05, 2013, 08:29:47 am
so shields are a thing apparently they literally block all dmg coming at you. been farming lvl 1 worlds because they give the same amount of pixels as the higher lvl ones 
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 05, 2013, 08:32:52 am
Any tips on how to get meat, more precisely, how not to die using the weak bow?
I suggest focusing on passive creatures, they break aggro a few seconds after you attack them so you can slowly whittle them down if you're not having any other luck. You can also try softening things up with melee beforehand. Finally I'd suggest going for flying creatures, all the ones I've encountered so far need to stop and hover in place for most of their attacks, so they're easy prey.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 05, 2013, 08:38:37 am

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: hemmingjay on December 05, 2013, 08:45:01 am
Anyone else spend 30 minutes sitting still playing Canon in D minor with an electric guitar wielding birdman?

This is my exact definition of awesome!
Title: Re: Starbound - We have lift off.
Post by: Twi on December 05, 2013, 08:52:07 am
Exploring is fun! Even the caving is interesting, which is good cuz otherwise it'd be the old Terraria grind all over again. :P
Title: Re: Starbound - We have lift off.
Post by: Mech#4 on December 05, 2013, 09:07:51 am
Just for those who might be interested in getting this but don't want, or can't, buy from the developers website, Starbound is now on Steam to buy from there for $14.99 USD.
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 05, 2013, 09:09:05 am
I don't mind the style of combat, I can tell it takes from SNES action games or something (unlike Terraria where weapons just went in a semicircle), but it really screams "this needs COMBOS!". Or at least 3 or 4 swing animations for each weapon type.

I made the shortsword thinking I could use the flashlight and fight at the same time, but the truth is, the swing arc of one-handed swords make it impossible to hit enemies without getting hit 33% of the time, unlike bigger swords.
Title: Re: Starbound - We have lift off.
Post by: Fanofgaming on December 05, 2013, 09:13:37 am
been farming lvl 1 worlds because they give the same amount of pixels as the higher lvl ones

This is not true. I'm on a level 14 world, and most monsters drop between 50 and 100 pixels each as opposed to 10-25 on a level 1 world.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 05, 2013, 09:28:18 am
I don't mind the style of combat, I can tell it takes from SNES action games or something (unlike Terraria where weapons just went in a semicircle), but it really screams "this needs COMBOS!". Or at least 3 or 4 swing animations for each weapon type.

I made the shortsword thinking I could use the flashlight and fight at the same time, but the truth is, the swing arc of one-handed swords make it impossible to hit enemies without getting hit 33% of the time, unlike bigger swords.

Yeah, 1 handed swords were definitely made to be used with a shield/another one handed sword to blitz things down. Although if you're nimble you can usually jab things to death while kiting them around.

Also worth noting is you can knock them back a lot easier with a 1 hander by hitting them in mid air. When you start doing this regularly you will feel like a badass.
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 05, 2013, 09:34:57 am
I finally found a drawback to using projectile-spewing melee weapons.

Turns out there was an avian merchant just off screen who began freaking out when a glowing green bone slammed into her.

At least they don't go all shotgun hobo like Spelunky shopkeepers.
Title: Re: Starbound - We have lift off.
Post by: Meta on December 05, 2013, 09:38:20 am
Hmmm Think I found a bug...
Can someone else check this...
Pile a lot more then you can store into the ships storage chest.
You will lose those items and a crash happens... RIGHT?
I lost one item because of this bug, but it did not crash the game. So, guys, don't put more than 16 items in the chests, they'll make them disappear. :/

Anyone else spend 30 minutes sitting still playing Canon in D minor with an electric guitar wielding birdman?

This is my exact definition of awesome!
I just found an ocarina. Now to find the partition/midi things for the OoT ocarina songs. :D
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 09:43:51 am
so shields are a thing apparently they literally block all dmg coming at you. been farming lvl 1 worlds because they give the same amount of pixels as the higher lvl ones
This, so much. I've been using a sword&board combo with a shield and steel shortsword, and it's amazing. It really adds to the combat when you have to time your strikes for the moments when different enemies can't hit you.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 05, 2013, 09:45:50 am
So.. who was it who said they had a dedicated server up?
If it's still up, should I start a new character?
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 05, 2013, 09:51:27 am
does food give any benefit? buffs?stats?
Title: Re: Starbound - We have lift off.
Post by: Dutchling on December 05, 2013, 09:52:24 am
So uhm.. How do you even start Starbound? I managed to crash Windows Task Manager trying to "launch Starbound".
Title: Re: Starbound - We have lift off.
Post by: Wiles on December 05, 2013, 09:56:19 am
So uhm.. How do you even start Starbound? I managed to crash Windows Task Manager trying to "launch Starbound".

Wait a long time. If you feel like you've waited long enough, wait longer! It is super slow to load for a lot of people.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 05, 2013, 09:57:00 am
squeeeeeeeeeeeee

Playing on a 2 person server is pretty fun!
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 05, 2013, 09:58:45 am
does food give any benefit? buffs?stats?

Yes. I've tried battered bananas and banana bread so far. Both gave a regen boost, while the banana bread added some flame particle effect and a small flame icon in the status area in the upper left to my character as well. I assume that keeps you warm, but I have no clue as I was standing next to the campfire in my house.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 05, 2013, 10:00:34 am
so shields are a thing apparently they literally block all dmg coming at you. been farming lvl 1 worlds because they give the same amount of pixels as the higher lvl ones
This, so much. I've been using a sword&board combo with a shield and steel shortsword, and it's amazing. It really adds to the combat when you have to time your strikes for the moments when different enemies can't hit you.
It turns out this is an excellent way to fight ranged enemies. Those gunners in this USCM prison are suddenly like, 50 times easier. Although if their buddies are ganging up on you, still tricky. :P

fakedit: Also, nice way to deal with em? Get their attention, then hide behind a door and close it. They walk up to it to open it and then sstab!
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 05, 2013, 10:21:25 am
Ok, fun fact: I tried to copy my save data from home to work, so I backed up my "player" folder, but made the mistake of ignoring the "universe" folder.

This is what was copied:

- the player inventory
- the ship
- the current planet

This was NOT copied:

- codex info (from books I stole from an avian village)
- quest info (game looks at your inventory for the quest stuff, you don't actually need to smelt, just have an iron bar, etc), it reset and told me one by one that I had completed all missions, except the beacon one
- my starting (home) planet. Or any of the planets in the same star system for that matter. Only the one I was orbiting was preserved, the rest of the system was apparently rerolled.

I think I'm going to make a new character after deleting/backing up both folders.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 05, 2013, 10:28:04 am
Where do you even find/make a shield?
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 05, 2013, 10:29:30 am
I found a tool merchant spawner in an Avian village, aside from the obvious, anyone have any idea what it does?
Title: Re: Starbound - We have lift off.
Post by: Neyvn on December 05, 2013, 10:35:12 am
MOTHER OF GOD! BOSS!
Title: Re: Starbound - We have lift off.
Post by: Meta on December 05, 2013, 10:39:22 am
For those of us who lost items in chests when putting them inside with shift:
Quote from: Developper (from Reddit)
Hit the chest with your beamaxe or pickaxe to lift it and make it drop all of its contents, including the hidden slots past the end of the container.

We're fixing this bug, but until then that's how you can get your item back.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 05, 2013, 10:46:20 am
squeeeeeeeeeeeee

Playing on a 2 person server is pretty fun!
What server? :O May I join? :P
Title: Re: Starbound - We have lift off.
Post by: Twi on December 05, 2013, 10:49:23 am
I found a tool merchant spawner in an Avian village, aside from the obvious, anyone have any idea what it does?
Found a doctor spawner myself. I'll try it out when I finish exploring this incredibly ominous arid lvl4 world. It has dire stone (with worms in it) and geologic layers of bone. :I
Also, did I mention shields are awesome for meleeing ranged opponents? cuz they are. I just wish I had a light besides le flashlight, cuz now I can't see a damn thing when I fight in the dark.. And since I need a shield to fight here, well...caving is gonna be a problem. :I
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 05, 2013, 10:56:19 am
found a glitch village with all manner of shops!
beautiful weapon schematics shall be mine!
Title: Re: Starbound - We have lift off.
Post by: Dutchling on December 05, 2013, 10:56:38 am
Well this game sure likes to crash.

My starter world seems to be filled with dinosaurs and banshees. For some reason only the banshees drop meat when killed.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 05, 2013, 11:01:15 am
My server is back on for anyone to play, if its a one planet system though for alpha sector tell me, i dunno where its genning its worlds.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 05, 2013, 11:06:51 am
I'm still in Alpha Sector and this is my last pic of my ship before I go to sleep:
Spoiler (click to show/hide)
Spammy spam of items.
...Two big questions.
> HOW DID YOU MANAGE TO ORIENT ITEMS IN either right or left direction?
> ...You can change your ship color and stuff? O_O

My server is back on for anyone to play, if its a one planet system though for alpha sector tell me, i dunno where its genning its worlds.
Could I ask the IP? Never tried the multiplayer yet :O
Title: Re: Starbound - We have lift off.
Post by: Culise on December 05, 2013, 11:12:52 am
Well this game sure likes to crash.

My starter world seems to be filled with dinosaurs and banshees. For some reason only the banshees drop meat when killed.
Heh, that it definitely does.  I played from character design to having enough resources to build the distress beacon, went to save and quit...crash to desktop.  I nearly had a small heart attack in shock, then shrugged and remembered it was just a very rough beta. ^_^

((Then the Steam updater went crazy and I realized that the process was somehow still running, so I had to kill it manually.  At least it still saved, though I lost all my pixels.))

> HOW DID YOU MANAGE TO ORIENT ITEMS IN either right or left direction?
Try the left and right movement keys.  That seemed to do it for me. 
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 05, 2013, 11:13:51 am
server is tellehome.myvnc.com
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 05, 2013, 11:15:25 am
server is <IP Address>
That's probably a bad idea right now.  With no server protection, an openly available IP means everyone can come around and muck your server and you can't actually do anything about it.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 05, 2013, 11:17:07 am
News on spawner: Left it on my ship, saved and quit, and when I came back, there was, well, no spawner, but +1 doc! He sells healing items, as you might expect. Neato.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 05, 2013, 11:17:28 am
Well this game sure likes to crash.

My starter world seems to be filled with dinosaurs and banshees. For some reason only the banshees drop meat when killed.
Heh, that it definitely does.  I played from character design to having enough resources to build the distress beacon, went to save and quit...crash to desktop.  I nearly had a small heart attack in shock, then shrugged and remembered it was just a very rough beta. ^_^

((Then the Steam updater went crazy and I realized that the process was somehow still running, so I had to kill it manually.  At least it still saved, though I lost all my pixels.))
Huh, I'm at the same progress point *distress beacon-high five* and..the only crash I saw was when hilarity happened.
Falling down a long darn shaft and going splat. At least it isn't gory.

Also I discovered the glory of literal *soft* cave-ins! I like sand and silt now.

server is <IP Address>
That's probably a bad idea right now.  With no server protection, an openly available IP means everyone can come around and muck your server and you can't actually do anything about it.
I should've asked with an addendum of 'May I have it by PM'..sorry D:
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 05, 2013, 11:19:10 am
I am happy, I got to skip silver and gold tier pickaxes by finding a secret fog merchant who sold it to me for real cheap.

Now I just need to make silver and gold armor and I'll be ready for that beacon.
Title: Re: Starbound - We have lift off.
Post by: azurelao on December 05, 2013, 11:20:01 am
Anyone know where to get a Superior Brain?

Also, are there any items that help you when digging straight down?
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 05, 2013, 11:21:12 am
server is <IP Address>
That's probably a bad idea right now.  With no server protection, an openly available IP means everyone can come around and muck your server and you can't actually do anything about it.
I can actually just through IP blocking, i haven't found anyone yet blowing stuff up in general and besides this is a test server and this game breaks hard.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 05, 2013, 11:21:40 am
Anyone know where to get a Superior Brain?

Also, are there any items that help you when digging straight down?


The pickaxe clears a 3x3 block of rock, and even the stone is faster than the default tool. Not sure what else to suggest.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 05, 2013, 11:22:33 am
server is <IP Address>
That's probably a bad idea right now.  With no server protection, an openly available IP means everyone can come around and muck your server and you can't actually do anything about it.
I can actually just through IP blocking, i haven't found anyone yet blowing stuff up in general and besides this is a test server and this game breaks hard.
To join, must we use new characters?
I am ok with that.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 11:24:00 am
Where do you even find/make a shield?
I found both of mine in chests/dropped from humanoid enemies.

@Tiruin: Furniture direction corresponds to the direction you face when placing it, IIRC.

Spoiler: Home sweet home. (click to show/hide)

e: Re: Multiplayer servers: I'd really rather not have a restriction on new characters only, because the grind is bloody painful.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 05, 2013, 11:28:01 am
server is <IP Address>
That's probably a bad idea right now.  With no server protection, an openly available IP means everyone can come around and muck your server and you can't actually do anything about it.
I can actually just through IP blocking, i haven't found anyone yet blowing stuff up in general and besides this is a test server and this game breaks hard.
To join, must we use new characters?
I am ok with that.
I dunno yet, when i joined it was a toxic system with 2 planets that were eaten up pretty quickly by 6 people, i dunno where it sets the planets from but it might be easier to start with some of the quests done.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 05, 2013, 11:29:51 am
I dunno yet, when i joined it was a toxic system with 2 planets that were eaten up pretty quickly by 6 people, i dunno where it sets the planets from but it might be easier to start with some of the quests done.

Well I have not done the first boss quest with my main yet. His name is Cor Umbar by the way.

edit: Hmm.. can't seem to join for some reason..
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 11:40:58 am
Oh, that's another good point. If you've got a bunch of people all trying to finish their beacon, you'll run out of resources in the system pretty quickly.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 05, 2013, 11:58:34 am
Surface available resources, yes. But there's more down below. Everyone get together on a mine shaft and just radiate out from that central shaft and you all should find what you need.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 05, 2013, 12:02:19 pm
Surface available resources, yes. But there's more down below. Everyone get together on a mine shaft and just radiate out from that central shaft and you all should find what you need.

And honestly given how LOOOOOOOONG it takes to mine... tag team mining is greatly appreciated.
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 05, 2013, 12:04:10 pm
I like the heat system... It'd be good if they explained it to you early on, but it actually gives some sort of threat to the night.

The world I first spawned on isn't exactly great. I can only go to the right, because on the left there's a hill with a valley with a cave on the bottom behind it, which is constantly full of monsters :/

I've died like 10 times already.

E:

Also, the main menu music reminds me of when I first played Minecraft, back in Alpha when it was relatively unknown. And that peaceful music. Good times, :')
Title: Re: Starbound - We have lift off.
Post by: Canisaur on December 05, 2013, 12:14:53 pm
server is <IP Address>
That's probably a bad idea right now.  With no server protection, an openly available IP means everyone can come around and muck your server and you can't actually do anything about it.

To expand on how bad of an idea this is with an unfinished beta product, there could always be a bug where 'if I send command X I can run whatever code I want' that allows them to do bad things to your computer as a whole, not just the game itself.

Paranoid, yes, but keep that in mind with such a rough beta.
Title: Re: Starbound - We have lift off.
Post by: LordSlowpoke on December 05, 2013, 12:15:30 pm
Bay12 you have lied to me this is literally Terraria with better music and changed backgrounds and stuff

I can't even mine the trees with my matter manipulator so I'm sitting in a dirt shack slowly starving to death
Title: Re: Starbound - We have lift off.
Post by: Canisaur on December 05, 2013, 12:16:50 pm
I can't even mine the trees with my matter manipulator

Yes you can, it just takes like 20-30 seconds per tree.  The tree will start shaking more and more violently as you "mine" it.
Title: Re: Starbound - We have lift off.
Post by: fivex on December 05, 2013, 12:18:04 pm
Alright, my server is back up. Sorry about that, my power apparently went out while I was sleeping.
As before, PM me if you want the IP.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 05, 2013, 12:21:57 pm
To a certain extent the fact that you can plop down a fire to entirely negate the danger of cold (beyond annoyance) does limit things a bit
Title: Re: Starbound - We have lift off.
Post by: Canisaur on December 05, 2013, 12:23:11 pm
So, does every planet have a breathable atmosphere?  Or do you need some sort of breathing apparatus for some places?
Title: Re: Starbound - We have lift off.
Post by: hachnslay on December 05, 2013, 12:27:19 pm
... "This item needs to have a description set"
x5

My starting planet was awesome.

Name: Alpha 30 per 40 III
x 53348776
y 80698936

castle with 2k pixel loot and hostile inhabitants on the opposite side of the forest planet - half of the planet is one giant flower field, in case you need petals.
arid level 2 planet in the same system: sliiiiime. and sewage blocks - almost as if the planet was some kind of giant sewage disposal site.
deeper down the arid planet has obsidian - back in an hour when i'm done digging through that...
lots of gold - beacon was cheesed. updating "soon"  -  but first i explore the rest of the system.
Title: Re: Starbound - We have lift off.
Post by: Dutchling on December 05, 2013, 12:28:25 pm
Steam thinks Starbound still runs after crashing. Does anybody know a way to fix this without restarting Steam?
Title: Re: Starbound - We have lift off.
Post by: Culise on December 05, 2013, 12:30:12 pm
Steam thinks Starbound still runs after crashing. Does anybody know a way to fix this without restarting Steam?
CTRL+ALT+DELETE to bring up the Task Manager, pick the Processes tab, select "Starbound.exe", click "End Process" button.  That worked for me, at least.
Title: Re: Starbound - We have lift off.
Post by: Dutchling on December 05, 2013, 12:31:29 pm
Steam thinks Starbound still runs after crashing. Does anybody know a way to fix this without restarting Steam?
CTRL+ALT+DELETE to bring up the Task Manager, pick the Processes tab, select "Starbound.exe", click "End Process" button.  That worked for me, at least.
I mean crash as in it also closed. There is no starbound.exe or anything else that smells like starbound running atm.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 05, 2013, 12:31:52 pm
Even no launcher running?
Title: Re: Starbound - We have lift off.
Post by: Dutchling on December 05, 2013, 12:33:40 pm
Even no launcher running?
No. It was there before the crash though.
Title: Re: Starbound - We have lift off.
Post by: qurvax on December 05, 2013, 12:44:40 pm
Just found this:

Spoiler (click to show/hide)

What's can go wrong...?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 05, 2013, 12:49:42 pm
OOh, Apex. Shiny.

Meanwhile, I FINALLY got molten core by cheeesing the hell out of the ufo. Now let's see if I can just make the damn 300 pixels and get the darn metalworking station to advance to the dang next tier.
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 05, 2013, 12:53:20 pm
I'm getting jelly of everyone's finds.

On my main world, I have so far found:

Two clothiers living out in the woods, one of who might not sell stuff to me anymore after I accidentally shot her
One doctor guy living in a medieval tower
Three hostiles with energy rifles, just hanging out on a hillside

In hindsight, the hostiles might not have started hostile. Them attacking might have been in response to another accidental shooting. After killing the first attacker, I catch a glimpse of one of the others saying "You killed <name>", though that might be a reference to South Park.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 05, 2013, 12:57:01 pm
I keep finding neat things on snow planets and moons, but I'm not a penguin so I can't even stay long.
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 05, 2013, 01:01:09 pm
the beta sector needs some serious balancing
Title: Re: Starbound - We have lift off.
Post by: kisame12794 on December 05, 2013, 01:02:30 pm
Well, beta is beta. The game, not the sector.
Title: Re: Starbound - We have lift off.
Post by: Meta on December 05, 2013, 01:11:44 pm
Basic changelog for tonight's version:
Quote from: Tiyuri
So the forums are horribly overloaded right now, despite being on blisteringly fast servers. So I figured I'd post this here in the mean time.

    Massively reducing the pixel cost (sometimes eliminating it entirely) on early weapons/armor. You can build a refinery in later tiers to turn ores of all kinds into pixels. (done)

    Make the refinery appear earlier in the game (done)

    Reduced fuel costs a bit to go to other planets (done)

    Tweaked wording of starter quests to encourage exploring of more planets. (done)

    Added hunting knife weapon that also makes monsters drop meat (done)

    Pixel loss on death reduced to 20% for testing, might change further (done)

    [16:27] <Mortvert> Tiy_, Also, could you make silver more visible, please? (Done)

    Added new armor that provides a good amount of warmth early on in the game at the sacrifice of armor levels. (done)

    Tweaked the UFO boss to make him smash blocks. (done)

    Also make him a little bit easier by changing him to level 9 from level 10 (done)

    Revamping the warmth bar to make it more obvious (suggestion by thedbp on reddit) http://i.imgur.com/O2IYd6k.png (done)

    Increase mining speed a little (done)

    Add numbers above the hotbar slots http://i.imgur.com/qTJiFrS.png (done)

    Tons of bug fixes

    Bartwe is working on the windows XP issues, not sure yet if it'll be done by tonight but fingers crossed.

This is just what I've done so far this morning, I'll add to this list as more is added for tonights update.
Source:
http://www.reddit.com/r/starbound/comments/1s620n/some_of_the_changes_coming_tonight/ (http://www.reddit.com/r/starbound/comments/1s620n/some_of_the_changes_coming_tonight/)
Title: Re: Starbound - We have lift off.
Post by: timferius on December 05, 2013, 01:13:51 pm
I'm liking the sound of some of this! Reduced pixels for early gear YAY! And the addition of warming armour is a good plan for those cold planets! Arctic expedition ho!
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 05, 2013, 01:14:19 pm
I'm getting jelly of everyone's finds.

On my main world, I have so far found:

Two clothiers living out in the woods, one of who might not sell stuff to me anymore after I accidentally shot her
One doctor guy living in a medieval tower
Three hostiles with energy rifles, just hanging out on a hillside

In hindsight, the hostiles might not have started hostile. Them attacking might have been in response to another accidental shooting. After killing the first attacker, I catch a glimpse of one of the others saying "You killed <name>", though that might be a reference to South Park.

If it is armed, assume it deserves to die.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 05, 2013, 01:28:53 pm
How do I place backwalls? Right-click isn't working.

E: NEVERMIND
Title: Re: Starbound - We have lift off.
Post by: azurelao on December 05, 2013, 01:29:08 pm
Anyone know how to find a Superior Brain? Need it to craft a robot.

Also, has anyone gotten a gun yet?

And how far down do you have to go to find platinum/diamond?
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 05, 2013, 01:32:26 pm
I just realized that if you right click twice on the travel screen, you get the massive view of the alpha (or beta) sector. Hot damn.
Title: Re: Starbound - We have lift off.
Post by: Eclectic Wizard on December 05, 2013, 01:33:36 pm
Me and my friend are stuck on an ice planet with no fuel left, we have set up a tiny tiny base(read: a fireplace)

Do we have any way to solve this? Any way to craft warmer clothes?
Title: Re: Starbound - We have lift off.
Post by: qurvax on December 05, 2013, 01:33:51 pm
A gun? no. I just got myself that expensive scavenger's armor chestpiece. Down to 42 pixels from >1k.
Title: Re: Starbound - We have lift off.
Post by: azurelao on December 05, 2013, 01:35:56 pm
Me and my friend are stuck on an ice planet with no fuel left, we have set up a tiny tiny base(read: a fireplace)

Do we have any way to solve this? Any way to craft warmer clothes?

dig and find coal to make torches. Get a LOT of coal to fuel your ship
Title: Re: Starbound - We have lift off.
Post by: timferius on December 05, 2013, 01:38:05 pm
Me and my friend are stuck on an ice planet with no fuel left, we have set up a tiny tiny base(read: a fireplace)

Do we have any way to solve this? Any way to craft warmer clothes?

Also, warmer low tier clothing will be in after patch tonight. Basically lower armour, higher warmth.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 05, 2013, 01:40:03 pm
Me and my friend are stuck on an ice planet with no fuel left, we have set up a tiny tiny base(read: a fireplace)

Do we have any way to solve this? Any way to craft warmer clothes?

dig and find coal to make torches. Get a LOT of coal to fuel your ship
Keep shoveling! We're three feet off the ground and climbing!
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 05, 2013, 01:47:09 pm
Found a penal institution. Opened the door. Got oneshotted.

ONE DAY!

One thing I actually miss is being able to run around the surface and cut grass with your sword. I hope they do that sometime. It's just somehow satisfactory.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 05, 2013, 01:53:49 pm
I found a bird temple. On a snow planet. There are unfrozen pools on either side of the temple. Why are you fellow birds here?! Crazy religious fanatics.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 05, 2013, 01:55:02 pm
Anyone know how to find a Superior Brain? Need it to craft a robot.

Also, has anyone gotten a gun yet?

And how far down do you have to go to find platinum/diamond?

No guns on my side yet, and it's killing me. I have found some actual gear, but it's usually a rusted bokken or an slimy shield. :P
Title: Re: Starbound - We have lift off.
Post by: umiman on December 05, 2013, 02:01:26 pm
I found guns being sold by avian pirates on their flying pirate ship. I don't know how the coordinate system works, but I could share that.
Title: Re: Starbound - We have lift off.
Post by: hachnslay on December 05, 2013, 02:03:53 pm
Name: Alpha 30 per 40 III
x 53348776
y 80698936

still in the same system - found a levle 2 forest planet - istead of trees it has giant mushrooms and ---
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: azurelao on December 05, 2013, 02:05:02 pm
where did you find the flying pirate ship?

do you have to build up into the sky?
Title: Re: Starbound - We have lift off.
Post by: umiman on December 05, 2013, 02:06:52 pm
where did you find the flying pirate ship?

do you have to build up into the sky?
Nah, I was wandering around and there was a giant anchor with a chain leading up.
Title: Re: Starbound - We have lift off.
Post by: Culise on December 05, 2013, 02:07:51 pm
Quote
    Tweaked the UFO boss to make him smash blocks. (done)
No more hiding in the house to heal up.  ;_;

Note to self: do not fight the UFO next to my base. 
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 05, 2013, 02:14:06 pm
Fight the boss NOW. Hurry.

Also, my axe is full of burning. Far better than the starter sword with a similar swing.
Title: Re: Starbound - We have lift off.
Post by: Culise on December 05, 2013, 02:18:53 pm
Heh, I can't for several hours, and my computer is set to auto-update without my involvement.  Besides, I already tried once and got unceremoniously swatted (several times, before the UFO eventually just flew off), so I have to collect everything I need for it again along with enough extra iron to upgrade my copper armor. 
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 05, 2013, 02:21:01 pm
I really need a shield and there are none. Or a gun. You do not bring an axe to a gun fight.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 05, 2013, 02:22:19 pm
Question: Is the price on this game going to increase once it's out of beta?

I'm definitely going to get it, but I have so many other games I should be playing at the moment, and I don't really have much in the way of extra cash lying around, so it makes sense for me to wait and buy it when it's more complete. But if it's going to get more expensive, then I should suck it up and buy it now. But if I buy it now, I'll certainly end up playing it now, and all my other new shiny games will go neglected....

I might be overthinking this.
Title: Re: Starbound - We have lift off.
Post by: Gabeux on December 05, 2013, 02:25:35 pm
Found a penal institution. Opened the door. Got oneshotted.

ONE DAY!

One thing I actually miss is being able to run around the surface and cut grass with your sword. I hope they do that sometime. It's just somehow satisfactory.

I played this with my friends, it took two shots to kill us. Since we have the habit of not healing until near death, one shot.
It's funny because in this case, eventually who has a shield will tank on, specially bullets. I found it interesting.

Also, I find it weird that you can just land and moons and BREATHE and stuff, maybe atmosphere and instadeath on moon without EVA is not implemented?
I hope it's planned. Would be cool..
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 05, 2013, 02:35:31 pm
Sorry guys my home computer just freaked out hardcore, ill be turning on the server in a couple of hours once i clear some stuff up.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 05, 2013, 02:36:45 pm
Farming IS worth it, guys. I got 20 bandages out of my last crop alone.

Spoiler (click to show/hide)

Question: Is the price on this game going to increase once it's out of beta?

I'm definitely going to get it, but I have so many other games I should be playing at the moment, and I don't really have much in the way of extra cash lying around, so it makes sense for me to wait and buy it when it's more complete. But if it's going to get more expensive, then I should suck it up and buy it now. But if I buy it now, I'll certainly end up playing it now, and all my other new shiny games will go neglected....

I might be overthinking this.

IIRC, it's going to be... a five dollar increase. Nothing too steep, but it's definitely worth the money right now if you want to play.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 05, 2013, 02:37:16 pm
Quote
Monsters now have a small chance to drop meat when killed with normal weapons. (done)

Bandages are now craftable with 4 plant fibres, no longer require fabric (done)

Monsters now have a 70% chance to drop meat when killed with a hunting weapon, up from 50% (done)

This pleases me.
Title: Re: Starbound - We have lift off.
Post by: Wiles on December 05, 2013, 02:41:26 pm
I've found a castle on my starting planet full of Glitches and guards.

Spoiler (click to show/hide)

Is there anyway to move where you beam down to a planet? I wouldn't mind making the castle my home.
Title: Re: Starbound - We have lift off.
Post by: Gabeux on December 05, 2013, 02:52:50 pm
Did anyone post this yet? A friend gave me the link:
The changes for a patch that's coming 'tonight', it seems. (http://www.reddit.com/r/starbound/comments/1s620n/some_of_the_changes_coming_tonight/).

I'm very happy with the changes, they adressed the top complaints it seems, without making the game easier.
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 05, 2013, 02:57:54 pm
One thing I actually miss is being able to run around the surface and cut grass with your sword. I hope they do that sometime. It's just somehow satisfactory.
You can still do that, if you find a planet with long grass. I was just doing it last night (on an arid planet, nonetheless! Surprisingly verdant desert!)
Title: Re: Starbound - We have lift off.
Post by: genmac on December 05, 2013, 02:58:42 pm
I like the villages and houses, labs, etc but the rest of the game is a terraria style slog, so far.  I want to be rapidly fighting my way through planets, looting their precious furniture and scanning it.  Instead I'm running back and forth to kill critters, having to slog back through dozens of the bastards if I die in a cool place I'm exploring, and mining copper and iron, of which TONS is required.

Why don't I have a gun.  Can I please have a gun and some ceramic armor?  Do I really have to grind copper and iron to get enough armor to go check out the underground alien egg pits?
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 05, 2013, 03:00:17 pm
Well, I got it. Now to waste the next few weeks of my life...

On a related note, it's really quite a dangerous thing how easy it is to purchase things on the internet. If you've used a credit card once, many sites will even save it for you, so you don't even have to take the five seconds to type the number in again. Far too easy...

I don't know if you guys are adding each other on Steam, but feel free to add me: http://steamcommunity.com/profiles/76561198079017859/

I'll start playing as soon as it finishes downloading, although it looks like that might take a while...
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 05, 2013, 03:00:39 pm
God, I need FIVE MORE COPPER ORE to make my chestplate, but I can't find a single bit of it now.
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 05, 2013, 03:23:05 pm
I think we might actually have several... but fivex's server seems to be the most popular at the moment? Maybe?
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 05, 2013, 03:30:46 pm
Has anyone figured out what these things do? Anything at all other than release some poison/ice trap? If they do nothing else, it's kinda stupid, 'cause you have to manually active them to make them go off in the first place.

(http://i.imgur.com/aEp5e9f.png)
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 05, 2013, 03:32:40 pm
I really need a shield and there are none. Or a gun. You do not bring an axe to a gun fight.

I found a shield, but I haven't tested to see if it's functional yet. They are out there, but they are also rather rare...

Were you one of the folks who could get a server working? If we manage to meet up at some point, it's yours. :P
Title: Re: Starbound - We have lift off.
Post by: timferius on December 05, 2013, 03:33:16 pm
Has anyone figured out what these things do? Anything at all other than release some poison/ice trap? If they do nothing else, it's kinda stupid, 'cause you have to manually active them to make them go off in the first place.

(http://i.imgur.com/aEp5e9f.png)

I got a jump buff from one, but unless I'm missing something somewhere I think it was temporary. another one set me on fire, so...
Title: Re: Starbound - We have lift off.
Post by: jocan2003 on December 05, 2013, 03:34:09 pm
Has anyone figured out what these things do? Anything at all other than release some poison/ice trap? If they do nothing else, it's kinda stupid, 'cause you have to manually active them to make them go off in the first place.

(http://i.imgur.com/aEp5e9f.png)
These are status box, they give you status buff/debuff from fire to regen to high speed running, seem there is a bigguer chance for bad thing to happen tho.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 05, 2013, 03:35:50 pm
Good to know. Yeah, so far I haven't gotten a single buff. They don't seem worth it.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 05, 2013, 03:36:23 pm
Finally got a shield and went up a chain to buy guns from my bird folk.
Title: Re: Starbound - We have lift off.
Post by: Gabeux on December 05, 2013, 03:36:35 pm
Just known of another case of someone getting their inventory wiped for no apparent reason.

I suggest making backups of your players folder before launching the game, and not overwriting the backups because I don't know if it wipes when it saves or when it loads.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 05, 2013, 03:37:57 pm
Good to know. Yeah, so far I haven't gotten a single buff. They don't seem worth it.
They can also affect enemies if you time it right, although the one time I did that I ended up giving the thing a speed buff and got murdered.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 05, 2013, 03:38:41 pm
Just known of another case of someone getting their inventory wiped for no apparent reason.

I suggest making backups of your players folder before launching the game, and not overwriting the backups because I don't know if it wipes when it saves or when it loads.

Backup everything. Different things are stored in different places.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 05, 2013, 03:47:01 pm
Just beamed down to a threat level 2 forest world and found
Spoiler: this thing (click to show/hide)
right by spawn
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 05, 2013, 03:50:16 pm
They shoot really slowly and have slow tracking.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 05, 2013, 03:51:15 pm
An Apex structure with STUFF? HERESY!

X3

Meanwhile, I'm just stuck underground in an ice world with insufficiently warm clothing and no way of return. Currently sitting and farming because hungry Floran.

At least I got lots of ore.

Oh, and I found the Crimson. :I
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 05, 2013, 03:53:35 pm
And then I found a crappyhammer that does 100 damage per hit.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 05, 2013, 03:59:38 pm
Just beamed down to a threat level 2 forest world and found
Spoiler: this thing (click to show/hide)
right by spawn

That's lucky. I would be all over it for a base ^^
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 05, 2013, 03:59:45 pm
Server is back up now, had to run some optimizations for my connection, its been running weird lately, enjoy!
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 05, 2013, 04:01:05 pm
Has anyone figured out what these things do? Anything at all other than release some poison/ice trap? If they do nothing else, it's kinda stupid, 'cause you have to manually active them to make them go off in the first place.

(http://i.imgur.com/aEp5e9f.png)

they're random, they can either give you a buff/heal or 1 shot you with poison
Title: Re: Starbound - We have lift off.
Post by: jocan2003 on December 05, 2013, 04:01:48 pm
Somebody could send me an IP to connect to?
Title: Re: Starbound - We have lift off.
Post by: jocan2003 on December 05, 2013, 04:02:32 pm
An Apex structure with STUFF? HERESY!

X3

Meanwhile, I'm just stuck underground in an ice world with insufficiently warm clothing and no way of return. Currently sitting and farming because hungry Floran.

At least I got lots of ore.

Oh, and I found the Crimson. :I
I found an exploit i dont think its going to be fixed for a while, if you break the backwal behind your head, you can teleport up to your ship.
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 05, 2013, 04:03:58 pm
Just beamed down to a threat level 2 forest world and found
Spoiler: this thing (click to show/hide)
right by spawn

can you hand out the cords?
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 05, 2013, 04:05:23 pm
Well it doesn't look like I'll make it on tonight. Still downloading and I've got work in the morning. Why on earth is the game 3 GB anyway? What is taking up all that space?
Title: Re: Starbound - We have lift off.
Post by: Mesa on December 05, 2013, 04:07:52 pm
Just beamed down to a threat level 2 forest world and found
Spoiler: this thing (click to show/hide)
right by spawn

I found this on a lvl 1 forest and turned it into my house.
I've also found sewers on a lvl 6 ice planet (with toxic waste barrels and single chests with junk) and a house similar to that one with red DO NOT ENTER signs on the walls and a Death Star console (it was literally a Death Star, with "That's no moon..." description).

Also, hooray, iron grinding. Ain't that fucking lovely.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 05, 2013, 04:08:00 pm
Well it doesn't look like I'll make it on tonight. Still downloading and I've got work in the morning. Why on earth is the game 3 GB anyway? What is taking up all that space?
The devs did not compress the exes down so like each of them are about 600mb and also including the osx and linux builds together it all adds up.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 05, 2013, 04:08:25 pm
Just beamed down to a threat level 2 forest world and found
Spoiler: this thing (click to show/hide)
right by spawn

can you hand out the cords?
Also found
Title: Re: Starbound - We have lift off.
Post by: Mesa on December 05, 2013, 04:12:04 pm
Is there any way to change the beamdown location? I find walking over to my house on my main planet rather tedious, especially if it's nighttime and there are enemies around.

Oh wait, they're there regardless of time of the day. Yay.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 04:22:37 pm
That'll probably be one of the most-demanded options, I expect to see it fairly soon.

I want to play MP, but I really really really don't want to deal with the grind again. It took me a solid 8-10 hours of play to get past the beacon fight and establish myself in the Beta sector, and I don't have the patience to deal with that again. Any server-owners who wouldn't object to me faffing about with slightly-higher-tier stuff?
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 05, 2013, 04:23:46 pm
That'll probably be one of the most-demanded options, I expect to see it fairly soon.

I want to play MP, but I really really really don't want to deal with the grind again. It took me a solid 8-10 hours of play to get past the beacon fight and establish myself in the Beta sector, and I don't have the patience to deal with that again. Any server-owners who wouldn't object to me faffing about with slightly-higher-tier stuff?
I don't care and by all means you help out the other guys to start spreading out and put stress on my server.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 04:27:27 pm
That'll probably be one of the most-demanded options, I expect to see it fairly soon.

I want to play MP, but I really really really don't want to deal with the grind again. It took me a solid 8-10 hours of play to get past the beacon fight and establish myself in the Beta sector, and I don't have the patience to deal with that again. Any server-owners who wouldn't object to me faffing about with slightly-higher-tier stuff?
I don't care and by all means you help out the other guys to start spreading out and put stress on my server.
Awesome!

On another note, the refinery is great. It gives you pixels at a rate of 10/20/etc. for copper/iron/etc. bars, which gives you plenty of motivation to mine even once a given ore is no longer cutting edge. It's also a great use for silver once you've reached the point where you're rolling in it.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 05, 2013, 04:54:16 pm
I use silver to constantly repair my pick. I have a platinum pick, but platinum ore is so goddamn rare that I can't use it. Same for gold. Still trying to finish a gold helmet even though everything else I have is at the next tier already.

Goddamn this "you need this level of stuff to get the next level" crap.

Also, my spaceship is so full of chests and I still don't have enough space >.>

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 05:10:54 pm
Waitwaitwait, how do you repair picks?


Also: just found the truetype file that has the font stuff for the game. The file is literally just named "hobo".
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 05, 2013, 05:11:58 pm
Copper is fine for repairing picks. Left click ore, not bars, and right click broken tool.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 05, 2013, 05:20:46 pm
Copper is fine for repairing picks. Left click ore, not bars, and right click broken tool.
Oh good to know. I thought you had to use the original ore.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 05:20:54 pm
Oh, awesome.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 05, 2013, 05:22:44 pm
has anyone hosting seen this error around DCs?

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: debvon on December 05, 2013, 05:37:54 pm
Ok so this may have been posted already, but if you tunnel through magma using dirt and get to the very bottom of the screen, you just get stuck. You can beam to someone else's ship if you're in multiplayer.
Title: Re: Starbound - We have lift off.
Post by: Tnx on December 05, 2013, 05:41:31 pm
Can you recycle old weapons/items for pixel or anything like that?
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 05, 2013, 05:43:31 pm
Dipped over to desert planet to check for loot. Walked for a while, ran in to... field of bones. Giant skulls, huge spine/rib cages, etc. Dug a little  under the sands, found this fairly sprawling tomb-thing. Still exploring. Some wandering hostile NPCs, some spinning sawblade traps, and...

Spoiler: These guys (click to show/hide)

... plus a statue of a rabbit person I didn't screenshot, but... yeah. There's apparently lagomorph statues in this game and for whatever reason Avians use them to decorate their ancient tombs.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 05, 2013, 05:44:40 pm
How do you make use of schematics? My floran wound up on a mushroom world and found some chests containing blueprints for various fungus-based items. I can "use" a blueprint from my hotbar but I can't find a recipe or anything for the items.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 05, 2013, 05:49:25 pm
How do you make use of schematics? My floran wound up on a mushroom world and found some chests containing blueprints for various fungus-based items. I can "use" a blueprint from my hotbar but I can't find a recipe or anything for the items.

It is mostly because it never tells you what makes it. It could be the anvil, the kitchen table, or just about anything.
Title: Re: Starbound - We have lift off.
Post by: Chattox on December 05, 2013, 05:54:25 pm
Is there a way to check my hunger bar manually?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 05, 2013, 05:57:14 pm
Aw, how sweet. This avian in a village on an arid world wants to be me when he grows up. Mind if I take your book and read it and make it disappear forever, buddy? Also, can I crash on your bed?
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 05, 2013, 05:59:27 pm
... plus a statue of a rabbit person I didn't screenshot, but... yeah. There's apparently lagomorph statues in this game and for whatever reason Avians use them to decorate their ancient tombs.

Now that's weird. I wonder if this rabbit people are this game's Dwemer.
Title: Re: Starbound - We have lift off.
Post by: Graknorke on December 05, 2013, 06:00:16 pm
I still feel bad for pretty much all the avians. Wing-clipping and mass-killing is not nice.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 05, 2013, 06:01:22 pm
An Apex structure with STUFF? HERESY!

X3

Meanwhile, I'm just stuck underground in an ice world with insufficiently warm clothing and no way of return. Currently sitting and farming because hungry Floran.

At least I got lots of ore.

Oh, and I found the Crimson. :I
I found an exploit i dont think its going to be fixed for a while, if you break the backwal behind your head, you can teleport up to your ship.

This doesn't work underground, and by underground I mean cavern layer.

Also, I mined to the bottom of that world, and discovered that if you place dirt in the magma sea, you can get ores sometimes. Neat.

And I made it out (save and quit) with 559 iron ore, 200 something coal (since I needed steel, this is nice) and a crapload of other stuff.

Also, I can make my own Floran village now! O: I'm not GOING to, but I could.

....Blah. :v
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 05, 2013, 06:02:43 pm
How do you make use of schematics? My floran wound up on a mushroom world and found some chests containing blueprints for various fungus-based items. I can "use" a blueprint from my hotbar but I can't find a recipe or anything for the items.

Those blueprint are for crafting, not the printer. So just use a crafting table and they'll show up.
Title: Re: Starbound - We have lift off.
Post by: debvon on December 05, 2013, 06:04:44 pm
Can I get an invite to this multiplayer server Tellemurius is hosting? Exploring alone is fun and all, but.

I don't know if you need an invite, I've just been able to connect
Title: Re: Starbound - We have lift off.
Post by: Graknorke on December 05, 2013, 06:07:40 pm
Can I get an invite to this multiplayer server Tellemurius is hosting? Exploring alone is fun and all, but.

I don't know if you need an invite, I've just been able to connect
Well we need an IP and stuff.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 05, 2013, 06:08:38 pm
Can I get an invite to this multiplayer server Tellemurius is hosting? Exploring alone is fun and all, but.

I don't know if you need an invite, I've just been able to connect
I think for giving him the ip, i dunno i just spent him a pm since so many people are well concerned of my ip. :P
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 05, 2013, 06:13:12 pm
There's about seven of us on Fivex's server as well.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 06:19:22 pm
Wait, did they actually show up in your inventory? Every time I've found a schematic I never got anything. I just assumed that they were automatically added to your character's list of craftable items.

Also, I only now have noticed the backstory for my character. Not sure if it's race-specific or what. Apparently prior to the start of the game my character adopted a tentacle monster as a pet, with the implication that it was offspring of a giant one that her crew had killed. It promptly murdered the rest of the ship's crew. xD


Holy sheeeet. I just massacred a Floran town, and found this: It's an axe with these stats: 17/0.62/48. Basically one-shots anything I fight.
Title: Re: Starbound - We have lift off.
Post by: Graknorke on December 05, 2013, 06:25:44 pm
Also, I only now have noticed the backstory for my character. Not sure if it's race-specific or what. Apparently prior to the start of the game my character adopted a tentacle monster as a pet, with the implication that it was offspring of a giant one that her crew had killed. It promptly murdered the rest of the ship's crew. xD
Is this some sort of inverse rule 34? "If there is porn of it, it shall be spread throughout the web of human media." At least, I'm going to assume there's porn of that scenario.

As for the backstories, I'm going to guess race-specific, because my character has one that would only apply in the context of an avian.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 06:28:14 pm
Also, I only now have noticed the backstory for my character. Not sure if it's race-specific or what. Apparently prior to the start of the game my character adopted a tentacle monster as a pet, with the implication that it was offspring of a giant one that her crew had killed. It promptly murdered the rest of the ship's crew. xD
Is this some sort of inverse rule 34? "If there is porn of it, it shall be spread throughout the web of human media." At least, I'm going to assume there's porn of that scenario.

As for the backstories, I'm going to guess race-specific, because my character has one that would only apply in the context of an avian.

They actually avoided the predictable jokes, oddly enough. Though it certainly says something that that was the conclusion we immediately reached.  :P
Title: Re: Starbound - We have lift off.
Post by: h3lblad3 on December 05, 2013, 06:28:43 pm
Also, I only now have noticed the backstory for my character. Not sure if it's race-specific or what. Apparently prior to the start of the game my character adopted a tentacle monster as a pet, with the implication that it was offspring of a giant one that her crew had killed. It promptly murdered the rest of the ship's crew. xD
Is this some sort of inverse rule 34? "If there is porn of it, it shall be spread throughout the web of human media." At least, I'm going to assume there's porn of that scenario.

As for the backstories, I'm going to guess race-specific, because my character has one that would only apply in the context of an avian.
Kleux is a fake, I tell you! A FAKE!
Title: Re: Starbound - We have lift off.
Post by: Max White on December 05, 2013, 06:32:10 pm
So pop reference time, anybody else found any? The Engineers Helm is a reference to dead space.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 06:40:53 pm
I found a reference to War and Peace ("Floran Peace") in a codex entry from a Floran book.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 05, 2013, 06:51:54 pm
Oh hey, they changed it to "Neat welders Helmet" and added a "Handy space helmet" with a appearance and description that references Doom.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 05, 2013, 06:53:53 pm
I found...guns with names that are probably references. I can't remember.

But AVIAN SKY PIRATES WOO
PROPER RANGED WEAPONS WOO
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 07:01:46 pm
Sort of sad. Telle's server is down, the other(s) are "no non-new characters" (despite the beta being out for barely 30 hours), and I've vainly searched half a dozen planets for sky pirates.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 05, 2013, 07:03:58 pm
I got em on a lvl 7 forest with a bunch of...mushrooms. And tentacle-trunk-trees with giant flowers. They're rather pretty.
Now I just need to OCD everything from that avian merchant. And figure out how to get up to him reliably. :I
Title: Re: Starbound - We have lift off.
Post by: Vgray on December 05, 2013, 07:08:45 pm
Two questions.

1. Is Steam required?

2. How big is the download?
Title: Re: Starbound - We have lift off.
Post by: majikero on December 05, 2013, 07:16:39 pm
Anyway to reduce the lag on my crappy laptop?
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 05, 2013, 07:17:22 pm
So pop reference time, anybody else found any? The Engineers Helm is a reference to dead space.

Not much of a reference, but "U.S.C.M." in the human bunkers is clearly (look at the font) a reference to the U.S.M.C.

Clever devils.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 05, 2013, 07:31:08 pm
Haha, oh wow, "Precious BroSlicer" is a great sword name. Too bad it sucks.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 05, 2013, 07:33:45 pm
Oh my! Crystals that are in ore clusters deep underground on a beta planet covered in lava and other shit! Surly these will be used in the construction of rare and powerful weapons!

Nope, just decoration. I have a crystal backpack that does nothing at all.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 05, 2013, 07:37:10 pm
Sort of sad. Telle's server is down, the other(s) are "no non-new characters" (despite the beta being out for barely 30 hours), and I've vainly searched half a dozen planets for sky pirates.
its up, theres something going on with de-syncing of clients.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 07:47:54 pm
DIAMONDS GET. From a random level 10 world floran trader's chest, too.

Oh, and don't worry so much about pixels. I've made ~10k just from circumventing a few worlds, killing everything in my way.
Title: Re: Starbound - We have lift off.
Post by: ahappydude on December 05, 2013, 07:48:53 pm
I admit, the beta rocks m y world so far. And the tam seam focus on fixing bugs that players are reporting. As the modding part i was so pleasantly suprised, the first server i joned already had some new things, bigger planets, medic on ship etc. If you read the mod forum there is an guide how to make your own ship, and yes it work.. Im trying to make an homeworld ship my base ship haha. cherrios
Title: Re: Starbound - We have lift off.
Post by: Vgray on December 05, 2013, 07:54:20 pm
Two questions.

1. Is Steam required?

2. How big is the download?

So that it doesn't get lost with the new page.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 05, 2013, 07:58:00 pm
1. To acquire it at the moment, yes. for DRM purposes: no, theres no checks.

2. 3gb, uncompressed data is huge.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on December 05, 2013, 07:59:21 pm
Just had the Molten core-created forge vanish from my inventory right after making it.

That was neat.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 05, 2013, 08:07:55 pm
Question: Any way to repair a pickaxe?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 05, 2013, 08:09:15 pm
Yes. Some pages back: Left hand ore, right click pickaxe.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 08:09:32 pm
Question: Any way to repair a pickaxe?
Pick up an ore, right click the pickaxe with the ore. Copper and silver both work. You can repair a diamond pick with copper once you get one, even.

Level 20 worlds, as it turns out, do not fuck around. Had to teleport out twice in midair after being hit high enough that fall damage would have finished me off. :s

Oh, and Avian sacrificial altars (the gold ones with a red gem in the middle) are still the best bed I've found. They heal one bar every two ticks, as opposed to one/3 for iron beds.
Title: Re: Starbound - We have lift off.
Post by: Vgray on December 05, 2013, 08:16:21 pm
Ouch. That's a lot considering our we're near our 17G limit where I live. And Steam is a chatterbox, at least in my limited experience.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 05, 2013, 08:16:59 pm
I admit, the beta rocks m y world so far. And the tam seam focus on fixing bugs that players are reporting. As the modding part i was so pleasantly suprised, the first server i joned already had some new things, bigger planets, medic on ship etc. If you read the mod forum there is an guide how to make your own ship, and yes it work.. Im trying to make an homeworld ship my base ship haha. cherrios

Wait, there's already mods?

Starbound is a direct assault on our collective productivity.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 05, 2013, 09:04:16 pm
Found me a 'ccordion (https://www.youtube.com/watch?v=JxiemIuTqbg)
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 05, 2013, 09:12:07 pm
I have found some sort of abandoned mineshaft or archeological dig on a moon. EXPLORATION

This place is extensive. Natural tunnels and pockets of wooden beams and such transitioning between tunnels. Bridges over lakes. Little camps with tents and campfires. Rooms with crates and barrels. Shafts.
Title: Re: Starbound - We have lift off.
Post by: Aqizzar on December 05, 2013, 09:26:05 pm
Well across two new characters I have been spoiled for barely-used Apex research facilities.  Nothing interesting in them, just ready made housing.  I finally tired of Planet Hobo after I plumbed the depths of the hobo mines (I don't know if they're mines run by hobos or mines that produce hobos) and departed for a nearby desert moon.  So much surface iron, oh yes.

Protip, Iron Hunting Bow knocks out Level 2 creatures in one shot.

There also appears to be a merchant aboard my ship.  That was startling.
Title: Re: Starbound - We have lift off.
Post by: buckets on December 05, 2013, 09:32:43 pm
Found me a 'ccordion (https://www.youtube.com/watch?v=JxiemIuTqbg)

Oh wow, I have a violin flapping around somewhere. I had no idea you could play them though.

EDIT: Apparently bosses despawn once they kill you. Amazing.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 05, 2013, 09:42:36 pm
Found me a 'ccordion (https://www.youtube.com/watch?v=JxiemIuTqbg)

Oh wow, I have a violin flapping around somewhere. I had no idea you could play them though.
I have a reed organ, but only the one song. Time to form a band?
Title: Re: Starbound - We have lift off.
Post by: umiman on December 05, 2013, 09:43:05 pm
I'm at tier 3 now, level 30 worlds.

There's some serious balance shenanigans going on at this level.

Okay, the highest level weapons and armour you can get at tier 2 is 15. Unless you count legendary stuff you find in chests. The boss for tier 2 is level 20 respectively.

Now, to unlock tier 3 stuff, you need Titanium and Platinum. Unfortunately, these don't spawn anywhere except in the Gamma sector (tier 3) and in chests. Every single planet in Tier 3 is level 20+. Basically, what this means is that EVERY. SINGLE. THING. In Gamma sector will happily kill you in one hit because there's no way you can get any armour better than level 15, 5 levels lower than the worst planet in Gamma.

Now the fun part.

Platinum is so rare, people have reported not seeing it at all for 8+ hours of searching tier 3 worlds. I myself haven't seen a single one, and you need 100 bars of it to make armour. There is nothing in between your level 15 armour and platinum.

On the plus side, I'm pretty sure the boss for this tier is a dragon.
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 05, 2013, 09:54:46 pm
What is the point of guns? I just bought one for a little over 300 pixels. It does nine damage.

It fires faster than the bow, so I suppose you can kind of kite things while you have energy.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 05, 2013, 09:55:45 pm
What is the point of guns? I just bought one for a little over 300 pixels. It does nine damage.

It fires faster than the bow, so I suppose you can kind of kite things while you have energy.
You can dual wield them. Or wield gun + sword.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 05, 2013, 09:55:45 pm
The point of guns is that they're easier to use and probably have more DPS than the bows.

Also they have neat effects.
Also some are one-handed.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 05, 2013, 10:11:32 pm
PTW.

My world has a bunch of enemies that look like Barney the Dinosaur for some reason.

Anybody know where to find silver? Is it just deep underground?

Also, I accidentally killed a sentient alien. It called for help, but there were no others nearby. Will this cause problems in the future?

Finally, is a Bay12 server for this up yet?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 10:15:01 pm
Killing sentients is meaningless. I've cut down villagers in front of their guards and seen no reaction.


Meanwhile, stuck at Tier 2. I assume that the robotics crafting table is the route up, but I haven't the foggiest idea how to get a processor.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 05, 2013, 10:25:50 pm
Before I waste 750 pixels, has anyone used the spawners? There's a race specific spawner and a guard spawner in my blueprints.
Title: Re: Starbound - We have lift off.
Post by: Vattic on December 05, 2013, 10:34:22 pm
Found me a 'ccordion (https://www.youtube.com/watch?v=JxiemIuTqbg)
The Blackadder theme tune :D.
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 05, 2013, 10:35:03 pm
PTW.

My world has a bunch of enemies that look like Barney the Dinosaur for some reason.

Anybody know where to find silver? Is it just deep underground?

Also, I accidentally killed a sentient alien. It called for help, but there were no others nearby. Will this cause problems in the future?

Finally, is a Bay12 server for this up yet?

Silver's pretty deep and rarer in tier one worlds.

No, it shouldn't.

Fivex has one up, about 6 of us are on it.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 05, 2013, 10:35:36 pm
PTW.

My world has a bunch of enemies that look like Barney the Dinosaur for some reason.

Anybody know where to find silver? Is it just deep underground?

Also, I accidentally killed a sentient alien. It called for help, but there were no others nearby. Will this cause problems in the future?

Finally, is a Bay12 server for this up yet?

Silver's pretty deep and rarer in tier one worlds.

No, it shouldn't.

Fivex has one up, about 6 of us are on it.

Could I have the IP?
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 05, 2013, 10:54:10 pm
Well, this is cool. I found an Apex base (abandoned) on an arid world in my starting system, and inside was a chest containing a strange sword. It's slightly worse than the beginner sword stat-wise, but it creates an "explosion" when it swings, potentially hitting targets more than once.
Title: Re: Starbound - We have lift off.
Post by: Xardalas on December 05, 2013, 10:56:50 pm
Any chance I could nap the ip for the server as well?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 10:59:37 pm
Welp, figured out how to T3. Time to give it a shot. :x
Title: Re: Starbound - We have lift off.
Post by: fivex on December 05, 2013, 11:01:57 pm
Anyone else that wants the IP should PM me
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 05, 2013, 11:15:40 pm
wait, why should I even make iron armor if you need copper armor to make silver armor? Now I have to make another set of copper armor.
Title: Re: Starbound - We have lift off.
Post by: fivex on December 05, 2013, 11:21:43 pm
Anyone else that wants the IP should PM me
Also, the server is back up
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 05, 2013, 11:23:14 pm
wait, why should I even make iron armor if you need copper armor to make silver armor? Now I have to make another set of copper armor.
The progression seems to be...
Copper -> Iron (racial)
Copper -> Silver
Gold -> Steel (racial)

The actual tiers of defense given are:
Copper
Iron
Silver
Gold
Steel

If you make iron armor, you need to make ANOTHER set of copper to make silver.

Pickaxe progression is much more linear.
Stone -> Copper -> Silver -> Gold -> Platinum -> Diamond.  Each tier uses the previous tier as material.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 05, 2013, 11:24:13 pm
So Iron armor provides the racial bonuses that have been mentioned a few times in the past?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 05, 2013, 11:27:01 pm
wait, why should I even make iron armor if you need copper armor to make silver armor? Now I have to make another set of copper armor.
Copper is pretty easy to obtain, and the iron racial armor helps while you try to find enough silver.

@fivex: You sure about no non-fresh characters? Because I'd really like to play with everyone, but I don't want to just ignore you or anything. The game's far too fresh for me to want to repeat that early grind.  :-\
Title: Re: Starbound - We have lift off.
Post by: fivex on December 05, 2013, 11:28:11 pm
wait, why should I even make iron armor if you need copper armor to make silver armor? Now I have to make another set of copper armor.
Copper is pretty easy to obtain, and the iron racial armor helps while you try to find enough silver.

@fivex: You sure about no non-fresh characters? Because I'd really like to play with everyone, but I don't want to just ignore you or anything. The game's far too fresh for me to want to repeat that early grind.  :-\
At this point you can bring in new characters as long as they aren't too well developed
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 05, 2013, 11:37:26 pm
Ohhh, I see, okay. Didn't know iron was racial, that makes sense!
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 05, 2013, 11:41:25 pm
Ohhh, I see, okay. Didn't know iron was racial, that makes sense!
As yet racial bonuses don't seem to actually be in effect.
Title: Re: Starbound - We have lift off.
Post by: fivex on December 05, 2013, 11:52:06 pm
Ohhh, I see, okay. Didn't know iron was racial, that makes sense!
As yet racial bonuses don't seem to actually be in effect.
Hylotl armor seems to protect from cold.
So they're in partially
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 05, 2013, 11:52:26 pm
TIL: Cave-ins are freaking insane.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 05, 2013, 11:55:28 pm
Ohhh, I see, okay. Didn't know iron was racial, that makes sense!
As yet racial bonuses don't seem to actually be in effect.
Hylotl armor seems to protect from cold.
So they're in partially

nah, apex is the same, half the armour of silver but more heat.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 05, 2013, 11:57:41 pm
I can confirm that currently glitch armor is the same. More heat, 5 armor. They've mentioned before that racial armor is currently somewhat cosmetic and the differences are incoming.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on December 06, 2013, 12:00:25 am
Hrm, it appears that I'm out of luck on the multiplayer front right now. Worked just fine yesterday, but I've been having some pretty bad connectivity issues today, to the point where it seems to be affecting other games, but I can't really tell.

It's like my Internet kinda goes down for a little bit, not long enough to affect general browsing but enough to completely screw over Starbound. I can't even tell if it's a problem unique to Starbound. Planetside 2 ran just fine for a while, and Payday 2 just had a blip where the server I was running disconnected everyone.

I just updated to Windows 8.1, but there's been no reports of network problems. After updating every single driver I could think of and troubleshooting out the bunghole, the only option left is that the weather's been affecting my Internet connection.

Does anyone know if there's a way to check your Internet's consistency? All that I can find is stuff that tests your latency, which doesn't tell me if my Internet's running into a blip unless I'm in the middle of a blip.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 06, 2013, 12:02:16 am
Anyone else notice this poster?

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 12:06:47 am
Ohhh, I see, okay. Didn't know iron was racial, that makes sense!
As yet racial bonuses don't seem to actually be in effect.
Hylotl armor seems to protect from cold.
So they're in partially
Human armor does as well. I think all of them have better cold-protection.

It looks like the Tier 3 sticking point is going to be platinum; a quick foray into a level 22 planet gained 162 titanium and about 2 dozen piece of uranium. I've heard rumors that you can find single tiles of platinum, and I maybe recall having found one myself, but the only reliable way to get it is chests, at least for now.

wait, why should I even make iron armor if you need copper armor to make silver armor? Now I have to make another set of copper armor.
Copper is pretty easy to obtain, and the iron racial armor helps while you try to find enough silver.

@fivex: You sure about no non-fresh characters? Because I'd really like to play with everyone, but I don't want to just ignore you or anything. The game's far too fresh for me to want to repeat that early grind.  :-\
At this point you can bring in new characters as long as they aren't too well developed
Eh, the nice thing about Starbound as opposed to Terraria is that the tiers have their own areas, so you aren't going to have a bunch of differently-geared out people in the same spot unless they're just hanging out.


One thing I really want: Waypoint markers for party members in multiplayer, and a tag with their current planet name somewhere around their portrait.

Anyone else notice this poster in an Apex base?

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Max White on December 06, 2013, 12:08:23 am
Ok, the numbers game!
It seems that all monsters of a certain type will always have the same amount of HP. So for example all fish have exactly 20 hp, while all creatures that stand upright have 100 hp. This is regardless of the planets threat level, a level 1 monster has the same HP as a level 100 monster. The difference is their armor rating.
Armor rating works in a ratio against your armor piecing rating, then multiplies your damage. So if you hit for 20 damage, and had 5 armor piercing, but the creature you were attacking had 10 armor rating, it would work out as 5/10 (Piercing over armor) * 20 (Your damage) and you would only hit for 10! In the same way if you were attacking something with only 1 armor it would be 5/1 * 20 and you would hit for 100 damage! This is why the difference between the first weapon you get and the tier 1 iron weapons is so huge.

This also means that to figure out your base damage is simple. Just multiply your damage with your piercing! Then to estimate how much you will hit for you guess that a creatures armor rating is equal to its level, and divide your base damage with its level. You can now see why lowering the saucers level by just one is actually a significant change.

This also works in reverse. You might have noticed that several different creatures will have the same attack. Body Slam is popular, but others exist. Each attack has a set damage, regardless of level, that is then multiplied by the creatures armor piecing rating, and finally divided by your defense.

The last small thing to note is that your defense is the average of your hat, chest and legs, not the total. Effectively this means that the armor rating of each piece is a third of what they tell you it is.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 06, 2013, 12:14:54 am
Anyone else notice this poster in an Apex base?

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Oh. Did not notice the other sign on the wall.

My bad.
Title: Re: Starbound - We have lift off.
Post by: Elfeater on December 06, 2013, 12:16:04 am
Would I be able to hop on someones server for help fighting the boss? And gathering materials to do so again, I havent tried since last time however, before the patch.
Title: Re: Starbound - We have lift off.
Post by: Aqizzar on December 06, 2013, 12:17:24 am
Anyone else notice this poster in an Apex base?

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Oh. Did not notice the other sign on the wall.

My bad.

To be fair, if you inspect it, it questions why there would be a picture of Big Ape in a human base.  Intrigue!
Title: Re: Starbound - We have lift off.
Post by: buckets on December 06, 2013, 12:23:58 am
Actualy, does anyone have tips for messing around with the tier two boss? I'm in steel armour and getting stomped on in about two hits.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 06, 2013, 12:25:12 am
Guys... Guys. Guys guys guys guys. You can 3d print seeds. I didn't think you could because normally there is a cost to scanning, but you can scan seeds for free. Also you can then print them for only 1 pixel each. No more praying that you will get seeds, you can print as many as you need.
Title: Re: Starbound - We have lift off.
Post by: xczxc on December 06, 2013, 12:26:12 am
Guys... Guys. Guys guys guys guys. You can 3d print seeds. I didn't think you could because normally there is a cost to scanning, but you can scan seeds for free. Also you can then print them for only 1 pixel each. No more praying that you will get seeds, you can print as many as you need.

Thank you!
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 06, 2013, 12:36:04 am
The last small thing to note is that your defense is the average of your hat, chest and legs, not the total. Effectively this means that the armor rating of each piece is a third of what they tell you it is.

THANK YOU for figuring that out. I was wondering why the first piece of armor never seemed to do anything. The average was getting dragged down by empty slots or lower-level gear.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 12:51:35 am
Anyone else notice this poster in an Apex base?

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Oh. Did not notice the other sign on the wall.

My bad.

To be fair, if you inspect it, it questions why there would be a picture of Big Ape in a human base.  Intrigue!

All of a sudden, it hits you. You blink as you realize... the Apex are peopleeeeee!
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 06, 2013, 01:24:47 am
Actualy, does anyone have tips for messing around with the tier two boss? I'm in steel armour and getting stomped on in about two hits.
You'll rage when you realize how easy it actually is.

Build a wall as high as you can reach, holding shift to make it a single block thick.  He can't cross it.  If you stand about 3 blocks up from his position, you can hit him optimally with any given melee weapon.

Best way to do this: Start with flat.  Move west of the beam-down spot.  Place robot.  Place wall towards the east, so that you cannot get back to the beam-down.  Activate robot, and be killed immediately.  When you beam down again, it should be on the other side of the wall and you'll be safe at the spawn point and able to start attacking.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 06, 2013, 01:26:13 am
Question: Are there any bosses in this game that aren't about cheesy exploits ?
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 06, 2013, 01:36:35 am
Question: Are there any bosses in this game that aren't about cheesy exploits ?
The bosses are cheesy.  Any given mob at high tier can one-shot you, and bosses are just exceptionally good at having high stats and no combat style.  Terraria knew its bosses, they flew, they clipped through terrain, and her move sets that could be handled.  Starbound bosses are brute-force number games, and they've simply been marked up as incredibly high defense and attack, making player weapons and armor primarily worthless, and leaving cheese as the only viable option to actually win any fight.

The Tier 2 robot boss can one-shot a full steel character (max armor at that tier) so there's no need to even wear armor.  Get the weapons, get the boss summoner, and learn the cheese.  Attempting an honest battle requires a LOT of online help, or a lot of time to respawn several dozen times.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 06, 2013, 01:43:39 am
I'm assuming the armor is useful for the gamma galaxy though, right? I would hate to think my search for gold has been for naught.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 06, 2013, 01:47:57 am
I'm assuming the armor is useful for the gamma galaxy though, right? I would hate to think my search for gold has been for naught.
I'm begining to think that armor is only ever useful for the low set of the same tier (silver armor is good against difficulty 3, and steel is good against 12 and 13) or for dominating an area (steel makes you nearly immune to 5-10).  For actual same-level fighting, the enemies just outmatch you too far for armor to make a difference.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on December 06, 2013, 01:52:04 am
I just got to the Beta area with full iron armor and everything's one-shotting me. Is there a reliable place I can go to get silver and gold? Or am I just supposed to avoid getting within spitting distance of these things?
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 06, 2013, 01:53:53 am
Public beta was a good idea. Hopefully they'll get this all rebalanced and bosses will become more interesting to fight.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 06, 2013, 01:54:55 am
Re: Gold & Silver: As has been noted a few times already, dig deeper. Lower parts of even low difficulty level planets seem to have silver and gold show up relatively often. I'd personally suggestion a desert planet, from what I've seen so far. Less rock, more sand/fine sand for easier digging.

Also mining while surfing about on a constantly shifting pile of junk is kinda' fun to watch.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 06, 2013, 01:56:17 am
The giant sand funnel is incredibly fun! And profitable... Anyway reports are that moons contain the highest ore density, but you will need to be ready for the cold.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 06, 2013, 01:57:29 am
The giant sand funnel is incredibly fun! And profitable... Anyway reports are that moons contain the highest ore density, but you will need to be ready for the cold.
Easier after the update when you can wear thicker padded warm stuff.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 06, 2013, 02:00:52 am
So I'm about to fight the robot and still running on 100% self crafted stuff. Haven't even found any tec to speak of! Lots of really bad weapons though...
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 06, 2013, 02:06:01 am
I remember reading that non-atmospheric moons were going to be barren, lifeless or sparsely populated hunks of rock with unique environmental challenges. I hope that they do eventually take this course, as I like the idea of a quiet and secluded moonbase to build, craft, and experiment from.

Speaking of biomes, has anyone encountered anything but forest, arid, desert, snow, and moon-type planets? I've yet to sight an ocean, lava, or savannah...
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 06, 2013, 02:12:02 am
I remember reading that non-atmospheric moons were going to be barren, lifeless or sparsely populated hunks of rock with unique environmental challenges. I hope that they do eventually take this course, as I like the idea of a quiet and secluded moonbase to build, craft, and experiment from.

Speaking of biomes, has anyone encountered anything but forest, arid, desert, snow, and moon-type planets? I've yet to sight an ocean, lava, or savannah...
I'd personally love for moons to suffer from infrequent meteorites, usually targetting unnatural blocks (because just random impacts would get boring) that can threaten to vent your base and expose you to the elements.  Cold is killer, and if the game tracks any amount of atmosphere then there's a big problem too!  I just don't want a moonbase to be PERFECTLY secure, gotta have a little excitement, even if it's not simple monsters.

Underground moonbases would be quite more secure.
Title: Re: Starbound - We have lift off.
Post by: buckets on December 06, 2013, 02:17:04 am
Actualy, does anyone have tips for messing around with the tier two boss? I'm in steel armour and getting stomped on in about two hits.
You'll rage when you realize how easy it actually is.

Build a wall as high as you can reach, holding shift to make it a single block thick.  He can't cross it.  If you stand about 3 blocks up from his position, you can hit him optimally with any given melee weapon.

Best way to do this: Start with flat.  Move west of the beam-down spot.  Place robot.  Place wall towards the east, so that you cannot get back to the beam-down.  Activate robot, and be killed immediately.  When you beam down again, it should be on the other side of the wall and you'll be safe at the spawn point and able to start attacking.

Haha! That's awesome, I was honestly thinking that it'd need some grand strat.
Title: Re: Starbound - We have lift off.
Post by: Eclectic Wizard on December 06, 2013, 02:24:01 am
TIL: Cave-ins are freaking insane.

What?! You can cave in? Oh god!
Title: Re: Starbound - We have lift off.
Post by: Fikes on December 06, 2013, 02:26:57 am
I am assuming from the long list of replies over the last 2 days that the game is worth getting?
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 06, 2013, 02:34:54 am
TIL: Cave-ins are freaking insane.

What?! You can cave in? Oh god!
Sand and gravel cave in, it's glorious.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 06, 2013, 02:42:32 am
I think they should make the ship bigger... Or allow you to buy an upgrade. Or allow you to buy a new ship from a list of ships each with their own layout.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 06, 2013, 02:44:19 am
I think they should make the ship bigger... Or allow you to buy an upgrade. Or allow you to buy a new ship from a list of ships each with their own layout.
On the website, they're listed as "starter ships"
Title: Re: Starbound - We have lift off.
Post by: fivex on December 06, 2013, 02:54:34 am
Spoiler: Tier 3 (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Max White on December 06, 2013, 03:02:23 am
Spoiler: Tier 3 (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: fivex on December 06, 2013, 03:05:32 am
Spoiler: Tier 3 (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Max White on December 06, 2013, 03:10:05 am
Spoiler: Tier 3 (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 03:36:54 am
Spoiler: Tier 3 (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

I remember reading that non-atmospheric moons were going to be barren, lifeless or sparsely populated hunks of rock with unique environmental challenges. I hope that they do eventually take this course, as I like the idea of a quiet and secluded moonbase to build, craft, and experiment from.

Speaking of biomes, has anyone encountered anything but forest, arid, desert, snow, and moon-type planets? I've yet to sight an ocean, lava, or savannah...

I've seen some grassland planets; my singleplayer home is on one.

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 06, 2013, 03:43:53 am
Though my armor is still 3, I borrowed a 17 apen weapon from namad8 and ventured onto his planet! I killed three scary beasties and then got instagibbed. q_q
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 06, 2013, 03:52:13 am
Quick tips I haven't seen mentioned:
You can have multiple usable techs installed, but only one at a time is active. Select the active tech by clicking on it on the character screen. Morph ball tech is activated by pressing F.

Moons do seem to have greater mineral density, but they also are shallower than a normal planet so you can dig through and hit the good stuff very quickly. I spent an hour digging through bedrock fruitlessly looking for gold, then doubled my stocks in 20 minutes on a single moon.

Z switches the items in the left and right mouse button. Since you can't rebind it... take the Z key off of your keyboard to prevent dying when YOUR SHIELD IS SUDDENLY ON LMB FOR SOME FU---- *ahem*

**and some general ramblings**
I'm curious how the balancing process in beta phase 2 is going to go. Right now it looks like they're just shoveling in a bunch of stuff to see what breaks, with lots of content pushes later, which is great because that's what testing is for.  There do seem to be huge power discrepancies, though.

I'm hoping the Tier 2 boss fight is a placeholder. The Tier 1 has its own movement and custom attacks, while everything on T2 is just copypasted from critters... and the numbers are ridiculously unbalanced so.... give it time, maybe?
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 06, 2013, 03:55:21 am
Patch is downloading! Namely that one that makes pixels much less of a pain in the ass. Note, updates may well wipe your save, I don't know if this one specifically will. Beta is beta.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 06, 2013, 04:06:16 am
Oh Jesus... I finally have some time to try out this game and it starts downloading an update. It's been going 20 minutes and it's only at 33%. By the time it's done, I'll be out the door. Maybe I won't get to try beta after all, if every time I try to play, I have to wait hours for an update... : (
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 06, 2013, 04:08:55 am
Updates are pretty frequent, I don't know if they'll be as such for very long though, as a lot of the crashes and such do seem to have been fixed up! It largely depends on precisely how fast they want to shovel content into the game to test, I'd imagine. Hope you get the chance sonoer rather then later!
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 06, 2013, 04:11:17 am
As far as I know I think patches might be an almost daily thing until the first phase is gone. They especially need the windows XP issues fixed still.
Title: Re: Starbound - We have lift off.
Post by: buckets on December 06, 2013, 04:11:45 am
Actualy, does anyone have tips for messing around with the tier two boss? I'm in steel armour and getting stomped on in about two hits.
You'll rage when you realize how easy it actually is.

Build a wall as high as you can reach, holding shift to make it a single block thick.  He can't cross it.  If you stand about 3 blocks up from his position, you can hit him optimally with any given melee weapon.

Best way to do this: Start with flat.  Move west of the beam-down spot.  Place robot.  Place wall towards the east, so that you cannot get back to the beam-down.  Activate robot, and be killed immediately.  When you beam down again, it should be on the other side of the wall and you'll be safe at the spawn point and able to start attacking.

Haha! That's awesome, I was honestly thinking that it'd need some grand strat.

Actually, this doesn't work, player death causes the robot to despawn.

EDIT: Works fine if you don't die though.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 06, 2013, 04:14:37 am
As far as I know I think patches might be an almost daily thing until the first phase is gone. They especially need the windows XP issues fixed still.

That's actually a really good point I completely forgot about.

EDIT: Character is intact. Update without fear.
Title: Re: Starbound - We have lift off.
Post by: HFS on December 06, 2013, 04:22:37 am
Just found a level 11 weapon, a sword with some kind of ranged attack, dunno what it's called but I found it on a moon, it's legendary, in Alpha Sector. I think I'm ready to take on the UFO, now?
Title: Re: Starbound - We have lift off.
Post by: fivex on December 06, 2013, 04:23:49 am
Just found a level 11 weapon, a sword with some kind of ranged attack, dunno what it's called but I found it on a moon, it's legendary, in Alpha Sector. I think I'm ready to take on the UFO, now?
Do you have silver armor?
Title: Re: Starbound - We have lift off.
Post by: HFS on December 06, 2013, 04:25:14 am
That I do.
Title: Re: Starbound - We have lift off.
Post by: Chattox on December 06, 2013, 04:33:33 am
Is there a way to rotate things before you place them? Also, is there a way to manually check your hunger bar?
Title: Re: Starbound - We have lift off.
Post by: HFS on December 06, 2013, 04:34:07 am
Is there a way to rotate things before you place them? Also, is there a way to manually check your hunger bar?

Yes, turning around should do it, and yes, I believe it's Alt.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 06, 2013, 04:39:03 am
wow, the UFO is seriously overscaled, 55 damage through iron armor. I hope they get the bosses worked out sooner rather then later.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 06, 2013, 04:42:57 am
I feel like the biggest space jerk... Everywhere I go I chop down all the trees and steal all the furniture!
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 06, 2013, 04:51:53 am
I have to ask. is a pistol and sword as horribly overpowered as it sounds?

Pistol and light at night?
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 06, 2013, 04:54:58 am
Is there a way to rotate things before you place them? Also, is there a way to manually check your hunger bar?

Yes, turning around should do it, and yes, I believe it's Alt.
Turning around doesn't seem to work with beams :/
Title: Re: Starbound - We have lift off.
Post by: Chattox on December 06, 2013, 04:57:27 am
Do trees regrow? Kinda worried about deforesting my local system..
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 06, 2013, 04:58:14 am
Do trees regrow? Kinda worried about deforesting my local system..
At the moment? I don't think they do.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 06, 2013, 05:25:05 am
Do trees regrow? Kinda worried about deforesting my local system..

I haven't tested this yet, but you might- try cutting them off just above the base or higher. This will leave behind a stump, which for all we know may grow a new tree.


Decided to do a little exploration outside of my home system, and stumbled into a Glitch village, which was really neat, not to mention helpful, what with all the loot. After staining my hands with the blood of Avian priests, Apex rebels, and an entire USCM platoon, it's nice to be at peace with someone. Heck, I was surprised they didn't kill me on sight, what with the thing and all...

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: umiman on December 06, 2013, 05:39:52 am
Has anyone figured out how to upgrade your ship? I really, really, really, really, really, really, really, really need more space.

All this looting and plundering really takes its toll.

Edit: I'm also pretty sure Platinum simply doesn't exist naturally and those who said they've encountered it are lying through their teeth. It's chests only. So I recommend everyone save their platinum for the pick and ignore the armour. Just brute force the boss and go for the next level.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 06, 2013, 05:42:43 am
Has anyone figured out how to upgrade your ship? I really, really, really, really, really, really, really, really need more space.

I don't think it's implemented yet in this beta stage.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 06, 2013, 05:50:52 am
Why am I not subscribed to this topic yet.
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 06, 2013, 05:55:11 am
Because it'd spam your inbox with the rate this topic is moving at?
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 06, 2013, 05:56:58 am
My inbox will prevail.
Title: Re: Starbound - We have lift off.
Post by: mattie2009 on December 06, 2013, 06:01:05 am
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Chattox on December 06, 2013, 06:02:15 am
I just scanned some seeds into the 3D printer but they're not showing up anywhere. How do I print more of them?
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 06, 2013, 06:10:13 am
Note, updates may well wipe your save

Was this mentioned by the devs? From what I heard during the stream at release, the game has been designed to allow constant addition of new content without the touch of its programmers. Might this mean there won't be as much save-breaking deconstruction..?
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 06, 2013, 06:58:00 am
Basically what he said, they're likely just saying that, should they decide some part of the engine, or some big chunk of the game in general, needs a major overhaul, don't be surprised if your save data goes south.

It seemed like during the pre beta, when the youtubers had it, save data was being erased a lot more, so the period of "every third update kills your data" may well be over.
Title: Re: Starbound - We have lift off.
Post by: Mesa on December 06, 2013, 07:09:04 am
Well, here's my day in a nutshell.

I crafted two Curvy Slices (Floran daggers) and they're damn good, I can pretty much oneshot just about everything.
Also made the Snow Infantry cap and a ton of bandages and ventured out.

Found a Glitch castle with those knights and what not. They weren't nice to me, so I murdered them.
And now I have the world's most badass base and a ton of loot to...loot.

I still wish that setting a new beam-down location will come soon, because I need it, since the castle is so far away from my initial spawn location.

And look at my ship!
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 06, 2013, 07:31:44 am
I'm personally hoping for a "mark this planet for coming back to later" without using up the home slot.
Title: Re: Starbound - We have lift off.
Post by: hachnslay on December 06, 2013, 08:05:30 am
I'm personally hoping for a "mark this planet for coming back to later" without using up the home slot.
there's a solution for that - it's called pen and paper.

my ship is now vastly improved :P
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 06, 2013, 08:45:11 am
I'm personally hoping for a "mark this planet for coming back to later" without using up the home slot.
there's a solution for that - it's called pen and paper.

my ship is now vastly improved :P
Spoiler (click to show/hide)

boooo paper

also that's a pretty nice ship! I can never seem to get mine how I want it. I need to mess with it more.

Also, PSA, you can make a buckler at the anvil now! You sword and board afficianados now actually have an easily accessible board. With that said, this also invalidates pretty much every other shield in the game until they add stats for them.

EDIT: Also, wow, the new snow gear has great defense, and gives leather a use. 13 defense a piece. Maybe to be used as a stopgap for grinding out silver until bosses are more reasonable.
Title: Re: Starbound - We have lift off.
Post by: Mesa on December 06, 2013, 08:49:55 am
If anybody's interested in seeing a bandit camp, two sets of exactly same sewers and Avian catacombs, head to -60077248;52252826. (the ice planet)
I got a Bandit's Hat! My first vanity item! C:

Or vanity-like item, anyway. It still has some minimal armor and warmth rating.
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 06, 2013, 09:07:51 am
I found a set of wings. Description implies that they're useless, but they go in the back slot and make me feel like a pretty fairy, so I'm keeping them.

Semi-related: What do you do with massive amounts of junk? I would be happy if you could just turn it into pixels (say, with the printer), but I've not messed with that stuff at all yet.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 06, 2013, 09:13:59 am
I found a set of wings. Description implies that they're useless, but they go in the back slot and make me feel like a pretty fairy, so I'm keeping them.

Semi-related: What do you do with massive amounts of junk? I would be happy if you could just turn it into pixels (say, with the printer), but I've not messed with that stuff at all yet.

I currently save 1 of every deco piece I grab to scan in case I want it later. I think there's a later item that lets you break stuff down to pixels? I'm not sure on that part. I'm not very far at all.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 06, 2013, 09:18:36 am
The refinery lets you turn ore into pixels, not sure about furniture items.
Title: Re: Starbound - We have lift off.
Post by: Dakorma on December 06, 2013, 09:46:47 am
The refinery lets you turn ore into pixels, not sure about furniture items.

Only metal ore's and bars one step from the ore.

So you could melt Iron and Iron Bar's, But Not Steel Bars.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 06, 2013, 09:56:21 am
I cannot play very much; I just finished my first set of copper armor last night. All this talk of refineries and castles makes me jelly :P
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 06, 2013, 10:04:21 am
how do you scan with the 3d printer?
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 06, 2013, 10:12:08 am
Examine it, place the object in it and hit scan, if it can be scanned and you have the pixels required you'll get the blueprint
Title: Re: Starbound - We have lift off.
Post by: Baneling on December 06, 2013, 10:22:45 am
So I achieved space.

Spoiler (click to show/hide)

Nothing much up here except birds and me. Need those two camp fires and two pieces of the leather set or the chestpiece to survive without dying absurdly quickly from the cold.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 06, 2013, 10:50:11 am
The Reed Organ is played like a Keytar. I have a green haired monkey playing Canon in D on a Keytar, I am so happy right now.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 06, 2013, 11:05:02 am
This is sounding pretty awesome so far.

I should've gotten it when I could easily get online things. :-\
Title: Re: Starbound - We have lift off.
Post by: Neyvn on December 06, 2013, 11:05:50 am
FUCK!!!
Ok guys, NOTE, When changing things around your storage. MAKE SURE YOU HOLD SHIFT...
I broke my storage and everything fell to the ground. Racing to try and pick it back up again, IT DISAPPEARED!!!
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 06, 2013, 11:10:52 am
Laboratory lockers are the best. 2x2 with 16 spaces and stackable. They fit well in your teleporter room.

edit
Snowmen explode into top hat.
(http://i44.tinypic.com/24fdwg7.jpg)
I got my wedding dress and my top hat and I'm the Captain of a space ship. I'm ready. To marry myself. You may now kiss the bride/groom.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 06, 2013, 11:49:04 am
Defeated the first boss by using lots of dirt to cover myself, red stimpacks and an Iron Hunting Bow.
So I crafted the thing to get to sector B..
Now I am pondering if I should start mining iron, to make steel. Or head straight for Sector B..
Title: Re: Starbound - We have lift off.
Post by: moghopper on December 06, 2013, 11:51:03 am
do we have a server? and if so, can I get the pass?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 06, 2013, 11:57:15 am
Steel is pretty awesome. Get some before you go into sector B.
Title: Re: Starbound - We have lift off.
Post by: moghopper on December 06, 2013, 12:04:59 pm
Steel is pretty awesome. Get some before you go into sector B.

What comes after steel?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 06, 2013, 12:08:33 pm
Titanium and platinum, I hear, but I'm not there yet. :v
Title: Re: Starbound - We have lift off.
Post by: moghopper on December 06, 2013, 12:11:16 pm
Titanium and platinum, I hear, but I'm not there yet. :v

No idea where to find that....
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 12:14:23 pm
Titanium is common as fuck. Platinum is NOT only in chests, by the way. I was digging on a level 35 tentacle world with Fivex last night and found a tiny cluster of three pieces near the core.
Title: Re: Starbound - We have lift off.
Post by: Brotato on December 06, 2013, 12:16:11 pm

EDIT: Also, wow, the new snow gear has great defense, and gives leather a use. 13 defense a piece. Maybe to be used as a stopgap for grinding out silver until bosses are more reasonable.

Are serious?  That makes it massively better than even silver armor.  I don't see why you wouldn't just farm weak creatures for that instead of going through the slog of mining.
Title: Re: Starbound - We have lift off.
Post by: moghopper on December 06, 2013, 12:19:29 pm
Titanium is common as fuck. Platinum is NOT only in chests, by the way. I was digging on a level 35 tentacle world with Fivex last night and found a tiny cluster of three pieces near the core.

What kind of gear do you have?! I can barely survive a level 15 planet.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 12:22:54 pm
Titanium is common as fuck. Platinum is NOT only in chests, by the way. I was digging on a level 35 tentacle world with Fivex last night and found a tiny cluster of three pieces near the core.

What kind of gear do you have?! I can barely survive a level 15 planet.
I'm currently in full durasteel, working towards aegisalt. Of course, the nice thing about numbers is that you always have to cheese; things on a level 31 world still two-hit me.
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 06, 2013, 12:23:40 pm
Ok...haven't said anything since it came out, but I've mostly finished whats been put into the game, I ended up cheesing all 3 bosses, was running around level 40 planets with 10 def and no techs then finally found a high tech chest...it gave me the human mech which I thought was great...until I saw it was tickling the enemies for 1 damage  :'(

Then I ended up progressing through the half implemented tier 4-10 armors and had 36 defense with the best armor in the game...level 36 enemies were hitting me for roughly 35  :o

Oh, I found out in space you can find asteroids that has plutonium in it...suppose to be a great fuel source...except it only gives 6 per piece of ore vs 3 per piece that coal gives. I finally picked a planet and built a hour...but I'm not that great at design, but it works
Spoiler (click to show/hide)

Since then I got the dash tech and found out end tier armor allows for non-stop dashing...maybe the wizard scroll helps in that regards, but it is enough if you time its use you will essentially be able to fly. At this point I'm looking at the game files, it looks rather easy to mod things into the game, but I'm not sure what...only thing that comes to mind is reducing the scale on the damage to lower level armor...from the looks of it someone with 5 defense takes 8.5 times as much damage from the tier 1 boss.
Title: Re: Starbound - We have lift off.
Post by: moghopper on December 06, 2013, 12:25:21 pm
Titanium is common as fuck. Platinum is NOT only in chests, by the way. I was digging on a level 35 tentacle world with Fivex last night and found a tiny cluster of three pieces near the core.

What kind of gear do you have?! I can barely survive a level 15 planet.
I'm currently in full durasteel, working towards aegisalt. Of course, the nice thing about numbers is that you always have to cheese; things on a level 31 world still two-hit me.


Okay, I'm missing something here.

1.How do I craft leather armor?

2. What armor comes after Scout armor, and what does it need?

3. Where are NPC settlements?
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 06, 2013, 12:28:22 pm
So, finally able to play, my first impressions: I have little experience with platforming games and I've never been very good at the controls. I have spacial perception issues that make judging distances really difficult, so I always end up doing things like trying jumps I can't make, and can never figure out when is the right time to attack a monster (and get killed really fast). Don't even ask me about 3d games, they make me cry in the corner.

So this is not an easy game for me to play, and the controls don't feel natural to me since I don't usually play platformers. (I usually go for puzzle games, or tile-based games where one button press is one "unit" of distance.) I always want to jump by pressing W (up). I keep getting killed on the starting world by all the monsters. I just can't seem to react fast enough to defend myself when they appear.

However, I'm not about to give up. Certainly these issues are not the fault of the game; I just suck at it. Presumably I'll get better at platforming if I practice more. I'm generally very conservative and "play it safe" when it comes to games, especially survival games, so it will certainly take me a long time to make any "progress." However, if I can get myself some armor/clothing to protect myself from the ouchies and the cold, and a good enough weapon that I can kill the pokemon-looking dudes without getting mauled to death, what I really want to do is explore. I'm reading about all the stuff you guys have found, looking at the screen shots, and I wish I didn't feel trapped in my little dirt hovel while I wait for daylight, because I freeze to death too fast if I leave my campfire.

I remember watching all the videos and imagining how I would build a huge secret underground base or massive mansion on the surface, go exploring, bring back artifacts from everywhere in the universe. The reality of slowly chipping away with the matter manipulator (holy crap that thing is slow) didn't really factor in. Also, somehow I didn't realize we would have to eat, so I can't just wall myself off until I figure out how to grow food. (How do you grow food, anyway?)

In any case, these are just ramblings. I will have to practice to get good enough at this game to get anywhere. But I'm excited to finally have the game and be able to play it, after all that waiting and anticipation. I suppose I should figure out how to make a pick, since the manipulator is so slow it really sucks a lot of the fun out of it. I don't have much interest in the fighting and bosses, but I'd like to be able to really explore and have fun rather than just hiding and waiting so much.
Title: Re: Starbound - We have lift off.
Post by: Brotato on December 06, 2013, 12:28:41 pm
Does anyone know if you can directly mod the set damage for enemy special attacks?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 12:35:37 pm
Titanium is common as fuck. Platinum is NOT only in chests, by the way. I was digging on a level 35 tentacle world with Fivex last night and found a tiny cluster of three pieces near the core.

What kind of gear do you have?! I can barely survive a level 15 planet.
I'm currently in full durasteel, working towards aegisalt. Of course, the nice thing about numbers is that you always have to cheese; things on a level 31 world still two-hit me.


Okay, I'm missing something here.

1.How do I craft leather armor?

2. What armor comes after Scout armor, and what does it need?

3. Where are NPC settlements?

1. I'unno. It was implemented after I was long past the point of needing it.

2. Scout is the steel armor, right? Then it should be gold armor that you'll be able to access next, but not until you've breached the next tier.
Spoiler (click to show/hide)

3. They're randomly distributed across planets. Just keep circumventing until you find them; I've seen tons of Floran huts and traders, a single Floran town, a couple human bases, an Apex base, a ton of Avian tombs, one of the bunny tombs, etc. Still no sky pirates though. :c


e: Oh, awesome. I found some rope, which can be used to make climbing rope. Shame I already have doublejump.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 06, 2013, 12:42:44 pm
There is a medical merchant on my ship!
Title: Re: Starbound - We have lift off.
Post by: hemmingjay on December 06, 2013, 12:44:20 pm
There is a medical merchant on my ship!


!!!!!!!!
Title: Re: Starbound - We have lift off.
Post by: hemmingjay on December 06, 2013, 12:47:30 pm
Defeated the first boss by using lots of dirt to cover myself, red stimpacks and an Iron Hunting Bow.
So I crafted the thing to get to sector B..
Now I am pondering if I should start mining iron, to make steel. Or head straight for Sector B..

I thought the patch made it smash through blocks now? How did you shoot it enough with the iron bow to do that much damage? I hit it 60 times without damaging it even a single bar.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 06, 2013, 12:48:25 pm
Is there any actual penalty for dying? Or is it just the annoyance of having to travel back to where you were?

Because if there's no serious penalty, maybe I'll be less afraid to venture out...
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 12:50:11 pm
I think they reduced it to 20% last night.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 06, 2013, 12:50:31 pm
Is there any way to safely store pixels?
Title: Re: Starbound - We have lift off.
Post by: Vattic on December 06, 2013, 12:50:42 pm
How do you grow food, anyway?
You need to craft a stone hoe, use that on some dirt, then plant your seeds. You harvest by pressing 'e' (like using the teleporter). You don't start with many seeds so it's worth going up to your ship and using the 3D printer to make more. Put one in the scan slot, hit scan, leave the GUI, and it gives you another seed (repeat as needed).

If it's any consolation I'm finding the platforming fiddly too, and I like platformers.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 06, 2013, 12:52:07 pm
I found a medical beacon in some chest. I placed it on my ship and went back on planet. When I came back to my ship this strange guy was also there. He wanted to sell me red stimpacks, bandages, and medical kits. I decided not to buy anything as I was low on funds. I was testing my sword swing and the medical merchant decided to leave. It was...um...a difference of opinions. Yeah. He left with no ill will. Very strange teleport he had though. Almost looked like a spray of blood.
Title: Re: Starbound - We have lift off.
Post by: Antur on December 06, 2013, 12:53:22 pm
Just barely defeated the UFO with sniper rifle and using all healing stimpacks, now i'm confused how do i make steel. Nothing new shows on metalworking station so i'm bit confused. Also stole whole laboratory mini-dungeon and put it on my ship.

Can you somehow change where you beam down ?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 06, 2013, 12:56:49 pm
SuperMeatboy type level?
Spoiler (click to show/hide)

Ahaha. There was a pulse jump at the end of this long platforming section.
Title: Re: Starbound - We have lift off.
Post by: azurelao on December 06, 2013, 12:58:13 pm
How do you cheese the 3rd tier boss? I'd like to know before I "try" to beat him. And do you unlock the durasteel stuff after beating him?

Also, how far up do you have to go to find asteroids?

Antur: That's one of the more requested features. Hopefully they'll put it in soon-ish
Title: Re: Starbound - We have lift off.
Post by: hemmingjay on December 06, 2013, 12:58:59 pm
Just barely defeated the UFO with sniper rifle and using all healing stimpacks, now i'm confused how do i make steel. Nothing new shows on metalworking station so i'm bit confused. Also stole whole laboratory mini-dungeon and put it on my ship.

Can you somehow change where you beam down ?

Where did you find a sniper rifle?!!?!?! or any gun?!?!!?!?
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 06, 2013, 01:00:32 pm
Server is back on for kicks, i leave this thing on but never hop on :P
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 06, 2013, 01:02:54 pm
Just barely defeated the UFO with sniper rifle and using all healing stimpacks, now i'm confused how do i make steel. Nothing new shows on metalworking station so i'm bit confused. Also stole whole laboratory mini-dungeon and put it on my ship.

Can you somehow change where you beam down ?

Where did you find a sniper rifle?!!?!?! or any gun?!?!!?!?

You can try climbing up any anchor/chain. Avian ship at the top. It's a long way up.
Title: Re: Starbound - We have lift off.
Post by: Chattox on December 06, 2013, 01:03:18 pm
How do you make steel? I have the metalworking bench thingy but there's no option
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 06, 2013, 01:04:30 pm
How do you grow food, anyway?
You need to craft a stone hoe, use that on some dirt, then plant your seeds. You harvest by pressing 'e' (like using the teleporter). You don't start with many seeds so it's worth going up to your ship and using the 3D printer to make more. Put one in the scan slot, hit scan, leave the GUI, and it gives you another seed (repeat as needed).

If it's any consolation I'm finding the platforming fiddly too, and I like platformers.

I put a seed in, hit scan, the seed disappeared. Closed the printer, nothing happened. Opened it again, nothing happened. I seem to have just lost my seed, and it won't even let me print new ones. There's nothing in my schematics list.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 06, 2013, 01:04:56 pm
Oh, by the way, I'm not sure if anyones confirmed yet, but I'm currently growin bananas on my ship, so you can grow things on your ship if you put down some dirt.
Title: Re: Starbound - We have lift off.
Post by: Antur on December 06, 2013, 01:10:10 pm
Just barely defeated the UFO with sniper rifle and using all healing stimpacks, now i'm confused how do i make steel. Nothing new shows on metalworking station so i'm bit confused. Also stole whole laboratory mini-dungeon and put it on my ship.

Can you somehow change where you beam down ?

Where did you find a sniper rifle?!!?!?! or any gun?!?!!?!?
Got it from avian ship merchant after stealing their anchor and climbing up, not sure if it's better than iron bow though. Around the same delay, you just don't need to bother with arrow drop.
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 06, 2013, 01:14:59 pm
I put a seed in, hit scan, the seed disappeared. Closed the printer, nothing happened. Opened it again, nothing happened. I seem to have just lost my seed, and it won't even let me print new ones. There's nothing in my schematics list.
It should be in the scan list now so you can make more. That's super weird if it's not there.

Anyway, on-planet you can hunt critters with the bow for meat, or press 'e' on background plants to harvest them for fruit and seeds.

Matter manipulator is mostly for removing decorations, for mining you want the pick and for chopping down trees the axe. Both are pretty cheap to make so you should get those first.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 06, 2013, 01:20:34 pm
I put a seed in, hit scan, the seed disappeared. Closed the printer, nothing happened. Opened it again, nothing happened. I seem to have just lost my seed, and it won't even let me print new ones. There's nothing in my schematics list.
It should be in the scan list now so you can make more. That's super weird if it's not there.

Anyway, on-planet you can hunt critters with the bow for meat, or press 'e' on background plants to harvest them for fruit and seeds.

Matter manipulator is mostly for removing decorations, for mining you want the pick and for chopping down trees the axe. Both are pretty cheap to make so you should get those first.

Finally figured out how to make the stone tools, so mining is a lot faster now. Currently trying to make a farming area safe from the creepy crawlies outside. I scanned two different seeds into the 3d printer but neither appeared on the list. List is empty. Maybe it's because they're starting seeds, from being a Flora?
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 06, 2013, 01:25:56 pm
Ehn. Personally, every time I've tried to scan a seed it's ate the seed and done naught else. So far, same reaction with fish and plant critters, so I'm guessing either whatever is happening for other folks is a bug, or what's happening for me is. One of the two.

Anyway, it doesn't take too terribly much to just dirt up a space to keep stuff from getting in and make a farming area a few screens wide, maybe with a few levels. Haven't quite gone that far, yet, but a large farming space is fairly straightforward to construct, just takes a while to populate with seeds.

... that said, I'm still dying so much hunger isn't even remotely an issue. Freaking death charges coming out of stuff I've already killed mumblemumble. Starting up a farm just to see if/what buffs come out of cooking, though. Just one growing cycle from being able to test out a couple recipes, after my first batch of chili grows on up. Then it's probably back to dying some more~
Title: Re: Starbound - We have lift off.
Post by: timferius on December 06, 2013, 01:31:21 pm
Anyway to get recipes aside from random chests? I've only found a recipe for bolt o's so far... Yumm
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 06, 2013, 01:32:12 pm
I just stripped down an entire prison. I then spent all of the money I got from killing everything inside said prison on scanning all the stuff I stole in the 3d printer. I can now make infinite filthy matresses, woo!
Title: Re: Starbound - We have lift off.
Post by: Twi on December 06, 2013, 01:32:36 pm
Good lord, armor gets useless almost immediately. My steel armor is  not keeping me from being oneshotted by level 13 apex guards. :C
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 06, 2013, 01:35:15 pm
So after a few days of playing, I've reached a conclusion about the game:
It's very gamey, and progression isn't well thought out.

First, covering the construction aspects, which should be the biggest concern for a game like this.
The tier progression forces you deeper into space, constantly.  It takes 1,000 fuel to move to a new sector, so if you ever want to backtrack, it's going to cost you 2,000 fuel to go back to your home base and then go back to the useful areas again.  This effectively forces you to keep moving forward, as you cannot simply pop back home to pick up some supplies or anything.

Since you keep moving, there's a real virtue AGAINST permanent structures.  Even in local space, anything larger than a dirt hole with a bed and temporary storage is overkill.  And even then, it's a lot simpler to beam back to your ship, rather than go to your planetary basecamp to rest.  Not that your structures would be any good even if you spent time on them.  Wood, dirt, and cobblestone are the only truly readily abundant materials, metal blocks are possible, but only for certain types of metal, and only at extremely high cost.  Structures end up made from wood or stone, or just being dug into the ground.  Fancier materials do exist, namely in Apex or Glitch areas, where you can mine into the structure itself to recover fancy blocks, but you can't craft them, and you have to brave the dungeon-like area to get them.  So when you finally DO loot enough nice material to build something, you end up abandoning the planet anyways.

So as much as the dev screenshots show fancy buildings, gorgeous terrain, and theme decorations, it's only ever stuff you stumble across, not something a player should ever actually build.

Second is the combat, which is the other big thing this game has going for it.  Controls seem to be fine, except for the limited arc available on some weapons, and weird situations like the Terraria "slime is sitting 1 block below me on a ramp, my sword can't swing low enough but it can still touch me" issues.  There's a decent spread of crafted weapons, which are all decent, but looted gear is generally always garbage.

The problem with combat, is the AP system.  Armor Penetration.  As detailed previously in the thread, armor penetration is effectively a multiplier to the damage you deal, while armor divides your damage.  The result of this is that higher penetration is ALWAYS higher damage, and that after a certain point, armor becomes completely ineffective against certain levels of penetration.  What this means for the game, is that enemies scale with their difficulty level, raising their armor and their penetration, and that it quickly becomes extremely difficult to damage many enemies, while they can totally ignore your armor.  Higher level enemies simply become broken.  It's not even an issue of skill, it's a matter of 'they can kill you in one hit, while you have to deal 20 hits' that simply makes combat impossible.  A better strategy than fighting, is to simply have a lot of dirt, and throw it around yourself when a monster approaches, then encase the monster, dig yourself free, and continue, leaving it behind.

Bosses are worse in this respect.  The only way to really combat them is cheese.

Third problem I have is the tiers.  I like the idea of a game with progression, from one area to the next, so there's not everyone overpowered along with all the newbies all in the same area.  Since Starbound allows for multiple planets, you can allow older players to venture forth to more difficult areas.  The problem is how meta the tier system is.  To craft steel armor, you have to get enough steel, and gold armor.  Gold armor requires its own stack of gold ingots.  This makes no real sense, and gets into game-crafting areas.  The only reason that gold is requires, is to make it more difficult to obtain.  Steel armor shouldn't be layered over gold.  It's only there to force progression, and it does so poorly.  Gold armor is worse than iron/silver of the previous tier, so to obtain steel armor, you must craft a set of gold for the express purpose of sitting in your inventory until you get enough steel.

A lot of useful items are untiered, as well.  Being unable to craft guns relies on you finding them, from chests or merchants, which are 99% rubbish because they have low armor penetration value and, as above, that makes them useless.  Hunting knives and shields are also very useful, but only tier 1, becoming useless after defeating the UFO because they simply don't do enough damage or block anything.

The end result, if you ask me, is that the game is too focused on progression.  It pushes you further into space, abandoning old bases, figuring out why you need certain materials, and just popping up and down from your ship instead of handling real construction.

What I would do: Nerf or remove the armor penetration system, put a cooldown on beaming to and from ship, reduce fuel costs for moving places considerably (especially to places you've already been!), rework crafting requirements to get rid of illogical crafting, and allow more fancy building blocks to be crafted by the player.  Also make the ship MUCH bigger.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 06, 2013, 01:35:27 pm
Do planets generate the same for everyone? Can I give a coordinate and you'll get the same planet and built labs/temples/etc?
Title: Re: Starbound - We have lift off.
Post by: Mesa on December 06, 2013, 01:37:03 pm
Do planets generate the same for everyone? Can I give a coordinate and you'll get the same planet and built labs/temples/etc?

Yes, they very much do.
The static things that I know of:

- terrain shape
- chests' etc. locations
- mini-boss locations
- other junk

Container contents do vary, however.
Check this world out: (and the associated system)
-60077428
-52252826

The world has an Avian dungeon sewers and multiple bandit camps. Go to the left (west?) to find them the fastest.

The other world in the system has a giant Glitch castle and some smaller hi-tech houses scattered about (including a one similar to that which I don't understand the point of).
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 06, 2013, 01:38:30 pm
This is the best fucking spawn ever, then, if you like platforming.
x 99182678 y 70716917 alpha chi car 19 II a
forest threat 6
Head right.

http://www.bay12forums.com/smf/index.php?topic=99946.msg4815813#msg4815813
Title: Re: Starbound - We have lift off.
Post by: Twi on December 06, 2013, 01:39:27 pm
-snip-

While this is a nicely reasoned thing and I don't want to nitpick:

It does not appear to cost any extra fuel to travel between sectors. Standard 300.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 06, 2013, 01:52:08 pm
-snip-

While this is a nicely reasoned thing and I don't want to nitpick:

It does not appear to cost any extra fuel to travel between sectors. Standard 300.
I thought it was 1 to travel moon-planet, like 100 between planets, 300 between stars in the same sector, and 1,000 to travel to another sector (like tier 1 zone to tier 2 zone)
Title: Re: Starbound - We have lift off.
Post by: umiman on December 06, 2013, 01:53:01 pm
My only real problem with the game is that the difficulty is stupid past tier 2. That can easily be altered though.
Title: Re: Starbound - We have lift off.
Post by: Chattox on December 06, 2013, 02:03:05 pm
Any issues with game balance and progression are essentially a moot point currently, as it's been stated multiple times by the devs that the whole thing is incredibly unbalanced and not working. I kinda think they caved to peer pressure with everyone and their dog screaming "GIBE BETA PLS" on their forums every day. It's still great as it is, though.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 06, 2013, 02:05:00 pm
-snip-

While this is a nicely reasoned thing and I don't want to nitpick:

It does not appear to cost any extra fuel to travel between sectors. Standard 300.
I thought it was 1 to travel moon-planet, like 100 between planets, 300 between stars in the same sector, and 1,000 to travel to another sector (like tier 1 zone to tier 2 zone)
Well, I just went to sector 2 and I didn't even have 1000 fuel.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 02:06:36 pm
-snip-

While this is a nicely reasoned thing and I don't want to nitpick:

It does not appear to cost any extra fuel to travel between sectors. Standard 300.
I thought it was 1 to travel moon-planet, like 100 between planets, 300 between stars in the same sector, and 1,000 to travel to another sector (like tier 1 zone to tier 2 zone)
Nope. 1 for any travel between planets and moons orbiting each other, and 300 to travel between any two systems. I'm in the fourth sector and every inter-sector jump has taken the same 300 fuel.

OTOH, I strongly agree with you about armor penetration. It's an absolutely moronic system that encourages cheese rather than combat. The same for progression; at the point I'm at, upgrading armor sets gives +1 armor for each successive set. The combat feels like it could be interesting if it was mechanically better. I also am rather annoyed by the fact that permanent settlements are pointless (at least until top-tier), and the utter lack of meaningful ranged weapons. There is literally nothing useful for ranged combat after the steel bow.

How do you grow food, anyway?
You need to craft a stone hoe, use that on some dirt, then plant your seeds. You harvest by pressing 'e' (like using the teleporter). You don't start with many seeds so it's worth going up to your ship and using the 3D printer to make more. Put one in the scan slot, hit scan, leave the GUI, and it gives you another seed (repeat as needed).

If it's any consolation I'm finding the platforming fiddly too, and I like platformers.

I put a seed in, hit scan, the seed disappeared. Closed the printer, nothing happened. Opened it again, nothing happened. I seem to have just lost my seed, and it won't even let me print new ones. There's nothing in my schematics list.
People are probably talking about the duping glitch, where you can put an item into the scan slot, close the interface without scanning, and it adds another of the item to the stack.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 06, 2013, 02:09:01 pm
-snip-

While this is a nicely reasoned thing and I don't want to nitpick:

It does not appear to cost any extra fuel to travel between sectors. Standard 300.
I thought it was 1 to travel moon-planet, like 100 between planets, 300 between stars in the same sector, and 1,000 to travel to another sector (like tier 1 zone to tier 2 zone)

As far as I know, it's actually 1/50/300 now. Not sure whether or not the third cost stacks if you travel between multiple sectors, or if sectors are even laid out in such a way.

Also, what sort of threat-levels are you tackling? I find I'm generally ok with med supplies up to at least level 10, decked out in steel and silver armor. Is it possible that the real issue is overpowered bosses and a lack of subsequent upgrades?
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 06, 2013, 02:10:24 pm
The whole idea of the tier system being separated into sectors seems kind of poorly-thought out, and not just because it needs to be rebalanced. When they were initially describing the universe, I thought they meant a mix of level one, level nine, and even level one-hundred planets/systems all mixed around. After all, with proper balancing (finding the occasional out-of-depth item on lower tier planets, making it possible to kill level 30 enemies at level 20 in less than four hours), that would provide more incentive to explore and build rather than just progress.

Skilled players should be able to conquer greater challenges. This is technically true in Starbound, but the sector, AP and tier systems limit you a lot.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 06, 2013, 02:12:33 pm
The whole idea of the tier system being separated into sectors seems kind of poorly-thought out, and not just because it needs to be rebalanced. When they were initially describing the universe, I thought they meant a mix of level one, level nine, and even level one-hundred planets/systems all mixed around. After all, with proper balancing (finding the occasional out-of-depth item on lower tier planets, making it possible to kill level 30 enemies at level 20 in less than four hours), that would provide more incentive to explore and build rather than just progress.

This is what I thought as well. The way it is, it seems awfully linear for a "sandbox" game.
Title: Re: Starbound - We have lift off.
Post by: hachnslay on December 06, 2013, 02:13:14 pm
nice desert planet in β - got tar and soft sand - a clothier and 6 surface chests - died to it - needs more exploring.
Spoiler (click to show/hide)

also: it annoys me that only one tech can be active at the same time. i have the bubble and the dash - it should be possible to doubletap while in the air, then reactivate the bubble to float up again, but noooo.....
Title: Re: Starbound - We have lift off.
Post by: Neyvn on December 06, 2013, 02:19:55 pm
Started a new character... First chest, Legendary Sword (Soul Caliber eye looky thing) Spits 3 short balls of stuff too. Continue travels, find two Drone Buildings, ok items there. Travel Further, Avian Airship....

ALL STARTING PLANET!!!
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 06, 2013, 02:22:03 pm
The whole idea of the tier system being separated into sectors seems kind of poorly-thought out, and not just because it needs to be rebalanced. When they were initially describing the universe, I thought they meant a mix of level one, level nine, and even level one-hundred planets/systems all mixed around. After all, with proper balancing (finding the occasional out-of-depth item on lower tier planets, making it possible to kill level 30 enemies at level 20 in less than four hours), that would provide more incentive to explore and build rather than just progress.

This is what I thought as well. The way it is, it seems awfully linear for a "sandbox" game.

I think the problem is not how linear it is but why. If you drop down on an end game planet with copper armor, grab a level one-hundred sword and die, you're sent back to your ship with a level one-hundred sword. 99% of Starbound is now over. Time to build a base or start again. The same thing would have happened with Starbound's inspiration games if you had the option. I don't see an obvious solution. One of the main difficulties of sandbox games is players' freedom can also be their downfall.

SB's crew doubtless was aware of it, but the tier system is maybe going a bit too far in the other direction.

Started a new character... First chest, Legendary Sword (Soul Caliber eye looky thing) Spits 3 short balls of stuff too. Continue travels, find two Drone Buildings, ok items there. Travel Further, Avian Airship....

ALL STARTING PLANET!!!

Then again, this obviously happens already :P
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 06, 2013, 02:25:22 pm
The whole idea of the tier system being separated into sectors seems kind of poorly-thought out, and not just because it needs to be rebalanced. When they were initially describing the universe, I thought they meant a mix of level one, level nine, and even level one-hundred planets/systems all mixed around. After all, with proper balancing (finding the occasional out-of-depth item on lower tier planets, making it possible to kill level 30 enemies at level 20 in less than four hours), that would provide more incentive to explore and build rather than just progress.

Skilled players should be able to conquer greater challenges. This is technically true in Starbound, but the sector, AP and tier systems limit you a lot.

Nail on the head. I've also noticed, it seems as though certain types of planets can only be found above a certain "tier," which frankly makes me miserable. I would like a nice, low-level forest or plains world with a few exotic, high-level neighbors to explore and harvest from. So far it doesn't seem like chancing upon that is possible.
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 06, 2013, 02:27:40 pm
Started a new character... First chest, Legendary Sword (Soul Caliber eye looky thing) Spits 3 short balls of stuff too. Continue travels, find two Drone Buildings, ok items there. Travel Further, Avian Airship....

ALL STARTING PLANET!!!

care to share the cords?
Title: Re: Starbound - We have lift off.
Post by: Neyvn on December 06, 2013, 02:31:39 pm
While its nice to have a gun...
THEY ARE TERABAD... AP of 1!!! WTF??? How is that going to do any damage... FFS...
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 06, 2013, 02:33:38 pm
Yeah, the whole "enforced progression" thing sort of reeks of all the worst parts of later Terraria development, with the keys and stuff (which I absolutely hated).

I really just want to cruise around and explore and have fun and be able to face a challenge when I so choose instead of having to beat arbitrary bosses before I'm "allowed" to.

That said, I'm still enjoying myself. I'd like to tell myself it's going to get better, but I'm not entirely sure - they seem pretty committed to the whole tier thing and weird level dynamics and stuff.

Also mining sand planets is amazingly fun. It is probably one of the most fun things to do in the game. I'm just terrified they are going to see how fun it is and remove it,
Title: Re: Starbound - We have lift off.
Post by: Vgray on December 06, 2013, 02:33:59 pm
Started a new character... First chest, Legendary Sword (Soul Caliber eye looky thing) Spits 3 short balls of stuff too. Continue travels, find two Drone Buildings, ok items there. Travel Further, Avian Airship....

ALL STARTING PLANET!!!

care to share the cords?

That abbreviation amuses me to no end for some reason.
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on December 06, 2013, 02:35:36 pm
The whole idea of the tier system being separated into sectors seems kind of poorly-thought out, and not just because it needs to be rebalanced. When they were initially describing the universe, I thought they meant a mix of level one, level nine, and even level one-hundred planets/systems all mixed around. After all, with proper balancing (finding the occasional out-of-depth item on lower tier planets, making it possible to kill level 30 enemies at level 20 in less than four hours), that would provide more incentive to explore and build rather than just progress.

This is what I thought as well. The way it is, it seems awfully linear for a "sandbox" game.

Starbound managed to feel MORE linear than Terraria to me. That's not the direction I thought the game was going to go.

The tutorial questline that results in the UFO boss gives me a sinking feeling that the Quest System is going to be used to artificially extend a linear game by forcing you to grind for materials to summon bosses. Exploring planets in Starbound is fun, farming metal for a Distress Beacon is not.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 06, 2013, 02:37:25 pm
New post for update tonight.
Quote from: tiy
Coming tonight..

- Major work has gone into making the game work correctly onto windows XP (done, needs testing)

- Fixed (nerfed sorry), Snow infantry armor  (done)

- Make  matter blocks discover-able in a new dungeon  (done)

- Experimenting with a new leveling/damage/armor curve (Thank you to Chewymouse)  (done, needs testing)

- Complete ore rebalance (working on it)

Lots more to come, these balance issues are taking some time. I’ll add to the list as more is added.

Title: Re: Starbound - We have lift off.
Post by: Twi on December 06, 2013, 02:41:46 pm
The bosses are definitely overpowered. It's more the fact that these apex guards are one and two shotting me when my armor is supposedly higher than their level. :I

Had to cheese the hell out of them. Still died.

So yeah, TL:DR:

Later tiers cause the enemies to get far too difficult far too fast.

Whee, ninjas.

ALso, it's 200 fuel to travel between stars now. Hmm.
Title: Re: Starbound - We have lift off.
Post by: hemmingjay on December 06, 2013, 02:42:25 pm
The game is not ready to be judged yet folks. It's still very much a work in progress and many core systems are going to see big changes. They want and need your feedback and ideas on the forums.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 06, 2013, 02:47:46 pm
While its nice to have a gun...
THEY ARE TERABAD... AP of 1!!! WTF??? How is that going to do any damage... FFS...

Buying gear on a level 1 planet = AP of 1
Find an anchor on a higher level planet.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 06, 2013, 02:49:55 pm
The game is not ready to be judged yet folks. It's still very much a work in progress and many core systems are going to see big changes. They want and need your feedback and ideas on the forums.

Valid point: are the SB guys following this forum? I know the B12 community has triggered a lot of major changes in other games before, but our might only makes a difference if they actually see our feedback.
Title: Re: Starbound - We have lift off.
Post by: Chattox on December 06, 2013, 02:50:54 pm
The game is not ready to be judged yet folks. It's still very much a work in progress and many core systems are going to see big changes. They want and need your feedback and ideas on the forums.

This. All of the this.

Also, roughly what time of day did the patch come out yesterday?
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 06, 2013, 02:52:09 pm
The game is not ready to be judged yet folks. It's still very much a work in progress and many core systems are going to see big changes. They want and need your feedback and ideas on the forums.

The balance is going to change, sure. They're not going to change what is clearly the core concept of the game, especially since so far they've indicated they actually plan on building on it and effectively forcing you into a 'main questline', haven't they?

I'm judging it from the perspective of knowing it is a beta. I'm not complaining about the lack of codex entries, the random jumps in balance, the desire for more content, etc. I'm approaching it from the perspective of a game that is still in development but has had most of the "core" work locked down. I'm approaching it like... a Beta, basically.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 06, 2013, 02:52:35 pm
Defeated the first boss by using lots of dirt to cover myself, red stimpacks and an Iron Hunting Bow.
So I crafted the thing to get to sector B..
Now I am pondering if I should start mining iron, to make steel. Or head straight for Sector B..

I thought the patch made it smash through blocks now? How did you shoot it enough with the iron bow to do that much damage? I hit it 60 times without damaging it even a single bar.

Oh yes, it did many times, but I built the dirt blocks up each time it destroyed them.
As for the Iron bow: Lots of patience.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 06, 2013, 03:01:55 pm
Yeah, like I said, my only issue with the game (the balance) is easily rectified. It's not a major concern unless they actually keep it this way, which they won't unless they're insane.
Title: Re: Starbound - We have lift off.
Post by: ScriptWolf on December 06, 2013, 03:03:50 pm
Phew man setting up a server was hard. Everything is up now and I have a 24 hour dedicated server running for starbound. If anyone is interested PM me and or add me on steam
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 06, 2013, 03:05:42 pm
So according to their main site, another patch might be up tonight. (Dec 6)

Quote
Coming tonight..

- Major work has gone into making the game work correctly onto windows XP (done, needs testing)

- Fixed (nerfed sorry), Snow infantry armor (done)

- Make matter blocks discover-able in a new dungeon (done)

- Experimenting with a new leveling/damage/armor curve (Thank you to Chewymouse) (done, needs testing)

- Complete ore rebalance (working on it)

Lots more to come, these balance issues are taking some time. I'll add to the list as more is added.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 06, 2013, 03:11:23 pm
By the way, about tiers:

Quote
- Added a dumb, quick way to advance through some of the tier 4-10 content (armors, weapons), just for fun. Complete tiers of content are coming really soon. I’d like to get 1/2 tiers of content done per week. (done)

I think we should wait a while before condemning them.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on December 06, 2013, 03:16:24 pm
Definitely out of this until inventory disappearing issues are fixed/boss updates. I'm not fighting the bosses all over again all the time because I lost a critical item.

I also found out what happened to my molten core forge.

I created it, plopped it in a storage to hold since my inventory was packed from mining out the planet below.

Cleaning ship out, moving furniture around, my inventory somehow gets entirely full. I clear out 4-5 spots and continue my reorganization, then take down the storage chest I had my forge in, figuring all the items would just get spit out for me to grab.

Lo and behold, it spits out about.. 70% of the things that were in it. The molten forge not being one of them.

This was right after I'd fought the UFO twice in a row because the first time I got killed and came back, it was just gone [so I had to farm all the pixels again].

Each fight took about ten minutes of clicking in a cheese-bunker to be able to actually kill the goddamn thing. Seriously, not doing that again.
Title: Re: Starbound - We have lift off.
Post by: Neyvn on December 06, 2013, 03:20:40 pm
While its nice to have a gun...
THEY ARE TERABAD... AP of 1!!! WTF??? How is that going to do any damage... FFS...

Buying gear on a level 1 planet = AP of 1
Find an anchor on a higher level planet.
Oh I know, but still... T_T
Title: Re: Starbound - We have lift off.
Post by: majikero on December 06, 2013, 03:23:02 pm
Leather armor nerf in tonight's patch. Good thing I got my core this morning.
Title: Re: Starbound - We have lift off.
Post by: Neyvn on December 06, 2013, 03:23:27 pm
Started a new character... First chest, Legendary Sword (Soul Caliber eye looky thing) Spits 3 short balls of stuff too. Continue travels, find two Drone Buildings, ok items there. Travel Further, Avian Airship....

ALL STARTING PLANET!!!

care to share the cords?
-48973458, 73145902
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 06, 2013, 03:25:10 pm
How do you make the leather armor by the way? I have a bunch of leather, no idea what to do with it.
Title: Re: Starbound - We have lift off.
Post by: Baneling on December 06, 2013, 03:26:45 pm
You have to make a yarn spinner with wood at a crafting table.

Yarn spinner is useful in general since it can be used to make bandages, which are very useful.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 06, 2013, 03:27:44 pm
You don't make bandages in the loom anymore. All you need now is the plant fiber.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 06, 2013, 03:28:12 pm
You can make bandages anywhere if you have plant fibers.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 06, 2013, 03:28:22 pm
A yarn spinner... Makes leather items?

Wouldn't the crafting table make more sense?
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 06, 2013, 03:40:08 pm
So, I've advanced to Tier 2, and assembled the robot thing.

The robot boss is... well, "too powerful" is one thing, but the problem is it doesn't behave like a boss. It behaves like a monster, it's impossible to fight it in anything except either a slugging match (deck out in armor and get a great shield and whack away) or a cheesy tactical approach. I got killed by it a few times, then made use of the planet's soft soil and dug myself a tiny tunnel with a 1 tile opening right under its legs. The Brain Extractor hits it for 17 damage, and autofires. Plink, plink, plink, plink...

It needs a set of "bosslike" pattern attacks and telegraphed moves, so that a player can have a chance to avoid its attacks and use mobility against it. First time it killed me, it just sort of radiated an instakill aura around itself with no warning. Another time it just spat napalm at me without warning. I'd like to be able to fight it like one fights a typical platformer boss - like you fight the UFO, essentially. I had a minimal preparation for that fight, two 1-handed swords and a small dirt arena to maneuver. Took me a while, but that fight was fun! Dodge, weave, smack minions, avoid raining plasma, jump up to hit the saucer a few times, smack more minions, snipe with the bow through a small opening in the dirt ceiling, get out of dodge as the saucer comes down and crushes the little cover, rebuild cover, smack more minions, dodge more plasma, jump and hit it again, etc, etc. It was long, it was probably still a bit too hard to damage than it should have been (you can't really find better weapons than what you craft in 1st tier), but it was a manageable fight, on par with what you can see in a decent platformer like Aria of Sorrow, or maybe UnEpic (it had a superficially similar fight at one point).

With the robot boss, there's none of that. It just rushes forward, and either gets stuck in the landscape, or kills you.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 06, 2013, 03:57:18 pm
My 3d printer's been wiped. Everything I had scanned, which thankfully wasn't much, is now missing.

Were there any changes to it in the latest patch?
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 06, 2013, 04:02:22 pm
snip
Title: Re: Starbound - We have lift off.
Post by: umiman on December 06, 2013, 04:06:56 pm
Ya, it's better to stop playing until things get sorted out. At least I'm going to stop for now.

Not to mention there's nothing to do any more lol once you get to this level.
Title: Re: Starbound - We have lift off.
Post by: hachnslay on December 06, 2013, 04:07:50 pm
I wondered what would happen when poison and water mix ...

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 06, 2013, 04:15:41 pm
I really thought this game would be more about building and exploring than it is. The focus really seems to be on fighting, to the point where you really can't do anything in the game without a lot of fighting. I know they're going to change a lot of things, but it doesn't seem likely that they'll change that. It's very disappointing. All that video footage they showed of them building and exploring stuff, relatively little about fighting, yet it turns out you have to fight crazy bosses just to unlock most of the items and planets.

I guess I should have waited a bit longer to buy it. But those videos all made it look so great... Now I'm afraid that Stardew Valley will be the same when it's released, something completely different than what I expect.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 06, 2013, 04:23:48 pm
Don't worry about buying it now and find it lacking. That's normal for a game in Beta stage. At least you got it at the discounted price instead of the $20 when its done and wait for MONTHS and maybe even a YEAR OR TWO to get it at 50% off.

Are you willing to wait?
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 06, 2013, 04:26:26 pm
Yeah...  I miss the immense diversity of stuff I could build almost right away in Terraria. Also, rotating stuff is a major PITA.

I trust Chucklefish, this is a beta, after all. We'll see.
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 06, 2013, 04:33:14 pm
I really thought this game would be more about building and exploring than it is. The focus really seems to be on fighting, to the point where you really can't do anything in the game without a lot of fighting. I know they're going to change a lot of things, but it doesn't seem likely that they'll change that. It's very disappointing. All that video footage they showed of them building and exploring stuff, relatively little about fighting, yet it turns out you have to fight crazy bosses just to unlock most of the items and planets.
Mind you, the exploration is still the fun part. Invading an Apex lab and reading through the logs and discovering they hired a Floran mercenary and figuring out the story behind that weird mutant zombie ape you killed (they were experimenting on "undesirables") was the most fun I've had in the game so far, and it really WAS very fun.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 06, 2013, 04:35:33 pm
Actually, I found cultists and a mutant/zombie ape thing in a cage. I'm sure there's a story behind that.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 06, 2013, 04:39:18 pm
I really thought this game would be more about building and exploring than it is. The focus really seems to be on fighting, to the point where you really can't do anything in the game without a lot of fighting. I know they're going to change a lot of things, but it doesn't seem likely that they'll change that. It's very disappointing. All that video footage they showed of them building and exploring stuff, relatively little about fighting, yet it turns out you have to fight crazy bosses just to unlock most of the items and planets.
Mind you, the exploration is still the fun part. Invading an Apex lab and reading through the logs and discovering they hired a Floran mercenary and figuring out the story behind that weird mutant zombie ape you killed (they were experimenting on "undesirables") was the most fun I've had in the game so far, and it really WAS very fun.

This is the kind of stuff I want. But I can't really get to that until I can get good enough equipment to not get killed by everything, which means I have to fight a lot before I can do any real exploration, and since I suck at that, it's going to take me ages to get anywhere interesting. I guess that's what has me disappointed. I mean, I'd rather grind more to get materials to craft higher-level stuff (and be able to customize it, are we going to be able to customize our stuff? somehow I remember thinking we would) than be forced to either fight a boss or remain forever at tier 1.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 06, 2013, 04:41:56 pm
Customize and mod your own ship: http://community.playstarbound.com/index.php?threads/premade-mod-and-tutorial-0ld-homemade-ships-as-main-ship-modify-your-ship.35943/

Doesn't work in MP though.
Title: Re: Starbound - We have lift off.
Post by: hemmingjay on December 06, 2013, 04:43:54 pm
Definitely out of this until inventory disappearing issues are fixed/boss updates. I'm not fighting the bosses all over again all the time because I lost a critical item.

I also found out what happened to my molten core forge.

I created it, plopped it in a storage to hold since my inventory was packed from mining out the planet below.

Cleaning ship out, moving furniture around, my inventory somehow gets entirely full. I clear out 4-5 spots and continue my reorganization, then take down the storage chest I had my forge in, figuring all the items would just get spit out for me to grab.

Lo and behold, it spits out about.. 70% of the things that were in it. The molten forge not being one of them.

This was right after I'd fought the UFO twice in a row because the first time I got killed and came back, it was just gone [so I had to farm all the pixels again].

Each fight took about ten minutes of clicking in a cheese-bunker to be able to actually kill the goddamn thing. Seriously, not doing that again.

I hope you are posting this on the official forum. Things like this are exactly the reason for the beta. I have 12 hours of play time and have had one bug/crash. I know that makes me one of the lucky ones. I submitted that bug, even though I am sure it was already reported. I lost some items and progress with that crash, but that is expected to happen over and over. Also, there is the chance that at any point a patch could come along that wouldn't be compatible with my save games, and I am ok with that. It's a beta.
Title: Re: Starbound - We have lift off.
Post by: Chattox on December 06, 2013, 04:45:33 pm
An awful lot of people seem to be overlooking the fact that this is a beta and has been expressly stated that it is not feature complete or balanced in any way, shape or form. Come on guys, don't call the game out for having poor progression/content/balance this early in public development :/
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 06, 2013, 04:47:07 pm
I haven't seen anyone overlooking the fact that its a Beta, actually. Not really sure what you are talking about.
Title: Re: Starbound - We have lift off.
Post by: hemmingjay on December 06, 2013, 04:47:12 pm
I really thought this game would be more about building and exploring than it is. The focus really seems to be on fighting, to the point where you really can't do anything in the game without a lot of fighting. I know they're going to change a lot of things, but it doesn't seem likely that they'll change that. It's very disappointing. All that video footage they showed of them building and exploring stuff, relatively little about fighting, yet it turns out you have to fight crazy bosses just to unlock most of the items and planets.
Mind you, the exploration is still the fun part. Invading an Apex lab and reading through the logs and discovering they hired a Floran mercenary and figuring out the story behind that weird mutant zombie ape you killed (they were experimenting on "undesirables") was the most fun I've had in the game so far, and it really WAS very fun.

This is the kind of stuff I want. But I can't really get to that until I can get good enough equipment to not get killed by everything, which means I have to fight a lot before I can do any real exploration, and since I suck at that, it's going to take me ages to get anywhere interesting. I guess that's what has me disappointed. I mean, I'd rather grind more to get materials to craft higher-level stuff (and be able to customize it, are we going to be able to customize our stuff? somehow I remember thinking we would) than be forced to either fight a boss or remain forever at tier 1.

If I was you I would get about 30 coal and hop over to a different level 1 planet(not snow) and try there. It sounds to me like you might have a difficult starting planet, which I had with one of my characters. It's pretty hard and then all of a sudden I was on an almost peaceful lvl 1 planet with only 1 or two natively hostile species. I got silver armor there.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 06, 2013, 04:47:34 pm
An awful lot of people seem to be overlooking the fact that this is a beta and has been expressly stated that it is not feature complete or balanced in any way, shape or form. Come on guys, don't call the game out for having poor progression/content/balance this early in public development :/

The main criticisms are actually of core game features (tiers, sectors) that the devs seem really set on rather than content swaps that are easy to fix (AP/bosses/progression). No one's overlooking this as a beta.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 06, 2013, 05:07:05 pm
Custom songs for your music instruments: http://www.kaasthebard.net/

Put them in your songs folder.
Title: Re: Starbound - We have lift off.
Post by: Rhodan on December 06, 2013, 05:11:46 pm
Balance issues aside, I'm very disappointed with the procedural creatures. They're so random that they all look the same. I'd love to see a bit of a 'theme' in each planet's bestiary, something that makes it obvious that these animals share a common ancestor and gives a bit of an identity to the local fauna. Preferably a couple of sub-themes with a distinct overarching theme per planet.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 05:21:16 pm
Actually, I'm going to register over on their forums for the sole purpose of posting a manifesto re: how the linear, railroaded grind is going to kill the game.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 06, 2013, 05:22:24 pm
I would like... for people to jot down the location of various goodies around different planets.  Just simple stuff, like the coordinates and the type of structure, penal colonies, airship mooring, Glitch bunkers, etc.

I think, honestly, the best way to play the game right now to enjoy it, would be to get several people on the same server new characters, with one person supplying suits of armor fitting the tier, so players could agree to go explore a particular planet, and collectively dive into different dungeon settings at an acceptable difficulty.
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 06, 2013, 05:30:59 pm
I'm playing almost solely to collect codex entries and scan loot.

It REALLY fucking sucks how much grind there is to scanning. For no fucking reason, argh, why do I have to spent an hour and a half killing stuff just to scan my loot? Which means I /lose/ it and can't USE it without grinding MORE!?!? Who the hell thought that would be a good idea!?

That's one thing I both hope gets changes and actually believe might be, though.
Title: Re: Starbound - We have lift off.
Post by: Vattic on December 06, 2013, 05:36:32 pm
Looking for some advice. What kind of equipment should I have got before calling the UFO?

I put a seed in, hit scan, the seed disappeared. Closed the printer, nothing happened. Opened it again, nothing happened. I seem to have just lost my seed, and it won't even let me print new ones. There's nothing in my schematics list.
That's weird as it's working for me and I tried it again to double check. Apparently it's a item duplication bug, while thought it only worked on seeds and was deliberate. Wouldn't have suggested it otherwise.
Title: Re: Starbound - We have lift off.
Post by: buckets on December 06, 2013, 05:36:42 pm
How does the scanner work anyway?
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 06, 2013, 05:37:11 pm
The cost to scan is really rather silly.  Cost to 3D print, sure that's fine, but cost to actually scan it being so high for many items, that's prohibitive to gameplay.  The fact that the only reasonable way to get that many pixels is to wander the planet in circles looking for kills REALLY sets the game's tone as a hack-n-slash rather than construction game.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 06, 2013, 05:38:25 pm
How does the scanner work anyway?

Scan set pieces and decorations you can't craft... at a price. You can now re-print those items... at a price.

If scanning had zero cost, and 3D printing had about 1/5 or 1/10 its current cost, that would be a huge step to making SB a building and exploration game.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 06, 2013, 05:42:13 pm
Fivex, what's up (or rather down) with your server?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 06, 2013, 05:43:35 pm
Looking for some advice. What kind of equipment should I have got before calling the UFO?

At least Silver-Tier armor, a good weapon with high armor penetration, preferably ranged. (An Iron Hunting Bow might work, but the battle will take much longer.)
Several bandages and/or red stim packs.
Lots of dirt in case you need to bunker down, however the UFO can break it so keep that in mind.

Now this is how I did it and yes, with an Iron Hunting Bow.. Took some time to beat it.
Title: Re: Starbound - We have lift off.
Post by: Antur on December 06, 2013, 05:47:10 pm
Why i can't make higher tier tools without making the one tier below.. I have not seen a single piece of gold ore since i started playing. Finding stuff like scientist clothes or freeze ray is cool, hopefully there's more non-standard stuff like that coming. And i seriously hope that higher-tier mining equipment are NOT pickaxes. We got goddamned spaceship but no mining drill ?
Title: Re: Starbound - We have lift off.
Post by: fivex on December 06, 2013, 05:50:46 pm
Fivex, what's up (or rather down) with your server?
I had a blackout. Again.
It's back up.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 06, 2013, 05:54:08 pm
Why i can't make higher tier tools without making the one tier below.. I have not seen a single piece of gold ore since i started playing. Finding stuff like scientist clothes or freeze ray is cool, hopefully there's more non-standard stuff like that coming. And i seriously hope that higher-tier mining equipment are NOT pickaxes. We got goddamned spaceship but no mining drill ?
I'm convinced that a diamond pickaxe isn't very good.  It's just extremely heavy, and able to bash through terrain.  After all, it's layered with a stone core, covered in copper, silver, gold, platinum, and an outer shell of diamond.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 06, 2013, 05:55:22 pm
Why i can't make higher tier tools without making the one tier below.. I have not seen a single piece of gold ore since i started playing. Finding stuff like scientist clothes or freeze ray is cool, hopefully there's more non-standard stuff like that coming. And i seriously hope that higher-tier mining equipment are NOT pickaxes. We got goddamned spaceship but no mining drill ?
I'm convinced that a diamond pickaxe isn't very good.  It's just extremely heavy, and able to bash through terrain.  After all, it's layered with a stone core, covered in copper, silver, gold, platinum, and an outer shell of diamond.
that sounds so.. Dwarfy..
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 06, 2013, 05:57:17 pm
Also worth noting, to all those who wish to dig deeper!

Dig at the beam-down spot.  When you beam down again, it'll deliver you to the lowest block on the location.  Doing this, the Terraria Hellevator becomes extremely effective.  The only problem, is getting back up...
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 06:11:46 pm
Also worth noting, to all those who wish to dig deeper!

Dig at the beam-down spot.  When you beam down again, it'll deliver you to the lowest block on the location.  Doing this, the Terraria Hellevator becomes extremely effective.  The only problem, is getting back up...

Additionally, if you build on your beamdown spot, you will arrive at the ground floor of your structure.
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 06, 2013, 06:16:59 pm
Also worth noting, to all those who wish to dig deeper!

Dig at the beam-down spot.  When you beam down again, it'll deliver you to the lowest block on the location.  Doing this, the Terraria Hellevator becomes extremely effective.  The only problem, is getting back up...

i find login off and in to be the temporary solution atm.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 06, 2013, 06:18:04 pm
Why i can't make higher tier tools without making the one tier below.. I have not seen a single piece of gold ore since i started playing. Finding stuff like scientist clothes or freeze ray is cool, hopefully there's more non-standard stuff like that coming. And i seriously hope that higher-tier mining equipment are NOT pickaxes. We got goddamned spaceship but no mining drill ?
I'm convinced that a diamond pickaxe isn't very good.  It's just extremely heavy, and able to bash through terrain.  After all, it's layered with a stone core, covered in copper, silver, gold, platinum, and an outer shell of diamond.
By that point it's not a pickaxe, it's a sledgehammer.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 06, 2013, 06:30:30 pm
Also worth noting, to all those who wish to dig deeper!

Dig at the beam-down spot.  When you beam down again, it'll deliver you to the lowest block on the location.  Doing this, the Terraria Hellevator becomes extremely effective.  The only problem, is getting back up...
Break out a section of backwall at the bottom. You can now beam up.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 06, 2013, 06:31:44 pm
Also worth noting, to all those who wish to dig deeper!

Dig at the beam-down spot.  When you beam down again, it'll deliver you to the lowest block on the location.  Doing this, the Terraria Hellevator becomes extremely effective.  The only problem, is getting back up...

If you build little three block notches in the wall, you can jump up, hug the wall, and land in them withotu actually being in them. Then you make another on the same wall, jump, hug the wall, again, repeat. It's handy! (Also that backwall trick only works above a certain Y level)

Also while the progression is totally messed up right now, I feel like the system could work if they put some effort into it, as they certainly seem to be doing.
Title: Re: Starbound - We have lift off.
Post by: kisame12794 on December 06, 2013, 06:32:49 pm
Doesn't work beyond a certain depth though.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 06:43:10 pm
Yeah, it's a fundamental problem, not a superficial one. No amount of work will make a linear grindfest into a freeform sandbox. A good linear grindfest, maybe, but if I wanted one of those there are plenty of other, better candidates.

Oh, and tier 3+ are meaningless. The armor and weapons for each successive tier are just +1 armor/AP.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 06, 2013, 06:47:22 pm
Can you mess with the backwalls? For example, could I give my above-ground base one?
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 06, 2013, 06:50:21 pm
Right-click
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 06, 2013, 06:58:07 pm
The issue is, Terraria was a linear grindfest, and nobody seemed to mind that. If the fact that you can jump planets is what's causing people to dismiss this as non sandboxy, then starbound may as well literally be terraria 2.0, as that was the big THING that was differentiating it.

I think planets could use a bit more variation, and they could work on making every planet worthwhile on some level, so you have more of a reason to hang around and actually dig around a little to find goodies, because I definitely agree it's ab ummer to run over the top of the planet, raid all the structures, and teleport out, but it's not like there isn't treasure underground, there's just a lot more of it above ground.

If treasure scaled with depth, I feel like it would do a lot more to encourage hanging out on particular planets for more then a surface tour.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 07:05:01 pm
The issue is, Terraria was a linear grindfest, and nobody seemed to mind that. If the fact that you can jump planets is what's causing people to dismiss this as non sandboxy, then starbound may as well literally be terraria 2.0, as that was the big THING that was differentiating it.

I think planets could use a bit more variation, and they could work on making every planet worthwhile on some level, so you have more of a reason to hang around and actually dig around a little to find goodies, because I definitely agree it's ab ummer to run over the top of the planet, raid all the structures, and teleport out, but it's not like there isn't treasure underground, there's just a lot more of it above ground.

If treasure scaled with depth, I feel like it would do a lot more to encourage hanging out on particular planets for more then a surface tour.

Actually, Terraria only gained that after the Hardmode update. Prior to that it was possible to tackle things pretty much however you wanted, and sequence-break easily with a touch of creative thought. There was only one real locked-in bit of progression, and that was hellstone mining. Hardmode Terraria is exactly what I was hoping Starbound wouldn't be like; the only things that redeemed Terraria at all for that were the decent construction system, fucking about in multiplayer, and the fact that you could get an inveditor instead of repeating grind.

One of the biggest places where Starbound is lacking is construction; there's literally no reason to build when:

1. You can't craft or scan->print the vast majority of the interesting blocks, your only choice is to build in cobblestone or strip-mine a bunch of facilities.
2. The moment you make it to the next tier, your homeworld becomes irrelevant and you'll never visit it again.
3. You don't need to spend more time on any world than it takes to dig down and get a few hundred of the ore for that tier.


A large chunk of the problems would be solved if there were no sectors, and if there weren't any hardcoded locks on progression. It'd be great if you could conceivably take a brand new character onto a level 35 deathworld and scrape out enough ore to make a really cool sword, etc. A big help to that would be dismantling the shit AP/Armor system in favor of a HP-based system, and changing the tiers from straight upgrades into different types of specializations. Also, craftable ranged weapons.
2.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 06, 2013, 07:05:02 pm
Just made a hunting knife.

Spoiler: Come at me bitch (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 06, 2013, 07:07:35 pm
Yeah, it's a fundamental problem, not a superficial one. No amount of work will make a linear grindfest into a freeform sandbox. A good linear grindfest, maybe, but if I wanted one of those there are plenty of other, better candidates.

Oh, and tier 3+ are meaningless. The armor and weapons for each successive tier are just +1 armor/AP.
The problem is that the scaling goes way too quick, a 5 level difference in equipment means your doing half damage to enemies and taking 8.5 times as much damage, it should be twice as much damage but I'll see after the next patch.

To be fair...I think they should add randomly generated armor that appears from npcs and zone bosses. That would mitigate some of the grinding aspect of the game.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 06, 2013, 07:08:42 pm
-snip-
A large chunk of the problems would be solved if there were no sectors, and if there weren't any hardcoded locks on progression. It'd be great if you could conceivably take a brand new character onto a level 35 deathworld and scrape out enough ore to make a really cool sword, etc. A big help to that would be dismantling the shit AP/Armor system in favor of a HP-based system, and changing the tiers from straight upgrades into different types of specializations. Also, craftable ranged weapons.
2.

I think that the reason for the AP/Armour system is so that it seems different than Terraria. Not that it needs it, in my opinion. It's not like having a few systems be similar would be the end of the world.
Title: Re: Starbound - We have lift off.
Post by: azurelao on December 06, 2013, 07:25:14 pm
Does anyone have coordinates for a Gamma sector gun seller?

In return, coordinates: http://pastebin.com/1t61k2eu
Title: Re: Starbound - We have lift off.
Post by: timferius on December 06, 2013, 07:29:28 pm
Looks like they're redoing the leveling/armour curve. I'm trying to find the details on their forum but I can't seem to find the post he references in the patch notes.
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 06, 2013, 07:46:57 pm
Does anyone have coordinates for a Gamma sector gun seller?

In return, coordinates: http://pastebin.com/1t61k2eu

this is fantastic
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on December 06, 2013, 07:47:31 pm
I sure hope so. That's one of the most frustrating parts of the game. It's like every enemy's a mini boss fight.


In other news, I threw together a quick video (http://www.youtube.com/watch?v=sOL0Av6YziQ&feature=youtu.be) of a humorous way to raid a village.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 07:53:00 pm
-snip-
A large chunk of the problems would be solved if there were no sectors, and if there weren't any hardcoded locks on progression. It'd be great if you could conceivably take a brand new character onto a level 35 deathworld and scrape out enough ore to make a really cool sword, etc. A big help to that would be dismantling the shit AP/Armor system in favor of a HP-based system, and changing the tiers from straight upgrades into different types of specializations. Also, craftable ranged weapons.
2.

I think that the reason for the AP/Armour system is so that it seems different than Terraria. Not that it needs it, in my opinion. It's not like having a few systems be similar would be the end of the world.

To be honest, that's a really shitty reason, especially when the AP/armor system itself is so shit. Even if they revamped it, it would still be shit. There's a reason why pretty much every game with progression using scaling HP (or the equivalent) as a base: it works. In Starbound as it stands, either you one-hit enemies that can't hurt you or are OHKOed by enemies you can't hurt (without cheesing with blocks). That is a direct result of the AP/Armor system. It's neither simple enough nor complex enough to function well.

I'd like to see something like this:

-HP scales based on level for monsters. Each mob type, when generated, includes a HP value from somewhere within the range for that level of normal mob. For example, a level 1 mob variant, when generated, may have a HP value somewhere in the range of 80-120HP. All of that "species" of mob would have the same HP value. Again, a level 50 mob would have, say, a HP value somewhere in the range of 800-1200HP (purely hypothetical).

-HP scales for players based on exploration and trade (can find items or buy items from traders to permanently increase HP up to a set cap); strength of items increased based on the level of the planet: a level 1 planet might give you items that boost HP by +2, while a level 25 planet could give ones that add +15 or something. You could work progression in here, by requiring certain things be accomplished to build HP beyond certain marks

-A similar scaling damage system for mobs and looted weapons.

-Crafted weapons which scale damage based on a player attribute, rather than the ore used, once you're past steel. So for example have a quest to improve spearcrafting, which increases the base damage of all player-crafted spears. Scatter a ton of these around the galaxy, both in the form of NPCs and in found lore. Make the ores past steel give different specialized attributes to their equipment, rather than flat progression. For example, let some mobs be generated with armor as a special trait, and have durasteel weapons have an armor-piercing effect. Have crafted Cerulium weapons get a random effect associated with ice or bubbles. Give Rubium weapons a damage bonus against large-sized mobs. Give the different armors different stats and set effects. Stuff like that.

-Again, get rid of sectors and intermix all the planets into a single zone. Let people access every ore at once after they get, say, a silver pick, provided they're good/lucky/thoughtful enough to do it.


It's so easy to make this better it isn't even funny. I honestly don't know what they were thinking.


e: Also, it took me two days to get from a new character to steel. It took me two hours to get from Aegisalt to Impervium to playing Smooth Criminal on a steel drum.
Title: Re: Starbound - We have lift off.
Post by: hemmingjay on December 06, 2013, 08:03:31 pm
Yeah, it's a fundamental problem, not a superficial one. No amount of work will make a linear grindfest into a freeform sandbox. A good linear grindfest, maybe, but if I wanted one of those there are plenty of other, better candidates.

Oh, and tier 3+ are meaningless. The armor and weapons for each successive tier are just +1 armor/AP.

Doesn't it turn into a freeform sandbox after you max out?
Title: Re: Starbound - We have lift off.
Post by: fivex on December 06, 2013, 08:07:28 pm

-HP scales for players based on exploration and trade (can find items or buy items from traders to permanently increase HP up to a set cap); strength of items increased based on the level of the planet: a level 1 planet might give you items that boost HP by +2, while a level 25 planet could give ones that add +15 or something. You could work progression in here, by requiring certain things be accomplished to build HP beyond certain marks
This seems to be the intention; you have an HP stat.
Also, do note that everything beyond aegisalt is a placeholder.
I do agree with most of your points, though
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 06, 2013, 08:09:40 pm
There is a balance fix incoming, will be interesting to see how well things work afterwords.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 08:13:03 pm
Yeah, it's a fundamental problem, not a superficial one. No amount of work will make a linear grindfest into a freeform sandbox. A good linear grindfest, maybe, but if I wanted one of those there are plenty of other, better candidates.

Oh, and tier 3+ are meaningless. The armor and weapons for each successive tier are just +1 armor/AP.

Doesn't it turn into a freeform sandbox after you max out?

Sort of, which is workable enough when it only takes a few hours to max out. I'm liking it more now that I have and I'm a bit more free to screw around, but there are still points where it grates.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 06, 2013, 08:20:12 pm
I would like... for people to jot down the location of various goodies around different planets.  Just simple stuff, like the coordinates and the type of structure, penal colonies, airship mooring, Glitch bunkers, etc.


There's a thread on the official forums in Beta Discussion that's exactly that.

Also:

Floran make ship! Replace ugly techy sstuff with something more familiar. ((Stilll need more decorations, but meh!)
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 06, 2013, 08:23:07 pm
The spikey vines make it go faster.
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 06, 2013, 08:25:52 pm
I can't tell if I'm just stupid or what, but I can't figure out the inventory.

So far, I've just kept everything in the numbered slots. Just now, however, I placed a 1h sword and a shield in the two middle slots. Those work fine, as do any two-handed item I select normally. All one-handed items that I may select take the place of my RMB. Pressing X at this time swaps my sword and shield, but the tool that I'm trying to use is still on RMB. That's... less than ideal. Am I just fundamentally misunderstanding what those two slots are for?

Edit:
Got it... I guess. Hit the number of the tool I'm currently holding and it rotates hands.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 06, 2013, 08:26:02 pm
The spikey vines make it go faster.

Makes about as much sense as tentacle space elevators.
Speaking of those, dear god the tentacle planet music is worse than the Crimson music from Terraria ._. *cowers in fear*
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 08:49:30 pm
So as it turns out the Avian sacrificial altar is currently the best bed in the game. It heals faster than everything I've tested, including the Impervium bed.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 06, 2013, 08:51:02 pm
So as it turns out the Avian sacrificial altar is currently the best bed in the game. It heals faster than everything I've tested, including the Impervium bed.
I'm using an Apex interrogation table at the moment, myself.

How does one use a blueprint?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 06, 2013, 09:06:56 pm
Same way you eat stuff. Left click it, get message, find it in some crafting table, be happy.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 06, 2013, 09:07:53 pm
Eat it, essentially.

Ninja'd
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 09:09:22 pm
Here's a link to an ongoing starmap spreadsheet some guy over on the official forums has set up. (https://docs.google.com/spreadsheet/lv?key=0AqWeq8NLrAsqdGIzaU1YQnZmUk5EeEw4X1Q2c2twbUE&type=view&gid=0&f=true&sortcolid=-1&sortasc=true&rowsperpage=250)
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 06, 2013, 09:09:40 pm
Success, finally figured out what I'm going to mod into the game, I'm going to make pixels a truly universal currency, so you can 3d print all basic materials. First thing I did now was made the refinery be able to take 5 dirt blocks and turn it into 1 pixel. While easy to do, it could take a bit, but being able to refine things you mine or farm and being able to 3d print them would take the game forward quite a bit. Next step...making it so you can 3d print coal as a test. I plan to have a base of 5 to 1 ratio meaning it would take 25 pixels to print copper ore.
Title: Re: Starbound - We have lift off.
Post by: Grakelin on December 06, 2013, 09:11:25 pm
Man, that UFO is bullshit. My girlfriend and I summoned it and it smashed our base, spawncamped us with Penguin-Tanks, and then teleported away for no reason when it was at 1 health bubble.

Apparently Starbound stops being a Terraria-clone right after we get the loot from that thing, but neither of us have any incentive to keep trying after that.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 06, 2013, 09:16:13 pm
Yeah, the UFO particularly they really need to make less rediculous. The game is Terraria+ right up until you get that core, and it will murder you and your family to keep you from getting it.

Hopefully the balance fix tonight will address that, because it really needs addressing.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 06, 2013, 09:17:22 pm
Yeah, the UFO particularly they really need to make less rediculous. The game is Terraria+ right up until you get that core, and it will murder you and your family to keep you from getting it.

Hopefully the balance fix tonight tomorrow afternoon will address that, because it really needs addressing.
Fixed.
Title: Re: Starbound - We have lift off.
Post by: Culise on December 06, 2013, 09:35:33 pm
Speaking of that, somehow, I just ridiculously cheesed the UFO fight, and I don't even know what happened.  I managed to get it down to 70% of its HP in a running fight (running off a mountain, to be precise), and everything just stopped.  The penguins stopped fighting me, and the UFO sat obligingly by as I filled it full of arrows.  Five or ten minutes of continuous shooting later, it simply died, without any fuss whatsoever.  Seriously, compare the three images; it's hard to tell since night fell in the time it took for me to finish it off, but they literally do not move at all. 

1 (http://i.imgur.com/aGS3lgX.png) 2 (http://i.imgur.com/CCP7Mj8.png) 3 (http://i.imgur.com/D9sZ7xJ.png)
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 06, 2013, 09:39:49 pm
That is really wierd. It almost looks like it got caught on the edge of the hill, but even then...

Some pathing improvements would be nice for the bosses (once they get them to a more reasonable level). I kinda like that animals will fall in  "potholes" and kind've flounder around for a while, though. It's like laying traps for them!
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 06, 2013, 09:46:33 pm

In other news, does a multi server still exist?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 09:55:24 pm
I got the bugger stuck on a wall, then encased it in dirt, then sworded it to death. :V

Unrelated: Endgame is much, much more fun once you have level 40 guns. Nothing like flying around with infinite hover and a pair of machine pistols, like some sort of alt-universe Boba Fett. Sadly, as it turns out, you can't cut down trees with a machine gun.
Title: Re: Starbound - We have lift off.
Post by: Furtuka on December 06, 2013, 10:23:04 pm
Title: Re: Starbound - We have lift off.
Post by: xczxc on December 06, 2013, 10:26:36 pm
I found a place just like that 5 seconds ago! I'll start exploring it now.
Title: Re: Starbound - We have lift off.
Post by: Ygdrad on December 06, 2013, 10:30:00 pm
If you are truly having too much trouble with the penguin UFO, go to the planet at these coordinated "x:59877410 y:-70634402" it is a level 10 planet and if you head left from the spawn you'll find an anchor, build a tower of dirt or whatever to reach an avian airship in the sky, on it you will find friendly avian pirates, one of which sells guns, the UFO was a piece of cake with a lv10 sniper rifle, which costed around 780 pixels i think.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on December 06, 2013, 10:36:28 pm
There's several systems in that area, each with multiple planets, but none of them are at those exact coordinates.

Edit; never mind I'm dumb
Title: Re: Starbound - We have lift off.
Post by: Furtuka on December 06, 2013, 10:36:53 pm
._. So apparently it was ike some sort of underground base/bunker or something. Anyways twas full of money. And more guards. Who gave me a bit of a shock when one of them started yelling at me for killing one of their comrades. Managed to look some grenades a stim packs before they killed me
Title: Re: Starbound - We have lift off.
Post by: kisame12794 on December 06, 2013, 10:38:00 pm
Any tips for the robot?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 06, 2013, 10:43:12 pm
Dire news everybody!
Apparently among the various balance issues in the game, one stood out more than others. It was practical, not over powering, and generally a nice feature, so they had to remove it. Yes, you can no longer 3D print seeds. Take that farmers!

Personally I would recommend heading to -94193821, -8608089, Alpha Tau And 01 II b, forest planet, threat level 8, purple ground color. There you will find an endless supply of plants that grow edible eyeballs. They are meant to be poisonous to non-Floran, but currently are fine to eat for everybody. Pretty easy to collect over 100 seeds to keep you growing. Other significant features include: An Apex town, an All Seering Cape that extends your sight range, and 10 platinum ore. Pretty sweet place.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 06, 2013, 10:47:04 pm
No more weird armor penetration system! (http://playstarbound.com/)
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 06, 2013, 10:49:22 pm
Has anyone found a use for magmarock? I keep finding stalactites of the stuff that causes damage on touching, like ye hellstone of olde.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 06, 2013, 10:51:15 pm
Damnm they're fast.

Has anyone found a use for magmarock? I keep finding stalactites of the stuff that causes damage on touching, like ye hellstone of olde.

It would be so awesome if magmarock did the same thing but, sadly, it does not seem to.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 06, 2013, 10:55:26 pm
Quote
So over this weekend we’re going to work on the solution to this problem. We’re going to reduce the number of planet levels from 100, to 10. *This is not a decrease in the amount of content, it’s simply a change to how leveling functions*.  The smaller number of levels means that we can remove armor penetration entirely and simplify weapon damage. You’ll be able to directly compare weapon DPS which will now appear on the weapons tooltip. Armor will become easier to understand and will gain additional buffs, such as increasing player max health.  We’re also now able to remove armor from monsters and simply give more powerful monsters more health, this way you always know how much damage your weapon will do.

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

Items with a static amount of damage will be manually balanced and useful for the entire sector you find them on. Given that the range of health difference will be lower now, we can ensure that items such as throwing daggers will be useful for the entire sector. We’re also able to make sure that when you craft the best armor in a sector, you’ll be in good shape for the next sector. By ensuring that the hardest monsters in sector 1 match the easiest monsters in sector 2, you’ll be able to progress without having to face instakills on either side.
Sounds pretty good. I'm curious to see how this affects the most imbalanced aspect of the game, bosses.
Also get ready to start again with a new character, sounds like an incompatible system upgrade.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 06, 2013, 10:56:05 pm
On the one hand, they're fixing that. On the other, DAMN IT MY STUFF. Beta is beta n'all that jazz, but damn. I'd just gotten used to being a jetpacking machinegun wizard.

Yeah, I raided a level 40 Glitch castle and looted a full set of wizard's clothes, so I'll be styling until my character data is useless.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 06, 2013, 10:56:51 pm
Yeah, he said characters will not carry over.

I honestly don't mind seeds being unprintable, stuff like wheat and carrots shoot out so many seeds it's not funny, and racial foods go into special foods that do more then heal and give health, so the seeds should be a little rarer. They will reproduce if you keep at it.

Annnd that new update looks great. Good to see they're on the ball with this!
Title: Re: Starbound - We have lift off.
Post by: majikero on December 06, 2013, 10:58:25 pm
I'm debating whether or not I should post it on steam forums to see people explode because of save wipes. There was pretty stupid discussions regarding that there.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 06, 2013, 11:03:03 pm
I have a character backed up. Last update wiped the char, but I popped her into the player folder, and she worked just fine. Wonder if this new update can be cheesed the same way. :D
Title: Re: Starbound - We have lift off.
Post by: majikero on December 06, 2013, 11:04:53 pm
If it's just the character, like name and appearance and not your inventory, then probably.
Title: Re: Starbound - We have lift off.
Post by: Jacob/Lee on December 06, 2013, 11:07:04 pm
Where do you find platinum and diamonds? I've been fighting my way down a threat level nine forest planet but seem to be finding absolutely nothing other than tons of iron. Do they even spawn underground? Do I need to go to a more dangerous planet?
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 06, 2013, 11:09:18 pm
Please refresh my memory on how to repair tools. I read something about dropping copper ore onto a pickaxe to repair it, but that just seems to swap the items around.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 06, 2013, 11:09:33 pm
Platinum and diamonds only spawn on threat level 35 and above.

Basically you'll never use them since you need them for threat level <30 as in tier 4 you have the complete upgrade anyway.

Don't worry though! Because it's a beta and the game is basically unfinished past tier 2, all the armour post tier 2 is useless anyway, so you'll be just as well off running around naked as you would with tier 4 armour.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 06, 2013, 11:12:41 pm
I heard they replaced Gravity bubble, can anybody confirm? I never actually found it myself...
Title: Re: Starbound - We have lift off.
Post by: majikero on December 06, 2013, 11:13:49 pm
Please refresh my memory on how to repair tools. I read something about dropping copper ore onto a pickaxe to repair it, but that just seems to swap the items around.

I believe you pick your ore and right click.
Title: Re: Starbound - We have lift off.
Post by: alway on December 06, 2013, 11:16:54 pm
I heard they replaced Gravity bubble, can anybody confirm? I never actually found it myself...
Still here, and still as full of bugs as ever.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 06, 2013, 11:17:29 pm
Please refresh my memory on how to repair tools. I read something about dropping copper ore onto a pickaxe to repair it, but that just seems to swap the items around.

I believe you pick your ore and right click.
Many thanks! I'm finding so much copper ore right now it's not even funny, so might as well use it for something useful.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 06, 2013, 11:26:00 pm
The combat update touched on a lot of my personal balance concerns at present. I'm unwilling to rush through the entire game right now just to see everything out of effective sequence, but it doesn't sounds like I'm missing that much past Tier 2.

I do wish there was a bit more armor variance, though, instead of just straight warmth/energy/defense values. Maybe the new system can facilitate this (and I do recall it being mentioned in development at least once).
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 06, 2013, 11:27:30 pm
Things learned in latest expeditions: The tiny bouncing poo monsters hit like a freaking truck. Don't touch them.

Lava is hilariously weak. Yes, it will eventually kill you if you don't have means of healing, but you can spam bandages and swim around it for quite a bloody long while. Lava also currently does not seem to interact with water at all, unfortunately.

Also, fish spawn in the lava. Fish that are not immune to the burning status effect. It was amusing to meet a couple of dying fish on the way down...
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 06, 2013, 11:30:09 pm
I found a Floppy Lady's Hat. Now I have to try and save a backup of this character, in the slim chance that his inventory can somehow survive.

Quickly, file wizards! Where should I put this hat to give it a chance to survive?
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 06, 2013, 11:34:55 pm
The combat update touched on a lot of my personal balance concerns at present. I'm unwilling to rush through the entire game right now just to see everything out of effective sequence, but it doesn't sounds like I'm missing that much past Tier 2.

I do wish there was a bit more armor variance, though, instead of just straight warmth/energy/defense values. Maybe the new system can facilitate this (and I do recall it being mentioned in development at least once).

I am just astonished how outright RARE armor is outside making it yourself.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 06, 2013, 11:38:34 pm
I definitely do sorta' wish you could loot NPC corpses instead of just having them explode into pixels and random junk loot. Maybe in the future...

... because nothing says "victory" like toting an inventory full of pillage out of a burning village full of naked corpses.
Title: Re: Starbound - We have lift off.
Post by: Roboboy33 on December 06, 2013, 11:40:51 pm
Ever wanted to know what happened when you reach the absolute bottom of a world?
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 06, 2013, 11:42:36 pm
...I found the Poop Tickler. It is a weapon.

Eww.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 06, 2013, 11:43:42 pm
Starbound seems to suffer from one of the early game problems Terraria had.

Which is that getting back from mining is a total pain.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 06, 2013, 11:50:24 pm
Ever wanted to know what happened when you reach the absolute bottom of a world?
Spoiler (click to show/hide)
You can still swim, though, if there's swimmable stuff touching the bottom, too. Like lava.

I guess if there's a tech item that makes you fly or whatnot, it'd work as well.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 07, 2013, 12:01:40 am
FLORAN IS INCOMPETENT

HOW DO KILL UFO

Also got a bubblegun in a rainbow desert, as well as some neonmelon and sugar cane.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 07, 2013, 12:08:32 am
I found a Floppy Lady's Hat. Now I have to try and save a backup of this character, in the slim chance that his inventory can somehow survive.

Quickly, file wizards! Where should I put this hat to give it a chance to survive?
Anyone? I hear that the next update will break everyone's characters. Seeing as how I just started getting enough iron and possibly silver to finally progress, is there any place I can try to place this stuff for after the update? Maybe storing everything in chests on this planet and writing down the coordinates?
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 07, 2013, 12:11:49 am
Today I learned robot townspeople can kill you in one hit.

Also, you can cheese pretty much anything by burying yourself in sand or gravel.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 07, 2013, 12:12:24 am
I found a Floppy Lady's Hat. Now I have to try and save a backup of this character, in the slim chance that his inventory can somehow survive.

Quickly, file wizards! Where should I put this hat to give it a chance to survive?
Anyone? I hear that the next update will break everyone's characters. Seeing as how I just started getting enough iron and possibly silver to finally progress, is there any place I can try to place this stuff for after the update? Maybe storing everything in chests on this planet and writing down the coordinates?

Personally I'm making a full backup of all the game files, so I can test the various possibilities without time constraints or having to get it right the first time.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 07, 2013, 12:14:02 am
I found a Floppy Lady's Hat. Now I have to try and save a backup of this character, in the slim chance that his inventory can somehow survive.

Quickly, file wizards! Where should I put this hat to give it a chance to survive?
Anyone? I hear that the next update will break everyone's characters. Seeing as how I just started getting enough iron and possibly silver to finally progress, is there any place I can try to place this stuff for after the update? Maybe storing everything in chests on this planet and writing down the coordinates?

Personally I'm making a full backup of all the game files, so I can test the various possibilities without time constraints or having to get it right the first time.

Since one of the purposes of the new update is to test progression, I'm going to make a new character.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 07, 2013, 12:18:10 am
I found a Floppy Lady's Hat. Now I have to try and save a backup of this character, in the slim chance that his inventory can somehow survive.

Quickly, file wizards! Where should I put this hat to give it a chance to survive?
Anyone? I hear that the next update will break everyone's characters. Seeing as how I just started getting enough iron and possibly silver to finally progress, is there any place I can try to place this stuff for after the update? Maybe storing everything in chests on this planet and writing down the coordinates?

Personally I'm making a full backup of all the game files, so I can test the various possibilities without time constraints or having to get it right the first time.

Since one of the purposes of the new update is to test progression, I'm going to make a new character.

Who said anything about not making new characters?
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 07, 2013, 12:18:11 am
I'm fine with making a new character. I just don't want all this stuff I gathered (some useful, others purely cosmetic or decorative) to disappear into the ether. I will kinda miss his vaguely punkish look though.

@ FD: Which files should I grab? I don't think I can make a backup of the entire 3 gigs...
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 07, 2013, 12:19:48 am
I'm fine with making a new character. I just don't want all this stuff I gathered (some useful, others purely cosmetic or decorative) to disappear into the ether. I will kinda miss his vaguely punkish look though.

@ FD: Which files should I grab? I don't think I can make a backup of the entire 3 gigs...

The Character folder. Get the Universe folder as well if you're planning on stashing stuff in chests, though if your character doesn't work any more, it won't matter if the stuff was stored on your ship or on a planet.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 07, 2013, 12:24:11 am
So visiting a certain planet that you've previously altered with a new character won't show the stuff you've done? That's unfortunate. I wonder how one would transfer items between characters in that case.
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 07, 2013, 12:25:42 am
What are some of the more impressive random weapons (or even hard-coded uniques) that people have found? Any explosive multi-shot shotguns? Acid-blob grenade launchers? Rocket sniper rifles? Just something really cool or funny or pretty?

And is the floran armour (with energy regen) any good? Is it fast enough at regenning, or just a mild perk? I'll probably play as an Apex (because I can make one that looks like a dwarf), but unlimited ammo sounds like the racial mod of choice.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 07, 2013, 12:28:40 am
So I blew a bunch of money I won't need when my Apex gets deleted (Alas, Zaius, you were the best orangutan hominid reference I never cared that much about).

Holding up a shield prevents energy regen... which is useless EXCEPT when you're immune to bullets and returning fire over the top of a shield with your machine pistol. This is my new favorite thing.

Guns seem to be pretty good versus about level-3 things right now, and kinda workable in of-level situations. Hopefully the combat revamp makes them a bit more effective all around, coz i REALLY want a shield and pistol forever now.

@Sirus, If anything might work, I'd try making a house on some level 1 planet's dropzone, stashing everything in it, screenshotting the coords, THEN backing up the universe file and trying to replace it when the new version hits, so nothing's attached to your character or ship. It still might not work depending on how they're re-scaling all the planets, but that seems like your best bet to me. Just be prepared to lose everything anyway if that doesn't work.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 07, 2013, 12:32:24 am
Worth a shot. In fact, I just thought of something: making a backup of the character first, and THEN storing everything on the planet and making a backup of the Universe. Double the chances of things working out, right?
Title: Re: Starbound - We have lift off.
Post by: Jacob/Lee on December 07, 2013, 12:36:00 am
Spoiler (click to show/hide)
Truly, the Apex citizens know the right questions to ask. With the approval of Big Ape, of course.

Also, fun fact: I killed the first town guard thinking he was an enemy. Whoops. :P
Title: Re: Starbound - We have lift off.
Post by: kisame12794 on December 07, 2013, 12:41:14 am
I had a florean wonder if my avian god tasted like chicken.
Title: Re: Starbound - We have lift off.
Post by: Tack on December 07, 2013, 12:48:19 am
Yeah, it's a beta. You can't exactly get attached. Unfortunately.

My first character was a floran, because I was like 'that's cool. I'd like to be a plant person'.

then they're all savage and ssstab ssstab ssstab.

I accept this.


if any B12's are running a server, could we get it thrown in the OP?
Title: Re: Starbound - We have lift off.
Post by: Moghjubar on December 07, 2013, 12:53:21 am
Played for awhile, yep, lots of issues (lost a full stack of platinum ore due to the shift-click into container bug too, after cheesing bosses just so I could go to X sector just to find some since it wasn't anywhere I was looking otherwise).

Overall, potential.  More advanced than Terraria, much less finished.  Waiting for the big patch and a few tweaks before I try again.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 07, 2013, 12:55:07 am
I'm on a level 22 planet, with an assault rifle that one hits everything in a single shot... Well this is interesting. The damn thing doesn't even drain energy fast enough for me to worry. It is going to be a little sad when the combat is fixed, no more "One hit kills everything, including you" rule.

I get the feeling that in testing the concept they just spawned in gear that is a similar tier to the planet, but didn't consider that you need to actually enter on lower tier stuff.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 07, 2013, 12:58:25 am
I know its a beta and its possible to lose everything, but I've been playing every day since it came out and I just now got an iron bow. I can't play long enough each day to get these crazy high-tier things that folks are talking about, I can barely get out of the copper stage. I'd rather not have to play another three days just to get this far again if I can avoid it.

Also, human snow gear totally looks like the Rebel uniforms on Hoth in Empire Strikes Back.
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 07, 2013, 12:59:09 am
How do you work these spawners? I placed a guard spawner and it doesnt seem to be doing anything.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 07, 2013, 01:03:14 am
They take a little while. Once they spawn a person the spawner will disappear.

Guns seem to be pretty good versus about level-3 things right now, and kinda workable in of-level situations. Hopefully the combat revamp makes them a bit more effective all around, coz i REALLY want a shield and pistol forever now.

Guns are statted based on the level of the planet you bought them on. My guns from a level 40 world have stats appropriate for that; a 40/1.23/23 shotgun, paired 40/6.41/2 machine pistols, and so forth.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 07, 2013, 01:04:18 am
Snow armour is so overpowered right now.
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 07, 2013, 01:07:03 am
Warning: semi-random musings ahead.

Well, it seems that my issue from other games is persisting to Starbound as well. There is a layer of chests in my ship right now that are full from all of the random junk that I've collected.

Combat becomes significantly easier with a sword and board. My new sword makes it a little more interesting, though - it does more of a side swipe than an overhead swing like the starter does. It was not intentional, but the gun I mentioned much earlier is also one-handed, so I can use it with my shield as well. It may do a fraction of the damage of my iron bow, but it's much more fun to use.

My only glitch so far is me managing to somehow make my flashlight disappear from existence. It's been amazingly stable so far, considering it just came out.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 07, 2013, 01:16:00 am
They take a little while. Once they spawn a person the spawner will disappear.
If I use a spawner in my ship, will the NPC stay around forever?

Also, Day[9] is doing a LP...  :D
Title: Re: Starbound - We have lift off.
Post by: kisame12794 on December 07, 2013, 01:17:45 am
They should, unless they suffer an unfortunate accident.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 07, 2013, 01:20:24 am
Wonderful...
Also I've been testing out a different race. Humans are kinda interesting, I guess. I'm so used to having the delay on my attacks that I keep swinging early, and expecting things to die when they just don't. Gotta get used to spamming attacks again.
Title: Re: Starbound - We have lift off.
Post by: Jacob/Lee on December 07, 2013, 01:23:28 am
I found something out of a nightmare.
Spoiler (click to show/hide)
It was just standing on the edge of my screen when I was mining some coal, then it suddenly jumped at me right as I took the shot. The terrifying creatures are predictably the hostile ones, at least.
Title: Re: Starbound - We have lift off.
Post by: kisame12794 on December 07, 2013, 01:24:37 am
So, wait, is there an actual difference in the races besides cosmetics?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 07, 2013, 01:29:47 am
So, wait, is there an actual difference in the races besides cosmetics?
Yea, they get different weapons, and that affects their play style.
Hylotl get weapons that have very high damage, but are slow and have a delayed attack, so you need to time your attacks instead of spamming.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 07, 2013, 01:33:55 am
There are supposed to be more racial differences down the road, too.


@Whoever is going to try to stash their stuff so they aren't required to do all the annoying bits of the grind over: You don't have to make a backup of the whole universe file. You can search for planets you've visited/made changes to with their coordinates within the universe folder.

Potentially this also means that it could be very easy to share things like challenge maps; all you'd have to do would be build the thing in your game, save, and upload a copy of that world's file. Anyone who wanted to play it could just download the file, drop it in their universe folder, and be able to warp over and play with what you've built. Theoretically, of course, but I don't see why it wouldn't work, provided the creator's and user's versions are compatible.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 07, 2013, 01:39:37 am
So I set up a Tool Spawner in my ship. A floran merchant came out who sells Rope, Flairs and Bombs. Her quote when I walk near her is "Floran hope you not die!", its adorable! She is talking to another crewmate right now...
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 07, 2013, 01:40:50 am
I finally walked all the way across a planet! The secret is bandages. Lots of bandages.

I also found a chef hat.
Title: Re: Starbound - We have lift off.
Post by: Jacob/Lee on December 07, 2013, 01:45:15 am
Yep. All the bandages. Take your axe to a bunch of those giant fiber trees and make tons and tons of bandages. They've taken me through the boss, reaching the bottom of a planet, and multiple times all the way around others. Red combat stims a few times, too.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 07, 2013, 01:48:45 am
I finally walked all the way across a planet! The secret is bandages. Lots of bandages.

I also found a chef hat.

Bandages really need a nerf; something like Terraria's potion cooldown, maybe?
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 07, 2013, 01:52:21 am
I finally walked all the way across a planet! The secret is bandages. Lots of bandages.

I also found a chef hat.

Bandages really need a nerf; something like Terraria's potion cooldown, maybe?

Burn him!

They are perfectly fine as is, imo. Burgers are way better anyway.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 07, 2013, 01:53:41 am
I finally walked all the way across a planet! The secret is bandages. Lots of bandages.

I also found a chef hat.

Bandages really need a nerf; something like Terraria's potion cooldown, maybe?

Burn him!

They are perfectly fine as is, imo. Burgers are way better anyway.

Beds are also great, but you have to clear a space.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 07, 2013, 01:55:13 am
God dammit... The skeleton dragon got stuck in a wall... Right in my teleport point. Every time I try to teleport down I get hit and instantly die.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 07, 2013, 01:56:01 am
I've got a stimpack merchant spawner sitting in a chest, but haven't used it because I horde stims like no tomorrow.


Man, this though:

Quote
Potentially this also means that it could be very easy to share things like challenge maps; all you'd have to do would be build the thing in your game, save, and upload a copy of that world's file. Anyone who wanted to play it could just download the file, drop it in their universe folder, and be able to warp over and play with what you've built. Theoretically, of course, but I don't see why it wouldn't work, provided the creator's and user's versions are compatible.

I'm getting sort of hyped again, because once things have stabilized it'll mean I can easily make and transfer around a murderdungeon platforming area.

On a related note, now that I've had a chance to reflect, I actually really like the way they handled the techs. The current setup forces you to choose which one you're going to use before you're actually in a fight, while allowing you to switch up your choice in platforming sequences, in addition to choosing a loadout before you beam down, at least once you have >4. I really, really like the apparent intent behind that, because it adds a surprising degree of thought to the hacky-slashy-shooty-platformy action, by giving you a bunch of different tools to solve the problems thereof and letting you have at it. As it stands it's one of the most freeform aspects of the game.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 07, 2013, 02:24:22 am
In response to their latest bout of intended changes, I have to ask: why lose the 100 planet levels?

It's just losing the fidelity of the difficulty level in favor of a generally same difficulty across a sector.

Why not have, for instance, a level 1 planet be a Tier 1 planet with all Easy monsters? A level 2 would have very rare Medium monsters deep down to keep you on guard. A level 3 would have a little more Mediums, a level 5 would be mostly Mediums with a mix of Easy and Hard monsters in places, an 8 would be all Mediums and Hards, and a 10 would have all Tier 1 Hards, with an occasional Tier 2 Easy thrown in, for some out-of-depth challenge and a chance of good loot. Then continue the progression for the next tier, and so on. I think it'd be better than what they're aiming for right now.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on December 07, 2013, 02:32:06 am
So I set up a Tool Spawner in my ship. A floran merchant came out who sells Rope, Flairs and Bombs. Her quote when I walk near her is "Floran hope you not die!", its adorable! She is talking to another crewmate right now...

That's so awesome. I hope you can't accidentally kill those people. I'd be so paranoid.

I tried sticking a chef spawner I found in the 3D printer, and it just disappeared. Sad day.
Title: Re: Starbound - We have lift off.
Post by: alway on December 07, 2013, 02:47:06 am
So I set up a Tool Spawner in my ship. A floran merchant came out who sells Rope, Flairs and Bombs. Her quote when I walk near her is "Floran hope you not die!", its adorable! She is talking to another crewmate right now...

That's so awesome. I hope you can't accidentally kill those people. I'd be so paranoid.

I tried sticking a chef spawner I found in the 3D printer, and it just disappeared. Sad day.
You can accidentally kill them; I lost the doctor merchant by accidentally knifing him once.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 07, 2013, 02:53:32 am
Ok on killing the UFO... You want to build a tower of "Wood platforms" (Wow has Terraria prepared me for this) and have a weapon from the level 10 planet (meaning it has peirce 15)

Now... your armor should be full silver ANYTHING LESS means tons of damage.

And just have about 20 bandages and the UFO should be in the bag.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 07, 2013, 02:57:44 am
Ok on killing the UFO... You want to build a tower of "Wood platforms" (Wow has Terraria prepared me for this) and have a weapon from the level 10 planet (meaning it has peirce 15)

Now... your armor should be full silver leather ANYTHING LESS means tons of damage.

And just have about 20 bandages and the UFO should be in the bag.

Fixed.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 07, 2013, 02:57:59 am
Aww, starbound's getting a character reset soon :o
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 07, 2013, 03:06:31 am
Because there would be so many levels of planet that would be functionally identical more or less while accomplishing the exact same thing as ten levels more or less.

And is it ten levels overall, or ten levels per sector?

Like alpha has 1-10 in it, then beta has 1-10 as well, its just beta's 1 is as hardish as alpha 10. Or something.

So if there's ten tiers, it might as well have 100 levels
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 07, 2013, 03:13:14 am
I'd like to see fewer planets, encouraging people to stick around on certain planets longer to more fully exploit them.  Better cave generation would help a great deal I think.  Terraria had an excellent method of being able to reach incredible depth with only a bit of scaffolding, just a tricky navigation of cave systems.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 07, 2013, 03:14:14 am
Wow leather is overpowered.
Floran likes this.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 07, 2013, 03:27:05 am
I'd like to see fewer planets, encouraging people to stick around on certain planets longer to more fully exploit them.  Better cave generation would help a great deal I think.  Terraria had an excellent method of being able to reach incredible depth with only a bit of scaffolding, just a tricky navigation of cave systems.
I can get behind this totally. Right now we are pretty much playing 2001: A space odyssey; The game. You all remember that part where they keep flashing different colored alien landscapes, and at first it is really cool, but after a little while it just gets really boring? That is this exactly. The solution is to make players more invested in a single planet. That way exploring a different one actually feels alien. I would suggest:
1. Remove chests spawning on the surface, or if they do scale the loot so better stuff is deeper. Make players feel like they stand a better chance getting cool stuff from fully exploring a single planet, than quickly exploring many.
2. Remove the fuel system. You already gave a pretty good explanation of why it just forces players to only move forward. I would compensate by making the first quest about fixing your engine so you can jump within your solar system, and the second quest about upgrading it to move between systems, giving players more time to get settled on their initial planet.
3. Make it easier to find shops. Right now people just skim over the highest level planets hoping to find a weapon dealer, and over exposure to all these planets isn't good. I would implement space stations that are populated by most essential NPCs so that you don't have go to searching planets, you can just go there from your ship. They don't have to orbit every planet, or even be in every system, but the ability to just search around for the merchant would actually help I think.
4. Make creatures more varied. Right now every planet has the same set of creatures, just scaled with some numbers and slightly different appearance. I would prefer if only some planets had birds, and only some had bipeds, and so on. Also implement creature specific drops. Right now your tool defines what you get, not the monster itself. Makes everything feel way too samey.
5. Make more work benches. Enough that you don't want them all on your ship because it would be too cluttered! Enough that you want to actually plan out rooms. One for wood work to add crafting recipes for all those wooden items, and one for fleshy items and crystal items. Make us actually need a home base.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 07, 2013, 03:47:28 am
I feel like surface chests are fine, but yeah, definitely don't put anything terribly valuble in them. I feel like that'd do about as much as needs to be done honestly.

I kind've like the breadth of the universe! I like having a ton of planets. I feel like if people want to just skim planets they can do that. It seems like something that comes down to personal preference, because I personally hate long surface trips across planets, barring the occasional wild desire to walk in a single direction for a while. So I tend to hang around on specific planets for a while. Maybe some people like searching for temples, and that's fine too!

Fuel.... eh. I wouldn't whine too loudly if it went away, but I'd like for them to boost coal quite a bit. 4 for 1 maybe. As of now you really do have to dump quite a mass of coal into the ship for it to get anywhere meaningful.

Shops.... I could agree. Kinda seems to fall into the "make planets more interesting on the whole" thing I'd like to see, so yeah.

Creatures are plenty varied as far as I've seen, although it's certainly more of a fine detail thing, as far as differences go. More certainly can't hurt anything though. Probably something they'll work on as beta goes on.

Work benches..... eh. I'm not a fan, I'd prefer just preventing crafting on the ship, if they want to prevent that. Too many workbenches can get overwhelming fast. It seems like something simple, but early on I was regularly forgetting where what craft was, and more workbenches would only compound that.

So overall, I agree mostly, just in slightly different ways! Like usual.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 07, 2013, 03:50:57 am
Could I suggest that we make a Bay12 suggestion thread, either on Steam or on the Starbound official forum? I feel like this community is churning out excellent ideas, analysis, and constructive critique, but the devs aren't going to see it here. If everyone here just posts their ideas separately on the other forums, it might get lost in the pile of nonsense, but if we have one thread devoted to our feedback, it should get some real attention.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 07, 2013, 03:52:26 am
I certainly wouldn't argue with that! With that said I'm active on neither forum, so I move for someone else to do it. :P
Title: Re: Starbound - We have lift off.
Post by: Chattox on December 07, 2013, 03:55:49 am
Heh, and so the delays begin... :P
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 07, 2013, 03:59:53 am
Do it on both, that way it gets seen more.
Title: Re: Starbound - We have lift off.
Post by: sackhead on December 07, 2013, 04:09:01 am
an easy way to defeat the ufo is to summon him on a avion ship (the level 10 one where you get the guns)
stay below deck and the pirates will gun it down
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 07, 2013, 04:12:22 am
Quick question: how do you harvest plants? My wheat looks fully grown, but if I use the matter manipulator on it, I just get a single wheat seed. Do I need to do something else? Is it not actually grown yet? I am so confused...

If no one else wants to make a thread on Steam, I can do it, after I finish this current playing session (and my breakfast). I'm not on the Starbound forum though.
Title: Re: Starbound - We have lift off.
Post by: Nahere on December 07, 2013, 04:14:32 am
Hit e. If it is fully grown, it will harvest it, otherwise it will do nothing.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 07, 2013, 04:24:38 am
That. Also if you haven't, make a cookign table. It's pretty well hidden in the crafting table crafting interface, needs some wood and copper. Everyone seems to miss it, including myself! Makes crops a lot better. Bread will be your new best friend until you get a more impressive garden.
Title: Re: Starbound - We have lift off.
Post by: Tack on December 07, 2013, 05:22:31 am
Woah. I wish I'd read all this stuff on the penguin mothership before setting up the distress beacon.
Now I don't even know what to do. i've gone to a different planet to mine and bum around, but it sounds as though just hopping lvl10 planets is the way to go.

Edit: Nevermind. I went from 500 pixels to 0 because I kept dying whilst trying to reach what turned out to be an apex village with a food vendor.
Later, I tried to get into a robot domain, but they were all hostile.

Guess there is more than one difference between the races.
Title: Re: Starbound - We have lift off.
Post by: buckets on December 07, 2013, 05:27:27 am
I wish that a different kind of fuel would be implemented. Coal powered ships is a little silly, plus it's a massive resource sink.

Imagine if you had to build your own refueling station, and that the efficiency/tech level of it would determine the range of your ship. Wouldn't be great? You would end up with these little outposts setup all over the galaxy.
Title: Re: Starbound - We have lift off.
Post by: LordSlowpoke on December 07, 2013, 05:49:06 am
there was plutonium that could be used as fuel too, 6 for 1 i think?

i read in this very thread that was in asteroids so you need to lift your character all the way to orbit
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 07, 2013, 06:00:57 am
Discovered a duplication bug (but its probably been discovered before).

Spoiler (click to show/hide)

Killed the Gamma sector boss by placing about 30 guard spawners on a flat surface. It killed 27 of them in one hit (!!), but gitched out and 3 of the guards slowly shot it to death.

It also seems that the spawners spawn when you move a certain distance away from them. For example, if you place one in your ship, beam down and beam straight up again, the NPC spawns. Also works if you just walk a fair distance away from them and come back.

Now to mine some spoilerite.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 07, 2013, 06:04:38 am
I'm making a thread on the Steam forums right now. Link to come in a minute.

Bay12 Starbound Thread on Steam: http://steamcommunity.com/app/211820/discussions/0/648813728182979818/

Please go post your ideas/suggestions there, guys! I want them to make some of these changes we're all talking about. : )
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 07, 2013, 06:27:43 am
I wish that a different kind of fuel would be implemented. Coal powered ships is a little silly, plus it's a massive resource sink.

Imagine if you had to build your own refueling station, and that the efficiency/tech level of it would determine the range of your ship. Wouldn't be great? You would end up with these little outposts setup all over the galaxy.
well...coal powered ship is a bit silly however the ship can also accept raw lumber and plutonium ore as a fuel source as well.
Title: Re: Starbound - We have lift off.
Post by: Tack on December 07, 2013, 06:32:28 am
duplication bug
Doesn't work for me. Sure they didn't patch it out?
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 07, 2013, 06:48:24 am
I finally beat the UFO and oh my god so much stuff it's like I'm seeing in color for the first time
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 07, 2013, 06:49:05 am
duplication bug
Doesn't work for me. Sure they didn't patch it out?

*Fiddles with duplication bug*

Right, you have to press Esc on the keyboard. Clicking the X button with the mouse wont work.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 07, 2013, 07:48:40 am
So I've modded my ship to be bigger.

(http://i.imgur.com/xBgOgnd.png)

Anyone who wants to try and see what happens when I join the server? Will you not be able to move onto the added space so it's like personal place where you can store stuff? If so, it can make random MP games much safer.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 07, 2013, 07:58:43 am
You can mod any game files.

P.S. Got it looking right:
(http://i.imgur.com/ydvyLZq.png)

If anyone wants a two-store Apex ship, I can send you files. Gotta mod other races' ships too.
You will need a new character to play with it though, the game stores assets in saves.
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 07, 2013, 08:30:47 am
well...it worked...
I was looking through the files trying to see how many refinery objects needed to be made to make all block types refineable...135 different block types and with how the game is coded I needed to make a individual refinery recipe for each one...so i used some of the programing knowledge I've been learning and made a python script to grab the item name from the materials folder then write the files I needed
Long short story short, I've modded my game so that any block type is refineable so 5 dirt blocks equals 1 pixel, onto the crops...
Title: Re: Starbound - We have lift off.
Post by: LordSlowpoke on December 07, 2013, 08:33:41 am
You can mod any game files.

THE MODDING WIZERD HAS ARRIVED

are there any tutorials when it comes to modding the ship specifically? or did you figure all of this out on your own? i'd like to mod my ship a little, maybe even move the teleport pad and other stuff elsewhere
Title: Re: Starbound - We have lift off.
Post by: Tack on December 07, 2013, 08:42:32 am
duplication bug
Doesn't work for me. Sure they didn't patch it out?

*Fiddles with duplication bug*

Right, you have to press Esc on the keyboard. Clicking the X button with the mouse wont work.

... Is it sad that this is actually faster for me than just looking for silver?
Both activities seem just as repetitive.

Thanks
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 07, 2013, 08:45:02 am
You can mod any game files.

THE MODDING WIZERD HAS ARRIVED

are there any tutorials when it comes to modding the ship specifically? or did you figure all of this out on your own? i'd like to mod my ship a little, maybe even move the teleport pad and other stuff elsewhere

assuming its in steam...file path should be C:\Program Files (x86)\Steam\SteamApps\common\Starbound\assets\ships or your os equivalent. You will see an image along the lines of dropshipblocks, how you paint that will determine the ship I belive, you can add other items or materials through the .structure file in the same folder, I've been using notepad++ to modify things. but you will see the color code there so you can change either of them to modify your ship to how you want, but it only applies to new players.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 07, 2013, 08:47:54 am
Say, is anyone going to post in that Steam thread? I feel a little silly announcing that the Bay12 community is coming to offer their feedback, and then no one else shows up. : o
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 07, 2013, 09:07:50 am
... Is it sad that this is actually faster for me than just looking for silver?
Both activities seem just as repetitive.

Thanks
If you don't mind modding, try this:
https://www.dropbox.com/s/5ww5egr7g4rroz0/silverfix.zip (https://www.dropbox.com/s/5ww5egr7g4rroz0/silverfix.zip)
unzip it into your starbound folder, it will add a recipe and replace the silver ore file so it gives you the recipe on pickup of it.
it lets you craft silver ore for 75 pixels each(5 times what you get if you refined it).
this is what I'm trying to mod into the game, make pixels a true currency that has value to the player besides cosmetics and a side cost to items.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 07, 2013, 09:48:35 am
I'm currently wondering whether or not incurring a pixel cost for manually beaming up to the ship will be a benefit, or a detriment, to game playability. Kinda like the penalty for death, except maybe less than that amount. Combine with player-set spawn points, and/or storing the player's position and surroundings when a "save and quit" is done (or applying the same penalty for doing it off-ship), and you'll have an incentive for players to make safehouses and stay on a planet for as long as possible, without shuttling back and forth to the safety of the ship.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 07, 2013, 10:00:19 am
This game is getting more and more fun. I've decided to ignore the tiers and the bosses and all that, and just explore using what I have available from the start. Turns out, you can get many hours of enjoyment out of the game without ever fighting a boss.

The leather armor helps, once I figured out how to make it. And a better pick makes getting coal faster, so you can explore without too much worry about fuel. I'm currently on a level 2 arid planet. The sound you make when you walk across the bones... Oh my god it's perfect.

At night, I box myself in with dirt so nothing can get me, and head down. This time, I went really far down. At one point, I saw some silver embedded in an enormous wall of gravel. I decided to go for it, and from a distance, used the matter manipulator to remove a single tile of gravel. What I didn't realize was how far up the gravel (and above that, fine sand) went. The cave in lasted for several minutes, but I managed to stay safe. I didn't get my silver there, but it opened up a passageway down to some sort of ruins. There were beasties down there (nothing that could hurt me though), and loads of tiny little houses and streetlights, like some tiny gnome city had been built underground. There was also a great deal of silver and even some gold in the soft brick walls, so I mined and mined and mined.

I have no idea how long I was down there. I was underground for so long, I wasn't even sure I remembered what planet I was on. At last, I reached the bottom of the tiny town, and decided to head back up. It was a long way, but fortunately I was able to follow the trail of torches and blue dirt (from my starting planet) back to the top. My crops had finished growing and the sun was just coming up. I'm not sure if I was under for just the night, or a whole day. But man, that was fun. Time to move on....
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 07, 2013, 10:07:12 am
Just as a question - escape ropes return you to the surface, right? Or are supposed to?

Edit: Nevermind, its useless.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 07, 2013, 10:14:42 am
Look at this: http://community.playstarbound.com/index.php?threads/extended-ship-mod.39427/

Extended ship mod already! When mod support is gonna be there expect lots of total conversion mods :D. Some of them may come from me.
Title: Re: Starbound - We have lift off.
Post by: Tack on December 07, 2013, 10:16:29 am
Ah. So we Do have a server.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 07, 2013, 10:29:51 am
Anyone up to compiling a list of mods into a bay12 modpack and run a server with it?
I am thinking about big ships, metal-tiered material manipulator, more dungeon types, storable pixels and stuff like that all in one pack which we could just upload so all clients would have them?
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 07, 2013, 10:38:56 am
Adding items is remarkably easy.
Just modded in a little piggy bank item as a test, took about a minute.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 07, 2013, 10:40:05 am
Modding everything here is easy, it just takes a bit of time to draw stuff since it's a graphical, not ASCII game :D.
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 07, 2013, 10:50:05 am
seems fitting that this game will use the Steam workshop
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 07, 2013, 11:09:15 am
Could someone PM me the address for fivex's server?
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 07, 2013, 11:19:31 am
I'm having trouble playing the game right now, because of the incoming update. Not because of the wipe, although Cutefinger the Floran will probably be sorely missed, but because I can't help but notice how bad the existing combat/damage system is, especially further on. It's far too exponential - two levels of difference are either a near-insurmountable obstacle or a cakewalk. I just can't play it right now, knowing that it will be improved (or at least changed, maybe for the better) later.

I'm starting new characters instead, and playing on a single world like I'd play Terraria. It's fun so far. ^_^
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 07, 2013, 11:25:58 am
I'm having a similar problem. I don't care quite so much about the combat, since I'm avoiding it for the most part, but I really want to settle in and build an impressive base, and with the wipe coming so soon it'll be too much of a waste of time.

I suppose I could just build something and take lots of pictures to remember it by, learn some lessons about base building so that next time around I can do it better.

I really wish they'd make it free to travel to your home planet. That way, you could keep a permanent base without wasting fuel all the time to go back and add to it. Right now the "home planet" thing is just a useless bookmark.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 07, 2013, 11:36:22 am
If home travel were free why would you even have a fuel cost for any travel?
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 07, 2013, 11:40:45 am
You could have fuel cost for traveling to worlds you haven't been to. Or an increased cost, at least. Handwave it as subspace tunnelling or something - like the Zuul hyperdrive in Sword of the Stars.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 07, 2013, 11:41:50 am
You could say there is a beacon of some sort that is matched to your ship somehow, which calls the ship home without needing fuel. You only get one, so you still have to pay to travel elsewhere. It's no less logical than powering a spaceship with coal and wood.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 07, 2013, 11:45:06 am
We need growable trees and other fuel source choices before we need travel discounts.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 07, 2013, 11:46:22 am
They could make up for it by making travel to other planets cost more. The point isn't to discount travel, it's to give a purpose to the home planet. To make it something actually useful, because you can come back to it for free, so instead of keeping all your stuff on your ship (which you can currently get to for free), you can build a super sweet kickass base and keep your stuff there. It would give a purpose to all the building tools, as well.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 07, 2013, 11:51:38 am
Your ship is in orbit. It's not halfway across the galaxy. If moving an entire ship from a moon to its planet is 1 fuel, moving you down to the planet surface from orbit is trivial.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 07, 2013, 11:54:55 am
Your ship is in orbit. It's not halfway across the galaxy. If moving an entire ship from a moon to its planet is 1 fuel, moving you down to the planet surface from orbit is trivial.

On the other hand, it's a video game, and if fudging sci-fi logic a little bit makes the game a lot more fun to play, I don't really care if it makes sense or not. I'm sure someone can come up with a reasonable explanation for how it works. All I care is that building and home planets have a purpose in the game. I also don't care why the planets are in 2 dimensions, or why you never need to sleep, or where the toilets are in the game. It's a game, and the goal of development should be making it more fun.
Title: Re: Starbound - We have lift off.
Post by: GrayFox on December 07, 2013, 11:58:09 am
going to other planets is already pretty expensive, unless it's another planet around the same star
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 07, 2013, 12:03:15 pm
There are toilets. You can sit on them. What did you want? Greater hunger after using one? I tend to find books to read near at hand.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 07, 2013, 12:05:50 pm
I didn't even use trees for fuel, just the random coal I found near the surface of two or three planets kept me more than half full for more than a dozen system jumps.

As far as home planet, I'm assuming at some point the amount of raw stuff you want to store will simply be too much no matter the size of the ship (the preview ship upgrade graphic they posted showed your ships will eventually be 8x the current starter size IIRC) if you take into account furniture and staple NPC vendors and pet stables and decorations and crafting materials and stored gear for friends or alts or whatever. That point would make having a home base attractive instead of just stuffing every square inch of your ship with crates, because you'd need the space in your ship for farms and crafting stations and whatnot.

@Sappho
I am going to make a big balance issue post on the Chucklefish forums, but I'm hesitant to provide much feedback until I've had a chance to try the combat overhaul. I honestly don't expect the devs to dig through the steam forums very much because they're scattered across so many media all at once and the vast (extremely vast) majority of what they have to look through is illiterate noise.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 07, 2013, 12:14:37 pm
I suppose I should make an account on the Chucklefish forums then, and add my suggestion there.

Let me put it this way: is there any downside to making it free to return to your home planet? Once you've looted it, it would only be useful as a base. They could make it very expensive to change your home planet (setting up a new homing beacon, or somesuch), to stop people from just changing their home planet every time they find a good one. I don't see that it would unbalance anything. It would just make it more fun.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 07, 2013, 12:17:49 pm
There's been talk of massively terraforming your home planet. We'll see if that makes it in later on.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 07, 2013, 12:20:36 pm
A pixel cost for beaming to or from one's ship seems complicated. On the one hand, it would have what I see as the desirable of effect of causing players to carefully manage their resources and adventure more conservatively. That said, unless the cost scaled (and should it?), per planet level or type for instance, the fee would probably become trivial and stop contributing anything meaningful to the experience.

I personally like the idea of ship maintenance in addition to fuel requirements. The idea would be that, on occasion, during transit you might cross and asteroid field and get knocked around a little, or hear a loud, dissonant mechanical sound coming from the back of your ship. Events like these would subtract from your ship's condition. Once the condition was sufficiently low, you might have to pay more to use the 3D Printer and/or beam system (if relevant!), and eventually wouldn't be able to leave the orbit of your current planet with repairs.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 07, 2013, 12:25:14 pm
You know, they did consider having FTL-like combat at some point...

How about FTL-like events? A shop in orbit, a distress signal from the surface, an abandoned ship drifting in an asteroid field...

Naturally, some of these would be system-wide. I.e. you arrive in a system and immediately see any distress signals from planets in the system, and/or any stations and ships wherever.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 07, 2013, 12:27:36 pm
I didn't even use trees for fuel, just the random coal I found near the surface of two or three planets kept me more than half full for more than a dozen system jumps.

As far as home planet, I'm assuming at some point the amount of raw stuff you want to store will simply be too much no matter the size of the ship (the preview ship upgrade graphic they posted showed your ships will eventually be 8x the current starter size IIRC) if you take into account furniture and staple NPC vendors and pet stables and decorations and crafting materials and stored gear for friends or alts or whatever. That point would make having a home base attractive instead of just stuffing every square inch of your ship with crates, because you'd need the space in your ship for farms and crafting stations and whatnot.

@Sappho
I am going to make a big balance issue post on the Chucklefish forums, but I'm hesitant to provide much feedback until I've had a chance to try the combat overhaul. I honestly don't expect the devs to dig through the steam forums very much because they're scattered across so many media all at once and the vast (extremely vast) majority of what they have to look through is illiterate noise.
8x? Pfft. There's already a mod which turns your ship into a HUGE space station.

We need growable trees and other fuel source choices before we need travel discounts.
Temporary solution: \assets\objects\farmables\banana\bananaseed.object, add wood to drop items. It works in MP. Similarly any wood-like plant could do it.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 07, 2013, 12:39:26 pm
You know, they did consider having FTL-like combat at some point...

How about FTL-like events? A shop in orbit, a distress signal from the surface, an abandoned ship drifting in an asteroid field...

Naturally, some of these would be system-wide. I.e. you arrive in a system and immediately see any distress signals from planets in the system, and/or any stations and ships wherever.

This is one thing I'd really like to see. Both alerts like this, and destinations that aren't planets/moons. I'd love to come across an abandoned space station and carefully explore it, flashlight in one hand, handcannon in the other.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 07, 2013, 12:49:26 pm
Speaking of "flashlight in one hand". I find the Flashlight to be absolutely, utterly useless, except for brief stints underwater. Even with a one-handed sword and in the dark, you're better off putting down a torch, and holding a shield.

Coal and wood are so abundant that you can make enough torches on the starting planet to last you the whole game. Something seriously needs to be done about that. Torches are ridiculously useful. In Terraria, at least there was the issue that you couldn't place them more than a few tiles away from yourself. Here, the Matter Manipulator is simply too good.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 07, 2013, 12:53:36 pm
I make a conscious decision to not spam torches when exploring a planet at night for precisely that reason. The first time I spent a night walking through a jungle with a flashlight and machine pistol was one of my best experiences with the beta so far.
Title: Re: Starbound - We have lift off.
Post by: Jacob/Lee on December 07, 2013, 12:56:47 pm
Spoiler (click to show/hide)
Some of these creatures really are straight from nightmares. Imagine being stalked by something that projectile vomits blood all over you to kill.
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 07, 2013, 12:59:33 pm
Blood vomit is incredibly OP atm anyway.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 07, 2013, 01:01:25 pm
This game. I'm trying to love it. But every time I die, I don't shrug it off like I do in Terraria. Every death is punctuated with me slamming my desk and yelling 'FUCK!' because I just lost half my pixels, I have to trek all the way across the map AFTER THIS LONG-ASS ANIMATION. A ton of annoying little things can bunch up into one big reason I dislike playing Starbound in it's current form. Here's hoping the combat gets fixed.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 07, 2013, 01:02:01 pm
Spoiler (click to show/hide)
Some of these creatures really are straight from nightmares. Imagine being stalked by something that projectile vomits blood all over you to kill.

Even better when you have a dagger in one hand and a flashlight in the other and night is upon you.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 07, 2013, 01:04:14 pm
This game. I'm trying to love it. But every time I die, I don't shrug it off like I do in Terraria. Every death is punctuated with me slamming my desk and yelling 'FUCK!' because I just lost half my pixels, I have to trek all the way across the map AFTER THIS LONG-ASS ANIMATION. A ton of annoying little things can bunch up into one big reason I dislike playing Starbound in it's current form. Here's hoping the combat gets fixed.
Death became a lot more bearable after I just said "screw it" and edited in several thousand pixels.

It's pretty amusing how fast >10k pix reduces to <1k...

The walk is a thing, though, yeah. I guess there's maybe tech or something that would help with that? Dashes or... summat? I'unno, I've yet to find any tech whatsoever.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 07, 2013, 01:08:02 pm
I just got murdered by a giant pink cyborg pony-dragon. I love this game now.
Title: Re: Starbound - We have lift off.
Post by: Xardalas on December 07, 2013, 01:08:19 pm
This game. I'm trying to love it. But every time I die, I don't shrug it off like I do in Terraria. Every death is punctuated with me slamming my desk and yelling 'FUCK!' because I just lost half my pixels, I have to trek all the way across the map AFTER THIS LONG-ASS ANIMATION. A ton of annoying little things can bunch up into one big reason I dislike playing Starbound in it's current form. Here's hoping the combat gets fixed.

You can hit escape or space to skip the animation.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 07, 2013, 01:09:34 pm
I am currently trying to setup a server for me and my brother to play on.
I however.. fail miserably at setting it up and stuff..
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 07, 2013, 01:11:22 pm
This game. I'm trying to love it. But every time I die, I don't shrug it off like I do in Terraria. Every death is punctuated with me slamming my desk and yelling 'FUCK!' because I just lost half my pixels, I have to trek all the way across the map AFTER THIS LONG-ASS ANIMATION. A ton of annoying little things can bunch up into one big reason I dislike playing Starbound in it's current form. Here's hoping the combat gets fixed.

As above:

1. Esc cancels the respawn animation.
2. You can very easily edit the player config file to remove the death penalty.

The only real issue is that you can't change your beam-down point. I spent a good 90 minutes repeatedly crossing a planet because I kept dying in a level 40 Glitch castle.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 07, 2013, 01:12:35 pm
Also, once you get to that point where you have a full set of tier 2 gear... getting enough pixels for upgrades is ridiculously easy, and they are all but useless for anything else, unless you want to fabricate a bunch of props.

Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 07, 2013, 01:13:30 pm
I murdered the giant pink pony dragon (I realized it didn't have cyborg attachments) and it dropped a two-handed axe called the Robotdude that sets shit on fire.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 07, 2013, 01:18:11 pm
This game. I'm trying to love it. But every time I die, I don't shrug it off like I do in Terraria. Every death is punctuated with me slamming my desk and yelling 'FUCK!' because I just lost half my pixels, I have to trek all the way across the map AFTER THIS LONG-ASS ANIMATION. A ton of annoying little things can bunch up into one big reason I dislike playing Starbound in it's current form. Here's hoping the combat gets fixed.

You know you can hit escape to skip the animation, right? It takes about 5-10 seconds after death to get back to the planet.

edit: escape ninjas
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 07, 2013, 01:23:55 pm
I am currently trying to setup a server for me and my brother to play on.
I however.. fail miserably at setting it up and stuff..

There will never be a Bay12 server if people keep fracturing off.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 07, 2013, 01:31:28 pm
I am currently trying to setup a server for me and my brother to play on.
I however.. fail miserably at setting it up and stuff..

There will never be a Bay12 server if people keep fracturing off.
Well the server I used to be on is not up and running.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 07, 2013, 01:31:58 pm
I just discovered my first 2 Apex towns, on 2 planets in the same system. They are... awesome. Also, I love how I can steal everything, including what's nailed down, and they're fine with it as long as I don't draw my weapon.
Title: Re: Starbound - We have lift off.
Post by: Jacob/Lee on December 07, 2013, 01:41:35 pm
The Orwellian society they have is interesting. Pretty nice decorations all over their bases, too.

I kind of wonder how any of the civilizations are still alive. The largest establishments they have are a few dozen members at most, unless you're in the border sectors and the major cities are located elsewhere. Earth was apparently destroyed, too.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 07, 2013, 01:44:18 pm
So when is this save-breaking patch supposed to happen?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 07, 2013, 01:49:31 pm
sssssooooon
Probably a couple days.

I'm going back to Kerbals for a bit. No reason to play until EVERYTHING CHANGES.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 07, 2013, 01:50:09 pm
I believe they said they'd take the weekend to finish it. So Monday maybe, or possibly tomorrow night?
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 07, 2013, 01:50:17 pm
Cool. Once that happens I might pop up a 24/7 server.
Title: Re: Starbound - We have lift off.
Post by: Xardalas on December 07, 2013, 02:07:43 pm
That'd be nice. Though I can see other peeps raiding other peep's home's thinking their dungeons. :P
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 07, 2013, 02:10:08 pm
The more I think about it the more pleased I am with the revamp of combat. I think the game could have been okay with the current system if (and only if) they implemented another... say, 2 tiers of armor for every difficulty. If said armor was generic only (semi-forcing you to lose your race-specific bonuses for 2/3 of a tier every tier), that would still be sets at *2 and *8 levels every tier, so another 80 armor sets that you're constantly changing just to keep up. If you wanted to keep the racial bonuses, that's another 560 sets (including novakids) that need to be made, so it's far, FAR more efficient for them just to rework the combat balance as is and keep the release schedule mildly sane. I do hope there's a bit of hidden variance on the easy/normal/hard enemies per each content tier to keep combat fresher.

I also hope (and honestly assume this is the case) that there will be more critter attacks added in later. I'm looking at this stage as exactly what they promised: most of the advanced systems are out and will be added later once the base game is stable on as many platforms as possible. From their descriptions it seems like they'll add in stuff one mechanical system at a time to test each one adequately instead of dumping in the whole mess and having a massive convoluted bug report jumble to sift through before they can even begin fixing issues.

Plus it gives me new stuff to play with every patch for a while, and then on release when the story and questing system goes in I can have something new to look forward to then, as well.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 07, 2013, 02:10:26 pm
Or doing graffiti with the paintgun. I did that to an Apex lab, wrote "Humen wuz hear" across the walls.
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 07, 2013, 02:20:19 pm
I was redecorating my ship and I put a glitch clock on the wall.

Suddenly, tick... tock... tick... tock...
This is incredibly satisfying and I have no idea hwy.
Title: Re: Starbound - We have lift off.
Post by: cerapa on December 07, 2013, 02:21:29 pm
Or doing graffiti with the paintgun. I did that to an Apex lab, wrote "Humen wuz hear" across the walls.
...

I need a paintgun now.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 07, 2013, 02:24:51 pm
That'd be nice. Though I can see other peeps raiding other peep's home's thinking their dungeons. :P

I'm pretty sure you can't raid someone's home planet. You can visit but not take/destroy things, something like that. But you can set up dungeons on non-home planets full of loot for the taking...

Ohhhh this is gonna be fun.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 07, 2013, 02:26:36 pm
Nothing is secured. You could raid someones home on a server just fine. Same for their ship.
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 07, 2013, 02:31:41 pm
I was redecorating my ship and I put a glitch clock on the wall.

Suddenly, tick... tock... tick... tock...
This is incredibly satisfying and I have no idea hwy.
I just jumped to a new planet with the ticking clock. This is the best thing ever.
I can now warp trough time.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 07, 2013, 02:39:46 pm
Obviously we must now mod in a TARDIS ship.
Soon.
Soon...
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 07, 2013, 02:45:30 pm
Will it be bigger enough on the inside?
Title: Re: Starbound - We have lift off.
Post by: alway on December 07, 2013, 02:53:14 pm
The thing that annoys me thus far is a lack of special attributes on armor. Just having those 3 stats is boring. I want rocket boots, invisibility cloaks, all that fun wearable tech that makes armor interesting.

I'm actually kinda growing fond of the current combat system. Going down to a level 30 planet, fresh out of beta sector, feels really great. Everything on the planet will kill me and lay eggs in my chest; which is exactly how a dangerous alien planet should feel! You can then find a decent level 30 weapon pretty easy, making the rest of gamma sector essentially a "You can 1-shot them, and they can 1-shot you" sort of affair; which feels great to me. It's a hostile alien place, in which not paying attention will result in a quick death.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 07, 2013, 02:55:20 pm
Nothing is secured. You could raid someones home on a server just fine. Same for their ship.

Really? I swear I remember hearing something about securing your home planet so no one could mess with your stuff on a multiplayer server. Is it just not in yet, or did they change their minds?
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 07, 2013, 02:59:06 pm
Things learned in latest go: Water (liquids in general?) will happily drain out of a hole in the backwall, at least on the surface. Haven't tested below background transition, yet.

Fishcritter brineapple makes you go a lot faster, as well as jump higher... and apparently gives a nice chunk of regen, as well, and possibly heat, too. Tis pretty sexy.

Also legendary weapons can apparently get nice! Got a bonesword thing, that fires off an explosion that erupts into five arcing bone projectiles. It digs through soft material faster than my gold pickaxe, due to the notable larger block destruction radius.

And... has anyone else ran into the apex music player, yet? It... it is a thing.

Really? I swear I remember hearing something about securing your home planet so no one could mess with your stuff on a multiplayer server. Is it just not in yet, or did they change their minds?
Fairly sure it's just not in yet.
Title: Re: Starbound - We have lift off.
Post by: hachnslay on December 07, 2013, 03:08:37 pm

And... has anyone else ran into the apex music player, yet? It... it is a thing.


yes - it's in the apex living quarters top floors. the ones with free reeducation in the basement.

on a sidenote: I will stop playing this alpha now. it is in no way feature complete.
once it hits beta i will be back.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 07, 2013, 03:12:35 pm
That's actually not where I found it, I don't believe (the reeducation was in a different building well off in the distance, though part of the same (bloody huge) complex), but if you've turned it on you know of what I speak.

E:Actually, ..\assets\sfx\objects\jungeloveall.ogg. For the curious.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 07, 2013, 03:16:30 pm
That record player is an abomination. I'm going to make it my mission to destroy each and every one I find.
Title: Re: Starbound - We have lift off.
Post by: SHAD0Wdump on December 07, 2013, 03:18:24 pm
That record player is an abomination. I'm going to make it my mission to destroy each and every one I find.
And I'm going to make a point to play every one we find together so you take immediate notice.

... That and trolling you.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 07, 2013, 03:19:18 pm
One of these days ill fill your ship with barbed wire.
Title: Re: Starbound - We have lift off.
Post by: Baneling on December 07, 2013, 03:25:38 pm
One of the Apex building things has a basement reminiscent somewhat of an Aperture testing chamber, and said basement is filled with tesla spikes. Those sound like a fun thing to introduce to a ship en masse.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 07, 2013, 03:31:24 pm
One of the Apex building things has a basement reminiscent somewhat of an Aperture testing chamber, and said basement is filled with tesla spikes. Those sound like a fun thing to introduce to a ship en masse.
So Big Ape is essentially Cave Johnson?
Title: Re: Starbound - We have lift off.
Post by: Baneling on December 07, 2013, 03:33:51 pm
Nah. Not enough flaming lemons or idiotic diet aids in the Apex labs.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 07, 2013, 03:34:55 pm
Nah. Not enough flaming lemons or idiotic diet aids in the Apex labs.
That could be modded in, anyone up for the task? :p
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 07, 2013, 03:37:01 pm
Nah. Not enough flaming lemons or idiotic diet aids in the Apex labs.
That could be modded in, anyone up for the task? :p

WAIT.

Doesn't banana bread currently light you on fire?!
Title: Re: Starbound - We have lift off.
Post by: Baneling on December 07, 2013, 03:47:56 pm
That sounds...bizarre. I guess it pretty much fits in with the carnivorous plants, medieval robots with mammaries and sky pirates in a sci-fi setting.

As an aside, fivex, could I have the IP/password for your server?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 07, 2013, 03:49:57 pm
As an aside, fivex, could I have the IP/password for your server?
I could need access to it as well.
Do I have to make a new character tough? I don't mind really.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 07, 2013, 03:55:19 pm
So who is the one hosting the "real" bay12 server? Once they make a big wipe I may be willing to compile a modpack of the best stuff to throw into, so we would all start anew AND with mods.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 07, 2013, 04:02:28 pm
So who is the one hosting the "real" bay12 server? Once they make a big wipe I may be willing to compile a modpack of the best stuff to throw into, so we would all start anew AND with mods.
I won't claim mine as the 'official' bay12 server but I will be putting up a server that will (hopefully) run 24/7 after this big game-breaking patch comes out soon.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 07, 2013, 04:04:02 pm
Sounds like a good idea.
Also, I will be joining that server Forsaken.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 07, 2013, 04:15:28 pm
Nah. Not enough flaming lemons or idiotic diet aids in the Apex labs.
That could be modded in, anyone up for the task? :p

WAIT.

Doesn't banana bread currently light you on fire?!
It seems that all cooked food has the same effect.  Well, I believe bread, rice balls, and other "2x-single-ingredient" food doesn't, but anything cooked with multiple ingredients gives you haste, fire, and regeneration.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 07, 2013, 04:18:45 pm
So let's brainstorm and vote on mods we want, Forsaken!

Fix/important change:
1) My personal mod, replacing arctic infantry set.
Currently Arctif infantry set is too easy to get and it's A LOT of armor AND warmth.
Instead we will have: leather set ->fur set  ->copper/iron/...(etc) arctic set.
With growing armor tier appropriate to avaliable level and warmth.
2) Copper-iron-gold etc upgrades for matter manupulator, with pickaxe materials.
3) Mech bullet fix. Currently mech can barely scratch most monsters because it uses a very weak ammo.
4) Tentacle trees drop raw tentacles instead of wood, and similar fixes to tree-like things.

Resources:
5) Growable wood. Plants like banana trees yield a small amount of wood when harvested.
6) Charcoal. You can burn wood into charcoal in furnace.

Weapon speed rebalance:
7) Currently daggers seem like a poor choice in many cases. They should deal more elemental damage if they are imbued with one, and they should be generally faster.

Minor
8) Vanity item "open helm" to show head/face in any armor.


POSSIBLE:
- Rework of warmth meter if possible. Making some planets really cold (like moons which should have no atmosphere) so you would have to craft a "spacesuit" to walk on them.
- Custom ships with a mod of a choice, to allow more storage/personal space and for other reasons.



Please tell me what do you think is important in such a modpack.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 07, 2013, 04:23:58 pm
Are all those confirmed working mods?  I'd also suggest tiered shields and hunting knives, in that case, as well as craftable similar-tier guns.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 07, 2013, 04:25:41 pm
I'd vote for bankable pixels, preferably if someone can get a prettier implementation of them.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 07, 2013, 04:27:29 pm
Don't go making mods right now for the patch, especially since the snow infantry armor is being brought down to sane armor levels.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 07, 2013, 04:28:18 pm
Deon: The upcoming update includes a pretty steep nerf to the Arctic armor, so that it's a proper tradeoff of armor vs. warmth. High tier armor already has sufficient warmth to make even things like moons a non-issue.

Things I'd like to see:

-Pixel storage.
-Upgraded 3D printer, with the ability to (at the very least) scan and print the blocks used in the construction of the various faction towns/bases/etc.
-Uranium/Plutonium rods as a very efficient fuel source. I'm okay with the ore being only marginally better than coal, but rods apparently can't be used as fuel at all. A ratio of 1 Uranium rod -> 400 fuel/1 Plutonium rod -> 800 fuel seems to be roughly in keeping with their rarity, while also giving us a viable alternative to collecting massive amounts of coal/wood.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 07, 2013, 04:32:08 pm
Keep in mind that many people are reporting mods don't work well right now on mp.
Title: Re: Starbound - We have lift off.
Post by: alway on December 07, 2013, 04:35:34 pm
Deon: The upcoming update includes a pretty steep nerf to the Arctic armor, so that it's a proper tradeoff of armor vs. warmth. High tier armor already has sufficient warmth to make even things like moons a non-issue.

Things I'd like to see:

-Pixel storage.
-Upgraded 3D printer, with the ability to (at the very least) scan and print the blocks used in the construction of the various faction towns/bases/etc.
-Uranium/Plutonium rods as a very efficient fuel source. I'm okay with the ore being only marginally better than coal, but rods apparently can't be used as fuel at all. A ratio of 1 Uranium rod -> 400 fuel/1 Plutonium rod -> 800 fuel seems to be roughly in keeping with their rarity, while also giving us a viable alternative to collecting massive amounts of coal/wood.
Actually, I've found pretty big clusters of uranium in gamma sec when I get down to the bottom of a very massive planet.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 07, 2013, 04:36:49 pm
Some dude posting to reddit also found a decent chunk of uranium on a large asteroid.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 07, 2013, 04:43:37 pm
Uranium can be found on tier 1 planet, on asteroids.

Deon: The upcoming update includes a pretty steep nerf to the Arctic armor, so that it's a proper tradeoff of armor vs. warmth. High tier armor already has sufficient warmth to make even things like moons a non-issue.

Things I'd like to see:

-Pixel storage.
-Upgraded 3D printer, with the ability to (at the very least) scan and print the blocks used in the construction of the various faction towns/bases/etc.
-Uranium/Plutonium rods as a very efficient fuel source. I'm okay with the ore being only marginally better than coal, but rods apparently can't be used as fuel at all. A ratio of 1 Uranium rod -> 400 fuel/1 Plutonium rod -> 800 fuel seems to be roughly in keeping with their rarity, while also giving us a viable alternative to collecting massive amounts of coal/wood.
Yes, I forgot to mention ability to convert pixels to blocks. It's a good idea and a mod.

Don't go making mods right now for the patch, especially since the snow infantry armor is being brought down to sane armor levels.
I will make modpack right AFTER the patch, at least I plan to.

Keep in mind that many people are reporting mods don't work well right now on mp.
Those people just don't know how to unzip or unpack archives. I've tried it and it works perfectly, on different computers too. Even if files are totally different the data is sent without any OOS errors.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 07, 2013, 04:55:15 pm
You know...
Why are all the starbound wikis still seemingly displaying pre-release information?!?! O_O
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 07, 2013, 04:55:34 pm
People are too busy playing the game to update them?
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 07, 2013, 04:57:53 pm
All the information is about to become outdated with the balance overhaul?
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 07, 2013, 04:59:05 pm
I'd like to see fewer planets, encouraging people to stick around on certain planets longer to more fully exploit them.  Better cave generation would help a great deal I think.  Terraria had an excellent method of being able to reach incredible depth with only a bit of scaffolding, just a tricky navigation of cave systems.

My method is: choose a 3 wide point on the surface, make a 3x3 hole, put one platform in the middle top (basically so you can just walk across).

Dig down using pickaxe, 3 wide, as deep as possible, falling down into lava, whatever. Save and exit.

Once you're back up, put a second platform at the perfect maximum distance for a maximum jump (I don't remember exactly, might need some trial and error). Then, stand on the top platform, while hovering with the mouse on the 2nd platform. Now, just jump down one platform, click, jump down, click... ad infinitum (every 3 platforms put a torch or sumthin, then hover again, jump down, click, etc.)
Title: Re: Starbound - We have lift off.
Post by: Graknorke on December 07, 2013, 05:23:08 pm
It sure would be nice if you could just plug improvement modules into the matter manipulator, rather than actually making tools. It's rather silly that space-age technology designed to move things around is worse at its job than a pointy rock.

EDIT: Also having a hotbar full of tools is frustrating as a limit of how many utilities you can have ready.
Title: Re: Starbound - We have lift off.
Post by: Mookzen on December 07, 2013, 05:25:46 pm
Are there patch notes  ?
Title: Re: Starbound - We have lift off.
Post by: Simmura McCrea on December 07, 2013, 05:57:51 pm
How the hell are you supposed to kill the penguin UFO? My weapons barely scratch it and I get obliterated by it or the penguins it spawns really fast.
Title: Re: Starbound - We have lift off.
Post by: fivex on December 07, 2013, 06:05:26 pm
Spoiler (click to show/hide)
What did you guys do to the server?
In any case, it should be fixed now.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 07, 2013, 06:06:26 pm
How the hell are you supposed to kill the penguin UFO? My weapons barely scratch it and I get obliterated by it or the penguins it spawns really fast.
Get silver armor, it helps.

As for weapons, see those throwing daggers? They pop up in chests sometimes and they are ridiculously effective if you collect enough of them.
Title: Re: Starbound - We have lift off.
Post by: Graknorke on December 07, 2013, 06:30:34 pm
As for weapons, see those throwing daggers? They pop up in chests sometimes and they are ridiculously effective if you collect enough of them.
All I can read is ninja stars.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 07, 2013, 06:35:44 pm
Dammit! I should have made an Avian who looks like an owl and called him Dr. Hoo!

How the hell are you supposed to kill the penguin UFO? My weapons barely scratch it and I get obliterated by it or the penguins it spawns really fast.
That is because you are using level 5 weapons against a level 9 boss, and with the current system that just doesn't work. The solution is to wander across level 10 desert planets until you find one with an anchor, climb up there and you will find a weapon merchant somewhere. They will sell gear that actually makes a scratch.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 07, 2013, 06:39:25 pm
As for weapons, see those throwing daggers? They pop up in chests sometimes and they are ridiculously effective if you collect enough of them.
All I can read is ninja stars.
I am now sad I did not take a picture of the shuriken plants.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 07, 2013, 06:41:56 pm
How the hell are you supposed to kill the penguin UFO? My weapons barely scratch it and I get obliterated by it or the penguins it spawns really fast.

Leather armor, plink at it with an iron hunting bow. With a pile of bandages it should be pretty easy, just be sure to kill penguins as they crop up. Silver armor is also acceptable as Twi said earlier. Dunno about throwing daggers, but they're probably better then the iron hunting bow!

Took me about fifteen minutes with leather and bow.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 07, 2013, 06:47:15 pm
I myself did it once with insufficient daggers and an iron bow by finding a little alcove at an angle to him where I could snipe.

...Then the molten core despawned after me crouching for like, ever. RAGE!

Cheesed it later, though. :p
Title: Re: Starbound - We have lift off.
Post by: Max White on December 07, 2013, 06:49:32 pm
First time I used an iron bow and cheesed it to all hell.
Second time I used a sniper rifle and it felt like an actual fight. This game is actually very well balanced, if you have the exact right gear they thought you would have, and that is pretty hard to achieve, especially as far as armor goes.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 07, 2013, 06:51:28 pm
TLDR: Armor penetration makes the scaling ridiculously sharp at the moment. The new update is certainly one way to change that.

I myself am not sure which is better :v
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 07, 2013, 07:00:30 pm
I'm personally looking foward to the patch, since the current armor penetration makes a bit too narrow a difficulty curve. Combat isn't exactly hard even when you're outmatched but it's not exactly rewarding feeling either with the huge risk versus the small reward past a point.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 07, 2013, 07:02:27 pm
Yeah, the instakill junk gets old fast. Definitely looking forward to the update.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 07, 2013, 07:06:41 pm
I'm planning on saying farewell to Seaus the Samurai and starting anew. Experience the new curve from the start.
Part of being a beta tester is doing the same thing over and over and telling the devs how much worse it is now on their forums, after all!
Title: Re: Starbound - We have lift off.
Post by: Twi on December 07, 2013, 07:10:23 pm
The thing is that it probably could be solved just as well by just, y'know, making the AP multiplier less pronounced. Tweak one number!

Hmm.
Title: Re: Starbound - We have lift off.
Post by: Tack on December 07, 2013, 07:17:18 pm
What is an asteroid? Is it just a small 'Moon' class planet? Or is it seperate?

And I'll be happy to join Forsaken's server.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 07, 2013, 07:18:11 pm
You have to go waaaaaay up on any old planet, i.e, into spaaace, and then some stuff shows up.

Also it's INSANELY cold.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 07, 2013, 07:18:52 pm
I'll probably join Forsaken's server.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 07, 2013, 07:19:16 pm
What is an asteroid? Is it just a small 'Moon' class planet? Or is it seperate?

And I'll be happy to join Forsaken's server.
From what I can tell, they're actually part of planet maps, just at very high altitude.


I will also be joining the forsaken party.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 07, 2013, 07:19:39 pm
What is an asteroid? Is it just a small 'Moon' class planet? Or is it seperate?
Try going as far up as you possibly can.
A fair warning tough, it's pretty cold up there.


What Twi & Flying Dice said.
Title: Re: Starbound - We have lift off.
Post by: ragnar119 on December 07, 2013, 07:20:51 pm
Man, why dont they implements something like building  mining/farming  posts, so you can leave the planet and come back to take the resources later. You would also needs guards to defend the posts, workers and maybe even some events like pirates raids and similar, where you will need to defend your post.

Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 07, 2013, 07:31:49 pm
Man, why dont they implements something like building  mining/farming  posts, so you can leave the planet and come back to take the resources later. You would also needs guards to defend the posts, workers and maybe even some events like pirates raids and similar, where you will need to defend your post.

You can craft spawners that will make NPCs and guards for your race, as well as find special ones that spawn merchants. You can build planetary bases (even if they're pretty pointless for now). As for special events: I'd like to see stuff like that, but it's not as important as fixing glaring issues with core mechanics and the issues that are preventing Mac and WinXP users from playing at all.
Title: Re: Starbound - We have lift off.
Post by: ragnar119 on December 07, 2013, 07:38:11 pm
Man, why dont they implements something like building  mining/farming  posts, so you can leave the planet and come back to take the resources later. You would also needs guards to defend the posts, workers and maybe even some events like pirates raids and similar, where you will need to defend your post.

You can craft spawners that will make NPCs and guards for your race, as well as find special ones that spawn merchants. You can build planetary bases (even if they're pretty pointless for now). As for special events: I'd like to see stuff like that, but it's not as important as fixing glaring issues with core mechanics and the issues that are preventing Mac and WinXP users from playing at all.
I know you can, but my suggestion would actually make a reason to do it on every planet.


Also for people that use win xp (I am using it), there is hot fix on this thread:
http://community.playstarbound.com/index.php?threads/post-here-if-you-are-an-xp-user-crashing-at-chucklefish-logo.34593/page-36
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 07, 2013, 07:45:59 pm
You know what all these games need? A "drillevator". Basically you build a machine on the surface, that's sort of like a winch with a box with a drill on the bottom, you climb in, and then you just dig down by moving down! Maybe slowly, maybe using fuel, I don't care. But I always hated making the mining shaft...
Title: Re: Starbound - We have lift off.
Post by: Tnx on December 07, 2013, 07:47:32 pm
Or if you could load fuel into it and come back later to check on its progress.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 07, 2013, 07:49:25 pm
You know what all these games need? A "drillevator". Basically you build a machine on the surface, that's sort of like a winch with a box with a drill on the bottom, you climb in, and then you just dig down by moving down! Maybe slowly, maybe using fuel, I don't care. But I always hated making the mining shaft...
They do have a suggestion board, I think it would be received well there.
Title: Re: Starbound - We have lift off.
Post by: sackhead on December 07, 2013, 08:05:20 pm
You know what all these games need? A "drillevator". Basically you build a machine on the surface, that's sort of like a winch with a box with a drill on the bottom, you climb in, and then you just dig down by moving down! Maybe slowly, maybe using fuel, I don't care. But I always hated making the mining shaft...
the elevator in the clonk (http://www.clonk.de/ce.php?lng=en) series works like that

Title: Re: Starbound - We have lift off.
Post by: Frumple on December 07, 2013, 08:14:45 pm
You know what all these games need? A "drillevator". Basically you build a machine on the surface, that's sort of like a winch with a box with a drill on the bottom, you climb in, and then you just dig down by moving down! Maybe slowly, maybe using fuel, I don't care. But I always hated making the mining shaft...
Mining mech. Just a giant drill you drive around, digging through the ground.
Title: Re: Starbound - We have lift off.
Post by: Walter Sullivan on December 07, 2013, 08:58:45 pm
I think I'm in love with the music system in game, even though sometimes it's hard as hell to make a song play nicely(this ABC notation can be a b*tch sometimes).  :P

Since the update is gonna (maybe) delete the characters, I "cheated" and created a guy with all the music instruments and a cool outfit.

Here's a video I just uploaded showing how awesome the music system is: https://www.youtube.com/watch?v=xf9Q9uz0b7g 
That's me playing We Got Power from Dragon Ball Z.
Title: Re: Starbound - We have lift off.
Post by: Walter Sullivan on December 07, 2013, 08:59:31 pm
Oops, tried to edit the other post and quoted it instead. Sorry, don't know how to delete this now  :-[
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 07, 2013, 09:12:10 pm
I'd settle for a normal elevator honestly.

Also yeah, if little mining settlements you can automate to a degree aren't planned, it'd be great if they were in some respect. I love making little planetary settlements, but they're pretty pointless now, as flying dice said earlier.

I should probably post this in that thread sappho posted on the steam forums.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 07, 2013, 09:13:00 pm
Anyone know what, if anything, the hiking backpack does? Or is it just for looks. Doesn't add space.
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 07, 2013, 09:21:50 pm
I will be in the Forsaken party too :)
Title: Re: Starbound - We have lift off.
Post by: Twi on December 07, 2013, 10:05:19 pm
WERTYMONSTER.

...I just wanted to say that.

Carry on, old chap from the land of cracking knuckles.

Off topic, do we happen to have a CW3 thread about?
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 07, 2013, 10:06:52 pm
WERTYMONSTER.

Oh you.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 07, 2013, 10:30:37 pm
Question: Have other races always been able to make shields? Because Hylotl sure can't...
Title: Re: Starbound - We have lift off.
Post by: Twi on December 07, 2013, 10:31:24 pm
The shield gets craftable at steel tier, IIRC. For my floran, and it's a pretty non-distinct shield.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 07, 2013, 10:35:04 pm
I can make an iron shield as a hylotl. She was made after the leather armor update though.
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 07, 2013, 10:37:16 pm
well...after finishing most of the mod that I was trying to make, I decided to also mod in learning the blueprint to things just by picking them up...didn't work out so well as it turned ALL of my blocks and ores into perfectly generic objects that doesn't retain its data  :'(
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 07, 2013, 10:38:09 pm
There are a variety of shields you can get in-game. Are they all identical? I just got a nice new one from a lv20 planet.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 07, 2013, 10:39:29 pm
Identical in stats, of which there are none.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 07, 2013, 10:45:50 pm
Friend of mine found some lore in a human base!


Spoiler: USCM Field Handbook (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 07, 2013, 10:46:20 pm
There are different shields though, the item data lists a basic and advanced shield, which have different sprites.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 07, 2013, 10:49:11 pm
I find getting past 2nd tier is kind of silly.

It is essentially like that Spongebob episode where he makes a perfect circle by erasing the details off of a realistic drawing of someone's face he did himself.
Title: Re: Starbound - We have lift off.
Post by: azurelao on December 07, 2013, 10:54:51 pm
Is there a server most of the people play on? Does anyone mind giving the IP?
Title: Re: Starbound - We have lift off.
Post by: coolio678 on December 07, 2013, 11:03:30 pm
So I raided my first dungeon. Luckily, it was an Avian tomb, and I was an Avian named Sunfeet. I really liked having the first-hand knowledge of what the masks on the walls meant, and the gongs, etc. It had a pretty cool atmosphere. Granted, the AI is a bit thick right now, so the guards shuffled toward me in single file, saying "You killed [bird name]!" before getting chopped themselves.
For loot I got several stim packs of various colors, some silver bars and gold ore, bones, books, meat (yum), and an absolute buttload of crappy weapons (That is actually what the game classified them as). I'm now planning on taking the bricks and various statues, and converting my house into an Avian temple kinda thing.

Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 07, 2013, 11:18:22 pm
Shields have different block values based on the level you find them at. I found one in a USCM base that had better blocking than the one I was using. Old one I still took 5 damage, new one is a complete block.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 07, 2013, 11:29:26 pm
Really? I've had the same shield for awhile now and the level of the enemy determines how much damage I take. Another AP scaling thing?
Title: Re: Starbound - We have lift off.
Post by: umiman on December 07, 2013, 11:34:12 pm
I found a piece of USMC lore, too. Can't remember the exact writing, but it was basically a retreat order, ordering all remaining human military bases to be on high alert.
USCM.
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 07, 2013, 11:50:58 pm
Found some Avian lore. "The Kluex Delusion" by Rochard Hawking.

I laughed.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 07, 2013, 11:56:32 pm
I started on a planet with two USCM bases. Found about four lore. One where some guy talked about wanting to go topside and his CO bitching him out for saying he saw a bird person and a plant person talking to each other and telling him to go to the shrink. And another saying they were opening all USCM bases to the local populous' because the aliens kept thinking they were shops. Also pondered the possibility of alien recruits.

Other two were previously stated.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 12:01:22 am
I like that they're fleshing out the races this way, it's neat!
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 12:05:14 am
I find getting past 2nd tier is kind of silly.

It is essentially like that Spongebob episode where he makes a perfect circle by erasing the details off of a realistic drawing of someone's face he did himself.
...
Can this analogy actually be explained?
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 08, 2013, 12:15:38 am
I'll take a swing at "a lot more contrived than it needs to be"
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 12:20:37 am
Ah... Yea.
Also Burrhus Skinner would be turning in his grave at the sheer amount of pixels all these things cost! If you can't make combat fun enough that we would opt into it, the solution isn't to force it on us with this grinding...
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 08, 2013, 12:23:17 am
Wait, are you talking about armor/weapons or printing stuff from the 3D printer? Because in the case of the former I don't think I ever had to grind pixels; one full surface exploration or surface->hell dig usually nets at a bare minimum a few thousand, assuming you don't die repeatedly. By top tier, I easily make 5k pixels just circumnavigating an X-sector world.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 12:28:54 am
The game in general.
A cost to scan is the high of forcing people to part with their money just to make them grind more.
Title: Re: Starbound - We have lift off.
Post by: Brotato on December 08, 2013, 12:38:52 am
I think I'll take a swing at the forsaken server when it comes to be.

In other news, does anyone know how to make your own songs with musical instruments?
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 12:47:42 am
The game in general.
A cost to scan is the high of forcing people to part with their money just to make them grind more.

I really feel like it's okay. If you go mining you et plenty, and as long as you don't shy away from the combat (it's really not THAT bad besides the hardass scaling, I'm not sure what people expected from a platformer. It could certainly be more COMPLEX, but would it be better? I'm not saying it's the best combat system right now, but for a platformer it works. Certainly not bad enough to want to abstain entirely.), it works fine. The refinery also generates a pretty intense amount of pixels if you, again, go mining.

I've never felt short of pixels, admittedly I've never replicated anything but I have a huge excess of them. If you were trying to outfit a huge mansion with big fancy stuff sure, it'd be heavy on the pixels, but that's a goal in and of itself isn't it? There's plenty of ways to get them once you get the molten core, provided you go mining.

I do admit that most of the neat stuff being behind the molten core is an issue in and of itself though.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 08, 2013, 12:51:24 am
There's a hell??

Also, I think scanning costing pixels is just grindy. I parted with half my entire pixel supply at lv6 just to scan an Avian fountain I wanted to preserve. :C
Why can't I scan everything I want just to preserve it all q_q
Title: Re: Starbound - We have lift off.
Post by: Twi on December 08, 2013, 12:54:03 am
There's a hell??

Also, I think scanning costing pixels is just grindy. I parted with half my entire pixel supply at lv6 just to scan an Avian fountain I wanted to preserve. :C
Why can't I scan everything I want just to preserve it all q_q
IF you define a sea of lava as 'hell'. Not much interesting aside from ores sometimes showing up when you place solid blocks there.

Also, yes it is. You're korean, you know grindy. xD

*Twi attempts to apply stereotypes for comedic effect!
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 08, 2013, 01:00:00 am
The whole scanning system is seriously messed up.

There should be NO pixel cost to scan. The idea is ludicrous. You're already destroying an item to do it - isn't that enough!?

I hate hate hate the scanning system, mostly because I actually want what it promises. I don't want to have to play for several hours just to scan 3 items, which I then can no longer use to decorate. It's a days worth of effort if you just want copies of several things, it's absurd.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 08, 2013, 01:09:48 am
I'd really like it much bettwr if scanning was free. I don't mind things being destroyed, cuz my aim is to archive ALL the furniture.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 08, 2013, 01:09:48 am
... maybe the trash should feed into it? Possibly along with pixels and, like, everything else you feel like sticking into it. Ditch the scan cost, convert the pixel cost to just some sort of generic "matter" cost that anything can feed in to (perhaps with pixels being more efficient than normal, I'unno.). Might be an intended upgrade for future versions, actually...
Title: Re: Starbound - We have lift off.
Post by: Tack on December 08, 2013, 01:10:48 am
Yeah, on the modding we could certainly use later progressions of bow...
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 08, 2013, 01:13:02 am
Yeah, on the modding we could certainly use later progressions of bow...
Is Iron the last?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 08, 2013, 01:14:13 am
Yeah, scanning is idiotic. The whole printer is, honestly. Here's my ideal:

-No cost to scan, item is not destroyed.
-Small cost to print.
-Anything can be scanned or printed; attach much higher costs to printing weapons/armor/ore/bars/etc. So for example if it costs 1p to print a single concrete block, 25p to print an office desk, etc., have it cost 500p to print a ~level 5 sword, 3000p to print a level 40 gun, 2000p to print a diamond, etc.

That'd give you the utility it should have (easily making building supplies and props to order), give you a way to circumvent the worst of the grind if you're careful about saving pixels, but not let you just ignore having to mine by printing off all the bars you need. Also, it would give you a legitimate way of sharing a cool item you found with a friend, rather than duping/using an inv editor/not being able to share it because it's fuck-off hard to find.

Basically it should still be available as a wealth dump (got more money than you can use? line your ship's walls with impervium blocks!) without making it useless for the apparent purpose (easing the pain of building by providing a ready source of exactly what you need through game mechanics rather than cheating).

Yeah, on the modding we could certainly use later progressions of bow...
Is Iron the last?
Steel. After that there are no more and it's useless.
Title: Re: Starbound - We have lift off.
Post by: Furtuka on December 08, 2013, 01:17:02 am
what form does this lore everyone is talking about take? How do you find it?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 08, 2013, 01:18:56 am
Search containers, mainly bookshelves and desks(?). You'll find books; equip them and use them, and it'll add a codex entry.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 08, 2013, 01:22:22 am
Pixels act as a form of currency, but the fact that you can refine them from ores reminds me, ironically, of a little catch from Sid Meier's Alpha Centauri- energy as currency, or in this case, a sort of universal "essence." I'm quite partial to this idea, and think it could be taken further, with pixels being used for various conversions and ship/equipment functions.

If it's the grind that bothers people, perhaps the drop rate and amount for pixels should be increased and the scanning costs reduced, but not wholly eliminated?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 01:27:11 am
I'm enjoying playing with an SSS combo, that is Short Sword and Shield. Basically you wait until then run into you then turn around and stab them... Thinking of switching to dagger just to make the counter attack faster, as sometimes they manage to get away.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 01:27:19 am
I really think it's fine with the refinery. Copper bars convert into 10 pixels a pop, ore into 5 pixels a pop so if you just go for all the ore you find it should be fine. I've got 550 or so copper ore just from mining around. It rewards you for mining, and hanging out on a planet to mine.

The 3D should definitely be able to print more stuff, and blocks certainly shouldn't be more then a few pixels a pop.

I'd really not see the 3D printer become "seen a block? You get it forever for what is basically no cost!", and make pixels almost useless in the process. It seems like a creative mode of sorts would be better for that sort've thing.

If they do add more uses for pixels I could see the costs going up, but I think they're fine for now.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 08, 2013, 01:33:01 am
Well, I finally made my robot. Turned him on and was one-shotted before I could even move away. When I respawned, it was nowhere to be found. : /
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 01:37:20 am
Well, I finally made my robot. Turned him on and was one-shotted before I could even move away. When I respawned, it was nowhere to be found. : /
I'm sorry, but you can never truely be my robo-father.
*BAM insta-gib*
I must go find my one true place now. Good bye, bloodied corpse. You were my greatest friend.
Title: Re: Starbound - We have lift off.
Post by: Neyvn on December 08, 2013, 01:43:04 am
UGH... Trying to set up a server for a group of friends and myself but I keep having troubles...
Been following the most common guide but there is a slight problem. I can connect to my server, but they keep getting Port Connection Errors...
I have forwarded the port as well so I have no idea what I am doing wrong...
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 01:48:57 am
Well, I finally made my robot. Turned him on and was one-shotted before I could even move away. When I respawned, it was nowhere to be found. : /

Thank you for making me finally realize those robot parts are for the boss, and not for a robot buddy that will bound about and generally be my friend.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 08, 2013, 01:50:17 am
I really think it's fine with the refinery. Copper bars convert into 10 pixels a pop, ore into 5 pixels a pop so if you just go for all the ore you find it should be fine. I've got 550 or so copper ore just from mining around. It rewards you for mining, and hanging out on a planet to mine.

The 3D should definitely be able to print more stuff, and blocks certainly shouldn't be more then a few pixels a pop.

I'd really not see the 3D printer become "seen a block? You get it forever for what is basically no cost!", and make pixels almost useless in the process. It seems like a creative mode of sorts would be better for that sort've thing.

If they do add more uses for pixels I could see the costs going up, but I think they're fine for now.

Have you ever built any sort of large-scale construct in a game like this? It can take easily 2000+ blocks just for a square-shaped blob that barely fills a quarter of the screen, never mind something the size of the randomly generated bases/towns/whatever. The 3D printer needs to be able to print blocks because it would be absolutely idiotic for it not to, and they need to be cheap (1p per, in my view), because otherwise building anything interesting is prohibitively expensive. That same ~2000 block storage bunker? A minimum of 2000p with my preferred rate. Even with that cost a large building with lots of ornamentation could easily run 50k+ pixels.

If it isn't done right in-game, people are just going to use inventory editors like they did with Terraria. Because seriously, if I want to build my own human-style compound, I'm not fucking mining out an entire extant one for the materials and props, and I'm not grinding hundreds of thousands of pixels to print them.
Title: Re: Starbound - We have lift off.
Post by: alway on December 08, 2013, 01:56:17 am
I really think it's fine with the refinery. Copper bars convert into 10 pixels a pop, ore into 5 pixels a pop so if you just go for all the ore you find it should be fine. I've got 550 or so copper ore just from mining around. It rewards you for mining, and hanging out on a planet to mine.
This. The later in the game you get, the more late-game ores you get; and they are worth progressively more. Platinum is 50 an ore, and in the level 40 planets is really common. Additionally, mobs drop more as level increases. Methinks you are all just trying to scan everything too early in the game.
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 08, 2013, 02:05:38 am
From the sounds of things, it's really not too grindy. Level 1->40 content in a few days? Fair enough, that's the current cap, that's about to be re-worked, but damn...... That's grindy? Like WoW. WoW.

I was honestly hoping the first basic 40% of the game might take me more than a week. Maybe I'm not a "gamer", but I'm definitely not Korean. Hehehe, the "grind" of Starbound's beta, a few days. It's lol'able.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 08, 2013, 02:09:14 am
From the sounds of things, it's really not too grindy. Level 1->40 content in a few days? Fair enough, that's the current cap, that's about to be re-worked, but damn...... That's grindy? Like WoW. WoW.

I was honestly hoping the first basic 40% of the game might take me more than a week. Maybe I'm not a "gamer", but I'm definitely not Korean. Hehehe, the "grind" of Starbound's beta, a few days. It's lol'able.

It's not how long it takes to grind. It's how annoying the grind is.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 02:10:17 am

Have you ever built any sort of large-scale construct in a game like this? It can take easily 2000+ blocks just for a square-shaped blob that barely fills a quarter of the screen, never mind something the size of the randomly generated bases/towns/whatever. The 3D printer needs to be able to print blocks because it would be absolutely idiotic for it not to, and they need to be cheap (1p per, in my view), because otherwise building anything interesting is prohibitively expensive. That same ~2000 block storage bunker? A minimum of 2000p with my preferred rate. Even with that cost a large building with lots of ornamentation could easily run 50k+ pixels.

If it isn't done right in-game, people are just going to use inventory editors like they did with Terraria. Because seriously, if I want to build my own human-style compound, I'm not fucking mining out an entire extant one for the materials and props, and I'm not grinding hundreds of thousands of pixels to print them.

I said it was fine for it to print blocks! Likewise I can't keep you from using inventory editors. I really don't mind that. I still think the refinery takes care of most of this on it's own. 10 pixels a bar, for copper. I dunno how fast it goes up, but if it even doubles, by the end of the third tier you're getting 90 pixels per bar/pair of ore. A large pocket, but by no means uncommon near the bottom of the map, of 20 ore, will give 1800 pixels.

The refinery both makes pixels at a pretty ridiculous rate, and encourages people to do something beyond running across the surface of the planet looking for treasure chests, beaming up, then going off to another planet to do it again. (I'd also like to say if I sounded cranky in my previous post, I really didn't mean to come off as such! I'm just presenting my point. Not trying to confront anyone.)
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 02:11:57 am
That's grindy? Like WoW. WoW.
What you did. It is there. And I see it.

Anyway, three days of doing the exact same actions is actually pretty damn grindy, but something something beta, something more content soon, something balance issues.

Actually on the topic of balance issues, I think letting us go anywhere in a sector is a pretty poor idea. Basically being able to look up good locations to get the best gear quickly without any of the exploration is an instant "I win button". Yes, we all know that all the reward without the effort makes for a boring game, but few people actually have the self discipline to not look up where to get a mech walker for themselves, especially in a multiplayer game when all your friends have one.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 08, 2013, 02:13:05 am
The problem is that it's literal grind.  You just wander around looking for animals.  It's not exploring and it's not really -fun- and if you're going to try to argue that "games aren't always supposed to be fun" then I think we're just on different wavelengths.

It's not even "fight these monsters to get enough pixels" it's "hope enough spawned, and if not, try again."  I've always felt there was something deeply wrong with a game, when your play experience is limited by being able to find a challenge.  Many MMOs will fall into this, where actually locating something to do takes up more time than doing the thing.  In SB, currently, you spend more time running in circles than you do fighting for pixels.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 08, 2013, 02:20:06 am
I really think it's fine with the refinery. Copper bars convert into 10 pixels a pop, ore into 5 pixels a pop so if you just go for all the ore you find it should be fine. I've got 550 or so copper ore just from mining around. It rewards you for mining, and hanging out on a planet to mine.
This. The later in the game you get, the more late-game ores you get; and they are worth progressively more. Platinum is 50 an ore, and in the level 40 planets is really common. Additionally, mobs drop more as level increases. Methinks you are all just trying to scan everything too early in the game.
The refinery is good. The problem is with the 3D printer; I've repeatedly found myself back from a planet raid with 10k+ pixels and use all of them just scanning the things I wanted.

From the sounds of things, it's really not too grindy. Level 1->40 content in a few days? Fair enough, that's the current cap, that's about to be re-worked, but damn...... That's grindy? Like WoW. WoW.

I was honestly hoping the first basic 40% of the game might take me more than a week. Maybe I'm not a "gamer", but I'm definitely not Korean. Hehehe, the "grind" of Starbound's beta, a few days. It's lol'able.
The problem is the potential for it. Nothing above tier 3 is actually implemented properly now; everything above that just increases armor/armor pen by +1 for each tier, with no bosses/craftables beyond the next tier of metal. It took me close to eight hours of play to get past the UFO. I got from the start of tier 4 to endgame in two. Once there's actual grind there (and not just "lel find a planet with the right ore, dig for 15min") it'll be painful, and more importantly it'll almost certainly be excruciatingly linear in the same fashion as Hardmode Terraria. Except without magic stuff to keep things shiny.


Have you ever built any sort of large-scale construct in a game like this? It can take easily 2000+ blocks just for a square-shaped blob that barely fills a quarter of the screen, never mind something the size of the randomly generated bases/towns/whatever. The 3D printer needs to be able to print blocks because it would be absolutely idiotic for it not to, and they need to be cheap (1p per, in my view), because otherwise building anything interesting is prohibitively expensive. That same ~2000 block storage bunker? A minimum of 2000p with my preferred rate. Even with that cost a large building with lots of ornamentation could easily run 50k+ pixels.

If it isn't done right in-game, people are just going to use inventory editors like they did with Terraria. Because seriously, if I want to build my own human-style compound, I'm not fucking mining out an entire extant one for the materials and props, and I'm not grinding hundreds of thousands of pixels to print them.

I said it was fine for it to print blocks! Likewise I can't keep you from using inventory editors. I really don't mind that. I still think the refinery takes care of most of this on it's own. 10 pixels a bar, for copper. I dunno how fast it goes up, but if it even doubles, by the end of the third tier you're getting 90 pixels per bar/pair of ore. A large pocket, but by no means uncommon near the bottom of the map, of 20 ore, will give 1800 pixels.

The refinery both makes pixels at a pretty ridiculous rate, and encourages people to do something beyond running across the surface of the planet looking for treasure chests, beaming up, then going off to another planet to do it again. (I'd also like to say if I sounded cranky in my previous post, I really didn't mean to come off as such! I'm just presenting my point. Not trying to confront anyone.)
Did... did you even read my post?

I'm not taking an argumentative tone, I'm just saying... I make more in pixels from killing the things that attack me on a planet while I mine than I would if I melted down all of the bars in the refinery. My entire stock of copper (~800 bars) netted less than one surface trip to raid a castle. Either way, that's not the issue I was pointing out.

Let me put it this way: Some of the things I built in Terraria required upwards of 20,000 blocks to build. Assume a cost of 1p per block printed, and you've got a cost in the tens of thousands of pixels. Now add in the cost of all the props and you easily double the cost of the blocks. If blocks cost even 5p to produce it would be physically impossible for anyone to get enough pixels to build interesting things without either cheating or treating the game like a second job.

The bottom line is that if we want to be able to get creative and build things, there should not be this arbitrary barrier of either having to mine out a shitload of material from generated bases, or mine out a shitload of ore to be slowly melted down so we can buy the material. There's literally no reason to throw up barriers like that, and people who want to build under those conditions are either going to give up and not bother or give up and cheat in what they need. A game that forces people to cheat to enjoy it (for no reason at all, to boot) is flawed, especially when it would be so easy to integrate it into the extant mechanics.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 08, 2013, 02:20:21 am
If you're trying to build massive elaborate structures at tier one or two with tons of gaudy decorative items... its should take a lot of pixels/effort. You get more and more pixels as you progress, and as you do you get access to the ability to make more elaborate structures and print more and fancier items.

Aside from needing to be able to print blocks, it seems to be a pretty decent system to me. As well as possible price tweaking etc. MAYBE no/lower scan costs. And that's a big maybe. I don't have much trouble scanning whatever I want even at tier one.

You start with a small stone/wood shack, and slowly build up a stock of pixels/blueprints and can build better and better structures.

EDIT: Arbitrary.... Barrier? Does your definition of the word arbitrary just differ from the dictionary's, or do you really think they randomly slapped a pixel cost on everything for no reason? It's a game, not paint.exe. Games have to have progression. The whole point of building anything is the effort it took to build it. I can spend an hour or two underground pre-refinery on a tier one planet and come back up with 4-8k in pixels. It isn't hard to make money.

If you just want everything handed to you on a silver platter right off the boat.... go draw a picture?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 08, 2013, 02:26:40 am
If you're trying to build massive elaborate structures at tier one or two with tons of gaudy decorative items... its should take a lot of pixels/effort. You get more and more pixels as you progress, and as you do you get access to the ability to make more elaborate structures and print more and fancier items.

Aside from needing to be able to print blocks, it seems to be a pretty decent system to me. As well as possible price tweaking etc. MAYBE no/lower scan costs. And that's a big maybe. I don't have much trouble scanning whatever I want even at tier one.

You start with a small stone/wood shack, and slowly build up a stock of pixels/blueprints and can build better and better structures.

No. I'm trying to build elaborate structures after reaching top tier and being bored, only to find that the only way to get the materials is days more of pointless grind, by which point I'll be too damn sick of the game to actually build anything. I've said it before, but I can literally make 10k pixels just by running around a X-sector world, and even a rate of gain like that isn't enough to reasonably deal with the costs.

As before, also, it is bloody stupid to have a pixel cost for scanning items. Not just mechanically, but logically.
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 08, 2013, 02:27:15 am
Haven't played it yet. I understand if there's not enough to do, but that's beta and content issues. Level scaling will hopefully be sorted. It just made me laugh that there were problems of grind in this sort of game, less than a week in. With moddable servers. In the early release beta.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 08, 2013, 02:30:21 am
Eh, what we're seeing here is pretty much Mark II of the reason I started inv-editing in Terraria. I can stand the grind up to the top to a certain extent, but when the game forces you to put in hours upon hours just for the privilege of being able to build your sprawling fortress or giant golden dick, I throw in the towel and cheat materials in so I can spend my leisure time playing with electronic legos instead of working.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 08, 2013, 02:32:35 am
The problem is that it's literal grind.  You just wander around looking for animals.  It's not exploring and it's not really -fun- and if you're going to try to argue that "games aren't always supposed to be fun" then I think we're just on different wavelengths.

It's not even "fight these monsters to get enough pixels" it's "hope enough spawned, and if not, try again."  I've always felt there was something deeply wrong with a game, when your play experience is limited by being able to find a challenge.  Many MMOs will fall into this, where actually locating something to do takes up more time than doing the thing.  In SB, currently, you spend more time running in circles than you do fighting for pixels.

Can anyone verify how many pixels a single piece of platinum ore is worth? I personally have no issue with the idea of crawling my way through the first four grueling tiers to earn the right to ready access of the materials it would take to make a reasonably sized base, if that is the case.

If it's not, perhaps a new means of gathering pixels should be added. Shopkeepers already populated the universe, so why not give us the option to sell the goodies (weapons, gear, furniture, and miscellaneous bits and bobs) based on the price it costs to print them.

I've personally managed to accrue as much as 20k pixels at one time, after about a day's worth of grinding, minus a few deaths and some minor expenses. If it took as much as five times that to build a medium sized base (a couple of screens), I would be perfectly fine with it.

And for the record, I don't use a refinery. :P

EDIT: I may be conveying my point poorly. What I want from Starbound is something that invites you to make a career out interplanetary exploration if you want the rewards, rather than a walk in the intergalactic park.

Leave sandbox building to creative modes/said inv editors.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 08, 2013, 02:40:33 am
That's the thing, though. Even with a 1p per block cost, just one full screen of structure would easily drain all of that once you added props. If you had a 3p or 5p per block cost, you probably wouldn't even fill one screen.


That aside, platinum isn't going to be a viable source of pixels until they fix its spawn issues. I skipped platinum armor because to date I've found a total of four pieces in-earth, as well as about twice or thrice that many in chests. It's easier to just melt all the silver you'll be swimming in.

I am sort of baffled why shopkeepers can't buy from you; they left a lot of basic stuff out of beta, sure, but that's pretty fucking fundamental.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 08, 2013, 02:49:03 am
I've looked at all those terraria screenshots of the shit people build, and every time I say to myself, what are the odds they just cheated it all in. Or cheated ludicrous amounts of gold/dynamite/used a map editor to locate all the diamond/whatever.

Wheras I generate large maps and build a tower two screens wide that extends the entire height of the map. Sure its made mostly out of grey brick and not orichalcum brick, but do you know how much stone it takes to make that much grey brick? But at the end of the day I can look at all those people with their houses built out of pyrite and say " Yeah, but I actually BUILT my giant grey penis. So suck it."

It's a game. Its meant to eat free time. If you don't want to actually put in the time and effort to actually build something, well. Go play with your e-legos. I could understand if it was just because it's beta and data loss is likely. It's why I avoid taking on any decent projects at the minute.

But me? I'm gonna go build my house.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 02:54:14 am
That's basically what I'm saying. By no means am I saying there shouldn't be a creative mod/inv editor/some kind of big cheaty thing at the end of progression to let you do stuff. But let me at least have the option of doing it my way.

I can definitely agree that we might be attempting to play the games in two different ways here, and if that's the case we may just have to agree to disagree. :P
Title: Re: Starbound - We have lift off.
Post by: azurelao on December 08, 2013, 02:56:27 am
There shouldn't be a pixel cost for just scanning objects in. Also, the cost for printing items should be lowered. It might help if there was a way to break down items into pixels or sell them off, but there's sadly no option for that yet.

But really, it seems like there's no reason to plop down a base and spend so much money when it costs pixels just to advance. Most of the important stuff costs a lot of pixels, so you end up spending it on armor and upgrades rather than base making.
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 08, 2013, 02:57:13 am
I've watched Let's Plays. I'm not sure I understand. You can *always* warp out to your ship if you're on the surface, and can place blocks wherever you please (with enough dirt/stone). Then other stuff costs things. I still don't see a mini-mega-project being all that hard after a week of no resets. I'm still on the right forum aren't I?

yaaáaay, space-age grind for the perfect death fortresses. I'm cool with that shit. I'm surprised at the lack of faith. Deon's going to mod it, so it will be good. With magma if necessary.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 08, 2013, 03:00:46 am
A single diamond ore is worth 100px, and a single metal crate costs 300px.  Granted it's a great storage item, small, on the backdrop, and 16 slots.  But a camping tent is like 1,600px (or maybe 1,200px?).

I think being able to Refinery more things would help.  Tossing dirt for a 25% chance of a single pixel, or crops for more renewable, easy resources...  Changing it from "refinery" to "recycler" would make more sense.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 03:04:17 am
A single diamond ore is worth 100px, and a single metal crate costs 300px.  Granted it's a great storage item, small, on the backdrop, and 16 slots.  But a camping tent is like 1,600px (or maybe 1,200px?).

I think being able to Refinery more things would help.  Tossing dirt for a 25% chance of a single pixel, or crops for more renewable, easy resources...  Changing it from "refinery" to "recycler" would make more sense.

I definitely wouldn't argue with this.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 08, 2013, 03:05:49 am
I'm not saying I want to cheat. I'm saying that I want for there to be a viable way in-game to set up for that sort of project without necessitating hours of grind before you ever get a crack at the good stuff (and that when you've already ridden the grind up to the endgame, to boot). Maybe you can derive pleasure from spending all of your time doing that and then saying "I built that!". Me? I derive my pleasure from the creative process, at least as far as building goes. I don't want to spend hours gathering rocks, I want to spend them figuring out interesting forms I can build, drawing up building plans, arranging props, and so forth.

I've played a lot of games that encourage grind. I've enjoyed playing grindy games; to a certain extent it can be fun, when there's a real feeling of progress. But when the grind itself isn't fun (and repeatedly killing monsters/mining out planets for pixels isn't fun for me), but rather a gateway that you have to force your way through to get to the fun stuff, I don't have any interest in it. In fact, I think I can pinpoint the moment where this hatred of unnecessary grind came from (two days of near-continual flax farming and bowstring making back in my Runescape days so I could afford an abyssal whip, but that's tangental).


That aside, there is literally nothing stopping you from grinding out everything you need to build things even if the game is set up to make it relatively simple to get materials. When the options are between "People who want to build can get materials easily; people who want to gather materials can do so at their leisure." versus "People who want to gather materials can do so at their leisure, people who want to build can get fucked." I honestly don't see why you would chose the second. Why does it hurt you for other people to be able to enjoy the game in their way? A direct route does not preclude the possibility of an indirect route.

No, seriously though. Either I'm working, or I'm in classes and working, or I'm enjoying a few days of holiday. In none of those cases do I want to spend my free time "playing" a game by mindlessly repeating self-imposed fetch quests and give myself CTS so that I can spend a few hours doing something I enjoy.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 08, 2013, 03:14:30 am
So uh.... how many people have taken their issues to Chucklefish's beta feedback forum?

I mean, stroking magnificently indignant rageboners is totally amazing... but we are 3 days into beta and they want feedback, and probably want literate feedback even more.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 03:16:31 am
Well not myself yet.
Should we compose a bay12 report of suggestions and recommendations to bring to the board? Lets face it, it is either us or Terraria crowd, who are you going to trust here?
Title: Re: Starbound - We have lift off.
Post by: Mech#4 on December 08, 2013, 03:20:36 am
I've found a few items with no descriptions. I'm not sure what they are, one's called "Pathetic Cover" and I'm not sure where I picked it up, maybe from destroying those rotating pixel-holding thingies.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 08, 2013, 03:22:14 am
I've found a few items with no descriptions. I'm not sure what they are, one's called "Pathetic Cover" and I'm not sure where I picked it up, maybe from destroying those rotating pixel-holding thingies.
My iron shield also lacks a description.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 08, 2013, 03:22:58 am
Well not myself yet.
Should we compose a bay12 report of suggestions and recommendations to bring to the board? Lets face it, it is either us or Terraria crowd, who are you going to trust here?
I was thinking that. Someone could just go through the posts made since the beta was released and compile a list of all the suggestions/feedback. (And maybe edit it a bit afterwards)
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 03:26:03 am
Well what have we agreed on so far?
- 3D printer scanning cost is bullshit.
- Cost to travel makes it impractical to establish a home, and that is bullshit.

Anything else we want on the table?
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 03:30:22 am
I wouldn't mind, but I feel like this is the kind've argument that really wouldn't fly over there. And there hasn't really been a concensus.

At any rate, I don't see any issue with using a creative mode equivalent either, rather then lowering the pixel costs to the point of them not being a functional system anymore, but like I said, we're just going to have to agree to disagree I think.

EDIT: Also the fact that the official forums are, like most official forums, a massive echo chamber.
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 08, 2013, 03:30:43 am
I certainly don't encourage grind, but a few days of you not having "every bloody thing and whatever you want" isn't grind. It's not. I think they're going for "sandbox'y", but expect progression.

Go my non-padawan, make the blue socks. The pieces are just beside the circus. After that? A tower for cats. And one of soap. In the required form. Watch out for the aquifer, the undead and the undead-dog-fur.

Sometimes shit takes a while to learn.

Starbound? Yeah, I think we're fine for now.......
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 03:32:23 am
The problem currently is that those several days where you don't have everything you want is the same repetitive actions over and over, with nothing to break it up... I don't mind being restricted, but I expect fun toys in the cage.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 08, 2013, 03:33:03 am
My biggest gripe is the forced progression of tiers and the fact that older planets become useless, which makes any base construction useless.  Especially considering the difficulty of constructing anything nicer than wood, and then passing tiers and having no need for the old place...
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 03:35:21 am
The problem currently is that those several days where you don't have everything you want is the same repetitive actions over and over, with nothing to break it up... I don't mind being restricted, but I expect fun toys in the cage.

It's kind've the game though! You mine, you fight, you build out of what you have, you find new planets, to repeat that process.

I mean I don't have an issue with making it more rewarding to do these things, I just don't think invalidating the system entirely is the way to do it. I'm just not sure what you want.

My biggest gripe is the forced progression of tiers and the fact that older planets become useless, which makes any base construction useless.  Especially considering the difficulty of constructing anything nicer than wood, and then passing tiers and having no need for the old place...

That's definitely true, and it'd be nice to see some improvements on that.


(also I'm so sorry for arguing so much everyone)

EDIT: You know, I could probably gather up all the feedback we've had in here, compile it in a nice compressed format, and just e-mail it to mollygos. I might start doing that now.

I certainly feel like it'd be better then showing up with a huge pile of mostly unrelated feedback in one thread.
Title: Re: Starbound - We have lift off.
Post by: Mech#4 on December 08, 2013, 03:47:15 am
I'd like if planets were deeper. They could get tougher monsters the further down you go, but with higher tier ore/rocks and rewards.

I was expecting something a bit more then a magma sea. Maybe a series of layered caverns, research bases, dungeons and so on (all of which have chances of being and not being present on any single planet).
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 03:54:36 am
Yeah, the underground is... a little lackluster now I guess. I have only found a few apex labs completely without loot, besides fancy decorations and blocks.

EDIT: Also I'm going back through the thread and gathering up feedback now, so uhhhh yeah. Don't make a thread I guess? Or do, and we can move our arguing to there.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 08, 2013, 03:56:25 am
I honestly won't have any worthwhile feedback to offer until after I play the combat rebalance this week with a new character. Buuuut... if this

EDIT: You know, I could probably gather up all the feedback we've had in here, compile it in a nice compressed format, and just e-mail it to mollygos. I might start doing that now.

I certainly feel like it'd be better then showing up with a huge pile of mostly unrelated feedback in one thread.

is a thing, tell me what format you're going to use and I'll deliver a properly organized list of my stuff for you to paste in at the bottom, so less work for you.
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 08, 2013, 03:58:09 am
Now, by deeper, what do you mean here? Since as is, the bigger the planet is, the longer it takes to get to the center, but it has about the same amount of depth by content as a small planet would. Though they're already working on getting stronger monsters near the bottom.

As far as permanent structures go... I would have to say, things are kinda semi-permanent as is, since it seems each tear is basically meant to take a few hours. I do think the fuel cost for getting around is still a bit much, so maybe cheaper fuel or lower travel cost should be something that ought to be put in.

And for the scanning items and printing them, I'd prefer it if there was some cost to the whole thing. I'd pay a 100 pixels for a 1000 stack of cobble given that you can double that amount by making it brick, with more exotic materials depending on the rarity, 1-5 pixels each with stack sizes of anyway from 5 to one depending on hoe rare things are will do, assuming as you progress in tiers, pixels become more common. I'd rather not have people brick entire colonies I have set up for free, so yeah, not a big fan of free materials.

Also scanning costs sound high, never tried it, but it does sound ludicrous, and so does the price, since at most, a metal box should be about half the refined cost of an anvil. Whatever that is. Anyway, my two cents before I head to my next class.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 08, 2013, 04:09:23 am
I think the problem with your view, FD, is that you seem to consider some hundred thousand pixels an "exorbitant cost" for an elaborate structure.

Take a game like Starmade. Creating a massive, elaborate ship is likely to take weeks. Buying all the materials for it requires hundreds of billions in ingame currency, and the minerals you can find, the common ones, sell to the shops for hundreds, and you can't sell back more than a few thousand of them at a time.

And yet people are building, and buying this stuff.

Really. Introduce a basic "garbage disposal" station to let you get pixels from random crap, cut the scanning costs a bit (if pixels are energy, a scanning cost makes sense), and you'll be happily building stuff even if it takes 5 pixels per basic brick. The point of the 3D Printer is to let you have stuff that is hard to, or impossible to get - not as your one-stop shop for everyday needs. A supplement to getting your materials via exploration, not a complete replacement for it.

(Incidentally, yes, I do believe the Printer should be able to make damn near everything - at least damn near everything inorganic. So no food, no seeds, no NPCs, no plant matter or coal, but uranium and plutonium could be there - for a great price, of course.))
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 04:10:21 am
I honestly won't have any worthwhile feedback to offer until after I play the combat rebalance this week with a new character. Buuuut... if this

EDIT: You know, I could probably gather up all the feedback we've had in here, compile it in a nice compressed format, and just e-mail it to mollygos. I might start doing that now.

I certainly feel like it'd be better then showing up with a huge pile of mostly unrelated feedback in one thread.

is a thing, tell me what format you're going to use and I'll deliver a properly organized list of my stuff for you to paste in at the bottom, so less work for you.

I have messaged you!

EDIT: While I'm here, anyone else should feel free to send me any feedback they want to include. I don't have a terribly complex format in mind, so just sending me the raw info is fine, although the more detail in the info there is, the better obviously.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 04:14:41 am
I'm glad people are talking about compiling the suggestions and giving it to the devs. I tried that yesterday with my thread on Steam but no one came...

Here's what I posted there, feel free to take add it to the pile:
Quote
My personal impressions so far are:
1. It's fun. Definitely fun. Music is great. Controls are pretty smooth for the most part.

2. Based on the trailers and information that was used to advertise this game, I expected it to have a stronger focus on exploration and building. As it stands, there is little reason to really build anything, and exploration is hampered by the need to constantly search for more fuel, as well as the need to fight so much and get higher and higher level armor. I did not expect there to be this much combat, and I certainly didn't expect to have to fight "boss battles" just to be able to continue my exploration. This is very disappointing to me, as I'm interested primarily in the building and exploration aspects of the game.

3. The "sandbox" element is not as present as I'd like. In fact, the game is surprisingly linear. There is a forced progression that can only be avoided by sacrificing a large portion of the game's content.

What I'd like to see as improvements are:
1. Don't lock out sectors until players fight the bosses. The boss fights and combat aspects can be optional, and unlock other parts of the game and story, but shouldn't be necessary just to be able to explore more.

2. Make it free to return to your home planet, just like teleporting to your ship. You can even increase the cost to travel to other planets if you want, but if it's free to go "home," there will be a reason to actually build a base there. Building will become a real part of the game, and your choice of home planet will actually matter.

3. In fact, the travel system is a bit strange. Others have pointed out the oddity of powering your space ship with coal. I think it would make more sense (and be a LOT more fun to play) if there was a way to upgrade the navigation system. To start with, you need to gather loads of materials in order to repair something in the ship and escape your starting planet. From there, it should be possible to upgrade the ship so that it takes less fuel to travel to certain places. This would mean that as you progress, you don't have to spend so much time grinding for fuel can focus more on exploration (and combat, if you want), and also it will be easier to go back and visit places you've already been instead of saying "well, I can go back there, which I don't really need to do, and search for fuel all over again, or I can just move on."

4. Make it free to scan items with the 3d printer, and lower the cost of printing new items. There's no logical reason for it to eat your item when you scan it. The current system seems designed to prevent players from using the 3d printer. It's painful to find all these decorations and things and want more of them, but not be able to afford it without grinding like crazy for pixels. Builders want to build! Why place so many restrictions on that? In what way does it help the game to make 3d printing so difficult, at least for decorative items? Make it as expensive as you want to create combat items, but the casual players are really hurting by not being able to decorate the way we would like to, and especially since the printer eats our first (and possibly) only copy before we can even begin to print more.

Thanks to the developers for the game, for all your hard work, and for letting the community beta test and have input into the overall development process.

Regarding the 3d printer. This game was sold to me as an exploration and building game. Not a fighting game. Yes, there is fighting, but I was under the impression that that would largely be optional. Those who like fighting, can fight to their heart's content, build up better and shinier equipment, and explore the more dangerous planets. Those who prefer building and exploring can stick to the safer planets, build awesome things, and with the 3d printer, fill them with copies of objects we can't otherwise obtain.

Instead, it turns out it's a linear platformer with a set progression. You have to fight the bosses to move on. You have to advance through the tiers to access new stuff and earn more pixels. And you absolutely have to earn enough pixels, or else you... can't build (or, at least, can't decorate your place with uncraftable items).

What the hell? At no point did they say "this game is about fighting, we created these amazing building tools and showed you what you could build with them but it's not actually feasible to do that unless you fight and fight and fight."

Someone earlier said that it's a game, which means it's about progression. I disagree wholeheartedly. It's a game, which means it should be FUN. Everyone has a different idea about what makes a game fun. I was attracted to Starbound because it has the potential to be fun for more than just one group of people. It's fun for the fighters, it's fun for the explorers, it's fun for the builders. But now it turns out that the devs got the idea that the game is only about fighting and the right to build should be earned by an endless grind.

The bottom line is that making it easier to build without having to progress through these tiers does not do any harm to the game for anyone. It doesn't make the game too easy for those who want to fight, because it's a completely separate part of the game. It doesn't make the game too easy for those who want to explore, because that's a completely separate part of the game. Making scanning free and reducing the cost of printing would only make things easier for builders, who are already spending many hours of gameplay constructing their megaprojects, searching the universe for the objects we want, gathering enough fuel to travel back and forth. I'm not saying printing should be free, but why should we have to add on a further many hours of gameplay grinding for pixels, just to earn the right to print the objects we need?

Again. If you don't see a problem with the current printing system, it's because you have a different playstyle. So just ask yourself: if 3d printing of building components and decorations (not weapons/armor/etc) was cheaper, would it actually make the game worse in any way? If not, then why can't we have it?

Also, I put my seeds in a chest on my ship to free inventory space, went down exploring for a while, logged out, logged back in, and the seeds were gone. All of them. Is this a known bug? Or do I need to report it? I can't grow anything anymore... : (
Title: Re: Starbound - We have lift off.
Post by: Mech#4 on December 08, 2013, 04:16:34 am
@chaoticcag: I haven't explored that many planets, only really 2 so far, so I didn't know that bigger planets have a deeper max depth.

My basic point is, I would like to see more things added to break up the cave systems. Terraria ended up with small temples, mineshafts, mushroom groves and so on.

I don't doubt they'll add more things like that to Starbound later on. Some ideas could be large concentrations of ores, buried spaceships, maybe a second surface like in "Journey to the Centre of the Earth".
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 08, 2013, 04:26:25 am
If you shift-clicked the seeds into a full chest, removing the chest should release them.

The problem with making the 3D Printer easier to use for people who want to build without progressing, is that it makes it too easy to use for people who want to build and progress.

You seriously only have to fight the bosses to progress to the next tiers. That's one fight per tier, repeat attempts due to dying disregarded. You almost need no pixels before the UFO, after the UFO you get more pixels from converting ores and bars than from fighting, if you explore.

Also, 1500 pixels isn't a terribly large sum for a tent. It's not like you needs dozens of the things, and it's quite useful.

Now, of course I might agree to there being a different option to progress the tiers, but it would all inevitably get stuck in the same things. The tier progression depends on obtaining an item, normally obtained through killing a boss, and alternatives aren't much better. It's either a quest to build it - in which case it's a grind - or it's a quest to buy it for a massive sum - in which case it's still a grind - or a matter of stumbling upon it in the deepest bowels of the most remote cave/dungeon/underground base complex hell knows where, in which case it's not a grind, but finding it and fighting/navigating through to it will take more time and effort than just fighting the boss.

I.e. the point of fighting the UFO is to get its molten core, which gives you the metalworking station, which gives you a starmap upgrade. An alternative way would be to make the molten core a possible find in some semi-common structures in Beta sector, plus a rare item in some underground bases in Alpha sector, and have the Mk2 Navigation chip be purchasable from some kind of space station vendor in orbit around some planets. So you could buy the chip and find the Core in the Beta sector, or luck out on the core in the Alpha sector.
Title: Re: Starbound - We have lift off.
Post by: Graknorke on December 08, 2013, 04:30:00 am
5) Growable wood. Plants like banana trees yield a small amount of wood when harvested.
I know this post is a few pages back, but bananas don't grow on trees.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 04:32:39 am
I know this post is a few pages back, but bananas don't grow on trees.
...
Do you mean in game, or real life? Because I have seen banana trees in real life. I have made hats out of their leaves. I know it to be true. You can not question hats.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 04:34:40 am
Not trees, herbs.
They have flowers and seeds, justify your statement.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 04:35:06 am
If you shift-clicked the seeds into a full chest, removing the chest should release them.

No, I clicked and dropped them into an open slot in the chest. I can try picking up the chest and seeing if they come back, I guess. But I suppose with the wipe coming, there's not much point in freaking out if I've lost them now.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 04:37:56 am
Also, bananas are sterile. They're a cross breed between two different species. All the bananas you eat are clones.
Yea the edible ones are sterile, but they aren't the only types of bananas...
Title: Re: Starbound - We have lift off.
Post by: Graknorke on December 08, 2013, 04:51:35 am
I know this post is a few pages back, but bananas don't grow on trees.
...
Do you mean in game, or real life? Because I have seen banana trees in real life. I have made hats out of their leaves. I know it to be true. You can not question hats.
They are not trees. They are tall plants with big leaves, but they're not trees. They do not have a woody stem  ∴ aren't trees.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 05:10:49 am
Okay, I went through the thread from the most recent update and noted all the complaints/requests. I avoided mentioning things that are like "reconstruct the entire crafting system to incoorporate metal density and shear tension" (IE, mega huge changes that fundamentally alter how the game works. For reference "remove the segregation of sectors so I can fly to a level 100 planet" made it in, so I'm being pretty relaxed about this), but there was only, like, one thing that even got close, and even then it was jokey.

I'll probably send this out tomorrow night sometime, so if anyone has a big list of stuff you'd like me to send to mollygos, message me. Messaging me is particularly important now, because while I try to keep up with the thread, I tend to skim it rather then read it in depth when I wake up. (I did get your stuff Sappho, don't worry, you don't need to message me!)
Title: Re: Starbound - We have lift off.
Post by: Mech#4 on December 08, 2013, 05:16:42 am
On the crafting window, what do the four coloured little rectangles in the top left of the window, above the list of craftable items, do? I assume they're filters of some sort but without rollover text I don't know what they do exactly.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 05:22:25 am
For fighters/builders who say it would be too easy if they didn't have to grind for pixels, maybe it could be something optional or easily modded. Multiplayer servers who want "hardcore" difficulty can crank up 3d printing prices and overall pixel prices. But when I'm at home, alone, single player, offline, playing the game I paid for with my few precious hours of spare time, I don't want to spend them hunting monsters. I spend all day at work getting screamed at by small children, then negotiating and planning things with my boss during my unpaid time, then worrying about getting my visa approved, then making sure my student loan payments are going through okay, then fighting my way through the supermarket, then cleaning my apartment, then cooking myself some dinner, and then, only when all that is taken care of, I have an hour or two of freedom before I have to go to bed and start all over. I don't want to spend them grinding.

I really think that the more "hardcore" settings, requiring a lot of grinding and many hours of playtime, are more suited to younger gamers. I remember being sold on RPGs as a kid based on how many hours of content there was. Now I'm an adult. I have way too much other shit to worry about. I want to get to the meat of a game, enjoy it as much as possible in the small amount of time I have. So why not just make it an option? I'm sure there are plenty of gamers with loads of time to grind and fight and all that. But there are also plenty of gamers with very little time, who have just one or two favorite aspects of the game that they want to enjoy before they have to go argue with the bank about the extra fees they just decided to slap on to every transaction without warning.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 08, 2013, 05:26:33 am
Alternatively, you could just purchase the navigation chips whenever, just for increasingly large sums. Technically this means you can skip the crafting progression and kit yourself out entirely through exploration and moneymaking. You'd still need to go through the progression if you wanted to start crafting things.

Just musing on the whole alternate tier progression thing. With the combat revamp, low-tier characters will have more of a fighting chance in high-tier worlds, and just buying the starmap upgrades becomes viable, since you trade your ability to craft things for it. The builders and explorers are happy because they don't have to fight bosses, the fighters are happy since they can go to out-of-depth places earlier, the "way it's meant to be played" crafters/adventurers just play it normally.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 05:40:14 am
Alternatively, you could just purchase the navigation chips whenever, just for increasingly large sums. Technically this means you can skip the crafting progression and kit yourself out entirely through exploration and moneymaking. You'd still need to go through the progression if you wanted to start crafting things.

Just musing on the whole alternate tier progression thing. With the combat revamp, low-tier characters will have more of a fighting chance in high-tier worlds, and just buying the starmap upgrades becomes viable, since you trade your ability to craft things for it. The builders and explorers are happy because they don't have to fight bosses, the fighters are happy since they can go to out-of-depth places earlier, the "way it's meant to be played" crafters/adventurers just play it normally.

That actually sounds like a pretty viable system. I would vote for that.

Edit: Someone just posted this on the Steam thread, seems like a great way to solve the problem of traveling to your home planet:
Quote
How about warping ? your ship stay at its current location but you can warp at the surface of your home planet wenever you want. like bringing a menu when using the ship teleport station.
this would make every one happy i think.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 07:02:32 am
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 08, 2013, 07:03:09 am
Death to heathens!
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 08, 2013, 07:16:33 am
Yeah, I'm not fanboi'ing this, but that *is* as good as a "zombie horse embark" in DF.

what? FUN balance? yeah....... procedural death and stuff and giggles and fun!
Title: Re: Starbound - We have lift off.
Post by: Rex_Nex on December 08, 2013, 07:18:11 am
This is the first game I've played that lets me play as a pretty pink flower girl while hunting the local fauna on alien planets. I love it!

In all seriousness, I just got the game a couple hours ago and adore it thus far. I wasn't really all that big into Terraria, to be honest. Terraria never really had much content; it was a very shallow game that felt like everything was added very patchwork. Sure, at the end Terraria had hundreds of unique items and stuff, but none of it was really integrated in a way that made the game feel any deeper than it was. In fact, the later patches felt more like someone took vanilla Terraria and spent a year modding it. "Oh yeah there's not really much else to do... but if you open that chest ten meters from spawn, you might find ten assorted types of spears!!1!"

Starbound is beautiful, and not just because of how it looks and sounds. Everything feels well integrated - like it was meant to be there. And I can be a pretty pink flower, so fuck you terraria.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 07:26:39 am
Is anything properly implemented yet?
It is a beta after all, the point is to test out just how much you hate the game and then write very angry hate mail so that they know what to fix... Apparently a lot of people were unhappy about printing seeds.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 07:37:04 am
There was a point in time when you could print them... And life was good.
Actually I really want them to implement to ability to buy new ships, bigger ships. One big enough that I can start farming inside it without taking up all the room for chests.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 07:40:51 am
And then I will truly be a space farmer... Actually I found an outhouse that acts as a chest, maybe I should use them as my primary storage method.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 07:45:52 am
Aw man, I really want to play, but after a week off from writing after NaNo ended, I'm forcing myself to start writing again so I can finish my book. I've set myself a minimum of 2000 words before I'm allowed to turn on the games computer, but I'm going so slowly because all I can think about is Starbound!
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 08, 2013, 07:48:22 am
That sounds familiar, but with programming for me. Which is kinda like writing. And replace Starbound with general internets.

... So maybe not that similar...
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 07:49:36 am
It actually doesn't take as long as you think when you know the exploits. I could get to Sector X in less than an hour by now... I'm saying that to lull you into a false sense of security in playing it, then you look up at the clock and sixteen years has gone by.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 08, 2013, 08:04:06 am
So I am testing various ABC notations in Starbound, some of the songs (which i found in various websites) I put in there seem to work, while others won't.
Anyone know where I can find some and be sure they work ingame?
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 08:27:26 am
YES! 2000 words done. Now I just have to run to the supermarket before I start playing... Damn my adult responsibilities! To all of you who are young enough that your parents take on responsibility for your life, please take a moment to be grateful for it. I really do miss the days when my only responsibilities were getting my homework done and occasionally shoveling snow.
Title: Re: Starbound - We have lift off.
Post by: Squill on December 08, 2013, 08:42:54 am
Gah missed Steam release by a few days. It's all better though, because I'm downloading it right now.
Title: Re: Starbound - We have lift off.
Post by: Tack on December 08, 2013, 08:58:48 am
On the crafting window, what do the four coloured little rectangles in the top left of the window, above the list of craftable items, do? I assume they're filters of some sort but without rollover text I don't know what they do exactly.

sort by rarity.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 08, 2013, 09:01:44 am
Ok, I found a great site for you who want more music for your instruments: http://www.lotro-abc.com/ (http://www.lotro-abc.com/)
Most of them seem to work well ingame.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 09:13:11 am
Ok, I found a great site for you who want more music for your instruments: http://www.lotro-abc.com/ (http://www.lotro-abc.com/)
Most of them seem to work well ingame.

What folder do we put these in? Thanks for the link!
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 08, 2013, 09:25:42 am
Ok, I found a great site for you who want more music for your instruments: http://www.lotro-abc.com/ (http://www.lotro-abc.com/)
Most of them seem to work well ingame.

What folder do we put these in? Thanks for the link!

steamapps/common/starbound/assets/songs

Also, http://www.nilsliberg.se/ksp/easyabc/ (http://www.nilsliberg.se/ksp/easyabc/) is recommended for some of them, since they are not in .abc format yet.
Title: Re: Starbound - We have lift off.
Post by: Mech#4 on December 08, 2013, 09:29:11 am
@Tack: Ah, of course! Thanks for clarifying that.


Could this in game musical system work with MIDI files? Maybe not off the bat, but I wonder whether you could hook them up somehow.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 08, 2013, 09:30:48 am
Could this in game musical system work with MIDI files? Maybe not off the bat, but I wonder whether you could hook them up somehow.

I have read somewhere that the Easyabc utility could convert midi files, I could be wrong tough.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 08, 2013, 09:41:49 am
For fighters/builders who say it would be too easy if they didn't have to grind for pixels, maybe it could be something optional or easily modded. Multiplayer servers who want "hardcore" difficulty can crank up 3d printing prices and overall pixel prices. But when I'm at home, alone, single player, offline, playing the game I paid for with my few precious hours of spare time, I don't want to spend them hunting monsters. I spend all day at work getting screamed at by small children, then negotiating and planning things with my boss during my unpaid time, then worrying about getting my visa approved, then making sure my student loan payments are going through okay, then fighting my way through the supermarket, then cleaning my apartment, then cooking myself some dinner, and then, only when all that is taken care of, I have an hour or two of freedom before I have to go to bed and start all over. I don't want to spend them grinding.

I really think that the more "hardcore" settings, requiring a lot of grinding and many hours of playtime, are more suited to younger gamers. I remember being sold on RPGs as a kid based on how many hours of content there was. Now I'm an adult. I have way too much other shit to worry about. I want to get to the meat of a game, enjoy it as much as possible in the small amount of time I have. So why not just make it an option? I'm sure there are plenty of gamers with loads of time to grind and fight and all that. But there are also plenty of gamers with very little time, who have just one or two favorite aspects of the game that they want to enjoy before they have to go argue with the bank about the extra fees they just decided to slap on to every transaction without warning.

This is entirely too reasonable to ever happen. :I

I do approve, though.
Title: Re: Starbound - We have lift off.
Post by: Mookzen on December 08, 2013, 09:50:58 am
The devs should introduce a new type of location other than planets, it can have a combination of different space themed backgrounds generated much like the planet backdrops are, with colorful nebulae and stuff, essentially on the map screen in addition to systems you get something like a 'signature' you can check out. The basic idea for this is space encounters that can be asteroids, abandoned (or not) mining outposts and space stations, derelict space ships etc., all procedurally generated. The same infrastructure can be used to create random encounters that drop you out of warp like gigantic space mosquito attacks or pirate raids (a map with your ship and another, essentially a dungeon in space) for example.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 08, 2013, 09:57:26 am
Alternatively, you could just purchase the navigation chips whenever, just for increasingly large sums. Technically this means you can skip the crafting progression and kit yourself out entirely through exploration and moneymaking. You'd still need to go through the progression if you wanted to start crafting things.

Just musing on the whole alternate tier progression thing. With the combat revamp, low-tier characters will have more of a fighting chance in high-tier worlds, and just buying the starmap upgrades becomes viable, since you trade your ability to craft things for it. The builders and explorers are happy because they don't have to fight bosses, the fighters are happy since they can go to out-of-depth places earlier, the "way it's meant to be played" crafters/adventurers just play it normally.

As I was reading through the thread, I was wondering "why hasn't anybody suggested multiple ways, rather than just combat, of getting past the progression barriers?"  And then you come along and do it.  Bravo, sir, bravo.

As someone who's been running around merrily exploring, mining, building and (slightly less) slaughtering in the early tiers, but keeps getting endlessly ganked by the UFO and has yet to get a molten core (yeah, I know, I'm bad at this  :-[), if there were another way to unlock that barrier I'd be happy.  I don't want to avoid challenge, I just want the challenge to be based on one of the OTHER 4 Xs of the game (because, at least in my head, it's an eXplore, eXpand/build, eXploit (ruins/villages/merchants) and eXterminate game...just with everything locked behind barriers of the last X).

N.B.  Yes, I know about the avian gun merchants.  I've been avoiding it so far, but should probably set myself up with that in order to get the firepower to get past the UFO, at least.  I'm fully kitted out in leather and tech, so it's just a firepower/really-poor-at-dodging-penguins issue on my part.  :P
Title: Re: Starbound - We have lift off.
Post by: Twi on December 08, 2013, 10:03:57 am
Been suggested, definitely not a bad idea, Mook.

Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 10:08:54 am
Alternatively, you could just purchase the navigation chips whenever, just for increasingly large sums. Technically this means you can skip the crafting progression and kit yourself out entirely through exploration and moneymaking. You'd still need to go through the progression if you wanted to start crafting things.

Just musing on the whole alternate tier progression thing. With the combat revamp, low-tier characters will have more of a fighting chance in high-tier worlds, and just buying the starmap upgrades becomes viable, since you trade your ability to craft things for it. The builders and explorers are happy because they don't have to fight bosses, the fighters are happy since they can go to out-of-depth places earlier, the "way it's meant to be played" crafters/adventurers just play it normally.

As I was reading through the thread, I was wondering "why hasn't anybody suggested multiple ways, rather than just combat, of getting past the progression barriers?"  And then you come along and do it.  Bravo, sir, bravo.

As someone who's been running around merrily exploring, mining, building and (slightly less) slaughtering in the early tiers, but keeps getting endlessly ganked by the UFO and has yet to get a molten core (yeah, I know, I'm bad at this  :-[), if there were another way to unlock that barrier I'd be happy.  I don't want to avoid challenge, I just want the challenge to be based on one of the OTHER 4 Xs of the game (because, at least in my head, it's an eXplore, eXpand/build, eXploit (ruins/villages/merchants) and eXterminate game...just with everything locked behind barriers of the last X).

N.B.  Yes, I know about the avian gun merchants.  I've been avoiding it so far, but should probably set myself up with that in order to get the firepower to get past the UFO, at least.  I'm fully kitted out in leather and tech, so it's just a firepower/really-poor-at-dodging-penguins issue on my part.  :P

Very well said. That's what I've been trying to say, though you put it far better than I have: The game has multiple aspects, so why are we forced to use only one of those aspects to progress? This suggestion needs to be sent to the devs.

Edit: Hooray, I found my seeds! Picking up all the chests did the trick. Seems that for some reason, after I put them in the chest, they disappeared from the chest's inventory. I filled up the inventory with other stuff, having forgotten that this was the one I put my food in. When I picked up the chest, everything reappeared. My precious seeds are back! Now to set up a wicked farming colony just in time for the wipe....
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 08, 2013, 10:19:51 am
This is the first game I've played that lets me play as a pretty pink flower girl while hunting the local fauna on alien planets. I love it!

In all seriousness, I just got the game a couple hours ago and adore it thus far. I wasn't really all that big into Terraria, to be honest. Terraria never really had much content; it was a very shallow game that felt like everything was added very patchwork. Sure, at the end Terraria had hundreds of unique items and stuff, but none of it was really integrated in a way that made the game feel any deeper than it was. In fact, the later patches felt more like someone took vanilla Terraria and spent a year modding it. "Oh yeah there's not really much else to do... but if you open that chest ten meters from spawn, you might find ten assorted types of spears!!1!"

Starbound is beautiful, and not just because of how it looks and sounds. Everything feels well integrated - like it was meant to be there. And I can be a pretty pink flower, so fuck you terraria.

You know I never realized it but I think this is exactly how I ended up feeling about Terraria. It does have more direction than minecraft though, which I do appriciate. But it's got like no unified theme or feel to it besides that. I think if anything I liked hardmode so much because the corruption and hallowed themes WERE ACTUALLY CONSISTENT and I felt like I was playing one game instead of 12 pasted together at that point.

And then they added the new patch, which while fun for a while brought the patchwork feel to hardmode. And now I realize why I was so disappointed with that patch past a point...

I personally hope they keep the sector and Teir system though. I like having a sense of progression and advancement to go along with my crafting, building and exploring.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 10:30:03 am
A pair of Apex houseguests just invited themselves over from their neighboring settlement. Actually they kind of got chased over by a fire-spitting bird, which I killed for them. So they came right inside, made themselves comfy. They just keep walking back and forth, opening the doors every time I close them, but not leaving. I'm tempted to encase them in glass and keep them hostage, or start a zoo. I bet I could take that entire settlement if I really tried... It's only a level 2 planet after all...
Title: Re: Starbound - We have lift off.
Post by: Neyvn on December 08, 2013, 10:59:54 am
Anyone found an Ocean Planet? Wouldn't mind setting up my home there considering I always choose the fish people...
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 08, 2013, 11:03:51 am
If we still have a suggestion list going around, add that planets should have more variety. Some should not have creatures, some don't have a atmosphere, some are completely barren. etc.

Also, I read that you could do inventory editing? How do you do that, because I was messing around and ended up deleting my character.
Title: Re: Starbound - We have lift off.
Post by: Mesa on December 08, 2013, 11:12:53 am
I find the lack of multi-biomed planets disappointing, to say the least.
Also, what good is the random generation for if only a handful of items are actually worthwhile and all monsters do the same thing in the end...
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 08, 2013, 11:16:10 am
You know I never realized it but I think this is exactly how I ended up feeling about Terraria. It does have more direction than minecraft though, which I do appriciate. But it's got like no unified theme or feel to it besides that. I think if anything I liked hardmode so much because the corruption and hallowed themes WERE ACTUALLY CONSISTENT and I felt like I was playing one game instead of 12 pasted together at that point.

And then they added the new patch, which while fun for a while brought the patchwork feel to hardmode. And now I realize why I was so disappointed with that patch past a point...

I personally hope they keep the sector and Teir system though. I like having a sense of progression and advancement to go along with my crafting, building and exploring.
Definitely one of the things about how Terraria feels. It's kinda a "wouldn't it be cool if you had this" kinda game, but one of the issues definitely was that by the end the whole thing is basically a bunch of fun ideas stuck together in a ball of superglue. It's a game where you fight classic horror monsters and pirates, and the snowman mafia, using sword, bow and modern machinegun. Which sounds great, but well, it lends a sort of artificial feel to things. Questions of why when and where don't matter so much there, but you can ask them and maybe find answers in Starbound, and you'd possibly get an answer.

Which isn't something to discount really. Yeah, starbound has a bow, but it does feel like a stranded a shipwrecked situation for about the first tier. anyway, my two cents on this.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 08, 2013, 11:40:55 am
The devs should introduce a new type of location other than planets[...]
They definitely mentioned extra-planetary bodies (astroids, space stations, etc.) a few times during the development posts. Primarily in relation to potential PvP arenas, iirc, but once it's done I imagine it wouldn't take much to adjust it for less contentious endeavors. So that's probably going to happen, in due time.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 08, 2013, 11:57:00 am
There's already asteroids above planets. So I'm pretty sure the general idea of making objects other than planets to explore is still there. I still think finding derelict spaceships or stations would be completely awesome though. I imagine with the planet and coordinate system it would be a little odd to implement however...

I guess making them mechanically planet systems and revealing them to you only when you've gotten a certain distance from them on the starmap would make sense.

Title: Re: Starbound - We have lift off.
Post by: majikero on December 08, 2013, 12:02:46 pm
Started up a new character too see their ships and damn the fish people have classy looking ships.

Anyone know how to make those japanese paper panel walls they have? The 3D printer took the lamps but it won't accept the walls.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 12:08:42 pm
Whaaa Glitch castles are SO COOL! Also, they attack me on sight, giving me an excuse to chop them all to bits!

Highlight so far: I kill a glitch knight on a horse, and the girl he was standing in front of says "Impressive." She doesn't attack me. You know it, baby.
Title: Re: Starbound - We have lift off.
Post by: Neyvn on December 08, 2013, 12:15:15 pm
Started up a new character too see their ships and damn the fish people have classy looking ships.

Anyone know how to make those japanese paper panel walls they have? The 3D printer took the lamps but it won't accept the walls.
Sadly I don't know how to make them either, I want to find a Water Planet (I KNOW THEY ARE OUT THERE) and build a home there but no luck...
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 08, 2013, 12:17:24 pm
I think the Apex record player music is a reference to Doneky Kong Country.
http://www.youtube.com/watch?v=Z2YurnXXoF8
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 08, 2013, 12:19:01 pm
Do the fish start out with rice seeds?  If so, try obtaining rice to unlock the recipe.  The paper walls are traditionally made of rice paper, so that may be what you need.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 08, 2013, 12:21:34 pm
Has the character reset happened already?
Title: Re: Starbound - We have lift off.
Post by: Neyvn on December 08, 2013, 12:22:24 pm
Do the fish start out with rice seeds?  If so, try obtaining rice to unlock the recipe.  The paper walls are traditionally made of rice paper, so that may be what you need.
Nah we don't get Rice, we get a seaberry...
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 08, 2013, 12:28:25 pm
And wheat, of course. Everyone seems to get wheat.

I haven't actually seen any rice, yet...

... which probably isn't that big of a deal. I think it's involved in... two? Recipes. Total. Rice cakes and then something two-three ingredient. Out of about eight or so(?) available to start. Definitely hope seed printing actually gets implemented in the future, though. Would make farming much less time consuming~
Title: Re: Starbound - We have lift off.
Post by: Warmist on December 08, 2013, 12:28:38 pm
I found rice, but it did not unlock the recipe... Also can't kill the stupid ufo :/
Title: Re: Starbound - We have lift off.
Post by: Xardalas on December 08, 2013, 12:39:22 pm
Quote
Other bits and pieces coming with the balance update

December 8, 2013 in News

So the big balance update is coming really soon,

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

The XP bug is hopefully fixed.

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



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

Copied from the website if no one else has seen it yet.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 08, 2013, 12:46:04 pm
5) Growable wood. Plants like banana trees yield a small amount of wood when harvested.
I know this post is a few pages back, but bananas don't grow on trees.
I know, but I can argue that giant tentacles coming out of planet crust are not trees either. It's just the most wood-like plant for now.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 08, 2013, 12:47:34 pm
Floran now owns, in order of acquisition:
A banjo, a hammered dulcimer, an acoustic guitar, an harmonica, a flute, and most importantly, AN ACCORDION.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 08, 2013, 12:52:47 pm
We just need to form a band now :D
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 08, 2013, 12:55:57 pm
I did suggest the Bay12 Moonrockers at one point.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 08, 2013, 01:01:02 pm
Planetary Bombardment!

Title: Re: Starbound - We have lift off.
Post by: Shooer on December 08, 2013, 01:01:58 pm
And I suggested a Floran mariachi band.
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 08, 2013, 01:02:08 pm
Final image of my ship before the reset:
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 01:06:01 pm
Anyone know exactly when the update is supposed to be? I keep thinking I want to collect lots of stuff and build awesome things, but if there's only a few hours or less left, there's not much point.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 08, 2013, 01:07:44 pm
They said 'in a few days' yesterday. So you got some time.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 01:09:43 pm
Yay! Perhaps I'll build something after all, then.

I was also thinking of gathering a load of ice blocks and going to a civilized world, and encasing all the inhabitants in ice. But now I'm thinking that they probably won't stay there - when you leave the area, they despawn, don't they? And when you come back, they respawn? So they'd just be walking around outside their ice prisons?

Perhaps this requires a bit of !!SCIENCE!!

EDIT: By the way, I've been uploading screen shots to my Steam account. Is anyone else doing that? I want to see stuff that people have found!
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 08, 2013, 01:23:39 pm
Anyone else thinks it's a bit unfair that humans get Burgers, which are made from meat (the most abundant food source) and bread (made from wheat, which everyone gets at start), while all the other species need to find the seeds to make any recipes?
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 01:25:36 pm
Anyone else thinks it's a bit unfair that humans get Burgers, which are made from meat (the most abundant food source) and bread (made from wheat, which everyone gets at start), while all the other species need to find the seeds to make any recipes?

I killed a Glitch and he turned into a burger. That was fun.

The only other thing I can say is I'm sure the other races will get more benefits as the devs fill in the content. As it stands now, Florans certainly have the bread recipe and start with wheat seeds. No idea about other races.

However, I've only played as a Floran so far, so now you're making me want to try a human. Mmmmm burgers.
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 08, 2013, 01:27:50 pm
Also I've been deleting planets from my universe folder when I was done with them. They reset to their pristine status, freeing up hard disk (this helps with my obsessive compulsion to never devastate the surface of planets or tunnel indiscriminately :P), and if you change the ore table, they regen with the new ore distribution :) (which I cheated the hell out of because I needed platinum dammit)

I probably won't play again until the update. Now give me that Clonk mining well thingy! (BTW Darkout has an elevator now)
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 01:31:49 pm
I have too many ideas, I can't choose. Should I make a dwarven-style underground fortress? A museum showcasing all my stolen decorations? A mighty treehouse that reaches up to space?

I suddenly wish I was on a multiplayer server. I'll have to join one after the patch. I'd prefer one without mods though... Is everyone going to join the modded one after the update? Or will there be a vanilla one too? Also, what kind of internet speed do you need to play multiplayer well? My internet kind of sucks. : (
Title: Re: Starbound - We have lift off.
Post by: Deon on December 08, 2013, 01:33:16 pm
I think most of people will play on unmodded one, but I will definitely find someone to host a server with my modpack :D.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 08, 2013, 01:34:15 pm
I found rice, but it did not unlock the recipe... Also can't kill the stupid ufo :/
Full snow armor, a handful of bandages, and a 10th level-whatsit melee weapon got me through it pretty painlessly. Silver armor would probably be your best bet sans snowcheese, and a decent ranged weapon would likely help. Just run screaming around danger level 10 planets looking for chests or an anchor until you get something usable.

I have too many ideas, I can't choose. Should I make a dwarven-style underground fortress? A museum showcasing all my stolen decorations? A mighty treehouse that reaches up to space?
Space treeeeee. It would totes be part cybertree. Metal bitsies throughout!
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 08, 2013, 01:40:17 pm
So, from what I'm reading, the game needs a sandbox mode. You would start with all sectors unlocked, bosses would be optional and not required to advance tiers, and the 3-d printer would be like 80% cheaper and print almost anything, seeds, etc etc. Maybe have them always start in a big NPC settlement with lots of shops.

Of course, you'd have to make it so sandbox characters couldn't join Regular/storymode servers, people couldn't cheese spectacular amounts of good stuff into regular servers ludicrously easily.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 01:43:41 pm
So, from what I'm reading, the game needs a sandbox mode. You would start with all sectors unlocked, bosses would be optional and not required to advance tiers, and the 3-d printer would be like 80% cheaper and print almost anything, seeds, etc etc. Maybe have them always start in a big NPC settlement with lots of shops.

Of course, you'd have to make it so sandbox characters couldn't join Regular/storymode servers, people couldn't cheese spectacular amounts of good stuff into regular servers ludicrously easily.

Well, they do call it a "sandbox" game, so yeah, a "sandbox mode" wouldn't be a bad idea.

Now off to build my space tree...
Title: Re: Starbound - We have lift off.
Post by: Deon on December 08, 2013, 01:49:39 pm
Notice that "? ? ?" mode column next to each character? I bet it will be possible to mod in modes later, and make servers joinable only with chars from specific modes. So this should not be a problem.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 08, 2013, 01:52:51 pm
I personally like the Tier system, but a mode that has all sectors available from the start as a character creation option is an interesting alternative. Maybe allowing expensive and not obvious ways to bypass the bosses would be nice too. Like maybe being able to find a molten core in a very tough Tier one dungeon, or crafting it out of a very rare ore found near the very bottom of some planets.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 08, 2013, 02:04:28 pm
So, from what I'm reading, the game needs a sandbox mode. You would start with all sectors unlocked, bosses would be optional and not required to advance tiers, and the 3-d printer would be like 80% cheaper and print almost anything, seeds, etc etc. Maybe have them always start in a big NPC settlement with lots of shops.

Of course, you'd have to make it so sandbox characters couldn't join Regular/storymode servers, people couldn't cheese spectacular amounts of good stuff into regular servers ludicrously easily.

This is definitely going into my suggestion list to be mailed off to Molly.

By the way, I've been uploading screen shots to my Steam account. Is anyone else doing that? I want to see stuff that people have found!

Here ya go. (http://steamcommunity.com/profiles/76561198013830700/screenshots/?appid=211820&sort=newestfirst&browsefilter=myfiles&view=imagewall) I don't have many for Starbound yet since I took a break until the combat push, but there's a ton of stuff I built in Terraria (glowing mushroom cavern city, sky pirate cloudship) if you want to browse for ideas.

Re: Alternative progression modes, I enjoy the current tier system, but I think being able to get items like the processor or molten core without killing bosses *in the story/adventure mode* would circumvent the point of the mode in an undesireable way. Someone would find whatever dungeon has the molten core and post the coords online, then anyone could just skip all the way to the end by mining into the side walls. I'm not sure I like that idea.

There was at one point in development a mention of special dungeons that had elite guardians or minibosses that guarded a "block locker" for lack of a better term, that kept you from mining through walls until the boss was killed and the locker engine destroyed. I'd be a bit more comfortable with that.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 08, 2013, 02:06:39 pm
I've always kind of liked the idea of loadbearing bosses in dungeons, it's generally a rule I impose on myself when playing games like this. I won't mine out any parts of a dungeon or take any decor until I've cleared it out or killed the boss.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 08, 2013, 02:17:54 pm
Actually, if the place containing the item needed to progress is either a challenge in and of itself (i.e. a hard platforming dungeon with little possibility for cutting corners), or if it's just a place where the item is sold, then posting coordinates online won't change a thing. It'll make it less frustrating to search for, but won't make obtaining it any easier.

Personally, I like to imagine the place containing the Molten Core (or a Metalworking Station) in Alpha Sector to be a huge, towering industrial complex filled with magma and steampunk defenses that are weak enough to handle with a hunting bow and basic sword. So it's a place that you literally can't miss even from orbit, meaning that you'll see it on the system map if you travel to the system, as per the event system I outlined earlier.
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on December 08, 2013, 02:20:43 pm
Is there a way to pause the game without quitting it?
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 08, 2013, 02:22:13 pm
Is there a way to pause the game without quitting it?
Build a cocoon of anything around yourself and you should be safe from almost everything, but you can't actually pause it as far as I know.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 02:23:18 pm
Actually, if the place containing the item needed to progress is either a challenge in and of itself (i.e. a hard platforming dungeon with little possibility for cutting corners), or if it's just a place where the item is sold, then posting coordinates online won't change a thing. It'll make it less frustrating to search for, but won't make obtaining it any easier.

Personally, I like to imagine the place containing the Molten Core (or a Metalworking Station) in Alpha Sector to be a huge, towering industrial complex filled with magma and steampunk defenses that are weak enough to handle with a hunting bow and basic sword. So it's a place that you literally can't miss even from orbit, meaning that you'll see it on the system map if you travel to the system, as per the event system I outlined earlier.

But in that case, it's still a combat-based tier system. There's no way to advance without good equipment or fighting skills. Why can't there be a way to get it without having to fight something? I'm still dying on level 6 planets, and I promise you, I'm trying my hardest. I didn't buy this game to fight, I bought it to build and explore, and I'm not able to do that unless I fight stuff. There ought to be a way to do it without fighting. Make the rare find spawn in a random location for each player, independently of the generation of the planets, so that the coordinates can't be shared. Make it something you can buy, but in order to buy it, you have to do a ton of complicated crafting stuff to make the item to trade for it. Make an option that doesn't require fighting. I guarantee I'm not the only one who was sold on this game by the impression that it's about crafting, building, and exploring. Why is everything locked by combat only?

Those who are saying that other ways would be "too easy"... It sounds like you enjoy the fighting part. In fact, once combat is better balanced, I'd be willing to bet the first "boss" won't be too difficult to beat for those of you who like fighting. Probably far easier than doing some elaborate crafting to get to the next tier. Why is everyone so dead set against there being a way to do it for those of us who generally just suck at fighting and don't enjoy it?
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 08, 2013, 02:29:36 pm
The platforming dungeon wouldn't be combat-locked. It would be platforming-locked. The basic hunting bow is a pathetic weapon, and the idea is for the "defenses" to have as much HP as a pixel pot - they'd be there to annoy and distract, not kill. When you're standing on a ledge above a magma sea, the last thing you want is a steam engine shooting BBs at you.

So, sort of a location boss. A place you have to get through, rather than fight through. Maybe filled with indestructible doors and cunningly hidden switches, in addition to randomly strewn-about logbooks and diaries detailing the reasons why the complex is abandoned. Stuff like that.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 02:37:41 pm
The platforming dungeon wouldn't be combat-locked. It would be platforming-locked. The basic hunting bow is a pathetic weapon, and the idea is for the "defenses" to have as much HP as a pixel pot - they'd be there to annoy and distract, not kill. When you're standing on a ledge above a magma sea, the last thing you want is a steam engine shooting BBs at you.

So, sort of a location boss. A place you have to get through, rather than fight through. Maybe filled with indestructible doors and cunningly hidden switches, in addition to randomly strewn-about logbooks and diaries detailing the reasons why the complex is abandoned. Stuff like that.

Aha, I understand what you meant now. That could be good as well. I'd still vote for a crafting route though. Something really convoluted, not necessarily difficult, but with so many steps requiring things from so many different kinds of planets that most people would find it easier to just go the combat route.
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 08, 2013, 02:38:37 pm
Spoiler: Exploration. (click to show/hide)

This game is really beautiful sometimes, and the music :D
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 02:42:24 pm
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 08, 2013, 02:44:48 pm
Why is everyone so dead set against there being a way to do it for those of us who generally just suck at fighting and don't enjoy it?

I'm not, I would just prefer that if there was a mode to circumvent tiered progression (the "sandbox mode" mentioned earlier... which I am in the process of typing up as a suggestion to the devs right now) that it isn't overlapped with the storyline mode. I'd probably play the sandbox mode on occasion just to mess around with other races and scout planets for decorations to steal liberate on my main adventure character. If such a mode existed I wouldn't even want to bother with the tiered progression at all, just have everything unlocked from the start and let players go where they want when they want and gather whatever they choose.

How do you know when you're in space? You'll freeze to death almost instantly. I had to fly up for a long time in a gravity bubble to hit that point. it's really far.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 02:46:58 pm
Well, I've been building this space ladder (it stopped being a tree long ago when I ran out of wood) for a long time now and it's getting tedious. I think I might just leave it at its current height and build a fort up here. It's pretty beautiful, anyway, especially during the day.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 08, 2013, 02:49:43 pm
Spoiler (click to show/hide)

Why is everyone so dead set against there being a way to do it for those of us who generally just suck at fighting and don't enjoy it?

I'm not, I would just prefer that if there was a mode to circumvent tiered progression (the "sandbox mode" mentioned earlier... which I am in the process of typing up as a suggestion to the devs right now) that it isn't overlapped with the storyline mode. I'd probably play the sandbox mode on occasion just to mess around with other races and scout planets for decorations to steal liberate on my main adventure character. If such a mode existed I wouldn't even want to bother with the tiered progression at all, just have everything unlocked from the start and let players go where they want when they want and gather whatever they choose.
I don't think anyone is saying that there should be a way to ignore the central progression. Sequence-breaking != skipping. What we've been arguing for is that people should be able to go straight to a top-level planet once they get fuel, not that they should be able to craft higher-tier armor without beating bosses.

Gods below, I'm trying really hard to avoid a rant about reading comprehension right now. Don't need that sort of stress, it's already my birthday and the start of finals week. >.>
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 08, 2013, 03:00:49 pm
Except the people who are saying they're terrible at combat and just want to craft and explore. Bosses being optional would be for them. And whats the point of making bosses mandatory for tiers if you can go to a level 45 planet and cheese out level 45 weapons and armor?
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 08, 2013, 03:05:12 pm
By the way, I've been uploading screen shots to my Steam account. Is anyone else doing that? I want to see stuff that people have found!

Here's one of me and a friend rocking out above a desert canyon (http://steamcommunity.com/sharedfiles/filedetails/?id=202186620).

It was funny - joining me in multiplayer was his first experience of the game.  He had a mic, so I got to listen to him being incredibly overawed for a long time.  We didn't even do that much - a bit of mining/cave diving, exploring the planetary surface, and then I showed him the navigation interface and how to get to new worlds (and the number of them).  He was starstruck.

Then I showed him musical instruments.  I think he's suffering from overload now.  :P  He's never played Terraria, either, so the whole set of game mechanics is new to him too.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 08, 2013, 03:09:45 pm
Bosses being optional would be for them. And whats the point of making bosses mandatory for tiers if you can go to a level 45 planet and cheese out level 45 weapons and armor?

That would be silly honestly, since then you could go all the way to sector x and run around till you find a chest with a weapon and just trivialize most of the content in the game. That's exactly why I don't like early Terraria, you're wasting your time if you don't get gold as soon as possible.

I would like the random building blocks you find as 3d printable though. Since it means I can then grab a few blocks from a dungeon and later on print myself some building materials instead of having to take down a building in the style I already want. Like 10-15p for 25-50 blocks sounds alright.

By the way, I've been uploading screen shots to my Steam account. Is anyone else doing that? I want to see stuff that people have found!

I did find some blue penis monsters the last time I played. (http://i.imgur.com/7W2LjbB.png)
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 08, 2013, 03:09:46 pm
Title: Re: Starbound - We have lift off.
Post by: Twi on December 08, 2013, 03:11:34 pm
-space ladder-
It will be cold. REally cold.

ALso you shoudl start finding asteriods apparently.

Never gone up there myself. :P
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 08, 2013, 03:12:50 pm
Except the people who are saying they're terrible at combat and just want to craft and explore. Bosses being optional would be for them. And whats the point of making bosses mandatory for tiers if you can go to a level 45 planet and cheese out level 45 weapons and armor?

Surely everyone is entitled to their opinions, and I doubt anyone is consciously trying to make anyone else's experience less fun. But as someone who wants to build and craft and explore without worrying that I'm going to constantly die, this is what I keep hearing:

"I'm really good at (fighting/platforming/what have you) as a result of (spending a shocking number of hours playing games/having a natural talent for it) and therefore I should be rewarded for it with all the best stuff in the game. If other people aren't good enough at it to have fun playing the game, they don't deserve to have fun."

I'm not hearing many people say "I wouldn't enjoy the game as much if I wasn't forced into a linear progression based on combat" (it has been said, but not by many). What I'm really hearing is "PEOPLE would exploit it by XYZ" which is another way to say "people other than me would get good stuff in a different way than I get it and I wouldn't feel better than everyone for having all the best stuff."

When a game is sold as a sandbox, to me that means you set your own challenges and goals and difficulties. If that includes fighting, that's fantastic. Go for it. Find the biggest, most badass enemies in the universe and go fight them. Scour the universe for the best stuff, kill people for it or earn pixels to buy it. Why does that mean that people who don't want to do that, can't have access to that higher-level stuff? If someone spends 100 hours playing the game focusing on building and crafting rather than fighting, why should they get any less of a reward than people who spend 100 hours fighting stuff? In fact, it seems like the ones who want to stick with everything being about fighting are good enough at fighting already that they can beat the top-level things within a day, or even a few hours. If I'm spending a week on the game doing what's enjoyable to me, but I just suck at fighting or don't like it, why should I not be allowed access to the sweet loot you got by doing the thing which is most enjoyable for you?
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 08, 2013, 03:13:16 pm
Spoiler: Under the surface. (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Twi on December 08, 2013, 03:14:02 pm
Broken image, Werty.
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 08, 2013, 03:16:53 pm
Fixed :)
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 08, 2013, 03:27:04 pm
Is that...an ocean!?  I haven't found an ocean or sea-type biome of any type yet, are they in?  :o
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 08, 2013, 03:28:54 pm
Is that...an ocean!?  I haven't found an ocean or sea-type biome of any type yet, are they in?  :o
It's blue sand backwall.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 08, 2013, 03:30:29 pm
Is that...an ocean!?  I haven't found an ocean or sea-type biome of any type yet, are they in?  :o
It's blue sand backwall.

Dawwwww.  :-\
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 08, 2013, 03:31:16 pm
Nope, that's just a large lake underneath a desert. Sorry to get your hopes up.

I'm now just exploring and uploading pictures of anything cool that I find :)

Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 08, 2013, 03:31:35 pm
I PM'd Seriyu with my part of the Bay12 feedback email. I'm pasting it in full below if anyone else is interested:

Spoiler: TEXTWALL CRITS YOU (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Deon on December 08, 2013, 03:40:39 pm
About flaregun, there are already flares.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 08, 2013, 04:04:27 pm
Sure, but the flares work like terraria's glowsticks now. That's not to say a flaregun won't pop up in the future, though.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 08, 2013, 04:09:31 pm
I found a Glitch village, not much loot but the medieval setting is cool.

I found five flashlights. One was just the standard starter one, another gave off a red light, and three more gave off a yellow light. Kind of nifty.
Spoiler: Flashlight comparison. (click to show/hide)
Also, apparently Glitch furnaces are used to cook meat like a campfire does. But its description says it is used to work metal. I thought it would be like the cobblestone furnace we make in the beginning, so I'm kind of disappointed. Or is this a bug?     E: Checked the forums, this is a bug.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 08, 2013, 04:12:13 pm
Spoiler: Spaaaaaaaaaace! (click to show/hide)

Only low space though. Higher up appears to be empty of all but birds.

NVm, found another couple asteroids up higher.
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 08, 2013, 04:18:07 pm
Surely everyone is entitled to their opinions, and I doubt anyone is consciously trying to make anyone else's experience less fun. But as someone who wants to build and craft and explore without worrying that I'm going to constantly die, this is what I keep hearing:

"I'm really good at (fighting/platforming/what have you) as a result of (spending a shocking number of hours playing games/having a natural talent for it) and therefore I should be rewarded for it with all the best stuff in the game. If other people aren't good enough at it to have fun playing the game, they don't deserve to have fun."

I'm not hearing many people say "I wouldn't enjoy the game as much if I wasn't forced into a linear progression based on combat" (it has been said, but not by many). What I'm really hearing is "PEOPLE would exploit it by XYZ" which is another way to say "people other than me would get good stuff in a different way than I get it and I wouldn't feel better than everyone for having all the best stuff."

When a game is sold as a sandbox, to me that means you set your own challenges and goals and difficulties. If that includes fighting, that's fantastic. Go for it. Find the biggest, most badass enemies in the universe and go fight them. Scour the universe for the best stuff, kill people for it or earn pixels to buy it. Why does that mean that people who don't want to do that, can't have access to that higher-level stuff? If someone spends 100 hours playing the game focusing on building and crafting rather than fighting, why should they get any less of a reward than people who spend 100 hours fighting stuff? In fact, it seems like the ones who want to stick with everything being about fighting are good enough at fighting already that they can beat the top-level things within a day, or even a few hours. If I'm spending a week on the game doing what's enjoyable to me, but I just suck at fighting or don't like it, why should I not be allowed access to the sweet loot you got by doing the thing which is most enjoyable for you?
Well, kinda the problem here isn't so much that the game is billed as a sandbox nor as a combat thing, but a middleground between the two, as Terraria was. As such it does need to provide a bit of both. That was honestly one of the draws of the game for me, a better netcode to take care of the fighting and latency issues. And while setting your own goals is admirable, the consistency provided across players by having some sort of limits is a way to keep people progressing without breaking the challenges each set to themselves.

So well, I'm arguing it's better to not have total freedom as a result of playing with other people, who should for the most part, be able to play together at the same without getting something like an all smiting hammer alongside the early crafting weapons when they do wanna take on something appropriately tough. I'd rather have the game decide when I should get stronger and tougher rather than have the option to do so, since I have no idea what would be most fun for me.

Still though, I do get you would enjoy the game if the crafting stuff was more open to you, but that's relatively a bit simpler to setup than making sure that the combat works right. It'd be a matter of searching for the right mods that would unlock those things and installing them. Maybe have the recipe for the molten core be twice what it would take to summon the first boss perhaps? But regardless, the game does toe between being combat oriented and sandbox oriented, and I think favoring one side over the other would detract from the experience for most players, though I do agree there ought to be better options for sandbox players, but going to make the bosses officially optional would be a bad idea in my opinion.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 08, 2013, 04:25:03 pm
Still though, I do get you would enjoy the game if the crafting stuff was more open to you, but that's relatively a bit simpler to setup than making sure that the combat works right. It'd be a matter of searching for the right mods that would unlock those things and installing them. Maybe have the recipe for the molten core be twice what it would take to summon the first boss perhaps? But regardless, the game does toe between being combat oriented and sandbox oriented, and I think favoring one side over the other would detract from the experience for most players, though I do agree there ought to be better options for sandbox players, but going to make the bosses officially optional would be a bad idea in my opinion.

This sums it up better than I could. I enjoy both parts of the game and removing one or the other feels like splitting it in half. From what I've seen it will be trivial to just skip the boss fights and make recipes to craft the boss drop items anyway, if you want to skip progression. I assume those mods will be very, very soon after release, which is why I'd argue for the fully unlocked sandbox universe as a separate game mode right off the bat.
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 08, 2013, 04:29:21 pm
That would be ideal I think, but not sure how hard it is to change the menu. However, I did notice there was a mode: ??? next to characters, so maybe it's in the works?
Title: Re: Starbound - We have lift off.
Post by: Deon on December 08, 2013, 04:30:05 pm
It actually takes like a minute to make a mod like that right now.
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 08, 2013, 04:32:25 pm
Maybe I ought to try my hand at it once the patch comes out.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 08, 2013, 05:03:39 pm
In multiplayer, is there any way to board another player's ship?  And fly around together?  I know I saw some of the devs flying through space together on one of the earlier streams, but I've no idea if that's in-game or if it was Magical Dev PowersTM that allowed it.  :P
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 08, 2013, 05:05:21 pm
In multiplayer, is there any way to board another player's ship?  And fly around together?  I know I saw some of the devs flying through space together on one of the earlier streams, but I've no idea if that's in-game or if it was Magical Dev PowersTM that allowed it.  :P
You have to be in a party with them. Then, you can click on their portrait.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 08, 2013, 05:05:33 pm
In multiplayer, is there any way to board another player's ship?  And fly around together?  I know I saw some of the devs flying through space together on one of the earlier streams, but I've no idea if that's in-game or if it was Magical Dev PowersTM that allowed it.  :P

I haven't played MP, but I know it's possible to board other people's ships. There have been a few threads on the official forums complaining of griefers who've sabotaged their spawn point in their own ship.

E: Ninja'd. Oh well.

For modding, is it possible to add in new items? I'd like to add in a few plants to make some things, such as flower petals and mushrooms, renewable. Maybe add bones to boneboo plants too.
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 08, 2013, 05:11:08 pm
Yes. Someone added this http://imgur.com/a/hR431
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 08, 2013, 05:12:13 pm
Observation, making the matter manipulator have a 40x40 block radius and mine things instantly  is a recipe for all of the lag.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 08, 2013, 05:34:27 pm
C'mon new patch~
Title: Re: Starbound - We have lift off.
Post by: Twi on December 08, 2013, 05:35:16 pm
It might not even happen tomorrow, Tiruin. 'A few days' is pretty vague.
tldr: everybody calm the fuck down
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 05:40:39 pm
tldr: everybody calm the fuck down
NO I WILL NOT CALM DOWN! I WILL USE CAPS LOCK AND BOLD ITALICS TO EXPRESS MY DISCONTENT THAT THE BETA ISN'T PERFECT AT THIS EXACT POINT IN TIME! ANGRY!

Anyway yea, they are pretty much redoing that entire scaling thing, so you know, give them a day or two.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 08, 2013, 05:50:05 pm
It might not even happen tomorrow, Tiruin. 'A few days' is pretty vague.
tldr: everybody calm the fuck down

They seem to be aiming for tomorrow (https://twitter.com/StarboundGame/status/409805384069939200). So while it's not a SURE thing it's likely.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 05:58:01 pm
Alright, got all the messages, and that one suggestion from werty.

I'll probably send this later tonight, maybe in a few hours, maybe when I go to bed like twelve hours from now. Basically what I'm saying is there's still more time to submit stuff if you feel the need.
Title: Re: Starbound - We have lift off.
Post by: Antur on December 08, 2013, 06:20:00 pm
Quote from: twitter
Aiming for tomorrow for the new patch, guys! Hopefully it'll help with a lot of you experiencing crashes, too!
— Starbound (@StarboundGame) December 8, 2013

Time for a break then i guess!
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 08, 2013, 06:23:02 pm
Are we sure we wanna send an email to Molly? An email to that mail box where she was flooded with emails to the point where she wasn't able to respond to them?

I dunno, the forums might be a better place. If no one wants to make an account there, I can prolly post it myself if it's all compiled.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 06:36:29 pm
They don't allow megathreads on the suggestions forum at starbound. (http://community.playstarbound.com/index.php?threads/how-to-make-suggestions.705/)

Just looking at the list now there's about 30 suggestions, soooo we'd need about 30 threads all at once.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 08, 2013, 06:37:12 pm
They don't allow megathreads on the suggestions forum at starbound.

Just looking at the list now there's about 30 suggestions, soooo we'd need about 30 threads all at once.
I'd recommend sending an email, then.
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 08, 2013, 06:37:32 pm
Ah, okay. Sure. Makes sense I guess.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 06:45:04 pm
And you know, If someone wants to give it a try, let me know, I'll send you the info. I just get the feeling some kind of spamming rule would come into play after a certain point.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 08, 2013, 06:49:23 pm
Why is it so important to have a megasuggestion anyway? If they don't want them on the forums I bet they don't want them in their emails too.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 06:51:21 pm
A good point.

Maybe someone should just trickle them in over time.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 06:55:15 pm
Maybe someone should just trickle them in over time.
Shall we draw straws?
I have no intention of wandering into such a dark realm, most gaming forums tend to be either a cesspool of 'LOL I TROLLZ YOU' or so strictly moderated that just the suggestion that an idea is poorly thought out is a mutable offence...
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 08, 2013, 06:57:34 pm
So do both. Mega email and a trickle of threads. Seems like the optimal way to make sure it's heard.

Also, her inbox was overflowing with crash issues and email issues at launch. I'm sure it's less inundated by now.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 08, 2013, 07:01:44 pm
It's probably nothing but suggestions and more crash issues.
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 08, 2013, 07:08:44 pm
Still doesn't hurt to try.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 07:13:45 pm
Let it be known that if push comes to shove I will e-mail this, because there's no use in letting feedback just sit there.

If nobody has volunteered for an alternative by this evening I will e-mail it and if it happens to be the one thing that shatters the starbound team into fragments and ruin everything forever then so be it. :P
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 08, 2013, 07:15:21 pm
Wouldn't you just hate to be Molly right now? :P
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 08, 2013, 07:19:06 pm
Well, I've posted the one suggestion I actually care about on their forums (the scanner thing). You guys should totally register, post your own suggestions, and fill my thread with praise for my idea so they know people like it. :V

http://community.playstarbound.com/index.php?threads/make-the-scanner-useful-let-us-scan-almost-everything-make-scanning-free-and-printing-cheap.43263/
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 07:23:05 pm
I'll just e-mail it later and let the thread go back to it's neutral state of casually discussing starbound things. :P

Wouldn't you just hate to be Molly right now? :P

I do not envy pretty much any PR person! "Get yelled at by the playerbase and flooded with things to do, then get insulted for it by the playerbase, the job"
Title: Re: Starbound - We have lift off.
Post by: Tnx on December 08, 2013, 07:33:58 pm
They're adding pixel banking in this next patch.  You lose 40% of what you bank though.  Pretty sure people would just use the other mod where it doesn't cost anything to bank instead.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 08, 2013, 07:36:22 pm
Did that one patch that could break characters get released? I wasn't online last night and Steam doesn't seem to be downloading any updates today.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 08, 2013, 07:37:28 pm
They're adding pixel banking in this next patch.  You lose 40% of what you bank though.  Pretty sure people would just use the other mod where it doesn't cost anything to bank instead.

40% seems pretty steep, since you only lose 20% if you die.

Except me, I set it to only lose 5% on death. :P

Did that one patch that could break characters get released? I wasn't online last night and Steam doesn't seem to be downloading any updates today.

They are hoping to release it tomorrow, but it may take longer.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 08, 2013, 07:44:29 pm
They're adding pixel banking in this next patch.  You lose 40% of what you bank though.  Pretty sure people would just use the other mod where it doesn't cost anything to bank instead.

40% seems pretty steep, since you only lose 20% if you die.
I think they are going to change death penalty back to 30%
Title: Re: Starbound - We have lift off.
Post by: Aelig on December 08, 2013, 07:45:00 pm
They're adding pixel banking in this next patch.  You lose 40% of what you bank though.  Pretty sure people would just use the other mod where it doesn't cost anything to bank instead.

40% seems pretty steep, since you only lose 20% if you die.

Except me, I set it to only lose 5% on death. :P

Did that one patch that could break characters get released? I wasn't online last night and Steam doesn't seem to be downloading any updates today.

They are hoping to release it tomorrow, but it may take longer.

Tiy stated that the penalty might be up to 30% so two deaths equal a 41% loss.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 08, 2013, 07:48:58 pm
Not sure why they're so intent on penalizing their players so harshly.

Guess this means all the other ridiculous pixel prices will remain.
Title: Re: Starbound - We have lift off.
Post by: Gabeux on December 08, 2013, 07:50:51 pm
I got along with some friends, got our instruments, everyone got the Pirate's of the Caribbean song on their assets/songs folder, and...

Spoiler (click to show/hide)

It was beautiful. One of the most amazing/funny things I've ever seen in a game, since it synchronizes instruments if everyone type in the same band.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 08, 2013, 08:09:32 pm
Uh. Looks like they deleted the entirety of their beta feedback forum, including the last 5 or 6 threads I posted in to push for ideas I liked or problems I had. So according to my watched threads list, everything I've mentioned over there since early November is now gone.

Suddenly I don't give a shit if they get any more of my feedback or not, if it's going in the trash anyway.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 08:11:52 pm
That's.... very strange.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 08, 2013, 08:15:07 pm
My guess is the beta feedback page was too cluttered. There was honestly hardly anything of value in there anyway.

As long as they keep this behavior up (http://i.imgur.com/BMPuCOb.png) they'll have my unconditional and fanatical support anyway. Seriously man, they've integrated a mod and he's outright trying to help this dude out here.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 08, 2013, 08:15:15 pm
Check to see it didn't get merged into General Discussion? That'd be my guess.

If not, feel free to panic. I will support you.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 08, 2013, 08:21:45 pm
There's always the suggestion sections of the forums.
Title: Re: Starbound - We have lift off.
Post by: hemmingjay on December 08, 2013, 08:25:15 pm
Y'know what sucks? Losing 20% of pixels upon death. Know when that really sucks? When you have more than 20k pixels. Really need a way to store them. Even if you turn them into something else for storage, like certificates or something. Having to carry your entire wealth at every moment is just obnoxious.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 08, 2013, 08:27:43 pm
Y'know what sucks? Losing 20% of pixels upon death. Know when that really sucks? When you have more than 20k pixels. Really need a way to store them. Even if you turn them into something else for storage, like certificates or something. Having to carry your entire wealth at every moment is just obnoxious.
There's already mods to turn 1,000 pixels into a pixel ingot, which can be refined for the value back.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 08:28:38 pm
Wait, yeah, isn't the suggestions forum the beta feedback forum?
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 08, 2013, 08:29:54 pm
Slime biome? Oh yes.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 08, 2013, 08:31:06 pm
Also yeah, I saw that mod earlier and it was looking really neat, good to see they're a bit more on top of the mod community then minecraft was!
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 08, 2013, 08:33:57 pm
There was a forum specifically titled "beta feedback", but now the threads there I was browsing were moved to... basically everywhere. There's two in general, one in billing... for some reason... and one in "other". Oh and the "followed threads" doesn't actually list your followed threads, just the ones that were posted in in the last few hours, so between the blank watchlist and lack of a beta-specific forum I just assumed.

So now it's back to the pile of illiterate chaos it always is over there, where I can't find anything I'm looking for to be constructive. I'm starting to see why the devs rarely ever post on their site and stick to everywhere else instead.
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 08, 2013, 09:20:39 pm
So the first version of the universal currency mod is done and posted.
http://community.playstarbound.com/index.php?threads/universal-currency.43448/ (http://community.playstarbound.com/index.php?threads/universal-currency.43448/)
It works rather well and thankfully doesn't touch the player.config file that will be the focus of so many mods.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 08, 2013, 09:27:15 pm
That sounds rather awesome, if it works.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 08, 2013, 09:52:25 pm
I'm not very good at modding, it seems.

I accidentally my boneboo seeds, and they are still broken even after replacing my mistake with the backup I made before attempting to mod.

Anyone know how to mod plants? I haven't seen any guides for it on the official forums.
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 08, 2013, 10:01:54 pm
I'm not very good at modding, it seems.

I accidentally my boneboo seeds, and they are still broken even after replacing my mistake with the backup I made before attempting to mod.

Anyone know how to mod plants? I haven't seen any guides for it on the official forums.
once an item becomes a generic item, it stays that way, best to back up your character before attempting to test a mod, specifically go into the starbound folder and copy the player and universe folder elsewhere.

As for modding plants, there are 2 parts of it, the seed then the plant itself, if you make a syntax error when modding then it turns the item into a perfectly generic object when you load the character. The question comes to mind what are you wanting to do with it?

I'll go into a little more detail, the seed is under the assets/object/farmable folder, the plant after its harvested is under assets/items/generic/produce.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 08, 2013, 10:05:41 pm
once an item becomes a generic item, it stays that way, best to back up your character before attempting to test a mod, specifically go into the starbound folder and copy the player and universe folder elsewhere.

As for modding plants, there are 2 parts of it, the seed then the plant itself, if you make a syntax error when modding then it turns the item into a perfectly generic object when you load the character. The question comes to mind what are you wanting to do with it?

I was looking to make it drop bones when harvested. I'm mostly just trying to learn how to mod, but I also want to make more plants to function as alternative sources of materials, such as flower petals, wood, mushrooms, and in this case bones.
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 08, 2013, 10:13:53 pm
I was looking to make it drop bones when harvested. I'm mostly just trying to learn how to mod, but I also want to make more plants to function as alternative sources of materials, such as flower petals, wood, mushrooms, and in this case bones.

ok, if you look under the boneboo folder for the seed, look at the .object file.

you should see this:
Spoiler (click to show/hide)
now it can be changed to the following to achieve what you want

Spoiler (click to show/hide)
Now I'm not 100% sure if this will work as you want it to, but it should make it drop bones on harvest, whenever you add a new object in a list of {}, [] or () make sure you place a comma, this is the most frequent cause of generic objecting my items. Also make sure you check the object you want, some of them are wierd such as the name of dirt is dirtmaterial
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 08, 2013, 10:24:15 pm
Thanks, that will help quite a bit.

Though I was actually looking for the bones used to make bone blocks, not the blocks themselves. I eventually found it, in assets\items\generic\crafting in the bone.item file.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 08, 2013, 10:57:43 pm
Boneboo DOES drop bones when harvested. I've harvested plenty and gotten small amounts of bone.

Really?

I've been running a boneboo farm for quite some time and never gotten any bones from them. Is it wild ones you're harvesting, or do you have a farm too?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 11:01:12 pm
Anybody else thing it is strange that all the females of all species have thinner waists and breasts? I mean they had a chance to have all sorts of castes that are somewhat new and interesting beyond typical mammalian male and female...
Or are we just used to that from every other sci fi game ever?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 08, 2013, 11:03:28 pm
Or are we just used to that from every other sci fi game ever?
Title: Re: Starbound - We have lift off.
Post by: Tnx on December 08, 2013, 11:04:51 pm
Heh, would've been funny if the bird creatures had males with bigger breasts.  I think in the wild the males sometimes have bigger breasts, fancier feathers, and more vidid colors.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 08, 2013, 11:05:09 pm
Wild ones.

Maybe it's only those which drop bones, then.

The only difference I've noted between the wild ones and the farmed ones is that the wild ones have longer growth times and this token:

"objectItem" : "bone",

Anybody else thing it is strange that all the females of all species have thinner waists and breasts? I mean they had a chance to have all sorts of castes that are somewhat new and interesting beyond typical mammalian male and female...
Or are we just used to that from every other sci fi game ever?

Or are we just used to that from every other piece of sci fi media ever?
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 08, 2013, 11:06:23 pm
Anybody else thing it is strange that all the females of all species have thinner waists and breasts? I mean they had a chance to have all sorts of castes that are somewhat new and interesting beyond typical mammalian male and female...
Or are we just used to that from every other sci fi game ever?

In the case of glitch it makes sense, since they're supposed to be a simulation. So having the visible gender differences even if it actually means nothing makes sense. Everyone else? Well it means everyone can wear all the clothes in the game without unique sprites needed.

Besides. It's a pretty well known sci-fi trope anyway and Starbound isn't hard sci-fi in the slightest.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 08, 2013, 11:06:56 pm
Or are we just used to that from every other piece of fictional media ever?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 11:08:10 pm
Heh, would've been funny if the bird creatures had males with bigger breasts.  I think in the wild the males sometimes have bigger breasts, fancier feathers, and more vidid colors.
Give males large peacock like tails.  :P

Well it means everyone can wear all the clothes in the game without unique sprites needed.
God I hate it when people are practical about things.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 08, 2013, 11:10:17 pm
Or are we just used to that from every other piece of fictional media ever?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 08, 2013, 11:11:08 pm
Okay, that's enough of that.  :P

But yeah, sprite simplification aside, it honestly feels like they're poking fun at it.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 08, 2013, 11:19:07 pm
Anthropomorphism. It's an anthropoid thing.


Do we have an ETA on the next update? I'm eager to dig into my fishman and chips, maybe have a slice of bird! I figure it will be fun to play an Avian based on the intro (http://www.youtube.com/watch?v=dnc69buy670), wandering the stars in search of a purpose and striking down priests of all sorts wherever they rear their scaly heads. :P
Title: Re: Starbound - We have lift off.
Post by: Deon on December 08, 2013, 11:27:36 pm
Heh, would've been funny if the bird creatures had males with bigger breasts.  I think in the wild the males sometimes have bigger breasts, fancier feathers, and more vidid colors.
Give males large peacock like tails.  :P
I've read it as "if female creatures had females with bigger breasts" and was like wat.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 08, 2013, 11:28:23 pm
All that's been said so far is they're aiming for tomorrow. That could mean like, tomorrow as in late monday or tomorrow as in the previously stated for updates 12 gmt time in a few hours.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 08, 2013, 11:29:51 pm
http://tvtropes.org/pmwiki/pmwiki.php/Main/NonMammalMammaries (http://tvtropes.org/pmwiki/pmwiki.php/Main/NonMammalMammaries)

Hemhem. This is the entire explanation I can give.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 08, 2013, 11:35:20 pm
Looks like we'll be able to capture monsters in the next update, according to Tiy's twitter. There will also be baby monsters added.

I wonder if it will be possible to tame them in this update too. Probably not for a while, I think. Zoos will be fine for now, anyways.

Also, I can't find more boneboo. I already destroyed harvested all the surface vegetation on the planet I found it on.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 11:35:29 pm
http://tvtropes.org/pmwiki/pmwiki.php/Main/NonMammalMammaries (http://tvtropes.org/pmwiki/pmwiki.php/Main/NonMammalMammaries)

Hemhem. This is the entire explanation I can give.
Why do I suddenly have about 20 more tabs open... Well fuck.
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 08, 2013, 11:45:46 pm
Or are we just used to that from every other sci fi game ever?

I think it's a crying shame, but since the "races" are literally just minor appearance swaps, meh. Even the robot women have boobs. :P
Title: Re: Starbound - We have lift off.
Post by: Max White on December 08, 2013, 11:50:13 pm
I think it's a crying shame
One day I will be able to play a game where I get to be a giant female arachnid and grind exp by consuming my male partners... One day!
Title: Re: Starbound - We have lift off.
Post by: umiman on December 09, 2013, 12:00:02 am
Or are we just used to that from every other sci fi game ever?

I think it's a crying shame, but since the "races" are literally just minor appearance swaps, meh. Even the robot women have boobs. :P
They're a simulation of what is essentially humans that got stuck in the medieval ages and can't progress. Of course they have boobs.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 09, 2013, 12:01:39 am
Found my first tech in a sandy cave, because there's where you find tech to dash forward via transforming into light briefly.

On the e-mail front, the support e-mail is just listed as "support" which inexplicibly makes me feel bad about using it for suggestions. I'll just post the various suggestions I've gotten onto the forums piecemeal (making sure none of them are repeats), with a note that most of the suggestions came from the B12 discussion topic, and they aren't mine explicitly. Now that I think about it, filtering out suggestions people have already suggested would probably reduce the list to a manageable level.

Just a heads up, kindly don't derail the topic about this! If you have a question or commentary on the matter that needs to be brought to my attention ,just message me. I feel bad about constantly derailing the topic with this.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 09, 2013, 12:12:28 am
I'll say this about putting suggestions on the official forums.  Probably, make a new thread every day, instead of several in one day, and at the top, state that it's a Bay12 suggestion and a link to THIS thread, then outline the suggestion clearly and professionally (as opposed to "lol do this").
Title: Re: Starbound - We have lift off.
Post by: Tnx on December 09, 2013, 12:16:42 am
Have you guys considered posting on the subreddit as well?  They seem to reply and communicate to players there.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 09, 2013, 12:27:34 am
Guys please, it's a beta, they're already busy working on everything at once. You can't expect them to work on more than everything they can handle. I'm sure they know about most of your suggestions already but just haven't found the time to implement them. Couldn't you just wait at least until release to see how many of your features they are already planning to implement, before initiating an organized pestering like a bunch of street preachers?
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 09, 2013, 12:28:52 am
I'll say this about putting suggestions on the official forums.  Probably, make a new thread every day, instead of several in one day, and at the top, state that it's a Bay12 suggestion and a link to THIS thread, then outline the suggestion clearly and professionally (as opposed to "lol do this").

Yeah, that's the plan. Once a day, flesh it out a bit more, "came from B12 thread at (link)".

Have you guys considered posting on the subreddit as well?  They seem to reply and communicate to players there.

I will probably post the entire list there at some point as I have a reddit account.

Guys please, it's a beta, they're already busy working on everything at once. You can't expect them to work on more than everything they can handle. I'm sure they know about most of your suggestions already but just haven't found the time to implement them. Couldn't you just wait at least until release to see how many of your features they are already planning to implement, before initiating an organized pestering like a bunch of street preachers?

I don't mean to make this into a like "hey, do this now" thing, just a heads up. Suggestions are suggestions, I'll post them in the suggestions forum, they'll decide whether or not to use them, and either way it's fine.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 09, 2013, 12:32:51 am
Couldn't you just wait at least until release to see how many of your features they are already planning to implement, before initiating an organized pestering like a bunch of street preachers?
... post release is kinda' the worst possible time to try to bring up issues or make suggestions. Beta testers trying to do what beta testers are supposed to do is... what they should be doing.

Do seriously wish there was a proper bug tracker/suggestion thing (mantis, etc.), like I've seen used numerous times with other projects. They seem to make everything a lot easier both for dev and tester when it comes to organizing suggestions and reporting bugs. Nigh infinitely less clumsy than forums, it has seemed t'me, for all the general similarity between the two.
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 09, 2013, 12:35:41 am
That sounds rather awesome, if it works.
well...after testing quite a bit, it does work, no generic objects in sight, although I'm not 100% sure how the price setting should be set. Currently its 5 of almost any block type can be refined into 1 pixel and 5 pixels can be made into a block.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 09, 2013, 12:41:44 am
Do seriously wish there was a proper bug tracker/suggestion thing (mantis, etc.), like I've seen used numerous times with other projects. They seem to make everything a lot easier both for dev and tester when it comes to organizing suggestions and reporting bugs. Nigh infinitely less clumsy than forums, it has seemed t'me, for all the general similarity between the two.

There are two stickied threads, one for bugs (http://community.playstarbound.com/index.php?threads/starbound-beta-bugs-database.38347/) and one for suggestions, but I'm not too sure how effective they are.

Ninja-edit: Suggestions here. (http://playstarbound.com/suggestions/) And absurd in terms of the sheer density of them.

Actual edit: I missed the word "proper" in your suggestion. I suppose the suggestions page could be seen as proper, as it's official.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 09, 2013, 12:48:53 am
Something more along the lines of this (https://crawl.develz.org/mantis/view_all_bug_page.php), BF. E: Or I guess this (http://www.bay12games.com/dwarves/mantisbt/my_view_page.php) would be more appropriate, considering. E2: Point being there's stuff coded specifically to facilitate game/project testing and a forum... isn't, generally. Bug trackers are pretty useful things, from what I've seen.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 09, 2013, 12:52:15 am
Guys please, it's a beta, they're already busy working on everything at once. You can't expect them to work on more than everything they can handle. I'm sure they know about most of your suggestions already but just haven't found the time to implement them. Couldn't you just wait at least until release to see how many of your features they are already planning to implement, before initiating an organized pestering like a bunch of street preachers?

The entire point of having a beta is getting feedback on what they're doing. In a perfect world their website would be a nice outlet for communicating their plans and getting public opinion on proposed changes. I think that's what we're trying to do, as opposed to pointless moronic stuff from the site now, like "video game machines should let you play mario and sonic in-game" which was an actually up there at one point. They can't actually say anything of their plans, because it's lose-lose-lose no matter what they do and it's easier for them to just not post anything in development before it's committed to a patch push.
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 09, 2013, 12:54:30 am
The nice thing about the forums is that they have a popularity system. Save devs time, they only have to look at the popular ones. ^_^

With that in mind, here's my newest post there:
http://community.playstarbound.com/index.php?threads/give-monsters-common-block-destroying-attacks.43732/

I am SO SO happy we have an absence of the phasing enemies that were the bread and butter of Terraria critters, but I think the ability for common monsters to have some sort of environmental manipulation (destroying of blocks) is going to be a requirement for interesting encounters moving forward.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 09, 2013, 12:56:39 am
Something more along the lines of this (https://crawl.develz.org/mantis/view_all_bug_page.php), BF. E: Or I guess this (http://www.bay12games.com/dwarves/mantisbt/my_view_page.php) would be more appropriate, considering.

Like I mentioned, I missed a very important word in your original post.

You would think they would have set up a proper tracking system for the beta. It would be easier to sort instead of having countless threads screaming at you at once.

Though I can't imagine a proper way to implement a suggestion tracker, since people will always throw out insane ideas all the time. Though the system they have in place right now allows you to up/down vote suggestions, which I think is a decent idea. Though there are probably countless redundant or flat-out absurd suggestions in there.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 09, 2013, 12:57:49 am
I am SO SO happy we have an absence of the phasing enemies that were the bread and butter of Terraria critters, but I think the ability for common monsters to have some sort of environmental manipulation (destroying of blocks) is going to be a requirement for interesting encounters moving forward.
Actually, they already do have block destroying attacks, just not very intensely. Or rather, not strong enough to actually destroy most (any?) blocks. The little pink bouncy things or the slow purple exploding things both damage tiles, ferex, same as any other projectile/explosion seems to.

... which would probably make implementing more/more varied ones pretty darn easy, heh.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 09, 2013, 01:09:12 am
I kinda of expect strong enemies from around Tier 8 and up to have block destroying bombs already, but I'll go +1 that, Gryph. I'm fine with that kind of stuff as long as I can prevent destruction on my home planet without encasing everything in obsidian.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 01:09:49 am
The nice thing about the forums is that they have a popularity system. Save devs time, they only have to look at the popular ones. ^_^
The problem there is that people think they know what they want. People hate to be restricted in any way, but often for good development you kind of need to harm your players in some way, so popular ideas tend to be crap.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 09, 2013, 01:14:13 am
No more.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 01:15:34 am
It is right here. (http://community.playstarbound.com/index.php?threads/some-notes-on-combat.43762/)
Why would you actually mention bay12?
Am I the only one who remembers when we were on the front page of reddit and the forums were total crap for the day? Outside content is bad in all its forms...
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 09, 2013, 01:18:42 am
God damn. I have no idea because of the "Tomorrow" thing if I'm better off going to bed now, or waiting till about 4am to see if the patch goes live at 12:00 GMT so I can get a sneak peek before my friends.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 09, 2013, 01:23:53 am
It is right here. (http://community.playstarbound.com/index.php?threads/some-notes-on-combat.43762/)
Why would you actually mention bay12?
Am I the only one who remembers when we were on the front page of reddit and the forums were total crap for the day? Outside content is bad in all its forms...

I'm sure it will be fine. They were Bay12 suggestions, and I didn't want to take specific credit for everything, because it isn't mine!
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 01:24:42 am
God damn. I have no idea because of the "Tomorrow" thing if I'm better off going to bed now, or waiting till about 4am to see if the patch goes live at 12:00 GMT so I can get a sneak peek before my friends.
Stay up, get drunk, party hard... It isn't like you only get to live once or anything like that.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 09, 2013, 01:25:15 am
Done. Posted a big combat thread covering the length of all of the combat suggestions, mostly from darkmere.

It is right here. (http://community.playstarbound.com/index.php?threads/some-notes-on-combat.43762/)

I am 90% sure this doesn't violate the megathread rule, as I believe it's more to smack down single users making a "PROFESSORDOCTORSCIENCE'S SUGGESTIONS" and not to make notes on a particular large category of the game. Also I saw another broad combat suggestion thread, so I assume it's fine. I guess we'll see if it's a smoking crater by the time I wake up, and if it is I'll break things up a little more.
Could I at least recommend you don't act like you're Bay12's unequivocal spokesperson.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 09, 2013, 01:28:31 am
Yeah I'm kinda in agreement that mention of Bay12 be stricken from our threads over there. I'd prefer we not draw attention to ourselves from those who would be inclined to flame or troll.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 09, 2013, 01:30:35 am
Could I at least recommend you don't act like you're Bay12's unequivocal spokesperson.

Yes, don't do this. It's even more annoying than trying to read through some of the "typing" those people on that other board do.

Stay up, get drunk, party hard... It isn't like you only get to live once or anything like that.

One out of three so far isn't bad I guess.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 09, 2013, 01:31:51 am
Yeah I'm kinda in agreement that mention of Bay12 be stricken from our threads over there. I'd prefer we not draw attention to ourselves from those who would be inclined to flame or troll.
Instead of calling it Bay12, refer to it as "another forum." Or "a forum." Or "a forum which will go unnamed due to requests for anonymity."
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 01:33:40 am
Honestly, I really don't give a damn if you are taking credit for the work of the community in general. What sort of reward would you be keeping from us, a gold star? Keep it bro...
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 09, 2013, 01:33:51 am
At the same time, if we're posting decent suggestions and devs take notice and get someone in the company to watch this thread, that could be productive.  It's a bit boasting to say we're a step above other communities in terms of maturity and knowing how to balance games (no, infinite gold is not a good suggestion) so if someone were watching, they might get better feedback than us trying to sprinkle suggestions over their disorganized boards.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on December 09, 2013, 01:34:34 am
Quote
Topic: Starbound - We have lift off.  (Read 147922 times)

Or they could heed what the collective opinions here are. By actually joining the conversation.

e: Ninja'd by Girlinhat.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 09, 2013, 01:35:46 am
...Why doesn't someone simply PM one of the devs, link them to this thread, and ask that the general community there not know about us?
Title: Re: Starbound - We have lift off.
Post by: Deon on December 09, 2013, 01:36:01 am
Share your custom armors!
(http://i.imgur.com/wJrUEQQ.png)

I need inspiration :D.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 01:42:24 am
no, infinite gold is not a good suggestion
Did somebody actually suggest this here, or there?
Seriously, people don't know what they want in their games...
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 09, 2013, 01:43:14 am
They don't completely ignore us. (http://www.bay12forums.com/smf/index.php?action=profile;u=95110) Nothing says they don't watch without logging in, and we have gotten some insider info before.

That said, we're not any different than any other site. Would you want one of the SomethingAwful goons to go over there and say "Hey there's a lot of us and we game and we're smart, our ideas are clearly better"? Terrariaonline? Rock-Paper-Shotgun?

They're already on all the usual places, it would really be shitty to demand they give us attention just because we're us. I'd prefer we just stick to the methods they prescribe without trying to force attention to ourselves. If the ideas are good, they'll notice.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 09, 2013, 01:45:47 am
no, infinite gold is not a good suggestion
Did somebody actually suggest this here, or there?
Seriously, people don't know what they want in their games...
I've seen it (or similar) suggestions in just about every game.  The only suggestion I've seen more, is the "take out this thing that bothers me and remove it from the game entirely."  Like playing World of Tanks, and people get frustrated because they die to artillery, and call to remove all of them from the game forever.  ...Actually, this is most often rage over sniper weapons, come to think of it.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 09, 2013, 01:46:59 am
From what I've seen, it most often manifests when people see someone else doing well at something they're bad at.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 01:49:32 am
I've seen it (or similar) suggestions in just about every game.  The only suggestion I've seen more, is the "take out this thing that bothers me and remove it from the game entirely."  Like playing World of Tanks, and people get frustrated because they die to artillery, and call to remove all of them from the game forever.  ...Actually, this is most often rage over sniper weapons, come to think of it.
Ah... The other popular one is "X is good at Y, but I'm A and good at B! Make A good at Y and B!"

Looking over a few of their suggestions forums it dons't look too bad, there is traces of "ZOMG U GUIS THIS WILL BE DA BEST IDEA EVER DO SUPA POWERFUL FING!" though...
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 09, 2013, 01:55:47 am
I found a winter scarf on an arctic world. And it provides no warmth. I suggest that it should be an excellent warmth item.
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 09, 2013, 01:59:14 am
They're already on all the usual places, it would really be shitty to demand they give us attention just because we're us. I'd prefer we just stick to the methods they prescribe without trying to force attention to ourselves. If the ideas are good, they'll notice.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 09, 2013, 03:23:26 am
no, infinite gold is not a good suggestion
Did somebody actually suggest this here, or there?
Seriously, people don't know what they want in their games...
I've seen it (or similar) suggestions in just about every game.  The only suggestion I've seen more, is the "take out this thing that bothers me and remove it from the game entirely."  Like playing World of Tanks, and people get frustrated because they die to artillery, and call to remove all of them from the game forever.  ...Actually, this is most often rage over sniper weapons, come to think of it.

Another common aspect is what I'll call the nessisary evil. Sometimes there is a feature in the game that annoys you and seems quite terrible and yet somehow improves the game. Often just by making everything else better.

It is why I try to seperate appreciative difficulty (The game is hard in an understandable and fun way) and unappretiative difficulty (Difficulty that is unfair or luck dependent that detracts from the overall product).

---

Also frankly... There are times I wish Snipers were removed from certain games. I am tired of these endless camping snipers who attack you from the other side of the planet and the only way to deal with them is other snipers because by the time you got to them you would stop caring.

Even being one isn't really all that rewarding.
Title: Re: Starbound - We have lift off.
Post by: Imofexios on December 09, 2013, 03:32:54 am
We have multiplayer game up ??
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 09, 2013, 03:46:21 am
Yeah, I've heard of three separate servers on Bay12, although I'm not sure if anyone's still playing, since they announced a save-breaking update to be released today.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 09, 2013, 03:48:26 am
Forsaken is going to put up a server when the save-breaking update is done.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 09, 2013, 04:02:05 am
Forsaken is going to put up a server when the save-breaking update is done.

I should remember to get the IP.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 09, 2013, 04:04:16 am
Forsaken is going to put up a server when the save-breaking update is done.

I should remember to get the IP.
Tough I could be wrong or have misunderstood something.
Title: Re: Starbound - We have lift off.
Post by: Grey_Wolf on December 09, 2013, 04:42:28 am
I'd love to know the One/Any of the Server IP's after the Save-Break Update.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 04:50:50 am
I'd love some IP address now so we don't have to try and sort this out come update.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 09, 2013, 04:56:56 am
I'll probably go with whoever uses mods.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 09, 2013, 05:53:15 am
I'll probably go with whoever uses mods.
I would rather not want to use mods at this stage of beta.
So many things can go wrong after a single update.
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 09, 2013, 06:52:18 am
So I've browsed through the assets directory a bit more and realised...with enough effort we(as in maybe me) could make it similar to dwarf fortress. villagers will already go around tilling ground and choping down trees, it might take a bit but having the npcs spawned through a spawner being able to fully do tasks such as farming could be the first step...but then again that might be something the devs already had planned.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 09, 2013, 07:01:10 am
So I've browsed through the assets directory a bit more and realised...with enough effort we(as in maybe me) could make it similar to dwarf fortress. villagers will already go around tilling ground and choping down trees, it might take a bit but having the npcs spawned through a spawner being able to fully do tasks such as farming could be the first step...but then again that might be something the devs already had planned.
Well it won't hurt to try.
Maybe you might even discover ideas the devs haven't even thought of.
Perhaps you could give them some ideas, by releasing that mod on their forums. Should you decided to make it.

Speaking of modding, we could perhaps have the need of a separate modding thread for Starbound?
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 09, 2013, 07:27:04 am
I dunno, a thread for just talking about mods for the game wouldn't work, but having a separate thread for discussing the technical aspects of actually creating mods, so people who want to talk about the game go here, and people who want to talk about making mods go there.

But it's not something I have a strong opinion on either way.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 09, 2013, 08:56:39 am
Why won't this song (http://abcnotation.com/getResource/downloads/text_/fuge.abc?a=trillian.mit.edu/~jc/music/abc/mirror/musicaviva.com/bach-johann-sebastian/bwv0952/bwv0952/0000) work in Starbound? It just crashes the game.


Also, this post (http://community.playstarbound.com/index.php?threads/support-for-mml-music-notation-format.38489/) really seems convincing. I've used MML before and it was really easy and intuitive to pick up and do stuff, but ABC looks so ugly in comparison. It's also more standardized than ABC notation.
Title: Re: Starbound - We have lift off.
Post by: Antur on December 09, 2013, 09:05:45 am
Something that i hope will be expanded and bugs me a lot right now are the tech slots. I expected that you had to do some research to get them instead of "Oh look, double jump in mushroom chest!" kind of thing. Worst case it's something to be modded in.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 09, 2013, 09:11:09 am
Also, this post (http://community.playstarbound.com/index.php?threads/support-for-mml-music-notation-format.38489/) really seems convincing. I've used MML before and it was really easy and intuitive to pick up and do stuff, but ABC looks so ugly in comparison. It's also more standardized than ABC notation.
I think what people overlook the most in these sorts of discussions, is the blighted audacity of one person playing an eight-track MIDI musical piece on a single, say, trumpet.

Get straight-up support for OGGs and MIDIs inside a radio or a music box and be done with it. Instruments, hand-held instruments, should never have more than one track at all. One person being able to replace a whole orchestra defeats the point of trying to assemble an actual orchestra in multiplayer, for instance.

(One unassisted person with one instrument. Not talking about beatboxers with loop pedals here.)
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 09, 2013, 09:17:35 am
Or you could add functionality where you mark tracks as Solo, Melody 1, Harmony 1 etc and have the instrument player select which track they will play. Right now, with ABC notation all you do is play a the same notes at the same time even with multiple instruments in the room. You can't actually collect an orchestra and start all the instruments in sync.


Nobody has the expertise to solve my crashing ABC notation file? T_T
Title: Re: Starbound - We have lift off.
Post by: Twi on December 09, 2013, 09:25:51 am
Ehh, I haven't messed around with it much. I looked at some files and was like 'mehhhhh.'
:P
Title: Re: Starbound - We have lift off.
Post by: woosholay on December 09, 2013, 09:29:48 am
Tried it, grindy, repetitive and kinda cute.. will check it again in a few months

so, PTW i guess

Title: Re: Starbound - We have lift off.
Post by: Warmist on December 09, 2013, 09:31:59 am
About modding: i read somewhere that it will have lua. However reading the existing assets it looks like there is 0 code, only data (same way the df raws are data only). Anyone knows if that will remain?
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 09, 2013, 09:33:06 am
Pretty sure I've seen several lua files, maybe around the techs. Can't check right now.
Title: Re: Starbound - We have lift off.
Post by: Knave on December 09, 2013, 10:17:06 am
I sure hope key rebinding is on the priority list to get added. Some of us lefties have a hard time without the arrow keys :(
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 09, 2013, 10:31:03 am
So I've browsed through the assets directory a bit more and realised...with enough effort we(as in maybe me) could make it similar to dwarf fortress. villagers will already go around tilling ground and choping down trees, it might take a bit but having the npcs spawned through a spawner being able to fully do tasks such as farming could be the first step...but then again that might be something the devs already had planned.
Well it won't hurt to try.
Maybe you might even discover ideas the devs haven't even thought of.
Perhaps you could give them some ideas, by releasing that mod on their forums. Should you decided to make it.

Speaking of modding, we could perhaps have the need of a separate modding thread for Starbound?
We tried with minecraft. It worked for a bit, then stopped working.
Its more either one thread or the other dies for a bit afaik. Sometimes, minecraft thread. Othertimes, mods thread. Rarely both.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 09, 2013, 10:34:47 am
No Noon GMT update, so we're probably looking at this evening.
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 09, 2013, 12:17:04 pm
Anybody else thing it is strange that all the females of all species have thinner waists and breasts? I mean they had a chance to have all sorts of castes that are somewhat new and interesting beyond typical mammalian male and female...
Or are we just used to that from every other sci fi game ever?

The Floran are asexual and the only difference I've noticed is that their front "leaf" thingy is a bit higher in "females", but nothing else changes (not even the color, as the description says their "flower" should be). In fact all Florans seem slightly female.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 09, 2013, 01:03:02 pm
Title: Re: Starbound - We have lift off.
Post by: majikero on December 09, 2013, 01:04:22 pm
If you look at the Hylotl backstory, It said that they ran from the Florans.
Title: Re: Starbound - We have lift off.
Post by: Neyvn on December 09, 2013, 01:04:23 pm
They had big war. I think Fish win... Check codex...
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 09, 2013, 01:25:50 pm
If you look at the Hylotl backstory, It said that they ran from the Florans.

Grass is super effective against Water. This explains everything.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 09, 2013, 01:27:00 pm
If you look at the Hylotl backstory, It said that they ran from the Florans.

Grass is super effective against Water. This explains everything.

But how does one explain sudden fish?
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 09, 2013, 01:35:11 pm
If you look at the Hylotl backstory, It said that they ran from the Florans.

Grass is super effective against Water. This explains everything.

But how does one explain sudden fish?
The sssudden fish fell from the sky.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 09, 2013, 02:02:58 pm
If you look at the Hylotl backstory, It said that they ran from the Florans.
Wait a moment, weren't Florans this relatively new race? Why would Hylotl need to run if they were technologically superior?
Title: Re: Starbound - We have lift off.
Post by: Rakonas on December 09, 2013, 02:08:16 pm
If you look at the Hylotl backstory, It said that they ran from the Florans.
Wait a moment, weren't Florans this relatively new race? Why would Hylotl need to run if they were technologically superior?
Hyotl are pacifist and cultured. Floran are barbaric and bloodthirsty.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 09, 2013, 02:08:33 pm
If you look at the Hylotl backstory, It said that they ran from the Florans.
Wait a moment, weren't Florans this relatively new race? Why would Hylotl need to run if they were technologically superior?
Hyotl are pacifist and cultured. Floran are barbaric and bloodthirsty.
Pretty much this.
Title: Re: Starbound - We have lift off.
Post by: sluissa on December 09, 2013, 02:09:49 pm
Florans seem to be dumb carnivorous predators which seem to evolve (and possibly reproduce) by using other races as stepping stones. Think the Xenomorphs from Alien or perhaps the Zerg/Tyranids, just without the all-encompassing hive mind aspect. Less insect, more plant, but still with the same overall attitude.

They really are adorable.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 09, 2013, 02:10:34 pm
If you look at the Hylotl backstory, It said that they ran from the Florans.
Wait a moment, weren't Florans this relatively new race? Why would Hylotl need to run if they were technologically superior?
I heard that the Avians 'uplifted' the Florans, so being artificially new, they probably have some converted Avian tech that they built their own off of.  Florans are also extremely violent.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 09, 2013, 02:12:16 pm
If you look at the Hylotl backstory, It said that they ran from the Florans.
Wait a moment, weren't Florans this relatively new race? Why would Hylotl need to run if they were technologically superior?
I heard that the Avians 'uplifted' the Florans, so being artificially new, they probably have some converted Avian tech that they built their own off of.  Florans are also extremely violent.

I saw something like that somewhere.

Sort of begs the question, though: Why then is the Floran starter an Apex ship rather than an Avian one? :P
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 09, 2013, 02:21:33 pm
Their backstory is that although they're a relatively new race, they are good at reverse engineering things. They reverse engineered an avian jump drive ship that crashed on their planet, and managed to get through an avian blockade by activating it while in their own atmosphere. I think it destroyed their planet effectively, or led to a big scorching? Something along those lines. Along the way they prolly reverse engineered other ships.
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 09, 2013, 02:22:38 pm
The Avian's don't seem like the Uplifty types. the Apex certainly do, though. Especially since the lab codex's indicate the Apex have worked with Floran's multiple times.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 09, 2013, 02:29:52 pm
The Avians were uplifted themselves by a mysterious, advanced race "who took pity on them" for being technologically underdeveloped, according to Starbounder Wiki. Conceivably the same one that built the Glitch, but who knows? It'll be interesting to see how that end is developed.

The Florans reverse engineered an Apex ship(?- it was that or the Avians, ironically whichever of the two theirs are less similar to), and have been wreaking havoc on the galaxy sense, from the sounds of it.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 09, 2013, 02:35:04 pm
The Avians were uplifted themselves by a mysterious, advanced race "who took pity on them" for being technologically underdeveloped, according to Starbounder Wiki. Conceivably the same one that built the Glitch, but who knows? It'll be interesting to see how that end is developed.

Wait.

Wait.

WAIT.

... plus a statue of a rabbit person I didn't screenshot, but... yeah. There's apparently lagomorph statues in this game and for whatever reason Avians use them to decorate their ancient tombs.

Calling it right now. The ultimate progenitors were rabbits.
Title: Re: Starbound - We have lift off.
Post by: Baneling on December 09, 2013, 02:36:54 pm
There are also frog statues. I could plop a few down on a moon and take a picture, if anybody cares.
Title: Re: Starbound - We have lift off.
Post by: Rakonas on December 09, 2013, 02:37:33 pm
- Floran technology has mostly been reverse-engineered, such as discovering FTL space travel through an Avian spacecraft which crash-landed on their planet.

- When investigating the player's ship chair, the player notes that it "Sssmells of Apex butt." Given the fact that the ship itself looks like an Apex ship overgrown by plant life, it's highly possible that it was stolen from an Apex.
From the wiki
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 09, 2013, 02:38:17 pm
But that's because there's an actual Frog Race that you can meet and talk to. I haven't met any rabbits yet, but since I'm supposed to kill Kluex, if I see any rabbits I'll make sure to murder them just in case they might be him.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 09, 2013, 02:39:13 pm
Kluex = Low-ranking frog/rabbit tech guy with a cheesy goatee teaching cave birds how to use a can opener..?
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 09, 2013, 02:41:14 pm
I'm not allowed to play today because I didn't do any writing. But all this talk of frog and rabbit people is really making me wish I had been good and done my writing. Maybe I should do it now... Though by the time I finish, it'll be too late to play. : (

The lesson: write as soon as I get home from work so I still have time for space exploration and megaproject building!
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 09, 2013, 02:44:56 pm
Kluex = Low-ranking frog/rabbit tech guy with a cheesy goatee teaching cave birds how to use a can opener..?

Actually he told them they should cut off their wings at birth, and then jump from tall towers in his honour. The frogfolk don't seem like the "fake god" type from those I've met in-game.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 09, 2013, 02:45:11 pm
Don't forget the penguin race.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 09, 2013, 02:45:55 pm
Found something interesting while browsing their main forums: http://pastebin.com/diff.php?i=f6YqE0GY (http://pastebin.com/diff.php?i=f6YqE0GY)
Not sure if it was posted by a troll or if it's an actual thing.
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 09, 2013, 03:02:08 pm
According to lore, the Avians accidentally crashed a ship into the Floran homeland, the Florans then adapted the technology and aquire space tech.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 09, 2013, 03:11:55 pm
So, while cruising the sector known as internet, I discovered an interesting bit of information, but haven't tested it yet myself...


Quote
If you go down to the lava and place a bunch of cobblestone over it, you'll periodically have the cobblestone turn into ore. I'm willing to bet it works with other, softer blocks (snow, ash, etc). My guess is they generate the ores, then overwrite them with lava. Overwriting the lava reveals the old ore.
 Also, lava is an infinite source. A single block of it will fill up an area to its own level if you let it flow.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 09, 2013, 03:14:34 pm
Yes, but it's incredibly inefficient. And it's not that the ores are generated out of thin air. Rather the ores were always there and you merely replaced the lava blocks with whatever you placed. If you notice, all ores are overlayed on regular blocks.
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 09, 2013, 03:16:26 pm
Personally, I love grabbing healing items and then going for a swim in the lava sea. There's lots of chests that deep, and it's easy enough to just swim left or right and grab four or five them if you're careful.

Whenever entering a new sector, I immediately go to the highest level planet possible and dig straight down so I can do this, nets me some sweet equipment. ^_^
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 09, 2013, 03:19:14 pm
Any way to actually transport liquids yet?
Title: Re: Starbound - We have lift off.
Post by: azurelao on December 09, 2013, 03:19:50 pm
So, while cruising the sector known as internet, I discovered an interesting bit of information, but haven't tested it yet myself...


Quote
If you go down to the lava and place a bunch of cobblestone over it, you'll periodically have the cobblestone turn into ore. I'm willing to bet it works with other, softer blocks (snow, ash, etc). My guess is they generate the ores, then overwrite them with lava. Overwriting the lava reveals the old ore.
 Also, lava is an infinite source. A single block of it will fill up an area to its own level if you let it flow.

It's true. If you go down to a planet's core and fill it in with dirt, some of the dirt will have ore you can mine out.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 09, 2013, 03:25:56 pm
So what happens when you clear out all that lava with dirt?
Title: Re: Starbound - We have lift off.
Post by: umiman on December 09, 2013, 03:27:14 pm
So what happens when you clear out all that lava with dirt?
Nothing.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 09, 2013, 03:32:27 pm
So what happens when you clear out all that lava with dirt?
Nothing.
At least you could give an incorrect but very creative answer.
Which.. I actually expected from Bay12. :p
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 09, 2013, 03:33:00 pm
Where is my server! I want to show off this space station I modded in to everyone :)
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 09, 2013, 03:37:20 pm
Where is my server! I want to show off this space station I modded in to everyone :)
How about a screenshot?
Title: Re: Starbound - We have lift off.
Post by: Deon on December 09, 2013, 03:40:12 pm
Where is my server! I want to show off this space station I modded in to everyone :)
If you mean the starter ship, you need to make sure all clients download your files :).

I'm finally done with the Doom armor.
So many animation frames to draw O_O.

Any suggestions/ideas which armor would be fun to mod in? Mostly graphical ideas, stats are easy to change.
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 09, 2013, 03:41:33 pm
Where is my server! I want to show off this space station I modded in to everyone :)
If you mean the starter ship, you need to make sure all clients download your files :).

I'm finally done with the Doom armor.
So many animation frames to draw O_O.

Any suggestions/ideas which armor would be fun to mod in? Mostly graphical ideas, stats are easy to change.
Nope, this is using the game assets, there was a human space station asset, and this guy here (http://imgur.com/a/hSZbL) figured out how to change it into your ship file.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 09, 2013, 03:42:07 pm
Some Star Wars Stormtrooper armour could be neat, especially considering we already have the rebel snow armor.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 09, 2013, 03:48:25 pm
Space marine armor. Bonus points for having all the chapters.

Then again, it wouldn't surprise me if someone had already modded that in like on the second beta day.
Title: Re: Starbound - We have lift off.
Post by: Canisaur on December 09, 2013, 03:51:15 pm
Not all lava is an infinite source.  If you break the glass surrounding the lava in the science labs, it drains like water.  It's pressurized, so it fills more area than it starts in, but it's not infinite.  So I guess the lava at the bottom is different than other lava, or something.
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 09, 2013, 03:53:44 pm
that floran - hylotl discussion...to sum it up the floran invaded the hylotl homeworld and destroyed everything so the hylotl made an exception to their peaceful status. Playing as a hylotl says that your a peace missionary but should not forget directive 0451 which I'm not 100% sure whats it about but I suspect it is something along the lines of being allowed to kill forans. Regardless the two races are the closest to being in an outright war as both species villagers will say almost nothing but negetive or fearful twords the other.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 09, 2013, 04:40:40 pm
Space marine armor. Bonus points for having all the chapters.

Then again, it wouldn't surprise me if someone had already modded that in like on the second beta day.
ACtually the game itself has "space marine" armor.

Also, THAT station! Yeah, it's possible to use normally :).
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 05:15:34 pm
They had big war. I think Fish win... Check codex...
Frm the pieces of lore I have found scattered around it seems that the Hylotl were a peaceful race concerned only with spreading beauty. Then the Florans managed to steal some Avian technology and achieve space travel, so they could go off and raid other planets. They found the Hylotl particularly tasty and made a great effort to hunt them out of existence, so in response the Hylotl had to quickly adopt a warrior ethic and became space samurai. Being much more technically advanced than the Florans they managed to repel the invasion, but were severely scattered.
It is implied from the players initial codex and some other pieces found that Hylotl players are monks who have been given the directive to travel the universe finding Hylotl settlements, inspecting their defensive capabilities, and helping them if required. Some of the ingame dialog seems to support this.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 09, 2013, 05:52:37 pm
I'm a savage!
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 05:54:48 pm
I'm a savage!
Essentially yes, and yet somehow the most adorable race...
Title: Re: Starbound - We have lift off.
Post by: Facekillz058 on December 09, 2013, 05:57:25 pm
I wish I had $15 so desperately.  :'(
Title: Re: Starbound - We have lift off.
Post by: Twi on December 09, 2013, 06:00:10 pm
I'm a savage!
Ferncutter like.

:P
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 09, 2013, 06:24:33 pm
So in case anyone hasn't seen it yet, this gem (http://community.playstarbound.com/index.php?threads/build-your-own-ship-sandbox-ship.41890/) is the first mod I'm getting when the patch rolls out. The OP warned that it might strain servers, but a couple people who tested it said it worked fine.


Basically:
-Build your own ship out of blocks.
-Compatible with all races.
-Works with vanilla MP.

Title: Re: Starbound - We have lift off.
Post by: Sirus on December 09, 2013, 06:30:06 pm
So in case anyone hasn't seen it yet, this gem (http://community.playstarbound.com/index.php?threads/build-your-own-ship-sandbox-ship.41890/) is the first mod I'm getting when the patch rolls out. The OP warned that it might strain servers, but a couple people who tested it said it worked fine.


Basically:
-Build your own ship out of blocks.
-Compatible with all races.
-Works with vanilla MP.

That's cool :o
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 09, 2013, 06:30:12 pm
Basically:
-Build your own ship out of blocks.
-Compatible with all races.
-Works with vanilla MP.

That.  Is.  Awesome.

Although part of my brain is twitching at the lack of vacuum-proof seal doors on that castleship.  Too sci-fi minded, I guess!  :P
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 09, 2013, 06:35:30 pm
Any suggestions/ideas which armor would be fun to mod in? Mostly graphical ideas, stats are easy to change.
Junk from FF* (General Leo, generic soldiers, Cecil the first, etc.) and Gato/Gonzales. Various mobile suits/giant robots (perhaps chibified) would probably be amusing.
Title: Re: Starbound - We have lift off.
Post by: Silicoid on December 09, 2013, 06:37:19 pm
Where is my server! I want to show off this space station I modded in to everyone :)
If you mean the starter ship, you need to make sure all clients download your files :).

I'm finally done with the Doom armor.
So many animation frames to draw O_O.

Any suggestions/ideas which armor would be fun to mod in? Mostly graphical ideas, stats are easy to change.
Perhaps vanity armor that allows you to change the colour of your character's eyes/make bigger(if they would look good bigger). The lack of eye colour options in the character creation are disturbing.
Title: Re: Starbound - We have lift off.
Post by: scriver on December 09, 2013, 07:55:21 pm
I'm a savage!
Ferncutter like.

:P

Hunt-Singer is a sssavage too!
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 08:05:00 pm
Once there is an update I'm debating playing as a bird or a plant... Leaning towards bird because we already have plants, but birds aren't as cool... Fish are still pretty awesome though.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 09, 2013, 08:07:30 pm
Why limit yourself? Play as ALL of the species!
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 09, 2013, 08:07:57 pm
On Fivex's server it's, like... 50% birds and 25% fish. If there ends up being a "main" server going up, I assume we'll all flutter on over there, so there will be more of them.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 08:11:16 pm
Why limit yourself? Play as ALL of the species!

Because time mostly... Assuming I'm playing properly and not just exploiting all I can it takes too long to grind that many accounts.

On Fivex's server it's, like... 50% birds and 25% fish. If there ends up being a "main" server going up, I assume we'll all flutter on over there, so there will be more of them.
Really? Well plant it is then! I thought we were like 50% robot and 25% plant with a few fish swimming about and no primates of any kind...
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 09, 2013, 08:14:22 pm
Actually, it's true - I still haven't seen a single Apex.

But more Avians is always good! Bird of a feather flock together. If we join a server with more people, I think I'll probably end up grouping exclusively with other avians. And maybe fish, because they are cool.

Planet Chat/ Group Chat will definitely become a lot more important at that point too.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 09, 2013, 08:15:35 pm
I've seen Apex... they are soo boring!
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 08:16:17 pm
No love for the apes...
I've played a little as a human but it feels waaaaaaaay too vanilla.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 09, 2013, 08:17:27 pm
Meanwhile, once forsaken's server is up, I will continue to be the lone human. Starbound Humans are the opposite of vanilla, 'cause nobody plays them. :P

Neither will I once we get Novakids...
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 09, 2013, 08:18:47 pm
Psh. My main was (and hopefully will still be assuming my character backup works) a human. With his spiky red hair, funky clothing, and copper headgear goggles he totally has a cyberpunk look and I'm keeping it.
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 09, 2013, 08:26:55 pm
Psh. My main was (and hopefully will still be assuming my character backup works) a human. With his spiky red hair, funky clothing, and copper headgear goggles he totally has a cyberpunk look and I'm keeping it.

Good, I thought I was the only one who played as a human, haha.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 09, 2013, 08:27:42 pm
According to the irc (and presumably the streams I'm failing to watch), the patch is in final testing stages.

Hmmm.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 09, 2013, 08:28:15 pm
Oh man, I hope it's released tonight, that way I can justify skiving off studying.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 09, 2013, 08:28:40 pm
Oh man, I hope it's released tonight, that way I can justify skiving off studying.
mostly because I'm going to fail to study anyways
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 09, 2013, 08:28:53 pm
BIRD POWER
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 08:29:01 pm
Final testing stages... Beta... What?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 09, 2013, 08:29:34 pm
Oh man, I hope it's released tonight, that way I can justify skiving off studying.
mostly because I'm going to fail to study anyways
High five!

Might turn into a low five after we get our marks back, though.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 09, 2013, 08:30:26 pm
Final testing stages... Beta... What?

Presumably as in 'make sure everything we wanted to get in is in and the patch doesn't just make the game not work' type of stuff.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 08:31:34 pm
Oh man, I hope it's released tonight, that way I can justify skiving off studying.
mostly because I'm going to fail to study anyways
High five!

Might turn into a low five after we get our marks back, though.
Its like, the 10th of December! How can you still have exams? What sort of university is still doing tests this time of year?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 09, 2013, 08:31:55 pm
My high school?
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 09, 2013, 08:32:34 pm
Final testing stages... Beta... What?
Patches work better in non-crashy form.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 08:33:29 pm
My high school?
School year ended weeks ago here...
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 09, 2013, 08:33:58 pm
I got finals all week. But then I'm off 'till January.

I got to admit, I'm getting kind of antsy waiting for this patch.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 09, 2013, 08:34:13 pm
My high school?
School year ended weeks ago here...
You have winter break between grades? I'm not sure if I envy you or pity you.
Oh, Australia. That makes more sense. Silly Southern Hemisphere. :P
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 09, 2013, 08:35:53 pm
Oh man, I hope it's released tonight, that way I can justify skiving off studying.
mostly because I'm going to fail to study anyways
High five!

Might turn into a low five after we get our marks back, though.
Its like, the 10th of December! How can you still have exams? What sort of university is still doing tests this time of year?
In Canada, we don't have tests until around the 20th of January.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 08:38:50 pm
You have winter break between grades? I'm not sure if I envy you or pity you.
Oh, Australia. That makes more sense. Silly Southern Hemisphere. :P
Yea, we are all on summer break.
It is pretty sweet because all the new games come out around Christmas for the seasonal sales...
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 09, 2013, 08:39:26 pm
Omni confirmed the patch is coming out later tonight on his stream. So hold onto your butts and all those overused sayings.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 09, 2013, 08:40:26 pm
Suddenly something more interesting.
Quote
<Relkofizz> Would anyone be able to tell me the plans for cannibalsim/ eating other races? With the florans always talking about eating people, I kinda wish I was actually able too
SIlly Starbound chat.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 08:42:12 pm
Omni confirmed the patch is coming out later tonight on his stream. So hold onto your butts and all those overused sayings.
No screw that. My butt is remaining unheld... It is just sitting there, all lonely, just wanting somebody to hold it but hell no. It spends its nights alone with a bottle of whisky and nobody to comfort it. Have you ever known a less holdable butt? I don't think so.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 09, 2013, 08:43:09 pm
Suddenly something more interesting.
Quote
<Relkofizz> Would anyone be able to tell me the plans for cannibalsim/ eating other races? With the florans always talking about eating people, I kinda wish I was actually able too
SIlly Starbound chat.
So starbound chat is actually talking about something other than Linux and Soontm patch today? I am surprised.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 09, 2013, 08:43:29 pm
/me grabs Max's butt, damn it. D:<

Suddenly something more interesting.
Quote
<Relkofizz> Would anyone be able to tell me the plans for cannibalsim/ eating other races? With the florans always talking about eating people, I kinda wish I was actually able too
SIlly Starbound chat.
So starbound chat is actually talking about something other than Linux and Soontm patch today? I am surprised.
Well, no one followed up on that. It was a thing tho.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 09, 2013, 08:45:18 pm
Are we all going to ignore the mod that lets you build modular spaceships now?  Seriously, no one was excited to be able to build a dwarven battlecruiser?

In any case, who's running the next server, fivex or forsaken?  And to either of you, would it be bad form to use that mod on the server?
Title: Re: Starbound - We have lift off.
Post by: scriver on December 09, 2013, 08:46:45 pm
Now now. There's plenty of butt for everyone to hold on to.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 09, 2013, 08:46:55 pm
That was neat, but shiny patch!
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 09, 2013, 08:47:27 pm
Are we all going to ignore the mod that lets you build modular spaceships now?  Seriously, no one was excited to be able to build a dwarven battlecruiser?

In any case, who's running the next server, fivex or forsaken?  And to either of you, would it be bad form to use that mod on the server?
Forsaken has confirmed that he's running a server once the patch is up, and pretty much everyone decided to play on it. I'unno about fivex, don't think he's said anything.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 08:51:58 pm
Eh... I feel obliged to actually play the game worts and all, just for the sake of beta is beta. Still waiting for somebody to PM me a server address.
Title: Re: Starbound - We have lift off.
Post by: fivex on December 09, 2013, 08:57:37 pm
Are we all going to ignore the mod that lets you build modular spaceships now?  Seriously, no one was excited to be able to build a dwarven battlecruiser?

In any case, who's running the next server, fivex or forsaken?  And to either of you, would it be bad form to use that mod on the server?
Forsaken has confirmed that he's running a server once the patch is up, and pretty much everyone decided to play on it. I'unno about fivex, don't think he's said anything.
If forsaken runs one I probably won't.
Title: Re: Starbound - We have lift off.
Post by: RexMundi on December 09, 2013, 09:03:02 pm
a friend got me the game, so I might have to join you guys on server sometime instead of just my own lan server with siblings I sometimes run for games. on that, I'd be a floran(or how it's spelled) or apex.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 09, 2013, 09:04:07 pm
a friend got me the game, so I might have to join you guys on server sometime instead of just my own lan server with siblings I sometimes run for games. on that, I'd be a floran(or how it's spelled) or apex.
Floran FTW, in both meanings of the acronym. :P
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 09, 2013, 09:11:34 pm
Floran speak directly.
Title: Re: Starbound - We have lift off.
Post by: Lukewarm on December 09, 2013, 09:14:53 pm
Going to pick this up tomorrow-can't wait.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 09, 2013, 09:19:49 pm
Damn, disabling steam overlay makes it run on my toaster of a laptop.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 09, 2013, 09:20:40 pm
'grats, Maj.

Also, something something mining drills?!? :3
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 09, 2013, 09:29:53 pm
'grats, Maj.

Also, something something mining drills?!? :3
Something something pierce the heavens?

Seriously though, got any screenshots or anything?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 09, 2013, 09:30:22 pm
Omni's stream?


:P

Title: Re: Starbound - We have lift off.
Post by: Sirus on December 09, 2013, 09:31:01 pm
Wish that patch would be released soon....
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 09, 2013, 09:35:00 pm
Wish that patch would be released soon....
Reportedly the team is running through a playtest, so if they don't find any issues it'll probably be tonight.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 09, 2013, 09:45:34 pm
It's working on my toaster of a laptop but combat is a no go. Anyone know how I can simply cheat my self the boss drops?
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 09, 2013, 09:56:08 pm
For any new players, just remember that the Apex not only can have proper dwarvenly beards, their backstory revolves around doing !!science!! to everything and anything, including their own kind (especially their own kind). If that doesn't even out the racial demographics on B12 servers, I don't know what will.

Oh, and it's not a proper modular, self-crafted flying death fortress of the highest quality without a beard piloting it. It can menace with spikes of whatever you want, but no beard, no go. So yeah, Apex all the way.

(yes, that mod looks awesome)
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 09, 2013, 09:59:01 pm
It's working on my toaster of a laptop but combat is a no go. Anyone know how I can simply cheat my self the boss drops?
Did you try giving admin rights to the program?  Heading to your steam folders and finding the windows version (assuming you're running windows), right click, properties, comparability, make admin rights.  You need to do it for starbound.exe and launcher.exe
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 09, 2013, 10:04:01 pm
My first char was an Apex and I kinda like the space-age dystopian aesthetic. On release though, I'm doing one vanilla playthrough with the glitch, because having battlements on my starship is far too cool to say no. After that... no idea.

It's working on my toaster of a laptop but combat is a no go. Anyone know how I can simply cheat my self the boss drops?

Check the data files for two crafting reactions. You'll want the one that makes the distress beacon, and the one that makes the upgraded metalworking station. Copy the distress beacon recipe and replace (whatever the beacon is called) with (whatever the molten core ingredient in the metalwork station is called). I haven't dug around them myself yet but that would be the idea, and make backups of course.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 09, 2013, 10:06:30 pm
APEX!
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 09, 2013, 10:48:57 pm
I just read a typo over on the official forums and now I can't get it out of my head...

Novakin, Novakin....


e: Watching Omni's stream, and he's working on directional weapon attacks. <3
Title: Re: Starbound - We have lift off.
Post by: majikero on December 09, 2013, 10:55:25 pm
It's working on my toaster of a laptop but combat is a no go. Anyone know how I can simply cheat my self the boss drops?
Did you try giving admin rights to the program?  Heading to your steam folders and finding the windows version (assuming you're running windows), right click, properties, comparability, make admin rights.  You need to do it for starbound.exe and launcher.exe

It's running alot smoother now! I should do this to all my steam games.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 09, 2013, 10:57:26 pm
e: Watching Omni's stream, and he's working on directional weapon attacks. <3
Man, I hope he gets that sort of thing working. I got thrown off when a spear I found didn't act like Terraria's spears and instead just stabbed straight forward :/
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 09, 2013, 10:58:00 pm
Finals in a few days... No starbound for me :/
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 09, 2013, 11:00:37 pm
Finals in a few days... No starbound for me :/
Good then! Focus on that :D

Anyways, there's that reset patch. Don't forget your priorities silly.

I just read a typo over on the official forums and now I can't get it out of my head...

Novakin, Novakin....
Skyriii..
:I
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 11:02:26 pm
e: Watching Omni's stream, and he's working on directional weapon attacks. <3
Man, I hope he gets that sort of thing working. I got thrown off when a spear I found didn't act like Terraria's spears and instead just stabbed straight forward :/
That is a bit of a shame... The weapons in this game felt a lot more natural to me than in Terraria. There was a lot of timing when you were above enemies and waiting for them to jump at you and trying to get it right, as opposed to just stabbing down...
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 09, 2013, 11:04:24 pm
Asking again, but no-one here knows the difference between abc notated songs that work and ones that crash the game, right? :c Someone help!

Maybe I need to submit a bug report since there is no fix?
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 09, 2013, 11:07:44 pm
e: Watching Omni's stream, and he's working on directional weapon attacks. <3
Man, I hope he gets that sort of thing working. I got thrown off when a spear I found didn't act like Terraria's spears and instead just stabbed straight forward :/
That is a bit of a shame... The weapons in this game felt a lot more natural to me than in Terraria. There was a lot of timing when you were above enemies and waiting for them to jump at you and trying to get it right, as opposed to just stabbing down...

Hopefully what they do is give you limited arcs, imo. So you can stab slightly up or slightly down at an angle, but not off in any random direction.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 11:10:24 pm
Hopefully what they do is give you limited arcs, imo. So you can stab slightly up or slightly down at an angle, but not off in any random direction.
Yea, I guess some degree of variance wouldn't ruin it too much, but 360 terraria style attacking with the spear is just silly. They already have the best stats, no need to make them do everything better than all other weapons.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 09, 2013, 11:26:14 pm
e: Watching Omni's stream, and he's working on directional weapon attacks. <3
Man, I hope he gets that sort of thing working. I got thrown off when a spear I found didn't act like Terraria's spears and instead just stabbed straight forward :/
That is a bit of a shame... The weapons in this game felt a lot more natural to me than in Terraria. There was a lot of timing when you were above enemies and waiting for them to jump at you and trying to get it right, as opposed to just stabbing down...

Hopefully what they do is give you limited arcs, imo. So you can stab slightly up or slightly down at an angle, but not off in any random direction.
This is exactly what it was. It was really cool, actually, sort of a stance system. The type of attack you got depended on where your cursor was positioned; you could have short & fast jabs, longer stabs, broad swings, etc.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 09, 2013, 11:26:51 pm
e: Watching Omni's stream, and he's working on directional weapon attacks. <3
Man, I hope he gets that sort of thing working. I got thrown off when a spear I found didn't act like Terraria's spears and instead just stabbed straight forward :/
That is a bit of a shame... The weapons in this game felt a lot more natural to me than in Terraria. There was a lot of timing when you were above enemies and waiting for them to jump at you and trying to get it right, as opposed to just stabbing down...

Same sentiments. I have become quite partial to hammers, which deal a bit more damage than broadswords, at the cost of range. It's gotten to the point where combat is am imtricate dance between myself and the jumping or charging enemies, as I wait for the exact moment to step in and take them down in a single stroke. ♪
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 11:29:28 pm
Same sentiments. I have become quite partial to hammers, which deal a bit more damage than broadswords, at the cost of range. It's gotten to the point where combat is a dance between the jumping or charging enemies, and I wait for the exact moment to step in and take them down in a single stroke. ♪
Yea, often the limited attack range meant to needed to re-position yourself to compensate, and that ended in a lot of jumping and dodging and actually feeling badass when you hit a guy out of the sky.
Terraria was never that satisfying, because a lot of it was just spamming your attack...
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 09, 2013, 11:32:43 pm
I'm still a big fan of shieldblock-and-shiv, but more variety would certainly be welcome once I don't have to have a shield to extend the "one-shot window."
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 09, 2013, 11:36:05 pm
Did you guys not read what I literally just posted? From what I could tell, Omni was coding the animations for the different attack stances. Given that they're doing that, it seems pretty likely that they won't be copy->pasted for all weapon types. The spear and hunting knife that I saw had drastically different animations, though the spear was... not ready, to put it mildly. Stabbing toward the user's face, stuff like that.  :P

From what I saw on the stream, it looks like the different weapon types are going to get different sets of attacks, which are triggered by the positioning of the cursor. So it's not just the same animation over and over like either Terraria or Starbound 'til whenever this is plugged, and it's not the same attacks for every weapon.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 09, 2013, 11:37:41 pm
Asking again, but no-one here knows the difference between abc notated songs that work and ones that crash the game, right? :c Someone help!

Maybe I need to submit a bug report since there is no fix?

There's some kind of abc file descrubber on the mods chunk of the Starbound forum. It'll tell you which ones go kablooey and maybe fix them, didn't read too hard.

Looks like Starbound has a very incomplete implementation of ABC. It has a two or three octave range, can't handle tuplets well, ignores tempo, and starting with [] crashes it etc.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 11:38:55 pm
Well it will depend on the implementation and just how much flexibility you get per weapon... I wonder how 2h swords will fare in this new system. Their biggest pro was being able to hit anywhere, so what else are you going to do for them?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 09, 2013, 11:42:54 pm
Well it will depend on the implementation and just how much flexibility you get per weapon... I wonder how 2h swords will fare in this new system. Their biggest pro was being able to hit anywhere, so what else are you going to do for them?
Honestly, when have 2H swords not been defined by "Slow, wide arc, long range, high damage"? Other than in Claymore, I mean, but that hardly counts. Probably it'll be something similar to the hunting zweihander knife: a "high" swing that covers pretty much their current arc, and a low slash that gets down by the feet. There's not a tremendous lot you can do with a big slab of metal.

Personally I'm more interested in spears and shortswords.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 09, 2013, 11:49:44 pm
But the point is that spears are just better than 2h swords except for the fact that you can hit higher and lower with the swords. If you can then do that with spears too, and swords remain somewhat similar, as like you said what else are you going to do with them, that kind of ruins swords.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 09, 2013, 11:50:09 pm
Did you guys not read what I literally just posted?

Just ruminating.
Title: Re: Starbound - We have lift off.
Post by: Alkhemia on December 10, 2013, 12:10:02 am
Here the change log maybe, but seems legit the update should be out tonight or so they say. http://www.reddit.com/r/starbound/comments/1siuu6/1292013_changelog_v_annoyed_koala/
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 12:12:06 am
Here the change log maybe, but seems legit the update should be out tonight or so they say. http://www.reddit.com/r/starbound/comments/1siuu6/1292013_changelog_v_annoyed_koala/

Quote
You can no longer attack through blocks
Well fuck.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 10, 2013, 12:12:51 am
Here the change log maybe, but seems legit the update should be out tonight or so they say. http://www.reddit.com/r/starbound/comments/1siuu6/1292013_changelog_v_annoyed_koala/

Beat me to it. I'm almost certain it's legit, so hope they can get the patch out soon-ish.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 12:13:39 am
Hopefully.
Anybody get the feeling they like reddit more than their own webpage/forum?
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 10, 2013, 12:14:59 am
It's legit. Tiy (The real one, not the shitlord that said it was uploading about an hour ago) posted that pastebin himself on the irc.

Hopefully.
Anybody get the feeling they like reddit more than their own webpage/forum?

The devs didn't put that on reddit. So I don't get why you're just repeating that. If anything they favor the IRC, twitter and their twitch streams.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 10, 2013, 12:20:56 am
But the point is that spears are just better than 2h swords except for the fact that you can hit higher and lower with the swords. If you can then do that with spears too, and swords remain somewhat similar, as like you said what else are you going to do with them, that kind of ruins swords.
2H swords have a broad arc that will catch pretty much anything in front of you, spears have a ~15-20 degree arc that has to be aimed to be effective. So against multiple enemies, fast enemies, small enemies, and flying enemies, a 2H will probably be easier to use. Just because it can only do a couple things doesn't mean those things are bad. That's silly. Like saying that, for example, sniper rifles in a FPS are useless because they can only shoot single bullets instead of having single-shot, burst fire, and full auto firing modes.

E: Also, looking at the changelog, it's going to include secondary/special attacks. Awesome. XD

E2:
Quote
Added new hats

GODS BELOW
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 10, 2013, 12:22:19 am
Hopefully.
Anybody get the feeling they like reddit more than their own webpage/forum?

Honestly I do, too. Reddit is... like... literate. Their forums are not.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 10, 2013, 12:22:46 am
Hopefully.
Anybody get the feeling they like reddit more than their own webpage/forum?
Reddit crashes less.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 12:24:34 am
I avoid both, so more of an interesting observation than criticism.

2H swords have a broad arc that will catch pretty much anything in front of you, spears have a ~15-20 degree arc that has to be aimed to be effective. So against multiple enemies, fast enemies, small enemies, and flying enemies, a 2H will probably be easier to use. Just because it can only do a couple things doesn't mean those things are bad. That's silly. Like saying that, for example, sniper rifles in a FPS are useless because they can only shoot single bullets instead of having single-shot, burst fire, and full auto firing modes.
But that is exactly what I'm saying.
Think of spears as sniper rifles, they do a lot of damage but only fire one bullet at a time, or rather do a lot of damage and only aim one direction, while 2h swords are like shotguns that fire a huge spray and hit everything, but in most games they do a lot less damage than the sniper.
Making the spear hit more directions is giving the sniper shotgun capabilities.

Just because the spear can only do a couple things doesn't mean those things are bad.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 10, 2013, 12:33:24 am
(http://i.imgur.com/kZnYPpX.png)   (http://i.imgur.com/FEkCjth.png)
Suggestion complete! Now to animate all the crazy legs frames... :D
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 10, 2013, 12:36:29 am
That looks really good, actually :o

I hope that eventually there will just be dozens of custom armor sets, even if they are only cosmetic in nature.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 10, 2013, 12:48:57 am
Yep, I am not going deep into modding yet, because there will be a lot of releases with new features and possible total changes to assets.

However fully animated armor sets is something that will be useful through all the beta and after the release, so I plan to slowly make as many as possible :D.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 10, 2013, 01:00:40 am
Yep, I am not going deep into modding yet, because there will be a lot of releases with new features and possible total changes to assets.

However fully animated armor sets is something that will be useful through all the beta and after the release, so I plan to slowly make as many as possible :D.

Are you familiar with... Protoman?  8)
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 10, 2013, 01:00:51 am
Omni is doing some building, so I think the patch may soon go into uploading territory. Hopefully. There's been conflicting reports of his work being in the patch or not.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 10, 2013, 01:16:35 am
Omni is doing some building, so I think the patch may soon go into uploading territory. Hopefully. There's been conflicting reports of his work being in the patch or not.
It is now past midnight for me, so patch didn't release 'today' :P
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 01:17:48 am
It didn't release for me today yesterday, so being tomorrow, it must surly be today.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 10, 2013, 01:18:48 am
Twitter confirms patch uploading.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 10, 2013, 01:19:23 am
(http://i.imgur.com/WbrjKNv.png) (http://www.reddit.com/r/starbound/comments/1sj041/new_seed_new_world/)
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 01:25:52 am
 :P

Well that is pretty much the greatest thing yet.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 10, 2013, 01:26:06 am
http://www.youtube.com/watch?v=05vYIFZEhzA
This is a new biome I am SO modding in.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 10, 2013, 01:46:43 am
I have a modding request from the glorious pixel artists of B12!

Ship parts.  Like, the cannon atop the Glitch ship, the large fins (split into multiple parts?) of the Apex ship, the large engine thrusters, etc.  Reproduce them as placeable objects, so that the 'custom ships' and theme ground structures can be made fun.
Title: Re: Starbound - We have lift off.
Post by: RexMundi on December 10, 2013, 01:54:51 am
before midnight, waiting eagerly for patch
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 10, 2013, 01:55:40 am
11:00 here. Debating whether or not to stay up until midnight.
Title: Re: Starbound - We have lift off.
Post by: RexMundi on December 10, 2013, 01:57:39 am
11:00 here. Debating whether or not to stay up until midnight.
hey, it's the same time here!
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 10, 2013, 02:13:57 am
I have a modding request from the glorious pixel artists of B12!

Ship parts.  Like, the cannon atop the Glitch ship, the large fins (split into multiple parts?) of the Apex ship, the large engine thrusters, etc.  Reproduce them as placeable objects, so that the 'custom ships' and theme ground structures can be made fun.

I think the devs talked about that when they were toying around with making ships editable on the blog. So it might be in the works already. Or they might have dropped it entirely. *shrugs*
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 10, 2013, 02:26:41 am
Restart steam! Patch is live!
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 02:28:34 am
Downloading!
So... Forsakens server... Anybody got the address? I realize it won't be up instantly, but for when he gets it ready.
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 10, 2013, 02:29:00 am
*notice Steam is downloading something.

Oh, it's Starbound.

That's nice.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 10, 2013, 02:29:54 am
Restart steam! Patch is live!
700 MB? *dies*
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 10, 2013, 02:40:28 am
Steam: Yeah, I've got the patch right here. You ready for it, buddy?  8)

Me: You betcha! When can I have it? :)

Steam: How does five hours sound? ;D

NOOOOOOOOOOOOOOOOOOOOOO! (http://www.youtube.com/watch?v=sTSA_sWGM44)
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 10, 2013, 02:43:34 am
Less than an hour here. I can probably insomnia another hour after that and be dead tomorrow for no reason. So hey, zombie sounds good, I can do zombie.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 02:44:27 am
Has anybody come across space zombies yet? God I hope there are actually zombies...
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 10, 2013, 02:46:01 am
After looking in the various files I can say it would be easy enough to mod zombie mobs for all the races if there isn't any already.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 10, 2013, 02:46:38 am
Wake up and work in four hours. Screw you guys.

/me grumbles but whatever it's starbound let's do this
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 10, 2013, 02:48:40 am
38 seconds until it finishes.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 10, 2013, 02:49:37 am
38 seconds until it finishes.
Lucky sod.
Title: Re: Starbound - We have lift off.
Post by: fivex on December 10, 2013, 02:50:08 am
It's been finished for me for quite a while
Title: Re: Starbound - We have lift off.
Post by: RexMundi on December 10, 2013, 02:50:26 am
downloading~
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 10, 2013, 02:51:10 am
It's been finished for me for quite a while

Lucky sod.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 02:51:33 am
Three minutes until I get to complain about how scaling is even more broken now.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 10, 2013, 02:55:11 am
Spoiler: Wow. (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 02:56:24 am
Dota 2: No matter how hard you try.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 10, 2013, 02:57:54 am
Swords don't go through walls anymore. We are cold and alone in this hateful universe.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 10, 2013, 02:59:05 am
A "Launch Starbound (OpenGL)" option. Curious. *clicks*
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 10, 2013, 02:59:41 am
Swords don't go through walls anymore. We are cold and alone in this hateful universe.
NOOOOOOOO MY MAGIC PHASE SWORDS HAVE FORSAKEN ME :'(

A "Launch Starbound (OpenGL)" option. Curious. *clicks*

*launches launcher*
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 10, 2013, 03:00:06 am
Did the new weapon stances/attack styles actually make it in to gameplay, or did they decide to leave that as a wok in progress?
Title: Re: Starbound - We have lift off.
Post by: RexMundi on December 10, 2013, 03:00:34 am
Game is loaded, we have a server up already? if so, please pm me address?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 03:03:30 am
So I have no idea why they are telling me the threat level of planets anymore if it is the same all through the entire sector.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 10, 2013, 03:04:39 am
Balance issue found: birds on starting planet with overly deadly projectiles.
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 10, 2013, 03:05:59 am
Man, one more class until I can head back home. And then I have some homework to do obviously, so no telling when I'll get to playing it.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 10, 2013, 03:09:02 am
38 seconds until it finishes.
Lucky sod.
Oh hmph. People with fast download times can complain >_>
753 Mb.
Estimated time: 1 day 15 hours 26 minutes

Hahaaa~
x_x
I hate this.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 10, 2013, 03:09:27 am
Balance issue found: birds on starting planet with overly deadly projectiles.

http://www.imdb.com/title/tt1316037/
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 03:11:57 am
Balance issue found: birds on starting planet with overly deadly projectiles.
You may have gotten unlucky. With all planets in the same level now, sometimes you find harder enemies.
I like it.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 10, 2013, 03:14:50 am
38 seconds until it finishes.
Lucky sod.
Oh hmph. People with fast download times can complain >_>
753 Mb.
Estimated time: 1 day 15 hours 26 minutes

Hahaaa~
x_x
I hate this.
I just looked at the files, it says the client executable by itself is 600 Mb in size. I don't even know how they managed that.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 03:21:26 am
Oh wow, florans are even more adorable when you are one!
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 10, 2013, 03:43:55 am
I just looked at the files, it says the client executable by itself is 600 Mb in size. I don't even know how they managed that.
One of the drawbacks. You also seem to get multiple stuff, there's an Mac OS folder last I checked. It's very likely that for a while, all updates are going to be around 600mb in size, until we hit the second stage of testing, where we'll likely get some asset stuff thrown in more often than other fixes I think. Until then though, yeah, updates are going to be big, but hey, at least it's not like the constant 2 gig war of the roses updates.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 10, 2013, 03:50:19 am
I just looked at the files, it says the client executable by itself is 600 Mb in size. I don't even know how they managed that.
One of the drawbacks. You also seem to get multiple stuff, there's an Mac OS folder last I checked. It's very likely that for a while, all updates are going to be around 600mb in size, until we hit the second stage of testing, where we'll likely get some asset stuff thrown in more often than other fixes I think. Until then though, yeah, updates are going to be big, but hey, at least it's not like the constant 2 gig war of the roses updates.
/me cries.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 10, 2013, 03:51:51 am
Crafting imba still hasn't been fixed. You can craft level 5, 70+ dps weapons from the start to blow away everything you could possibly find on any sector one planet. They probably just forgot to change the early item levels after the level rebalance.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 10, 2013, 03:59:39 am
Those weapons you can craft are only useful up to danger level 5 planets, maybe level 6. Beyond that, you need to pick up drops from higher level planets.

...But the whole system was condensed to 1-10 levels. You don't have 10 per sector now, just one, and enemies wildly vary on the actual planets, it seems. So if I'm right, level 5 crafted weapons are good for the next four sectors.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 10, 2013, 04:01:00 am
You lucky potatoes, I am at work while you guys get to play on the new update.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 10, 2013, 04:02:34 am
I tried Five's, he's down. You'll have to wait for Forsaken. :P


I never really appreciated how lucky I was to have started off on a mild-mannered forest world. I've rolled two new characters now, both on forests of their own, and haven't been able to find a single wood-bearing tree anywhere on either.

Lucky, this second one has a moon, which might be more promising.

EDIT: THE HORROR. THE HORROR! I AM NEVER RETURNING TO THAT MOON.

EVERYTHING had persistent ranged attacks. Holy crepes. >.>
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 10, 2013, 04:27:39 am
Oh wow, florans are even more adorable when you are one!
Spoiler (click to show/hide)
Join the population. We shall destr.. erm, assimila- eh, befriend the other populations in our ecosystem!
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 04:37:53 am
Join the population. We shall destr.. erm, assimila- eh, befriend the other populations in our ecosystem!
It is totally worth it just for the inspects.

How big is this ape? Maybe we could have a feassssst!
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 10, 2013, 05:01:15 am
You know how a fair few people were complaining about having to refuel so often? They decided to fix that, by making it so you cannot fuel your ship with wood!

>.>
Well it was probably not intended to use unrefined wood for that in the first place.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 10, 2013, 05:02:44 am
I don't get why coal refuels for the same amount as wood did.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 10, 2013, 05:06:02 am
I don't get why coal refuels starships at all, aside from gameplay concerns.

It's not even whale oil.
Title: Re: Starbound - We have lift off.
Post by: Imofexios on December 10, 2013, 05:07:37 am
Aya!
Time to play =D
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 05:12:20 am
I don't get why we need fuel at all. We have talked about why it is just a bad thing.

Also they changed armor to use the total, rather than average of either piece.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 10, 2013, 05:25:40 am
The human backstory has a few bits to note though..well, not that I played the update because my net is slow. :I

So the human ship is unpopulated save for the character because the character accidentally adopted a cute tentacle alien. Which nom'd everyone else so they can't respawn. So the character dumped it out of the airlock afterwards.

I still feel guilty about that.

But the other pressing concern for said character? Fuel. Explicitly stated.
Title: Re: Starbound - We have lift off.
Post by: Owlga on December 10, 2013, 05:30:32 am
Edit: What the hell Rozy don't go accidentally using my window I left up.

Anyway there's a scaling bug she reported with the craftable weapons.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 05:37:05 am
Why can't I make silver armor... WHAT HAVE THEY DONE?
Title: Re: Starbound - We have lift off.
Post by: Tack on December 10, 2013, 05:56:06 am
38 seconds until it finishes.
Lucky sod.
Oh hmph. People with fast download times can complain >_>
753 Mb.
Estimated time: 1 day 15 hours 26 minutes

Hahaaa~
x_x
I hate this.

I feel your feel, bro.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 10, 2013, 05:56:56 am
I'm more interested in why we can't make the most, uh, reasonable tools ever. Namely, iron and steel pickaxes, not to mention axes, hoes, etc.

Plus, with all the distancing from Terraria, I was kinda hoping they would dump the whole "silver and gold equipment" thing. Copper armor, iron armor, fine. But then you have silver and gold, which makes almost less sense than the lead armor in the updated Terraria.

Gold's only advantage as armor is resistance to corrosion. Make it gold-plated iron armor, and I can actually get behind that.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 06:03:38 am
Yea, silver, gold and diamond are all a bit gimmicky, especially for a fantasy game that has so many more options. Replace gold with bismuth!  :P
Title: Re: Starbound - We have lift off.
Post by: fivex on December 10, 2013, 06:08:33 am
Make it gold-plated iron armor, and I can actually get behind that.
Don't you make Gold armor with Steel armor and Silver armor with Copper armor? That seems to be what they're going for.
Although, you have platinum armor...
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 10, 2013, 06:14:24 am
Make it gold-plated iron armor, and I can actually get behind that.
Don't you make Gold armor with Steel armor and Silver armor with Copper armor? That seems to be what they're going for.
Although, you have platinum armor...
Yeah, you do make silver with copper (though you also make the race-specific Iron armor with copper... what the?), so that bit might be excusable. Though in the absence of spells, I'm not sure what silver plating is supposed to reflect.

They could have made it chromium, at least. Chromium/iron alloys are notoriously strong.

With gold and steel though, it's the other damn way around. Gold armor is the basis for Steel.
Title: Re: Starbound - We have lift off.
Post by: Mech#4 on December 10, 2013, 06:19:08 am
I'd like to see some upgrades for the armour pieces. Things like upgrade a helmet with a built in torch or night vision, armour with heating or healing, boots with rockets or magnets (to walk upside down on metal surfaces). Things like the copper or silver helmet look less like armour and more like a piece of technical kit.
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 10, 2013, 06:23:56 am
Sooo, once a server exists, would anyone be interested in doing some RP, with fresh chars? Hell, if there is enough interest, I could write up a small story to go behind and record this and post it on youtube. That would be pretty cool.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 10, 2013, 06:41:39 am
Make it gold-plated iron armor, and I can actually get behind that.
Don't you make Gold armor with Steel armor and Silver armor with Copper armor? That seems to be what they're going for.
Although, you have platinum armor...
Yeah, you do make silver with copper (though you also make the race-specific Iron armor with copper... what the?), so that bit might be excusable. Though in the absence of spells, I'm not sure what silver plating is supposed to reflect.

They could have made it chromium, at least. Chromium/iron alloys are notoriously strong.

With gold and steel though, it's the other damn way around. Gold armor is the basis for Steel.
HI Sean, long time no see! Where did your DF mods go? :D
In my modpack I plan to rework it in a more logical way.

So it's copper armor, then iron armor (without requirement for copper), then chromium (silver replacement) armor (with requirement of iron), then steel armor.
Great idea about chromium, I was trying to figure out what to use to replace silver.

Diamond is going to be a very specific item - for special armors I am adding (as element) and for matter manipulator upgrade (most likely I will not remove pickaxe, but my main idea is to incorporate tiers for matter manipulator which will require rare elements for upgrades).

Regarding leather, we will have race-specific armor sets starting with "fur armor" or "leather armor", both craftable from the same materials, with leather having more protection and fur having more warmth.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 06:45:18 am
Anybody feel that right now gold and silver have been turned waaay up? I'm swimming in the stuff...
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 10, 2013, 06:47:15 am
Ores have been turned way up in general, this is likely temporary for the beta, or the first stage of beta. It was in the patch notes.
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 10, 2013, 06:50:40 am
The game is broke...tier 2 2handed hylotl sword...5,357 dps and 3,750 damage per swing, silver is the base armor for tier 2 and any mini-boss will 1 shot you...never got hit by the ufo boss since...well it died from about 5 shots with the iron arrow...
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 06:58:07 am
Ores have been turned way up in general, this is likely temporary for the beta, or the first stage of beta. It was in the patch notes.
Ah, I see.

In other news, I tried the 2h swing timing style, I tried the shield + dagger shiv master style, and now I'm ding double short swords.
Very much a change of pace here. The other ways to fight involved careful timing, while right now the best way to fight involved getting your swords alternating and keep both buttons held down, while you lawnmower anything in front of you. The downside is that without the range and coverage of the 2h sword, or the defense of a shield you can't afford to let guys come to you and really need to actually line yourself up...

So far no weapon style has been very convenient, but they all felt fun and even with each other. I hope the directional attacks don't mess that up.
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 10, 2013, 06:59:06 am
The game is broke...tier 2 2handed hylotl sword...5,357 dps and 3,750 damage per swing, silver is the base armor for tier 2 and any mini-boss will 1 shot you...never got hit by the ufo boss since...well it died from about 5 shots with the iron arrow...
That's a problem with all crafted weapons, yeah. The problem is that the crafted weapons are balanced for a tier that is equal to their level instead of tier point the units in their old level. (so the early iron weapons are weighted at 5, instead of 1.5, and I think the next tier is supposed to be balanced at 2.5 instead of 25 and so on.) Seems that miniboss generation works off the old numbers with the new system.

Oh, and credit goes to Janet for figuring out the exact numbers.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 10, 2013, 07:04:27 am
Quote
You can no longer attack through blocks
Well fuck.
No worries! You just have to leave holes. You can still mostly to entirely neuter enemies with a fine dusting of dirt.

Also, birds can go right to hell, now. They used to be fairly ignorable. NO LONGER!
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 07:09:09 am
Why is everybody having troubles with birds but me?
I have yet to notice a difference...
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 10, 2013, 07:12:47 am
They fly a lot lower now, to the point I saw a bird get stuck in a small cave. Impossible is an overstatement.
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 10, 2013, 07:15:20 am
The birds also seem more aggressive. They just used to occasionally shoot at me if they were nearby and then fly away. Now they dont rest until one of us is dead.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 07:15:43 am
Oooooh...

See I always used to kill them always, so nothing new for me.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 10, 2013, 07:27:18 am
HI Sean, long time no see! Where did your DF mods go? :D
Hi, Deon.

They're gone the way of the dodo, I'm afraid. They were based in ModBase, and I could never manage to rebuild that thing for the new raws structure, so the mods became useless.
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 10, 2013, 07:28:27 am
Also, dammit, the space station won't work anymore!
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 10, 2013, 07:31:41 am
Why is everybody having troubles with birds but me?
I have yet to notice a difference...
As noted, more aggressive. The special attacks seem more painful than they were last patch, as well :-\

Might change as actual armor is acquired, heh.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 07:55:36 am
Anyone else find it funny they called this a balancing update, but you can now make super murder weapons that can one-shot anything?
I'm giving it 24 hours before they patch the weapon nerf in.
Iron bow makes the first boss fight a joke... The other kind of joke, as in easy, rather than ridiculously hard type of joke.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 10, 2013, 08:22:40 am
I posted this over in the official forums bug subfourm, but I might as well mention it here. The actual problem is they scaled things down to 1-10, and changed their scaler to work in that range for practical and sane weapons.

The problem is the json files in the assets directory weren't updated. This means that while the level 0.6 sword you start with behaves like you'd expect, the level 5 iron weapons are a whole 4 levels over what's appropriate.

I think either they lost that much rest or someone didn't commit a vital portion of the update.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 10, 2013, 08:23:42 am
I'm updating the server now.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 10, 2013, 08:25:16 am
I'm updating the server now.

And I'll probably join it within an hour or so.. Could you PM me the details?
Any set of rules I should follow?
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 10, 2013, 08:27:29 am
I'd also like the IP at such a time as it becomes available.
Title: Re: Starbound - We have lift off.
Post by: Aelig on December 10, 2013, 08:31:56 am
May I have the ip aswell please?
Title: Re: Starbound - We have lift off.
Post by: Xardalas on December 10, 2013, 08:34:27 am
I wouldn't mind the IP. Hmm. What do you think the odds of this patch fixing the weapons being game breaking iare?
Title: Re: Starbound - We have lift off.
Post by: scriver on December 10, 2013, 08:37:46 am
So, back to that whole Floran-How-Did-They-Space thing you had going several thousand pages back. Somebody mentioned that the Floran is using an Apex ship, but from the startup text, the Apex ship is actually a high-jacked "Miniknog" (whatever those are) ship. So in short, the Floran is using high-jacked Miniknog ship as well?
Title: Re: Starbound - We have lift off.
Post by: timferius on December 10, 2013, 08:40:22 am
Hey, can I get the IP to the server Forsaken? I think I want to play this online, because I think it might be awesome.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 10, 2013, 08:41:02 am
Somebody mentioned that the Floran is using an Apex ship, but from the startup text, the Apex ship is actually a high-jacked "Miniknog" (whatever those are) ship. So in short, the Floran is using high-jacked Miniknog ship as well?

The Minikong are Apex. Sort of a faction that's like the ministry of truth from 1984
Title: Re: Starbound - We have lift off.
Post by: Twi on December 10, 2013, 09:06:58 am
Somebody mentioned that the Floran is using an Apex ship, but from the startup text, the Apex ship is actually a high-jacked "Miniknog" (whatever those are) ship. So in short, the Floran is using high-jacked Miniknog ship as well?

The Minikong are Apex. Sort of a faction that's like the ministry of truth from 1984

Ministry of !!SCIENCE! is more like it.

Big Ape wants to know.
Title: Re: Starbound - We have lift off.
Post by: scriver on December 10, 2013, 09:08:37 am
Somebody mentioned that the Floran is using an Apex ship, but from the startup text, the Apex ship is actually a high-jacked "Miniknog" (whatever those are) ship. So in short, the Floran is using high-jacked Miniknog ship as well?

The Minikong are Apex. Sort of a faction that's like the ministry of truth from 1984

Ah. Well dammit. :P
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 10, 2013, 09:54:35 am
Anyone else find it funny they called this a balancing update, but you can now make super murder weapons that can one-shot anything?
Theres two kinds of balance: The slow kind and the double/half kind. One of these causes hilarity.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 10, 2013, 10:01:12 am
I tried. (http://community.playstarbound.com/index.php?threads/rozys-experimental-balance-attempt-mod.45964/) If anyone wants to attempt it and see what they think of the values go ahead. No idea if they're gonna just patch it in an hour or two anyway.

Edit: I was right, fix is exe level PREPARE FOR ANOTHER APOCALYPSE.
Title: Re: Starbound - We have lift off.
Post by: scout890 on December 10, 2013, 10:47:30 am
Could I also get the server details for your starbound server, Forsaken?
Title: Re: Starbound - We have lift off.
Post by: bluejello on December 10, 2013, 10:59:51 am
I would also like the server details.
Title: Re: Starbound - We have lift off.
Post by: Imofexios on December 10, 2013, 11:02:57 am
Could i get the server info too??
Title: Re: Starbound - We have lift off.
Post by: azurelao on December 10, 2013, 11:05:30 am
I tried. (http://community.playstarbound.com/index.php?threads/rozys-experimental-balance-attempt-mod.45964/) If anyone wants to attempt it and see what they think of the values go ahead. No idea if they're gonna just patch it in an hour or two anyway.

Edit: I was right, fix is exe level PREPARE FOR ANOTHER APOCALYPSE.

was there a second patch today?


Also, did the patch from last night wipe characters?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 10, 2013, 11:26:19 am
Steam is down. Yay. Can't be online at all. Can't update Starbound at all. This is why I hate Steam. There is no alternative for updates. I guess the iron bow thing makes me not want to play anyway. *shrug
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 10, 2013, 11:28:01 am
Steam is down. Yay. Can't be online at all. Can't update Starbound at all. This is why I hate Steam. There is no alternative for updates. I guess the iron bow thing makes me not want to play anyway. *shrug
Er... steam is working fine for me? Seems to be anyway.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 10, 2013, 11:28:44 am
I'm online in Steam. The Store is down, but the rest seems to be working.

It's a silly thing to hate Steam for, really. With any other authenticated distribution method you're facing the same problems.

Plus there doesn't seem to be any update coming up at the moment.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 10, 2013, 11:31:12 am
I cannot log into Steam. Connection failure. I can only be in offline mode.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 10, 2013, 11:32:21 am
Currently has the same problem a BigD145.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 10, 2013, 11:38:58 am
I am 2 hours from Valve headquarters and I'm betting I could drive there and not get my patches AND there's no other legitimate way but being online. I bet I could torrent the update, but I don't care enough right now to do that. When you have one central place giving things out and it goes down, you're boned. When a thousand companies all fall under one umbrella service and it goes down, you're super boned.

But whatever. I'll go play KSP or DF or something. DF has numerous mirrors and no online authentication.
Title: Re: Starbound - We have lift off.
Post by: scout890 on December 10, 2013, 11:57:02 am
disregard this.
Title: Re: Starbound - We have lift off.
Post by: Shooer on December 10, 2013, 12:01:07 pm
I, too, would like Forsaken's server info so that I may join in the multiplayer shenanigans.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 10, 2013, 12:28:10 pm
[Deleted]
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 10, 2013, 12:28:44 pm
I'd like the IP for Forsaken's server, if I may for my thanks!

All-so, are we actually anticipating another save-wiping update any time soon? Janet's post seemed to imply...
Title: Re: Starbound - We have lift off.
Post by: bluejello on December 10, 2013, 12:30:56 pm
apparently there will be one in a couple hours, to fix crafted weapons, which still have armour piercing on them for some unknown reason.
Title: Re: Starbound - We have lift off.
Post by: IronTomato on December 10, 2013, 12:39:41 pm
I may just need to get this sometime.

How big's the download?
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 10, 2013, 12:41:59 pm
About 3GB
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 10, 2013, 12:48:23 pm
About 3GB

Aw jesus. That'll take long enough to download that I won't be able to play it until tomorrow.

And did someone say there'll be another update later? So I should just not bother to download this one at all then?
Title: Re: Starbound - We have lift off.
Post by: Imofexios on December 10, 2013, 12:49:20 pm
Mine was 1.5 gig so dunno where you got the 3 gig from ?
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 10, 2013, 12:53:03 pm
Can we get a link to wherever the upcoming download was announced? I'm having trouble verifying it.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 10, 2013, 12:57:13 pm
Mine was 1.5 gig so dunno where you got the 3 gig from ?
total size of the download, either way its stupid huge.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 10, 2013, 01:00:04 pm
Can we get a link to wherever the upcoming download was announced? I'm having trouble verifying it.
It seems safe to assume one will be coming soon, because crafted weapons are completely broken-OP right now.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 10, 2013, 01:00:29 pm
3GB is hardly large. Its pretty average, if not below average, for games these days.
Title: Re: Starbound - We have lift off.
Post by: HFS on December 10, 2013, 01:02:27 pm
>Go to moon with new character for ore
>Already out of fuel, so I /need/ to get some more
>Forgot campfire

Welp.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 10, 2013, 01:02:32 pm
Can we get a link to wherever the upcoming download was announced? I'm having trouble verifying it.
It seems safe to assume one will be coming soon, because crafted weapons are completely broken-OP right now.

Where did the "couple of hours" come from?
Title: Re: Starbound - We have lift off.
Post by: Shakerag on December 10, 2013, 01:05:37 pm
Could I also get the server details for your starbound server, Forsaken?
Title: Re: Starbound - We have lift off.
Post by: Meta on December 10, 2013, 01:07:35 pm
Could I also get the server details for your starbound server, Forsaken?
This. :)

Also, from Twitter, 20mn ago:
Quote
Today's update MAY not require a character wipe, but we will need to do at least one more character wipe in the future. @kyrenn says sorry!
Title: Re: Starbound - We have lift off.
Post by: Dutchling on December 10, 2013, 01:08:11 pm
Meh, update didn't fix the crashes.
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on December 10, 2013, 01:19:47 pm
3GB is hardly large. Its pretty average, if not below average, for games these days.

The B12 community has a disproportionately large amount of people with extremely old computers and very low-end internet. When I played some game with a group of B12ers last year, a large minority of people playing were on 56k modems.
Title: Re: Starbound - We have lift off.
Post by: Vendayn on December 10, 2013, 01:20:52 pm
I'm updating the server now.

Could I get the server details please? :) I just bought Starbound (well last night) and would like to play with B12 community :)
Title: Re: Starbound - We have lift off.
Post by: timferius on December 10, 2013, 01:23:20 pm
To wait for the patch, or not to wait. That is the question.

EDIT: Also, where's the best place to follow for news updates?
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 10, 2013, 01:26:19 pm
I've sent the IP to everyone who has asked I believe. Let me know if I missed you.

Keep in mind that beta games have glitches. :P
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 10, 2013, 01:32:46 pm
I would like the multiplayer info as well, if I can, though I probably won't be able to play until at least tomorrow.
Title: Re: Starbound - We have lift off.
Post by: olemars on December 10, 2013, 01:41:39 pm
I've sent the IP to everyone who has asked I believe. Let me know if I missed you.

Keep in mind that beta games have glitches. :P

Missed me, since I didn't get around to ask yet.
How many players can a server take anyway?
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 10, 2013, 01:42:34 pm
I'd like the IP as well please, I may get on there tonight.
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 10, 2013, 01:43:22 pm
Hey forsaken, can I has IP?

EDIT: I just found a Legendary Sword with a DPS of... 9.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 10, 2013, 01:45:31 pm
3GB is hardly large. Its pretty average, if not below average, for games these days.

The B12 community has a disproportionately large amount of people with extremely old computers and very low-end internet. When I played some game with a group of B12ers last year, a large minority of people playing were on 56k modems.
Dude, I am pretty sure you cannot log in into steam with 56k modems. Its updates itself would take half a day, and it updates pretty frequently.
Also they would never be able to download or even find a server with speeds below 512kb. It takes a lot of traffic to play Starbound.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 10, 2013, 01:48:34 pm
3GB is hardly large. Its pretty average, if not below average, for games these days.

The B12 community has a disproportionately large amount of people with extremely old computers and very low-end internet. When I played some game with a group of B12ers last year, a large minority of people playing were on 56k modems.
Dude, I am pretty sure you cannot log in into steam with 56k modems. Its updates itself would take half a day, and it updates pretty frequently.
Also they would never be able to download or even find a server with speeds below 512kb. It takes a lot of traffic to play Starbound.

I hope my connection will be able to handle it... I rarely get anything over 250 kb/s. I *pay* for 3 MB/s, but naturally that's not what I get, thank you very much O2 Telefonica bastards.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 10, 2013, 01:50:28 pm
Oh goodie. At least I learned my lesson about leaving my ship unattended in multiplayer now with the loss of most of my food, rather than later with things of real value. I'd hoped that we were all above that.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 10, 2013, 01:54:00 pm
3GB is hardly large. Its pretty average, if not below average, for games these days.

The B12 community has a disproportionately large amount of people with extremely old computers and very low-end internet. When I played some game with a group of B12ers last year, a large minority of people playing were on 56k modems.
Dude, I am pretty sure you cannot log in into steam with 56k modems. Its updates itself would take half a day, and it updates pretty frequently.
Also they would never be able to download or even find a server with speeds below 512kb. It takes a lot of traffic to play Starbound.

I hope my connection will be able to handle it... I rarely get anything over 250 kb/s. I *pay* for 3 MB/s, but naturally that's not what I get, thank you very much O2 Telefonica bastards.
...I get 1.5MB/s (that's MegaBytes/second) on my tablet's internal 3G modem. I mean, I understand that 3G isn't the cheapest option around, and not present everywhere, but damn. I pay less for it than I do for my 10MBit landline.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 10, 2013, 01:55:17 pm
Oh goodie. At least I learned my lesson about leaving my ship unattended in multiplayer now with the loss of most of my food, rather than later with things of real value. I'd hoped that we were all above that.

Can people get on your ship if they're not in a party with you?
Title: Re: Starbound - We have lift off.
Post by: sluissa on December 10, 2013, 01:57:24 pm
Oh goodie. At least I learned my lesson about leaving my ship unattended in multiplayer now with the loss of most of my food, rather than later with things of real value. I'd hoped that we were all above that.

Don't join parties with people you don't know/don't trust. I don't think they can get on your ship if you're not in their party. Otherwise, stash your good stuff on a planet somewhere. Much safer. Although it is my opinion that the ship's locker should be completely inaccessible to anyone else. Chests, and crates and stuff simply left out, sure, those can be open, but the ship's locker is nicely sized and would be capable of handling all your preciouses you'd need to carry with you on a regular basis.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 10, 2013, 02:01:03 pm
I too am here to request the server IP. I'd like to start a new character with folks and see how multiplayer is.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 10, 2013, 02:03:17 pm
3GB is hardly large. Its pretty average, if not below average, for games these days.

The B12 community has a disproportionately large amount of people with extremely old computers and very low-end internet. When I played some game with a group of B12ers last year, a large minority of people playing were on 56k modems.
Dude, I am pretty sure you cannot log in into steam with 56k modems. Its updates itself would take half a day, and it updates pretty frequently.
Also they would never be able to download or even find a server with speeds below 512kb. It takes a lot of traffic to play Starbound.

I hope my connection will be able to handle it... I rarely get anything over 250 kb/s. I *pay* for 3 MB/s, but naturally that's not what I get, thank you very much O2 Telefonica bastards.
...I get 1.5MB/s (that's MegaBytes/second) on my tablet's internal 3G modem. I mean, I understand that 3G isn't the cheapest option around, and not present everywhere, but damn. I pay less for it than I do for my 10MBit landline.

It has nothing to do with my modem. It's my ISP, and in this country, there are very few options. There's only one company that does cable (rather than the DSL I have), but it's not available anywhere unless you pay them to set up the infrastructure (which is ridiculously expensive).
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 10, 2013, 02:03:59 pm
Eh, I got past my hoarding stage, and now I keep all ores and bars that I need on my body. I just trash everything I don't need, and toss cool furniture in my ship. If someone is that determined to steal that soda machine from me, then wow. Just wow. Luckily, I haven't had that happen yet playing on our servers.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 10, 2013, 02:04:45 pm
Oh goodie. At least I learned my lesson about leaving my ship unattended in multiplayer now with the loss of most of my food, rather than later with things of real value. I'd hoped that we were all above that.

Don't join parties with people you don't know/don't trust. I don't think they can get on your ship if you're not in their party. Otherwise, stash your good stuff on a planet somewhere. Much safer. Although it is my opinion that the ship's locker should be completely inaccessible to anyone else. Chests, and crates and stuff simply left out, sure, those can be open, but the ship's locker is nicely sized and would be capable of handling all your preciouses you'd need to carry with you on a regular basis.

Personally I'd prefer it if there were permissions options on containers.

That aside, I played for a long time on Forsaken's Terraria server, and I never had a single incident of someone grabbing stuff from my storage. The really messed up part is that I think most of us are fairly generous in these games and wouldn't have a problem sharing around if people would just ask. I mean, geez, I'd expect this sort of thing if I randomly joined a pub server (and would have been prepared for it), but everyone on there is one of us.  ::)
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 10, 2013, 02:07:44 pm
Two questions: One, has anyone actually planned or set up a RP server? I see a lot of potential for that sort of thing in this game. Two, Forsaken, can I have your server IP?
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 10, 2013, 02:10:40 pm
Here to also request IP. Haven't done multiplayer yet.
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 10, 2013, 02:13:33 pm
Two questions: One, has anyone actually planned or set up a RP server? I see a lot of potential for that sort of thing in this game. Two, Forsaken, can I have your server IP?

I know Werty suggested the idea. I'd be in for it as well if we had a server. The game does seem to have a fair amount of potential for that.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 10, 2013, 02:16:26 pm
Also to request your server IP, Forsaken, if I may.  :)
Title: Re: Starbound - We have lift off.
Post by: Twi on December 10, 2013, 02:19:45 pm
So today I learned that you can place the Piles of Books you tend to find in villages. They act like sand.

This is awesome.
Title: Re: Starbound - We have lift off.
Post by: RexMundi on December 10, 2013, 02:35:06 pm
May I get the server ip to join?
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 10, 2013, 02:38:03 pm
Wait... is weather on a per-planet basis? It seems this current planet only has two types of weather: rain and... well...

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 10, 2013, 02:40:57 pm
Wait... is weather on a per-planet basis? It seems this current planet only has two types of weather: rain and... well...

Spoiler (click to show/hide)
That would be cold. You're freezing.

And weather is somewhat random.

Also, rain falls anywhere the game thinks there is no ceiling, i.e. in particularly deep dungeons. I think that's a bug.
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on December 10, 2013, 02:42:51 pm
3GB is hardly large. Its pretty average, if not below average, for games these days.

The B12 community has a disproportionately large amount of people with extremely old computers and very low-end internet. When I played some game with a group of B12ers last year, a large minority of people playing were on 56k modems.
Dude, I am pretty sure you cannot log in into steam with 56k modems. Its updates itself would take half a day, and it updates pretty frequently.
Also they would never be able to download or even find a server with speeds below 512kb. It takes a lot of traffic to play Starbound.

You're making a big assumption that everyone is playing Starbound online. The people I've met on here with 56k modems tend to update Steam, then go into offline mode and disconnect from the internet.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 10, 2013, 02:49:08 pm
Is forsaken's server down for everyone, did I kill it with my broken warp drive?
Title: Re: Starbound - We have lift off.
Post by: bluejello on December 10, 2013, 02:49:31 pm
it seems to be down for me too, but I was stuck in warp when I quit so...
Title: Re: Starbound - We have lift off.
Post by: Imofexios on December 10, 2013, 02:50:17 pm
Yes. Must been you =) jk
Title: Re: Starbound - We have lift off.
Post by: sluissa on December 10, 2013, 03:02:02 pm
Wait... is weather on a per-planet basis? It seems this current planet only has two types of weather: rain and... well...

Spoiler (click to show/hide)
That would be cold. You're freezing.

And weather is somewhat random.

Also, rain falls anywhere the game thinks there is no ceiling, i.e. in particularly deep dungeons. I think that's a bug.

I'm not sure if that's a bug. Particularly large but still enclosed open spaces can develop their own weather systems. One notable example are the hangars built for the particularly large airships around the 1920s and 30s. These can develop clouds and can even rain inside. I forget where, but I'm sure I've read of similar things happening inside certain cave systems. You can easily have the proper conditions, large spaces, moisture and potential for temperature differences. Now, the question as to whether this should be happening at the same time as rain on the surface, that is a possible issue, but for abstraction purposes, I have no problem with the way it is now.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 10, 2013, 03:04:22 pm
As I recall, you could get by playing Ultima Online with a 56k modem but it was always laggy. UO displayed something like 30x30 tiles in the client, and each tile could have multiple objects on it, but only non-static objects like player houses, players, monsters and animals, and lootable items would be sent from server to client. Which is why it got terribly laggy when near a bunch of player houses. Pretty much, the land and sea terrain and the permanent buildings / dungeons / etc. were client-side for display but the server would validate whether you could be in that place using the server's copy of the map and statics files.

Anyway, you could easily have 15 non-static objects onscreen as soon as someone walked by, because the game displayed their armor and clothes and weapons on the player model. This screenshot (http://www.searchuo.com/upimg/20090203113706.jpg) has around 55 objects that would need to be sent to the client and I would expect little lag. But it's also a very sparse area and many houses would have several hundred items visible per house, and with three times as many houses as in that screenshot. Also you could come upon several dozen people at the bank, each representing 15 items, and also moving and talking, commanding their swarms of chickens to attack each other. There's your lag. Also the game's pace was fairly slow - you couldn't scream across the countryside like with a Terraria grappling hook.

However, it sounds like each Starbound tile would need to be sent to the client - unless it's one of those deals where the client builds the world from a seed and applies modifications afterward. Even so, it sounds like you load more of the world at once than in UO. I could definitely see it being unplayable on a 56k.
Title: Re: Starbound - We have lift off.
Post by: Alkhemia on December 10, 2013, 03:09:41 pm
To wait for the patch, or not to wait. That is the question.

EDIT: Also, where's the best place to follow for news updates?
twitter or reddit if you don't like twitter.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 10, 2013, 03:25:54 pm
Wait... is weather on a per-planet basis? It seems this current planet only has two types of weather: rain and... well...

Spoiler (click to show/hide)
That would be cold. You're freezing.

And weather is somewhat random.

Also, rain falls anywhere the game thinks there is no ceiling, i.e. in particularly deep dungeons. I think that's a bug.

I'm not sure if that's a bug. Particularly large but still enclosed open spaces can develop their own weather systems. One notable example are the hangars built for the particularly large airships around the 1920s and 30s. These can develop clouds and can even rain inside. I forget where, but I'm sure I've read of similar things happening inside certain cave systems. You can easily have the proper conditions, large spaces, moisture and potential for temperature differences. Now, the question as to whether this should be happening at the same time as rain on the surface, that is a possible issue, but for abstraction purposes, I have no problem with the way it is now.
No, I mean it rains, say, through the vertical shaft leading up to the previous level of the Floran Dungeon, for instance. When the game offloads the parts of the map the player doesn't see to save resources, it forgets that rain shouldn't be able to fall all the way down to where the player is because there's already two screenheights of rock above where it thinks there's open sky.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 10, 2013, 03:48:00 pm
I'd also be up for a medium-RP server. Nothing like two games of 2d spessmen RPs, and there's certainly potential here.
Title: Re: Starbound - We have lift off.
Post by: Antur on December 10, 2013, 03:49:14 pm
I'd also be up for a medium-RP server. Nothing like two games of 2d spessmen RPs, and there's certainly potential here.
Time to mod-in assistant clothing and toolboxes.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 10, 2013, 03:50:33 pm
Yeah, I liked that too :D.

(http://i.imgur.com/C8q5a6k.png)

I guess the next will be Predator armor.
I will post all armors here: http://community.playstarbound.com/index.php?threads/deons-armor-shop.45341/
Title: Re: Starbound - We have lift off.
Post by: Leonon on December 10, 2013, 03:51:47 pm
I'd also be up for a medium-RP server. Nothing like two games of 2d spessmen RPs, and there's certainly potential here.
Time to mod-in assistant clothing and toolboxes.
I think Novakids may take some offense if we start to to experiment with plasma.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 10, 2013, 03:53:00 pm
but...no clowns yet... D:
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 10, 2013, 03:54:15 pm
Quick, Deon! Clown armor!
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 10, 2013, 03:59:50 pm
HOOONK
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 10, 2013, 04:26:45 pm
Woo! New update! I'mma try out the new things!

Wait a minute.

(http://i.imgur.com/BVR06Pj.png)

Aww...
Title: Re: Starbound - We have lift off.
Post by: gomez on December 10, 2013, 04:31:00 pm
I prefer the fact that we can no longer use wood as fuel, it means we spend more time on each planet instead of deforesting jungle planets and flying around the galaxy. I might finally get round to building a base on one.

Could I also get the server details for your starbound server, Forsaken?
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on December 10, 2013, 04:42:04 pm
So, is anyone else getting craftable weapons that do an absolutely ludicrous amount of damage? Most steel weapons do 2000+ damage per hit.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 10, 2013, 04:42:40 pm
Apparently searching for the letters "co" in the crafting interface causes a crash. Time to head over to bug reports.

e: Well then. When I tried to duplicate it (after crashing three times) it didn't show up.


So, is anyone else getting craftable weapons that do an absolutely ludicrous amount of damage? Most steel weapons do 2000+ damage per hit.
Yes, they muffed the patch. A fix is coming soon.

Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 10, 2013, 04:45:26 pm
I prefer the fact that we can no longer use wood as fuel, it means we spend more time on each planet instead of deforesting jungle planets and flying around the galaxy. I might finally get round to building a base on one.

Could I also get the server details for your starbound server, Forsaken?
Alternatively it means if you're on an MP server you spend about 4 hours trying to get enough coal to get to a new system, because the players before you took everything visible.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 10, 2013, 04:49:42 pm
So it turns out the Apex have a lone Hylotl adventurer to blame for ruining their rebellion.

Leading the minikong to your secret base so you could have peace talks seemed like a good idea at the time.

Alternatively it means if you're on an MP server you spend about 4 hours trying to get enough coal to get to a new system, because the players before you took everything visible.

What, and they didn't deforest the entire planet before?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 10, 2013, 04:56:30 pm
I'd also be up for a medium-RP server. Nothing like two games of 2d spessmen RPs, and there's certainly potential here.
Time to mod-in assistant clothing and toolboxes.
'How the hell did the assistant get onto the bridge!?'
I'm about 60% certain that Florans have a grey body color. Their attitudes tend to resemble assistants pretty closely, too.  :P
Title: Re: Starbound - We have lift off.
Post by: umiman on December 10, 2013, 04:57:44 pm
I prefer the fact that we can no longer use wood as fuel, it means we spend more time on each planet instead of deforesting jungle planets and flying around the galaxy. I might finally get round to building a base on one.

Could I also get the server details for your starbound server, Forsaken?
Did they seriously remove that?

I really have to wonder why they're so intent on making the game so much grindier for no reason.

At least I can mod away all these idiotic decisions.
Title: Re: Starbound - We have lift off.
Post by: Shooer on December 10, 2013, 04:57:57 pm
I'd also be up for a medium-RP server. Nothing like two games of 2d spessmen RPs, and there's certainly potential here.
Time to mod-in assistant clothing and toolboxes.
'How the hell did the assistant get onto the bridge!?'
Maintenance tunnels, duh.  It's like the only place they can go.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 10, 2013, 05:06:32 pm
I prefer the fact that we can no longer use wood as fuel, it means we spend more time on each planet instead of deforesting jungle planets and flying around the galaxy. I might finally get round to building a base on one.

Could I also get the server details for your starbound server, Forsaken?
Did they seriously remove that?

I really have to wonder why they're so intent on making the game so much grindier for no reason.

At least I can mod away all these idiotic decisions.
Suit yourself, I personally consider being able to stock up on all the fuel you need by deforesting a planet in 15 minutes of play an idiotic design decision.

Seriously, you can get around 2000 wood in a single round trip with a stone axe, for 4000 fuel under the old system, or roughly 13 inter-system jumps. Might as well remove fuel entirely, and no that's not a good idea either.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 10, 2013, 05:07:30 pm
I prefer the fact that we can no longer use wood as fuel, it means we spend more time on each planet instead of deforesting jungle planets and flying around the galaxy. I might finally get round to building a base on one.

Could I also get the server details for your starbound server, Forsaken?
Did they seriously remove that?

I really have to wonder why they're so intent on making the game so much grindier for no reason.

At least I can mod away all these idiotic decisions.

I think that part of the larger scheme of things is "survival" in addition to free-roam sandbox elements. Having only coal as a means of fueling your ship in the beginning means having to make the most of each planet- even flying from place to place and harvesting all of the surface ore isn't all that efficient, especially if they intend to decrease ore scarcity again later.

If things go on this way, Starbound will be a slow-burning game that requires a large amount of achievement before you can stuff anti-matter from a level 90 planet into your fuel slot and cruise between your various Fortresses of Solitude.

I'd rather this be the default, since creating a balanced challenge is harder than softening it, and let players edit their inventories or mod things down to size as they see fit.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 10, 2013, 05:16:50 pm
This is why you pick a good, diverse system, find a planet with complimentary neighbors (forest with arid/desert moons) and build yourself a little settlement to explore the system from.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 05:17:12 pm
Might as well remove fuel entirely, and no that's not a good idea either.
Perhaps you could explain to my why?
Title: Re: Starbound - We have lift off.
Post by: PanH on December 10, 2013, 05:18:01 pm
So, I just started the game (a friend recommended it to me). I'm not too far yet, I have a copper armor and that's pretty much all. I'm trying to build the beacon, but I haven't found a single silver ore yet. I've also met several guys that had assault rifles and snipers ( :'() though even if I killed him, I didn't loot it (sure it was a crappy assault rifle that did 4-5 damage per hit, but that would still have been nice).
Does anyone have tips to move on, or should I continue mining until I find silver (and more iron) for the beacon ?
Title: Re: Starbound - We have lift off.
Post by: CognitiveDissonance on December 10, 2013, 05:21:43 pm
Hey all! I have watched a few streams briefly, and I have to ask - what is the purpose in this game? I know that, like Terraria and Minecraft, this is an open-ended game. Still, as much as I want to play due to liking the way it plays, I just can't due to not having a purpose to pursue. Any thoughts? Why do you play?
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 10, 2013, 05:22:51 pm
Perhaps if they added a fuel that everyone liked to use. A premium fuel. For example, let's say you can jump from one system to the next, but with a maximum distance based on the fuel you use. Also your ship's engines have a cool down, also depending on the fuel used.

Good fuel = longer jumps and less required time spent on the planet.

Let's say you gather cheap fuel, you have access to a small cluster or maybe a long chain of systems. You go from one planet to the next, stopping to cool your engines. Might as well explore while you're here, right? Pick up some more fuel maybe. Oh hey, some of the Good Fuel! If we get enough of this, we can jump out of this little group of nearby systems and reach a different set of systems!

Or you could sit around in your ship and just wait for it to cool down I guess.

What if the natives or some monster attacks your ship? Need to defend it long enough to escape, or just slay the impertinent attackers and tread them underfoot.

...

This leaves you able to use wood for fuel, but you generally don't want to use wood unless (1) you don't have access to better fuel and you REALLY NEED to move out, or (2) you plan to make a short hop and stay a long time when you arrive.

Either way, there should be storage issues. Clear-cutting 4000 wood objects should result in a pile so large you can't carry it on your ship ... again, better fuel would have more energy content so you need less of it to make jumps, meaning less cargo space taken up on the ship.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 10, 2013, 05:24:19 pm
I just thought of the perfect title for this version of Starbound: Angry Birds Edition.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 10, 2013, 05:28:06 pm
I just thought of the perfect title for this version of Starbound: Angry Birds Edition.
I counter with Damn Birds. (http://www.kongregate.com/games/mofunzone/damn-birds-2)
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 10, 2013, 05:28:16 pm
Forsaken, I'd like the server details please.
Title: Re: Starbound - We have lift off.
Post by: SP2 on December 10, 2013, 05:28:39 pm
I'd like to join the server too, if possible.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 10, 2013, 05:46:36 pm
Because if you didn't need fuel you could just spam planets and light dash across the surface until you got all the loot for everything and spend no real time anywhere. Mining? Fuck mining, there's iron, diamond, gold, paltinum, silver, and copper in the multitude of chests! Fuck farming or hunting, there's plenty of food and seeds in chests!

You'd never have to do anything other than dash across the surface of planets. That's why they took out wood as fuel too, because add a stone axe to that equation and you could basically do just that in previous versions.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 05:56:22 pm
Because if you didn't need fuel you could just spam planets and light dash across the surface until you got all the loot for everything and spend no real time anywhere. Mining? Fuck mining, there's iron, diamond, gold, paltinum, silver, and copper in the multitude of chests! Fuck farming or hunting, there's plenty of food and seeds in chests!

You'd never have to do anything other than dash across the surface of planets. That's why they took out wood as fuel too, because add a stone axe to that equation and you could basically do just that in previous versions.
So is the problem that it is too easy too get around, or that it is too easy to get good loot from the surface of a planet and skip that exploration thing..? In a game  about exploration...
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 10, 2013, 06:00:35 pm
They should just add a cheat button in the corner and if you press it you get everything and nothing costs anything anymore. Server admin can disable it for multiplayer (and if you can bring stuff in with your character, the admin can choose to force incoming players to arrive with just a starter kit).

That way, anyone who just wants to toodle around in the game is totally able to do that. Anyone who wants to play a difficult game can do that instead.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 10, 2013, 06:03:17 pm
Because if you didn't need fuel you could just spam planets and light dash across the surface until you got all the loot for everything and spend no real time anywhere. Mining? Fuck mining, there's iron, diamond, gold, paltinum, silver, and copper in the multitude of chests! Fuck farming or hunting, there's plenty of food and seeds in chests!

You'd never have to do anything other than dash across the surface of planets. That's why they took out wood as fuel too, because add a stone axe to that equation and you could basically do just that in previous versions.

To me, this sounds like: "if they take out the pointless grind, then there's nothing to do except skip to the end of the game, after which there's no point in playing."

But it's a sandbox game. That's how they market it, anyway. Which means... there is no end of the game. Replace "you" with "I" in that quote and... It sounds like you don't like sandbox games. If you need grind in order for there to be a point in playing, then maybe it's the wrong game for you?

Am I the only one who feels that way? Personally, I'd enjoy the game a LOT more if there was less grind and more freedom. I dig/mine, I go from planet to planet, because I like exploring. I build bases because I like building bases. I don't care about being the biggest and the strongest. It's a sandbox. I'm enjoying the ride. I don't need the game to force me to slow down. My own pace is just fine. Which means that when the game forces me to slow down, it makes me go *too* slow, which gets frustrating.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 10, 2013, 06:06:40 pm
You are not in the minority Sappho.

Suffice to say, if there weren't mods to fix this the outcry would be a lot more pronounced. Now it's like "meh, I can just fix it".
Title: Re: Starbound - We have lift off.
Post by: Twi on December 10, 2013, 06:09:28 pm
I agree with Sappho- I play this so I can do what I want, not so I can be shoehorned into doing something I DON'T want to do. I like exploring, which is why I was irritated at the removal of wood as fuel. I also like, on occasion, building bases, and I like to feel that I earned the ability to make it, rather than having infinite resources.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 10, 2013, 06:24:00 pm
Update is soon (as in tonight), no wipe. Weapons might stay broken if they were already, unless I'm reading the irc wrong.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 10, 2013, 06:24:30 pm
You like... exploring. By which you mean you like what specifically, running around the surface without ever touching the ground with your pickaxe? Not fighting anything?

I also like exploring in this game. I rarely build anything permanent. And yet after every planetary excursion I need to empty my inventory not only of various decorations and loot, but of several hundred copper, iron, coal, silver, and gold ore (I'm still on tier 1 right now) that I quite inevitably accrue in my exploits, without ever looking for it specifically.

I like this change, honestly. I am no longer chopping down every tree in sight just to power my ship, and can just admire the scenery as I run past it.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 10, 2013, 06:31:13 pm
I didn't do it eithe, simply because some trees are really pretty. (Geometric trees, I'm looking at you. Y u no give geometric materials? Apparently the geometric chest is Rubium, so I have 2 rubium chests before fighting the ufo. :P ))
That said, think about how common coal is. Each coal makes 2 fuel, right? To go between planets in the same system, you need 50 fuel, i.e 25 coal. I've seen plenty of coal veins with more than that.

Would still be nice to not need it for torches though.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 10, 2013, 06:33:22 pm
You like... exploring. By which you mean you like what specifically, running around the surface without ever touching the ground with your pickaxe? Not fighting anything?

I also like exploring in this game. I rarely build anything permanent. And yet after every planetary excursion I need to empty my inventory not only of various decorations and loot, but of several hundred copper, iron, coal, silver, and gold ore (I'm still on tier 1 right now) that I quite inevitably accrue in my exploits, without ever looking for it specifically.

I like this change, honestly. I am no longer chopping down every tree in sight just to power my ship, and can just admire the scenery as I run past it.
Why do you assume it's extremes one way or another?  Why do you say it like there's only two options: Massive deforestation, or blind dash?  If people are going to rush, then game mechanics to prevent rushing are just going to be frustrating to them, while being frustrating to everyone else as well.  Some (many?) players like to explore.  Literally explore, wander the surface observing the terrain, the dungeons, the caves...  You shouldn't punish someone who wants to see other planets by making it so difficult to travel between planets.

The rule for updates and changes and nerfs should be as follows, "Never make legitimate play styles more difficult or less rewarding arbitrarily."  An example is The WarZ.  People called on sniper rifles to be removed because some people were cheating and shooting through walls.  The response?  There are legitimate people who use sniper rifles as intended, we cannot remove them because some people are cheating.

People are moving their ship around the galaxy too much?  First: Are they?  What is "too much" and what is "too fast" to explore a planet?  Do we have a timer, do you have a chart with cooldown times as to when we should finish?  Second: Do you fix this by forcing players to stay on planets?  Wouldn't it be so much better if planets were more interesting and players willingly stayed there?  The problem isn't the ease of traveling to different planets, the problem is how much loot is available from surface chests.  If there were a rational progression of better items being deeper, or guarded by more NPC dungeon guards, then planet travel wouldn't matter - you still have to earn your loot.
Title: Re: Starbound - We have lift off.
Post by: Graknorke on December 10, 2013, 06:36:10 pm
An example is The WarZ.
Should that really be used as a positive example of anything? I get your point, but my first association of any concept with WarZ is not a positive one.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 10, 2013, 06:38:44 pm
An example is The WarZ.
Should that really be used as a positive example of anything? I get your point, but my first association of any concept with WarZ is not a positive one.
THAT is what you take away from all this?  Focus, man.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 10, 2013, 06:42:00 pm
Forsaken has forsaken me :(

Can anyone else PM me the server IP?
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 10, 2013, 06:42:12 pm

If someone comes up with a playstyle in the beta and expects that it will hold for the entirety of the game, they're doing something wrong. If you can't make any playstyle whatsoever any more difficult than it is currently, that means no more balance patches - surely someone was relying on the previous values.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 10, 2013, 06:44:35 pm
So, basically (generic you) play the game differently than (everyone else, who are also dirty commies) so instead of taking the elementary modding system and making whatever you want (like dirt into fuel, 1000 per block) you go and take out frustrations of the developers not matching (generic your) super-special idea of What This Game Should Have Been on everyone else, instead of like... making it what you want?  Because that's why the modability was put in. I have no idea why everyone's getting so bent out of shape over... basically everything.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 10, 2013, 06:44:43 pm
I can see not wanting a totally realistic game - heck, your torches would burn out and you'd have to replace them.

But spaceship fuel as an in-game restriction is a good thing because it creates an objective.

It's like needing food or water in a game - most of the time you'll just have food and water. But sometimes the supply may be limited or you're stuck without a supply and you desperately need to get some. Instant gameplay objective. And it evolves from the gameplay organically, like seeking shelter.

Harsh weather could affect weak shelter forcing you to upgrade your building materials. Or build smaller shelters.

I think the value I'm describing is enjoyment of "overcoming reasonable adversity". The enjoyment of exploration would fall under "accumulation and advancement" and "experiencing novelty." These are all legitimate types of "fun" and it's totally possible for a lot of people to experience more enjoyment from one thing and only frustration with another.

And there's no sense trying to argue that the game should cater more to one player's enjoyment types than anothers'. Nor is it worthwhile to say that some types of enjoyment are better or that people should change.

That said, I'm surprised normal exploration doesn't yield more than enough fuel. Seems like only barging around in your ship burning fuel would result in not having any fuel. If that's untrue, then exploration needs to yield more fuel.

So maybe the game should have a setting that skips some of the grinding, perhaps just by decreasing costs of things. In a multiplayer environment the server admin would have to set the grind level.

//

As for surface chests having loot, why do they even? C'mon, it's been 39 years since D&D came out and suggested that the deeper you go, the more risk and reward. Are people still making games where you can load up on massive loot without really doing anything?
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 10, 2013, 06:45:28 pm
Honestly its beta, I see no reason not to make the IP public. We know there is gonna be a char wipe anyway and I am tired of PMing people.

The server IP is muse.dyndns.tv
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 10, 2013, 06:46:50 pm
People are moving their ship around the galaxy too much?  First: Are they?  What is "too much" and what is "too fast" to explore a planet?  Do we have a timer, do you have a chart with cooldown times as to when we should finish?  Second: Do you fix this by forcing players to stay on planets?  Wouldn't it be so much better if planets were more interesting and players willingly stayed there?  The problem isn't the ease of traveling to different planets, the problem is how much loot is available from surface chests.  If there were a rational progression of better items being deeper, or guarded by more NPC dungeon guards, then planet travel wouldn't matter - you still have to earn your loot.

You know, this seems to be the direction the SB team is moving in. We don't QUITE have nice depth-based loot generation, but the last update alone added more chests everywhere. Hopefully, by 1.0, we'll have sidequest givers and a full pet system and whatever other cool longevity mechanics they're planning.
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 10, 2013, 06:47:55 pm
Honestly its beta, I see no reason not to make the IP public. We know there is gonna be a char wipe anyway and I am tired of PMing people.
Well, there will be more in the future, but not with this patch no.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 10, 2013, 06:47:58 pm
The patch is currently in testing and has been for about 20 minutes.

There will NOT be a character wipe according to Kyren.
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 10, 2013, 06:48:54 pm
@Deon.

Could we have a Syndicate/Delaque(Necromunda) style armour set? Should be pretty easy leg-wise with the trench coats (more of a shading problem than a leg-goes-here thing).

And do you mind if I grab and then modify some of your work? It's far easier if I've got some base models to work off. I'm happy if you want to use them in your mod-pack if you wish, and will credit you for whatever they get used for if you don't. I've got about a week before real work hours start up, so it'll be something creative to do with my time.

Also, Darth Vader armour and Ripley (Aliens 3 console platformer game) might also be a prime candidate. Maybe Metroid, original Prince of Persia and Flashback, just for a laugh. I'll see what I come up with. I'm sure I've got side-view mock-ups from AliensRL around somewhere.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 10, 2013, 06:49:15 pm
People are moving their ship around the galaxy too much?  First: Are they?  What is "too much" and what is "too fast" to explore a planet?  Do we have a timer, do you have a chart with cooldown times as to when we should finish?  Second: Do you fix this by forcing players to stay on planets?  Wouldn't it be so much better if planets were more interesting and players willingly stayed there?  The problem isn't the ease of traveling to different planets, the problem is how much loot is available from surface chests.  If there were a rational progression of better items being deeper, or guarded by more NPC dungeon guards, then planet travel wouldn't matter - you still have to earn your loot.

You know, this seems to be the direction the SB team is moving in. We don't QUITE have nice depth-based loot generation, but the last update alone added more chests everywhere. Hopefully, by 1.0, we'll have sidequest givers and a full pet system and whatever other cool longevity mechanics they're planning.
They should make it so you can feed your pet anything, but if you try to feed your pet a knife for example it will refuse and if you persist in force-feeding it the pet dies.

Like, what did you expect would happen.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 10, 2013, 06:50:26 pm
Hopefully, by 1.0

Sir, I'm going to insist that you stop thinking of the game as it will be, but instead treat this admittedly buggy and unfinished beta as a final product and judge it as if the game had been out for more than a year will full patch support. It's the only way to hold reasonable discourse on the interwebs.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 10, 2013, 06:51:48 pm
Hopefully, by 1.0

Sir, I'm going to insist that you stop thinking of the game as it will be, but instead treat this admittedly buggy and unfinished beta as a final product and judge it as if the game had been out for more than a year will full patch support. It's the only way to hold reasonable discourse on the interwebs.
Beta is NOT beta?
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 10, 2013, 06:58:55 pm
Patch is out. Restart steam or verify.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 07:00:22 pm
Patch is out. Restart steam or verify.
Any patch notes?
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 10, 2013, 07:04:38 pm
Patch notes (http://pastebin.com/de7hb7HH)
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 10, 2013, 07:07:44 pm
One thing that's frustrating, are people who say "beta is beta, don't complain about poor balance or bugs."  Beta IS beta, this isn't a situation where you see an unfinished movie and they fill in the CG Animations slowly to make a finished product.  A movie will be produced without any audience participation.  A game's beta is there for people to complain.  Rational complaints "X Boss is really hard to beat" is good feedback.  Irrational complaints "X Boss is impossible to beat with any weapons" is the feedback they need to make the game better.

If no one complains about how broken the beta is, then it will never get fixed.  Imagine going to the mechanic, pulling you car in the garage, sitting in silence for 30 minutes, and then leaving.  You gotta say exactly what's wrong if you expect it to get fixed.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 07:10:27 pm
Totally agree. The entire point is to complain about how bad things are so they know what to fix, rather than to enjoy any kind of finished product. I will never understand why people are so happy to just take when they are fed!
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 10, 2013, 07:11:19 pm
Stop sending me PMs. I posted the IP in the thread a page back.
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 10, 2013, 07:12:18 pm
Hopefully the new fuel types will alleviate people's concerns over travel. It might be worthwhile making a fuel stockpile on a standard planet for Forsaken's B12 server, just so new explorers can explore, while lumberjacks and miners strip entire planets. Easy coordinates to remember. -1,-1? Or somewhere central? Who knows? An fairly low level dump planet for excess fuel/weapons/crafts and just as a meeting point for people sounds like a good idea though.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 10, 2013, 07:13:34 pm
Totally agree. The entire point is to complain about how bad things are so they know what to fix, rather than to enjoy any kind of finished product. I will never understand why people are so happy to just take when they are fed!
Woah, what? We state being happy on one change--this displays what the 'good' of this change is. Then people can compare it to the bad and see how it factors out. :S

On that note, I really want the knockback system (related to guns) to be...at least related to the gun type. I see different kinds of bullets per gun (and different bullets of the same guntype) but they seem to be for aesthetic purposes only at the moment? All bullets seem...the same.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 10, 2013, 07:16:42 pm
Well, there are rocket launchers with AoE, but that's a bit limited.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 10, 2013, 07:18:32 pm
Oh for Kluex's sake.. Just when I started downloading the latest update, Steam decided to stop working.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 10, 2013, 07:20:26 pm
Huh, likewise.  Odd.  Steam normally behaves for me.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 10, 2013, 07:29:22 pm
You know what Starbound needs? Local chat. All chat is broadcasted over the server, IIRC, which is kinda detrimental to any sort of RP server.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 10, 2013, 07:31:36 pm
You know what Starbound needs? Local chat. All chat is broadcasted over the server, IIRC, which is kinda detrimental to any sort of RP server.

I know you can toggle it from server-wide to planet-wide...no idea if you can toggle it to just local screen.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 10, 2013, 07:32:07 pm
Everyone is working very hard to save Chucklefish money on the game testing phase. From what I've heard, they don't make game testers purchase their test copies of the games. So while your labor is less intense, you also had to shell out cash money for an unfinished game.

Don't work too hard now, is all I'm saying. You're allowed a 15 minute break every 4 hours on the job.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 10, 2013, 07:33:19 pm
And now Steam works again.
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 10, 2013, 07:38:30 pm
Honestly its beta, I see no reason not to make the IP public. We know there is gonna be a char wipe anyway and I am tired of PMing people.

The server IP is muse.dyndns.tv

Just to save Forsaken1111 a massively bloated PM box, and so others don't have to search, here's the IP for the server. So yeah, the IP is that.

He's doing the bay12 community a public service, and there are search buttons and that, so problem sovled. For now......
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 10, 2013, 07:44:56 pm
Is anyone else connected to Forsaken's server? I can't. Is there anything else to add?
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 10, 2013, 07:45:18 pm
So the patch introduced the "server account" textbox when joining a server. What would I put in it? (if you do put anything in it)
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 10, 2013, 07:49:14 pm
Nothing I'd reckon. If it needs a password, then I hope Forsaken set it to "dwarf".

Or something. Damn, I was wrong about my internet-forum-problem-solving abilities. Oh well. I'm still hanging to play the game, let alone be worried by a newly patched in textbox.

Edit: actually, I'll be more specific. It's a time-honoured tradition for any public servers hosted by bay12 members to have the server set to public (but sometimes it's a private server to discourage trolls). Username: bay12    Password: dwarf
Try those if it needs details. Otherwise, you'll have to *snigger* PM Forsaken1111 (thus defeating the purpose of these two posts. You evil genius, you)
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 10, 2013, 07:55:50 pm
Server updated and coming up now.
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 10, 2013, 08:02:20 pm
Do you want to try the dump-planet idea, or just the free-roaming-with-B12'ers-but-don't-be-an-arsehole idea? Any ground rules? A friend of mine has the game, so I'm probably going to borrow his PC for a few hours and have a dabble at the game.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 10, 2013, 08:11:29 pm
Do you want to try the dump-planet idea, or just the free-roaming-with-B12'ers-but-don't-be-an-arsehole idea? Any ground rules? A friend of mine has the game, so I'm probably going to borrow his PC for a few hours and have a dabble at the game.
There's too many updates to do anything permanent, and too many players to really have excess resources, so it doesn't work quite well.  Devoting singular ships to being mobile crafting and storage for multiple people seems to work well, particularly for people using the 'custom ship' mod that allows infinitely sized ships.
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 10, 2013, 08:16:36 pm
Do you want to try the dump-planet idea, or just the free-roaming-with-B12'ers-but-don't-be-an-arsehole idea? Any ground rules? A friend of mine has the game, so I'm probably going to borrow his PC for a few hours and have a dabble at the game.
There's too many updates to do anything permanent, and too many players to really have excess resources, so it doesn't work quite well.  Devoting singular ships to being mobile crafting and storage for multiple people seems to work well, particularly for people using the 'custom ship' mod that allows infinitely sized ships.

Well they're not infinite, merely 167 x 82 blocks.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 10, 2013, 08:28:07 pm
Holy hell, 41 new replies while I was mulling over this? Christ I need to write faster. Or think about it less or something.

The reason you have to scrounge for fuel, food, and shelter not to freeze to death fall under their intent for the game to incorporate survival elements, instead of just skipping through dozens of planets at a glance. And calling any task in the game a grind is, frankly, a little silly. I've found everything I ever need just in basic exploration I do myself. Yes, you have to keep an eye open for fuel. However, I contest that it isn't a "grind" as some label it. But simply a method to encourage players to actually explore and spend time on planets. They clearly intend you to stay on a world for a while and experience it and what it has to offer and become invested in it. Then, when you do move on to a new planet, have it be an event to somewhat look forward to. Not just a mad dash through a half dozen in an hour. However, for visiting already visited systems, the cost should be minimal. 10 fuel say. Maybe 5 for inter-system travel, one for moons.

Besides, it's intended for there to be a LOT more to do on planets. The game is very bare bones right now. Hell, storyline quests aren't in yet, not to mention random tasks. I'm convinced half the reason they released this as a beta at all is because people just would not shut up about it. I'm certain as its fleshed out a lot of the features that seem onerous will fade significantly.

Now I'm hardly saying the game is perfect, and things shouldn't be tweaked or changed. I'm merely pointing out that the developers have intentions, and that the game as it is may not be showing them off to best effect. Just something to keep in mind.

Of course, people are also going to mod the game however they want, and that's perfectly fine. As I understand it the game is so easily moddable that its hardly an issue,
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 10, 2013, 08:45:49 pm
Besides, it's intended for there to be a LOT more to do on planets. The game is very bare bones right now. Hell, storyline quests aren't in yet, not to mention random tasks. I'm convinced half the reason they released this as a beta at all is because people just would not shut up about it. I'm certain as its fleshed out a lot of the features that seem onerous will fade significantly.
This is the core point I agree on you with. I'm not one for shoving people aside for wanting to play the game differently than myself, though. Goodness knows I'm an old dungeon-delving loothound at heart.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 10, 2013, 09:10:51 pm
Did anyone else get booted from Forsaken's server?
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 10, 2013, 09:15:49 pm
Did anyone else get booted from Forsaken's server?
Beta server is a bit flakey. It drops people at random it seems and I get a lot of warning/error messages constantly.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 10, 2013, 09:18:34 pm
You can recapture now? Seems like a good time to start playing with the system.
Title: Re: Starbound - We have lift off.
Post by: fivex on December 10, 2013, 09:21:58 pm
Did anyone else get booted from Forsaken's server?
Beta server is a bit flakey. It drops people at random it seems and I get a lot of warning/error messages constantly.
Warning is normal. What error messages is it giving?
Title: Re: Starbound - We have lift off.
Post by: Alkhemia on December 10, 2013, 09:24:53 pm
Did anyone else get booted from Forsaken's server?
Beta server is a bit flakey. It drops people at random it seems and I get a lot of warning/error messages constantly.
Warning is normal. What error messages is it giving?
Something about not being verified or something like that or that what I assume it is that the thing I get most of the time if I crash on a server.
Title: Re: Starbound - We have lift off.
Post by: fivex on December 10, 2013, 09:25:23 pm
And now it's gone down completely
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 10, 2013, 09:25:43 pm
Did anyone else get booted from Forsaken's server?
Beta server is a bit flakey. It drops people at random it seems and I get a lot of warning/error messages constantly.
Warning is normal. What error messages is it giving?
something something universe exception. It scrolls by very quickly.
Title: Re: Starbound - We have lift off.
Post by: fivex on December 10, 2013, 09:27:23 pm
Did anyone else get booted from Forsaken's server?
Beta server is a bit flakey. It drops people at random it seems and I get a lot of warning/error messages constantly.
Warning is normal. What error messages is it giving?
something something universe exception. It scrolls by very quickly.
When I was running a server that was happening to me and people were randomly disconnecting.

Restarting the server seemed to fix it.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 10, 2013, 09:31:08 pm
People are still on and its working okay for them. I'd rather not be restarting the server every hour. x.x
Title: Re: Starbound - We have lift off.
Post by: UltraValican on December 10, 2013, 09:34:13 pm
Does anyone know how to find some iron? I seem to be stuck in an endless cycle of "get one shot by random bat" or "get one shot by random blood shitting Parasopholus.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 10, 2013, 09:38:58 pm
I'm having trouble with coal shortages now. Damn steel.  >:(

Anyways, anyone know where to get meat chunks?
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 10, 2013, 09:39:40 pm
I manually disconnected, and can't seem to get back in myself. Going to take a break and see if it's a little more cooperative later. It is unfortunate, since the game at this point usually requires you disconnect once every half an hour or so, what with all the damned bugs.

Combat, however, is by far the most frustrating thing since the recent update. It's nice that monsters don't one-shot us anymore, but how many of them there are and how persistent they tend to be, I'm not quite content to do them the same favor. I'd much rather grind minerals for hours than grind bandages and deal with the constant barrage of growling and barking, gouts of toxic blood,  and transition from ambient to tense combat music.

The game has become an absolute displeasure, nearing that of Terraria. I want less of these hoodlums, and more time to goof around and explore uninterrupted.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 10, 2013, 09:42:14 pm
Anyways, anyone know where to get meat chunks?
Cook cooked meat.
Title: Re: Starbound - We have lift off.
Post by: Gabeux on December 10, 2013, 09:47:34 pm
Nice patch, the ores seems to be fixed (iron being the most rare until now - I must've played for around 3 hours).
Also I found uranium, and uranium is fixed, nice.
And I laughed at 5k+ DPS steel weapons.

But meh, probably everyone already tested everything  :P, I was out tonight.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 10, 2013, 09:48:45 pm
Ores have been cranked up beyond what they will be post-Beta, according to Tiy. We'll see.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 10, 2013, 09:56:14 pm
Yay to getting a gold pick and raiding a jail what's immediately next to my spawn for good weapons during my first day after the update.
Also playing a human now, the whole ssstab ssstab ssstab kill kill kill eat eat eat thing got a tad old.
Title: Re: Starbound - We have lift off.
Post by: Shooer on December 10, 2013, 09:57:08 pm
Ores have been cranked up beyond what they will be post-Beta, according to Tiy. We'll see.
Can confirm.  Easily got 300 silver, 150 gold, and 300 iron ores in a single run on my starting world.  Then on the first beta I start mining on I find 60 plat and 30 diamond ores, nothing to use them on yet but pickaxes.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 10, 2013, 10:08:20 pm
Is it just me, or did the server crash?
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 10, 2013, 10:08:38 pm
Posting to watch and learn, as I just bought the game and am now downloading it.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 10, 2013, 10:10:29 pm
Is it just me, or did the server crash?
It didn't crash, but we can't join anymore.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 10, 2013, 10:12:57 pm
The server keeps giving me:
Join failed! Error connecting to 'muse.dyndns.tv' port '21015'
Anyone?

E: Fucked up pasting it.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 10, 2013, 10:14:19 pm
The server keeps giving me:
Join failed! Error connecting to 'muse.dyndns.tv' port '21025'
Anyone?
Fixed that for you. And yes, the server doesn't accept any new players anymore. Needs to be restarted until that works again.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 10, 2013, 10:16:42 pm
For the record, you can head to downforeveryoneorjustme.com to check.  It'll just give a ping and response to see if there's ANY communication, so it should work with multiplayer servers just as well as it does with websites.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 10, 2013, 10:21:01 pm
For the record, you can head to downforeveryoneorjustme.com to check.  It'll just give a ping and response to see if there's ANY communication, so it should work with multiplayer servers just as well as it does with websites.
This. It's great.

I finished my asteroid ssship, and I suppose I'll come back to the server once it's allowing new players again.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 10, 2013, 10:21:40 pm
For the record, you can head to downforeveryoneorjustme.com to check.  It'll just give a ping and response to see if there's ANY communication, so it should work with multiplayer servers just as well as it does with websites.
Can you specify the port? Because pinging muse.dyndns.tv will always report up as long as that PC is on, whether the server software is running or not
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 10, 2013, 10:25:18 pm
Oh my god there's a thread.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 10, 2013, 10:26:01 pm
So in unrelated news, I'm modding in a steel furnace:
Spoiler: Screenshot (click to show/hide)

First version will be 35 steel, one molten core, and some things TBD. It cooks food and smelts ore at a 1:1 ratio.

In the future, I'll probably add a different version (as in, you can download either. Both would be kept up to date) which makes it tier 3, and only smelt some of the lower tier metals.
But until then, any suggestions for the crafting recipe?
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 10, 2013, 10:27:13 pm
For the record, you can head to downforeveryoneorjustme.com to check.  It'll just give a ping and response to see if there's ANY communication, so it should work with multiplayer servers just as well as it does with websites.
Can you specify the port? Because pinging muse.dyndns.tv will always report up as long as that PC is on, whether the server software is running or not
It reports as currently DOWN for me.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 10, 2013, 10:28:43 pm
It's up now.
EDIT: Also, I may of caused the crash-like event. My ship went into transit to get to some other planet, and that's when it happened. Maybe. Probably not.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 10, 2013, 10:54:10 pm
Is it just me, or does setting up a server take forever? I just want to host for myself and Wolfeyez. (I may host sometimes when I'm home alone, but don't count on it.)
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 10, 2013, 11:01:02 pm
It's probably just you, but keep in mind that the server doesn't actually tell you when it's ready to play.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 11:05:33 pm
Not sure if this is a bug or a feature but it should be a feature... If you are using two swords, both with a fire enhancement, the second one will start shooting plasma balls instead of lighting things on fire.
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 10, 2013, 11:11:42 pm
Are you sure the second doesn't shoot plasma balls on its own? Several melee weapons fire projectiles.
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 10, 2013, 11:14:20 pm
I cant beam down from my ship in multiplayer, it just sends me straight back to my ship.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 11:15:02 pm
Are you sure the second doesn't shoot plasma balls on its own? Several melee weapons fire projectiles.

Very sure. I have had the second one for longer than the first, and it defiantly lights things on fire without the new sword, and shoots plasma with it.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 10, 2013, 11:18:07 pm
Are you sure the second doesn't shoot plasma balls on its own? Several melee weapons fire projectiles.

Very sure. I have had the second one for longer than the first, and it defiantly lights things on fire without the new sword, and shoots plasma with it.

Apparently this is a bug associated with the second slot, not dual-wielding.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 10, 2013, 11:18:15 pm
Grah! I'm trying to connect to my own server, and it keeps telling me that I have the wrong password, even though I set it up to have no password. WTF, starbound?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 10, 2013, 11:19:33 pm
Apparently this is a bug associated with the second slot, not dual-wielding.
Ah, I see... Well I'm duel welding awesome swords either way. Still, I would prefer fire + poison.

Having a lot more fun now that these genned weapons are useful.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 10, 2013, 11:32:28 pm
I'm running out of patience, iron and coal. I think I need a break from the game.

Meanwhile, where can I get alien rib meat and eggs? 
Title: Re: Starbound - We have lift off.
Post by: Culise on December 10, 2013, 11:33:36 pm
Quote from: Excerpt from The Kluex Delusion #5
Now, I need to deal with that whole Big Ape thing I may have kicked off.  My Apex contacts report that he's been training exceptionally hard for some kind of boxing match...

Wait, you mean that we have an Avian to thank for giving us Big Ape?  <_<
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 10, 2013, 11:34:52 pm
I'm running out of patience, iron and coal. I think I need a break from the game.

Meanwhile, where can I get alien rib meat and eggs?

While we're at it, what about alien bacon?

So far the only source I know of is from shops.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 10, 2013, 11:36:07 pm
Okay, B12, how does I server? I don't get it. Halp, pl0x.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 10, 2013, 11:49:05 pm
Okay, B12, how does I server? I don't get it. Halp, pl0x.

1. Join muse.dyndns.tv.
2. ???
3. Profit.

If you want actual, non-meme advice, I'm afraid I can't help you.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 10, 2013, 11:51:12 pm
Or launch server from launcher, forward port 21025, and wait in the shadows.

They will come.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 10, 2013, 11:56:43 pm
Or launch server from launcher, forward port 21025, and wait in the shadows.

They will come.
I did this, but when I try to join my own server, it tells me I have the wrong password. What gives?
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 10, 2013, 11:59:16 pm
I just found something rather amazing with my new Floran character. A house containing a single Avian clothes merchant...with a false floor hiding a chest containing some sort of legendary bone hammer. Deals enough damage to one-shot just about everything on the starting planet, fires out bone projectiles on swing (five of them at different angles), AND can break blocks in a large area in about three swings. Mining large veins of ores is trivial now.
Title: Re: Starbound - We have lift off.
Post by: PsyberianHusky on December 11, 2013, 12:13:01 am
Not sure if this is a bug or a feature but it should be a feature... If you are using two swords, both with a fire enhancement, the second one will start shooting plasma balls instead of lighting things on fire.
That would be a cool feature though, A la Kirby 64.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 11, 2013, 12:46:22 am
Easter Egg # 221

"You're master works all, you can't go wrong!"

- Avian hermit


http://www.youtube.com/watch?v=bqzGOm9wmn0

- The Smith, from Dragon's Dogma. Every. Time. You. Speak. To. Him.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 11, 2013, 12:46:53 am
So in unrelated news, I'm modding in a steel furnace:
Spoiler: Screenshot (click to show/hide)

First version will be 35 steel, one molten core, and some things TBD. It cooks food and smelts ore at a 1:1 ratio.

In the future, I'll probably add a different version (as in, you can download either. Both would be kept up to date) which makes it tier 3, and only smelt some of the lower tier metals.
But until then, any suggestions for the crafting recipe?
I was thinking about adding ability to cook food to furnaces too. About the recipe, just use the normal furnace recipe and add some iron and steel ingots.
It also still bugs me that it requires no fuel at all to smelt anything.
Title: Re: Starbound - We have lift off.
Post by: Man In Zero G on December 11, 2013, 12:54:26 am
So, uh, if furnaces smelt everything at at 2:1 ratio, why the hell do I have only four diamonds after cooking sixteen ores?

I just spent the last hour scrounging around for the ludicrous pixel cost to make the thing, and now this? Bleeegh.

I'm going to bed.
Everything does not smelt at a 2:1 ratio. Glass is 3:1 and diamond is 4:1.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 01:01:00 am
Speaking of diamonds, I'm finding them in tier 2 planets...
Title: Re: Starbound - We have lift off.
Post by: umiman on December 11, 2013, 01:01:57 am
Yep. I found platinum too, tonnes of it, and I'm still a naked ape.

By the way, Apex are quite interesting when they're naked. I don't think there's a race in this game more obvious when they're naked than the Apex.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 11, 2013, 01:02:27 am
I found a 20 diamond ore vein on a Threat Level 1 planet.
Title: Re: Starbound - We have lift off.
Post by: Culise on December 11, 2013, 01:07:36 am
I found a tremendous amount of diamonds on my starting world, too, as well as platinum.  Seems that the ore rarity revamp definitely changed the distribution, there. 
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 11, 2013, 01:47:22 am
Yeah I'm curious how much of the ore thing will stick. I just raided a moon in Beta sector and got ludicrous amounts of ores, including platinum and diamonds which I didn't think even existed last patch.

Upside, I think the combat feels much better and was able to kill the UFO boss without too much trouble with just a bow and random 2H axe I found, so it's MUCH better now.

Downside... my perception of the planets all being threat 1 makes me less inclined to futz around  in multiple systems to explore, when they all appear samey. I have noticed the easy/normal/hard distinction in enemy difficulty, but there's no way to determine from orbit what I'll get when I land. I hope there's a bit more granularity per tier coming at some point.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 11, 2013, 01:57:26 am
Is anyone able to get on Forsaken's server?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 01:57:37 am
The similar threat level thing combined with no wood fuel is starting to grow on me. I found a star with a lot of planets and moons, set up a home there, and have been very happy within my little system. The fuel cost is a lot smaller as I don't feel the need to go too far away, feeling that if there is anything out there for me to find, I stand a good chance of finding it with the planets I have. I have actually set up a home and feel good about it, while still being able to visit a nearby moon to go mining.

I feel like the game is going in the right direction. Still a lot of things to iron out, such as the scanner, but getting there.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 11, 2013, 02:13:12 am
Is anyone able to get on Forsaken's server?

Negative, Firebird. It booted me not long ago, and has been making angry noises in its room since.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 11, 2013, 02:16:42 am
Now we just need to have world-specific creature components required for some complex research tree, as well as rare materials found on specific TYPES of planets so you could predict where to look but still not just go and take it.

Research is something that is missing and I hope is going to be a part of the game. Or at least discovery requiring various rare components and trial-and-error.
Generated blueprints for advanced stuff which require rare components yet are transparent enough to understand.

I even think that randomized recipes is not a bad idea, so you would not know what cool stuff else you can find in those hundreds of worlds. Maybe even techs with random effects like weapons can have rare random effects now.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 02:23:50 am
Oh god yes please...
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 11, 2013, 02:25:25 am
In theory, you could make your own server. Forsaken's server isn't necessarily the only bay12 server. Spread the load and all that. And share the IP to the thread. Plus the stories.

(I'll belt a 24/7 server up in a few weeks. Aussie-good-cable with shit-loads of weak-oceania-latency. Yay!)
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 11, 2013, 02:29:40 am
I figured out how to set up a personal server, too. My internet isn't so hot, though, so it couldn't be 24/7.

Also, ran into my first major wtf. Penguins?
Title: Re: Starbound - We have lift off.
Post by: Deon on December 11, 2013, 02:32:50 am
Something I plan for my modpack (not sure if it's possible, but even if it's not, we could make a suggestion and back it up).

Make different alien species drop different meat.
It's all cooked in "cooked alien meat" for eating, however there could be a different purpose!
As another option, make a different drop for the same reason and leave the meat alone.

Then there would be a DNA Extractor furniture where you need to gather 10 or some arbitrary amount of meat/blood of the same type. Then you would get different polymers from that which you could use to upgrade all tiers of armors.

Example of polymers you could get from "creature research":
- hardening, increases armor value
- galvanic, increases energy generation
- thermal, reduces fire damage
- adsorbing, reduces poison damage, maybe even negates it if it's full set (for good life in poisoned worlds)
- insulative, increases warmth
- many other options.

Now if it was a rare drop and only from specific type of a random creature, you would have a reason to travel around the universe to search for worlds with said creatures.

Similar idea could be applied to polymers for weapons, be it the same polymers or totally different.


Just an idea, there's a whole field we could brainstorm.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 11, 2013, 02:33:37 am
I was going to prop one up privately for a group of friends, but I doubt anyone would object to B12ers dropping by for trade and shenanigans, as long as said shenanigans are good-natured and honest.

Does anyone have the faintest as to when premium servers will be available? I'm not the most tech savvy, and would rather avoid the path of careful manual maintenance.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 11, 2013, 02:36:30 am
Pardon the double-post, but might as well make use of it.

Something I plan for my modpack (not sure if it's possible, but even if it's not, we could make a suggestion and back it up).

Make different alien species drop different meat.
It's all cooked in "cooked alien meat" for eating, however there could be a different purpose!
As another option, make a different drop for the same reason and leave the meat alone.

Then there would be a DNA Extractor furniture where you need to gather 10 or some arbitrary amount of meat/blood of the same type. Then you would get different polymers from that which you could use to upgrade all tier of armors.

Example of polymers you could get from "creature research":
- hardening, increases armor value
- galvanic, increases energy generation
- thermal, reduces fire damage
- adsorbing, reduces poison damage, maybe even negates it if it's full set (for good life in poisoned worlds)
- insulative, increases warmth
- many other options.

Now if it was a rare drop and only from specific type of a random creature, you would have a reason to travel around the universe to search for worlds with said creatures.

Similar idea could be applied to polymers for weapons, be it the same polymers or totally different.


Just an idea, there's a whole field we could brainstorm.

Do you think it would be possible to create armor that augmented a weapon's special attack? For example, if my weapon does 5 fire damage, could there be designed an armor or armor improvement that adds an additional amount (perhaps percentage) of fire damage?
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 11, 2013, 02:38:33 am
I was going to prop one up privately for a group of friends, but I doubt anyone would object to B12ers dropping by for trade and shenanigans, as long as said shenanigans are good-natured and honest.

Does anyone have the faintest as to when premium servers will be available? I'm not the most tech savvy, and would rather avoid the path of careful manual maintenance.
Careful manual maintenance like what? If you're worried about constantly changing the IP address, use noip.com.
Title: Re: Starbound - We have lift off.
Post by: Leonon on December 11, 2013, 02:40:33 am
What this game really needs is Star Wars Galaxies style crafting.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 11, 2013, 02:43:50 am
I was going to prop one up privately for a group of friends, but I doubt anyone would object to B12ers dropping by for trade and shenanigans, as long as said shenanigans are good-natured and honest.

Does anyone have the faintest as to when premium servers will be available? I'm not the most tech savvy, and would rather avoid the path of careful manual maintenance.
Careful manual maintenance like what? If you're worried about constantly changing the IP address, use noip.com.

That's just the thing- I don't know what to expect.
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 11, 2013, 02:44:28 am
Nope. Probably not the best thing..... But considering I was probably going to get an xmas present off my girlfriend that *she* wanted to give me, I'm going to subvert it to Starbound. Because.

(yep, I'm still going to bulk buy those beta-keys when I get payed from my new job, but meh, I want to play now dammit. I'll be the perfect robot-ninja-pirate. Or ape. Sorry. Apex. She'll get used to the lack of attention).
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 11, 2013, 02:53:26 am
@Deon.

If we need a "Deon's mod-pack B12 server", I'm happy to put mine up for that. We need a fairly open mod-server (that'll update with the mods just as regularly as save-breaking patches), so yeah.

I'll see if I can grab $15 dollars or so. For xmas. And all that.

(server will be on an old i3 with 4gigs of ram and a bit of room left on the HDD. Hoping we'll be fine on hardware, because in theory the internet connection is fine. In theory).
Title: Re: Starbound - We have lift off.
Post by: Deon on December 11, 2013, 02:59:34 am
I'll wait until the current situation with overpowered weapons and stuff is resolved and put the modpack up. Currently just having fun drawing armors.
It's most likely going to happen this weekend.

I'd host myself 24/7, but there's a problem with hosting for me. It most likely has to do something with my ISP because all ports are forwarded.
P.S. Server hardware does not matter TOO MUCH because most of the stuff is processed client-side. It's only the connection which matters the most.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 11, 2013, 03:01:10 am
Huh, no-ip.org is neat.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 11, 2013, 03:05:17 am
Nice and cheap, too. $15/yr to host an IP server that can potentially run a starbound/terraria/minecraft server each is a pretty good deal.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 03:06:45 am
I'll wait until the current situation with overpowered weapons and stuff is resolved and put the modpack up. Currently just having fun drawing armors.
It's most likely going to happen this weekend.
Good news then, they already patched it. My swords went from 50-something DPS to 7, and I love it.
Only balance issue is apparently the digital embodiment of some old Hitchcock film, or something like that...
Title: Re: Starbound - We have lift off.
Post by: Mech#4 on December 11, 2013, 03:12:40 am
I'll wait until the current situation with overpowered weapons and stuff is resolved and put the modpack up. Currently just having fun drawing armors.
It's most likely going to happen this weekend.
Good news then, they already patched it. My swords went from 50-something DPS to 7, and I love it.
Only balance issue is apparently the digital embodiment of some old Hitchcock film, or something like that...

"I need the biggest seed bell you have! .... no, that's too big."
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 11, 2013, 03:14:48 am
Now I want to mod in seed bells that function as fake NPCs and draw the ire of the birds, and the bats, and the blood vomiting abominations.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 03:19:00 am
So I wanna be the very best, like no one ever was. Anybody know how to catch pests pets?
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 11, 2013, 03:21:20 am
I am trying to work out if it is possible to add extra races to the game. So I duplicated the hylotl species file, and called the new file "hylotlcopy" and edited its kind to that too. The game launches and works normally. Changing the index to 6 causes it to crash, however, so it might have been hardcoded to work with 6 races.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 11, 2013, 03:26:09 am
How the fook are you supposed see what color you're making your humans underwear? Because they're wearing clothing in the character creator that makes it impossible to see.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 03:28:34 am
How the fook are you supposed see what color you're making your humans underwear? Because they're wearing clothing in the character creator that makes it impossible to see.
Swap to Floran, change their leaf color, change back to human. There is a table that corresponds leaf color to underwear color.

Human Undy Color | Floran Leaf Color
01 dark blue | pale green
02 violet | pale goldenrod
03 red | teal
04 light orange | orange
05 yellow | violet red
06 green | pink
07 black | bright medium green
08 white | brown
09 gray | yellow
10 pink | purple
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 11, 2013, 03:30:47 am
I am trying to work out if it is possible to add extra races to the game. So I duplicated the hylotl species file, and called the new file "hylotlcopy" and edited its kind to that too. The game launches and works normally. Changing the index to 6 causes it to crash, however, so it might have been hardcoded to work with 6 races.
I'm pretty sure the only place where the 6 is hardcoded is the character creation screen.
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 11, 2013, 03:47:16 am
It'll likely be changed in the future, when the novakids will be added in, or at least I think so.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 04:02:58 am
It is going to be interesting when there are about a hundred or so races to choose from on a server due to mods...
Title: Re: Starbound - We have lift off.
Post by: tryrar on December 11, 2013, 04:10:13 am
goddamit, I was browsing Scott Manley's videos for his update to his KSP series, saw him trying starbound, and next thing I know I'm on steam downloading it. I mean, that guy should get paid to play games and stream them on youtube, he'd make a paint-drying sim seem interesting(not that starbound didn't seem interesting even without him playing it, mind you!)
Title: Re: Starbound - We have lift off.
Post by: Tack on December 11, 2013, 04:35:28 am
Ooh. Aussie B12 server.

I could get behind that.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 11, 2013, 04:49:41 am
I built a robot, when the server's back up I'll kill it with you guys.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 11, 2013, 05:03:38 am
I'm still at work, is the weapon patch okay? Did it fix the "mech" not being able to kill creatures which you encounter when you craft it?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 05:07:27 am
I'm still at work, is the weapon patch okay? Did it fix the "mech" not being able to kill creatures which you encounter when you craft it?
That is a good question, I haven't tried the mech yet... But for the most part weapons seem pretty spot on. Some might say a bit under powered, but I think they are just used to 1 hit KOs all day.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 11, 2013, 05:10:02 am
I'm still at work, is the weapon patch okay? Did it fix the "mech" not being able to kill creatures which you encounter when you craft it?

Weapons feel much better. If you keep your armor up to par, most fights end up being 3-5 hit battles with some maneuvering, instead of 1-shot fests for either side. I took down the first boss with a standard bow, an axe, and some bandages without any problem and without building an arena of any kind.

The birds are more aggressive though. It's Morrowind's cliff racers, except instead of annoying they're bloodpuking conveyers of death.

No idea on the Mech though, never seen one in-game.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 11, 2013, 05:13:28 am
Guys I found another awesome bug: You can repair diamond pickaxes with copper ore.
Title: Re: Starbound - We have lift off.
Post by: kisame12794 on December 11, 2013, 05:14:52 am
Been like that for a while.
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 11, 2013, 05:15:48 am
There is way too much aggressive fauna at the moment. I just want to walk sideways and I keep having to deal with all of these annoyances. Maby make animals that are much weaker than the player non-agressive.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 11, 2013, 05:27:27 am
I found matter blocks! 10 of them!
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 05:29:56 am
Where? How? When? What do they do?
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 11, 2013, 05:33:36 am
I found 15 in multiplayer from a dungeon. There was this red... thing that I activated. I spewed out matter blocks that caused 100 damage if they hit you, then they settled on the ground as regular blocks.
Same here.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 11, 2013, 05:46:47 am
There is way too much aggressive fauna at the moment. I just want to walk sideways and I keep having to deal with all of these annoyances. Maby make animals that are much weaker than the player non-agressive.

I think they need only to settle down with bird aggro range, projectile attack strength, and maybe gently lower or add some planet-based variance to just how many hostile mobs will spawn at once. As is, it is more than a little overwhelming, and weapons don't do what they used to for the situation.

Weapons, however, are spot-on, and it genuinely feels good to get tied up in fast-paced combat with 2-3 mobs... until a bird joins in.

My UFO fight was hell, not because I couldn't handle the boss, but because I was interrupted by a total of TWELVE blood-spitting birds over the course of the battle. And to think, there are a moderate number of people on the SB forums arguing that these are a well-balanced challenge.
Title: Re: Starbound - We have lift off.
Post by: Tack on December 11, 2013, 05:49:53 am
Ugh. 700mb patch which I leave it on overnight to finish, and now I jump on and it's a 500mb patch.

I will be so, so very happy when my net is no longer capped.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 11, 2013, 07:31:35 am
Ugh. 700mb patch which I leave it on overnight to finish, and now I jump on and it's a 500mb patch.

I will be so, so very happy when my net is no longer capped.
Enjoy your fast net. Here on our (specifically, my) side, we deal with ~23kbp/s at best due to Steam's faster-than-normal-downloading, as I see it.

:D
Title: Re: Starbound - We have lift off.
Post by: Reudh on December 11, 2013, 08:17:14 am
So, does anyone have an Asia / Oceania, or even West US server up?
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 08:20:16 am
How come your demons birds spew blood? Mine breathes fire and poops acid.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 11, 2013, 08:21:43 am
It's that special day of the galactic calendar on that planet. It happened to one of my planets too.
Title: Re: Starbound - We have lift off.
Post by: tryrar on December 11, 2013, 08:37:53 am
Wow, found an ape science lab, and managed to knock off a nice spear/polearm from a guard. It swings slow, but hits for 13(making total dps...well 13), which is MUCH better than that crappy sword you start with. I'm almost one-shotting mobs on the starting planet  :D

As an aside, I'm stocking up on coal, due to needing to fly around the local system. Silver ore seems to be absent from my starting planet, though I've found a fair amount of copper, and a metric fuckton of iron. Also, ramdom access violations are annoying....
Title: Re: Starbound - We have lift off.
Post by: olemars on December 11, 2013, 08:50:16 am
I didn't even know wood had been a fuel source until I read it no longer was.
In my little testing yesterday I found 300 coal through just walking to the left for a few minutes and digging whatever veins was visible on the surface of my starter planet. So as long as the ore balance is what it is, getting enough fuel doesn't seem to be a problem for me.

How come your demons birds spew blood? Mine breathes fire and poops acid.

Mine dropped exploding shurikens.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 08:54:11 am
The least demon-like bird I found is one that breaths cold air and swoops down to kill you.

Birds too hardcore. Please nerf.
Title: Re: Starbound - We have lift off.
Post by: Tack on December 11, 2013, 08:54:23 am
Well my first attempt at modding was me attempting to turn a stonepickaxe into a platinumpickaxe via copy-paste from another character's raw (Turns out my pre-wipe characters still have their raws in there. I wonder if you could manually 'update' them?

But yes. Needless to say I have crashed my game, so will probably need to delete that character and re-start.

Word from the (now slightly more) wise, kids. Backup your files first!
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 11, 2013, 09:04:55 am
My starting planet birds were using a mixture of exploding acid blasts, exploding fire bombs, cutting air waves, and machinegun bursts. And some of the land monsters were breathing bees at me. That was a fun world.
Title: Re: Starbound - We have lift off.
Post by: olemars on December 11, 2013, 09:20:52 am
My first starter world after buying the game actually had the spawn on top of a narrow spire hundreds of tiles high. If I stayed at spawn more than a few seconds I started to freeze to death. The only other option was to fall off the sides and land on some narrow ledges along the way, some of which were populated by angry goatlizards.

I eventually rerolled.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 11, 2013, 09:21:35 am
The birds are annoying, but the ground enemies with lightning really take the cake. So much knockback Dx
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 11, 2013, 09:29:54 am
I don't know if it's due to damage while in the air or just bad luck when choosing a sparring partner, but whenever I'm hit while in the air I go flying. This has led to my demise a few times when a falling bird carcass hits me and launches me off of a mountain.

That leads to another thing. I get damaged by falling carcasses. I did not think that used to be a thing.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2013, 09:49:10 am
I didn't even know wood had been a fuel source until I read it no longer was.
In my little testing yesterday I found 300 coal through just walking to the left for a few minutes and digging whatever veins was visible on the surface of my starter planet. So as long as the ore balance is what it is, getting enough fuel doesn't seem to be a problem for me.
Same here, I never noticed that you could use wood because I always had plenty of fuel. That said, a charcoal mod that lets you refine wood into coal at a 5-1ish ratio is a good thing in my book, because in addition to the fuckhuge amounts of coal I end up finding while exploring, I also find all these massive stacks of wood.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 09:57:23 am
There are birds on my floran's starting world that spit streams of bubbles. Bubbles that routinely deal upwards of 60 damage but also have very little knockback from what I can tell. Getting caught in a bubble stream is generally instant death, despite being a water-type attack and my character being plant-type.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 11, 2013, 10:08:02 am
That leads to another thing. I get damaged by falling carcasses. I did not think that used to be a thing.
I've been pretty consistently getting hit by dead stuff since day one. Honestly makes combat a bit of a pain in the arse, since everything and its little sibling gets a free, incredibly hard to predict, death charge in. Attrition, attrition, everywhere. Unless I wall it in, anyway. I've been doing that a lot this latest update :-\

Mostly hoping eventual optimization clears that and the seeming-desync (hitting monsters that are meters away from the swing, getting hit by stuff that's on the wrong part of the screen, etc.) up, bleh.
Title: Re: Starbound - We have lift off.
Post by: Culise on December 11, 2013, 10:29:34 am
My Apex's starting world's birds spit exploding acid at me, so I got in close.  Then it started spitting lightning.  It's probably the first creature I encountered on a Threat 1 world that has multiple attacks.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2013, 10:40:20 am
That leads to another thing. I get damaged by falling carcasses. I did not think that used to be a thing.
I've been pretty consistently getting hit by dead stuff since day one. Honestly makes combat a bit of a pain in the arse, since everything and its little sibling gets a free, incredibly hard to predict, death charge in. Attrition, attrition, everywhere. Unless I wall it in, anyway. I've been doing that a lot this latest update :-\

Mostly hoping eventual optimization clears that and the seeming-desync (hitting monsters that are meters away from the swing, getting hit by stuff that's on the wrong part of the screen, etc.) up, bleh.
I'm pretty sure that at least some of that is simul-hitting. When I'm using an axe/2H/hammer and I time my swings right, I basically never take damage because I knock out the mobs at the maximum extension of my weapon.
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 11, 2013, 10:44:53 am
I'm pretty sure that at least some of that is simul-hitting. When I'm using an axe/2H/hammer and I time my swings right, I basically never take damage because I knock out the mobs at the maximum extension of my weapon.

At least once, I'm pretty sure the creature in question fell nearly all the way to the ground from about one screen height before hitting me. I could be misremembering, however.

Time to Science! ... In about seven hours...
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 11, 2013, 10:50:52 am
Some, probably, but again -- I hit and get hit by stuff that's nowhere near anything they should be hitting or getting hit by. As in, I'll take damage from a charging critter 4-5 character lengths to the left. Before it touches me. Similarly, it's very common that I'll swing at empty air and nail something. It's also common for me eat a projectile attack in the face and have nothing happen, or one to swoosh by me and somehow land a hit anyway. And sometimes it even works as one would expect! S'random as the blazes.

I'm mostly guessing it's hardware related, but I've spent most of my playing so far under what acts like a highly specific form of lag. Since monsters are basically the only thing that displays such behavior. Mining, talking, inspecting, etc., are all very responsive, but combat is basically a crap shoot. S'no telling where the game thinks a monster actually is better'n half the time.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 10:59:14 am
I have noticed that arrows tend to pass through critters, especially at close range.

Speaking of arrows, does anyone know why they nerfed the iron bow so heavily? It went from one-shotting most monsters on a level 1 planet to taking several fully-charged arrows. I'd hate to see how bad the regular bow must be...
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 11, 2013, 11:03:33 am
Or launch server from launcher, forward port 21025, and wait in the shadows.

They will come.
I did this, but when I try to join my own server, it tells me I have the wrong password. What gives?
Open up starbound.config and/or default_configuration.config and change the server password. Remove the defaults.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 11, 2013, 11:16:05 am
Or launch server from launcher, forward port 21025, and wait in the shadows.

They will come.
I did this, but when I try to join my own server, it tells me I have the wrong password. What gives?
Open up starbound.config and/or default_configuration.config and change the server password. Remove the defaults.
I had already done that, but I got it working. I forgot to put my IT pants on and needed to let Starbound through my firewall.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 11, 2013, 11:18:45 am
I have noticed that arrows tend to pass through critters, especially at close range.

Speaking of arrows, does anyone know why they nerfed the iron bow so heavily? It went from one-shotting most monsters on a level 1 planet to taking several fully-charged arrows. I'd hate to see how bad the regular bow must be...
With the regular hunting bow its easier to just smite things with the hunting knife broadsword's right click unless they're clearly out of range.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 11:32:37 am
Smiting things with the hunting doomsword knife with it's right click only yields pixles from what I see.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 11:36:53 am
I wonder if it would be possible to mod in a "skinning knife", which functions like the hunting knife but is weighted towards dropping leather instead of meat.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 11, 2013, 11:38:20 am
I was just thinking. with all this procedurally generated stuff. What are the odds I will find a gun that shoots knives?
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 12:10:37 pm
So, for the first time I have enough resources to craft the distress beacon. Will !!FUN!! happen the instant I craft it, or would I have to place and activate it first?
Title: Re: Starbound - We have lift off.
Post by: LoSboccacc on December 11, 2013, 12:10:50 pm
so, I gave in and  bought this.

is there a permanent bay12 universe to join?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2013, 12:20:17 pm
So, for the first time I have enough resources to craft the distress beacon. Will !!FUN!! happen the instant I craft it, or would I have to place and activate it first?
Only after activation.


Has anyone else noticed that the majority of merchants have nothing in their inventories?
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 12:25:25 pm
Alright, cool. I figured I might as well craft it now even if I'm woefully underprepared :P
To answer your question, all I've found so far are a couple of clothing merchants. They both had inventories, so.

Are ores and stuff common on snow worlds? In my starting system, there's a snow world with two snow moons. I figured I'd try going there once my snow gear set is complete, but I don't want to arrive and find out that there's no fuel leave with.
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 11, 2013, 12:27:39 pm
I don't want to arrive and find out that there's no fuel leave with.

Any reason you can't bring some fuel with you? In the previous version, traveling to another planet in your system only cost 50 or so.

In any case, I would be surprised if there was nothing there.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 12:29:13 pm
So far I only have about 41 coal. Enough to get there and check out all three worlds, not quite enough to go anywhere else.
Title: Re: Starbound - We have lift off.
Post by: Antur on December 11, 2013, 12:31:45 pm
After updating i can see why Avian god was against wings. And is it me or all planets are now listed as threat level 1 ?
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 11, 2013, 12:33:48 pm
@ Siru: Ores and whatnot seem to be about as common on snow worlds as anywhere else, and generally easier to dig up than anywhere except a desert planet*. You'll probably be fine if the cold can't getcha'.

*Though things get more varied if you get beneath the snow/slush/ice layer.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2013, 12:37:53 pm
After updating i can see why Avian god was against wings. And is it me or all planets are now listed as threat level 1 ?
The level system was changed from 1-100 to 1-10, so all Alpha sector worlds are TL1, all Beta sector worlds are TL2, etc.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 12:53:54 pm
Well, full snow gear seems to provide more than enough warmth; even at night and away from heat sources the temperature bar doesn't appear.

Also found a pair of fairy wings in a chest. Floran is so pretty now :P
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 12:55:44 pm
Anyone know how to mod in a smelter reaction to turn unrefined wood to coal?
Title: Re: Starbound - We have lift off.
Post by: Baneling on December 11, 2013, 01:02:53 pm
I should mention - as far as I'm aware, the only thing that can start decreasing your warmth while you have the snow gear on is being outside of the atmosphere, and even then a couple torches will bring you up to safe temperatures.
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on December 11, 2013, 01:24:46 pm
Any reason you can't bring some fuel with you? In the previous version, traveling to another planet in your system only cost 50 or so.
Traveling to another planet in-cluster only costs like... five. So aim for clusters if you want to be fuel efficient!
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 01:35:28 pm
Thankfully, the main snow world has proven to be reasonably rich in coal and other ores. Haven't found a deep enough cave system to go delving in, but I've already more than made up the resources used by the distress beacon.

Gonna check out one of the moons next.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 01:37:06 pm
Smelter coal reaction success!

Here's the code.
Code: [Select]
{
  "input" : [
    { "item" : "fullwood1", "count" : 2 }
  ],
  "output" : {
    "item" : "coalore",
    "count" : 1
  },
  "groups" : [ "stonefurnace", "all" ]
}

I simply duplicated one of the smelter recipies, change the input and output then renamed it "coalore".

Now I just need to know the item variable for the paper walls so I can make a recipe for that.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 01:56:00 pm
I found a Magic Scroll!

...wat do?


ETA: Eh, apparently its just something you can wear on your back. Boring...
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 11, 2013, 01:58:48 pm
Paint yourself purple, take off your shirt and cosplay as Ryze?
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 11, 2013, 02:03:03 pm
I find merchants kind of hilarious, they're actually just crafting stations with specialised recipe menus.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 11, 2013, 02:03:51 pm
I rescued a fellow Floran villager from the ravenous creatures of the night.

Spoiler (click to show/hide)

I'm liking the balance changes very much so far. They should really reintroduce creature armor and the armor penetration stat though, just make it more straightforward, like Terraria.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 11, 2013, 02:14:14 pm
I was just thinking. with all this procedurally generated stuff. What are the odds I will find a gun that shoots knives?
That's the holy grail of FPS guns, since typically a knife does far more damage than even an assault rifle, so a gun that shoots knives would be the best thing ever! Combining the range and rate of fire of a gun, with the obscene damage of a knife ...
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 11, 2013, 02:30:58 pm
What happened to the server? :(
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 11, 2013, 02:40:27 pm
I was just thinking. with all this procedurally generated stuff. What are the odds I will find a gun that shoots knives?
That's the holy grail of FPS guns, since typically a knife does far more damage than even an assault rifle, so a gun that shoots knives would be the best thing ever! Combining the range and rate of fire of a gun, with the obscene damage of a knife ...
I believe that'd be called a "repeating crossbow".
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 11, 2013, 02:41:02 pm
Yeah I can't rejoin either.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 02:48:09 pm
I'm planning to make an "Artisan's Table" to craft all the various blocks instead off looting everything including the building to build it. Anyone know what good item already existing in the game to use as it's crafting station?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 11, 2013, 02:49:14 pm
The bot builder?
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 02:52:32 pm
Give me a picture or atleast it's name in the asset file so I can look at it.

Edit. Looked at the Meat folder and planning to make a Genetic station as well.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 11, 2013, 03:21:13 pm
I was just thinking. with all this procedurally generated stuff. What are the odds I will find a gun that shoots knives?
That's the holy grail of FPS guns, since typically a knife does far more damage than even an assault rifle, so a gun that shoots knives would be the best thing ever! Combining the range and rate of fire of a gun, with the obscene damage of a knife ...
I believe that'd be called a "repeating crossbow".
Crossbow bolts are hardly knifelike, I'm talking like, Bowie knives. A crossbow bolt usually has a small to non-existent arrowhead. And arrowheads are more like spear-tips than knives.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 11, 2013, 03:22:29 pm
Welp, Forsaken's Starbound server is down, as is the SS13 server. NOW WHAT AM I TO DO WITH MY LIFE.
Title: Re: Starbound - We have lift off.
Post by: Squill on December 11, 2013, 03:24:45 pm
Welp, Forsaken's Starbound server is down, as is the SS13 server. NOW WHAT AM I TO DO WITH MY LIFE.
WHATEVER YOU DO, DON'T GO OUTSIDE. IT IS AN AWFUL, BRIGHT, BURNING PLACE.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 03:27:06 pm
I think this moon I'm one may have been bombarded from orbit or something. There are vertical columns of some dark stone cutting through the ice and snow, the tooltip for the stone says that it is created through intense heat, there are abandoned settlements scattered here and there, and the next moon over has a small group of avians hiding in a natural cave. I think they were the survivors  :-\
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on December 11, 2013, 03:32:54 pm
Really hoping the "all planet difficulties are the same in a sector" change is temporary. It's completely killed exploration on the multiplayer server I play on, and has turned the game into a very linear resource grind in order to get to the next sector.

Additionally or alternatively, I hope that the whole sector concept is moddable. I'm not sure if I like the idea of sectors being locked by quests or grind items.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2013, 03:40:43 pm
Really hoping the "all planet difficulties are the same in a sector" change is temporary. It's completely killed exploration on the multiplayer server I play on, and has turned the game into a very linear resource grind in order to get to the next sector.

Additionally or alternatively, I hope that the whole sector concept is moddable. I'm not sure if I like the idea of sectors being locked by quests or grind items.
*sigh*

The difficulty curve is exactly the same, the only difference is that there are fewer groups. All of the difficulties between level 1-10 are now encompassed by level 1; you can find mobs that would have previously been classified as "level 10" on level one worlds just as much as ones that would have been "level one". I've seen a wide range of mobs from ones to barely hurt me up to ones that take a third of my life with one hit (not counting birds) in the same sector, and occasionally even on the same planet.

I was just thinking. with all this procedurally generated stuff. What are the odds I will find a gun that shoots knives?
That's the holy grail of FPS guns, since typically a knife does far more damage than even an assault rifle, so a gun that shoots knives would be the best thing ever! Combining the range and rate of fire of a gun, with the obscene damage of a knife ...
I believe that'd be called a "repeating crossbow".
Crossbow bolts are hardly knifelike, I'm talking like, Bowie knives. A crossbow bolt usually has a small to non-existent arrowhead. And arrowheads are more like spear-tips than knives.
I found a pistol that shoots cannonballs at some Beta-sector skypirate ship's QM, so it's within the realm of possibility.  ;)


@Sirus: I found a massive Avian village with a market district and ~15 vendors, but only four of them actually had merchandise, that's why I asked. I'm assuming that the others are just shop types that aren't implemented yet. :x
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 03:41:27 pm
Made throwing daggers and javelin craftable but they hit 15 and 20 respectively. A bit OP for tier 1 equips. Right now, 5 daggers cost 1 iron and 25 pix and 5 javelin cost 1 iron and 5 wood blocks and 50 pix.

What do you think?
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on December 11, 2013, 03:46:25 pm
Really hoping the "all planet difficulties are the same in a sector" change is temporary. It's completely killed exploration on the multiplayer server I play on, and has turned the game into a very linear resource grind in order to get to the next sector.

Additionally or alternatively, I hope that the whole sector concept is moddable. I'm not sure if I like the idea of sectors being locked by quests or grind items.
*sigh*

The difficulty curve is exactly the same, the only difference is that there are fewer groups. All of the difficulties between level 1-10 are now encompassed by level 1; you can find mobs that would have previously been classified as "level 10" on level one worlds just as much as ones that would have been "level one". I've seen a wide range of mobs from ones to barely hurt me up to ones that take a third of my life with one hit (not counting birds) in the same sector, and occasionally even on the same planet.

I have really not found this to be the case. The actual difficulty of planets that I've explored is fairly homogeneous in each non-end game sector, particularly since I've found weapon drops on my starting planet with every character I've made that easily deal with any monster in the sector.
Title: Re: Starbound - We have lift off.
Post by: Imofexios on December 11, 2013, 03:47:17 pm
Awww.. No SB for me tonite... server seems down :(
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 03:48:41 pm
Made throwing daggers and javelin craftable but they hit 15 and 20 respectively. A bit OP for tier 1 equips. Right now, 5 daggers cost 1 iron and 25 pix and 5 javelin cost 1 iron and 5 wood blocks and 50 pix.

What do you think?
Are those reusable? Throwing an iron bar away per attack definitely (imho) makes up for the higher-than-normal damage.

Really hoping the "all planet difficulties are the same in a sector" change is temporary. It's completely killed exploration on the multiplayer server I play on, and has turned the game into a very linear resource grind in order to get to the next sector.

Additionally or alternatively, I hope that the whole sector concept is moddable. I'm not sure if I like the idea of sectors being locked by quests or grind items.
*sigh*

The difficulty curve is exactly the same, the only difference is that there are fewer groups. All of the difficulties between level 1-10 are now encompassed by level 1; you can find mobs that would have previously been classified as "level 10" on level one worlds just as much as ones that would have been "level one". I've seen a wide range of mobs from ones to barely hurt me up to ones that take a third of my life with one hit (not counting birds) in the same sector, and occasionally even on the same planet.

I have really not found this to be the case. The actual difficulty of planets that I've explored is fairly homogeneous in each non-end game sector, particularly since I've found weapon drops on my starting planet with every character I've made that easily deal with any monster in the sector.
I disagree. Monsters on my starting planet were dealt with fairly easily (bubble bird of death notwithstanding), but monsters on this other planet in the same system easily deal upwards of 30 damage per basic hit.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2013, 03:49:43 pm
Made throwing daggers and javelin craftable but they hit 15 and 20 respectively. A bit OP for tier 1 equips. Right now, 5 daggers cost 1 iron and 25 pix and 5 javelin cost 1 iron and 5 wood blocks and 50 pix.

What do you think?
I'd change it to 3 daggers per 1 iron & 30 pix, 5 javelins per 2 iron, 10 wood, 50 pix. They're a bit cheap for the power right now, especially given how common ores are in the current version.

Really hoping the "all planet difficulties are the same in a sector" change is temporary. It's completely killed exploration on the multiplayer server I play on, and has turned the game into a very linear resource grind in order to get to the next sector.

Additionally or alternatively, I hope that the whole sector concept is moddable. I'm not sure if I like the idea of sectors being locked by quests or grind items.
*sigh*

The difficulty curve is exactly the same, the only difference is that there are fewer groups. All of the difficulties between level 1-10 are now encompassed by level 1; you can find mobs that would have previously been classified as "level 10" on level one worlds just as much as ones that would have been "level one". I've seen a wide range of mobs from ones to barely hurt me up to ones that take a third of my life with one hit (not counting birds) in the same sector, and occasionally even on the same planet.

I have really not found this to be the case. The actual difficulty of planets that I've explored is fairly homogeneous in each non-end game sector, particularly since I've found weapon drops on my starting planet with every character I've made that easily deal with any monster in the sector.
"I found a sword that one-hits everything in the sector. Why does everything in the sector feel weak and same-y?"

Try this: Take off your armor. Let different monster types attack you without fighting back. If they all do identical damage, then you can complain. But if you're just killing them before they get a chance because you got lucky drops, that's not really the game's fault. I found a 2H sword that one-hits anything in my sector; I don't use it because it's boring.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 11, 2013, 03:50:22 pm
Woo, finally got it working again! Must have been a mod that lost compatibility or something.

My first new character spawned right on top of some avian cultist base, which got me killed a few times just trying to make it safe to land.

Why are the birds winged terminators all of a sudden?
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on December 11, 2013, 03:55:12 pm
Made throwing daggers and javelin craftable but they hit 15 and 20 respectively. A bit OP for tier 1 equips. Right now, 5 daggers cost 1 iron and 25 pix and 5 javelin cost 1 iron and 5 wood blocks and 50 pix.

What do you think?
I'd change it to 3 daggers per 1 iron & 30 pix, 5 javelins per 2 iron, 10 wood, 50 pix. They're a bit cheap for the power right now, especially given how common ores are in the current version.

Really hoping the "all planet difficulties are the same in a sector" change is temporary. It's completely killed exploration on the multiplayer server I play on, and has turned the game into a very linear resource grind in order to get to the next sector.

Additionally or alternatively, I hope that the whole sector concept is moddable. I'm not sure if I like the idea of sectors being locked by quests or grind items.
*sigh*

The difficulty curve is exactly the same, the only difference is that there are fewer groups. All of the difficulties between level 1-10 are now encompassed by level 1; you can find mobs that would have previously been classified as "level 10" on level one worlds just as much as ones that would have been "level one". I've seen a wide range of mobs from ones to barely hurt me up to ones that take a third of my life with one hit (not counting birds) in the same sector, and occasionally even on the same planet.

I have really not found this to be the case. The actual difficulty of planets that I've explored is fairly homogeneous in each non-end game sector, particularly since I've found weapon drops on my starting planet with every character I've made that easily deal with any monster in the sector.
"I found a sword that one-hits everything in the sector. Why does everything in the sector feel weak and same-y?"

Try this: Take off your armor. Let different monster types attack you without fighting back. If they all do identical damage, then you can complain. But if you're just killing them before they get a chance because you got lucky drops, that's not really the game's fault. I found a 2H sword that one-hits anything in my sector; I don't use it because it's boring.

So I'm not allowed to give feedback on a beta game because I don't play the game the same way as you? Good to know.

As for drops, like I said, I've gotten these weapons easily and repeatably on my starting planet with multiple characters. No one on my MP server has trouble finding "lucky drops" easily on the starter planet. Perhaps the drops and RNG are an issue, not how I play the game.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 03:56:30 pm
Putting new recipes into the player config is a pain in the ass. Did someone already suggested to the devs to put the tier levels into the recipe files?
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 11, 2013, 04:01:05 pm
Made throwing daggers and javelin craftable but they hit 15 and 20 respectively. A bit OP for tier 1 equips. Right now, 5 daggers cost 1 iron and 25 pix and 5 javelin cost 1 iron and 5 wood blocks and 50 pix.

What do you think?
I'd probably add some plant fibre to the recipes for bindings and handles and whatnot.
As for recipes, most people just set it so that you get the recipe when you pick up sand or cobble or something.
Title: Re: Starbound - We have lift off.
Post by: LoSboccacc on December 11, 2013, 04:02:09 pm
I keep dying on the first world before the first tree, killed by some over sized chimps and white bats shooting hadoukens :(
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 11, 2013, 04:03:43 pm
Made throwing daggers and javelin craftable but they hit 15 and 20 respectively. A bit OP for tier 1 equips. Right now, 5 daggers cost 1 iron and 25 pix and 5 javelin cost 1 iron and 5 wood blocks and 50 pix.

What do you think?
Sounds cool.
Title: Re: Starbound - We have lift off.
Post by: JimboM12 on December 11, 2013, 04:04:07 pm
So guise, I heard this was a pretty good game and since some cash *cough*Christmasbonus*cough* came into my lap I decided to buy it. Anyone hosting a Bay12 server or anything? Or is it "NO NOOBZ GTFO" and I should start single player like I did for Terraria? Funny story, I jumped on to this guy I play with's server and called the Eye of Cthulhu and tried killing it with weaksauce copper armor and a magic boomerang. Got curbstomped when it bursted into our castle and we got stuck on the roof. Ah, good times.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2013, 04:05:45 pm
Made throwing daggers and javelin craftable but they hit 15 and 20 respectively. A bit OP for tier 1 equips. Right now, 5 daggers cost 1 iron and 25 pix and 5 javelin cost 1 iron and 5 wood blocks and 50 pix.

What do you think?
I'd change it to 3 daggers per 1 iron & 30 pix, 5 javelins per 2 iron, 10 wood, 50 pix. They're a bit cheap for the power right now, especially given how common ores are in the current version.

Really hoping the "all planet difficulties are the same in a sector" change is temporary. It's completely killed exploration on the multiplayer server I play on, and has turned the game into a very linear resource grind in order to get to the next sector.

Additionally or alternatively, I hope that the whole sector concept is moddable. I'm not sure if I like the idea of sectors being locked by quests or grind items.
*sigh*

The difficulty curve is exactly the same, the only difference is that there are fewer groups. All of the difficulties between level 1-10 are now encompassed by level 1; you can find mobs that would have previously been classified as "level 10" on level one worlds just as much as ones that would have been "level one". I've seen a wide range of mobs from ones to barely hurt me up to ones that take a third of my life with one hit (not counting birds) in the same sector, and occasionally even on the same planet.

I have really not found this to be the case. The actual difficulty of planets that I've explored is fairly homogeneous in each non-end game sector, particularly since I've found weapon drops on my starting planet with every character I've made that easily deal with any monster in the sector.
"I found a sword that one-hits everything in the sector. Why does everything in the sector feel weak and same-y?"

Try this: Take off your armor. Let different monster types attack you without fighting back. If they all do identical damage, then you can complain. But if you're just killing them before they get a chance because you got lucky drops, that's not really the game's fault. I found a 2H sword that one-hits anything in my sector; I don't use it because it's boring.

So I'm not allowed to give feedback on a beta game because I don't play the game the same way as you? Good to know.

As for drops, like I said, I've gotten these weapons easily and repeatably on my starting planet with multiple characters. No one on my MP server has trouble finding "lucky drops" easily on the starter planet. Perhaps the drops and RNG are an issue, not how I play the game.
Hold on, let my check my storage; I might have a heart for that strawman.

You complained about monsters not differing in difficulty. I pointed out that they're on the exact same gradient, with the only difference being the visible indicator of difficulty (the level numbers). You correctly arrived at the point I was implying, that the issue has to do with something else (in this case, the quality of weapon drops). Congratulations. I'd applaud, but the application of basic reasoning doesn't really merit it.

I offered an alternative to boring combat, you got all up-in-arms about it. I don't really care about you (no offense, eh?), though, so that's mostly irrelevant.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 11, 2013, 04:07:19 pm
So, uh. I like moon-type moons. I've found the most silver on a planet on one, and even some surface gold.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 04:09:48 pm
These columns of blaststone (the aforementioned rocks created by intense heat) are stupidly rich in ores. I just found 8 platinum very near the surface, and there's tons of other stuff as well.

ETA: A couple of diamonds as well. Shame this blaststone takes so long to dig through, otherwise I'd probably just tunnel straight down and see what I find.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 04:11:14 pm
Ok, so how do you make it so you get blueprints on pickup? I'll probably tie it to key components or where it gets crafted.
Title: Re: Starbound - We have lift off.
Post by: HFS on December 11, 2013, 04:14:26 pm
>Create multiplayer server [private with a friend, sorry]
>Explore planet

>SO MUCH SURFACE GOLD.
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on December 11, 2013, 04:19:42 pm
Hold on, let my check my storage; I might have a heart for that strawman.

Let me give you a good example of a strawman:

"I found a sword that one-hits everything in the sector. Why does everything in the sector feel weak and same-y?"

Dismissing my comment about balance in a beta game by intentionally taking it out of context to belittle it, and then telling me that I had to earn the right to complain by playing the game how you want me to

Quote
Try this: Take off your armor. Let different monster types attack you without fighting back. If they all do identical damage, then you can complain.

and you're accusing me of making a strawman?

Quote
You complained about monsters not differing in difficulty. I pointed out that they're on the exact same gradient, with the only difference being the visible indicator of difficulty (the level numbers). You correctly arrived at the point I was implying, that the issue has to do with something else (in this case, the quality of weapon drops). Congratulations. I'd applaud, but the application of basic reasoning doesn't really merit it.

I'm not sure what your problem is. You even said it yourself that there are balancing issues that can make the game boring:

Quote
I found a 2H sword that one-hits anything in my sector; I don't use it because it's boring.

Quote
I offered an alternative to boring combat, you got all up-in-arms about it. I don't really care about you (no offense, eh?), though, so that's mostly irrelevant.

I'm just giving feedback about a beta game. No need to get angry about it.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2013, 04:22:17 pm
Ok, so how do you make it so you get blueprints on pickup? I'll probably tie it to key components or where it gets crafted.
I don't remember exactly where it goes (you can probably find an example somewhere in the assets), but you use this tag for it: "learnBlueprintsOnPickup" and link it with an existing recipe.

Actually, the wood->charcoal mod I use has that exact thing, I'll look it up.

Can it move to PMs, please? Before we have any casualties being sent to the burns ward?
Eh, it's over as far as I'm concerned.
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on December 11, 2013, 04:23:09 pm
Can it move to PMs, please? Before we have any casualties being sent to the burns ward?

I'd rather it not be moved to PMs. It's just a discussion about balance that had a few misunderstandings.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 11, 2013, 04:26:03 pm
So guise, I heard this was a pretty good game and since some cash *cough*Christmasbonus*cough* came into my lap I decided to buy it. Anyone hosting a Bay12 server or anything? Or is it "NO NOOBZ GTFO" and I should start single player like I did for Terraria? Funny story, I jumped on to this guy I play with's server and called the Eye of Cthulhu and tried killing it with weaksauce copper armor and a magic boomerang. Got curbstomped when it bursted into our castle and we got stuck on the roof. Ah, good times.
A few pages back has forsaken's server IP, but it's down at present.
Theres that one, apparently fivex had one previously, MZ was talking about one but I'm assuming that was for private use, and technically I could make one but (in addition to the betaness of the server program) only during daytime-midnightish EST due to being on a laptop.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2013, 04:28:55 pm
Ok, so how do you make it so you get blueprints on pickup? I'll probably tie it to key components or where it gets crafted.
I don't remember exactly where it goes (you can probably find an example somewhere in the assets), but you use this tag for it: "learnBlueprintsOnPickup" and link it with an existing recipe.

Actually, the wood->charcoal mod I use has that exact thing, I'll look it up.

Followup to this.

Find the matitem files for the knifes and javelins, insert this: "learnBlueprintsOnPickup" : ["whatevertherecipeoutputnameis"]

Put it in the penultimate position, right before the material ID.

Can it move to PMs, please? Before we have any casualties being sent to the burns ward?

I'd rather it not be moved to PMs. It's just a discussion about balance that had a few misunderstandings.

This. No hard feelings, things just got a little heated. S'all good.
Title: Re: Starbound - We have lift off.
Post by: azurelao on December 11, 2013, 04:34:36 pm
Anyone have Gamma sector coordinates for gun dealers?
can't seem to find any
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 04:35:50 pm
Anyone have Gamma sector coordinates for gun dealers?
can't seem to find any
Check deserts. They seem a lot more common there.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 11, 2013, 04:58:21 pm
Where the hell are you guys finding markets at?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 05:02:25 pm
Look for anchors on the end of chains attached to the sky, mate. There are birds with guns to sell up there.
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 11, 2013, 05:04:28 pm
I'll ask again since nobody seemed to respond last time. How do you do inventory editing? I just want to mess around on SP.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 05:06:12 pm
I don't know, maybe you can't?
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 11, 2013, 05:06:45 pm
Anyone got a server up currently?
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 11, 2013, 05:08:12 pm
Anyone got a server up currently?

Short awnser: No.

Long one:Noooooooooooooooooooooooooooooooooooooooooooooooooooooo :P
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 11, 2013, 05:08:51 pm
I'll ask again since nobody seemed to respond last time. How do you do inventory editing? I just want to mess around on SP.

I think you need a hex editor or something. Last I looked at the character files it was garbled.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 11, 2013, 05:10:57 pm
My server is back up
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 11, 2013, 05:11:31 pm
I'll ask again since nobody seemed to respond last time. How do you do inventory editing? I just want to mess around on SP.
Tried this thing? (http://community.playstarbound.com/index.php?threads/creative-mode-complete-control-over-your-experience-frustrated-koala.42367/)
Title: Re: Starbound - We have lift off.
Post by: Squill on December 11, 2013, 05:12:11 pm
Okay, when looking at the new changelog, I realize that the developers did NOT intend for the steel warhammer to do several thousand damage.
When they did that balance update yesterday, I honestly thought they had lost their goddamn minds.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 11, 2013, 05:12:47 pm
Okay, when looking at the new changelog, I realize that the developers did NOT intend for the steel warhammer to do several thousand damage.
When they did that balance update yesterday, I honestly thought they had lost their goddamn minds.
The jury is still out.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 05:32:15 pm
I can't seem to make silver armor, despite rolling in the stuff. All I can make is copper and iron.
Title: Re: Starbound - We have lift off.
Post by: Squill on December 11, 2013, 05:34:18 pm
My server is back up
Wow. I went to sleep in game, then came here to complain about how long healing takes, then stared at your avatar for the next five minutes.
Title: Re: Starbound - We have lift off.
Post by: Squill on December 11, 2013, 05:34:45 pm
I can't seem to make silver armor, despite rolling in the stuff. All I can make is copper and iron.
You need to beat the first boss.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 11, 2013, 05:36:00 pm
I can't seem to make silver armor, despite rolling in the stuff. All I can make is copper and iron.

It looks like silver armour has been moved to tier two.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 11, 2013, 05:37:57 pm
Okkaaaaaaay so the people complaining about deathbirds may have a more than humorous point. A few things in Gamma are one-shotting me through titanium armor while all the ground pokeymans are a bit more reasonable.

I've started to go through 5 bandages to heal up to full, though, since Hylotl don't actually start with regen food crops available. Hopefully healing item buffs in the next patch eh?
Title: Re: Starbound - We have lift off.
Post by: Meta on December 11, 2013, 05:40:12 pm
FYI, here's the changelog for tonight's version:
Quote
    Changelog for v. Indignant Koala  11/12/2013
     
    There are a whole bunch of improvements to balance here, particularly in the early game.
    We aren't wiping characters or worlds, but if you want to experience the proper balance
    you should make a new character/worlds to play it on!
     
    Also..
     
    - Nerf the hell out of birds, they no longer attack you at long range, lower damage, don't follow you forever.
    - Monster projectiles across the board better balanced
    - Shields better balanced
    - Early armors better balanced
    - Melee weapons better balanced
    - Ores better balanced
    -AI improvements
    - you can now craft lanterns (similar to sixxes' lantern mod!)
    - you can now craft a new back armor to help light caves
    - fixed the bubble gun crashing on mouse over
    - improve grass ( Suggestion by Dracyoshi)
    - You are now invincible on your ship (this requires a new character)
    - You need to be hit a lot harder to get knocked back
    - some UI updates
    - Drills now destroy 3x3 blocks
    - Other misc changes
     
    More coming really soon!
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 11, 2013, 05:42:58 pm
Y'know, I would love a 'back' armor that appears as a tiny iridescent or opalescent orb of light which hovers at above shoulder-ish height.

Which provides as much or a bit lesser amount of illumination that a torch does. No heat though (or a small value of such?), or at least make it something akin to 'only light and no heat'. Like fireflies.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 05:46:42 pm
I can't seem to make silver armor, despite rolling in the stuff. All I can make is copper and iron.

It looks like silver armour has been moved to tier two.
So iron is now the best you can make at tier one? Looks like I'm as prepared for the boss as I'm gonna get...

Better craft some bandages or something.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 11, 2013, 05:50:04 pm
I can't seem to make silver armor, despite rolling in the stuff. All I can make is copper and iron.

It looks like silver armour has been moved to tier two.
So iron is now the best you can make at tier one? Looks like I'm as prepared for the boss as I'm gonna get...

Better craft some bandages or something.

It's much more sane. If you have a bow, 2 or 3 red syringes, 20 bandages, or some regen food you're probably good to go.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 11, 2013, 05:51:15 pm
I can't seem to make silver armor, despite rolling in the stuff. All I can make is copper and iron.

It looks like silver armour has been moved to tier two.
So iron is now the best you can make at tier one? Looks like I'm as prepared for the boss as I'm gonna get...

Better craft some bandages or something.

It's much more sane. If you have a bow, 2 or 3 red syringes, 20 bandages, or some regen food you're probably good to go.
...I'll be fighting the UFO by inhaling burgers. Okay, then. (Also, where do you get the syringes? I haven't found any at all...)
Title: Re: Starbound - We have lift off.
Post by: SharpKris on December 11, 2013, 05:51:52 pm
Y'know, I would love a 'back' armor that appears as a tiny iridescent or opalescent orb of light which hovers at above shoulder-ish height.

Which provides as much or a bit lesser amount of illumination that a torch does. No heat though (or a small value of such?), or at least make it something akin to 'only light and no heat'. Like fireflies.

+1
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 05:52:11 pm
Yeah, no syringes here. An iron bow, my hammer of awesome, a bunch of bandages, and full iron armor. That's about it :/
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 11, 2013, 05:53:35 pm
[...] regen food [...]
I'm still curious on which food does what.
Apple pie - 'burns' you along with a regeneration effect, but somehow makes you faster in movement (not jump height) but lacking the Haste-ish icon in the status screen. Also you don't really burn (I didn't see my health bar deplete) but you 'glow' I guess.
Hamburger - Long Regen.
Of course, all food replenishes your hunger.
Now on what each food item does...Should it really be vague? I mean, while I do like the idea on tasting 100 different flavors of that nice ice cream to see what it does...
Well, what about status effects defined before eating the food? Or...preferably a tool or inventory item which allows [the passive use of] that?
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 11, 2013, 06:03:16 pm
Quote
food

I think they're missing tooltips and *LOTS* of food types, but my understanding of it was you can judge roughly what a food item will do by the tab you craft it on. The cooking table has menus at the bottom for... something like entrees, side dishes, drinks, some other stuff. Whichever tab the food falls under tells you roughly its effects. Now we mostly have entrees that do some form of regen and regen+other buff. Presumably other types like sides would be cheaper to make, fill you up less, but have more speedy bonuses, while drinks would be energy regen buffs and sugary stuff would be speed or jump boosts.

That was the plan at one point, anyway.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 06:13:27 pm
Well, that was hectic. Aside from the penguin spawns, I'm pretty sure the arrival of the UFO also triggered increased monster spawns. I think I fought at least six of the hellbubblebirds, as well as assorted other flying critters that hit me with everything from electricity to explosives. I died twice, but snagged the magma core!
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2013, 06:22:56 pm
Well damn. Looks like my Floran finished her ship just in time for her to become irrelevant.

Spoiler: Here it is anyways. (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 06:24:38 pm
:o

:O

How did you make the engine pieces?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2013, 06:32:20 pm
:o

:O

How did you make the engine pieces?
The mod (http://community.playstarbound.com/index.php?threads/premade-mod-and-tutorial-0ld-homemade-ships-as-main-ship-modify-your-ship.35943/) has several of each of the "unique" ship parts in the starting locker, including the engine flames. They're really just torches with a different placed sprite and lighting; the rest is titanium paneling from a USMC base.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 06:34:23 pm
You should have used the leaf blocks from the floran prisons.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 06:36:08 pm
:o

:O

How did you make the engine pieces?
The mod (http://community.playstarbound.com/index.php?threads/premade-mod-and-tutorial-0ld-homemade-ships-as-main-ship-modify-your-ship.35943/) has several of each of the "unique" ship parts in the starting locker, including the engine flames. They're really just torches with a different placed sprite and lighting; the rest is titanium paneling from a USMC base.
So, did you draw all of that in like the instructions in the link say or did you build it yourself in-game?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2013, 06:42:46 pm
:o

:O

How did you make the engine pieces?
The mod (http://community.playstarbound.com/index.php?threads/premade-mod-and-tutorial-0ld-homemade-ships-as-main-ship-modify-your-ship.35943/) has several of each of the "unique" ship parts in the starting locker, including the engine flames. They're really just torches with a different placed sprite and lighting; the rest is titanium paneling from a USMC base.
So, did you draw all of that in like the instructions in the link say or did you build it yourself in-game?
Build it in-game. After about two hours of mining out a Floran town.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 06:49:05 pm
:o

:O

How did you make the engine pieces?
The mod (http://community.playstarbound.com/index.php?threads/premade-mod-and-tutorial-0ld-homemade-ships-as-main-ship-modify-your-ship.35943/) has several of each of the "unique" ship parts in the starting locker, including the engine flames. They're really just torches with a different placed sprite and lighting; the rest is titanium paneling from a USMC base.
So, did you draw all of that in like the instructions in the link say or did you build it yourself in-game?
Build it in-game. After about two hours of mining out a Floran town.
Two questions:

Do you still have the link to that build-your-own-ship mod bookmarked somewhere?
Do you have to start a new character to use it?
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 11, 2013, 06:57:11 pm
Update is updating
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2013, 06:57:54 pm
:o

:O

How did you make the engine pieces?
The mod (http://community.playstarbound.com/index.php?threads/premade-mod-and-tutorial-0ld-homemade-ships-as-main-ship-modify-your-ship.35943/) has several of each of the "unique" ship parts in the starting locker, including the engine flames. They're really just torches with a different placed sprite and lighting; the rest is titanium paneling from a USMC base.
So, did you draw all of that in like the instructions in the link say or did you build it yourself in-game?
Build it in-game. After about two hours of mining out a Floran town.
Two questions:

Do you still have the link to that build-your-own-ship mod bookmarked somewhere?
Do you have to start a new character to use it?
Haha, sorry, I linked the wrong one. You can use it with an existing character, just be sure to move all your stuff to a planet first.

This is the right one. (http://community.playstarbound.com/index.php?threads/build-your-own-ship-sandbox-ship.41890/)
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 07:04:30 pm
Sweeet.

Now watch as I build a simple dirt box and call it a day :/
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 11, 2013, 07:07:48 pm
Sweeet.

Now watch as I build a simple dirt box and call it a day :/
It starts you with a wooden box.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 07:15:46 pm
Sweeet.

Now watch as I build a simple dirt box and call it a day :/
It starts you with a wooden box.
Which I will probably tear down and use to make torches, replacing it with dirt :P

I guess I should ask, what happens if you fall? What if you fall and there's nothing underneath where you respawn?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 07:17:08 pm
My game is downloading... Why is my game downloading? What did they do?
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 11, 2013, 07:17:20 pm
Do you fall forever until you die of old age?
Title: Re: Starbound - We have lift off.
Post by: Squill on December 11, 2013, 07:20:19 pm
Hope the devs add the ability to make your own ship to the vanilla game. It's probably important if it's one of the first mods made.
Title: Re: Starbound - We have lift off.
Post by: fivex on December 11, 2013, 07:22:22 pm
Do you fall forever until you die of old age?
There is an invisible wall at the bottom of the map
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 11, 2013, 07:28:45 pm
There's a bounding box, the screen stops scrolling and you hit the edge.  Falling from beam-point to the lower edge is ~70 damage.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 11, 2013, 07:37:03 pm
Hah, so you live!
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 11, 2013, 07:37:09 pm
Before this latest patch, one of my brothers started calling all flying enemies Cliff Racers.
Title: Re: Starbound - We have lift off.
Post by: IronTomato on December 11, 2013, 07:40:05 pm
Before this latest patch, one of my brothers started calling all flying enemies Cliff Racers.
Oh god why
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 07:42:24 pm
Slaves to Big Ape: God of mindcontrol: Chapter II: Starbound; Histories of Cliff Racers and Pokemon.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 11, 2013, 07:45:57 pm
However this latest patch seem to have nerfed flying enemies considerably.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 11, 2013, 07:47:30 pm
However this latest patch seem to have nerfed flying enemies considerably.

Oh good, that means no more of this:
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2013, 07:55:14 pm
Wait, are drills in yet? If so, what patch were they in?

How strange. My post-wipe Floran can build the lanterns that were added with the patch this afternoon, but no drills. I suppose I'll have to start over if I can't get a grappling hook.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 11, 2013, 08:03:51 pm
Yay to not being as attached to the starter planet as I was with my Floran.
Shot the UFO to death with my bow from a hole in the ground, packed up my facilities, stole some tiles from the very-close-by prison facility, and started reorganizing my ship.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 11, 2013, 08:04:13 pm
Wait, are drills in yet? If so, what patch were they in?

How strange. My post-wipe Floran can build the lanterns that were added with the patch this afternoon, but no drills. I suppose I'll have to start over if I can't get a grappling hook.
Allegedly, drills were in after the wipe.  Not sure the requirements to build though.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 08:10:37 pm
So I picked up a tech blueprint from a high-tech chest. Pulse Jump, I think it was. I used the blueprint, and I got a message about learning how to craft it, but I can't seem to find it in any of my crafting stations. Anyone got an idea?
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 11, 2013, 08:12:08 pm
I think you just go to the tech station to use them? Don't think there's any actual crafting involved, I may be wrong.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 08:15:47 pm
That did it. Pulse Jump is apparantly a double jump. Could be useful.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 08:19:07 pm
I found another Apex city... Except all the guards were replaced with neutral cultists. Strange...
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2013, 08:21:24 pm
Wait, are drills in yet? If so, what patch were they in?

How strange. My post-wipe Floran can build the lanterns that were added with the patch this afternoon, but no drills. I suppose I'll have to start over if I can't get a grappling hook.
Allegedly, drills were in after the wipe.  Not sure the requirements to build though.
Okay, checked with someone on forsaken's server, apparently you have to get to Delta sector before you can make them. The good news here is that it looks like pretty much everything from the patch was applied to existing characters.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 11, 2013, 08:33:11 pm
I found another Apex city... Except all the guards were replaced with neutral cultists. Strange...
You mean those shady fellows with purple hoods and cowls? And red eyes?
Yeah, that fooled me first--I attacked on impulse and slew a few...and then I saw a civilian and then my mind went  ???
Cue me entering in, and the guards/people staying neutral given how I...eliminated all witnesses...

Seems their fancy doors block Line of Sight.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 08:43:57 pm
I just found some sort of wizard tower, with a solitary Glitch inside. He sells wizard hats and stimpacks in a variety of colors :o

Plus he has some really snazzy stuff I'm gonna steal, like a giant bell. I'll mount it in my custom ship once I get around to installing the mod.

What do the different color stimpacks do, anyway? I assume red restores health, green restores energy...what about yellow and blue?
Title: Re: Starbound - We have lift off.
Post by: Nahere on December 11, 2013, 08:54:16 pm
Red is health, green is speed boost, yellow makes you glow, and blue gives a boost to jumping.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 11, 2013, 08:56:15 pm
I'm gonna guess yellow is temporary warmth boost or something and blue, uh, lets you breathe underwater? Or maybe resist electricity.

NINJA: Oops wrong :P

And the reason the birds are so terrible is because their laserbeam attacks hit for 15 health/bubble/lightning/bloodpuke. It's ridiculous.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 09:04:48 pm
How do I use tech? Got me rocket jump and not to far from it is a testing lab.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 09:09:01 pm
Another question: are there "minibosses" in this game? Hovering outside the wizard tower is this huge bird. It's at least twice as large as most birds I've seen and is giving off some sort of aura, consisting of red particles. What the heck is it?

(http://s19.postimg.org/w7y8oe03n/bigbird.png)
Title: Re: Starbound - We have lift off.
Post by: Twi on December 11, 2013, 09:10:03 pm
Another question: are there "minibosses" in this game? Hovering outside the wizard tower is this huge bird. It's at least twice as large as most birds I've seen and is giving off some sort of aura, consisting of red particles. What the heck is it?

(http://s19.postimg.org/w7y8oe03n/bigbird.png)
You answered your own question.

It drops a nice weapon, or at least that's the idea.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 11, 2013, 09:10:16 pm
Another question: are there "minibosses" in this game? Hovering outside the wizard tower is this huge bird. It's at least twice as large as most birds I've seen and is giving off some sort of aura, consisting of red particles. What the heck is it?

(http://s19.postimg.org/w7y8oe03n/bigbird.png)

Abnormally large monsters seem to be mini-bosses.

I've killed three so far, and they've all dropped legendary weapons.

E: Ninjas.

Anyways, the weapons were a bone-hammer that throws explosive bones and two water swords that shoot bubbles.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 11, 2013, 09:11:41 pm
And the reason the birds are so terrible is because their laserbeam attacks hit for 15 health/bubble/lightning/bloodpuke. It's ridiculous.
You mean, hit for 15 health each. Those things are segmented. D:
Though the concept is nice (..laserbirds/bats?), how they attack you because you're [THE_SCOURGE_OF_THE_LAND] seem silly. They should be more neutral than not--or attracted to battle and will only be hostile if there's battle around. :3
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 09:12:00 pm
Large + red sparkles = miniboss. Some what dangerous, great drops. I have killed three so far, all of them dropped a weapon with a fire enhancement, but I'm sure other drops exist.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 11, 2013, 09:15:15 pm
How do I use tech? Got me rocket jump and not to far from it is a testing lab.
'Eat' that tech. "i" > click on that thing in the tech slot which you just ate.
Infer from reasoning of the title of said tech on what it does. It took me quite a while to notice I could double-jump when I got Phase Jump...

...
I've killed minibosses and all I got was a fancy T-shirt.
Which wasn't even my size or fit.
Which meant it looked ridiculous.

But really, all I got from my first miniboss kill was..not a legendary weapon. Uncommon sword.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 09:15:54 pm
Poor thing could only breathe a short-ranged ice cloud to attack :/

I slew it and recieved a rather nice-looking spear in return. It seems to shoot sonic booms or something from the tip for a good distance, though the name (Miss Earstick) could use some improvement :P

I just discovered it also has a secondary attack. This one shoots no projectiles but sets enemies on fire.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 11, 2013, 09:16:42 pm
On a balancing note, that arctic armor is ridiculously OP for being made out of leather. It's AWESOME.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 11, 2013, 09:17:54 pm
They can drop shields too. Or at least could a version or three back.

Three identical shields in a row.

(was so pissed. Wish there was more shield variety.)
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 11, 2013, 09:19:26 pm
My favorite shield is the shroom kill stopper. A mushroom shield.

Also there's an eyeball sword :0
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 11, 2013, 09:22:29 pm
My favourite weapon is and always will be the Throbbing Deerjammer. Considering the base I got it from consisted of people named things like Cuddleclaw and Leafpouncer, I'm pretty sure it was a furry cult.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 09:27:02 pm
Wait, how do you see the names of things? The examine tool just gives me stuff like "an indescribable horror" or "some funny-looking person".
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 11, 2013, 09:28:06 pm
Hitting the ALT key should do it.
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 11, 2013, 09:32:57 pm
Killing hostile NPCs make the next NPC yell "You killed Enemyname!"
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 11, 2013, 09:37:24 pm
Forsaken's server up yet?
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 11, 2013, 09:37:39 pm
Forsaken's server up yet?
Yep.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 11, 2013, 09:37:58 pm
On a balancing note, that arctic armor is ridiculously OP for being made out of leather. It's AWESOME.
Not OP at all.  You have to hunt a LOT to get the leather.
Title: Re: Starbound - We have lift off.
Post by: Shook on December 11, 2013, 09:46:00 pm
Gentlemen.

(http://fc04.deviantart.net/fs70/f/2013/345/e/9/how_do_i_bandage_by_shook12-d6xm7k0.png)

bandages are healthy for facesmashings
Title: Re: Starbound - We have lift off.
Post by: Twi on December 11, 2013, 09:46:24 pm
On a balancing note, that arctic armor is ridiculously OP for being made out of leather. It's AWESOME.
Not OP at all.  You have to hunt a LOT to get the leather.

ALso, eye swords are awesome. :3
Title: Re: Starbound - We have lift off.
Post by: Facekillz058 on December 11, 2013, 09:47:39 pm
Nothing is safe from Shook.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 09:53:14 pm
You should do one for a floran eating the bandage. If you listen closely, you hear the munching sound effect when you use it.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 11, 2013, 09:57:41 pm
You should do one for a floran eating the bandage. If you listen closely, you hear the munching sound effect when you use it.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 11, 2013, 09:58:46 pm
..They even put those tiny bits of stuff?

That's awesome of the devs. :>
Title: Re: Starbound - We have lift off.
Post by: Mech#4 on December 11, 2013, 10:01:22 pm
I think the crunch noise is there for all races, my human has the eating sound when using bandages.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 10:03:02 pm
I know but I find it funnier with florans.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 10:05:58 pm
Isn't everything?
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 10:11:05 pm
What's that craftable light you can equip on your back? Can't seem to find it's recipe in the asset folder.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 10:11:53 pm
Is there some sort of place-able underwater light? The lack of glowsticks gets a little frustrating.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 11, 2013, 10:12:22 pm
Forsaken's server is up, right? 'Cause I can't connect.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 10:12:50 pm
Is there some sort of place-able underwater light? The lack of glowsticks gets a little frustrating.
You can place torches in liquid tar... Apart from that you need to find a tool spawner to get a merchant who sells flairs.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 11, 2013, 10:15:44 pm
I know but I find it funnier with florans.
Isn't everything?
Represent.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 10:29:30 pm
I know but I find it funnier with florans.
Isn't everything?
Represssent.
Floran fixed it for you.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 11, 2013, 10:30:09 pm
I think the crunch noise is there for all races, my human has the eating sound when using bandages.
Yup. In Starbound world, bandages are applied internally.

Thank Zeus they're not suppositories.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 11, 2013, 10:34:24 pm
Is there some sort of place-able underwater light? The lack of glowsticks gets a little frustrating.
Breaking a hole in the background might work for light. (or it might just drain the water above it mysteriously)
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 11, 2013, 10:35:31 pm
Okay seriously, why can I not connect to Forsaken's server?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 11, 2013, 10:39:43 pm
Is there some sort of place-able underwater light? The lack of glowsticks gets a little frustrating.
Breaking a hole in the background might work for light. (or it might just drain the water above it mysteriously)
That only works above ground.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 10:43:07 pm
Can't craft that back armor that's suppose to give light.  :'(

Maybe I should craft the starmap again to give me tier 2 recipes.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 11, 2013, 10:47:44 pm
I should work on getting to that, but meeeh not in the mood for starbound right now.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 11, 2013, 10:48:49 pm
Can't craft that back armor that's suppose to give light.  :'(

Maybe I should craft the starmap again to give me tier 2 recipes.
Thats right, we are meant to be able to craft that now, right? Anybody know how?
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 11, 2013, 10:55:17 pm
Quick search in assets reveals:
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 11, 2013, 10:57:24 pm
I'm going to ask for the THIRD TIME.
Can anyone else connect to Forsaken's server? I can't, and neither can Nightscar.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 11, 2013, 10:58:59 pm
Neither can I. It would appear that the server isn't accepting new players (again)
Title: Re: Starbound - We have lift off.
Post by: majikero on December 11, 2013, 11:02:33 pm
Crafting the starmap again seems to work.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 11, 2013, 11:04:31 pm
Yeah, that would make sense, given Starbound's blueprint system.

Every time you craft some items, it'll look in your current blueprints for the ones it gives. If you don't have the blueprints, you get the new blueprint(s) from that item. However, the game doesn't retroactively add newly added blueprints for already crafted items.
Title: Re: Starbound - We have lift off.
Post by: tryrar on December 11, 2013, 11:10:15 pm
how do you craft iron armor? I have a metric ton of iron bars, but I can only craft copper. WTF???
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on December 11, 2013, 11:13:06 pm
I have a way of being able to go from the top of the atmosphere to ground level without being damaged. Example incoming.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 11, 2013, 11:14:05 pm
I have a way of being able to go from the top of the atmosphere to ground level without being damaged. Example incoming.
Air dash, right? Or water? Or rocket jump? Or most techs?
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on December 11, 2013, 11:16:39 pm
Or water?


Think of them as one way downward elevators. Stair step them on the way down for easy access to lower areas of the planet.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 11, 2013, 11:21:12 pm
Or water?


Think of them as one way downward elevators. Stair step them on the way down for easy access to lower areas of the planet.
If only there were an actual way to manipulate water...
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 11, 2013, 11:25:20 pm
how do you craft iron armor? I have a metric ton of iron bars, but I can only craft copper. WTF???
Doesn't iron require the copper armor as part of the recipe?
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 11, 2013, 11:29:51 pm
I got the mod that allows you to build your own ship installed!

I have no idea what I'm going to do with it, but I'll come up with something :P
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 11, 2013, 11:37:00 pm
Figure out some way to propel a giant space anvil with lava.

... though thinking on it, "Giant Space Anvil" sounds like an interest name for a band...
Title: Re: Starbound - We have lift off.
Post by: Max White on December 12, 2013, 12:00:28 am
There is a frog... On the moon.... He sells bombs.
Title: Re: Starbound - We have lift off.
Post by: chaoticag on December 12, 2013, 12:01:21 am
Sounds like a lunatic.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 12, 2013, 12:05:57 am
So, anyone find any instruments?

On my starter planet I have found a nylon guitar, an accordion, and a harmonica.

I also found butterfly wings, a dinosaur hat, and some sort of mask.

There's also a few Floran huts and a Glitch village.

And this one creepy Floran in particular.
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Max White on December 12, 2013, 12:06:40 am
Florans are adorable!
Anyway, nope. No cool weapons or vanity items yet.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 12, 2013, 12:10:36 am
There were two mini-bosses on this planet, both close to my port-in point, and neither dropped anything interesting.

They were a pain to beat, since they could both one-shot me and would be fully healed every time I came back.

Some weird centaur/dinosaur looking things.

Anyways, Dino-Hat!
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 12:19:01 am
I found an ocarina.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 12, 2013, 12:37:17 am
The update is risen!

Quote
There are a whole bunch of improvements to balance here, particularly in the early game.
We aren’t wiping characters or worlds, but if you want to experience the proper balance
you should make a new character/worlds to play it on!
Also..
- Nerf the hell out of birds, they no longer attack you at long range, lower damage, don’t follow you forever.
- Monster projectiles across the board better balanced
- Shields better balanced
- Early armors better balanced
- Melee weapons better balanced
- Ores better balanced
-AI improvements
- you can now craft lanterns (similar to sixxes’ lantern mod!)
- you can now craft a new back armor to help light caves- fixed the bubble gun crashing on mouse over
- improve grass ( Suggestion by Dracyoshi)
- You are now invincible on your ship (this requires a new character)
- You need to be hit a lot harder to get knocked back
- some UI updates
- Drills now destroy 3×3 blocks
- nerf fall damage
- You can now turn 10 unrefined wood into coal in the furnace
- New “melting” status effect on lava makes lava super dangerous (watch out)
- Other misc changes
More coming really soon!
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 12, 2013, 12:37:50 am
I found a harp before the wipe. This character has a "Floran Bone Xylophone", a violin, and a saxophone which sounds absolutely nothing like a saxophone.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 12, 2013, 01:04:14 am
Found my first sky pirate ship! Didn't manage to find any merchants because I managed to run into a spinning propeller, which killed me :P
Title: Re: Starbound - We have lift off.
Post by: Max White on December 12, 2013, 01:10:24 am
I found floran village with guards and everything! I didn't even know that happened...
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 12, 2013, 01:12:45 am
I just ran around my entire planet. I found an avian temple, which means I now have a ton of mediocre axes. I also have about fifteen crappy weapons.

By the way, a couple of comments I have on the game.

First, early weapon balance is dumb. Iron weapons aren't really an improvement over the starter weapon, and there are a ridiculous number of useless weapons in chests. These things should both be buffed.

Secondly, it should be more like 5 wood for 1 coal.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 12, 2013, 01:13:21 am
Made it back up the ship, and holy crap there's so many guns and melee weapons and blueprints for sale. I have no idea what to get ;_;
Title: Re: Starbound - We have lift off.
Post by: Max White on December 12, 2013, 01:15:54 am
I would recommend a sniper rifle, they work very well.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 12, 2013, 01:19:49 am
+1 to getting a sniper rifle.

I've only found one airship since the weapon fix, and it was last tier, so I don't know if the other guns are more worthwhile now or not. If shields have truly been fixed, you may also like a shield/machine pistol combo.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 01:20:01 am
Also, a pistol to pair with your flashlight if you like atmospheric darkness-exploring. That's a whole heap of fun.

On another note, this is what level 10 worlds are like: Things do damage in the hundreds or thousands. In 15 minutes on the surface, I gathered the following, all without ever going more than half a screen below ground level: 55x diamond ore, 73x plutonium ore, 43x uranium ore, 34x platinum ore, 96x rubium ore, and a spear with 2154 DPS. Oh, and three Solarium.

Then I found a pirate ship.

Hoo, boy. I picked up a shotgun that requires more energy to fire than I actually have, but once I can I'll be able to do 1500ish damage per shot. Better still, I grabbed an axe. It's slow-swinging, but deals 4533 damage per hit. I guess that's how they balanced things, because the pirates and birds fighting each other were hitting upwards of 300+ damage per hit. o.0
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 12, 2013, 01:21:50 am
I haven't even found any NPCs, aside from beasties that want to eat my face. Do you have to beat the first boss to find them?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 12, 2013, 01:23:28 am
Floran villages are the best, and the natives are so nice! Ok, so a few threatened to eat me, but the rest just wanted to be friends. Still, the entire place has much cooler stuff than those boring Apex cities.

Also I found out that florans call their family members 'cacoon-kin', god that is adorable!

I haven't even found any NPCs, aside from beasties that want to eat my face. Do you have to beat the first boss to find them?
Nope. I found a city full of Apex on my starter planet. They just show up sometimes.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 12, 2013, 01:23:34 am
Another thing I wanted to mention is how bad Avian melee AI is at the moment. Their melee troops tend to run around in circles, or sprint past me.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 12, 2013, 01:24:38 am
So far, it seems that I've only encountered only Avians. I'm pretty sure they're the most likely option when genning a planet.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 12, 2013, 01:25:05 am
I haven't even found any NPCs, aside from beasties that want to eat my face. Do you have to beat the first boss to find them?
There should be an NPC settlement or a major dungeon on every planet. Do a round trip around your planets and look for the suspiciously flat ground.

On another note, it seems like every single person from the happy thread is playing Starbound now.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 12, 2013, 01:28:42 am
Forsaken's server seems to be down.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 01:31:08 am
Yeah, the way to find them is to circumnavigate every world you land on. If you see an anchor hanging from the sky, build up beside the chain to reach the skypirate ship. The gun merchant is on the top deck left cabin.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 12, 2013, 01:35:57 am
I picked up an assault rifle and pistol. I liked the names :p

Also picked up a crappy knife for the same reason. I'll save up some pixels and come back to pick up a sniper rifle.

One thing I'm grateful for is that NPCs don't seem to be able to tell that you're stealing stuff. Despite several pirates warning me not to touch anything, I was able to loot as I pleased and no-one cared. Got a nice anchor for my spaceship and lots of decorations.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 12, 2013, 01:37:46 am
So far, it seems that I've only encountered only Avians. I'm pretty sure they're the most likely option when genning a planet.

This isn't true I'm sure. Most villages and towns I've ran into myself are glitch or apex. I've only ran into one small (Very small, one guard and 2 civilians) Avian settlement, a lone human merchant, a couple of floran houses, and just today some very strange avian houses that people vanished from. I don't think anyone is more common than anyone, other than humans  (And I think hyotl too) being rarer since they have no towns.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 12, 2013, 01:38:48 am
So I have been reading some of the books in this village... It seems at some point a Glitch came to study the florans. I have part II of his journal, but no sign of part one, or any more to come. Still, I did find an entry called 'A charcoal drawing'

The entry reads as:
[The drawing depicts a floran standing at a cooking pot, forcing a Hylotl down with a wooden spoon. Another, younger floran looks on, accompanied by what seems to be a glitch.]
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 12, 2013, 01:39:34 am
I picked up an assault rifle and pistol. I liked the names :p

Also picked up a crappy knife for the same reason. I'll save up some pixels and come back to pick up a sniper rifle.

One thing I'm grateful for is that NPCs don't seem to be able to tell that you're stealing stuff. Despite several pirates warning me not to touch anything, I was able to loot as I pleased and no-one cared. Got a nice anchor for my spaceship and lots of decorations.
That gives me the most awesome idea. I'm gonna build a wooden space pirate ship.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 12, 2013, 01:40:23 am
So far, it seems that I've only encountered only Avians. I'm pretty sure they're the most likely option when genning a planet.

This isn't true I'm sure. Most villages and towns I've ran into myself are glitch or apex. I've only ran into one small (Very small, one guard and 2 civilians) Avian settlement, a lone human merchant, a couple of floran houses, and just today some very strange avian houses that people vanished from. I don't think anyone is more common than anyone, other than humans  (And I think hyotl too) being rarer since they have no towns.
The vast majority of the NPCs I've encountered have been avians, even disregarding the heavily-populated skypirate ship. I think I met three glitch, a few human and Apex bandits...and that's it so far. No fellow florans, no fish-people yet.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 12, 2013, 01:46:12 am
Most of my encounters are split between Apex and Apex ruins, USCM bases or prisons, and the.... I think they're renegade Glitch with the monolithic polyhedron labs that have the matter makers. If I find a merchant, it's probably floran. Maybe 2 glitch villages. 2 or 3 avian sky pirates.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 12, 2013, 01:47:14 am
So far I have found no Glitch or Hylotl to speak of, a few scattered Avian houses and airships, several Apex cities, a few underground human complexes full of robots, and now a city of Florans. No prisons, but I did find a frog.
I like the Floran city the most, the glowing lights are really cool.
Title: Re: Starbound - We have lift off.
Post by: tryrar on December 12, 2013, 01:51:25 am
He figured out the iron armor thing, I was just blind :P Got the ufo, the starmap, and am currently in beta sectors. Damn, they are a real step up in difficulty  :o
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 01:53:34 am
I've had equal numbers of everyone but fishmen.

So far, it seems that I've only encountered only Avians. I'm pretty sure they're the most likely option when genning a planet.

This isn't true I'm sure. Most villages and towns I've ran into myself are glitch or apex. I've only ran into one small (Very small, one guard and 2 civilians) Avian settlement, a lone human merchant, a couple of floran houses, and just today some very strange avian houses that people vanished from. I don't think anyone is more common than anyone, other than humans  (And I think hyotl too) being rarer since they have no towns.
Humans have both USMC bases and prison colonies, which effectively serve as the dungeon and town variants for them. I've only encountered a single prison colony, but it covered the entire world.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 12, 2013, 01:56:03 am
Since we have a lot of Florian players, I decided to share the coordinates for my current planet. It has plant trees, green grass, and poison lakes. It has poison chests, which can contain blueprints for a flower lamp thing and a backpack that boosts your energy recovery rate depending on the light level.

-70869074 54615249
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 12, 2013, 02:05:30 am
Humans have both USMC bases and prison colonies, which effectively serve as the dungeon and town variants for them. I've only encountered a single prison colony, but it covered the entire world.

Wait, aren't USMC bases hostile? I haven't ran into one myself but I remember people saying the marines shot at them. That's... Not exactly a town.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 12, 2013, 02:06:47 am
Wait, aren't USMC bases hostile? I haven't ran into one myself but I remember people saying the marines shot at them. That's... Not exactly a town.
I think the bases are dungeons and the prisons are towns...


Anyway I have figured out why this game reminds me of Final Fantasy XII... Similar style of music! Both games have this wonderful kind of epic/scenic soundtrack.
Title: Re: Starbound - We have lift off.
Post by: Leonon on December 12, 2013, 02:10:36 am
I went into a USCM prison with my Apex and they were rather hostile. It looked like the prison was abandoned by the staff and left to the prisoners though. Are the prisons usually like that?
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 12, 2013, 02:10:47 am
I don't know if this was a thing previously, but after the most recent patch I've noticed that NPCs react differently depending on whether you have a weapon equipped or not. Like, at a small avian market with a guard, the guard sticks close to you with a weapon equipped, warning you that bad things might happen. Once you put it away, the guard calms down and thanks you for acting peacefully.
Title: Re: Starbound - We have lift off.
Post by: Shooer on December 12, 2013, 02:11:44 am
Wait, aren't USMC bases hostile? I haven't ran into one myself but I remember people saying the marines shot at them. That's... Not exactly a town.
I think the bases are dungeons and the prisons are towns...
My experiences with prisons say they are also dungeons.  The whole being killed in one hit with a broom back when it was level 40 was my biggest hint.
I don't know if this was a thing previously, but after the most recent patch I've noticed that NPCs react differently depending on whether you have a weapon equipped or not. Like, at a small avian market with a guard, the guard sticks close to you with a weapon equipped, warning you that bad things might happen. Once you put it away, the guard calms down and thanks you for acting peacefully.
It's been a thing.  It happens at major towns.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 12, 2013, 02:12:09 am
For wood to coal, I personally like the current ratio, but admit that that it depends on your current situation. On a forested world, gathering 2000 wood (enough to leave the system) is child's play, and shouldn't take you more than a dedicated 8 minutes. It's a reasonable alternative to scouring the surface or aimless delving into the earth in search of every last scrap of the stuff, without cheapening travel at early stages of the game.

Crap weapons are crap, but I'm not sure about crafted weapon imbalance yet. I certainly noticed a difference moving from the broken sword to an iron hammer- namely, that the number of hits it required to kill an average Alpha Sector mob went from 4-5 to 2-3. Not a huge change in terms of DPS, but it meant I could end battles more quickly and deal with more enemies at once.

It would be nice if they increased the average quality of weapon drops, without hitting such a rate that made crafted weapons obsolete. If the average drop is as good or better than what we can make ourselves, we'll stop gathering ores around the 3rd tier and just farm dungeons for gear, then start complaining about fuel costs. This seems to be a different dynamic than what the Devs are aiming for, based on the various updates.
Title: Re: Starbound - We have lift off.
Post by: Nahere on December 12, 2013, 02:13:12 am
Most of my encounters are split between Apex and Apex ruins, USCM bases or prisons, and the.... I think they're renegade Glitch with the monolithic polyhedron labs that have the matter makers.
They're not Glitch, despite the robotic look. They're Avian. They have Avian names and threatened my character for 'spitting in the face of Kluex'.
Those facilities are... unusual really. They have Avian occupants, with a heavy use of pyramids and crystals which further suggest an Avian origin, but the materials and furniture are more what I'd expect from an Apex lab, especially the pits full of tesla spikes. Also worthy of note is that some of the guards mentioned being 'compelled' to attack me.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 12, 2013, 02:19:17 am
Ooh! Oooh!

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Reudh on December 12, 2013, 02:24:20 am
Non hostile snail headed bipeds. I call them Snaliens.

(http://i.imgur.com/IUVoXLe.jpg)

Creepy Floran I saved from a rampaging thing, which got me a nice 12 dps hammer that inflicts 3 burning damage every tic for a few seconds.

(http://i.imgur.com/ifofQwj.jpg)
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 12, 2013, 02:32:28 am
She doesn't seem entirely grateful. That, or their concept of "reward" is slightly more... visceral, than in other cultures.

There are perks to being inorganic.

Spoiler (click to show/hide)
Dat Floran fanservice.

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Deon on December 12, 2013, 02:38:25 am
(http://i.imgur.com/W6fwrgK.png)

No idea how many Goa'uld armor types I will make, but I will definitely make some more.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 12, 2013, 02:46:43 am
I am officially requesting Tau armor from Warhammer 40k. That shit's awesome >_>
Title: Re: Starbound - We have lift off.
Post by: Max White on December 12, 2013, 02:49:53 am
Dat Floran fanservice.

Spoiler (click to show/hide)
Go on, try and tell me they aren't the best race out there!
FloranXGlitch4eva!
Title: Re: Starbound - We have lift off.
Post by: Deon on December 12, 2013, 02:50:33 am
I didn't know about Tau :P. They look a bit like WH40k protoss with guns, I really like the armor design!
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 12, 2013, 04:11:16 am
So, regarding drills. Don't get too excited, by the time you get them the new planets are obsidian and blaststone, so it feels like starting over with a copper pick, and I'm on a platinum drill. ;) 
Title: Re: Starbound - We have lift off.
Post by: thvaz on December 12, 2013, 04:12:34 am
Hey, new to the game. There are public servers ?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 12, 2013, 04:39:12 am
I have an idea.

Step 1: Gather many rainbow logs & turn them into planks.
Step 2: Get up to asteroid level.
Step 3: ? ? ?
Step 4: RAINBOW ROAD!
Title: Re: Starbound - We have lift off.
Post by: Deon on December 12, 2013, 04:57:52 am
Neends nyan cat song played by a band, you have to download that song pack mod for that.
Title: Re: Starbound - We have lift off.
Post by: tryrar on December 12, 2013, 05:32:23 am
alright, so what monster drops superior brains? I need one
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 12, 2013, 05:34:11 am
alright, so what monster drops superior brains? I need one
All random monsters have a small chance of dropping it, regardless of threat level.
Title: Re: Starbound - We have lift off.
Post by: tryrar on December 12, 2013, 05:45:46 am
oh, so basically I just need to blast a large number of monsters to get a random drop huh? Well, here goes..
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 12, 2013, 05:46:25 am
oh, so basically I just need to blast a large number of monsters to get a random drop huh? Well, here goes..
Yeah, last time I had 47 inferior brains before I got a superior one. Have fun.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 12, 2013, 05:51:28 am
oh, so basically I just need to blast a large number of monsters to get a random drop huh? Well, here goes..
Yeah, last time I had 47 inferior brains before I got a superior one. Have fun.
About 13 or so for me.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 12, 2013, 06:37:12 am
I landed, shot a four-eyed Haglug in the face, and left with a superior brain. :P
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 12, 2013, 09:17:05 am
Neends nyan cat song played by a band, you have to download that song pack mod for that.
Like this? (https://www.youtube.com/watch?v=i3_nAzNwyBo)
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 09:55:25 am
oh, so basically I just need to blast a large number of monsters to get a random drop huh? Well, here goes..
Yeah, last time I had 47 inferior brains before I got a superior one. Have fun.
About 13 or so for me.
My pre-wipe character took around 60, my new one took 5. Go figure.


e: Apparently another unannounced patch was pushed in the night. Or maybe Steam just decided to redownload the patch.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 12, 2013, 10:05:06 am
Maths says that the numbers we posted are most likely to happen if the chance of a brain being superior is around 4%.
Title: Re: Starbound - We have lift off.
Post by: Tack on December 12, 2013, 10:29:35 am
So I've found USMC Bases, Jails and now I believe a Spaceship (on the moon).

My question is: Is there any USMC stuff which isn't inherently hostile?
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 12, 2013, 10:41:55 am
Personally, I thought the bases being hostile was a bug, because there's some lore saying they were opening all bases to visitors.
Title: Re: Starbound - We have lift off.
Post by: Meta on December 12, 2013, 11:17:49 am
Btw, playing with optical wires is really simple and fun. It only took me a minute to understand how it works (red = output, violet = input, click red then violet to link) and another one to create a simple circuit, with one lever opening a door and closing another one, and vice-versa. The only "problem" (or not) is that you need titanium panels, and therefore need to be in T3 before you can play with wires.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 12, 2013, 11:50:57 am
I suddenly found myself with a realistic, detailed and noncontradictory explanation for the backstory of the entire game that is completely lore-friendly, and includes epic player goals for each race. Maybe I should start writing some fanfiction.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 12, 2013, 11:59:50 am
I suddenly found myself with a realistic, detailed and noncontradictory explanation for the backstory of the entire game that is completely lore-friendly, and includes epic player goals for each race. Maybe I should start writing some fanfiction.
Cool story bro.
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on December 12, 2013, 12:11:02 pm
Starbound constantly freezes every time I try to fly to another planet in my solar system.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 12, 2013, 12:25:09 pm
I am no longer getting a server response. Not an error, with the usual error message, just... darkness. Is anyone else having similar trouble?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 12:26:43 pm
I am no longer getting a server response. Not an error, with the usual error message, just... darkness. Is anyone else having similar trouble?
I'm just getting the usual error. :|
Title: Re: Starbound - We have lift off.
Post by: LoSboccacc on December 12, 2013, 12:32:47 pm
Shock server? Can I join?
Title: Re: Starbound - We have lift off.
Post by: Imofexios on December 12, 2013, 12:43:19 pm
We're down :(
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 12, 2013, 12:49:59 pm
Forsaken's is ALWAYS DOWN when I wake up. Fuck.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 12, 2013, 12:52:12 pm
I suddenly found myself with a realistic, detailed and noncontradictory explanation for the backstory of the entire game that is completely lore-friendly, and includes epic player goals for each race. Maybe I should start writing some fanfiction.
Cool story bro.
Does it account for the weird lag, connectivity issues, and all the bugfixes?
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 12, 2013, 12:53:58 pm
Let's not forget to show some gratitude for the fact that he's given us a server to begin with.

Multiplayer is buggy in general, so while I do not know the situation, it wouldn't surprise me if this had less to do with the server and more with the game itself.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 12, 2013, 12:55:44 pm
I'm more raging at my sleeping habits than anything. :P
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 12:56:06 pm
We all know forsaken is great already.  :P
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 12, 2013, 12:57:33 pm
I wonder how tricky it'd be to make a 3rd party program that would automatically close the server, wait 2 minutes, and re-launch the program.  Servers in general seem to just become increasingly unstable the longer they run.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 12, 2013, 01:01:20 pm
I am absolutely certain this is out there, probably a feature of whatever OS you're using or at least a stable add-on that they made for it. Should be able to schedule the event, and should be able to restart after a crash. I would be one surprised dude if it wasn't ubiquitous.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 12, 2013, 01:06:55 pm
The thing is, the server doesn't actually crash so far as I'm aware.  It just derps, stops accepting new connections, starts bugging the ship warps, and then people either bug off or try to relog.

Also, if it's on a home version of an OS then it might not be there.  Servers usually have special server OS for really dedicated servers.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 12, 2013, 01:11:53 pm
I thought about that too. But I assume there have to be some peripheral tools that you can use on a home OS. And this is a pretty darn simple thing.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 12, 2013, 01:12:22 pm
Let us draw our minds together and figure out what the flying fuck is going on.

Or, y'know. Wait around and hope Forsaken does that for us. I tend to prefer the latter. :P
Title: Re: Starbound - We have lift off.
Post by: Puzzlemaker on December 12, 2013, 01:18:26 pm
I wonder how tricky it'd be to make a 3rd party program that would automatically close the server, wait 2 minutes, and re-launch the program.  Servers in general seem to just become increasingly unstable the longer they run.

If it's on Linux, a simple Cron job would work.  Most linux distro's have cron jobs, even server ones.  Linux is awesome that way.
Title: Re: Starbound - We have lift off.
Post by: lemon10 on December 12, 2013, 01:46:20 pm
You could do it with autohotkey. It would involve knowing/learning how to use it, but it should be able to do it without any problem.
Title: Re: Starbound - We have lift off.
Post by: Xardalas on December 12, 2013, 01:47:11 pm
Huh. First time I've ever found diamonds on the planet I started on. Also, annoyingly enough. I can't seem to find any damn coal or copper at all on this planet. Finding metric shit tons of Silver, Gold and iron though. >.< All of which ould be nice if I could get some goddamn copper to make the first set of armour. :P
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 12, 2013, 01:56:35 pm
Huh. First time I've ever found diamonds on the planet I started on. Also, annoyingly enough. I can't seem to find any damn coal or copper at all on this planet. Finding metric shit tons of Silver, Gold and iron though. >.< All of which ould be nice if I could get some goddamn copper to make the first set of armour. :P
If you need fuel, wooden logs can now be "smelt" into coal.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 12, 2013, 01:58:23 pm
(http://puu.sh/5Kvdg.jpg)
I'd never noticed this before.
Title: Re: Starbound - We have lift off.
Post by: Xardalas on December 12, 2013, 02:02:11 pm
Huh. First time I've ever found diamonds on the planet I started on. Also, annoyingly enough. I can't seem to find any damn coal or copper at all on this planet. Finding metric shit tons of Silver, Gold and iron though. >.< All of which would be nice if I could get some goddamn copper to make the first set of armour. :P
If you need fuel, wooden logs can now be "smelt" into coal.

Yeah. Thank god for that. I would of been shit out of luck if that had happened before.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 12, 2013, 02:02:45 pm
Huh. First time I've ever found diamonds on the planet I started on. Also, annoyingly enough. I can't seem to find any damn coal or copper at all on this planet. Finding metric shit tons of Silver, Gold and iron though. >.< All of which ould be nice if I could get some goddamn copper to make the first set of armour. :P
If you need fuel, wooden logs can now be "smelt" into coal.
Same for me with platinum AND diamonds. Also, the Ufo is suddenly fun! Beta planet miniboss still 1shots me in steel armor, though. :I
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 12, 2013, 02:19:28 pm
The ability to smelt logs into coal is really damned nice. 10 logs per piece of coal for anyone who can't check.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 02:52:35 pm
That point where you find yourself actively avoiding diamond veins because they take longer to mine than soil or rock...


Also, found a harp. Fuck yeah. xD
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 02:58:53 pm
I will trade the everliving daylights out of that guitar if you're willing (whenever forsaken's server is back up). Assuming it's a lead/bass/acoustic guitar, and not an overdrive, because I already have one of those.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 12, 2013, 03:12:59 pm
I think it's an overdrive guitar, I'm afraid.

If I find any others, I'll tell you.

Also, since I have the saxophone, I need to get Baker Street into ABC... Irritatingly, I lack any way to do that. No ABC programs/converter, no ability to replicate music, and lacking a copy of the song.
https://sites.google.com/site/lotroabc/f178.abc (https://sites.google.com/site/lotroabc/f178.abc)
I think that should be it. At least it's listed as "Baker street (sax version)".
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 12, 2013, 03:21:23 pm
Got a sax?  You have to make this:
http://www.youtube.com/watch?v=kxopViU98Xo
Title: Re: Starbound - We have lift off.
Post by: Urist Imiknorris on December 12, 2013, 03:28:54 pm
What you really need is Yakety Sax.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 12, 2013, 03:33:03 pm
The Benny Hill chase theme is recommended as well. (at least by me)
http://www.lotro-abc.com/ (http://www.lotro-abc.com/) has it somewhere.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on December 12, 2013, 03:37:31 pm
Got a sax?  You have to make this:
http://www.youtube.com/watch?v=kxopViU98Xo

That's some great sax.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 12, 2013, 03:39:20 pm
GOA'ULD SNAKE ARMOR

(http://community.playstarbound.com/data/resource_icons/0/98.jpg?1386880266)

(http://i.imgur.com/ffEa8au.png)

You can now pretend to be a high-on-power symbiont from Stargate universe.

My armor thread is now a bit more complete!
http://community.playstarbound.com/index.php?threads/deons-armor-shop.45341/
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 12, 2013, 03:45:14 pm
Server restarted.

And yes, since it doesn't actually -crash- it is difficult to detect when it goes wrong. I have been checking every once in a while and restarting it as needed.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 12, 2013, 03:56:50 pm
Forsaken, PM me ip please :).
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 12, 2013, 03:58:48 pm
Forsaken, PM me ip please :).
Nope. I put it in the thread earlier but I'm leaving it public. I'm not terribly concerned about people griefing in a beta anyway.

muse.dyndns.tv
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 12, 2013, 04:33:29 pm
I haven't found a single instrument yet. : ( And it's taking forever to get enough leather to make snow armor so I can walk around at night without fire. The beginning grind is less fun the second time around...
Title: Re: Starbound - We have lift off.
Post by: Max White on December 12, 2013, 04:35:41 pm
I haven't found a single instrument yet. : ( And it's taking forever to get enough leather to make snow armor so I can walk around at night without fire. The beginning grind is less fun the second time around...
If you aren't on the moon you don't need the full set, just a single piece will usually do.
Arctic gear has very low defense, so you don't want to use the entire set, it will leave you venerable to monsters.
Title: Re: Starbound - We have lift off.
Post by: sjm9876 on December 12, 2013, 04:37:17 pm
it will leave you venerable to monsters.
Best typo I've seen for a while :P
Title: Re: Starbound - We have lift off.
Post by: Max White on December 12, 2013, 04:39:01 pm
No typo at all.
When you go out and slay some beasties without even thinking about armor they are going to think you are the boss!
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 12, 2013, 04:50:25 pm
The only instrument I've found so far is a gong. Two of them, in fact. They can make noises but sadly you cannot play songs on them.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 12, 2013, 04:59:39 pm
Has anyone else noticed the game being more resource-heavy since the updates? Before it ran fine, but now it's getting laggy and my computer is starting to overheat.... Granted, my computer overheats easily because it's a piece of garbage design, but it didn't overheat before the save-wiping patch.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 12, 2013, 05:07:31 pm
The new stuff probably hasn't been optimized, just pushed out for testing.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 05:11:12 pm
One of the most reliable instrument sources of instruments I've found is Glitch castles. I can't be positive because I CBA to check the loot pool files, but I suspect that it's just because they're very large settlements with an absolute mess of viable spawn containers. Make sure to obsessively search everything, too; I've gotten instruments from the random wooden crates, mostly.

Has anyone else noticed the game being more resource-heavy since the updates? Before it ran fine, but now it's getting laggy and my computer is starting to overheat.... Granted, my computer overheats easily because it's a piece of garbage design, but it didn't overheat before the save-wiping patch.
I haven't noticed anything beyond the occasional rare crash, but I'm not the best to judge because my laptop is actually pretty good for games. Heh, early-beta Starbound still crashes less than patched, post-release Bethesda games.


Unrelated: I really wish that the Human Mech tech scaled with tier; as it is it does rubbish damage against pretty much everything in the latter half of the game, even if it looks really cool.
Title: Re: Starbound - We have lift off.
Post by: kisame12794 on December 12, 2013, 05:14:39 pm
Where do you even get a mech?
Title: Re: Starbound - We have lift off.
Post by: Nightscar982 on December 12, 2013, 05:29:12 pm
Usual places where you get tech I suppose. I've only found two pieces, one in a dungeon in beta sector and one in a high tech chest on my starting planet, really close to the surface.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 12, 2013, 05:33:03 pm
Yep, can't rejoin. I JUST WANT TO PLAY THE OBOE
IS THAT TOO MUCH TO ASK
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 05:35:23 pm
Where do you even get a mech?
It's a tech like any other.


@Forsaken: Server's borked again. :x
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 12, 2013, 05:37:16 pm
We need to send a report of this to the devs sometime, so it doesn't go unnoticed. In the meantime, is there a way to get it to reboot itself?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 05:52:11 pm
Where do you even get a mech?
It's a tech like any other.


@Forsaken: Server's borked again. :x
What sectors do you get the mech techs in? Since it seems alpha sector has none, and beta sector has only got pulse jump and energy dash...
Not sure. Gamma, maybe.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 05:57:16 pm
Also, how do you tame pets? I'm unable to find anything that says how.
At a certain point you'll be able to build pokeballs. They're a pain to aim and don't always work, so that's fun.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 12, 2013, 05:58:06 pm
Does anyone else think that the new Lantern object is superfluous and terribly costly, considering we already had perfectly good "iron lanterns" and the like before?

Is this just the general drawback of the interaction system Starbound uses? In Terraria, you could carry an object in your hand, and simultaneously be able to place it. Here, you can't even carry a torch...
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 12, 2013, 06:02:36 pm
The lantern is rather too weak, but the concept is sound. Where a flashlight gives a long-range but narrow beam of light, a lantern would be more like a portable torch, giving the player a better idea of his surroundings. Make it brighter, and it's good.

The problem is that they had to make a new item to allow the player to "carry" a lantern, when lanterns were already craftable.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 12, 2013, 06:07:43 pm
Where do you even get a mech?
It's a tech like any other.


@Forsaken: Server's borked again. :x
What sectors do you get the mech techs in? Since it seems alpha sector has none, and beta sector has only got pulse jump and energy dash...
I got Pulse Jump in alpha sector. Don't be to sure about which techs are found in which sectors.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 12, 2013, 06:12:56 pm
Where do you even get a mech?
It's a tech like any other.


@Forsaken: Server's borked again. :x
What sectors do you get the mech techs in? Since it seems alpha sector has none, and beta sector has only got pulse jump and energy dash...
I got Pulse Jump in alpha sector. Don't be to sure about which techs are found in which sectors.
I got Energy Dash on my homeworld, too.
Title: Re: Starbound - We have lift off.
Post by: UltraValican on December 12, 2013, 06:32:14 pm
I beat the UFO in melee by myself a couple of minutes ago. Probably wouldn't have been able to beat it at all if me and some schoolmates didn't give a temple full of birds the Cortez treatment.

How long will a 2 handed flaming sword dealing 91 damage last me in terms of tech? I'm at steel right now.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 12, 2013, 06:34:46 pm
How long will a 2 handed flaming sword dealing 91 damage last me in terms of tech? I'm at steel right now.
Until sector 3 at least. 91 damage is pretty high now.
Title: Re: Starbound - We have lift off.
Post by: TempAcc on December 12, 2013, 07:24:53 pm
Whats forsaken's server IP again? I might try some multiplayer.
Unique monster weapons are awesome, I got a bone club from one that can blow up blocks with a few swings.
Title: Re: Starbound - We have lift off.
Post by: Nirur Torir on December 12, 2013, 07:29:39 pm
Whats forsaken's server IP again? I might try some multiplayer.
Unique monster weapons are awesome, I got a bone club from one that can blow up blocks with a few swings.
muse.dyndns.tv
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 12, 2013, 07:33:35 pm
My new in-progress treehouse and bridge. Gotta keep my scaled digits toasty.
Spoiler (click to show/hide)
The trunk is rooted in slime and there's a garden sticking out down below, complete with engines. Center of mass? What's that?
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 12, 2013, 08:24:01 pm
My iron seems to have vanished.

Nope, quickbar.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on December 12, 2013, 08:47:40 pm
I've had the same thing happen to me several times. I'd love it if they had the quick bar be more of a "quick access" to items in your inventory, with slots not becoming vacant unless you replace them with something else, even if you completely empty whatever's in the quick bar. It'd take up more inventory space, but it'd be a little less confusing when items shift around to places you weren't expecting.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 09:12:21 pm
Just found a lead guitar. Now I can air-surf around birds while playing Aces High. All is well.

Seriously though, with energy dash, a good energy pool, and a world with many hostile birds, you can start air-platforming. It's best when they can one-shot you and you're frantically weaving through swarms of them two screens above the ground. xD
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 12, 2013, 09:16:04 pm
Dammit, I cant craft creature capture pods, even though I have and can work durasteel :(
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 09:43:58 pm
You don't craft it at the metalworking station or robotics table. Hint hint.

I caught a nice little critter, but I'm not sure how to go about taming it.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 12, 2013, 09:47:27 pm
If you have something in the ball just throw the ball and he thing will come out murdering everything ever. It's an uguided pokemissile with no friend or foe targeting, so you have been warned.
Title: Re: Starbound - We have lift off.
Post by: Owlbread on December 12, 2013, 10:03:06 pm
I have a midi file for Boston: More Than a Feeling, but for the life of me I have no idea how to convert it to the ABC format. My desire though to rock out on my spaceship is too great to abandon this cause. Does anyone have any suggestions?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2013, 10:07:09 pm
I have a midi file for Boston: More Than a Feeling, but for the life of me I have no idea how to convert it to the ABC format. My desire though to rock out on my spaceship is too great to abandon this cause. Does anyone have any suggestions?
You could try this (http://lotrocommunity.com/forum/topic/363-fireferns-abc-converter/). Like practically everything else involving abc notation, it exists because of LOTRO.  :P
Title: Re: Starbound - We have lift off.
Post by: Owlbread on December 12, 2013, 10:21:39 pm
I have just tried that sir, thank you for the link, but unfortunately the link seems broken on that forum post. (Not your link, his link).
Title: Re: Starbound - We have lift off.
Post by: Tack on December 12, 2013, 10:36:10 pm
Hah. Joined the Forsaken server for about forty seconds before DC.

I think they need to shuffle some stuff. 15s ping from Australia to America is not standard.
Title: Re: Starbound - We have lift off.
Post by: Leonon on December 12, 2013, 10:38:08 pm
Hah. Joined the Forsaken server for about forty seconds before DC.

I think they need to shuffle some stuff. 15s ping from Australia to America is not standard.
http://www.penny-arcade.com/comic/2011/08/26
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 12, 2013, 10:59:22 pm
I have just made flowers and mushrooms farm-able. Now I just have to test it to see if it works.

Also, I found a green flashlight. Like the other colours I've found, it isn't as good as the standard one. I still think red is the worst.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 12, 2013, 11:01:21 pm
Server's down again.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 12, 2013, 11:02:02 pm
How do you mod these things, Blackflyme? I'd love a mushy farm.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 12, 2013, 11:11:05 pm
How do you mod these things, Blackflyme? I'd love a mushy farm.

You'll need a program that can edit code, such as Notepad++.

You can find all the files in your starbound folder. You'll have to go through your steam files if you installed it from there.

My directory looks like Steam\steamapps\common\Starbound\

Then just go into assets/objects/farmables this is where every plant will be, including non-farmables such as flowers and mushrooms.

The only thing preventing mushrooms and flowers from being farmable is the fact that they don't drop their own seeds. I'd show you what I've done, but I'm not sure if it works yet. I can't seem to find a flower for the life of me.

E: I went and broke it. Will try try again.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 12, 2013, 11:20:47 pm
Looking at the asset files, there are flowers in the farmable items. I guess the seeds aren't ingame yet but you can pick the petals in jungle worlds I believe.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 12, 2013, 11:26:13 pm
Pick up petals wherever flowers grow. Pretty sure I've seen 'em outside of jungle worlds. Did have one critter that landed on a planet with huge honking fields of the bloody things. Collected something like 6-700 petals before I got bored of it.

... still haven't crafted any dye. Or figured out how to use the ones I've picked up in chests...
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 12, 2013, 11:29:33 pm
There are seeds, it's just that they don't drop. At least, I think.

Looking at other plants, it seems that the files are the seeds themselves, it's just that they aren't an item that can be dropped by flowers or mushrooms. I think I found where I messed up. Since I didn't give the new farmable variants their own separate objectName, the game had a fit when it saw a duplicate.

At least, I think that's what caused it. I didn't alter the original flowers, I only added in seeds as a drop. And I made sure to close all brackets properly. I'll have to test some more.

E: I broke it again. Now whenever a flower appears on the screen I get teleported straight back to my ship without warning.

E2: I think I have mushrooms working. I can't tell, though. I planted some, but mushrooms have the longest grow time that I've seen so far, so it'll be a while before I can tell if they are growing.
E2.1: It grew slightly. Success!

E3: I'm just going to go to bed now, before I lose my sanity staring at mushrooms hoping they grow.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 13, 2013, 12:59:59 am
Incoming!

(http://i.imgur.com/nZ3SYwE.png)
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 13, 2013, 01:02:33 am
Sooooo, how do mods work and where to insert the files?

Deon's work looks spiffingly awesome.  :D
Title: Re: Starbound - We have lift off.
Post by: Max White on December 13, 2013, 01:02:47 am
Any chance of a 'War of the world' tripod?
Title: Re: Starbound - We have lift off.
Post by: Deon on December 13, 2013, 01:29:39 am
Sooooo, how do mods work and where to insert the files?

Deon's work looks spiffingly awesome.  :D
The mech is not complete yet, but my armors can replace any clothing/armor when you just replace art assets (and that's all that matters since you can wear say copper armor as a vanity item on top of any other armor).

As I said I am not doing any other mods but spriting for now due to a lot of updates coming out. Once the beta settles down a bit, I will move onto modpack creation and some coding stuff.

Any chance of a 'War of the world' tripod?
It's quite tall, isn't it? I am now interested to see how would it turn out.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 13, 2013, 01:44:05 am
I don't know, how much control do you have over modded in vehicles? Can you make it shoot laser beams and fly, or just reskin them?
Actually if you are limited to reskins, you could make a Starcraft Thor, and add the marine armor to match.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 13, 2013, 01:49:18 am
You can do a lot, but it requires a lot of time as well. I can do "reskins" only right now because I don't have too much time to spare during the work days. And it's not just reskins, it's whole animating stuff :D. It reminds me of old Fallout 2 modding days where you had to sprite every pose with every weapon to make a new armor.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 13, 2013, 01:55:29 am
Forget the Starcraft Thor, make a Summoner (http://www.sarna.net/wiki/File:Summoner.png). Or a Timber Wolf (http://www.sarna.net/wiki/File:MadCat_2.jpeg). Hell, I'll take a Marauder (http://www.sarna.net/wiki/File:Mad-9W2_Marauder.png).
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 13, 2013, 01:58:45 am
So, I created a new character due to the latest patch, and walked my entire starting world without ever seeing another soul. There was, however, an outhouse with a sewer attached, that held untold legions of poo-men, mechanical spiders, and flies.
Title: Re: Starbound - We have lift off.
Post by: Mech#4 on December 13, 2013, 02:07:04 am
Forget the Starcraft Thor, make a Summoner (http://www.sarna.net/wiki/File:Summoner.png). Or a Timber Wolf (http://www.sarna.net/wiki/File:MadCat_2.jpeg). Hell, I'll take a Marauder (http://www.sarna.net/wiki/File:Mad-9W2_Marauder.png).

The loader from Alien? Alien VS Predator 2 had one with a flamethrower and a machine gun attached. Or, well, a combat model personal walker.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 13, 2013, 02:08:41 am
Make a Zaku II! :P
Title: Re: Starbound - We have lift off.
Post by: Max White on December 13, 2013, 02:19:08 am
So, I created a new character due to the latest patch, and walked my entire starting world without ever seeing another soul. There was, however, an outhouse with a sewer attached, that held untold legions of poo-men, mechanical spiders, and flies.
I found one of them once... You have to wonder how long that outhouse has been there to build up so much sewage.
Anyway did you find any other Glitch structures? Mine had a few empty houses that seemed kind of glitchy.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 13, 2013, 02:28:17 am
So, I created a new character due to the latest patch, and walked my entire starting world without ever seeing another soul. There was, however, an outhouse with a sewer attached, that held untold legions of poo-men, mechanical spiders, and flies.
I found one of them once... You have to wonder how long that outhouse has been there to build up so much sewage.
Anyway did you find any other Glitch structures? Mine had a few empty houses that seemed kind of glitchy.
No other structures of any kind. I did, however, find a huge tar pit full of iron, with pockets of platinum and diamonds. Just finally got enough copper to make the first breastplate, too.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 13, 2013, 02:29:40 am
I ran into a Kleux cult house on my starting planet, was fun to kick their two butts. The nearest star has a planet with an Avian outcast society and there's a Kleux temple on one of the moons. I like that, it's almost as if they're keeping an eye on the outcasts to make sure they don't rise up.

It's a shame the town's ambivalent about Floran, they're fun to live with.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 13, 2013, 02:39:01 am
So the Glitch tried to teach the Florans to read and write, and mathematics, by way of them being the only inedible sentients mostly immune to swords and spears. And it culminated by a ban on writing for all Florans by some sort of unofficial leader, because one Floran wrote a pretentious book called Floran Peace that bombed everywhere, and the floran than tracked down his glitch teacher and crammed a copy of the book into their mouth and stormed off saying something about eventually returning.

I'm assuming this is some sort of reference. Otherwise banning writing for an entire species because one floran threw a hissyfit is a bit overkill.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 13, 2013, 02:49:17 am
Was an Avian involed at any point? If so I think he got eaten...
I'm pretty sure I've collected a few volumes of that lore series, but still looking for more.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 13, 2013, 03:03:04 am
Well... my glitch character identifies some wall hangings as primitive early Floran symbols most closely resembling an Avian word or something.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 13, 2013, 03:12:58 am
Well... my glitch character identifies some wall hangings as primitive early Floran symbols most closely resembling an Avian word or something.
ssstab
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 13, 2013, 03:13:26 am
That's no moon... (http://i.imgur.com/4bMcsPm.png)
Title: Re: Starbound - We have lift off.
Post by: Max White on December 13, 2013, 03:19:23 am
What am I looking at?
Is that seriously an asteroid? I need to go to space some time...
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 13, 2013, 03:27:41 am
Interesting which things the game keeps realistic and which ones are totally ridiculous, even given the setting. I mean, why does the temperature underground change at night? Colder in winter and warmer in summer would make sense, but how does the sun rising and setting affect underground temperature, and instantly, at that? Yes, it's cold in space, but you can keep warm with campfires - how can fires keep burning without oxygen? You can freeze in space, but even humans and Apex don't suffocate...
Title: Re: Starbound - We have lift off.
Post by: Deon on December 13, 2013, 03:30:56 am
There're various space suit models, so I guess in later stages of beta they may plan to implement a spacesuit mechanic.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 13, 2013, 03:35:51 am
So I got to sector X. Seeing difficulty 5-10 planets in a big mix makes me nostalgic for last week before the Great Difficulty Level Smoosh. Getting hit for 10X my max health makes me less nostalgic for the same era. There's lots of plutonium, though! And everything else except iron it seems.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 13, 2013, 03:48:08 am
So I was thinking I really want to play multiplayer, but it doesn't sound like it's working too well just now. It is best to just stick with single player and take lots of screenshots to share my work, and wait until they improve the multiplayer functionality?
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 13, 2013, 03:50:52 am
What am I looking at?
Is that seriously an asteroid?

Yes. Go high enough and you find asteroids.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 13, 2013, 03:53:53 am
Interesting which things the game keeps realistic and which ones are totally ridiculous, even given the setting. I mean, why does the temperature underground change at night? Colder in winter and warmer in summer would make sense, but how does the sun rising and setting affect underground temperature, and instantly, at that? Yes, it's cold in space, but you can keep warm with campfires - how can fires keep burning without oxygen? You can freeze in space, but even humans and Apex don't suffocate...

It strains suspension of disbelief, even for an anachronistic space game. You should probably raise the underground point on their various forums as it's good. However, I suspect they don't even have systems in place to detect when you're "underground" versus "on the surface," as a character. Might take a little extra work.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 13, 2013, 03:54:53 am
So I was thinking I really want to play multiplayer, but it doesn't sound like it's working too well just now. It is best to just stick with single player and take lots of screenshots to share my work, and wait until they improve the multiplayer functionality?

No. It works just fine; servers just crash a lot. I'd recommend only playing single-player when the server's down.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 13, 2013, 03:56:36 am
Oh, me and elephant made simultaneous posts!
Woah, what? The weird thing is that that has actually happened to me at least once before.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 13, 2013, 03:58:08 am
So I was thinking I really want to play multiplayer, but it doesn't sound like it's working too well just now. It is best to just stick with single player and take lots of screenshots to share my work, and wait until they improve the multiplayer functionality?
Once you get deep enough, temperature is constant, barring the underground biomes (For example, frozen underground biomes are like being on a snow world.)

You shouldn't have to go that deep though. Once you're "below ground" - when mining the back wall doesn't open a window or drain water - the temperature should be constant. In fact, logically it should happen earlier than that, but that would be the minimum. Right now it seems like you have to go pretty deep to escape the influence of the... sun...

EDIT: I found a floran prison! Is there anything worth looting in there, or is it just interesting to explore? I just died from the lava, and it's a long walk from the beam-down point, so I'd rather not walk back if it's not worth it...
Title: Re: Starbound - We have lift off.
Post by: olemars on December 13, 2013, 05:06:19 am
There are never any guarantees for good loot, which makes it that much more interesting (as opposed to having that guaranteed chest with a guaranteed good item at the end).

I found an abandoned underground Apex science complex and left with a speed boost tech and about 700 blocks of electric barrier. My Glitch character also stumbled across a Glitch village. They were very friendly even to an outcast, and I almost didn't want to leave. Also felt a little bad about looting the crops from their farm plots.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 13, 2013, 05:07:24 am
My Glitch character also stumbled across a Glitch village. They were very friendly even to an outcast, and I almost didn't want to leave. Also felt a little bad about looting the crops from their farm plots.

Don't worry, sooner or later some flying horror will swoop down and put them all out of their misery.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 13, 2013, 05:11:32 am
I went back, opened up the cells and watched the prisoners and guards fight, then finished off the survivors. Looted some interesting furniture and blocks before falling in lava again. I think I'll probably leave it for now. I have terrible armor, and also I suck at platforming (though I must admit I've gotten a bit better in the, according to Steam, 18 hours I've played Starbound). I need to get some better stuff before I explore too much. I don't even have full copper armor yet. I did find a better weapon in the prison though, dropped by one of the guards. Not a lot better, but still, better is better.

Also, I was mining for about 2 hours, and I found loads of gold and silver, even near the surface, but hardly any iron. Took ages just to make my anvil. I had to dig really deep to find enough.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 13, 2013, 05:16:12 am
My new character started after the last update first found a crafting table in a surface chest when I was gathering wood to make one, then found an anvil in another surface chest... after I already made one. Then I found a stone pick in yet another surface chest.

I guess the moral is, always make a trip around your starting planet before starting to strip-mine the terrain for craftables.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 13, 2013, 05:23:59 am
I am sad that I have only found one instrument so far and it's a puny base guitar :I

Also avian temples are boring, they got no loot in them and only pewpew gun-shooting guards.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 13, 2013, 05:56:13 am
server restarted. this is becoming annoying.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 13, 2013, 06:04:02 am
I am sad that I have only found one instrument so far and it's a puny base guitar :I

Also avian temples are boring, they got no loot in them and only pewpew gun-shooting guards.
Some have neat decorations though. I got a nice set of pretty bleepin' screen tiles to decorate the ship's cockpit with.
(I mean, literally bleepin'. Adds some ambiance to hyperspace jumps.)
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 13, 2013, 06:10:13 am
No problem. As I said I check it as often as I can. Usually this means when I wake up, before heading to work, and when I get home.
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 13, 2013, 06:24:28 am
I wish traps could actually damage enemies...

Also, I wish there was a horizontal door of some kind, so you could make little drawbridges.
Some sort of Glitch false floor exists.
Title: Re: Starbound - We have lift off.
Post by: buckets on December 13, 2013, 06:38:06 am
I hope that picks get rebalanced, a diamond pick isn't much different from a gold or silver one. Or are they just visual upgrades?
Title: Re: Starbound - We have lift off.
Post by: Max White on December 13, 2013, 06:39:53 am
It seems to be a pretty minor upgrade each time, but it adds up.
I suggest mining around chunks of really solid stone when possible...
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 13, 2013, 06:43:45 am
Alternatively, find a frog merchant and stock up on bombs.

They're like 50 pixel apiece, but if you've got enough diamond for a diamond pick, the ore processor can keep you so pixellated you won't even feel the cost.
Title: Re: Starbound - We have lift off.
Post by: olemars on December 13, 2013, 06:58:53 am
I find just going to a desert planet and triggering a sand or gravel slide is a good way to gather ore with little effort. Falling sand and gravel also have useful water absorption properties.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 13, 2013, 07:03:58 am
I am sad that I have only found one instrument so far and it's a puny base guitar :I

Also avian temples are boring, they got no loot in them and only pewpew gun-shooting guards.
Some have neat decorations though. I got a nice set of pretty bleepin' screen tiles to decorate the ship's cockpit with.
(I mean, literally bleepin'. Adds some ambiance to hyperspace jumps.)
Yeah, I have those tiles. I mined every single one to decorate my teleport pad.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 13, 2013, 07:52:53 am
I wish traps could actually damage enemies...

Also, I wish there was a horizontal door of some kind, so you could make little drawbridges.
Some sort of Glitch false floor exists.
Yep.

I once found a Glitch house and saw the false floor. Went down and got electro grenades from the secret chest! :D

Althouhg.

Is it just me or are random-gen weapons consistently underpowered in DPS past Alpha sector now?
Title: Re: Starbound - We have lift off.
Post by: Tack on December 13, 2013, 08:25:42 am
On my Aussie gaming clan server, I made a massive sprawling super-city out of the starting world.
Now whenever anyone starts a new game, they beam way down into the bowels of the earth into a 'teleport room', connected to (the beginnings of) an underground metropolis.

only have Apex and Florans living there so far though... Currently trying to brainstorm how to build a Hyotl City-Wing.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 13, 2013, 08:53:06 am
Interesting which things the game keeps realistic and which ones are totally ridiculous, even given the setting. I mean, why does the temperature underground change at night? Colder in winter and warmer in summer would make sense, but how does the sun rising and setting affect underground temperature, and instantly, at that? Yes, it's cold in space, but you can keep warm with campfires - how can fires keep burning without oxygen? You can freeze in space, but even humans and Apex don't suffocate...

It strains suspension of disbelief, even for an anachronistic space game. You should probably raise the underground point on their various forums as it's good. However, I suspect they don't even have systems in place to detect when you're "underground" versus "on the surface," as a character. Might take a little extra work.
Sure, they do. If you're underground, you can't teleport back to the ship. On the surface, you can.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 13, 2013, 09:08:45 am
I think that just checks for a straight line to the sky, as in no roof above you.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 13, 2013, 09:10:14 am
Nope. It checks backwall.

Or at least in some cases. You can dig a hole in the back while you're pretty deep below the ground and warp out, so long as the background hasn't transitioned.

E: Double checked it: Roofing doesn't matter. Only back wall matters. You can check it pretty easy with some dirt on the surface, yeah.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 13, 2013, 09:19:55 am
Does the size of the planets matter in navigation view? I started on a small forest planet, and have an enormous desert planet in my home system.
Title: Re: Starbound - We have lift off.
Post by: Owlbread on December 13, 2013, 09:31:00 am
I actually found a decent midi converter: here (http://code.google.com/p/lotro-maestro/). I'm playing "Merry Christmas, Mr. Lawrence" on my ship right now. Unfortunately it sounds god, god awful because it wasn't well suited to conversion, but... yes. At least Redemption Song works.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 13, 2013, 09:50:07 am
Does the size of the planets matter in navigation view? I started on a small forest planet, and have an enormous desert planet in my home system.

I think that display size does affect how large a planet is when you explore it. It seems to me that I spend at least twice as long circumnavigating the big spheres than I do the small ones...
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 13, 2013, 10:01:51 am
I think that just checks for a straight line to the sky, as in no roof above you.
The game definitely checks how deep you are.  There is at least a 'surface' and 'underground' area to each planet.  While on the 'surface' you can destroy the backwall and warp free.  While 'underground' you cannot warp, and destroying the backwall does not let in any light.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 13, 2013, 10:08:20 am
Nor does it let any water out.

Is there currently any available suit of armor that protects from the cold sufficiently to be unaffected by space-level altitudes? The winter infantry armor doesn't let you stay warm up there even if you stand next to a campfire.
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 13, 2013, 10:08:48 am
Add another campfire. And backwall.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 13, 2013, 10:13:17 am
Nor does it let any water out.

Is there currently any available suit of armor that protects from the cold sufficiently to be unaffected by space-level altitudes? The winter infantry armor doesn't let you stay warm up there even if you stand next to a campfire.
Higher tier armor has more warmth than winter infantry.  I just wish the character sheet showed your warmth, along with your armor.
Title: Re: Starbound - We have lift off.
Post by: Culise on December 13, 2013, 10:32:15 am
So the Glitch tried to teach the Florans to read and write, and mathematics, by way of them being the only inedible sentients mostly immune to swords and spears. And it culminated by a ban on writing for all Florans by some sort of unofficial leader, because one Floran wrote a pretentious book called Floran Peace that bombed everywhere, and the floran than tracked down his glitch teacher and crammed a copy of the book into their mouth and stormed off saying something about eventually returning.

I'm assuming this is some sort of reference. Otherwise banning writing for an entire species because one floran threw a hissyfit is a bit overkill.
I don't think it applies to the rest of it, but Floran Peace (http://en.wikipedia.org/wiki/War_and_Peace) sounds rather familiar. 
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 13, 2013, 10:34:51 am
Sooooo, how do mods work and where to insert the files?

Deon's work looks spiffingly awesome.  :D
Theres a guide, either on the subreddit or the forum.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 13, 2013, 11:11:53 am
I am sad that I have only found one instrument so far and it's a puny base guitar :I

Also avian temples are boring, they got no loot in them and only pewpew gun-shooting guards.

Look in the tomb things. You get some decent-ish loot.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 13, 2013, 11:13:00 am
Middle click EVERYTHING
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 13, 2013, 11:16:49 am
You can press alt to see everything you can interact with, including lootables.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 13, 2013, 11:22:46 am
Middle click EVERYTHING
I hate games sometimes...  ALL the games that might give custom keybindings for everything except the things assigned to the mousewheel.  I use a trackball, so my mouth has a mouse1, mouse2, mouse4, and mouse5, but no mouse3 and no wheel.  Try playing a game without zooming sometime!
Title: Re: Starbound - We have lift off.
Post by: majikero on December 13, 2013, 11:37:35 am
I'll be getting a track ball mouse if I can get me a PC. There are one's with a mouse wheel.
Title: Re: Starbound - We have lift off.
Post by: LoSboccacc on December 13, 2013, 11:41:24 am
Middle click EVERYTHING

You know you can use e right?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 13, 2013, 11:46:30 am
Middle click EVERYTHING
I hate games sometimes...  ALL the games that might give custom keybindings for everything except the things assigned to the mousewheel.  I use a trackball, so my mouth has a mouse1, mouse2, mouse4, and mouse5, but no mouse3 and no wheel.  Try playing a game without zooming sometime!
I specifically did not buy a trackball for reasons like these. My mouse has something like 15 buttons. I only care about the normal 3 plus the four at my thumb, which adds greatly to usability.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 13, 2013, 11:48:00 am
I just found some sort of expedition on a planet. Lots of tents and crates within a labyrinthine series of caves.

Also found another harmonica.

No flowers yet, so i don't know if my mod worked or failed. The mushrooms work though.

E: Flowers still don't work and I don't know why!

The only change I made is that I made them drop seeds for farmable versions.

None of the objectNames are the same, and the seeds have the right name.

E2: It works on some planets but not others. [CONFUSION INTENSIFIES]
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 13, 2013, 11:55:52 am
Oh, by the way, everyone, I posted in the official suggestions forum about temperature this morning. If anyone wants to go support it, it's here: http://community.playstarbound.com/index.php?threads/underground-temperature.51020/

EDIT: What's the "DPS" in weapon descriptions? I see one rating for DPS and one for "Damage Per Swing" - are they not the same thing? They're certainly not the same number... What is the DPS number?
Title: Re: Starbound - We have lift off.
Post by: PanH on December 13, 2013, 12:19:46 pm
Damage per second, I think.
Title: Re: Starbound - We have lift off.
Post by: Shooer on December 13, 2013, 12:20:01 pm
DPS means Damage Per Second.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 13, 2013, 12:22:55 pm
Yup, should be swing speed times damage per swing or something like that.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 13, 2013, 12:23:17 pm
Aha. Thanks.

I just got 1-shotted by a little jumping piece of poo. Something is wrong with the universe. I'm going to another planet...
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 13, 2013, 12:24:43 pm
That's not wrong.
That's horribly, horribly right.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on December 13, 2013, 12:48:46 pm
Poos are probably the cutest monsters in the universe.
Title: Re: Starbound - We have lift off.
Post by: PanH on December 13, 2013, 12:48:46 pm
Found an apex lab. There was a maze with tons of tesla spikes. After many deaths, I finally go through ... wait, I've seen this before. The maze was forming a loop :(
Title: Re: Starbound - We have lift off.
Post by: majikero on December 13, 2013, 12:55:12 pm
I tunneled to bypass that maze and went backwards and ended up in the beginning, marked by my tunnel. Going through that maze anyways made the tunnel pointless and to add more salt to the wound, the prize is a tech I found just outside the lab.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 13, 2013, 12:57:12 pm
I actually can't bring myself to leave this planet just yet. It's an ice planet and it's an extra-beautiful one. I've gotten a few thousand blocks of purple ice for later use in construction (glad ice doesn't melt yet), and I've just found some interesting types of stone deep underground, and some awesome-looking purple tar. Plus my very first diamonds and a whole heap of various ores, including plenty of silver and gold.

Now I've got that song from the classic stop-motion Rudolph film, that "silver and gold" song... Digging through a winter wonderland... It seems so appropriate.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 13, 2013, 12:59:57 pm
Join failed! Unknown server version.

Now what is this?
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 13, 2013, 01:03:32 pm
Ahahahaha! It works!

The flowers now properly give seeds!

It turns out that one too many commas broke the camel's back.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 13, 2013, 01:16:49 pm
Oh..
Oh my god.
So, when I was little, I had the Narnia complete series. I LOVED the Silver Throne, especially the part with the city under the ground.
Then I fell through a cave, saved by a pool of water. There were iron lanterns everywhere, and ores of every type.
My first thought: Oh god, I've fallen into Prism.
Screenshots when I figure out how to get Steam screenshots here.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 13, 2013, 01:27:15 pm
Or just Alt-Printscreen and then paste into an image file. Unless you're on Mac, in which case I have no idea.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on December 13, 2013, 01:31:47 pm
Screenshots when I figure out how to get Steam screenshots here.

When you're in most Steam pages on the Steam application, you can right click and "Copy Page URL". Just go to your screenshots and copy the page's URL from there.
Title: Re: Starbound - We have lift off.
Post by: JimboM12 on December 13, 2013, 01:45:39 pm
Nooooooooo the server's borked again. And we were just getting the "town" planet built up good, too. Nice orderly ziggurats made of sandstone and cobblestone, it's fabulous. The main dorm zig is almost done. How do we plan on assigning rooms? First come, first serve and you supply your own furniture?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 13, 2013, 01:46:11 pm
Fun times with much music. Thanks for the contributions to the space tree.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 13, 2013, 02:07:25 pm
I can't wait until server issues are figured out. I'm glad these guys made such a great game and I'm willing to wait. c:

I've gotten over the attachment to my characters so far - I just remake my Lady Wolfram Glitch every time there's a wipe. Plus it gives me so much more to explore! Though I do miss my cute little alien friends sometimes.

And Sappho, the poos are one of the few hardcoded monster types, along with the mechanical spiders. It's a ridiculously hard dungeon, and I found one in the alpha sector.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 13, 2013, 02:10:23 pm
I found a forest planet where the background is giant brains and the trees have little brains on them.

I think it may be a stealth pun- it's a brainforest.
That's incredible.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 13, 2013, 02:11:33 pm
I can't wait until server issues are figured out. I'm glad these guys made such a great game and I'm willing to wait. c:

I've gotten over the attachment to my characters so far - I just remake my Lady Wolfram Glitch every time there's a wipe. Plus it gives me so much more to explore! Though I do miss my cute little alien friends sometimes.

And Sappho, the poos are one of the few hardcoded monster types, along with the mechanical spiders. It's a ridiculously hard dungeon, and I found one in the alpha sector.

I found mine on the first planet I visited after my starting one. Not going back there anytime soon!
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 13, 2013, 02:13:38 pm
Yeah, I got hit hard by the poo, too. I wanna take it on and claim the outhouse as my home but eeeeeeh. Avians are nicer folk and it feels right having a Floran living under some stairs.

Quote from: Avian mother
Be good kids, or else the Floran GreenDrinker's gonna get you in your sleep!

I think that would be fun, but kids aren't a thing. Also, the shop keeps with no clothes on don't sell anything. I find that funny.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 13, 2013, 02:14:39 pm
I found a forest planet where the background is giant brains and the trees have little brains on them.

I think it may be a stealth pun- it's a brainforest.

Hey! That was my first starting planet!

EDIT: actually, I'm curious if it actually is. Let me know if you find tiny houses in soft-brick caverns underground.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 13, 2013, 02:26:35 pm
I'm trying to find that brain planet and get brain blocks, meat blocks, eye plants and titanium blocks. Guess what I'm trying to make.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 13, 2013, 02:28:27 pm
We need a list of planets/sectors/coordinates of big projects. Either the OP or someone on the front page should list them, or at least link to a google doc or something.

My space tree will eventually have some themed rooms and people are welcome to use a spare bed. The garden is a community garden. Harvest but replant and add seeds to the central storage. I could definitely use more slime, because that's what is feeding the tree. Keep my tree alive! If you have coordinates for a slime or green dirt planet I'd love them.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 13, 2013, 02:40:51 pm
Just tried to connect to Forsaken's server for the first time but it gave me an error. Is it not working, or do I need to put in a password or something?
Title: Re: Starbound - We have lift off.
Post by: Biowraith on December 13, 2013, 02:48:16 pm
Pretty sure it's just not working atm; there's no password needed when it is.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 13, 2013, 02:53:42 pm
Aaand now nobody's on Forsaken's server anymore; I was the last one and lagged out.
Title: Re: Starbound - We have lift off.
Post by: Shooer on December 13, 2013, 02:54:21 pm
It seems the server needs a restart at least every 2 hours.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 13, 2013, 02:56:47 pm
I'm trying to find that brain planet and get brain blocks, meat blocks, eye plants and titanium blocks. Guess what I'm trying to make.
Arachnotron?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 13, 2013, 03:00:09 pm
A giant spider ship would be hilarious.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 13, 2013, 03:01:07 pm
I just found an AMAZINGLY beautiful snow planet in the Beta sector.
Co-ordinates: -59959462 51107387



Fake edit: While you were typing four replies were posted!
Goddamnit Starbound.
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on December 13, 2013, 03:01:23 pm
There is at least one giant glowing red beast on my starting planet that is incredibly fast, incredibly aggressive and always one-hit-kills me when it sees me. It also lives directly on the spawn point I'm teleported to. What the hell.
Title: Re: Starbound - We have lift off.
Post by: Squill on December 13, 2013, 03:07:58 pm
Well then. My latest starting planet has easily found diamonds crystals in one area, gold and silver on the surface, and extremely little coal.
You never think you want more coal then gold until you are forced to circumnavigate the planet to get every last bit visible from the surface.

EDIT: My bad, apparently those were crystals I mined, not diamond.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 13, 2013, 03:16:27 pm
Currently made a gene vat that turns various food stuff into soylent green. Once I get this working, I'll make a gene manipulator to turn it to other biomaterials.
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on December 13, 2013, 03:17:44 pm
I've created a new character and started out near an abandoned archeologic dig site with a lot of supplies inside. Nice.
Also, am I the only one who thinks that the randomly generated creatures look like Pokemon?
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 13, 2013, 03:18:49 pm
First creature I saw on MP was an evil Mudkip. Yeah, they look like Pokemans.
Title: Re: Starbound - We have lift off.
Post by: JimboM12 on December 13, 2013, 03:19:24 pm
First creature I saw on MP was an evil Mudkip. Yeah, they look like Pokemans.
Evil, bloodthirsty Pokemans. That have been cross bred with cliff racers. The most annoying things in the universe.

Edit: didn't finish; got attacked by a fluffy wambler and almost died while typing.
Title: Re: Starbound - We have lift off.
Post by: Squill on December 13, 2013, 03:26:21 pm
First creature I saw on MP was an evil Mudkip. Yeah, they look like Pokemans.
Evil, bloodthirsty Pokemans. That have been cross bred with cliff racers. The most annoying things in the universe.

Edit: didn't finish; got attacked by a fluffy wambler and almost died while typing.
Gotta watch it, those things will take your head off.
Especially if you're a rather large person made of a certain copper alloy.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 13, 2013, 03:27:55 pm
... I just saw some pictures of the later tier Glitch armors. They're. They're TERRIBLE. I mean seriously. Terrible. The entire suit of armor is basically just one long helmet with 3+ sets of eyes. It looks completely ridiculous. And not in a cool or humorous way. I mean, you have a race that gives you a legitimate excuse to make some cool looking super medieval-esque armor in a sci-fi game... and you make that? I mean, I know everyone has different taste but... damn. I might not play any glitch characters. The first five tiers look cool and all but... damn.

I mean, I suppose I could bum armor off of different races if I went into multiplayer... but I want decent looking glitch armor that I don't have to cover up with vanity slots in shame.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 13, 2013, 03:33:24 pm
I wish traps could actually damage enemies...

Also, I wish there was a horizontal door of some kind, so you could make little drawbridges.
Some sort of Glitch false floor exists.
Yep.

I once found a Glitch house and saw the false floor. Went down and got electro grenades from the secret chest! :D

Althouhg.

Is it just me or are random-gen weapons consistently underpowered in DPS past Alpha sector now?

Nope. Sturgeon's Revelation is very much in effect for random-gen weapons, but I've found ones that are much better than Impervium craftables.

Does the size of the planets matter in navigation view? I started on a small forest planet, and have an enormous desert planet in my home system.

I think that display size does affect how large a planet is when you explore it. It seems to me that I spend at least twice as long circumnavigating the big spheres than I do the small ones...
It does. Small ones can be circled in <1 day, very large ones can take as many as four or five days, if you don't have the energy to continually energy-dash sky-surf/blinkspam past obstacles and mobs.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 13, 2013, 03:37:24 pm
How do I use spawners? I want a Floran village damnit.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 13, 2013, 03:37:49 pm
How do I use spawners? I want a Floran village damnit.
Place them, leave the area, come back.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 13, 2013, 03:39:44 pm
... I just saw some pictures of the later tier Glitch armors. They're. They're TERRIBLE. I mean seriously. Terrible. The entire suit of armor is basically just one long helmet with 3+ sets of eyes. It looks completely ridiculous. And not in a cool or humorous way. I mean, you have a race that gives you a legitimate excuse to make some cool looking super medieval-esque armor in a sci-fi game... and you make that? I mean, I know everyone has different taste but... damn. I might not play any glitch characters. The first five tiers look cool and all but... damn.

I mean, I suppose I could bum armor off of different races if I went into multiplayer... but I want decent looking glitch armor that I don't have to cover up with vanity slots in shame.

Yep. This. Once I actually saw how profoundly stupid their armor looks I'm disinclined to play the race ever now, even if I could just toss one of the low tier sets into the vanity slots. I kinda like the Apex and USCM aesthetics better, anyway.
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on December 13, 2013, 03:44:44 pm
I've noticed that alien critters always try to sneak up on you if you are in their line of sight and you are not looking at them.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 13, 2013, 03:52:53 pm
Hopefully someone steps up and mods the later glitch armors. That would the one mod I used every time, hands down. Because playing a Robot Knight pleases me.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 13, 2013, 03:57:32 pm
Some things on glitch late-tier armor:
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 13, 2013, 04:01:44 pm
Why are you staring at me like that?
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 13, 2013, 04:03:32 pm
Bloody hell I want the big one. That is biggest hat, and thus bestest hat. My hat would clip through all the walls! As well as passing celestial bodies.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 13, 2013, 04:20:35 pm
Ah, I forget who was modding flowers and mushrooms to be growable, but digging through the timers makes me think the grown time on shrooms is about an hour and a half from planting to mature. You can lower the duration to something sane (or ludicrously fast like 10,12) to check them out without waiting for hours to check changes.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 13, 2013, 04:33:09 pm
Speaking of which, someone said crops don't grow unless you're near them. Do we have exact data on how close you have to be? I wouldn't even know where to start looking for that (not yet delved into modding).
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 13, 2013, 04:36:44 pm
Speaking of which, someone said crops don't grow unless you're near them. Do we have exact data on how close you have to be? I wouldn't even know where to start looking for that (not yet delved into modding).
This turned out to not be true. I've left a ship with newly-planted crops and returned to ones ready for harvesting. It's just that non-staples grow painfully slow.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 13, 2013, 04:41:57 pm
Speaking of which, someone said crops don't grow unless you're near them. Do we have exact data on how close you have to be? I wouldn't even know where to start looking for that (not yet delved into modding).
This turned out to not be true. I've left a ship with newly-planted crops and returned to ones ready for harvesting. It's just that non-staples grow painfully slow.
Define 'staples'?
Title: Re: Starbound - We have lift off.
Post by: JimboM12 on December 13, 2013, 04:44:40 pm
 
Speaking of which, someone said crops don't grow unless you're near them. Do we have exact data on how close you have to be? I wouldn't even know where to start looking for that (not yet delved into modding).
This turned out to not be true. I've left a ship with newly-planted crops and returned to ones ready for harvesting. It's just that non-staples grow painfully slow.
Define 'staples'?

Tiny rods of metal that are pinched at the ends to hold stacks of paper together.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 13, 2013, 04:45:21 pm
Speaking of which, someone said crops don't grow unless you're near them. Do we have exact data on how close you have to be? I wouldn't even know where to start looking for that (not yet delved into modding).
This turned out to not be true. I've left a ship with newly-planted crops and returned to ones ready for harvesting. It's just that non-staples grow painfully slow.
Define 'staples'?
Wheat of course, and probably most of the other starter crops. In my experience, sugar canes seem to grow reasonably fast and bonobos and potatoes were just fine, but waiting for avesmwhatsists to grow was torturous. :P
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 13, 2013, 04:48:39 pm
Crops will only grow if you're close enough to the land-chunk that it is loaded in memory so the crop growth times calculate (I have no idea what distance this is). Crops will ALWAYS grow on the ship, because the ship is ALWAYS loaded (you need to get there immediately in the case of death or a teleport). It's trivial to mod the growth times to something more sane, but I made a thread anyway because sitting there watching chili peppers grow for an hour and a half is fucking stupid. The thread I made is Here. (http://community.playstarbound.com/index.php?threads/chili-peppers-grow-too-slowly.49350/)

If you want to test the crop growth range, you could make a dirt skybridge around a tiny planet in singleplayer and drop wheat every 100 blocks or so. Wheat matures from planting to harvest in 10-14 minutes, so just plant every 100 blocks for a couple thousand, AFK in a dirt fort for 15 minutes after the last seed was planted, and see how far along the bridge your wheat has grown.

EDIT: For the curious but lazy/Chucklefish forums-phobic: I've seen two timer ranges for plants. 10-14 minute maturation, and 94-98 minute maturation. If you want anything in the second group, better plant it on your ship or just leave the damn game running overnight after cheating in a few hundred seeds.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 13, 2013, 04:56:38 pm
You can definitely get brain trees in alpha sector, though. The very first world I landed on when the beta started had those.
Title: Re: Starbound - We have lift off.
Post by: Culise on December 13, 2013, 05:00:11 pm
I found a forest planet where the background is giant brains and the trees have little brains on them.

I think it may be a stealth pun- it's a brainforest.

Hey! That was my first starting planet!

EDIT: actually, I'm curious if it actually is. Let me know if you find tiny houses in soft-brick caverns underground.
It was in beta sector. no way it's your starter planet.
Maybe not the one you found, but my very first Floran character started in a brainforest as well.  And I completely missed the pun...
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 13, 2013, 05:02:39 pm
Speaking of which, someone said crops don't grow unless you're near them. Do we have exact data on how close you have to be? I wouldn't even know where to start looking for that (not yet delved into modding).
This turned out to not be true. I've left a ship with newly-planted crops and returned to ones ready for harvesting. It's just that non-staples grow painfully slow.
Define 'staples'?
Wheat of course, and probably most of the other starter crops. In my experience, sugar canes seem to grow reasonably fast and bonobos and potatoes were just fine, but waiting for avesmwhatsists to grow was torturous. :P

Yep. Wheat and the racial starter crops. For example, boneboos grow super-fast for ye Florans, but chilis take forever.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 13, 2013, 05:09:16 pm
Eye forests are the best. Infinite oculemons.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 13, 2013, 05:24:35 pm
Although they grow more as melons, than lemons.
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on December 13, 2013, 05:26:29 pm
The fibre trees growing in the poison swamps are also great.
Cutting several of them produces enough plant fibre to craft a lot of bandages.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 13, 2013, 05:27:50 pm
The fibre trees growing in the poison swamps are also great.
Cutting several of them produces enough plant fibre to craft a lot of bandages.
I spawned on one of those, and the fibre has lasted me all the way to top-tier. I've still got a stack of 1K that I've never had to touch.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 13, 2013, 05:30:01 pm
Anyone know how to mod in that "hunting" effect to drop meat? I'll try my hand in making a hunting rifle for meat hunting in harder sectors.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 13, 2013, 05:35:07 pm
Wait, where are you getting bacon?
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 13, 2013, 05:46:23 pm
Ah, I forget who was modding flowers and mushrooms to be growable, but digging through the timers makes me think the grown time on shrooms is about an hour and a half from planting to mature. You can lower the duration to something sane (or ludicrously fast like 10,12) to check them out without waiting for hours to check changes.

Yea, I've noticed that the growth rate for mushrooms is one of the longest in-game. Though there are other plants with similar growth rates that can be farmed by default.

I'm not entirely sure how the numbers correspond to real-time, though.

I'm probably going to reduce the time for mushrooms to about 1/4th their normal value. Even with its new value it will take longer to grow than most other plants.
Title: Re: Starbound - We have lift off.
Post by: Squill on December 13, 2013, 05:47:24 pm
Anyone know what the crystal plant does?
You can eat it, but it seems like it probably has another use.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 13, 2013, 05:49:43 pm
Doesn't it glow in the dark slightly?

I remember before the wipe I found some luminescent plants deep underground.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 13, 2013, 06:00:47 pm
Anyone know how to mod in that "hunting" effect to drop meat? I'll try my hand in making a hunting rifle for meat hunting in harder sectors.
I looked through the files for the bows and hunting knife, and in the hunting treasure pool. Didn't see anything; it might be somewhere else, but I couldn't guess where.

Killing things with other weapons drops meat. Less commonly, but still. It's generally enough to keep me going. Alongside the several  hundred rashers of bacon.
Where are you getting bacon!? Apart from buying it, I mean.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 13, 2013, 06:10:02 pm
Oh, and related to complaints over high-tier Glitch armor: Floran hasss impervium armor that looksss like leather bodysssuit. Sssuck it.  :P
Title: Re: Starbound - We have lift off.
Post by: Deon on December 13, 2013, 06:24:31 pm
(http://i.imgur.com/RcHCtDu.png)
Title: Re: Starbound - We have lift off.
Post by: Urist McScoopbeard on December 13, 2013, 06:25:54 pm
Oh god it's Stargate all over again!
Title: Re: Starbound - We have lift off.
Post by: Deon on December 13, 2013, 06:33:48 pm
They will be in! I just felt like spriting something before I got to bed in my spare few minutes.

Btw it's animated: (http://i.imgur.com/Yz4h15u.gif)
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 13, 2013, 06:34:56 pm
OK, now add bolt guns. Remember, the bolts explode.
There's already something like that. I've got a legendary sniper rifle that fires explosive rounds.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 13, 2013, 06:35:58 pm
Yeah, that effect + plasma sound is what I used for the Energy Staff.
Actually + charging effect of the bow, so the ball grows bigger the longer you charge.
Title: Re: Starbound - We have lift off.
Post by: JimboM12 on December 13, 2013, 07:04:55 pm
Yay, server's back up! Thanks Forsaken.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on December 13, 2013, 07:09:05 pm
Is it possible to make mining lasers? Such as, you fire in a direction and the laser shoots out in a small arc in that direction? Because unf. That would be neat, weapons that dig arcs in front of you are much preferable to the 3x3 pick mining and I'd love a super-expensive way to be able to strip mine weaker materials effectively.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 13, 2013, 07:12:32 pm
Yeah. The brain gun basically does that already, it just fires too slowly and doesn't damage blocks enough to be a meaningful mining tool.
Title: Re: Starbound - We have lift off.
Post by: Steele on December 13, 2013, 07:33:08 pm
Anyone know how to mod in that "hunting" effect to drop meat? I'll try my hand in making a hunting rifle for meat hunting in harder sectors.

It's determined by the damageKind of the projectile the weapon uses.

Hunting Knife "projectile";
Code: [Select]
{
  "projectileName" : "shortswordhuntingswoosh1",
  "frames" : "shortswordhuntingswoosh1.png",
  "animationCycle" : 0.3,
  "frameNumber" : 3,
  "level" : 1,
  "speed" : 0,
  "orientationLocked" : true,
  "damagePoly" : [ [-35, 9.5], [2, 9.5], [13, 6.5], [20, 1.5], [20, -1.5], [17, -4.5], [1, -9.5], [-35, -9.5] ],
  "animationLoops" : false,
  "piercing" : true,
  "flippable" : true,
  "damageKind" : "bow"
}
Notice the damageKind is set to "bow".

Experimental hunting ammo;
Code: [Select]
{
  "projectileName" : "piercingbullet",
  "frames" : "piercingbullet.png",
  "animationCycle" : 0.25,
  "frameNumber" : 1,
  "energyCostPerDamagePoint" : 24,
  "damageKindImage" : "icon.png",
  "piercing" : true,
  "physics" : "bullet",
  "pointLight" : false,
  "actionOnReap" : [
    {
      "action" : "config",
      "file" : "/projectiles/explosions/bulletexplosion/bulletexplosion.config"
    }
  ],
  "power" : 5.0,
  "level" : 3,
  "damageKind" : "bow"
}
That should work for hunting, but as I haven't even gotten off my starter world yet and have no gun, I can't be 100% certain.

Is it possible to make mining lasers? Such as, you fire in a direction and the laser shoots out in a small arc in that direction? Because unf. That would be neat, weapons that dig arcs in front of you are much preferable to the 3x3 pick mining and I'd love a super-expensive way to be able to strip mine weaker materials effectively.

Digging through the assets folder, I found that a mining laser is already present, if not yet implemented.
Title: Re: Starbound - We have lift off.
Post by: Deon on December 13, 2013, 07:53:22 pm
Okay, fiddling with the game more I now know what this game needs.

1) NO STUPID LINEAR PROGRESSION! Remember Prospector Roguelike? When you land on a planet, you should not know "hey it's tier 1 world so I can kill birds and pokemons". There should be a chance for a quick death or an easy stroll.
2) Monster system needs to be reworked. It may sound like a good idea but in the end all creatures are the SAME in terms of combat, with a few rare special attacks. And bodyparts determine only looks, not functions/abilities.
3) We need more hazard types on planets! Meteorites, acid rains, pools of acid and lava, cracks which reach the core of moons etc.
4) To accomodate it, the armor and damage system of player and monsters should be reworked AGAIN. It shouldn't be "I had 50 hp, now I have 2000 due to armor, durr". Armor should be actual protection, and there should be different negative effects/ailments which can come from different damage types so you would want to evade wounds as much as you want. Armor would be specific to its role, i.e. spacesuit = protection vs. small asteroids and heat/cold, radiation suit = poison and rad resistance etc.
There's a lot to talk about.

There's a lot more to add, but even if they stay at this "super linear way" they plan to do it, I bet there's going to be a big modpack which fixes it.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 13, 2013, 07:54:04 pm
Is it possible to make mining lasers? Such as, you fire in a direction and the laser shoots out in a small arc in that direction? Because unf. That would be neat, weapons that dig arcs in front of you are much preferable to the 3x3 pick mining and I'd love a super-expensive way to be able to strip mine weaker materials effectively.
There are files for a mining laser in the assets folder, I suspect that it just hasn't been implemented yet. There are also mods for tiered matter manipulators.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 13, 2013, 08:14:02 pm
Playing around with the matter manipulator is fun. I changed it to mine near instantly and have a 4x4 profile, I am the moleman now. I travel exclusively underground, just burrowing my way up to the surface when I need to.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 13, 2013, 08:34:08 pm
*Sees enemies standing above poison water in next room. Takes out matter manipulator and remotely removes the platforms from beneath them. Cackles gleefully*

Title: Re: Starbound - We have lift off.
Post by: sambojin on December 13, 2013, 09:02:52 pm
Gee Deon, I wonder who could possibly be working on a massive mod-pack for the game? Bonus points if a: A lot of it gets included in the game, b: You make any pixels out of it.

Hmmmm, are there AI turrets available yet, or is it still a cludgy work-around? (a non-moving monster in a poke-ball or spawner? That looks like a turret?)

And can friend/foe/neutral status be set off items or effects? Factions ect?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 13, 2013, 09:32:49 pm
How interesting. I've happened across a rather unusual legendary sniper rifle. Here's what it does:

-Fires a tiny, explosive projectile. Barely a few pixels across, in fact.
-They explode on contact with enemies.
-When they hit anything that isn't an enemy or destroyable prop (e.g. bushes in a jungle), they stick to the ground. They then explode either after ~4 seconds, or if an enemy steps on it.

So basically the sniper rifle shoots land mines. Sounds like it could be a pain in PvP. xD
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 13, 2013, 09:47:48 pm
Double post, yeah ;)

Pokeball once-off mini-turrets and re-spawning wired turrets wouldn't be that hard to do as long as you made a hard-coded creature with zero movement value. Different turrets for tiers, etc.

If friendly status can be set, then great. Or party-friendly, or racial-friendly. Otherwise, drop-RUN-laugh. Or have a lever and wiring required for fortress defense spawner turrets. At least it won't keep spawning death-turrets if you turn it off.

Are there conditional statements in the raws? Or just "this does that"? Still, hyper-impregnable-fortress planets isn't bad, especially with spawner turrets. Even without friend or foe status.

ps. Flying Dice's sniper rifle sounds like a prime candidate for a high tier turret.
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 13, 2013, 09:56:41 pm
And the server is back down.... YAAAAAAAAAAAAAAAAAAAAY.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 13, 2013, 09:57:18 pm
Most interesting weapon for me has been a flamethrower assault rifle. Is pretty neat, if a bit short-ranged. Also it doesn't drain all your energy in five seconds like every other assault rifle, machine pistol and shotgun I've ever seen ever.

Also hi werty
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 13, 2013, 09:58:26 pm
Found what looks like my first USMC facility. Just a bunker with handprint scanners, a projector, couple of security cameras...oh, and GET OUT written in what looks like blood. Floran thinks it says "Happy Birthday" :P

So aside from some cool decorative items, not much in the way of loot.
Title: Re: Starbound - We have lift off.
Post by: werty892 on December 13, 2013, 09:58:39 pm
Most interesting weapon for me has been a flamethrower assault rifle. Is pretty neat, if a bit short-ranged. Also it doesn't drain all your energy in five seconds like every other assault rifle, machine pistol and shotgun I've ever seen ever.

Also hi werty

Hi Twi

(Psssst: This is like the 20th time you've greeted me. In this thread alone)
Title: Re: Starbound - We have lift off.
Post by: Shooer on December 13, 2013, 10:00:19 pm
Yeah, server has locked up again.

Also the fine dining establishment and bar called The Leaky Gasket is more or less open.  Just go up from beam down at the city.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 13, 2013, 10:33:28 pm
Huh. Found an AR that fires bullets that split into a 3-round cone in midair. Thing is, it drains my 500 energy in almost no time at all. :/
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 13, 2013, 10:38:59 pm
I'm developing a special hatred for birds after they've knocked me off my attempted space tower twice now <_<

How the heck do you make these things anyway? I wanna hunt for asteroids.
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 13, 2013, 10:53:39 pm
You could go all Mario and just add the blocks you need. Dirt goes a long way upward if you can jump (or double jump).

Or make it of steel. Because you can.

(still the least bay12'y thread ever if this sort of shit keeps getting asked)
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 13, 2013, 10:56:44 pm
That's what I've been doing. Problem is birds knock me off and then I die and have to build my way back up again :P

That's why I was wondering if other people had other ideas.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 13, 2013, 10:58:47 pm
That's what I've been doing. Problem is birds knock me off and then I die and have to build my way back up again :P

That's why I was wondering if other people had other ideas.
Surround yourself with dirt and shoot them through a tiny hole?
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 13, 2013, 11:00:07 pm
Build it at an angle. That's what me and ochita did. In case of bird related accident you usually have some tower to land on.
Title: Re: Starbound - We have lift off.
Post by: Leonon on December 13, 2013, 11:34:32 pm
I found a thing.
(http://i.imgur.com/IZoDHcos.png) (http://imgur.com/IZoDHco.png)

Beta sector, x=29592950 y=20343258,  Beta Lyncis Minoris I d, straight down from teleporter landing

When the tiny house and lampposts are mined they only drop pixels.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 13, 2013, 11:44:21 pm
You horrible thing, you. Tiny people lived in those homes.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 13, 2013, 11:45:20 pm
This has never stopped me from smashing them. IT's still eerie.

Also, why are bricks ore-bearing geological layers? :P
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 13, 2013, 11:46:52 pm
I found a thing.
(http://i.imgur.com/IZoDHcos.png) (http://imgur.com/IZoDHco.png)

Beta sector, x=29592950 y=20343258,  Beta Lyncis Minoris I d, straight down from teleporter landing

When the tiny house and lampposts are mined they only drop pixels.
I love those things. There's a layer on the server, too.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 13, 2013, 11:53:41 pm
Question: Do lantern sticks provide warmth?
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 13, 2013, 11:57:43 pm
Question: Do lantern sticks provide warmth?
On your back?  I don't believe so.  At that point it becomes equipment, so if it doesn't list a warmth effect then it doesn't.  Back items aren't really considered 'armor' anyways, so... really I'm not sure it'd be as straightforward to make a warm back item.

Not that having a fur cloak wouldn't be cool, I'd wear one...
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 14, 2013, 12:11:37 am
Does anyone else find it freaking hilarious that burning enemies provide light? I always get a kick out of that.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 14, 2013, 12:12:57 am
Does anyone else find it freaking hilarious that burning enemies provide light? I always get a kick out of that.
Poisoned ones too, I think.

It's pretty great.
Title: Re: Starbound - We have lift off.
Post by: Shakerag on December 14, 2013, 12:25:22 am
Man, Forsaken's server has been down every time I've tried to get on :(
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 14, 2013, 01:00:52 am
I'm just not sure if everyone's clear on this. You can make your own server. You can PM people you want on it. Or just make it public. Or b12 public.

Hmhnmmmn, I'm going to maliciously buy copies of Starbound before Xmas and host alpha mods on my server. Bleh. Forsaken, cheers mate, but I don't know if they get it. lol
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 14, 2013, 01:25:17 am
I haven't been able to get a personal server running at all, actually. If I start one I can join via localhost but not over TCP, even with ports forwarded and all that. I have no idea how to even begin to troubleshoot it because the error message is basically "Nope, didn't work."
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 14, 2013, 01:34:50 am
I haven't been able to get a personal server running at all, actually. If I start one I can join via localhost but not over TCP, even with ports forwarded and all that. I have no idea how to even begin to troubleshoot it because the error message is basically "Nope, didn't work."
Did you allow it through your firewall? That's the mistake I made.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 14, 2013, 01:38:27 am
I'm just not sure if everyone's clear on this. You can make your own server. You can PM people you want on it. Or just make it public. Or b12 public.

Hmhnmmmn, I'm going to maliciously buy copies of Starbound before Xmas and host alpha mods on my server. Bleh. Forsaken, cheers mate, but I don't know if they get it. lol
The point of it was to concentrate us in one place, rather than having half a dozen servers that all die because there are only two or three people who use them. Either way, I'm suspecting that the server issues are going to be resolved by optimization on the devs' end, as I distinctly remember forsaken's Terraria server always being super-stable. He's super-cool for tolerating this as much as he does.

For now: Seriously, if the server's down, at most we need one post saying "Server's down", rather than the repetitive whining. We get it, it sucks that we don't have stable, bug-free multiplayer in early beta. ничего не поделаешь. ::)
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 14, 2013, 01:53:58 am
I'm honestly having a hoot playing single player, considering I've yet to leave alpha :P

I'm more than willing to wait for more stable multiplayer. Multiplayer minecraft took hella months.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 14, 2013, 01:59:53 am
I haven't been able to get a personal server running at all, actually. If I start one I can join via localhost but not over TCP, even with ports forwarded and all that. I have no idea how to even begin to troubleshoot it because the error message is basically "Nope, didn't work."
Did you allow it through your firewall? That's the mistake I made.

I told it to the first time I started up, but it couldn't hurt to check next time I'm not in the middle of building a custom starship. Thanks for the advice.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 14, 2013, 02:37:17 am
Does anyone else find it freaking hilarious that burning enemies provide light? I always get a kick out of that.
Poisoned ones too, I think.

It's pretty great.
Poisoned critters light up like a gigantic neon brothel sign. Bloody things give off more light than a freaking torch, from what I've seen. It's faintly ridiculous.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 14, 2013, 02:50:06 am
Maybe its highly radioactive poison?
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 14, 2013, 02:51:48 am
I've noticed, too, that the burned status effect still happens underwater. I was really hoping that wasn't the case. Stupid alien napalm.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on December 14, 2013, 02:53:45 am
Maybe its highly radioactive poison?

Is there any other kind worth using?
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 14, 2013, 03:09:41 am
I've noticed, too, that the burned status effect still happens underwater. I was really hoping that wasn't the case. Stupid alien napalm.
It does happen, but in my experience of jumping into water while on fire, it only happened once, then immediately went out with a puff of smoke. Lucky timing coincidence?
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 14, 2013, 03:39:51 am
All the damage numbers and "Blocked" indicator-text-things give off small red/blue light too. Trying to picture how that would look from my characters perspective is funny.

I placed my doctor spawner in the 3D scanner and scanned it, expecting to be able to fabricate more. It got erased and I cant print it :'(.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 14, 2013, 03:55:04 am
I'm pretty sure we have been over this... DON'T SCAN THE SPAWNERS!
I kind of hope they are a temporary measure, and in the future you will be able to recruit NPCs and either leave them on your ship or take them with you planetside.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 14, 2013, 03:57:18 am
There's a bunch of odd stuff going on with the 3D printer right now. some stuff has a value but you can't make more (durasteel furniture and the like that you can make), some stuff gets scanned but won't be printable (oil lanterns) and some stuff you can't make OR scan, so... tough I guess.

In other news, the build your own ship mods are awesome. There'd need to be something impressive with the vanilla ship upggrades to make me go back to using them from this point on.

I'm pretty sure we have been over this... DON'T SCAN THE SPAWNERS!
I kind of hope they are a temporary measure, and in the future you will be able to recruit NPCs and either leave them on your ship or take them with you planetside.

I think NPC party members was on the "to do" list at one point, along with many, many other things. Perhaps the pokeymans are a trial run of that same elementary framework.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 14, 2013, 04:09:06 am
Oh man, we can pokecapture the little guard robots in overworld structures, can't we? This is gonna be awesome.
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 14, 2013, 04:23:14 am
I'm pretty sure we have been over this... DON'T SCAN THE SPAWNERS!

Oh damn it, I thought maby it was hidden in some sublist or category filter or something. NOOooo my doctor spawner! I made a little living cell in my ship and everything.

I have found some other stuff that gets erased when you scan it. They all seem to cost 75 pixels when you scan them, so im going to use that as some sort of heuristic and not scan things that cost 75 pixels to scan.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 14, 2013, 05:55:07 am
Is there a handy list somewhere of currently-working mods with download links? I keep hearing about lots of them but I don't know where exactly to find them, or which ones are finished and working as of now. I definitely want to be able to modify my ship, and I like the idea of growing mushrooms and flowers as well.

I know I should learn how to mod but whenever I see code something in my brain runs and hides in the corner, sobbing, rocking back and forth with its hands over its ears. The DF stuff is doable because it looks like plain text, but the Starbound stuff looks like CODE and I black out whenever I look at it.

EDIT: Nevermind, found it! http://community.playstarbound.com/index.php?threads/mod-library.43251/
Title: Re: Starbound - We have lift off.
Post by: Deon on December 14, 2013, 06:30:37 am
That list is lacking.

Just browse the http://community.playstarbound.com/index.php?resources/
There're categories and stuff.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 14, 2013, 06:45:21 am
I found a thing.
(http://i.imgur.com/IZoDHcos.png) (http://imgur.com/IZoDHco.png)

Beta sector, x=29592950 y=20343258,  Beta Lyncis Minoris I d, straight down from teleporter landing

When the tiny house and lampposts are mined they only drop pixels.
I have seen those as well.
Makes me think of those tiny construction workers in Fraggle Rock.
Or just the Fraggles themselves.
Title: Re: Starbound - We have lift off.
Post by: Reudh on December 14, 2013, 06:56:17 am
I found a thing.
(http://i.imgur.com/IZoDHcos.png) (http://imgur.com/IZoDHco.png)

Beta sector, x=29592950 y=20343258,  Beta Lyncis Minoris I d, straight down from teleporter landing

When the tiny house and lampposts are mined they only drop pixels.
I have seen those as well.
Makes me think of those tiny construction workers in Fraggle Rock.
Or just the Fraggles themselves.

The Doozers, who build everything out of radish starch? Which the fraggles promptly eat, which makes the Doozers build more?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 14, 2013, 07:10:09 am
I found a thing.
(http://i.imgur.com/IZoDHcos.png) (http://imgur.com/IZoDHco.png)

Beta sector, x=29592950 y=20343258,  Beta Lyncis Minoris I d, straight down from teleporter landing

When the tiny house and lampposts are mined they only drop pixels.
I have seen those as well.
Makes me think of those tiny construction workers in Fraggle Rock.
Or just the Fraggles themselves.

The Doozers, who build everything out of radish starch? Which the fraggles promptly eat, which makes the Doozers build more?
Yes, the Doozers.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 14, 2013, 07:21:14 am
I found a thing.
(http://i.imgur.com/IZoDHcos.png) (http://imgur.com/IZoDHco.png)

Beta sector, x=29592950 y=20343258,  Beta Lyncis Minoris I d, straight down from teleporter landing

When the tiny house and lampposts are mined they only drop pixels.
I have seen those as well.
Makes me think of those tiny construction workers in Fraggle Rock.
Or just the Fraggles themselves.

The Doozers, who build everything out of radish starch? Which the fraggles promptly eat, which makes the Doozers build more?
Yes, the Doozers.

I used to fantasize about eating those little sugar houses they built. Oh god, the nostalgia...
Title: Re: Starbound - We have lift off.
Post by: Reudh on December 14, 2013, 08:07:19 am
Also, i have found digging down through gravel or sand is a fine way to harvest ores - displaced from the sand, they turn into items and trickle down with the sand/gravel to where you're digging, most of the time.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 14, 2013, 08:11:23 am
Meanwhile, mining with a stone pickaxe in direstone is a terrible experience.
Title: Re: Starbound - We have lift off.
Post by: Moogie on December 14, 2013, 08:19:45 am
No non-standard race mods yet, I wonder if they're even possible? I kinda want to mod in Skaven or something.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 14, 2013, 08:29:00 am
No non-standard race mods yet, I wonder if they're even possible? I kinda want to mod in Skaven or something.
Eh? (http://community.playstarbound.com/index.php?resources/categories/races.1/) Unless you mean something fancier than those things?
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 14, 2013, 08:42:19 am
I've been reading the 6th Dune series novel and playing around on a desert planet. I'm thinking of building an Arrakis. Obviously there are no giant worms, but I can pick a really big planet, build large cave villages and seal off the water, and create an interesting roleplaying environment. I could even try to learn a bit about modding and try to mod in melange as an ore, if that's possible, and ways to refine it into... everything.
Title: Re: Starbound - We have lift off.
Post by: Moogie on December 14, 2013, 09:07:05 am
No non-standard race mods yet, I wonder if they're even possible? I kinda want to mod in Skaven or something.
Eh? (http://community.playstarbound.com/index.php?resources/categories/races.1/) Unless you mean something fancier than those things?

They're all "humanoid", except for the penguin. I spoke briefly with the author of that mod, and they said something about using a modified tech to edit the hitbox and other variables, but I don't think they've actually uploaded that version anywhere yet. The penguin mod that's currently up is basically just a graphics replacer and does not solve the various issues with armour and item placement.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 14, 2013, 09:10:48 am
How would you even deal with handedness without hands?
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 14, 2013, 09:45:26 am
How would you even deal with handedness without hands?

Wingedness.  :P

Edit: are the racial abilities in yet?  I've been cave-diving (literally) with my hylotl character, and I can't see much/any difference in time I can spend underwater without drowning.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 14, 2013, 10:24:50 am
are the racial abilities in yet?

Nope.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 14, 2013, 10:45:14 am
are the racial abilities in yet?

Nope.

That would explain it, then!
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 14, 2013, 11:13:19 am
Aren't the racial abilities tied to armour anyway?
It's not that Hylotl can breath underwater, they just know the secret of creating SCUBA gear.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 14, 2013, 11:25:54 am
That subjects kinda fuzzy. Apparently glitch are going to eventually have a battery stat instead of hunger or something, and need to recharge in daylight or bright light sources. It would be kind of awkward to have that tied to racial armors. Avian gliding on the other hand, really only makes sense with armor.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 14, 2013, 11:33:57 am
Hmm, I think I've found a bug in multiplayer.  Anyone else confirm this one?

Start a multiplayer game with at least one other person.  Join their party/get them to join yours.  Be on the same planet together.

Now, you can beam to their ship and they can beam to yours.  Both of you beam to their ship.  Now have your character use their pilot computer.

You can select a destination, hit go, it takes the fuel...and apparently nothing happens.

No.  What happens is that YOUR ship, that you're not currently on, heads to that destination...using the fuel from your FRIEND'S ship.

You can verify by beaming back down from your friend's ship to the (starting) planet, then beaming back to your ship and finding yourself suddenly in orbit of another world.

This does mean that you've both suddenly got fuel-free transportation between those two worlds though.  This presumably scales linearly with number of players (I haven't tried with more than two).  :P
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on December 14, 2013, 12:02:59 pm
I've found an Avian airship with a lot of chests containing valuable stuff inside. Will the crew turn hostile to me if I take their supplies?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 14, 2013, 12:09:15 pm
Nope.

Also, they fixed the 3dprinter duplication bug D:
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 14, 2013, 12:10:22 pm
The world tree is bearing fruit.
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 14, 2013, 12:34:01 pm
I'm just not sure if everyone's clear on this. You can make your own server. You can PM people you want on it. Or just make it public. Or b12 public.

Hmhnmmmn, I'm going to maliciously buy copies of Starbound before Xmas and host alpha mods on my server. Bleh. Forsaken, cheers mate, but I don't know if they get it. lol
The point of it was to concentrate us in one place, rather than having half a dozen servers that all die because there are only two or three people who use them.
It is a good point and all, but for now its doesn't seem quite doable, so perhaps two instead? I should have one working at lyoncraft.dyndns.org (same bay12 password), and until they fix things I'll probably try to have it up if forsaken's is down and people really want a multiplayer, unless its super early in the morning, I don't have a server like forsaken does.

Quote
He's super-cool for tolerating this as much as he does.
He certainly is this though.
Title: Re: Starbound - We have lift off.
Post by: Squill on December 14, 2013, 01:01:22 pm
The world tree is bearing fruit.
Spoiler (click to show/hide)
Hey, my latest starting planet was around a star named Yggdrasil!

EDIT:Forgot I came here to ask, where can I get guns? Is there any sort of specific area that's more likely to have a merchant?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 14, 2013, 01:05:00 pm
The world tree is bearing fruit.
Spoiler (click to show/hide)
Hey, my latest starting planet was around a star named Yggdrasil!

EDIT:Forgot I came here to ask, where can I get guns? Is there any sort of specific area that's more likely to have a merchant?
Arid, desert and grasslands seem to be the prime candidates for avian sky pirates, who sell guns. Look for an anchor and have a lot of noobtoweringblocks.

On that note, what are the coolest weapons y'all have found? Mine's still the flamethrower rifle, though in a world of 1000-2000 DPS its 60 DPS has become pitful. Still useful for lighting, though.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 14, 2013, 01:42:48 pm
I'm pretty sure we have been over this... DON'T SCAN THE SPAWNERS!
I kind of hope they are a temporary measure, and in the future you will be able to recruit NPCs and either leave them on your ship or take them with you planetside.

TOO LATE. My tool spawner was lost quite a while ago.
Title: Re: Starbound - We have lift off.
Post by: RexMundi on December 14, 2013, 02:30:48 pm
On spawners, I have a local server for me and my brothers. On the starting planet one of them found a chef spawner. best thing ever!
Title: Re: Starbound - We have lift off.
Post by: Squill on December 14, 2013, 02:39:00 pm
The world tree is bearing fruit.
Spoiler (click to show/hide)
Hey, my latest starting planet was around a star named Yggdrasil!

EDIT:Forgot I came here to ask, where can I get guns? Is there any sort of specific area that's more likely to have a merchant?
Arid, desert and grasslands seem to be the prime candidates for avian sky pirates, who sell guns. Look for an anchor and have a lot of noobtoweringblocks.

On that note, what are the coolest weapons y'all have found? Mine's still the flamethrower rifle, though in a world of 1000-2000 DPS its 60 DPS has become pitful. Still useful for lighting, though.
I found a Pupil Sword. It has awful DPS, maybe as good as the strongest tier one weapons. But it's made of eyeballs, bones, and meat, and spews clouds of blood when you swing it.

Is it possible to find multiple races on one world?

EDIT: Found something that I haven't seen before, nor seen anywhere else. It's a tunnel made of stone that I haven't seen elsewhere, it has a haystack and oil lamps. It also has a ton more ore density than anywhere else.
Spoiler: Screenshot (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 14, 2013, 02:44:47 pm
I believe the hermits are all race-coordinated, but the hermits and the town are not necessarily of the same race.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 14, 2013, 02:49:01 pm
I have seen solo of one race in houses from a different race.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 14, 2013, 02:49:16 pm
I'm gearing up to fight the UFO (which I haven't beaten before, but my last attempt was pre-level-changing-patch).  I've got all iron armor, some tech, etc...what sort of DPS should I be looking for on weaponry at this point?
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 14, 2013, 02:51:13 pm
Found a legendary weapon in gamma sector. A tesla staff(spear) shoots little lightning bolts. Pity it has alpha sector damage, and is thus worthless.

And really, at this point you could probably kill the ufo with a rubber chicken.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 14, 2013, 02:52:56 pm
And really, at this point you could probably kill the ufo with a rubber chicken.

Damn, haven't found one of those yet.  :(  All I've got is this bloody great hammer.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 14, 2013, 02:56:49 pm
What I'd LOVE to see in the game...  Sacrificing weapons to improve other weapons up to the same point.  Find a terrifying flesh sword?  If you get another 2h sword, you can sacrifice the better stat weapon to improve the lower stat weapon, but not exceeding its DPS, or its speed or damage.  So if you found several hammers, you can combine them to get the look/attributes of one you want, but the hit-per-swing of the best hammer you've found, but the total damage per swing cannot exceed the damage of the best item you're sacrificing.  It'd make the same check for each of DPS, speed, and damage, and stop improving a weapon once it hits the lowest value of the three of the sac'd weapon.

Kinda complicated, I can explain in more detail, but essentially a way to bring Alpha weapons that look awesome of have glorious bubble effects, and make them Beta damage quality WITHOUT becoming brokenly powerful.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 14, 2013, 02:58:32 pm
Oh.  I just beat the UFO.

Jeez, compared to my last attempt, that was...amazingly straightforward.
Title: Re: Starbound - We have lift off.
Post by: Pwnzerfaust on December 14, 2013, 03:10:46 pm
Is there a Bay 12 server? If so, what's the IP?
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 14, 2013, 03:21:17 pm
Is there a Bay 12 server? If so, what's the IP?
Look a few posts back, theres mine and forsaken's, depending on what has server problems or not.
Title: Re: Starbound - We have lift off.
Post by: Tylui on December 14, 2013, 03:29:33 pm
Welp Starbound's out and I can't afford it! Anyone feeling gifty this Christmas season? :P
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 14, 2013, 03:36:47 pm
I've just realized that Starbound as it currently is lacks something essential, without which it will never reach its full potential. There are no bagpipes.

Found a legendary weapon in gamma sector. A tesla staff(spear) shoots little lightning bolts. Pity it has alpha sector damage, and is thus worthless.

And really, at this point you could probably kill the ufo with a rubber chicken.
I found one in X sector that does Delta sector damage, too. Looks like it's just a novelty.

The world tree is bearing fruit.
Spoiler (click to show/hide)
Hey, my latest starting planet was around a star named Yggdrasil!

EDIT:Forgot I came here to ask, where can I get guns? Is there any sort of specific area that's more likely to have a merchant?
Arid, desert and grasslands seem to be the prime candidates for avian sky pirates, who sell guns. Look for an anchor and have a lot of noobtoweringblocks.

On that note, what are the coolest weapons y'all have found? Mine's still the flamethrower rifle, though in a world of 1000-2000 DPS its 60 DPS has become pitful. Still useful for lighting, though.

I don't think that the sky pirates have "preferred" biomes; I've found them just as often on moons, magma worlds, and jungles as the ones you listed. :/

My favorite is still the landmine sniper, but my 5k damage rocket launcher is pretty cool. I also picked up a mediocre green grenade launcher that shoots plasma grenades.
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 14, 2013, 04:33:45 pm
I really need to get with the program. I've got 16 hours logged thus far and I've done nothing but piss around in one or two systems of the Alpha sector.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 14, 2013, 04:36:36 pm
So... I modified a diamond piackaxe to be about 5 times stronger than normal and mine 25 tiles at once instead of 9. It makes cleanup of dungeon blocks MUCH faster.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 14, 2013, 04:44:15 pm
I reset the server again. Should be good now. Just PM me when/if it drops.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 14, 2013, 04:48:52 pm
My favorite is still the landmine sniper, but my 5k damage rocket launcher is pretty cool. I also picked up a mediocre green grenade launcher that shoots plasma grenades.

From playing on Aklyserver a bit, Wrex has a flamerifle of his own, and a sniper rifle that splits into two bullets midflight that go way off course thus pretty much defeating the point. They also split on contact with surfaces, by the looks of it.
Title: Re: Starbound - We have lift off.
Post by: Pwnzerfaust on December 14, 2013, 04:52:21 pm
Is there a Bay 12 server? If so, what's the IP?
Look a few posts back, theres mine and forsaken's, depending on what has server problems or not.

I guess I'm blind because I can't find it.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 14, 2013, 04:58:26 pm
Is there a Bay 12 server? If so, what's the IP?
Look a few posts back, theres mine and forsaken's, depending on what has server problems or not.

I guess I'm blind because I can't find it.

Forsaken's is muse.dyndns.tv

I'm not sure what Aklyon's is.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 14, 2013, 05:01:11 pm
Mine is lyoncraft.dyndns.org
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 14, 2013, 05:10:23 pm
I saw a gif of a sniper rifle that exploded into 3 bullets in mid-air, but it seemed to always split exactly where the mouse was.  Does that apply?
Title: Re: Starbound - We have lift off.
Post by: etgfrog on December 14, 2013, 05:23:17 pm
I saw a gif of a sniper rifle that exploded into 3 bullets in mid-air, but it seemed to always split exactly where the mouse was.  Does that apply?
That bullet type is one of the higher tier ones, so far I've only seen it on legendary weapons.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 14, 2013, 05:59:27 pm
Gentlemen.
DON'T TRY TO TAKE STEAM SCREENSHOTS.
I tried it. My screen started having a bad trip, and when it was over it had fucked Starbound's resolution.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 14, 2013, 06:11:20 pm
That's weird, I can take Steam-shots just fine.

E: Are you playing in full-screen mode or windowed mode?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 14, 2013, 06:50:13 pm
That's weird, I can take Steam-shots just fine.

E: Are you playing in full-screen mode or windowed mode?
Yeah Fullscreen mode is weird that way.. For me at least.
No idea if that's his issue tough.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 14, 2013, 07:01:46 pm
Fullscreen doesn't work, I play in windowed.
Title: Re: Starbound - We have lift off.
Post by: alway on December 14, 2013, 07:03:17 pm
Found a green cube called a "Perfectly Generic Item." Homestuck references confirmed. No idea if it does anything.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 14, 2013, 07:04:15 pm
It's the result of an item ID fucking itself up, usually via modding.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 14, 2013, 07:07:13 pm
It's a bug item, instead of breaking and crashing the game, it just defaults to becoming incredibly generic.
Title: Re: Starbound - We have lift off.
Post by: alway on December 14, 2013, 07:11:52 pm
Huh. I'm also running entire unmodded; so it must just be a broken item in the vanilla game.
Title: Re: Starbound - We have lift off.
Post by: Pwnzerfaust on December 14, 2013, 07:16:59 pm
Anyone know if it's possible to build non-wooden platforms? Like, steel or titanium or modern or whatever ones? Or do you have to harvest them?
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 14, 2013, 07:26:16 pm
Anyone know if it's possible to build non-wooden platforms? Like, steel or titanium or modern or whatever ones? Or do you have to harvest them?
I believe only harvested, which is a real pain considering the sheer number of things that are pretty cool but must be collected...  You'd think with spaceships, we'd have some manner of making simple clay bricks, at least.
Title: Re: Starbound - We have lift off.
Post by: Pwnzerfaust on December 14, 2013, 07:59:52 pm
That's annoying. Hope that's fixed later.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 14, 2013, 08:03:00 pm
Eh, I'm assuming it will be. Meanwhile Floran cannot make some foodsss becaussse alien ribsss do not yet exissst as an actual item.

Also, looks like the server is down again, Forsaken. :x
Title: Re: Starbound - We have lift off.
Post by: Twi on December 14, 2013, 08:05:56 pm
great job Dice
your treeship crashed my Starbound immediately after loading.
Floran issss dissspleased.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 14, 2013, 08:39:29 pm
Eh, I'm assuming it will be. Meanwhile Floran cannot make some foodsss becaussse alien ribsss do not yet exissst as an actual item.

Also, looks like the server is down again, Forsaken. :x

You can always use meat chunks + boneboo for that nice recovery food. You can also make another with chili if you can find and grow them.
Title: Re: Starbound - We have lift off.
Post by: scout890 on December 14, 2013, 08:40:29 pm
Greatorder, The residential ziggurat is complete and a chess set and space scaffold have been constructed
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 14, 2013, 09:04:10 pm
I found the best handgun ever. Before it hits the target the bullet splits in two and goes above and below your victim. What treehugging elf made this thing?!
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 14, 2013, 09:29:17 pm
Eh, I'm assuming it will be. Meanwhile Floran cannot make some foodsss becaussse alien ribsss do not yet exissst as an actual item.

Also, looks like the server is down again, Forsaken. :x

You can always use meat chunks + boneboo for that nice recovery food. You can also make another with chili if you can find and grow them.
I live on Hot Bones. Health regen, speed boost, jump boost, and it lights you on fire. What's not to like?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 14, 2013, 09:32:56 pm
I found the best handgun ever. Before it hits the target the bullet splits in two and goes above and below your victim. What treehugging elf made this thing?!
It ensures your enemy won't be able to jump or crawl towards you!
What's not to like?
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 14, 2013, 10:01:54 pm
Found some underground ruins. When I entered them the music stopped playing. Kind of creepy.

There were statues of frogs around, and I found a frog merchant who sold bombs. The frog statue's investigation description mentioned how awesome it would be to have a singalong with several frogs.

I feel like these are both Legend of Zelda references.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 14, 2013, 10:16:20 pm
There's a frog singalong in Super Mario RPG, IIRC.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 14, 2013, 10:20:10 pm
There's a frog singalong in Super Mario RPG, IIRC.

Really? I've never played any of the Mario RPGs, other than the first two Paper Marios.

I was thinking of the Fabulous Five Froggish Tenors (http://zelda.wikia.com/wiki/Fabulous_Five_Froggish_Tenors) from Ocarina of Time.
Title: Re: Starbound - We have lift off.
Post by: Squill on December 14, 2013, 10:35:50 pm
I find the mini houses to find underground to be a little bit disconcerting. They're at the level where there's no music, just cave ambience, for me at least, there seems to be less enemies around them, and they have no inhabitants. I feel like there should be some sort of explanation for why they're there, but there isn't, they just kinda exist.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 14, 2013, 10:50:59 pm
Levan Polka on an accordion is wondrous.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 14, 2013, 10:53:03 pm
Levan Polka on an accordion is wondrous.
Video or die.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 14, 2013, 10:55:23 pm
Levan Polka on an accordion is wondrous.
Video or die.
Also Bastion Bynn the Breaker on a Hammered Dulcimer. All my yes.

I wouldn't know where to start with recording. I would get online but my connection is denied.
Title: Re: Starbound - We have lift off.
Post by: scout890 on December 14, 2013, 11:01:03 pm
Indeed, regrettably both servers seem to be down.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 14, 2013, 11:06:03 pm
http://community.playstarbound.com/index.php?threads/songs-of-starbound-songs-pack.47041/
http://community.playstarbound.com/index.php?threads/the-great-collection-of-starbound-songs-and-how-to-put-em-in.48081/

These are what I use. The first link has polka and Bastion.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 14, 2013, 11:06:48 pm
This is getting ridiculous. The server is crashing after a few hours.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 14, 2013, 11:23:51 pm
http://community.playstarbound.com/index.php?threads/songs-of-starbound-songs-pack.47041/
http://community.playstarbound.com/index.php?threads/the-great-collection-of-starbound-songs-and-how-to-put-em-in.48081/

These are what I use. The first link has polka and Bastion.
Ooh, that has some nice stuff. :3
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 14, 2013, 11:24:46 pm
Patch notes for the upcoming version: Offended Koala (http://pastebin.com/JZkHRWnx)
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 14, 2013, 11:28:26 pm
I hate it when changelogs list "lots of fixes and small stuff."  I want to know what that stuff is, dammit.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 14, 2013, 11:32:08 pm
It could simply be minor coding, or something too menial to include in the list.
Imagine, if they had to list every single line of code they changed.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 14, 2013, 11:38:06 pm
Forsaken's server is up right now, folks. ;)
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 14, 2013, 11:58:11 pm
you could warp to gas giants? Huh.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 15, 2013, 12:06:33 am
you could warp to gas giants? Huh.
Even if you could, why would you? :P
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 15, 2013, 12:09:05 am
Boarded up a house and shot the dragon guy to second death with my steel hunting bow.
Delta's unoriginal.
I keep seeing creatures I found in gamma.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 15, 2013, 12:10:50 am
you could warp to gas giants? Huh.
But not beam down.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 15, 2013, 12:26:14 am
you could warp to gas giants? Huh.
But not beam down.

Actually.... I'd love for there to be mining starbases or derelict ships in orbit around gas giants or even planetless stars. *Strokes beard* mmm. Yesss. This may need to go to the suggestions forum...

EDIT: I was... too late... the idea's been suggested Here. (http://community.playstarbound.com/index.php?threads/abandoned-space-stations.23539/) I'm gonna go shill the hell out of it now.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 15, 2013, 12:46:11 am
Offended koala is out. Restart your steam or whatever.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 15, 2013, 01:20:25 am
Oh man. I was going to stop playing for the night, but fuck that, vacation.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 15, 2013, 01:25:20 am
It could simply be minor coding, or something too menial to include in the list.
Imagine, if they had to list every single line of code they changed.
Imagine, if they were using one of the many existent systems (like, say, git) that would do that for them :P
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 15, 2013, 01:28:54 am
It's not saying that it updated for me.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 15, 2013, 01:30:36 am
It's not saying that it updated for me.

Offended koala is out. Restart your steam or whatever.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 15, 2013, 01:33:51 am
It's not saying that it updated for me.

Offended koala is out. Restart your steam or whatever.
How, though?
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 15, 2013, 01:36:01 am
It's not saying that it updated for me.

Offended koala is out. Restart your steam or whatever.
How, though?
Er.. close the client, then start it again?
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 15, 2013, 01:36:30 am
Step 1) Close Steam.
Step2) Open Steam.

NINJA'D
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 15, 2013, 02:10:09 am
It seems that everything in the game is now stuck in slo-mo. Creatures, NPCs, items, everything.

Except me, I'm still at normal speeds.

It's like playing in a really laggy multi-player game, and you're the only one with a good connection.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 15, 2013, 02:14:28 am
I'm getting TERRIBLE drag in singleplayer.  Like, Starbound just consumes all the CPU, even things like Windows Media Playing running off music on CD will jitter.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 15, 2013, 02:36:19 am
I think it works a bit better for me now than it did before the patch. Clearly my machine is one of the ambiguous gaming master race...
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 15, 2013, 02:45:27 am
I haven't noticed much of a difference.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 15, 2013, 02:59:20 am
It seems to be going a bit back and forth, for me.

Old planets work as normal, new ones lag a bit. But after a while the new planets will begin to function as normal.

Also, I inadvertently duplicated everything I had when I tried to apply the sandbox ship mod to a new character by using an old character's ship file instead of the normal blank ship file. I don't know why I didn't think of doing this earlier. Aside from the fact that there isn't really much I have that's worth duplicating.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 15, 2013, 03:14:47 am
I'm getting TERRIBLE drag in singleplayer.  Like, Starbound just consumes all the CPU, even things like Windows Media Playing running off music on CD will jitter.

What is your CPU, anyway? I get really variable slowdown in a cheap 3ghz dual core chip.
Title: Re: Starbound - We have lift off.
Post by: Reudh on December 15, 2013, 04:00:11 am
I'm getting TERRIBLE drag in singleplayer.  Like, Starbound just consumes all the CPU, even things like Windows Media Playing running off music on CD will jitter.

What is your CPU, anyway? I get really variable slowdown in a cheap 3ghz dual core chip.

I'm getting severe drag when mining on worlds that i haven't discovered yet - to the point where I'm outrunning items I've picked up. I'm using a 1.9 ghz quad core AMD Vision A8.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 15, 2013, 04:03:32 am
What tools are you guys using? Is this on new characters? I used to get some lag if I mined a bunch of blocks with a diamond drill and they'd all stutter mid-air trying to decide whether to combine stacks or jump into my inventory. It was more noticeable with a 25-tile superpickaxe.
Title: Re: Starbound - We have lift off.
Post by: Reudh on December 15, 2013, 04:24:30 am
Copper pickaxe.

Also, I found a world in Alpha threat level with a human merchant, an avian merchant and a bandit camp a short walk east of spawn - anyone want the coordinates?
Title: Re: Starbound - We have lift off.
Post by: Imofexios on December 15, 2013, 04:28:17 am
Aww server running old version and cant connect :(
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 15, 2013, 04:32:38 am

Soo... many... frames of animation...

The head also look silly and needs more work.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 15, 2013, 04:42:20 am
Never have I been so enamoured with a small useless gimmick than with the instruments, oh dear god the instruments.

It's a wonder how they made so many, and soon there will be player made songs, also, my floran in silver armour and a top hat has never looked so classy playing the violin overlooking a mountain.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 15, 2013, 04:43:39 am
Never have I been so enamoured with a small useless gimmick than with the instruments, oh dear god the instruments.

It's a wonder how they made so many, and soon there will be player made songs, also, my floran in silver armour and a top hat has never looked so classy playing the violin overlooking a mountain.
I have two acoustic guitars. Anybody want to trade instruments when the server's back up?
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 15, 2013, 04:48:03 am
Never have I been so enamoured with a small useless gimmick than with the instruments, oh dear god the instruments.

It's a wonder how they made so many, and soon there will be player made songs, also, my floran in silver armour and a top hat has never looked so classy playing the violin overlooking a mountain.
I have two acoustic guitars. Anybody want to trade instruments when the server's back up?
Speaking of such, anyone noticed a small update for starbound and a massive increase in the songs? They are mostly about christmas but silver lining, we got songs for playing on stage!
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 15, 2013, 05:22:49 am
Never have I been so enamoured with a small useless gimmick than with the instruments, oh dear god the instruments.

It's a wonder how they made so many, and soon there will be player made songs, also, my floran in silver armour and a top hat has never looked so classy playing the violin overlooking a mountain.
I have two acoustic guitars. Anybody want to trade instruments when the server's back up?
Sure. I've got spares of the lead guitar, bass (the black one), and harmonica.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 15, 2013, 05:34:58 am
Never have I been so enamoured with a small useless gimmick than with the instruments, oh dear god the instruments.

It's a wonder how they made so many, and soon there will be player made songs, also, my floran in silver armour and a top hat has never looked so classy playing the violin overlooking a mountain.
I have two acoustic guitars. Anybody want to trade instruments when the server's back up?
Sure. I've got spares of the lead guitar, bass (the black one), and harmonica.
What's the IP again? I can't find where it says what the IP is.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 15, 2013, 05:50:24 am
Is the OP still active? If so, maybe we could get the server IPs on there? If not, maybe it would be best to create a new thread for the purposes of keeping the OP up to date... Rather than reposting it over and over again.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 15, 2013, 06:15:02 am
I'd appreciate it if someone could get me a violin or koto! Just saying. I've been searching planets eagerly but have yet to find any. :c
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 15, 2013, 06:17:17 am
I'd appreciate it if someone could get me a violin or koto! Just saying. I've been searching planets eagerly but have yet to find any. :c
I have one, just the one.

Also a magic scroll, still have no idea what to do with it, I would be happy to trade for something of equal value... (Read: either another musical instrument or something that hat looks cool.)
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on December 15, 2013, 06:24:47 am
Just curious what people here think, does the ore generation seem more reasonable now for the most part? Feels almost like pre fucking values.

... Until you get to a layer made of tar. Shits crazy there.

Also I'm gonna link Beitol's starface mod (http://community.playstarbound.com/index.php?resources/starface.184/) since it just makes most of the races look way better. To me at least.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 15, 2013, 09:11:01 am
This is getting ridiculous. The server is crashing after a few hours.
How many people were on it? I had ~5 (including self), and I had at worst a reccuring error with no effect because of a mod item from someone, or just lag, and I had it up for about half of yesterday.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 15, 2013, 09:33:58 am
I'd appreciate it if someone could get me a violin or koto! Just saying. I've been searching planets eagerly but have yet to find any. :c
I have one, just the one.

Also a magic scroll, still have no idea what to do with it, I would be happy to trade for something of equal value... (Read: either another musical instrument or something that hat looks cool.)

I don't have much. :C
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 15, 2013, 10:42:27 am
Two things learned: One: Avian skypirates happily survive the fall from their ship.

Two: Once the robot aggros them, a mob of avian skypirates will dogpile that oversized toaster right into the ground >_>

Also, easy way to beat the robot? Easy way to beat the robot. Digging holes in the skypirates ship is rather profitable, even beyond that. Birds fly in, pirates kill birds, birds kill pirates, player cheerfully collects the remains~
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 15, 2013, 11:25:36 am
updating
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 15, 2013, 12:25:19 pm
Found a Glitch castle. So many gilded pieces of furniture.

Inside I found a gold-lined shield, two magic scroll backpacks, a harp and a black bass guitar. I also killed the king and took his crown. The peasants refuse to talk to me though.

Instead they've been trying to commit suicide by going to the top of the castle and jumping out of the balcony. The joke's on them, since NPCs are immune to fall damage.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 15, 2013, 12:47:22 pm
I got a keg of beer to wear on my back because a sky merchant ship crewmember got shredded to bits by an animal.

Also, on how to cheat one's way through bosses, I built a one block thick wall between the robot and I and I used an electric spear and my brain extractor to kill it from safety.
Hid in a hole in the ground and shot the UFO to death with my bow.
Hid in a house with missing roof sections and shot the dragon to death with my bow.
I might kill the jelly the same way.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 15, 2013, 12:51:14 pm
I beat the robot by spawning it in the middle of a small flat area with hills on both sides. I just ran around shooting it, and jumping over it when I reached a hill.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 15, 2013, 12:52:52 pm
I beat the robot by spawning it in the middle of a small flat area with hills on both sides. I just ran around shooting it, and jumping over it when I reached a hill.
Pretty much my strategy too, except I got a pretty powerful random spear, and pulse jump.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 15, 2013, 12:55:46 pm
I got a keg of beer to wear on my back because a sky merchant ship crewmember got shredded to bits by an animal.

Also, on how to cheat one's way through bosses, I built a one block thick wall between the robot and I and I used an electric spear and my brain extractor to kill it from safety.
Hid in a hole in the ground and shot the UFO to death with my bow.
Hid in a house with missing roof sections and shot the dragon to death with my bow.
I might kill the jelly the same way.
Also applicable, spawn any boss on an avian airship.  Most of the crew have guns, and will shoot through any boss as if you had 30 party members on the server.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 15, 2013, 01:53:20 pm
Welp.. seems my ship is stuck in the vast emptiness of space.
At least on Forsaken's server.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 15, 2013, 01:54:55 pm
I got a keg of beer to wear on my back because a sky merchant ship crewmember got shredded to bits by an animal.

I got a rare rum barrel in some chest that I use on my visual back slot.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 15, 2013, 01:55:48 pm
Oh for the love of...

They STILL haven't gotten around to patching the 'enter FTL and never leave' bug.

For such a game-breaking bug, they're taking their time.
Have you mentioned it somewhere other than here?
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 15, 2013, 02:17:35 pm
My god. I hate myself.
Using the custom ship mod, I accidently destroyed my shiplocker full of stuff. Due to Starbound's idiotic item deletion times, I was only able to save a small fraction of everything
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 15, 2013, 02:40:47 pm
Backups. I make backups now. Usually before going multiplayer.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 15, 2013, 03:21:27 pm
Oh for the love of...

They STILL haven't gotten around to patching the 'enter FTL and never leave' bug.

For such a game-breaking bug, they're taking their time.

OmnipotentEntity specifically said he's trying to find what causes it and can't figure out where it's coming from. It is being worked on.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 15, 2013, 03:22:52 pm
My god. I hate myself.
Using the custom ship mod, I accidently destroyed my shiplocker full of stuff. Due to Starbound's idiotic item deletion times, I was only able to save a small fraction of everything
I did this to myself when I first got it, but thankfully I was already in the habit of keeping my valuables on me (and keeping backups). :|
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 15, 2013, 03:31:40 pm
My god. I hate myself.
Using the custom ship mod, I accidently destroyed my shiplocker full of stuff. Due to Starbound's idiotic item deletion times, I was only able to save a small fraction of everything
I did this to myself when I first got it, but thankfully I was already in the habit of keeping my valuables on me (and keeping backups). :|
I did it once when I accidentally dropped a bomb in my ship quarters, right near the lockers. Thankfully I had a near empty ship hold, so I just took advantage of autopickup and shift-click, and shoved everything into the hold before it could disappear.
Title: Re: Starbound - We have lift off.
Post by: Tnx on December 15, 2013, 03:48:36 pm
Is there a mod to recycle all the crappy weapons we find?
Title: Re: Starbound - We have lift off.
Post by: olemars on December 15, 2013, 03:51:44 pm
I've had a few near-accidents with chests too, since I tend to use platforms on the ship to place stuff on and they only take one hit with a pickaxe to dismantle. I wish they could be a little sturdier.

Is there a mod to recycle all the crappy weapons we find?

Your inventory comes with a trash can, unless you wanted to turn the trash into plastic bags and toilet paper.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 15, 2013, 03:53:39 pm
Is there a mod to recycle all the crappy weapons we find?
I'd love some mod that turns junk weapons into pixels or fuel.  Preferably, turns weapons into pixels, and lets you turn pixels into fuel!
Title: Re: Starbound - We have lift off.
Post by: Tnx on December 15, 2013, 04:00:23 pm
Is there a mod to recycle all the crappy weapons we find?
I'd love some mod that turns junk weapons into pixels or fuel.  Preferably, turns weapons into pixels, and lets you turn pixels into fuel!

Yeah, when I said recycle I meant turning it into pixels or fuel.  I managed to find a mod called TS technologies, which has a machine where you can put stacks of blocks in to create minerals that can be exchanged for refined ores (similar to the extractinator in terraria).

Link: http://www.nexusmods.com/starbound/mods/18/?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 15, 2013, 04:22:29 pm
This is what you're looking for. (http://community.playstarbound.com/index.php?resources/cayotes-weapon-refinery.62/) It lets you refine weapons and shields at the refinery for a flat rate: 150p for weapons, 200p for shields, 250p for guns, and 20p for inferior brains.
Title: Re: Starbound - We have lift off.
Post by: Simmura McCrea on December 15, 2013, 04:38:34 pm
Reading this thread makes me feel crap at the game. D: I'm still yet to beat the UFO or even find a gun that isn't trying to kill me.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 15, 2013, 04:45:03 pm
Guns desperately need a rebalance. Everything but sniper rifles and rocket launchers are ineffective because they drain your entire bar to do as much damage as one or two shots from the two useful types. I can keep firing my 2.5k damage sniper all day, but a 300ish damage plasma pistol sucks my energy dry in ~3 seconds of sustained fire. The only thing I've found that's at all useful is the flamethrower AR, and that only because it makes up for pitiful damage with a 1e/shot cost. :/


So there's a lore book found aboard Avian skyships, "The Diary of Mallard Wrenolds". (http://www.youtube.com/watch?v=D7vS4z6ngQo)
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 15, 2013, 04:55:23 pm
Reading this thread makes me feel crap at the game. D: I'm still yet to beat the UFO or even find a gun that isn't trying to kill me.

Don't worry I'll give you some tips to beat the UFO, not get a gun, haven't got one either.
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 15, 2013, 04:58:33 pm
Guns desperately need a rebalance. Everything but sniper rifles and rocket launchers are ineffective because they drain your entire bar to do as much damage as one or two shots from the two useful types. I can keep firing my 2.5k damage sniper all day, but a 300ish damage plasma pistol sucks my energy dry in ~3 seconds of sustained fire. The only thing I've found that's at all useful is the flamethrower AR, and that only because it makes up for pitiful damage with a 1e/shot cost. :/

The guns are useless for doing damage, but boy oh boy are they effective at shooting me off the platforms and into lava in floran prisons.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 15, 2013, 05:00:18 pm
Once I tunneled into a dungeon I was woefully unprepared for a a dude with a gun just said 'bad time to be here punk (bastardised version)' and one shotted me the second i tunnelled the last bit of rock off.
Title: Re: Starbound - We have lift off.
Post by: Tnx on December 15, 2013, 05:03:21 pm
Is there a list of food effects somewhere?
Title: Re: Starbound - We have lift off.
Post by: Itnetlolor on December 15, 2013, 05:17:26 pm
Sorry to ask a dumb question, but compared to Terraria, how is this, and is it worth the full price or waiting until the Winter Sale?
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 15, 2013, 05:17:57 pm
Has anyone found a pirate hat yet? And crafted a Hyotl sword? For a Glitch? Because, ***Robot Pirate Ninja!!!!***   It would be like you owned the internet. You could even have a mech-suit, because robot pirate ninjas only get better with mech-suits.

Bonus points if you've managed to pokeball a psycho-attack-poo. You could be amusingly annoying by spamming "Poo! I choose you!", over and over again, for the smallest of fights and meetings.

You could pwn ALL the internets.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 15, 2013, 05:22:07 pm
Someone gave me a Tricorne on Forsaken's server, but I am uncertain if the instances are related.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 15, 2013, 05:22:56 pm
Most excellent, I wore it with pride until I found a shinier hat.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 15, 2013, 05:26:14 pm

Also, I found an assault rifle that shoots bullets that will deflect off of surfaces at basically anything less than a ~75 degree angle. You can literally shoot around corners with it. :3
Title: Re: Starbound - We have lift off.
Post by: alway on December 15, 2013, 05:41:42 pm
So I found the "human mech" tech. And it sucks. Really, really sucks so much. It's weapons do about 30dps, it's visuals are screwed up (no legs, just a floating cockpit), it jumps only like 3 blocks high, doesn't protect you from damage, and goes really slow.

Though I also found a 'directed blink' tech, which lets you do a short instant teleport to your mouse within a certain radius, assuming you have LOS to the destination.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 15, 2013, 05:47:59 pm
Yeah, mechs are like guns.  A good idea, just needs to be overhauled in every direction.
Title: Re: Starbound - We have lift off.
Post by: hachnslay on December 15, 2013, 06:21:23 pm
so, just started a new character an hour ago ...
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 15, 2013, 06:22:57 pm
What environment is that? I like that decor around, a house made of flowers and leaves is befitting of a floran.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 15, 2013, 06:26:53 pm
What environment is that? I like that decor around, a house made of flowers and leaves is befitting of a floran.
It's like a plant minibome that CAN be found underground. It only has two characteristic blocks, and one of them can additionally be found in Floran prisons.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 15, 2013, 07:07:22 pm
i am now at the point where i leave gold behind. i haven't even defeated the UFO yet ...
Mine it, smelt it, refine it, use the pixels to power your scanner until you have a huge catalog of cool shit to print.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 15, 2013, 07:11:17 pm
i am now at the point where i leave gold behind. i haven't even defeated the UFO yet ...
Mine it, smelt it, refine it, use the pixels to power your scanner until you have a huge catalog of cool shit to print.
That's what platinum and diamonds are for.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 15, 2013, 07:23:47 pm
Those are for actually printing stuff once you have your collection and want to make a cool house.  :P
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 15, 2013, 07:35:45 pm
This is what you're looking for. (http://community.playstarbound.com/index.php?resources/cayotes-weapon-refinery.62/) It lets you refine weapons and shields at the refinery for a flat rate: 150p for weapons, 200p for shields, 250p for guns, and 20p for inferior brains.
Theres (http://community.playstarbound.com/index.php?resources/smelting-melt-swords-shields-and-guns-into-iron-bars.55/updates) also this if you prefer ingots instead of pixels.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 15, 2013, 07:41:30 pm
Fair enough.  :P


I just found an awesome shotgun. It rapid-fires bursts of 6-8ish large, slow-moving shells which, at a certain range, explode into high-speed needles.

(http://i.imgur.com/OCYIESOl.png)

Operation Starbound: Bullethell Edition now commences?
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 15, 2013, 07:48:22 pm
So what you have here, is a shotgun that shoots shotgun bullets (bullets, that are shotguns.).

Fair enough I suppose.
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 15, 2013, 08:07:20 pm
Any decent'ish damage out of it? And do the original pellets and the needles do different amounts? Either way, even if it's a pew-pew'er, it's awesome. What's it called?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 15, 2013, 08:38:35 pm
It's called the Precious Stormshooter. Appropriate, that. Uncommon (green); here are the stats: 1544 DPS, 3.58 RoF, 431 dam./shot, 43 e/shot.

I've found a lot of interesting guns by now, actually. Got a pair of plasma pistols, one of which is almost usable in terms of energy consumption. Also have a plasma rifle, an AR that shoots the same landmines as my sniper (except that it's 7.91 RoF, 156 dam. per, and only 6 e/shot, so I can spam it all day), an AR that fires a 3-way split, an AR that fires explosive rounds, a flamethrower AR, a plasma grenade launcher, all kinds of fun stuff.

The ARs are actually usable now that I've got impervium armor, which is nice. They almost balance out when they can be fired effectively forever.


Spoiler: E: I WAS SO WRONG (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 15, 2013, 09:03:48 pm
I've got like, a timed-explody-plasma rifle, a fire pistol, and a slow-start bullet rifle. They all suck for different reasons but they're so fun to use.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 15, 2013, 09:06:00 pm
Finally made it to beta! The ship wasn't all that hard, especially after I had dug to the moon's core I was on.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 15, 2013, 09:06:42 pm
For those on Forsaken's server: I have donated a bunch of ingots and shields/weapons into the chests near spawn of the town planet.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 15, 2013, 09:39:40 pm
I think I'm in space now guys. (http://cloud-2.steampowered.com/ugc/687094894303269937/1EE39852E5B54A5DE7650F1E76E6E5023547909A/)

Where should I try looking for asteroids? Keep going up or start going along to the side?

ETA: Actually...I think there's something right above me. Critters keep spawning off-screen somewhere above and either falling on my staircase or down to the planet below o.o
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 15, 2013, 09:49:44 pm
Why are there so many freaking birds in space?? Go away!
Title: Re: Starbound - We have lift off.
Post by: stabbymcstabstab on December 15, 2013, 09:51:12 pm
@Sirus, Your still to low for asteroids you need to go up about 1-2 thousandish, if your at the height I,m think of. Also Asteroids are a minute straight fall to the surface so you can always time a jump to check.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 15, 2013, 09:53:43 pm
Well, I was right. There WAS something above me. (http://cloud-2.steampowered.com/ugc/687094894303587872/750B7803F082F5329E191BD845F82A8022F50BC5/)
Title: Re: Starbound - We have lift off.
Post by: tryrar on December 15, 2013, 09:59:22 pm
just to be clear, what's the point of going after the asteroids? Do they tend to have more/rarer minerals?
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 15, 2013, 10:00:50 pm
That's what I hear. Plus sometimes other weird stuff. I just want to try and find one to see for myself, but this is apparently a meteorite instead of a true asteroid.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 15, 2013, 10:04:30 pm
I was being chased by robots around some sort of base when suddenly I got a bright idea.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Max White on December 15, 2013, 10:08:47 pm
How did you move lava?
Is that a thing you can do now?
Title: Re: Starbound - We have lift off.
Post by: bluejello on December 15, 2013, 10:10:06 pm
he broke the lava lighting system, like I did today, except I ended up melting... I got matter blocks out of it so overall it was a decent run
Title: Re: Starbound - We have lift off.
Post by: tryrar on December 15, 2013, 10:10:47 pm
From the looks of it, it was a glass container of lava that he simply broke to release its contents to kill the guards chasing him. Which in turn, kinda trapped him on top of that shelving unit :P

Edit: Ninja'd
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 15, 2013, 10:13:26 pm
I note with some degree of sadness that gravity does not get lower as you climb higher :/

Also, ran out of blocks and had to return to ground level to get more. I will find an asteroid, dammit!
Title: Re: Starbound - We have lift off.
Post by: tryrar on December 15, 2013, 10:21:37 pm
Question, if you pulse jump just before you hit the ground, do you negate fall damage?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 15, 2013, 10:26:45 pm
Question, if you pulse jump just before you hit the ground, do you negate fall damage?
Yes.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 15, 2013, 10:27:25 pm
Question, if you pulse jump just before you hit the ground, do you negate fall damage?
Yes. Every movement tech is the same; pulse jump, energy dash, butterfly thing, bubble thing,  other bubble thing, flash, and of course the gravity nullifier.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 15, 2013, 10:38:59 pm
Okay. I appear to have hit maximum altitude; I can't place blocks any higher than this. Did I go too high to find asteroids?
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 15, 2013, 10:45:07 pm
My character looks like a vagabound compared to some of ya x3
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 15, 2013, 11:29:10 pm
My character looks like a vagabound compared to some of ya x3
... do wish I could cobble together a decent hobosuit. Maybe see if anyone's modded in a Gogo outfit or sumtin'. Plenty of rags and scruffy bits, that's the way to go.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 15, 2013, 11:47:27 pm
Well, looks like my first character's home world got irrecoverably lost in one of the patches despite restoring the backup file. Even the terrain is different than it was before :/
Title: Re: Starbound - We have lift off.
Post by: scout890 on December 16, 2013, 12:15:15 am
Apparently I've stumbled across a race of mushroom people that speak broken English
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 16, 2013, 12:21:00 am
Move in with them, they're obviously related to my Floran. :P
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 16, 2013, 12:26:30 am
My character looks like a vagabound compared to some of ya x3
... do wish I could cobble together a decent hobosuit. Maybe see if anyone's modded in a Gogo outfit or sumtin'. Plenty of rags and scruffy bits, that's the way to go.

(http://i.imgur.com/ddA2PEA.png)

I'm a bandit!
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 16, 2013, 12:31:58 am
My character looks like a vagabound compared to some of ya x3
... do wish I could cobble together a decent hobosuit. Maybe see if anyone's modded in a Gogo outfit or sumtin'. Plenty of rags and scruffy bits, that's the way to go.
I'm a bandit!
Skycreeper? I lol'd.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 16, 2013, 12:32:59 am
I just want to mention that it's the original meaning of creeper, ie a plant creeper, not the creepers that try to destroy all your structures. >_>
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 16, 2013, 12:44:01 am
Boo. I can't log into either server. BOOOOOO!
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 16, 2013, 12:45:36 am
My character looks like a vagabound compared to some of ya x3
... do wish I could cobble together a decent hobosuit. Maybe see if anyone's modded in a Gogo outfit or sumtin'. Plenty of rags and scruffy bits, that's the way to go.

(http://i.imgur.com/ddA2PEA.png)

I'm a bandit!
Aw c'mon. Even florans look better than human bandits! D:< And here I thought I looked like a good ol' pirate.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 16, 2013, 12:54:19 am
So, I've started a new character! Time to see what the new starting planet looks li...
(http://i.imgur.com/3eIJ4wN.png)

Aw, dammit. Come on! That's just ridiculous.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 16, 2013, 12:57:37 am
I'd take it as a sign of what it truly is.  RNG has blessed you.  With any luck, you'll find a horse head mask on that planet!
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 16, 2013, 01:04:28 am
I'd take it as a sign of what it truly is.  RNG has blessed you.  With any luck, you'll find a horse head mask on that planet!
Thus far, the only thing I've found is...
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 16, 2013, 01:11:39 am
Just be glad it's not firewire.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 16, 2013, 01:15:31 am
I'd take it as a sign of what it truly is.  RNG has blessed you.  With any luck, you'll find a horse head mask on that planet!
Thus far, the only thing I've found is...
Spoiler (click to show/hide)
I was writing about something relating to that but then the rational (read: emotional, rational, anything that thinks.) part of my brain kicked in and I was hammering on that 'back' button like it had insulted my mother and drinking like a dwarf's first day at a castles doors.

Not drinking, mind, but I'm still trying to forget how dirty I'm feeling after thinking that sentence.
Title: Re: Starbound - We have lift off.
Post by: kisame12794 on December 16, 2013, 01:19:22 am
Spoiler: Behold, the Albatross! (click to show/hide)

My work in progress ship. All the cobblestone is going to be replaced as soon as I find a block I like.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 16, 2013, 01:20:45 am
What happens if you fall out of the ship, anyway?
Title: Re: Starbound - We have lift off.
Post by: kisame12794 on December 16, 2013, 01:21:17 am
You hit an invisible wall.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 16, 2013, 01:29:16 am
Or rather an invisible floor, as the case may be.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 16, 2013, 01:32:42 am
I'd take it as a sign of what it truly is.  RNG has blessed you.  With any luck, you'll find a horse head mask on that planet!
Thus far, the only thing I've found is...
Spoiler (click to show/hide)
I was writing about something relating to that but then the rational (read: emotional, rational, anything that thinks.) part of my brain kicked in and I was hammering on that 'back' button like it had insulted my mother and drinking like a dwarf's first day at a castles doors.

Not drinking, mind, but I'm still trying to forget how dirty I'm feeling after thinking that sentence.
I probably would have lol'd. If all else fails, you can PM it to me, so long as it's not something 4chan would approve of. No rape jokes, please. That's really my only limit.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 16, 2013, 01:52:26 am
You guys seriously getting squimish over some robot slash fiction?  Jeeze, get some jet porn and then let's talk about this.  Or at least some Pangaea Fic...
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 16, 2013, 02:31:43 am
*insert witty joke involving suggestive peripheral talk between a linux and a mac here*


Hey, it's late. Sue me
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 16, 2013, 02:35:19 am
So, dumb question: How are you supposed to tell what color your undies are in chargen?
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 16, 2013, 02:44:11 am
Guesswork. Or someone posted an index of what floran flowercolors coincided with undie colors when you switch between them a little bit back.
Title: Re: Starbound - We have lift off.
Post by: Leyic on December 16, 2013, 04:03:09 am
How the fook are you supposed see what color you're making your humans underwear? Because they're wearing clothing in the character creator that makes it impossible to see.
Swap to Floran, change their leaf color, change back to human. There is a table that corresponds leaf color to underwear color.

Human Undy Color | Floran Leaf Color
01 dark blue | pale green
02 violet | pale goldenrod
03 red | teal
04 light orange | orange
05 yellow | violet red
06 green | pink
07 black | bright medium green
08 white | brown
09 gray | yellow
10 pink | purple
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 16, 2013, 04:18:30 am
Huh. Gamma sector and Delta sector are identical. I only just noticed.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 16, 2013, 05:20:09 am
How the fook are you supposed see what color you're making your humans underwear? Because they're wearing clothing in the character creator that makes it impossible to see.
Swap to Floran, change their leaf color, change back to human. There is a table that corresponds leaf color to underwear color.

Human Undy Color | Floran Leaf Color
01 dark blue | pale green
02 violet | pale goldenrod
03 red | teal
04 light orange | orange
05 yellow | violet red
06 green | pink
07 black | bright medium green
08 white | brown
09 gray | yellow
10 pink | purple
I wish I knew this sort of match up.

I used the Glitch eye-color to determine my underwear. Though little did I know that when it looks white as a glitch, you have nice pink underwear as a human.

...Well. I'm totally ok with that..other than it being bright pink. x3
Title: Re: Starbound - We have lift off.
Post by: Rhodan on December 16, 2013, 06:38:28 am
Huh. Gamma sector and Delta sector are identical. I only just noticed.

Yeah, both sectors share an identical seed. Probably an oversight when copy-pasting the sector definitions. (You can find them in the asset files somewhere and change the seeds yourself)
Title: Re: Starbound - We have lift off.
Post by: Tack on December 16, 2013, 07:34:32 am
Woah. How do, a destructible/rebuildable ship?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 16, 2013, 07:38:41 am
Woah. How do, a destructible/rebuildable ship?
Mods (http://community.playstarbound.com/index.php?resources/)
Title: Re: Starbound - We have lift off.
Post by: kaian-a-coel on December 16, 2013, 07:40:04 am
Woah. How do, a destructible/rebuildable ship?
I'm curious too.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 16, 2013, 07:43:14 am
Woah. How do, a destructible/rebuildable ship?
I'm curious too.
This mod, right here. (http://community.playstarbound.com/index.php?resources/spaceships-customizeable-and-craftable-blocks-and-objects.59/)
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 16, 2013, 07:46:22 am
So, Wolfeyez and I can confirm that when you dig to the bottom of the magma, it grants you instadeath.
Title: Re: Starbound - We have lift off.
Post by: Tack on December 16, 2013, 07:47:49 am
Woah. How do, a destructible/rebuildable ship?
I'm curious too.
This mod, right here. (http://community.playstarbound.com/index.php?resources/spaceships-customizeable-and-craftable-blocks-and-objects.59/)
<3


Also sorry to ask another repeatedly asked question, but does anyone know the typical response to a modded-to-fuck player joining a Vanilla server?

... I should make an FAQ.
Title: Re: Starbound - We have lift off.
Post by: Meta on December 16, 2013, 08:07:30 am
[...]

Also sorry to ask another repeatedly asked question, but does anyone know the typical response to a modded-to-fuck player joining a Vanilla server?

... I should make an FAQ.
Me and others tend to crash when entering modded ships on servers... So, stay vanilla please!
Title: Re: Starbound - We have lift off.
Post by: tryrar on December 16, 2013, 08:34:56 am
So, decide to go magma or bust. Managed to grab a crapton of ores before hitting the burny stuff(including lots of diamonds, might be making a pick!)
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 16, 2013, 08:44:21 am
You sure they're diamonds and not just Crystal?
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 16, 2013, 09:14:11 am
woops
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 16, 2013, 09:25:02 am
[...]

Also sorry to ask another repeatedly asked question, but does anyone know the typical response to a modded-to-fuck player joining a Vanilla server?

... I should make an FAQ.
Me and others tend to crash when entering modded ships on servers... So, stay vanilla please!

I've had half a dozen people in my tree ship without crashes. It might be mod dependent.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 16, 2013, 09:29:16 am
Flying Dice's treeship crashed me the first time, but worked fine the second. Not sure what's going on there.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 16, 2013, 09:45:15 am
(http://i.imgur.com/NVGJGXy.png)
You have got to be kidding me. THAT'S IT?!
Title: Re: Starbound - We have lift off.
Post by: Twi on December 16, 2013, 09:49:29 am
Apex dungeons are terrible. :P
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 16, 2013, 09:53:11 am
Flying Dice's treeship crashed me the first time, but worked fine the second. Not sure what's going on there.
I've crashed dozens of times beaming up to unmodded ships. I don't think it has anything to do with the mods, I think it has to do with the netcode :P
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 16, 2013, 09:59:13 am
Apex dungeons are terrible. :P

I just went through an abandoned lab lined with electricity traps that deal 40 damage each bump, and there is ZERO loot. SO ANGRY
Title: Re: Starbound - We have lift off.
Post by: Twi on December 16, 2013, 10:00:50 am
At LEAST mine out the traps. :v
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 16, 2013, 10:02:35 am
Apex dungeons are terrible. :P

I just went through an abandoned lab lined with electricity traps that deal 40 damage each bump, and there is ZERO loot. SO ANGRY
I once went through an abandoned lab lined with electricity traps that had no chest or meaningful containers anywhere.

I still looted half a backpack of furniture and decorations, and a stackful of electricity traps. :P

edit: ninjas!
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 16, 2013, 10:03:12 am
Apex dungeons are terrible. :P

I just went through an abandoned lab lined with electricity traps that deal 40 damage each bump, and there is ZERO loot. SO ANGRY
I once went through an abandoned lab lined with electricity traps that had no chest or meaningful containers anywhere.

I still looted half a backpack of furniture and decorations, and a stackful of electricity traps. :P
That's exactly my experience. The entire thing was lined with electricity, with no chests/containers anywhere. Plus, the threat level 2 monsters hit so hard :S
Title: Re: Starbound - We have lift off.
Post by: olemars on December 16, 2013, 10:11:33 am
I went through one of those once and found a tech upgrade at the end, so sometimes there is loot and sometimes not.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 16, 2013, 10:14:38 am
I went through one of those once and found a tech upgrade at the end, so sometimes there is loot and sometimes not.
I went through at least ten of these things now, and every time there was a tech upgrade at the end.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 16, 2013, 10:29:04 am
I'm so unlucky :c
Title: Re: Starbound - We have lift off.
Post by: Simmura McCrea on December 16, 2013, 11:09:30 am
Well, I found my first tech thingy, a little air dash thing. Also, several abandoned Apex labs so I'm gonna get together enough copper to make the armour and see if I can't kill off the damn UFO for once.
Title: Re: Starbound - We have lift off.
Post by: thvaz on December 16, 2013, 11:29:02 am
Played the game a lot, and liked it, but although it has lots of potential, right now there is only grinding to do. Hope they improve on this nice foundation.
Title: Re: Starbound - We have lift off.
Post by: Meta on December 16, 2013, 11:35:41 am
From reddit:
Starbound Devs make surprise visit on tehMorag's stream, talk Starbound for 3 hours (http://www.reddit.com/r/starbound/comments/1sqlf6/starbound_devs_make_surprise_visit_on_tehmorags/)

I did not watch the stream, so there may be other crunchy informations there.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 16, 2013, 12:10:54 pm
Woah. How do, a destructible/rebuildable ship?
I'm curious too.
This mod, right here. (http://community.playstarbound.com/index.php?resources/spaceships-customizeable-and-craftable-blocks-and-objects.59/)
<3


Also sorry to ask another repeatedly asked question, but does anyone know the typical response to a modded-to-fuck player joining a Vanilla server?

... I should make an FAQ.
Here's the one I use. (http://community.playstarbound.com/index.php?threads/build-your-own-ship-sandbox-ship.41890/) It's not dependent on the original ship structure, and I can confirm that it works for existing characters (move your stuff to a planet before installing it, though!). OTOH, the author just gives you a bunch of spares of the ship equipment, rather than crafting recipes.

Flying Dice's treeship crashed me the first time, but worked fine the second. Not sure what's going on there.
I've crashed dozens of times beaming up to unmodded ships. I don't think it has anything to do with the mods, I think it has to do with the netcode :P
This. It's to do with the netcode, same as the other buggy parts of MP. I've crashed in my treeship a couple times, but also in vanilla ships, and the ship has never crashed/lagged for me in SP. :|

From reddit:
Starbound Devs make surprise visit on tehMorag's stream, talk Starbound for 3 hours (http://www.reddit.com/r/starbound/comments/1sqlf6/starbound_devs_make_surprise_visit_on_tehmorags/)

I did not watch the stream, so there may be other crunchy informations there.

Now I'm drooling. :3
Title: Re: Starbound - We have lift off.
Post by: timferius on December 16, 2013, 12:15:52 pm
From reddit:
Starbound Devs make surprise visit on tehMorag's stream, talk Starbound for 3 hours (http://www.reddit.com/r/starbound/comments/1sqlf6/starbound_devs_make_surprise_visit_on_tehmorags/)

I did not watch the stream, so there may be other crunchy informations there.

Why would you do this to me?! I already suffer from Patchitis with most games (as in, hmm, I want to play X game, but this new feature is cool and coming out in a patch so I'll just wait. *patch is release* oh yay, that feature is in game X, but oh look, a post on the next patch, oo that's a cool new feature, maybe I'll just wait...). Now how am I going to play starbound with all this stuff sitting in the back of my brain!
Title: Re: Starbound - We have lift off.
Post by: umiman on December 16, 2013, 12:31:41 pm
What they say they will do and when they will do them are two completely different things.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 16, 2013, 01:58:56 pm
Yeah I expect lots of those changes aren't in the immediate future. As in, all the big ones will likely be post-release. There's a ton of work yet to be done just in fleshing out the 10 tiers and weapon/armor/creature balance. I'm expecting the actual release to get pushed back a great deal more, maybe mid next year at this rate.

No big deal, I'm having plenty of fun off and on in the beta already, so things only look up from here.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 16, 2013, 03:13:53 pm

villagers aggro when you steal. more aggressively follow you.

nooooo
Title: Re: Starbound - We have lift off.
Post by: timferius on December 16, 2013, 03:18:11 pm
I was poking around the Starbound forums and found this quote, posted just yesterday, by Tiy:

Quote from:  Tiy
The tier system is entirely placeholder for beta, the final system is not remotely close to it

Are... are we even really playing Starbound right now? I'm having a minor identity crisis here. Why are they working on balancing a temporary system? I'm so confused.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 16, 2013, 03:31:06 pm
The tier system is supposed to be a storyline mode, with the player proceeding with the story until it's completed, at which point he's in sandbox. I.e. like every open-world CRPG ever, GTA to X3 to Torchlight.

So you won't have "tiers", you'll likely have something more akin to "acts" in Diablo. The work on balancing it now helps tune the difficulty curve for the storyline.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 16, 2013, 04:33:54 pm
The tier system is supposed to be a storyline mode, with the player proceeding with the story until it's completed, at which point he's in sandbox. I.e. like every open-world CRPG ever, GTA to X3 to Torchlight.

So you won't have "tiers", you'll likely have something more akin to "acts" in Diablo. The work on balancing it now helps tune the difficulty curve for the storyline.
This. The tiers will still exist in the sense that there will be gear progression, but it won't be anything as simple as "make boss item, kill boss, gain access to next-tier items". I seem to also recall them talking about much a much finer difficulty gradient, so you could have T2 worlds that are effectively level 1.17, 1.62, 1.99, etc.

Basically what I've taken away is that there will be progression through an actual plot, and that the difficulty will be less spiky.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 16, 2013, 05:58:07 pm
I think I found the solution to the FTL bug. Problem is, the fix appears to be restarting the server :I
That only treats the symptom, not the actual problem itself.
Title: Re: Starbound - We have lift off.
Post by: Simmura McCrea on December 16, 2013, 06:14:01 pm
Woo, I killed the UFO. Now to go harvest forest planets for coal.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 16, 2013, 06:17:09 pm
I built a staircase up into space above a jungle planet, and found asteroids rich in... coal.

Now, I'm no astrophysicist, but I somehow doubt that coal is something you're supposed to be finding inside asteroids at all, let alone giant clusters of the stuff.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 16, 2013, 06:21:56 pm
Do not question the biomasses you have found in space, for they are benevolent leaders.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 16, 2013, 06:29:02 pm
I think I found the solution to the FTL bug. Problem is, the fix appears to be restarting the server :I
That only treats the symptom, not the actual problem itself.
Suppressing symptoms is better than leaving it unchecked, though.
Well, that's true.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 16, 2013, 07:26:00 pm
What am I supposed to do with this jelly? I can't find the thing I need to make.
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 16, 2013, 07:46:29 pm
What am I supposed to do with this jelly? I can't find the thing I need to make.

I think you make the next star chart upgrade, but I think it doesn't show until you get the Durasteel Tech thingamabob.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 16, 2013, 08:06:19 pm
What am I supposed to do with this jelly? I can't find the thing I need to make.

I think you make the next star chart upgrade, but I think it doesn't show until you get the Durasteel Tech thingamabob.
Nevermind, I figured it out after I asked. Durasteel tech gives the next sector along with.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 16, 2013, 08:33:41 pm
So I found some weird layer in a L1 Forest planet (I thought I was digging down in a moon and only realized it was a planet afterwards explaining how darn long it took to even get to the magmarock layer).

It had plantrock (or something like that) and hivestone. The former = plant...rock. Literally leaf-rock, and the latter = some kind of organic mess of green mulch.

Description of the former is mundane. Description of the latter is...um.

Something akin to 'the remains of creatures...[I think I see an eyeball]".

Surprisingly, the latter is a lot tougher to crack with a Platinum pick than the former (which is like dirt in comparison).
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 16, 2013, 08:43:41 pm
If people have any green goop looking blocks I would still like them. I'm looking for the slime stuff for the base of my tree. It needs nutrients in its roots.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 16, 2013, 08:50:15 pm
If people have any green goop looking blocks I would still like them. I'm looking for the slime stuff for the base of my tree. It needs nutrients in its roots.
I have a slime layer on my planet. Next time I'm on, feel free to mine.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 16, 2013, 08:57:11 pm
I love my slime layer. It's hard not to want to dig it all out and build EVERYTHING out of it.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 16, 2013, 09:28:53 pm
Coming back to this after Beta. The server is dead, and frankly, the game is pretty boring once you get the hang of things.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 16, 2013, 09:34:41 pm
Yeah, that. It's got a lot of potential, but it's pretty limited right now. Looking forward to it in the future though!
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 16, 2013, 10:31:10 pm
Yeah, that. It's got a lot of potential, but it's pretty limited right now. Looking forward to it in the future though!

More stuff like the flying saucer would be awesome. I love the idea of epic battles tearing apart the landscape as you fight to defend your base from destruction.

FTL-style battles would be quite awesome as well.
Title: Re: Starbound - We have lift off.
Post by: TempAcc on December 16, 2013, 11:52:52 pm
Digging into flesh blocks crossed with layers of bones is both awesome and creepy, maybe thats how tentacle planets happen. It was in my first planet too.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 17, 2013, 12:28:54 pm
What the... This thread is on the second page? Hasn't been added to since I left for work this morning?

I guess the enthusiasm is waning.

I just got my first flesh layer. Ewwwwwww. Is... Is this planet alive? Did I mine into a giant underground amoeba of some sort? There's bones all over the place! Also a random blueprint for a table I didn't need.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 17, 2013, 12:34:37 pm
Is there something wrong with the town planet on Forsaken's server?
I am asking because when I beam down to the planet with those coordinates, I see no town and the ground is of ice and snow.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 17, 2013, 01:09:41 pm
Is there something wrong with the town planet on Forsaken's server?
I am asking because when I beam down to the planet with those coordinates, I see no town and the ground is of ice and snow.
Are you in the right sector, and are you on the right planet/moon?
Title: Re: Starbound - We have lift off.
Post by: Biag on December 17, 2013, 01:33:15 pm
Alright, I've just made my way into Beta sector, and I've got a lot of raw materials but I'm struggling for money. Any tips on getting pixels, or on finding temples/bases/etc to get pixels?
Title: Re: Starbound - We have lift off.
Post by: Shooer on December 17, 2013, 01:43:00 pm
Alright, I've just made my way into Beta sector, and I've got a lot of raw materials but I'm struggling for money. Any tips on getting pixels, or on finding temples/bases/etc to get pixels?
Make a refinery, shove it full of the silver you don't need anymore, then the extra gold you are going to get, then the copper you will only be using to fix your digging tool.  You should be fine with pixels from then on.
Title: Re: Starbound - We have lift off.
Post by: Simmura McCrea on December 17, 2013, 01:46:10 pm
I need a bigger ship. Too many crafting things to fit in.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 17, 2013, 01:51:10 pm
Can't wait for that NPC town thing. NPC shop based on their surrounding's worth? Dwarf Fortress Ho!
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 17, 2013, 02:23:37 pm
Coming back to this after Beta. The server is dead, and frankly, the game is pretty boring once you get the hang of things.

My thoughts exactly. I think that I may wait until the character wipes are finished, work to endgame one more time then leave it until the more interesting mechanics of the game get fleshed out more.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 17, 2013, 07:51:53 pm
I do my best to bring you the best! This is from Tiy's twitter:

http://imgur.com/OEqyrkQ (http://imgur.com/OEqyrkQ)

I like it!
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 17, 2013, 08:05:23 pm
The concept seems awesome and I really want it, but I sure hope those aren't the final models. They feel like the same ship, but with some parts copied+pasted.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 17, 2013, 08:07:39 pm
I was really hoping for an official "design your own ship" module. I know there's the mod, but...ehhhh...I don't know about it yet.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 17, 2013, 08:07:48 pm
The concept seems awesome and I really want it, but I sure hope those aren't the final models. They feel like the same ship, but with some parts copied+pasted.
I'm pretty sure it's just a mockup, especially since the bottom ship has inaccessible areas.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 17, 2013, 08:08:39 pm
The characters in the final ship look like they're wearing Star Trek outfits.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 17, 2013, 08:09:23 pm
The concept seems awesome and I really want it, but I sure hope those aren't the final models. They feel like the same ship, but with some parts copied+pasted.
They probably are the same ship.
You will notice that each upgrade only adds rooms, never removes or shuffles them around. This is likely because it extends your old ship rather than giving you a new one, meaning you won't need to worry about all your furniture.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 17, 2013, 08:15:13 pm
It was more of a "hope with the odds" thing, but true.

I feel that they would get better results with a modular system, perhaps. Maybe you could get a special console for your ship like the creature capture station that allows you to upgrade parts of your ship/add new parts for a hefty pixel cost?
There are really a ton of ways to do it, even with a modular system.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 17, 2013, 08:23:46 pm
Yeah, it has to be the same ship with rooms added to keep furniture and storage from being overridden. If you really want a custom ship with more room, go for one of the custom ship mods (and there are more than just the self-build ones).

The way the ships work, there's basically a pixelmap "cutout" that tells the game where you can place stuff on the special world file that holds your ship. Buildable areas can't be changed on the fly without losing access to stuff in-game or simply deleting things. The official stuff has to work additively. A modular system would require them to guess how many different permutations a player could possibly want to use and make a separate pixelmap for each possible combination of upgrades on a pretty good sized buildable area and shuffle those buildmaps on the fly... Or they could do what they're doing and make the work doable with a reasonable amount of development effort.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 17, 2013, 08:26:33 pm
The devs actually had it ingame at one point, pre-beta, but they hated how blocks mismatched the ship. Its probably on the backburner for now. They mentioned trying out placeable ship blocks that match.

It should still be in an old blog post if you want to check it out yourself, my memory is a bit vague.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 17, 2013, 08:31:21 pm
By 'upgrade', I meant doing things like maybe making the 3d printer cheaper, better fuel efficiency, a teleporter with different locations, etc. As for the new parts, I'm mainly thinking of a system where there are a certain amount of 'slots' on the ship and you can choose a slot (maybe with sizes, like Small, Medium, Large), and choose a ship part to put on that slot. It could be hard to do, but it'd definitely be possible.

Also, I notice that the human ships are vaguely similar to the Hammerhead class ships from Star Wars.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 17, 2013, 11:13:59 pm
GENTLEMEN!
http://imgur.com/r/starbound/WinWG4P
Prepare your planets for immense dwarven computing!  With logic gates comes power over the lesser beings!
Title: Re: Starbound - We have lift off.
Post by: jocan2003 on December 17, 2013, 11:19:40 pm
GENTLEMEN!
http://imgur.com/r/starbound/WinWG4P
Prepare your planets for immense dwarven computing!  With logic gates comes power over the lesser beings!
Good lord dwarfputer all over again? Or wait.. pokepuker pokeputer.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 17, 2013, 11:21:46 pm
I eagerly await the modded logic gates that will surely arrive, as well as modded items that respond to logic.  I might be able to finally have a series of shutdown switches for my FTL aboard my custom ship, and a 'lockdown mode' where the doors bolt and the lights turn red before FTL activates.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on December 18, 2013, 12:41:18 am
That sounds sweet.

It'd be cool if you could have chairs that lock down, too, like a roller coaster.
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on December 18, 2013, 02:40:12 am
Starbound creature generation in a nutshell:
(http://i.imgur.com/nlWBdA1.jpg)
(http://i.imgur.com/MsNCitO.png)
Title: Re: Starbound - We have lift off.
Post by: HFS on December 18, 2013, 02:57:44 am
I think I might have too many songs for my instruments.

AND I NEED MORE.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 18, 2013, 02:59:05 am
I need more songs. Stupid Xmas music.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 18, 2013, 03:00:43 am
I seem to have a large propensity for short rotund bunny monsters in my worlds.

They invariably want to kill me =(

But the creepy looking motherfuckers with AXE-TAILS? Chill as fuck.

. . .

=(
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 18, 2013, 03:07:58 am
I seem to have a large propensity for short rotund bunny monsters in my worlds.

They invariably want to kill me =(

But the creepy looking motherfuckers with AXE-TAILS? Chill as fuck.

. . .

=(

At least it wasn't Spiderlemurcats (http://i.imgur.com/z9HApl4.png). Be thankful.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 18, 2013, 03:55:07 am
I'm happy with the monstrosities being the happy ones, mostly, I see those ones as cute.

SCREW YOU, PELICAN BIRDS.
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on December 18, 2013, 04:03:42 am
I'm happy with the monstrosities being the happy ones, mostly, I see those ones as cute.

SCREW YOU, PELICAN BIRDS.

I've got fire spewing and plasma throwing bats on my starting planet. Apparently I've built my character's house on their migration route - every night a bunch of them fly directly to my doorstep. I've had to build two very tall cobblestone walls to the west and to the east of my house to prevent those fuckers from getting in.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 18, 2013, 04:07:07 am
It's kind of disturbing that the pelicans throw up more blood than the entire volume of their body, and then the blow bubbles at me, kind of inconsistent tone really.k
Title: Re: Starbound - We have lift off.
Post by: Tack on December 18, 2013, 04:16:12 am
I want each race to have divergent storylines.
Obviously humans want to kill a tentacle planet. (Or all tentacle planets)
And apex want to kill the miniknog hq, or make a big-brother free settlement.
Florans probably want to find out who exactly greenfinger is, and/or who is responsible for their being so unenlightened.
Avians want to visit the giant floating derelict spacestation of kluex, and make polite enquiries about the blood sacrifice stuff.
Glitch want to advance their fellow glitch, and remove the laws against free will.
Hlyotl seem to be a cop-out.

(Guess how many of these races I've actually played?)


So yeah. I think if the storylines diverged after the durasteel age, that would be truly epic.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 18, 2013, 06:19:40 am
Florans probably want to find out who exactly greenfinger is, and/or who is responsible for their being so unenlightened.
Greenfinger is just a Floran adventurer, and their being unenlightened is because they just recently achieved space travel: They were only recently adopted by the Glitch, also note that their ships are just overgrown Apex ships that originally crashed on the Floran homeworld.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 18, 2013, 06:37:16 am
Kind of strange for a floran to refer to themselves by name. They call pretty much everybody by race... Heck some of the dialog even pokes fun at that fact!

Anyway, Greenfinger is no cacoon-kin of mine, so why bother?
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 18, 2013, 06:37:26 am
Floran ssstab ssstab <3
Title: Re: Starbound - We have lift off.
Post by: Max White on December 18, 2013, 06:43:42 am
Floran prefer ssslash to stab, but it floran likesss to stab that isss fine with floran.
Title: Re: Starbound - We have lift off.
Post by: Tack on December 18, 2013, 06:47:18 am
They do not. They call Apex 'Monkey Man'.

However, the Floran introduction is a mysterious metaphorical allegory about memories and forgetting which seems to point loosely towards floran being less advanced than they perhaps should be.

And I've never actually seen any reference to Greenfinger's race or day-job.
Considering the most 'progressive' work of art ever produced by a floran is 'Floran Peace', which is a 300 page book about stabbing Hlyotl, 50 pages of which are a tirade insulting Hlyotl, I have to be convinced that Greenfinger is either a messiah or a completely different race altogether.

(I should really put all my found codex entries on the wiki)
Which I Just Did (http://starbound.wikia.com/wiki/Log_entries).
There's currently no way to access more than a few entries at a time without some sheer luck, however, so it's sparse for now.
Title: Re: Starbound - We have lift off.
Post by: Simmura McCrea on December 18, 2013, 06:48:01 am
I'm not sure why the murderous plant people are the cutest, but they manage it anyway.
*shrug*
Sssmassssh sssmassssh alssso good.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 18, 2013, 07:19:34 am
It is going to be interesting when florans can upgrade their ship. The ship they have no idea how to build, they just took over and put up some vines...
Title: Re: Starbound - We have lift off.
Post by: Simmura McCrea on December 18, 2013, 07:24:12 am
Maybe the vines will grow new rooms for them? So you end up with the Apex ship as a core with the plantrooms all around? That'd be kinda cool.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 18, 2013, 08:48:44 am
(I should really put all my found codex entries on the wiki)
Which I Just Did (http://starbound.wikia.com/wiki/Log_entries).
There's currently no way to access more than a few entries at a time without some sheer luck, however, so it's sparse for now.
If you're trying to make a comprehensive wiki entry, you should probably put all of the codices onto that, not just the ones you found. Look in assets/codex/ for a complete list.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 18, 2013, 09:27:32 am
(http://i.imgur.com/4X0rJTi.png)
... Zubat?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 18, 2013, 09:32:02 am
Zubat plus mohawk.

T-bat?
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 18, 2013, 09:37:49 am
Do you people have no idea how to crop pictures or use spoiler tags?
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 18, 2013, 09:59:14 am
... no idea, Gir. No bloody idea. How tempting it is to take a gigantic screenshot with the statement "Knowledge is not Will" spelled out in blocks in the middle, and then post it unspoilered and uncropped.

So to save us all the bandwidth and annoyance (since I do know how to spoiler and crop, and greatly prefer to), just... picture it for me. Please ;_;
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 18, 2013, 10:02:43 am
So to save us all the bandwidth and annoyance (since I do know how to spoiler and crop, and greatly prefer to), just... picture it for me. Please ;_;

I'm pretty sure spoilered images still suck up bandwidth.

Do you people have no idea how to crop pictures or use spoiler tags?

I could have cropped it, I suppose, to just show the relevant parts... But sometimes you're playing a game, post a screenshot and don't actually realize how large it is then go back to playing without realizing that somebody on the other side of the world would be inconvenienced by the humongous screenshot. Normally I pride myself for keeping picture etiquette most of the time, aggressively using height/width tags or cropping whenever possible.

edit: a tired sky says stupid things
Title: Re: Starbound - We have lift off.
Post by: Tack on December 18, 2013, 10:21:07 am
(I should really put all my found codex entries on the wiki)
Which I Just Did (http://starbound.wikia.com/wiki/Log_entries).
There's currently no way to access more than a few entries at a time without some sheer luck, however, so it's sparse for now.
If you're trying to make a comprehensive wiki entry, you should probably put all of the codices onto that, not just the ones you found. Look in assets/codex/ for a complete list.
That sounds like a great idea.
I'll do that after I wait a few days and see whether or not the wiki people take them down for whatever reason.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 18, 2013, 10:26:47 am
I have to ask: is there any point in going to the Beta sector? I'm still running around the Alpha sector with almost a full set of steel armor; just need some more pixels to complete the set. Iron and coal to make more steel aren't exactly uncommon. The only reason I can imagine going to the Beta sector for is to find better weapons.

Floran ssstab ssstab <3
Floran prefer ssslash to stab, but it floran likesss to stab that isss fine with floran.
Floran isss wizard, so floran use wizard ssstaff.
(http://s19.postimg.org/9p4tsbf9f/wizzzard.png)
Isss big ssstaff. Good for crushing crittersss and breaking blocksss.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 18, 2013, 10:41:08 am
Every sector introduces you to new ores and better weapons, but there are also sector-specific upgrades. I don't remember exactly when you get to make the paintgun, wiregun, or pokeballs, but it isn't in Alpha sec.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 18, 2013, 10:44:30 am
You can make both of those guns with the Mk3 starmap. You just need materials.
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on December 18, 2013, 11:01:09 am
I have to ask: is there any point in going to the Beta sector? I'm still running around the Alpha sector with almost a full set of steel armor; just need some more pixels to complete the set. Iron and coal to make more steel aren't exactly uncommon. The only reason I can imagine going to the Beta sector for is to find better weapons.

Roughly half the biomes in the game don't spawn in Alpha sector. If you enjoy exploration, you'll want to get to X Sector ASAP.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 18, 2013, 01:35:23 pm
I was playing on an arid world. After killing three miniboss monsters and grabbing a badass bonehammer, I found a penis monster. A monster with a penis for a head. I shrugged, and tried to kill it.
Then it spat blood out of it's penis.
Title: Re: Starbound - We have lift off.
Post by: Imofexios on December 18, 2013, 01:35:45 pm
Is Forsakens server still crashing clients after short playing?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 18, 2013, 01:38:02 pm
Is Forsakens server still crashing clients after short playing?
No idea. I just quit after a very short while.. Because recently, no one seem to be online when I am.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 18, 2013, 02:14:43 pm
I invaded a Glitch castle. The guards and lord were hostile, but the normal citizens were neutral so I left them alone.

So. Much. Loot. I have probably four times the number of pixels I had when I entered, a bunch of nifty decorative items, a ton of new codex entries and cooking recipes,  and a fancy golden shield.
Title: Re: Starbound - We have lift off.
Post by: Lord Snow on December 18, 2013, 02:29:34 pm
I invaded a Glitch castle. The guards and lord were hostile, but the normal citizens were neutral so I left them alone.

So. Much. Loot. I have probably four times the number of pixels I had when I entered, a bunch of nifty decorative items, a ton of new codex entries and cooking recipes,  and a fancy golden shield.
It helps to not have your weapon equip when you enter an NPC place.

Or not, depending on your goals. Kills mean loot, of course.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 18, 2013, 02:32:57 pm
I didn't have any weapons equipped. The front door guard said I wasn't allowed to enter and attacked me. After that, things got a little messy. Glitch parts strewn all over the place :P
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 18, 2013, 02:40:03 pm
Glitch castles are auto-hostile. At least to other glitch. I tried walking past with my pick out and the guards smacked me.

A bloodbath... errr? Oilbath? Ensued.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 18, 2013, 02:40:54 pm
So anyone else noticed the latest update seems to be really slow and full of desynchs? Like, I'm walking along and there's a trail of blocks floating behind me, inching across the screen until they're absorbed into my inventory.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 18, 2013, 02:43:25 pm
I have found a pattern, one that courses through the entirety of the Starbound universe.
Has anyone else found strange upside-down triangles on their planet, with the top being foreground and the rest being background? I've found tons upon tons of them, as many as ten on the same planet. IT'S A CONSPIRACY. IF ONLY WE HAD A FORUM FULL OF OBSESSIVE CONSPIRACY THEORISTS. Oh wait. We do. Solve this mystery, damnit.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 18, 2013, 02:44:24 pm
I have found a pattern, one that courses through the entirety of the Starbound universe.
Has anyone else found strange upside-down triangles on their planet, with the top being foreground and the rest being background? I've found tons upon tons of them, as many as ten on the same planet. IT'S A CONSPIRACY. IF ONLY WE HAD A FORUM FULL OF OBSESSIVE CONSPIRACY THEORISTS. Oh wait. We do. Solve this mystery, damnit.

Picture?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 18, 2013, 02:48:42 pm
So anyone else noticed the latest update seems to be really slow and full of desynchs? Like, I'm walking along and there's a trail of blocks floating behind me, inching across the screen until they're absorbed into my inventory.
Well I have a habit of traveling by using the Bubble Beam Boost tech (Timed right and having some high-tier armor equipped, you can float endlessly.) and I get ahead faster than chunks are generated.
So yes, I do experience similar things lately.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 18, 2013, 02:50:59 pm
Can you fall into them and have the missing land generate over you?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 18, 2013, 02:52:56 pm
Can you fall into them and have the missing land generate over you?
I have not experienced that.. yet... However I do get stuck mid-air just before the empty spaces, while the chunks are generated.
However this happens on Multiplayer, I have yet to try this on Singleplayer.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 18, 2013, 03:05:32 pm
So anyone else noticed the latest update seems to be really slow and full of desynchs? Like, I'm walking along and there's a trail of blocks floating behind me, inching across the screen until they're absorbed into my inventory.
It's been more or less like this since day one, for me. Update didn't seem to make it any worse or any better.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 18, 2013, 03:10:59 pm
Make sure the exe is set to run as administrator, and/or try futzing around with compatibility mode.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 18, 2013, 03:11:30 pm
I have found a pattern, one that courses through the entirety of the Starbound universe.
Has anyone else found strange upside-down triangles on their planet, with the top being foreground and the rest being background? I've found tons upon tons of them, as many as ten on the same planet. IT'S A CONSPIRACY. IF ONLY WE HAD A FORUM FULL OF OBSESSIVE CONSPIRACY THEORISTS. Oh wait. We do. Solve this mystery, damnit.

Picture?
Tis a big picture.

Spoiler (click to show/hide)
ALIENS DID I- Oh wait, we are the aliens. HUMANS DID IT
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 18, 2013, 03:13:24 pm
HUMANS DID IT
Humans? Nah.. I am pretty sure it's the work of Penguins.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 18, 2013, 03:31:57 pm
Can you fall into them and have the missing land generate over you?
I have not experienced that.. yet... However I do get stuck mid-air just before the empty spaces, while the chunks are generated.
However this happens on Multiplayer, I have yet to try this on Singleplayer.
I get this in SP when I blink repeatedly in one direction.
Title: Re: Starbound - We have lift off.
Post by: Urist Imiknorris on December 18, 2013, 03:32:51 pm
ALIENS DID I- Oh wait, we are the aliens. HUMANS DID IT
Is there one above the screen in the middle, like some sort of heathen antiTriforce?
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 18, 2013, 03:34:38 pm
Sadly, no. I WAS playing Saria's Song when I found it, does that count? :P
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 18, 2013, 05:01:07 pm
How does one use the codex entries? I found a bunch in a Glitch castle, but no luck using them.
Title: Re: Starbound - We have lift off.
Post by: kisame12794 on December 18, 2013, 05:03:45 pm
Eat them.
Title: Re: Starbound - We have lift off.
Post by: Simmura McCrea on December 18, 2013, 05:13:17 pm
Eating things seems to be a theme.
Found a codex entry? Eat it!
Need to heal? Eat a bandage, or a red stim pack!
New blueprint? Eat it!
Title: Re: Starbound - We have lift off.
Post by: Twi on December 18, 2013, 05:28:41 pm
Eating things seems to be a theme.
Found a codex entry? Eat it!
Need to heal? Eat a bandage, or a red stim pack!
New blueprint? Eat it!
Debating whether to sig this or wait for someone to riff off of it even more. :V
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 18, 2013, 05:31:49 pm
Eating things seems to be a theme.
Found a codex entry? Eat it!
Need to heal? Eat a bandage, or a red stim pack!
New blueprint? Eat it!
Debating whether to sig this or wait for someone to riff off of it even more. :V
Well.. I got nothing.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 18, 2013, 05:32:33 pm
Eating things seems to be a theme.
Found a codex entry? Eat it!
Need to heal? Eat a bandage, or a red stim pack!
New blueprint? Eat it!
This game would be heaven for snorlax.

Or like, you know, every anime protagonist ever.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 18, 2013, 05:35:45 pm
Eating things seems to be a theme.
Found a codex entry? Eat it!
Need to heal? Eat a bandage, or a red stim pack!
New blueprint? Eat it!
This game would be heaven for snorlax.

Or like, you know, every anime protagonist ever.
How could you even forget Kirby (http://en.wikipedia.org/wiki/Kirby_%28character%29)?
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 18, 2013, 05:40:39 pm
Eating things seems to be a theme.
Found a codex entry? Eat it!
Need to heal? Eat a bandage, or a red stim pack!
New blueprint? Eat it!
This game would be heaven for snorlax.

Or like, you know, every anime protagonist ever.
How could you even forget Kirby (http://en.wikipedia.org/wiki/Kirby_%28character%29)?
I'm calling Kirby an anime character anyway, he fits the bill, how large would his lungs be and is his solar systems planets all have helium as their main... Air supply? But that wouldn't work, in order for him to float or even be light enough to 'float' by flapping his wings, her? I dunno, the outside air for the creatures must be denser than the air that's being taken in.

Video game logic, why do we even try?
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 18, 2013, 05:43:49 pm
Everyone's brains are in their bellies.
Title: Re: Starbound - We have lift off.
Post by: Lightning4 on December 18, 2013, 05:46:35 pm
I have found a pattern, one that courses through the entirety of the Starbound universe.
Has anyone else found strange upside-down triangles on their planet, with the top being foreground and the rest being background? I've found tons upon tons of them, as many as ten on the same planet. IT'S A CONSPIRACY. IF ONLY WE HAD A FORUM FULL OF OBSESSIVE CONSPIRACY THEORISTS. Oh wait. We do. Solve this mystery, damnit.

Picture?
Tis a big picture.

-snip-

ALIENS DID I- Oh wait, we are the aliens. HUMANS DID IT

I had these on my homeworld when I first started.

I assumed that they were just a reference to Space Invaders...

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Twi on December 18, 2013, 06:38:33 pm
Say, anyone got a wedding dress (chestpiece) or location thereof? I could use one. :P
NVM, found it. X -68874771 Y 23289477, Alpha Mu Cru 629 I
Big snow planet, head to the right a while.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 18, 2013, 07:03:39 pm
Eating things seems to be a theme.
Found a codex entry? Eat it!
Need to heal? Eat a bandage, or a red stim pack!
New blueprint? Eat it!
Met a new human? Floran eatsss.
New monkey-man? Eatsss.
New fissshy? Eatsss.
New avian? Eatsss.
New glitch? Floran isss displeasssed.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 18, 2013, 07:05:07 pm

Met a new human? Floran eatsss.
New monkey-man? Eatsss.
New fissshy? Eatsss.
New avian? Eatsss.
New glitch? Floran isss displeasssed.
Siiiiiiiiiiiiiiiiiiiiiiiiiigged.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 18, 2013, 07:06:31 pm
Ha. Just you wait. Some mad scientist is going to get their hands on a floran and make cyberflorans, capable of consuming metal. Then, not even the glitch will be safe! New glitch? Floran eatzzz.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 18, 2013, 07:10:51 pm
Speaking of Florans,  relevant Wedding Thorndancer is relevant (http://img.ie/97bk7.png)

Kudos if you get the reference. Bonus points for figuring out what, if anything, the referenced thing is referencing.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 18, 2013, 07:25:48 pm
First underground flesh biome on my level 5 volcanic world! Everything down there is flesh colored! One of the creatures looks just like a daytime creature on the same planet, with the aforementioned flesh coloration!
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 18, 2013, 08:02:26 pm
Speaking of Florans,  relevant Wedding Thorndancer is relevant (http://img.ie/97bk7.png)

Kudos if you get the reference. Bonus points for figuring out what, if anything, the referenced thing is referencing.
Touhou related?
Any how.. Knowing Florans, I guess the wedding will be red.
Title: Re: Starbound - We have lift off.
Post by: Urist McScoopbeard on December 18, 2013, 08:25:16 pm
DON'T CROSS THE FANDOMS, you'll kill us all!!!

Aaaaaaaaaaaaaaaaaaagh!!!!!!!!
Title: Re: Starbound - We have lift off.
Post by: Twi on December 18, 2013, 08:32:15 pm
Speaking of Florans,  relevant Wedding Thorndancer is relevant (http://img.ie/97bk7.png)

Kudos if you get the reference. Bonus points for figuring out what, if anything, the referenced thing is referencing.
Touhou related?
Any how.. Knowing Florans, I guess the wedding will be red.
Naaaaah, that was my thought on the Lantern Stick and it making me think of Flandre. Though, maybe!

As for crossing the fandoms: Starbound x RWBY.
florans vs faunists.

I mean come on they sound so similar
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 18, 2013, 08:32:42 pm
Touhou/TF2 already has cultural singularity potential. They're both extremely popular hat simulators, and if they were ever combined it would be the end of the world as we know it.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 18, 2013, 08:33:20 pm
It lacks the hat to be a proper Touhou. It's Lily White isn't it?
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 18, 2013, 08:33:51 pm
Say, anyone got a wedding dress (chestpiece) or location thereof? I could use one. :P
NVM, found it. X -68874771 Y 23289477, Alpha Mu Cru 629 I
Big snow planet, head to the right a while.
Why wedding? :I Floran is bandito and likes it.

Eating things seems to be a theme.
Found a codex entry? Eat it!
Need to heal? Eat a bandage, or a red stim pack!
New blueprint? Eat it!
Met a new human? Floran eatsss.
New monkey-man? Eatsss.
New fissshy? Eatsss.
New avian? Eatsss.
New glitch? Floran isss displeasssed.
Went to a human base and brutally murdered everyone. Sounds right. :v
Title: Re: Starbound - We have lift off.
Post by: Twi on December 18, 2013, 08:34:58 pm
It lacks the hat to be a proper Touhou. It's Lily White isn't it?
If it weren't for the hat I could very much agree, but that was not the idea. :P


Do I have to tell you guuuuuyz
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 18, 2013, 08:35:58 pm
Yeeeeeeeess :v
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 18, 2013, 08:36:47 pm
Say, anyone got a wedding dress (chestpiece) or location thereof? I could use one. :P
NVM, found it. X -68874771 Y 23289477, Alpha Mu Cru 629 I
Big snow planet, head to the right a while.
Why wedding? :I Floran is bandito and likes it.

Wedding dress isss good. Hasss lotsss of room for meat-juicesss to sssplatter when Floran ssstab.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 18, 2013, 08:39:41 pm
Say, anyone got a wedding dress (chestpiece) or location thereof? I could use one. :P
NVM, found it. X -68874771 Y 23289477, Alpha Mu Cru 629 I
Big snow planet, head to the right a while.
Why wedding? :I Floran is bandito and likes it.

Wedding dress isss good. Hasss lotsss of room for meat-juicesss to sssplatter when Floran ssstab.
Floran like way Floran think.



Isssssss Little Big Planet. :v
Title: Re: Starbound - We have lift off.
Post by: majikero on December 18, 2013, 08:39:57 pm
Why are florans so adorable? Is it the flower? It's the flower isn't it?
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 18, 2013, 08:42:09 pm
I think it's the descriptions you get when you examine stuff, personally.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 18, 2013, 08:44:29 pm
I think it's the descriptions you get when you examine stuff, personally.

Flower helpsssss.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 18, 2013, 08:47:28 pm
If I may point out, florans don't seem that viscous, including the end of the codex entries when you first spawn as a floran, sure the descriptions may be bloody and they are mostly seen as killing machines, but that's just a separation of ethics from intelligence.

Like dwarves! But with more ethical capabilities!
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 18, 2013, 08:47:47 pm
Its the lissssp. It makes them seem vulnerable when combined with their infantile language and lack of moral structure.

They're like three year olds dressed all in flowers who casually kill and eat anything that moves.

Adorable.





What is wrong with people?
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 18, 2013, 08:57:54 pm
Its the lissssp. It makes them seem vulnerable when combined with their infantile language and lack of moral structure.

They're like three year olds dressed all in flowers who casually kill and eat anything that moves.

Adorable.





What is wrong with people?
If I remember correctly, flowers from normal plants are used so bees will come pollinate said flowers with pollen from others.

So the giant flowers on top of their heads is either to use for bees getting.... Ahem, 'baby juice' stuck on their legs to go to other florans and pollinate them, or the flowers are basically something to attract other florans to pollinate each other.

That's just.... Dandy!
Plus they seem quite oddly intelligent from how fast they adapted apex tech and from what I read up on their bio, they seem to be in a sort of hivemind unless one leaves the group in which case the loner is pretty much ostracised.
This is oddly dark.
Title: Re: Starbound - We have lift off.
Post by: Tack on December 18, 2013, 09:01:04 pm
I don't think they're a hivemind. The Glitch are, but I haven't heard any of such about the Floran.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 18, 2013, 09:03:23 pm
It's the N descriptions, personally.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 18, 2013, 09:06:20 pm
The descriptions are a big part of it, but the lisp and the naturalistic aesthetic are both contributing factors as well.

Incidentally, there's a back-slot decor item you can get that's basically a giant pink flower with the little folds of a bluish bud. Hopefully it'll be dye-able once dyes work.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 18, 2013, 09:08:07 pm
Here, here:
Quote
Introducing space travel to the primitive Florans had the undesired effect of Floran colonies spanning across star systems, each with their own customs and levels of aggression. Despite this, individual Florans have been known to split apart from their society to lead their own lives in isolation or in the solace of other races, at the cost of being cut off from the collective and considered enemies of all flora for good.
That's from the starbound wiki, I'll link it in fact.
http://starbound.wikia.com/wiki/Floran (http://starbound.wikia.com/wiki/Floran)
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 18, 2013, 09:27:52 pm
Note that "collective" does not imply "hivemind".
Title: Re: Starbound - We have lift off.
Post by: umiman on December 18, 2013, 09:50:57 pm
Spoiler (click to show/hide)

Get it here: http://www.reddit.com/r/starbound/comments/1t76ib/speed_booster_since_you_all_liked_my_last_mod/
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 18, 2013, 10:01:44 pm
Fist of the Feathered Star!
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 18, 2013, 10:04:57 pm
Fist of the Feathered Star!
More like the Chozo reborn!
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 18, 2013, 10:05:38 pm
I believe what you're actually looking for is "Mine is the face that will roll the heavens!"

Now I'm just wondering if someone could make that, just... free form. Fly through everything, in any direction, and make it explode ahahaheheheheeee.
Title: Re: Starbound - We have lift off.
Post by: Infuriated on December 18, 2013, 10:12:18 pm
Quote from: Execute/Dumbo.exe
So the giant flowers on top of their heads is either to use for bees getting.... Ahem, 'baby juice' stuck on their legs to go to other florans and pollinate them, or the flowers are basically something to attract other florans to pollinate each other.
Pfft. Plump Helmet Floran master race reporting in, enjoy my spores infesting & impregnating your socksss.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 18, 2013, 10:16:09 pm
This:
Spoiler (click to show/hide)
Plus this:
Spoiler (click to show/hide)
Plus this:
Spoiler (click to show/hide)
Means it won't be much longer until I'll be able to play MetroidBound. We're just missing a few other misc. power-ups.

I've already found a mod that adds a Chozo statue, plus the missile/super missile power-ups as decorative items, in addition to several other SNES game items. (http://community.playstarbound.com/index.php?resources/snesmod-by-brainader.138/)
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 18, 2013, 10:22:28 pm
Eh. Problem is a lot of the SNES stuff just doesn't mesh well with Starbound's art style. Though I would kill for craftable Metroid armors c:
Title: Re: Starbound - We have lift off.
Post by: majikero on December 18, 2013, 10:27:00 pm
What's the first one called?
Title: Re: Starbound - We have lift off.
Post by: IronTomato on December 18, 2013, 10:28:25 pm
What's the first one called?
The one where he's running through walls?
That's shinesparking. Took me so long to figure out how it works in Super Metroid.

EDIT: Nevermind, you wanted to know what it was called, I don't know.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 18, 2013, 10:33:35 pm
Here's the Metroid armour. It's purely cosmetic, I believe.

http://community.playstarbound.com/index.php?resources/full-varia-suit-release-1.206/

I think that more detailed items do stand out a bit too much, but I like the gimmick of the SNES items.

Highly detailed armours are a definite no for me though, it just looks too strange when you move.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 18, 2013, 10:40:23 pm
Noice. Time to make a human female. Or maybe an Avian for that authentic Chozo feel.
Title: Re: Starbound - We have lift off.
Post by: Dorsidwarf on December 19, 2013, 04:54:36 am
Do we have a server for Starbound running?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 19, 2013, 04:59:43 am
Do we have a server for Starbound running?
Forsaken has a server and we should have built a town somewhere..
Altough for some reason.. Whenever I try to return to said planet with the town.. there is no town.. I wonder if somehow things got messed up somewhere..
And yes, I did follow the exact coordinates in the Beta sector.
Title: Re: Starbound - We have lift off.
Post by: olemars on December 19, 2013, 05:05:10 am
Favorite critter so far. Looks like a cross between Roger from American Dad and Zoidberg. Also breaks the unwritten rules of Starbound critters by being both adorable and not hostile.
Spoiler (click to show/hide)

And I love the terrain generator
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Dorsidwarf on December 19, 2013, 06:03:17 am
Hmm... The traders at my local village all shout "Buy or sell" at me, but I can't seem to sell things.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 19, 2013, 06:10:46 am
And I love the terrain generator
Spoiler (click to show/hide)
That bridge and lake are actually an imposed structure, similar to the small houses and camps you can find around, rather the result of natural generation. While pretty cool at first, once you have come across three or four that are identical in shape, just a different color dirt block, it seems less impressive.

Just thought you ought to know.
Title: Re: Starbound - We have lift off.
Post by: Meta on December 19, 2013, 07:40:48 am
Do we have a server for Starbound running?
Forsaken has a server and we should have built a town somewhere..
Altough for some reason.. Whenever I try to return to said planet with the town.. there is no town.. I wonder if somehow things got messed up somewhere..
And yes, I did follow the exact coordinates in the Beta sector.
Yeah, the town disappeared just after I started building my house. :(
But, well, I'm waiting for the next patch, with the home teleporter, to once again build a town somewhere on the server.

And, from what I read, the numerous server crash come from a memory leak. I don't know whether or not this bug will be corrected in the next patch, but I hope so.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 19, 2013, 09:19:35 am
Speaking of servers, Aklyon's server is still chugging along. Our homeworld continues to be worked on, complete with a statue of the Great Toad that defies categorization. :P

Also an NPC cage housing unit!
Title: Re: Starbound - We have lift off.
Post by: Dorsidwarf on December 19, 2013, 01:10:54 pm
Would I be able to join in on that server?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 19, 2013, 01:29:38 pm
Speaking of servers, Aklyon's server is still chugging along. Our homeworld continues to be worked on, complete with a statue of the Great Toad that defies categorization. :P

can one join without having to create a new character, or must we create a new character?
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 19, 2013, 01:35:03 pm
Either way is fine, the homeworld is in Alpha anyway.
Title: Re: Starbound - We have lift off.
Post by: Imofexios on December 19, 2013, 02:53:13 pm
Umm are the few people getting scattered around different servers or we gathering up on Aklyons one?
I find it more enjoyable to play with many than alone :)
Title: Re: Starbound - We have lift off.
Post by: Imofexios on December 19, 2013, 02:57:51 pm
*sighs* Can't we stick together for once :D ?
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 19, 2013, 02:59:34 pm
Scattered. Annoyingly.

No difference between the servers, yet we've ended up with three. Which has resulted in a split populace.

I think that, at some point, what I'll do is join a larger, non-bay12 server. I want to play with a decent amount of people, but the fact bay12 keeps making umpteen servers for the same thing tends to make that pretty hard.
You should make a single server that everyone can join, combining all the benefits of the other three!
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 19, 2013, 03:01:40 pm
I think part of the reason the group is split is because the servers are so unstable for now. I know Forsaken's needs to be reset every couple of hours or so. If we have multiple servers going, it increases the chances that we'll be able to actually connect when we want to play.

Maybe we can consolidate later, when the multiplayer is more stable. Or maybe we can make each of the servers have a different purpose. One for vanilla, one for mods, one for RP... That sort of thing?
Title: Re: Starbound - We have lift off.
Post by: Culise on December 19, 2013, 03:03:08 pm
Scattered. Annoyingly.

No difference between the servers, yet we've ended up with three. Which has resulted in a split populace.

I think that, at some point, what I'll do is join a larger, non-bay12 server. I want to play with a decent amount of people, but the fact bay12 keeps making umpteen servers for the same thing tends to make that pretty hard.
You should make a single server that everyone can join, combining all the benefits of the other three!
At which point we end up with four servers.  This feels familiar (http://www.xkcd.com/927/). ^_^
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 19, 2013, 03:06:38 pm
Exactly what I was referencing.
Title: Re: Starbound - We have lift off.
Post by: Culise on December 19, 2013, 03:07:30 pm
Exactly what I was referencing.
Ah.  That went right over my head; I'm a bit too literal, it seems. ^_^
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 19, 2013, 03:11:39 pm
Hey. Eventually they've talked about adding stargates that can link servers ingame. So people can congregate together wherever others are.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 19, 2013, 03:18:12 pm
Hey. Eventually they've talked about adding stargates that can link servers ingame. So people can congregate together wherever others are.
Awesome. That is the one feature I've waited so long for games to start doing.
Title: Re: Starbound - We have lift off.
Post by: Imofexios on December 19, 2013, 03:21:46 pm
Brilliant. Now we all can have our own little servers :D haha
Title: Re: Starbound - We have lift off.
Post by: Imofexios on December 19, 2013, 03:22:08 pm
Brilliant. Now we all can have our own little servers :D haha
Title: Re: Starbound - We have lift off.
Post by: Dorsidwarf on December 19, 2013, 03:23:54 pm
So, are the IPs for the servers buried somewhere in the thread?
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 19, 2013, 03:24:33 pm
*sighs* Can't we stick together for once :D ?
We were all together and it kept crashing forsaken's server. Mine is just here because I can run it and to help forsaken's not crash, I can't leave a laptop running more than I already do :)

So, are the IPs for the servers buried somewhere in the thread?

Yes.
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 19, 2013, 04:36:11 pm
What they do is have your homeworld be *your* homeworld, and travel with you to any server you connect, like your ship, so people can showcase their planet to others. Wasn't that going to be the original plan?
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 19, 2013, 04:42:18 pm
What they do is have your homeworld be *your* homeworld, and travel with you to any server you connect, like your ship, so people can showcase their planet to others. Wasn't that going to be the original plan?
What if two people with the same homeplanet joined a server? And what happens when you DC, does it revert to the default or stay as it is, and if that's the case, what's stopping you from just filling a planet with crap, joining a server then DCing, having people loot everything and then repeating it.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 19, 2013, 04:46:28 pm
What they do is have your homeworld be *your* homeworld, and travel with you to any server you connect, like your ship, so people can showcase their planet to others. Wasn't that going to be the original plan?
What if two people with the same homeplanet joined a server? And what happens when you DC, does it revert to the default or stay as it is, and if that's the case, what's stopping you from just filling a planet with crap, joining a server then DCing, having people loot everything and then repeating it.
I'm pretty sure it's exactly the same as the ship mechanics, just like how you get kicked off someone else's ship as soon as that person disconnects. And the loot trick can be already done with your ship by savescumming: Make a backup of your player data, have people loot your ship, then revert to your backup.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 19, 2013, 04:55:36 pm
So what happens if you've built something on that planet before the person joins? Does it just get wiped or what.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 19, 2013, 04:56:08 pm
So what happens if you've built something on that planet before the person joins? Does it just get wiped or what.
I have no idea.
Title: Re: Starbound - We have lift off.
Post by: Solifuge on December 19, 2013, 05:04:28 pm
Decided it was time to pick up this game. Research Purposes, of course.

Still waiting on my pre-order, but I'm rather enjoying playing around with the character creator:

(http://i.imgur.com/d28XX0C.png)
From Left to Right: Dr. Weissbosch, Lt. Naru Tango, Lady Killbot, Iris, Mistral, and Gillbert
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 19, 2013, 05:07:17 pm
Decided it was time to pick up this game. Research Purposes, of course.

Still waiting on my pre-order, but I'm rather enjoying playing around with the character creator:

(http://i.imgur.com/d28XX0C.png)
From Left to Right: Dr. Weissbosch, Lt. Naru Tango, Lady Killbot, Iris, Mistral, and Gillbert
Wait a moment, you aren't part of the dev team? Go fix that immediately.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 19, 2013, 05:20:19 pm
Twi landed a giant spaceship (http://i.imgur.com/DLwECFc.jpg) above the teleport area. :)
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 19, 2013, 06:15:30 pm
... I think the more important aspect of that picture is the fact that those two skull hat critters aren't the same height.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 19, 2013, 06:37:06 pm
Not sure if you're comedically missing the point, but that's two Florans, and one is crouching.
Are you saying Florans can change their height at will? OP.
Title: Re: Starbound - We have lift off.
Post by: Max White on December 19, 2013, 06:57:34 pm
More to the point, are you saying florans aren't skull hat creatures?
Title: Re: Starbound - We have lift off.
Post by: umiman on December 19, 2013, 07:01:59 pm
If I only had one word to describe Florans it wouldn't be skull.

It would be SSSSTAB.
Title: Re: Starbound - We have lift off.
Post by: Nirur Torir on December 19, 2013, 07:02:25 pm
So what happens if you've built something on that planet before the person joins? Does it just get wiped or what.
Just make different instances of it and let people select which one they fly to from a drop-down list. There's the server's instance, the Player_5_Homeworld instance, and the Player_6_Homeworld instance.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 19, 2013, 07:08:22 pm
Not sure if you're comedically missing the point, but that's two Florans, and one is crouching.
Can a person not simply be hoping to play as short humanoids? Anything to shave off a block from the character model, because I swear the most annoying thing about this game right now is that the dig radius is 3x3 and the character's size 4xwhatever.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 19, 2013, 07:14:26 pm
Watch them make a short character of 3x1 who then has a dig area of 2x2.

I think the dig area and the placement of multiple blocks at a time is a problem. I prefer the mine craft/terraria method of affecting one block at a time.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 19, 2013, 07:26:08 pm
What about those of us that hold the shift key? Pixies need love too.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 19, 2013, 07:26:50 pm
I think the dig area and the placement of multiple blocks at a time is a problem. I prefer the mine craft/terraria method of affecting one block at a time.

Hold shift.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 19, 2013, 07:29:28 pm
Not sure if you're comedically missing the point, but that's two Florans, and one is crouching.
Can a person not simply be hoping to play as short humanoids? Anything to shave off a block from the character model, because I swear the most annoying thing about this game right now is that the dig radius is 3x3 and the character's size 4xwhatever.
It's 4x2.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 19, 2013, 08:10:14 pm
Personally I like it. The Terraria system was always so tedious, and the area mining combined with differing material strengths makes for a much more interesting experience, while also making it easier to clear tunnels and veins of material. What I would like to see, though, is a way to toggle single-block mode. As for the mining area, I think that'd be a good way to implement tiered matter manipulators: give them a 4x4 radius and speed better than picks, but slightly slower than drills.
Title: Re: Starbound - We have lift off.
Post by: Andux on December 19, 2013, 08:32:06 pm
So I found this on my home planet: ???

(http://img.ie/images/ny1ru_thumb.jpg) (http://img.ie/ny1ru.png.html)

Damn it, game; in this house, we obey the laws of fluid dynamics! :P
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 19, 2013, 08:35:28 pm
I'm guessing that would be the house being pre-generated and air being in that spot of hydrophobia, but that doesn't make it any less cool.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 19, 2013, 10:05:52 pm
 Me and Aklyon playing Ievan Polkka on appropriate instruments. (Namely floran bone xylophone and koto!) (http://img.ie/pgrcr.png)
C:
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 19, 2013, 10:25:41 pm
How would I tell if anyone is on a given server?
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 19, 2013, 10:28:46 pm
FAKEDIT: Ask.
I did ask, smartass. I asked here.:P What I want to know is, does Starbound have a /who or /whois command?

Forsaken's server seems awfully lonely right now.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 19, 2013, 10:31:29 pm
Server commands are nonexistent until they get added.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 19, 2013, 10:31:57 pm
You could poke the aklyserver! We have music, as you may have guessed. :P
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 19, 2013, 10:32:14 pm
Boo! Alright, I'll try another server.
Title: Re: Starbound - We have lift off.
Post by: Rose on December 19, 2013, 10:47:58 pm
I play occasionally on forsaken's server, but I'm still in the beginning.
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 19, 2013, 10:51:20 pm

Damn it, game; in this house, we obey the laws of fluid dynamics! :P

It's an obvious quantum effect related to very funky hats. As well as sparkly stuff and generalized coolness.

Damn it man, your character has so much style that even the water stands back impressed. Once again proving that hats are important, in computer games at least.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 20, 2013, 12:37:34 am
I wish people didn't use img.ie; it's terribly slow from Korea. The image timed out as I tried to access it.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 20, 2013, 02:27:24 am
I think the dig area and the placement of multiple blocks at a time is a problem. I prefer the mine craft/terraria method of affecting one block at a time.

Hold shift.

This really annoys me, actually. I more often than not am holding the shift key when I build. Why doesn't the shift key TOGGLE between 2x2 and 1x1, so we don't have to hold it? I'd put it on their forums, but it seems very unlikely that they'll see it unless a bunch of other people add their agreement...

EDIT: Yaaayyyy I found my first instrument, on Forsaken's server! A keytar! Wooooooo!
Title: Re: Starbound - We have lift off.
Post by: Dorsidwarf on December 20, 2013, 06:09:54 am
Is tellehome's server up? It doesn't seem to want to let me connect. Lots of crashes and "join failed"


EDIT: If not, would I be able to get a PM for Forsaken's server's IP, assuming it's still going?

ALSOEDIT: 
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 20, 2013, 08:00:00 am

Don't let the little ones touch you. They did ~170 damage when I landed on one. Crappy way to go, I know.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 20, 2013, 08:03:13 am

Don't let the little ones touch you. They did ~170 damage when I landed on one. Crappy way to go, I know.
Surely, it stinks.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 20, 2013, 08:12:56 am
I slipped and fell from a sewer pipe, fell on a little poop, and took 93 damage and got gibbed.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 20, 2013, 08:52:52 am
Here you go, Skycreeper. (http://imgur.com/u4FL8mw)
x3
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 20, 2013, 09:29:51 am
Here you go, Skycreeper. (http://imgur.com/u4FL8mw)
x3
What is this for? :o
Title: Re: Starbound - We have lift off.
Post by: Twi on December 20, 2013, 09:42:47 am
Not using img.ie, I would assume.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 20, 2013, 11:30:41 am
It only helps if everyone uses imgur. Though frankly I don't see why that would ever be an issue; imgur's great.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 20, 2013, 01:39:19 pm
I tend to use Dropbox for single images. It's just less hassle.

For a whole batch though, an Imgur album is nigh indispensable, I'll give you that.
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 20, 2013, 02:06:33 pm
Eh, I use img.ie when I need to upload a disposable pic quickly so I don't hit the imgur image limit.
Title: Re: Starbound - We have lift off.
Post by: IronTomato on December 20, 2013, 02:11:18 pm
I use tinypic for hosting images that I post on forums and such. I haven't had any problems with it, and it does everything I want it to.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 20, 2013, 02:12:20 pm
I use puush for pretty much errything.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 20, 2013, 02:38:05 pm
So, this (https://twitter.com/Tiyuri/statuses/414093816702828544) is a thing now.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 20, 2013, 03:11:09 pm
Holy shit, a way for you to build a base away from your landing point and be able to get to it fairly quickly in a relatively entertaining way? My god.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 20, 2013, 03:35:00 pm
Is that the gist? I can't get to twitter. I My computer won't let me.
Title: Re: Starbound - We have lift off.
Post by: Baneling on December 20, 2013, 03:37:52 pm
It's skyrails. As in zipline, hang-on-to-rail-to-zip-along things. They look cool and conserve momentum 'n' stuff so you could feasibly set up rollercoasters, I think.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 20, 2013, 03:38:39 pm
It's basically a zipline. A platform-type block that you can hang from and rapidly move along.

edit: ninja.
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 20, 2013, 04:29:02 pm
So, Bioshock Infinite.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 20, 2013, 04:32:09 pm
So, Bioshock Infinite.
Theres many games with zipline.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 20, 2013, 04:49:03 pm
http://www.reddit.com/r/starbound/comments/1tbt8e/progress_on_making_a_bioshock_infinite_inspired/

It's from Bioshock Infinite.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 20, 2013, 05:11:31 pm
Roller coasters fuck yeah!
Title: Re: Starbound - We have lift off.
Post by: Max White on December 20, 2013, 05:58:14 pm
Reminds me of Minecraft rails. Pretty cool concept, and sometimes a lot of fun, but often little practical application.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 20, 2013, 06:03:18 pm
Also, minecarts are landbound. These are not.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 20, 2013, 06:34:58 pm
Yessss. Dwarven engineering GO.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 20, 2013, 06:50:25 pm
Is anybody else having problems with minibiomes being replaces by different planets' biomes?
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 20, 2013, 07:08:23 pm
Yeah. I've found volcano planets with ice on the surface.
Deserts with snow and forests with deserts as well for me.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 20, 2013, 07:09:34 pm
Well, you know what they say.. Winter is coming.
Title: Re: Starbound - We have lift off.
Post by: Man In Zero G on December 20, 2013, 07:11:38 pm
Every single planet I've visited with my most recent guy has snow on it. Every. Single. One.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 20, 2013, 07:12:42 pm
Are you landing on snow planets only?
Title: Re: Starbound - We have lift off.
Post by: Man In Zero G on December 20, 2013, 07:21:03 pm
No. Beam down to a desert planet: Snow as far as the eye can see. Forest world? Nope snow... Oh wait, there's the trees... on the other side of the planet, sure. Arid biome.... surprise! Snow! And it always seems to center on the beam down point. On the plus side, easy mining through snow without freezing to death, so that's good, right?
Title: Re: Starbound - We have lift off.
Post by: stabbymcstabstab on December 20, 2013, 07:23:50 pm
It might be a thing they do for winter.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 20, 2013, 07:24:43 pm
It might be a thing they do for winter.
Not just snow. Sand on forests for me. Snow everywhere else. Also, I don't think this was intentional.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 20, 2013, 07:42:18 pm
I think your transporter is malfunctioning. Pity the poor forest creatures who frolicked there before you first beamed down.
Title: Re: Starbound - We have lift off.
Post by: Man In Zero G on December 20, 2013, 08:05:40 pm
I just beamed down to my first snow-less forest world! This one had tentacles instead.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 20, 2013, 08:45:39 pm
A tundra world did have a lava biome on the surface... I thought it was intentional. Other than that one planet I've not seen any weirdness though.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 20, 2013, 08:51:11 pm
The most dramatic shift I've seen was just a snow biome turning into a jungle biome. Nothing major compared to some of the other examples.

It had lots of clay though. I was a bit bummed out when I found out you can't actually do anything with clay.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 20, 2013, 09:06:02 pm
The most dramatic shift I've seen was just a snow biome turning into a jungle biome. Nothing major compared to some of the other examples.

It had lots of clay though. I was a bit bummed out when I found out you can't actually do anything with clay.

You really should be able to make soft brick out of clay you would think.

EDIT: Finally found some musical instruments! A rock organ and a music box. Hecks yes.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 20, 2013, 09:57:00 pm
I can't find the recipe for the back lantern.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 20, 2013, 09:59:59 pm
I can't find the recipe for the back lantern.
Have you defeated the ufo?
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 20, 2013, 10:41:49 pm
I can't find the recipe for the back lantern.
Have you defeated the ufo?
I'm in the X sector.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 20, 2013, 10:46:48 pm
Last I remember it was at the very bottom of the... well, either the crafting table or the anvil. Pretty sure you can craft it before the UFO drops, unless there was an update I didn't notice.

Maybe needs a new character, if the one is from before the update that included the lantern? Dunno.

E: Actually, let me just go check. I can do that! Just a mo'.
E2: Yup, very bottom of the crafting table. 500 pixels, 10 unrefined wood, 15 iron bars.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 20, 2013, 11:19:10 pm
Last I remember it was at the very bottom of the... well, either the crafting table or the anvil. Pretty sure you can craft it before the UFO drops, unless there was an update I didn't notice.

Maybe needs a new character, if the one is from before the update that included the lantern? Dunno.

E: Actually, let me just go check. I can do that! Just a mo'.
E2: Yup, very bottom of the crafting table. 500 pixels, 10 unrefined wood, 15 iron bars.
Can't find it.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 20, 2013, 11:23:46 pm
Are you in Beta sector? Did you craft the mk2 ship upgrade?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 20, 2013, 11:25:48 pm
Are you in Beta sector? Did you craft the mk2 ship upgrade?
I can't find the recipe for the back lantern.
Have you defeated the ufo?
I'm in the X sector.

I'm pretty sure it requires a new character, because my just-post-wipe X-sec character can't make it either.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 20, 2013, 11:31:18 pm
Try reomnomming the Mk2 upgrade.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 20, 2013, 11:34:37 pm
Yeah just re-craft the nav upgrade mk 2.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 20, 2013, 11:34:48 pm
I tried that, no luck. It's strange, because all of the other new items are showing up just fine.
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 20, 2013, 11:43:13 pm
It doesn't require a new character, as it works for my current character.

But it diddn't show up for me until I got some of the ore upgrades (the ones you craft in the X sector). I dont know what exactly is required to make it available.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 21, 2013, 12:04:37 am
Mk2 upgrade is required afaik.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 21, 2013, 12:07:19 am
It doesn't require a new character, as it works for my current character.

But it diddn't show up for me until I got some of the ore upgrades (the ones you craft in the X sector). I dont know what exactly is required to make it available.
The only tech upgrade I have left is rubium tech.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 21, 2013, 12:14:23 am
I'm at end-tier, and I've remade and reused every starmap and tech upgrade.
Title: Re: Starbound - We have lift off.
Post by: SilverSynch on December 21, 2013, 12:29:23 am
.ABC format is so terrible that fans are suggesting the devs include MML support instead. (http://community.playstarbound.com/index.php?threads/support-for-mml-music-notation-format.38489/)
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 21, 2013, 12:42:04 am
I linked that before and no-one noticed :(
Title: Re: Starbound - We have lift off.
Post by: Reudh on December 21, 2013, 12:53:15 am
.ABC format is so terrible that fans are suggesting the devs include MML support instead. (http://community.playstarbound.com/index.php?threads/support-for-mml-music-notation-format.38489/)

Iirc ABC by default has less channels, too.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 21, 2013, 01:24:19 am
Yeah, it definitely sounds a lot better.

Won't fix the fact that a some of the people composing these and making them available online seem to be tone deaf.
Title: Re: Starbound - We have lift off.
Post by: Gabeux on December 21, 2013, 01:25:19 am
PLEASE TELL ME NO ONE POSTED THIS BEFORE

Spoiler: Such awesome (click to show/hide)

Gaming has achieved perfection (http://community.playstarbound.com/index.php?resources%2Fdoge-set.455%2F).
Title: Re: Starbound - We have lift off.
Post by: ShoesandHats on December 21, 2013, 01:27:54 am
Am I correct in saying that the IP adress for Aklyon's server is a certain large African cat's named misspelled and the suffix of a certain immensely popular indie game.dyndns.org?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 21, 2013, 02:11:47 am
You are, but he's asleep and I should be too. :P
Title: Re: Starbound - We have lift off.
Post by: Tack on December 21, 2013, 04:00:09 am
lepperdbound?
Title: Re: Starbound - We have lift off.
Post by: Solifuge on December 21, 2013, 04:35:47 am
Clearly it is Cougarstory.
Title: Re: Starbound - We have lift off.
Post by: scriver on December 21, 2013, 04:49:48 am
Eating things seems to be a theme.
Found a codex entry? Eat it!
Need to heal? Eat a bandage, or a red stim pack!
New blueprint? Eat it!
Met a new human? Floran eatsss.
New monkey-man? Eatsss.
New fissshy? Eatsss.
New avian? Eatsss.
New glitch? Floran isss displeasssed.
Went to a human base and brutally murdered everyone. Sounds right. :v


3. ? ? ?

Spoiler: Try out shiny new hat! (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Dorsidwarf on December 21, 2013, 04:57:32 am
What does the "server account" and "server password" actually mean?
Title: Re: Starbound - We have lift off.
Post by: scriver on December 21, 2013, 05:15:21 am
I use none of the mods. SMASHROOM SMASHROOM
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on December 21, 2013, 05:20:28 am
Lots and lots of .abc songs that theoretically can be played in Starbound. Change the last letter in the URL to view other songs. (http://www.thefatlute.eu/rapid/view_letter/s)
Title: Re: Starbound - We have lift off.
Post by: Reudh on December 21, 2013, 05:46:04 am
I use no mods - i've found one of them on Sky's server too, and one on my own singleplayer game.
They just say things in barely-working-english + entish on my one.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 21, 2013, 05:58:21 am
Lots and lots of .abc songs that theoretically can be played in Starbound. Change the last letter in the URL to view other songs. (http://www.thefatlute.eu/rapid/view_letter/s)
How do you make that work?
Title: Re: Starbound - We have lift off.
Post by: scriver on December 21, 2013, 06:00:25 am
I use no mods - i've found one of them on Sky's server too, and one on my own singleplayer game.
They just say things in barely-working-english + entish on my one.

Yeah, mostly mushroom-related puns or somesuch. Like "smashroom".
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on December 21, 2013, 06:19:07 am
Lots and lots of .abc songs that theoretically can be played in Starbound. Change the last letter in the URL to view other songs. (http://www.thefatlute.eu/rapid/view_letter/s)
How do you make that work?
I've created a file with an extension .abc inside the Starbound/assets/songs foldier, opened it with Notepad, copypasted the code of the song into the file and saved it.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 21, 2013, 07:37:52 am
Huzzah, I finally got up the courage to fight that UFO. Was easier to beat than I expected. Now I think I'll upgrade everything as much as possible before heading to that beta sector. I mostly just want to explore, no sense getting beat up by the wildlife!
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 21, 2013, 07:44:40 am
Huzzah, I finally got up the courage to fight that UFO. Was easier to beat than I expected. Now I think I'll upgrade everything as much as possible before heading to that beta sector. I mostly just want to explore, no sense getting beat up by the wildlife!

I had the same reaction  -I geared up massively for the UFO, having attempted it once back in the oh-god-oh-god-we're-all-going-to-die days and failing miserably, then found that it was actually far easier than I was fearing.

While gearing up is good, if you're of a similar combat standard to me (i.e. rubbish  :P) then I'd say you probably don't need all top-of-the-line gear for the next boss.  Probably.  Though it does help.

I haven't gone beyond the second boss yet.  The Steam Christmas Sale kinda slowed my Starbounding a bit.  ;D
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 21, 2013, 08:00:20 am
Wolfeyez and I hit the X Sector. We're starting to collect cerulium from threat level 7 planets. I have enough bars to make us both tech upgrades, but no actual equipment.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 21, 2013, 08:29:46 am
Bosses in general are not nearly as strong as they used to be. Run bosses without fear! For now.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 21, 2013, 08:40:39 am
And, all else being equal, you can always go find a nice town to pop the boss off in. Once it inevitably aggros the guards, you have help!

As mentioned earlier, avian sky pirates work as well, you just (seem to) have to dig up their ship so a bunch of them end up on the surface.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 21, 2013, 08:41:52 am
Is anyone else on Forsaken's server, by the way? That's where I've been playing. I do notice some lag when fighting - creatures hit me before they get close enough, so I just have to swing wildly until the damage numbers show up. Otherwise it seems to be running well.

I found my first group of lava caves underground. I mined next to one of them and watched the critters bouncing around inside for a minute before one of them landed in the lava and went POOF in a bright flash of light. So, I guess... Don't touch the lava?
Title: Re: Starbound - We have lift off.
Post by: kisame12794 on December 21, 2013, 10:21:15 am
Lava inflicts the Melting debuff, which causes you to take 100 damage regardless of armor.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 21, 2013, 10:39:55 am
Clearly it is Cougarstory.
If I had a reason to change it, thats sounds both dramatic and silly, Soli. :)
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 21, 2013, 11:09:59 am
Wolfeyez and I hit the X Sector. We're starting to collect cerulium from threat level 7 planets. I have enough bars to make us both tech upgrades, but no actual equipment.
Aegisalt comes first. Thanks to the unfinished upper tiers you have to take yourself through them as if there were different sectors for each ore.
Title: Re: Starbound - We have lift off.
Post by: Niveras on December 21, 2013, 11:42:39 am
How do you mix food? Not cook, using the stove or campfire, but recipes using food items to create better food. Are they only available via schematics? Do they unlock automatically when you have all the ingredients in your inventory at the same time? Do they require a special work table that I don't yet have access to? (In gamma sector currently.)
Title: Re: Starbound - We have lift off.
Post by: Simmura McCrea on December 21, 2013, 11:51:35 am
There's a cooking table. Needs planks and copper. It's always available. Check your crafting table carefully.
Title: Re: Starbound - We have lift off.
Post by: SilverSynch on December 21, 2013, 01:33:02 pm
Lots and lots of .abc songs that theoretically can be played in Starbound. Change the last letter in the URL to view other songs. (http://www.thefatlute.eu/rapid/view_letter/s)

I love how the word "theoretically" was used, as Starbound uses it's own standard for .abc, as easyABC and Maestro/LoTRO do.
You would be lucky to hear the opening notes.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 21, 2013, 01:36:53 pm
Lots and lots of .abc songs that theoretically can be played in Starbound. Change the last letter in the URL to view other songs. (http://www.thefatlute.eu/rapid/view_letter/s)

I love how the word "theoretically" was used, as Starbound uses it's own standard for .abc, as easyABC and Maestro/LoTRO do.
You would be lucky to hear the opening notes.

If those were made with any sort of standard, surely it wouldn't be hard to write a program that converted them to Starbound standard abc songs.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 21, 2013, 02:21:29 pm
Lots and lots of .abc songs that theoretically can be played in Starbound. Change the last letter in the URL to view other songs. (http://www.thefatlute.eu/rapid/view_letter/s)

I love how the word "theoretically" was used, as Starbound uses it's own standard for .abc, as easyABC and Maestro/LoTRO do.
You would be lucky to hear the opening notes.

If those were made with any sort of standard, surely it wouldn't be hard to write a program that converted them to Starbound standard abc songs.

The ones that I've heard that sounded decent seemed to be manually adjusted to work properly. I'm far from competent enough at music theory to do this myself though, so I kinda hope the MML idea goes through at some point, even though I don't expect anything to come of it from what I've heard.
Title: Re: Starbound - We have lift off.
Post by: Reudh on December 21, 2013, 03:11:27 pm
Lots and lots of .abc songs that theoretically can be played in Starbound. Change the last letter in the URL to view other songs. (http://www.thefatlute.eu/rapid/view_letter/s)

I love how the word "theoretically" was used, as Starbound uses it's own standard for .abc, as easyABC and Maestro/LoTRO do.
You would be lucky to hear the opening notes.



If those were made with any sort of standard, surely it wouldn't be hard to write a program that converted them to Starbound standard abc songs.

I've already had a stab at converting MIDI files into usable Starbound ABC files using LoTRO ABC Converter, a legacy version of Maestro. It really depends which song you choose, and how many instruments you cut out.
For example, a very Final Fantasy 4 Boss Theme, piano only, worked pretty much perfectly in Starbound, whereas a Golden Sun battle theme did not, as it had far more notes.

Generally, for the best conversion MIDI -> LOTRO ABC and hoping it works in starbound, is the less notes and the more similar the instruments, the better.


At least, that's what I've noticed.
Title: Re: Starbound - We have lift off.
Post by: ShoesandHats on December 21, 2013, 05:09:27 pm
Clearly it is Cougarstory.
If I had a reason to change it, thats sounds both dramatic and silly, Soli. :)

Speaking of which, could you PM me the password assuming it's particularly secretive?
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 21, 2013, 05:28:21 pm
its not particularly secretive. Bay12 tends to use the same password for mp games afaik.
Title: Re: Starbound - We have lift off.
Post by: ShoesandHats on December 21, 2013, 05:31:35 pm
its not particularly secretive. Bay12 tends to use the same password for mp games afaik.

And that would be...?
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 21, 2013, 06:13:44 pm
Glory to the Toad?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 21, 2013, 06:26:59 pm
So.. this (https://twitter.com/Tiyuri/statuses/414484607753396224) could interest some of us..
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 21, 2013, 06:59:13 pm
its not particularly secretive. Bay12 tends to use the same password for mp games afaik.

And that would be...?
Dwarf. :P
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 21, 2013, 08:52:49 pm
I am deeply discomforted by the tentacle biome's music.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 21, 2013, 08:54:40 pm
I am deeply discomforted by the tentacle biome's music.
I don't believe you. :V
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 21, 2013, 09:04:42 pm
Bits of that music kind of vaguely reminds me of.. a certain SNES game.. Specifically 'Zombies Ate My Neighbours'.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 21, 2013, 09:39:56 pm
I am deeply discomforted by the tentacle biome's music.
I don't believe you. :V
END YOUR DISBELIEF BECAUSE I AM NOT GOING BACK TO ANY OF THOSE HORRIBLE PLANETS

Also where are the ocean planets?
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 21, 2013, 09:51:54 pm
So I got a snow jungle too.

There was three cultist camps with a barrel-o-fire and a tent each, and an apex merchant who sold clothes.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 21, 2013, 09:55:55 pm
I'm gonna start a Hylotl character when they fix the surface minibiome bug. I feel like I've missed too many schematical opportunies becauses of snowy lavalands, burning drylands, snowy deserts, and sandy forests.
Title: Re: Starbound - We have lift off.
Post by: ShoesandHats on December 21, 2013, 09:59:32 pm
Bits of that music kind of vaguely reminds me of.. a certain SNES game.. Specifically 'Zombies Ate My Neighbours'.

Thank god I'm not the only person who thought that.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 21, 2013, 09:59:49 pm
I hope they implement something to carry water. A bucket, of sorts. I wanna build a swimming pool and have pet fish.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 21, 2013, 10:14:40 pm
I hope they implement something to carry water. A bucket, of sorts. I wanna build a swimming pool and have pet fish.
Go to an apex apartment set. They 've got aquariums, and if you're lucky, one will have fish.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 22, 2013, 01:19:19 am
There was a blackout just now where I'm at, while I was playing Starbound.

When I went back on and booted up my character, I was on a different planet and my ship and inventory were completely wiped.

All my rage right now.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 22, 2013, 01:21:19 am
That's odd. Whenever I've been d/ced from it, I rarely lost anything but a few minutes of time.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 22, 2013, 01:28:07 am
I guess I just have bad luck, especially since I had just finished my cruiser using the "build your own ship" mod. I've been working on it for a few days, and had to rip apart three U.S.C.M. bases, one Glitch castle, and one of those towers made of pressurized steel that you can find anti-matter in.

Now I'm back to the human starter ship, with an empty inventory, on a planet I've never even been to before. And of course I never made any back-ups.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 22, 2013, 01:49:51 am
I guess I just have bad luck, especially since I had just finished my cruiser using the "build your own ship" mod. I've been working on it for a few days, and had to rip apart three U.S.C.M. bases, one Glitch castle, and one of those towers made of pressurized steel that you can find anti-matter in.

Now I'm back to the human starter ship, with an empty inventory, on a planet I've never even been to before. And of course I never made any back-ups.

Go to the assets/tools folder and find the stone pickaxe file. Change blockdamage to 9.5 and tile range to 5. Now you've saved HOURS of chipping away at those dungeon tiles again. It makes building or rebuilding SO MUCH LESS PAINFUL.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 22, 2013, 01:55:03 am

Go to the assets/tools folder and find the stone pickaxe file. Change blockdamage to 9.5 and tile range to 5. Now you've saved HOURS of chipping away at those dungeon tiles again. It makes building or rebuilding SO MUCH LESS PAINFUL.

I've already modded in my own kind of matter manipulator that can take down almost any block type in seconds, actually.

The bigger problem will probably be replacing my loot. I had tons of different clothes and instruments, amongst other things. Everything was on my ship, I left nothing on any of the planets I've visited. The only way I can ensure I can get them back would be to delete all the saved planet data and go back to each individual planet and scour them again.

Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 22, 2013, 02:24:27 am
Man. Everyone's always thinking about bigger and bigger ships. Even the devs.

Why doesn't anyone ever think a little... smaller... (http://community.playstarbound.com/index.php?resources/ecca-721-apex-shuttle.537)
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 22, 2013, 02:49:11 am
I just want a darn fighter-ship so I can sail the stars and be the pirate I really wanna be. It ties in with my human origins. Oh, and the beauty of acting as a starfaring pirate with the possible suggestion-implementation of NPC Stations near planets acting as tradeports and all?
Why can't I have that glory? D:
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 22, 2013, 02:57:22 am
Any why can't we sell things yet D:
Title: Re: Starbound - We have lift off.
Post by: Twi on December 22, 2013, 04:42:53 am
Any why can't we sell things yet D:
Title: Re: Starbound - We have lift off.
Post by: quinnr on December 22, 2013, 05:35:52 am
Whooo! I finally have a USB mouse for my laptop, been waiting to play until I had it, as touchpads suck majorly.
So, is there any general list of servers being currently run by B12 users? I know I played on one a bit ago but I lost the IP / Save Data in the meantime.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 22, 2013, 05:52:51 am
There's Forsaken's, Tellemurius's (which has its own thread somewhere), and Aklyon's. I frequent Aklyserver myself.
'course, he's fast asleep atm, so :P
Title: Re: Starbound - We have lift off.
Post by: Meta on December 22, 2013, 09:34:59 am
Last news, from reddit (http://www.reddit.com/r/starbound/comments/1tfqae/chucklefish_live_12212013_information_feed/):
Quote
The next update will wipe your universe and quests, but not characters.
A future update which will include the feature which prevents future wipes will wipe everything.

There's also an ongoing rumor, saying that the update will be live real soon, maybe today.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 22, 2013, 09:43:38 am
Oh noes! Our fancy home base planet!

D:

Ah, well, beta is beta, I  suppose..
Title: Re: Starbound - We have lift off.
Post by: jhxmt on December 22, 2013, 10:07:04 am
Quote from: reddit
Tiy | ?:?? | You'll be unable to breathe on moons.

This I like.  More 'player vs environment' challenges I like.  :)

Edit: uh, I'm assuming that they're going to give some equipment-based way to breathe while you're on them, though, rather than just making it an insta-death landing!  :P
Title: Re: Starbound - We have lift off.
Post by: Rose on December 22, 2013, 10:10:49 am
Probably breath meter.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 22, 2013, 10:12:17 am
I'm hoping it'll be more than 'wear spesssuit, infinte air'. I'd like to need to build a moonbase, with plants producing oxygen that I can use to refill my suit's reserves for surface work.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 22, 2013, 10:15:02 am
That'd be neat, but I'm not holding my breath. :v
Title: Re: Starbound - We have lift off.
Post by: Rose on December 22, 2013, 10:16:10 am
Wear spacesuit, use energy to breathe.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 22, 2013, 10:27:18 am
When will we be unable to beathe on our ship? I want to see either some encouraged hydroponics or less time spent on the ship using up that precious oxygen.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 22, 2013, 10:33:42 am
That'd be neat, but I'm not holding my breath. :v
Honestly though, it seems like a hassle, and shipfarming is ALREADY a good idea because the ship is always loaded.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 22, 2013, 11:00:49 am
Running around in space is not an easy thing.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 22, 2013, 11:07:42 am
One of the previews posted showed a "meteor shower" rain type that destroyed chunks of terrain. It's official folks, ground bases are now the most pointless waste of time ever.
Title: Re: Starbound - We have lift off.
Post by: Isdar on December 22, 2013, 11:15:08 am
One of the previews posted showed a "meteor shower" rain type that destroyed chunks of terrain. It's official folks, ground bases are now the most pointless waste of time ever.
I find it unlikely that every planet is going to be hit by meteors.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 22, 2013, 11:15:11 am
Build a dome?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 22, 2013, 11:17:57 am
One of the previews posted showed a "meteor shower" rain type that destroyed chunks of terrain. It's official folks, ground bases are now the most pointless waste of time ever.
I find it unlikely that every planet is going to be hit by meteors.
Though it would be nice to know that sort of thing before you start investing in a base.
Build a dome?
This depends on how the meteor damage works. If it 'mines' blocks the same way other stuff does, rather than something lazy like what the UFO seems to do, then some of the tougher dungeon materials could very well serve as a meteor-proof dome and make for some pretty awesome gameplay.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 22, 2013, 01:23:33 pm
Eh, even if it did work the way the ufo did, it would have to have a limit to what it could break, or every meteor would burrow to the core. therefore it would have to be unable to break say, stone, or only penetrate 10 blocks or so. In which case you could just have an ablative shield say 20 blocks thick above your base and just replace it after a meteor shower.

Do we even know if they're going to damage blocks? For all we know they only damage living things.

Also I assume they're going to be rare or only on special planet types or caused by something, so its not going to be that big of an issue I assume.

To be fair, having challenges to build a base around would only make it more interesting. Right now you can just build a square out of wood with cheap doors and its fine. Adversity gives the opportunity for creative innovation.
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on December 22, 2013, 01:28:28 pm
One of the previews posted showed a "meteor shower" rain type that destroyed chunks of terrain. It's official folks, ground bases are now the most pointless waste of time ever.
I'll build my ground base deep underground, then.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 22, 2013, 03:37:11 pm
It turns out I did have a back-up of my ship, on my other character.

One small problem; This back-up was before I had put any of my furniture down. Normally this wouldn't bother me, since it meant that I still had most of my ship. But there is also one large problem.

There is no captain's chair.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 22, 2013, 04:50:11 pm
Derr. Mod one is as a craftable? I mean, the build your own ship must have a method of moving the chair and fuel thing around or something
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 22, 2013, 05:07:20 pm
Derr. Mod one is as a craftable? I mean, the build your own ship must have a method of moving the chair and fuel thing around or something

It just marks the chair, fuel port, tech station, and storage locker as moveable, it doesn't allow you to make them. Though I haven't much use for the ship without all of my loot in it, and this character is barely used, so I'm probably just going to abandon it.

Also, while poking around the assets I found that every race has their own unique looking captain's chair, but for some reason every character I've made only uses the Apex one.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 22, 2013, 06:14:30 pm
... the butterfly boost tech makes you a lot more mobile. A lot. Just... I just found it, circumvented the planet I was on in maybe 3-5 minutes, while having midair dog fights with passing birds. Kinda' insane. "Skipping" through the air, you barely ever have to land...

E: So very easy to outpace the chunk loading, though >_<

Even straight up. It's kinda' silly to get an occasional rest in a constant upward butterfly skip because you've gotten stuck on empty space.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 22, 2013, 06:42:54 pm
I can't seem to find what the point of the targeted blink tech is. You can't go through blocks or doors with it, and doing it rapidly consumes a lot more energy than gravity bubble or butterfly boost.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 22, 2013, 07:07:25 pm
It's the most reliable combat tech, and once you have top-tier energy it's the easiest way to traverse a planet. Flashing lets you avoid absolutely everything and is instant, rather than requiring a sequence of button presses. It's great for fighting things that can wreck you, because you can use it like a dodge.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 22, 2013, 08:09:26 pm
It just marks the chair, fuel port, tech station, and storage locker as moveable, it doesn't allow you to make them. Though I haven't much use for the ship without all of my loot in it, and this character is barely used, so I'm probably just going to abandon it.

The maker of the mod I use informed me that all the vital ship bits including the thrusters can be scanned and printed for 1 px per by default. You... kinda can't print off another tech station though so there is that.

To get a new set of the default parts:
1) Go to the player folder in the main starbound folder. There should be sets of 3 files: (long alphanumeric string).metadata, .player, and .shipworld. The .shipworld is the one you want.
2) Open .shipworld file or .player file in notepad. Somewhere on the first line should be the character's name. Note which alphanumeric string corresponds to your character.
3) Change the extension on the appropriate .shipworld file to .shipworld_bak
4) Start the game and load the character. Missing a ship will cause the game to generate a new default .shipworld file. Grab the important bits.
5) Delete the character's .shipworld file, and rename the backup to .shipworld.

You should now have your old ship back, with the bits from the fresh ship still in your character's inventory.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 22, 2013, 09:16:19 pm
-snipped for SPAAACE!-

While that's useful information, I don't really want to bother with this empty frigate, since the character it currently belongs to is expendable and the only thing I really cared about is my loot.

Mostly just my nylon guitar and some bits of furniture, I don't care too much about the missing clothes or the lesser instruments. Looking back, most of the furniture I collected for the ship just ended up sitting in storage instead once I had finished decorating.

Thanks anyways, though.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 22, 2013, 10:05:51 pm
Oh my god. A grenade launcher. That poops out tiny little pigs with dynamite strapped to their backs that hug the ground and run super fast.

I think I'm in love.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 22, 2013, 10:11:06 pm
Oh my god. A grenade launcher. That poops out tiny little pigs with dynamite strapped to their backs that hug the ground and run super fast.

I think I'm in love.
The grenade launcher I had shot grenades that stopped in mid-air and blew up when something touched them.
At least I have a fast, low-energy stickyplasma shotgun. It does good.
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 22, 2013, 11:30:15 pm
The only guns I've found shoot ordinary boring bullets...
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 23, 2013, 12:07:05 am
The only guns I've found have been weak as hell. 72 dps? No thanks, I have a 600+ dps hammer.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 23, 2013, 12:12:45 am
The only guns I've found have been weak as hell. 72 dps? No thanks, I have a 600+ dps hammer.
I like my 3333 DPS impervium axe too, but sometimes guns just feel better.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 23, 2013, 12:20:17 am
And my only weapon has a meagre 77 dps...
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 23, 2013, 12:20:38 am
The only guns I've found have been weak as hell. 72 dps? No thanks, I have a 600+ dps hammer.
I like my 3333 DPS impervium axe too, but sometimes guns just feel better.
Wolfeyez and I are getting there. We're about to go grab our first rubium.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 23, 2013, 12:23:19 am
Sadness: Removing all the propellers from an avian skypirate airship does not cause the entire thing to crash to the ground. I guess they're just... props. *coughs*

Poor skypirates, though. They're just trying to get a little loot and pillage on, maybe a bit of gun running on the side, and this jackass apex digs holes all through their ship, steals their propellers, and then spends like a half hour* luring birds to attack 'em. What a way to make a living, huh.

Incidentally, editing a pickaxe into something speedy makes... a lot of things a lot smoother, less time consuming, less painful... I'd recommend it.

*Probably more like 10-15 minutes, at the most, but half hour sounds better.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 23, 2013, 12:24:58 am
After the next wipe, I'll probably do a balance mod, if I can figure out how.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 23, 2013, 12:26:34 am
Sadness: Removing all the propellers from an avian skypirate airship does not cause the entire thing to crash to the ground. I guess they're just... props. *coughs*

Poor skypirates, though. They're just trying to get a little loot and pillage on, maybe a bit of gun running on the side, and this jackass apex digs holes all through their ship, steals their propellers, and then spends like a half hour* luring birds to attack 'em. What a way to make a living, huh.

Incidentally, editing a pickaxe into something speedy makes... a lot of things a lot smoother, less time consuming, less painful... I'd recommend it.

*Probably more like 10-15 minutes, at the most, but half hour sounds better.
The propellers also hurt the player to jump into.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 23, 2013, 12:27:37 am
Found: One pimpin' hat.

If it is yours, there is no contact information, for it is now mine and I will not be giving it back.

Also, wizard pants.
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 23, 2013, 12:29:18 am
I'm sad that I will lose Ssspacedancer the floran wizard in the next patch or two :/

I guess I can try to stash everything on a planet and try my luck with a planet backup again.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 23, 2013, 12:31:05 am
The propellers also hurt the player to jump into.
But not the NPCs! Bird people sky pirates have apparently mastered the ancient art of airship ninja propeller dodge.

Unfortunately. I was hoping to make some bank relocating their propellers into the mess hall. And wouldn't that be a helluva' way to start the morning. Go into the cafeteria for breakfast, WHAM. Propulsion device all up in the epidermal layer. Ouch.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 23, 2013, 12:45:41 am
I'm sad that I will lose Ssspacedancer the floran wizard in the next patch or two :/

I guess I can try to stash everything on a planet and try my luck with a planet backup again.
Doesn't work, I tried. Wipes override all changes made to planets even if you restore an old copy of the planet file.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 23, 2013, 12:48:23 am
I'm sad that I will lose Ssspacedancer the floran wizard in the next patch or two :/

I guess I can try to stash everything on a planet and try my luck with a planet backup again.
Doesn't work, I tried. Wipes override all changes made to planets even if you restore an old copy of the planet file.
Yeah, I discovered that after the last character wipe. Doesn't mean I'm not gonna try again; I've only found the one wizard hat ever and I don't remember the coordinates where I found it.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 23, 2013, 01:03:45 am
I just found a snowman. Sadly, I hit him with my axe. I thought he was a decoration, not an object that could be destroyed, like baskets.

On the bright side, I now have a new hat and a tasty carrot.

E: Found another one!
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 23, 2013, 01:04:53 am
I'm sad that I will lose Ssspacedancer the floran wizard in the next patch or two :/

I guess I can try to stash everything on a planet and try my luck with a planet backup again.
Doesn't work, I tried. Wipes override all changes made to planets even if you restore an old copy of the planet file.
Yeah, I discovered that after the last character wipe. Doesn't mean I'm not gonna try again; I've only found the one wizard hat ever and I don't remember the coordinates where I found it.
Chest items are randomized anyways. Won't work.
Title: Re: Starbound - We have lift off.
Post by: quinnr on December 23, 2013, 01:07:29 am
I was trying to cover my whole planet just to see how much cool stuff I could find...
I went for ages, found a few cultist buildings (both with huge minibosses near them...two swords that shoot bubbles dropped!)

Eventually, I came across a huge castle, accidentally hit some guy inside with my bubbles, and had to massacre the entire place as the guards wouldn't stop coming. But then my laptop overheat and I got teleported back to my ship. I think it's time to go to a new planet, I don't know if I have the effort left to make the same multiple day journey again. Really need to find some way to transport myself faster. You know, like calibrating this beam to be ninety degrees to the left. :S
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 23, 2013, 01:11:31 am
I was trying to cover my whole planet just to see how much cool stuff I could find...
I went for ages, found a few cultist buildings (both with huge minibosses near them...two swords that shoot bubbles dropped!)

Eventually, I came across a huge castle, accidentally hit some guy inside with my bubbles, and had to massacre the entire place as the guards wouldn't stop coming. But then my laptop overheat and I got teleported back to my ship. I think it's time to go to a new planet, I don't know if I have the effort left to make the same multiple day journey again. Really need to find some way to transport myself faster. You know, like calibrating this beam to be ninety degrees to the left. :S
In time, you will circumnavigate many, many planets, out of a desire for stolen goods or simply boredom.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 23, 2013, 01:16:01 am
Try walking in the opposite direction next time. It may be quicker that way.

I remember making a three-day hike to the right to a castle several times just to find out it was less than a two minute walk to the left.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 23, 2013, 01:19:25 am
Hyep I've done that. It was really nice but all the guards reeeallllyyy hate you at them castles haha.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 23, 2013, 01:20:35 am
I'm sad that I will lose Ssspacedancer the floran wizard in the next patch or two :/

I guess I can try to stash everything on a planet and try my luck with a planet backup again.
Doesn't work, I tried. Wipes override all changes made to planets even if you restore an old copy of the planet file.
Yeah, I discovered that after the last character wipe. Doesn't mean I'm not gonna try again; I've only found the one wizard hat ever and I don't remember the coordinates where I found it.
Chest items are randomized anyways. Won't work.
I bought it from a Glitch wizard NPC rather than finding it in a chest. I assume he and his tower would still be in place.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 23, 2013, 01:26:19 am
I'm sad that I will lose Ssspacedancer the floran wizard in the next patch or two :/

I guess I can try to stash everything on a planet and try my luck with a planet backup again.
Doesn't work, I tried. Wipes override all changes made to planets even if you restore an old copy of the planet file.
Yeah, I discovered that after the last character wipe. Doesn't mean I'm not gonna try again; I've only found the one wizard hat ever and I don't remember the coordinates where I found it.
Chest items are randomized anyways. Won't work.
NOOOOOOO!

This is the second time I found my FLUTE in the first chest I found DX

I'll..miss my flute. Again.
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on December 23, 2013, 01:36:49 am
Where can I find musical instruments?
I've found a banjo and a nylon guitar in high-tech chests of a few Apex labs, but I can't find any more.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 23, 2013, 01:41:37 am
I found two harmonicas in two different wooden chests on a single world. Pretty sure instruments can be found just about anywhere.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 23, 2013, 01:51:37 am
Yeah, instruments are found the same way as most other things.

As random lute. *Dodges tomatoes*
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 23, 2013, 01:58:30 am
Quite by accident I discovered that the reed organ is quite an ideal instrument for playing 8-bit tunes. The Zelda castle theme gave me chills it was so recognizable.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on December 23, 2013, 01:59:18 am
Just noticed a 275 MB update, but none of the version numbers have been upped and there's no new patch notes. There wasn't a character wipe either.

Was the Official Servers button there before? I think that's new.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 23, 2013, 01:59:56 am
Yeah, instruments are found the same way as most other things.

As random lute. *Dodges tomatoes*
What if there was a random lute that randomly picked another instrument to play the sound of for each note?

Just noticed a 275 MB update, but none of the version numbers have been upped and there's no new patch notes. There wasn't a character wipe either.

Was the Official Servers button there before? I think that's new.
I don't think it'll be a character-wiper.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 23, 2013, 02:11:19 am
Did anyone link this earlier? (http://pastebin.com/qJXf3LSE)

New changelog for the latest update, tweeted about an hour ago.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 23, 2013, 02:14:53 am
Quote
- Pos can now be captured

most important update
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 23, 2013, 02:15:15 am
What's a po? oh.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 23, 2013, 02:16:16 am
The little poop creatures that can could do 100+ damage in one hit.
Also, it appears that the update simply wipes your ship.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 23, 2013, 02:18:24 am
...I find it funny that it's a 'Po' xD

That's pronounced 'Poe', right?
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 23, 2013, 02:20:30 am
The little poop creatures that can do 100+ damage in one hit.
Also, it appears that the update simply wipes your ship.

Also, it appears that the update simply wipes your ship.

Also, it appears that the update simply wipes your ship.

wipes your ship.

Damnit.
Title: Re: Starbound - We have lift off.
Post by: RexMundi on December 23, 2013, 02:24:31 am
Did anyone link this earlier? (http://pastebin.com/qJXf3LSE)

New changelog for the latest update, tweeted about an hour ago.
was about to post asking for this, thanks!
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 23, 2013, 02:40:57 am
- Free teleportation to home planet from ships teleporter

Bases just became relevant.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 23, 2013, 02:42:25 am
Also, it appears that the update simply wipes your ship.
FFFFFFFFFFFFFFFF--!!
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 23, 2013, 02:42:57 am
There's no real cost to setting planets as home yet, though. Hopefully in the feature, you'll have some one-use beacon for setting home.
The new gravity system is awesome. I've spent the last ten minutes fighting creatures on my new character on my low-gravity starter planet.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 23, 2013, 02:43:22 am
- Free teleportation to home planet from ships teleporter

Bases just became relevant.

Sweet. I was worried we would have to wait until star-gates were implemented.

And with the new rail system we may not have to make the base right at our spawn point. Depending on how hard it is to set up a railway, of course.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 23, 2013, 02:43:54 am
- Free teleportation to home planet from ships teleporter

Bases just became relevant.

Yay! They listened!
Now, if only there was a way to keep your base safe from other players who might stumble on to it...
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on December 23, 2013, 02:46:25 am
The rail system seems to be based off Skyrails from Bioshock Infinite.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 23, 2013, 02:49:17 am
Also, it appears that the update simply wipes your ship.
FFFFFFFFFFFFFFFF--!!
Query: When they say 'wipe yer ship' that means you can safely port all your stuff on ship to a planet and you're safe, right?

- Free teleportation to home planet from ships teleporter

Bases just became relevant.

Yay! They listened!
Now, if only there was a way to keep your base safe from other players who might stumble on to it...
Password lock > containers?
Title: Re: Starbound - We have lift off.
Post by: quinnr on December 23, 2013, 02:53:20 am
I was about to come and warn people that the update nukes your ship (including ship inventory), but it seems the message has already been spread.

I miss my second bubbly sword. And that furnace I just beat a silly UFO for. Ick!
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 23, 2013, 02:53:55 am
I believe so, Tiruin. When I loaded my character in SP, my spaceship was reset, but the planet it was orbiting, and my character's inventory was completely intact.

The rail system seems to be based off Skyrails from Bioshock Infinite.
It is.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 23, 2013, 02:56:30 am
Wth?? That means I just lost all of my workbenches?! And the extra stuff I decorated my plant with,and my printer?
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 23, 2013, 03:13:30 am
Ehh, don't get attached to ANYTHING until they officially say there will be no more wipes. Its the nature of the beta beast.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 23, 2013, 03:33:28 am
They said they were developing a system that updates wouldn't require wipes anymore and it would require one more to get it funning and then no more wipes, I feel too horrible about my dear crush-stabber to have another go before that update.
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on December 23, 2013, 03:39:02 am
Wth?? That means I just lost all of my workbenches?! And the extra stuff I decorated my plant with,and my printer?

All the stuff I scanned into my 3D printer are still there ("All the stuff" being a laboratory locker).
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 23, 2013, 03:44:07 am
- Free teleportation to home planet from ships teleporter

Bases just became relevant.

Yay! They listened!
Now, if only there was a way to keep your base safe from other players who might stumble on to it...

That's coming at some point. They have a very temporary hackish system for making blocks un-mine-able right now, but in the future you should be able to lock down your homeworld and prevent anyone else from moving/destroying stuff.

Related @ everyone, there are murmurs of insta-crash bugs with some musical instrument playing and whatnot. I wouldn't be surprised if there was another fix before Christmas. I'm taking the week off to re-acquaint myself with Tales of Maj-Eyal until more stuff gets hashed out.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 23, 2013, 07:10:26 am
Didn't see it mentioned in the changelog, but when you die now you respawn at the beamdown point of the planet rather than on your ship which is fairly neat.

Huh, or possibly only if you die near it or something.

/me wanders off to test.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 23, 2013, 07:51:21 am
Didn't see it mentioned in the changelog, but when you die now you respawn at the beamdown point of the planet rather than on your ship which is fairly neat.

Huh, or possibly only if you die near it or something.

/me wanders off to test.

Wait... So if you get killed by something at your beam-down point, you just keep respawning there, dying over and over again like Prometheus chained to the rock?
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 23, 2013, 08:01:01 am
Nah, seems to only happen if you die to an environmental hazard. So if you spill lava or place a trap on your beamdown point, then you're doomed to die a million deaths :P
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 23, 2013, 08:09:48 am
Promethean death?
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 23, 2013, 08:11:54 am
Sub-orbital Sisyphean suicide slide.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 23, 2013, 08:30:18 am
Aw, HELL naw.

I thought It was safe to leave my stuff on my ship. :S
Least I still outa have my outfit and armor.


EDIT: I warped inside a cultist house.

Good thing I went back to Alpha, eh?  :V
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 23, 2013, 09:36:16 am
Bloody hell meteor shower!

It... it wasn't good. Blew the ground all to hell, and then one of them lag-landed right on my head for nearly 200 damage. Splat.
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 23, 2013, 09:38:12 am
So I guess all of my high-tech workbenches will be gone when I get home from work. Might as well start a new character, I guess. Or maybe I'll hold off until however many character wipes they said to expect pass by.

There should really be a way to delete characters from the character select screen.

Random rant: does no one at Chucklefish care about having real release notes? They have a site. Surely they have the ability to update said site with something as simple as a change log. I don't want to trawl through pastebin trying to find out what's changed.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 23, 2013, 10:10:36 am
The launcher has the change log.  :P
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 23, 2013, 10:15:14 am
The launcher has the change log.  :P

I hadn't noticed. Thanks.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 23, 2013, 10:19:21 am
Game is slow again so so I'm cutting out shit in my computer. One of them Norton. Now I need to replace it with something.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 23, 2013, 10:21:00 am
If you're willing to pay for service, try Webroot. It's very light, and tends to have better heuristics than Norton.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 23, 2013, 10:21:52 am
Game is slow again so so I'm cutting out shit in my computer. One of them Norton. Now I need to replace it with something.

I'm awful, I install an free AV about once a month, clean up my computer, then uninstall/disable. It just hogs too many system resources.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 23, 2013, 10:24:46 am
That is pretty awful. You really should use something with realtime protection at all times.
Title: Re: Starbound - We have lift off.
Post by: Rose on December 23, 2013, 10:48:33 am
I just use Microsoft Security Essentials, and it works fine.
Otherwise Avast is pretty good.

Incidentally, my brother used to work for Webroot.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 23, 2013, 11:21:32 am
That is pretty awful. You really should use something with realtime protection at all times.

I just try to avoid downloading anything sketchy, seems to work ok, haven't bricked my comp yet.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 23, 2013, 11:32:29 am
So uh, how do I get space gear?
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 23, 2013, 12:20:06 pm
So uh, how do I get space gear?
You need a matter block, right? Find one of these metal pyramid structures with the lava lighting. In one of the rooms there should be a red thing right in the middle. Activate that red thing, and it will shoot matter blocks as projectiles. Don't die to these projectiles, then look where these projectiles hit the wall; they should have left blocks that you can mine, those are matter blocks.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 23, 2013, 01:01:49 pm
Ooh, those helmets are spess helmets. i seeeeee.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 23, 2013, 01:03:44 pm
Do you need the helmet or the full set?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 23, 2013, 01:05:30 pm
Do you need the helmet or the full set?
IIRC, you'd get enough matter blocks from one of those to make the full Makeshift set anyways. I assume only the Spaaace! helmets are needed, though. After all, it is a question of breathing.

Do they also let you breathe underwater/inside blocks and such?
Title: Re: Starbound - We have lift off.
Post by: majikero on December 23, 2013, 01:07:38 pm
If it essentially removes the breath meter then I suppose so.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 23, 2013, 01:37:16 pm
Wiped my character and universe files after update. First new character, first new planet, exact point I get beamed down to:
Spoiler (click to show/hide)
That's a first.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 23, 2013, 01:51:47 pm
Being able to plant trees is great, especially since it lets you relocate particularly neat trees.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 23, 2013, 01:54:32 pm
Seeds are great. Also, nice trees Sean. My first planet has trees with normal wood and blue and pink brains. I rather like those vine wood and brain trees.

Also florans are the cutest with those flower flags!
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 23, 2013, 02:02:24 pm
Which reminds me, you seemingly have the flag blueprint in the 3d printer as default, for 100px. It's kind of neat.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 23, 2013, 02:22:06 pm
Are skyrails in now officially? Tell me its not made of steel?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 23, 2013, 02:27:19 pm
Worse. Durasteel.
Also, it does seem to be fonder of spawning you in structures now, including ones that want to kill you.
Title: Re: Starbound - We have lift off.
Post by: tryrar on December 23, 2013, 02:51:49 pm
So, how do I make equipment that'll let me explore the asteroid belts? I have one right in my starting system I wanna raid
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 23, 2013, 02:55:39 pm
I can't get anything done on my starting planet. Everything has a ranged attack that it spams and holiday spirit or whatever is keeping me from getting the pixels I need to make better armor.
Worse, it doesn't look like they fixed the minibiome bug. My forest is partially tentacles.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 23, 2013, 03:20:50 pm
Which reminds me, you seemingly have the flag blueprint in the 3d printer as default, for 100px. It's kind of neat.
Though you can't add anything into the printer...well, I can't--I just found this nifty starship decoration map. :<

So, how do I make equipment that'll let me explore the asteroid belts? I have one right in my starting system I wanna raid
I think its one of those space helmets..erh, truly unsure here what gives an oxygen supply and what does not (I assume full helmets like Scout Helms..but unsure due to lack of testing).

[...]
Worse, it doesn't look like they fixed the minibiome bug. My forest is partially tentacles.
There's something wrong with partial tentacles?
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 23, 2013, 04:01:07 pm
It really depends on what part of the forest is tentacles.

It is the bottom part or the top part?

The worst is when it's tentacles inside and forest outside so when you chop a tree the tentacle slithers out and you have a hollow bark tube.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 23, 2013, 04:15:37 pm
Sadly you can't make a safe air breathing place in moons. There goes my enviro-dome plans.
Title: Re: Starbound - We have lift off.
Post by: Mephansteras on December 23, 2013, 04:37:22 pm
Finally caved and got this, since so many people have been raving about it.

So far...it's ok. Haven't gotten to far in, I suppose, just finished making a stone furnace and doing a little smelting. I imagine it gets more interesting once you can explore past the initial planet.
Title: Re: Starbound - We have lift off.
Post by: Rift on December 23, 2013, 04:41:35 pm
you can infact, leave immediately, So keep that in mind. all it requires is making a tree or two into coal and wham, your traveling around a few planets... or find a few coal veins and your traveling around the solar system, for a few more your traveling between stars... don't be afraid to pickup and go... visiting new planets is the best part of the game tbh.
Title: Re: Starbound - We have lift off.
Post by: UltraValican on December 23, 2013, 04:47:28 pm
Did they fucking change repairs, I'm right clicking my pickaxe and nothing is happening. I'm going to be royally pissed if I can't repair my diamond drill. I tired repairing a stone pick too, nothing works anymore.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on December 23, 2013, 04:48:57 pm
I found that copper nuggets don't repair anything for me [when I played last week]. I use iron/silver ore mainly. Thought it was WAD, honestly, its a bit cheesey to repair a diamond pickax with copper ore. Unless you're using all ores you can to attempt it. Maybe they changed it so x material can't be repaired by much weaker materials?
Title: Re: Starbound - We have lift off.
Post by: quinnr on December 23, 2013, 05:04:07 pm
http://i.imgur.com/5IQDwLZ.png

I am a shirtless Santa Claus wearing Santa armlets sitting on a ship while 10 giant giftboxes hop around my spaceship.
This game is so awesome.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 23, 2013, 05:06:00 pm
Started new character. Beamed down into soil.

I had to cut myself an air-hole.
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 23, 2013, 05:06:21 pm
http://i.imgur.com/5IQDwLZ.png

I am a shirtless Santa Claus wearing Santa armlets sitting on a ship while 10 giant giftboxes hop around my spaceship.
This game is so awesome.

Well now I feel like I want to play again.

What OS is that by the way?
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 23, 2013, 05:12:08 pm
looks like some flavour of linux
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on December 23, 2013, 05:24:39 pm
Ubuntu, more specifically.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 23, 2013, 06:29:30 pm
Starbound's updating. Could this be the minibiome bug fix?
/me prays to Syeadikuzh and Calianet despite the fact that the former is a massive narcissistic douche and the latter simply doesn't care *
Title: Re: Starbound - We have lift off.
Post by: quinnr on December 23, 2013, 06:35:01 pm
http://i.imgur.com/5IQDwLZ.png

I am a shirtless Santa Claus wearing Santa armlets sitting on a ship while 10 giant giftboxes hop around my spaceship.
This game is so awesome.

Well now I feel like I want to play again.

What OS is that by the way?
People said this, but I'll verify that it is indeed Ubuntu. I find it's the easiest to get to work with Steam and stuff.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 23, 2013, 08:40:40 pm
Any server up?  If so, are we having any attempted 'challenge' to make the most holiday area?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 23, 2013, 09:24:54 pm
This works if you want your sandbox ship back: http://www.nexusmods.com/starbound/mods/71/?
Title: Re: Starbound - We have lift off.
Post by: quinnr on December 23, 2013, 10:44:47 pm
Any server up?  If so, are we having any attempted 'challenge' to make the most holiday area?
I'm also looking for a server, the ones I've been on I can't seem to connect to right now.

Also, with the new saplings, you can have insane amounts of fuel in a short period of time. Simply make a huge line of dirt in the sky, put down some saplings, wait four minutes, and repeat. I probably can grow about 50-100 trees at a time right now and it's great. No more coal limitations for me!
Title: Re: Starbound - We have lift off.
Post by: majikero on December 23, 2013, 11:04:05 pm
I'm trying to find those crystal balloon trees and viney eyeball trees. Are tree types part of planet seeds or are they generated on the spot?
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 23, 2013, 11:17:00 pm
I'm personally going to be farming the metal-log trees and crystal trees. Other trees are simple enough to come by.
Do these give special wood types?
Title: Re: Starbound - We have lift off.
Post by: quinnr on December 23, 2013, 11:17:50 pm
I'm trying to find those crystal balloon trees and viney eyeball trees. Are tree types part of planet seeds or are they generated on the spot?
I just saw Eyeball trees at this place if you want to try:
X: 57796010 Y: 78821234
Alpha Matar Majoris IV b
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 23, 2013, 11:23:49 pm
I'm personally going to be farming the metal-log trees and crystal trees. Other trees are simple enough to come by.
Do these give special wood types?
Dunno about the metal ones (if it's the ones I'm thinking of, then no, they don't), but the crystal ones drop crystal instead of wood. There's also cactus trees and rainbow wood trees that I've personally seen, and apparently there's plant fiber ones as well. Not counting the eyeball trees, which just drop extra eyeballs.

The best wood, naturally, is rainbow wood. Actually reminds me the wipe nuked the 2k or so unrefined logs I had sitting in my ship. Still have several hundred blocks (not logs) in my inventory, but m'gonna' have to go find more. I'm not sure there's a more amusing block type than ~Rainbow~ to use to lock down those giant mobs. Also kinda' hilarious to use to cover over Apex trap junk, as well. Eat rainbow, poison pools! Hahahahahaha!
Title: Re: Starbound - We have lift off.
Post by: quinnr on December 23, 2013, 11:49:13 pm
Could somebody do me a favor and post a picture of the spawn of a random planet or two, and their locations? (and your operating system)
I've heard a couple people say that having a different OS might cause the game's generator to act a bit different, and give you slightly to completely different planets. I know at least a couple planets I've gone to that people have posted on other sites have been slightly off from the descriptions, and want to double check.

If so, that's really obnoxious >_<
Title: Re: Starbound - We have lift off.
Post by: majikero on December 23, 2013, 11:52:46 pm
It's very annoying to fight jumping monsters in low grav planets. They jump high and homes in you you like a guided bomb.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 23, 2013, 11:59:47 pm
They have the same mid-air redirection you do.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 24, 2013, 12:21:03 am
I'm personally going to be farming the metal-log trees and crystal trees. Other trees are simple enough to come by.
Do these give special wood types?
The trees with metal trunks normally drop regular wood, but some of them (no idea how to discern which, but they are only (rarely) found on lava and magma planets) drop metal-coated wood instead of logs, which can be made into smooth metal blocks.

Then crystal trees drop crystals, and I LOVE crystal furniture. My only regret is that I've never been able to get many crystals.
Violium furniture is an okay substitute to crystal. I love rubium as well.
Title: Re: Starbound - We have lift off.
Post by: Icefire2314 on December 24, 2013, 12:45:36 am
I am planning on getting this over the next few days (erm christmas ;3). The game is multiplayer, right?
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 24, 2013, 12:46:48 am
I am planning on getting this over the next few days (erm christmas ;3). The game is multiplayer, right?

Yep. We've got three servers going right now, last I checked.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 24, 2013, 12:48:45 am
I am planning on getting this over the next few days (erm christmas ;3). The game is multiplayer, right?

Yep. We've got three servers going right now, last I checked.
And singleplayer if you're like me an must have everything done to your wishes.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 24, 2013, 12:50:20 am
Or if your SP has decided to let you beam down to one planet and one planet only, like mine. :v
Title: Re: Starbound - We have lift off.
Post by: quinnr on December 24, 2013, 02:07:42 am
So, since coordinate sharing doesn't seem to work for my linux computer (silly planets are kind of the same, but then different enough to not have the chests people talk about), does anyone have any tips for finding the tech things? I want to move faster but it seems like the only way to find these things without unbearably slow treks of dozens of planets is to have them already >_<
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 24, 2013, 02:17:28 am
So, since coordinate sharing doesn't seem to work for my linux computer (silly planets are kind of the same, but then different enough to not have the chests people talk about), does anyone have any tips for finding the tech things? I want to move faster but it seems like the only way to find these things without unbearably slow treks of dozens of planets is to have them already >_<

I've only ever found one tech, unfortunately, as random loot. I'm not sure if there are other ways. You could always just mod in a recipe to allow you to make a tech.



Anyways, I've managed to mod in a gun that functions as throwing daggers. It took me forever to get it to work, but now I'm tempted to do the same for all throwing weapons.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 24, 2013, 02:17:35 am
So, since coordinate sharing doesn't seem to work for my linux computer (silly planets are kind of the same, but then different enough to not have the chests people talk about), does anyone have any tips for finding the tech things? I want to move faster but it seems like the only way to find these things without unbearably slow treks of dozens of planets is to have them already >_<
I think you're seeing different things because no one has updated the coordinates yet to the latest patches.
Title: Re: Starbound - We have lift off.
Post by: Shooer on December 24, 2013, 03:02:19 am
So, since coordinate sharing doesn't seem to work for my linux computer (silly planets are kind of the same, but then different enough to not have the chests people talk about), does anyone have any tips for finding the tech things? I want to move faster but it seems like the only way to find these things without unbearably slow treks of dozens of planets is to have them already >_<
As far as I am aware only major features (like villages, dungeons, pirates, ect.) and planet type and makeup is persistent.  Chests and their contents is random based on various procedures as far as I know.

So if you wanted to find a pirate ship, that can be arranged.  Finding a specific tech item is another matter.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 24, 2013, 03:43:45 am
So, apparently the launcher now has a "Diagnostics" option. Anybody know what that does? Because I can't say I have technical issues so far, so I don't want to needlessly use it.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 24, 2013, 03:45:17 am
Quote from: Diagnostic button
Scanning System

Number of processors: 4
Processor architecture: x86
Processor: AMD64 Family 21 Model 1 Stepping 2, AuthenticAMD
ProcessAffinityMask: 0000000F
SystemAffinityMask: 0000000F
WindowsVersion: 6.1.7601 Service Pack 1

EnvAppId: 211820

The Steam Overlay has been detected.
Disabling the Steam overlay may improve render performance.
http://community.playstarbound.com/index.php?threads/sbdiagnose-faq.52470/

Environment Compatibility Flags: ElevateCreateProcess

Done.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 24, 2013, 04:03:06 am
Quote from: Diagnostic button
Scanning System

Number of processors: 4
Processor architecture: x86
Processor: AMD64 Family 21 Model 1 Stepping 2, AuthenticAMD
ProcessAffinityMask: 0000000F
SystemAffinityMask: 0000000F
WindowsVersion: 6.1.7601 Service Pack 1

EnvAppId: 211820

The Steam Overlay has been detected.
Disabling the Steam overlay may improve render performance.
http://community.playstarbound.com/index.php?threads/sbdiagnose-faq.52470/

Environment Compatibility Flags: ElevateCreateProcess

Done.
Heh. Neat. I thought it'd launch the game in debug mode or something. :P
Title: Re: Starbound - We have lift off.
Post by: HFS on December 24, 2013, 05:51:06 am
Started a new character. Spawned literally on top of an Avian temple. Made it my house. Found a chef spawner in a chest, in like the second cave to the left.

Tested out saplings.

Spoiler: Um. (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 24, 2013, 05:54:40 am
I see what seems to be a tiny black dragonling in where should be the 'extra party' slot.

Is that a pet? o_O
The Arboreal army rises...
Title: Re: Starbound - We have lift off.
Post by: HFS on December 24, 2013, 05:59:21 am
I see what seems to be a tiny black dragonling in where should be the 'extra party' slot.

Is that a pet? o_O
The Arboreal army rises...

That is Scionox. He's using the Argonian mod.
Title: Re: Starbound - We have lift off.
Post by: Scionox on December 24, 2013, 06:00:14 am
I see what seems to be a tiny black dragonling in where should be the 'extra party' slot.

Is that a pet? o_O
The Arboreal army rises...

That is Scionox. He's using the Argonian mod.

Rawr
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 24, 2013, 06:40:57 am
Started a new character. Spawned literally on top of an Avian temple. Made it my house. Found a chef spawner in a chest, in like the second cave to the left.
When I started a new character and spawned, I was messing around on my unimportant starting location, getting the basics ready, and not minutes after I went mining just nearby a large meteor hit right on the spawn point and knocked out my crafting table, carving a giant circular crater in this one specific spot where I just happen to spawn which also happens to be between two hills. If that wasn't a sign of the game being out to get me then I don't know what is.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 24, 2013, 08:14:40 am
It turns out that only the planet's shape and fixed structures are part of the planet seed. Everything else is randomized so no eyeball trees for me. On the plus side, I found a Glitch village on my landing zone in one of the planets in the system.
Title: Re: Starbound - We have lift off.
Post by: ductape on December 24, 2013, 11:12:58 am
is there a list of servers anywhere? I need some multi.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 24, 2013, 11:15:49 am
So I was generating a name for a Hylotl.
First try: Twerkeeper. Uh, okay.
Second: Brokisser. Game?
Third: Twerk-leaf. GAAAAAAAAAAAME
Title: Re: Starbound - We have lift off.
Post by: majikero on December 24, 2013, 11:21:04 am
I got Brofish. Best name ever.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 24, 2013, 12:22:46 pm
Apparently, matter blocks disappear if they don't hit a wall. I should have covered the whole thing instead of a small wall to protect myself.
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on December 24, 2013, 12:28:07 pm
I've heard that the current version of Starbound is rather buggy, so I'll wait for the next one.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 24, 2013, 12:28:52 pm
I've had them land on the floor and be fine before.

I've heard that the current version of Starbound is rather buggy, so I'll wait for the next one.
Latest version seems reasonably stable to me, aside from the music bugs.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 24, 2013, 12:33:35 pm
I've had them land on the floor and be fine before.

I've heard that the current version of Starbound is rather buggy, so I'll wait for the next one.
Latest version seems reasonably stable to me, aside from the music bugs.
And the minibiome issue.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 24, 2013, 12:43:12 pm
We need to start a new thread with an active OP. The frequency of people asking for server information is getting kind of silly.
Title: Re: Starbound - We have lift off.
Post by: Itnetlolor on December 24, 2013, 12:45:39 pm
I was a bit bothered with my new game going, I collected a fair amount of stuff, set some stuff in my ship and stored stuff in my locker for sorting out later on (had to take some time off), returned to an update, and my locker was cleared as was my ship, and apparently I was reset to a new game status. Lost a fair amount of crap, resources, and I have to kill another UFO to get my molten core back to upgrade my anvil again. Also I lost many pixels in the process.

On the plus side, the crap that didn't get lost helped me blaze past the tutorial missions, and helped me retain enough surplus to make another distress beacon in far less time. Also it also helped that my upgraded equipment (silver pickaxe) and stronger weapons (for the time being) are still around. So there's that. :/

Also, I'm still in the same systems I was earlier, so I might stop back at where I collected some of my old crap, and made a makeshift base at, and see if that's still aorund, otherwise, I hope they're restocked with loot. There were at least 3-4 buildings I looted when I first started.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 24, 2013, 12:49:39 pm
We need to start a new thread with an active OP. The frequency of people asking for server information is getting kind of silly.

I'm on the first page. GIVE ME SERVERS AND I WILL CHANGE MY POST YOU FOOLS
Title: Re: Starbound - We have lift off.
Post by: ductape on December 24, 2013, 01:39:05 pm
iron ore seems to rare, i got a mod that gives one ingot per ore, but I wish it was just easier to find it.

Couldn't find a mod that increased iron ore on planets.
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 24, 2013, 02:26:20 pm
Iron is rare? To me, it seems like it drops as often as most other types of ore, at least until Titanium starts coming into play where it promptly drops off the map (though the later experience is from the last version of the game).
Title: Re: Starbound - We have lift off.
Post by: ductape on December 24, 2013, 02:28:18 pm
Iron bottleneck in early game seems to be a common complaint, judging by google searches.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 24, 2013, 03:19:32 pm
I have found one instance of the minibiome issue that I like.
On my beta sector jungle, there is a valley with a USCM Base (learned how to make cake, vanilla ice cream, and summer salad there). The jungle transitions to desert as the valley begins and the sand is of the same color as the dirt (pinkish red). It gives a nice dried-out riverbed feeling. Also has anybody experienced any rain? I haven't gotten any in either of my two planets.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 24, 2013, 03:59:31 pm
I have found one instance of the minibiome issue that I like.
On my beta sector jungle, there is a valley with a USCM Base (learned how to make cake, vanilla ice cream, and summer salad there). The jungle transitions to desert as the valley begins and the sand is of the same color as the dirt (pinkish red). It gives a nice dried-out riverbed feeling. Also has anybody experienced any rain? I haven't gotten any in either of my two planets.

Yea, I had an entire star system where every planet (only about three planets) rained acid rain. I eventually just gave up since it rained too frequently for me to bother trying to explore. It doesn't seem to affect NPCs, unfortunately, so you can't go and melt the wildlife.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 24, 2013, 04:00:34 pm
The lack of environmental effects on mobs is incredibly irritating actually. Why the hell does my pit full of spinning death sawblades act as nothing more than a place for the fuckers to mass before leapslamming me to death.
Title: Re: Starbound - We have lift off.
Post by: alexwazer on December 24, 2013, 04:04:37 pm
iron ore seems to rare, i got a mod that gives one ingot per ore, but I wish it was just easier to find it.

Couldn't find a mod that increased iron ore on planets.

You can easily change ore distribution yourself. It's in the assets/biomes/oredistributions.configfunctions file.


Oh and got some glowing rain; shiny and not deadly, a rare combination.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 24, 2013, 04:14:42 pm
The lack of environmental effects on mobs is incredibly irritating actually. Why the hell does my pit full of spinning death sawblades act as nothing more than a place for the fuckers to mass before leapslamming me to death.

It's a bit funny, because rain can't hurt them, but if they fall into a pool of it, they will get poisoned.

E: A downpour just replaced a toxic pool with regular water. I was not aware liquids could overpower one another.
Title: Re: Starbound - We have lift off.
Post by: Itnetlolor on December 24, 2013, 04:32:41 pm
Since the update, it seems my starting planet went from a nice forest planet with water all over the place to the same exact planet, but now acid instead of water.

What the hell?

On the plus side, I got most my old crap back, seeing as it spawned the equivalent of what was in them previously.

Oh yeah, and what's the most efficient way to collect fuel? Are tree farms possible yet?

EDIT:
YAY! Got a full tank of gas, and plenty of surplus fuel. I'm ready for anything now. ...Sorta.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 24, 2013, 04:33:38 pm
The lack of environmental effects on mobs is incredibly irritating actually. Why the hell does my pit full of spinning death sawblades act as nothing more than a place for the fuckers to mass before leapslamming me to death.

It's a bit funny, because rain can't hurt them, but if they fall into a pool of it, they will get poisoned.

E: A downpour just replaced a toxic pool with regular water. I was not aware liquids could overpower one another.

They used to mix in weird ways. By "mix" I mean not mix at all but sit on top of each other.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 24, 2013, 04:36:20 pm
Oh yeah, and what's the most efficient way to collect fuel? Are tree farms possible yet?

Yes tree farms are possible. Just flatten the land and line it with trees.
Title: Re: Starbound - We have lift off.
Post by: quinnr on December 24, 2013, 04:58:29 pm
So, I've unlocked the Gamma sector, but I seem to not have access to craft Durasteel (but I have a couple recipes that use it). What do I need to do that? >_< I'd really like that fancy survival system!
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 24, 2013, 05:01:10 pm
Look just below (iirc) all the durasteel furniture. It's just titanium and coal.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 24, 2013, 05:07:56 pm
Still not a single server list posted. :/
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 24, 2013, 05:31:33 pm
Still not a single server list posted. :/

I only know of three.

Tellemurius' server has its own thread. (http://www.bay12forums.com/smf/index.php?topic=134360.0)

Forsaken's is muse.dyndns.tv

Aklyon's lyoncraft.dyndns.org

I'm not sure if any of these have changed since last time I checked. I haven't even played multi-player yet.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 24, 2013, 05:33:47 pm
Forsaken's is still running old version.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 24, 2013, 05:42:27 pm
Just read like the first 4 pages of this topic.
Huh.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 24, 2013, 05:59:24 pm
interesting

http://community.playstarbound.com/index.php?resources/base-in-a-box-v0-1.592/ (http://community.playstarbound.com/index.php?resources/base-in-a-box-v0-1.592/)

good for quickly setting up disposable bases on worlds you plan to explore I guess? or if building bases just isn't your cup of tea.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 24, 2013, 06:29:26 pm
The Avian Dreadnaught is a good size. I have not tried planting trees in any of the rooms.

For your space station needs:
http://www.nexusmods.com/starbound/mods/284/?
Title: Re: Starbound - We have lift off.
Post by: Niveras on December 24, 2013, 06:43:26 pm
interesting

http://community.playstarbound.com/index.php?resources/base-in-a-box-v0-1.592/ (http://community.playstarbound.com/index.php?resources/base-in-a-box-v0-1.592/)

good for quickly setting up disposable bases on worlds you plan to explore I guess? or if building bases just isn't your cup of tea.

With wires to set the dimensions, I would think it would be possible to create your own schematics in-game for this sort of thing.

May or may not be complex mod-wise.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 24, 2013, 06:48:46 pm
Can someone tell me if the ship mods work in multiplayer?

Because I am seriously considering getting the human dreadnought...

If the ship is mostly just an image background sort of thing, nobody will see it. They'll only see destructible blocks. It should otherwise be usable.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 24, 2013, 06:54:04 pm
The base-in-a-box reminds me of the capsule corps in dragonball.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 24, 2013, 07:11:22 pm
The base-in-a-box reminds me of the capsule corps in dragonball.
I'd love to see an alternative model of base-in-a-box.  It scans an area above itself, and collects those items into itself.  Then deploys them again in the same position.  Inventory items could simply spill their contents on the ground, to avoid russian nesting chests, but furniture would work very well.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 24, 2013, 07:22:09 pm
Trees in a too small place will cease to exist when they get big enough to break out of the bubble pot.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 24, 2013, 07:22:48 pm
That explains a lot, but what on earth defines 'too small a place?'
I need stats on this D:
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 24, 2013, 07:24:16 pm
I vaguely recall seeing something like that kind of.

Ah here it is. sort of. Kind of.
http://community.playstarbound.com/index.php?resources/copy-machine.604/ (http://community.playstarbound.com/index.php?resources/copy-machine.604/)
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 24, 2013, 07:28:13 pm
That explains a lot, but what on earth defines 'too small a place?'
I need stats on this D:

17 tall is too small. That is a couple blocks higher than you can jump on your ship.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 24, 2013, 07:34:16 pm
That explains a lot, but what on earth defines 'too small a place?'
I need stats on this D:

17 tall is too small. That is a couple blocks higher than you can jump on your ship.
Width is an issue as well.  On the 'totally custom ship' mod, I had a 2-wide sapling, and a 6-wide opening in the ceiling that had simple space above it, and the tree refused to grow.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 24, 2013, 07:39:55 pm
That explains a lot, but what on earth defines 'too small a place?'
I need stats on this D:

17 tall is too small. That is a couple blocks higher than you can jump on your ship.
Width is an issue as well.  On the 'totally custom ship' mod, I had a 2-wide sapling, and a 6-wide opening in the ceiling that had simple space above it, and the tree refused to grow.

I replaced the same sandbox ship ceiling with dirt and they grow right beside each other. Not sure where it all falls apart.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 24, 2013, 07:41:40 pm
I'd put dirt on the floor and made a skylight, while it sounds like you put dirt on the roof.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 24, 2013, 07:43:56 pm
You can't have it touching a wall of any kind, even nestled against a one-block-tall slab of dirt hill.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 24, 2013, 07:51:05 pm
Right now I'm in the Avian Dreadnaught, so with that I used one of the big rooms and put a soil platform 17 blocks under the ceiling. I left gaps of two blocks on either side of the soil so I could jump up there. So that's two to three blocks between the outermost trees. I coated that thing in trees. So the inner trees had tons of elbow room if you ignore the other trees. I think in that case the height is the limiting factor considering how some people are making very thick forests on planet surfaces.

Before that one I had a soil roof on a sandbox ship and those side by side trees grew.

I'm experimenting right now on height so I'll get back to you.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 24, 2013, 08:21:40 pm
You can't have it touching a wall of any kind, even nestled against a one-block-tall slab of dirt hill.
This was my problem, then.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 24, 2013, 08:25:45 pm
I got to 23 height and nothing but failure.
Title: Re: Starbound - We have lift off.
Post by: sambojin on December 24, 2013, 08:56:22 pm
So tree farms on big ships are a thing now? At least the whole fuel problem is solved. Actually, can you make a uranium or iron tree? Just for laziness purposes.

Also, I'll be getting those copies of Starbound soon. So if you won Scriptwolf's comp, message me.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 24, 2013, 08:58:05 pm
I wonder if the trees just check for roof tiles, preventing them from growing underground...
Title: Re: Starbound - We have lift off.
Post by: Twi on December 24, 2013, 09:02:18 pm
Nope, I've grown them underground. And then failed to grow a tree in the exact same circumstances.  ::)
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 24, 2013, 09:07:07 pm
Yeah, I've got nothing, then.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 24, 2013, 09:16:04 pm
Either it's intentionally not 100% or it tries to place a random tree and if that particular tree doesn't fit then it doesn't place anything.

I'm guessing, anyway. I'm not programmer. :v
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 24, 2013, 11:15:41 pm
Oh my goodness, Defense turrets are awesome. Costing a single pixel, and being apparently free to repair, you can finally have an open skyline without the constant fear of some random animal trying to murder you.
Title: Re: Starbound - We have lift off.
Post by: stabbymcstabstab on December 24, 2013, 11:57:43 pm
where would one find a defense turret? I would love not to die every eight seconds caving.
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 25, 2013, 12:41:54 am
You have to make it at the 3D printer on your ship for 1 pixel. I'm not 100% sure when it's unlocked, but it's before Delta.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 25, 2013, 03:35:06 am
(http://i.imgur.com/xkpiXUL.jpg)

Players don't know about my plant fibre.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 25, 2013, 04:51:35 am
~*Bandages Forever~*
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 25, 2013, 05:16:43 am
So, I just discovered a neat little underground mini biome. It's full of miniature houses and lamposts which when hit explode into pixels... and the walls and background are made out of awesome looking "soft brick" that you could easily use for many types of houses.

I have mined thousands of the bricks so far. And there's still far more. Someone help me, I'm a hoarder and I have so much to hoard aaaaaaah...
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 25, 2013, 07:40:08 am
If there is a single thing they did best, it is the sheer amount of biomes, including, even, on occasion differences beyond "new blocks to build with"!
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 25, 2013, 07:45:09 am
If there is a single thing they did best, it is the sheer amount of biomes, including, even, on occasion differences beyond "new blocks to build with"!
n everything but those flowers and trees.

That too. All those descriptions! (THough I would like if I referred to my female character as..well, female. 'Guy', while gender-neutral mosta'the times, seems like a generic placeholder. :P)
Title: Re: Starbound - We have lift off.
Post by: Dorsidwarf on December 25, 2013, 11:03:15 am
I really don't understand how the MP works in starbound. When it asks for "Server account" and "server password", what is it actually asking for? Your account for the server? The server's account? Your account and a password set by the server?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 25, 2013, 11:21:28 am
I don't know if any Bay12 servers have passwords so all you need is the address.
Title: Re: Starbound - We have lift off.
Post by: Rose on December 25, 2013, 11:36:06 am
Aklyon's server has a password, which you need.
Title: Re: Starbound - We have lift off.
Post by: Dorsidwarf on December 25, 2013, 11:39:29 am
So "server account" means nothing?



Also, Forsaken's apparently has a password too.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 25, 2013, 11:44:28 am
For now, server account means nothing.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 25, 2013, 12:11:56 pm
Why is there snow on this lava planet?
Spoiler (click to show/hide)
I'm having a critical logic failure here.

Also, I've turned quite a few more throwables into guns. The problem is finding a proper balance. It's especially hard to do since most guns I've come across suck.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 25, 2013, 12:13:59 pm
Guns and random things in general are very much subject to Sturgeon's Law. Sometimes you find cool ones, most of them suck though.

On the plus side, a low-level flame or plasma weapon can still make a good light source. I myself tend to keep an Interesting Gun Collection TM even if the contents thereof aren't actually all that useful for the level I get them at. It's neat to see what's out there.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 25, 2013, 12:19:52 pm
Why is there snow on this lava planet?
Spoiler (click to show/hide)
I'm having a critical logic failure here.
Space snow, Flyme. Space snow. Just roll with it.

Plus, it's not like a frozen/snowy surface is incompatible with volcanic activity or anything.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 25, 2013, 12:22:25 pm
Why is there snow on this lava planet?
Spoiler (click to show/hide)
I'm having a critical logic failure here.

Also, I've turned quite a few more throwables into guns. The problem is finding a proper balance. It's especially hard to do since most guns I've come across suck.
It's either a bug or a poorly-applied feature, the snowy volcanic biome.
Title: Re: Starbound - We have lift off.
Post by: miauw62 on December 25, 2013, 12:23:23 pm
Why is there snow on this lava planet?
Spoiler (click to show/hide)
I'm having a critical logic failure here.
Space snow, Flyme. Space snow. Just roll with it.

Plus, it's not like a frozen/snowy surface is incompatible with volcanic activity or anything.
It is rather incompatible with burning lava lakes, however.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 25, 2013, 12:23:32 pm
Minibiomes are weird. :V
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 25, 2013, 12:23:43 pm
Me and a friend have noticed a LOT more snow after the update.  We're currently angry because we believe it's a holiday effect.  Especially considering many of the snow biomes are actually rather warm.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 25, 2013, 12:24:07 pm
Guns and random things in general are very much subject to Sturgeon's Law. Sometimes you find cool ones, most of them suck though.

On the plus side, a low-level flame or plasma weapon can still make a good light source.

Most of the time it seems like the weapons I find aren't even usable in the tier I'm finding them in. I'm in tier 4 right now and most of the stuff I'm finding is more suited to tier 2.

Though I would like to find something more interesting than shotguns.

Space snow, Flyme. Space snow. Just roll with it.

Plus, it's not like a frozen/snowy surface is incompatible with volcanic activity or anything.

I'm more concerned about the snow sitting at the bottom of pools of lava. I should collect that stuff and sell it to N.A.S.A.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 25, 2013, 12:27:04 pm
I'm more concerned about the snow sitting at the bottom of pools of lava. I should collect that stuff and sell it to N.A.S.A.
N.A.S.A. already knows what asbestos is.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 25, 2013, 12:29:10 pm
Me and a friend have noticed a LOT more snow after the update.  We're currently angry because we believe it's a holiday effect.  Especially considering many of the snow biomes are actually rather warm.
Considering that it's not just the snow biome replacing the surface minibiomes (seen deserts in forests and such), the fact that this issue was instated in Offended Koala, not Angry Koala, and the fact that I have not seen a single surface minibiome generate since Offended Koala, I'm doubting it was intentional.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 25, 2013, 02:15:41 pm
So uh. Playing bouree on my harmonica completely borked the game. Crashed the game to desktop.

I reccomend not playing it.
Title: Re: Starbound - We have lift off.
Post by: Dorsidwarf on December 25, 2013, 02:30:14 pm
Oop.

Allowed starbound to start demanding an update from steam.



Which it can't have until I have my ultra-broadband back sometime next week.


>.<
Title: Re: Starbound - We have lift off.
Post by: scriver on December 25, 2013, 07:04:01 pm
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 25, 2013, 07:05:54 pm
... it's the bell, isn't it? You can never trust people with a giant metal bell hanging from their living room(?) ceiling.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 25, 2013, 07:34:30 pm
Clearly its the Prison Bar Doors. Never trust someone who's front door looks like a jail cell door.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 25, 2013, 07:37:49 pm
I dunno what you guys are talking about. Anyone who incorporates piles of bones and skulls into their house is clearly level-headed and trustworthy.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 25, 2013, 07:48:17 pm
The ground IS made of bones. :P
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 25, 2013, 08:47:00 pm
I'm more worried about that door that's under several feet of... let's call it 'soil'.  Did their architect actually get his degree, to put a door that blatantly underground?
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 25, 2013, 08:48:28 pm
I've seen houses and doors built embedded into the base of mountains before. Under a few feet of dirt is relatively minor :P
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 25, 2013, 08:50:17 pm
I'm more worried about that door that's under several feet of... let's call it 'soil'.  Did their architect actually get his degree, to put a door that blatantly underground?
Maybe it's just a closet or somethin'? Old style glitch fridge (throw some ice/snow behind a door with the food) janked by some wandering Apex?
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 25, 2013, 08:57:20 pm
Or a simple earthquake disturbed a nearby bone hill and buried the door.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 25, 2013, 09:05:37 pm
Although... an earthquake replacing a wall with bones seems a bit suspect.
Lying.  It was an Earthquake.
Forceful.  It was certainly not the bones of travelers we flayed the skin off and wore, pretending to be organics.
Sarcastic.  They would be silly.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 25, 2013, 09:21:49 pm
My hylotl looks awesome. I found a tricorne in a chest immediately next to my beta sector spawn, so she's wearing it with a the hylotl steel armor, my starter trainee pants, and a back lantern. Equipped tech is dash and it is so fun to fight with it and an electric hammer.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 25, 2013, 10:16:59 pm
Oh no. They built it using nearby bones. That was totally their doing. The door is just buried and pointless because of an earthquake.
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 26, 2013, 01:59:35 am
You know what I found out is quite fun? Flying around in an Asteroid belt with a Grappling Hook. Fast paced, highly lethal (don't fall), and reasonably rewarding. Seriously, there's pretty much no better place to use a Grappling Hook.
Title: Re: Starbound - We have lift off.
Post by: scriver on December 26, 2013, 02:04:39 am
Perhaps it should be mentioned that that was not the only house built out if bone on that moon, and that there were in fact enough if them around to qualify as a smallish village.

(Also a couple of Florans and a UMPC Penal Colony)
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 26, 2013, 02:11:33 am
Perhaps it should be mentioned that that was not the only house built out if bone on that moon, and that there were in fact enough if them around to qualify as a smallish village.

(Also a couple of Florans and a UMPC Penal Colony)
So that's a good vacation destination.
"Come to this planet! We've got hills of polished human bones, cannibalistic stabbing plants, and pissed off, rioting prisoners! There's also no air!"
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 26, 2013, 02:19:51 am
Perhaps it should be mentioned that that was not the only house built out if bone on that moon, and that there were in fact enough if them around to qualify as a smallish village.

(Also a couple of Florans and a UMPC Penal Colony)
So that's a good vacation destination.
"Come to this planet! We've got hills of polished human bones, cannibalistic stabbing plants, and pissed off, rioting prisoners! There's also no air!"
"So you can sleep soundly at night without ever hearing a scream!"
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 26, 2013, 01:53:58 pm
Uh. I can't seem to plant anything anywhere since the last update. Am I just missing something or is this a bug?
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 26, 2013, 01:59:26 pm
Uh. I can't seem to plant anything anywhere since the last update. Am I just missing something or is this a bug?
O_o Wolfeyez has a fuckhueg garden pretty much everywhere we go. Dumb question, but do you have a stone hoe?
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 26, 2013, 02:41:46 pm
"Come to this planet! We've got hills of polished human bones, cannibalistic stabbing plants, and pissed off, rioting prisoners! There's also no air!"
"So you can sleep soundly at night without ever hearing a scream!"
...So how do the NPCs survive even without a helmet? O_o
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 26, 2013, 02:47:01 pm
Probably the same way they dry hump gigantic spinning sawblades without repercussion.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 26, 2013, 03:25:44 pm
Aklyon's not online. Hasn't been today.
His WAS updated, mind.
:P
Title: Re: Starbound - We have lift off.
Post by: scriver on December 26, 2013, 05:01:24 pm
"Come to this planet! We've got hills of polished human bones, cannibalistic stabbing plants, and pissed off, rioting prisoners! There's also no air!"
"So you can sleep soundly at night without ever hearing a scream!"
...So how do the NPCs survive even without a helmet? O_o

It wasn't a moon biome moon, just a forest biome satellite around a bigger planet. Of course, it's fairly likely NPCs also ignore oxygen like Dutchling says. We'll have to do science to find out!
Title: Re: Starbound - We have lift off.
Post by: Twi on December 26, 2013, 05:10:13 pm
Aklyon's putting the server up.

dance.

lyoncraft.dyndns.org
pass is dwarf

DANCE
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 26, 2013, 05:16:15 pm
Mostly because new christmasthings ran out of battery and I was going to turn on the computer anyway :)
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on December 26, 2013, 05:17:19 pm
Yay Starbound server.

Will be on soon :)
Title: Re: Starbound - We have lift off.
Post by: Andux on December 26, 2013, 06:10:17 pm
It keeps telling me "wrong password." ???

I've tried password dwarf, Dwarf, and DWARF (with and without a username), and user/pass bay12/dwarf, dwarf/dwarf, and bay12/bay12.

Monkey-man am confusified. :-\
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 26, 2013, 06:24:44 pm
Restart starbound and try again, SSG had that problem before.
Its all lowercase and with no account things.
Title: Re: Starbound - We have lift off.
Post by: choppy on December 26, 2013, 07:31:24 pm
I will be on later too. Great to see a starbound server.
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 26, 2013, 08:18:22 pm
Out of curiosity, if you use an existing character from singleplayer on multiplayer, can you still use the character for singleplayer afterwards?
Title: Re: Starbound - We have lift off.
Post by: choppy on December 26, 2013, 08:32:56 pm
Out of curiosity, if you use an existing character from singleplayer on multiplayer, can you still use the character for singleplayer afterwards?
Yeah last time I checked.  Ps. What is your avatar from?
Title: Re: Starbound - We have lift off.
Post by: Twi on December 26, 2013, 08:37:18 pm
Out of curiosity, if you use an existing character from singleplayer on multiplayer, can you still use the character for singleplayer afterwards?

Of course.
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 26, 2013, 08:38:07 pm
Out of curiosity, if you use an existing character from singleplayer on multiplayer, can you still use the character for singleplayer afterwards?
Yeah last time I checked.  Ps. What is your avatar from?
My avatar is from my mind. It's an (outdated) pixel art spaceship with some special effects added. It is one of many I intend to use as part of a Starsector mod... when I eventually put some actual effort into it.

Anyway, sweet. I might join in later assuming double router crud doesn't crush all my hopes and dreams.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on December 26, 2013, 09:03:55 pm
(http://i.imgur.com/g4eZntF.png)

Hah.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 26, 2013, 09:13:09 pm
I'm not even sure what that is. All the other floran torture devices makes sense except that one.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 26, 2013, 09:21:00 pm
Fishcritters don't really seem to be amphibious, though...

Supposedly they can build armor that lets them stay under longer before getting air and swim faster*, but they still drown just fine. They seem more like incredibly stupid air breathing fish people that really should stay on land but insist on building underwater anyway because I guess all the near asphyxiation has killed brain cells on the ones that don't outright drown. Presumably, anyway, since it's not like there's any fishcritter buildings around yet, s'far as I'm aware.

*Which is an amazing Hylotl technology! Clearly not simply an air tank and flippers jacked off some human ship, hahaha!
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on December 26, 2013, 09:23:30 pm
It looks more like a sprinkler, I think. The human description refers to it as a "relaxing water feature", and the Apex description asks if it is a fountain.

The Glitch description mentions that Glitch would fear it too.

Is it me or do the human descriptions seem much more oblivious to what's around them than other race descriptions?
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 26, 2013, 09:36:07 pm
No, I think the humans are just being a little bit more "clever" or reminiscing on past times.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 26, 2013, 09:40:25 pm
I have theories on it's use but I'd rather not share them.
Title: Re: Starbound - We have lift off.
Post by: scriver on December 26, 2013, 09:46:08 pm
Is it me or do the human descriptions seem much more oblivious to what's around them than other race descriptions?

...Try playing as Floran ;)
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 26, 2013, 10:08:46 pm
Is it me or do the human descriptions seem much more oblivious to what's around them than other race descriptions?

...Try playing as Floran ;)
Box!
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 26, 2013, 10:38:52 pm
I've decided to not play any more until the next (and hopefully last) character-wiping update. There's no point in spending my precious little gaming time struggling to get to the next tier (only at steel, btw) when all that hard work will soon be undone again :-\

Title: Re: Starbound - We have lift off.
Post by: majikero on December 26, 2013, 10:42:46 pm
You could always remove the boss bits from recipes and fudge the numbers to give more bars.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 26, 2013, 10:43:01 pm
I have theories on it's use but I'd rather not share them.
It's just a bidet. :P
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 26, 2013, 10:44:27 pm
I have theories on it's use but I'd rather not share them.
It's just a bidet. :P
Um...
Along those lines.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 26, 2013, 10:57:01 pm
Is it me or do the human descriptions seem much more oblivious to what's around them than other race descriptions?

...Try playing as Floran ;)
Box!
*looking at BIG APE IS WATCHING poster*
*wonders how big big ape is so she can eat it*
Title: Re: Starbound - We have lift off.
Post by: Glloyd on December 26, 2013, 11:28:27 pm
From Tiy's Twitter:

"Starbound now has 3 difficulty modes. Drop pixels on death, drop everything on death and lose your entire character on death! Also pvp"
Title: Re: Starbound - We have lift off.
Post by: scriver on December 27, 2013, 01:45:50 am
Is it me or do the human descriptions seem much more oblivious to what's around them than other race descriptions?

...Try playing as Floran ;)
Box!
*looking at BIG APE IS WATCHING poster*
*wonders how big big ape is so she can eat it*

Floran thinks it says "Have a good day!"
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 27, 2013, 02:02:57 am
Is it me or do the human descriptions seem much more oblivious to what's around them than other race descriptions?

...Try playing as Floran ;)
Box!
*looking at BIG APE IS WATCHING poster*
*wonders how big big ape is so she can eat it*
x3
Always loved Florans. But yeah, I'm sticking to my human 'ere. D:<

...Yeah they seem sorta oblivious, but excuse that. We have no homeworld, and our crewmembers (WE have crew as an intro Dx) can't respawn because they died to a tentacle monster.

It was cute.

Too cute.

._.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 27, 2013, 02:05:46 am
Having played as a floran, the examines were cute, but got repetitive and old.
For my human, I enjoyed the examines.
From my Hylotl, I have determined that they are a boring people.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 27, 2013, 02:09:37 am
Having played as a floran, the examines were cute, but got repetitive and old.
Florans are simple-minded, you! Hivemind! Excuse their brevity. :P
I still love their 'Stabby stabby stab' phrase.
Quote
For my human, I enjoyed the examines.
From my Hylotl, I have determined that they are a boring people.
xD
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on December 27, 2013, 02:10:51 am
Glitch are fun in the fact the ship looks cool :P
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 27, 2013, 02:13:11 am
Having played as a floran, the examines were cute, but got repetitive and old.
Florans are simple-minded, you! Hivemind! Excuse their brevity. :P
I still love their 'Stabby stabby stab' phrase.
They are not a hivemind, they are a collective of tribes! Glitch are the hivemind!
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 27, 2013, 02:19:13 am
Floran doesss not care about crunchy metal men's thoughtsss. Floran ssstabs.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 27, 2013, 02:25:25 am
Floran ssstab head, Glitch not thinksss.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on December 27, 2013, 02:37:20 am
Outrage. This is rascist against Glitchkind.
Title: Re: Starbound - We have lift off.
Post by: Corai on December 27, 2013, 02:58:41 am
Floran doesssn't care about your rassscist. What isss a rassscist.

Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 27, 2013, 03:04:30 am
You guys are too dark and depressing to be florans. Imposters, one and all.

You should be talking about how bad robo-budddies taste and how they make you feel warm and fuzzy inside.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 27, 2013, 03:32:45 am
Floran isss pleasssed with new metal friendsss to ssstab!
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on December 27, 2013, 05:50:30 am
TIL Florians talk like Gollum.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on December 27, 2013, 06:20:56 am
...

Seems I've bee working on this for a long while...

So yeah...

I made something.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

A big work in progress, yes, but I swear it shall be done before the next wipe :P
Title: Re: Starbound - We have lift off.
Post by: Reudh on December 27, 2013, 07:54:48 am
Check out my shitty new house, guys.

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Meta on December 27, 2013, 08:08:39 am
Moar screenshots!

My base, playing with zoom level 0.5:
Spoiler (click to show/hide)
My firing range, with bulbs linked to pressure plates, which, btw, detect bullets!
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Twi on December 27, 2013, 08:58:53 am
/me spies the rifle I gave Iceblaster cameo'ing in that pic.

Woo!

I should make some pictures of my MP manor when it starts actually approaching finished. x3
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on December 27, 2013, 09:03:17 am
On another note, when will Aklyon's server be up again? 'Twas fun to play with you guys.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 27, 2013, 10:12:28 am
Whenever Aklyon is up and doesn't do derpy things like walk around the house with his failbattery laptop, or do non-computer things!

:P

EDIT: Soon as of now, 10:35 AM.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 27, 2013, 11:00:52 am
Server's up, guiz~
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 27, 2013, 11:30:13 am
I wasn't walking around with laptop, it was a tablet. I'd need to get a new battery to walk around with the laptop :P
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 27, 2013, 11:36:46 am
Floran isss pleasssed with new metal friendsss to ssstab!
I understand now. Florans don't quite grasp the nuances of language. Sure, they want to stab everything... with their stamens. Pollination isn't a big deal for a flower.  :p
Title: Re: Starbound - We have lift off.
Post by: Imofexios on December 27, 2013, 12:07:46 pm
Any chance to get Aklyons server IP and possible password?
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on December 27, 2013, 12:23:34 pm
Floran isss pleasssed with new metal friendsss to ssstab!
I understand now. Florans don't quite grasp the nuances of language. Sure, they want to stab everything... with their stamens. Pollination isn't a big deal for a flower.  :p


Sooooo they're nymphomaniacs.

Got it.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 27, 2013, 12:49:05 pm
Any chance to get Aklyons server IP and possible password?
Its only one page back.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 27, 2013, 01:13:54 pm
Any chance to get Aklyons server IP and possible password?
Its only one page back.

It's also at the bottom of the first page.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 27, 2013, 04:37:24 pm
I just discovered that my electric hammer's alt fire is poison.
This pleases me.

Bird procedure now:

Dash off cliff at bird =>
Bash with poison =>
Dash to keep in air =>
Bash with electric =>
Repeat till either of you are dead.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 27, 2013, 05:09:08 pm
I remember this Batman movie where the villain had pits of boiling acid in his lair. It just seems like the most wonderful kind of overkill to take a deadly thing and combine it with another deadly thing.

Such as, electrified contact poison.

You know what happens when you magically freeze holy water in an arrow mold? Holy water arrowheads that slowly melt in the Undead victim. I had also toyed with the idea of an especially vicious evil cleric having Unholy Acid or Unholy Poison.

What would it take to make a Holy Water Elemental?
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 27, 2013, 05:59:56 pm
I appear to have struck that FTL multiplayer bug on Aklyon's server.

Fack.
No, the server just crashed.
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 27, 2013, 06:02:21 pm
Not surprised, the server was having lots of random lag spikes for quite a while.

Oh well, gives me an excuse to go back to singleplayer and get stuff from there.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 27, 2013, 06:05:39 pm
Should be back up.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 27, 2013, 06:44:31 pm
Suspicion: confirmed. Starting planet had a meteor shower that obliterated my crops, house, workbench, and me, multiple times.

Guess it's back to living on a ship. -_-
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 27, 2013, 07:34:22 pm
server up for stress test, tellehome.myvnc.com

It will be going down this weekend for a bit as im moving a new router into my network.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 27, 2013, 07:59:02 pm
Aklyon is afk. :P
Title: Re: Starbound - We have lift off.
Post by: inEQUALITY on December 27, 2013, 08:03:59 pm
So now that the Beta's been out a while, has anyone made any attempts to try to find the minimum system requirements? I really want to try this, but no point in wasting money. :-\
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 27, 2013, 08:06:30 pm
So now that the Beta's been out a while, has anyone made any attempts to try to find the minimum system requirements? I really want to try this, but no point in wasting money. :-\
This game eats ram like candy, other than that i can probably could make it run on a pentium 4 at least.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 27, 2013, 08:34:20 pm
I'm running on a 2.1(ish) ghz dual core, 4(ish) gigs ram, 256 meg integrated video card... I think. The video card might be a 1 gig one. Not a gaming optimized one regardless. HP Pavilion dv7 Notebook PC, but there's apparently like three bloody versions of the dv7 or some rampant nonsense so gods only know what the actual hardware is.

Starbound's been running fine even when there's less than two gigs of RAM free, though. Mostly maxes out the CPU but it runs fairly smoothly.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 27, 2013, 10:09:20 pm
Aklyon is afk. :P
Not afk, the power went out for a bit and I felt terrible so I just left the computer off.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 27, 2013, 10:25:39 pm
So now that the Beta's been out a while, has anyone made any attempts to try to find the minimum system requirements? I really want to try this, but no point in wasting money. :-\

It's actually not going to be a good time to judge until the very end of the last phase of beta, when all the systems are in and they do optimization passes. The game's bulky and buggy right now, so it's hard to say what the final setup is going to be.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 27, 2013, 11:32:09 pm
...but there's apparently like three bloody versions of the dv7 or some rampant nonsense...
It's actually closer to 20, when you count all the vendor specific (Best Buy, Sam's Club, Costco, etc.) models. I should know, I had to memorize 12 spec sheets for my area just for the dv7.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 27, 2013, 11:39:47 pm
Completely divorced from Starbound, but I sincerely hope someone got fired for that, MZ. That's, just... well. It's certainly not to the consumer's benefit, that's for sure, and probably explains why it's been such a pain in the rear to find drivers and system specs and whatnot in the past. Wish I knew whether it'd be safe to stick another harddrive in the thing... it's got space for it, but no clue about power, whatever software/hardware settings would need to be mucked with, so on, so forth. And I haven't been able to find out. Apparently because there's a dozen of the bloody things on the market, and gods only know what manuals apply to which. Thinking on it, something like this is probably why the monitor replacement I tried to do for the last HP laptop didn't work out...

I do vaguely remember it having some sort of specific code or... something... but I think there was like two or three different versions of that, too. Massively stupid thing to do. Had to have made administration and logistics considerably more troublesome than it should have been :-\

Regardless, to the original point, while it's the strongest computer I've ever had access to, it's still pretty damn weak in the overall scheme of things. Starbound's not exactly the heaviest program I've tried to run, not by a long shot.
Title: Re: Starbound - We have lift off.
Post by: Tylui on December 28, 2013, 02:23:01 am
HP is pretty good at making serial numbers look short compared to the model code. But not really for lack of necessity, but more for a large amount of bloodsucking shit-for-brains middle-management. Even the NON-bloodsucking shit-for-brains type would be fine. BAZING! Relate-able office humor! Directed guidance towards what's good for the company and in turn also for yourself, NOBODY LIKES YOU, i guess would be what i'm trying to say here, albeit quite confusingly.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 28, 2013, 03:41:10 am
The problem with HP, and I was a third party vendor (so take this with a grain of salt,) is that it's absolutely massive. It takes them approximately 18-26 months, from what I've been told, to roll out new items because there is so much bureaucracy, and trying to appease all of the vendors all at once.
Title: Re: Starbound - We have lift off.
Post by: Imofexios on December 28, 2013, 11:41:47 am
Aww poo.
All servers are down or not updated to newer version :(
Title: Re: Starbound - We have lift off.
Post by: Dorsidwarf on December 28, 2013, 12:13:34 pm
Servers down?
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on December 28, 2013, 04:00:52 pm
After moving my building things to my ship and my inventory for MP building I come to fiiiind....

Servers down :P

Damn you RL!
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 28, 2013, 04:04:29 pm
WELL HELLO CONSTANT METEOR-SHOWER ARID PLANET
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 28, 2013, 04:09:57 pm
This looks interesting. (http://community.playstarbound.com/index.php?resources/new-horizon.278/)


Edit: Wrong version, though.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on December 28, 2013, 05:26:56 pm
This looks interesting. (http://community.playstarbound.com/index.php?resources/new-horizon.278/)


Edit: Wrong version, though.

So is this (http://community.playstarbound.com/index.php?resources/full-varia-suit-release-1.206) :P
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 28, 2013, 05:45:00 pm
This looks interesting. (http://community.playstarbound.com/index.php?resources/new-horizon.278/)


Edit: Wrong version, though.

I might play again before the end of wipes if this gets updated and filled out!
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on December 28, 2013, 06:07:08 pm
On another note, if I wear mod armor and I have a base armor on 'DIsplay' slots, would it let me take it to multiplayer?
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 28, 2013, 06:18:15 pm
As long as you keep your modded items in your inventory, they should work fine. Just don't drop them or they'll turn into perfectly generic items.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on December 28, 2013, 06:20:18 pm
Yay. I can have my gravity suit benefits(A few points of heart, armor, energy) without breaking everything!
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 28, 2013, 07:51:38 pm
Funnily enough, New Horizon JUST got updated for angry Koala like five minutes ago.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 28, 2013, 08:41:29 pm
I FINALLY FOUND IT
A PLANET WITH AN ACTUAL MINIBIOME
MORE THAN THAT
A TAR MINIBIOME
FOUR NEW BLUEPRINTS
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 28, 2013, 10:34:18 pm
My god, I really wish it was easier to find a planet you had been on in the past but had not written down. I had thought you could find a planet with its universe file name, but it appears as though the game also has a weird way of numbering planets. For example, if the game's numbering was based on moons and planets, my starting planet would be the 6th planet/moon of a system with 4 planets and 1 moon (I.e, non existent) , and the numbering says I'd also have taken a trip to the 3rd planet of the system at the very beginning of the game, which is a snow planet with poison water... I'm pretty sure I didn't go to a poison snow planet that early.

Another example says I went to the 2nd planet... of a system with 1 planet and no moon.

Seriously, does anyone have any idea how the game numbers the universe files?
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 28, 2013, 11:58:56 pm
Funnily enough, New Horizon JUST got updated for angry Koala like five minutes ago.
I was just about to post that.

RE: Mods: I'm having some trouble getting some mods from the Nexus working. Specifically, The Deconstructor (http://www.nexusmods.com/starbound/mods/41/?tab=4&=http%3A%2F%2Fwww.nexusmods.com%2Fstarbound%2Fajax%2Fcomments%2F%3Fmod_id%3D41%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1256017&pUp=1). No matter what I do, or how I restructure the way it's sitting in the files, it won't work. Wat do?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 29, 2013, 12:06:48 am
Some mods overlap. There's a mod manager on nexus to check stuff like that.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 29, 2013, 12:11:42 am
Just saw that it's only Offended Koala, not Angry. No wonder it's not working! Durrrr.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 29, 2013, 12:14:06 am
My god, I really wish it was easier to find a planet you had been on in the past but had not written down. I had thought you could find a planet with its universe file name, but it appears as though the game also has a weird way of numbering planets. For example, if the game's numbering was based on moons and planets, my starting planet would be the 6th planet/moon of a system with 4 planets and 1 moon (I.e, non existent) , and the numbering says I'd also have taken a trip to the 3rd planet of the system at the very beginning of the game, which is a snow planet with poison water... I'm pretty sure I didn't go to a poison snow planet that early.

Another example says I went to the 2nd planet... of a system with 1 planet and no moon.

Seriously, does anyone have any idea how the game numbers the universe files?
Ship travel history files for the new patch, anyone?
Title: Re: Starbound - We have lift off.
Post by: ollobrains on December 29, 2013, 03:57:40 am
the devs are actually including in the vanilla game quite a few of the mod ideas which is a good sign
Title: Re: Starbound - We have lift off.
Post by: Andux on December 29, 2013, 06:37:02 am
Seriously, does anyone have any idea how the game numbers the universe files?
No idea how lunar orbits affect placement on the map screen yet.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 29, 2013, 09:28:31 am
Can't wait for next update. Wolfeyez and I just finished impervium, and cakewalked a couple of threat level 10 planets. Need more stuff to do!
Title: Re: Starbound - We have lift off.
Post by: Dorsidwarf on December 29, 2013, 09:48:32 am
servers, why you still down?
Title: Re: Starbound - We have lift off.
Post by: scriver on December 29, 2013, 10:43:19 am
It... Doesn't feel very Floran, does it? And I'm not talking about the lack of platforms to jump down and ssstab ssstab ssstab from.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 29, 2013, 11:02:21 am
It looks to me like someone salvaged a bunch of ship parts and tied them together with some plant.

Still trying to decide if I like  said look.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 29, 2013, 12:48:57 pm
Personally, I think it looks stupid. Of course that's always going to be a problem with floran ships. You can't really make them look unique, because they can't make ships.

Personally I'd design a different looking ship for one of the factions and florafy it. Just so they have something sort of original.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on December 29, 2013, 12:52:24 pm
On another note, I have found a pony mod :P

On a more serious note: I unfortunately screwed up a mod installation and had to reinstall, and because I didn't back my saves up Gold Hands is no more :c
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 29, 2013, 01:56:49 pm
And that's why I'm going to continue using the sandbox mods to build treeships.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 29, 2013, 02:33:09 pm
I'm considering using the sandbox ship mods to make floorplan ships. Horizontal slicing instead of vertical slicing. I know the MUSH ship would work. It might have to be double sized because some hallways are two squares.
Title: Re: Starbound - We have lift off.
Post by: Solifuge on December 29, 2013, 03:10:28 pm
This is the best-looking, and most functional customizable ship mod I've seen:

(http://i.imgur.com/JQMqhv6.png)(http://i.imgur.com/ZvOMjAV.png)

Mod Download (http://community.playstarbound.com/index.php?resources/fight-for-universe-per-aspera-ad-astra.155/)
Discussion Thread (http://community.playstarbound.com/index.php?threads/fight-for-universe-per-aspera-ad-astra.3781/)

A few other good mods:
Liquid Extractor (http://community.playstarbound.com/index.php?resources/liquid-extractor.467/): Move and deploy liquids. Pretty nice!
Electro Home Defense (http://community.playstarbound.com/index.php?resources/electric-home-defense.728/): Power generation and management, traps, and NPC Sieges.
Sparkz (http://community.playstarbound.com/index.php?resources/sparkz.117/): Advanced Circuits, Sensors, Logic Gates, Defenses, and a Block Toggler for Trap Doors/Automation/Whatever.
Logical Recipes (http://community.playstarbound.com/index.php?resources/logicalrecipes.632/): Craft race-specific materials and objects, with sensible and balanced recipes. Hardcore Mode requires non-race materials to be scanned to create blueprints first. Can also trade blueprints to other players to teach crafting recipes.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 29, 2013, 03:32:48 pm
Can I use that mod and still be able to go on servers without the server imploding?
Title: Re: Starbound - We have lift off.
Post by: Solifuge on December 29, 2013, 03:36:55 pm
I think so, though I'm not sure if the server needs the mod too. Would be worth trying, though!
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 29, 2013, 03:51:52 pm
I think I found the planet with bonehouses.
It's beta sector desert.
Bones everywhere.
Rib structures out of the ground with a slightly whiter color of bone block.

The apex stopped even speaking to me.
They don't react to being attacked.
They drop mushroom hats.
I've found two.
Stinkhorn and Puffball mushrooms.

Night just fell.
It's raining.
First rain of non-meteors I've seen as this character.
It's acid rain.
I like this place.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 29, 2013, 05:25:14 pm
I think so, though I'm not sure if the server needs the mod too. Would be worth trying, though!
Only the ones that let you build ships from vanilla blocks without anything extra; the ones that work like that just remove the ship from the shipspace and let you build there instead. That looks like it uses unique items, and the expanded plans are certainly not vanilla-compatible. Servers would need the mod for it to work.
Title: Re: Starbound - We have lift off.
Post by: March on December 29, 2013, 06:12:27 pm
I've been working on turning one of the wreck biomes, into a Florian ship... its slow because I've just started and have no idea what to actually do with it.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 29, 2013, 06:27:54 pm
Do we have any servers up and running? I am getting the urge.

I had thought about starting up an official server, but abandoned the idea when friends lost interest and it seemed as though B12's server needs were covered. Unlike Minecraft and Terraria, Starbound's servers are relatively expensive... but I'd like to poll an interest check all the same.

How many people think they would play on a regular basis if we got something going?
Title: Re: Starbound - We have lift off.
Post by: March on December 29, 2013, 06:39:26 pm
There are currently none online that are up to date, I'm sure there would be about 5-10 at least that would be playing on it depending on what mods on it etc. and the general player interest in starbound, just like all of the sandbox type game things.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 29, 2013, 06:49:21 pm
If I spot a change in servers I update my post at the bottom of the first page.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 29, 2013, 07:09:15 pm
If it helps there's a total reality wipe coming very soon in the new year. It's supposed to be the last one, but it's gonna break all the things.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 29, 2013, 07:10:08 pm
Rebooting the universe, eh?
Universe.exe has crashed.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 29, 2013, 07:22:34 pm
So rather tan take a long breather I decided to mod starbound to hell and back.

Now I'm just debating which big mod to use.

Industrialization, or new horizons.

I don't suppose anyone has used both and could give some feedback?

I could try both but making two characters and getting far enough to give both a proper go would be a pain/annoying.

I'm assuming of course they're incompatible. Pretty sure they are since both change so much but I could be wrong....
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 29, 2013, 09:05:47 pm
If it helps there's a total reality wipe coming very soon in the new year. It's supposed to be the last one, but it's gonna break all the things.
Oh, well, I guess that's a good reason to stop caring about mining an entire USCM prison. If only I had known sooner.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 29, 2013, 09:12:33 pm
So rather tan take a long breather I decided to mod starbound to hell and back.

Now I'm just debating which big mod to use.

Industrialization, or new horizons.

I don't suppose anyone has used both and could give some feedback?

I could try both but making two characters and getting far enough to give both a proper go would be a pain/annoying.

I'm assuming of course they're incompatible. Pretty sure they are since both change so much but I could be wrong....
Try both! I heard the mod manager tries to fix clashes.
Title: Re: Starbound - We have lift off.
Post by: Silicoid on December 29, 2013, 09:18:39 pm
So rather tan take a long breather I decided to mod starbound to hell and back.

Now I'm just debating which big mod to use.

Industrialization, or new horizons.

I don't suppose anyone has used both and could give some feedback?

I could try both but making two characters and getting far enough to give both a proper go would be a pain/annoying.

I'm assuming of course they're incompatible. Pretty sure they are since both change so much but I could be wrong....
With the merge system, they don't have to be incompatible.  Me I like Industrialization, as once you get the Macerator, your ore production goes through the roof.  I also use Homestruck, which allows you to build all of the blocks with appropriate materials, so you don't have to rip apart dungeons to build a base.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 30, 2013, 09:11:27 am
I tried to run new horizons, but it kept crashing the server. Am sad. Wolfeyez and I need a bigger challenge!
Title: Re: Starbound - We have lift off.
Post by: Dorsidwarf on December 30, 2013, 10:40:35 am
Are any of the servers back up?
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 30, 2013, 10:41:34 am
I tried to run new horizons, but it kept crashing the server. Am sad. Wolfeyez and I need a bigger challenge!
Level 10 planet in copper armor  :P
Title: Re: Starbound - We have lift off.
Post by: Seriyu on December 30, 2013, 10:42:04 am
So rather tan take a long breather I decided to mod starbound to hell and back.

Now I'm just debating which big mod to use.

Industrialization, or new horizons.

I don't suppose anyone has used both and could give some feedback?

I could try both but making two characters and getting far enough to give both a proper go would be a pain/annoying.

I'm assuming of course they're incompatible. Pretty sure they are since both change so much but I could be wrong....
With the merge system, they don't have to be incompatible.  Me I like Industrialization, as once you get the Macerator, your ore production goes through the roof.  I also use Homestruck, which allows you to build all of the blocks with appropriate materials, so you don't have to rip apart dungeons to build a base.

Am I correct to assume that industrialization is shaping up to be industrialcraft but for starbound?
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 30, 2013, 11:12:33 am
Am I correct to assume that industrialization is shaping up to be industrialcraft but for starbound?

If it seems like Industrialization is shaping up to be IC2 for Starbound, that's because that's what the author set out to recreate.

Just don't expect anything post-Greg or anything from any other mods.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 30, 2013, 11:13:31 am
post-Greg

And thus the flame war commences. :v

loljk
Title: Re: Starbound - We have lift off.
Post by: Mephisto on December 30, 2013, 11:15:14 am
Not trying to start a flame war, just repeating what the mod author has explicitly stated in his mod's thread.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 30, 2013, 11:18:56 am
So...any bets on how long it will be before every official update is met with cries of "X MOD DID IT FIRST!!1 DEV IS STEALER!!!!1!!1!"? You know it will happen eventually if Minecraft is any example ::)
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 30, 2013, 11:43:46 am
Yeah, there's already been 4 mods or so officially folded into the game because the devs liked them (asteroid fields, skyrails, the turrets, I forget the other one), and they've asked at least one guy for permission to use his apocalyptic bunker as a in-game minidungeon. They're not bashful about taking cool stuff, as long as the original author seems fine with it.
Title: Re: Starbound - We have lift off.
Post by: dennislp3 on December 30, 2013, 11:45:58 am
Yeah they blatently put it in the patch log which I think is cool
Title: Re: Starbound - We have lift off.
Post by: Yoink on December 30, 2013, 12:15:39 pm
Bought this earlier, sadly I'm having trouble getting it to run properly.
I can play for a while with no issues, decent framerate and fluid animations, then it will crash (spectacularly) and refuse to load that character again. Quite likely the problems originate from my laptop, but there's not a lot I can do about that.

Gonna sleep off those two BSoDs and try again later.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 30, 2013, 12:43:02 pm
Is your laptop overheating, or similar problems?
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 30, 2013, 12:54:00 pm
So. New horizons is buggy as hell right now. Choices made for me! Hooray!
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on December 30, 2013, 01:23:53 pm
Which servers are working?
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 30, 2013, 01:25:52 pm
Mine is, but I'll be away so it might crash unnoticed. Eitherway it should be up now.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on December 30, 2013, 01:32:40 pm
Fun. Time to see how much of my stuff is in my evil lair hehe.
Title: Re: Starbound - We have lift off.
Post by: Spacefaye on December 30, 2013, 02:18:43 pm
I don't want to sound like a generalizer here, but is it me or is most of the Starbound community furries?
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on December 30, 2013, 02:41:59 pm
I don't want to sound like a generalizer here, but is it me or is most of the Starbound community furries?

Most? Probably not. A large and very vocal minority? You better believe it.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 30, 2013, 03:37:17 pm
Sooo. Just before they mature two meteor storms in a row destroy all my rubber trees. GUESS WHO'S BUILDING THEIR NEXT FARM BELOW GROUND.

Chucklefish. Y u replace rain with giant destructive rocks? U silly.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 30, 2013, 03:39:56 pm
Sooo. Just before they mature two meteor storms in a row destroy all my rubber trees. GUESS WHO'S BUILDING THEIR NEXT FARM BELOW GROUND.

Chucklefish. Y u replace rain with giant destructive rocks? U silly.
They didn't, you just need to find less meteoric planets  :P
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 30, 2013, 04:39:36 pm
Sooo. Just before they mature two meteor storms in a row destroy all my rubber trees. GUESS WHO'S BUILDING THEIR NEXT FARM BELOW GROUND.

Chucklefish. Y u replace rain with giant destructive rocks? U silly.
They didn't, you just need to find less meteoric planets  :P

There needs to be some way to know this BEFORE you bother stting up all your planetside shit. I'm still holding out for orbital weather scans.
Title: Re: Starbound - We have lift off.
Post by: Mephansteras on December 30, 2013, 04:45:25 pm
Haven't tried too much, but is it possible to pick up things like crafting tables and the like after you place them? Or are they pretty much set where ever you place them?
Title: Re: Starbound - We have lift off.
Post by: Baneling on December 30, 2013, 04:46:25 pm
You can break them with any digging tool.
Title: Re: Starbound - We have lift off.
Post by: Mephansteras on December 30, 2013, 04:52:05 pm
You can break them with any digging tool.

Cool, thanks. I was a bit leery about trying until I really needed to move something, since I didn't want to bother with remaking them if they just broke.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 30, 2013, 05:12:55 pm
I'm thinking durasteel or aegisalt meteor defense systems would be nice.
Just little structures that keep meteors away from anything nearby.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 30, 2013, 05:49:16 pm
Hey cool, hunger doesn't tick down while you sleep. Now I can just run it in the background and have my crops grow without having to remember checking back every ten minutes to shovel food in my mouth.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 30, 2013, 06:03:31 pm
Hey cool, hunger doesn't tick down while you sleep. Now I can just run it in the background and have my crops grow without having to remember checking back every ten minutes to shovel food in my mouth.
Yeah, beds are the most useful furniture besides doors. Good replacements for bandages, too.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 30, 2013, 06:10:25 pm
Hey cool, hunger doesn't tick down while you sleep. Now I can just run it in the background and have my crops grow without having to remember checking back every ten minutes to shovel food in my mouth.
Yeah, beds are the most useful furniture besides doors. Good replacements for bandages, too.
Until higher levels, where it can take 10 minutes[citation needed] of sleeping to recover all of that massive pile of health. :/
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 30, 2013, 06:24:34 pm
Hey cool, hunger doesn't tick down while you sleep. Now I can just run it in the background and have my crops grow without having to remember checking back every ten minutes to shovel food in my mouth.
Yeah, beds are the most useful furniture besides doors. Good replacements for bandages, too.
Until higher levels, where it can take 10 minutes[citation needed] of sleeping to recover all of that massive pile of health. :/
Hmm. Higher tiers of beds should heal more. That'd be nice.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 30, 2013, 06:26:52 pm
I'd rather have (and expect) more scaled healing items in Tier 4+. I don't want my design considerations to be forced by gameplay concerns.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on December 30, 2013, 06:52:16 pm
So that pony mod I was talking about...

Weeeell I played for a bit...

Spoiler (click to show/hide)

Ignore the interrogation bench, for noticing it is treason :P
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 30, 2013, 07:17:15 pm
Hey cool, hunger doesn't tick down while you sleep. Now I can just run it in the background and have my crops grow without having to remember checking back every ten minutes to shovel food in my mouth.
Yeah, beds are the most useful furniture besides doors. Good replacements for bandages, too.
Until higher levels, where it can take 10 minutes[citation needed] of sleeping to recover all of that massive pile of health. :/
Hmm. Higher tiers of beds should heal more. That'd be nice.
Gentlemen. (http://community.playstarbound.com/index.php?resources/better-beds-mod.63/)
Title: Re: Starbound - We have lift off.
Post by: Tylui on December 30, 2013, 07:37:11 pm
After a little science, I've determined the interrogation bench is the quickest healing bed so far. I guess I could be crazy.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 30, 2013, 07:51:25 pm
After a little science, I've determined the interrogation bench is the quickest healing bed so far. I guess I could be crazy.

It's 0.5 health/second as opposed to every other bed's 0.2. The Avian sacrificial altar has the same boosted heal rate, make of that what you will.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 30, 2013, 08:00:55 pm
After a little science, I've determined the interrogation bench is the quickest healing bed so far. I guess I could be crazy.

It's 0.5 health/second as opposed to every other bed's 0.2. The Avian sacrificial altar has the same boosted heal rate, make of that what you will.
So you heal faster when you sleep on things people have died on?
Title: Re: Starbound - We have lift off.
Post by: March on December 30, 2013, 08:18:40 pm
Did Aklyon's server crash? Or is it just me?
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 30, 2013, 08:26:48 pm
I can't connect either.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on December 30, 2013, 08:30:46 pm
After a little science, I've determined the interrogation bench is the quickest healing bed so far. I guess I could be crazy.

It's 0.5 health/second as opposed to every other bed's 0.2. The Avian sacrificial altar has the same boosted heal rate, make of that what you will.
So you heal faster when you sleep on things people have died on?
Just like real life.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 30, 2013, 08:59:36 pm
I love it when fish disregard the boundary between swimming and flying on low-gravity planets.

Also, found a planet with crystal rain. No effect.

No regular rain yet.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 30, 2013, 09:25:58 pm
After a little science, I've determined the interrogation bench is the quickest healing bed so far. I guess I could be crazy.

It's 0.5 health/second as opposed to every other bed's 0.2. The Avian sacrificial altar has the same boosted heal rate, make of that what you will.
So you heal faster when you sleep on things people have died on?

You don't actually sleep on the Avian altar. Your eyes are open and there are no little floating Zs.
Title: Re: Starbound - We have lift off.
Post by: Yoink on December 30, 2013, 10:35:39 pm
Is your laptop overheating, or similar problems?

It didn't seem to be, but then this laptop is far derpier than my old one. What puzzled me was that, for the times when the game was working, everything ran quite smoothly, without obvious FPS issues or anything. I got a decent bit of play in at one point, enough to beam down, build a crafting table and derp about looking for plant fibre.

I'll try again in a while, I guess.
Oh, and openGL didn't work for me at all.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 30, 2013, 10:50:25 pm
After a little science, I've determined the interrogation bench is the quickest healing bed so far. I guess I could be crazy.

It's 0.5 health/second as opposed to every other bed's 0.2. The Avian sacrificial altar has the same boosted heal rate, make of that what you will.
So you heal faster when you sleep on things people have died on?

You don't actually sleep on the Avian altar. Your eyes are open and there are no little floating Zs.
I know. You also don't close your eyes on the torture slab.

I know what hat I need to find.
My hunt for a venetian mask begins now.
Title: Re: Starbound - We have lift off.
Post by: March on December 30, 2013, 10:57:59 pm
I have one I don't use, if a server ever comes on I can trade it to you.

Checked, and appears aklyons's server has recovered from its crash, or whatever.
Title: Re: Starbound - We have lift off.
Post by: March on December 30, 2013, 11:14:07 pm
Yup definitely, back up.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 30, 2013, 11:23:32 pm
Did Aklyon's server crash? Or is it just me?
Apparently it stopped accepting connections or something odd. But it is infact, fixed for the moment.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 30, 2013, 11:30:09 pm
I have one I don't use, if a server ever comes on I can trade it to you.

Checked, and appears aklyons's server has recovered from its crash, or whatever.
I don't play multiplayer.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 30, 2013, 11:46:40 pm
Any chance an Ibid could get the password to that server? I want to play with ze friendlies, too.
Title: Re: Starbound - We have lift off.
Post by: scout890 on December 31, 2013, 01:16:57 am
Would be great if I could also get the password to Aklyon's server too.
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 31, 2013, 01:18:34 am
It's "dwarf", uncapitalized.

Unfortunately, it's down again. While I had someone's rusty girders. An awkward situation to be sure.
Title: Re: Starbound - We have lift off.
Post by: March on December 31, 2013, 01:19:23 am
lol, great damn crashes during megaprojects.
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 31, 2013, 01:21:41 am
It was upset that it could no longer send birds after me while building a sand pillar into the sky.
Title: Re: Starbound - We have lift off.
Post by: March on December 31, 2013, 02:07:13 am
Probably, but on a different note, I've spent some time and got some more materials, if and when the server comes back I'll keep building the best I can.
Title: Re: Starbound - We have lift off.
Post by: March on December 31, 2013, 04:04:05 am
Well some news, things above the planets like asteroids right outside the atmosphere are static like terrain features, and the tiny arid planet at -8 -11 A sector with the large asteroid chunk above the two tunnels and avian village, will always be there. So I've now claimed it as March's moon.
Title: Re: Starbound - We have lift off.
Post by: ank on December 31, 2013, 07:09:42 am
How do you make a helmet allowing you to breathe on moons and asteroid fields?
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 31, 2013, 08:56:22 am
It turns out my netbook is too slow to run Starbound's map gen fast enough for no lag. Sadness!
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 31, 2013, 09:07:27 am
It turns out my netbook is too slow to run Starbound's map gen fast enough for no lag. Sadness!
I'm surprised a netbook can run starbound in the first place, one of those tiny cramped minilaptops never did much for me.

Anyway, server should be up in a few minutes unless starbound updates (or has a fit).
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on December 31, 2013, 09:08:38 am
It turns out my netbook is too slow to run Starbound's map gen fast enough for no lag. Sadness!
I'm surprised a netbook can run starbound in the first place, one of those tiny cramped minilaptops never did much for me.

Anyway, server should be up in a few minutes unless starbound updates (or has a fit).
I hoped it would be at least fast enough to run the server, but alas!
Title: Re: Starbound - We have lift off.
Post by: Facekillz058 on December 31, 2013, 09:21:27 am
I'm thinking of picking the game up as soon as I can get money in the bank and I was wondering, does it require a particularly majestic machine to play? I mean, I can play Terraria on medium-highish settings with no problem, but this game appears to be a bit more graphically intensive.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 31, 2013, 09:28:56 am
Well, I have an integrated graphics and 4gb ram, I can run the server fine. It panics if I want to load both parts at once, but after its loaded both sides work without usually crashing.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 31, 2013, 09:43:12 am
I'm surprised a netbook can run starbound in the first place, one of those tiny cramped minilaptops never did much for me.
/me gleefully plays Starbound at 1920x1080p on his Samsung tablet PC, whistling innocently.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 31, 2013, 09:47:45 am
I'm surprised a netbook can run starbound in the first place, one of those tiny cramped minilaptops never did much for me.
/me gleefully plays Starbound at 1920x1080p on his Samsung tablet PC, whistling innocently.
Thats not a netbook if it can run 1920x1080p :P
The best I've seen on a netbook was 1024x800, and it had one of those tiny cramped physical keyboards builtin to it with ubuntu netbook remix.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 31, 2013, 09:58:57 am
I'm surprised a netbook can run starbound in the first place, one of those tiny cramped minilaptops never did much for me.
/me gleefully plays Starbound at 1920x1080p on his Samsung tablet PC, whistling innocently.
Thats not a netbook if it can run 1920x1080p :P
The best I've seen on a netbook was 1024x800, and it had one of those tiny cramped physical keyboards builtin to it with ubuntu netbook remix.
Those were the old netbooks, a-la EeePC and such. Now it's all UMPCs and convertibles like my Samsung. A tablet PC is, by all counts, less of a PC than a netbook, since it only has the same case that houses its screen for all of its hardware. And yet modern tablet PCs outshine UMPCs in some regards, especially with keyboard docks.
Title: Re: Starbound - We have lift off.
Post by: Frumple on December 31, 2013, 10:15:42 am
I'm thinking of picking the game up as soon as I can get money in the bank and I was wondering, does it require a particularly majestic machine to play? I mean, I can play Terraria on medium-highish settings with no problem, but this game appears to be a bit more graphically intensive.
Starbound pushes my comp about as hard as T does (And I run T with everything that can be turned off, turned off. Starbound doesn't have turn off buttons yet, mostly), maybe a little more, but not notably. T's actually (was, anyway, before the latest patches) worse with some of the more intensive mods or with the wrong lighting. I posted my specs a few pages back. SB's just... not a very heavy game, relatively, and presumably will become even lighter as optimization and whatnot gets put it (though that may be a while, yet.).
Title: Re: Starbound - We have lift off.
Post by: March on December 31, 2013, 10:25:07 am
Spent all night building a tower to space, get done, meteors destroy it, spend all morning tearing it down. Buy 26000 pixels worth of food items.
Title: Re: Starbound - We have lift off.
Post by: Wiles on December 31, 2013, 11:04:32 am
I'm thinking of picking the game up as soon as I can get money in the bank and I was wondering, does it require a particularly majestic machine to play? I mean, I can play Terraria on medium-highish settings with no problem, but this game appears to be a bit more graphically intensive.

It's still not very well optimized for lower end PCs. I can run games like Bioshock Infinite and Farcry 3 smoothly on medium settings, but I can't go to a populated area in Starbound without my framerate going down the tubes. So if you have an older computer like I do it might be worth waiting a while.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 31, 2013, 11:08:08 am
I'm thinking of picking the game up as soon as I can get money in the bank and I was wondering, does it require a particularly majestic machine to play? I mean, I can play Terraria on medium-highish settings with no problem, but this game appears to be a bit more graphically intensive.

It's still not very well optimized for lower end PCs. I can run games like Bioshock Infinite and Farcry 3 smoothly on medium settings, but I can't go to a populated area in Starbound without my framerate going down the tubes. So if you have an older computer like I do it might be worth waiting a while.
I rather doubt my laptop, let alone my tablet, would be able to run either Bioshock or FC3 "smoothly". So it might be some other kind of error. Have you tried the OpenGL and the normal version of the game both? OGL runs smoother for me, for instance.
Title: Re: Starbound - We have lift off.
Post by: Nighthawk on December 31, 2013, 12:51:10 pm
I've been hearing rumors from other friends who play Starbound about a character wipe coming soon. I've seen the big red text that's present whenever you start up the game, but it doesn't say much about when that might be happening. Any of you folks know the date?
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on December 31, 2013, 01:22:18 pm
Presumably it'll be the next update, and the main point of it will be to prevent character/universe wipes in future. Don't think there's any official timeframe.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 31, 2013, 02:48:02 pm
This may be of interest to some of the server hosts/people who play on servers a lot

http://community.playstarbound.com/index.php?resources/commandstar.776/ (http://community.playstarbound.com/index.php?resources/commandstar.776/)
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 31, 2013, 03:05:50 pm
I've been hearing rumors from other friends who play Starbound about a character wipe coming soon. I've seen the big red text that's present whenever you start up the game, but it doesn't say much about when that might be happening. Any of you folks know the date?

"as soon as possible in 2014" via Twitter.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 31, 2013, 03:10:59 pm
I've been hearing rumors from other friends who play Starbound about a character wipe coming soon. I've seen the big red text that's present whenever you start up the game, but it doesn't say much about when that might be happening. Any of you folks know the date?

"as soon as possible in 2014" via Twitter.

HAPPY NEW YEAR
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 31, 2013, 03:13:34 pm
This may be of interest to some of the server hosts/people who play on servers a lot

http://community.playstarbound.com/index.php?resources/commandstar.776/ (http://community.playstarbound.com/index.php?resources/commandstar.776/)
Nifty.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 31, 2013, 03:14:55 pm
Finished painting my starter house just in time to discover the weather of my planet.
Biggest feckin meteors I've ever seen.
ROOM-SIZED,
PLATEAU-SHREDDING,
HOPE-DASHING,
GIGANTINE ROCKS FROM SPACE
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 31, 2013, 04:17:41 pm
Well, it seems to work, so have a commandstar link that also probably doubles as a 'is server up' link: http://lyoncraft.dyndns.org:8080/
If that shows a page, the server is probably working. Chat is most recent at the bottom.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 31, 2013, 04:19:38 pm
Well, it seems to work, so have a commandstar link that also probably doubles as a 'is server up' link: http://lyoncraft.dyndns.org:8080/
If that shows a page, the server is probably working. Chat is most recent at the bottom.
Ossum.
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 31, 2013, 04:23:39 pm
Well, it seems to work, so have a commandstar link that also probably doubles as a 'is server up' link: http://lyoncraft.dyndns.org:8080/
If that shows a page, the server is probably working. Chat is most recent at the bottom.
Ossum.
(http://pugetsoundblogs.com/bremertonbeat/files/2008/10/possum.jpg)
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on December 31, 2013, 04:24:39 pm
Well, it seems to work, so have a commandstar link that also probably doubles as a 'is server up' link: http://lyoncraft.dyndns.org:8080/
If that shows a page, the server is probably working. Chat is most recent at the bottom.

Fuuuun.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 31, 2013, 04:28:20 pm
Well, it seems to work, so have a commandstar link that also probably doubles as a 'is server up' link: http://lyoncraft.dyndns.org:8080/
If that shows a page, the server is probably working. Chat is most recent at the bottom.
Ossum.
(http://pugetsoundblogs.com/bremertonbeat/files/2008/10/possum.jpg)
Yesss.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 31, 2013, 04:38:11 pm
I updated the bottom of page 1. Continue to go there for links when this page gets buried.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 31, 2013, 08:43:57 pm
Server appears to be deaded, Aklyon.
My computer stopped responding while I was having a nap, I'll get it back up soon.
Title: Re: Starbound - We have lift off.
Post by: Ogdibus on December 31, 2013, 09:09:02 pm
Finished painting my starter house just in time to discover the weather of my planet.
Biggest feckin meteors I've ever seen.
ROOM-SIZED,
PLATEAU-SHREDDING,
HOPE-DASHING,
GIGANTINE ROCKS FROM SPACE

Was the planet's background a mountain range with giant craters in it?  That was the case on the only planet that I've seen giant meteor weather on, so I'm not sure if it was an indicator or a coincidence.
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 31, 2013, 09:14:51 pm
Server appears to be deaded, Aklyon.
My computer stopped responding while I was having a nap, I'll get it back up soon.
And it's up now people. Get your buts on... or don't, whatever floats your boat.

EDIT: Uh... what happened to our planets? I no longer have a home world and my ship is on a random Alpha planet.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on December 31, 2013, 09:20:02 pm
Finished painting my starter house just in time to discover the weather of my planet.
Biggest feckin meteors I've ever seen.
ROOM-SIZED,
PLATEAU-SHREDDING,
HOPE-DASHING,
GIGANTINE ROCKS FROM SPACE

Was the planet's background a mountain range with giant craters in it?  That was the case on the only planet that I've seen giant meteor weather on, so I'm not sure if it was an indicator or a coincidence.
I dunno.

All I know is that I found a nice gamma sector plains planet with red grass, purple soil, a volcano for the side-biome, and massive underground tar pit.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on December 31, 2013, 09:38:13 pm
Server seems to have lost some details of importance (like homeworld markers), but as far as I know right now we haven't lost planets.
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 31, 2013, 10:43:33 pm
After examination, it appears that my planet might have been wiped. But at least some of everyone else's home planets should be intact. Still, you'll need to unlock sectors again.

Oh well, gives me an excuse to play less multiplayer until the next wipe comes.

RIP Sky Island and Artificial Moon That Might Have Been.
Title: Re: Starbound - We have lift off.
Post by: Twi on December 31, 2013, 11:47:01 pm
snip
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 31, 2013, 11:50:47 pm
snip
I have no idea what this post means.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on December 31, 2013, 11:53:38 pm
snip
I have no idea what this post means.
It means there was a post there, but it was either misplaced or inappropriate, and was edited out of existence by the author before anyone could see it.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 31, 2013, 11:58:05 pm
snip
I have no idea what this post means.
It means there was a post there, but it was either misplaced or inappropriate, and was edited out of existence by the author before anyone could see it.
Ah. The only thing I could think of was an attempt to quote gone horribly wrong.
Title: Re: Starbound - We have lift off.
Post by: Twi on January 01, 2014, 01:01:00 am
Have a slightly (http://img.ie/vwsnw.png)  more useful post. (http://imgur.com/YRCnJrg)
Lady Thorndancer welcomes you! When she's awake. :v
Title: Re: Starbound - We have lift off.
Post by: Darkmere on January 01, 2014, 01:09:00 am
Have a slightly (http://img.ie/vwsnw.png)  more useful post. (http://imgur.com/YRCnJrg)
Lady Thorndancer welcomes you! When she's awake. :v

I think the toxic plant lamps are my favorite in the game so far.

What's the white-ish brick you used for the building itself (i.e. under the entryway stairs and on the ceiling)?
Title: Re: Starbound - We have lift off.
Post by: Twi on January 01, 2014, 01:10:54 am
Oh, you were just talking about Painted Brick. Anyways, Avian villages.
Also, that on the top right is really just the floor of the Staring Library, which is kinda underwhelming and I don't feel like getting a good pic of that. It is appropriately floran,  I hope.

EDIT: Got a hellevator done for all those who don't want to use the stairs. It's  17 blocks deep of water, and I've yet to die in it past several test falls, so I'm calling it safe, unless you crash into a chunk boundary and die from that somehow I guess. :P Head right a couple screens or so from spawn.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on January 01, 2014, 03:16:37 pm
So I made more things :D

Spoiler (click to show/hide)

Spoiler (click to show/hide)

EDIT: Damnit one of my measurement chairs was left out of my inventory.

IGNORE IT FOR NOTICING IS TREASON.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on January 01, 2014, 03:35:32 pm
Have a slightly (http://img.ie/vwsnw.png)  more useful post. (http://imgur.com/YRCnJrg)
Lady Thorndancer welcomes you! When she's awake. :v
AUGH YOU MIXED THE TOXIC BIOME FURNITURE WITH THE FLOWER BIOME FURNITURE
Title: Re: Starbound - We have lift off.
Post by: March on January 01, 2014, 08:26:24 pm
Aklyon's server is still up, but it... decided to reset planets.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 01, 2014, 08:31:32 pm
This is going rather badly, honestly. Not sure why it keeps happening besides beta.
Title: Re: Starbound - We have lift off.
Post by: SquatchHammer on January 02, 2014, 01:32:29 am
Well just got the game and I love it. I have a Glitch for my first character and he has only an Avian tomb on the first planet he had to land on. Other than that there was nothing. I decided to leave. Next planet I found out the nastiness of a meteor shower. Then found an Avian sky ship. Thought they were pirates and proceeded to attack; I didn't know they were that killy....

Well I found nothing of interest on the planet other than that and I proceeded to go to a third planet... Well same thing except no death rocks from the sky. So decided to go inside the ship first thinking it will be easier to fight them at close quarters... Come to find out they were just a bunch of traders with weapons. Got a new gun from it. Then started to rip apart the ship with leaving the crew on the ground. Other than that nothing interesting on the planet.

Meanwhile my friend finds all neat and interesting items on his worlds. So WHY I GET SHIT PANETS?!?!
Title: Re: Starbound - We have lift off.
Post by: SalmonGod on January 02, 2014, 02:24:27 am
So I've been playing this the last few days.  It basically feels like Super Terraria in Space.  Which is awesome.  I'm totally not complaining.

Except there seems to be a double-edged sword to the game design.  They made a lot of ways for the gameplay to be more convenient.  Took out a lot of the tedious work aspects.  Which makes it a lot more fun to play on the one hand.  On the other hand, it also means there's very little to distract you as you fly through the equipment tier/threat level progression scheme to the very end in like 2 days.  And it doesn't seem like there's much reason to do anything else.  You can go exploring lots of worlds, but it doesn't take long to see every biome and dungeon type.  So it feels really short.  There needs to be some purpose outside of pure character advancement.

Besides that one critique, it's really great.
Title: Re: Starbound - We have lift off.
Post by: Tarran on January 02, 2014, 02:33:17 am
The game is quite early Beta. Storyline is not finished, nor started, among many other unfinished things I'm sure. I assume once the story is done you will have much more to do. And I'm sure there will be more non-story related interesting stuff too.

That said, something that could distract you could be building houses, towns, cities, and so on and so fourth.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on January 02, 2014, 02:37:13 am
It's beta version 1, the thing about this which they said on the release on steam is that version 1 is full of bugs and a touch unfinished, it's got the basics figured out however, stage 2 is the 'practically finished' stage, a small amount of bugs, but most of the features are put in while stage 3 is the official release, full storyline, quests and sugar and spice so I'm assuming that's why it feels a bit empty at the moment.
Edit: ninjas, they are everywhere.
Title: Re: Starbound - We have lift off.
Post by: SalmonGod on January 02, 2014, 12:27:29 pm
The game is quite early Beta. Storyline is not finished, nor started, among many other unfinished things I'm sure. I assume once the story is done you will have much more to do. And I'm sure there will be more non-story related interesting stuff too.

That said, something that could distract you could be building houses, towns, cities, and so on and so fourth.

I kind of assumed as much.  I'm sure they'll be adding more stuff to do for a some time to come.

Building stuff for its own sake doesn't really do much for me.  I need some reason for what I'm building.  Once I'm motivated, I'll get into it and embellish a bit.  But there's little reason to build anything in Starbound.  I can set up all the workshop and storage space I need on my ship.  Given that, there's no reason to build anything on a home planet, because of fuel costs.  None of the bosses call for an arena set-up or anything, either.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on January 02, 2014, 12:47:33 pm
Otaku of the universe, REJOICE

http://community.playstarbound.com/index.php?resources/collectable-figurines.823/ (http://community.playstarbound.com/index.php?resources/collectable-figurines.823/)

EDIT: Also...you can teleport to the home planet for free whenever. No fuel costs?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 02, 2014, 01:47:50 pm
Damnit. Touhou in yet another place?
Title: Re: Starbound - We have lift off.
Post by: Frumple on January 02, 2014, 02:03:47 pm
Ha ha ha. There's no escape from Touhou, D. None. It's everywhere. Might as well just give up and give in, y'know?
Title: Re: Starbound - We have lift off.
Post by: dennislp3 on January 02, 2014, 02:08:26 pm
The game is quite early Beta. Storyline is not finished, nor started, among many other unfinished things I'm sure. I assume once the story is done you will have much more to do. And I'm sure there will be more non-story related interesting stuff too.

That said, something that could distract you could be building houses, towns, cities, and so on and so fourth.

I kind of assumed as much.  I'm sure they'll be adding more stuff to do for a some time to come.

Building stuff for its own sake doesn't really do much for me.  I need some reason for what I'm building.  Once I'm motivated, I'll get into it and embellish a bit.  But there's little reason to build anything in Starbound.  I can set up all the workshop and storage space I need on my ship.  Given that, there's no reason to build anything on a home planet, because of fuel costs.  None of the bosses call for an arena set-up or anything, either.

This is what is keeping me from playing too much right now...it's the same reason I never really got too deep into minecraft...building just to build doesn't do much for me. I need subjects to torture care for.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on January 02, 2014, 02:41:19 pm
Ha ha ha. There's no escape from Touhou, D. None. It's everywhere. Might as well just give up and give in, y'know?
The only Touhou thing that I enjoy is an absolutely epic guitar cover of one of the songs. I wasn't really a fan of the games, and the fandom drives me up the walls.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on January 02, 2014, 03:01:32 pm
The ship doesn't have enough storage space.
I have lined almost every wall with laboratory lockers and I'm still running out of spots to put my stolen furniture.
Title: Re: Starbound - We have lift off.
Post by: majikero on January 02, 2014, 03:03:11 pm
Ha ha ha. There's no escape from Touhou, D. None. It's everywhere. Might as well just give up and give in, y'know?
Kancolle seems to be picking up steam and possibly replace Touhou as the memetic fandom. Plus we have ponies everywhere for the western people.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on January 02, 2014, 03:15:37 pm
Otaku of the universe, REJOICE

http://community.playstarbound.com/index.php?resources/collectable-figurines.823/ (http://community.playstarbound.com/index.php?resources/collectable-figurines.823/)

EDIT: Also...you can teleport to the home planet for free whenever. No fuel costs?

They changed it so you have to actually be at a planet to be able to mark it as your home planet, so you still need fuel.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 02, 2014, 03:24:28 pm
Ha ha ha. There's no escape from Touhou, D. None. It's everywhere. Might as well just give up and give in, y'know?
Kancolle seems to be picking up steam and possibly replace Touhou as the memetic fandom. Plus we have ponies everywhere for the western people.
I wouldn't count ponies as the same kinda thing here, they sorta fade out to the background as a seventh group when you have also flowerpeople, fishpeople, robots, birds, plasmapeople (eventually), and humans.

Also BlackFlyme, you have to use fuel at some point anyway. Just pick the first nice enough (nice meaning not full of meteors), mark it as a home, and then you have a free place to build.
Title: Re: Starbound - We have lift off.
Post by: SilverSynch on January 02, 2014, 03:33:52 pm
Anyone know of an Avian Airship within the Gamma Sector?
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on January 02, 2014, 03:41:04 pm
Anyone know of an Avian Airship within the Gamma Sector?
I've found two and an avian village so far.
Gamma ichora 04.
Title: Re: Starbound - We have lift off.
Post by: SilverSynch on January 02, 2014, 04:35:13 pm
Anyone know of an Avian Airship within the Gamma Sector?
I've found two and an avian village so far.
Gamma ichora 04.

Whoops, I meant I need coordinates, I'm still on Singleplayer.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on January 02, 2014, 04:41:17 pm
Anyone know of an Avian Airship within the Gamma Sector?
I've found two and an avian village so far.
Gamma ichora 04.

Whoops, I meant I need coordinates, I'm still on Singleplayer.
I was giving you the system.
Title: Re: Starbound - We have lift off.
Post by: Ogdibus on January 02, 2014, 04:51:12 pm
-32553435, -81632615

-51213119, 57851043

I got them here. (http://starbound.gamepedia.com/Coordinates)

I haven't found them to be terribly useful.  The damage feels like it's a tier too low, and the energy cost is huge.  The Two short swords/ daggers with lightning are much better.
Title: Re: Starbound - We have lift off.
Post by: SilverSynch on January 02, 2014, 04:57:05 pm
Anyone know of an Avian Airship within the Gamma Sector?
I've found two and an avian village so far.
Gamma ichora 04.

Whoops, I meant I need coordinates, I'm still on Singleplayer.
I was giving you the system.
Problem being, you cannot find the system easily. You're asking for them to trawl among a huge area for one system. he may as well fly about, as it'll probably be faster.

Coordinates can just be put in and you get the system.

And that's why I need the Coordinates.
Title: Re: Starbound - We have lift off.
Post by: SalmonGod on January 02, 2014, 09:07:11 pm
Otaku of the universe, REJOICE

http://community.playstarbound.com/index.php?resources/collectable-figurines.823/ (http://community.playstarbound.com/index.php?resources/collectable-figurines.823/)

EDIT: Also...you can teleport to the home planet for free whenever. No fuel costs?

They changed it so you have to actually be at a planet to be able to mark it as your home planet, so you still need fuel.

I didn't know you could travel to your home planet for free.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on January 02, 2014, 09:13:50 pm
Happened in the most recent patch, it's a new button, don't even have to bother traveling to it.
Title: Re: Starbound - We have lift off.
Post by: ICBM pilot on January 03, 2014, 11:46:30 am
How do I get durasteel?
Title: Re: Starbound - We have lift off.
Post by: Kaitol on January 03, 2014, 12:17:26 pm
Craft it.
Title: Re: Starbound - We have lift off.
Post by: Frumple on January 03, 2014, 12:31:56 pm
Check just under the durasteel furniture, iirc. It's kinda' easy to miss.
Title: Re: Starbound - We have lift off.
Post by: Ogdibus on January 03, 2014, 12:37:13 pm
It takes coal, titanium, and access to Delta, I think.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on January 03, 2014, 08:18:25 pm
I imagine This (http://community.playstarbound.com/index.php?resources/wasteland-planets-mod.853/) will be right up some people's alley.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 03, 2014, 09:26:37 pm
How do I get durasteel?

Search it.
Title: Re: Starbound - We have lift off.
Post by: Culise on January 03, 2014, 09:42:09 pm
I imagine This (http://community.playstarbound.com/index.php?resources/wasteland-planets-mod.853/) will be right up some people's alley.
Quote
"This sign is in disrepair, but it's warning still reads clear."
*twitch*

Ah, kidding aside, that actually looks quite neat.  I kinda hope it makes it into the core game, too.  I rather wish to play it even though they promised at least one more big character wipe, just to find one of those worlds. 
Title: Re: Starbound - We have lift off.
Post by: Silfurdreki on January 04, 2014, 09:15:52 am
I imagine This (http://community.playstarbound.com/index.php?resources/wasteland-planets-mod.853/) will be right up some people's alley.
Quote
"This sign is in disrepair, but it's warning still reads clear."
*twitch*

Ah, kidding aside, that actually looks quite neat.  I kinda hope it makes it into the core game, too.  I rather wish to play it even though they promised at least one more big character wipe, just to find one of those worlds.

To be fair, how "it" works with possessive in English is one of the most confusing things ever. It just completely inverts the normal rules since someone at some point decided that "it is" can be shortened to "it's".
Title: Re: Starbound - We have lift off.
Post by: etgfrog on January 04, 2014, 09:35:41 am
Hm...level 5s type thruster costs 18.3k  :'(

how the heck did this post get here?
Title: Re: Starbound - We have lift off.
Post by: Darkmere on January 04, 2014, 02:39:49 pm
I imagine This (http://community.playstarbound.com/index.php?resources/wasteland-planets-mod.853/) will be right up some people's alley.

I'm really looking forward to post-release when there's a bunch of these and I can toss them all in for my second character. I know there are "wasteland" planets in the last patch but they're mostly flatlands for builders, I think.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on January 04, 2014, 03:35:58 pm
I imagine This (http://community.playstarbound.com/index.php?resources/wasteland-planets-mod.853/) will be right up some people's alley.

I'm really looking forward to post-release when there's a bunch of these and I can toss them all in for my second character. I know there are "wasteland" planets in the last patch but they're mostly flatlands for builders, I think.
They're called barren planets, actually.
Title: Re: Starbound - We have lift off.
Post by: SalmonGod on January 04, 2014, 08:29:29 pm
The ship doesn't have enough storage space.
I have lined almost every wall with laboratory lockers and I'm still running out of spots to put my stolen furniture.

I put a line of platforms overhead and lined it with tech chests.  Not enough storage for everything in the game, but more than enough for me.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on January 04, 2014, 08:58:00 pm
The ship doesn't have enough storage space.
I have lined almost every wall with laboratory lockers and I'm still running out of spots to put my stolen furniture.

I put a line of platforms overhead and lined it with tech chests.  Not enough storage for everything in the game, but more than enough for me.
No, not platforms and chests, lockers topped with color-coded chests.
Lockers stack, which is good, because I steal a lot of furniture from everyone.
Title: Re: Starbound - We have lift off.
Post by: Rose on January 04, 2014, 09:01:20 pm
Anybody know what's currently being worked on? Also how often are updates generally?
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on January 04, 2014, 09:04:38 pm
Time between patches is massively variable. The biggest feature coming in the next patch though is the save system rewrite. Meaning characters should be safe after the coming patch unless something very strange happens.

Besides that there's been some screenshots of ship upgrades. Quiet otherwise though I've admittedly stopped sitting in the IRC at all hours.
Title: Re: Starbound - We have lift off.
Post by: stabbymcstabstab on January 04, 2014, 10:46:04 pm
Well reinstalled this on my new computer and made a amazing discovery not only was their a character wipe, but my lovely home with two villages has been replaced with a USCM hut... but amazingly my wheat seeds in my ship chest where still there.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 04, 2014, 10:49:19 pm
Wheat seeds are part of the starting inventory for every character...
Title: Re: Starbound - We have lift off.
Post by: stabbymcstabstab on January 05, 2014, 12:21:29 am
Wheat seeds are part of the starting inventory for every character...
so you had 900 wheat seeds in your chest? including but not limited to; about 3 full stacks of dirt, a handful of mid grad weapons, and a red stim.
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on January 05, 2014, 12:26:25 am
My god. (https://www.youtube.com/watch?v=Y3b1pXuLT64) I don't know anymore.
Title: Re: Starbound - We have lift off.
Post by: Sirus on January 05, 2014, 12:30:28 am
My god. (https://www.youtube.com/watch?v=Y3b1pXuLT64) I don't know anymore.
o_______o
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 05, 2014, 02:55:35 am
Wheat seeds are part of the starting inventory for every character...
so you had 900 wheat seeds in your chest? including but not limited to; about 3 full stacks of dirt, a handful of mid grad weapons, and a red stim.
Well reinstalled this on my new computer and made a amazing discovery not only was their a character wipe, but my lovely home with two villages has been replaced with a USCM hut... but amazingly my wheat seeds in my ship chest where still there.

People aren't psychic to begin with, and they're even less so over the internet.
Title: Re: Starbound - We have lift off.
Post by: scriver on January 05, 2014, 03:15:20 am
Did you guys get a character wipe? My game hasn't updated - it's still Angry Koala.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on January 05, 2014, 07:36:44 am
Did you guys get a character wipe? My game hasn't updated - it's still Angry Koala.
from irritated to Angry? no. Though i had everything in my inventory cause there was universe wipe.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on January 05, 2014, 09:47:58 am
Did you guys get a character wipe? My game hasn't updated - it's still Angry Koala.

I just got the game, and it's still on Angry Koala for me.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 05, 2014, 01:28:41 pm
It has been Angry for a decent length of time.
Title: Re: Starbound - We have lift off.
Post by: PanH on January 05, 2014, 02:14:50 pm
Yeah, someone should go try to calm it now.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on January 05, 2014, 02:20:33 pm
I wonder when they'll run out of synonyms for angry.
Title: Re: Starbound - We have lift off.
Post by: Sirus on January 05, 2014, 02:29:20 pm
Enraged, livid, pissed off, mad, annoyed, grumpy...
I'm sure there's more, but that's another six version's worth.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on January 05, 2014, 02:39:39 pm
Enraged, livid, pissed off, mad, annoyed, grumpy...
I'm sure there's more, but that's another six version's worth.
They already did annoyed.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on January 05, 2014, 02:51:26 pm
You forgot Wrathful and Furious.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on January 05, 2014, 03:04:38 pm
You forgot Wrathful and Furious.
Inconsolable, but that's a bit of a stretch.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on January 05, 2014, 04:08:18 pm
Insolent could work, too.
Title: Re: Starbound - We have lift off.
Post by: Twi on January 05, 2014, 04:24:02 pm
Welp.

I read somewhere that barren planets are indeed bugged out of existence in the current version.

That explains a lot. :P
Title: Re: Starbound - We have lift off.
Post by: Vorthon on January 06, 2014, 03:05:50 pm
Hey, anybody got any mods they can recommend? I mean, I've got this (http://community.playstarbound.com/index.php?resources/variety-is-the-spice-of-the-universe-an-universe-biome-overhaul.199/) jammed in my mods folder, but I was thinking of grabbing a few others.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on January 06, 2014, 03:57:40 pm
Hey, anybody got any mods they can recommend? I mean, I've got this (http://community.playstarbound.com/index.php?resources/variety-is-the-spice-of-the-universe-an-universe-biome-overhaul.199/) jammed in my mods folder, but I was thinking of grabbing a few others.
Mods I have: Better Beds, Better Fuels, Craftable Tech, Extended Refinery, FCSMod (Fully Customizable Ship), Mining Laser, More Axes and Reasonable Banking.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on January 06, 2014, 05:20:06 pm
One day everything will be fixed and improved by mods, and the resulting ultimate mod pack will be integrated into the regular game download. Then someone will release a mod that returns everything to the "retro" state it was in at launch, and the mod will be called "Everything Is Boring And Broken".
Title: Re: Starbound - We have lift off.
Post by: Twi on January 06, 2014, 07:24:49 pm
I just thought, it'll be hilarious if someone makes a ship upgrades mod, and then has a fit when the devs implement it.

IIRC, they ask people before using their mods anyways, so.. :P
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on January 06, 2014, 07:25:03 pm
I still want forestry bees in starbound. I want bees! Beees! Beeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeees!
Title: Re: Starbound - We have lift off.
Post by: Seriyu on January 06, 2014, 07:47:21 pm
One day everything will be fixed and improved by mods, and the resulting ultimate mod pack will be integrated into the regular game download. Then someone will release a mod that returns everything to the "retro" state it was in at launch, and the mod will be called "Everything Is Boring And Broken".

"better then spaceships"
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on January 06, 2014, 08:04:09 pm
One day everything will be fixed and improved by mods, and the resulting ultimate mod pack will be integrated into the regular game download. Then someone will release a mod that returns everything to the "retro" state it was in at launch, and the mod will be called "Everything Is Boring And Broken".

"better then spaceships"
I figured someone would crack an "Oh you mean Terraria" joke.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on January 06, 2014, 08:11:03 pm
I will never pass up a chance to poke fun at better than wolves. :P
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on January 06, 2014, 08:13:39 pm
I will never pass up a chance to poke fun at better than wolves. :P
:?
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on January 06, 2014, 08:42:33 pm
I will never pass up a chance to poke fun at better than wolves. :P
This is...what? Google provides me with no answers except "Minecraft mod."
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on January 06, 2014, 08:49:00 pm
The name should be a dead giveaway given it immediately starts snarking at a feature that was added when the mod was new.

Though this isn't exactly the right topic for talking about BTW.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on January 06, 2014, 11:24:34 pm
Yes, I didn't mean to derail!
Title: Re: Starbound - We have lift off.
Post by: SquatchHammer on January 07, 2014, 10:29:44 am
To ReRail everything I have a question!

I was wondering if you could sell anything to a merchant? I tried selling things to get more pixels but it seems that i cant. I just want to make sure I'm not screwing things up about it.

Also I hate that you cant deposit your pixels into a box or something! Its frustrating since I want to save them and not die and loose a huge amount.
Title: Re: Starbound - We have lift off.
Post by: Frumple on January 07, 2014, 10:38:47 am
One thing you can do is leave a bunch in a refinery. Make multiple if you don't want them all in one big stack. Doesn't help much with stuff you pick up incidentally, but it's good for "banking" ore proceeds.

At least until you get the pixel compressor, at which point you can make blocks and whatnot at a (pretty serious) loss and stick those places.
Title: Re: Starbound - We have lift off.
Post by: majikero on January 07, 2014, 10:47:15 am
Honestly just keep bars for pixel purposes. Once you get diamond pick/drill, there's no more use for diamonds besides pixels.
Title: Re: Starbound - We have lift off.
Post by: nenjin on January 07, 2014, 10:48:51 am
Surprising no one, Starbound sells in a million units in about a month. (http://www.rockpapershotgun.com/2014/01/07/should-have-sent-an-accountant-starbound-sells-a-million/)
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 07, 2014, 11:09:43 am
Surprising no one, Starbound sells in a million units in about a month. (http://www.rockpapershotgun.com/2014/01/07/should-have-sent-an-accountant-starbound-sells-a-million/)

There's a microphone instrument?!

The choice of band songs in Starbound played on youtube tells me the average player is in their 30's. https://www.youtube.com/watch?v=cRnqs_N6kn0#t=197  https://www.youtube.com/watch?v=1m9zwYJUb5k
Title: Re: Starbound - We have lift off.
Post by: Darkmere on January 07, 2014, 11:12:07 am
Heh. Looking at the comments on the RPS article, it never ceases to depress me how many people can only function when shitting on the ideas of more productive people.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 07, 2014, 11:14:21 am
Does Terraria have Bon Jovi and quests? No, and neither does classic Mario.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on January 07, 2014, 11:15:49 am
Does Terraria have Bon Jovi and quests? No, and neither does classic Mario.

A critical flaw in an otherwise brilliant game.
Title: Re: Starbound - We have lift off.
Post by: Niveras on January 07, 2014, 04:38:12 pm
I finally got to tier 4 and made a grappling hook. I really miss the ability to use it without having it selected in the hotbar.
Title: Re: Starbound - We have lift off.
Post by: umiman on January 07, 2014, 05:48:33 pm
Heh. Looking at the comments on the RPS article, it never ceases to depress me how many people can only function when shitting on the ideas of more productive people.
The RPS community is pretty famous for being douchenozzles.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on January 07, 2014, 05:59:17 pm
Does Terraria have Bon Jovi and quests? No, and neither does classic Mario.

A critical flaw in an otherwise brilliant game.
I see all you neganerds haven't gotten to the Bon Jovi level in Mario.
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on January 07, 2014, 11:23:14 pm
Does Terraria have Bon Jovi and quests? No, and neither does classic Mario.

A critical flaw in an otherwise brilliant game.
I see all you neganerds haven't gotten to the Bon Jovi level in Mario.
Spoiler (click to show/hide)
I once told a friend (when we were in grade ~4, obviously) that one tree in Pokemon Emerald was red. If you stood in front of it and pressed A, you got a Generation IV Pokemon.

He searched the whole region. Twice.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on January 08, 2014, 12:49:13 am
Does Terraria have Bon Jovi and quests? No, and neither does classic Mario.

A critical flaw in an otherwise brilliant game.
I see all you neganerds haven't gotten to the Bon Jovi level in Mario.
Spoiler (click to show/hide)
I once told a friend (when we were in grade ~4, obviously) that one tree in Pokemon Emerald was red. If you stood in front of it and pressed A, you got a Generation IV Pokemon.

He searched the whole region. Twice.

I recall telling my brother than there was a secret level in Halo if you jumped on a grunt's head while shooting Sergeant Johnson and just before the Grunt moved Johnson would shoot you and then you'd respawn at a secret level where you are a covenant.

EDIT: On another note, I have one question. WHAT SHOULD I BUILD NEXT?!
Title: Re: Starbound - We have lift off.
Post by: Tarran on January 08, 2014, 01:08:14 am
A Sky Island. For bonus points, build it near the edge of a planet's atmosphere.
Title: Re: Starbound - We have lift off.
Post by: tompliss on January 08, 2014, 04:35:47 am
A Sky Island. For bonus points, build it with a cave in the planet's atmosphere and the rest out of it
Ftfy.
And drawings in the cave, suggesting seraphins lived here ._.
Title: Re: Starbound - We have lift off.
Post by: darkrider2 on January 09, 2014, 10:43:25 am
Who's up for recreating the cave story island in the sky of a random forest planet?
Title: Re: Starbound - We have lift off.
Post by: GlyphGryph on January 09, 2014, 11:26:21 am
Ooooh, that sounds REALLY tempting..
Title: Re: Starbound - We have lift off.
Post by: SilverSynch on January 11, 2014, 07:17:52 pm
Is ANYONE'S server up, running, and updated? I am having serious trouble connecting to any server, except Forsaken's, where it disallows me anyways because the server is outdated.
Title: Re: Starbound - We have lift off.
Post by: Twi on January 12, 2014, 12:50:24 am
I think most everyone's waiting for the next update.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on January 12, 2014, 01:15:46 am
Mostly, I myself don't feel like playing until they get that new update system implemented, I'll just get discouraged every time they update and wipe the characters again.
Title: Re: Starbound - We have lift off.
Post by: Twi on January 12, 2014, 01:24:29 am
Mostly, I myself don't feel like playing until they get that new update system implemented, I'll just get discouraged every time they update and wipe the characters again.
this is what I meant
:P
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on January 12, 2014, 01:39:14 am
I'm not gonna go to the effort of logging out of steam and logging back on to an account that I tried making long before I had an email that I accidentally downloaded Starbound to because I'm used to typing in Slayerhero90 for everything, not the Slayerhero1337 I came up with the summer after 6th grade.
At least they have the same password which I'm never certain is actually my password.

Also now I know who stole the username Slayerhero90 on steam.
I stole it.
From myself.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on January 12, 2014, 02:44:27 am
The driving force of the human species: Apathy.




=P
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on January 12, 2014, 03:13:01 pm
Does anyone remember who it was that mentioned the update would be imminently with the new year?

I'd like to know, as I've decided to shoot him.


Seriously, though, ~20 days is a mean precedent. : /
Title: Re: Starbound - We have lift off.
Post by: kaian-a-coel on January 12, 2014, 03:41:00 pm
I was reading through the old "hardcorize/casualize a game" thread, and someone posted this:
Hardcore Terraria
- You have to build fires, cook food, and stay in buildings just to keep from freezing to death, like Unreal World
Note the date. x)
Title: Re: Starbound - We have lift off.
Post by: scriver on January 13, 2014, 07:25:20 am
I don't get it.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on January 13, 2014, 07:27:24 am
It's a suggestion on how to change Terraria to make it hardcore, and it turns out Starbound does all that.
Title: Re: Starbound - We have lift off.
Post by: Frumple on January 13, 2014, 07:35:53 am
Little bit, anyway. You don't really need to cook food, from what I've seen (single patch of neon melons or something and you're set for hours and hours), fire usually ends up only being useful if you're going atmosphere or particularly cold planets (and then, half the time you can get by just dropping torches.), and freezing becomes less of a mechanic as time passes and you get better armor. Starbound's stuff feels a lot less... call it sticky than URW's. Easier to brush off, doesn't adhere to your corpse quite so hard. It's there, I guess, but...
Title: Re: Starbound - We have lift off.
Post by: Rose on January 13, 2014, 10:05:29 am
If all you care about is sustinance, then sure, you don't need to actually cook anything.

But if you want awesome bonuses, then you need to start getting fancy.

Like banana bread: shit-tons of regeneration and speed.
Title: Re: Starbound - We have lift off.
Post by: kisame12794 on January 13, 2014, 10:07:08 am
And carrot bread. Regen, speed, sets you on fire.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 13, 2014, 10:25:24 am
Same deal for Hot Bones. Cooked food gives you some pretty great buffs, enough to eat it even when you're not hungry.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on January 13, 2014, 06:06:50 pm
The most overpowered, though, is sweetcorn. One corn per sweetcorn, that's it. Same benefits as other cooked food.
Title: Re: Starbound - We have lift off.
Post by: Baneling on January 13, 2014, 07:33:17 pm
I like how they simulated the carrots-let-you-see-in-the-dark thing by setting you on fire.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on January 13, 2014, 07:38:14 pm
I like how they simulated the carrots-let-you-see-in-the-dark thing by setting you on fire.
Raw carrots don't do that. All cooked food does, though.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on January 13, 2014, 07:38:57 pm
Starbound can't run on my laptop. That's absolutely depressing. It just crashes every time I beam down to a planet, and it runs unbelievably slow when on my ship.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 13, 2014, 08:50:59 pm
I like how they simulated the carrots-let-you-see-in-the-dark thing by setting you on fire.
Raw carrots don't do that. All cooked food does, though.
The carrots-improve-night-vision thing isn't actually true. It originated as British propaganda/counterintelligence during WWII to "explain" how they were able to intercept flights of German bombers at night so easily, in order to disguise the existence of their radar network.
Title: Re: Starbound - We have lift off.
Post by: Baneling on January 13, 2014, 09:09:18 pm
Oh, I knew it wasn't true(though not why, that's cool). I just figured they were playing on the idea 'cause I didn't know that all 'special' cooked food ignited the eater.
Title: Re: Starbound - We have lift off.
Post by: Andux on January 14, 2014, 03:17:19 am
I'll just leave this here:
(http://i41.tinypic.com/nx3xau_th.png) (http://i41.tinypic.com/nx3xau.png)

Upper tunnel is part of my original, mostly-aboveground skyrail route, which encircles (almost) the entire planet. Lower tunnel is part of a new (unfinished) route running underground from near the beam-down point.

I may end up replacing the mushrooms with some other sprite-art, if I find something that works with the limited color palette of the paint gun.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on January 14, 2014, 03:18:54 am
You know, my first impression was that you somehow made a customized panel or background window.

Then I realized that was the *miniature* version of a picture thanks to that purple 'background'

Wow.
Title: Re: Starbound - We have lift off.
Post by: Tarran on January 14, 2014, 04:57:43 am
Relevant news is relevant. (http://playstarbound.com/info-about-the-upcoming-patch/)

Also:

Quote from: https://twitter.com/Tiyuri/statuses/422878771235270656
The update isn't far off now, we're trying to include universe backwards compatability along side character backwards compatibility
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 14, 2014, 08:48:42 am
.ds_store bug? That's not a bug. That's an OSX feature. It makes those files everywhere.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on January 14, 2014, 08:57:36 am
It causing the game to crash is presumably not a feature.
Title: Re: Starbound - We have lift off.
Post by: ductape on January 14, 2014, 11:21:07 am
I am enjoying the game but it's not exactly what I thought it would be or could be. I beat the first boss and made it to beta sector and so far, the game seems to just be: fight some aliens, find ore, craft gear, beat boss, warp to next sector.

I find no reason to build anything. Why do people do it beyond it looking cool? I got that out of my system with Terraria.
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on January 14, 2014, 11:26:00 am
I am enjoying the game but it's not exactly what I thought it would be or could be. I beat the first boss and made it to beta sector and so far, the game seems to just be: fight some aliens, find ore, craft gear, beat boss, warp to next sector.

I find no reason to build anything. Why do people do it beyond it looking cool? I got that out of my system with Terraria.

My understanding is that most of the base-building features are not yet in game. At this point in alpha, Starbound is very much geared towards linear "do the quests, beat the boss, advance to next area" gameplay.

It should be more sandboxy later in development.
Title: Re: Starbound - We have lift off.
Post by: dennislp3 on January 14, 2014, 11:33:23 am
I am enjoying the game but it's not exactly what I thought it would be or could be. I beat the first boss and made it to beta sector and so far, the game seems to just be: fight some aliens, find ore, craft gear, beat boss, warp to next sector.

I find no reason to build anything. Why do people do it beyond it looking cool? I got that out of my system with Terraria.

My understanding is that most of the base-building features are not yet in game. At this point in alpha, Starbound is very much geared towards linear "do the quests, beat the boss, advance to next area" gameplay.

It should be more sandboxy later in development.

I don't think it's so much that it's not "sandboxy enough" but more that its not goal oriented in any way...its great to be able to build and do whatever...but if there is no end objective or point to doing anything it can lose its luster rather quick for some of us. I dont like to build just to build personally.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on January 14, 2014, 12:19:01 pm
That's where the race non-random storylines and big sidequests come in (hopefully). The quest system isn't just there for a tutorial.

The game is a barely bare bones version they pushed out with lots of stuff missing. I think they felt bad because the game wasn't coming out as soon as the starving masses were demanding.

Also: "Several memory leaks, including the slow-but-significant server memory leak a lot of people were experiencing "

yessssssssssss
Title: Re: Starbound - We have lift off.
Post by: SalmonGod on January 14, 2014, 12:23:07 pm
I hope they introduce some features that facilitate and encourage multiplayer shennanigans.  Maybe not direct PvP, but some rivalry or team-play elements.  I could see that being a lot more fun than it was in Terraria, now that people can build their bases on separate planets and spawn their own populations and stuff.  Also would be nice if the equipment was less of a linear progression, but I'm sure they'll get around to that.  Terraria was the same way at first.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on January 14, 2014, 12:55:57 pm
I think I'm taking a break from this.

Sooo, don't hate me, blame it on it being too sandboxy :P
Title: Re: Starbound - We have lift off.
Post by: Twi on January 14, 2014, 01:35:43 pm
I await the patch with bated breath.
 
(and probably will wait a few days for people to sort out any sneaky bugs or hotfixes or other things of import)
Title: Re: Starbound - We have lift off.
Post by: Darkmere on January 14, 2014, 02:27:34 pm
Yeah I don't understand judging the game as a finished product when they've openly admitted many, many times that most of the game systems aren't in yet or are in extremely preliminary balance stages. Quests aren't in, at least one major biome isn't in, lots of gear progression isn't in, sector progression isn't in, the map's getting reworked, 6 whole tiers aren't in, creatures are getting reworked, tech controls are getting reworked, pets are getting expanded... There's a huge list.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on January 14, 2014, 03:07:53 pm
And yet it's still fun to putz around with. Got a mod that adds in ocean planets (Among other things). Let's just say it interacts with encounters in... odd ways. Underwater villages, dungeons with portions flooded by gravity-defying water, etc. Pretty amusing to see a bunch of Florans living in an underwater tree, TBH.
Title: Re: Starbound - We have lift off.
Post by: dennislp3 on January 14, 2014, 04:45:14 pm
Yeah I don't understand judging the game as a finished product when they've openly admitted many, many times that most of the game systems aren't in yet or are in extremely preliminary balance stages. Quests aren't in, at least one major biome isn't in, lots of gear progression isn't in, sector progression isn't in, the map's getting reworked, 6 whole tiers aren't in, creatures are getting reworked, tech controls are getting reworked, pets are getting expanded... There's a huge list.

I don't think anyone is judging it as if though its a finished product...I am not at least...I just know until that stuff is in I won't play it much probably.
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on January 15, 2014, 02:35:57 pm
Yeah I don't understand judging the game as a finished product when they've openly admitted many, many times that most of the game systems aren't in yet or are in extremely preliminary balance stages. Quests aren't in, at least one major biome isn't in, lots of gear progression isn't in, sector progression isn't in, the map's getting reworked, 6 whole tiers aren't in, creatures are getting reworked, tech controls are getting reworked, pets are getting expanded... There's a huge list.

I don't really take anyone saying that they're taking a break during development as judging the final product. At this point there just isn't enough of the game completed to keep everyone enamored for a long time. Nothing wrong with that.

Feedback about the development plan and stated creative vision of the game is completely fair and shouldn't be dismissed as premature, though.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on January 15, 2014, 05:03:36 pm
I'm not really sure how to express myself differently that wouldn't sound hostile or frustrated, which isn't the case at all. I'd rather just let that comment I made drop than risk derailing the thread or starting an interweb fight.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on January 21, 2014, 06:12:20 pm
No conversation for nearly a week? Must remedy that.

A mod for all those looking to make their starbound a little more... dwarfy (http://community.playstarbound.com/index.php?resources/starbooze%E2%84%A2-v-very-alpha.1083/).
Title: Re: Starbound - We have lift off.
Post by: Tarran on January 21, 2014, 06:18:05 pm
I think the reason nobody is talking about Starbound is because we're all waiting anxiously for the next update. At least, that's the situation for me.

Out of curiosity, when the next update comes out, does anyone plan to have a server up shortly after?
Title: Re: Starbound - We have lift off.
Post by: jocan2003 on January 21, 2014, 07:50:38 pm
No conversation for nearly a week? Must remedy that.

A mod for all those looking to make their starbound a little more... dwarfy (http://community.playstarbound.com/index.php?resources/starbooze%E2%84%A2-v-very-alpha.1083/).
Does it burn?
Title: Re: Starbound - We have lift off.
Post by: Kaitol on January 21, 2014, 07:55:10 pm
It is in alpha, give it time. Hell, make a suggestion. It would probably be easy to make it fuel ships and a recipe to turn some into molotovs.
Title: Re: Starbound - We have lift off.
Post by: Sirus on January 21, 2014, 09:43:11 pm
No conversation for nearly a week? Must remedy that.

A mod for all those looking to make their starbound a little more... dwarfy (http://community.playstarbound.com/index.php?resources/starbooze%E2%84%A2-v-very-alpha.1083/).
I got excited, hoping for a playable race of dwarves. You disappoint me :(
Title: Re: Starbound - We have lift off.
Post by: Aoi on January 21, 2014, 10:50:27 pm
No conversation for nearly a week? Must remedy that.

A mod for all those looking to make their starbound a little more... dwarfy (http://community.playstarbound.com/index.php?resources/starbooze%E2%84%A2-v-very-alpha.1083/).
I got excited, hoping for a playable race of dwarves. You disappoint me :(

I was hoping it added thermonuclear kittens.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on January 21, 2014, 11:53:45 pm
I was hoping they wouldn't make us wait a month for an update.  ;D
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on January 22, 2014, 01:10:34 am
It seems the update is further delayed until the weekend. (https://twitter.com/starboundgame/status/425818596238184448)
Title: Re: Starbound - We have LIFTOFF ARGLEBLARLE
Post by: Elephant Parade on January 22, 2014, 01:38:12 am
I have to say this.

LIFTOFF IS ONE WORD.

Seriously, this has been driving me insane since I first posted in this thread.
Title: Re: Starbound - We have lift off.
Post by: Tarran on January 22, 2014, 02:18:19 am
It seems the update is further delayed until the weekend. (https://twitter.com/starboundgame/status/425818596238184448)
Aaargh...

I have to say this.

LIFTOFF IS ONE WORD.

Seriously, this has been driving me insane since I first posted in this thread.
If you have a serious problem with it, PM the OP. He's the only one who can change it.
Title: Re: Starbound - We have lift off.
Post by: scriver on January 22, 2014, 04:27:24 am
And really, by now we've gone last liftoff a long time ago. We have indeed lift off.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on January 22, 2014, 04:54:25 am
"We have lift off" is a very engrish way of saying "the elevator is out of order". :P

And we don't have liftoff yet, either. We're just doing preflight engine tests, training astronauts, and rolling the wobbly rocket-propelled explosion-waiting-to-happen onto the launchpad.
Title: Re: Starbound - We have lift off.
Post by: Twi on January 22, 2014, 08:16:04 am
"We have lift off" is a very engrish way of saying "the elevator is out of order". :P

And we don't have liftoff yet, either. We're just doing preflight engine tests, training astronauts, and rolling the wobbly rocket-propelled explosion-waiting-to-happen onto the launchpad.

Kerbal Space Program mod confirmed for Starbound
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on January 22, 2014, 08:40:06 am
"We have lift off" is a very engrish way of saying "the elevator is out of order". :P

And we don't have liftoff yet, either. We're just doing preflight engine tests, training astronauts, and rolling the wobbly rocket-propelled explosion-waiting-to-happen onto the launchpad.

Kerbal Space Program mod confirmed for Starbound
Well, the only living species on Kerbin are grass and Kerbals, so it's logical to assume that one is an evolved form of the other... though it's hard to say which is which sometimes. Continuing that line of thought, the Floran are a space-faring race of barbaric sentient plants...
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on January 22, 2014, 11:23:20 am
"We have lift off" is a very engrish way of saying "the elevator is out of order". :P

And we don't have liftoff yet, either. We're just doing preflight engine tests, training astronauts, and rolling the wobbly rocket-propelled explosion-waiting-to-happen onto the launchpad.

Kerbal Space Program mod confirmed for Starbound
Well, the only living species on Kerbin are grass and Kerbals, so it's logical to assume that one is an evolved form of the other... though it's hard to say which is which sometimes. Continuing that line of thought, the Floran are a space-faring race of barbaric sentient plants...
You forgot cacti in Kerbin deserts.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on January 22, 2014, 07:25:36 pm
Can a new thread be made? Links in the OP would be useful, and a better title would be good.
Title: Re: Starbound - We have lift off.
Post by: loose nut on January 22, 2014, 07:48:55 pm
That depends on if it successfully lifts off.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on January 22, 2014, 07:56:36 pm
Can a new thread be made? Links in the OP would be useful, and a better title would be good.

You do know that titles can be changed and OPs can be edited, right? :u
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 22, 2014, 07:59:53 pm
Can a new thread be made? Links in the OP would be useful, and a better title would be good.

You do know that titles can be changed and OPs can be edited, right? :u

If the OP were active, yes. I was altering my post on the bottom of the first page for relevant server info purely because nobody else on the front page is doing anything here.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on January 22, 2014, 08:46:12 pm
Can a new thread be made? Links in the OP would be useful, and a better title would be good.

You do know that titles can be changed and OPs can be edited, right? :u

I am aware, yes. However, the thread creator seems to be ignoring this thread. The OP is horribly outdated, and while I could PM the thread creator, a new thread would enable the OP to be edited regularly.

I am willing to make this thread if nobody else wants to.
Title: Re: Starbound - We have lift off.
Post by: Twi on January 24, 2014, 09:23:20 pm
HYPE THE UPDATE ALREADY DAMN IT.

:p
Title: Re: Starbound - We have lift off.
Post by: Tarran on January 24, 2014, 09:36:39 pm
Hard to hype when whenever hype was made it was crushed by a pushed back date. Besides, hype is probably not beneficial in any way anyway.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 24, 2014, 09:45:32 pm
I'm hyped because the end of character/ship wipes means I can finally start hoarding properly.
Title: Re: Starbound - We have lift off.
Post by: Nighthawk on January 24, 2014, 10:10:47 pm
I'm hyped because the end of character/ship wipes means I can finally start hoarding properly.

This. It's not about the updates. It's about the fact that what you get after the patch is forever.
Title: Re: Starbound - We have lift off.
Post by: Tarran on January 24, 2014, 10:43:29 pm
I wonder how long it will take for someone to completely fill their ships with chests and boxes which are all actually filled completely.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on January 24, 2014, 11:18:37 pm
I wonder how long it will take for someone to completely fill their ships with chests and boxes which are all actually filled completely.
Miniknog lockers are better than chests.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 24, 2014, 11:38:26 pm
Lab lockers are my waifu, they're so petite and helpful~


*snerk*

Title: Re: Starbound - We have lift off.
Post by: Tarran on January 25, 2014, 03:03:52 am
Huh, interesting. (http://community.playstarbound.com/index.php?threads/in-next-patch-commits-force-pvp-in-x-sector.66276/)
Title: Re: Starbound - We have lift off.
Post by: Yoink on January 25, 2014, 03:06:51 am
I wish the game would work on my computer, because that sounds really cool.
...Maybe I'll give it another go.
Title: Re: Starbound - We have lift off.
Post by: Sappho on January 25, 2014, 03:32:20 am
Huh, interesting. (http://community.playstarbound.com/index.php?threads/in-next-patch-commits-force-pvp-in-x-sector.66276/)

This links to a forum thread where a discussion is already in progress. Am I supposed to follow the link in the thread to the reddit page? If so, why don't you just link to the reddit page? I'm very confused.

Actually, I've seen this happen a lot of times in this thread: someone posts a link that says "interesting" or something along those lines. No description of what is to be found at the link. When I click the link, it takes me to a forum thread somewhere with a discussion already in progress, and I can't figure out what I'm supposed to be noticing... Can I request that people try to be a bit more descriptive? Even if you just copy-paste the information you want us to see, it would be very helpful.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on January 25, 2014, 03:35:22 am
Huh, interesting. (http://community.playstarbound.com/index.php?threads/in-next-patch-commits-force-pvp-in-x-sector.66276/)
People don't seem to get that PvP won't happen unless you want it to.

Well, I suppose the devs might add some sort of player locator. But I'm not sure that they'd do that.
Title: Re: Starbound - We have lift off.
Post by: Silfurdreki on January 25, 2014, 08:36:42 am
Indeed, the chances of stumbling into another player by chance are astronomically small. Especially with how few players any given server has.
Title: Re: Starbound - We have lift off.
Post by: Twi on January 25, 2014, 08:44:31 am
Lab lockers are my waifu, they're so petite and helpful~


*snerk*
I knoooow.

*sigs*
Title: Re: Starbound - We have lift off.
Post by: Tarran on January 25, 2014, 10:11:10 am
Huh, interesting. (http://community.playstarbound.com/index.php?threads/in-next-patch-commits-force-pvp-in-x-sector.66276/)

This links to a forum thread where a discussion is already in progress. Am I supposed to follow the link in the thread to the reddit page? If so, why don't you just link to the reddit page? I'm very confused.

Actually, I've seen this happen a lot of times in this thread: someone posts a link that says "interesting" or something along those lines. No description of what is to be found at the link. When I click the link, it takes me to a forum thread somewhere with a discussion already in progress, and I can't figure out what I'm supposed to be noticing... Can I request that people try to be a bit more descriptive? Even if you just copy-paste the information you want us to see, it would be very helpful.
I didn't link to the reddit page because then the people would miss out on the discussion of the forum post (for whatever it's worth), and it's not like the links are halfway in the thread. They're right there, on the first post. I don't see any reason not to. It's not like following one extra link will kill you or something.

Fair enough on the description, I should have put effort over whatever "style" there is in not describing things. Even so, in the case of the link I posted my job is pretty much already done--the link URL itself describes what I linked to already. I.e "in-next-patch-commits-force-pvp-in-x-sector". Clicking on the link, your browser and the threads title should also say 'In next patch commits: "Force pvp in x sector"'. The information should be readily available.

Indeed, the chances of stumbling into another player by chance are astronomically small. Especially with how few players any given server has.
Well, unless you did what Aklyon did and use that server monitoring thing, which shows the active worlds. Then it becomes a definite possibility.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 25, 2014, 11:23:55 am
I just want a way for people to locate each other easily if they want to group up. :/
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 25, 2014, 11:26:08 am
Well, unless you did what Aklyon did and use that server monitoring thing, which shows the active worlds. Then it becomes a definite possibility.
Unless they're on the opposite side of the planet, which means they might get back to the telepoint before you catch up with them.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 25, 2014, 11:31:59 am
I do have to say that there was an appropriately high level of stupid in that thread. Even spied someone asking for a refund.  ::)
Title: Re: Starbound - We have lift off.
Post by: Meta on January 26, 2014, 08:56:03 am
Abandon the ship, patch is up!

Patch notes:
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Tiruin on January 26, 2014, 09:59:32 am
Quote
Absolutely massive changes to disk serialization (sorry reversers), which will allow us to never need to wipe players or ships again, and hopefully never need to wipe worlds again.
TO SPACE, LADS AND LASSES. THE STARS ARE OURS!
Title: Re: Starbound - We have lift off.
Post by: Tarran on January 26, 2014, 10:11:01 am
Well, for once I'm glad I woke up unusually early (relative to me). Time to create a new character and then hoard like a mentally ill hoarder.

So, who's gonna set up a server with the new updoot?
I'd presume it'll be those who did so previously.
Title: Re: Starbound - We have lift off.
Post by: Sirus on January 26, 2014, 11:31:52 am
How big is the patch? Debating whether I should try to update out on the road or wait until I get somewhere with faster, more stable Internet :P
Title: Re: Starbound - We have lift off.
Post by: Mephisto on January 26, 2014, 11:35:37 am
How big is the patch? Debating whether I should try to update out on the road or wait until I get somewhere with faster, more stable Internet :P

~483 MB.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on January 26, 2014, 11:37:31 am
482.9Mb if you've been up to date.

Takes 5 hours for my 25~kb/s connection, and that's...fast, here. >_<
Title: Re: Starbound - We have lift off.
Post by: Sirus on January 26, 2014, 11:44:34 am
...yeah, I think I'll hold off on updating then.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 26, 2014, 11:46:28 am
I'm ready to update the first page with server info.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 26, 2014, 11:56:16 am
So I heard you like servers. 8)
(commandstar not there, since I'm doubting it works with the brandnew update.)
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 26, 2014, 11:59:47 am
Oh RNG naming. Why do you fall for meme's?
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on January 26, 2014, 12:04:27 pm
Woo update!
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on January 26, 2014, 12:18:47 pm
Whatever you say about Starbound, everyone agrees that the RNG is the funniest thing ever.
Genning a Hylotl:
Twerklover
Wavewaver
Fishdish
Fishfish
Wavewaver (Again.)
Brotoucher
Loveus
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 26, 2014, 12:20:48 pm
I miss my musical instruments. :c
Title: Re: Starbound - We have lift off.
Post by: scriver on January 26, 2014, 12:21:40 pm
First name after starting new Floran game: Cutelicker.
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on January 26, 2014, 12:24:55 pm
Is there a server up yet? I need my Starbound fix after a few months of not Starbound-ing.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 26, 2014, 12:40:41 pm
Is there a server up yet? I need my Starbound fix after a few months of not Starbound-ing.
So I heard you like servers. 8)
(commandstar not there, since I'm doubting it works with the brandnew update.)
Yes.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 26, 2014, 12:44:33 pm
Confirmed Aklyon server. Woot woot.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 26, 2014, 01:57:51 pm
OK, please could you give us the IP?
First page, same place its been in since big last updated his post.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 26, 2014, 02:22:35 pm
Massive cpu strain on server has given me a rough estimate of 6 people max for my laptop. Closer to 4 for no lag.

We could do with someone with a better system if people keep wanting to serverplay this much, until theres more optimization.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on January 26, 2014, 02:32:36 pm
Grargh. Worst part about the update: Going around, reassembling my mods list.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 26, 2014, 02:33:53 pm
Update finished in four minutes? 'Kay then.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 26, 2014, 02:42:10 pm
Grargh. Worst part about the update: Going around, reassembling my mods list waiting for mods to update.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on January 26, 2014, 02:46:31 pm
Grargh. Worst part about the update: Going around, reassembling my mods list waiting for mods to update waiting for the update to finish.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 26, 2014, 02:58:33 pm
Speaking of mods... (http://community.playstarbound.com/index.php?resources/dead-squirrels-firefly.785/)

But no seriously this is amazing, we need a server with it enabled. (http://community.playstarbound.com/index.php?resources/arcane-add-on.877/) The cast system almost reminds me of Magicka, and in a really good way.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on January 26, 2014, 04:25:50 pm
I've only recently discovered this game, but...

Farewell V. Angry Koala (http://imgur.com/a/3Ouwo)
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 26, 2014, 04:37:48 pm
Custom ship mod works. Just gotta change some letters.
FCSMod.modinfo
 "version" : "Beta v. Furious Koala",
Title: Re: Starbound - We have lift off.
Post by: sluissa on January 26, 2014, 05:25:11 pm
Did anyone just get a second update start downloading? I had it update this morning, played a bit, and came back to find it updating once again. Another ~494 MB
Title: Re: Starbound - We have lift off.
Post by: Tarran on January 26, 2014, 05:32:05 pm
I assume this would be it. (https://twitter.com/Tiyuri/statuses/427455730589761537)
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on January 26, 2014, 05:34:39 pm
Yep, you're not the only one.

Custom ship mod works. Just gotta change some letters.
FCSMod.modinfo
 "version" : "Beta v. Furious Koala",
I did this, and it blew up. Anything else I should do?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 26, 2014, 07:13:22 pm
Uh. Delete your original ship. It has to be replaced by the mod. That's just how that mod works. Did you have the most recent version of the mod? (http://www.nexusmods.com/starbound/mods/71/?)
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on January 26, 2014, 07:45:37 pm
Yay, villages are not-terrible now!

Stores are cool.
Title: Re: Starbound - We have lift off.
Post by: Tarran on January 27, 2014, 08:03:57 am
He was leaving it off until someone posted in the thread, since most of the people that were on when the server crashed weren't talking... taking no advantage of the ability to, well, talk to people, which made multiplayer mostly pointless.

Also, Aklyon's offline, and I don't think he runs some sort of 24/7 server service.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 27, 2014, 11:08:08 am
Laptops are not 24/7 in the first place, though perhaps once I have a desktop it might be a thing.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on January 27, 2014, 11:08:17 am
My brother's hosting a server, and might let you guys on if I ask. But you'd need the mods "Endgame matter manipulators" and "Ammunition Overhaul."
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on January 27, 2014, 11:30:26 am
Laptops are not 24/7 in the first place
My much-abused Acer Aspire 5685 would beg to differ. If it could, it'd also beg for me to give it a rest every once in a while.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 27, 2014, 12:35:03 pm
Laptops are not 24/7 in the first place
My much-abused Acer Aspire 5685 would beg to differ. If it could, it'd also beg for me to give it a rest every once in a while.
Well, the last time I left a laptop on all night while I was asleep, the power port died a few days later. Not the best thing to happen twice.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 27, 2014, 12:52:05 pm
Laptops are not 24/7 in the first place
My much-abused Acer Aspire 5685 would beg to differ. If it could, it'd also beg for me to give it a rest every once in a while.

If it has an easily replaceable heatsink fan then it's not an issue. Otherwise you are just quickening the end of its lifespan.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on January 27, 2014, 12:58:03 pm
Oh hey new update.

Time to actually use the SB mod manager instead of just not messing with it.
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on January 27, 2014, 04:01:28 pm
My first impressions from Furious Koala:
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on January 27, 2014, 04:56:45 pm
I just finished renting a 15 slot premium server starting at 3 months, so we can all be a family again.

Unfortunately, due to high demand the server has no been comissioned yet, and may not be up for a couple of days. When it is, I will post the address and such here. :)
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 27, 2014, 05:01:21 pm
Poke me with a msg and info and I'll update the first page.

Is the server in any of these areas? http://downdetector.com/status/att/map
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on January 27, 2014, 05:22:41 pm
Will do, and you guessed it; the server is located in LA.
Title: Re: Starbound - We have lift off.
Post by: Yoink on January 27, 2014, 05:53:09 pm
Well, with the update, this works for me! :D
Now, just have to figure out how to do stuff at some point.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 27, 2014, 06:04:56 pm
My first impressions from Furious Koala:
  • Random generated beasts seem a bit tougher than in previous versions.
Funny, my impression is just the opposite. None of the ones I've encountered took more than 2-3 hits with the starter sword to kill, and nothing but a few special attacks did appreciable damage to me. :/
Title: Re: Starbound - We have lift off.
Post by: Yoink on January 27, 2014, 06:06:07 pm
I got attacked by a wild herd of... body slams. Glorious.
Title: Re: Starbound - We have lift off.
Post by: freeformschooler on January 27, 2014, 06:39:11 pm
I got attacked by a wild herd of... body slams. Glorious.

As monsters don't yet have proper names, their current attacks are always displayed above their health bars.
Title: Re: Starbound - We have lift off.
Post by: Nighthawk on January 27, 2014, 06:41:01 pm
Please, let the next version have 360 degree directional melee... please. I'm so tired of spears sucking because they can only hit in two directions.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on January 27, 2014, 06:44:01 pm
Please, let the next version have 360 degree directional melee... please. I'm so tired of spears sucking because they can only hit in two directions.
8-direction spears would be nice. Ooh! Spears that can have multiple swings per swing would be nice, running around like a star of death.
Title: Re: Starbound - We have lift off.
Post by: Yoink on January 27, 2014, 06:45:45 pm
I got attacked by a wild herd of... body slams. Glorious.

As monsters don't yet have proper names, their current attacks are always displayed above their health bars.

Well. If they get updated to have something else above their health bar... I'm subjugating their entire species just so I can make body slams their official name. >:(
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on January 27, 2014, 06:47:37 pm
On another note, I now have to wait for the pony mod I had to update...

Oooor be non pony and wait for NH to update :P
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on January 27, 2014, 07:41:16 pm
So... my brother's hosting a server today. PM me if you want to join and I'll PM you the IP. You'll need the Ammunition Overhaul mod. (http://community.playstarbound.com/index.php?resources/ammo-overhaul-mmn.474/)
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on January 27, 2014, 08:13:57 pm
Quick question, will the mods:

Combat Rebalance, Variety is the spice of the universe, and Hakuri Starfighter work on there without many problems? Just need to know incase I need to fiddle around with the mod manager.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on January 27, 2014, 08:20:28 pm
Any mod that adds new items/blocks/enemies probably won't work. The ship mod should be fine.

Edit: The server also has "Dye buckets" and "Endgame matter manipulators"
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on January 27, 2014, 08:24:28 pm
Goodie;How long should the server be on? Internet's looking a bit dodgy currently however I should be able to get on later if it gets better hehe.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 27, 2014, 08:24:50 pm
Anything that adds new things will either make the server non-crashily complain that your items don't exist (because it lacks the mod), or just not work with it.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on January 27, 2014, 08:25:38 pm
I'd say about 3 hours today.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on January 27, 2014, 08:28:50 pm
Anything that adds new things will either make the server non-crashily complain that your items don't exist (because it lacks the mod), or just not work with it.

Well anything I do have that adds new things I don't plan on making/having so there's that. Everything should be fine then :P

I'd say about 3 hours today.

Goodie, hopefully I'll be able to be on.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 27, 2014, 10:15:27 pm
Gun drops are the best thing. Industrialization mod is also the best thing.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on January 27, 2014, 10:26:08 pm
Server's down for the night now. It will probably be back up tomorrow.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on January 28, 2014, 01:10:44 am
So, fun fact about low gravity planets: Fish will occasionally just float right up out of the water and fly around in the air. Pretty funny.

Asteroid fields are also awesome once you get the gear to survive in them. So many diamonds...
Title: Re: Starbound - We have lift off.
Post by: Tylui on January 28, 2014, 01:32:08 am
Hey gaiz! Wanna tell you 'bout mah server! Yeps, I'm launching one. Gonna take a minute to set things up all proper-like, but here's a neat thing I did:

http://pc.lanimals.com/starbound/ (http://pc.lanimals.com/starbound/)

Note: It uses fsockopen with PHP, which means in your server window(for those of you running a server) you'll see a blip that someone's connecting. it should reap that connection pretty quick though, as after it detects an open server it kills the connection right away. It might eat up some resources, so if you don't want your server on my list, I'll take it down. Just thought it would be easier for everyone than asking in the thread all the time if it's up or not.

Also, if you want a better "icon" than the question marked man waving, send it to me. 68x100, transparency a plus.

Also, also, standard bay12 password.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on January 28, 2014, 01:41:02 am
That is a truly neat thing you did there.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on January 28, 2014, 01:48:12 am
Yeah, it should be in the op or something!
Title: Re: Starbound - We have lift off.
Post by: Tarran on January 28, 2014, 01:48:59 am
I assume the server "LaNimals" is yours Tylui?
Title: Re: Starbound - We have lift off.
Post by: Tylui on January 28, 2014, 02:06:50 am
Yurp!
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on January 28, 2014, 02:16:29 am
A suggestion, try set the polling rate for the connections to around 5-10 minutes. Too frequent connections considering we don't have much of an admin console yet and i do like the log to be fairly clean.

Also please update my link to tellehome.asuscomm.com, that DDNS is maintained by my router now so i wouldn't have to worry about no-ip updating :D


Title: Re: Starbound - We have lift off.
Post by: Tylui on January 28, 2014, 02:35:06 am
A suggestion, try set the polling rate for the connections to around 5-10 minutes. Too frequent connections considering we don't have much of an admin console yet and i do like the log to be fairly clean.

Also please update my link to tellehome.asuscomm.com, that DDNS is maintained by my router now so i wouldn't have to worry about no-ip updating :D

The "polling rate" is whenever someone refreshes the page. I'll add in cached results tomorrow, with a 5 minute ttl. Also, address updated.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on January 28, 2014, 10:07:23 am
A suggestion, try set the polling rate for the connections to around 5-10 minutes. Too frequent connections considering we don't have much of an admin console yet and i do like the log to be fairly clean.

Also please update my link to tellehome.asuscomm.com, that DDNS is maintained by my router now so i wouldn't have to worry about no-ip updating :D

The "polling rate" is whenever someone refreshes the page. I'll add in cached results tomorrow, with a 5 minute ttl. Also, address updated.
Sweet man, i'd give you 5 bucks but don't my monitor doesn't take visas :P
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on January 28, 2014, 10:42:27 am
Is the game stable enough to not need a reboot every 3 hours now? Because that was a pain in the ass.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 28, 2014, 10:47:06 am
Yeah, it should be in the op or something!
Or at least Bigs post.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 28, 2014, 10:54:55 am
Is the game stable enough to not need a reboot every 3 hours now? Because that was a pain in the ass.
If you're talking about the server-side issues, this last patch included fixes for a lot of that.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on January 28, 2014, 10:55:43 am
Is the game stable enough to not need a reboot every 3 hours now? Because that was a pain in the ass.
If you're talking about the server-side issues, this last patch included fixes for a lot of that.
Oh good. I'll probably put my server back up this week then.
Title: Re: Starbound - We have lift off.
Post by: Tylui on January 28, 2014, 11:36:39 am
Hey gaiz! Wanna tell you 'bout mah server! Yeps, I'm launching one. Gonna take a minute to set things up all proper-like, but here's a neat thing I did:

http://pc.lanimals.com/starbound/ (http://pc.lanimals.com/starbound/)

Note: It uses fsockopen with PHP, which means in your server window(for those of you running a server) you'll see a blip that someone's connecting. it should reap that connection pretty quick though, as after it detects an open server it kills the connection right away. It might eat up some resources, so if you don't want your server on my list, I'll take it down. Just thought it would be easier for everyone than asking in the thread all the time if it's up or not.

Also, if you want a better "icon" than the question marked man waving, send it to me. 68x100, transparency a plus.

Also, also, standard bay12 password.
I'm TRYING it, but it keeps failing to load. Happened at the same time the server crashed.

They running on the same server?

Yeah the site and the server are one the same machine... GoDaddy doesn't allow fsockopen to run on most ports, so I had to do it this way. When I woke up this morning, my computer's network was invalid... does that sometimes. Sorry for that :O I'll see if Godaddy will open up the port I need, but I've heard they never do.
Title: Re: Starbound - We have lift off.
Post by: Tylui on January 28, 2014, 11:44:42 am
I tried hosting the website but just doing cross site ajax too, but evidently godaddy doesn't allow that either. Once I can afford a VPS I'm getting one for my business so at that point the website and the server will be on separate machines.

To those of you who played on it was the lag just horrible, or what?
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 28, 2014, 11:47:51 am
Reading all of that, it seems like its less a problem of yours and more a problem of chosen provider. Is there a different one that would do what you want instead?
Title: Re: Starbound - We have lift off.
Post by: Tarran on January 28, 2014, 12:12:02 pm
To those of you who played on it was the lag just horrible, or what?
Well, it depends. Problems were only noticeable after dashing through the air a lot. And even then, I was watching videos while on the server, so there's the possibility that it's my end that's the problem.

The only way to definitely determine how horrible the lag is, is to have 6 or so people on the server at once and see how much the server lags.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 28, 2014, 12:19:38 pm
Yeah, it should be in the op or something!
Or at least Bigs post.
I was asleep while things changed. I'll update my post soon.
Title: Re: Starbound - We have lift off.
Post by: Tylui on January 28, 2014, 12:56:12 pm
I had no lag whilst playing. But the server didn't last long.

about what time did it crash? just curious
Title: Re: Starbound - We have lift off.
Post by: Tylui on January 28, 2014, 01:46:46 pm
Thanks Big, for that update.

Cached results are in, so you'll see less server interaction with the website. Also, I added a donate button in case you actually want to give me that 5 dollars, Tellemurius. lol
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on January 28, 2014, 03:23:58 pm
My first character since the last wipe, the floran named Greenfinger, had his first bit of luck when he discovered an Avian pirate ship moored not far off the ground over a small patch of snow terrain on an arid planet.

Literally the first actual guns I got to wield since I first played the game. Dayum.

The second bit of luck came when a semi-random bird flew over the ship's deck, spat a glob of acid at Greenfinger, and hit one of the Avians instead. The Avian died (the bird was gunned down soon after), and dropped a sword. A two-handed sword. An uncommon two-handed sword. A tier 2 uncommon two-handed sword. It has poison and fire attacks, but it's really irrelevant because it offers a 1000% percent increase in DPS over any weapon I could find or forge here.

Wow.

So, I have a sneaking suspicion that the UFO won't be much of a problem...
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on January 28, 2014, 03:27:53 pm
Thanks Big, for that update.

Cached results are in, so you'll see less server interaction with the website. Also, I added a donate button in case you actually want to give me that 5 dollars, Tellemurius. lol
money thrown :P
Title: Re: Starbound - We have lift off.
Post by: Tylui on January 28, 2014, 03:57:09 pm
Thanks Big, for that update.

Cached results are in, so you'll see less server interaction with the website. Also, I added a donate button in case you actually want to give me that 5 dollars, Tellemurius. lol
money thrown :P

No way! You're awesome! :) Thank you mate, much appreciated
Title: Re: Starbound - We have lift off.
Post by: Tarran on January 28, 2014, 03:57:47 pm
Another hotfix was released recently, apparently. Can't connect to Tylui's server anymore.
Title: Re: Starbound - We have lift off.
Post by: Tylui on January 28, 2014, 04:01:40 pm
womp womp... I'll update now. I'll edit post when it's done

EDIT: Up and runnin'!
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 28, 2014, 05:53:29 pm
I just realized the downside to playing with Industrialization mod is that, since I don't remember how the game reacts when you join a server while using mods that the server doesn't have, I don't really want to take the risk of having my workshops disappear or materials turn into generic items. :|

On the flipside, Industrialization is a pretty awesome mod, so hopefully one of our gracious server hosts will include it in the package of mods they use.

Unrelated: For those of you who dislike the loss ratio on the pixel compressor but don't want to just cheat it away, this (http://community.playstarbound.com/index.php?resources/compressor-upgrades.1279/) is sort of nifty. It adds four tiers of compressors with pretty decent requirements in return for decreased loss ratios. The top-tier one requires 20 impervium bars and a 10k voxel to craft in return for the 0% loss.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on January 28, 2014, 08:15:05 pm
That sounds insanely cheap. Also why do you need compressors anyway.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 28, 2014, 08:25:15 pm
That sounds insanely cheap. Also why do you need compressors anyway.
So that you don't lose a thousand pixels or something if you die from giant tacklebeasts in X or Gamma or somewhere that has them.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 28, 2014, 08:26:16 pm
TITANIUM! *fist shake*
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on January 28, 2014, 08:31:45 pm
That sounds insanely cheap. Also why do you need compressors anyway.
So that you don't lose a thousand pixels or something if you die from giant tacklebeasts in X or Gamma or somewhere that has them.
You can easily get those thousand pixels back by processing 10 diamond ore, and diamond ore basically gets chucked at you on Lv10 worlds.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on January 28, 2014, 08:32:08 pm
They really just need to remove pixels from armor crafting in general, it's fine for printing things but I feel like the armor pixel costs bog down crafting more then it's already bogged down by the tier enforcement. It doesn't need two levels of it.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on January 28, 2014, 08:37:44 pm
I hate how money works in this game. It seems like the only reason is exists is to be a really hamfisted punishment for dying. So they give you the choice of risking your earned pixels if you die, or guaranteeing loss but protecting against excessive loss from dying.

It's dumb and I hate it. Especially considering how easy it is to work around. Since my main source of pixel income is from sticking stuff into a refinery, I just carry a refinery and some assorted ores around with me and stick them in when I want to buy or make something. I have, at most, a thousand pixels on me at any given time because I just happened to pick them up from monsters I've killed. If I need to, however, I could spend a minute refining ores and get 10k or more pixels without risking a single thing.

So yeah. You should just be able to stick pixels into storage and be done with it. Have certain merchants or crafting environments only exist in dangerous areas and it'll force you to risk losing pixels to get to them. Compressing pixels should give you a slightly devalued, but viable and no-loss-on-death currency - It would work exactly the same as pixels in that you can buy stuff with it (And pixels will be spent first), but you lose some pixels turning it into the no-loss-on-death currency.

Boom, problem solved, and it's not nearly as hamfisted and actually benefits game play with proper risk and reward.
Title: Re: Starbound - We have lift off.
Post by: Rakonas on January 28, 2014, 09:06:06 pm
Speaking of punishment for dying, I wish I hadn't chosen hardcore mode. Fell off the screen in an asteroid field, cue a million deaths trying to get everything back by jumping and beaming up at the last moment, until I decided to just build downwards. A few items ended up missing, thankfully not the valuable stuff. Is there any way to configure a key to beam up automatically by the way?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 28, 2014, 09:06:13 pm
That sounds insanely cheap. Also why do you need compressors anyway.
So that you don't lose a thousand pixels or something if you die from giant tacklebeasts in X or Gamma or somewhere that has them.
You can easily get those thousand pixels back by processing 10 diamond ore, and diamond ore basically gets chucked at you on Lv10 worlds.
So wait, I'm confused here.

"Wait until X sector, spend resources from X-sector to dodge the death penalty by storing value in items" = cheap
"Wait until B sector, spend resources from B-sector to dodge the death penalty by storing value in items" = perfectly okay

That aside, I don't really see much point in it, because it's easy to get pixels. I know that some people who've posted here have trouble with dying a lot, though, and that pixel cost can be a pain for the folks who don't grind up to top tier gear in a day or two of gameplay.

Though if you're looking for an economy mod with a more ironic touch, I believe there's one that adds a workshop in which you can recycle all sorts of furniture and props, receiving the same pixel value as it would cost to print one at the 3D printer.  :P
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 28, 2014, 09:28:14 pm
Penal colonies. So many penal colonies. Never a temple or sewer or proper village.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on January 28, 2014, 09:49:46 pm
"Wait until X sector, spend resources from X-sector to dodge the death penalty by storing value in items" = cheap
"Wait until B sector, spend resources from B-sector to dodge the death penalty by storing value in items" = perfectly okay
That's not what I meant. I was just saying that using an ore processor is a much cheaper and faster source of pixels than gathering them manually and storing them via pixel compressor.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 28, 2014, 10:01:34 pm
Low gravity + gun = pong
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 28, 2014, 10:11:38 pm
"Wait until X sector, spend resources from X-sector to dodge the death penalty by storing value in items" = cheap
"Wait until B sector, spend resources from B-sector to dodge the death penalty by storing value in items" = perfectly okay
That's not what I meant. I was just saying that using an ore processor is a much cheaper and faster source of pixels than gathering them manually and storing them via pixel compressor.
Oh, I agree with that, yes.

Unrelated: Has anyone else noticed a dearth of coal? I've found less coal than I have of any other ore short of diamond and platinum, at least in the first three sectors. :/
Title: Re: Starbound - We have lift off.
Post by: Vorthon on January 28, 2014, 10:14:46 pm
My starting planet for my first post-update character has a bunch of fuck-huge deposits of coal on the surface, really.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on January 28, 2014, 10:15:42 pm
I didn't ever run out of coal this time, but only because I expected it and gathered every last bit I saw.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 28, 2014, 10:16:34 pm
Hm. Might have to do with Industrialization, then, because I'm seeing tin in quantities approximate to what coal used to be like.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 28, 2014, 10:59:06 pm
This is what you get for picking on these poor mushroom people.
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on January 28, 2014, 11:52:03 pm
The server is up!

Spoiler (click to show/hide)
As this is a premium server, I intend to keep it running most hours of the day, save for the ocassional restart and updates. Feel free to log in any time!

Now, to see what the homeworld is like. :)
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 29, 2014, 12:06:01 am
Is the password the normal bay12 one?
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on January 29, 2014, 12:40:10 am
Is the password the normal bay12 one?

No password currently, just log in! When I get around to making one, it will be the usual.
Title: Re: Starbound - We have lift off.
Post by: Tylui on January 29, 2014, 12:45:24 am
Ibid, would you like your server on my server status page?

http://pc.lanimals.com/starbound/
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on January 29, 2014, 01:02:38 am
Ibid, would you like your server on my server status page?

http://pc.lanimals.com/starbound/

I'd be much obliged for the add! :D
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on January 29, 2014, 09:58:58 am
So, apparently ship background tiles are now removable.

...is that new?
Title: Re: Starbound - We have lift off.
Post by: Tylui on January 29, 2014, 11:08:30 am
I'd be much obliged for the add! :D

You're added! Sorry it took all night. :P
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on January 29, 2014, 01:15:01 pm
... Can't we just consolidate into one Starbound server, for christ's sake? This is getting out of hand.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on January 29, 2014, 01:18:47 pm
Eh, dedicate each server to a different set of mods, and s'all good. Like one with those pair of Firefly themed mods, ammo overhaul, VitSoU, and Starscape. :u
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on January 29, 2014, 01:22:11 pm
Eh, dedicate each server to a different set of mods, and s'all good. Like one with those pair of Firefly themed mods, ammo overhaul, VitSoU, and Starscape. :u
YES.
Firefly server, make it happen.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on January 29, 2014, 01:23:01 pm
... Can't we just consolidate into one Starbound server, for christ's sake? This is getting out of hand.
Why? Why should some people shut down thier servers because you dislike choices?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 29, 2014, 01:24:04 pm
... Can't we just consolidate into one Starbound server, for christ's sake? This is getting out of hand.
Why? Why should some people shut down thier servers because you dislike choices?

Because the Starbound universe is f*ing huge and gets more empty the fewer people are in it. If 20 people are split between 20 servers then you're just playing single player.
Title: Re: Starbound - We have lift off.
Post by: Puzzlemaker on January 29, 2014, 01:24:40 pm
... Can't we just consolidate into one Starbound server, for christ's sake? This is getting out of hand.
Why? Why should some people shut down thier servers because you dislike choices?

Because I believe he is talking more about pooling resources then shutting down choices?
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on January 29, 2014, 01:26:35 pm
... Can't we just consolidate into one Starbound server, for christ's sake? This is getting out of hand.
Why? Why should some people shut down thier servers because you dislike choices?

Because I believe he is talking more about pooling resources then shutting down choices?
Because we don't have an extreme amount of Bay12 people playing Starbound as is, and having five servers doesn't help the problem.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on January 29, 2014, 01:29:14 pm
... Can't we just consolidate into one Starbound server, for christ's sake? This is getting out of hand.
Why? Why should some people shut down thier servers because you dislike choices?

Because I believe he is talking more about pooling resources then shutting down choices?
Sounded like he wanted a single bay12 server, which means stopping others?

So I guess I won't set mine back up then. I'd hate to provide alternatives when others are down because that might split the community if they were both up at the same time. It's a silly demand when you could just organize HERE which one you want to play on.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 29, 2014, 01:33:15 pm
Forsaken, you know we all want to play on your server anyways.  :P
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on January 29, 2014, 01:36:01 pm
Forsaken, you know we all want to play on your server anyways.  :P
Heh heh, I doubt that with all the trouble we had last time but I'm still planning to set it up. I'll probably include some mods too so I'll be taking suggestions on that if anyone has any.

Really so long as each server has its own theme or idea, I see no reason not to have them. Even multiple vanilla servers are good in the event of downtime.

Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 29, 2014, 01:39:14 pm
Nah, that was game issues AFAIK. I remember your Terraria server pretty much always being stable and up.

I'll reiterate, Industrialization is a pretty great mod, and I don't think any of the other servers are using it. Might need to add a mod that increases coal spawnrate or improves the wood-to-coal ratio though, because it was about as rare as platinum on every world I explored, and I'm pretty sure that's because of I-mod.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on January 29, 2014, 01:41:41 pm
Nah, that was game issues AFAIK. I remember your Terraria server pretty much always being stable and up.

I'll reiterate, Industrialization is a pretty great mod, and I don't think any of the other servers are using it. Might need to add a mod that increases coal spawnrate or improves the wood-to-coal ratio though, because it was about as rare as platinum on every world I explored, and I'm pretty sure that's because of I-mod.
My terraria server is STILL up fyi, though nobody ever ever logs in except my buddy's kids sometimes. At least it was up during my weekly checks on Sunday.

I will note down Industrialization. I've heard some things about a mod called StarFoundry as well. Any experience with it?
Title: Re: Starbound - We have lift off.
Post by: Vorthon on January 29, 2014, 01:47:57 pm
My recommendations:

This one, definitely, because we need a ship big enough for a bunch of people to utilize at once. :u (http://community.playstarbound.com/index.php?resources/dead-squirrels-firefly.785/)

This one, because outfits and stuff. :u (http://community.playstarbound.com/index.php?resources/fireflys-big-box-of-loot-collaboration.883/)

This one, because it adds binaries and trinaries and other fun stuff. (http://community.playstarbound.com/index.php?resources/starscape-biomes-planets-sectors-and-stars.1046/)

This one, for a similar reason to the last one. (http://community.playstarbound.com/index.php?resources/variety-is-the-spice-of-the-universe-a-universe-biome-overhaul.199/)

This one because pew pew (http://community.playstarbound.com/index.php?resources/ammo-overhaul-mmn.474/)

And finally, This one, because kitties. Sure, some of the stuff added is a little 'what', but kitties. :u (http://community.playstarbound.com/index.php?resources/felins.68/)

Edit: And this one, because fuck waiting for Novakids. :u (http://community.playstarbound.com/index.php?resources/novakid.983/)
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 29, 2014, 01:55:38 pm
Can't say I have. Here's the modlist I'm using at the moment:

+Industrialization -- Can't play on a server without it unless I want a whole pile of work deleted every time I log on. Also, super useful both for improved involvement and utility lategame, as well as a resource sink.
+Balanced Wood to Coal (a bit overpowered, I think, but I couldn't find a more balanced one, and I'unno how to edit the ratio [or the coal spawnrate] myself now that pretty much all the game files are packed--which, incidentally, pissed me off) -- won't matter one way or another on my end, as it only affects a refining process.
+Silver's fuelmod -- Fixes the fuel rods from 50% the fuel of their components to 125%, making it worth refining fuel ore now. Also makes molten cores (from the UFO) fuel. Same as wood-to-coal re: compatibility. Don't use this. Finally got a chance to test it, and it looks like the... guy (I'll be charitable) managed to fuck up something this simple.
+Dyeing Bucket -- Pretty nifty mod that is mostly compatible with other mods and vanilla MP; lets you mix many more dyes and dye damned near everything you can wear or swing; something you've dyed in SP will still be the new color in a server without the mod.
+Stimlab -- Adds R&D stim-crafting process that uses all farmable plants, allows you to discover recipes and make stims with a multitude of different effects. Haven't tested it much, but it looks fairly balanced and seems to be a nice way to sink resources into something useful in the lategame.
+Furniture Recycling -- I think I mentioned it here earlier, lets you break down furniture you've looted for the same pixel price that you'd pay to print it. All it adds is a single station which is simple enough to replace. It's a nice way to help pay for all that expensive research, but more importantly it gives you a reason other than kleptomania to steal everything that isn't nailed down.
+Whatever the name of the current freebuild ship mod is: Duh. Build a kickass ship out of blocks, take it into vanilla MP no problem.

Red: Incompatible with vanilla, will delete items from the client's ship and inventory upon joining.
Orange: Technically incompatible with vanilla, but lost items are minor and trivial to replace.
Green: Vanilla-compatible.
Blue: Technically incompatible, but only difference is that certain processes have different levels of output in SP and vanilla MP.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on January 29, 2014, 02:02:06 pm
Thanks guys! I will check those out and see what I want to include.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 29, 2014, 02:05:47 pm
They included an unpacker specifically because they packed the files, Flying Dice. I don't know how usable it is, but its there.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 29, 2014, 02:26:14 pm
They included an unpacker specifically because they packed the files, Flying Dice. I don't know how usable it is, but its there.
Ah, shit! Didn't even notice that one, and I'd already tried a 3rd-party one that didn't work. The problems there were that not all of the files unpacked, and changes made didn't affect the game. Hopefully the official one will work, testing in a bit,
Title: Re: Starbound - We have lift off.
Post by: Tylui on January 29, 2014, 06:04:29 pm
To all of my players: In order to connect to my server you have to make sure you add the :21025 to the end of the address. So the address line is "pc.lanimals.com:21025".

I've added this neat server wrapper that allows /who commands and MOTD and a bunch of other cool things. It makes connecting strange though.


Well, actually I think that doesn't need to happen. redacted! :O
Title: Re: Starbound - We have lift off.
Post by: werty892 on January 29, 2014, 06:14:20 pm
So I have been not playing for a while, ever since like 2 weeks after the release. What's new?
Title: Re: Starbound - We have lift off.
Post by: Tarran on January 29, 2014, 06:44:40 pm
Not a whole lot in content, but mechanically you should no longer have to ever worry about wipes. Oh, and there are new enemy attacks.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 29, 2014, 07:16:06 pm
Meteor shows and ice showers than can kill you and explode terrain.
Title: Re: Starbound - We have lift off.
Post by: Nighthawk on January 29, 2014, 07:33:22 pm
Ignore this post. Gateway timeout caused a doublepost. Sorry.
Title: Re: Starbound - We have lift off.
Post by: Nighthawk on January 29, 2014, 07:34:27 pm
Not a whole lot in content, but mechanically you should no longer have to ever worry about wipes. Oh, and there are new enemy attacks.
My favorite enemies are the ones whose strategy is to charge you, then stop right in front of you and stare you in the face without doing anything. You can just slap them in the face with a weak weapon and as long as you don't deal knockback, they'll stand nice and still while you whap them to death.

Glorious.
Title: Re: Starbound - We have lift off.
Post by: Sergius on January 29, 2014, 07:49:32 pm
Great, Steam is not connecting and I'm one version behind so I can't log to servers  :-\
Title: Re: Starbound - We have lift off.
Post by: Leyic on January 29, 2014, 07:56:01 pm
And finally, This one, because kitties. Sure, some of the stuff added is a little 'what', but kitties. :u (http://community.playstarbound.com/index.php?resources/felins.68/)
Neko Race Mod (http://community.playstarbound.com/index.php?resources/neko-race-mod.1218/) is superior as it has fluffier ears.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 29, 2014, 08:09:58 pm
Not a whole lot in content, but mechanically you should no longer have to ever worry about wipes. Oh, and there are new enemy attacks.
New, incredibly obnoxious attacks. FUKKIN GRABS

In other news, asteroid belts are amaziiiing~

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Vorthon on January 29, 2014, 08:43:10 pm
And finally, This one, because kitties. Sure, some of the stuff added is a little 'what', but kitties. :u (http://community.playstarbound.com/index.php?resources/felins.68/)
Neko Race Mod (http://community.playstarbound.com/index.php?resources/neko-race-mod.1218/) is superior as it has fluffier ears.

Feh, the Felin mod's better because better dialogue. :u
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 29, 2014, 08:44:25 pm
You should combine the two. :P
Title: Re: Starbound - We have lift off.
Post by: Vorthon on January 29, 2014, 08:45:55 pm
I will not have noble cat people contaminated by funny-looking humans. :u
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 29, 2014, 09:48:42 pm
I got two 450-500 dps hand guns in the asteroid belts.

1479 dps machine pistol blunderbuss.
Title: Re: Starbound - We have lift off.
Post by: Imperial Guardsman on January 30, 2014, 12:43:02 pm
I just started, is there a server for bay 12?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 30, 2014, 12:44:12 pm
I just started, is there a server for bay 12?

Bottom of the first page. There's lots.
Title: Re: Starbound - We have lift off.
Post by: motorbitch on January 30, 2014, 04:03:53 pm
you touch the spark with your right pinkie.
your pinkie is burned horribly!
you die...
Title: Re: Starbound - We have lift off.
Post by: motorbitch on January 30, 2014, 05:46:22 pm
build a distress beacon, and without thinking placed aboard my ship. then i thought: hmmm... proably this should be placed on the planet - and removed it with that matter thingy.
however, no beacon in my inventory.
so, i build another one.
still no beacon?
wtf? did i break the game?


edit:

nvm, found both of them.
Title: Re: Starbound - We have lift off.
Post by: scriver on January 30, 2014, 05:53:09 pm
you touch the spark with your right pinkie.
your pinkie is burned horribly!
you die...

The pinkie is just a metaphor.
Title: Re: Starbound - We have lift off.
Post by: motorbitch on January 31, 2014, 08:48:21 am
am i supposed to murder anything to a bloody death for funs and giggles and to steal their chairs and beds?

and what do i do with the chairs and beds once murdered them?
Title: Re: Starbound - We have lift off.
Post by: motorbitch on January 31, 2014, 08:50:24 am
am i supposed to murder anything to a bloody death for funs and giggles and to steal their chairs and beds?

and what do i do with the chairs and beds once murdered them?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 31, 2014, 10:00:36 am
You don't need to kill everyone you encounter. Unless you need a side of murder with your larceny to balance some set of strange mental scales.
Title: Re: Starbound - We have lift off.
Post by: motorbitch on January 31, 2014, 10:03:40 am
hmmm..... i take that as a yes.
Title: Re: Starbound - We have lift off.
Post by: Tylui on January 31, 2014, 11:27:25 am
Sorry I missed ya Newton; I'm doing some chores and left Starbound open
Title: Re: Starbound - We have lift off.
Post by: Rose on January 31, 2014, 12:22:05 pm
Is cool. It was laggy anyway.
Title: Re: Starbound - We have lift off.
Post by: Nycro on January 31, 2014, 12:39:58 pm
Anyone interested in a bay12 Starbound server? I have a server setup and can host one indefinitely... I would need some help in setting it up .. but the server itself Is already running

Let me know I already have it running on a server in NY off of Ubuntu..

Nycro
Title: Re: Starbound - We have lift off.
Post by: Rose on January 31, 2014, 12:44:07 pm
There seems to currently be two semi-permanent bay12 servers.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 31, 2014, 12:58:03 pm
We have 3 servers of 5 currently up.
Title: Re: Starbound - We have lift off.
Post by: Nycro on January 31, 2014, 01:17:32 pm
Well I guess I will set it up and leave it open for bay 12'ers to sign on when I have time to work on it...
Title: Re: Starbound - We have lift off.
Post by: Knave on January 31, 2014, 01:21:48 pm
I really hope they add key binding soon. I wouldn't have thought it would take this long to add. I saw a mock-up of the menu they were working on back in December.

Ah well, maybe next month!
Title: Re: Starbound - We have lift off.
Post by: Sappho on January 31, 2014, 01:28:05 pm
Finally started playing again after a long break. Looks okay so far, although I never got past alpha before, so I suppose a lot of the changes won't affect me anyway.

My first planet had acid rain, pools of acid, hardly any ore of any kind, and a huge human prison that took up half the planet. Literally, half the planet. I scrounged up the few pieces of coal I could find and went to the only other planet in the system, a huge desert one. This one is much better so far.

It's a bit of a bummer having to start over from scratch though. I still can't find enough copper to make more than the leg armor, though I have loads of iron. It's really irritating to be forced to make the low-level armor first. Right now everything is kicking my ass because I have almost zero armor. I couldn't even beat the first guard at that prison - I ended up tunneling underneath, searching the containers on the bottom floor for goodies like a thieving groundhog, but didn't find anything useful. Also, I have no cold protection, so I'm stuck huddling next to a campfire all night until I can gather enough fur to make a helmet or something.

Speaking of which, did the bow get slower? It takes me ages to reload, so I can't kill anything with it. What gives?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 31, 2014, 01:29:47 pm
Your bow is tied to your stamina. Are you running low on that? Armor gives you more stamina/power/whateveritiscalled.
Title: Re: Starbound - We have lift off.
Post by: Sappho on January 31, 2014, 01:41:28 pm
Aha. I might have been low. Don't remember now.

I wish it wasn't such a bitch starting a new character in this game. It just takes ages to find enough animal skins to keep warm, getting your food supply stabilized, and finding enough ore for starting armor so you can go out and start doing the *fun* part of the game. Exploring, building, all that fun business. They have these difficulty levels now - why can't there be a "casual" difficulty level with reduced damage, reduced travel costs, and no penalties for death? For those of us who have time-consuming jobs and such, and don't have the time or energy to spend the first 4 hours of each game just scraping by and dreaming about the days when we'll get to actually enjoy the game? Those who want it to be challenging can have that, sure, no problem, but I don't see any reason why casual players shouldn't have what we want, too...
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 31, 2014, 01:43:21 pm
Animal skins are a huge problem. Your time is probably better spent finding metals and getting the racial armor that has warmth.
Title: Re: Starbound - We have lift off.
Post by: Sappho on January 31, 2014, 01:52:40 pm
I just made a suggestion thread for a casual mode, in case anyone else would like to see that implemented... http://community.playstarbound.com/index.php?threads/casual-mode.68345/

I'd be happy to spend all day mining and finding metals, but when it's night, I can't go anywhere. Even digging, if I stray from a torch for too long I start to freeze. And I'm having a serious problem finding copper, as I said. Plenty of iron. No copper.

Speaking of which, why the hell is it freezing UNDERGROUND at night? THE SUN HAS NO INFLUENCE HERE!!! I know I complained about that before, even made a suggestion thread for it, but of course no one replied to it so it got buried really fast. : (
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on January 31, 2014, 01:54:02 pm
Yeah... it should be freezing underground ALL THE TIME, not just at night.

Well.. down to a certain depth anyway. Then it would get warm again. But the upper layers of the underground should be cold cold cold.
Title: Re: Starbound - We have lift off.
Post by: LeoLeonardoIII on January 31, 2014, 01:57:38 pm
Spelunkers typically have problems with the cold. It's a steady temperature down there but that temperature is chilly. Especially if you get wet, which can be life-threatening if you don't attend to drying out and warming up.

Note: This is all just stuff I've heard. I'm not a speleologist of any caliber. I did walk the lower half of the Ape Cave (http://en.wikipedia.org/wiki/Ape_Cave), one of the longest lava tubes in North America, but that's the most cavey thing I've ever done.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 31, 2014, 01:59:06 pm
You can mod two of those things very easily, maybe two or three minutes. You can set your death penalty to whatever percentage and hard cap you want in the player.config file and change the fuel gained from the various fuel sources in the file for those materials.

Just follow this (http://community.playstarbound.com/index.php?threads/how-to-successfully-pack-and-unpack-pak-files.66649/) guide to unpack your assets folder, then open player.config, search "absolute". The absolute value is the minimum flat number of pixels you lose on death, the percentage value is the % of your pixels you lose on death. You can change these to whatever you want. IIRC the various fuel ores are in assets->terrain->[the first underground file]. Just Ctrl-F the various fuel ores (Coal, Uranium, Plutonium, and Sorium) and you can change the amount of fuel you get when you use them to fuel your ship. You can also change the fuel values for the rods for the last three so that smelting fuel ores is actually productive. You can also, if you really want to, edit the refining process for wood to give you more coal. You could actually do something like 1 wood -> 100 coal or something if you wanted to be super-cheaty.

As far as staying warm goes, unless you started on an arctic planet or something, you shouldn't have any problems with it. Same deal with food: just set up a farm on your ship; normally plants only grow when you're nearby, but they auto-grow on your ship. All you need is a cooking worktable and a wheat farm, and you've got an infinite supply of bread.

Also, if you dig far enough down, you stop being affected by temperature. Which, I suppose, is sort of accurate. Aside from that, just make a campfire. Unless you're wearing no armor on a snow planet, it takes absolute ages to freeze to death, and a fire gets you up to full in a few seconds. Also, if you really don't like dealing with the difficulty, carry a bed around with you. When you're hurt, just wall yourself in with dirt, place the bed, and sleep to heal. This is a pretty good way to use the nights when you're just starting out. Or you could just dig down. If you did start on a snow/arctic planet, get out of there.

Yeah... it should be freezing underground ALL THE TIME, not just at night.

Well.. down to a certain depth anyway. Then it would get warm again. But the upper layers of the underground should be cold cold cold.
Not super cold, cool-to-cold. Underground near the surface is actually a fairly stable temperature zone; it's why digging underground in real life is a solution to both extremes of heat and of cold. It's a bit chilly, but not freeze-to-death cold, and the earth above is excellent insulation from both sun and weather. Uncomfortable, but better than being in a snowstorm or a desert day.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on January 31, 2014, 02:05:21 pm
The deeper you get, the colder it is... until you get to the magical land of melty rocks. At some point it will start getting warm if the planet has a molten core.
Title: Re: Starbound - We have lift off.
Post by: Solifuge on January 31, 2014, 02:43:28 pm
Was putting together a list of Starbound Mods a bit ago, which I'm using for a Kobold-Themed Permadeath Survival Forum LP (http://www.bay12forums.com/smf/index.php?topic=135960.0). Figured I might as well share them all here as well, in case people are interested! I had to do a few manual tweaks to make them all play well with one another, specifically the Customizable Ships and Landers mod, and some recipe tweaks, but they don't seem to have issues working with each other.

Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 31, 2014, 02:56:39 pm
Madtulip's is the most interesting custom ship but also the most prone to break with each version. A lot of stuff is packed into one mod.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on January 31, 2014, 03:28:29 pm
And finally, This one, because kitties. Sure, some of the stuff added is a little 'what', but kitties. :u (http://community.playstarbound.com/index.php?resources/felins.68/)
Neko Race Mod (http://community.playstarbound.com/index.php?resources/neko-race-mod.1218/) is superior as it has fluffier ears.

Feh, the Felin mod's better because better dialogue. :u
The eyes for the Nekos ruin it for me.
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on January 31, 2014, 03:30:00 pm
And finally, This one, because kitties. Sure, some of the stuff added is a little 'what', but kitties. :u (http://community.playstarbound.com/index.php?resources/felins.68/)
Neko Race Mod (http://community.playstarbound.com/index.php?resources/neko-race-mod.1218/) is superior as it has fluffier ears.

Feh, the Felin mod's better because better dialogue. :u
The eyes for the Nekos ruin it for me.
Really? That's the only thing? Its all pretty hideous imo.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on January 31, 2014, 03:32:57 pm
Well i mean, it ruins the common artstyle of the game, by all means im fine with CATPEOPLE and DOG PEOPLE in the game.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on January 31, 2014, 04:02:08 pm
Obviously, what we need is a Kerbal race mod.
Title: Re: Starbound - We have lift off.
Post by: Chattox on January 31, 2014, 04:05:25 pm
Is there a way to synthesise coal other than unrefined wood in a furnace? I'm having the most ridiculous difficulty finding any.
Title: Re: Starbound - We have lift off.
Post by: jocan2003 on January 31, 2014, 04:15:32 pm
Spelunkers typically have problems with the cold. It's a steady temperature down there but that temperature is chilly. Especially if you get wet, which can be life-threatening if you don't attend to drying out and warming up.

Note: This is all just stuff I've heard. I'm not a speleologist of any caliber. I did walk the lower half of the Ape Cave (http://en.wikipedia.org/wiki/Ape_Cave), one of the longest lava tubes in North America, but that's the most cavey thing I've ever done.

Well i did do some amateur spelunking and i can tell you that yes the cold can and IS a treat in underground caves. Even at the end of summer there was still big chunk of ice and i wasnt deep at all, the ceiling was about 15 feet ish underground with the exit not that far. The deeper i went, the colder it was, hovering between -4 to 4 depending if there was an air shaft close by.
Title: Re: Starbound - We have lift off.
Post by: Sappho on January 31, 2014, 04:18:51 pm
Oh, wow, the new Floran villages are gorgeous! I'm currently hanging out at the top of a literal tree-house, keeping warm by the primitive cookfire and waiting for the sun to come up because apparently this desert planet drops to insanely frigid temperatures at night.

Say, what level of warmth do you need to stop freezing every night? I've got the best armor I can get at tier 1 and I still only have 4 protection. I could hunt animals for skins for the next 8 hours but, as I mentioned before, I really don't have the spare time necessary for that sort of nonsense. (And for whoever suggested carrying around a bed and encasing onesself in dirt whenever one's health is low - I already do that. I still die all the time. I have shit armor and poor reflexes. I die all the time. And even if I get to a bed in time, sitting there waiting for my health to slowly replenish is a waste of my time. Hence my desire for a casual mode, so I don't have to spend real-life hours of my life waiting for my health meter to gradually fill up...)
Title: Re: Starbound - We have lift off.
Post by: majikero on January 31, 2014, 04:25:46 pm
No bandages? Surface caves usually have plenty of vines. It's easier to hunt using the hunting knife for leather.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on January 31, 2014, 04:28:52 pm
Is there a way to synthesise coal other than unrefined wood in a furnace? I'm having the most ridiculous difficulty finding any.
Would you happen to be using the Industrialization mod? Flying Dice said the same thing.
Title: Re: Starbound - We have lift off.
Post by: Leyic on January 31, 2014, 04:30:58 pm
The eyes for the Nekos ruin it for me.
Reverting the eyes seems to be almost trivially easy if you don't mind modifying two .png files.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on January 31, 2014, 04:32:31 pm
The eyes for the Nekos ruin it for me.
Reverting the eyes seems to be almost trivially easy if you don't mind modifying two .png files.
oh i would do that, i dont like overwriting modder's work though, feels dirty.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on January 31, 2014, 04:50:06 pm
The eyes for the Nekos ruin it for me.
Reverting the eyes seems to be almost trivially easy if you don't mind modifying two .png files.
oh i would do that, i dont like overwriting modder's work though, feels dirty.

They're catgirls. Doing dirty things to them is why they exist.
Title: Re: Starbound - We have lift off.
Post by: Leyic on January 31, 2014, 05:07:18 pm
The eyes for the Nekos ruin it for me.
Reverting the eyes seems to be almost trivially easy if you don't mind modifying two .png files.
oh i would do that, i dont like overwriting modder's work though, feels dirty.
From the download page (http://community.playstarbound.com/index.php?resources/neko-race-mod.1218/):
"Mod Assets Permissions:Anyone can alter/redistribute the mod's assets without the author's consent."
So it isn't dirty in this case.

On a different subject, I don't suppose there's a way to make stairs behave like they do in Terraria? I haven't seen any mods that deal with this, and my brief search through the asset files didn't turn up anything having to do with actor movement specific to stairs/platforms.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on January 31, 2014, 05:11:36 pm
Is there a way to synthesise coal other than unrefined wood in a furnace? I'm having the most ridiculous difficulty finding any.
Would you happen to be using the Industrialization mod? Flying Dice said the same thing.
Just as a note, this only applies up until around Delta sector. So basically just burn through the first few tiers and you're fine.

-snip-
If you're really that focused on skipping the grind and aren't going to alter values yourself, download the Creative Mode mod. It gives you a couple cheat workshops that let you spawn and duplicate items. Basically you've got "normal play", "mod things yourself to fit your preference", and "cheat yourself up to the level where you can enjoy the game". Not much more to say if you don't like any of those options. :|
Title: Re: Starbound - We have lift off.
Post by: Sirus on January 31, 2014, 09:47:34 pm
So I wouldn't mind installing some mods, but I want to know: Will I have to delete existing characters to make them work?
Title: Re: Starbound - We have lift off.
Post by: Kaitol on January 31, 2014, 09:50:29 pm
Varies from mod to mod. Bigger mods, especially ones that alter quests, require new characters. Do you have to DELETE old ones? No, probably. But depending on the mod, strange things could happen. Or nothing except they don't get the new stuff. Or it could work perfectly fine with old characters.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 01, 2014, 03:54:31 am
If you're really that focused on skipping the grind and aren't going to alter values yourself, download the Creative Mode mod. It gives you a couple cheat workshops that let you spawn and duplicate items. Basically you've got "normal play", "mod things yourself to fit your preference", and "cheat yourself up to the level where you can enjoy the game". Not much more to say if you don't like any of those options. :|

Yeah, I might go for that creative mode mod then. Just to bypass the frustration at the start. If I had time to mod, I'd have time to grind. : )

In any case, the point I was trying to make was not that the game is impossible for me to enjoy. Of course I can find ways to make it work if I put in enough effort. My point was just that since they'd added these "modes," I don't see any reason not to include a casual mode. It would make the game appeal to a much wider audience - my mother, for example. I've been trying to persuade her to try the game ever since I got it, since we never found a replacement for Glitch (the only positive part of my relationship with her was playing that game across the ocean, and it was suddenly and unexpectedly shut down a year or so ago). She doesn't like combat and danger, just building and exploring.

Appealing to a wider audience = more money for the developers. When appealing to a wider audience is a simple matter of adding a new game mode where dying doesn't happen as often or have such harsh penalties, and the start of the game is made a little easier with the simple addition of a few more pieces of starting equipment, then I can't for the life of me understand why they don't do that.

On a different note, the name the RNG provided for my new glitch character was "Gold Sigh." Awesome.

I'm tempted to start a Floran character, though. So far I've tried Floran, Apex, and Glitch, and Floran is by far my favorite. They're hilarious, badass, awesome. And now that I see their new villages... So much awesome. I suppose I should try out Avian, Human, and Hylotl before settling on a final choice. I'll grab that creative mode mod so I can play them for a while without having to spend the first 20 minutes trying to mine with the matter manipulator so I can get enough stone to make a pick...

Are the races still essentially the same right now? No major differences in the race armor yet?

EDIT: Who are these guys? They had a little village next to a huge human prison. They talked like Apex, but are clearly not Apex... They were cute and friendly!

Spoiler (click to show/hide)

Also they were farming, with hoes and everything. Also also, the prison seemed to be populated entirely be women. And it was disgusting. The humans are clearly the most barbaric of the races, including the Floran.
Title: Re: Starbound - We have lift off.
Post by: scriver on February 01, 2014, 07:01:57 am
I've never seen those before... Could be another unplayable race, like the Smashroom People.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 01, 2014, 07:13:42 am
Well this planet is covered with their houses, apparently. Kind of an interesting contrast to the abandon-all-hope women's prison. I feel inspired to write a backstory for this planet. It's also got little green Dr. Seuss looking guys who look like they're wearing white lab coats and want ALL THE HUGS.

Spoiler (click to show/hide)

Another wonderful surprise, those rabbit dudes have rainbow wood trees all around their houses. I cut them all down and am currently planning a rainbow tree farm. The rainbow wood panels are FABULOUS, and near them was a rainbow chest with a blueprint for a rainbow picture to hang on my wall. I'm tempted to go replace every wall and floor in that prison with rainbow wood, and re-open it as a vacation resort for gay couples.

...Okay, now I have to do that. Excuse me while I get to work.

Only bad thing so far is the meteor showers. Does every planet have those? They are the only thing spoiling my perfect planet!

Here's the coordinates, in case anyone else wants a look: -86711832, -58856823 (medium-sized planet, though it took me about 4 game days to go all the way around it)

EDIT: There's also an Avian in a house by the beam-down point. The only thing he'll say is "I heard Thornwing is in the area. Beware." What does that mean?

EDIT2: Well apparently if a planet has meteors, you just have to abandon it. The meteors spawn at the edge of your screen, so you can even get hit underground and indoors, which is absurd. The worst part is, there were no meteors on this planet for the first few hours I was exploring it. There's absolutely no indication of whether they will fall or not. I just took a peek at the official forums, and a lot of people are pissed off about it, having massive projects destroyed in seconds by something they had no idea was going to happen. Unless there's some way to disable meteors completely, I might just take another break from this game until they are fixed. I want to build awesome stuff, and I don't want it destroyed by flaming rocks that appear out of nowhere.

Meteors can exist, that's fine. But there should be a way to tell if a planet will get them, and they shouldn't spawn indoors or underground.

EDIT3: Apparently it's possible to disable them. I'm about to attempt my first mod! http://community.playstarbound.com/index.php?threads/turn-off-meteor-showers.59450/

EDIT4: Aaaaaand apparently that anti-meteor mod is not updated for the current version. AND they have changed the file system so that it's not easy to mod anymore. Used to be you could just open a file in a text editor and make a few tweaks, but now you have to unpack and repack files using utilities and all kinds of stuff that is way over my head. So I suppose I'm not going to be playing Starbound until someone updates that mod, or makes a new one, or the people at Chucklefish make removing a game-breaking overpowered thing (or at least making it possible to detect and prepare for) a priority.

If someone on here wants to make that mod for the current version, I promise to send you a thank-you card in the mail, if you give me your mailing address. Or one of my spare Steam game keys, I have a bunch from bundles...

Also, where the hell is everyone? I haven't seen this thread so quiet since before the update.
Title: Re: Starbound - We have lift off.
Post by: Rose on February 01, 2014, 10:09:27 am
I don't play very often, because it doesn't run on my laptop, and I don't use my desktop much.

As for meteors, as long as you see any other kind of weather on a planet, there won't be meteors.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 01, 2014, 10:30:29 am
I've heard that that was disproved, that meteors can fall on planets with rain, though it is less likely. In any case, it can take real-life hours of gameplay before any weather at all shows up on a planet. Apparently they were planning to add something that makes it obvious what kind of weather a planet will have, but they didn't implement it yet.

I sent the creator of that meteor mod a message begging him to update it for the current version. Until I can fix this, I'm not going to play. It's too frustrating.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 01, 2014, 11:30:25 am
Losing money is not a harsh penalty. If you make everything needed to boost your mother to top tier armor then she can build to her hearts content on tier one worlds. The tier 5+ items that unlock ore can be loaned. They are not consumed when used. The lower tier boss drops come in stacks of 5, so making those consumables can be done 5 times.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 01, 2014, 11:33:08 am
The best kind of weather is the kind that rains shiny rainbow arrows.

e: Just as an aside to Sappho: Modding Starbound (at least as far as altering existing values goes) is absurdly simple and very quick. The only other game I could even remotely claim to have modded is a set of DF raw edits I made to give myself a bit more flavor, and this is just as easy.  Literally just 1. unpack assets, 2. open file, 3. search for your target, 4. make your change to the listed values. It's like a slightly less user-friendly version of an options window.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on February 01, 2014, 11:39:12 am
Losing money is not a harsh penalty. If you make everything needed to boost your mother to top tier armor then she can build to her hearts content on tier one worlds. The tier 5+ items that unlock ore can be loaned. They are not consumed when used. The lower tier boss drops come in stacks of 5, so making those consumables can be done 5 times.

Money Loss is a harsher penalty earlier on when it can actually mean spending 30+ minutes killing things just to re-earn the pixils so you can afford things.
Title: Re: Starbound - We have lift off.
Post by: Sirus on February 01, 2014, 11:44:52 am
So I fired up the game first time since the newest update, select the floran race, hit random, and...
Spoiler: D'awwwww (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 01, 2014, 11:52:24 am
Losing money is not a harsh penalty. If you make everything needed to boost your mother to top tier armor then she can build to her hearts content on tier one worlds. The tier 5+ items that unlock ore can be loaned. They are not consumed when used. The lower tier boss drops come in stacks of 5, so making those consumables can be done 5 times.

Money Loss is a harsher penalty earlier on when it can actually mean spending 30+ minutes killing things just to re-earn the pixils so you can afford things.

Once you can turn ore into pixels it's not an issue. Once you get armor and weapons it's not a big deal. All those things Sappho can give to her mother.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 01, 2014, 11:54:48 am
Losing money is not a harsh penalty. If you make everything needed to boost your mother to top tier armor then she can build to her hearts content on tier one worlds. The tier 5+ items that unlock ore can be loaned. They are not consumed when used. The lower tier boss drops come in stacks of 5, so making those consumables can be done 5 times.

Money Loss is a harsher penalty earlier on when it can actually mean spending 30+ minutes killing things just to re-earn the pixils so you can afford things.

Exactly. Sure, if you have the time and skill to make it to the higher tiers, then yes, a little pixel loss here and there is no big deal. If it takes you hours just to get to the point where every monster on the screen doesn't kill you (as is the case for me), then every little setback is a problem. So yeah, if I get up to the higher tiers, I can make it easier for my mother. But I, like my mother, don't care for the combat or the grind. I don't have the time or the skill to struggle up to the top of the game right now. I just want to build stuff without fear of dying all the time. Right now, the only way to do that is to cheat, which I still can't bring myself to do. Yet it would be a simple thing for the devs to add a mode for casual players. Very simple, and it would make the game appeal to a much wider audience.

I still don't see any reason why anyone should oppose my suggestion. It seems reasonable to me. It would make people like me happy, without ruining the game for anyone else. Your response, BigD145, is essentially saying "it's easy to make the game playable for a casual player. All you have to do is be really good at the game the way it is now, and have the spare time to grind up to the top levels, at which point your problem becomes irrelevant." It's like a rich person telling poor people "all you need to do is make a few good investments on the stock market, and your problems will be solved. What are you complaining about?" Sure, making more money is easy when you already have lots of money. But that doesn't help the people who DON'T have that already.

It's like the fuel cost for the ships. It seems like little more than a punishment for new characters. Once you've got yourself kitted out and are off trotting around the universe in your Tier 5 armor, finding enough fuel for the ship is trivial. You'll get it as a matter of course. It's only when you first start out that it's difficult. You can have a great time playing this game as an explorer or builder, but ONLY once you've jumped over a number of hurdles first. And I just don't see why those hurdles should be necessary for the players who don't enjoy them.

I feel like playing the game is work rather than play, for the first 5 or 6 hours of any given character. I have to grind through this miserably unpleasant nonsense in order to get to the fun part. Solution? Casual mode. With that, everyone would be happy and the game would accommodate different playstyles without making the game any less fun for anyone.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 01, 2014, 12:29:03 pm
It's geared more for parties if you want to ease the grind. Someone tanks. Someone uses a bow. That sort of thing. Yes, there's about 10 hours or so to solo grind and work up to what is now top tier. How many hours does that set you up for? Only you can answer that. I would say install the sandbox ship mod. That is currently an untouchable building spot. Tunneling straight down from ship spawn on any planet will give you materials with little to no risk.

For any game, you play it how the game devs made it. If you don't like it then the game isn't for you. Move on. There's a backlog of over thirty years of videos games to look through to find something for you. OR you can ask someone to give you a leg up in Starbound. Is this cheating? You're asking for casual mode. Getting all tiers unlocked would be close to that. As close as you're going to get right now. If that's too casual for you then a diamond pickaxe and a top tier weapon would allow you to skate through most of the game. Pick up the Hole Drill mod and you'll save yourself more time. It digs a 2 x 150 block shaft and gives you every block it digs.

(The Stock Market is legalized gambling and takes more than 10 hours of gathering info to get the house odds. It takes 18 years if you're born into wealth. You get to sit on your ass, but it still takes more than 10 hours.)

All things require time and this is just a game. I'm not asking the impossible here.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 01, 2014, 12:41:00 pm
It's geared more for parties if you want to ease the grind. Someone tanks. Someone uses a bow. That sort of thing. Yes, there's about 10 hours or so to solo grind and work up to what is now top tier. How many hours does that set you up for? Only you can answer that. I would say install the sandbox ship mod. That is currently an untouchable building spot. Tunneling straight down from ship spawn on any planet will give you materials with little to no risk.

For any game, you play it how the game devs made it. If you don't like it then the game isn't for you. Move on. There's a backlog of over thirty years of videos games to look through to find something for you. OR you can ask someone to give you a leg up in Starbound. Is this cheating? You're asking for casual mode. Getting all tiers unlocked would be close to that. As close as you're going to get right now. If that's too casual for you then a diamond pickaxe and a top tier weapon would allow you to skate through most of the game. Pick up the Hole Drill mod and you'll save yourself more time. It digs a 2 x 150 block shaft and gives you every block it digs.

(The Stock Market is legalized gambling and takes more than 10 hours of gathering info to get the house odds. It takes 18 years if you're born into wealth. You get to sit on your ass, but it still takes more than 10 hours.)

All things require time and this is just a game. I'm not asking the impossible here.

The devs have this open beta in part to gather feedback and suggestions from the community, some of which have already been implemented. There's nothing wrong with me making a suggestion, especially one that would widen the potential audience of the game and increase many people's enjoyment of it. They have clearly put a lot of time and energy into making the building and exploration possibilities really impressive, but currently it's gated so only players who have time and skill at combat can really enjoy it. I suggest a modification to that which would do nothing to harm the game for people who like it the way it is, and which would require minimal effort on the part of the developers to implement.

I'm very pleased that you're satisfied with the way the game is now, and that you have 10+ hours to sit and grind at it. That doesn't mean that everyone in the world needs to just deal with the parts they don't like, without asking that modifications be made. The devs will make the changes they decide to make, and in the end all I can do is suggest, and make do with the modding tools and such that become available.

By all means, enjoy the game the way it is. But there's no need to criticize my (or others') requests and suggestions. I'm not suggesting that your fun be ruined. I'm just trying to increase my own. I'm not asking the impossible, here, either.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on February 01, 2014, 12:50:28 pm
BigD, you really wouldn't believe how little some people have time for stuff like video games. I know people who barely manage to scrape 10 hours together in a month. They simply don't have time for that amount of grinding, that's why they're called casual gamers. You may not be asking the impossible here, but what you are asking is for those people to spend a month not having fun. And the fun they have afterwards is simply not worth the relatively huge investment.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 01, 2014, 01:04:24 pm
BigD, you really wouldn't believe how little some people have time for stuff like video games. I know people who barely manage to scrape 10 hours together in a month. They simply don't have time for that amount of grinding, that's why they're called casual gamers. You may not be asking the impossible here, but what you are asking is for those people to spend a month not having fun. And the fun they have afterwards is simply not worth the relatively huge investment.

Eloquently put, thank you. And yes, as long as the game remains the way it is, it will not be very accessible to casual gamers without heavy modding (which casual gamers like me also don't have much time for). But as long as there's the possibility that the game might be changed to suit the needs of its players, which is precisely the current situation, I'm going to keep making suggestions.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on February 01, 2014, 02:10:20 pm
Oddly enough once I used a sword and shield I have a hard time imagining two handed weapons being preferred.

Especially against ranged enemies and bosses.

Do two handed weapons get a huge boost or abilities lately I am unaware of? or is the shield's usefulness due to a glitch?
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 01, 2014, 02:12:36 pm
I always end up with 2-handed weapons, just because they have the highest damage. I haven't really tried a shield, so I can't speak to the difference. Perhaps I should change.... Hmm...

EDIT: I've started keeping a log of this character. Should I start a new thread in the community games subforum?


I want to wait until I get anti-meteor protection before going further, but the fact is, I won't have time to play during the week, so I have to make use of the time I have. It means exploring and digging rather than building for now.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 01, 2014, 02:21:20 pm
BigD, you really wouldn't believe how little some people have time for stuff like video games. I know people who barely manage to scrape 10 hours together in a month. They simply don't have time for that amount of grinding, that's why they're called casual gamers. You may not be asking the impossible here, but what you are asking is for those people to spend a month not having fun. And the fun they have afterwards is simply not worth the relatively huge investment.

Sappho is talking about sandbox building. I know how much time you can sink into that. SOOOOO much time just to build a simple two story house if you want it to actually look good and not like two cardboard boxes stacked on each other. Casual gamers actually end up sinking a lot of time into their chosen games. They're not spending a month not having fun. They're spending ten hours in a particular game not having fun.
Spoiler (click to show/hide)

Oddly enough once I used a sword and shield I have a hard time imagining two handed weapons being preferred.

Especially against ranged enemies and bosses.

Do two handed weapons get a huge boost or abilities lately I am unaware of? or is the shield's usefulness due to a glitch?

I've seen two handed weapons block gun fire, so you get the range/arc of a two hander and almost a shield.
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 01, 2014, 02:23:12 pm
Here's a mod (http://community.playstarbound.com/index.php?resources/monsoon-season.727/) that replaces meteor showers, ice showers, and acid rain with normal rain. Not exactly what you're looking for, but it does get rid of the meteors.

Edit: And here's Starbound Easy Mode (http://community.playstarbound.com/index.php?resources/starbound-easy-mode.587/), which causes meteors to not damage blocks, among several other things.
Title: Re: Starbound - We have lift off.
Post by: SalmonGod on February 01, 2014, 02:23:55 pm
You can equip both a 2-handed weapon and a shield.  You just can't use them at the same time.  Still useful, because it's just one key to instantly switch.
Title: Re: Starbound - We have lift off.
Post by: Cthulhu on February 01, 2014, 02:52:10 pm
Grind is never a good thing.  I finally figured out what I needed to do to progress, spent a long time farming pixels and material to build the second boss, then it killed me and despawned.  Now I have to do it all over again.  That's not fun and interesting challenge, that's grind.  It doesn't take skill to click on rocks and monsters for a few hours. It doesn't make the game more challenging, it makes it take longer to play, which I've noticed some people mistake for challenge.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 01, 2014, 02:53:42 pm
BigD, you really wouldn't believe how little some people have time for stuff like video games. I know people who barely manage to scrape 10 hours together in a month. They simply don't have time for that amount of grinding, that's why they're called casual gamers. You may not be asking the impossible here, but what you are asking is for those people to spend a month not having fun. And the fun they have afterwards is simply not worth the relatively huge investment.

Sappho is talking about sandbox building. I know how much time you can sink into that. SOOOOO much time just to build a simple two story house if you want it to actually look good and not like two cardboard boxes stacked on each other. Casual gamers actually end up sinking a lot of time into their chosen games. They're not spending a month not having fun. They're spending ten hours in a particular game not having fun.

Yes, you *can* sink many hours into sandbox building. You can also do it for an hour a week, depending on how much time you have. As opposed to the current system, where you *MUST* sink at least 10 hours (if you're a good player) into leveling and grinding before you can even start the sandbox part.

We all understand, yes, that you think the way it is now is just fine and there's no reason that people who don't play the way you do should get to enjoy the game. But there's still absolutely no reason why my suggestion should *not* be implemented. It would not do you any harm. Your game would remain exactly the way it is. Meanwhile, I would actually be able to properly enjoy the game without the frustration I currently face.

I'm so confused, here. Why on earth do you find it necessary to turn this into an "I'm right, you're wrong" situation? There's no need to keep telling me that you disagree with my suggestion, even though it would have no effect on you whatsoever. Message received, loud and clear. Meanwhile, I'm going to keep right on making the suggestions that I feel are worthwhile. There is no conflict between what you want and what I want.

Grind is never a good thing.  I finally figured out what I needed to do to progress, spent a long time farming pixels and material to build the second boss, then it killed me and despawned.  Now I have to do it all over again.  That's not fun and interesting challenge, that's grind.  It doesn't take skill to click on rocks and monsters for a few hours. It doesn't make the game more challenging, it makes it take longer to play, which I've noticed some people mistake for challenge.

Exactly. Thank you.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on February 01, 2014, 03:16:01 pm
I agree with the getting-mats-for-bosses stuff. It's generally boring.

I am honestly under the impression that other then the first boss (which is a tutorial) a lot of the bosses will be replaced with actual bosses rather then build a boss.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 01, 2014, 04:33:27 pm
Any tips on exploring asteroid fields? I start suffocating and freezing immediately when I beam down, and I have the highest craftable tier 2 armor (pretty decent warmth) - is there anything I can make which would be warm enough to keep me alive? And are there any items that make it so I don't suffocate?

EDIT: Apparently my gear isn't even warm enough to survive on a snow planet. Sigh... I guess I'll start hunting animals for skins.
Title: Re: Starbound - We have lift off.
Post by: Twi on February 01, 2014, 04:35:33 pm
Leather armor will be warm enough. And althouhg you can't craft the Survival System that would enable you to breathe (back armor), I think there are one or two random drops that provide that effect. Lemme look them up...

Also, shush, BigD. It's just a matter of changing values, adding starting items, etc, and you could easily have Easy Mode at no cost to yourself. :v
Title: Re: Starbound - We have lift off.
Post by: Cthulhu on February 01, 2014, 05:47:14 pm
Do the cosmetic slots transfer warmth or something?  I use scout armor and haven't had any problems with warmth, even way underground on cold planets.  I have the ski patrol armor on my cosmetic slots
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 01, 2014, 06:18:17 pm
So that swapping out the eyes in the Neko Race Mod with the original Human eyes that was discussed a little while back? I went ahead and made it into a proper mod. Get it here (http://community.playstarbound.com/index.php?resources/neko-vanilla-eyes-race-mod.1396/) (also on Nexus under the same name if you'd prefer that).
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 01, 2014, 09:12:49 pm
Leather armor will be warm enough. And althouhg you can't craft the Survival System that would enable you to breathe (back armor), I think there are one or two random drops that provide that effect. Lemme look them up...

Yeah it's the survival system. It requires durasteel. I swap between the back lantern and survival based on what I need. Just carry one in the visual slot.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 02, 2014, 02:47:49 am
Well, no one on the Starbound forum is helping me, so I decided to try to figure out how to mod the game myself to get rid of the meteors. So far I've spent 30 minutes trying to get the damn files unpacked, following the tutorial online. They have a program on there that will supposedly do it for you by dragging and dropping the relevant files, but I tried it about 20 times and it didn't work. It did nothing. Now I'm doing it manually. I only had to type 3 super long paths into the DOS prompt 4 times to get it right. Now it's been working to unpack all the files for about 5 minutes. Still going.

In what way is this simple? Why do they have everything packed into one file? There are all those folders in "assets" and they are all empty, useless, pointless. I know that before this recent update, it was possible to just look through those folders for the file you wanted to change, add a few things in notepad, and save it, and that would be it. Now you have to unpack ALL THE FILES just to make one tiny modification, then you have to pack ALL of them back up (which will presumably take just as long and require just as much finicky typing into DOS) before the game will see your changes.

WHY??? What was wrong with the way it was? If they want the game to be easy to mod, why the hell did they just make it so much more difficult to mod???
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on February 02, 2014, 02:57:47 am
Well, no one on the Starbound forum is helping me, so I decided to try to figure out how to mod the game myself to get rid of the meteors. So far I've spent 30 minutes trying to get the damn files unpacked, following the tutorial online. They have a program on there that will supposedly do it for you by dragging and dropping the relevant files, but I tried it about 20 times and it didn't work. It did nothing. Now I'm doing it manually. I only had to type 3 super long paths into the DOS prompt 4 times to get it right. Now it's been working to unpack all the files for about 5 minutes. Still going.

In what way is this simple? Why do they have everything packed into one file? There are all those folders in "assets" and they are all empty, useless, pointless. I know that before this recent update, it was possible to just look through those folders for the file you wanted to change, add a few things in notepad, and save it, and that would be it. Now you have to unpack ALL THE FILES just to make one tiny modification, then you have to pack ALL of them back up (which will presumably take just as long and require just as much finicky typing into DOS) before the game will see your changes.

WHY??? What was wrong with the way it was? If they want the game to be easy to mod, why the hell did they just make it so much more difficult to mod???
You clearly need to brush up on .bat file syntax.

Also, no idea. Maybe there's a diff system or some other kind of mod management suite upcoming?
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 02, 2014, 03:09:22 am
Well, I made the edits I *think* need to be made in order for my "mod" to work. Now the asset packer is running. I have to wait until it packs back up every single one of those files before I can even test to see if my changes worked. And even then, I won't know for sure if they worked for hours, because it can take hours for the first meteor shower to happen. And if they DIDN'T work, I have to go through all this again, in which case I will definitely just wait for someone else to do it, because I'm spending my Sunday morning doing this instead of having fun.

Now the files have finished packing. It has taken me close to an hour to try to change a few lines of code, which would have taken 5 minutes without the packing and unpacking nonsense. And, as I said, it would take another hour to try to make any further changes, in case it doesn't work. I suppose I will take my frustration over to the Starbound forum and see if I can find some answers as to why on earth they made it so complicated.
Title: Re: Starbound - We have lift off.
Post by: azurelao on February 02, 2014, 03:20:32 am
Well, I made the edits I *think* need to be made in order for my "mod" to work. Now the asset packer is running. I have to wait until it packs back up every single one of those files before I can even test to see if my changes worked. And even then, I won't know for sure if they worked for hours, because it can take hours for the first meteor shower to happen. And if they DIDN'T work, I have to go through all this again, in which case I will definitely just wait for someone else to do it, because I'm spending my Sunday morning doing this instead of having fun.

Now the files have finished packing. It has taken me close to an hour to try to change a few lines of code, which would have taken 5 minutes without the packing and unpacking nonsense. And, as I said, it would take another hour to try to make any further changes, in case it doesn't work. I suppose I will take my frustration over to the Starbound forum and see if I can find some answers as to why on earth they made it so complicated.

http://filesmelt.com/dl/Starbound_bat_files.rar

Put these in your Starbound->Win32 folder. Unpack.bat unpacks the file and Pack.bat re-packs everything in the Starbound->Assets folder.
Make SURE you delete the "unpacked" folder before using Unpack.bat, and also delete "packed.pak" before running Pack.bat.

Once all the files are unpacked you can edit them and repack them. If you want to make further modifications all you have to do is delete "packed.pak", make your modifications to the unpacked files, and re-pack those into a new file.

If you're unsure as to what's in those .bat files, just open them in Notepad+ or some other text editor. No viruses, I promise.


As to why they made it this hard? General incompetence would be my guess.
Title: Re: Starbound - We have lift off.
Post by: Frumple on February 02, 2014, 03:53:34 am
... harsh, but probably fairly true, or at least a lack of familiarity with data compression or somethin'. ToME's latest incarnation uses a similar system, except the packed up data is a simple compressed file that can be opened by pretty much any compression software (7zip, winrar, whatever) and is more or less entirely painless to mess with. Not sure what's stopping Starbound from doing something similar... s'even using more or less the same sorts of data, looking at it. Y'd half think it a case of attempting to protect code, but that's completely silly in the face of what it's packing up and the whole providing an unpacker thing.

Strange they didn't go ahead and pack up the music too, though. Might as well save some more space, yeah? Hell, it half looks like it's not even compressed, looking at the before and after hard drive footprint... poking the .pak with 7zip dropped cut the file size by a bit more than a third. Not sure if I'd call it general incompetence, but specific incompetence...

... not that I could do any better, so more power to 'em, I guess. It's interesting, but I'm not complaining. To complain is to offer to help fix the problem, ha.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on February 02, 2014, 03:56:10 am
I thought that the only reason they packed things was to decrease game loading time.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 02, 2014, 04:01:55 am
Someone responded to me in the modding forum at Starbound:

Quote
*Maybe* You should read the patch notes again.
Most probably it's going to stay that way.
They did it to improve loading times.
If you're in the CMD, you can also cd to the path where Starbound resides and use relative instead of absolute paths (or just drag/drop the folder to the cmd, which will type the path for you.)

Tl;dr:
Read the patch notes

So apparently, yes, it's to decrease load times. I suppose the game does load faster now. Still, there has to be a better way to handle the situation.

In any case, my mod at least did not break the game. It will be a long time before I can say for sure if my changes worked, though.
Title: Re: Starbound - We have lift off.
Post by: azurelao on February 02, 2014, 04:44:10 am
Someone responded to me in the modding forum at Starbound:

Quote
*Maybe* You should read the patch notes again.
Most probably it's going to stay that way.
They did it to improve loading times.
If you're in the CMD, you can also cd to the path where Starbound resides and use relative instead of absolute paths (or just drag/drop the folder to the cmd, which will type the path for you.)

Tl;dr:
Read the patch notes

So apparently, yes, it's to decrease load times. I suppose the game does load faster now. Still, there has to be a better way to handle the situation.

In any case, my mod at least did not break the game. It will be a long time before I can say for sure if my changes worked, though.

Watch out for commas if you start modifying other things. They're hard to track down and they can and will crash your game.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 02, 2014, 04:52:55 am
All I did was remove some lines, careful about the brackets. Hopefully it will work okay.

So at what tier do I get that back armor for breathing in space? I beat the UFO but I haven't left alpha sector yet. I'm still getting my ass kicked by threat level 1 creatures, even with the best armor I can make. I'm a bit afraid to go to beta sector.

Continuing my exploration log. I have altered the writing style a bit to better reflect my glitch personality.

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: azurelao on February 02, 2014, 04:56:30 am
Think it's Durasteel where you get the breathing pack.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 02, 2014, 05:12:31 am
...and when do you get that? I've never gone beyond tier 2.
Title: Re: Starbound - We have lift off.
Post by: Rose on February 02, 2014, 05:13:25 am
Tier three, I think.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on February 02, 2014, 05:20:23 am
You get Durasteel after beating the third boss.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 02, 2014, 06:37:40 am
I guess I have to keep fighting then. I really want to explore those asteroids.

Does it ever become possible to add further pages to your inventory? It's amazing how quickly mine fill up, even though I trash all unwanted weapons and constantly unload building blocks into storage containers on my ship. I suppose I'll need to build a base soon.
Title: Re: Starbound - We have lift off.
Post by: Rose on February 02, 2014, 06:48:52 am
regarding warm clothing: you make warm leather armor at the spinning wheel.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 02, 2014, 06:57:08 am
Okay, I've built the robot, but I haven't used it yet. Any tips for fighting it? I'm really, really terrible at platform combat, so I'm perfectly fine with any and all spoilers and cheaty ways of doing this.

Thanks!
Title: Re: Starbound - We have lift off.
Post by: Rose on February 02, 2014, 06:59:09 am
It can't fit through doors, because it's too big. So just make a room for yourself with a you-sized entryway, and watchas it hopelessly flails at you.

Also helps to fight it in a town for this reason, and to give it canon fodder.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on February 02, 2014, 07:18:39 am
Alternatively, find a decent damage-over-time spear, and stock up on speed boosts. You can outrun it on rough terrain, and you can just keep running backwards and attacking it with the spear's long range.

Failing that, whack-a-mole, with you as the mole. Prepare a little arena that would allow you to run under it and pop up to hit it with a ranged weapon. It'll take a while, but you can just plink it to death.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 02, 2014, 07:22:55 am
Well that turned out to be very easy. Dug a 2x5 hole in the ground, hid inside, activated the robot above me. It just hovered there while I beat it to death with a hammer, which took less than a minute. Whee! On to the next level...

Edit: I assume I have to go to gamma sector to actually find titanium? Or is it something I can craft somehow?
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on February 02, 2014, 08:24:35 am
Well that turned out to be very easy. Dug a 2x5 hole in the ground, hid inside, activated the robot above me. It just hovered there while I beat it to death with a hammer, which took less than a minute. Whee! On to the next level...

Edit: I assume I have to go to gamma sector to actually find titanium? Or is it something I can craft somehow?
Wait a moment, it didn't fall into the hole? I know for a fact that it can fall into 2 wide holes, it's how I beat it.

And yes, titanium is only findable in the gamma and delta sectors.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 02, 2014, 08:35:23 am
Nope, it didn't fall in. Just hovered over me. Didn't even try to attack because it couldn't reach me.

Edit:

Holy shit, I just found the happiest planet I've ever seen. Immediately to the left of the spawn point is a huge glitch town, complete with library and inn and several shops. I have found my people at last! But they don't welcome me. I'm an outcast. still, while I was exploring the town, it started raining GLOWING RAIN.

Yup, this is my new home planet. I'll give them some space and build my base a little ways away. This place is gorgeous. White trees! They look like clouds!

Coordinates: 66817397, 93391685 (alpha sector). Planet name Alpha Triaci 818 VII a, forest biome.
Title: Re: Starbound - We have lift off.
Post by: Frumple on February 02, 2014, 09:31:08 am
Okay, I've built the robot, but I haven't used it yet. Any tips for fighting it? I'm really, really terrible at platform combat, so I'm perfectly fine with any and all spoilers and cheaty ways of doing this.

Thanks!
It's a general boss tip going forward, but one of the things you can do to make the fight a lot easier is to set the thing off in the middle of a well guarded town (or dig out the floor of an avian pirate ship, let the avians rain down, and then trigger the boss in the middle of a mob of air pirates). Usually have to run around a little until the boss actually hits an NPC, but once that's happened you can pretty much just get out of the way and watch the fireworks.
Title: Re: Starbound - We have lift off.
Post by: Sergius on February 02, 2014, 12:59:45 pm
Okay, I've built the robot, but I haven't used it yet. Any tips for fighting it? I'm really, really terrible at platform combat, so I'm perfectly fine with any and all spoilers and cheaty ways of doing this.

Thanks!
It's a general boss tip going forward, but one of the things you can do to make the fight a lot easier is to set the thing off in the middle of a well guarded town (or dig out the floor of an avian pirate ship, let the avians rain down, and then trigger the boss in the middle of a mob of air pirates). Usually have to run around a little until the boss actually hits an NPC, but once that's happened you can pretty much just get out of the way and watch the fireworks.

Srsly if you want to beat ANY boss without expending any actual effort, just summon it on an (level-appropriate) airship.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 02, 2014, 01:15:11 pm
Anyone have some high tech chest spawn locations, dungeon or general map generated? I haven't found many techs and really miss my gravity ball.
Title: Re: Starbound - We have lift off.
Post by: Nighthawk on February 02, 2014, 01:27:23 pm
Srsly if you want to beat ANY boss without expending any actual effort, just summon it on an (level-appropriate) airship.

Or you could just build about fifty turrets. Trust me - works every time.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 02, 2014, 02:02:25 pm
Anyone have some high tech chest spawn locations, dungeon or general map generated? I haven't found many techs and really miss my gravity ball.

Get that vending machine mod. Problem solved. :u
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on February 02, 2014, 04:05:51 pm
Update! I've just added the Tabula Rasa and Logical Recipes mods to my server.

What this means, is that when you log into Sector B12 you'll now be able to craft all the fancy racial props and blocks from actual vanilla materials, instead of spending a fortune in pixels or three hours demolishing an NPC village. Just open your crafting menu with "c," select the "Tabula Rasa" (a giant PS2), place it nearby and approach it like a regular crafting station, which produces various other crafting stations depending on your needs. Enjoy!

While I do plan on keeping the game the way it is for the most part, I willl consider adding more mods in the near future depending on what you folks decide you'd like to play.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 02, 2014, 04:37:17 pm
If you'll mod out meteors on forest, jungle, snow, desert, arid, and grassland planets (or just take them out of the game entirely), I'll totally join your server! Right now I'm playing single-player until someone does that because I just can't bear the thought of having my base suddenly demolished.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 02, 2014, 05:06:39 pm
What's the plant?
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on February 02, 2014, 05:22:22 pm
That's just since the starbounder wiki is absolutely terrible. Every Floran starts with boneboo, if anyone was actually maintaining that wiki that would of been up by day one.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on February 02, 2014, 05:23:59 pm
Boneboo is a strange plant.

The wild variants drop bones in addition to the usual plant drops. Unfortunately the farmed version doesn't. At least, it didn't in the last version. I'm not sure if that has changed, since I haven't come across it again yet.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on February 02, 2014, 05:28:36 pm
If you'll mod out meteors on forest, jungle, snow, desert, arid, and grassland planets (or just take them out of the game entirely), I'll totally join your server! Right now I'm playing single-player until someone does that because I just can't bear the thought of having my base suddenly demolished.

For what it's worth, not every planet seems to have these phenomena, though I could be mistaken about that. We currently have a nice castle in the works, and it's yet to be toppled by anything. :P
Title: Re: Starbound - We have lift off.
Post by: Kaitol on February 02, 2014, 05:41:18 pm
Or you could just put like a three thick layer of obsidian above your base. That'll absorb small meteors without breaking usually.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 02, 2014, 05:42:57 pm
If you'll mod out meteors on forest, jungle, snow, desert, arid, and grassland planets (or just take them out of the game entirely), I'll totally join your server! Right now I'm playing single-player until someone does that because I just can't bear the thought of having my base suddenly demolished.

For what it's worth, not every planet seems to have these phenomena, though I could be mistaken about that. We currently have a nice castle in the works, and it's yet to be toppled by anything. :P

They don't some planets have special weather types (meteors, rainbow rain, acid rain--FUCKING ACID RAIN, I HATE IT, IT BURNS), others don't.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 02, 2014, 05:57:39 pm
So... my brother and I just found a pillar going up to the top of the map.
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on February 02, 2014, 06:19:56 pm
Bah! Nerf pillars, ten levels max.

Because you nerfed our damned weapon reaction times. :P
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on February 02, 2014, 07:13:30 pm
Also, according to the Starbounder Wiki, I'm currently growing a plant in my farmland that does not, in fact, exist.
What's the plant?
Boneboo.

? (http://starbounder.org/Boneboo)? (http://starbounder.org/Boneboo_Marrow)? (http://starbounder.org/Boneboo_Seed)
I mean, the search has autocomplete in it, it popped up as soon as I typed Bo
Title: Re: Starbound - We have lift off.
Post by: Sergius on February 02, 2014, 07:42:01 pm
Ack, I tried, really tried to like this game "vanilla" and using my home planet to store stuff. But I just can't live with the custom ship. I'm moving all my shit to the planet and deleting my ship to swap it for the "custom" one.

Also, definitely crops don't grow a damn when in the planet (this is stupid because any other game would save a "planted time" on a crop so it can catch up when you visit, instead of making it more "mature" the more time you spend staring at it).
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 02, 2014, 07:54:07 pm
Mods, my friend.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 02, 2014, 08:04:48 pm
Yep, IIRC there's a mod that fixes that. And of course crops planted on your ship grow normally regardless of whether or not you're there.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 02, 2014, 08:28:47 pm
Also, according to the Starbounder Wiki, I'm currently growing a plant in my farmland that does not, in fact, exist.
What's the plant?
Boneboo.

? (http://starbounder.org/Boneboo)? (http://starbounder.org/Boneboo_Marrow)? (http://starbounder.org/Boneboo_Seed)
I mean, the search has autocomplete in it, it popped up as soon as I typed Bo
In the list of known crops, it is missing.
What are you talking about? Second of the leftmost column. (http://starbounder.org/Crops) Even starbounder has it, and starbounder is shit.
Title: Re: Starbound - We have lift off.
Post by: PTTG?? on February 02, 2014, 09:11:28 pm
So I finally got Starbound. I've got to say, this is the best mod for Terraria I've ever seen.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on February 02, 2014, 09:49:02 pm
So I finally got Starbound. I've got to say, this is the best mod for Terraria I've ever seen.
>:(

Honestly, I think it's rather different from Terraria. It's a 2D platformer/sandbox where you can get lots of gear. That's pretty much where the similarities end.
Title: Re: Starbound - We have lift off.
Post by: Sergius on February 02, 2014, 10:03:00 pm
Is it me or the newest Customizable Ship is WAY bigger than the original one?

Mods, my friend.

Hence my comment about trying to like "vanilla".

Yep, IIRC there's a mod that fixes that. And of course crops planted on your ship grow normally regardless of whether or not you're there.

Read above.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 02, 2014, 10:36:48 pm
Is it me or the newest Customizable Ship is WAY bigger than the original one?

Different mod. At least I'm using a different one than I originally was (and the one that I linked way back), that is.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 02, 2014, 11:13:25 pm
I think the latest updated sandbox ship is dynamic in size. Not sure, but it does not have a definite bottom. Drop something and it's gone.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 02, 2014, 11:20:16 pm
I think the latest updated sandbox ship is dynamic in size. Not sure, but it does not have a definite bottom. Drop something and it's gone.
Depends on which one you're using. If it's PrinceofMars' (the one that's big right now), there is a definite bottom. Should be in all of them, in fact, because they're essentially empty terrain space with no background or foreground except what you build; I briefly used a creative mode flight tech mod to vacuum up all the stray blocks from the bottom of my shipmap, and it took a pretty decent time to freefall all the way to the bottom. Like, long enough that I actually timed my return time versus my time spent falling to make sure it wasn't going all Bowser's infinite staircase on me.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 02, 2014, 11:25:53 pm
Yeah princeofmar5. Freefall seemed to take quite a awhile so I started to teleport down and back up to the ship proper.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 03, 2014, 12:50:54 am
Yeah the original-original custom ship mod had a size limit set on ships to prevent load-time lag and keep performance sane. Princeofmars then came and punched sanity in the cojones, so you can now build very large, laggy, performance hogging ships that don't load all in one chunk and muck up server loads. But hey, bigger ships!

I'm very curious at this point what Chucklefish does to the expandable default ships when that's implemented. It'd better be pretty flashy or... Nah I doubt I got back to vanilla ships anyways.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on February 03, 2014, 12:56:18 am
I think I will prefer the look of the upgraded models to anything I would build myself. It would be nice if they were implemented via plot, rather than one of these montonous gathering chains, however.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 03, 2014, 01:11:06 am
(http://starbounder.org/mediawiki/images/thumb/0/00/Level_5_Ship.png/800px-Level_5_Ship.png)
Does look pretty attractive, I must say.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 03, 2014, 01:19:17 am
I would have stuck with the original sandbox ship but it did not get updated. I would think about reasonable prebuilts but they don't work in multi unless everyone has the files.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 03, 2014, 01:31:31 am
Meh. The human one is just a bunch of repeated boxes with more boxes on the outside. I'll probably just stick to my grand ships with reinforced glass observation domes and militant C&C's.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 03, 2014, 01:40:30 am
Meh. The human one is just a bunch of repeated boxes with more boxes on the outside. I'll probably just stick to my grand ships with reinforced glass observation domes and militant C&C's.
This. It's like they didn't even put any effort into it, just copy-pasted the original ship room a few times. Hell, even the big one is just like the others, except they've split it into two pieces and moved them a bit apart. WIP obviously, but still; I don't want my ship to just be a bunch of identical boxes with a shiny exterior. Not least because that looks super-inefficient to get around in. That, and the vanilla ship hold IS THE WRONG FUCKING SIZE. IT'S LIKE TWO TILES TOO SMALL IN THE VERTICAL DIMENSION. Also also, those boxes are shit for building a farm.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 03, 2014, 01:58:05 am
If you'll mod out meteors on forest, jungle, snow, desert, arid, and grassland planets (or just take them out of the game entirely), I'll totally join your server! Right now I'm playing single-player until someone does that because I just can't bear the thought of having my base suddenly demolished.

For what it's worth, not every planet seems to have these phenomena, though I could be mistaken about that. We currently have a nice castle in the works, and it's yet to be toppled by anything. :P

They don't some planets have special weather types (meteors, rainbow rain, acid rain--FUCKING ACID RAIN, I HATE IT, IT BURNS), others don't.

The problem with meteors is there is no indication whatsoever whether a planet will have them, and it can take hours before they appear. I spent FOUR HOURS on a planet, exploring and starting to build, before the first meteor came out of nowhere and destroyed everything.

And no, you can't protect yourself by building an obsidian roof, because the meteors spawn at the edge of your screen, even if you're indoors. So if the obsidian roof isn't visible at the moment, you can still get smashed to pieces without warning. It can even happen underground. The meteors just chase you around the planet.

Really, it's a completely broken feature right now. I've modded it out of any planet biomes I might want to build on (the ones I listed before). I left them on the other biomes because I have no problem with a risk of meteors while I'm just exploring or mining.

And yeah, they need to find a better way to deal with things than just centering everything around the player. It should be a simple matter to put a timer on the crops so they catch up when you re-enter the area, as has been said already. I'll have to go and get that mod - I didn't realize it had been fixed and was just growing everything on my ship (a very limited space). Meteors could be handled by first checking the player's surroundings and seeing if they're underground or indoors before they fall (something the game already knows how to do). I don't know about the rest of the planet. It's kind of absurd that meteors only fall where you are, that NPC constructions are never damaged by them unless you happen to be nearby, but on the other hand I know the whole planet can't be loaded at once or the game would kill your computer.

If I install this mod to fix the crop growing times, will it interfere with playing on a multiplayer server?
As far as the meteors go, that's handled server-side, I believe, so unless someone is willing to at least partially mod them out of a server, I'm still sticking with single player, at least until they update the game so we can tell which planets will have meteors before we spend hours building on them.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on February 03, 2014, 02:07:48 am
I need a little help testing something, if and when a willing subject gets the chance. It's come to my attention that (naturally) certain mods in multplayer require each player to have installed the mod personally in order for them to be compatible with the modded server.

To make sure I haven't effectively boxed everyone out, I'd appreciate if someone without Tabula Rasa tried logging in and fiddling with the crafting table at the bottom of the tower. If anything doesn't work or you're unable to log in, please get back to me. :P


Quote
If I install this mod to fix the crop growing times, will it interfere with playing into multiplayer server?

I think the result will be that the mod simply does not work while you are logged into the multiplayer You should still be able to access the servers and put along without any trouble.
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 03, 2014, 02:47:39 am
I think I've found the mod Sappho and other meteor-haters have been looking for here (http://community.playstarbound.com/index.php?resources/meteors-no-longer-destroy-blocks.1213/). I haven't tried it, but the youtube video on that page shows what it does, and the commenters seem happy with it. If that doesn't do it, I've figured out how to manipulate meteor damage somewhat. Let me know what you're looking for exactly and I'll try to put the mod together.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 03, 2014, 02:57:22 am
I modded my own game so that the storms simply don't happen on certain biomes, where I want to build. I like the fact that they destroy stuff when they fall, I just don't want them unexpectedly destroying stuff I built, unaware that the planet I'm on will have meteor showers.

If someone can explain to me how to make a mod, I'll upload my changes for others to use. This was my first attempt at modding and it seemed very complicated, the process of unpacking and repacking the files and all that. What I ended up doing was unpacking everything, deleting the meteor code from the biomes I chose, then repacking it all and replacing the packed.pak file in the assets directory. I assume there's a way to do it where I only need to pack the files I've changed and somehow tell the game to use my modded files instead of the default ones, but I have no idea how that would be done.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on February 03, 2014, 03:02:36 am
I think that meteors shouldn't destroy blocks that you place.

Or maybe it could be an option for each player?
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on February 03, 2014, 03:03:09 am
I think I've found the mod Sappho and other meteor-haters have been looking for here (http://community.playstarbound.com/index.php?resources/meteors-no-longer-destroy-blocks.1213/). I haven't tried it, but the youtube video on that page shows what it does, and the commenters seem happy with it. If that doesn't do it, I've figured out how to manipulate meteor damage somewhat. Let me know what you're looking for exactly and I'll try to put the mod together.

Thank you for this. Mod has been installed on server. :)
Title: Re: Starbound - We have lift off.
Post by: Andux on February 03, 2014, 03:14:33 am
To make sure I haven't effectively boxed everyone out, I'd appreciate if someone without Tabula Rasa tried logging in and fiddling with the crafting table at the bottom of the tower. If anything doesn't work or you're unable to log in, please get back to me. :P

I was able to log on OK with no mods. Where's the tower at?
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on February 03, 2014, 03:16:30 am
To make sure I haven't effectively boxed everyone out, I'd appreciate if someone without Tabula Rasa tried logging in and fiddling with the crafting table at the bottom of the tower. If anything doesn't work or you're unable to log in, please get back to me. :P

I was able to log on OK with no mods. Where's the tower at?

Aha, so that was you! It turns out that everyone gets there own starting world these days, meaning I'd have to party you and let you warp over. I can log in now, if you're willing to give it a try!
Title: Re: Starbound - We have lift off.
Post by: Andux on February 03, 2014, 03:20:04 am
I can log in now, if you're willing to give it a try!

Sure; I just logged back in now.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on February 03, 2014, 03:33:24 am
My fears were confirmed. Without having Tabula Rasa, Logical Recipes, and probably that meteor patch, my server is unplayable. Time to uninstall the whole load of it. :/
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on February 03, 2014, 03:36:57 am
That much should be predictable. Never mod a server unless you want all your clients to have the same setup as you do, that's like server rule #1.

There's exceptions in some games. But when you're running a server you should try to block those anyway, since they can let someone cheat in a vanilla environment potentially.
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 03, 2014, 04:16:05 am
If someone can explain to me how to make a mod...
Mods require no packing whatsoever, but you will want an unpacked assets directory so you can copy the appropriate paths.
1. Starting with an empty directory, create a text file called <your mod name>.modinfo. Fill this with the following:
Code: [Select]
{
  "name" : "<your mod name>",
  "version" : "Beta v. Furious Koala",
  "path" : "."
}
2. In the directory, create the subdirectories that trace the paths to the files you modified (in your case, biomes/surface/forest, etc.). Place your modded files in the appropriate locations.
3. Place the directory into Starbound/mods.
4. For uploading purposes, create a readme.txt and compress the directory into a .zip file.

If needed, you could download that mod I linked and follow it as an example.

The real problem with modding at this stage is that you'd have to update the mod with each new version of Starbound released, at a minimum changing the "version" line in the .modinfo file. You'd also need to check their .surfacebiome files each time to see if they changed anything, and modify those files if they did. Otherwise, your mod's users would unwittingly be updating their games but not their biomes. Basically, maintaining the mod takes work, and with the game still in active development, you'll end up updating it often. Alternatively, give people permission to modify your mod without your consent and hope someone else decides to take up maintaining it.

Not that I'm trying to discourage you or anything; modding's great, but there is a little responsibility that goes along with it.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 03, 2014, 04:27:20 am
Thank you for the explanation. Unfortunately I'm really completely lost when it comes to this stuff. I'm trying to follow your instructions but I don't understand what you mean. Please forgive my disability with coding/modding stuff...
1. The text file I can manage, I think, if that's the exact text it needs. How will I know what to update the version with when the game gets updated? Does it have to be exact?
 The empty directory, you mean a folder that I name with the name of my mod?
2. I'm not sure if I understand what you mean here. So inside this directory I create more folders, as though it were the assets directory? So inside my mod directory, I make a "biomes" folder, then inside that a "surface" folder, etc? Then put the files which have been changed inside there?
How does it work, anyway? The game looks at the mods folder first, then any files in there override the corresponding files in the vanilla game?
3. This I can handle.
4. I think I can handle this as well. But I thought in the current version, mods have to be compressed to .pak files?

Actually this mod was already created for the previous version. I tried contacting the creator and asking him to update it for the current version, but he hasn't responded. That's when I decided to take matters into my own hands and do it myself, which has been one hell of a process since I really have terrible difficulty understanding how it all works. (I tried taking a Visual Basic class in high school, and I barely passed even though I worked my ass off trying to learn and understand the code. In the end all I was able to comprehend were if...then statements.)

I certainly won't be playing the game as long as there's a chance my work might unexpectedly get destroyed by meteors, so if they don't fix it in the next version of the game, I will re-mod it anyway.

Just now I'm afraid I need to go to work, but I'll look at this more when I get home. Thanks for the help.
Title: Re: Starbound - We have lift off.
Post by: Andux on February 03, 2014, 04:29:29 am
My fears were confirmed. Without having Tabula Rasa, Logical Recipes, and probably that meteor patch, my server is unplayable. Time to uninstall the whole load of it. :/

Well, the parallax fix (http://community.playstarbound.com/index.php?resources/unofficial-parallax-fix.1384/) apparently does work when only the server has it, so I think the meteor patch should be OK to keep; I'd generally expect issues only with mods that rely on custom art or sound assets.
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 03, 2014, 05:45:03 am
I may just be bad at explaining things.
1. Exact text, correct. The version name is shown in the launcher and on the title screen, so just copy that whenever the game updates. The empty directory is a folder that you will name with the name of your mod (Starbound doesn't actually seem to care about the directory name, only the contents).
2. Correct. Your mod will override the vanilla assets file, which is why the directory structure needs to mimic the assets directory, otherwise your files end up in the wrong places when the game loads and won't do anything.
4. The game can't read packed mods. We pack it to .zip for uploading because that's what the Chucklefish forums require. The readme isn't strictly required but is good practice for placing a description, author info, instructions, permissions, etc. Otherwise someone may find the mod on their hard drive months/years later and not have a clue what it does.
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 03, 2014, 05:56:46 am
Hey, does anyone know if Toxic Plain biomes still spawn in Forest planets? I've searched far and wide for them on multiple forest planets but I have not found a single one.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 03, 2014, 10:11:38 am
My fears were confirmed. Without having Tabula Rasa, Logical Recipes, and probably that meteor patch, my server is unplayable. Time to uninstall the whole load of it. :/

Well, the parallax fix (http://community.playstarbound.com/index.php?resources/unofficial-parallax-fix.1384/) apparently does work when only the server has it, so I think the meteor patch should be OK to keep; I'd generally expect issues only with mods that rely on custom art or sound assets.
This seems about right. Serverside mods which change or remove vanilla files should be fine, but ones which add new content won't play nice with vanilla clients. Other side of the coin, but otherwise the same reason why sandbox ship mods work on vanilla servers while ship mods with modified models, etc. don't, and clientside mods that add workstations and such have their content deleted upon entering vanilla servers.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 03, 2014, 11:21:14 am
I may just be bad at explaining things.
1. Exact text, correct. The version name is shown in the launcher and on the title screen, so just copy that whenever the game updates. The empty directory is a folder that you will name with the name of your mod (Starbound doesn't actually seem to care about the directory name, only the contents).
2. Correct. Your mod will override the vanilla assets file, which is why the directory structure needs to mimic the assets directory, otherwise your files end up in the wrong places when the game loads and won't do anything.
4. The game can't read packed mods. We pack it to .zip for uploading because that's what the Chucklefish forums require. The readme isn't strictly required but is good practice for placing a description, author info, instructions, permissions, etc. Otherwise someone may find the mod on their hard drive months/years later and not have a clue what it does.

I don't think you're bad at explaining, I just have a hard time with this stuff. But I'm not giving up! I think I've just about got it. I only have to include the specific files I modified, right? Not every file in that directory?

Edit: On the official forum, someone mentioned using "__modify" to change things. Do I need to do that? If so, how does it work?
Title: Re: Starbound - We have lift off.
Post by: Aklyon on February 03, 2014, 11:28:22 am
As far as I know, _modify is for merging multiple mods.
Title: Re: Starbound - We have lift off.
Post by: Sergius on February 03, 2014, 11:39:51 am
Yeah the original-original custom ship mod had a size limit set on ships to prevent load-time lag and keep performance sane. Princeofmars then came and punched sanity in the cojones, so you can now build very large, laggy, performance hogging ships that don't load all in one chunk and muck up server loads. But hey, bigger ships!

Awesome. That means I can finally make a proper humongous Paradroid ship.

(http://i.imgur.com/crhuZ4s.gif)

Already finished the structure, I just need the rooms and stuff 8) http://imgur.com/McMTK59
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 03, 2014, 11:44:11 am
I did it! I think. Anyone care to test it out?

http://community.playstarbound.com/index.php?resources/meteorelief.1433/
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 03, 2014, 11:44:25 am
As far as I know, _modify is for merging multiple mods.

No clue, but it's used by the "magma world forever stuck in warp" mod fix.
Code: (magma.undergroundparallax) [Select]
{
  "__merge": [
    [ "overwrite", "nohueshift" ]
  ],
  "nohueshift" : true
}
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 03, 2014, 11:49:02 am
Oh, does anyone have a link to the mod that fixes crops so they grow even when you're not there? I would really like that, can't find it on the official forums (although they are very tough to search for some reason).
Title: Re: Starbound - We have lift off.
Post by: Aklyon on February 03, 2014, 11:57:03 am
Crops grow regardless of mods on your ship.
Title: Re: Starbound - We have lift off.
Post by: Sergius on February 03, 2014, 12:00:18 pm
Oh, does anyone have a link to the mod that fixes crops so they grow even when you're not there? I would really like that, can't find it on the official forums (although they are very tough to search for some reason).

Might be this one: http://community.playstarbound.com/index.php?resources/persistent-farmables.640/
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 03, 2014, 12:52:57 pm
Oh, does anyone have a link to the mod that fixes crops so they grow even when you're not there? I would really like that, can't find it on the official forums (although they are very tough to search for some reason).

Might be this one: http://community.playstarbound.com/index.php?resources/persistent-farmables.640/

That looks like it, thanks. Although now I'm having second thoughts about using it, since it says I'd be unable to use multiplayer... Hmmmmm....

Also, I appear to have forgotten to fix the arid biome on my mod. Just updated it.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 03, 2014, 01:04:10 pm
Unable to use vanilla multiplayer. Though that just means any crops you have on your ship would disappear if you joined a vanilla server. If you don't plant on your ship, it's fine.
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 03, 2014, 01:13:36 pm
Sappho, if you haven't found a server that blocks meteor damage, I have a server mod that I can set planets as protected from all sorts of damage, including greifers. I'd have to set you as an admin, but I trust you not to go randomly banning people. haha
Title: Re: Starbound - We have lift off.
Post by: Levi on February 03, 2014, 02:13:13 pm
I started up a new character recently and found such a nice home planet.  It has awesome rain storms (complete with lightning) that rain hard enough to fill wells and such.  Randomly the sky will fill up with thousands of shooting stars that blaze by(looks awesome).  Doesn't seem to be any poison water or meteors either, which is nice.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 03, 2014, 02:21:02 pm
I started up a new character recently and found such a nice home planet.  It has awesome rain storms (complete with lightning) that rain hard enough to fill wells and such.  Randomly the sky will fill up with thousands of shooting stars that blaze by(looks awesome).  Doesn't seem to be any poison water or meteors either, which is nice.
Coords please? I would like to see this.
Title: Re: Starbound - We have lift off.
Post by: Levi on February 03, 2014, 02:27:25 pm
I started up a new character recently and found such a nice home planet.  It has awesome rain storms (complete with lightning) that rain hard enough to fill wells and such.  Randomly the sky will fill up with thousands of shooting stars that blaze by(looks awesome).  Doesn't seem to be any poison water or meteors either, which is nice.
Coords please? I would like to see this.

Ah, I'm at work atm.  I'll try to post it when I get off work today. 
Title: Re: Starbound - We have lift off.
Post by: Wiles on February 03, 2014, 03:19:48 pm
Do you need to build sector map upgrades on every server you play on? I brought my character to another server and found that I could still build stuff with durasteel but I can't access any of the other sectors.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 03, 2014, 03:29:48 pm
Yes, unfortunately.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 03, 2014, 03:50:07 pm
Yeah, absolutely all the upgrades have to be remade. Your bosses should have dropped 5 of their unique item and upgrades in the X sector are not consumed when used.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 03, 2014, 04:12:43 pm
Yeah, between the 5-stack boss items and the fact that the tech upgrades aren't consumed, it isn't a big deal any more.
Title: Re: Starbound - We have lift off.
Post by: Andux on February 03, 2014, 05:11:24 pm
Hey, does anyone know if Toxic Plain biomes still spawn in Forest planets? I've searched far and wide for them on multiple forest planets but I have not found a single one.

They do. Try Alpha Ceti-Nine 354 I a (-22765145, -79161831).
Title: Re: Starbound - We have lift off.
Post by: Glloyd on February 03, 2014, 05:48:56 pm
Relavent (https://www.youtube.com/watch?v=GKL_FWhR_rE)
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 03, 2014, 07:05:04 pm
Wait.... why are they so big? Is that a hidden vanilla "fuck you" thing or is this a mod?
Title: Re: Starbound - We have lift off.
Post by: Gunner-Chan on February 03, 2014, 07:12:03 pm
Relavent (https://www.youtube.com/watch?v=GKL_FWhR_rE)

I've never enjoyed torturing my eardrums so much, wow.

Wait.... why are they so big? Is that a hidden vanilla "fuck you" thing or is this a mod?

Sometimes, they're just massive. Never settle on a planet with craters in the backround.
Title: Re: Starbound - We have lift off.
Post by: Levi on February 03, 2014, 07:16:32 pm
I started up a new character recently and found such a nice home planet.  It has awesome rain storms (complete with lightning) that rain hard enough to fill wells and such.  Randomly the sky will fill up with thousands of shooting stars that blaze by(looks awesome).  Doesn't seem to be any poison water or meteors either, which is nice.
Coords please? I would like to see this.

Ah, I'm at work atm.  I'll try to post it when I get off work today.

Alright.

Beta Quadrant, x=9000 y=8856.
Beta Alnasi Majoris VII b.

I'll see if I can get a screenshot with the shooting stars.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 03, 2014, 07:17:52 pm
I started up a new character recently and found such a nice home planet.  It has awesome rain storms (complete with lightning) that rain hard enough to fill wells and such.  Randomly the sky will fill up with thousands of shooting stars that blaze by(looks awesome).  Doesn't seem to be any poison water or meteors either, which is nice.
Coords please? I would like to see this.

Ah, I'm at work atm.  I'll try to post it when I get off work today.

Alright.

Beta Quadrant, x=9000 y=8856.
Beta Alnasi Majoris VII b.

I'll see if I can get a screenshot with the shooting stars.

Hm. What's the earth/grass/trees color and leaf theme?
Title: Re: Starbound - We have lift off.
Post by: Levi on February 03, 2014, 07:21:29 pm
I started up a new character recently and found such a nice home planet.  It has awesome rain storms (complete with lightning) that rain hard enough to fill wells and such.  Randomly the sky will fill up with thousands of shooting stars that blaze by(looks awesome).  Doesn't seem to be any poison water or meteors either, which is nice.
Coords please? I would like to see this.

Ah, I'm at work atm.  I'll try to post it when I get off work today.

Alright.

Beta Quadrant, x=9000 y=8856.
Beta Alnasi Majoris VII b.

I'll see if I can get a screenshot with the shooting stars.

Hm. What's the earth/grass/trees color and leaf theme?

Earth is brown, grass is yellowish(its a savannah), and trees are kinda twisty with green thorns.  The planet has a light green tinted sky.

Screenshot of daytime. (http://steamcommunity.com/id/_Levi/screenshot/468675188529291581)
Storming at night (http://steamcommunity.com/sharedfiles/filedetails/?id=224231484)

I'm waiting now for the shooting stars...  Hopefully they don't take too long.  Edit:  Too long, I'm bored of waiting.  :)  There are at least two different types of falling stars though, the kind that fall from above, and the ones that zip by horizontally.

I'm thinking of importing some nicer trees though.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 03, 2014, 07:34:12 pm
That's gorgeous!
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 03, 2014, 08:12:06 pm
The __merge command only works with .config files for now.

Sappho, the "name" line in the .modinfo file doesn't need the angle brackets (<>), but it won't hurt anything unless you try adding content (and even then it still might not hurt anything).
Title: Re: Starbound - We have lift off.
Post by: Rose on February 03, 2014, 08:29:09 pm
Relavent (https://www.youtube.com/watch?v=GKL_FWhR_rE)

I guess they tried so hard, and got so far,

but in the end, it didn't even matter.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 03, 2014, 09:20:30 pm
That's gorgeous!
Agreed, looks like I've found a place to settle down...
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 04, 2014, 02:01:47 am
My home planet is similar. Glitch village, heavy rain, occasional shooting star rain (glowing rain?). Very pretty white trees. Tiny planet though.

Spoiler: Behold! (click to show/hide)

66817397, 93391685 (alpha sector). Planet name Alpha Triaci 818 VII a, forest biome.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on February 04, 2014, 02:10:47 am
My home planet is similar. Glitch village, heavy rain, occasional shooting star rain (glowing rain?). Very pretty white trees. Tiny planet though.

Spoiler: Behold! (click to show/hide)

66817397, 93391685 (alpha sector). Planet name Alpha Triaci 818 VII a, forest biome.
Oh wow, that's the same rain I've got on my home (initial) planet! Benevolent light rain! :D Pretty much love that.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on February 04, 2014, 02:27:19 am
They look like tiny, crystalline meteorites.


You'd better hope there aren't any humungous crystalline meteorites where those came from.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 04, 2014, 02:53:08 am
I modded out the meteors on this planet, so there won't be. : )
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 04, 2014, 02:53:26 am
An asteroid field in my starter system has glowing rain like that. It's pretty fun to mine in harmless micrometeor showers.


So, In other news, I just spent a couple days with the Industrialization mod. I'm usually a pretty patient guy, but let me be completely honest: It's shit.


It's the grindy-est pile of turds I've ever played, and I played Diablo for several years. Just avoid it for your own sanity.
Title: Re: Starbound - We have lift off.
Post by: Reudh on February 04, 2014, 06:28:04 am
So I just started a Glitch, and the random generator came up with the name "Jim Beam".

Heh. For those that don't know, that's an alcoholic Whisky + Cola mix, popular in Australia and the US.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on February 04, 2014, 06:34:36 am
It does sound like an awesome sci-fi name for a protagonist.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 04, 2014, 07:57:10 am
I like the name generator in this game. Would be nice to see it expanded, though. There don't seem to be a lot of words in the mix.
Title: Re: Starbound - We have lift off.
Post by: motorbitch on February 04, 2014, 08:54:14 am
Cuddlebringer!

anyhow. what am i supposed to do once i have tier 10 gear?
on planets only tier9 stuff seems to spawn.
Title: Re: Starbound - We have lift off.
Post by: Levi on February 04, 2014, 10:31:35 am
anyhow. what am i supposed to do once i have tier 10 gear?

Build a giant statue of yourself in all your glory.  Ideally overlooking a village so they never forget.
Title: Re: Starbound - We have lift off.
Post by: Kaje on February 04, 2014, 10:46:33 am
So I just started a Glitch, and the random generator came up with the name "Jim Beam".

Heh. For those that don't know, that's an alcoholic Whisky + Cola mix, popular in Australia and the US.

It's not a mix, it's an actual Kentucky Bourbon whiskey. You can use it to mix, but it's like saying that Jack Daniels is a whisky + cola mix...
Title: Re: Starbound - We have lift off.
Post by: Reudh on February 04, 2014, 12:04:14 pm
Can you tell I don't drink it? The most common incarnation I see by the side of the road in the bad suburbs is usually whisky + cola, but I think I have seen it sold as just Whisky.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 04, 2014, 12:05:16 pm
(https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcT0yCOzO6wqhyFaJXAgMtky0i98DGifTbeXSU3JMXlBsVW9WKBP_qAq1o1a)
Title: Re: Starbound - We have lift off.
Post by: Kaitol on February 04, 2014, 12:13:13 pm
It's the grindy-est pile of turds I've ever played, and I played Diablo for several years. Just avoid it for your own sanity.

/run whiteknight.exe

If you had bothered to check, you probably would have noticed it got updated yesterday. Including

Most research Pixel cost Drastically reduced (Mostly in the machine prices).

It gets updated nearly every day and things are always changing, its had 93 updates since it released in December. There's a reason it's in the top 5 mods on playstarbound, and will soon have its own wiki. Also, the gear is not the point of the mod. The point is building up an industrial system to increase productivity.

Also, the version you played wasn't even a proper release, it was a release candidate so people could give feedback. It also has BETA plastered on every version number. So next time you want to insult something someone has put a lot of work into for free, actually investigate what it is you're playing, and if you don't like something titled Beta RC6, you maybe, just maybe should consider giving polite critical feedback instead of trying to scare people off it? Maybe?

/terminate whiteknight.exe
Title: Re: Starbound - We have lift off.
Post by: PTTG?? on February 04, 2014, 12:25:52 pm
Custom Spaceships are an excellent mod. It shows what this game needs to be like. I want to make improvements to the spaceship a constant part of the game. I want to upgrade the generator, run cables, add a mining laser, supercharge the engine, add a hydroponics bay and a research lab...

It could be so cool!

There's two major mistakes that they can still fix in this game:
1: Grind. I don't want a career, I want a game. Each session (of maybe 45 minutes to 2 hours) should allow me to make substantial advancement of my goals.
2: Linearity. This is the same problem that Terraria has. To make the best pickaxe, you need the second-best pick, and to make that, you need the third-best, all the way down to the very worst. This is just plain stupid. If I find enough gold to make (an absurd) gold pick, then let me make a gold pick! If I scan Alpha Quadrant enough, then I should eventually be able to find a single gun, or an alternative way to advance. This is a fantastic open-world game- don't mitigate it's best feature in the cause of organizing each player's experience.

There is a minor third thing. It's great where it is science fiction. I love it. But when I build a campfire on the floor of my spaceship in order to cook something, that ambiance is lost. When I fuel my hyperjumps by dumping coal into the engine, I don't feel like a space astronaut.

I enjoy this game. I just hope they focus on what makes the game unique and special, or else it will just turn into Terraria 2: Penguin Boogaloo.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on February 04, 2014, 12:51:42 pm
It's the grindy-est pile of turds I've ever played, and I played Diablo for several years. Just avoid it for your own sanity.

/run whiteknight.exe

If you had bothered to check, you probably would have noticed it got updated yesterday. Including

Most research Pixel cost Drastically reduced (Mostly in the machine prices).

It gets updated nearly every day and things are always changing, its had 93 updates since it released in December. There's a reason it's in the top 5 mods on playstarbound, and will soon have its own wiki. Also, the gear is not the point of the mod. The point is building up an industrial system to increase productivity.

Also, the version you played wasn't even a proper release, it was a release candidate so people could give feedback. It also has BETA plastered on every version number. So next time you want to insult something someone has put a lot of work into for free, actually investigate what it is you're playing, and if you don't like something titled Beta RC6, you maybe, just maybe should consider giving polite critical feedback instead of trying to scare people off it? Maybe?

/terminate whiteknight.exe
Looking at what the mod offers, I think the problem is that the basic premise of the mod is flawed. Of the many, many things it adds, a very large part is just advancing your so-called technological level, without any tangible returns. I.e. you build a workshop that allows you to make a resource that allows you to build another workshop that might end up actually resulting in something that's not a workshop or a resource to build a workshop.

It's a very interesting approach all in all, but in Starbound it is severely hampered by the simple limitation - every item is unique. There is no "copper sword", "iron sword", "steel sword", "silver sword", "depleted uranium sword", etc. Any new materials must have items explicitly defined to use them, otherwise they are useless. So Industrialization ends up being a lot of workshops that make other workshops and nothing else. Vanilla Starbound has a simple, yet sensible approach. While I agree that more materials could be useful and fun, the underlying system has to change first - otherwise the mod will not achieve the "variety" it seems to strive for, at least not in any reasonably foreseeable future - it's just too much work.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on February 04, 2014, 01:24:24 pm
Wild Turkey is better. :P
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 04, 2014, 02:18:05 pm

Yep, I specifically updated it yesterday to try out the "reduced costs" they added, which still did nothing to change the fact that it's grinding 10X the materials you'd need to progress, just to make other workshops to make more workshops to spend money to grind.

There may very well be SOMEthing good at the end of it, but if it takes me 2 days of exclusive work mining to get to the point where I see something new that ISN'T grinding for more mining, it needs work.

Oh, and I left them a comment, and was told that to fix my "having trouble collecting resources" problem, I should install a different miner pseudocheat mod.

It may very well be good in the future if they add something of practical value to the progression, but right now all it is is busywork that rewards you with more busywork. My assessment stands.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 04, 2014, 05:40:30 pm
There are a couple points that are being missed here:

1. If you start trying to grind up through it in Alpha Sec, you're going to take forever. No shit. I didn't bother with much beyond the initial macerator and electric furnace until I hit Delta, at which point it really took off in my eyes because it gave me things to work toward.

2. @Sean: Did you not bother testing it out before offering an opinion? The core element of it is that you're putting in a lot of effort to build up this resource base, but once you have, the menial tasks in SB are much less painful. I won't deny that's it's really fucking expensive in terms of pixels (I think I've put something like 85,000 pixels into it, and I've not hit the end of the tech tree yet), but the payoff is great. Now that I've done that, I can drop a pile of 500 ore into my hybrid macerator, pull out a stack of 1000 dust a minute or so later, drop that into my hybrid electric furnace, and get out a pile of 1000 ingots in another minute or so. It doubles the output you get per ore, but more importantly, it vastly speeds up the smelting times.

There are also machines that do things like turn iron into steel and titanium into durasteel without using coal, turn petals into stimpacks, etc. They all take time to build up to, but it makes things much smoother. Even though SB is still in beta and the mod is still rough around the edges, it offers a lot of content; of that, it's either stuff that exists to allow you to progress through it, or (this is the final-product stuff) stuff that removes a lot of the tedium from vanilla. More than that, though, it's a good stopgap, because it gives people something to do in endgame beyond showing off in multiplayer or wishing quests were in already.



Really, though, the ironic part of this in my eyes is that people so quickly transition from lambasting the people that want to skip the vanilla grind for being casuals to bashing this mod for being too grindy. That, and the fact that grind added by a mod is somehow bad while grind in vanilla is good, because reasons. Gotta love that hypocracy, eh?
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 04, 2014, 05:52:40 pm
I haven't tried the mod, but from the sound of it, the grind needed to reach this level of usefulness is far more than the vanilla grind. And aren't the same people lambasting both grinds here?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 04, 2014, 06:14:32 pm
Not from what I can tell. That aside, that's sort of the point: the stuff you get out of the mod is pretty powerful, but it isn't just given to you. Though TBH the main thing (the increase in ore processing efficiency/speed) only accounted for maybe a third of the investment I mentioned. The nice part, though, is that because it's basically endgame content, it's only grind if you treat it as grind. Most of the time when I make more of the tech tree stuff for it, it's because I realized that I had way too many ingots and voxels sitting around, so I used some of them for R&D to free up space. :x

But yeah, don't try to get very far in it if you're still in a low sector, it's very much endgame oriented from very early into the mod content.
Title: Re: Starbound - We have lift off.
Post by: Niveras on February 04, 2014, 06:32:02 pm
I could really use a mod that brightens the night, possibly and preferably without affecting the underground. (Not really sure if that's possible.) Don't tell me to up the gamma/brightness of my monitor, that is not a solution.

I find it entirely inconvenient to basically have to spend half my surface time sitting in a cave because the alternative is squinting at the screen to make sure I'm not running into dangerous things or missing anything. This seems like a prime candidate for a tech upgrade, but in the interim a blanket mod or, at minimum, an easily accessible piece equipment or backslot item would suffice. (Flashlight by itself is not sufficient but an item like that might work, depending on just how it works.)

Incidentally, I hope they plan to focus some on polishing the interface before they go gung-ho throwing more content into the beta. Keybinding goes without saying (which I know is intended), but also making the interface less of a hassle to use. Tech upgrades are big example there, but also just the general handling of the various windows - it could do with growing the tooltip in a different direction if the default goes offscreen, for example, and it would also be nice if windows (read: your inventory) did not reset whenever you open a container.

PS: 42 inferior brains and not one superior brain is ridiculous, particularly the extractor is such a pain in the ass to use. I swear, sometimes I clearly hit the enemy with it but it does nothing (never mind that they could be too close to get hit with the beam, as happens more often with rifle guns), on top of the inconvenience of its low damage virtually necessitating switching back and forth from it and real weapons, with the (probably intended but otherwise) inexplicable delay before it can be used and high energy cost.

PPS: Of course, I completely recognize that this is a beta so I have a really hard time justifying complaints like this. Especially when modding is already so full bore. Why should I complain/suggest improvements when I should just sit on it because things are probably just placeholder right now (I have no way of knowing what's actually planned or even how the planned things will be implemented), and if things really irk me why not just find a mod?
Title: Re: Starbound - We have lift off.
Post by: Aklyon on February 04, 2014, 06:44:05 pm
You could use the Lantern on a Stick at night and a flashlight, assuming you have a 1H weapon in your central slots. (or a two-hander there and switching between it and flashlight) That gives you enough light to see whats near you, but for mining you either have to dig more or bring brighter light sources with you.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 04, 2014, 06:46:36 pm
You could use the Lantern on a Stick at night and a flashlight, assuming you have a 1H weapon in your central slots. (or a two-hander there and switching between it and flashlight) That gives you enough light to see whats near you, but for mining you either have to dig more or bring brighter light sources with you.
This gent has the way o' it. Lantern onna Stick for your backslot light, flashlight for ambience.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 04, 2014, 07:06:15 pm
Re: Darkness
You can also warp back to the ship for a minute or two and it resets the planet to dawn, buuuut that sucks when you're working on the other side of the planet for some reason. I usually wait out nights or aim for a mobility tech fairly early on before I get too harvest-happy.

That said, there are mods for brighter backpack lanterns and one for a 360-degree flashlight which is pretty nice, so I've heard. I also like the cheap lights you can craft on the spot from the porta-printer, They only cost pixels and are brighter than torches, so you need fewer.

I'm right there with you on the state of beta and polish, though. I've seen screenshots of the keybinding interface in development, other than that I have no idea if stuff is done but not in public builds, half-finished, or in a design document somewhere. The stuff they've promised before is pretty massive though, so there's no telling how much of it will go into beta phase 1.

Ah. Fakeedit: This seems relevant to our interests. (http://playstarbound.com/the-future-of-chucklefish-and-starbound/)
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on February 04, 2014, 07:32:37 pm
PS: 42 inferior brains and not one superior brain is ridiculous, particularly the extractor is such a pain in the ass to use. I swear, sometimes I clearly hit the enemy with it but it does nothing (never mind that they could be too close to get hit with the beam, as happens more often with rifle guns), on top of the inconvenience of its low damage virtually necessitating switching back and forth from it and real weapons, with the (probably intended but otherwise) inexplicable delay before it can be used and high energy cost.
Heh. I got a superior brain on my first kill.

Not even joking.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 04, 2014, 07:37:18 pm
I just wish there was something you could do with inferior brains. Maybe eating them or something.
Title: Re: Starbound - We have lift off.
Post by: Niveras on February 04, 2014, 07:51:07 pm
You could use the Lantern on a Stick at night and a flashlight, assuming you have a 1H weapon in your central slots. (or a two-hander there and switching between it and flashlight) That gives you enough light to see whats near you, but for mining you either have to dig more or bring brighter light sources with you.

Unfortunately the lantern or lantern/flashlight is not nearly enough. I am looking for something that would, for example, change night from "gameplay altering" to "mere ambiance." I guess similar to what you see in most MMOs, where nightime is mostly just a tinting.

The sheer darkness of Starbound might not be such a problem if I had Terraria's "shift" tool convenience, something that I sincerely hope will get added back to Starbound. (I could see this sort of thing being a tech-ish thing, even; really, I can see a lot of such convenience things/items/functions being implemented as techs, although it would require many more tech slots as well as the ability to have more than one active a time, and probably the ability to research them independent of simply being found.)

Quote
That said, there are mods for brighter backpack lanterns and one for a 360-degree flashlight which is pretty nice, so I've heard.

I think I saw that in my cursory googling, but unfortunately it was a head item. I guess it shouldn't be too difficult to just make it a back item for my personal purposes.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 04, 2014, 07:53:29 pm
Nightvision goggles exist as a mod.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 04, 2014, 07:55:20 pm
Here's a mod for brighter back lights. (http://community.playstarbound.com/index.php?resources/tiered-survival-backpacks.843/) Though the highest tiered ones are a bit OP'd, combining light, heat, and warmth. And one of them has an annoying parachute effect.

Does anyone thing the microphone instrument sounds really, really bad?
Title: Re: Starbound - We have lift off.
Post by: Twi on February 05, 2014, 01:35:36 am
Microphones generally sound silly. Not...bad, just very, very silly.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 05, 2014, 02:02:07 am
I sure hope it's intended that you'll eventually be able to change your beam-down point on a planet. It's just ridiculous (not to mention irritating) that your ship is only capable of beaming you down to one specific place over and over again. Is that something that can be modded? I imagine if it were, then it would have been made by now, but I don't see it anywhere...

EDIT: And how does one obtain the lantern on a stick?
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 05, 2014, 03:51:46 am
Changing beam-down location is one of the top requests since ever. They say they're figuring out how to do it, just might take a little bit to implement.

Lantern on a stick is craftable from the work table once you kill the UFO and craft the tier 2 navigation upgrade.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on February 05, 2014, 04:03:02 am
Changing beam-down location is one of the top requests since ever. They say they're figuring out how to do it, just might take a little bit to implement.

Lantern on a stick is craftable from the work table once you kill the UFO and craft the tier 2 navigation upgrade.
Which really makes me question the intelligence of the player characters.

You can craft lanterns as soon as you get iron. Why do you need an encounter with a UFO and the creation of an advanced metalworking station to figure out that it'd be neat to tie one to a stick and wear it on your back?
Title: Re: Starbound - We have lift off.
Post by: scriver on February 05, 2014, 04:38:47 am
Changing beam-down location is one of the top requests since ever. They say they're figuring out how to do it, just might take a little bit to implement.

Lantern on a stick is craftable from the work table once you kill the UFO and craft the tier 2 navigation upgrade.
Which really makes me question the intelligence of the player characters.

You can craft lanterns as soon as you get iron. Why do you need an encounter with a UFO and the creation of an advanced metalworking station to figure out that it'd be neat to tie one to a stick and wear it on your back?

/me clinks the glass walls of flame-cage with his stabby-slasher
"Ssstab..?"
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 05, 2014, 11:34:29 am
Hm... There are some really lovely varieties of cobblestone in the game, yet when I mine them, they all transform into ugly boring light gray cobblestone.

Spoiler (click to show/hide)

Is this a bug? Should I report it?
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 05, 2014, 11:36:41 am
Sure, go ahead.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 05, 2014, 11:54:07 am
Thought I'd pass this along:
Tiy, Bartwe, and Molly did an Ask Me Anything on reddit regarding the "Future of Starbound" post from yesterday. There's some pretty interesting plans for stuff that will probably make it into the game someday, so if anyone wants to read over it, the main topic is stickied here. (http://www.reddit.com/r/starbound/comments/1x0usy/ama_about_the_future_of_starboundchucklefish_link/) The robot-generated summary post is available here (http://www.reddit.com/r/tabled/comments/1x135c/), though I haven't looked over the summary for completion.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on February 06, 2014, 08:17:02 pm
Hm... There are some really lovely varieties of cobblestone in the game, yet when I mine them, they all transform into ugly boring light gray cobblestone.

Spoiler (click to show/hide)

Is this a bug? Should I report it?
That's been in since the game came out.
Title: Re: Starbound - We have lift off.
Post by: scriver on February 06, 2014, 08:52:36 pm
I found the "rabbit people" (to me they look more like fleas, for some reason) on a planet myself, now. Surrounded by rainbow palms and neonmelons. A connection to the rainbow biome suggested.
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 06, 2014, 09:38:07 pm
I also encountered those people on all 4 Rainbow biomes I found on one planet, so I'm all but certain they're connected.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 06, 2014, 09:40:26 pm
And this is unmodded, right?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 06, 2014, 10:48:57 pm
And this is unmodded, right?
Yus. I've encountered them exclusively in rainbow biomes as well.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 06, 2014, 11:28:51 pm
Got any coords? I'd like to check this out.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on February 07, 2014, 12:06:03 am
Hm... There are some really lovely varieties of cobblestone in the game, yet when I mine them, they all transform into ugly boring light gray cobblestone.

Spoiler (click to show/hide)

Is this a bug? Should I report it?
That's been in since the game came out.
...Sappho: Where did you get such a nice outfit? O_o
Title: Re: Starbound - We have lift off.
Post by: Kaitol on February 07, 2014, 02:26:46 am
looks like regular old female glitch clothes and... some sort of vanity hat I haven't seen yet.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 07, 2014, 02:44:19 am
That's been in since the game came out.

That doesn't mean it's not a bug. Stone shouldn't transform when you mine it. I reported it, fingers crossed that they get it fixed.

...Sappho: Where did you get such a nice outfit? O_o

Haha, thanks. Regular Glitch noble "pants" (skirt), pilot's jacket, and hat with ears (don't remember where I found that sorry, just randomly in a chest somewhere).

Interestingly, I only just recently figured out how to use vanity items. For my first 45 or so hours of gameplay I assumed that if I wanted to look cool, I had to give up my armor. Then I noticed in a screenshot someone posted that someone had both armor and vanity items on in their inventory and I felt oh-so-foolish.

I woke up this morning thinking about Starbound (I am officially quite seriously addicted again). I keep trying to think of a way to make meteor showers work better. Obviously the whole planet can't be loaded at once or most players' computers would explode. But what about a sort of map of the whole planet? What if the game kept *only the terrain* of the planet open at all times? No plants, no trees, no animals, none of that. Just the shape of the blocks and nothing more. Surely that wouldn't take up that much space, and it would allow the game to check to see if there is *any* terrain above the player before deciding to drop flaming space rocks on them. So if you're on the surface, you're at risk, but you could build a dome around your building area and you'd be safe because the game would consider you underground.

Thoughts? Would this be possible, or feasible? I imagine it could be useful in other ways as well. While the map is open, the game could mark certain areas for meteor strikes and other such events, and they could be calculated when the player arrives in that area. So it appears that the whole world is active all the time, even though the game only updates areas when the player arrives there. This would go hand in hand with the very obvious need to mark all crops with a timer and have their growth update when the player gets near them.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on February 07, 2014, 02:47:16 am
(can't give thoughts, only skimmed-lacking time)

ARGH. Human pants and clothes are so boring. Dx I throw my envies at that. :I

Anyway, I remember that someone (dunno who) said that weather effects are generated on-spot, as in near the area [off screen maybe?] you're in, so the dome wouldn't probably work. Unsure though, just forwarding it.

...
I still envy that outfit. Only thing I got for my 'Sky Pirate' one is a black vest, white t-shirt and some blue jeans. Blargh. Not that awesome.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 07, 2014, 02:49:00 am
Yeah, weather effects are currently generated on the spot, at the edge of the screen, so you can get hit by meteors even underground, and building a protective roof is useless. That's why I suggest that the game keep a map of all the blocks on the planet, open whenever the player is there, so that it can check above the player (allll the way to the sky) and see if there is protection above their head before raining down flaming space rocks and ruining all their hard work.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 07, 2014, 03:47:41 am
I'd still be satisfied just with the ability to see if meteor showers will happen so I can avoid building on planets with them. I'd like for them to be in  because they're fun when exploring, and honestly there's so many planets finding one without a small subset of weather effects that I want to build on won't be a problem.

And then "keep all the planet loaded at once" thing is kinda how Terraria worked for its meteor drops. Let me get you a size comparison between Terraria's "full planet pixel by pixel" storage and Starbound's B-trees:

Terraria large world: 48 Mb
Starbound: barely under 2 Mb (largest file in my universe directory)

It was "okay" in Terraria because there's only one planet (and you could technically build meteor shields there, but they worked differently than SB's and spawn point was guaranteed meteor-safe), but consider a universe this size full of 20-50 mb planets, where everything you touch bloats the save folder that much more and 8 players on a server hog 400+ Mb just to land.

I completely agree that localized weather effects is annoying. I'd make it simpler though and just forbid the game from generating weather effects if you're below "sea level", or in the underground parallax layer. It may feel a little gamey, but I doubt the majority of players would notice unless it were pointed out to them.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 07, 2014, 05:12:50 am
But that Terraria map must have contained all information, including objects, trees, monsters... I'm not talking about details like that. Just the blocks themselves. I can't imagine that a simple map of *only* the blocks (a grid with 1 for a block, 0 for no block, maybe an extra 2 for background block) would take up that much space. No need to record what type of terrain there is or anything like that. Just presence and absence. It could be a very simple data file. Just some way for the game to check whether there's terrain above the player, even off screen, and possibly to mark locations where weather effects will take place when the player arrives (such as the results of meteor strikes). Or even, if not the whole planet, then at least a slice of the planet around the player going from very top to very bottom.

I have no problem with the meteors per se. I would also like to be able to detect them before landing on the planet, but as it stands right now, it can take hours for the first one to hit, so even exploring the planet isn't enough to rule them out. It should be possible to build a big shield over your living area and be safe, even if the shield is off screen.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on February 07, 2014, 05:20:19 am
And it should perhaps be possible to get advance warning (i.e. by sound, music, and background change), and treat the asteroids as hostile entities, capable of being shot down. Just a thought. Or just beam off the planet and wait the event out.
Title: Re: Starbound - We have lift off.
Post by: Reudh on February 07, 2014, 05:32:51 am
I'd like something like autocannons you could build that specifically target asteroids, vaguely like a SAM system. That way, you could define an area which needs protection from the meteors, all still within a given block.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 07, 2014, 08:41:20 am
Whoa... Just started a new character for multiplayer and I got THE BEST starting planet ever.

It's massive. It took me about 15 in-game days to go all the way around (stopping to loot, obviously). There are two friendly Apex towns complete with a couple of thought reassignment beds each (the ones that heal you super fast). I lost count, but at least 10 of those little mini USMC labs - just one room with 2 robot guards inside and a chest on a shelf above them. In one of those chests, I found a legendary bonehammer. It's an alpha one, so it only does 11 damage, but it's still worth having. In chests here and there I found a playable piano and also an overdrive guitar. In tech chests sitting right at cave openings I found the pulse jump and energy dash techs. Finally, the minibiome is tentacles.

It's on Ibid's server, so I don't know if it will generate the same for everyone, but it was a hell of a start. Coordinates: -87882053, 16636607
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 07, 2014, 09:34:32 am
Oh yeah, legendary bonehammers are stupid-good. I managed to find a tier-10 one, and it mines through everything softer than cobble faster than a diamond drill. Two swings and all soft materials (plus the delicious ores) in a ~8 block radius from the impact point are broken. :3
Title: Re: Starbound - We have lift off.
Post by: Reudh on February 07, 2014, 09:45:46 am
Sapling farms OP, pls nerf.

(http://i.imgur.com/HE9KYFY.png)
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 07, 2014, 10:03:12 am
I don't mind trees being easy to grow/farm. They should probably take longer to grow, but it takes some of the unnecessary grind out of the game to have trees so easily available. I don't play because I enjoy scrounging for wood. Anyway it's not like wood was ever a scarce resource. And being able to turn the wood into coal makes fueling the ship less of a hassle. These things were just a pain before.

Could I ask for a quick show of hands, who is playing multiplayer lately, and on which server? I want to start a building project, but I need to choose which server to do it on. I'd like to create a library of resources for others to use, so I want as many people as possible to have access to it.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 07, 2014, 01:05:01 pm
No MP for me, because no B12 servers with Industrialization.
Title: Re: Starbound - We have lift off.
Post by: Levi on February 07, 2014, 01:10:22 pm
Anybody know a good way to turn a mp4 into an animated gif(ideally being able to crop and choose a timeframe)?  I found a hilarious alien animal I'd like to save for posterity.
Title: Re: Starbound - We have lift off.
Post by: RexMundi on February 07, 2014, 01:14:51 pm
No MP for me, because no B12 servers with Industrialization.
this, also have own mod prefrences for my lan server with siblings
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 07, 2014, 01:31:29 pm
Could I ask for a quick show of hands, who is playing multiplayer lately, and on which server? I want to start a building project, but I need to choose which server to do it on. I'd like to create a library of resources for others to use, so I want as many people as possible to have access to it.
I usually play on Tylui's server, and obviously whenever he plays he plays on his server. At least as far as I'm aware.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on February 07, 2014, 01:47:08 pm
i do not want to add industrialization or any type of mod that needs to be installed client and server side, excludes too many people. I'm fine with compatible mods that do not require both, infact im searching for more server side mods. I already working on improving biomes with better weather and less meteor falls.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 07, 2014, 01:57:15 pm
You can use my meteor-limiting mod, if you don't have it already. I posted the link to it on the Steam thread. Once you have that in, let me/us know and I'll join your server and start looking for a good planet for my library/museum.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on February 07, 2014, 02:01:13 pm
Oh that was you, yea i sort of added it, more like i cloned the settings over to the Weather + mod :P

It has been added with included some new weather effects on different biomes.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 07, 2014, 02:01:48 pm
Hooray! I shall be on the server tonight then. : D
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 07, 2014, 02:17:27 pm
Hey all; changing the server status page to http://www.lanimals.com/starbound/

It's now on a VPS so the site will be up even when my computer isn't! BigD please updootz. :P
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 07, 2014, 03:13:40 pm
So much work. Who signed me up for this?! I'm trying to send Kerbals flying at near light speed when I should be writing a paper for a class I took last spring.

btw, updated
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 07, 2014, 03:25:43 pm
i do not want to add industrialization or any type of mod that needs to be installed client and server side, excludes too many people. I'm fine with compatible mods that do not require both, infact im searching for more server side mods. I already working on improving biomes with better weather and less meteor falls.
It's actually perfectly possible for people like me to play on a vanilla/vanilla+ server while using Industrialization, so long as we store all of our workshops, materials, etc. on a planet in our own universe. It's actually sort of good motivation to settle down.
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 07, 2014, 06:55:55 pm
Blatant advertising. (http://community.playstarbound.com/index.php?resources/ore-distribution-configurator.1506/)
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on February 07, 2014, 07:19:35 pm
You may want to add some screenshots.
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 07, 2014, 07:29:59 pm
I ask this in all honesty: Screenshots of what, exactly? The code? The .csv files? The tables represented by a third-party spreadsheet editor? The results of a modified table shown in Starbound even though it wouldn't be representative of what the utility/mod does out of the box? I really don't know what I could show that would be informative and not misrepresentative of what my work does, with respect to the typical Starbound mod user.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on February 07, 2014, 07:32:12 pm
Before and after shots of the distribution in game may help. Get a really extreme after, though.
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 07, 2014, 07:55:18 pm
Then I'd have to deal with people who install the util without reading the instructions, expecting that extreme distribution out of the box, only to be disappointed when they find nothing changed. Pictures are worth a thousand words, but they may not be the words you intend to say.
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 07, 2014, 08:16:33 pm
Screenshot for B12 (http://steamcommunity.com/sharedfiles/filedetails/?id=225534550). I'm still reluctant to put this up on Chucklefish or Nexus.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on February 07, 2014, 08:22:05 pm
Yeah, I think that'd do it. The planet is now diamonds.
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 07, 2014, 08:28:35 pm
...and coal and iron. Not that it has to be, which is the point. The user can change the distribution frequencies to whatever they'd like. Want less surface ore and more deep ore? Doable. Want loads of coal on the surface but nothing else? Doable. Want all ores on a Threat 1 world? Doable. Want to change the distributions of ores added by mods? Doable. (Can't change previously visited worlds, but that's a Starbound thing.)
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 07, 2014, 09:02:03 pm
Delete the file for that world?
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 07, 2014, 09:28:32 pm
Well, yes, if you don't mind losing any and all changes you've made to that world.
Title: Re: Starbound - We have lift off.
Post by: majikero on February 07, 2014, 10:23:09 pm
That's perfect to those who want to skip the grind. Well, short of removing the boss items from crafting recipes.
Title: Re: Starbound - We have lift off.
Post by: Niveras on February 07, 2014, 11:51:39 pm
(http://i.imgur.com/n1UIsDz.png)

No, really?
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 08, 2014, 03:58:23 am
I just discovered how to mod guns to fire odd projectiles. Like dragon fire... or meteors. Yes, meteors. I have guns that fire meteors now. It is as amazing as it sounds.

And the best thing is, it might just be compatible with vanilla servers. Obviously, restraint should be exercised, but come on, meteor guns.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on February 08, 2014, 04:21:26 am
I just discovered how to mod guns to fire odd projectiles. Like dragon fire... or meteors. Yes, meteors. I have guns that fire meteors now. It is as amazing as it sounds.

And the best thing is, it might just be compatible with vanilla servers. Obviously, restraint should be exercised, but come on, meteor guns.
You should create a tech that launches a meteor downward, and boosts you upward. Call it a "Meteoristic Booster"...
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 08, 2014, 04:28:33 am
Hahahah, sorry, not at the moment. What I did was extremely easy. I don't actually have any serious modding experience to do something like that. Not yet.

Also, yes. Those special guns are compatible with vanilla servers. It is a bit alarming that that's the case, as large meteors can destroy anyone's hard work in mere seconds. But, then again, if someone was seriously determined to grief here, they would've already figured out how to mod guns to fire large meteors anyway, so I don't think there's too much danger at the moment...
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 08, 2014, 04:29:49 am
There's already a mod that lets you call in orbital strikes. Simulating mass driver bombardment is the next logical step.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 08, 2014, 06:11:56 am
I'm making great progress on my house. Now that I don't have to fear meteors, I'm really enjoying it. Also the glowing rain I sometimes get is just beautiful.

Unfortunately Tellemurius' server is down at the moment, so I can't work on my library. Looking forward to that project, though.

Spoiler: Screenies of my base. (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Catastrophic lolcats on February 08, 2014, 07:16:25 am
Been playing this with my roommates and having a great time. Got to imperium gear pretty damn easily so I went around building a really awesome base. Found an Apex lab quite close to the spawn on an arid planet and thought it would be great to make a kind of Fallout/Mad Max crossover making the lab the centre of a massive post apocalyptic shanty village.
Worked extremely hard "aging" the lab using various materials and flattened the land where I started the outline for the village. Everything looked great and I even installed a colony creator mod so I could populate my planet where meteorites rained down from the sky and ruined everything I had done. Rage quit, not playing again for a long time. GG Starbound.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on February 08, 2014, 08:08:23 am
I ask this in all honesty: Screenshots of what, exactly? The code? The .csv files? The tables represented by a third-party spreadsheet editor? The results of a modified table shown in Starbound even though it wouldn't be representative of what the utility/mod does out of the box? I really don't know what I could show that would be informative and not misrepresentative of what my work does, with respect to the typical Starbound mod user.
It doesn't really matter of what, as long as there is at least one screenshot so people actually feel compelled to download the thing. And I don't mean for Bay12, but for the mod page.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on February 08, 2014, 08:13:59 am
Screenshot for B12 (http://steamcommunity.com/sharedfiles/filedetails/?id=225534550). I'm still reluctant to put this up on Chucklefish or Nexus.
*cough* *cough*
Before and after shots of the distribution in game may help. Get a really extreme after, though.
*more awkward coughs*
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on February 08, 2014, 08:30:04 am
And I don't mean for Bay12, but for the mod page.
*coughs back at you*
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 08, 2014, 12:58:42 pm
I agree with the rest, Leyic, even if you think the screenshots would be misleading, it WILL lead to more downloads. If you explain it right, people won't be confused. EDIT: In fact, why don't you take several screenshots, one of a ton of diamonds, one of a ton of rubidium, one of just coal, etc. to show that it can be set to different things, and it's not just an out-of-the-box change.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 08, 2014, 12:59:27 pm
Screenshot for B12 (http://steamcommunity.com/sharedfiles/filedetails/?id=225534550). I'm still reluctant to put this up on Chucklefish or Nexus.
*cough* *cough*
Before and after shots of the distribution in game may help. Get a really extreme after, though.
*more awkward coughs*

You do know that screenshot was posted AFTER MaximumZero asked for it, right?
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 08, 2014, 01:10:10 pm
Ultimuh come baaaack I missed you by like 20 seconds. :(
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on February 08, 2014, 01:19:56 pm
Oh? Well then, Ill rejoin.
Title: Re: Starbound - We have lift off.
Post by: Squill on February 08, 2014, 04:23:27 pm
Just played Starbound for a while, here's a couple of interesting things I found.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on February 08, 2014, 04:28:43 pm
The bombs make me suspect it to be a Legend of Zelda reference.
Title: Re: Starbound - We have lift off.
Post by: Moghjubar on February 08, 2014, 04:57:45 pm

Don't really know what the deal with this guy is. Some sort of frog merchant in an underground house full of dogs. It's probably a reference to something. As a side note, he sold bombs, 15 for 150 pixels.

You should let the dogs out and see what happens.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 08, 2014, 05:00:47 pm

Don't really know what the deal with this guy is. Some sort of frog merchant in an underground house full of dogs. It's probably a reference to something. As a side note, he sold bombs, 15 for 150 pixels.

You should let the dogs out and see what happens.
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Meta on February 08, 2014, 06:43:51 pm
There are a lot of nice tidbits in the reddit AMA about the future of Starbound, but this one is my favourite:
Quote from: Tiyuri
I'd love to add some really advanced dwarf fortress style base building. But the depth there is just too wild.
 (http://www.reddit.com/r/starbound/comments/1x0usy/ama_about_the_future_of_starboundchucklefish_link/cf75ia6)
Hehe :)
Title: Re: Starbound - We have lift off.
Post by: Mech#4 on February 08, 2014, 08:22:35 pm
I'd like lifts in the game if they aren't already implemented. I find the staircases and placing said stairs to be rather awkward.
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 08, 2014, 08:40:05 pm
Lifts and stairs are mostly pointless anyway when you've got grappling hooks and Boost techs.
Title: Re: Starbound - We have lift off.
Post by: Niveras on February 08, 2014, 09:07:11 pm
Grappling hooks are irritating to use; I hope they implement a keybind for it rather than having to switch back and forth from it.

There are ziplines but I guess they're not so effective for use in the small scale of a home base.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 08, 2014, 09:27:18 pm
Yeah the grappling hooks are infuriatingly finicky. I just want the old ivy whip back and would have been completely satisfied with that instead of the imitation worms ninja rope.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 08, 2014, 09:34:06 pm
I dunno, I like being able to fling myself with the grappling hook.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 09, 2014, 03:58:46 am
How do you make the zip lines, actually? That would be really useful in getting around the planet from the beam-down point, right?
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 09, 2014, 04:01:51 am
Skyrails require Durasteel, which is... Tier 4 I believe. I haven't stayed on one planet long enough to try them out yet.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 09, 2014, 08:35:16 am
Hooray, just got up to tier 4! Easier than I expected, just ducking in a doorway and shooting.

I'm having some frustration with weapons, though. I want a one-handed weapon so I can use the shield, but all the one-handed weapons I can find only attack directly in front, like the spear. Is that just an issue with Glitch weapons? I know they won't do as much damage as 2-handed ones, but at least I need to be able to attack in an arc. I know the hammer does that, but with that I can't use a sword...

Any suggestions for a good 1-handed weapon with an arc for an attack?
Title: Re: Starbound - We have lift off.
Post by: Nighthawk on February 09, 2014, 10:08:16 am
Unfortunately, there are none (as far as I've seen, and I've been through most of the game with friends now). All one-handed weapons swing in a teeny area in front of your character, severely limiting their attack range.

This is why a lot of people are begging for melee attacks to become fully directional (attack in any direction).
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 09, 2014, 10:27:33 am
Ah, I see. I swear I remember my first character having a one-handed sword that went in an arc, but that was many versions ago.

I just found a dog on a planet, as well, and I crafted a few capture pods. Advice on how to catch it? Any way to damage it below 50% health that won't either immediately kill it or make it attack me?

Earlier I found a dog on another planet, before I could get capture pods. It was running across volcanic terrain, then jumped into a pool of magma and died instantly. It was painful to watch. Poor doggy...
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 09, 2014, 10:36:05 am
I have no idea if you can capture them or not, but to do so you'd have to damage them and then hit them with a pokeball. Be warned the whole system as is is basically nonexistent. You can't manually recall something you've captured into a pokeball; you have to have something else kill them and on their death they drop the pokeball to summon them again. And that's it. It's a really awkward system.

If you want to hurt it without an instant kill I suggest crafting one of the early 1-hander swords and using a shield, or a shield with a machine pistol.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 09, 2014, 10:41:51 am
Hooray, just got up to tier 4! Easier than I expected, just ducking in a doorway and shooting.

I'm having some frustration with weapons, though. I want a one-handed weapon so I can use the shield, but all the one-handed weapons I can find only attack directly in front, like the spear. Is that just an issue with Glitch weapons? I know they won't do as much damage as 2-handed ones, but at least I need to be able to attack in an arc. I know the hammer does that, but with that I can't use a sword...

Any suggestions for a good 1-handed weapon with an arc for an attack?

Honestly, I very rarely go melee. Usually wind up getting a gun or two so I can pick off enemies before they close to melee range. Granted, I've got the ammo overhaul mod (http://community.playstarbound.com/index.php?resources/ammo-overhaul-mmn.474/) installed so guns are more viable, but, yanno.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 09, 2014, 11:07:31 am
I've changed my strategy from sword-and-shield to double-wielding swords and holding down both mouse buttons to rapidly attack anything that gets close. I still have to maneuver a lot to stay out of the way, but so far it's working better than anything else I've done. It's like waving a blender in front of me.

Shame about the pets. I still might get a dog just to keep at my house... Although, they'll just follow you, won't they? I can't leave it at home?
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 09, 2014, 11:11:13 am
I dunno about pets, but I do know that spawned NPCs will generally stay put. Unless you leave a door open and there's a hostile creature outside. Lost a chef that way. >_<
Title: Re: Starbound - We have lift off.
Post by: Reverie on February 09, 2014, 11:13:21 am
Wait, Starbound has dogs? When did this happen?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 09, 2014, 11:27:00 am
Last patch. You can't catch them yet, though.


For my part, I tend to stick with 2h swords, hammers, and axes for the overhead swing, and so that I can do the damages. I also remember 1h swords having a small arc rather than a straight stab, but I haven't used them for a good long while.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on February 09, 2014, 01:14:50 pm
I bet this (http://imgur.com/gallery/UMO3GVY), in some ways, is relevant to this game.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 09, 2014, 01:40:34 pm
I bet this (http://imgur.com/gallery/UMO3GVY), in some ways, is relevant to this game.
Like one of the commentators there, I also have that on a t-shirt.  :P
Title: Re: Starbound - We have lift off.
Post by: scriver on February 09, 2014, 03:06:15 pm
Spoiler: So ssstylish~ (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Frumple on February 09, 2014, 03:32:27 pm
It's the paunch that does it.
Title: Re: Starbound - We have lift off.
Post by: Sirus on February 09, 2014, 03:43:17 pm
Spoiler: So ssstylish~ (click to show/hide)
If there isn't a red version of that hat, I will be very upset.
Title: Re: Starbound - We have lift off.
Post by: Frumple on February 09, 2014, 03:54:05 pm
Dyes, siru. Even if there isn't naturally, it can be colored red anyway.
Title: Re: Starbound - We have lift off.
Post by: Reverie on February 09, 2014, 03:58:19 pm
Does Bay12 run a server? Because that would be sublime >u>
Title: Re: Starbound - We have lift off.
Post by: Frumple on February 09, 2014, 04:15:29 pm
Multiple ones. Check BigD's post on the first page of the thread, iirc.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on February 09, 2014, 04:18:04 pm
Does Bay12 run a server? Because that would be sublime >u>
http://www.lanimals.com/starbound/
Title: Re: Starbound - We have lift off.
Post by: scriver on February 09, 2014, 04:34:38 pm
How does dyes work anyway? I've never figured them out.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 09, 2014, 04:52:19 pm
They don't :(

unless mods.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 09, 2014, 05:07:47 pm
Get the dye bucket mod. It makes dyes work, adds a bunch of new colors, and dyed equipment retains the color even if you go into a vanilla server. You can bleach dyed items for something like 20 pix to return them to their default coloring. It's baws.
Title: Re: Starbound - We have lift off.
Post by: Sirus on February 09, 2014, 05:26:22 pm
Get the dye bucket mod. It makes dyes work, adds a bunch of new colors, and dyed equipment retains the color even if you go into a vanilla server. You can bleach dyed items for something like 20 pix to return them to their default coloring. It's baws.
Link? Also, does it break existing characters?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 09, 2014, 05:28:07 pm
Get the dye bucket mod. It makes dyes work, adds a bunch of new colors, and dyed equipment retains the color even if you go into a vanilla server. You can bleach dyed items for something like 20 pix to return them to their default coloring. It's baws.
Link? Also, does it break existing characters?
I can't think of any reason why it would; it didn't for me. (http://community.playstarbound.com/index.php?resources/dyeing-bucket-multiplayer-friendly.970/)
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 10, 2014, 01:31:41 pm
Okeydokey So i installed a restricted meteors. It doesn't get rid of them in all cases. It is only getting rid of meteors for the following biomes: arid, desert, forest, grasslands, jungle, and snow. If there's one that you think needs to come off I can add that to the list also, but keep in mind that it only works for UNGENERATED PLANETS. Any current planets that have already been visited will be unaffected by this mod. I don't mind adding this mod even a little, since Tarran has his own way of  making meteor showers.

There's another server-side mod I added that should make guns a little more fun. There are a few ammo types restricted to a gun based on its rarity. I've made it so that common guns have all the ammo types, and a couple more that I thought would be neat, so common guns should have a larger variety than normal. All other rarities are unaffected, with the exception of legendary rocket launchers, which can spawn small meteors. Tarran has an assault rifle with them, but I thought rocket launcher would be much less OP. :P
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 10, 2014, 01:49:29 pm
Would this be the ammo overhaul mod?
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 10, 2014, 01:51:19 pm
nope something I made myself, with Tarran's help.

I've also added the parallax fix for magma and volcanic worlds, so you should be able to travel to those without getting stuck in FTL.

All mods that I add will be compatible with vanilla clients, so players don't have to do any extra legwork to join.
Title: Re: Starbound - We have lift off.
Post by: Reudh on February 10, 2014, 02:10:28 pm
Oh wow, major haul on my first Gamma sector planet.

- Both the two initial techs
- Enough titanium to make myself a weapon and Knight's Armor
- Toxic Flower Backpack x2
- "Katheb's Wrath", an avian blaster, 82 dps @ 5 damage a shot @ 2 energy a shot, fires little firey orbs that slowly drift towards the ground, stacking all its DPS up at once without aggroing.
- Verdant Railgun, a railgun that inflicts poison, 68 dps, 42 damage a shot, @ about 30 energy a shot
- Awesome Boomerizer, a rocket launcher that drops carpet bombs.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 10, 2014, 02:23:36 pm
Oh wow, major haul on my first Gamma sector planet.

- Both the two initial techs
- Enough titanium to make myself a weapon and Knight's Armor
- Toxic Flower Backpack x2
- "Katheb's Wrath", an avian blaster, 82 dps @ 5 damage a shot @ 2 energy a shot, fires little firey orbs that slowly drift towards the ground, stacking all its DPS up at once without aggroing.
- Verdant Railgun, a railgun that inflicts poison, 68 dps, 42 damage a shot, @ about 30 energy a shot
- Awesome Boomerizer, a rocket launcher that drops carpet bombs.

Wow. Nice haul.

I'm kind of disappointed so far with Delta. Haven't found much of anything interesting. Keep dying to boss monsters and losing my pixels. I've only seen a few chests on these worlds and none had anything interesting inside. And the volcanic planets are cool and all, but it's such a pain to mine there that it's really not worth going.

I had much better luck in gamma. : /
Title: Re: Starbound - We have lift off.
Post by: kaian-a-coel on February 10, 2014, 04:29:54 pm
Do meteor showers happens as a rare occurence on all planets or is it planet specific?
Title: Re: Starbound - We have lift off.
Post by: Twi on February 10, 2014, 04:45:02 pm
Planet specific. If you see craters in the background, probably not a good sign.
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 10, 2014, 05:19:51 pm
Meteors aren't connected to the background at all. Each planet will get a weather set from its biome file. Some of those sets contain meteors. The way it's set up now, any given planet will either have meteors 3% of the time, large meteors 1% of the time, or no meteors whatsoever, irrespective of planet type. It's also set up so that if you see any weather other than clear or meteors, your planet won't have meteors.

On a similar note, more blatant advertising (http://community.playstarbound.com/index.php?resources/glowing-rain-color-variations.1543/), this time with pictures. It adds more colors of glowing rain.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 10, 2014, 05:23:39 pm
It's been proven that the craters in the background are, unfortunately, not related to there being meteors on a planet.

The meteors are a type of weather. When the planet is generated, there's a chance it will have meteors. It can take hours for the first ones to hit, though, so many people have decided a planet is safe from them, spent hours building a base, then had it smashed to pieces by flaming space rocks. Hence the desire to mod them out until they are fixed. Right now they're completely broken. They can even hit you indoors or underground, since they generate at the edge of your screen.

EDIT: Ninja'd! Oh well. Although I have heard that it's possible for a planet to have more than one weather effect. So you can get rain or acid rain or snow, and still have a small chance of getting meteors as well.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 10, 2014, 05:24:53 pm
Gah, double post. Bay12 forums have been awfully crashy lately, haven't they?
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 10, 2014, 05:38:22 pm
Don't confuse momentary errors with crashes. And they haven't started just recently, it's been like this for... months on end.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 10, 2014, 05:45:47 pm
It's been like this for years. Pretty much forever, actually, or at least as long as I've been around (7 years so far). The word "crash" is not accurate but I didn't know the correct term and it sounded close enough. Anyway, it seems to be happening more often recently than it used to. The past few days have been particularly bad.

Not a complaint, in any case. (Toady and Threetoe do all this on their own for free and I love them both.) Just an explanation of my double post.
Title: Re: Starbound - We have lift off.
Post by: scriver on February 10, 2014, 07:30:14 pm
(Toady and Threetoe do all this on their own for free and I love them both.)

I couldn't help but imagining you in a corner rocking back and forth as you said this. Coping mantra :P
Title: Re: Starbound - We have lift off.
Post by: Aklyon on February 10, 2014, 07:43:05 pm
I've been having a feeling Toady & Threetoe expected to have a much smaller forum than the one they have since the 504s starting being somewhat more of a problem.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 10, 2014, 08:40:18 pm
Blurgh. Contemplating wiping my modlist clean, and installing new ones based on suggestions. e_e
Title: Re: Starbound - We have lift off.
Post by: CaptainKobold on February 10, 2014, 08:43:10 pm
I didn't realize there was a Starbound thread over here!  Guess I should do the necessary shameless promoting...

If you like DF and Starbound maybe you'll like the Kobold Mod (http://community.playstarbound.com/index.php?resources/kobold-race.763/)!  Good for all of your kobold in Starbound needs.  Hopefully.

CaptainKobold, out.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 10, 2014, 08:53:26 pm
Someone else already promoted you. In fact, there's a suggestion LP starring a kobold in starbound. Did you really think you could make a kobold mod and not be detected by the mighty Bay12?
Title: Re: Starbound - We have lift off.
Post by: Neonivek on February 11, 2014, 02:46:39 am
I am kind of REALLY bored of solo play in Starbound right now. What are the multiplayer servers currently and the standard Bay12 password? (which I know cannot be said in main chat)

Also if you don't want me there, that is fine too.
Title: Re: Starbound - We have lift off.
Post by: Evilsx on February 11, 2014, 02:59:49 am
http://www.lanimals.com/starbound/
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 11, 2014, 04:02:46 am
I would suggest Tylui's server, for everyone involved. Me and Tylui are pretty active on that, and there aren't too many others on, so we're beginning to feel lonely.

Of course, I also encourage people to go to Ibid's server if he's on. He's getting very little attention, and he deserves at least some for starting up a server.
Title: Re: Starbound - We have lift off.
Post by: CaptainKobold on February 11, 2014, 09:03:29 am
Someone else already promoted you. In fact, there's a suggestion LP starring a kobold in starbound. Did you really think you could make a kobold mod and not be detected by the mighty Bay12?

I saw that! It is ridiculously exciting coming back here and seeing that my recent work is being used and played with.  All hail the mighty Bay 12 Forums!
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on February 11, 2014, 12:25:46 pm
Can someone link me a list of the mods Tylui is using? Planning on returning to multiplayer.
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 11, 2014, 01:36:48 pm
I've got:

MeteoRelief
parallax_fix
TTWackyGuns

Which they are all server-side mods. Vanilla client will connect just fine!
Title: Re: Starbound - We have lift off.
Post by: rabidgam3r on February 11, 2014, 02:31:19 pm
I've got:

MeteoRelief
parallax_fix
TTWackyGuns

Which they are all server-side mods. Vanilla client will connect just fine!
Thanks. Also, I tried to connect to yours and it said 'wrong password'. Did you put a password on it, or am I an idiot?
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 11, 2014, 02:37:01 pm
The password is the name of the race most often played by members of this forum when playing the game for which the forum was created. ; )
Title: Re: Starbound - We have lift off.
Post by: majikero on February 11, 2014, 03:44:27 pm
kobold?
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 11, 2014, 03:50:57 pm
kobold?

lol

And sappho is correct, it is often the passwords for servers run by members of this forum. If you're unsure still, gimme a PM and I'll tell ya
Title: Re: Starbound - We have lift off.
Post by: Lukewarm on February 11, 2014, 07:13:46 pm
Terran was right-Tylui's server IS lonely! On the plus side, I've found lots of delicious metal.
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 11, 2014, 07:18:57 pm
It would be a lot less lonely if you were actually on it, Lukecold.
Title: Re: Starbound - We have lift off.
Post by: Lukewarm on February 11, 2014, 07:23:00 pm
I had been for a while, but then I left. Found two Ribbits.
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 11, 2014, 08:03:33 pm
Sappho, Tylui wants to know when you're going to log on. He didn't ask me to ask you but I'd figure I'd ask anyway.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 12, 2014, 02:40:42 am
I can't promise when I'll have time. During the week I'm most likely to be on in the evenings (GMT+1). Around 6 pm or later. On the weekends I could come on anytime.

What time zone are most of you in, on Tylui's server? Is it mostly Americans, or Europeans, or people elsewhere, or a mix? Time zones are a big factor.

In any case, I'm not interested in a lot of fighting. I like exploring sometimes, but mostly I do that single player. My main goal in the multiplayer is to build a big facility for everyone to share things, which I'll probably also do myself just for simplicity's sake, then when I've done everything I want to do I'll invite everyone else there to use it and build whatever other things they want.
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 12, 2014, 03:03:17 am
There has not been any case of intentional fighting, ever, on Tylui's server when I've been around. And I'm around a fair amount of the day. So you're covered there. Besides, only in X is PvP allowed, and PvP is not possible between party members anyway. You'd pretty much have to intentionally request PvP.

Me and Tylui are both west coast US. Noon for us is 8 PM GMT+0.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 12, 2014, 03:06:13 am
Not likely that we'll be online at the same time then, other than possibly on the weekends. That's a 9 hour time difference. It is possible that if I play in the morning sometime before work, you'll still be up.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on February 12, 2014, 10:42:26 am
ugh, i still need to finish building the server box >_>
Title: Re: Starbound - We have lift off.
Post by: PTTG?? on February 12, 2014, 03:25:12 pm
Does anyone know what Matter blocks are used for? The Makeshift Armor is way worse than the Durasteel armor I already have, is there anything else?

Also, where do I need to go in the Delta sector to get some really good weapons- I need something good enough to handle the last boss and keep me alive in Sector X.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 12, 2014, 03:29:19 pm
Also, where do I need to go in the Delta sector to get some really good weapons- I need something good enough to handle the last boss and keep me alive in Sector X.

Good question. I've only found a couple of chests on all the delta worlds I've visited, and none of them had anything of use in them. It's very disappointing.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 12, 2014, 03:34:09 pm
Same as any other sector: in the next sector. Or, craft them yourself, look for the bird airship.

Then get ~50 or so turrets and place them in alternating directions on a large, flat place. Summon the boss there. They won't do much damage, but they'll help distract it.
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 12, 2014, 04:04:53 pm
As it is the ones you craft yourself at the end of the current tier will always have better dps than what you can find. That's bound to change. That being said, you can find weapons that will better suit your playstyle, at the cost of overall DPS. For example I have a hammer with just 3500 dps, where the craftable impervium hammer is 4444. But, as it does 5k+ per swing, I like it better. it's much slower, but I like it much better.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on February 12, 2014, 08:08:42 pm
I do fear personally that crafting could end up useless (and for some pieces of equipment... YEP they really are...) or overpowered.

It is rare I see a game actually get the balance right.

But I cannot base it off of the game as it is currently. Which is an odd "functional" state. (odd in that... it is probably the most functional alpha I've seen.)

---

Also I know no one will agree with me... But would anyone rather spears.. Aim rather then their current linear attack? I actually find the lack of an upward slash to work against me a lot more then the extra range aided me.
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 12, 2014, 08:24:33 pm
Also I know no one will agree with me... But would anyone rather spears.. Aim rather then their current linear attack? I actually find the lack of an upward slash to work against me a lot more then the extra range aided me.
Good god man you are pessimistic.

I agree completely. In fact, I believe every weapon needs directional attacks.
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 12, 2014, 08:47:48 pm
Oops. Server crashed without me knowing it! It's back up now.
Title: Re: Starbound - We have lift off.
Post by: CaptainKobold on February 12, 2014, 09:05:48 pm
I think aimed attacks are planned for spears!
Title: Re: Starbound - We have lift off.
Post by: Neonivek on February 12, 2014, 09:08:03 pm
Also does the double jump work or am I not doing it right?
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 12, 2014, 09:28:52 pm
Make sure it's equipped and not merely locked in. You can have 4 locked in techs, but you have to select only one on your inventory screen. Basically you can only use one at a time, but carry around 4.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on February 12, 2014, 09:34:11 pm
Make sure it's equipped and not merely locked in. You can have 4 locked in techs, but you have to select only one on your inventory screen. Basically you can only use one at a time, but carry around 4.

That is an odd system.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on February 12, 2014, 10:22:50 pm
Make sure it's equipped and not merely locked in. You can have 4 locked in techs, but you have to select only one on your inventory screen. Basically you can only use one at a time, but carry around 4.

That is an odd system.
Theres plans to be less awkward.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 12, 2014, 11:13:55 pm
There's plans for everything to be less awkward.
Title: Re: Starbound - We have lift off.
Post by: PTTG?? on February 13, 2014, 12:17:20 pm
I know I would love to have double-jump and dash enabled at the same time.

So I beat the jelly boss. I found a fantastic way to damage bosses:

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Reverie on February 13, 2014, 12:22:00 pm
I think I'd like to join a server, but I'm unsure which one here on Bay12 would benefit from another player the most.
Also, my character is fresh because I didn't bother creating a new one after the wipe. Blegh.
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 13, 2014, 03:57:47 pm
Well, it's hard to say. Ibid's server is getting very little attention, and really needs more players, but Tylui's server is often nearly in the same state.

Really, though, you should also think of what would be the most fun for you. Tylui's server sometimes has a couple people on at times, Ibid I don't think has people most of the time.
Title: Re: Starbound - We have lift off.
Post by: bluejello on February 13, 2014, 08:20:26 pm
of course, there is the issue that I can't connect to tylui's server right now, just says join failed. I got in yesterday so I have no idea what happened
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 13, 2014, 08:45:02 pm
The reason why is because Tylui's server is down (http://www.lanimals.com/starbound/), and he hasn't been on Steam for 7 hours.
Title: Re: Starbound - We have lift off.
Post by: bluejello on February 13, 2014, 09:41:47 pm
but... but... that website said it was up when I was trying before.  may of been a cached version of it though.
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 13, 2014, 10:47:48 pm
It probably was. When I checked it before you posted, it was offline.
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 14, 2014, 10:27:51 am
Hello! Sorry about the service interruption folks! My cable service provider had a fiber optics line cut leaving literally thousands of people without internet yesterday. The service I have is the only one that makes sense, cheap and very fast. I was glad to find out I wasn't alone but still a whole day without internet, my head almost exploded.

I went to sleep at about midnight, and the internet was still out. My server logs show someone logged in at 12:30... figures!
Title: Re: Starbound - We have lift off.
Post by: Sergius on February 14, 2014, 11:24:51 am
It probably was. When I checked it before you posted, it was offline.

Maybe set your html to no-cache, or expire... um, something (I don't really know).
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 14, 2014, 11:35:49 am
How about the much more simple answer: I hit refresh page after I loaded it the first time? :P
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 14, 2014, 12:55:29 pm
What do y'all think about a new Starbound thread since the OP is gone?
Title: Re: Starbound - We have lift off.
Post by: Sergius on February 14, 2014, 01:41:07 pm
How about the much more simple answer: I hit refresh page after I loaded it the first time? :P

Sorry, that was aimed to the maker of the page, or something. I think it's Tylui.
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 14, 2014, 02:05:01 pm
It shouldn't cache since each server is updated using an ajax request. You MIGHT get a cached version for a split second before the ajax completes, but I find that unlikely. If he's like me and leaves the page open all the time, he'll need to manually refresh. I don't want an auto-refreshing page because it'll poll the servers more often than needed.
Title: Re: Starbound - We have lift off.
Post by: bluejello on February 14, 2014, 06:38:42 pm
I guess I can set it to auto-reload every thirty minutes or somethingnevermind, I don't need it refreshing if I am not looking at it anyways,  all I know is that it showed the server as being up when I was having trouble connecting about 7 hours before commenting here.
Title: Re: Starbound - We have lift off.
Post by: Vector on February 15, 2014, 03:28:04 am
Spoiler: And the Soliship! (click to show/hide)

Crossposted from happy thread :3
Title: Re: Starbound - We have lift off.
Post by: Reudh on February 15, 2014, 05:49:54 am
I like the Hylotl ship.
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 15, 2014, 06:14:14 am
More self-advertisement: I've made a mod that adds six more types of storms (http://community.playstarbound.com/index.php?resources/more-storm-variations.1576/) (acid, ash, glowing rain, lava, sand, and snow).
Title: Re: Starbound - We have lift off.
Post by: scriver on February 15, 2014, 07:42:12 am
Spoiler: And the Soliship! (click to show/hide)

Crossposted from happy thread :3

Gotta love toilet tea.

...That actually strikes me as a very Floran thing.
Title: Re: Starbound - We have lift off.
Post by: Reudh on February 15, 2014, 07:51:54 am
Spoiler: And the Soliship! (click to show/hide)

Crossposted from happy thread :3

Gotta love toilet tea.

...That actually strikes me as a very Floran thing.

Oooh, that reminds me of an anecdote from my early childhood. Back when I was very young, my dad had a huge vegetable garden and one of the methods of fertilising the garden was to take cow manure, put it in a big barrel, fill it to the brim with water and leave it to ferment.

Three-year-old me was very amused by the concept, and seeing it being poured onto the garden one day I commented that "That looks like tea!" He said it was "very very yucky cow poo tea", so the idea stuck with me for a long time.

Florans would probably like cow poo tea.
Title: Re: Starbound - We have lift off.
Post by: Squill on February 15, 2014, 08:26:11 am
Alright, it's time for me to join my first multiplayer server. I'll join Tylui's, I hope  that there's people on it.
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 15, 2014, 10:18:43 am
Spoiler: And the Soliship! (click to show/hide)

Crossposted from happy thread :3

Gotta love toilet tea.

...That actually strikes me as a very Floran thing.

Oooh, that reminds me of an anecdote from my early childhood. Back when I was very young, my dad had a huge vegetable garden and one of the methods of fertilising the garden was to take cow manure, put it in a big barrel, fill it to the brim with water and leave it to ferment.

Three-year-old me was very amused by the concept, and seeing it being poured onto the garden one day I commented that "That looks like tea!" He said it was "very very yucky cow poo tea", so the idea stuck with me for a long time.

Florans would probably like cow poo tea.

And that reminds me of an anecdote from my daughter's early childhood. As in like two days ago. I had finished drinking my redbull and I knew it was empty. I was lying down in the back room, when she came in holding it. She took a sip and I figured grandma had filled it with some water for her! how nice! So she shoves it in my face and says drink! So I do. Then I get up after a few minutes and walk past the bathroom, where I see the real source of the water; she's been filling it up in the toilet and dumping it out, completely failing to drink any herself. She gave me toilet tea. Blech.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 15, 2014, 10:45:21 am
Guh. Also, modding makes joining any server a hazard. Like, I don't know how race mods would interact with it for one thing (been mucking around with that Avali thing lately because fluffeh space raptors), and I don't want to lose any of the mod-related items I've collected in my saves. .-.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on February 15, 2014, 02:37:38 pm
Hmm...

Spoiler (click to show/hide)

Will any of these conflict with servers?

SF uniform is Star Trek uniform, MMNgun is ammo overhaul and VitsoU is Variety is the Spice of the Universe.

Most likely VitsoU and MMNgun however I am probably wrong.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 15, 2014, 03:08:07 pm
If it adds ANY items, then yes. If it changes the look of something, then yes but it should not be an issue as other people will see the vanilla appearance.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 15, 2014, 05:16:39 pm
More specifically, if it adds items, make sure to leave them on a planet in your SP universe before coming to multiplayer. Things should only be deleted if they're on your ship or person.
Title: Re: Starbound - We have lift off.
Post by: mattie2009 on February 15, 2014, 05:59:29 pm
Meanwhile, in another time...

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on February 15, 2014, 07:00:47 pm
More specifically, if it adds items, make sure to leave them on a planet in your SP universe before coming to multiplayer. Things should only be deleted if they're on your ship or person.
Actually, items on your person don't seem to be affected, I'd tested on a few servers and until I dropped the modded item it was fine, as soon as I dropped it it became a perfectly generic item.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 15, 2014, 07:05:41 pm
More specifically, if it adds items, make sure to leave them on a planet in your SP universe before coming to multiplayer. Things should only be deleted if they're on your ship or person.
Actually, items on your person don't seem to be affected, I'd tested on a few servers and until I dropped the modded item it was fine, as soon as I dropped it it became a perfectly generic item.
Hm. I could swear I've had them break on join. :/
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on February 15, 2014, 07:13:49 pm
It's probably best to be safe and stash them, yeah.
Title: Re: Starbound - We have lift off.
Post by: mattie2009 on February 15, 2014, 07:57:37 pm
Modded items will vanish or turn into PGEs, placed mod items on your ship will just vanish, although their collision data might not update correctly and the game will still think they exist in terms of where players can stand.
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 15, 2014, 11:56:48 pm
I regret being generous with my special weapons on Tylui's server. It's clearly not healthy for the server.
Title: Re: Starbound - We have lift off.
Post by: Lukewarm on February 16, 2014, 12:09:00 am
I regret being generous with my special weapons on Tylui's server. It's clearly not healthy for the server.
What made you think that was a good idea?
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 16, 2014, 02:23:10 am
I had faith in people's ability to control themselves.

Might have been a incorrect assumption.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 16, 2014, 02:26:38 am
Yeah, who was it that blew me up yesterday?

If I recall correctly, there are ways for servers to allow players to protect their home planet and ship with permissions... I'm sure I saw that somewhere. Maybe with mods. Is it possible to do that on Tylui's server so people don't accidentally blow up houses and whatnot?
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 16, 2014, 02:48:51 am
Yeah, who was it that blew me up yesterday?
Hey, that was entirely an accident. I had no idea that rocket explosions could kill friendlies--I've never had that problem anywhere else. I had thought it would just kill the monster in front of you and leave you alive.

If I recall correctly, there are ways for servers to allow players to protect their home planet and ship with permissions... I'm sure I saw that somewhere. Maybe with mods. Is it possible to do that on Tylui's server so people don't accidentally blow up houses and whatnot?
I think the only way is through using server plugins. Fortunately, Tylui's server has StarPy or something like that, which DOES accept a /protect command. However, I don't think it's as simple as it seems. It can only be used by administrators, and it only allows registered-rank players to edit planets. Do note it does not state specific players, it just states the rank, which probably means anyone who can have a protected planet can also change other protected planets. Plus, Tylui's server has some problems remembering ranks as far as I know: Tylui always promotes me to mod, and every once and a while the server forgets this. So that means you could potentially end up with everyone unable to edit their protected planets.

Anyway, I'll probably remove those guns from my safes. They're dangerous out in the open, and of inferior quality anyway (compared to what you can make). Plus, I always am nervous when someone picks them up from my ship.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 16, 2014, 08:09:40 am
Question: how do the skyrails work? I can make a line with them, have the skyrider tech enabled, but can't seem to figure out how to "ride" the rail.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on February 16, 2014, 08:13:44 am
Never tried it either. Try pressing F.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 17, 2014, 12:32:46 am
Press F indeed. You ride on the underside, align the glowy wheel thing with the track and use AD to steer.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 17, 2014, 02:08:18 am
Aha. How did anyone figure that out? I don't see any direction to use F for anything.

Thanks! This will come in handy in creating my library world. I'm going to include an underground metro that people can ride from place to place, complete with a big stack of skyrail rider tech upgrades at the beam-down point.

Also, yesterday I spent a few hours grinding my way up to top-tier equipment. It took a lot of time mining for enough ore to get the upgrades to get the next ore to get the upgrades for the next ore, etc., and I had to stay completely underground (careful to avoid any and all creatures that might instantly kill me), but now I have the best stuff, and I no longer need to fear, for example, exploring gamma planets looking for titanium for my skyrails.

Furthermore, I visited my first tentacle planet, and the music is AWESOME.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 17, 2014, 02:34:07 am
Funny story about that. I had the same problem with the Morph Ball tech the first time I picked it up. I tried everything sensible and looked up the F command, probably on reddit.

How did the guy figure out what activates it? By pressing every key on the keyboard until one of them did what he wanted.

Beta? Beta. *sigh*
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 17, 2014, 03:22:32 am
Furthermore, I visited my first tentacle planet, and the music is AWESOME.
Indeed.
Title: Re: Starbound - We have lift off.
Post by: bluejello on February 17, 2014, 11:57:34 am
when I got the morph ball, I think the description of the tech tells you to press F, I never had a issue with it.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 17, 2014, 12:03:25 pm
when I got the morph ball, I think the description of the tech tells you to press F, I never had a issue with it.

Must be new, and that's a good change. Only tech I've found since the last wipe is... rocket jump  :-\
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 17, 2014, 12:40:05 pm
The skyrail tech definitely does not tell you that. It just says Unlocks the ability to ride the skyrail!"

In any case, I have finally selected my planet on Tylui's server and am starting to construct my transportation system and buildings. It looks like it's going to take a lot longer than I realized, but I suppose that's to be expected. I'll also have to raid a lot of worlds for building materials, since I don't have the pixels to print them myself.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 17, 2014, 01:09:50 pm
Blurgh, having trouble with mods. Whenever I try to start a new character using a modded race (Except for the Novakid+ mod), I get an error message along the lines of 'client-server connection no longer valid'. I can start normal characters just fine, though.

Here's my current mod list, if that helps at all:

Title: Re: Starbound - We have lift off.
Post by: Sappho on February 17, 2014, 01:16:54 pm
Wait a minute... Is it not possible to scan and print blocks with the 3d printer? Do I actually have to dismantle entire NPC settlements to get the blocks for my library?

...WHY???
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 17, 2014, 01:24:18 pm
Welcome to Starbound! Yes, you have to dismantle for blocks. This is true in most block games.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 17, 2014, 01:36:15 pm
I swear it used to be possible to scan and print them. It was expensive, but faster than dismantling buildings.

I might have to grab one of those mods that lets you just create blocks from a machine, keep it on a single-player planet, and stock up that way. Would that work without disrupting my vanilla multiplayer experience, as long as I don't create any blocks that don't exist in vanilla?
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 17, 2014, 01:41:08 pm
The Creative Mod doesn't disrupt your vanilla experience if you make sure the blocks are in vanilla (easy experiment in singleplayer, and as far as I know at least 95%, if not 100% are), and whenever you want to go on a multiplayer server you just remove all the mod items from the game and temporarily uninstall the mod. That's what I do. It's how I made my homeplanet and ship.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 17, 2014, 01:42:41 pm
Yes, ignore the person with a more pressing issue than 'can't scan blocks'. :I
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 17, 2014, 01:56:39 pm
I swear it used to be possible to scan and print them. It was expensive, but faster than dismantling buildings.

The portable pixel printer unlocks printing some stuff, like steel blocks and high-tech blocks. You may be thinking of that one.

That said, I do run a mod I made for personal use called "harvest pick" that lets you craft a 5X5 near-instant mining pick from stone and wood at the workbench. I have no interest in posting it to chucklefish's site, but if there's a desire for it I can do some graphic tweaks and post it here.

It wouldn't work just as client-side for MP servers, though. If someone wants it, just tell me the easiest place to drop the files and I'll upload it.


Yes, ignore the person with a more pressing issue than 'can't scan blocks'. :I

People are here from many different time zones with many different schedules. Your post is just over 30 minutes old. Patience is a virtue.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 17, 2014, 02:04:02 pm
Also, your question has been answered many times already. If a mod adds assets that don't exist in vanilla, they will cease to exist if you take them into a multiplayer server without the same mod(s). I can't tell you exactly how a custom race mod would react, but it would almost certainly be something between not being able to join, crashing on join, and your character model looking wonky to other players.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on February 17, 2014, 02:04:57 pm
Blurgh, having trouble with mods. Whenever I try to start a new character using a modded race (Except for the Novakid+ mod), I get an error message along the lines of 'client-server connection no longer valid'. I can start normal characters just fine, though.

Here's my current mod list, if that helps at all:

  • Avali
  • Felins
  • Variety is the Spice of the Universe
  • Starscape
  • Deadsquirrel's Firefly
  • Firefly/Serenity Big Box of Loot
  • Frackin' Flora
  • Kobolds
  • Okea Kiosk
  • Planetside Teleporters
  • Ammo Overhaul
  • Felins Object+
  • Kawa's Xbawks-mode character creator
  • Dungeoneer Dungeons
  • Novakid+
Have you tried deleting and regenerating your universe?
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 17, 2014, 02:08:04 pm
Also, your question has been answered many times already. If a mod adds assets that don't exist in vanilla, they will cease to exist if you take them into a multiplayer server without the same mod(s). I can't tell you exactly how a custom race mod would react, but it would almost certainly be something between not being able to join, crashing on join, and your character model looking wonky to other players.

That's not the issue. The issue is that I that error on single-player.

Have you tried deleting and regenerating your universe?

I'm saving that as a last-resort kind of thing, TBH.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on February 17, 2014, 02:08:21 pm
Yes, ignore the person with a more pressing issue than 'can't scan blocks'. :I

Your question is much more in-depth and complicated than the 'less pressing' one you mention...and frankly, given that everyone experiences being unable to print blocks but only your specific mod configuration causes your problem, it seems a bit harsh to describe hers as 'less pressing'.

Regardless - if your issue is happening when trying to play as any of the custom races (except Novakid+), rather than just Felins or just Avali, I'd suspect it's something to do with the character creator mod (just by process of elimination).  Does your starbound.log file shed any light on what's causing the crash?  Have you tried disabling the custom race mods one at a time to see if one of them is causing the specific conflict?

Worst case scenario - try going back to vanilla, then applying the mods one at a time, starting up a new character each time, until you find the one that causes it to fail.  Suspect it'll be a combination of the character creator mod and one of the race mods, but haven't used them myself so no personal experience here.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 17, 2014, 02:13:52 pm
I've been guessing it's the Avali mod so I guess that's my next test. Well, time to jot down the coordinates for my moon bunker, dig out a chamber to stuff with a bunch of containers for loot, and go from there. e-e

Edit: Although, now that I think about, I didn't have an issue until after installing the kobold mod.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on February 17, 2014, 02:35:15 pm
Oh, that post. Yeah, it's almost certainly to do with the multiple race mods. With that many there's a high possibility that two or more modify the same files, which would naturally cause conflicts.
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 17, 2014, 10:58:55 pm
The Creative Mod doesn't disrupt your vanilla experience if you make sure the blocks are in vanilla (easy experiment in singleplayer, and as far as I know at least 95%, if not 100% are), and whenever you want to go on a multiplayer server you just remove all the mod items from the game and temporarily uninstall the mod. That's what I do. It's how I made my homeplanet and ship.

I have some weird single player mods that I don't use on the server. Basically just stash any new things on a singleplayer planet(like the creative mode crafting tables), and make sure it never gets on my ship or my player inventory. I can join my server just fine with it still installed, as long as I don't then try to make the crafting tables. :P
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 18, 2014, 09:15:06 am
Tylui, I can't connect to your server. It says "unknown server version." Was there a patch? Or maybe the server needs to be rebooted for some reason?
Title: Re: Starbound - We have lift off.
Post by: Reverie on February 18, 2014, 12:08:49 pm
So, my housemate decided to start up his private Starbound server again and I've found a nice pretty forest world in Beta to make a home in C:

Title: Re: Starbound - We have lift off.
Post by: Sappho on February 18, 2014, 12:37:36 pm
Beautiful house!

My metro and public library project is waiting to be finished on Tylui's server but I haven't been able to connect all day. : (

Hopefully it'll be working soon. I got me some BIG IDEAS, friends. ; D
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 18, 2014, 02:58:00 pm
I should probably upload some pics of my moonbunker once it's done-ish. Because fuck yeah underground living. :u
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 18, 2014, 03:00:19 pm
Is there air?
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 18, 2014, 03:19:37 pm
Apparently I'm patching. No notes yet that I can find, either on the chucklefish site or reddit.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 18, 2014, 03:20:23 pm
Is there air?

Yeah. Turns out that if you dig deep enough on moon-biome worlds, there's air. Sometimes even water.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 18, 2014, 03:24:06 pm
I'm updating now too. Gonna take ages with my stupid connection. Maybe that's why multiplayer wasn't working earlier...

I hope we won't need to update all the mods. : /
Title: Re: Starbound - We have lift off.
Post by: SharpKris on February 18, 2014, 03:24:47 pm
any idea where they post their patch notes?
Title: Re: Starbound - We have lift off.
Post by: SilverSynch on February 18, 2014, 03:26:13 pm
Apparently I'm patching. No notes yet that I can find, either on the chucklefish site or reddit.

Steam actually tried to do that while I was doing some asset modding (and item hacking). I now have Starbound on "ask me before updating".

Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 18, 2014, 03:31:35 pm
I hope we won't need to update all the mods. : /

Depending on what they changed, odds are pretty good you can go into your ./starbound/mods folder, open up each mod's .modinfo file, and replace the version name with whatever <adjective> koala this patch turns out to be, and at least some will work.

No guarantees on which ones, though.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on February 18, 2014, 03:37:22 pm
You mean <anger synonym adjective>?
Title: Re: Starbound - We have lift off.
Post by: Sergius on February 18, 2014, 03:37:53 pm
Enraged Koala.

http://playstarbound.com/v-enraged-koala-patch-notes/

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 18, 2014, 03:42:41 pm
That last note. It is full of the yes.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 18, 2014, 03:46:16 pm
Ah, so exactly the ones they put out a couple days ago.

The "tech from armor" and "every object is scriptable" ones are great, but


Smooth McGroove mic. That wins the patch.
Title: Re: Starbound - We have lift off.
Post by: Sirus on February 18, 2014, 03:47:09 pm
That last note. It is full of the yes.
Oh so very full of the yes.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 18, 2014, 03:47:34 pm
Just in case you don't know, your mods are generally easy to update. Just open the .modinfo file and update the versus name.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 18, 2014, 03:48:49 pm
Also, figured out what was causing my issue. Turns out modded races tend to conflict with the Frackin' Flora mod.
Title: Re: Starbound - We have lift off.
Post by: Sergius on February 18, 2014, 04:00:11 pm
Just leavin' this here...

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Twi on February 18, 2014, 04:01:21 pm
Just leavin' this here...
-enraged koala-
Word. :P
Title: Re: Starbound - We have lift off.
Post by: Aklyon on February 18, 2014, 04:11:12 pm
That poem is so terrible, and yet fits.
Quote
Roses are red
The dirt on Alpha Tau Aur 5472 IV is blue
This update is a bit late for Valentine’s Day
Oops
Title: Re: Starbound - We have lift off.
Post by: SilverSynch on February 18, 2014, 04:13:37 pm
New (actually sounds good!) microphone instrument with sounds provided by Smooth McGroove!

That alone warrants my self-modifications being wiped.
UPDATING NOW
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 18, 2014, 04:24:07 pm
Does anyone know if the Parallax fix for Volcanic and Magma planets is still needed with the latest patch?
Title: Re: Starbound - We have lift off.
Post by: SilverSynch on February 18, 2014, 04:40:08 pm
Does anyone know if the Parallax fix for Volcanic and Magma planets is still needed with the latest patch?

The full patch notes do say they fixed beaming down to them.
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 18, 2014, 06:17:32 pm
... My game won't update through steam...?

EDIT: Nevermind, just the launcher wasn't showing it. I'll have the server up later
Title: Re: Starbound - We have lift off.
Post by: Sirus on February 18, 2014, 06:21:02 pm
Try restarting Steam? I noticed that sometimes Starbound won't update until you do so.
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 18, 2014, 07:24:30 pm
So the starryPy wrapper isn't updated for Enraged Koala, so no commands still/yet/again... But the server should be up!

Also I just ordered a new mobo/processor/RAM, so in a couple of days the server will probably be off for almost a full day while I configure everything :( If I could have afforded it, I would have bought more pieces to just use this as a server box, but not yet. one day it shall be so!

EDIT: Also can't get server to work right now :/
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 18, 2014, 10:58:00 pm
So... Yeah.

*WARNING WARNING DANGER DANGER*

There's more than a few reports that the current hotfix patch for the patch will irretrievably WIPE YOUR STORAGE CONTENTS for some containers.

I'm sitting this one out for a couple days. Someone missed a colon or twelve and it shows.
Title: Re: Starbound - We have lift off.
Post by: loose nut on February 18, 2014, 10:59:33 pm
Yep. There are container problems. Best lay off of Starbound for a bit 'til they're cleared up.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on February 19, 2014, 12:34:46 am
Dear god, it's not just that they'll be wiped, it's that I can't access them at all, my game crashes if I try to access anything.

I'm glad I don't store anything in chests.
Title: Re: Starbound - We have lift off.
Post by: Andux on February 19, 2014, 01:53:03 am
In other news, I have successfully converted a pre-wipe player file from Angry Koala...
(http://i57.tinypic.com/2vajzpx_th.png) (http://i57.tinypic.com/2vajzpx.png)
...into one the current version can load.
(http://i58.tinypic.com/20u3ko7_th.png) (http://i58.tinypic.com/20u3ko7.png)

Caveats:
I'd like to try and de-uglify the converter a bit before I officially release it, but I can throw the code up on pastebin or something if anyone wants to experiment with it; you should just need FPC (http://www.freepascal.org/) to compile it on any platform.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 19, 2014, 02:08:35 am
Hmm, maybe if I imported my ship into starstructor first...
Title: Re: Starbound - We have lift off.
Post by: loose nut on February 19, 2014, 02:15:12 am
Ok, there's a new patch, but don't touch it yet either.

What's happening is, containers are opening fine without crashing, but any containers offship that disappeared if you tried loading your character just after the first new patch stay gone. That's not the bad part though: I have 3 characters. The 2 that I did not try to play the first version of Enraged Koala with just had their ship's lockers vanish.
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 19, 2014, 04:25:19 am
Server's up, but in light of the issues, I suggest making a new character for now...!
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 19, 2014, 06:28:42 am
Yeah, I think I'm going to take a break until the general consensus is that the game is fixed. I put too much time and work into my plans to have them upset...

Maybe I'll use creative mode (which will hopefully still work) to quickly fix up a new character and gather loads of blocks to use in building my library planet. That way I don't lose too much time. After this week (my school has "spring" break so I don't have much work), I won't have so much spare time to work on it.

Tylui, once I start making serious progress on the library, is there any chance you would be willing to back up the planets (or at least that one planet, if it's possible) so when they wipe the universe again, all that work won't be lost?
Title: Re: Starbound - We have lift off.
Post by: Reverie on February 19, 2014, 10:44:48 am
Beds don't seem to work anymore.
D:
Destroy it and place it again, it should work then.

Also, waiting for the next hotpatch to fix shiplockers and chests really sucks D:
Title: Re: Starbound - We have lift off.
Post by: Catastrophic lolcats on February 19, 2014, 10:48:04 am
Got back into Starbound after installing a force field mod so I didn't have to worry too much about meteorites. I'm still working on my post-apocalyptic themed hell hole. I've almost finished the "mess hall".
[I'm running the older version until all the mods are confirmed happy and there's no game breaking bugs]

While I think it's decent I can't shake the feeling that there's a piece of design wrong with it. I think it might be the scaffolding at the start of the "building" which I think might be distracting from the overall shape, the wooden platform bits seem a bit odd as well.
Spoiler: huge image (click to show/hide)
Ignore the meat in the sky, leftovers from a previous project. The empty top part will be a little kitchen area if I can squeeze in it. I also have to decide if I want to level to the ground after coming off the mess hall or if I want to link it to some kind of tall building. I like the concept of residential towers made of rickety scrap linked by shoddy sky bridges, it would also give the base much needed vertical space.   
Title: Re: Starbound - We have lift off.
Post by: Reverie on February 19, 2014, 10:51:29 am
What a cutie floran! Also, I like your design (though maybe it would look nicer without the wooden scaffolding on the roof to the right)
Title: Re: Starbound - We have lift off.
Post by: The Fool on February 19, 2014, 10:57:19 am
I may as well get a start on this. I just need to avoid chests and lockers for the next couple days apparently. :P
Title: Re: Starbound - We have lift off.
Post by: Reverie on February 19, 2014, 11:02:30 am
Actually, I think starting a new universe would avoid the issue. It's just that I don't want to restart. :/
It wouldn't hurt to start a new game and check in any case, if you don't have anything invested in your current savefile.
Title: Re: Starbound - We have lift off.
Post by: The Fool on February 19, 2014, 11:44:20 am
Actually, I think starting a new universe would avoid the issue. It's just that I don't want to restart. :/
It wouldn't hurt to start a new game and check in any case, if you don't have anything invested in your current savefile.

I believe new games avoid the issue. I dropped a copper ore into the locker, saved and quit, and checked on it. The ore was still there. New games should stop things from disappearing as far as I can tell.
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 19, 2014, 12:11:22 pm
Yeah, I think I'm going to take a break until the general consensus is that the game is fixed. I put too much time and work into my plans to have them upset...

Maybe I'll use creative mode (which will hopefully still work) to quickly fix up a new character and gather loads of blocks to use in building my library planet. That way I don't lose too much time. After this week (my school has "spring" break so I don't have much work), I won't have so much spare time to work on it.

Tylui, once I start making serious progress on the library, is there any chance you would be willing to back up the planets (or at least that one planet, if it's possible) so when they wipe the universe again, all that work won't be lost?
Absolutely willing to. :) In fact, once things are a little stable and I get a wrapper going, I might just auto-backup all the planets on startup of the server just in case something goes weird, or anyone wants it, whatever.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 19, 2014, 01:41:25 pm
Yeah, I think I'm going to take a break until the general consensus is that the game is fixed. I put too much time and work into my plans to have them upset...

Maybe I'll use creative mode (which will hopefully still work) to quickly fix up a new character and gather loads of blocks to use in building my library planet. That way I don't lose too much time. After this week (my school has "spring" break so I don't have much work), I won't have so much spare time to work on it.

Tylui, once I start making serious progress on the library, is there any chance you would be willing to back up the planets (or at least that one planet, if it's possible) so when they wipe the universe again, all that work won't be lost?
Absolutely willing to. :) In fact, once things are a little stable and I get a wrapper going, I might just auto-backup all the planets on startup of the server just in case something goes weird, or anyone wants it, whatever.

Yay!

So is the game stable now, if I log in with my usual character? Or should I create a new one for now?

If I create a new character and go into single-player mode, will it generate a new universe? Or can I visit my base from my other character and get my stuff? I had SO MUCH sweet loot, so many vanity items...
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 19, 2014, 01:45:11 pm
I lost a lot of containers. It's a good thing I keep everything important to me on my character. It's a bad thing because I have not even 16 slots open. It's also bad that I have a sandbox ship because the default wall storage unit is now gone. Oh well. I think my musical instrument chest still exists.
Title: Re: Starbound - We have lift off.
Post by: loose nut on February 19, 2014, 02:16:44 pm
It is too late for me, but read the latest bit about Enraged Koala on the Starbound website, particularly:

Quote
WARNING: If you have not yet started playing, please make a backup of your ship file, which is located in your steam folder/player/*.shipworld and backups of your world files located in your steam folder/universe/*.world

and back up your files for characters who have stuff you can't bear to lose!
Title: Re: Starbound - We have lift off.
Post by: BigD145 on February 19, 2014, 02:22:10 pm
I should have known better and unfortunately my last backup save copy is quite old. I might try to recoup things from the old save by cannibalizing the ship contents.
Title: Re: Starbound - We have lift off.
Post by: ChairmanPoo on February 19, 2014, 03:27:30 pm
the fuck is a heart forge?
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 19, 2014, 03:31:50 pm
A random guess, but maybe it's related to the Valentine's Day stuff.
Title: Re: Starbound - We have lift off.
Post by: Reverie on February 19, 2014, 04:06:44 pm
A random guess, but maybe it's related to the Valentine's Day stuff.
Nope. It's actually a list-handling error for the switch between C++ to Lua, involving null values and truncation that affect initializing of lockers and chest, etc.
EDIT: Derp, you were talking about the heart forge. Oops.  ::)
Title: Re: Starbound - We have lift off.
Post by: Twi on February 19, 2014, 04:08:43 pm
the fuck is a heart forge?
pretty sure he meant that. :P
Title: Re: Starbound - We have lift off.
Post by: Reverie on February 19, 2014, 04:09:20 pm
Yeah, I need to learn to read. c;
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 19, 2014, 10:53:21 pm
Server crashes whenever someone joins. I'm going to leave the server down until something gets fixed. Sorry folks. :( It will return soon though
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 20, 2014, 12:19:03 am
No pressure, I'd imagine a large amount of players are waiting anyway for a fix for containers. I know I am.
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 20, 2014, 02:39:01 am
I just got another update. Not going to risk going on until it's been tested though.

Shame they had to release this series of crashy updates on my holiday week... So much playing time lost... So many hours spent being unexpectedly productive with real-world concerns, it's a tragedy. : (
Title: Re: Starbound - We have lift off.
Post by: ollobrains on February 20, 2014, 03:23:17 am
another patch just out now 227mb that fixes the various bugs
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 20, 2014, 03:24:09 am
Here's the post about this hotfix. (http://playstarbound.com/hotfix-4-for-enraged-koala-is-out/)

I'm going to highlight these bits in particular:
Quote
This hotfix addresses the issues with deleting containers in world.  It also introduces an auto-backup on upconverting files from old versions, as well as a unix log style rotating backup.

If your containers have been deleted from your world, the only thing we can recommend is restore from backup.  The data is gone and we cannot retrieve it. :(

If your ship’s locker or ship’s fuel hatch are missing, you will need to delete your .shipworld file.
(emphasis mine)

So the problem's fixed, there's auto-backup just in case, and if you don't have a manual backup from before hand, there's nothing that can be done to restore anything lost. Beta is beta.

Edit: There's another quickfix on the way, should be out in the morning Chucklefish time.
Title: Re: Starbound - We have lift off.
Post by: Sergius on February 20, 2014, 10:23:57 am
Good thing that an old mod actually prevented Starbound from starting before I had a chance to back up my folders. (but I had a backup in Dropbox from days ago when I last played anyway).

Since I normally move my saved universe ("universe" and "player" folders) between my home and work computer via Dropbox, I'm always making backups, also I regularly delete the planet files to minimize space, and to get untouched planets every time :D
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 20, 2014, 11:32:20 am
Seems stable enough! Server's up. :)
Title: Re: Starbound - We have lift off.
Post by: Andux on February 20, 2014, 12:47:45 pm
Seems stable enough! Server's up. :)

Did you revert the universe files for some reason? My homeworld seems to be a couple weeks out of date. :-\
Title: Re: Starbound - We have lift off.
Post by: Greiger on February 20, 2014, 01:42:33 pm
Oops, mispost.

Since I am here anyway, Greibird has joined the server, stand in awe as my complete lack of aesthetic design lowers property values everywhere in the sector.
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 20, 2014, 03:52:36 pm
Seems stable enough! Server's up. :)

Did you revert the universe files for some reason? My homeworld seems to be a couple weeks out of date. :-\
My homeworld has been set back as well. I have alerted Tylui.
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 20, 2014, 04:23:33 pm
Thanks for letting me know folks! It's back to how it was before Enraged Koala. And with that, I have to take the server down for a little while... New computer arrived! Huzzah!
Title: Re: Starbound - We have lift off.
Post by: Greiger on February 20, 2014, 05:27:12 pm
Question about how saving works, I see that the char I made on the server still has all their stuff, but I didn't do anything to my ship, so I donno. 

Is your ship serverside or is it clientside?  Like if I customized my ship a bit now and brought the character into into the server when it's back, would I still have all the stuff I had stored in the ship?
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on February 20, 2014, 05:30:25 pm
The ship is entirely clientside.
Title: Re: Starbound - We have lift off.
Post by: Greiger on February 20, 2014, 05:32:04 pm
Woo I can store all this stuff I st- er borrowed from an avian town in single player! Yay!  now to find more loot!
Title: Re: Starbound - We have lift off.
Post by: Tylui on February 20, 2014, 11:20:03 pm
Server is up! And lag is severely reduced. :O
Title: Re: Starbound - We have lift off.
Post by: The Fool on February 21, 2014, 12:13:32 am
Server is up! And lag is severely reduced. :O

Can anyone let me know what info I need to join it? I believe I pulled the address from the page Tylui linked a while back, but it's telling me wrong password.
Title: Re: Starbound - We have lift off.
Post by: Greiger on February 21, 2014, 12:53:11 am
I appear to have started building on the new starting planet before realizing it was the universal starting planet and not just one it randomly assigns me.  So I'm gunna try to turn it into some kind of newbie resource zone, that anyone is free to add on to.

As a newbie myself though my limited resources will probably make that difficult :P

Also it apparently has some special vine trees that Tarran seems somewhat WTF about.

EDIT: It is now 1:30 and I am now somewhat satisfied with the rickety shack I made and lack the resources to do much else with it, so I have moved to what is now my home planet and started building my home.  The newbie spawn currently has a basic smelter, workbench anvil and cooking fire, with an assortment of random seeds growing on the second floor which should hopefully give any new spawning players a safe temporary shelter and food while they find a suitable home for themselves.  I may come back to expand on it as I get the inspiration/resources to do so, but if anybody has any ideas feel free to modify it to your heart's content.
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 21, 2014, 12:56:26 am
Also it apparently has some special vine trees that Tarran seems somewhat WTF about.
http://starbounder.org/Toxic_Plains_Biome

Fun fact, I've visited dozens of Forest planets looking for them. Tylui can attest. Yet it's on the starting planet. That is like a slap to my face.

...and the server appears to have gone down.
I think it might be back up.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 21, 2014, 02:12:26 am
Erm, there appears to be a password on this server.
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 21, 2014, 02:23:10 am
You mean Tylui's server? The password is simple: It's the name of the main race of the game this forum is dedicated to.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on February 21, 2014, 05:54:55 am
So uhhhhh... Is it safe to play Starbound again?
Title: Re: Starbound - We have lift off.
Post by: Tarran on February 21, 2014, 05:57:12 am
Well, the devs learned their lesson, at the very least, and it was very recently. So, relatively, I'd say it's as safe as it can get.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on February 21, 2014, 12:14:32 pm
So i won't have my server up till next week, my dad is moving to another state for work and i should be able to commandeer the office room. That means i will be able to host a 24/7 server with DEDICATED LAN for uninterrupted service. until then i will work on a list of mods that are server friendly and get that mod downloader working.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 21, 2014, 01:34:23 pm
Is it just me, or did the fourth hotfix NOT fix the homeworld issue?
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on February 21, 2014, 03:33:06 pm
Uh. Homeworld issue?
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 21, 2014, 03:35:59 pm
Being unable to set a world as 'home'.
Title: Re: Starbound - We have lift off.
Post by: Reverie on February 21, 2014, 03:50:27 pm
Neither setting a homeworld nor getting back to alpha sector has been a problem for me since the patch...
Title: Re: Starbound - We have lift off.
Post by: Greiger on February 21, 2014, 03:57:03 pm
I'm also not having the issue, even though my ship is currently parked over an asteroid field I had no issues setting my home planet or warping back to it on the server.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 21, 2014, 04:27:36 pm
That's odd, since even on an new character I've been unable to claim a homeworld. Of course, both characters I tested it with were a modded-in race. So that might be the issue I guess?
Title: Re: Starbound - We have lift off.
Post by: Sergius on February 21, 2014, 08:20:21 pm
I just installed Starfoundry.

Seems to have a nice power system and pumps. I'm using it to get lava and acid to my ship, for the reactor and engines  8)
Title: Re: Starbound - We have lift off.
Post by: Sappho on February 22, 2014, 05:24:40 am
Just downloaded ANOTHER patch. I think I'm going to wait a few days more before trying to play again. Eventually it will be stable, right?

Right?
Title: Re: Starbound - We have lift off.
Post by: Darkmere on February 22, 2014, 05:37:49 am
They've moved on to the "almost daily" updates now. The current engine patch was a fix for alpha sector accessibility and homeworld settings, so I understand.

I swear to Eris, though, if they don't stop sending me hundreds of megs in a patch near-daily I'm turning autoupdates off and forgetting about it for a month. Or more.
Title: Re: Starbound - We have lift off.
Post by: Sergius on February 22, 2014, 12:19:45 pm
It's a content patch, with a new biome, unfortunately I think it means planet regen.

EDIT: ah, nvm, it means all the worldgen will change but supposedly explored planets should remain (unless you delete the world files).
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 22, 2014, 12:51:54 pm
And of course they forgot to include treasure pool data for the new biome. :u
Title: Re: Starbound - We have lift off.
Post by: kaian-a-coel on February 22, 2014, 02:10:29 pm
And of course they forgot to include treasure pool data for the new biome. :u
tommorow's hotfix!
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 22, 2014, 02:33:18 pm
This is why I love the Avali mod. Orange and white go so well together. That, and the general aesthetics of the furniture. Also, start of a bunker I have planned. :u (http://i.imgur.com/b563k2f.png)
Title: Re: Starbound - We have lift off.
Post by: Reverie on February 22, 2014, 04:01:51 pm
This is why I love the Avali mod. Orange and white go so well together. That, and the general aesthetics of the furniture. Also, start of a bunker I have planned. :u (http://i.imgur.com/b563k2f.png)
Off-topic an itsy-bit: is that vanilla Ubuntu?
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 22, 2014, 04:03:22 pm
Mmmhm. Lazy as fuck, I am. Hell, even got my cousin to install it for me.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on February 22, 2014, 04:05:37 pm
I wish there was a way to have windows for wall panels without losing those awesome rounded edges. Default ships have them by making the windows part of the unalterable BG and the panels just have a hole in them, but placing any background blocks results in boring square edges.
Title: Re: Starbound - We have lift off.
Post by: Reverie on February 22, 2014, 04:06:28 pm
Installing it is one thing, learning to use it is another >.>

Linux certainly doesn't hold your hand, even if this is one of the friendlier gateway Linux distros
Title: Re: Starbound - We have lift off.
Post by: Vorthon on February 22, 2014, 04:09:21 pm
I wish there was a way to have windows for wall panels without losing those awesome rounded edges. Default ships have them by making the windows part of the unalterable BG and the panels just have a hole in them, but placing any background blocks results in boring square edges.

Pretty sure you could get it do the rounded edge thing by framing it with wall panel tiles? Dunno, just a guess.

Installing it is one thing, learning to use it is another >.>

Linux certainly doesn't hold your hand, even if this is one of the friendlier gateway Linux distros
Really? I found it pretty easy to get used to. Biggest issue I had was remembering that the clock's in the upper right instead of the lower right.
Title: Re: Starbound - We have lift off.
Post by: Reverie on February 22, 2014, 04:19:47 pm
Installing it is one thing, learning to use it is another >.>

Linux certainly doesn't hold your hand, even if this is one of the friendlier gateway Linux distros
Really? I found it pretty easy to get used to. Biggest issue I had was remembering that the clock's in the upper right instead of the lower right.

I suppose, but maybe it's just that it's not as easy becoming as savvy with a new OS as I have over the years with Windows (and to a lesser extent, Mac).
Title: Re: Starbound - We have lift off.
Post by: Leyic on February 27, 2014, 07:34:41 pm
Chucklefish is going to be releasing optional "unstable" updates through Steam. This hopefully means no more "stable" updates that break your game (i.e. disappearing ship lockers). It also looks like they've got their patching system figured out so they won't push a several hundred MB download on everyone every time they add or change some small thing.
http://playstarbound.com/nother-update-new-unstable-branch-on-steam/ (http://playstarbound.com/nother-update-new-unstable-branch-on-steam/)
Title: Re: Starbound - We have lift off.
Post by: Tylui on March 01, 2014, 02:50:13 pm
Hey so my server is using StarryPy again! that means you can /who and /afk again ;)
Title: Re: Starbound - We have lift off.
Post by: Andux on March 13, 2014, 02:40:21 am
I'd like to try and de-uglify the converter a bit before I officially release it, but I can throw the code up on pastebin or something if anyone wants to experiment with it; you should just need FPC (http://www.freepascal.org/) to compile it on any platform.

Well, I'm still not entirely happy with the techContoller stuff, but linky (http://www.wossna.me/sb/playertools.zip). Some notes:If anyone has a .player file that doesn't convert/parse correctly, let me know and I'll see if I can fix it.
Title: Re: Starbound - We have lift off.
Post by: Twi on March 13, 2014, 09:39:03 pm
Twi + Starbound +  Avali race mod (http://community.playstarbound.com/index.php?resources/avali-race-mod.998/) + a blizzard from Variety is the Spice of the Universe+ me being not good at tents=

 I am become Icevali, maker of incomplete dugouts. (http://img.ie/3yvf5.jpg)
Title: Re: Starbound - We have lift off.
Post by: kaian-a-coel on March 14, 2014, 12:56:36 am
nice hole there.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on March 14, 2014, 01:02:41 am
I wonder how different one can make player sprites from the standard humanoid animations before things like weapons don't match up with the hands? Cause I just had an idea for raptor and cuttlefish races. Not that I have time to actually sprite those, but still...
Title: Re: Starbound - We have lift off.
Post by: Twi on March 14, 2014, 09:16:17 am
Weapons you can get away with, as can hats. Armor doesn't work too well though.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on March 14, 2014, 12:03:51 pm
Well, armor can always be covered up, and matching custom armors drawn (and invisible clothes like the Avali have). I just don't know if weapon animations are alterable, thus requiring the hands to remain in close to the same positions.
Title: Re: Starbound - We have lift off.
Post by: Twi on March 14, 2014, 04:44:40 pm
Hmm. Not sure.

 anyways, icevali intensifies. Now with 100% more steel. (http://img.ie/vquhe.jpg)
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on March 14, 2014, 05:44:01 pm
Hmm. Not sure.

 anyways, icevali intensifies. Now with 100% more steel. (http://img.ie/vquhe.jpg)

Man. Their stuff is just. Beautiful.
Title: Re: Starbound - We have lift off.
Post by: Twi on March 14, 2014, 07:54:10 pm
 Not like anyone else is really using this topic. Have some more dugout, now with fancy.  (http://img.ie/vel3c.png) :P
Quote from:  from the mod thread in the Starbound forum
IT GROWS! This is supposed to be a sort of common room. Probably not done, could use better lighting and of course decorative plants growing above one's head.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on March 14, 2014, 07:56:29 pm
Needs more Avali pillows and cushions. :u
Title: Re: Starbound - We have lift off.
Post by: Twi on March 14, 2014, 07:57:02 pm
/me points over at the bedroom. Also at this not being a tent. :V
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on March 14, 2014, 11:57:58 pm
I really dig that orange color scheme there. I might have to download that mod.
Title: Re: Starbound - We have lift off.
Post by: Twi on March 15, 2014, 08:19:34 am
Yeah, Avali are basically white, black and orange. It is kinda like portal, isn't it? Very nice regardless.
Title: Re: Starbound - We have lift off.
Post by: Twi on March 17, 2014, 05:56:13 pm
  ~~~~ :D (http://img.ie/l97e9.png)
Title: Re: Starbound - We have lift off.
Post by: ollobrains on March 17, 2014, 06:59:14 pm
looks like the devs have given up on the unstable daily updates its now back to once a week
Title: Re: Starbound - We have lift off.
Post by: Darkmere on March 17, 2014, 08:23:37 pm
looks like the devs have given up on the unstable daily updates its now back to once a week

Yeah I laughed at that promise the second they made it.
Title: Re: Starbound - We have lift off.
Post by: The13thRonin on March 17, 2014, 08:47:14 pm
Have they fixed the hideous movement regarding stairs yet?
Title: Re: Starbound - We have lift off.
Post by: Tiruin on March 17, 2014, 10:46:35 pm
  ~~~~ :D (http://img.ie/l97e9.png)
Avali look quite nice.
...
That MOD looks quite nice.
I'm unsure whether to get back playing or to wait a bit for more content.
Title: Re: Starbound - We have lift off.
Post by: Tarran on March 17, 2014, 11:55:40 pm
Have they fixed the hideous movement regarding stairs yet?
If you're using stairs as your primary means of moving upwards, you're doing it wrong.

Anyway, I don't know when you stopped checking, but I haven't seen any changes since I started playing regarding stairs.

I'm unsure whether to get back playing or to wait a bit for more content.
With the lack of multiple obvious impending wipes in the future, I don't see any reason to wait. If you feel like playing, play. If you don't, don't,
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on March 17, 2014, 11:59:05 pm
Have they fixed the hideous movement regarding stairs yet?
If you're using stairs as your primary means of moving upwards, you're doing it wrong.
Well, some of us happen to think stairs look rather fetching, and refuse to pepper our quaint wooden mansions with elevator shafts navigated via butterfly boost.
Title: Re: Starbound - We have lift off.
Post by: Tarran on March 18, 2014, 12:03:39 am
I don't see how you MUST use elevator shafts if you want to use butterfly boost.

Also, Bubble Boost is better for actually getting places.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on March 18, 2014, 12:12:26 am
I don't care, I'm still going to build stairwells because they look nice.
Title: Re: Starbound - We have lift off.
Post by: Tarran on March 18, 2014, 12:18:11 am
Well, okay then, I never presented a reason for you not to build stairwells...
Title: Re: Starbound - We have lift off.
Post by: ollobrains on March 18, 2014, 12:19:28 am
think of elevators as a vertical skyrail ( or at the very least so the modern NPC spawned characters in youre eventual town) or outpost or whatever will use them
Title: Re: Starbound - We have lift off.
Post by: The13thRonin on March 18, 2014, 02:43:07 am
Well, okay then, I never presented a reason for you not to build stairwells...

If you didn't present a reason you're doing it wrong.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on March 18, 2014, 08:53:38 am
Build stairwells. Fly up stairwells.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on March 18, 2014, 10:26:10 am
So.

Is the game worth coming back to without gratuitous modding?

Even if I'll do it anyway :P
Title: Re: Starbound - We have lift off.
Post by: Darkmere on March 18, 2014, 10:31:03 am
So.

Is the game worth coming back to without gratuitous modding?

Even if I'll do it anyway :P

The most recent additions are:

Uh... some new graphics in an underground biome, a few hats, and some different types of rain. That's about it for the past... I dunno, few weeks? There may be more, but as far as I know no major gameplay changes since the last wipe.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on March 18, 2014, 10:33:30 am
So.

Is the game worth coming back to without gratuitous modding?

Even if I'll do it anyway :P

The most recent additions are:

Uh... some new graphics in an underground biome, a few hats, and some different types of rain. That's about it for the past... I dunno, few weeks? There may be more, but as far as I know no major gameplay changes since the last wipe.

Ah.

Well maybe after school I'll finally look into getting to a server and playing with other people.

That's probably where the most fun lies anyway :P
Title: Re: Starbound - We have lift off.
Post by: Tarran on March 18, 2014, 01:24:45 pm
Well, okay then, I never presented a reason for you not to build stairwells...

If you didn't present a reason you're doing it wrong.
Considering I was neither arguing for or against stairwells I don't believe I needed to provide a reason for an argument that I had no stance on.

Well maybe after school I'll finally look into getting to a server and playing with other people.

That's probably where the most fun lies anyway :P
Unfortunately, only one server is up: Ibid's. I haven't actually paid it a visit, either, so I'm not entirely sure who's on there.
Title: Re: Starbound - We have lift off.
Post by: kisame12794 on March 18, 2014, 03:21:26 pm
Nobody's responded when I've been on.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on March 18, 2014, 04:11:33 pm
Done.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on April 03, 2014, 10:08:34 am
Spears will no longer be useless. (http://playstarbound.com/more-combat-stuff/)
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on April 03, 2014, 11:35:36 am
Except they'll probably nerf the damage soon.
Title: Re: Starbound - We have lift off.
Post by: Nighthawk on April 03, 2014, 11:42:26 am
Glad to see that the devs are finally implementing directional melee, though I gotta say they're a bit late - I've had it already thanks to the "Revision:Combat" mod for a couple weeks now.

Am excited for the other things, though, like blocking with broadswords.
Title: Re: Starbound - We have lift off.
Post by: darkrider2 on April 15, 2014, 08:17:13 am
Hello! I built somewhat of a megaproject in starbound and I want your appreciation (and views!), here have a link!

My Massive Starbound Base (https://www.youtube.com/watch?v=4qadibfq5xw)

Features of interest:
- big ass tree mansion
- skyrail elevators
- man made lake
- functioning sewer
- secret laboratory
- booby trapped laboratory entrance (simple combination lock)
- mining base
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on April 15, 2014, 11:14:51 am
Cool! You should totally put little wooden watchtower pods hanging off the branches and put guard spawners in them.
Title: Re: Starbound - We have lift off.
Post by: darkrider2 on April 15, 2014, 12:39:28 pm
Twice I set up a tool merchant in the far right house but they both died to birds. I would have filled the whole town with people, but I'm not sure how to keep them safe without a lot of turrets. Guards have been unreliable in the past (and I'm worried they'd jump off the tree to their deaths trying to kill some bird).

Also I have limited tool/chef/doctor spawners.

I have plenty of propellers lying around, I could make floating gun platforms with turrets which would keep the place safe enough to live in.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on April 15, 2014, 01:11:02 pm
Wind turbines everywhere. Dice all the birds.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on April 15, 2014, 01:42:44 pm
Do traps work on monsters and NPCs yet, though?
Title: Re: Starbound - We have lift off.
Post by: darkrider2 on April 15, 2014, 02:51:45 pm
I tried I really did, but birds would still get down to the citizens through the hail of bullets and kill them, sometimes the turrets would even shoot citizens on accident.

Also it appears that shooting birds en masse just results in there being MORE BIRDS.

And no, traps don't work on NPCs.
Title: Re: Starbound - We have lift off.
Post by: Andux on April 15, 2014, 03:59:09 pm
Protip: You can use Starcheat to make turrets that suck less. Here's one that will one-shot most low-level enemies:
Code: (save as plasmaturret.txt, import from Starcheat's item editor) [Select]
{
    "count": 16,
    "data": {
        "itemName": "standingturret",
        "fireSound" : "/sfx/gun/plasma_ar3.wav",
        "bulletType" : "plasma1",
        "bulletSpeed" : 50,
        "bulletSize" : [16, 6],
        "fireCooldown" : 0.3,
        "maxEnergy" : 3600,
        "energyTickTime" : 1,
        "energyPerShot" : 10
    },
    "name": "standingturret"
}
Note that turrets are limited to the default damage ("power" attribute) of the projectile specified in "bulletType"; most vanilla projectiles have that set to 10 or 50, compared to 5 for the standard "turretbullet".
Title: Re: Starbound - We have lift off.
Post by: Neonivek on April 15, 2014, 04:44:32 pm
Dang these unstable patches :P
Title: Re: Starbound - We have lift off.
Post by: BigD145 on April 15, 2014, 05:33:41 pm
Dang these unstable patches :P

Why would you opt into them?
Title: Re: Starbound - We have lift off.
Post by: Neonivek on April 16, 2014, 01:18:21 am
Dang these unstable patches :P

Why would you opt into them?

I don't...
Title: Re: Starbound - We have lift off.
Post by: ollobrains on April 19, 2014, 02:57:06 am
towers shoot civilians, so put them indoors, or like i do put civilians into glass boxes until chucklefish get around to fixing them
Title: Re: Starbound - We have lift off.
Post by: Twi on April 20, 2014, 06:11:10 am
That was awesome.
Title: Re: Starbound - We have lift off.
Post by: Sappho on April 20, 2014, 06:29:38 am
Hey, have asteroids been fixed yet? I haven't played since the update that broke containers and a lot of people lost their stuff. I'm getting back in the mood, but I don't know if I should update my asteroid-removal mod first.
Title: Re: Starbound - We have lift off.
Post by: RexMundi on April 20, 2014, 08:20:22 am
Hey, have asteroids been fixed yet? I haven't played since the update that broke containers and a lot of people lost their stuff. I'm getting back in the mood, but I don't know if I should update my asteroid-removal mod first.
Not sure, likely no is the vibe i get. I personally are waiting for the next big update instead of unstable in the mean time
Title: Re: Starbound - We have lift off.
Post by: Darkmere on April 20, 2014, 10:43:46 am
Nothing important's been changed since January. There's some new biome art and the unstable version the combat push is in, but that's literally all of note I can think of that's happened in months.
Title: Re: Starbound - We have lift off.
Post by: Twi on April 21, 2014, 05:09:30 pm
They're busy moving into the same office, it seems. Or were busy doing so.
Title: Re: Starbound - We have lift off.
Post by: Sirus on April 27, 2014, 03:59:42 pm
So I fired this thing up for the first time in a long while. Beamed down to the starter world, finding lots of surface ores. And then I find this thing...
Spoiler (click to show/hide)

All I know is that it growls when I try to interact with it. Should I be worried?

ETA: Neeeeever mind. While I was alt-tabbed away, meteors fell, wrecked my small shelter, and broke whatever the egg-thing was. No idea what came out, sadly.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on April 27, 2014, 04:18:55 pm
There was an experimental push to stable yesterday.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on April 27, 2014, 08:51:17 pm
Those giant eggpod things are some kind of agaran thing, they're just decoration as far as I know. Someone on reddit posted a pic of one housed in a bunker, SCP Foundation style, so I now think that's the best use of them.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on April 27, 2014, 08:54:30 pm
My brother found a green, slimy Apex poking out of a smaller one. Description was "Looks like the Apex and Agarans aren't on good terms" or something.
Title: Re: Starbound - We have lift off.
Post by: Guardian G.I. on April 30, 2014, 03:10:14 pm
Is the enormous Agarian pod actually a threat? I've just run into one of those and I don't want my character to meet a stupid end in the immediate beginning of the game.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on May 07, 2014, 09:39:06 am
http://playstarbound.com/progress-on-ships/

Tiered ships being shown off.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on May 07, 2014, 11:07:15 am
Aw but I liked the hylotl design :(

At least we'll be getting those relatively soon, though. Can't wait to upgrade human ships!
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on May 07, 2014, 11:52:09 am
Eeh. The tiered ships look better than the old concept mockups, certainly, but I think I'm going to stick with whatever build-yer-own mod is current.
Title: Re: Starbound - We have lift off.
Post by: Culise on May 07, 2014, 12:58:49 pm
So, do tiers 1-3 do anything except aesthetic upgrades?  I worry that they may feel a bit in the way of "empty levels," if they don't actually have concrete advantages (say, increasing fuel efficiency); you have to invest in them, but all they do is artificially pad out the upgrade tree and force you to invest more to get what you actually want, if what you want is more building space.  That's especially true since people who want to build aesthetically are more likely to stick with the build-your-own-ship mods since those offer more creative freedom.  Actually, more particular upgrade paths might help with that, rather than a single tiered system - expand rooms, or increase fuel efficiency, or increase range (not so much necessary now that the sector tiering is being thoroughly revamped), or unlock new shipboard utility items (that is, more along the lines of the shipboard 3D printer and storage locker rather than things you carry with you like forges). 
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on May 07, 2014, 01:18:10 pm
I think the first tiers are meant to represent the player repairing the ship before starting to upgrade it. It's quite possible some systems will not be available until the ship is fully repaired.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on May 07, 2014, 02:48:45 pm
Aw but I liked the hylotl design :(

At least we'll be getting those relatively soon, though. Can't wait to upgrade human ships!
The Hylotl one looked stupid to me.

Don't worry, I'm sure a mod will re-introduce the old designs.
Not the ancient dolphin-shaped one, the current carp-like one.
Title: Re: Starbound - We have lift off.
Post by: Darkening Kaos on May 12, 2014, 03:30:46 am
   Wheat farming is derping for me.  My return rate is one wheat for every four plants - I get more plant fibre than wheat.  Also seeds is roughly three to one.

    The Starbound community are trying different tactics to get better results but it seems like wheat does not like being planted near anything else.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on May 12, 2014, 03:36:34 am
Honestly the thing I like the least about their default tiered ships is the repeated boxes design. Every one they've done is the identical starter ship tiled in different directions, with irrelevant pixels bordering it on the outside. Where are the domes, hanger bays, engineering cores, or... well the non-boxcar bits?

I don't see myself using the defaults for more than a single playthrough unless there's some feature to them that's inaccessible via Custom Ship Mod.
Title: Re: Starbound - We have lift off.
Post by: Darkening Kaos on May 13, 2014, 09:57:06 pm
     After bouncing around randomly looking for a place to explore in Beta sector, I've stumbled across Magrathea.  Theres a lot of planets in that system, I'm going to go and knock on Slartibartfast's door, see if he's awake.

   Going left from the warp point on Magrathea Ia, I find this disturbing sight, and evidence that the Apex were here before me.
Spoiler (click to show/hide)

   And it gets worse, the major life form is a sweet, innocent, fluffy, white lamb ... until you too close, then you see its glowing red eyes just as it belches out a stream plasma grenades, and there is a bird that does the same, but from just out of reach of my swords.
    There is also a Glitch castle here, and they don't like people dropping in.
Title: Re: Starbound - We have lift off.
Post by: Sappho on May 26, 2014, 01:34:46 pm
What's up with our multiplayer servers? Are they all down for the time being, or am I just having bad luck?

If they are down, can anyone recommend another good, reliable server?
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on May 26, 2014, 08:44:38 pm
What's up with our multiplayer servers? Are they all down for the time being, or am I just having bad luck?

If they are down, can anyone recommend another good, reliable server?
Pretty sure they all died due to lack of interest.

When development starts back up again (by which I mean when updates are released again; I am aware that work is still being done), I'd certainly be interested in playing on a server.
Title: Re: Starbound - We have lift off.
Post by: Sirus on May 26, 2014, 09:00:59 pm
I would be interested as well, especially since I'm on a solid connection using a computer that can run the game properly.
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on May 26, 2014, 09:58:31 pm
I'd volunteer making a server, but it'd be in south korea, very far away for most people here.
Title: Re: Starbound - We have lift off.
Post by: RexMundi on May 27, 2014, 04:14:18 am
i'd love to play with others on starbound, and can run a server (I think, lan at least i know..)  only catch is hamatchi..
plus i also like mods >.>
Title: Re: Starbound - We have lift off.
Post by: forsaken1111 on May 27, 2014, 05:45:17 am
What's up with our multiplayer servers? Are they all down for the time being, or am I just having bad luck?

If they are down, can anyone recommend another good, reliable server?
I'm currently waiting on the release version. I had a server up for a while but the game felt a little light at the time. Once this is released I'll add it to my servers that I host for you guys.
Title: Re: Starbound - We have lift off.
Post by: Sappho on May 27, 2014, 11:52:51 am
Is there an estimate on when the next release will be coming?
Title: Re: Starbound - We have lift off.
Post by: umiman on May 27, 2014, 02:09:27 pm
Don't know about upcoming patches since no one knows, but here's an r/Starbound thread talking about the release date: http://www.reddit.com/r/starbound/comments/24p201/2_years/

Personally I think the devs have more or less given up on Starbound and left a skeleton crew in charge but what do I know.
Title: Re: Starbound - We have lift off.
Post by: RexMundi on May 27, 2014, 09:19:02 pm
i am starting an ad hoc hamatchi game, pm me if you wanna join. it's with a slightly edited serious mod pack, no madtulip's ship mod, yes custom races.
I can send a rar of the mod folder to anyone needing it too

EDIT: never mind on the custom races i guess
Title: Re: Starbound - We have lift off.
Post by: Darkmere on May 27, 2014, 09:53:39 pm
Is there an estimate on when the next release will be coming?

I think they learned their lesson. There will never be another estimate for anything, ever, except in vague nebulous terms, like "someday" and "post-release."

I think one of the devs mentioned *hoping* to have an update out by the end of this month (so, now). I'd go ahead and add 4-6 weeks to that just to be sure. Also, the next one's supposed to be pretty big, so expect bugs aplenty.
Title: Re: Starbound - We have lift off.
Post by: Sappho on May 28, 2014, 12:40:08 am
At least there seem to be updates on the main site pretty much daily. Seems like they are still working on it, just... more quietly I guess.
Title: Re: Starbound - We have lift off.
Post by: n9103 on May 28, 2014, 01:24:04 am
Just leaving this here:
http://playstarbound.com/?feed=rss
Title: Re: Starbound - We have lift off.
Post by: Sappho on May 28, 2014, 01:25:11 am
That link just gives me a bunch of XML. Are you trying to link to the updates? Any update in particular you're trying to highlight?
Title: Re: Starbound - We have lift off.
Post by: Darkmere on May 28, 2014, 01:29:26 am
It's an RSS feed of the main site updates; there's nothing in particular that stands out.

I honestly prefer to get SB news from reddit because CF are all pretty wretched about collating every bit of info onto their own site, and I have no interest in making a twitter account, FB account, reading their site, and sitting in their IRC channels.
Title: Re: Starbound - We have lift off.
Post by: Sergius on May 28, 2014, 01:29:31 am
RSS feeds are like... latest posts, and you can plug that URL in your mail browser I guess, or some other RSS client, and you'll get notices kinda like you do when You Got Mail whenever it's updated.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on May 28, 2014, 11:56:03 pm
Ah, I thought I'd mentioned this here yesterday but it appears I did not. For those that don't follow updates, there was a preview of the ship AI avatars (http://playstarbound.com/27th-of-may-2014-georgev-super-update/) posted yesterday. Row 1 from L-R is human, apex, avian. Row 2 is floran, glitch, hylotl.

For some reason the glitch one is so outlandishly stupid (for those unwilling to follow links.. it's a horse with breasts) that it makes me irrationally angry. And I don't know why. Someone please tell me I'm not the only one. Please note this post is 100% serious, I'm not trying to be smarmy or deprecating towards anyone... but the image is so stupid it almost hurts.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on May 28, 2014, 11:58:02 pm
Yeah... I have no idea where they're going with that one.
Title: Re: Starbound - We have lift off.
Post by: Dakorma on May 29, 2014, 12:10:28 am
Yeah... I have no idea where they're going with that one.

My bet, Nova Kids
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on May 29, 2014, 12:12:26 am
The ship is your steed, in a sense?

That doesn't explain why it's only a horse from the neck up though.
Title: Re: Starbound - We have lift off.
Post by: n9103 on May 29, 2014, 12:23:58 am
Should be noted that they're still in the mock-up phase for the AI graphics.
Title: Re: Starbound - We have lift off.
Post by: Frumple on May 29, 2014, 12:24:36 am
Well, every other improbable thing seems to have human-style breasts, soooo... seems to me they're just staying in-theme. And I guess it was... not quite funny, but something approaching it, back with the fish. And the robots. But now it's, maybe. Going too far?

But yeah, glitch being glitch maybe it's a reference to that horse-head dude meme... thing? I've seen it around a little.
Title: Re: Starbound - We have lift off.
Post by: Catastrophic lolcats on May 29, 2014, 12:30:18 am
Maybe it's two AI personalities glitched together? I'm not really sure what they're trying to do either although it is giving me a Hotline: Miami feel.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on May 29, 2014, 12:50:07 am
I think it would bother me less if there were... anything else like it associated with glitch. At all. Anywhere. It seems like the logic had to have been "We used all the sensible ideas already.... uh, one of them rides a robohorse, so just slap some tits on a horse and call it a day."
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on May 29, 2014, 12:51:49 am
I'd have thought some kind of cyber brain, or maybe a royal portrait, would be the obvious choice.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on May 29, 2014, 01:40:35 am
My word, that is the bustiest horse I have ever seen... :-\
Title: Re: Starbound - We have lift off.
Post by: Neonivek on May 29, 2014, 01:48:07 am
Right now farming sounds exceptionally dull and very Facebook-esk

I really hope they get more ideas as to how to spruce it up... Harvest Moon it up!
Title: Re: Starbound - We have lift off.
Post by: Darkmere on May 29, 2014, 01:52:49 am
Right now farming sounds exceptionally dull and very Facebook-esk

I really hope they get more ideas as to how to spruce it up... Harvest Moon it up!

Keep in mind this is the very first preliminary look at the first round of changes for (what's supposed to be) an entire game mode that should get you through all 10 sectors. I am curious if there will be overlap between "skill specializations". The builder rent-charging path and farming for pixels path could combine into something like what you're after, which would suit me pretty well I think.

As is, I would certainly sell excess crops for cash just to have more income.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on May 29, 2014, 06:43:47 am
Quote
should get you through all 10 sectors

Right now their current idea is there will be just 2 sectors or possibly just 1.

They really go back and forth on that one a lot.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on May 29, 2014, 09:15:26 am
Quote
should get you through all 10 sectors

Right now their current idea is there will be just 2 sectors or possibly just 1.

They really go back and forth on that one a lot.

10 sectors of progression on a single map, with a second map for "Sector X" that's the hostile top-end collaborative PVP. That's the one that I've most recently heard more than once, though as with everything else something shiny can come along and provoke a mid-stream 180.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on May 29, 2014, 12:43:26 pm
I hope this isn't the future universe where all plant life has been reduced to GMO terminator gene-bearers so you have to buy each and every seed from a supplier.
Title: Re: Starbound - We have lift off.
Post by: RexMundi on May 29, 2014, 03:45:56 pm
My word, that is the bustiest horse I have ever seen... :-\
Stay away from tumblr then, heh.

As fort the farming, i'm eager to see what they do
Title: Re: Starbound - We have lift off.
Post by: Kaitol on May 29, 2014, 04:14:58 pm
How else are you going to be able to tell its supposed to be a female anthropomorphic horse with the limited amount of detail small two dimensional sprites can give? It's clear that they chose a horse because that's probably the only other method of travel Glitch are familiar with aside from sailing ships, and you can't exactly make the avatar of a spaceship a sailing ship without being comically obtuse, so they chose to give the soul of their ship the shape of that mixed with themselves. As for why it's female, ships have generally always been referred to as she. I'm assuming the Glitch do have sailing ships so they probably have a similar tradition.

As per that, why not complain that all the races are bipedal humanoids? Why is everyone fixating on the breasts? Freud would probably have a field day. It's not like this is or ever was meant to be hard sci-fi. Its simply the simplest easiest way to convey gender at a glance in such a limited media
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on May 29, 2014, 04:18:00 pm
Because it looks ****ing stupid?
Title: Re: Starbound - We have lift off.
Post by: Kaitol on May 29, 2014, 04:23:53 pm
*points at ten foot tall helmets covered in eyes* What did you expect from the Glitch? Something sensible? They're a race of malfunctioning robots that think they're in HAMLET for crying out loud.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on May 29, 2014, 04:26:04 pm
I'd expect something more in line with their theme, like a portrait of a Queen or something.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on May 29, 2014, 04:30:44 pm
My word, that is the bustiest horse I have ever seen... :-\

You've haven't been on the internet very long, have you?
Title: Re: Starbound - We have lift off.
Post by: Kaitol on May 29, 2014, 04:44:57 pm
Why would a ships AI, that's subservient to you, the pilot, be of something like a portrait of a queen? That would be close to treason. Glitch nobility would not look very kindly upon that at all. Far more sensible to have it simply be a representation of a steed that is comfortably beneath everyone on the totem pole.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on May 29, 2014, 06:15:53 pm
Why not a brain in a jar, then?
Title: Re: Starbound - We have lift off.
Post by: Vorthon on May 29, 2014, 06:34:42 pm
Why would a ships AI, that's subservient to you, the pilot, be of something like a portrait of a queen? That would be close to treason. Glitch nobility would not look very kindly upon that at all. Far more sensible to have it simply be a representation of a steed that is comfortably beneath everyone on the totem pole.

Well, seeing as PC Glitch are explicitly ones forced to flee their homes or be hunted down like vermin, I doubt they give much of a fuck about what the nobility thinks. :v
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on May 29, 2014, 06:57:45 pm
Hmmmm. What would a PC Glitch want as a AI Avatar...
DEFINITELY NOT A HORSE WITH TATS.
Mayhap a...A SQUIRE!~
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on May 29, 2014, 07:04:19 pm
Also, why isn't it a robot horse?
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on May 29, 2014, 07:13:07 pm
Novakids need like, a sentient gun.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on May 29, 2014, 07:25:48 pm
I love these kinds of conversations.

Find thread, get argument about horse tits.

Needs more crotch teats, because horse.
Title: Re: Starbound - We have lift off.
Post by: Graknorke on May 29, 2014, 07:35:22 pm
I love these kinds of conversations.

Find thread, get argument about horse tits.

Needs more crotch teats, because horse.
MODS! MODS!
Title: Re: Starbound - We have lift off.
Post by: BigD145 on May 29, 2014, 07:40:49 pm
I love these kinds of conversations.

Find thread, get argument about horse tits.

Needs more crotch teats, because horse.
MODS! MODS!

BIOLOGY!
Title: Re: Starbound - We have lift off.
Post by: BigD145 on May 29, 2014, 07:42:28 pm
I'm surprised nobody has made a mod that turns everything into tits, TBH.

Titrees, titbushes, titNPCs, titplants...

There IS a penis mod.
Title: Re: Starbound - We have lift off.
Post by: BlackFlyme on May 29, 2014, 07:43:19 pm
As if the other anatomy biomes weren't creepy enough.
Title: Re: Starbound - We have lift off.
Post by: Oneir on May 29, 2014, 07:58:03 pm
As per that, why not complain that all the races are bipedal humanoids? Why is everyone fixating on the breasts? Freud would probably have a field day. It's not like this is or ever was meant to be hard sci-fi. Its simply the simplest easiest way to convey gender at a glance in such a limited media

To me, it looks weird because the Glitch know they're not organic, right? And aren't their horses robotic, too? So it's deliberately ugly, fine, that's an art choice. But it's weird for it to be organic when all the Glitch artwork that we see is inorganic. (see: The Vitruvian Man homage)
Title: Re: Starbound - We have lift off.
Post by: Culise on May 29, 2014, 08:25:56 pm
Hmmmm. What would a PC Glitch want as a AI Avatar...
DEFINITELY NOT A HORSE WITH TATS.
Mayhap a...A SQUIRE!~
Or a valet named Jeeves; I'm sure, in a game that slaps boobs on everything that moves (robot boobs, plant boobs, fish boobs, and now horse boobs), we can forgive a slight mixing of Victorian and Elizabethan sensibilities.  RoboJeeves, possibly with just a hint of...dare I suggest, sass. 
Title: Re: Starbound - We have lift off.
Post by: Darkmere on May 29, 2014, 08:43:45 pm
Why wouldn't it be a figure of power? The Apex have an image of Big Ape. Hylotl-sensei-AI is an elder, to be revered. Humans is... well zero-effort lazy for the intent of zero-effort lazy carrying over to florans with no work. I have no idea what the avian crystals are for, so I can't comment there.

But there's at least tie-ins or direct cultural explanations for everything except glitch that does not involve rationalization gymnastics, which still leaves me at "we wanted a tithorse. have a tithorse and like it."
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on May 30, 2014, 03:44:17 am
Am I the only one who thinks that particular one is made as a test or some kind of joke?
Title: Re: Starbound - We have lift off.
Post by: Niveras on May 30, 2014, 04:28:30 am
That seems likely, but it also seems like the kind of thing that the more people complain about it or argue against it, the more likely it is to be made permanent.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on May 30, 2014, 04:59:20 am
That seems likely, but it also seems like the kind of thing that the more people complain about it or argue against it, the more likely it is to be made permanent.
People who complain at obvious jokes are usually not very bright.
Chances are that most people are kind of dumb.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on May 30, 2014, 09:55:50 am
Am I the only one who thinks that particular one is made as a test or some kind of joke?

I'd like to believe it is, but after the glitch armors I'm pretty sure they just don't give a damn about making that race not stupid.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on May 30, 2014, 10:11:36 am
Am I the only one who thinks that particular one is made as a test or some kind of joke?

I'd like to believe it is, but after the glitch armors I'm pretty sure they just don't give a damn about making that race not stupid.

Well I do not mind the Glitch armors, also.. They could be worse.
Title: Re: Starbound - We have lift off.
Post by: Recluse on June 03, 2014, 11:24:40 am
As if the other anatomy biomes weren't creepy enough.
I like the ones with oculemons personally. Whenever I find one I make sure to harvest every single plant and chop down every single tree so my character has plenty of oculemons to snack on. I don't know why, I just really like oculemons for some reason.
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on June 03, 2014, 01:46:00 pm
Maybe a computer screen? Something linking to their creators, who are all mysterious.

(whence we get sidequests and shit i want to find out everything about their creators)
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 03, 2014, 02:24:57 pm
Maybe a computer screen? Something linking to their creators, who are all mysterious.

(whence we get sidequests and shit i want to find out everything about their creators)

We could always mod them to have the DF Dwarf smiley as ship's AI.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on June 03, 2014, 02:33:47 pm
Maybe a computer screen? Something linking to their creators, who are all mysterious.

(whence we get sidequests and shit i want to find out everything about their creators)

We could always mod them to have the DF Dwarf smiley as ship's AI.

That'd be even more ominous than HAL, though.
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on June 03, 2014, 02:41:44 pm
Maybe a computer screen? Something linking to their creators, who are all mysterious.

(whence we get sidequests and shit i want to find out everything about their creators)

We could always mod them to have the DF Dwarf smiley as ship's AI.

That'd be even more ominous than HAL, though.
"I say we flood it with magma."
Title: Re: Starbound - We have lift off.
Post by: bQt31 on June 08, 2014, 06:57:05 am
Hi, are meteor showers still a thing? I mean they kept destroying everything I built. Did they 'fix' it?
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 08, 2014, 07:29:46 am
Hi, are meteor showers still a thing? I mean they kept destroying everything I built. Did they 'fix' it?

They are never going to "fix it" what they are going to do, once the major update happens, is scanners will detect the sort of weather you might expect there.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 08, 2014, 07:38:40 am
Well they did nerf the chance of a planet having them. For now.
At least on your starter planet.
Title: Re: Starbound - We have lift off.
Post by: Sappho on June 08, 2014, 07:43:48 am
I still just mod them out.
Title: Re: Starbound - We have lift off.
Post by: Sirus on June 08, 2014, 11:53:29 am
I still just mod them out.
Can you link to your mod again? Is it updated?
Title: Re: Starbound - We have lift off.
Post by: Sappho on June 08, 2014, 12:30:45 pm
Just uploaded the updated version now: http://community.playstarbound.com/index.php?resources/meteorelief.1433/
Title: Re: Starbound - We have lift off.
Post by: Sirus on June 08, 2014, 12:42:20 pm
You have an upload which doesn't require a Starbound account? :/
Title: Re: Starbound - We have lift off.
Post by: Sappho on June 08, 2014, 12:56:05 pm
Here you go: http://s000.tinyupload.com/index.php?file_id=15168288439894624898
Title: Re: Starbound - We have lift off.
Post by: Sirus on June 08, 2014, 12:56:46 pm
Thank you!
Title: Re: Starbound - We have lift off.
Post by: n9103 on June 08, 2014, 12:57:08 pm
here's another: https://www.dropbox.com/s/qx6bjaijivnqawm/MeteoRelief.rar
Title: Re: Starbound - We have lift off.
Post by: HooliganintheFort on June 08, 2014, 06:06:39 pm
Anyone host a server that I can join?
Title: Re: Starbound - We have lift off.
Post by: RexMundi on June 08, 2014, 09:20:53 pm
Anyone host a server that I can join?
I use this mod pack
http://community.playstarbound.com/index.php?resources/s3r1ous-mods.1358/
I use hamatchi, and it's not 24/7, more a someone wants on and it's up kinda thing
Title: Re: Starbound - We have lift off.
Post by: HooliganintheFort on June 09, 2014, 05:38:38 pm
Anyone host a server that I can join?
I use this mod pack
http://community.playstarbound.com/index.php?resources/s3r1ous-mods.1358/
I use hamatchi, and it's not 24/7, more a someone wants on and it's up kinda thing

Thanks.
Title: Re: Starbound - We have lift off.
Post by: Puzzlemaker on June 10, 2014, 07:56:08 am
In reality horse tits are down by their crotch, interestingly enough.
Title: Re: Starbound - We have lift off.
Post by: Reudh on June 10, 2014, 09:01:22 am
In reality horse tits are down by their crotch, interestingly enough.

I wonder, is the Glitch Ship AI a reference to Hotline Miami? A character is seen in concept art wearing a horsemask, and is female too.
Title: Re: Starbound - We have lift off.
Post by: somebody on June 11, 2014, 12:39:52 am
I wonder, is the Glitch Ship AI a reference to Hotline Miami? A character is seen in concept art wearing a horsemask, and is female too.
I would say it's more likely just a reference to the horse mask itself.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 17, 2014, 04:01:57 pm
(pre-warning, this post is mostly safe but some of the stuff I link is mildly NSFW with language and some sex references, if you're offended by that kinda thing. Or at work.)

Alright... I'm posting a bit pissed off but this needs to be seen. Over the past few months people have been getting kinda grumbly about lack of updates and all that. I've done my best to be fair end even despite Chucklefish's juvenile PR BS, up to and including

banning people who post dissent (http://steamcommunity.com/app/211820/discussions/0/522730075820514040/) and immediately
calling people liars (http://www.reddit.com/r/starbound/comments/286r2n/about_tonight/ci7zsdx) in the same post admitting poor admin practices while
the company's "full time PR manager" plays in the trash can (http://imgur.com/zrDG9YL) instead of doing her job.

But wait! There's more!

Here's two tweets from Molly *today* talking about harassment from 4chan making her job difficult (presumably in light of the abysmal PR that caused the above problems): Part 1 (https://twitter.com/mollygos/status/478932046803660800), Part 2 (https://twitter.com/mollygos/status/478932335677939712). Sounds bad -- poor Molly right?

Well not exactly. She retweeted the story (https://0-media-cdn.foolz.us/ffuuka/board/vg/image/1400/76/1400764398846.jpg) that she's referencing more than a month ago. So it was clearly emotionally damaging enough that she shared a laugh about it in public and then sat on it for a month until the time was right to trot it out again for sympathy votes (can't even find archived records of the tentacle pic though I'm not exactly disinclined to believe it exists).

I kinda feel like potboiling, but this is the kind of news that needs to be spread. Best case, the company stops acting like infants... worst case more people know where their money is going and can make more informed choices about supporting this kind of nonsense that makes indie gaming look bad.

EDIT: And the reddit discussion where all this came to light has been pulled from the list. So that settles that, viva censorship of anything inconvenient.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on June 17, 2014, 04:37:31 pm
You know, it really shouldn't surprise me that they're heading down even worse paths than the Terraria team did.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 17, 2014, 04:47:59 pm
I mean don't get me wrong... Development teams can act REALLY silly. The Maxis one in particular had a weird injoke about Grilled Cheese and did a lot of silly things.

But I can go to the sims website RIGHT NOW and complain about their games if I needed to. HECK The Sims 4 had TONS of complaints and complaint topics (mostly about the appearance) and approximately 0 of them were taken down for being negative...

And that is EA the Evil Empire of Videogames. If I heard they were pulling this crud I wouldn't bat an eye.

The second you censor complaints or attack your customer base is where I get concerned.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 17, 2014, 05:15:02 pm
The second you censor complaints or attack your customer base is where I get concerned.

And that is what bothers me most. I'm deciding whether this should be forwarded to a different sub outside Chucklefish purview, even though I know it would just make them ignore it harder.

EDIT AGAIN: And that's two deleted threads for the day. The second was a guy asking for rule clarifications. I admit his phrasing was a bit coarse but only with sarcasm, not personal attacks. The thread's now gone. This is getting worse than Terraria, as I've seen Tiy call a poster an idiot and Molly talk about some tree looking like dildos, but being a wise-ass non-mod gets threads removed. I really had hoped it wouldn't come to this level of internet dumb. I'm done tattling though, deleted the game for a while to cool off.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on June 18, 2014, 04:57:05 am
I'd just like to say I totally agree with the heart of the issue, being that chucklefish has absolutely no idea how to deal with criticism and it is savaging them in the long run. You should rarely if ever remove even remotely legit criticism, because, as we've seen here, it kind've makes you look ridiculous.

Getting on people, however, for silly photos and retweeting stuff is a bit much. I feel like it was mostly included as an after note, and that's fine, it's info that's going around and people can make their own decisions on it, but people take silly pictures all the time, and being a game dev doesn't change that. If the people in office don't mind, it's fine. It's not taking a lot from dev time, so whatever.

I feel like what people were actually getting at with the pictures was that it was proof of them wasting time in office, and... well... that's not incorrect? But it feels like things would be better served by attacking the main issue, IE the game hasn't had a major update in months, because it's directly related to the "wasting time in office" thing, rather then try to turn the auxiliary issue that happened to manifest itself as a silly internet picture into a huge deal, because unless the guy has entire albums of the picture's there's not really any hard proof.

I kind've ran away with myself so I'll just end by saying the current state of the game is miserable given how long it's been in public development, and despite this it's important to remember that game devs are people too, and indeed do silly things sometimes, especially if their boss isn't out to get them for it.
Title: Re: Starbound - We have lift off.
Post by: frightlever on June 18, 2014, 06:10:11 am
I feel like what people were actually getting at with the pictures was that it was proof of them wasting time in office, and... well... that's not incorrect?

If it wasn't for "wasting time in office" I'd probably never read these forums.

Title: Re: Starbound - We have lift off.
Post by: Frumple on June 18, 2014, 06:41:29 am
the company's "full time PR manager" plays in the trash can (http://imgur.com/zrDG9YL) instead of doing her job.
Apropos of nothing, per se, but it's always kinda' amazed me someone taking a few minutes out of their day to play around is collated with not doing their job. It's just... the weirdness of it. A person sees probably less than 5/96th (five minutes of an eight hour day) of a single day and goes on to extrapolate that's representative of the other 89/96ths of every other day. Or even that one day. Or something along those lines. Bloody odd, and I guess one of the driving forces behind the royally screwed up views a lot of management type folks have about productivity.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 18, 2014, 06:43:12 am
It's like people forget that game developers are human.
Title: Re: Starbound - We have lift off.
Post by: Darkening Kaos on June 18, 2014, 07:10:16 am
    Or that maybe, just possibly, it might have been done during that person's lunch/break.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 18, 2014, 07:39:51 am
Honestly all Chucklefish needed to say on the subject is "What? Do you work through your breaks at work?"

the "pictures of them not working" being criticized really doesn't count as work negligence for me. Especially when I've seen much more prominent non-indie developers do the exact same thing.

HECK I think it was the Lionhead team that for april fools added Waldo to a bunch of their development pictures.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 18, 2014, 07:44:31 am
So, why is this game not terraria 2?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 18, 2014, 07:47:53 am
Because it's made by a different company.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 18, 2014, 08:18:11 am
But aren't they going on the same path as terraria did?

You know, it really shouldn't surprise me that they're heading down even worse paths than the Terraria team did.
The second you censor complaints or attack your customer base is where I get concerned.

And that is what bothers me most. I'm deciding whether this should be forwarded to a different sub outside Chucklefish purview, even though I know it would just make them ignore it harder.

EDIT AGAIN: And that's two deleted threads for the day. The second was a guy asking for rule clarifications. I admit his phrasing was a bit coarse but only with sarcasm, not personal attacks. The thread's now gone. This is getting worse than Terraria, as I've seen Tiy call a poster an idiot and Molly talk about some tree looking like dildos, but being a wise-ass non-mod gets threads removed. I really had hoped it wouldn't come to this level of internet dumb. I'm done tattling though, deleted the game for a while to cool off.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on June 18, 2014, 08:55:05 am
If you watched the twitch release of the initial game it was almost nothing but ascii doge flood and absolutely zero effort on the part of Chucklefish to stop it. Chat was useless. That's about as unprofessional as you can get. It wasn't even funny, except to about half of Chucklefish. It got old and annoying very quickly. Did anyone have a serious question that day? Who knows. The only answer was doge. Not really the best start for them unless you're a prepubescent boy.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 18, 2014, 08:57:14 am
But dude don't you watch Twitch plays pokemon? That is what makes it cool!
Title: Re: Starbound - We have lift off.
Post by: BigD145 on June 18, 2014, 09:09:11 am
Dude. No. Just no. That ain't cool, man.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 18, 2014, 09:43:59 am
I'd like to clarify my views on the silliness thing. I absolutely love humor and silliness in games and among developers. The guys from MinMax (Space Pirates and Zombies) take time to cut up with the fans sometimes. Gaslamp's nonstop humor is one of the reasons I keep following them.

The difference is those companies are honest and competent at dealing with actual business and customer relations matters.

If Chuckelfish were actually managing complaints, meeting some kind of sane update schedule, or doing anything besides throwing fits and banning critics I'd be completely fine with some chicanery. As it is, all I see is the same poor policies and rage, plastered over with "lolzy" antics as a shield to imply them having a sense of humor is excuse enough to not be better at their job.

It really doesn't help that they're surrounded by Terraria-like yes-men who see them as completely infallible and do think mass-banning critics is a legitimate practice.
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on June 18, 2014, 10:13:43 am
I'm actually not surprised by Chucklefish's meltdown, and kinda feel for them. Starbound had a record level of hype, and there were a good couple years where the dev team could do no wrong in the eyes of the fans. Sometimes press like that can go to your head.

They've forgotten that you need to earn loyalty everyday, and you can't just coast on loyalty you've previously earned (unless you're Blizzard). They're making the classic mistake of believing that because everyone loved them before, anyone calling them out now must be a troll.

Chucklefish needs a reality check. They're acting like rock stars and need to get humble before the community goes full Cube World.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 18, 2014, 10:28:58 am
Cube World though somewhat does and doesn't deserve their criticism. Though I feel bad for buying that game out of guilt for criticizing it so avidly.

It does take genuine skill to keep your cool as a creator, I should know quite a few of my favorite creators had a meltdown or two. (The worst are ones that are their fault, but they chose to get mad at the community for getting mad anyway. Such as when they leave for months on hand, give no indication of what their progress is, and then are surprised that people are getting antsy)

Chucklefish needs to sort of sit back and have their PR manager deal with the community.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on June 18, 2014, 10:51:11 am
Chucklefish needs to sort of sit back and have their PR manager deal with the community.

I'm sure the complaints will subside if they worked on the game as opposed to PR.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 18, 2014, 10:59:31 am
Chucklefish needs to sort of sit back and have their PR manager deal with the community.

Their PR manager was the one who forward rapefics of her boss raping her... to her boss. That's their PR.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 18, 2014, 11:23:38 am
Whelp... Chucklefish sucks.
Title: Re: Starbound - We have lift off.
Post by: stabbymcstabstab on June 18, 2014, 11:48:09 am
Chucklefish needs to sort of sit back and have their PR manager deal with the community.

Their PR manager was the one who forward rapefics of her boss raping her... to her boss. That's their PR.

Wait, That is something new, thank god I got this when it was cheap.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on June 18, 2014, 01:21:47 pm
Yeah. Man, if I hadn't bought this back when it was alpha 1/2 off I don't think I would right now. They gotta get their shit together and just maek gaem.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 18, 2014, 02:26:47 pm
TBH I have gotten enough money-value out of my pre-purchase and soundtrack to not be too terribly mad about the game (provided it does eventually... you know... happen) but this has been the end of my support for the team. I won't pre-order anything else from them -- or anyone else seeing as how this was my "one exception" -- in the future and won't recommend their products to anyone.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 18, 2014, 02:28:23 pm
I am someone who honestly believes that if you buy a game you have a right to rip the music off of it.

So I consider sound track inclusions to be mostly rip offs :P
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 19, 2014, 02:27:00 am
Chucklefish needs to sort of sit back and have their PR manager deal with the community.

Their PR manager was the one who forward rapefics of her boss raping her... to her boss. That's their PR.
What. How can this possibly be real? Nobody is that stupid, right???
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 19, 2014, 03:58:23 am
Chucklefish needs to sort of sit back and have their PR manager deal with the community.

Their PR manager was the one who forward rapefics of her boss raping her... to her boss. That's their PR.
What. How can this possibly be real? Nobody is that stupid, right???

Pics are on my post one page back (default format). Thankfully someone got a pic before CF pulled it... like the thread where someone found it and called them on it.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on June 19, 2014, 09:14:16 am
Well...this is an interesting point to come back to the thread at. I'm guessing Drama has ensued on their forums?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on June 19, 2014, 10:14:37 am
Just the usual 'indie devs with popular game get too big for their britches and start suppressing all criticism because they don't know how to handle it'.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 19, 2014, 10:25:12 am
Well they did apologize and unban them.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 19, 2014, 11:20:06 am
Well they did apologize and unban them.

Probably because of the backlash and not because they honestly believed they were doing anything wrong.

I deal with EA and they will apologize for anything but all it amounts to is "We are sorry, we thought we could make money off our stupidity but apparently not".

Though I will extend the benefit of the doubt.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 19, 2014, 12:51:57 pm
Well they did apologize and unban them.

Not all of them, just the ones that night, if I read the retraction correctly. There was a thread on reddit with people talking about getting banned before the fact that are still gone, and another asking for rule clarifications on the website policy that was also removed.
Title: Re: Starbound - We have lift off.
Post by: miljan on June 19, 2014, 01:59:01 pm
Mehh dont care about all this drama. Just give me a good game in the end, and I will not have problems buying anything from them in the future. But if they do not finish the game, i will not be pre ordering games from them, only buy finish ones if they are good.
Title: Re: Starbound - We have lift off.
Post by: NullForceOmega on June 19, 2014, 04:43:02 pm
I like Starbound.  I want to enjoy Starbound.  I do not want to get caught up in mindless drama about Starbound.

Nonetheless, I have fucking HAD it with the dev's attitude of late.  You wanted to centralize?  Fine, good idea.  You want to launch nightly updates?  Why, what purpose is it serving?  You want fucking horsetits?  I don't like the direction you're taking here, would you please explain your logic?  You're going to shootdown, censure, delete, and otherwise quench all calls for your miserable gods be damned horsetit AI to be reconsidered or changed?  You are really starting to irritate me, this is not how you handle negative feedback.  You posted another nightly update on your main page featuring of all things a human female wearing no top, a skirt and the damn horsehead, after you clearly were able to see that a large portion of your active community takes issue with the damn horsetits thing?  Fuck you you juvenile sacks of shit, I've had it with your blatant disrespect, kindly fuck off.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 19, 2014, 04:45:08 pm
Pleasing the fan base is not easy.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 19, 2014, 04:46:47 pm
In the defense of the horse thing.

It is clear that the developers think they are a lot more funny then they actually are... with what we saw so far being thankfully not in our faces.

I've seen a LOT of indie games fall into this... where their games are saturated with comedy that isn't funny (I am looking at you Adventure Manager... Ohh my your comedy is atrocious)
Title: Re: Starbound - We have lift off.
Post by: NullForceOmega on June 19, 2014, 04:54:50 pm
I have avoided the Starbound community like the plauge, I have no interest in the whiny entitled persons who frequent the forums there making asinine demands of the dev team.  However, I actually give a damn about the stupid damn horse thing, I like to play glitch, I find the anachronism of the 'species' engaging.  If I have to deal with an offensive, disgusting, and poorly executed joke like horsetits on even an irregular basis I WILL FLIP THE FUCK OUT.  I'm fine with anthros, (tho' furrysuits are just strange) but the damn horse thing is simply going to damn far.

I wouldn't even post this here, but they've got their moderators actively deleting every new thread on the subject, and they've locked the original and the one they set up themselves, that is flatly unacceptable behavior.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 19, 2014, 04:56:39 pm
There will always be mods to replace stuff with something else.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on June 19, 2014, 05:03:56 pm
They had the sense to remove the Avian trollface mask, it's odd that they can't see this meme reference isn't that funny.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on June 19, 2014, 05:11:17 pm
Pleasing the fan base is not easy.

I'll give you that, for sure, and totally, gamers in general need to be way way less picky about things in general, because many of them are incredibly unreasonable.

But despite all this, I think the current situation is very easily avoided, and pretty standard and reasonable. All the auxilary stuff they're harping on like trashcan picture/fic they can't do anything about, and I feel they're dealing with reasonably (IE ignoring it, they seem to be good at that!), but banning people from your forums for voicing a negative opinion about a game has gone from relating to the fanbase to directly relating to the game. It negatively effects both, and again, is fairly easy not to do, or at the very least not do noticibly, and really, ultimately, that's all that matters, as much as I would like to say otherwise.

It just sort've shows a worrying lack of effort on their part, is the real issue I think. If the fanbase were JUST pissed off and the game was still updating fine I'd be 100% okay with it because like you said, pissing off gamers is easy and in general in those situations I sort've defer to my own judgement because you can't really trust the mob in any situation, much less internet forums.

Unless you were just mentioning that and not arguing using it, in whichcase I apologize for the big rant! :P
Title: Re: Starbound - We have lift off.
Post by: Moghjubar on June 19, 2014, 05:50:57 pm
I'm just waiting for the game to be fun, and don't really care about shenanigans one way or another.  Still see the potential so I wait, not into this or that drama (and don't really care, I've seen some serious drama shit already so probably desensitized anyway).
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 19, 2014, 05:51:49 pm
I'm just waiting for the game to be fun, and don't really care about shenanigans one way or another.  Still see the potential so I wait, not into this or that drama (and don't really care, I've seen some serious drama shit already so probably desensitized anyway).

It is something to talk about that isn't "yep... waiting on some updates... game still isn't that fun yet"
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 19, 2014, 05:52:46 pm
Pleasing the fan base is not easy.
Unless you were just mentioning that and not arguing using it, in whichcase I apologize for the big rant! :P
Well obviously I was simply mentioning that with no intent of arguing. :p
I'm too lazy for arguments.
Title: Re: Starbound - We have lift off.
Post by: Baijiu on June 19, 2014, 06:44:57 pm
I'm confused. People were outraged before that there was a lack of updates... Now there's nightly builds, and people are... angry that there's updates? I'm not disappointed in Starbound, I'm disappointed in its community.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 19, 2014, 06:50:17 pm
I'm confused. People were outraged before that there was a lack of updates... Now there's nightly builds, and people are... angry that there's updates? I'm not disappointed in Starbound, I'm disappointed in its community.
I am kinda with you there.
At least in the Steam community.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 19, 2014, 06:52:12 pm
The Nightly builds are not "proper" builds so to speak. They are sort of "use at your own risk" sort of deal.
Title: Re: Starbound - We have lift off.
Post by: Aklyon on June 19, 2014, 06:56:09 pm
The Nightly builds are not "proper" builds so to speak. They are sort of "use at your own risk" sort of deal.
Isn't that the definition of 'Nightly build' in the first place?
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on June 19, 2014, 09:15:34 pm
*Comes back to thread months later*

Whats this about horsetits and furrysuits?
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on June 19, 2014, 09:30:57 pm
Someone reading the actual ridiculous thing wrong.

They're planning on having ship AIs with holographic avatars. Wise old Hylotl, generic computerized human, cybernetic avian crystals, Big Ape, etc. But for the Glitch, they have...
(http://playstarbound.com/wp-content/uploads/2014/06/GlitchAI1.gif)
...this, probably a reference to the horse mask meme.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on June 20, 2014, 06:16:10 am
Pleasing the fan base is not easy.
Unless you were just mentioning that and not arguing using it, in whichcase I apologize for the big rant! :P
Well obviously I was simply mentioning that with no intent of arguing. :p
I'm too lazy for arguments.

My apologies then!
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 20, 2014, 06:19:49 am
Pleasing the fan base is not easy.
Unless you were just mentioning that and not arguing using it, in whichcase I apologize for the big rant! :P
Well obviously I was simply mentioning that with no intent of arguing. :p
I'm too lazy for arguments.

My apologies then!
No need to apologize twice. I accepted it the first time.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 20, 2014, 08:15:45 am
Someone reading the actual ridiculous thing wrong.

They're planning on having ship AIs with holographic avatars. Wise old Hylotl, generic computerized human, cybernetic avian crystals, Big Ape, etc. But for the Glitch, they have...
(http://playstarbound.com/wp-content/uploads/2014/06/GlitchAI1.gif)
...this, probably a reference to the horse mask meme.
I feel my IQ dropping just by looking at that image.

I think including memes into games and references in general are detrimental to the current generation game quality.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on June 20, 2014, 08:22:33 am
My suggestion for a different one.

Robot pope.

Much better idea that can be humorous if you want it to be.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 20, 2014, 09:13:23 am
Quote
I think including memes into games and references in general are detrimental to the current generation game quality.

I don't agree

But think of it this way instead. You need to get to the middle of the game and read through someone's journal in Castlevania Lord of Shadows to get a "The Cake is a lie" joke.

This Horse face meme spouting avatar? The first one as a glitch (so far)
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on June 20, 2014, 09:26:19 am
If I had to hazard a guess, it was to set the glitch apart from the other races even more. It would have been redundant (If sensible, given their history) to have a robotic depiction of an AI, so they got together and said, "So what can we give the glitch?"

Someone said "A horse with boobs!" and an AI was born.

I'm sure there will be an in-game reason why they have a woman with a horse head as their AI. I don't see any problem with it. The glitch are a quirky race, let them have quirky things, even if those things are jokes or memes.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 20, 2014, 09:27:55 am
I actually would have liked the AI that is basically a very generic AI with swirly eyes.

That would have worked quite well with a glitch and would have been a funny joke.
Title: Re: Starbound - We have lift off.
Post by: coolio678 on June 20, 2014, 12:23:27 pm
I think that there's a very large difference between a reference and humor/spoof. Take Magicka for example. There are an absolute crapload of cheesy references and jokes. The giant spider boss fairly early on is named Parker, which obviously is a nudge at spiderman, and overall wasn't too funny. When Vlad is steering the airship before busting open the captain's door yelling "I sense a great distubance in my town! Take the helm!" and then throwing himself off the ship was much funnier, partly due to his delivery and an ever so slight bit of subtlety, as I had to think on it for a second before realizing what he was getting at. The horsetits, Parker, and also Castlevania there are just kind of there, waving their metaphorical hands and saying "Look at me! I'm a joke, pretty funny right? No really, laugh with me!"

tl;dr References are funny when they aren't trying to draw attention. I'm not arguing for either side on the Chucklefish PR ordeal, just on referential humor in general.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 20, 2014, 02:59:32 pm
IMO, Memes and references don't automagically detract quality, they do that if you do it wrong. Which is a lot easier than doing it correctly.

And CF is pulling a drawn out PR suicide that they don't seem to be doing much to avert.

Well what is the community going to do? Ask for refunds? Good luck.

They got your money they can do what they want, and all their other projects are ALREADY funded.

It is less PR Suicide so much as they are starting to take lessons from EA in the "You hate this? well too bad" category. Which will hurt them in the long run... but they are an indie company, they tend not to have a long run.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on June 20, 2014, 03:06:17 pm
IMO, Memes and references don't automagically detract quality, they do that if you do it wrong. Which is a lot easier than doing it correctly.

And CF is pulling a drawn out PR suicide that they don't seem to be doing much to avert.

Well what is the community going to do? Ask for refunds? Good luck.

They got your money they can do what they want, and all their other projects are ALREADY funded.

It is less PR Suicide so much as they are starting to take lessons from EA in the "You hate this? well too bad" category. Which will hurt them in the long run... but they are an indie company, they tend not to have a long run.

Man I -wish- Indie companies had long runs. Good ones, anyway.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 20, 2014, 03:25:11 pm
And CF is pulling a drawn out PR suicide that they don't seem to be doing much to avert.

Honestly what they DO have is a very adamant group of people who will defend every decision they make, no matter how ill-advised. Part of the problem is anyone who disagrees, be they legitimate concerns or not, is shouted down very loudly by the group that thinks nothing can possibly go wrong. And a group of people who can't be sensible in criticism and just come off as dicks.

There's also a huge number of people who will just forget about the whole thing and come back on release after all this has been swept under the rug who won't know about it, or care about abusive policy. Either way I think CF has squandered a lot of their goodwill and shows no interest in regaining any of it.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 20, 2014, 03:49:13 pm
And CF is pulling a drawn out PR suicide that they don't seem to be doing much to avert.

Honestly what they DO have is a very adamant group of people who will defend every decision they make, no matter how ill-advised. Part of the problem is anyone who disagrees, be they legitimate concerns or not, is shouted down very loudly by the group that thinks nothing can possibly go wrong. And a group of people who can't be sensible in criticism and just come off as dicks.

There's also a huge number of people who will just forget about the whole thing and come back on release after all this has been swept under the rug who won't know about it, or care about abusive policy. Either way I think CF has squandered a lot of their goodwill and shows no interest in regaining any of it.
That's called "group thinking" and it is one of the reason why modern physicists still cannot combine relativity and quantum.
Title: Re: Starbound - We have lift off.
Post by: miauw62 on June 20, 2014, 04:08:46 pm
Not really. It's just human nature to do "group thinking". People gonna people, even if it's dumb.
Title: Re: Starbound - We have lift off.
Post by: Seriyu on June 20, 2014, 04:20:07 pm
The ultimate issue is that they either don't seem to be aware that the majority of people are defending them because of the enormous circlejerk going on in the official forum, like every official forum ever, or they just don't care and don't realize how damaging that can be to a dev team and community, and continue to enforce it.

Title: Re: Starbound - We have lift off.
Post by: hemmingjay on June 20, 2014, 04:23:22 pm
Let me start by saying Chuckelfish is really f#cking up. Now let me add to that by saying it's really become painful to be a developer. There are a lot of really repugnant human beings out there with nothing but vitriol and hate to spew. I have been working with @10 different devs in the last 18 months and most of them are really good people who just want to make gamers happy. Yet not a single day goes by without them getting messages, public and private, saying things like "Your game is sh!t! It's a ripoff of Qbert(or whatever ridiculous)! How dare you charge $5 for a game that has bugs in it! You should kill yourself! I could make a better game in my sleep! You must be retarded to think this is good. Try making something original!" Etc etc etc  Of course all have every other word misspelled, include obscenities all over the place. It seems silly, but all of this really hurts people. The worst part is the people who write this honestly think that the world needs their opinion. They have never accomplished anything in their lives, yet they try to attack others who are brave enough to share publicly. It's an epidemic and it leads to devs who really stop liking their audience, just because of the vocal minority who bully reasonable posters. It is having an effect on the industry and it's not good.

That being said, I am and always will be a customer advocate and I believe in providing excellent service and value even above making a profit. If doing the right thing means you went out of business then you obviously weren't doing well. Chuckelfish has damaged their image now and hurt their future income. They haven't just devalued their own brand as developers, but they hurt those whose games they publish as well. The two publishers I am talking with are protecting their good name like a mother badger and wouldn't even consider putting their name on my game if it wasn't at least as good as their own or a good value for fans. That's respect! That's good business. Not this Chuckelfish sh!t.
Title: Re: Starbound - We have lift off.
Post by: Levi on June 20, 2014, 04:35:54 pm
What exactly has chucklefish done?  Did they cancel development or something?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 20, 2014, 04:48:30 pm
No. They banned people, apologized and unbanned some.
Title: Re: Starbound - We have lift off.
Post by: Levi on June 20, 2014, 04:49:00 pm
Fair enough I guess.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 20, 2014, 04:49:56 pm
Now some drama from over there seem to have slipped over here.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on June 20, 2014, 05:12:12 pm
They have never accomplished anything in their lives, yet they try to attack others who are brave enough to share publicly.

 ::) Quite the generalization. Do you feel like you're better than all people or just most people?
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on June 20, 2014, 05:31:11 pm
Now some drama from over there seem to have slipped over here.

In most cases I'd agree with you. However, since Starbound is an early access game, what they're selling at the end of the day is the confidence that the dev team will deliver a quality finished product down the road. I think it's completely fair to discuss whether Chucklefish is on the right track.

/ Said as someone who thinks Chucklefish is having some growing pains and just needs to step back and reassess for a moment
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 20, 2014, 05:35:45 pm
Well small steps are still steps.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 20, 2014, 06:15:43 pm
I kinda think they've gone backwards, actually. In the last AMA Tiy said something along the lines of "we're probably just not going to engage with the customers anymore and try to reconnect after release." so.....

I really haven't seen any positive change since the Starbound debut where no one had scripts or bothered to plan out any presentation at all beyond "Uh, here's our game and stuff. It's kinda broken but in the future it's gonna be so much better!" And here we are many months later with almost exactly the same skeleton they had back then, plus a handful of broken systems and lots of unicorn dreams. I can't think of a single system they've "previewed" since December that's actually in the game now.

It would be completely different if I'd seen... basically anything proving progress, but I don't think inability to finish 1 new weapon type in 6 months bodes well for completely redoing the core systems from the ground up by the end of the year.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 21, 2014, 12:55:42 am
So as I understand, the game did not live up to the completely out-of-control hype that I've seen in this thread before?

How unexpected.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on June 21, 2014, 01:02:48 am
It's past that point. I've seen games with smaller budgets and dev teams make more progress towards a finished product in half the time they've had since the initial release. The hype's a problem, but not the only one -- see the fact that they haven't got their shit together (and in very visible ways, too). I'm torn between thinking that they should have waited 'til they had a finished build, though, because thanks to unpaid playteste-uh, prepurchasers, core gameplay mechanics have been completely overhauled multiple times due to being complete shit.
Title: Re: Starbound - We have lift off.
Post by: MrWiggles on June 21, 2014, 02:42:33 am
Oh god. Unpaid testers. Did you buy the game, knowing it wasn't done? Yes. Then calling yourself unpaid tests, is asinine.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on June 21, 2014, 03:07:02 am
Indeed. I don't think the game is still out of the... well, probably even the first step of the beta they outlined way back when.
The point is though, with how successful they were to this point, they should have been far further along than that by now.
Title: Re: Starbound - We have lift off.
Post by: MrWiggles on June 21, 2014, 03:17:47 am
Indeed. I don't think the game is still out of the... well, probably even the first step of the beta they outlined way back when.
The point is though, with how successful they were to this point, they should have been far further along than that by now.

Based on, the copy of their source code, their design document, and access to their day planner?
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on June 21, 2014, 03:38:22 am
Indeed. I don't think the game is still out of the... well, probably even the first step of the beta they outlined way back when.
The point is though, with how successful they were to this point, they should have been far further along than that by now.

Based on, the copy of their source code, their design document, and access to their day planner?
No, mostly based on their progress compared to the progress of other projects I've seen within a similar timeframe. It's been how long since they started the beta? I'm sitting on the unstable branch in Steam, and I haven't seen an update in forever. I've no idea what they're doing over there, and personally I don't care what they are doing, but they're not doing too good on the progress front. OpenXCom - a free, volunteer-driven project - went through two major stable versions inbetween the last update of Starbound and now. No matter what the actual, behind-the-scenes progress is, since we have no idea what it actually is, the progress on the game feels too slow.
Title: Re: Starbound - We have lift off.
Post by: MrWiggles on June 21, 2014, 08:06:48 am
Who cares about OpenXcom. If we compare it to Drwarf Fortress, its going super duper fast. They're different projects.

Just because, there are similar verbs in appearance in Starbound as in Terraria  doesn't really mean anything besides, they're conceptually similar.

They could be executed wholly different from each other, and there maybe, and probably host of issues of the intended scale of the project, and its overall reliance on rng to make everything, that make it alien to terria more so then it it similar.

If anything, the five month period between announcement to release, should show that Terraria is rather shallow. Or done, rather poorly. Or both.

Or maybe, Terraria 2 is taking ground, and they're gearing up for a release for that.

Or maybe the nightly releases, started on sunday, kinda make this whole internet wankery, wholly assine and exercise in futility, trying to make judgement from places of absolute ignorance.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 21, 2014, 08:19:22 am
Indeed. I don't think the game is still out of the... well, probably even the first step of the beta they outlined way back when.
The point is though, with how successful they were to this point, they should have been far further along than that by now.

Based on, the copy of their source code, their design document, and access to their day planner?
No, mostly based on their progress compared to the progress of other projects I've seen within a similar timeframe. It's been how long since they started the beta? I'm sitting on the unstable branch in Steam, and I haven't seen an update in forever. I've no idea what they're doing over there, and personally I don't care what they are doing, but they're not doing too good on the progress front. OpenXCom - a free, volunteer-driven project - went through two major stable versions inbetween the last update of Starbound and now. No matter what the actual, behind-the-scenes progress is, since we have no idea what it actually is, the progress on the game feels too slow.

They have probably burned out. I've seen this a lot with many beginning writers. At first they write a lot, but after some time they just lose interest in what they're doing.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 21, 2014, 08:56:35 am
Indeed. I don't think the game is still out of the... well, probably even the first step of the beta they outlined way back when.
The point is though, with how successful they were to this point, they should have been far further along than that by now.

Based on, the copy of their source code, their design document, and access to their day planner?

Actually I'd assume it was based on their own press releases and gifs of features "almost finished and in-game" from months ago that still don't actually exist in game. Yes, I do believe there has to be some metric to judge performance on a project that I've invested in because I don't think it's good business practice for me to say "give me your money and I'll deliver your product by the end of the year" "oh I meant an early alpha by the end of the year, yeah I know the features don't match up but we're working on it" "Oh I actually meant next year sometime, still nothing to show you" "Eh it might be done sometime the year after that I hope but it'll be AWESOME...".
Title: Re: Starbound - We have lift off.
Post by: Oneir on June 21, 2014, 09:14:00 am
Or maybe the nightly releases, started on sunday, kinda make this whole internet wankery, wholly assine and exercise in futility, trying to make judgement from places of absolute ignorance.

Is that a thing they're doing? Huh. Have the worked out the kinks from the last time they tried doing something like that?
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on June 21, 2014, 09:19:39 am
When I got the game, I expected that it would be updated many times at first and then there would be a long break while they add in the next chunk of the game. I was thinking around a year, so I am still a long way off being dissapointed by the lack of updates.

My own opinion is that although there is certainly some legit criticism, this whole controversy thing is overblown.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 21, 2014, 09:58:37 am
My own opinion is that although there is certainly some legit criticism, this whole controversy thing is overblown.

Honestly the only thing keeping this from the realm of a normal discussion is that any topics like this are banned on any of their forums. I was perfectly content to wait til next year for the game even though they've failed to deliver anything of note... right up until the shameful PR fuckups were blatantly swept under the rug and people like Mr. "fair and balanced" up there started making things personal. It's not really one issue in particular that I have a problem with, but a willing avoidance of all the issues and the head-in-the-sand stance they're taking that make me irate.
Title: Re: Starbound - We have lift off.
Post by: stabbymcstabstab on June 21, 2014, 10:17:23 am
I just saw that they're putting up nightly builds now so people can track there progress.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on June 21, 2014, 10:46:38 am
Oh god. Unpaid testers. Did you buy the game, knowing it wasn't done? Yes. Then calling yourself unpaid tests, is asinine.
I guess you only bothered to cherrypick one part of my post. Did you not read the bit about how core gameplay mechanics have been repeatedly overhauled because they were utterly asinine? That, and you're saying, "Oh, you can't compare their progress to any other indie dev team because..." 'reasons', I suppose? They've made terribly little progress in a long period of time despite having better funding and a larger staff than a lot of other developers.

Put another way, I've bought a lot of games that were still in alpha or beta builds. Most of them were still playable and didn't undergo any major revisions during the testing phase, and most of them also reached stable late-beta or 'marketable' builds in less time than Starbound has been in alpha and beta. Hell, right now Chucklefish is looking less customer-friendly than companies like Gaijin and Wargaming that are notorious for censoring dissent.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 21, 2014, 11:38:40 am
Oh god. Unpaid testers. Did you buy the game, knowing it wasn't done? Yes. Then calling yourself unpaid tests, is asinine.
I guess you only bothered to cherrypick one part of my post. Did you not read the bit about how core gameplay mechanics have been repeatedly overhauled because they were utterly asinine? That, and you're saying, "Oh, you can't compare their progress to any other indie dev team because..." 'reasons', I suppose? They've made terribly little progress in a long period of time despite having better funding and a larger staff than a lot of other developers.

Put another way, I've bought a lot of games that were still in alpha or beta builds. Most of them were still playable and didn't undergo any major revisions during the testing phase, and most of them also reached stable late-beta or 'marketable' builds in less time than Starbound has been in alpha and beta. Hell, right now Chucklefish is looking less customer-friendly than companies like Gaijin and Wargaming that are notorious for censoring dissent.
How asinine? I'm just curious.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on June 21, 2014, 12:53:36 pm
Not a core mechanics thing, but...

(http://i.imgur.com/WqL2LLE.png)

...the progression is kind of whacked.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on June 21, 2014, 01:06:23 pm
Maybe the purpose of the robot is to breed an AI which can then operate the automatic crafting table.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 21, 2014, 01:15:10 pm
The difficulty curve on release was really bad. There were a series of isolated "sectors" arranged in chunks of 10 "difficulty levels" apiece. When you started on a Level 1 planet, everything could 1-shot you, until you crafted the armor and weapons for that tier, at which point you could 1-shot enemies until level 5 or 6. After that, scaling kicked in steeply, such that you'd be taking 8X more damage from a threat level 10 than threat level 5, but armor was only craftable at levels 5, 15, 25, etc. The boss you summon and fight to advance to sector 2 would summon groups of minions that took 15% of your damage and 2-shot you, such that the only real way to kill it was fly around planets until you found a gun vendor (or use the pitifully underpowered hunting bow) and hide in a bunker to snipe it for 5 minutes.

Then all the difficulty levels got squished, so each sector has difficulty 1 planets only and crafting the armor/weapons will let you easily kill everything in a sector. This was done by manually assigning values to every craftable item in the game to make it best-in-slot for that tier.

Now as I understand it the new plan is to remove sectors entirely (which has been done in nightly, so i hear) and re-scale planet difficulties on an X.X scale, so 1.1, 1.2, 1.3 etc that once again scales everything to 10 levels per difficulty tier, so we'll be back to the original system but you now have to browse each individual planet and moon in hopes of finding the biome you want at a threat level you can handle that's within fuel range, coupled with a %age of planet-type locations being forbidden (moons and asteroids are off-limits until you get T3 or T4 tech upgrades and make the personal oxygen generator).

I'd also point out that keybindings weren't in for months, until they posted a UI preview for it... that isn't in the game months later. You can change bindings, but only certain ones and you do it by editing a text file, assuming you know where to look for the coder logs that tell you how to find and modify the file.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 21, 2014, 01:24:06 pm
I beat the robot without a run and gun strategy. But I did it through shields that are being nerfed

Also I feel you Darkmere... It takes SOOO LONG to refuel ships and it takes so much to go to another star... and now I might not even run into a planet appropriate for my start.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on June 21, 2014, 02:33:13 pm
Quote from: Starbound blog
Also we have decided because of the positive feedback about the glitch AI that we should make every ship AI a different animal, all with boobs.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on June 21, 2014, 02:35:31 pm
Haha. I am like. Laughing. So much. Hue hue. HUE. (https://www.youtube.com/watch?v=-5FTJxfV3pc)

I find that attempt at humor terrible.

Apologies to those who do find it funny.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on June 21, 2014, 04:20:41 pm
They've opened up a new poll about the horse AI, though with the caveat that it's not to determine whether or not the AI goes forward, just for feedback and to consolidate the issue into one thread:

http://community.playstarbound.com/index.php?threads/glitch-ship-ai-feedback.80652/

I voted No, I really don't like it, because I almost exclusively play Glitch and think there are so many better options to use besides the meme they insist is not a meme.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 21, 2014, 04:21:45 pm
My bet is it's going to be a tie.
Title: Re: Starbound - We have lift off.
Post by: coolio678 on June 21, 2014, 09:13:14 pm
Haha. I am like. Laughing. So much. Hue hue. HUE. (https://www.youtube.com/watch?v=-5FTJxfV3pc)

I find that attempt at humor terrible.

Apologies to those who do find it funny.
It was worth a chuckle, but I do find it a little... Poorly timed? They already have a lot going against them, and cracking jokes at their customers' expense probably isn't helping that.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 21, 2014, 10:15:54 pm
Quote from: Starbound blog
Also we have decided because of the positive feedback about the glitch AI that we should make every ship AI a different animal, all with boobs.
real mature guys

boobs sell am i right

right?
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on June 21, 2014, 10:25:12 pm
Quote from: Starbound blog
Also we have decided because of the positive feedback about the glitch AI that we should make every ship AI a different animal, all with boobs.

Oh, so they're just going out of their way to prove our assumptions about a lack of respect for their customers correct. Good thing to know they've torpedoed their future. What a fucking joke of a development team, guess that's appropriate for a bunch of people who think they're funnier than they ever were.

Makes my blood boil that I even supported this project.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on June 21, 2014, 10:34:05 pm
Whatever. If they leave the horse monstrosity in the game, I'll just mod it out. I'll probably wind up doing my own AI anyway. That, of course, means that I'll have to bone up on the artwork (or beg Solifuge for help.)
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on June 21, 2014, 10:36:47 pm
I'd also prefer if they would fix the game instead of thinking they're being clever by taking cute little jabs at criticism. Then again they're a trainwreck simulation as opposed to a video game development company at this stage in the process so that hope I had is completely lost.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on June 22, 2014, 02:44:01 am
I'd also prefer if they would fix the game instead of thinking they're being clever by taking cute little jabs at criticism. Then again they're a trainwreck simulation as opposed to a video game development company at this stage in the process so that hope I had is completely lost.

Definitely a sad testament to why you don't just surround yourself with Yes-men when developing videogames.  I fell asleep for a bit and the post I linked had discussions going on that were civil.  Wake up to the thread being locked again, read through, and of course their said Yes-men had come in, derailed the topic, and posted flamebait because they weren't getting their way in a poll that was essentially meaningless.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 22, 2014, 03:05:27 am
I love that the top listed positive about the thread, as said by the mod who locked it, was that it lasted a whole 11 hours before degenerating into internet slapfighting and some bizarre meditation on the nature of website polls.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 22, 2014, 05:57:32 am
I wonder when we'll see the crash of indie market. Because things like this showcase a giant underlying problem in the foundation of the whole indie business - they're very unprofessional, and even try to act unprofessionally. This cannot end well in the long perspective.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on June 22, 2014, 06:35:07 am
I wonder when we'll see the crash of indie market. Because things like this showcase a giant underlying problem in the foundation of the whole indie business - they're very unprofessional, and even try to act unprofessionally. This cannot end well in the long perspective.
Probably only after indies run out of good ideas to pitch to players. Publishers can't be assed to invest into unproven new ideas, and established development companies need to be very established to afford to risk trying something and failing. As long as independent developers are willing to try out things everyone else isn't, and as long as those things are interesting enough for people to pay money for them, this sort of thing will probably continue. Especially if all the indie failings end up being "never got out of beta".

I mean, I can't say I haven't gotten my money's worth of fun out of Starbound. It's a neat idea that struggles with getting itself completed, but is fun even in incomplete state, so...
Similar things can be said of Kerbal Space Program, for instance. The difference of course is that Squad are rather more competent in their handling of the playerbase. :P Not to mention the game itself being so moddable that the community implements major features before the devs can get around to them.
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on June 22, 2014, 06:53:55 am
(Warning: cynicism ahead)

Because the gaming community at large seems to love polarisation. Publishers are Big and Evil and out to Destroy Gaming, and indie devs are the Good and Just underdogs, here to Save Gaming. It's like Star Wars.

It's why people tend to ignore any advantages that having a publisher gives, and over-scrutinize indie devs, inevitably creating a big controversy over even the smallest of mistakes. People have erroneously associated "indie" with "good", when in reality they should associate it with "different".

Never purchase anything unless you absolutely know what you are buying. Which to be honost is just generally usefull life advice.

The indie market will continue and there will continue to be good and bad indie games, but we are probably soon approaching the point where simply being "indie" won't be enough for people to give you money.
Title: Re: Starbound - We have lift off.
Post by: Baijiu on June 22, 2014, 07:18:50 am
I was poking through the devlog and saw this:
Quote
Also we have decided because of the positive feedback about the glitch AI that we should make every ship AI a different animal, all with boobs.
I for one, welcome our new ample-chested AI overlords. I just hope there are some non-animal AIs too... oh, and no Cortana's, that's just wrong. :D
Title: Re: Starbound - We have lift off.
Post by: Vorthon on June 22, 2014, 11:36:09 am
(Warning: cynicism ahead)

Because the gaming community at large seems to love polarisation. Publishers are Big and Evil and out to Destroy Gaming, and indie devs are the Good and Just underdogs, here to Save Gaming. It's like Star Wars.

It's why people tend to ignore any advantages that having a publisher gives, and over-scrutinize indie devs, inevitably creating a big controversy over even the smallest of mistakes. People have erroneously associated "indie" with "good", when in reality they should associate it with "different".

Never purchase anything unless you absolutely know what you are buying. Which to be honost is just generally usefull life advice.

The indie market will continue and there will continue to be good and bad indie games, but we are probably soon approaching the point where simply being "indie" won't be enough for people to give you money.

I wouldn't call that cynicism so much as... realism? I guess?
Title: Re: Starbound - We have lift off.
Post by: majikero on June 22, 2014, 12:31:06 pm
I think they're not taking the horse AI hate seriously anymore and now uses it to poke the hornets nest.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on June 22, 2014, 12:32:16 pm
I think they're not taking the horse AI hate seriously anymore and now uses it to poke the hornets nest.

Aka the customer base and their criticism doesn't matter to this development team since they've already gotten their money from people.
Title: Re: Starbound - We have lift off.
Post by: Sonlirain on June 22, 2014, 12:38:04 pm
Well teh horse AI makes some mild sense considering the glitches are medieval and their ship is their horse... kinda.
I really wonder what's the big deal with that... furries perhaps?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on June 22, 2014, 12:47:47 pm
Let's all ignore every single anthro race in the game. Yup.

/end
Title: Re: Starbound - We have lift off.
Post by: Aklyon on June 22, 2014, 12:48:07 pm
Well teh horse AI makes some mild sense considering the glitches are medieval and their ship is their horse... kinda.
I really wonder what's the big deal with that... furries perhaps?
The problem isn't the horse, afaik. The problem is its a horse with boobs.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on June 22, 2014, 12:51:16 pm
Bird, fish, plant, ape, and robot boobs. Also humans.
Title: Re: Starbound - We have lift off.
Post by: majikero on June 22, 2014, 12:54:43 pm
Aka the customer base and their criticism doesn't matter to this development team since they've already gotten their money from people.

Devs: Looks! We have ship AI now.

Customers: REMOVE HORSE TITS!!!

Devs: The ship AI will have cool emotes and backstory.

Customers: REMOVE HORSE TITS OR REFUND NOW!!!

Yeah, I find the whole thing stupid and so does the Devs from the look of things.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on June 22, 2014, 12:55:05 pm
Okay.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 22, 2014, 12:57:19 pm
Bird, fish, plant, ape, and robot boobs. Also humans.

And how many of those are total jokes?

To me it isn't so much the horse avatar but the fact that it is clearly a joke.

I was actually perfectly fine with it until I found out that is the starting AI for the Glitch... Which is kind of like hearing that for Soul Calibur that the starting weapons are the joke weapons.

Quote
Customers: REMOVE HORSE TITS OR REFUND NOW!!!

Yeah, I find the whole thing stupid and so does the Devs from the look of things

It isn't so much that, but rather that the customer base finds that them sort of ignoring it as distasteful. Especially since MOST of them are not so much customers as they are producers.

In Monster Rancher 3 the fanbase complained that the helper being a child kind of made them feel odd (because, it was clearly child labor). They changed it before release... and BOY does this lead to some odd situations in game (What the heck is a grown woman doing eating a kid's food?)

---

Which is really the thing about these games. You are the producer.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on June 22, 2014, 12:57:40 pm
Yeah, I find the whole thing stupid and so does the Devs from the look of things.

The devs are finding it funny to heckle the consumer base, which is a terrible business decision, as has been said here.

Bird, fish, plant, ape, and robot boobs. Also humans.

And how many of those are total jokes?

3 out of 6. 4 if you include robots.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 22, 2014, 12:58:01 pm
My personal problem with horse AI is that it looks completely retarded. The boobs are not the problem, the absolutely retarded horse face is.

ADDENDUM: I just hate looking at ugly things.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 22, 2014, 01:00:51 pm
My personal problem with horse AI is that it looks completely retarded. The boobs are not the problem, the absolutely retarded horse face is.

Which as I said isn't a problem either. It is the fact that it is the starting AI that you probably won't be able to change until hours into the game.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 22, 2014, 01:02:55 pm
My personal problem with horse AI is that it looks completely retarded. The boobs are not the problem, the absolutely retarded horse face is.

Which as I said isn't a problem either. It is the fact that it is the starting AI that you probably won't be able to change until hours into the game.
Said - where? Cannot find it.
Title: Re: Starbound - We have lift off.
Post by: majikero on June 22, 2014, 01:04:02 pm
Remember that the horse head fad is in full swing so we have people tired of it and people who uses it specifically to annoy people tired of it.

So we have people legitimately complaining and people relying with horse head jokes going around each other.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 22, 2014, 01:04:45 pm
Remember that the horse head fad is in full swing so we have people tired of it and people who uses it specifically to annoy people tired of it.

So we have people legitimately complaining and people relying with horse head jokes going around each other.
What is this "horse head fad" you're speaking of?
Title: Re: Starbound - We have lift off.
Post by: majikero on June 22, 2014, 01:05:56 pm
http://knowyourmeme.com/memes/horse-head-mask
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on June 22, 2014, 01:06:58 pm
Which is about as old as the modern internet, so edgy and funny.

Coming soon in Starbound: Rickrolls and lazors!
Title: Re: Starbound - We have lift off.
Post by: majikero on June 22, 2014, 01:09:52 pm
It's one of the reasons I cannot take it seriously.

I'm one of those who like the derpy horse look ok.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 22, 2014, 01:11:38 pm
It's one of the reasons I cannot take it seriously.

I'm one of those who like the derpy horse look ok.
Well I'm one of those who will probably find a mod which replaces it.
I'm not complaining about it, because mods can fix things developers doesn't.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on June 22, 2014, 01:12:09 pm
Bird, fish, plant, ape, and robot boobs. Also humans.
Do the florans even have them? On the "female" sprite, they've got maybe a slightly larger chest, at most. They don't even have males or females, do they?
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on June 22, 2014, 01:14:17 pm
Bird, fish, plant, ape, and robot boobs. Also humans.
Do the florans even have them? On the "female" sprite, they've got maybe a slightly larger chest, at most. They don't even have males or females, do they?
They don't technically have females, but the female-equivalent does have them, visible quite plainly with certain armors.
Title: Re: Starbound - We have lift off.
Post by: majikero on June 22, 2014, 01:15:22 pm
There's difference on the hips and the chest is covered with that petal so it's hard to tell. My head canon is all florans are feminine looking.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on June 22, 2014, 01:22:10 pm
To me, they will always be the genderless plant people that eat you while you try to figure out what pronoun to use.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on June 22, 2014, 01:24:15 pm
Bird, fish, plant, ape, and robot boobs. Also humans.
Do the florans even have them? On the "female" sprite, they've got maybe a slightly larger chest, at most. They don't even have males or females, do they?
http://playstarbound.com/about/
The "about" page is headed by nothing but all the female models.
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 22, 2014, 01:27:03 pm
My personal problem with horse AI is that it looks completely retarded. The boobs are not the problem, the absolutely retarded horse face is.

Which as I said isn't a problem either. It is the fact that it is the starting AI that you probably won't be able to change until hours into the game.
Said - where? Cannot find it.

Find where it doesn't say that. If they went on record and said "ohh that is just one model you can find in game" it would stop the complaints. One of the updates implies that it is a starting glitch AI (And is also painfully unfunny as it says the Fresh Prince opening)

So either
A) It is a starting AI
or
B) The Devs are dumb.

Don't get me wrong I am not outraged by it (I still think it is a sign that the devs think they are funnier then they actually are... which is always a BAD sign for a game... THANKS ADVENTURE MANAGER!!! You are a never ending ceaseless parade of bad jokes), it is more their handling of this whole thing. Which is between blowing up at their community, attacking their community, and mocking their community.

It is great to know that as a customer a developer got your back, unless you got a complaint in which case you are labeled a buffoon.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 22, 2014, 02:19:49 pm
My personal problem with horse AI is that it looks completely retarded. The boobs are not the problem, the absolutely retarded horse face is.
Which as I said isn't a problem either. It is the fact that it is the starting AI that you probably won't be able to change until hours into the game.
Said - where? Cannot find it.

It was a side-mention in one of the numerous dev posts that are never collated and cleaned up. It was also completely noncommital about whether we can change the AI's eventually or not, but the implication was that those posted ones are the starter AI's that you'll have for a long while, probably until you research a mid-level tech upgrade or something.

Yet again, this information would be easier to find if their PR did the job properly and actually communicated between the devs and fanbase in a half-competent manner. Instead you can read trolling posts where they make fun of the players and the syrupy glurge of everyone in their community who will agree to everything they ever do without question.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 22, 2014, 04:49:43 pm
Mind you they don't have to reveal how AI work... they could very well say "we will have a announcement on AI in the future" or something along those lines if they still want to surprise everyone... which would have people saying "I really hope it isn't a starting AI" but it would half the flood for loud grumbles.
Title: Re: Starbound - We have lift off.
Post by: Oneir on June 22, 2014, 06:12:03 pm
Unless they starting pushing way more releases, upgrading AIs probably won't be for a while, will it?
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 22, 2014, 06:21:52 pm
Unless they starting pushing way more releases, upgrading AIs probably won't be for a while, will it?

They've actually finished precisely 0 new systems since December, aside from Skyrails where they folded a mod into the main game, I guess. So yeah...
Title: Re: Starbound - We have lift off.
Post by: Something Evil on June 22, 2014, 08:54:21 pm
The problem most people have had with the Glitch AI is how utterly derp it looks; there have been posted several suggested substitutes by one of the forumites on the CF forums, complete with stern-looking robot horse.


However, now for some real fun.
Have some moderator power tripping:
http://puu.sh/9FXsG/db5aa8a390.png

http://puu.sh/9FY8A/e5b2ca7463.png
I post on his personal page asking to explain why he decided to ban that user, he basically replied that he doesn't have to justify himself and subsequently deleted the comment, and subsequently banned me.


http://puu.sh/9FYvG/b28c806942.jpg
Apparently, not sucking up to Eonwe is a bannable offense.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 22, 2014, 09:10:06 pm
Well to admit they aren't accountable. After they finish these games it is doubtful they will do anymore projects under chucklefish.

What I mean is, it is our fault.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on June 22, 2014, 09:16:44 pm
Well to admit they aren't accountable. After they finish these games it is doubtful they will do anymore projects under chucklefish.

What I mean is, it is our fault.


It is, indeed, another failing on Chucklefish's (does pluralization even work that way in this case!?) part for not making their mods accountable.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on June 22, 2014, 09:38:28 pm
The problem most people have had with the Glitch AI is how utterly derp it looks; there have been posted several suggested substitutes by one of the forumites on the CF forums, complete with stern-looking robot horse.


However, now for some real fun.
Have some moderator power tripping:
http://puu.sh/9FXsG/db5aa8a390.png

http://puu.sh/9FY8A/e5b2ca7463.png
I post on his personal page asking to explain why he decided to ban that user, he basically replied that he doesn't have to justify himself and subsequently deleted the comment, and subsequently banned me.


http://puu.sh/9FYvG/b28c806942.jpg
Apparently, not sucking up to Eonwe is a bannable offense.

Was wondering what that whole self justification rant Eonwe went on was about.  There was awhile there when Eonwe and Sledra were trying to flamebait me into blowing up, you could almost sense the desire to ban oozing through the screen especially with Sledra.

As to the topic about the AI, it's not that it's a horse, or that it has boobs.  It looks ridiculous, and when people pointed it out that it looked ridiculous, especially in reference to being the Glitch AI, they were trolled, flamebaited, and ridiculed by other forum users, the moderators of the forums, and the Devs themselves. 
Title: Re: Starbound - We have lift off.
Post by: jocan2003 on June 23, 2014, 12:31:32 am
Even tho B12 can be considered as a gang of crazy drunken dwarf.... not listening to our emissary is most of the time a bad idea... it clearly shows weakness on their end or problems. I mean, we might be crazy but we are a good kind of crazy who normally know what they are talking about and 90% are guenuinly concerned about some disturbing behavior.. ( Note that using a battle-born baby as meatshield IS acceptable. Mods flamebaiting and going powertriping on the other hand... is... disturbing ).
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on June 23, 2014, 12:51:02 am
I have a feeling that a significant number of people don't really care all that much about the horse thing, and that presenting it as a "players vs the devs" things is a bit misleading.

Personally, I don't like it (it looks silly and dumb), but ultimately I don't really care all that much about it.

Banning reasonable criticism is a pretty bad thing to do though.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on June 23, 2014, 03:07:34 am
Was wondering what that whole self justification rant Eonwe went on was about.

Who with the what?
Now you've got me intrigued.

Also, *fistbump*
Didn't know you had an account here. You made some fairly good points in the Glitch AI thread, not that the yc[whatever else] dude was too good with the comprehension thing.
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on June 23, 2014, 03:58:51 am
I, personally, don't give a rat's ass about the Glitch AI. Oh, it's a horse with tits. Doesn't matter that much, at least, not to me.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on June 23, 2014, 04:21:35 am
As many people have pointed out, it's not "it's a horse with tits" that gets a lot of people. It's the fact it looks like it has terminal MS.
Which just makes it even more brilliant when a random user, within something like half an hour, posts this
Spoiler (click to show/hide)
as replacement art assets.

Instead of, y'know, creating ingame art assets that deride part of the community and going out of their way to rub salt in the wound like the devs have done.

Edit: I only have a direct link to that particular image posted in the thread, not an actual saved file or offsite copy, so those without accounts on their forums (or banned accounts) won't be able to see the image. It's basically a robot horse lady looking stern.
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on June 23, 2014, 05:14:27 am
Oh, I diddn't think of it like that.

Yeah, that would make changing it sound like a pretty good idea.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on June 23, 2014, 09:52:11 am
Was wondering what that whole self justification rant Eonwe went on was about.

Who with the what?
Now you've got me intrigued.

Also, *fistbump*
Didn't know you had an account here. You made some fairly good points in the Glitch AI thread, not that the yc[whatever else] dude was too good with the comprehension thing.

I've been here for awhile, I just tend to lurk unless something particularly gains my interest.  Commented a bunch on Meph's Masterwork mod(before it became too confusingly large for me) and a fair bit on Deon's Genesis mods.  And thank you :) I was being as civil as I could with people willfully not accepting and openly mocking opposing opinions.  And all the justifications they came up with why it fit really was just grasping at straws. 

As to the AI, there's a lot of insincerity going on from those defending it on the Chucklefish forums, trying to paint this picture that those who don't like it are just being nitpicky at best and kicking and screaming monsters at worst.  And yes they were purposefully going out of their way trying to bait people to promote that image.  Honestly if you go read through the thread page 34+, you can definitely see where it goes from reasonable discussion to Chucklefish's cheerleaders coming in purposefully trying to derail the topic through passive aggressive attacks and willful refusal to accept other posters opinions.  And yes, opinion is the right word, because the whole point of the thread was for people to voice their opinion on why they don't or do like the AI.

Then on the main page you actually have dev's going out of their way to poke fun at people who don't like it, posting pics of their test characters wearing horsehead masks(while repeatedly saying that it's not a reference to the horsehead mask meme).  Saying things like they've decided to make all the AI's anthro animals with tits(though I didn't see one person who voiced that they didn't like it say that it was the boobs or the anthro aspect they didn't like so much), injecting into the nightly builds a hidden picture of the AI in question giving the users a raspberry.  Then mods and users changing their avatars to pictures of a horseheaded chick saying "Y U GET MAD AT VIDEOGAMES?!" or something along those lines, belittling those expressing their concern...in a thread asking for them to do just that...all the while ignoring the fact that it's not the AI or the game they're getting riled up about, but how they're being treated just for giving feedback.  It's just a poor and childish way of handling a business, and at this point it'd probably be in their best interest to hire a real PR manager instead of trying to have Molygos do it, because it's obviously not what she should be doing for work.

Edit: I will go out on a limb and say this though, one of their mods, Izzabelle, was really awesome.  I kind of feel bad for him/her because they not only had to deal with unruly forum goers, but other mods as well.  If they had more mods like this, it'd do a whole helluva lot to dampen the reputation their forum mods have been gaining throughout the rest of the internet for CF.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on June 23, 2014, 10:28:14 am
Izzabelle does, indeed, seem reasonable, as does the mod with the iirc Terraria Tailor icon.

The dudes with the horsehead avatar are, however, just perpetuating the discontent, and Eonwe in particular has all the markings of a badmin; I've seen discussions about his failings as a moderator in the starbound reddit as well, so it's not like it's not a known pattern.

And I mean, it's not like they can't HIRE people for PR. With MONEY. Which they're still making while selling a woefully inadequate product.
I'm still angry at the game eating my epic quality tesla spike because it can't handle a large number of items in one spot.


Also, could you, by chance, point to the exact file with the hidden raspberry-blowing AI image?
Title: Re: Starbound - We have lift off.
Post by: Aklyon on June 23, 2014, 11:25:39 am
So, if one was to compare the minecraft forums with the current state of the chucklefish forums, would starbound be better or worse?
Title: Re: Starbound - We have lift off.
Post by: Something Evil on June 23, 2014, 11:49:31 am
The minecraft forums are rampant with petulant 12 year olds that constantly get into flamewars, as are the Chucklefish ones, and not sucking up to the Minecraft moderators and modders is also a bannable offense, as apparently is in the Chucklefish forums. So for that they're mostly tied.

However, Mojang is not actively trying to antagonize part of its playerbase (not anymore, at least), so they have that going for them at least...
Title: Re: Starbound - We have lift off.
Post by: Charmander on June 23, 2014, 01:32:15 pm
Doesn't help that Bartwe jumped ship a few months ago now.

I think his post (http://playstaxel.com/2014/06/so-long-and-thanks-for-all-the-fishaxe/) about it is more out of professionalism than anything else, though. Although losing a major coder is something pretty news-worthy, especially for a small team.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on June 23, 2014, 01:37:20 pm
Doesn't help that Bartwe jumped ship a few months ago now.
From what I see, he was merely retiring from Starbound.
Not "jumping ship" as you say.
Title: Re: Starbound - We have lift off.
Post by: Charmander on June 23, 2014, 01:41:14 pm
Considering he's moved onto working on his own voxel game (and started in at least April)... yeah, I think he jumped.

Maybe that's just frustration at the way the game's been handled, I don't know.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 23, 2014, 01:42:35 pm
Figures that the classiest post I've seen from CF is from an ex-employee. From what I saw he was one of the most competent people there who didn't indulge in much bullshittery, so it's a shame things didn't work out. They could learn from him, but probably won't.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on June 23, 2014, 01:43:27 pm
His stated reason is not being able to pack up and move to London with the rest of them.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 23, 2014, 02:04:05 pm
Well stated reasons can be only a part of the whole truth...
Title: Re: Starbound - We have lift off.
Post by: Aklyon on June 23, 2014, 02:06:48 pm
Why did they move to london anyway?
Title: Re: Starbound - We have lift off.
Post by: Arbinire on June 23, 2014, 02:16:35 pm

Also, could you, by chance, point to the exact file with the hidden raspberry-blowing AI image?

I don't know personally, was going off what a few of the posters in that thread on the CF forums stated, and am assuming since it wasn't at all refuted that it was true.  I haven't loaded up my own version of starbound in about a month or so because I wanted to hold off for the update to ships that hasn't been talked about in awhile now.

Edit: links to others mentioning it
http://community.playstarbound.com/index.php?threads/glitch-ship-ai-feedback.80652/#post-2067760
http://community.playstarbound.com/index.php?threads/glitch-ship-ai-feedback.80652/page-42#post-2076806

Edit2: just checked their mainpage, and it seems on the AI that we'll be allowed to choose if I'm interpreting the pic correctly.  (and yes I did see the Hylotl dude also rapping Fresh Prince)
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on June 23, 2014, 07:55:51 pm
Why did they move to london anyway?
I remember them saying that moving would allow them to work far more efficiently, without having to constantly give files to each other like they were playing long distance hot potatoe.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on June 23, 2014, 08:04:50 pm
While stated reasons can be only part of the whole truth it is also easy to color in what you wish to see in something.

From the language and tone its pretty clear people want him to have left because he disliked how things were going to validate their own opinions and concerns.

Also this: http://puu.sh/9FXsG/db5aa8a390.png is hardly power tripping, given that post is dripping with sarcastic accusations and is pretty clearly meant to rile people up and start something. And continually harassing a mods personal page with comments about a moderation decision that has nothing to do with you is clearly against their forum rules which have been up since 2012.

Spoiler (click to show/hide)

Publicly questioning a moderation decision is pretty clearly trying to rile up the community, and should be punished. If you have a problem with someone it should be dealt with in a private setting. Rather than a public profile page. If you disagree, well. It's not exactly as if the forums are necessary to playing the game, or even modding it. You can quite easily ignore them.
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on June 23, 2014, 08:06:10 pm
I just want to get to the point where I can play as a goddamn Novakid. I love this game, I don't give a shit about horse-tits, I just want to see this masterpiece finish.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on June 24, 2014, 04:22:18 am
and is pretty clearly meant to rile people up and start something
I doubt it. The complaints are entirely valid, and while the tone is dripping with sarcasm, it does not resort to ad-hominem. A one month ban for something like that is the embodiment of power tripping.
Edit: I have seen that same user make equally sarcastic quips in other threads; that's just some people's public persona. The posts contained no personal attacks, brought valid arguments, and were generally incorporated into the discussion without much of a hitch.

If you have a problem with someone it should be dealt with in a private setting. Rather than a public profile page.

Thing is, moderators have initiated private conversations with me on the forums up until then. This one simply literally refused to "justify [him]self to [me]", thereupon deleted the first set of messages. These people are deathly afraid of criticism and public discussion.
The fact that there are mods with the horsehead "Stop being mad at videogames" icon AND HAVE NOT IMMEDIATELY HAD THEIR MODERATION RIGHTS REMOVED FOR DERIDING THE COMMUNITY THEY'RE SUPPOSED TO BE MODERATING just goes to prove that some of these people have no idea what they ought to be doing, have no restraint, and cannot accept difference of opinion.



It's not exactly as if the forums are necessary to playing the game, or even modding it. You can quite easily ignore them.
The forums are there to provide community feedback for a work in progress, feedback which the devs have promised to take into account.
Blocking access to the forums in a gratuitous manner (and there have been users banned for more frivolous reasons than being sarcastic, absurd as it is) can be seen as restricting access to part of the promised features. It is a stretch, indeed, but it can be argued that it is a breach of contract and grounds for a refund.


Edit to the edit; just realized this little gem:
"If you feel you’ve been treated unfairly by a staff member, then you can take it up with another (or even the same) staff member in private (by either sending them a private message over the forum [...]."

Be banned. Need to PM mod. Can't use the forum PM system because banned.
http://www.nesretro.com/yabbfiles/Attachments/what.jpg

Yes, yes, I know, IRC and emails to customer support, but still.
Title: Re: Starbound - We have lift off.
Post by: Solifuge on June 24, 2014, 05:05:30 am
This may be rude... but at this point, I feel dirty for having financially supported Chucklefish by buying and promoting their product... and worse for convincing my friends and family to do the same.

I did not expect they were this sort of people, by and large. And I'm thoroughly disappointed.
Title: Re: Starbound - We have lift off.
Post by: scriver on June 24, 2014, 06:22:21 am
I think everyone currently arguing about the Chucklefish situation should step back for a moment, look at their posts, and ask themselves if they really want to bring all that drama over here.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 24, 2014, 06:35:20 am
I think everyone currently arguing about the Chucklefish situation should step back for a moment, look at their posts, and ask themselves if they really want to bring all that drama over here.

Honestly it will all blow over in about a month and if it doesn't the conversation about it certainly will die off.

Given the current state of the game and the fact that it might honestly be a year before we have anything really large to talk about... I am fine with this. As well the discussion of how developers should treat their customers on forums is one we haven't touched upon yet... Mostly because Toady takes criticism well.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on June 24, 2014, 06:42:20 am
I feel like everyone is just slightly overreacting here. They may have pulled some mod bullshit, and they may have created a disagreeable sprite, but neither of that is what you paid for. You paid money for the game, not the forums, and not the sprite. If you feel so bad about the horse AI, you can just mod it out. If you're angry about the Chucklefish forums, you can just stay on Bay12 instead.

The only reason people on the Chucklefish forums are still being banned/muted for this incident is because they just can't shut the fuck up about it. It's called flaming and/or flamebaiting, and there is a really good reason why people are being banned for that kind of stuff; intentionally starting/relighting flamewars is neither constructive nor appreciable.

Now if everyone would please just shut up about the mod situation. The facts are all on the table, everyone knows about them, Bay12 is not a place where you can do something about the situation, and the constant bitching about it is really getting annoying by now, so there's NO REASON to continue talking about this here. Seriously, I don't want to see any replies to this topic anymore until there's a new Starbound update or other NEW news.

Thank you very much.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on June 24, 2014, 06:50:17 am
I feel like everyone is just slightly overreacting here. They may have pulled some mod bullshit, and they may have created a disagreeable sprite, but neither of that is what you paid for. You paid money for the game, not the forums, and not the sprite. If you feel so bad about the horse AI, you can just mod it out. If you're angry about the Chucklefish forums, you can just stay on Bay12 instead.
No, people are more complaining about the massively unprofessional way in which the developers are handling criticism, insulting and heckling their own community, banning vast swathes of dissenters (many of whom still haven't been unbanned).

The only reason people on the Chucklefish forums are still being banned/muted for this incident is because they just can't shut the fuck up about it. It's called flaming and/or flamebaiting, and there is a really good reason why people are being banned for that kind of stuff; intentionally starting/relighting flamewars is neither constructive nor appreciable.
Clearly because we disagree and were having reasoned discussions, we're actually just flamebaiting. It's not as if a  bunch of really nice potential alternative artwork was created and pitched in that thread.

Now if everyone would please just shut up about the mod situation. The facts are all on the table, everyone knows about them, Bay12 is not a place where you can do something about the situation, and the constant bitching about it is really getting annoying by now, so there's NO REASON to continue talking about this here. Seriously, I don't want to see any replies to this topic anymore until there's a new Starbound update or other NEW news.

Thank you very much.
You don't get to decide what's worth discussing and what's not, if you don't like what's going on in the discussion then either contribute something yourself or stop reading the thread, don't just barge in with your fingers in your ears shouting for everyone else to shut up.
Letting people know the kind of shit they can expect if they buy this game and want to actually try and contribute to the community is important.
Title: Re: Starbound - We have lift off.
Post by: Reudh on June 24, 2014, 06:57:07 am
I feel like everyone is just slightly overreacting here. They may have pulled some mod bullshit, and they may have created a disagreeable sprite, but neither of that is what you paid for. You paid money for the game, not the forums, and not the sprite. If you feel so bad about the horse AI, you can just mod it out. If you're angry about the Chucklefish forums, you can just stay on Bay12 instead.

The only reason people on the Chucklefish forums are still being banned/muted for this incident is because they just can't shut the fuck up about it. It's called flaming and/or flamebaiting, and there is a really good reason why people are being banned for that kind of stuff; intentionally starting/relighting flamewars is neither constructive nor appreciable.

Now if everyone would please just shut up about the mod situation. The facts are all on the table, everyone knows about them, Bay12 is not a place where you can do something about the situation, and the constant bitching about it is really getting annoying by now, so there's NO REASON to continue talking about this here. Seriously, I don't want to see any replies to this topic anymore until there's a new Starbound update or other NEW news.

Thank you very much.

Fry has a pretty good point, imo. Banning dissenters? Well within their rights. Mod bullshit? yeah, that's the forums fault, they're pretty fucking toxic to be in anyway you look at. Just stay off the forums, and you won't have any problems.
Annoying sprite that's not even that bad anyway, besides being out of place for the Glitch? you can mod these things out in a matter of minutes...

Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 24, 2014, 07:04:08 am
The major reason why people are lashing out is because there is no real forum to do this.

If you were banned for criticizing the game, you couldn't get unbanned, you couldn't discuss it, and anyone who brings it up or who does the same thing gets banned...

Quote
Banning dissenters? Well within their rights.

It is a terrible faux pas to do. It may be "within their rights" but it represents a fundamental lack of class.

Just because it is within someone's rights it doesn't mean it is "right". I had examples prepared, but I felt like it would give it a terrible tone to this conversation. (and I didn't want to equate this to something even more terrible).

As well remember... these aren't people who preordered or bought the game on goodwill. These people "funded" the game.
Title: Re: Starbound - We have lift off.
Post by: Reudh on June 24, 2014, 07:05:57 am
The major reason why people are lashing out is because there is no real forum to do this.

If you were banned for criticizing the game, you couldn't get unbanned, you couldn't discuss it, and anyone who brings it up or who does the same thing gets banned...

Quote
Banning dissenters? Well within their rights.

It is a terrible faux pas to do. It may be "within their rights" but it represents a fundamental lack of class.

Just because it is within someone's rights it doesn't mean it is "right". I had examples prepared, but I felt like it would give it a terrible tone to this conversation. (and I didn't want to equate this to something even more terrible).

As well remember... these aren't people who preordered or bought the game on goodwill. These people "funded" the game.

Funding doesn't give you a right to creative control.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 24, 2014, 07:07:41 am
Quote
Funding doesn't give you a right to creative control

Really? I had no idea. I honestly thought the world entirely changed because I wanted it to.

 :o

Facetious joke aside... The point was that respect is due. These aren't JUST your customer base, these are the people who basically funded your game. If they criticize you, take it. Does it mean you have to bow to their demands? no.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on June 24, 2014, 07:09:37 am
We're not asking for creative control, we're asking for them to acknowledge our complaints without thumbing their nose and blowing raspberries at us. I have no problem with them keeping the thing in, as you've said already it's easy to mod into something else anyway, it's the fact that people voiced their dislike of how stupid it looked at Chucklefish responded by making jokes about how every AI would be an anthropomorphic animal with breasts, started wearing the horse head masks in the update posts and inserted images of the AI blowing raspberries into the nightly builds.

So, rather than saying 'We see your complaints, but we're keeping it this way because it's our game and ultimately we get to decide' they said 'We're keeping it in because fuck you, nyeh nyeh nyeh!' Kind of leaves a bitter taste in my mouth for buying a dozen copies of the game for friends.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on June 24, 2014, 07:14:35 am
Funding doesn't give you a right to creative control.

On a moral level, it does. On a legal level, that's the entire point of shareholders.
Just to add things on top of a moral obligation to be open to feedback, they have the quasi-contractual obligation to do so based on their own promises.


Annoying sprite that's not even that bad anyway, besides being out of place for the Glitch? you can mod these things out in a matter of minutes...

It's not about the sprite itself, it's about the way they've reacted to negative feedback, with horsehead mask ingame assets (developed instead of, y'know, creating a less disagreeable alternative), derisive dev blog updates, letting mods antagonize the community, bans galore.


Facetious joke aside... The point was that respect is due. These aren't JUST your customer base, these are the people who basically funded your game. If they criticize you, take it. Does it mean you have to bow to their demands? no.
An excellent point. They could have simply said "We thought the reference to the horsehead meme was funny; apparently the community disagrees; we'll provide alternatives both for those who dislike it and for those who are fond of it."

But that would take a minimum of maturity and respect for their funders.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 24, 2014, 07:16:31 am
Quote
On a moral level, it does. On a legal level, that's the entire point of shareholders

To admit though in this case we use this format of funding so they have less responsibility to producers.

I wouldn't say funding gives you the right to creative control, so much that funding gives you the right that you be heard.

Quote
An excellent point. They could have simply said "We thought the reference to the horsehead meme was funny; apparently the community disagrees; we'll provide alternatives both for those who dislike it and for those who are fond of it."

Honestly, they could have said "We are going to do it anyway"... and it would have cheesed people off, but they would have got over it.

The issue that caused it is small (People thought something funny was distasteful and lame), the reason it blew up was because it was handled badly and without class (Bans and trolling) and could have EASILY been avoided. The worst part is, they have a PR manager! They have someone's whose only job is to deal with this sort of thing.
Title: Re: Starbound - We have lift off.
Post by: Facekillz058 on June 24, 2014, 07:28:12 am
Given that I have never played this game, I feel like I can give an objective enough judgment on the state of this thread.

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 24, 2014, 07:28:56 am
Then offer a new topic.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on June 24, 2014, 07:29:51 am
Given that I have never played this game, I feel like I can give an objective enough judgment on the state of this thread.

Spoiler (click to show/hide)
Ok guys, this dude used big red text, I can now clearly see that we're in the wrong for trying to have a reasoned discussion. Let's all go do something else.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 24, 2014, 07:31:44 am
Well right now no one who is using this thread for Starbound gameplay discussion is complaining... no conversation on the gameplay has been derailed.

Right now the status of the game discussion is pretty much unopposed as far as the flow of conversation is concerned.

This just amounts to "I don't like this conversation. Stop it!... but I don't really have anything to talk about so bye, just stop talking while I am gone". Heck Facekillz outright states this. As well if people DID make a new thread called "The State of Starbound" people would complain that there are now two threads and they should take it to the normal Starbound thread.

Ok a gameplay wise the development has been rather slow, while the new attacks look interesting they don't seem to change up anything... and the new shield mechanics need work still as I dislike the ghosting aspect. I mean I understand there are limitations, but couldn't they have bullets bounce off the shield?
Title: Re: Starbound - We have lift off.
Post by: Facekillz058 on June 24, 2014, 07:40:09 am
It's not so much that I want reasoned discussion to stop, but I like to come to this thread to read about the game, and the last X pages have been about how horrible the mods are, or how questionable the methods in which they handle criticism are. It's not that conversations about the gameplay has been derailed, it's that they're being strangled by 50 posts of "I see how X and Y could have been handled better BUT CHUCKLEFISH FUCKED UP." I'm all for discussion, but this one has been going on for days, and hasn't really moved anywhere. My apologies if I soiled this most holy ground with my presence, so I'm out.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on June 24, 2014, 07:41:21 am
Given that I have never played this game, I feel like I can give an objective enough judgment on the state of this thread.

Spoiler (click to show/hide)
Ok guys, this dude used big red text, I can now clearly see that we're in the wrong for trying to have a reasoned discussion. Let's all go do something else.

While I appreciate the joke, despite it having been made a thousand times before on the CF forums, the worst thing is, the horse is far from dead; It's not even an undead vampire unicorn because those are rideable.

The problem is the consistent mismanagement of their PR; the horsehead AI debacle is just a symptom. There's not announcing team changes, there's not replying to the inquiries that "Hey, my antivirus is picking up your files as containing a version of the ElDorado worm, what gives.", there's the out of control mods, there's antagonizing those discontent, there's milking what can be also seen by some as a lulzy joke, namely the rapefic, for sympathy after treating it as a joke the first time around (which goes to prove that a joke isn't necessarily in good taste), etc.



It's not so much that I want reasoned discussion to stop, but I like to come to this thread to read about the game, and the last X pages have been about how horrible the mods are, or how questionable the methods in which they handle criticism are. It's not that conversations about the gameplay has been derailed, it's that they're being strangled by 50 posts of "I see how X and Y could have been handled better BUT CHUCKLEFISH FUCKED UP." I'm all for discussion, but this one has been going on for days, and hasn't really moved anywhere. My apologies if I soiled this most holy ground with my presence, so I'm out.

Couldn't you have just stated "Okay, we get it, Chucklefish are horrible, let's discuss gameplay/lore/something else", instead of just being condescending?
Title: Re: Starbound - We have lift off.
Post by: Arbinire on June 24, 2014, 09:01:02 am
I think one thing that everyone is kind of failing to see is that we all ultimately would love to see Starbound succeed and be a great game, whether or not it comes across as such in our comments.  We care enough about the product and it's production to have an emotional investment within it.  We also cared enough about the game to invest money into it in good faith knowing that it was an early access title and that paying into it would help keep production going.  You're right, having done so doesn't give us the right to change the creative concepts CF has for the game, but it should give us the right not to be derided, ridiculed, and purposefully baited into bans for just voicing our opinions in threads specifically asking for those exact opinions on their webpage.  It's pretty telling that despite only banning the "Toxic and bad seed" elements from their forums whenever something like this happens(and yes, it has happened multiple times and this one specific issue isn't the first), yet the problem persists and even worsens....it is high time that they look at the issue and see that maybe it's not the random people trying to voice their opinions that are the problem, but the consistant group of people who rush to every thread with the intent purpose of derailing and flamebaiting anyone who expresses a different opinion.  They're very much like that clique of stereotypical cheerleaders in any movie about high school, or the PTA mom's you see in many sitcoms.
Title: Re: Starbound - We have lift off.
Post by: tryrar on June 24, 2014, 09:10:01 am
Guys seriously, this has devolved into a bashing thread that helps nobody. I'm about 2 posts away from calling in the Toad here due to the negativity. We get it, Chucklefish is pretty much doing what NOT to do when facing criticism, let's move on already
Title: Re: Starbound - We have lift off.
Post by: SirAaronIII on June 24, 2014, 09:34:31 am
So... is there a "delete character" button yet?
Title: Re: Starbound - We have lift off.
Post by: Shooer on June 24, 2014, 09:37:13 am
You guys do realize you are now attacking anyone who disents with you now, right?
Title: Re: Starbound - We have lift off.
Post by: Jack_Bread on June 24, 2014, 09:40:23 am
So... is there a "delete character" button yet?
Nope, you still have to delete them manually, unless I'm mistaken.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on June 24, 2014, 09:57:35 am
SO. New topic: Who wants to bet that the alien responsible for uplifting the Avians were a bunch of Novakid who managed to get their shit together, at least for a while? Seems semi-plausible, at least if I'm remembering Avian lore correctly.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 24, 2014, 10:05:09 am
SO. New topic: Who wants to bet that the alien responsible for uplifting the Avians were a bunch of Novakid who managed to get their shit together, at least for a while? Seems semi-plausible, at least if I'm remembering Avian lore correctly.

The Novakids seem to be completely separate in the game.

They probably aren't in the story at the moment.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on June 24, 2014, 10:10:57 am
I'm talking about it from a lore standpoint, not a gameplay standpoint.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 24, 2014, 10:23:09 am
I'm talking about it from a lore standpoint, not a gameplay standpoint.

That is what I am talking about. The Novakids are clearly an afterthought. It is likely they have the lore written now.

The Novakids are likely going to have their own completely separate story.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 24, 2014, 10:30:39 am
You guys do realize you are now attacking anyone who disents with you now, right?

I'm sorry, where was the dissent? I never saw anyone saying the state of things is actually fine and CF's PR is okay because... while listing reasons. All I saw was "stop talking about things I don't want to hear/think about."

If some AAA company had pulled even half of this they'd be piled with scorn (can you imagine the backlash if Bioware openly mocked and banned people over the Mass Effect ending drama? and that was loads worse than this). Yet... indie somehow gets a free pass or something.

But yeah, there's nothing new in the game and I think we've long since run out of the hype over promises. People kinda deserve to know what they're getting into if they come to this thread when considering the game, and since their forums clearly aren't the place for such criticism, people deserve to vent here as long as it's respectful. I haven't actually seen a personal attack here (well I have... but it was against me and I'm ignoring it. No one else that I recall).

--I'm not going to continue belaboring the current situation, I just wanted my 2 cents in here.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on June 24, 2014, 11:37:25 am
Maybe if the game wasn't a flaming wreck there'd be something to discuss other than the dismal state of the 'development' team and their product they've already sold to people?
Title: Re: Starbound - We have lift off.
Post by: Vorthon on June 24, 2014, 11:49:54 am
I suggested a topic of discussion, and it got shot down/ignored. :I
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 24, 2014, 11:51:41 am
Ok.

The ingame lore is a bunch of nonsense.

Happy?
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 24, 2014, 11:53:56 am
I suggested a topic of discussion, and it got shot down/ignored. :I

I answered your question... it wasn't a real discussion.

I mean there must be a reason why the Novakids are not already in the game.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 24, 2014, 12:01:20 pm
I suggested a topic of discussion, and it got shot down/ignored. :I

I answered your question... it wasn't a real discussion.

I mean there must be a reason why the Novakids are not already in the game.
The reason being that the dev team are more interested in trolling their userbase with memes like 4channers?
Title: Re: Starbound - We have lift off.
Post by: Vorthon on June 24, 2014, 12:06:47 pm
Y'know, bitching about it in here isn't going to make things better. :I
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 24, 2014, 12:07:33 pm
No the reason is that likely they had a lot of the assets for the other races done.

The Novakids are an add on.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on June 24, 2014, 12:08:27 pm
Y'know, bitching about it in here isn't going to make things better. :I

Yeah, you could go to the CF forums and get banned for the opinions held, a much better option.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on June 24, 2014, 12:09:49 pm
Well, it's twice as pointless bitching about it here, since, like I said, IT WON'T MAKE THINGS BETTER.

All it'll do is fuel further resentment and just kinda result in a spiral of hate and repetition.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on June 24, 2014, 12:11:41 pm
It's a shame the official forums are just for sucking up, maybe we'd have an acceptable replacement area for complaints about a retail video game.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on June 24, 2014, 12:13:16 pm
I'm all for complaints being aired, but when they start being the same basic thing repeated over and over, page after page, it gets irksome. :I
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on June 24, 2014, 12:14:12 pm
That's the nature of a forum.

There was 500 pages of discussion about the unfinished game and the fun people were having until it got dull, likely due to progress coming to a halt.
Title: Re: Starbound - We have lift off.
Post by: SirAaronIII on June 24, 2014, 12:16:20 pm
Nope, you still have to delete them manually, unless I'm mistaken.
Darn, that is pretty lame along with lack of key remapping. Too bad, I guess.

I mean there must be a reason why the Novakids are not already in the game.
It's been a very long time. What is the stated reason Novakids weren't in the first few releases, anyway? Were they a stretch goal or something? Personally my guess is that it'd jack up the nice, even character creation race choices. It's all symmetric until they throw in a seventh race.

Also Tiy made a Reddit post (http://www.reddit.com/r/starbound/comments/28z4lt/bartwe_leaving/) about why they chose not to announce anything about Bartwe's departure:
Quote
It's very unusual to make staff changes public, largely because it's a very personal matter for the people involved and as such we decided to allow Bartwe to announce it in his own time. Which he did.
They also purportedly signed on another 2 programmers and 2 artists unannounced. While I have no idea if not announcing staff changes is a common business thing, I think that when you're a (seemingly) small indie company, telling people one of your programmers left and you got another two to help pick up the slack sounds like a good idea to me.

(Disclaimer: I have next to no business sense and have barely been following Starbound since at least 2 years ago please don't shoot me)
Title: Re: Starbound - We have lift off.
Post by: Neonivek on June 24, 2014, 12:20:49 pm
It was a stretch goal.

It is why I think the Novakids are not actually written into the plot at all.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 24, 2014, 04:44:30 pm
It was a stretch goal.

It is why I think the Novakids are not actually written into the plot at all.
Aaaand that's why stretch goals are stupid: they instantly break the game-world immersion. Like DLCs, actually.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on June 24, 2014, 05:02:45 pm
It was a stretch goal.

It is why I think the Novakids are not actually written into the plot at all.
Aaaand that's why stretch goals are stupid: they instantly break the game-world immersion. Like DLCs, actually.

Not really; the stretch goals for Total Annihilation were integrated fairly smoothly, iirc; and those were mostly mechanical, gameplay stretch goals at that, so they'd be even more difficult to integrate neatly than just art assets and narrative.

Also Tiy made a Reddit post (http://www.reddit.com/r/starbound/comments/28z4lt/bartwe_leaving/) about why they chose not to announce anything about Bartwe's departure:
Quote
It's very unusual to make staff changes public, largely because it's a very personal matter for the people involved and as such we decided to allow Bartwe to announce it in his own time. Which he did.
They also purportedly signed on another 2 programmers and 2 artists unannounced. While I have no idea if not announcing staff changes is a common business thing, I think that when you're a (seemingly) small indie company, telling people one of your programmers left and you got another two to help pick up the slack sounds like a good idea to me.

(Disclaimer: I have next to no business sense and have barely been following Starbound since at least 2 years ago please don't shoot me)

It is, actually, standard industry practice to announce team changes extremely soon after they're made. For instance, when Blizz axed the dude that made Warlocks interesting and (arguabily too) powerful for running off at the mouth, the announcement was made immediately. Likewise, when the Halo composer got the axe, that was also made public extremely quickly.

Chucklefish just seem to like having control of information to an alarming degree.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 24, 2014, 06:02:15 pm
It was a stretch goal.

It is why I think the Novakids are not actually written into the plot at all.
Aaaand that's why stretch goals are stupid: they instantly break the game-world immersion. Like DLCs, actually.

I'm all for harsh criticism and I know they're taking their time about it... but I don't think it's fair to judge the finished product (if we ever get one) against the alpha (which is most certainly all we have). I don't think even 1/3 of the lore is even in the game yet, even for the established races.
Title: Re: Starbound - We have lift off.
Post by: Solifuge on June 24, 2014, 06:02:49 pm
It's tough to figure out how to be a company. With indie teams, you often don't have polished business/management types around to create codes of conduct, and keep your staff in line. Small teams police themselves and their own behavior... and when your staff/moderators are young and immature (and basically Trolls), they're going to riff off of each other and have a good old time at the expense of their users... and go on blithely unaware of the professional implications of creating a hostile relationship with their only source of financial support.

This basically sums up my thoughts:
If some AAA company had pulled even half of this they'd be piled with scorn (can you imagine the backlash if Bioware openly mocked and banned people over the Mass Effect ending drama? and that was loads worse than this). Yet... indie somehow gets a free pass or something.

But yeah, there's nothing new in the game and I think we've long since run out of the hype over promises. People kinda deserve to know what they're getting into if they come to this thread when considering the game, and since their forums clearly aren't the place for such criticism, people deserve to vent here as long as it's respectful.

I'd add that the way they handle their community shows an attitude of Entitlement; they don't realize that their success was built pretty much entirely on the shoulders of Terraria and Minecraft, and on the trust of their users in the promises they made. Frankly, I don't think they deserve the success they've had so far based on their own merits and work. And if they antagonize those users directly, and fail to make significant progress on their promises... it's not hard to see what will happen to them long-term. They're going to have to figure out things like Professionalism as they go... or maybe they won't, who knows. In any case, it's hard for me to feel good about funding them right now. They're not comporting themselves in a way I agree with, even if I haven't been one of the people directly antagonized by them.

For comparison, here's a bit about Valve's community policy (https://www.youtube.com/watch?v=Fwv1G3WFSfI&list=PLckFgM6dUP2hc4iy-IdKFtqR9TeZWMPjm), to illustrate what a professional company behaves like.
Title: Re: Starbound - We have lift off.
Post by: coolio678 on June 24, 2014, 06:43:33 pm
It was a stretch goal.

It is why I think the Novakids are not actually written into the plot at all.
What ever happened to the animated intros, speaking of lore. I remember seeing a clip of the human intro, but I have yet to have one played when I start a new character. I guess they could just be saving the intros for when quests and stories are a little more fleshed out.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on June 24, 2014, 07:07:50 pm
It's kind of debatable whether or not the success they've had is earned if you separate their disastrous PR from their actual developed content.

On the one hand, they've taken a lot of things from Terraria and improved upon them, the ease of construction being a primary factor. The monster part mashup could also lead to some very interesting things should they decide to play around with multiple monster sizes, and multi component setups. Why are most things quadrupeds, with the rare hexapod? Why not chain together torsos, have multiple heads or arms etc. Give them specific animations. Link abilities to monster types in some way, because, seriously, the scrawny half meter mouse-thing using Body Slam and taking out half your health with appropriate-tier armor is at the very least incongruous.

On the other, they seem to have also forgotten so much, again from Terraria. The UI functionality is as low, if not lower due to several new features, than Terraria's when it launched, and they now have the benefit of hindsight. I'm merely going to mention the random desync that even happens in singleplayer, since I don't know how easy something like that is to fix, nor what could be causing it. The actual combat would feel less janky if that were resolved as well.

They do seem to legitimately want to make an entertaining game, considering all the toys they're working on, and they are still reportedly working on it, unlike vaporware like Towns, or software that's of laughably poor quality on release and examples of which we can all list from the top of our heads.
The problem is what exactly they are working on; there doesn't seem to be a deadline for some feature that doesn't get delayed or tossed out entirely; without actually being there it's hard to say whether they actually know what they're doing but are overly optimistic on their workloads, or they're disorganized, or inept, or are losing a focus due to feature creep, all of which are worrying prospects.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on June 24, 2014, 08:20:36 pm
Having personally read through the forums Horsehead thread myself, I think I can speak with a fairly informed opinion and say that a few specific people seem to be intent on blowing things out of proportion. On both sides. Nor have I seen any hint of mods banning all dissenting opinions, as there is plenty of dissent all around on nearly every page, even people directly criticizing the developers and calling them trolls, and the mods seem to only have deleted posts with large images, or that were too aggressive.

Furthermore, all of this vitriol aimed at the devs seems to be because of one image of a horse blowing a raspberry, which nobody even knows if it was intended to poke fun at players who didn't like the horse, and one sentance: "Also we have decided because of the positive feedback about the glitch AI that we should make every ship AI a different animal, all with boobs." And the devs putting on horsemasks. Given the lack of knowledge as to why they did those things, saying it was intended as mocking is conjecture.

I think some people are getting worked up over a simple bit of humor they took waaaaay too seriously. And at least one person has a personal axe to grind.

Just putting this out there, but I'm fairly certain Chucklefish is not made entirely out of self-centered jerks with god-complexes. They're people, who are certainly flawed, as everyone is, and certainly have made and will make mistakes, as everyone does. But I'm also certain they're reasonably decent people as well.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 24, 2014, 08:42:52 pm
I'm not sure if I'm part of the ones conflating things or not, but in case:

I've never said they were bad people... just that they needed better PR and to actually put out meaningful content updates. I have been accused of "just looking for something to pick apart" or "finding some problem with everything" by others (guess where? hint: it wasn't here), and the only way I can think of that people GET that from what I said is "anything bad about CF is the the devil trolling! no u!"
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on June 24, 2014, 09:51:18 pm
Nobody who's got any sense of proportion cares about the horsehead. The issue is that the folks at CF apparently don't understand how to deal with PR issues like this, given that it's been massively mishandled. Regardless of whether or not they initially intended to troll the userbase, that's what they turned it in to, which is both unprofessional and rather disappointingly juvenile.

Soli got it in one: this is not how a good, user-friendly company behaves, and it's not healthy for the users or the company if people apologize and cover for them. Yeah, certain individuals were deliberately pushing them hard, but the fact that they reacted the way they did (by turning it into a spectacle and causing it to affect a broader group) shows more of the same. It's all well and good to act like a fool (not really, but we'll call it that) when you're representing yourself and not beholden to anyone, but that's most certainly not the case here.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on June 24, 2014, 10:41:44 pm
Nobody who's got any sense of proportion cares about the horsehead. The issue is that the folks at CF apparently don't understand how to deal with PR issues like this, given that it's been massively mishandled. Regardless of whether or not they initially intended to troll the userbase, that's what they turned it in to, which is both unprofessional and rather disappointingly juvenile.

Soli got it in one: this is not how a good, user-friendly company behaves, and it's not healthy for the users or the company if people apologize and cover for them. Yeah, certain individuals were deliberately pushing them hard, but the fact that they reacted the way they did (by turning it into a spectacle and causing it to affect a broader group) shows more of the same. It's all well and good to act like a fool (not really, but we'll call it that) when you're representing yourself and not beholden to anyone, but that's most certainly not the case here.

This sums it up.  And it wouldn't have reached this point with this one instance if this were the first case of it happening, but it isn't.
Title: Re: Starbound - We have lift off.
Post by: Evilgrim on June 25, 2014, 03:11:39 am
(driveby flaming removed)
Title: Re: Starbound - We have lift off.
Post by: Darkmere on June 25, 2014, 03:55:43 am
Y'all nerds getting way too worked up over a videogame.
Please tell me more about how horseheads ruin your deep, dramatic, poo monster space opera.

Also none of you are shareholders. What the christ made you think you were?

Could you try this post again when you've actually read and understood the thread, please?
Title: Re: Starbound - We have lift off.
Post by: Something Evil on June 25, 2014, 05:15:52 am
way too worked up over a videogame.
Which just went to remind me, again, of the idiotic avatars some of the mods are using.

poo monster space opera.

Thank you for conveniently bringing up another instance of Chucklefish deliberately antagonizing the community by first adding a poo monster, and when the inevitable backlash hit their response was... adding a BIGGER poo monster beyond the first. Because that's how listening to feedback works.

Also none of you are shareholders. What the christ made you think you were?
As was pointed out in the thread previously by Neonivek, the idea of funding media by kickstarters is specifically meant to reduce the risk of executive meddling and deliver the finished product that the devs want to make, and, this is important, the backers want to have made.

There may not be a legal obligation beyond delivering a finished, working product in these cases, but they have the moral obligation to listen to the feedback given by those who actually fund the project and their livelihood, especially after having promised to do so.
Title: Re: Starbound - We have lift off.
Post by: Silicoid on June 25, 2014, 05:22:54 am
I'm more neutral on the matter, but it's stuff like this that irritates you:
(http://www.gravatar.com/avatar/7b5e74a7a2dcf1c3eef18a1eae9042aa?s=192&d=http%3A%2F%2Fcommunity.playstarbound.com%2Fstyles%2Ffusiongamer%2Fxenforo%2Favatars%2Favatar_male_l.png)
It would be okay from a user, but this one of the mods, displaying a lack of class.  I'm not upset, as I feel that I got my money's worth out of starbound, but I won't support another of their games again.
Title: Re: Starbound - We have lift off.
Post by: Moghjubar on June 25, 2014, 05:25:10 am
I looked thru some of the horse stuff, think its just hilarious how its being taken... then saw the mart pics and had to make this.

(http://i.imgur.com/euRFBR7.gif)
Title: Re: Starbound - We have lift off.
Post by: Something Evil on June 25, 2014, 05:33:04 am
I'm more neutral on the matter, but it's stuff like this that irritates you:
It would be okay from a user, but this one of the mods, displaying a lack of class.

Worst thing is, it's not just one of the mods, it's several; this makes the issue not an isolated case but endemic.
Again, I will point out that there are good, responsible mods on the forums, but the ones that aren't have equal power and are unrestrained about using it.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on June 25, 2014, 08:20:36 am
random desync that even happens in singleplayer

That's quite an achievement. First time I've heard of singleplayer desync. How did they even manage to do that?
Title: Re: Starbound - We have lift off.
Post by: Something Evil on June 25, 2014, 08:36:17 am
random desync that even happens in singleplayer

That's quite an achievement. First time I've heard of singleplayer desync. How did they even manage to do that?

One assumption is that it's trying to gen/load up chunks offscreen; Let's just say that the terrain generation isn't that well optimized, to the point that you can outrun terrain gen and get frozen in the air by jumping into ungenned chunks on mid-spec machines.
Mobs will happily attack you while you're stuck that way, tho, but you can jump out.

The weirdest thing is, you'd expect that to be processor lag, as the game hangs and loads the level, but no, players, NPCs and mobs do their own thing, no frame drops, next to this gaping rectangular chasm of unreality.
Except when they don't. So I don't even.


Edit: Admittedly, I'm pretty sure this did happen in Terraria too, but that was serverside exclusively iirc. I do remember this one time where I was happily hopping through what was thin air on my screen and constantly clipping through this one Blood crawler that, on another player's screen, was still chasing us down, utterly creeping him out.
And the issues with worm heads not dying on some players' clients, fighting them after the things had been killed.
So that game also had its fair share of problems, some of which might have been inherited.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on June 25, 2014, 09:10:12 am
I'm more neutral on the matter, but it's stuff like this that irritates you:
It would be okay from a user, but this one of the mods, displaying a lack of class.

Worst thing is, it's not just one of the mods, it's several; this makes the issue not an isolated case but endemic.
Again, I will point out that there are good, responsible mods on the forums, but the ones that aren't have equal power and are unrestrained about using it.

At least 2 have it that I know of specifically, Eonwe and Sledra
Title: Re: Starbound - We have lift off.
Post by: alway on June 25, 2014, 09:15:00 am
Also Tiy made a Reddit post (http://www.reddit.com/r/starbound/comments/28z4lt/bartwe_leaving/) about why they chose not to announce anything about Bartwe's departure:
Quote
It's very unusual to make staff changes public, largely because it's a very personal matter for the people involved and as such we decided to allow Bartwe to announce it in his own time. Which he did.
They also purportedly signed on another 2 programmers and 2 artists unannounced. While I have no idea if not announcing staff changes is a common business thing, I think that when you're a (seemingly) small indie company, telling people one of your programmers left and you got another two to help pick up the slack sounds like a good idea to me.

(Disclaimer: I have next to no business sense and have barely been following Starbound since at least 2 years ago please don't shoot me)

It is, actually, standard industry practice to announce team changes extremely soon after they're made. For instance, when Blizz axed the dude that made Warlocks interesting and (arguabily too) powerful for running off at the mouth, the announcement was made immediately. Likewise, when the Halo composer got the axe, that was also made public extremely quickly.

Chucklefish just seem to like having control of information to an alarming degree.
Someone in the game industry here: that's not true at all. The only reason you ever publicize it is when A: the person is run out of town for raising a stink with the fanbase, or B: they do something irreplaceable or which would otherwise be noticed immediately by the fans. Lots of people come and go all the time in the game industry, and most of those comings and goings won't have any noticeable effect on the end product, and so aren't noted by the dev company. Despite the fact that this industry has pretty high turnover rates at a lot of companies, no one wants to be the first to admit that fact. It doesn't make them look good, and there's no really good reason to publicize it, so why bother?
Title: Re: Starbound - We have lift off.
Post by: Puzzlemaker on June 25, 2014, 10:20:20 am
Yay internet drama!
Title: Re: Starbound - We have lift off.
Post by: n9103 on June 25, 2014, 10:47:01 am
I'm surprised that I have to post this but:
A) Don't Feed The Trolls.
B) Shilltroll is shilling.
Title: Re: Starbound - We have lift off.
Post by: FritzPL on June 25, 2014, 11:08:53 am
snip i dont want another warn
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on June 25, 2014, 11:18:52 am
I'm surprised that I have to post this but:
A) Don't Feed The Trolls.
B) Shilltroll is shilling.

Yeah, you could get people like [REDACTED] coming in this thread and voicing their "opinons".

Yeah. Some people. Keep this stuff at CF, thanks. Attempt to antagonize people who disagree there. It's one thing to disagree with reactions, it's another to hand wave them in favor of personal bias [for whatever reason there would be one].
Title: Re: Starbound - We have lift off.
Post by: Sergius on June 26, 2014, 09:36:53 am
Soo...

Have they fixed the lift?
Title: Re: Starbound - We have lift off.
Post by: Tronak on July 01, 2014, 12:40:24 pm
Now there's a way to make your opinion on the Glitch AI affair matter (sort of).

http://playstarbound.com/space-battle-royale-glitch-a-i-edition/

vote now o remain silent forever.
Title: Re: Starbound - We have lift off.
Post by: n9103 on July 01, 2014, 12:47:04 pm
.. have you looked at the vote options?

Molly is a Troll. Do not Feed this Troll.
Title: Re: Starbound - We have lift off.
Post by: Reverie on July 01, 2014, 12:52:40 pm
I was hopeful about the poll until I saw the options. Seriously, Chucklefish?
Title: Re: Starbound - We have lift off.
Post by: Tronak on July 01, 2014, 12:54:26 pm
.. have you looked at the vote options?

Molly is a Troll. Do not Feed this Troll.

They have changed them!. I swear they were a silly variation of yes/no before!. Dont know what to think of this.
Title: Re: Starbound - We have lift off.
Post by: Culise on July 01, 2014, 01:01:00 pm
That's...even worse than it just being a joke from the word go.  They keep changing them, too - when I went it, it had already been "A horse is a horse/of course of course", and now it's horses all the way down.  I suppose the only thing we can be thankful for is that they didn't try to secretly swap the results. 
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on July 01, 2014, 01:02:04 pm
More proof that I wasted my money supporting these fucking useless people. How much has gotten done since their real programmer went on to make complete games instead of pretending to be a comedian, anyways?
Title: Re: Starbound - We have lift off.
Post by: Greiger on July 01, 2014, 01:04:51 pm
The page isn't even working for me anymore, they all go to bad gateway.  ...Which might actually be another joke that you can't actually vote.

I'm indifferent about the whole horse thing, but how they are treating the people that don't like it is getting abrasive even to me.  I mean there's a joke, then there's a joke people get tired of that you are now only telling because it annoys them.

It's like if Toady or ThreeToe answered everything on a FOTF on April 1st with Necro's Maaaaagggggmmmmaaaa.   People overreacted a bit and got annoyed about it, and then solely because people got annoyed about it it becomes a common theme in their posts.
Title: Re: Starbound - We have lift off.
Post by: Reverie on July 01, 2014, 01:09:38 pm
To be clear, Molly told the IRC they were changing it. Her argument was that the poll results were one-sided in opposition of the horse-head before they started trolling away at the poll thread.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on July 01, 2014, 01:12:18 pm
To be clear, Molly told the IRC they were changing it. Her argument was that the poll results were one-sided in opposition of the horse-head before they started trolling away at the poll thread.

So... the poll shows noone wants the horsehead, so change the options?
Title: Re: Starbound - We have lift off.
Post by: Culise on July 01, 2014, 01:15:02 pm
To be clear, Molly told the IRC they were changing it. Her argument was that the poll results were one-sided in opposition of the horse-head before they started trolling away at the poll thread.

So... the poll shows noone wants the horsehead, so change the options?
Pretty much.  I mean, that they're apparently actually listening to the majority is decent, but they haven't communicated that outside of the people who happen to be on their IRC channel right this moment, and that they're trolling their own community that they've taken on the responsibility of managing in the name of some petty "joke" is just plain foolish.  I didn't care at all about the horsehead, but their behaviour has been quite untoward regarding the whole matter, and they do not seem to even understand how that is the case.  It's highly concerning, to say the least.
Title: Re: Starbound - We have lift off.
Post by: Reverie on July 01, 2014, 01:15:15 pm
So... the poll shows noone wants the horsehead, so change the options?
Yeah, it's ridiculous. I wish they'd stop and look at how silly and opaque they're being.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on July 01, 2014, 01:16:53 pm
So... the poll shows noone wants the horsehead, so change the options?
Yeah, it's ridiculous. I wish they'd stop and look at how silly and opaque they're being.

Especially considering the fact that these people have a real Glitch AI just to troll people with.

You know, one that is actually pretty endearing and kinda adorable, fits with the race, might even be kinda funny.
(http://i.imgur.com/v9vu0ur.gif)


But no, we get this.
(http://i.imgur.com/BhTNGHK.gif)
Title: Re: Starbound - We have lift off.
Post by: Reverie on July 01, 2014, 01:20:54 pm
I wouldn't be surprised if they were sitting on the wizard AI all along just to see how long they can milk the horse joke. I mean, the wizard AI's animation quality is obviously better.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 01, 2014, 01:26:48 pm
Thing is, they get constant positive reinforcement with the dolts who think everything they say is "hilarious."

I'm glad it got changed or at least an option, but that should be made clear to evero-why the fuck am I even bothering anymore. Damn it, every time I keep wasting mental energy imagining things could be better.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 01, 2014, 01:31:42 pm
Thing is, they get constant positive reinforcement with the dolts who think everything they say is "hilarious."

I'm glad it got changed or at least an option, but that should be made clear to evero-why the fuck am I even bothering anymore. Damn it, every time I keep wasting mental energy imagining things could be better.

Look you are just one person with many interests and duties that you need to do.

It isn't like Chucklefish has someone whose sole job is to deal with this sort of thing.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 01, 2014, 01:32:14 pm
Changing the poll options on the middle of the poll?

That sounds like it came from a third world "democracy". Do they like being associated with dictators and petty tyrants?
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on July 01, 2014, 01:55:14 pm
Couldn't they just make it so you have an appropriately generic standard AI at the beginning, and then you can find other AIs in dungeons and such? That would pretty much satisfy everyone.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 01, 2014, 02:05:45 pm
Couldn't they just make it so you have an appropriately generic standard AI at the beginning, and then you can find other AIs in dungeons and such? That would pretty much satisfy everyone.

Look there are many ways they could have handled this.
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on July 01, 2014, 02:23:15 pm
To be clear, Molly told the IRC they were changing it. Her argument was that the poll results were one-sided in opposition of the horse-head before they started trolling away at the poll thread.

So they addressed a community grievance with a poll, got a solid answer, and instead of shutting down the poll and saying "we hear you" they decided to joke around and not tell the community? Do they not see how that would come off as patronizing?

Molly needs to quit or be fired right now. Either she is single-handedly undermining Chucklefish's big opportunity to reconcile with their community, or she does not have the authority to veto stuff like this and is going to be CF's scapegoat. This should have been a homerun, and instead they are snatching defeat from the jaws of victory.

I've really been trying to give CF the benefit of the doubt in this, but wow.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 01, 2014, 02:37:17 pm
Yeah, that about sums it up. It's mostly that CF is utterly incompetent at handling the community, with a side helping of lack of directed progress. The sad thing is Molly seems pretty well-spoken about everything except managing the company's public image, which is the vast majority of what she's (not) doing these days. They should probably stick her on writing documentation or managing QA and get someone else for PR. I'm still kinda hoping a decent game materializes out of this mess at some point, though.

Thing is, they get constant positive reinforcement with the dolts who think everything they say is "hilarious."

I'm glad it got changed or at least an option, but that should be made clear to evero-why the fuck am I even bothering anymore. Damn it, every time I keep wasting mental energy imagining things could be better.
Look you are just one person with many interests and duties that you need to do.
It isn't like Chucklefish has someone whose sole job is to deal with this sort of thing.

Heh, yeah that actually made me feel better, thank you.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 01, 2014, 03:03:38 pm
So, she's an Anti-PR manager?
Title: Re: Starbound - We have lift off.
Post by: Tronak on July 01, 2014, 03:09:51 pm
Aaand final post of the thread (from mollygos):

"Haha, you guys, it was never really going to be the horse. It was fun while it lasted, though.
The poll broke, so I'm gonna lock this up. :)

That's not to say the horse won't be used elsewhere."

It sounds to me like "haha-it-was-a-joke-its-obvious-it-was-a-joke-a-breasted-horse-would-have-been-stupid-wouldnt-it?" ::)

I know this kind of response is somewhere in tvtropes, buy I can't find it now
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 01, 2014, 03:11:29 pm
Yeah I officially hate Chucklefish now.

Before it was just incompetence... Now it is actually outright blatant community harassment.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 01, 2014, 03:12:08 pm
Aaand final post of the thread (from mollygos):

"Haha, you guys, it was never really going to be the horse. It was fun while it lasted, though.
The poll broke, so I'm gonna lock this up. :)

That's not to say the horse won't be used elsewhere."

It sounds to me like "haha-it-was-a-joke-its-obvious-it-was-a-joke-a-breasted-horse-would-have-been-stupid-wouldnt-it?" ::)

I know this kind of response is somewhere in tvtropes, buy I can't find it now
So, she openly admitted in basically trolling the entire userbase of Starbound just for lulz?

Title: Re: Starbound - We have lift off.
Post by: Iceblaster on July 01, 2014, 03:17:17 pm
I know this kind of response is somewhere in tvtropes, buy I can't find it now

This most likely (http://tvtropes.org/pmwiki/pmwiki.php/Main/ParodyRetcon).

Or this. Can't tell which though. Nuuumber one (http://cdn-www.cracked.com/articleimages/ob//internet_graphic1.jpg).
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 01, 2014, 03:22:51 pm
Heh, someone in the poll thread was so close to catching on: "thanks for talking about this now instead of the 3 weeks this has been festering." or some such.

It would have been really, totally SUPER hard to say "Well, the vote went this way so we're keeping the wizard as default and putting horsetits in as an easter egg for players to find if you still want it!"

instead of... "LOL! amirite! horsetits leelz was joke yes?"
Title: Re: Starbound - We have lift off.
Post by: Tronak on July 01, 2014, 04:32:43 pm
This most likely (http://tvtropes.org/pmwiki/pmwiki.php/Main/ParodyRetcon).

Or this. Can't tell which though. Nuuumber one (http://cdn-www.cracked.com/articleimages/ob//internet_graphic1.jpg).

Haha, both are spot on. Good Job. :)
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 01, 2014, 08:56:28 pm
Poll thread has a new post. (http://community.playstarbound.com/index.php?threads/poll-space-battle-royale-glitch-a-i-edition-poll-broken.81243/page-21#post-2095684)

I think the content speaks for itself.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on July 01, 2014, 09:43:32 pm
Meh. I'm going to mod it anyway.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 01, 2014, 09:56:45 pm
Well I just deleted Starbound off my computer.

I wash my hands of this series. They can just go marry Capcom.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on July 01, 2014, 09:57:36 pm
Well I just deleted Starbound off my computer.

I wash my hands of this series. They can just go marry Capcom.
I'm still upset at Capcom for the whole Mega Man Legends thing.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on July 01, 2014, 10:02:35 pm
I'm still working very slowly on a mod.
Title: Re: Starbound - We have lift off.
Post by: Silicoid on July 01, 2014, 11:07:26 pm
I think I've just witnessed one of the worst  PR disasters in gaming history. 

I've never seen the trolling defence before attempted by game devs and mods.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 01, 2014, 11:15:40 pm
In all fairness though Chucklefish already has your cash. They can troll their audience all they want.

It isn't a coincidence that the bulk of this crud came AFTER their kickstarter campaigns finished.

So "Disaster" that hurts them not at all in the least is pretty accurate. People also have short enough memories that by the time they start going "Starbound 2!" people will have long forgot how they act when they know they have your money already. Well if they get that far, they tend to disband after one MAYBE two games.

The ONLY defense I can give Chucklefish is that MAYBE they are just being morons and they honestly think they are being funny. I mean rick rolling is funny right? Flame baiting is funny right? I mean people like DayZ and it is a game that is entirely devoted to trolling people you come across. Yet that is just, fantastically levels of dumb that it makes me question their competency.

I put it like this. If they acted this way before the kickstarter, would YOU, have funded it even if they had a working demo of the game that is AS finished as the one we currently have?
Title: Re: Starbound - We have lift off.
Post by: Arbinire on July 01, 2014, 11:36:10 pm
at this point I really wish I could just get my money back.  Wonder if grossly incompetent company that does everything it can to troll their userbase will be a good enough reason for steam
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 01, 2014, 11:48:09 pm
They've always been utter shit at presenting themselves and their product. Always. I went on at length at... whatever minecraft con the reveal was about how they didn't bother to write a script or do rehearsals or put any minor effort into the thing at all. Their presentation was "Uh, here's a game we made and it'll totally be really cool, even though nothing works now. Oh and the demo crashed. Yeah hold on. .... Still holding. There it goes!"

The problem was I foolishly expected them to learn from their mistakes and try to be better (I know I sound like a broken record).

I honestly expect a big chunk of people who haven't been following anything at all until 1.0 to come back not knowing or caring about any of this, and I'm pretty sure that's what they're banking on. Sometime late next year in all likelihood. There's also a pretty decent core of... eh... i get the impression of younger gamers(*) who came in during or after terraria who are hanging on their every word with zealous fervor. There's the core that they will cater to for the rest of their business life... and Terraria has the same type of fandom that will get hyped over a single development sprite preview, blah blah.

(*) I'm not using young gamers as a perjorative; I remember when I first got into gaming being the same way about a few things simply because I had lack of exposure to the industry at large and some of the bad behavior it fosters. That's the impression I get... gamers too young to worry about financial problems this could cause, or the lack of respect it will garner for their "underdog heroes."
Title: Re: Starbound - We have lift off.
Post by: somebody on July 02, 2014, 12:07:47 am
-snip-
They actually have 3 people as Community Managers including Molly, one is Donna Orlowski and the other is Jehn Tucker (spelled correctly).
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 02, 2014, 12:27:59 am
If they ever do offer refunds... count me in.
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on July 02, 2014, 01:00:45 am
The ONLY defense I can give Chucklefish is that MAYBE they are just being morons and they honestly think they are being funny.

Of course they just think they are being funny. What else do you think they are doing, actively trying to harm/offend people? Why would they do that? The fact that they already have your money is not an incentive to troll their userbase, it's only a lack of incentive not to. And they are still selling the game anyway, so they certainly can still harm themselves.

Ultimately, it just seems like a combination of a silly little joke taken way to far and PR people who don't seem to have realized this.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 02, 2014, 01:19:33 am
Ultimately, it just seems like a combination of a silly little joke taken way to far and PR people who don't seem to have realized this.

How will they know how far is "too far" when anyone that may point out what's too far gets shouted down by their forum guardians?
Title: Re: Starbound - We have lift off.
Post by: Farce on July 02, 2014, 01:26:18 am
I love the Glitch horsehead.

It's a horse, and the Glitch are medieval, so a horse would be a very appropriate representation of transportation.  It's female, a reference to ships always being 'she's.  And it looks hilarious.  Much more interesting than... well, pretty much every other AI, but especially the faceless, featureless human's, even if you ignore the fridge brilliance.  Kinda like the Floran's, I think it was, who literally 'hacked' and stole their's with an axe to it's computer-skull.

If they take it out, I'll mod it back in - and probably use it with the build-your-own-ship mod, because the Glitch are otherwise kinda boring, medieval-robots juxtaposition notwithstanding.

I don't know why they just didn't do that - make the ship modular, personalizable, and expandable, instead of setting them all into singular upgrade paths like they're doing.  I guess it was because 'only your homeworld could be affected by terraforming' or whatever?  That's what I thought I'd heard once, at least.  It still seems totally pointless, since you constantly need to be picking up and moving on to tier-up, and all the decoratives are pointless, just for looks, and without function (though this argument assumes they will continue to be pointless in the future, which I think is the case, but not necessarily true).

There's just so much else that's irritating, too - they don't buy into or use their own aesthetic, is one of the most annoying things in my opinion.  Space swords and space axes?  I guess (https://www.youtube.com/watch?v=f1VttN9sWpI) - but seriously, space wands?  Your first item is a high-tech matter manipulator that can chop stuff at range without touching it, but instead of buiding upgrades for it, you make metalier picks and axes - not even sci-fi variants, but straight up picks and axes?  Armor gets increasingly derpy lookin' as you go up the tiers... ughhhhh.  And hell, you start the game with a broken sword - not a gun or anything, but an archaic sword.  Yup, sure is sci-fi.  And you can't make any more, and instead make a bow out of wood - and then iron - despite the fact that your ship is from the get-go capable of 3d-printing.  Which we, already, today, can use to print parts for guns?
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 02, 2014, 03:40:14 am
And hell, you start the game with a broken sword - not a gun or anything, but an archaic sword.  Yup, sure is sci-fi.  And you can't make any more, and instead make a bow out of wood - and then iron - despite the fact that your ship is from the get-go capable of 3d-printing.  Which we, already, today, can use to print parts for guns?
We are far more successful with using lathes to make parts for guns. :P
Also, even if you have a 3D printer, a computer to plug it into, and the software needed to print stuff, you're still absolutely SOL without some way to make designs for stuff you want to print. Given that the ship computer doesn't seem to come with the latest version of MatterCAD installed, your only means of making those designs involves already having the object you want, and scanning it - which, given that 3D printing takes a hard-to-accumulate resource, and weapons generally don't break, means that it's far better to just make the things via regular means.

And if you've stolen your ship and ran away from your own people for whatever reason, you're probably lucky to have even a sword.
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on July 02, 2014, 03:48:07 am
I'd expect at least a handgun in the glove compartment.

It's a fucking space ship.

It's going to have a long range weapon somewhere if you stole it, which implies you took it while it was docked and presumably no one was on board at the time.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 02, 2014, 04:19:49 am
The ONLY defense I can give Chucklefish is that MAYBE they are just being morons and they honestly think they are being funny.

Of course they just think they are being funny. What else do you think they are doing, actively trying to harm/offend people? Why would they do that? The fact that they already have your money is not an incentive to troll their userbase, it's only a lack of incentive not to. And they are still selling the game anyway, so they certainly can still harm themselves.

Ultimately, it just seems like a combination of a silly little joke taken way to far and PR people who don't seem to have realized this.

There is a difference between "Ha ha ha, we will both laugh about this later" and "Ha ha ha, I made you look stupid!"

I am suggesting that it is possible they thought it was the first one.

Quote
they are still selling the game anyway

And got their majority audience, the others won't even hear about what arses they are.
Title: Re: Starbound - We have lift off.
Post by: Shadowlord on July 02, 2014, 07:24:39 am
I glanced at this thread yesterday to see what, if anything, was new, and saw this.

So thanks for that.  ;)
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 02, 2014, 09:31:13 am
Let this be a lesson to everyone: Do not buy into hype. Do not pay money in advance for promises.
Title: Re: Starbound - We have lift off.
Post by: Reverie on July 02, 2014, 09:34:46 am
Let this be a lesson to everyone: Do not buy into hype. Do not pay money in advance for promises.

It was sort of hard, considering this is Terraria in spess. D:
Title: Re: Starbound - We have lift off.
Post by: Culise on July 02, 2014, 09:43:20 am
Let this be a lesson to everyone: Do not buy into hype. Do not pay money in advance for promises.

It was sort of hard, considering this is Terraria in spess. D:

Yeah, I know that feeling.  Pretty much every Kickstarter I backed, every early access game I bought into, played hard on that "this thing you loved before, but better" feeling.  It's probably the only thing powerful enough to overcome my pessimism about early access. 
Actually, glancing over my history, that's even more true than I thought.  Reading Rainbow, Dreamfall, Numenera, Project Eternity...the only projects I really bought into that weren't like that were The Mandate and Minecraft.
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on July 02, 2014, 09:49:40 am
I'd expect at least a handgun in the glove compartment.

It's a fucking space ship.

It's going to have a long range weapon somewhere if you stole it, which implies you took it while it was docked and presumably no one was on board at the time.
First off, you didn't steal the ship. Well, I think the Floran does, aswell as the Apex, but otherwise, it's yours.

And THEY'RE WORKING ON SPACE COMBAT, JESUS, PATIENCE. And guns in that game can be pretty freaking OP.

Second off, I still love this game. I'll still support Chucklefish. Because I bought into the beta, and FUCKING LOVED IT. I still do.
Title: Re: Starbound - We have lift off.
Post by: TempAcc on July 02, 2014, 11:49:08 am
Tbh I don't find much cause for alarm. I dont think they ever made a promisse then falled back and ended up not doing it. Admitelly, the whole thing with their forum moderators and admin shenanigans is shady (but, to be honest, this sort of thing has happened with pretty much every community that exists around a game in development that I've seen, except DF, altough DF isn't really a normal project or a normal community), but the devs haven't done anything that isn't really expected of a game that is very much in development.

I never expected this game to be anything more then terraria in space, and so far its proven to be more then that, so I'm pleased so far? I dont really care about horses with boobs tbh.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 02, 2014, 12:04:05 pm
Let this be a lesson to everyone: Do not buy into hype. Do not pay money in advance for promises.

What hype? What promises? I don't know about people who kickstarted this, but when I bought the game I knew exactly what I was getting, and I got my money's worth of fun out of it and its continuing updates. Yes, the updates have slowed, and the team may as well be comprised of sociopaths and trolls for all I know (or care), but that doesn't change that I've already had quite a lot of fun with this game. And, time and mood allowing, will probably continue to have fun. Especially if updates do continue.
Title: Re: Starbound - We have lift off.
Post by: TempAcc on July 02, 2014, 12:09:05 pm
^ Pretty much this. I dont know what people hyped up about starbound apart from it being "terraria in space", and we already have more then that and will be getting more in the future as it approaches 1.0 :I
Title: Re: Starbound - We have lift off.
Post by: Sirus on July 02, 2014, 12:11:22 pm
^ Pretty much this. I dont know what people hyped up about starbound apart from it being "terraria in space", and we already have more then that and will be getting more in the future as it approaches 1.0 :I
Exactly.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 02, 2014, 12:31:23 pm
What hype? Just look at the first pages of this thread. You'll see a lot of hype.
Title: Re: Starbound - We have lift off.
Post by: jhxmt on July 02, 2014, 01:32:47 pm
The game's already passed my target "entertainment time : money spent" ratio, so I'm not regretting the purchase.  Anything beyond that I count as a bonus.

I don't frequent any gaming community forums other than this one, because every single one I've ever seen has had a large amount of (to my mind entirely unnecessary) drama attached, be it driven by mods, community, forum glitches, spambots, whatever.  This is no exception.  I think I've been on the CF forums once.  I honestly couldn't care less what's being said/done over there at the moment.  *shrugs*

...the team may as well be comprised of sociopaths and trolls for all I know (or care), but that doesn't change that I've already had quite a lot of fun with this game.

Pretty much where I'm at right now as well.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 02, 2014, 02:24:10 pm
^ Pretty much this. I dont know what people hyped up about starbound apart from it being "terraria in space", and we already have more then that and will be getting more in the future as it approaches 1.0 :I

You never looked at the features page? Trust me people didn't buy the game on only the basis of Terraria in Space... it was people who were negative about the game who didn't buy it on the basis of "terraria in space"

Quote
The game's already passed my target "entertainment time : money spent" ratio

I just don't think in this mindset. constant grinding for 100 hours doesn't 15 dollars make.

To me games need to be tall and wide. A 15 dollar game needs to climb the 15 dollar peak and go the 15 dollar mile.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 02, 2014, 03:51:31 pm
I'm not disappointed in the game, I'm disappointed in the devs.

At this point, I'd be willing to lose starbound to prove to them they're being grade-A twats, but Steam.

Yeah that about sums it up. It really confuses me how many times the two are conflated, even though I wish we did have... SOMEthing to prove the game is actually progressing on track now that everything's settled and productivity was supposed to skyrocket.
Title: Re: Starbound - We have lift off.
Post by: PrimusRibbus on July 02, 2014, 04:06:13 pm
I'm not disappointed in the game, I'm disappointed in the devs.

At this point, I'd be willing to lose starbound to prove to them they're being grade-A twats, but Steam.

Took the words right out of my mouth.

Thing is, being disappointed in the devs is a much bigger problem when a game is in early access. You've basically paid money on the promise that the devs are going to keep things on track.
Title: Re: Starbound - We have lift off.
Post by: Eclectic Wizard on July 04, 2014, 10:15:46 am
Anyone know a better mining t echnique than just digging straight down into a cave and going berry-picking?
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 04, 2014, 10:17:53 am
Anyone know a better mining t echnique than just digging straight down into a cave and going berry-picking?

Moons and Asteroid fields are far superior mining places... as are Desert planets (but for mining ease, not for material abundance).

Otherwise? no...

The game is all grind and nothing but the grind right now and pretty much forever.
Title: Re: Starbound - We have lift off.
Post by: Frumple on July 04, 2014, 12:37:13 pm
Anyone know a better mining t echnique than just digging straight down into a cave and going berry-picking?
Would say best mining technique is to bust out a little modding and make a hyperpick that digs out 10x10 squares at max speed, or something along those lines. S'what I do. Then just run around wildly digging out whatever you run in to. Get plenty of all sorts of material doing that, ayup.

Alternately, aim for planets with plenty of loose dirt -- sand, gravel, whatever. S'much easier to mine those bits out, and there's usually plenty of minerals and whatnot in 'em.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on July 04, 2014, 12:55:18 pm
I prefer the mining drill/shaft mod. That thing actually makes some sense.
Title: Re: Starbound - We have lift off.
Post by: Tylui on July 04, 2014, 10:19:03 pm
I don't even...

Maybe I'm missing something. Are people really mad because of a hilarious animation? It's obvious that a horse with a magical forehead dick isn't going to be canon...
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 04, 2014, 10:38:46 pm
I don't even...

Maybe I'm missing something. Are people really mad because of a hilarious animation? It's obvious that a horse with a magical forehead dick isn't going to be canon...

People were groaning that it was going to be in there.

They got mad when people were banned for stating their displeasure and for how Chucklefish handled it overall (They outright trolled their community).

In otherwords it was a minor complaint that through the worst handling possible, exploded into outright riot.

It is kind of like I said earlier... They really could have defused it had the PR manager did the PR manager's job. Even if they as much as said "Yeah we are leaving it in, artistic license" people would have been mad they would have eventually understood.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 04, 2014, 11:19:04 pm
I didn't particularly like the horsetits, but the idiotic glitch armor turned me off them before then so I wasn't playing them anyway.

I am... severely displeased that a company poised to be so successful is pissing that away by acting like children, posting "trolol" at their customers instead of delivering content, and cultivated a very rich crop of yes-men who will shout down any criticisms with mod-backed approval. They had a chance to pick up where Terraria left off, with HUGE player numbers and lots of media exposure. Instead we get a bunch of passive-aggressive douchebags on a power trip.
Title: Re: Starbound - We have lift off.
Post by: Scripten on July 05, 2014, 12:14:58 am
Except... the devs are all posting blog updates every day and, presumably, working on the game whilst doing so. To be honest, the reaction to the initial image was little ridiculous. Anyone with a modest amount of self awareness could have seen that. If those actions make you this angry, then maybe just separating yourself from the Chucklefish forums as a whole is a good idea. There's been pages upon pages of griping in this thread alone, with legitimate attempts to discuss the game being instantly derailed into complaints.

Seriously, can we please just leave the drama over there and talk about the game itself here? I've been following this thread for months and I'd like to see more discussions about the gameplay changes in the nightly builds and stuff like that. I don't have the time to test every night, but I know others do and I feel like the PR "situation" is, if you'll pardon the pun, beating a dead horse at this point. Has anyone seen the wiring, lighting, or store changes and, if so, how are they working thus far?
Title: Re: Starbound - We have lift off.
Post by: Kaitol on July 05, 2014, 01:29:16 am
Yeah. I used to have this thread open all the time when I first got Starbound. But than people stopped talking about the game and started complaining constantly about everything and it turned into this toxic, unpleasant environment that seems to be the new norm. So now I just check in rarely to see if that's stopped.

It hasn't. In months. Kinda ruined the thread.
Title: Re: Starbound - We have lift off.
Post by: Reudh on July 05, 2014, 01:46:45 am
Speaking of nightly builds, have there been any? The main fork hasn't seen an update in two months.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 05, 2014, 01:48:20 am
Yeah. I used to have this thread open all the time when I first got Starbound. But than people stopped talking about the game and started complaining constantly about everything and it turned into this toxic, unpleasant environment that seems to be the new norm. So now I just check in rarely to see if that's stopped.

It hasn't. In months. Kinda ruined the thread.

I blame the fact that there has been nothing really to talk about... in months. Nothing has really changed in the game, nothing has improved, nor has there really been any interesting developments. It didn't "Kinda ruin the thread" because had this not occurred this thread would basically be completely unused. Though fine.

Also Kaitol that is what you get when the game is also a kickstarter. The developers are as important a topic as the game itself.

I suggest you make your own starbound topic. Call it "Starbound without the Dev-talk". Heck if no one does, I'll make it. Mostly to prove a point... but still.
Title: Re: Starbound - We have lift off.
Post by: somebody on July 05, 2014, 01:53:26 am
Speaking of nightly builds, have there been any? The main fork hasn't seen an update in two months.
IIRC you need to opt into the nightly builds because they exist simply to show things are being worked on. The thing about the nightly builds is that they are the builds the programmers use to test to see if what they programmed is working right so they are by no means stable.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 05, 2014, 01:58:49 am
Done, done the "No-dev topic"
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 05, 2014, 02:00:16 am
No one talks about the game because there's absolutely nothing new in the game to discuss. The nightly builds have a handful of barely-implemented changes in them if they even work, and that's it. Nothing has been pushed to testing. Nothing has been pushed to stable.

Stores and outposts aren't in. New weapons aren't in (though you can aim a few of the existing melee ones, kinda, which puts the game two notches under terraria). Underwater planets aren't in. Upgradable ships aren't in. Improved farming isn't in. Quest systems aren't in. Content over Tier 4 isn't in. Yet again, there wouldn't be these kinds of drama issues if the game was actually progressing in any meaningful way.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on July 05, 2014, 02:06:11 am
Nightly builds can/will break your game, and you'll probably need console commands to get around and do certain things. They're a good place to mess around if you want a bit of an education on the development process and what being a legitimate game tester would be like, but beyond that I wouldn't mess with them.

Honestly I would have been fine waiting for stable updates. An update's a nice treat, they didn't have to go out of their way to show that they're working on the game. Development takes a lot of time, I'm happy doing other things until something stable comes out. But I'm a little more laid back than most.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 05, 2014, 04:44:42 am
It would be helpful if they set up some sort of dead-line...
Title: Re: Starbound - We have lift off.
Post by: Silicoid on July 05, 2014, 05:30:33 am
I don't even...

Maybe I'm missing something. Are people really mad because of a hilarious animation? It's obvious that a horse with a magical forehead dick isn't going to be canon...
To be honest, I didn't really like the horse, but I wasn't upset about it, until the devs started trolling the fanbase, and rubbing it in your face.  Then instead of apologizing, they said it was just a joke, complete with trolo video.  If it was a one day 'joke' it would be fine, but the 'joke' went on for weeks and I'm not 100% certain that it was intended to be a joke, and this is just them backpedaling. A lot of people were banned over this joke, so Chucklefish's reputation has certainly been damaged.

Being in the cooking industry I remember a memorable quote from Anthony Bourdain in response to why Ramsey was so hard on his cooks: "In the cruel mathematics of the cooking industry. a customer who has had a good meal may tell two or three people, but a customer who has had a bad meal will tell 10 to 30 others."

I'm still not upset, just disappointed.  The situation could be salvaged if Starbound started releasing stable updates more often, as a lot of this mess is due to the lack of meaningful updates(March), so there is nothing to talk about, so something that normally would be small became something big.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on July 05, 2014, 08:43:34 am
The one thing I think we can all agree on is that if nobody heard about all this (like me) they would still think starbound is fine, many marked similarities to terraria but still different enough in its own right like the equipment system, the promised upgrades to the combat system combined with easier placing of blocks and a quest system to help you get started, more variance in enemy types and landscapes with all those aesthetic characters, those unlockable codex entries which is pretty cool and those amazing mods and unlockable abilities, that rail mod that's been introduced and does anyone else think more developers should be like 'oh hey amazing fan of our game! Want us to tell you that your mod you made in your spare time is good enough for the game you love so much you spent time on doing a amazing addition for free *cough*.

What I'm trying to say is that if I never knew about all this bad PR, I would still be loving the game, though it is lacking enough stuff to really keep me hooked for those 136 hours terraria has, Maybe it's the progression that terraria and minecraft has that starbound is trying to get to because it doesn't have that tangible progression that terraria has with that hardcore mode and those characters that actually sell cool stuff and those amazing boss battles and those items that you get, or that warmth of building something amazing that minecraft has.

The updates are pretty slow though, I mean look at space engineers, that game is powering through its checklist and I wouldn't even comprehend how much of a fractal labyrinth it must be to code, but SB is a nice game nonetheless, as long as you ignore the forums anyway.
Title: Re: Starbound - We have lift off.
Post by: Tylui on July 05, 2014, 02:58:02 pm
No one talks about the game because there's absolutely nothing new in the game to discuss. The nightly builds have a handful of barely-implemented changes in them if they even work, and that's it. Nothing has been pushed to testing. Nothing has been pushed to stable.

Stores and outposts aren't in. New weapons aren't in (though you can aim a few of the existing melee ones, kinda, which puts the game two notches under terraria). Underwater planets aren't in. Upgradable ships aren't in. Improved farming isn't in. Quest systems aren't in. Content over Tier 4 isn't in. Yet again, there wouldn't be these kinds of drama issues if the game was actually progressing in any meaningful way.

Wow all this raw impatience from a DF forumite.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on July 05, 2014, 03:47:37 pm
No one talks about the game because there's absolutely nothing new in the game to discuss. The nightly builds have a handful of barely-implemented changes in them if they even work, and that's it. Nothing has been pushed to testing. Nothing has been pushed to stable.

Stores and outposts aren't in. New weapons aren't in (though you can aim a few of the existing melee ones, kinda, which puts the game two notches under terraria). Underwater planets aren't in. Upgradable ships aren't in. Improved farming isn't in. Quest systems aren't in. Content over Tier 4 isn't in. Yet again, there wouldn't be these kinds of drama issues if the game was actually progressing in any meaningful way.

Wow all this raw impatience from a DF forumite.
DF is free; it's also developed by one person. Just saying.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 05, 2014, 04:01:29 pm
No one talks about the game because there's absolutely nothing new in the game to discuss. The nightly builds have a handful of barely-implemented changes in them if they even work, and that's it. Nothing has been pushed to testing. Nothing has been pushed to stable.

Stores and outposts aren't in. New weapons aren't in (though you can aim a few of the existing melee ones, kinda, which puts the game two notches under terraria). Underwater planets aren't in. Upgradable ships aren't in. Improved farming isn't in. Quest systems aren't in. Content over Tier 4 isn't in. Yet again, there wouldn't be these kinds of drama issues if the game was actually progressing in any meaningful way.

Wow all this raw impatience from a DF forumite.
DF is free; it's also developed by one person. Just saying.
And it also is capable of creating history.

Can Starbound do that?
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on July 05, 2014, 04:23:47 pm
Come on now, is it really fair to compare other games and developers to Dwarf Fortress and Toady? They're one of a kind.
Title: Re: Starbound - We have lift off.
Post by: Farce on July 05, 2014, 05:33:56 pm
The one thing I think we can all agree on is that if nobody heard about all this (like me) they would still think starbound is fine, many marked similarities to terraria but still different enough in its own right like the equipment system, the promised upgrades to the combat system combined with easier placing of blocks and a quest system to help you get started, more variance in enemy types and landscapes with all those aesthetic characters, those unlockable codex entries which is pretty cool and those amazing mods and unlockable abilities, that rail mod that's been introduced and does anyone else think more developers should be like 'oh hey amazing fan of our game! Want us to tell you that your mod you made in your spare time is good enough for the game you love so much you spent time on doing a amazing addition for free *cough*.

What I'm trying to say is that if I never knew about all this bad PR, I would still be loving the game, though it is lacking enough stuff to really keep me hooked for those 136 hours terraria has, Maybe it's the progression that terraria and minecraft has that starbound is trying to get to because it doesn't have that tangible progression that terraria has with that hardcore mode and those characters that actually sell cool stuff and those amazing boss battles and those items that you get, or that warmth of building something amazing that minecraft has.

The updates are pretty slow though, I mean look at space engineers, that game is powering through its checklist and I wouldn't even comprehend how much of a fractal labyrinth it must be to code, but SB is a nice game nonetheless, as long as you ignore the forums anyway.

Come on now, is it really fair to compare other games and developers to Dwarf Fortress and Toady? They're one of a kind.
Fine.  Terraria, the obvious comparison, started in Jan '11 and was released the 16th of May '11, just four-ish months later (though arguably this was because of the early leak of the game).  It was fairly barebones, but in Feb '13 Terraria got the 1.2 update.  I can't say how much of that time was actually spent on 1.2, since they stated development had ceased, bit either way, that's approximately 2 years of development.  According to Wikipedia, Minecraft was publicly released as an alpha in May '09, and hit 1.0 in Nov '11.  Both of these were also small-team projects - at least, initially.

In comparison, Starbound was announced in Feb '12, released in December '13.  It's July '14 now, and what's the game have in comparison?  An expanded, but basic set of weapons, pallete-swapping of a set number of enemy sprites, slightly more interesting (but very laggy) NPCs, an in-game way to change worlds instead of just exiting out to go to another one, more terrain types, a hunger and cold bar... generally, more art assets.  Nothing especially interesting.  It seems (to me, at least) that the biggest thing they've worked on was randomization - of enemies, and such.  IMO, this was not time well spent, as every enemy still feels the same - ground enemies charge me and occasionally jump, flying enemies puke weird projectiles at me, like projectile bloodvomit or rocks.  Sentient enemies shoot guns at me, or sometimes also charge me.  The digmine part is severely hampered by how long low-level mining equipment takes.  The game is horribly dissonant in it's aesthetic - pickaxes and swords when you're got a telekinesis gun and a spaceship with an AI, etc.  One of the main draws, 'building cool houses n' shit', is rendered mostly obsolete by the expectation that you're supposed to be planet hopping.  All the mockups of cool shit they had on the devlogs - that stompy robot, that ship fulla staff n' people - were just mockups, which make me question if they'll ever actually be things in the game - make me question if I even bought the game I was marketed.  Kinda like Spore.

It's not a direction that bodes well.  IMO, far too much time has been spent on things that have added comparatively little to my enjoyment of the game, and everything that is in now is extremely basic and, IMO, uninteresting, and the continued unpleasantness with dev interaction and slowness just makes it feel like they don't know wtf they're doing, same as with the grossly underestimated release date and shit.


Pre-release, I was willing to grant that the randomization feature was possibly bighuge bitch to get working, and that a lot of system bullshit - UI, save structure, chunk generation, optimization, all that behind-the-scenes shit I wouldn't know about and couldn't really observe - might be more complicated or work-intensive to get ready than I'd imagine.  I was willing to concede that such things would need tweaking.  I figured they were building the system and had implemented and planned out allll the shit they'd need to just start filling in content like holy shit.  I was willing to accept that yes, their '1-100' tiering system thing was kinda busted, and needed to be reworked.  That's what beta is for, I guess.

But shit, it was just so basic and uninteresting and plagued with design decisions that didn't seem right.  Monsters had been improved from Terraria by... giving them chargeup animations before they walked into you.  Digging had been made even more annoying by making it take way fuckin' longer.  Every fuckin' starter planet I started on had a goddamn outhouse-to-sewer dungeon, with nothing in it, whose layout was the same, and was essentially one big LAWL TOILET HUMOR.  And regarding one of the bigger selling points (at least, for me, personally) - that is, the sci-fi setting - to start even sorta getting into that shit, I had to shoot the goddamn Independence Day mothership piloted by penguins, with a bow and arrow.
Title: Re: Starbound - We have lift off.
Post by: Frumple on July 05, 2014, 05:38:45 pm
It would be helpful if they set up some sort of dead-line...
If half-way watching video game development over the past couple decades has taught me anything, it's that publicly announced deadlines are never helpful. Some internal ones, sure, but I rather imagine they already have those.

Anyone have any interesting news from the modding side of things? Anything neat popped up in the past while?
Title: Re: Starbound - We have lift off.
Post by: Nighthawk on July 05, 2014, 05:49:26 pm
-snip-
I pretty much agree with you on all counts. The entire process of making the game is wishy-washy, and they could be making a lot more positive progress a lot faster. Especially if they agreed to suck it up and just allow the really good community mods to be integrated into the main game branch. The directional melee they're working on? Yeah, that was modded in before they even announced it. More ship options? There are several ship mods already out there.

Now they're focusing on... shops. And little animated NPC heads that talk. I feel like they're trying to find things the community hasn't already done for them just so they can say they did something.
Title: Re: Starbound - We have lift off.
Post by: Culise on July 05, 2014, 10:08:43 pm
-snip-
I pretty much agree with you on all counts. The entire process of making the game is wishy-washy, and they could be making a lot more positive progress a lot faster. Especially if they agreed to suck it up and just allow the really good community mods to be integrated into the main game branch. The directional melee they're working on? Yeah, that was modded in before they even announced it. More ship options? There are several ship mods already out there.

Now they're focusing on... shops. And little animated NPC heads that talk. I feel like they're trying to find things the community hasn't already done for them just so they can say they did something.
I actually think it's good that they're not just stealing from the community (even with said community's permission); it tends to make for awkward potential issues if people start changing their minds later, especially when money is involved and it's not a freeware/open-source/community-sourced project, and there's always the risk of diluting the core team's concept behind the game if they just start throwing stuff in.  I mean, I'm sure that a lot of people *would* actually sign away their work for free, and technically, I suppose they actually already do to a limited degree just by posting it on the Starbound forum (Terms of Service boilerplate stuff; it's actually pretty mild compared to some other places).  That said, I do somewhat wish there were any hint of this core team's concept manifesting itself in the actual game itself, even being pushed to testing in the unstable releases.  It does feel a bit like there's a certain lack of focus - all these neat features being talked about, but they all go off in different directions with different parts of the game, and none of them have actually shown up yet. 

Honestly, I'm still a bit ambivalent.  I don't mind the apparent lack of progress, though I do look forward to some of the new features being released.  Most of what I mind was the hash they made of PR with the community which we've already discussed to death, and don't really need to reiterate yet again. 
Title: Re: Starbound - We have lift off.
Post by: Tiruin on July 05, 2014, 10:17:22 pm
Didn't they make it that the game could be easily moddable in the first place?
Title: Re: Starbound - We have lift off.
Post by: Culise on July 05, 2014, 10:22:50 pm
Didn't they make it that the game could be easily moddable in the first place?
Yep, that was one of the design points.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 05, 2014, 10:49:48 pm
Wow all this raw impatience from a DF forumite.

Well, I do expect some progress to be made towards the completion of the game I paid for, yes. You act like I demand something impossible when I would have been satisfied with one or two of the systems they've shown and discussed repeatedly just getting put in in a testable form.
Title: Re: Starbound - We have lift off.
Post by: Reudh on July 05, 2014, 10:55:59 pm
-snip-
I pretty much agree with you on all counts. The entire process of making the game is wishy-washy, and they could be making a lot more positive progress a lot faster. Especially if they agreed to suck it up and just allow the really good community mods to be integrated into the main game branch. The directional melee they're working on? Yeah, that was modded in before they even announced it. More ship options? There are several ship mods already out there.

Now they're focusing on... shops. And little animated NPC heads that talk. I feel like they're trying to find things the community hasn't already done for them just so they can say they did something.

What they should do, as the Skullgirls devs did, is do livestreams of themselves working on builds. That's tangible, credible evidence that work is going on, and the streaming programmer can explain "hey, I'm just working on directional melee/new pokeballs/etc, this part i'm typing in does this, and so on".

That "teaching" process if the programmer explains themselves as they work increases productivity, I think.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 05, 2014, 11:17:19 pm
Omni does stream his coding sessions. It still hasn't actually yielded any tangible progress on the game.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on July 06, 2014, 12:25:10 am
The one thing I think we can all agree on is that if nobody heard about all this (like me) they would still think starbound is fine, many marked similarities to terraria but still different enough in its own right like the equipment system, the promised upgrades to the combat system combined with easier placing of blocks and a quest system to help you get started, more variance in enemy types and landscapes with all those aesthetic characters, those unlockable codex entries which is pretty cool and those amazing mods and unlockable abilities, that rail mod that's been introduced and does anyone else think more developers should be like 'oh hey amazing fan of our game! Want us to tell you that your mod you made in your spare time is good enough for the game you love so much you spent time on doing a amazing addition for free *cough*.

What I'm trying to say is that if I never knew about all this bad PR, I would still be loving the game, though it is lacking enough stuff to really keep me hooked for those 136 hours terraria has, Maybe it's the progression that terraria and minecraft has that starbound is trying to get to because it doesn't have that tangible progression that terraria has with that hardcore mode and those characters that actually sell cool stuff and those amazing boss battles and those items that you get, or that warmth of building something amazing that minecraft has.

The updates are pretty slow though, I mean look at space engineers, that game is powering through its checklist and I wouldn't even comprehend how much of a fractal labyrinth it must be to code, but SB is a nice game nonetheless, as long as you ignore the forums anyway.

Come on now, is it really fair to compare other games and developers to Dwarf Fortress and Toady? They're one of a kind.
~snippity~
True, like I said, the game is really bare bones and by now they should have at least something that distances it more from terraria than 'less cool stuff and a sci-fi setting' because terraria had so much shit that could keep me going and then they added more amazing stuff, on some sort of idea that ten dollars worth meant more stuff than some triple A games, looking at the devlogs, the stuff they seem to be planning is awesome but right now it just seems to be more a ripoff of better games than anything else, I like this game and where it could be going but it's too little even for its small price right now.
Also, to prove my point, who knew about king fishron in terraria before you looked it up? And about that one worm that appears with 666 percent bait power that summons him?
Title: Re: Starbound - We have lift off.
Post by: Sappho on July 06, 2014, 02:54:26 am
Wow. Is this STILL going on? Can someone please rename this thread to "bitter arguments about Starbound" so I don't keep mistakenly clicking the "new posts" button under the foolishly mistaken impression that it contains anything else?

This is what I see in this thread lately:

People have opinions. Most of these opinions are pretty extreme. A few are middle-of-the-road. Everyone feels it necessary to declare their opinions loudly and repeatedly, especially when someone disagrees with them. Everyone feels compelled to refute every point made by anyone who disagrees with them. No one is particularly open to changing their opinion, no matter what anyone else says.

I really think that every point there is to be made on this topic has been made several times already. The same arguments are repeating themselves over and over and over again. Everyone is just getting angrier and more self-righteous. Even those who are being perfectly reasonable are just repeating themselves at this point. There is nothing new to say. I get it. Everyone gets it. The game isn't perfect. The dev team has made some big mistakes, both with the game and with their public relations. The game is pretty fun as it is. It's not what was promised. They're being very slow about delivering updates. There's a big question about whether the game will ever be finished or not.

I paid $15 for this game and put over 100 hours into it. I got my money's worth. I want it to be better. It's not yet. I'm happy with some things. I'm unhappy with others. Some of the people on the dev and mod teams are probably a bunch of idiots. Some of them are great. I'm going to wait and see if it ever gets finished. There is absolutely nothing I or ANYONE ELSE ON THIS FORUM can do to influence the development of the game, and I have a lot of other games to play while I wait to see what happens.

If this thread has to die for a while until there's something else to talk about, then let it die. But I am absolutely sick of all this arguing and neverending rehashing of the same points over and over and over again. It's tainting the atmosphere of my beloved Bay12. If you have a point that has not been made before, go ahead and make it, but I assure you, every point has been made at this point. Writing angry posts does not vent your anger, does not persuade others, and does not influence the situation in any way. It just makes you more angry. So CUT IT OUT, EVERYONE. You're behaving like a bunch of petulant children, and if it doesn't stop soon, I, for one, will start asking Toady to step in and shut this down. Enough is enough.
Title: Re: Starbound - We have lift off.
Post by: Reudh on July 06, 2014, 03:15:15 am
The discussion on this page of the thread at least seems pretty amiable and friendly though.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on July 06, 2014, 03:24:54 am
But he is right, the points I've made I'm already repeating, everyone is repeating at this point and nobody wants this to become a bubble for people endlessly voicing their own opinions, no matter how reasonable or understanding they are we do not need to talk about this anymore.
Title: Re: Starbound - We have lift off.
Post by: IronyOwl on July 06, 2014, 04:25:15 am
So CUT IT OUT, EVERYONE. You're behaving like a bunch of petulant children, and if it doesn't stop soon, I, for one, will start asking Toady to step in and shut this down. Enough is enough.
I haven't been following this thread very well, but this seems at least as angry and rehashed as anything else so far. To be perfectly blunt, it also strikes me as a little downright thuggish- "I'm sick of hearing you so shut up or I'll call the Toad in." Really? Has anyone in here been uncivil to the point of needing amphibian intervention? Is the thread such a noxious wasteland that its mere presence despoils the forum as a whole? If so, I don't see the point in waiting, call him now and see what he thinks. If not, you probably shouldn't be throwing stones regarding "petulant children."

Post or don't, read or don't, start your own non-negative/developer-talk/extreme-opinion thread if you really have to; it's not like you're the only one voicing this opinion, so maybe it'll catch on. But don't come in here and declare yourself the Civility Duchess, who's got some changes she intends for this rabble to carry out or else.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on July 06, 2014, 04:35:14 am
o_o
Woah IO, calm down. Sappho was just addressing how the thread seems to be spiralling into ad nauseum. And by that, my guess is the discussion and disappointment at the devs and such and such about the game. No need to poke hostility.

She has a point however. We're not talking about game-related material as of late, but discussing...everything else not game-related (forum quibbles and the state of the devs [which would be useless if they don't hear about it despite how constructive it is :v].

Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on July 06, 2014, 04:41:30 am
Honestly, if anyone wants I could probably just make a thread for complaint about devs in general discussion.
you know, if anyone thinks it's a good idea...
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 06, 2014, 05:02:38 am
Or you could just motion for the thread to be locked until the next big update so people have something new to talk about.
Title: Re: Starbound - We have lift off.
Post by: Reudh on July 06, 2014, 05:04:34 am
I'm inclined to agree with IronyOwl. It feels kinda overbearing - we're still on topic, we're still being civil to each other, so who cares if it's being rehashed? There is precious little else to talk about regarding Starbound.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on July 06, 2014, 05:08:02 am
Thanks Starbound


The Toad's working on the final parts of the release, and I, for one, don't see an issue with the discussion. Let's not get so silly as to calling him into this. There was 500 pages of gameplay discussion, Sappho. Whenever a real release gets made that will be the flavor of the topic. As of now this is the only thing keeping the topic active lately, there *was* a lull in activity in this topic because of a slowing pace of releases and tangible developments to get excited about.
Title: Re: Starbound - We have lift off.
Post by: IronyOwl on July 06, 2014, 05:54:37 am
o_o
Woah IO, calm down. Sappho was just addressing how the thread seems to be spiralling into ad nauseum. And by that, my guess is the discussion and disappointment at the devs and such and such about the game. No need to poke hostility.
Yes, but she was addressing that by telling everyone to shut up and threatening to sick a moderator on them should they fail to comply. That's not what I would consider a reasonable, civil way to go about that.

I'll admit that I probably let too much vitriol into my response, though.

She has a point however. We're not talking about game-related material as of late, but discussing...everything else not game-related (forum quibbles and the state of the devs [which would be useless if they don't hear about it despite how constructive it is :v].
The state of the game is closely tied to the state of the developers, so I'd consider it useful or at least theoretically useful even if they never hear about it. Doubly so if some of said forum issues are affecting letting them hear about it, in fact.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 06, 2014, 06:17:01 am
As well making a "Only talk about the game" topic utterly failed.

Mind you it failed because people trolled it to death... but whatever. (To admit, I thought no one would flat out use it because the game is too early in development and that the complaints on the toxic environment stopping meaningful discussion were fallacious... not troll it and thus prove that maybe they have a point and that it is unfixable because even making a "no dev talk" topic is only met with open hostility....)

Ehh if things don't improve I'll make another in a month's time.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 06, 2014, 06:44:01 am
This topic has reached meta-levels of angry discussion.

This is a bad thing.
Title: Re: Starbound - We have lift off.
Post by: Frumple on July 06, 2014, 06:51:49 am
C'mon, say it with some vim, Serg. When things reach that level, there's naught left to do but engage in wordplay.

"The horse has been flogged until its corpse is nothing but ground meat, and now the thread is rolling around in the once-equine meat pile like a dog in a huge pile of shit."

See? Something like that. It's even particularly apt since not only is it making a huge stink, everyone involved comes out smelling bad as well! The perfect metaphor. Also simile, because hell yeah let's combine things just to make classification more confusing. And yes, that was self-aware. Terrible need of a shower, now.
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on July 06, 2014, 10:57:28 am
~snip~
My thoughts exactly.

Title: Re: Starbound - We have lift off.
Post by: Something Evil on July 06, 2014, 11:07:44 am
~snip~
My thoughts exactly.

>I will reignite discussion about the devs being awful by asking to not talk about the devs being awful.
wat.


And since this is now sufficiently absurd, I shall explicitly state this: Don't talk about not talking about the devs.
Because recursion.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on July 06, 2014, 11:10:27 am
Honestly I think why even the discussion about the dev team and their actions has bled into here is because of their overbearing censorship in any forum they have control over.  Seems they're spending more time these days doing damage control for their poor PR manager than actually doing anything of substance on the game, and any talk about how they respond to criticism, treat their customer base, lack of substantial updates, lack of substance in general, etc...in any medium they have a modicum of control of is inevitably met with massive thread locks and deletions as well as bans.

At least in here and other gaming forums they have no control over they can't send their cronies out to derail thread and flamebait people to make the excuse that it was necessary.
Title: Re: Starbound - We have lift off.
Post by: Sergius on July 06, 2014, 12:15:07 pm
Ok guys, if y'all don't stop talking about the devs I'll take my ball and go home.

Srlsly, NO BALL FOR YOU!
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on July 06, 2014, 12:19:43 pm
B-but...I love your ball!  :'(
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on July 06, 2014, 12:27:24 pm
B-but...I love your ball!  :'(

 ;D
Title: Re: Starbound - We have lift off.
Post by: jhxmt on July 06, 2014, 01:14:18 pm
So, I never played and advanced far enough to get into the whole wiring gig.  How deep/complex is it?  Does it give the potential for relatively vast and complicated traps-uh-I mean, constructions?  Or is it limited in scope (e.g. you can link one trigger-type object to one response-type object and that's it)?
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on July 06, 2014, 01:19:44 pm
It can get fudged across chunks, but you can do some fairly complex stuff with it in a much smaller area than other building games with stuff like that.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on July 06, 2014, 01:35:48 pm
And unlike Terraria, it doesn't need actual wire to make connections. It's fairly similar to Gunpoint's (Thanks, Darklingwolf, for the game's name) on a conceptual level.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 06, 2014, 02:47:45 pm
monsters and NPC's are immune to any kind of trap you can make except the always-on gun turrets. Wiring can a) open doors and b) close doors.

Without mods, that's it.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 06, 2014, 03:15:58 pm
monsters and NPC's are immune to any kind of trap you can make except the always-on gun turrets. Wiring can a) open doors and b) close doors.

Without mods, that's it.
2 years of development
Title: Re: Starbound - We have lift off.
Post by: Something Evil on July 06, 2014, 05:18:13 pm
I'm still annoyed about the traps not hurting mobs. Shouldn't be too hard to code it so that once they're picked up and placed by a person, they DO cause damage.

Dammit, I want an electric fence that works! I don't want to play Jurassic Park in space!
Worst thing is, in Terraria you can set up trap systems to, say, help beat the colossus or whatever it's called, farm the hardmode dungeon or help with the halloween thing. On the other hand, the Starbound devs do seem to hate passive farming with a raging passion, that being the sole reason the hunger system exists.

monsters and NPC's are immune to any kind of trap you can make except the always-on gun turrets. Wiring can a) open doors and b) close doors.

Without mods, that's it.

Lies! You can also turn lights on and off!
Title: Re: Starbound - We have lift off.
Post by: Reudh on July 06, 2014, 08:23:02 pm
monsters and NPC's are immune to any kind of trap you can make except the always-on gun turrets. Wiring can a) open doors and b) close doors.

Without mods, that's it.
2 years of development


Hmm.
Redstone in Minecraft was introduced in... ALPHA 1.0.1. So, the second public release.
It was expanded upon to provide more functionality in Beta 1.3.
And even when it was first released, using funky workarounds to simulate boosters, repeaters and comparators you already could build complex machines with it, not just simple traps.

Wiring in Terraria showed up very early on too. The first public release, I think! Pressure plates, arrows triggered by them, levers, stuff like that.

How is it that wiring and electronics, such a fundamental part of these digmine games these days - i mean, all the big games have them! - is little more than a cursory nod at doors and NOTHING ELSE?
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on July 06, 2014, 08:34:59 pm
2 years of development

Thats not really fair.

You can't go around and single out an individual feature (one thats not even a core part of the game) for not being developed enough, unless you think either that specific feature or every single feature in the game should have been expanded upon.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on July 06, 2014, 08:35:59 pm
Got a lava pit? You can open a trapdoor and send stuff in. Kill it dead. Or just trap it in a plain old pit and throw a grenade in. Minecraft doesn't have a lot of specialized gadgets to activate with redstone, any machines you build are all your own design from a small selection of components, mostly various flavors of opening/closing doors.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on July 06, 2014, 09:08:34 pm
2 years of development

Thats not really fair.

You can't go around and single out an individual feature (one thats not even a core part of the game) for not being developed enough, unless you think either that specific feature or every single feature in the game should have been expanded upon.

Perhaps, but considering that there are virtually no major mechanics which could reasonably be called 'feature-complete', there is some validity to it.

That said, I do like how you can use wiring to lock doors, even if it does sort of defeat the point when anything you can use as a trigger is going to be fairly visible, and anyone with wire tools can (as per Terraria) instantly see the setup. That's one of the better aspects of Redstone in comparison to these, I think, is that the 3D player-world interface makes it much easier to deal with wiring sans 'wire-vision' tools that instantly reveal any potential tricks or traps to other players. That said, I do like the Starbound two-click connecting in some respects, though it also makes it more difficult to set up sequenced stuff.

But seriously, the point he made was good. Terraria had at least basic world-affecting wire-work in from very early on, and I think I agree that the distinct lack of player-made/placed traps is another part of the deliberate attempts on the part of CF to (for some ungodly reason) make the game have MMO levels of grind. That's the heart of it: options are good. Limiting player creativity to make it conform to the dev's vision of the game might fly when you're doing an artsy linear story, but sure as hell not when it's suppose to be an open-world sandbox.  :-X
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 06, 2014, 09:37:38 pm
Well there have been switches and gates in the game files for several months. They just aren't implemented and don't do anything (again, unless you get a mod to fix and implement them). So it's yet another thing one of the devs worked on for a day, then saw something shiny and abandoned.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on July 07, 2014, 06:50:50 am
Got a lava pit? You can open a trapdoor and send stuff in. Kill it dead. Or just trap it in a plain old pit and throw a grenade in. Minecraft doesn't have a lot of specialized gadgets to activate with redstone, any machines you build are all your own design from a small selection of components, mostly various flavors of opening/closing doors.

Worst thing is, currently Starbound can do that, but exclusively with mods.
The base game lacks anything that can be used as a trapdoor with any reasonable efficiency, and also lacks any way to move fluid. Functionalities both added by mods iirc.


Terraria had at least basic world-affecting wire-work in from very early on, and I think I agree that the distinct lack of player-made/placed traps is another part of the deliberate attempts on the part of CF to (for some ungodly reason) make the game have MMO levels of grind. That's the heart of it: options are good. Limiting player creativity to make it conform to the dev's vision of the game might fly when you're doing an artsy linear story, but sure as hell not when it's suppose to be an open-world sandbox.  :-X

That's the worst thing; it's not even "MMO" levels of grind, it's EVERQUEST levels of grind. In most current MMOs, at least you have some level of involvement via a damage ability rotation, various utility/defensive abilities, and even the palleteswaps du jour can spring nasty surprises via hitherto-unseen ability types, like Big Attacks, CC, damage reflection, stealth/camouflage, using the entire skillset and loadout of PvP-optimized players for uncommon, high-risk high-reward encounters etc.
Starbound consists mostly of jumping around like a spaz to avoid blood vomit or bullets while retaliating with ranged weapons, or CCing something to death with the ministun of a mele attack. If push comes to shove you can just wall the thing into a cage made of dirt and plink away at it with your 3dmg gun.

The other problem with the grind is that it doesn't DO anything. I will admit that I don't know too much about Terraria's current balance state, but back when I last played, you got better armor to survive more hits, not to not get OHK'd (possible exception being just after the transition to hardmode). It was why you could legitimately skip tiers sometimes.
Getting appropriate-tier armor in Starbound merely allows you to survive.
Worst still, simple currency grinding in Terraria was legitimately lucrative; get enough money and buy a minishark, and nothing will pose a problem for quite some time. Starbound has you grind for money to not die, via its armor upgrades, and if you do manage to find a skyship, don't expect the gun to be worth a damn two or three tiers higher.
Title: Re: Starbound - We have lift off.
Post by: Shadowlord on July 07, 2014, 08:43:57 am
As well making a "Only talk about the game" topic utterly failed.

Mind you it failed because people trolled it to death... but whatever. (To admit, I thought no one would flat out use it because the game is too early in development and that the complaints on the toxic environment stopping meaningful discussion were fallacious... not troll it and thus prove that maybe they have a point and that it is unfixable because even making a "no dev talk" topic is only met with open hostility....)

Ehh if things don't improve I'll make another in a month's time.

So you think that the discussion here isn't stifling gameplay discussion, but that Starbound is "too early in development," and according to other people apparently progressing at a snail's pace, and because of it nobody is discussing gameplay.

So therefore you made a thread specifically to discuss something which wasn't being discussed, and which you didn't think would be discussed even in a dedicated thread? And you were proved right - nobody discussed gameplay in it! Congratulations!

But now you plan to re-create the same thread in a month, dedicated to a nonexistant discussion, after proving that said thread wouldn't be used?

Why?

(Of course people are discussing gameplay in this thread - the normal thread - now ;). The whole second thread thing seems pointless to me.)

As for gameplay, I only played for... 3 hours total. Reasons include "There was going to be a wipe" and "This is ridiculously grindy" and "I keep getting killed and there doesn't seem to be anything I can do about it" and "I could be playing anything fun instead!"
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on July 07, 2014, 08:58:08 am
Actually, I played for about 34 hours but most of that time was before the wipes and I think the starbound guys may have kneecapped themselves by releasing it in such an unfinished state, and people like me now just don't have the enthusiasm because all those save files where everything was interesting and fresh is gone but even now NO, NO I'M NOT GOING TO ENTER A RANT.
Anyway, all the features that make me want to play it aren't in yet, with all those combat systems and farming for money would be a... Yhea, I think we've all talked about this to death.

But those music mods are amazing, I love sitting there on a self built ragtag stage, single player, happily listening to my character playing those thousands of songs on those dozens of instruments, for hours at a time.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 07, 2014, 02:10:46 pm
Quote
So you think that the discussion here isn't stifling gameplay discussion, but that Starbound is "too early in development," and according to other people apparently progressing at a snail's pace, and because of it nobody is discussing gameplay.

So therefore you made a thread specifically to discuss something which wasn't being discussed, and which you didn't think would be discussed even in a dedicated thread? And you were proved right - nobody discussed gameplay in it! Congratulations!

But now you plan to re-create the same thread in a month, dedicated to a nonexistant discussion, after proving that said thread wouldn't be used?

Why?

On the contrary counter to my expectations the thread was being used. People attempted a discussion. It is just that the hostility and toxic environment from this thread migrated to the other and shut it down.

So now I don't have expectations. I am going to do it again so that the people who wanted to have discussions can have them. Hopefully without interference.
Title: Re: Starbound - We have lift off.
Post by: Retropunch on July 07, 2014, 02:57:40 pm
Quote
So you think that the discussion here isn't stifling gameplay discussion, but that Starbound is "too early in development," and according to other people apparently progressing at a snail's pace, and because of it nobody is discussing gameplay.

So therefore you made a thread specifically to discuss something which wasn't being discussed, and which you didn't think would be discussed even in a dedicated thread? And you were proved right - nobody discussed gameplay in it! Congratulations!

But now you plan to re-create the same thread in a month, dedicated to a nonexistant discussion, after proving that said thread wouldn't be used?

Why?

On the contrary counter to my expectations the thread was being used. People attempted a discussion. It is just that the hostility and toxic environment from this thread migrated to the other and shut it down.

So now I don't have expectations. I am going to do it again so that the people who wanted to have discussions can have them. Hopefully without interference.

Please don't. If people want to talk about Starbound they can do it here. Granted, there's a lot of stuff about game development, but that's because it's a game in development! If you look at most other game threads on this forum that are still in early-ish development they're mainly about the development itself, as that's the thing that's most interesting to people on this forum.

Even so, there's been plenty of gameplay chatter as well on this thread so what you're trying to prove simply isn't the case.
Title: Re: Starbound - We have lift off.
Post by: Greenbane on July 10, 2014, 09:03:16 am
I played Starbound in multiplayer with a friend for over 40 hours, but quit due to wipes season and vowed to return once the game had matured enough. That was over six months ago, and unfortunately, it seems there hasn't been all that much evolution. I always got the impression Chucklefish was too susceptible to the raging masses, leading them to release Starbound early, change certain mechanics according to the community's fickle whim, integrate mods officially (sigh) and ultimately have little clue where to go from there. By now, it seems they have no idea what they're doing: they raised like four million dollars yet development appears to have slowed down to a crawl and frankly it doesn't look like they have a plan to stick to when the community gets angry.

I really want to see Starbound developed to its full potential, and I hope Chucklefish has the backbone to see development through the flames of the community without burning up.

And without said masses leading the devs to hate their own game. That's certain death for any project.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on July 10, 2014, 10:49:43 am
To be fair, integrating mod functionality into the base client is something a lot of companies do, and many modders are happy to have them do so.
WoW's greatest UI feature improvements came from integrating things like Quest Helper, Weakauras, Holly, Oqueue etc. The same can be said about Minecraft.

Also, the mechanics they changed were moronic; they still are, but less so. The 10 tier system doesn't work well, and the centile one certainly didn't. The boss fights, the UFO in particular, were derp and broken; thankfully now they're merely dull and they have stated they're trying to work on making enemies more engaging. Eventually. If they can get around to it. Maybe.

I do have to admit that they seem to have no clue whatsoever what to focus on, starting on some project or other, then switching tasks the moment something else shiny catches their attention.

Lastly, they don't have a plan to stick to when the community gets angry because their plan seems to be making the community angry in the first place. Hopefully they'll mature out of it. Or not, and go the way of Wild Games Studios.
Title: Re: Starbound - We have lift off.
Post by: Greenbane on July 10, 2014, 11:54:08 am
Lastly, they don't have a plan to stick to when the community gets angry because their plan seems to be making the community angry in the first place.

I don't think it's quite so blunt. My impression is they budged whenever there was significant rage and did stuff to try and placate the masses, only to realize they were pleasing a crowd to anger another. By now they must be frustrated the community's angry no matter what they do. It shows. But they missed the point: listening to the community is important, but only to a certain extent. You need to have a plan, stick to it despite people raging and make your game on your terms, knowing you can't please everyone. It's something I said six months ago when I was active in their forums, before the toxicity drove me away.

It seems to me they caved too easily when they should've stayed the course, letting the amorphous community lead them nowhere. They allowed their objective to be swayed from making their game to pleasing the crowds, and that's a dead end I hope they somehow manage to pull back from.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 10, 2014, 12:07:05 pm
The reason why Chucklefish "caved in" was pretty much because they sold it on the basis of people being able to play it early.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on July 10, 2014, 12:16:40 pm
There is, admittedly, some truth to that. It constantly happens to Blizzard as well in regards to WoW, but after a while they've learned to separate legitimate grievances from the constant droning of countless manchildren than will complain, for instance, that they won't benefit from a catch-up mechanism they don't need.

Aside from the infernal mess of the horsehead AI, which they brought upon themselves, I can't recall having seen much in the realm of "they changed it, now it sucks", though. Could you give more specific examples as to what you mean?

And, as I've said, they don't have a plan. They don't seem to set goals for themselves, in the realm of "This feature needs to be done by X date, give or take.", and then they go do it, finish it, push it into a release build, then work on something else. Everyone seems to be doing their own thing, which wouldn't be entirely bad if it weren't an ideal way to get bogged down by feature creep.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 10, 2014, 12:20:28 pm
Right now I think Chucklefish is trying to please an unpleasable fanbase.

Mostly because their game is WAAAAY too early in alpha for the meaty updates, but everyone wants the meaty updates.

I mean... they are still working on basic features like how the game recognizes dungeons.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on July 10, 2014, 12:52:28 pm
Saying that the game is too early in alpha for large content updates is absurd. Hell, to go back to my previous examples, WoW didn't have instanced PvP when it launched, but they then added it; conversely, Minecraft continued adding on palpable updates, some not even mechanical in nature, at all stages in development.
It's never too early or too late to add updates if you can make them in the first place. Hell, the large content updates for Terraria, Path of Exile, TF2 etc cause a renewal of interest and shift units or cement and increase player retention.

The problem is that they're not seeming to be intent on pushing systems out the door, and are just working on whatever they want to at the time.

Another issue is them falling into the same problem that Duke Nukem had to some extent. After all the hype and all the waiting no single thing they release will appease the playerbase.
Conversely, though, if they DO start releasing consistent updates with feature-complete systems, people will stop whining. They've tried doing that with the nightly builds to show players that they're not blowing all their revenue on cocaine and Thai prostitutes, but the problem with that is the other extreme: the changes are so minute from build to build as to be unnoticeable.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 10, 2014, 12:54:07 pm
Quote
Saying that the game is too early in alpha for large content updates is absurd. Hell, to go back to my previous examples, WoW didn't have instanced PvP when it launched, but they then added it;

Starbound isn't "launched" it basically has a macaroni and glue alpha set up so people can do things. It isn't a full game released too early and thus needs to be patched up like WoW was.

As well Minecraft... well Minecraft remained static almost forever for well over a year with the updates being rather minimal... and even when they gave a large update, it changed very little.

Terraria had its basic systems set up when it was released.

Starbound is still working on base content... such as "How world generation works" and "basic combat". To admit I WISH Terraria reworked their combat... heck I wish Starbound reworked their weapon combat (Honestly no combat moves or anything like that? just wild swinging... uuugh)

Side Note: I know I cannot blame Starbound for following a trend... but is ANYONE tired of the wild swing combat games do?
Title: Re: Starbound - We have lift off.
Post by: Mattk50 on July 10, 2014, 02:04:37 pm
What alternative to wild swing combat in a 2d platformer type game like starbound is even possible?
Title: Re: Starbound - We have lift off.
Post by: Greenbane on July 10, 2014, 02:09:00 pm
The reason why Chucklefish "caved in" was pretty much because they sold it on the basis of people being able to play it early.

Actually, that was the first cave-in.

They released Starbound ahead of time, in whatever form, because the community was raging for something playable. Even though the devs were under no obligation to comply at the time.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 10, 2014, 02:21:21 pm
What alternative to wild swing combat in a 2d platformer type game like starbound is even possible?
You ever played beat-em ups?

Title: Re: Starbound - We have lift off.
Post by: Scripten on July 10, 2014, 02:45:00 pm
Does anyone read the blog posts? There was a fairly in-depth write-up some months ago talking about changing the way weapons are used to make combat deeper and more interesting. Actually, many of the gameplay complaints I keep running into (Not necessarily here) stem from people just not reading the blog at all and acting as if the current game state is a final version.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 10, 2014, 03:16:25 pm
As yet the blog changes haven't actually materialized. If anything had ever come from what they showed us these past few months the entire situation would be different. Most people don't "demand a finished game right now," they demand some actual tangible progress to show their money actually funded something. This is the point CF has continually failed to grasp... people just want to see one thing actually rolled out in completion in a test-able state in some reasonable time frame. Daily piddly fixes or graphics changes is a bad idea... waiting for most of a year to push out some nebulous thing wot will change everything is also a bad idea. Set goals, accomplish them, move on.

The worst part is the nightlies show how bad this problem truly is... there's a half-dozen skeletal frameworks of stuff that just barely got a preliminary coding swipe and were left there on the vine to work on another something... which then got abandoned, and the process repeats.
Title: Re: Starbound - We have lift off.
Post by: coolio678 on July 10, 2014, 06:56:14 pm
What alternative to wild swing combat in a 2d platformer type game like starbound is even possible?
King Arthur's Gold immediately springs to mind
Title: Re: Starbound - We have lift off.
Post by: Frumple on July 10, 2014, 07:32:25 pm
We have literally decades of 2d platforming combat of ridiculously varied sorts. I'd personally love to see a decent beat-em'-up system implemented a sandboxy game -- closest I've personally seen is metroidvania stuff ala Valdis Story or Guacamelee, maybe ol' Dungeon Fighter Online. Or some sort of delicious implementation of a physics-base system ala Umihara Kawase.

Just because what we've had in the terraria-like line has been fairly uninspired doesn't mean that is what must exist, et al. There's a loooooooot of room left for experimentation in the 2d sandbox world.
Title: Re: Starbound - We have lift off.
Post by: Reudh on July 10, 2014, 10:31:13 pm
What alternative to wild swing combat in a 2d platformer type game like starbound is even possible?
King Arthur's Gold immediately springs to mind

amusingly, KAG predates Terraria by a coupla months. And yeah, the release version is way more polished than the one most people remember.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on July 10, 2014, 10:34:57 pm
What alternative to wild swing combat in a 2d platformer type game like starbound is even possible?
Double Dragon Neon. (http://store.steampowered.com/app/252350/)
Title: Re: Starbound - We have lift off.
Post by: Sirus on July 10, 2014, 11:25:42 pm
What alternative to wild swing combat in a 2d platformer type game like starbound is even possible?
Double Dragon Neon. (http://store.steampowered.com/app/252350/)
Combine a brawling system like that with ragdoll physics for extra fun.
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on July 11, 2014, 12:49:14 am
Thats starting to get a little feature creepy :P
Title: Re: Starbound - We have lift off.
Post by: Nighthawk on July 11, 2014, 02:05:21 am
Thats starting to get a little feature creepy :P
Naw, ragdoll physics are always fun because they make defeating your enemies more amusing and thus more satisfying. Terraria had a way of doing that, too, by making enemies explode into chunks when they died.

Startbound needs some more pizzazz for its enemy deaths. Right now it's just... poof. Lame.
Title: Re: Starbound - We have lift off.
Post by: ollobrains on July 11, 2014, 03:05:35 am
Thats starting to get a little feature creepy :P
Naw, ragdoll physics are always fun because they make defeating your enemies more amusing and thus more satisfying. Terraria had a way of doing that, too, by making enemies explode into chunks when they died.

Startbound needs some more pizzazz for its enemy deaths. Right now it's just... poof. Lame.
genetic components dropping
Title: Re: Starbound - We have lift off.
Post by: Skyrunner on July 11, 2014, 05:35:01 am
We have literally decades of 2d platforming combat of ridiculously varied sorts. I'd personally love to see a decent beat-em'-up system implemented a sandboxy game -- closest I've personally seen is metroidvania stuff ala Valdis Story or Guacamelee, maybe ol' Dungeon Fighter Online. Or some sort of delicious implementation of a physics-base system ala Umihara Kawase.

Just because what we've had in the terraria-like line has been fairly uninspired doesn't mean that is what must exist, et al. There's a loooooooot of room left for experimentation in the 2d sandbox world.
Egads, I loved DFO's combat. I stalked the Fair Arena for so long until they removed it because nobody bought their items.
Title: Re: Starbound - We have lift off.
Post by: TempAcc on July 11, 2014, 11:05:13 am
Yea combat is bare bones atm, even with the recent change in parrying and counterstrikes, its still pretty much just swing swing poof. Non boss enemies are very unthreatening and even then some bosses just seem to move really fast and do lots of damage and not much else.
Title: Re: Starbound - We have lift off.
Post by: Solifuge on July 16, 2014, 02:16:14 pm
What alternative to wild swing combat in a 2d platformer type game like starbound is even possible?

Apart from the other suggestions, we could hop into the Wayback Machine, and take a look at how the 1989 Prince of Persia handled a deadly and reflex-intensive fencing-style combat system, despite their technical limitations, serious frames-per-second limits, and lack of game design precedent to pull from.

They created a simple, fast, and surprisingly deep 2-button combat system, with an Attack and a Parry button, and basic forward and back-stepping mechanics, designed to simulate the movements and techniques of fencing in a simplified form. The attack animation has a tiny warm-up; if you hit an enemy while they were preparing to attack, their strike would be interrupted and they'd recoil a bit, preventing you from being hit. The warm-up time on Attack also gives the defender a cue to quickly Parry; if the enemy is Parrying while you attack, your attack is deflected, and you have a short recoil time during which the defender can quickly follow up with a free hit. Parrying has no warm-up time, but instead leaves you vulnerable and unable to act for a tiny bit afterward, meaning you can't spam Parry without the enemy timing an attack to come in during the cooldown after your Parry ends.

We see a few straightforward fights at the 13:53 mark. (http://youtu.be/Xv20j8ChtRY?t=13m53s) Though it's tough to see how challenging it is when you're watching experienced players instead of playing it yourself, you can see the mechanics in action. When the swords tip up, that's a parry. Successful attacks make a Thwap sound, and Clanks mean an attack was successfully parried. At 15:56, we see the Fat Guard (https://www.youtube.com/watch?v=Xv20j8ChtRY&feature=youtu.be&t=15m56s); they parry almost perfectly, so the only way to hit them is to parry their strikes, and quickly counter-attack, which takes serious skill and reflexes.

Full Playthrough: https://www.youtube.com/watch?v=Xv20j8ChtRY (https://www.youtube.com/watch?v=Xv20j8ChtRY)

In short, you could create a system that emphasized timing, positioning, and reflexes, by creating a front-loaded delay on attacks and a back-loaded delay on defense (preventing you from holding it down), and a recoil time when successfully hit or blocked against. Looking over the dev blog, they're planning to implement something like that already, but we'll see how they adapt the idea for non-linear attack angles, ranged combat, and relatively more quick, jumpy characters.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on July 16, 2014, 05:04:22 pm
I always found fighting with hammers fun in Starbound, because you have to align the swing with the enemy.
Title: Re: Starbound - We have lift off.
Post by: Farce on July 16, 2014, 09:50:27 pm
What alternative to wild swing combat in a 2d platformer type game like starbound is even possible?

Apart from the other suggestions, we could hop into the Wayback Machine, and take a look at how the 1989 Prince of Persia handled a deadly and reflex-intensive fencing-style combat system, despite their technical limitations, serious frames-per-second limits, and lack of game design precedent to pull from.

They created a simple, fast, and surprisingly deep 2-button combat system, with an Attack and a Parry button, and basic forward and back-stepping mechanics, designed to simulate the movements and techniques of fencing in a simplified form. The attack animation has a tiny warm-up; if you hit an enemy while they were preparing to attack, their strike would be interrupted and they'd recoil a bit, preventing you from being hit. The warm-up time on Attack also gives the defender a cue to quickly Parry; if the enemy is Parrying while you attack, your attack is deflected, and you have a short recoil time during which the defender can quickly follow up with a free hit. Parrying has no warm-up time, but instead leaves you vulnerable and unable to act for a tiny bit afterward, meaning you can't spam Parry without the enemy timing an attack to come in during the cooldown after your Parry ends.

We see a few straightforward fights at the 13:53 mark. (http://youtu.be/Xv20j8ChtRY?t=13m53s) Though it's tough to see how challenging it is when you're watching experienced players instead of playing it yourself, you can see the mechanics in action. When the swords tip up, that's a parry. Successful attacks make a Thwap sound, and Clanks mean an attack was successfully parried. At 15:56, we see the Fat Guard (https://www.youtube.com/watch?v=Xv20j8ChtRY&feature=youtu.be&t=15m56s); they parry almost perfectly, so the only way to hit them is to parry their strikes, and quickly counter-attack, which takes serious skill and reflexes.

Full Playthrough: https://www.youtube.com/watch?v=Xv20j8ChtRY (https://www.youtube.com/watch?v=Xv20j8ChtRY)

In short, you could create a system that emphasized timing, positioning, and reflexes, by creating a front-loaded delay on attacks and a back-loaded delay on defense (preventing you from holding it down), and a recoil time when successfully hit or blocked against. Looking over the dev blog, they're planning to implement something like that already, but we'll see how they adapt the idea for non-linear attack angles, ranged combat, and relatively more quick, jumpy characters.
Precision/'timing/positioning/reflexes' systems might break down a little bit in the face of multiplayer network lag, though, no?
Title: Re: Starbound - We have lift off.
Post by: Mattk50 on July 18, 2014, 01:55:57 pm
What alternative to wild swing combat in a 2d platformer type game like starbound is even possible?

Apart from the other suggestions, we could hop into the Wayback Machine, and take a look at how the 1989 Prince of Persia handled a deadly and reflex-intensive fencing-style combat system, despite their technical limitations, serious frames-per-second limits, and lack of game design precedent to pull from.

They created a simple, fast, and surprisingly deep 2-button combat system, with an Attack and a Parry button, and basic forward and back-stepping mechanics, designed to simulate the movements and techniques of fencing in a simplified form. The attack animation has a tiny warm-up; if you hit an enemy while they were preparing to attack, their strike would be interrupted and they'd recoil a bit, preventing you from being hit. The warm-up time on Attack also gives the defender a cue to quickly Parry; if the enemy is Parrying while you attack, your attack is deflected, and you have a short recoil time during which the defender can quickly follow up with a free hit. Parrying has no warm-up time, but instead leaves you vulnerable and unable to act for a tiny bit afterward, meaning you can't spam Parry without the enemy timing an attack to come in during the cooldown after your Parry ends.

We see a few straightforward fights at the 13:53 mark. (http://youtu.be/Xv20j8ChtRY?t=13m53s) Though it's tough to see how challenging it is when you're watching experienced players instead of playing it yourself, you can see the mechanics in action. When the swords tip up, that's a parry. Successful attacks make a Thwap sound, and Clanks mean an attack was successfully parried. At 15:56, we see the Fat Guard (https://www.youtube.com/watch?v=Xv20j8ChtRY&feature=youtu.be&t=15m56s); they parry almost perfectly, so the only way to hit them is to parry their strikes, and quickly counter-attack, which takes serious skill and reflexes.

Full Playthrough: https://www.youtube.com/watch?v=Xv20j8ChtRY (https://www.youtube.com/watch?v=Xv20j8ChtRY)

In short, you could create a system that emphasized timing, positioning, and reflexes, by creating a front-loaded delay on attacks and a back-loaded delay on defense (preventing you from holding it down), and a recoil time when successfully hit or blocked against. Looking over the dev blog, they're planning to implement something like that already, but we'll see how they adapt the idea for non-linear attack angles, ranged combat, and relatively more quick, jumpy characters.

i wont quote all the replies but fair enough, theres a lot of good options for it. One thing im noticing though is that the movement system is inherently linked to these combat systems (particuarly KAG) and the starbound team would probably also do well to change the way characters move and jump and float around midair.
Title: Re: Starbound - We have lift off.
Post by: Retropunch on July 20, 2014, 10:30:21 am
Precision/'timing/positioning/reflexes' systems might break down a little bit in the face of multiplayer network lag, though, no?

Dark Souls 1/2 revolve around such systems and lag is a big, big issue when it goes wrong. Dark Souls is an extreme example though as everything has to be so perfect, whereas something like Starbound which is a bit more arcadey would probably do alright.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 22, 2014, 03:16:45 am
Right, so Tiy just posted his thoughts on what early access means and posits the question "do we really know what 'release' means?'"

http://playstarbound.com/some-thoughts-on-early-access-release-dates-the-big-1-0/

I've heard this line of thought somewhere else, before.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 22, 2014, 03:24:36 am
Quote
...I feel we could have released what we currently have AS 1.0...

Oh boy.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 22, 2014, 03:27:09 am
I hate the time argument for "worthwhile experience"... >_< "Well people have played on average 26 hours and some even as much as 500 hours" yeah thanks Tiy... solid...

As always I say a game to meet its price needs to be tall AND wide. I don't look at a game see 40 or 100 or 500 hours and go "well obviously this game was well worth my money". There are plenty of bland long games out there, and incredibly fun short games...

Starbound should ESPECIALLY know that given how much the game stretches out its content, often taking 10 hours to do what another game would do in 5 minutes. Not that the game is unlikable, just that the game easily .1 fun unit per time unit.

Ohh well not much else to say... really Tiy's post just amounts to "Yeah we are just going to keep pushing back our release date as we see fit, because we are constantly changing what we believe justifies version 1.0... but 1.0 is pretty arbitrary as it is... also STOP Criticizing us! here are our counter arguments instead of just sticking to our guns". Or rather Tiy should just have said "yeah we are pushing back our version 1.0 because we are increasing the content for that version".

Quote
...I feel we could have released what we currently have AS 1.0...

Oh boy.

WOW... I barely read it... mostly because I thought this was just "yada yada, this is a beta" but wow do I wish I spotted that.

But really? REALLY!?! Did they READ their own promise list?

Thanks Tiy, you really know how to take my mind off of The Sims 4 and its "Psh, you don't need toddlers or create a style. Can't you see our game is superior?"
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 22, 2014, 03:41:32 am
Quote
...I feel we could have released what we currently have AS 1.0...

Oh boy.

Got it in one.
Title: Re: Starbound - We have lift off.
Post by: Reudh on July 22, 2014, 04:23:44 am
Quote
...I feel we could have released what we currently have AS 1.0...

Oh boy.

Got it in one.

i... wow.
Title: Re: Starbound - We have lift off.
Post by: Reverie on July 22, 2014, 04:48:19 am
How could they possibly consider the game as 1.0 if they haven't worked out late-game progression, or even replaced out the placeholder bosses?
Title: Re: Starbound - We have lift off.
Post by: Seriyu on July 22, 2014, 04:53:28 am
I have to admit I fled the thread after the hate boner grew in intensity, but yeah, that 1.0 junk is patently ridiculous.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 22, 2014, 05:13:09 am
I suppose it's useless to point out here that the actual sentence, in context, said that if it weren't for the planned feature list, the game as it is right now could have been released without Early Access, rather than implying they are considering it complete? ::)
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 22, 2014, 05:20:28 am
I suppose it's useless to point out here that the actual sentence, in context, said that if it weren't for the planned feature list, the game as it is right now could have been released without Early Access, rather than implying they are considering it complete? ::)

Does that make it any better even slightly?
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on July 22, 2014, 06:05:28 am
I can't see anything controversial in Tiy's post.

They screwed up the horsetits thing so now people seem to be reading malice in things that probably don't contain malice.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 22, 2014, 06:11:49 am
If this was 1.0, it would be a very trashy game. Pretty much a grind-fest. Boring. Without actual content or storyline progression. This cannot possibly be considered as a version 1.0 unless you consider this a flash game.
Title: Re: Starbound - We have lift off.
Post by: Retropunch on July 22, 2014, 06:34:14 am
1.0. mhmm.

This is exactly why I hate the open early access model. The games never become complete because of insane feature/content creep and no real need to bring it to a finish. How many sales are they really going to get by calling it finished?? It's much easier for it to stay in perpetual early access, as it allows them to shrug off criticism by saying it'll be fixed later and allows for slower progress to be made.

This is the case with most early access games, although Starbound is a prime example of that. I don't believe it's done in a malicious (or maybe even conscious) way in many cases, but it annoys the hell out of me.

Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 22, 2014, 06:39:30 am
I can't see anything controversial in Tiy's post.

They screwed up the horsetits thing so now people seem to be reading malice in things that probably don't contain malice.

Who said anything about malice?

Tiy said something dumb and people are going: "Really Tiy... Really now? what we got could be considered the full version if not for you constantly injecting more content in the full release?"
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on July 22, 2014, 07:18:56 am
Malice was the wrong word, yeah. But people seem to be reading it overly cynically IMO, as if Tiy was implying extra features are a bonus privilege. I diddn't pick that up from the post at all.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 22, 2014, 07:51:29 am
Quote
As Starbound stands, our sharing of our future plans aside, it could leave early access and be an entirely reasonable stand alone game. The huge number of hours people have poured into it is a testament to that, given that the games purpose is to provide entertainment.

Quote
...an entirely reasonable stand alone game...

monsters and NPC's are immune to any kind of trap you can make except the always-on gun turrets. Wiring can a) open doors and b) close doors.

Without mods, that's it.
2 years of development

Quote
...I feel 1.0 is an arbitrary release number...

Seriously?
Title: Re: Starbound - We have lift off.
Post by: NullForceOmega on July 22, 2014, 07:57:13 am
Just checked out some feedback from the nightly builds, in the current nightly 100% of carried ores and ingots drop as well as 40% pixels when you die, while your ores may be recoverable if you are not too far from spawn and if you don't take to long to reach them pixels are still permanently lost.

I may just have to delete this game from my library if changes like this are the direction they want to take.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 22, 2014, 08:12:34 am
I think they just havn't hit their strive yet NullForceOmega.

They know death has to have some penalty and that even now, once you get ores going, death stops having any sort of meaning (early game a pixil penalty basically means an extra hour of grinding maybe more)

The problem is that the game doesn't really give you many alternatives that don't amount to "spend extra hours playing the game". Losing all your ores and ingots after death would be mild if the game had good ore abundance in the first few layers, but as the game goes on you NEED to basically go to hell in order to get those rare ores.

So right now they are seeing what death penalty is appropriate.

My personal opinion is that they should instead first see if they can make exploring less of a one way ticket... Since this death penalty basically makes you play it safe... in a game that already takes WAY TOO LONG!
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on July 22, 2014, 08:17:32 am

His comments are only within the context of the game itself, you have to ignore development time, planned features etc.

Think what would happen if this game were to suddenly appear on steam, and nobody had ever heard of it beforehand (no controversy, no planned features etc). It would probably be regarded as a fairly decent, if flawed game. It would certainly be better than a bunch of other $15 games.

I would have certainly got my $15 out of it at least.

It also doesn't seem to me he has any illusions that the game is 1.0. For example:

Quote
We’ve chosen to keep upping the ante for 1.0, but that absolutely doesn’t mean that what’s available and playable right now is any less a game

Seems to differentiate between the 1.0 version and the "right now" version.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on July 22, 2014, 08:20:31 am
Make one mistake and people will haunt you forever.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 22, 2014, 08:24:28 am
Make one mistake and people will haunt you forever.
Especially if it's about a super hyped game which hasn't hit 1.0 after 2 years of development.

Compare that to Terraria's half-year to get 1.0 which, amidst other things, had a clear sense of progression. Which Starbound lacks. Seriously, space axes and space swords?
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 22, 2014, 08:25:10 am
Quote
Think what would happen if this game were to suddenly appear on steam, and nobody had ever heard of it beforehand (no controversy, no planned features etc). It would probably be regarded as a fairly decent, if flawed game. It would certainly be better than a bunch of other $15 games.

Dear goodness I hope not.

Since as it is, it is just grinding, grinding, and more grinding... with very little glue holding the game together. It is just one big lump of a boring experience...

it would be called "Terraria in space, except not as good".

The 15 dollar games "not as good" as it would have to be GARBAGE! since I've seen a bunch of better 5 dollar games better than Starbound's current status.

Except let me guess "But I have 200 hours in Starbound and only 20 in Cavestory. That means Starbound is better".
Title: Re: Starbound - We have lift off.
Post by: jocan2003 on July 22, 2014, 08:52:13 am
Ok am i a dieing breed because for me 1.0 mean feature AND content-complete-ready-to-be-shipped? You cant mess with 1.0... they already messed up the beta-alpha naming convention ( by they i mean most of indie company not just chucklefish).
Title: Re: Starbound - We have lift off.
Post by: Reverie on July 22, 2014, 08:53:08 am
I just hope that this game comes to fruition in the way that was promised, however they plan to get it there.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 22, 2014, 08:56:16 am
Ok am i a dieing breed because for me 1.0 mean feature AND content-complete-ready-to-be-shipped? You cant mess with 1.0... they already messed up the beta-alpha naming convention ( by they i mean most of indie company not just chucklefish).

No I am with you. Version 1.0 should be the version that you would sell on CD... not "well its playable!"
Title: Re: Starbound - We have lift off.
Post by: BigD145 on July 22, 2014, 09:02:57 am
Ok am i a dieing breed because for me 1.0 mean feature AND content-complete-ready-to-be-shipped? You cant mess with 1.0... they already messed up the beta-alpha naming convention ( by they i mean most of indie company not just chucklefish).

No I am with you. Version 1.0 should be the version that you would sell on CD... not "well its playable!"

Quote
I feel 1.0 is an arbitrary release number

UGH. I mean really. 1.0 IS what you print on a CD/DVD and stick in a box on a shelf. WTF are they thinking?
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 22, 2014, 09:12:17 am
Ok am i a dieing breed because for me 1.0 mean feature AND content-complete-ready-to-be-shipped? You cant mess with 1.0... they already messed up the beta-alpha naming convention ( by they i mean most of indie company not just chucklefish).

No I am with you. Version 1.0 should be the version that you would sell on CD... not "well its playable!"

Quote
I feel 1.0 is an arbitrary release number

UGH. I mean really. 1.0 IS what you print on a CD/DVD and stick in a box on a shelf. WTF are they thinking?
Terraria v1.2 would disagree with you. And the following updates, even moreso. Game development does not end with 1.0. 1.0 is just what you release as a working game, in which case it's a "1.0" by virtue of being the first proper release. As a version number, it matters only to games that follow the standard game design conventions - which means that you don't get to even try the game prior to 1.0, unless you're a tester. For early access games, indie games, any games in constant development, there is no "stick it on a shelf", no "going gold". Nowadays you'll only see this sort of thing from the big development studios. If even then.
Title: Re: Starbound - We have lift off.
Post by: Reverie on July 22, 2014, 09:14:29 am
I don't think we can equate 1.0 to anything other than a finished release, indie or not >.>
Title: Re: Starbound - We have lift off.
Post by: Mephisto on July 22, 2014, 09:47:51 am
Once I begin developing the game I'm planning, I'm going to call the first version 1.0 specifically to piss off people who have misguided notions about version numbers. Not everything is Dwarf Fortress, people.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 22, 2014, 09:52:11 am
I suppose it's useless to point out here that the actual sentence, in context, said that if it weren't for the planned feature list, the game as it is right now could have been released without Early Access, rather than implying they are considering it complete? ::)

Let's be completely honest and open here. All namecalling aside, would you really in your heart of hearts be completely accepting of a game sold and billed as "complete" that blatantly lacked 60% of its content? Because anything over sector 4 all gets lumped in together in a completely unbalanced and random empty mess as is... and you're saying that he's right to say the game could be released like it is now and called complete, with no shame whatsoever on the developers' part?

There's no promises in there, no game plan. Even taking away every twinkle-eyed ideal and someday-will-be... the game is just simply less than half finished by its own internal progression logic.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on July 22, 2014, 10:02:04 am
Ok am i a dieing breed because for me 1.0 mean feature AND content-complete-ready-to-be-shipped? You cant mess with 1.0... they already messed up the beta-alpha naming convention ( by they i mean most of indie company not just chucklefish).

No I am with you. Version 1.0 should be the version that you would sell on CD... not "well its playable!"

Quote
I feel 1.0 is an arbitrary release number

UGH. I mean really. 1.0 IS what you print on a CD/DVD and stick in a box on a shelf. WTF are they thinking?
Terraria v1.2 would disagree with you. And the following updates, even moreso. Game development does not end with 1.0. 1.0 is just what you release as a working game, in which case it's a "1.0" by virtue of being the first proper release. As a version number, it matters only to games that follow the standard game design conventions - which means that you don't get to even try the game prior to 1.0, unless you're a tester. For early access games, indie games, any games in constant development, there is no "stick it on a shelf", no "going gold". Nowadays you'll only see this sort of thing from the big development studios. If even then.

1.2 was an expansion. The game was considered done before then. You could also call it a rerelease as it hit platforms other than PC. 1.0 is done. Finished. Released In print. Patches (for balance or bugs or expansions) after that are a different matter entirely.
Title: Re: Starbound - We have lift off.
Post by: Culise on July 22, 2014, 10:05:37 am
I suppose it's useless to point out here that the actual sentence, in context, said that if it weren't for the planned feature list, the game as it is right now could have been released without Early Access, rather than implying they are considering it complete? ::)

Let's be completely honest and open here. All namecalling aside, would you really in your heart of hearts be completely accepting of a game sold and billed as "complete" that blatantly lacked 60% of its content? Because anything over sector 4 all gets lumped in together in a completely unbalanced and random empty mess as is... and you're saying that he's right to say the game could be released like it is now and called complete, with no shame whatsoever on the developers' part?

There's no promises in there, no game plan. Even taking away every twinkle-eyed ideal and someday-will-be... the game is just simply less than half finished by its own internal progression logic.
I've played and completely enjoyed professionally-released games that were something like 30% complete and lacked a significant number of the features written out in their manuals (including much of the end-game tech tree and victory conditions), billed as an official release version, but this was back in 1994.  Tiy technically isn't wrong about it being a number, though I think that it's not necessarily a good thing. 
Title: Re: Starbound - We have lift off.
Post by: Something Evil on July 22, 2014, 10:06:23 am
Terraria v1.2 would disagree with you. And the following updates, even moreso. Game development does not end with 1.0. 1.0 is just what you release as a working game, in which case it's a "1.0" by virtue of being the first proper release. As a version number, it matters only to games that follow the standard game design conventions - which means that you don't get to even try the game prior to 1.0, unless you're a tester. For early access games, indie games, any games in constant development, there is no "stick it on a shelf", no "going gold". Nowadays you'll only see this sort of thing from the big development studios. If even then.

Cough Age of Empires 2: The Conquerors, cough.
Content updates are, and have always been, content updates.

See, the operative term, which you yourself have used, is "working game". Starbound is, currently, a working game only in the sense that it (usually, under certain parameters) runs. There's missing, half-implemented systems. The current progression system is a placeholder for something less idiotic. There's jank in worldgen, there's singleplayer lag, there's moronic design decisions, THE FUCKING SOUND ASSETS OF SQUEALING PIGS AND NEIGHING HORSES WERE INTENDED TO BE FINAL RELEASE, there's sound assets in the gamefiles that don't play in their respective areas because that's too much like work, AND THE GAME STILL DOESN'T HAVE A GODDAMN CONTROLS REBIND MENU.

Almost three years into development.

Starbound isn't a "working game", it's a slow-motion trainwreck, and I'm happy to be a part of it just to be able to prove, from personal experience, that caveat emptor.


Edit: the fact that the devs are so insufferably smug about the whole thing just exacerbates it.
Title: Re: Starbound - We have lift off.
Post by: NullForceOmega on July 22, 2014, 10:26:05 am
I'm feeling like Tiy and the dev team are having a serious problem with direction, everything is half-finished or poorly implemented.  While it's nice to hear about what they are working on each day, I'd really like to see a clear mission statement, right now it just looks like they're randomly pushing any idea they have without really thinking through the result.  It bothers me that Chucklefish is actively trying to turn into a producer while they don't have any idea how to get their own project moving in a positive direction.  I admit to having fallen into the hype, but I only really expected Starbound to deliver an enjoyable exploration and crafting/building experience, that they can't even accomplish that speaks volumes about the lack of focus on the team.  :(
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 22, 2014, 10:26:06 am
[snipped for length and quote pyramid]

Tiy technically isn't wrong about it being a number, though I think that it's not necessarily a good thing.

That's really all I'm saying. It doesn't matter if the version is 1.0 or 9005, if a game is internally obviously unfinished with core features missing, regardless of whether what's there is fun or not, it is incomplete and trying to claim it otherwise is a Bad Business Practice What Shouldn't Be Done.
Title: Re: Starbound - We have lift off.
Post by: Scripten on July 22, 2014, 02:42:06 pm
So it looks like Novakids will have simple guns unlocked from the start, since they're expert gunsmiths. That's actually pretty interesting. I'd like to see them do more stuff like that to make the races feel more unique. Of course, some time ago, there was a massive argument about whether races should be anything but graphical, so who knows?
Title: Re: Starbound - We have lift off.
Post by: Reverie on July 22, 2014, 03:03:21 pm
I think it goes without saying that Hylotls should have the ability to breath underwater, just as an example.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 22, 2014, 03:28:33 pm
And the plant-flower people should have the ability to root into the ground and photosynthesize! :P
Title: Re: Starbound - We have lift off.
Post by: Scripten on July 22, 2014, 03:35:54 pm
Actually, it wouldn't be so weird to see the Florans capable of healing faster in bright sunlight. Or even to just feed themselves would be cool.
Title: Re: Starbound - We have lift off.
Post by: Reverie on July 22, 2014, 03:41:43 pm
Humans should be flexible. Maybe have a slight boost to stamina regeneration?
Also, Novakids should be a walking light source.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on July 22, 2014, 03:42:44 pm
Humans should get 10% more rep and a free PvP trinket.
Title: Re: Starbound - We have lift off.
Post by: IronyOwl on July 22, 2014, 03:55:32 pm
Ok am i a dieing breed because for me 1.0 mean feature AND content-complete-ready-to-be-shipped? You cant mess with 1.0... they already messed up the beta-alpha naming convention ( by they i mean most of indie company not just chucklefish).

No I am with you. Version 1.0 should be the version that you would sell on CD... not "well its playable!"

Quote
I feel 1.0 is an arbitrary release number

UGH. I mean really. 1.0 IS what you print on a CD/DVD and stick in a box on a shelf. WTF are they thinking?
Terraria v1.2 would disagree with you. And the following updates, even moreso. Game development does not end with 1.0. 1.0 is just what you release as a working game, in which case it's a "1.0" by virtue of being the first proper release. As a version number, it matters only to games that follow the standard game design conventions - which means that you don't get to even try the game prior to 1.0, unless you're a tester. For early access games, indie games, any games in constant development, there is no "stick it on a shelf", no "going gold". Nowadays you'll only see this sort of thing from the big development studios. If even then.
I have major problems with this from an organizational perspective. It's true that numbers are arbitrary to an extent, but if they don't have any kind of scale then they cease being numbers and start being names; their only purpose to to differentiate patches from another, so you could call them Build Unicorn or Version Your Mother Is A Whore for all the information they convey.

But if you don't have any kind of meaningful scale in the version number, it sort of implies that you don't have any kind of meaningful scale at all; else you'd presumably put it someplace, and where better than there? That in turn suggests that you haven't really thought this through, which isn't a great position for the people in charge to be in.

So if a project consists of an eternally evolving flash game that somebody intends to continue randomly adding features to as they are suggested or come up, yeah, I could see version number being completely arbitrary, because the whole project is just Calvinball the Game Development. For anything else, not having any idea what version numbers mean and declaring them totally arbitrary is somewhat concerning.


Humans should get 10% more rep and a free PvP trinket.
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 22, 2014, 04:45:39 pm
I have major problems with this from an organizational perspective. It's true that numbers are arbitrary to an extent, but if they don't have any kind of scale then they cease being numbers and start being names; their only purpose to to differentiate patches from another, so you could call them Build Unicorn or Version Your Mother Is A Whore for all the information they convey.

But if you don't have any kind of meaningful scale in the version number, it sort of implies that you don't have any kind of meaningful scale at all; else you'd presumably put it someplace, and where better than there? That in turn suggests that you haven't really thought this through, which isn't a great position for the people in charge to be in.

So if a project consists of an eternally evolving flash game that somebody intends to continue randomly adding features to as they are suggested or come up, yeah, I could see version number being completely arbitrary, because the whole project is just Calvinball the Game Development. For anything else, not having any idea what version numbers mean and declaring them totally arbitrary is somewhat concerning.

Have you forgotten that this version of the game is called Enraged Koala? :P

All games in development without a clearly defined endpoint (KSP and Cataclysm:DDA come to mind, but I haven't been following a lot of games) tend to do the same thing. The version number is often just used to differentiate one release from another, and isn't in any way a countdown to the "final" version. Even some games that do have a defined "final" point use the same system where the "X" in "version 0.X" just determines the sequential number of the alpha/beta/candidate/whatever release, and once the "final" point is reached, the version spontaneously jumps to "1.0" to indicate a finalized release. Case in point, one that we're all here for - Dwarf Fortress. Yes, the version number probably still indicates the number of "core" features of the game implemented to this point, but the game will not be "complete" once 100 core features are implemented, either. Whether the game will become 1.0 or 0.100 at that point will be entirely up to Toady, and either of those will be in its own way correct.


Re: being let down by an 1.0 game: I don't suppose anybody here followed the development of Stardrive? That game was an in-development title with a release date enforced by the publisher, so the version was pushed to 1.0 as a frantic final effort was made to fix bugs with multithreading, and the game "shipped" as it was - without multiplayer, without a whole lot of features (the events and quests system was just one NPC planet with three lines of dialogue, for one), but it was still 1.0. Anyone who didn't follow the development of the game to that point and just jumped in, found a fairly interesting if buggy and in places incomplete game, that was still being actively developed.

The point about Starbound now, is that if it were in the same position and released as an "1.0" game, it would still have been acceptable. You'd never have known about progression weirdness, about the various drama, about anything but the fact that you've gotten the game you were waiting for, and while it's incomplete in places, and lacks some of the features, it's still in active development, and already quite fun to play in the meantime.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 22, 2014, 04:50:11 pm
It was never alright for those other games to release a buggy unfinished version 1.0 either.

The fact that a lot of people release unfinished games is a bane. No one looked at Rome Total War 2 and went "well it is buggy and unfinished and many of its features don't work. But it is justified because they can keep developing it"

A game with "continuous development" sure is never a "finished product" so to speak... but then version 1.0 would simply be the version where if the game suddenly stopped all development they would be satisfied with what they did. It is the version where if they had to ship it out on dvd, that they would be fine with.

So tell me, with what Starbound has right now. Would you be satisfied with its current state? As in no content updates, no mods, nothing else added...
Title: Re: Starbound - We have lift off.
Post by: Retropunch on July 22, 2014, 04:57:01 pm
1.0 is seen on the whole as the release version. No semantic wranglings are going to get round it. It's called version 1 due to binary (you go from 0 to 1). Of course development doesn't finish at that, all sorts of games have tons of patches afterwards that add a lot of content in. but version 1 is THE RELEASE VERSION. There's no two ways about it.

More to the point, Tiy was saying this within the context of 1.0 being the release version. So regardless of if you think version 1.0 is the release version and the point Tiy was making was that he felt it would be ready.

Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 22, 2014, 04:58:56 pm
Of which I am rightfully saying that if Tiy thinks what Starbound has is a "good release" he is sorely mistaken.

To release a incomplete game at version 1... is releasing a incomplete game as the full release.

Sure I can cough into a napkin and release that as version 1.0 to the greatest game of all time. Anything can be released as a 1.0... That doesn't mean it is justified.
Title: Re: Starbound - We have lift off.
Post by: Scripten on July 22, 2014, 05:11:35 pm
Well, we tried...

*sigh*
Title: Re: Starbound - We have lift off.
Post by: Reverie on July 22, 2014, 05:12:34 pm
Well, we tried...

*sigh*
What's wrong? :(
Title: Re: Starbound - We have lift off.
Post by: Evilsx on July 22, 2014, 05:21:50 pm
Well, we tried...

*sigh*
What's wrong? :(
No worry, just grab an cup of tea over there and rest with the rest of us that just gave up trying to talk about starbound then the background
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 22, 2014, 05:24:09 pm
Well, there was the alternative Starbound topic I tried to put up. I could always start that up again.
Title: Re: Starbound - We have lift off.
Post by: Retropunch on July 22, 2014, 05:25:50 pm
Well, there was the alternative Starbound topic I tried to put up. I could always start that up again.

Please don't. As with all threads, this will ebb and flow from development to gameplay talk. Just look at the Clockwork empires threat. Granted, it hasn't got as much attention as this, but this is obviously what people want to talk about in regards to starbound, and doing another 'You can only talk about this' threat just doesn't do anyone any good.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 22, 2014, 05:26:33 pm
Well, there was the alternative Starbound topic I tried to put up. I could always start that up again.

Please don't. As with all threads, this will ebb and flow from development to gameplay talk. Just look at the Clockwork empires threat. Granted, it hasn't got as much attention as this, but this is obviously what people want to talk about in regards to starbound, and doing another 'You can only talk about this' threat just doesn't do anyone any good.

It was a "you can't talk about anything but the game itself" topic. It only closed down last time because of trolling.
Title: Re: Starbound - We have lift off.
Post by: Scripten on July 22, 2014, 05:27:43 pm
Well, we tried...

*sigh*
What's wrong? :(

Sorry, was supposed to be a joke. Intent conveyed through text and all that. Was hoping to be able to talk about the game for a page or two before we got back to the regularly scheduled programming.

@Neonivek: Not really necessary. Obviously a lot more people are concerned about the company stuff than the game design, which is fine. It's just difficult to get opinions on the parts of the game that interest me, namely the design-based blog posts.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 22, 2014, 05:38:23 pm
A game with "continuous development" sure is never a "finished product" so to speak... but then version 1.0 would simply be the version where if the game suddenly stopped all development they would be satisfied with what they did. It is the version where if they had to ship it out on dvd, that they would be fine with.

So tell me, with what Starbound has right now. Would you be satisfied with its current state? As in no content updates, no mods, nothing else added...

An interesting question, considering that just leaving it as is wasn't even alluded to in this case. But, to answer the question: Satisfied with its current state? No. The same could be said for a whole lot of ready-released games, that are by many definitions "complete". I am also quite dissatisfied with the current state of Stardrive, I'm pretty unhappy at Terraria, I have a lot of bad things to say for most of the tactical battle mode of Sword of the Stars II, the strategic mode of Fallen Enchantress and the entirety of XCOM:Enemy Within, and don't get me started on Cortex Command. That's not to say that I wouldn't still play, and still have fun with what the game - all of those games - have to offer.

The reason why games in "constant development" almost never have a "version 1.0" is exactly because development never really stops.
But read that line of Tiy's again, and notice the "outside of Early Access" part that you missed. If there was no Early Access, the first version you'd get would be Version 1.0. Whether the development of the game stops or not, if it starts with a non-beta release, it will have to start with an 1.0. The game, as it is right now, is incomplete, but is playable enough to work as that initial release. Simple as that.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 22, 2014, 05:55:54 pm
I understand what you mean Sean, I am just saying... that is where "Really Tiy really?" comes from.

Its still a dumb thing for Tiy to say either way.

Or rather "How is that any better Sean Mirrsen?"
Title: Re: Starbound - We have lift off.
Post by: Greenbane on July 22, 2014, 06:29:53 pm
This is why having a design plan/roadmap is important. Without goals or objectives, any version can be 1.0, and I feel every "early access" title should have a clear development plan, with a well-defined "finish line".

That way devs show responsibility, and people know what to expect.

Without well-defined phases and a final goal, terminology is meaningless: alpha means nothing, beta means nothing, release means nothing, and the whole process boils down to an undisciplined "we'll keep working on this until we get bored, lose motivation and/or have dug ourselves a hole and call it 1.0, regardless of the game's state at that point". It's exceedingly unprofessional.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 22, 2014, 06:31:08 pm
But Starbound does have a "road map" so to speak.

If they hit version 1.0 and there is no, terraforming for example...
Title: Re: Starbound - We have lift off.
Post by: Oneir on July 22, 2014, 06:43:15 pm
Huh, I was going to say "Actually, they literally do have a roadmap" but it looks like they took that off their website. Some time after the Kickstarter, I guess?

As to the "Novakids start with guns" topic: might be interesting. If Novakids can't make melee weapons you either have a broken experience (guns are too weak/too strong) or a different experience and an incentive to be friends with people playing other races. I wonder what you could add/change to give the other races distinct niches?
Title: Re: Starbound - We have lift off.
Post by: NullForceOmega on July 22, 2014, 06:46:18 pm
I think that by roadmap, we are less refering to a list of planned features, and more refering to a list of 'this needs to be done so we can get to that' list.
Title: Re: Starbound - We have lift off.
Post by: Greenbane on July 22, 2014, 06:50:20 pm
But Starbound does have a "road map" so to speak.

If they hit version 1.0 and there is no, terraforming for example...

Do you mean the beta stages? They're extremely vague, and don't really list which features will be implemented when. Have they even been referred to in the past year? They're hardly descriptive enough either for the devs to justify their efforts so far, or the players to use against them to demand more. In essence, they're useless.

Given the recent talks about version 1.0 and work on the Novakids, it seems Chucklefish thinks or at least pretends the game's nearing the end of the final beta phase. The truth is there hasn't been a significant official release in over six months, and back then Starbound's progress since entering Early Access was rather modest. The impression I got and keep getting is that the devs have no clue what they're doing at this point, and just want all of this to be over.
Title: Re: Starbound - We have lift off.
Post by: Oneir on July 22, 2014, 09:06:50 pm
The impression I got and keep getting is that the devs have no clue what they're doing at this point, and just want all of this to be over.

Which shows that this is equally a lesson for devs wondering about doing a Kickstarter as it is for players wanting to fund one.

Hype is hella work, especially if you want to do a thing professionally.
Title: Re: Starbound - We have lift off.
Post by: Darkening Kaos on July 22, 2014, 11:59:52 pm
     "Paging Dr. Kyzrati, paging Dr. Kyzrati.  Please report to the Chucklefish Ward"
Title: Re: Starbound - We have lift off.
Post by: jocan2003 on July 23, 2014, 12:02:34 am
Huh, I was going to say "Actually, they literally do have a roadmap" but it looks like they took that off their website. Some time after the Kickstarter, I guess?

As to the "Novakids start with guns" topic: might be interesting. If Novakids can't make melee weapons you either have a broken experience (guns are too weak/too strong) or a different experience and an incentive to be friends with people playing other races. I wonder what you could add/change to give the other races distinct niches?
Wait what? they removed their design plan to go on all randomon us? I fragging bought that game because the design/road-map was hitting my spot... i was willing to wait as long they incorporate all items on that lisst.. now its gone...

Did i just got chuckled at like a fish? (Pun fragging intented here).
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 23, 2014, 01:06:27 am
http://playstarbound.com/roadmap/

That thing?
Title: Re: Starbound - We have lift off.
Post by: Arbinire on July 23, 2014, 01:17:04 am
so what I'm gathering from Tiy's post is pretty much this "We're done with this game and you lot because we're special snowflakes and you're all meanieheads!  But I can't say that and since we DID get a lot of money from people expecting us to finish at some point, we'll keep up the appearance of working on the game, but with no real planned releases anymore ever, while we rake in more money from publishing more competent teams until the name of Chucklefish becomes a total black mark and ruins their business as well.  So nyah nyah :P :P :P, pissoff ya wankers!"

Maybe I'm cynical, but when there hasn't been substantial updates in going on 8 months, just talk about random features for a couple weeks before talks of new random features and anyone bringing up the old random features gets banned...I'm thinking at this point anyone defending this has a serious case of fanboy stockholm syndrome...but I really really hope I'm proved wrong, cause I threw down my 15 nuyen on this drek too.  At this point the very least they could do is just hand it off to another team, but I suppose that'd take a chunk out of their $10-15 million + profit margin.
Title: Re: Starbound - We have lift off.
Post by: jocan2003 on July 23, 2014, 01:33:59 am
http://playstarbound.com/roadmap/

That thing?
This is one of the few *design doc* i saw and there was more. http://playstarbound.com/the-future-of-starbound/ . Most of them were also log on IRC on what was to come. But i believe i would be guilty to buy the game before it was officialy *feature complete* instead of buying while waiting for these *goal* to come and hoping they would stick to what they said.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 23, 2014, 01:55:20 am
http://playstarbound.com/the-future-of-starbound/

Oh man. Good times. Let's take a look. Of the 26 items on the list, 7 months later parts of the following have actually made it in:

-Biome Hazards (but only meteors and airless planets, so 20% done)
-Monster Generation (though that seems to have been better than what they planned, so I will give credit where it's due)
-Server Controls (kinda. There's a few, I think. And you can get user mods for more!)
-Controls (you can remap if you happen to find the text doc and manually edit that in, as far as I know. The actual UI they posted for it wasn't in last I knew.)
-Pokeballs (you can capture ultra-weak baby mons that die in 3 hits of anything. pokeballs are bugged and you can easily lose the pet permanently. But it's there, kinda)
-Reduced Wipes - Done! We think!
-Other stuff (Kinda done. ish. this is nebulous enough to mean almost nothing.)

So right now there's bits and pieces of a little more than 1/4 of that list actually kind of in the game a little. At this rate, in another 19 months + a few to finish implementing the rest of the list in a janky it's-technically-there way, we can finally move into... playtesting the feature-complete beta and balance concerns.
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on July 23, 2014, 02:02:22 am

Maby malice was the right word :-\
Title: Re: Starbound - We have lift off.
Post by: Frumple on July 23, 2014, 02:13:23 am
It's certainly the right word for a fair number of people's reactions at this point.

Really should just stop checking the thread, as it's pretty much stopped producing any conversation of note or worth regarding the game, but I keep hoping that maybe this time it'll be something besides kicking the dead horse some more. But nope. Kick kick kick.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 23, 2014, 02:20:10 am
Eh, no one's stopping anyone from generating the kinds of conversations they wish to see. I'll gladly discuss the game when something worth discussing about it comes up?
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on July 23, 2014, 03:06:09 am
It's certainly the right word for a fair number of people's reactions at this point.

Really should just stop checking the thread, as it's pretty much stopped producing any conversation of note or worth regarding the game, but I keep hoping that maybe this time it'll be something besides kicking the dead horse some more. But nope. Kick kick kick.
Yeah, getting a little tired of "This game has been out of development so long, it now officially sucks and so does anyone who still likes it."

...

So how about them mods. Let's talk about mods.
Title: Re: Starbound - We have lift off.
Post by: Reverie on July 23, 2014, 03:08:05 am
There's quite a few, though I haven't played any of them.
Title: Re: Starbound - We have lift off.
Post by: RexMundi on July 23, 2014, 04:11:07 am
I like serious's mod pack/compialation. easy set up, and it's not too hard to change if i feel like it
Title: Re: Starbound - We have lift off.
Post by: Scripten on July 23, 2014, 10:17:21 am
I'd like to start getting into mods, but I'm not even really sure where to start. Could you link to that pack, RexMundi? I can't seem to find it by searching the mod list... I think I might have suddenly become illiterate.
Title: Re: Starbound - We have lift off.
Post by: Reverie on July 23, 2014, 10:17:40 am
This sounds pretty cool. (http://playstarbound.com/22nd-july-more-novakids-and-progression/)

Novakids having the ability to craft guns as opposed to swords is definitely an interesting decision.
Title: Re: Starbound - We have lift off.
Post by: Sirus on July 23, 2014, 10:30:22 am
This sounds pretty cool. (http://playstarbound.com/22nd-july-more-novakids-and-progression/)

Novakids having the ability to craft guns as opposed to swords is definitely an interesting decision.
Shield generators sound like exactly the sort of thing needed to protect a base from meteors and other environmental nasties.
I know there are mods to remove such effects but a vanilla option would be nice as well.
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on July 23, 2014, 11:20:01 am
As for Mods, I quite like the Halo Mod. Unbalances the game a bit, but still, I get to look like a fucking Spartan.
Title: Re: Starbound - We have lift off.
Post by: coolio678 on July 23, 2014, 11:26:48 am
Quote from: tiy
We’re carefully working on balancing guns against swords so that no one race has an advantage over another
If they don't add deflecting bullets with a broad sword in a way that creates lots of pinging and swooshing noises I will be more than a little bit disappointed.
Title: Re: Starbound - We have lift off.
Post by: NullForceOmega on July 23, 2014, 12:35:43 pm
I like XS corp. Mechs, it's very well done, and not particularly unbalanced (personal opinion).  I especially love the Ronin Rho mech, nice looks, great weapons (the heavy laser can be used as a mining beam) and flight capability.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on July 23, 2014, 12:48:36 pm
I like XS corp. Mechs, it's very well done, and not particularly unbalanced (personal opinion).  I especially love the Ronin Rho mech, nice looks, great weapons (the heavy laser can be used as a mining beam) and flight capability.
I got that mod exclusively for the holyshitlaser mech. Was not disappointed.
Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: NullForceOmega on July 23, 2014, 01:20:40 pm
Yep, that's the one, all three of my impervium tier characters have one.  I also got the Avali and Peglaci mods to add a few more race choices (I find the Apex boring and the humans are just too zany).  I'm actually running a moderate mod load, another great is the lightdrones mod, the drones are pretty well balanced and extremely useful (I hate the flashlights uni-directional beam and setting up torches is a waste of coal).
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on July 23, 2014, 01:21:16 pm
So, looks like the horse, sans tits and dumb overbite, is the new AI for the Novakid.

(http://puu.sh/anXTJ/6a3c8b4985.png)

Frankly, without the overbite while it's idling, and the massive jugs throwing the head way out of proportion, I don't think it looks nearly as bad.
Title: Re: Starbound - We have lift off.
Post by: Reverie on July 23, 2014, 01:28:11 pm
I saw this coming. I believed the horse was going to be the Novakids' AI from the start minus the trolling and bastardisation.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on July 23, 2014, 02:09:17 pm
It does make much more sense. They're a whacky race, and all Western besides.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on July 23, 2014, 02:10:45 pm
Okay so progress -is- actually being made. They seem to have, uh, calmed down and gotten back to work on it. That makes me happy.

Honestly, so long that they -eventually- deliver on their promises? I'm happy. The game isn't terrible, and I like the building aspect of it over terraria for sure. I just wish you could 3D print blocks. I hate having to find an underground plant biome in which to harvest plant matter for my floranhome.

I actually like that horse now, and the glitch wizard is just adorable. I'm sure they'll get through this rut.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 23, 2014, 02:22:14 pm
You can 3D print some blocks already. It's just a matter of copypasting the rest into the recipes file if you have the stomach to deal with their insane data storage system.
Title: Re: Starbound - We have lift off.
Post by: coolio678 on July 23, 2014, 02:43:58 pm
I find the horse to look a little bit like it's stoned out of its mind. I'm not saying that it's a bad thing, and I would even go as far as to say it's kinda funny.
Title: Re: Starbound - We have lift off.
Post by: Scripten on July 23, 2014, 03:07:45 pm
I think the horse fits the Novakids a little better than the Glitch. That said, I do hope they allow us to choose different AI portraits. Not because I'm offended (because seriously...) but just for the sake of variety. I'd like to see what other kind of ideas they come up with.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on July 23, 2014, 03:33:55 pm
The horse would have fit either theme. I really don't have much of anything against either form of horse, either.
Title: Re: Starbound - We have lift off.
Post by: Glloyd on July 23, 2014, 04:34:35 pm
http://playstarbound.com/roadmap/

That thing?

For the life of me, I cannot seem to find a link to it on their website.
Title: Re: Starbound - We have lift off.
Post by: Mephisto on July 23, 2014, 04:47:30 pm
http://playstarbound.com/roadmap/

That thing?

For the life of me, I cannot seem to find a link to it on their website.

Explanation. (http://community.playstarbound.com/index.php?threads/roadmap.76552/) It's a little more than halfway down the page, just search for molly.

Basically, "it's pretty and it seems like it would be a waste to remove it altogether."
Title: Re: Starbound - We have lift off.
Post by: jocan2003 on July 23, 2014, 05:00:10 pm
Okay so progress -is- actually being made. They seem to have, uh, calmed down and gotten back to work on it. That makes me happy.

Honestly, so long that they -eventually- deliver on their promises? I'm happy. The game isn't terrible, and I like the building aspect of it over terraria for sure. I just wish you could 3D print blocks. I hate having to find an underground plant biome in which to harvest plant matter for my floranhome.

I actually like that horse now, and the glitch wizard is just adorable. I'm sure they'll get through this rut.
Same here im very patient even if it take 2 year to finish I dont care. But god dont stop and say your done if your not finished
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on July 23, 2014, 05:34:23 pm
No I think what he was saying was that "This is okay for 1.0 but we aren't near done"
Title: Re: Starbound - We have lift off.
Post by: Retropunch on July 23, 2014, 05:38:17 pm
No I think what he was saying was that "This is okay for 1.0 but we aren't near done"

That's why people are up in arms about it, because they don't feel it is at all worthy of being version 1.0 currently. This reflects badly on future progress, because it makes it sound as though they're pretty happy with how it is now, which a lot of people aren't.

I do believe they'll carry on and I'm sure it'll get a lot better as things work themselves out, it just seemed like a not so great comment to make.
Title: Re: Starbound - We have lift off.
Post by: Oneir on July 23, 2014, 06:23:13 pm
In thinking about the guns vs. swords thing, I still like it mechanically (pending general weapon balance, etc., etc.) but...does Novakids being expert gunsmiths imply that literally everyone else are expert swordsmiths?
Title: Re: Starbound - We have lift off.
Post by: n9103 on July 23, 2014, 08:10:20 pm
There are a few magnitudes of difficulty difference in making a working sword vs a working firearm.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 23, 2014, 08:11:01 pm
Issue is that right now I believe epic weapons out perform ordinary weapons.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 23, 2014, 08:35:25 pm
What I'd like to see is an expanded multi-part crafting system for guns AND melee weapons where you can combine different parts to get the desired effect in the form of whatever weapon type you want to use. Kinda like that gun crafting mod that the mod-maker pulled off the site because he was a whiny douche, except applied to all forms of weapons.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 24, 2014, 03:29:30 am
There are a few magnitudes of difficulty difference in making a working sword vs a working firearm.
And a few more in making a working sword vs a working spear.
Title: Re: Starbound - We have lift off.
Post by: coolio678 on July 24, 2014, 02:44:06 pm
What I'd like to see is an expanded multi-part crafting system for guns AND melee weapons where you can combine different parts to get the desired effect in the form of whatever weapon type you want to use. Kinda like that gun crafting mod that the mod-maker pulled off the site because he was a whiny douche, except applied to all forms of weapons.
That would certainly make crafting much more unique in this game compared to terraria, but at the least I expect another mod like it to be made
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on July 24, 2014, 08:31:47 pm
http://playstarbound.com/july-24-character-deletion-is-in/ (http://playstarbound.com/july-24-character-deletion-is-in/)

my reaction (http://www.instanthallelujah.com/)
Title: Re: Starbound - We have lift off.
Post by: Iceblaster on July 24, 2014, 09:32:17 pm
http://playstarbound.com/july-24-character-deletion-is-in/ (http://playstarbound.com/july-24-character-deletion-is-in/)

my reaction (http://www.instanthallelujah.com/)

My reaction.

Spoiler (click to show/hide)

Anyways, on topic of modding if that's still a conversation, Starbound modding maybe added a few hours of content before I shelved Starbound until it's more finished :P
Title: Re: Starbound - We have lift off.
Post by: Sergius on July 24, 2014, 09:49:01 pm
http://playstarbound.com/july-24-character-deletion-is-in/ (http://playstarbound.com/july-24-character-deletion-is-in/)

my reaction (http://www.instanthallelujah.com/)

Woohoo! Now the game is finally 1.0 production ready release candidate OMG what
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 24, 2014, 09:50:10 pm
http://playstarbound.com/july-24-character-deletion-is-in/ (http://playstarbound.com/july-24-character-deletion-is-in/)

my reaction (http://www.instanthallelujah.com/)

Woohoo! Now the game is finally 1.0 production ready release candidate OMG what

I doubt they said that again... chucklefish may be dumb and incompetent but they aren't THAT dumb and incompetent.

Even IF the return of the horse avatar might really be an attempt to re-troll their community (But I give them the benefit of the doubt given the Novakids are Space Cowboys)
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on July 24, 2014, 10:22:22 pm
Cool. Maybe in another couple of years we'll be able to rebind keys from ingame as well.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on July 24, 2014, 11:07:47 pm
To be fair, they are adding things. Deathly slowly.
There's more mob assets from when I last played and the enemy skill repertoire seems to've been expanded somewhat. Worldgen seems less clunky too now.

On the other hand, you now drop all ores and bars when (not if) you get killed. And if you got killed by lava? Or by going out of the world? Or ended up dying in an inaccessible area where it'll take you too long to corpserun before your shinies despawn (because that's not idiotic or anything)? Well, fuck you. What, did you think you were playing a game, for entertainment?
So, it's one step forward, one step back. Thankfully, most of the stupid can be modded out.

inb4 MC does the same thing, enemies don't scale up in MC, and you can control enemy spawns with torches.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 24, 2014, 11:16:42 pm
Until they add that mechanic into the base game I am going to chalk it up to them experimenting.

Yes, I am giving the people who don't deserve it the benefit of the doubt...
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 24, 2014, 11:53:42 pm
Eh, I'm assuming all this is the nightlies? To be fair, someone could have just left out a semicolon and didn't add it back in before the build packed and shipped. If it makes it to release... whenever that is... well then yeah it's a shitty idea.

Until they add that mechanic into the base game I am going to chalk it up to them experimenting.

Yes, I am giving the people who don't deserve it the benefit of the doubt...

To be fair, they have been very open about how busted the nightlies will be. Of all their questionable practices that ain't one.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 24, 2014, 11:56:10 pm
Mind you Darkmere if they add in enhanced warp beacons that could let you get home even deep underground, but take... lets say 10 seconds or some amount of time too long to use it as a battle escape... Then the death penalty isn't that bad.

But as I said it seems like a solution to a problem created by an entirely different problem that isn't addressed by it.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 25, 2014, 12:07:34 am
Wait a minute... dropping everything has been the default behavior for mediumcore difficulty, or whatever its called. Did someone start a mediumcore character?
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 25, 2014, 01:21:45 am
Wait a minute... dropping everything has been the default behavior for mediumcore difficulty, or whatever its called. Did someone start a mediumcore character?

Only for the nightly builds. So don't worry.

Also no not "everything" just all your ores and half your pixils.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 25, 2014, 01:34:42 am
Wait a minute... dropping everything has been the default behavior for mediumcore difficulty, or whatever its called. Did someone start a mediumcore character?
I've been wondering the same thing. It's as if nobody here ever played Terraria on anything but the lowest difficulty setting.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 25, 2014, 01:35:44 am
Wait a minute... dropping everything has been the default behavior for mediumcore difficulty, or whatever its called. Did someone start a mediumcore character?
I've been wondering the same thing. It's as if nobody here ever played Terraria on anything but the lowest difficulty setting.

That is because Terraria if you don't get a teleport mirror is pretty vicious and sometimes can just chose to kill you. "Yep lets just spawn a boss"

Terraria became a huge game of cheating the system in the end.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 25, 2014, 01:38:16 am
Wait a minute... dropping everything has been the default behavior for mediumcore difficulty, or whatever its called. Did someone start a mediumcore character?
I've been wondering the same thing. It's as if nobody here ever played Terraria on anything but the lowest difficulty setting.

That is because Terraria if you don't get a teleport mirror is pretty vicious and sometimes can just chose to kill you. "Yep lets just spawn a boss"
/me shrugs.

I always played it on mediumcore. Gotta learn to retreat and maneuver. It's the same thing here, just learn to know when to pull out, and be careful when exploring.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 25, 2014, 01:39:47 am
Ehh I know how you play. Mostly because Terraria is linear... which is something rather odd to say about a sandbox game... The Sandbox... is linear.

As well Starbound is worse then Terraria because Terraria had the decency to include a back to home mirror.

I never played on medium core in terraria anyhow mostly because I don't need any devices to make me grind any longer then I needed to... that and as I said Terraria has plenty of cheap deaths to go around.

But I will say I could probably build up good gear WAAAAAY faster then I could in Starbound. I actually thought of challenging people to get to tier 4 in Starbound as fast as possible... without killing themselves and without help.

Maybe give a prize... hmmmm.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 25, 2014, 01:57:18 am
Ehh I know how you play. Mostly because Terraria is linear... which is something rather odd to say about a sandbox game... The Sandbox... is linear.

As well Starbound is worse then Terraria because Terraria had the decency to include a back to home mirror.

I never played on medium core in terraria anyhow mostly because I don't need any devices to make me grind any longer then I needed to... that and as I said Terraria has plenty of cheap deaths to go around.

But I will say I could probably build up good gear WAAAAAY faster then I could in Starbound. I actually thought of challenging people to get to tier 4 in Starbound as fast as possible... without killing themselves and without help.

Maybe give a prize... hmmmm.
You're forgetting that you have it better in Starbound because you have a tele-out from any open space on the surface from the get-go, and you have free health regeneration services from the get-go. Whereas in Terraria you need to find a mirror for the tele-out, and defeat at least one boss (and construct a small town) for the Nurse NPC (or rely on found/made potions).
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 25, 2014, 01:59:04 am
The only thing you are looking for on the surface are chests and epic monsters... you will add hours upon hours to your game if you only surface mine. (surface being the first 100 levels)

Well unless you Asteroid mine... which is technically a secret.

Generally speaking in Starbound you do a once around the planet... then you dig deep until you get to the mineral rich layer.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 25, 2014, 02:05:05 am
The only thing you are looking for on the surface are chests and epic monsters... you will add hours upon hours to your game if you only surface mine. (surface being the first 100 levels)

Well unless you Asteroid mine... which is technically a secret.

Generally speaking in Starbound you do a once around the planet... then you dig deep until you get to the mineral rich layer.
Eh... my strip-mining habits carried over from Terraria. Plus I almost never just dig off into the distance, not without having an escape route secured.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 25, 2014, 02:31:09 am
Yeah speaking of mining... how do you (the general you, anyone) stomach digging deep? Picks are painfully slow and drills come too late, coupled with the near-total lack of any interesting features below the surface.

I'd rather surface mine a dozen desert planets than grind out carpal tunnel and waste coal/pixels on lighting up generic randa-cave #58291.
Title: Re: Starbound - We have lift off.
Post by: alexandertnt on July 25, 2014, 02:38:00 am
From memory (it's been months since I have played the game) you can chew through snow and slime blocks really, really fast. I just look for and mine through those deep underground.
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on July 25, 2014, 03:33:39 am
I dig straight down to the lowest 1-tick mineable layer, then mine around for a while, then I log out to get back into my ship.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on July 25, 2014, 07:07:00 am
Wolfeyez and I always mod the mining laser in.
Title: Re: Starbound - We have lift off.
Post by: Sergius on July 25, 2014, 12:21:00 pm
Cool. Maybe in another couple of years we'll be able to rebind keys from ingame as well.

That's for the Game of the Year edition.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on July 25, 2014, 12:29:58 pm
Ehh I know how you play. Mostly because Terraria is linear... which is something rather odd to say about a sandbox game... The Sandbox... is linear.

As well Starbound is worse then Terraria because Terraria had the decency to include a back to home mirror.

I never played on medium core in terraria anyhow mostly because I don't need any devices to make me grind any longer then I needed to... that and as I said Terraria has plenty of cheap deaths to go around.

But I will say I could probably build up good gear WAAAAAY faster then I could in Starbound. I actually thought of challenging people to get to tier 4 in Starbound as fast as possible... without killing themselves and without help.

Maybe give a prize... hmmmm.
You're forgetting that you have it better in Starbound because you have a tele-out from any open space on the surface from the get-go, and you have free health regeneration services from the get-go. Whereas in Terraria you need to find a mirror for the tele-out, and defeat at least one boss (and construct a small town) for the Nurse NPC (or rely on found/made potions).
Incorrect on the nurse and what brings her about. Killing a boss brings the dryad over. Using a heart crystal is all you need to get the nurse.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 25, 2014, 12:57:51 pm
Incorrect on the nurse and what brings her about. Killing a boss brings the dryad over. Using a heart crystal is all you need to get the nurse.
Oh. Right. 'S been a while since I played Terraria proper. :P
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 25, 2014, 02:15:33 pm
Cool. Maybe in another couple of years we'll be able to rebind keys from ingame as well.

That's for the Game of the Year edition.
Game of the Years, more like.
Title: Re: Starbound - We have lift off.
Post by: Lukewarm on July 25, 2014, 03:02:25 pm
Cool. Maybe in another couple of years we'll be able to rebind keys from ingame as well.

That's for the Game of the Year edition.
Game of the Years, more like.

Which years, that's what I'm asking.
Title: Re: Starbound - We have lift off.
Post by: Oneir on July 25, 2014, 03:26:41 pm
Cool. Maybe in another couple of years we'll be able to rebind keys from ingame as well.

That's for the Game of the Year edition.
Game of the Years, more like.

Which years, that's what I'm asking.

Due to a time-travel mishap, Starbound: Game of the Years Edition will only have been available from June 13, 1967 through October 31, 1919.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on July 25, 2014, 04:09:55 pm
You're forgetting that you have it better in Starbound because you have a tele-out from any open space on the surface from the get-go, and you have free health regeneration services from the get-go. Whereas in Terraria you need to find a mirror for the tele-out, and defeat at least one boss (and construct a small town) for the Nurse NPC (or rely on found/made potions).

Unless something hits you in the teleport animation and you end up on your ship, dead.
Also, you regen passively in Terraria and don't need to find and carry a bed around first.
Title: Re: Starbound - We have lift off.
Post by: Slayerhero90 on July 25, 2014, 04:16:58 pm
You're forgetting that you have it better in Starbound because you have a tele-out from any open space on the surface from the get-go, and you have free health regeneration services from the get-go. Whereas in Terraria you need to find a mirror for the tele-out, and defeat at least one boss (and construct a small town) for the Nurse NPC (or rely on found/made potions).

Unless something hits you in the teleport animation and you end up on your ship, dead.
Also, you regen passively in Terraria and don't need to find and carry a bed around first.
You could still benefit from lugging a bed around in Terraria, along with a door and workbench, seeing as it's convenient to respawn close to where you die.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 25, 2014, 05:35:34 pm
The only thing you are looking for on the surface are chests and epic monsters... you will add hours upon hours to your game if you only surface mine. (surface being the first 100 levels)

Well unless you Asteroid mine... which is technically a secret.

Generally speaking in Starbound you do a once around the planet... then you dig deep until you get to the mineral rich layer.
Eh... my strip-mining habits carried over from Terraria. Plus I almost never just dig off into the distance, not without having an escape route secured.

Let me guess, you have 500 hours on Starbound? At least 100.

Or do you only strip mine on deserts?
Title: Re: Starbound - We have lift off.
Post by: Tarran on July 25, 2014, 06:18:08 pm
Judging by what is presumably his Steam profile (same name), only 45 hours. Though I believe Starbound can be played without Steam so he might've played a bit more.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 25, 2014, 08:32:40 pm
And he is definitely tier 4?
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on July 25, 2014, 09:17:00 pm
Well I flushed my game and started a new character. First planet I got is one with hail storms. I like them.
Title: Re: Starbound - We have lift off.
Post by: Tarran on July 25, 2014, 11:39:12 pm
And he is definitely tier 4?
I can neither answer that, nor do I remember how long it took me personally, but I'm pretty sure if you're going for a speedrun 45 hours is plenty of time to reach tier 4, if you ignore building a house and such.

Starbound is slow, but I don't remember it being THAT slow.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 26, 2014, 07:54:09 am
And he is definitely tier 4?
I can neither answer that, nor do I remember how long it took me personally, but I'm pretty sure if you're going for a speedrun 45 hours is plenty of time to reach tier 4, if you ignore building a house and such.

Starbound is slow, but I don't remember it being THAT slow.

Yeah but speed running without deep diving by only making quarries... That makes me wonder if 45 hours is enough.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 26, 2014, 08:30:23 am
And he is definitely tier 4?
I can neither answer that, nor do I remember how long it took me personally, but I'm pretty sure if you're going for a speedrun 45 hours is plenty of time to reach tier 4, if you ignore building a house and such.

Starbound is slow, but I don't remember it being THAT slow.

Yeah but speed running without deep diving by only making quarries... That makes me wonder if 45 hours is enough.
You are for some reason assuming I've ever gone directly for the endgame. I don't play the game to end it, I'm playing to have fun. ^_^
I think the furthest I ever got in the progression was the omnicidal robot. New versions kept coming out and I kept restarting the game from the beginning, but I haven't ever gotten to whatever the next boss is (some kind of dragon?). Think of that what you will.

And no, I don't "only" strip-mine. I also go spelunking. I strip-mine the surface layers if I really need to stay around for some reason, but mostly I just look for fuel and interesting places to visit. Progressing through the game is a fairly low priority for me.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 26, 2014, 08:36:38 am
the death penalties are not made for you.

But I'll put it to you this way Sean... 45 hours and you are not at Tier 4.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 26, 2014, 08:39:39 am
But I'll put it to you this way Sean... 45 hours and you are not at Tier 4.
Why would I want to be?
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 26, 2014, 08:41:18 am
But I'll put it to you this way Sean... 45 hours and you are not at Tier 4.
Why would I want to be?

Because you commented that my criticisms were invalid... well congratulations you don't even attempt to play the game.

Quote
always played it on mediumcore. Gotta learn to retreat and maneuver. It's the same thing here, just learn to know when to pull out, and be careful when exploring.
You're forgetting that you have it better in Starbound because you have a tele-out from any open space on the surface from the get-go, and you have free health regeneration services from the get-go. Whereas in Terraria you need to find a mirror for the tele-out, and defeat at least one boss (and construct a small town) for the Nurse NPC (or rely on found/made potions).

Congratulations you don't take real risks.

This is like me complaining that it takes too long to grind for something because of another feature of the game and someone goes "Heck no, I don't even play the game to grind. I play FOR the grinding itself!"

I mean I played for 22 hours, only got to tier 3... and I explored the heck out of planets... mostly because you have to. And WOW would it suck to do that now that wood is so energy inefficient.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 26, 2014, 08:45:06 am
Because you commented that my criticisms were invalid... well congratulations you don't even attempt to play the game.
Sorry, but I don't attempt to beat the game. Your criticisms are no more or less valid regardless of how I choose to play. I've played on the "lose everything on death" difficulty level in Terraria, and I will play on that level here, because that makes sense to me. Life is already way too cheap in these games, so this helps practice being cautious.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 26, 2014, 08:45:30 am
Because you commented that my criticisms were invalid... well congratulations you don't even attempt to play the game.
Sorry, but I don't attempt to beat the game. Your criticisms are no more or less valid regardless of how I choose to play. I've played on the "lose everything on death" difficulty level in Terraria, and I will play on that level here, because that makes sense to me. Life is already way too cheap in these games, so this helps practice being cautious.

Games have an implied path of advancement.

If you are not going on that path and are instead doing something else... then why are you making any statements on that nature?

"Why don't people play on harder difficulty, the penalty isn't that harsh"
Title: Re: Starbound - We have lift off.
Post by: Tiruin on July 26, 2014, 08:46:51 am
Because you commented that my criticisms were invalid... well congratulations you don't even attempt to play the game.
Sorry, but I don't attempt to beat the game. Your criticisms are no more or less valid regardless of how I choose to play. I've played on the "lose everything on death" difficulty level in Terraria, and I will play on that level here, because that makes sense to me. Life is already way too cheap in these games, so this helps practice being cautious.

Games have an implied path of advancement.
The player has an implied choice on how to advance. :P
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 26, 2014, 08:48:40 am
Because you commented that my criticisms were invalid... well congratulations you don't even attempt to play the game.
Sorry, but I don't attempt to beat the game. Your criticisms are no more or less valid regardless of how I choose to play. I've played on the "lose everything on death" difficulty level in Terraria, and I will play on that level here, because that makes sense to me. Life is already way too cheap in these games, so this helps practice being cautious.

Games have an implied path of advancement.
The player has an implied choice on how to advance. :P

Its not a choice JUST yet...

It isn't a choice when the two options are either to go along that path or... not

My point isn't the superiority of one way to play the game over the other... or that Sean is bastardizing the game or not. (He isn't... It is a perfectly fine way to play.)

It is that criticizing things like death penalties on the basis of "Well I don't even play the game to play the game, I make my own fun" to the extent where you are arguing that losing all your ores as "typical" is fine... Is just flabbergasting.

or even ANY comment on how long the game is... when you aren't even affected by game length. Well unless you are speaking on a objective viewpoint (I am not someone who believes that only people who experience something can comment on it).

----

But I'll put it to you this way...

If you ARE trying to play the game for advancement the conditions for advancing through the game only increases in length and what you have to go through in order to do it.

The first tier is the fastest and the first time you play it is probably going to take hours and you can easily just lose against the boss and need to grind for an additional hour.

The only way to shorten the time is to either delve into the deep layers, in which case it is a one way trip for the most part because setting yourself up would add an extra hour and you don't get proper spelunking gear until later, so losing your ores is a harsh penalty for that. Especially if you want better picks to mine faster.

Then after that you have to collect a lot of wood and Coal. Your goal is then to explore a bunch of planets in order to collect equipment so you can defeat your current tier.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 26, 2014, 08:57:49 am
Congratulations you don't take real risks.
What's the point of taking risks that you don't have to?

Quote
This is like me complaining that it takes too long to grind for something because of another feature of the game and someone goes "Heck no, I don't even play the game to grind. I play FOR the grinding itself!"
Well, in this case you have "I don't notice the grind because I just play the game". I mean seriously, it's like you never played a well-designed JRPG in your life. Take Phantasy Star IV - random encounters up the wazoo, every step of the way from one place to another. And completing quests and missions involves a lot of getting from one place to another, so you never spend time "grinding" - you're just fighting your way through the questline, and you're never hideously understrength to tackle a given obstacle in your path. Unlike, say Phantasy Star II...

Quote
I mean I played for 22 hours, only got to tier 3... and I explored the heck out of planets... mostly because you have to. And WOW would it suck to do that now that wood is so energy inefficient.
And now imagine how it would suck to do that using only coal you mine out, found as you wander around caves and look out for mineral clusters. I'm sure it would suck much more if you were actually in the caves for that single purpose.

It's not a question of making your own fun. It's a matter of being aware of what troubles you and whether the source of that is the game, or merely how you play it. If you're regularly losing massive amounts of ore to dying in the hellish depths of Delta Brandywine Jugular IV, perhaps you should consider stomping down on your own sense of curiosity and strife and pull out with what you have before you lose it to another needless risk?
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 26, 2014, 09:13:47 am
Quote
Well, in this case you have "I don't notice the grind because I just play the game". I mean seriously, it's like you never played a well-designed JRPG in your life. Take Phantasy Star IV - random encounters up the wazoo, every step of the way from one place to another. And completing quests and missions involves a lot of getting from one place to another, so you never spend time "grinding" - you're just fighting your way through the questline, and you're never hideously understrength to tackle a given obstacle in your path. Unlike, say Phantasy Star II...

Usually that is usually for padding and indeed I've played games that did it well and games that did it badly (USUALLY by making the grind the game... Dang do I wish The Last Remnant was a better game... they were really onto something).

I actually like a bit of grind in a game (though I usually try to blitz an RPG near the end apparently... probably because that is when the story gets intense.). I just find Starbounds to be a bit too much, and mostly boring. There are plenty of games longer than starbound (I probably could have got to tier 4 in 32 hours), but they have a lot of content along the way to keep you interested.

Mind you the opposite has problems too... (Having everything from the start, makes things get boring later)

Quote
It's not a question of making your own fun. It's a matter of being aware of what troubles you and whether the source of that is the game, or merely how you play it. If you're regularly losing massive amounts of ore to dying in the hellish depths of Delta Brandywine Jugular IV, perhaps you should consider stomping down on your own sense of curiosity and strife and pull out with what you have before you lose it to another needless risk?

To an extent, I mean you are right from a practical scale.

Yet they should still give you the tools to make those risks feasible without requiring you to... for example... build a shaft for every planet you attempt this on.

Each Tier should take long enough, if you are gunning for it, to give you a taste for the themes and challenges for that tier, as well as teach you the new aspects of the game one by one... before making way for the boss. While also long enough that if you are taking your time, you should still stumble upon the tools you need to advance while also getting a bit more out of the experience.

My complaint is if you are honestly attempting a tier the ONLY way to advance before the tier gets stale is to immediately drop into the depths of hell (or Asteroids, I keep hearing they are mineral rich) so you can find minerals in abundance... or Deserts. While if you are taking your time, it still takes way too long.

Edit: I did delete a rant here, mostly because I didn't want to throw this thread into more hostility. It did directly respond to Naxza
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 26, 2014, 09:21:32 am
Why does that game have tiers anyway? Are they meaningfully different from each other, or are they just numerically different?
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 26, 2014, 09:27:57 am
Why does that game have tiers anyway? Are they meaningfully different from each other, or are they just numerically different?

Each tier opens up a new element of the game.

For example you get mods in tier 2, guns in tier 3 (But you can find earlier ones), and stuff.

Basically each tier has more and more content, challenges, and opens up more of the story and upgrades.

As well enemies start having different and more diverse movesets (so the game gets more interesting), and certain things only appear at higher tiers. As well technology increases with the tiers, the higher you go the more high tech you get.

If I remember correctly the main reason I wanted to blitz through Starbound after my initial exploration phase wore off (mostly because DANG was there a lot of nothing in some of the most interesting locales... One which I won't spoil... but I wanted something out of it, but it was just set dressing. I was also stunned that there was very little I could do with the unique materials I found... I wanted poop armor) was because I wanted my guns or a proper bow (rather then the tool bow). Either way I did have a massive collection of objects.

I will say that the first boss is kind of unfair for new players. SURE I know how to fight that boss... but most players think the boss is meant to be fought with the bow.

The second time I tried to blitz through it was because I had to make a new character, because of the wipe, and wanted to get where I left off. It is always the 3rd tier that makes me just give up on advancement, because everything there takes soo much.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 26, 2014, 09:36:08 am
I will say that the first boss is kind of unfair for new players. SURE I know how to fight that boss... but most players think the boss is meant to be fought with the bow.
Hehe. I actually fought it with the (iron) bow the first time around. Bow and sword in accord, as it were. Never had more fun, to be sure.

How DO you fight the first boss if not with a bow and sword, btw? Or, well, bow and hammer, bow and spear, etc. It's not like you're going to have many other ranged weapons unless you specifically go around hunting for an avian ship.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 26, 2014, 09:39:09 am
I will say that the first boss is kind of unfair for new players. SURE I know how to fight that boss... but most players think the boss is meant to be fought with the bow.
Hehe. I actually fought it with the (iron) bow the first time around. Bow and sword in accord, as it were. Never had more fun, to be sure.

How DO you fight the first boss if not with a bow and sword, btw? Or, well, bow and hammer, bow and spear, etc. It's not like you're going to have many other ranged weapons unless you specifically go around hunting for an avian ship.

You need to build platforms so you can sword attack the UFO. The Bow, even with perfect shots, does very little damage.

But even without platforms there are several ways to get hits on the UFO with melee such as during its slam attack, or jumping onto a hill and then jumping at the UFO.

Any weapon works just forget about using the bow or any ranged weapon really (unless you find a gunship)
Title: Re: Starbound - We have lift off.
Post by: Greenbane on July 26, 2014, 09:44:58 am
I will say that the first boss is kind of unfair for new players. SURE I know how to fight that boss... but most players think the boss is meant to be fought with the bow.

Really? They've had that issue since launch, basically, and still haven't done something about it?

The grind is a problem, indeed. Last time I played, you needed huge amounts of materials to build the necessary items to trigger each tier boss fight (not to mention all the necessary gear to actually survive the battle), and there's no reason for it to be like that. I initially thought they'd fill out each tier with loads of content, to justify the slow, MMO-grade progression. But it seems they haven't done much to that effect in months.

Is tier 4 really the last meaningful stage? And the devs have the gall to claim the game's in good shape for 1.0 as it stands today? It really sounds like they want to bail saving the bare minimum amount of face.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 26, 2014, 09:48:17 am
I don't know for SURE... I only got to tier 3

But it was either tier 4 or tier 6... Of 10

Also yeah... the Devs stay the darnest things.

They are removing the Tier system eventually from what I hear (SORT OF kind of... they are confusing) but they haven't even completed that as it is anyhow.

---

Also losing to Tier 1 is pretty bad as far as losing time, but you could get that much in less than an hour... Losing to the Tier 2 boss OHH GOODNESS I couldn't imagine it, you lose hours of progress no matter what.

Losing to Tier 3?... YIKES!

It is a "game as it currently is" convention from what I am told for the bosses (bosses won't require anything built just for them). Though grinding all that gear isn't much better. Lucky for me I tend to grind most of the next tier's requirement in the previous tier... until Tier 3 because while Tier 2 uses Tier 1 materials... Tier 3 requires a new rare material.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on July 26, 2014, 09:55:19 am
[...]Asteroids, I keep hearing they are mineral rich[...]
They. Are.
Even in the Alpha/Beta area, I'm seeing stones and minerals I've never seen before on those places.
Diamond being the best (as far as I've seen...which means 'As far as I can see from the starting spawn point due to have no air to move anywhere else)
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 26, 2014, 09:56:00 am
Wait do asteroids have no air now?

Also yeah Diamond is pretty important even early on for upgrading your pick so you can have a good pick to cut down on grinding.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on July 26, 2014, 09:57:31 am
They always did? :P
It's like that timer that appears when you're underwater too long.

...
Yeah, we can hold our breath on asteroids for that long.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 26, 2014, 10:00:05 am
I thought that at first it did have air (as did moons) the lack of oxygen game later.

So never mind the Asteroid trick no longer applies as a time saver.

Quote
Really? They've had that issue since launch, basically, and still haven't done something about it?

You have to understand at this point that the creators have a troll mentality when it comes to game design.

The fact that the emergency beacon will kill you... is likely the intent. The fact that the bow sucks for that fight being part of that philosophy.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on July 26, 2014, 10:11:05 am
Nah, you can still stripmine asteroids perfectly safely as long as you have a campfire and the snow infantry suit. The ore density is so high that even with short bursts of activity you're still getting tons of stuff.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 26, 2014, 10:12:26 am
Nah, you can still stripmine asteroids perfectly safely as long as you have a campfire and the snow infantry suit. The ore density is so high that even with short bursts of activity you're still getting tons of stuff.

Isn't Snow Infantry Suit Tier... 2 I think?

Its mildly difficult to find.
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on July 26, 2014, 10:14:18 am
You can also use multiple campfires if you don't/can't make the snow infantry suit.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 26, 2014, 10:14:50 am
Snow infantry is tier 1 you just have to kill dozens of animals for leather and build whatever crafting station. Also... there are asteroids in livable planetary atmospheres (sometimes) and asteroid fields in space. I think there's some confusion between the two.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 26, 2014, 10:16:59 am
You can also use multiple campfires if you don't/can't make the snow infantry suit.

I just realized how wrong this is and on how many levels.

Its too cold... in the vacuum of space... so make sure you light multiple campfires
Title: Re: Starbound - We have lift off.
Post by: The Darkling Wolf on July 26, 2014, 10:18:38 am
You can also use multiple campfires if you don't/can't make the snow infantry suit.

I just realized how wrong this is and on how many levels.

Its too cold... in the vacuum of space... so make sure you light multiple campfires
Yup, light some campfires on the oxygenless asteroids so you don't get cold.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 26, 2014, 10:21:17 am
Need I remind you that they are the same campfires that will happily (and bubblily) burn underwater?

...

Or am I confusing this with Terraria again?

edit: Yeah, either I am, or I'm remembering a very early build.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on July 26, 2014, 10:23:14 am
Snow infantry is tier 1 you just have to kill dozens of animals for leather and build whatever crafting station. Also... there are asteroids in livable planetary atmospheres (sometimes) and asteroid fields in space. I think there's some confusion between the two.
...Asteroids in the sky, you mean?
Any indicators of that? That's new in my eye o-o
Though given the lack of update, that means I'm so outdated, its new.

Need I remind you that they are the same campfires that will happily (and bubblily) burn underwater?

...

Or am I confusing this with Terraria again?
I think you are, on that part. :P

But I guess they forgot to remember that campfires don't work with oxygen in-lore.
Because we're using alien wood o_o Maybe the wood has..oxygen..in it and..err.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 26, 2014, 10:27:57 am
Given that metal trees give... ordinary wood. Maybe.

I'll just assume that this game runs on Spongebob Squarepants logic.

Mind you I bought the Glitch's logic. In that they are actually simulation robots meant to simulate living beings... and that is why they need oxygen and food.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 26, 2014, 10:32:39 am
For what it's worth, the game as-is is (marketed as) supposed to be a bare skeleton of how progression should work, with the grindy nature only as bad as it is because all the other content that's filling it out isn't in to hold it up.

There's supposed to be quests that result in discovering the boss you need to finish out the tier, that you find by doing other exploration stuff or something. Pixel costs are supposed to be ameliorated by building housing for NPC's and furnishing them with loot from your travels to have a pixel income apart from those pitiful pill containers and stabbing pokeymans. You're supposed to be able to turn a profit by setting up farms to grow excess food and trading the food at market. You're supposed to be able to plunder the surface dungeons for expensive loot to sell at trading posts or to boost the value of your NPC housing (and NPC vendors you house are supposed to scale their inventory based on the value of the decorations you make for them).

You're supposed to get tools each tier to make everything more fun and engaging. You're supposed to be getting random quests to fill out loot/money/resource concerns. Blah blah blah features blah. The colossal amount of stuff that's supposed to come in to alleviate all the problems the game has that... really isn't getting consistently worked on as though there's a plan to actually finish the game, is what's pissing people off and [RANT EXPUNGED].

Snow infantry is tier 1 you just have to kill dozens of animals for leather and build whatever crafting station. Also... there are asteroids in livable planetary atmospheres (sometimes) and asteroid fields in space. I think there's some confusion between the two.
...Asteroids in the sky, you mean?
Any indicators of that? That's new in my eye o-o
Though given the lack of update, that means I'm so outdated, its new.

Yeah I think most of the breathable planets have asteroids in the sky. Start on any given planet and build stairs out of dirt. Keep building. When you start to freeze you're almost there. Keep building. Place some fires. More dirt stairs. Asteroids. Do note that this is actually COLDER than asteroid fields IN SPEHSS so at some point you will need 4 campfires or a nanostove to stand directly on top of or you'll freeze almost instantly in any armor. They're also not as rich as the planet-sized asteroid fields IN SPEHSS.

Given that metal trees give... ordinary wood. Maybe.

I'll just assume that this game runs on Spongebob Squarepants logic.

I've seen some types of trees (on volcanic planets I think) that yielded "metal-coated" wood that was a different texture. They don't drop pinecones so the supply is limited.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 26, 2014, 10:34:35 am
Quote
For what it's worth, the game as-is is (marketed as) supposed to be a bare skeleton of how progression should work, with the grindy nature only as bad as it is because all the other content that's filling it out isn't in to hold it up

Yep version 1.0 material indeed :P
Title: Re: Starbound - We have lift off.
Post by: Tarran on July 26, 2014, 08:53:04 pm
Snow infantry is tier 1 you just have to kill dozens of animals for leather and build whatever crafting station. Also... there are asteroids in livable planetary atmospheres (sometimes) and asteroid fields in space. I think there's some confusion between the two.
...Asteroids in the sky, you mean?
Any indicators of that? That's new in my eye o-o
Though given the lack of update, that means I'm so outdated, its new.
It's been around since the last time I was on Tylui's server at the least.

I remember finding multiple asteroids around a planet ranging in size from a couple-dozen blocks to hundreds of blocks. I also remember going around with another player on his planet too playing around with asteroids. They exist, and in abundance. It's just a matter of getting up there... it's very high up. Plus, they are very spaced out--there can be several screens worth of empty space between them.

And even if you get there, like Darkmere mentioned by god is it cold. I remember being in the best armor in the game yet still freezing very quickly compared to standard asteroid fields. There's also not a whole lot to gather up there, so unless you plan to build up there, there's almost no reason to go up there.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on July 26, 2014, 09:25:12 pm
Snow infantry is tier 1 you just have to kill dozens of animals for leather and build whatever crafting station. Also... there are asteroids in livable planetary atmospheres (sometimes) and asteroid fields in space. I think there's some confusion between the two.
...Asteroids in the sky, you mean?
Any indicators of that? That's new in my eye o-o
Though given the lack of update, that means I'm so outdated, its new.

Yeah I think most of the breathable planets have asteroids in the sky. Start on any given planet and build stairs out of dirt. Keep building. When you start to freeze you're almost there. Keep building. Place some fires. More dirt stairs. Asteroids. Do note that this is actually COLDER than asteroid fields IN SPEHSS so at some point you will need 4 campfires or a nanostove to stand directly on top of or you'll freeze almost instantly in any armor. They're also not as rich as the planet-sized asteroid fields IN SPEHSS.
Reminds me of when I first found Sky Islands in Terraria...
.__.
Thanks for that.
Title: Re: Starbound - We have lift off.
Post by: Something Evil on July 29, 2014, 10:12:47 am
(http://puu.sh/aw17c/2e7f307fd1.png)

12/10, GOTY!

*headslamdesk*
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 29, 2014, 10:41:16 am
I think I missed something...
Title: Re: Starbound - We have lift off.
Post by: Greenbane on July 29, 2014, 10:54:34 am
I hate that stick-and-lantern. Is it still the only gear piece to provide illumination around the character without holding a flashlight?
Title: Re: Starbound - We have lift off.
Post by: MagmaMcFry on July 29, 2014, 10:57:09 am
I hate that stick-and-lantern. Is it still the only gear piece to provide illumination around the character without holding a flashlight?

If it looks so bad, you can always wear another back item over it.
Title: Re: Starbound - We have lift off.
Post by: Greenbane on July 29, 2014, 11:24:19 am
If it looks so bad, you can always wear another back item over it.

I'll take that as a yes. And other back items in general have been notoriously hard to find, in my experience. The Lantern Stick is one of the extremely few craftable ones.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on July 29, 2014, 11:25:56 am
If it looks so bad, you can always wear another back item over it.

I'll take that as a yes. And other back items in general have been notoriously hard to find, in my experience. The Lantern Stick is one of the extremely few craftable ones.
You can find the recipe for a poison flower thing in poison chests, which can be found in poison biomes.
Title: Re: Starbound - We have lift off.
Post by: Knight of Fools on July 29, 2014, 11:36:41 am
The flower looks worse than the lantern on a stick in my opinion.
Title: Re: Starbound - We have lift off.
Post by: iceball3 on July 29, 2014, 11:58:23 am
The flower looks worse than the lantern on a stick in my opinion.
There's a mod lying about that'll let you use a radioactive lantern and metal stick as a back item, "Super Torches" I think.
Title: Re: Starbound - We have lift off.
Post by: Tarran on July 29, 2014, 06:18:45 pm
If it looks so bad, you can always wear another back item over it.

I'll take that as a yes. And other back items in general have been notoriously hard to find, in my experience. The Lantern Stick is one of the extremely few craftable ones.
You can find the recipe for a poison flower thing in poison chests, which can be found in poison biomes.
I remember one time having an especially difficult time finding a toxic biome on someone's server, and even if you find it there's no guarantee that you'll get one out of the chests, so that's hardly a easily available alternative.
Title: Re: Starbound - We have lift off.
Post by: iceball3 on July 30, 2014, 01:42:34 pm
Let's not forget about mods, eh? Albeit some people might want to stick on vanilla for reasons involving multiplayer so eh~
Title: Re: Starbound - We have lift off.
Post by: NullForceOmega on July 30, 2014, 01:48:10 pm
I really am starting to think that the best part of this game by far is modding, the vanilla game is just bland and empty.  Once I added the Avali race mod to my list I realized just how little of the games' potential is being tapped by Chucklefish, combine that with the Peglaci race, ore farming, XS corp mechs, gardenbot, and suddenly what was in every way a boring, flat grindfest becomes an enjoyable experience.  I'm still not happy with how Tiy and his team are doing things, but as long as the modding community remains this active and diverse I'll try to stay with Starbound.
Title: Re: Starbound - We have lift off.
Post by: iceball3 on July 30, 2014, 04:56:25 pm
I really am starting to think that the best part of this game by far is modding, the vanilla game is just bland and empty.  Once I added the Avali race mod to my list I realized just how little of the games' potential is being tapped by Chucklefish, combine that with the Peglaci race, ore farming, XS corp mechs, gardenbot, and suddenly what was in every way a boring, flat grindfest becomes an enjoyable experience.  I'm still not happy with how Tiy and his team are doing things, but as long as the modding community remains this active and diverse I'll try to stay with Starbound.
Integrating the modding api to the degree they did is probably one of the best decisions they made, next to the admittedly pretty great graphics. Have you ever shined a flashlight around in the fog in the dark. I can't remember if fog is in vanilla but the visual is excellent.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 30, 2014, 05:06:07 pm
I am kind of annoyed that Starbound is going down Terraria's path of "Magic, Melee, and Guns" in that those are THE three specialties.

annoyed isn't the best word... disappointed.
Title: Re: Starbound - We have lift off.
Post by: iceball3 on July 30, 2014, 05:09:39 pm
I am kind of annoyed that Starbound is going down Terraria's path of "Magic, Melee, and Guns" in that those are THE three specialties.

annoyed isn't the best word... disappointed.
And mechs, and apparently pets eventually.
Title: Re: Starbound - We have lift off.
Post by: Sean Mirrsen on July 30, 2014, 05:23:25 pm
I am kind of annoyed that Starbound is going down Terraria's path of "Magic, Melee, and Guns" in that those are THE three specialties.

annoyed isn't the best word... disappointed.
And mechs, and apparently pets eventually.
Super Pokemon Sentai Magical Mecha Shootout Go!
Title: Re: Starbound - We have lift off.
Post by: iceball3 on July 30, 2014, 05:34:42 pm
I am kind of annoyed that Starbound is going down Terraria's path of "Magic, Melee, and Guns" in that those are THE three specialties.

annoyed isn't the best word... disappointed.
And mechs, and apparently pets eventually.
Super Pokemon Sentai Magical Mecha Shootout Go!
Bwahaha, golden.
I guess it doesn't help that i'm using the touhou mod, huh <w>
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 30, 2014, 08:24:43 pm
I am kind of annoyed that Starbound is going down Terraria's path of "Magic, Melee, and Guns" in that those are THE three specialties.

annoyed isn't the best word... disappointed.
And mechs, and apparently pets eventually.

Those aren't "The Three paths". You can build mechs you can have pets... but they aren't one of the three paths of advancement.

Also I am REALLY not a fan of the Nova Kid's spaceship. I am ok with them being a Cowboy race... but they have overshot it and are now just a joke.

Starbound is REALLY overshooting their jokes and are starting to saturate it. When Dungeon Keeper is looking like a serious game compared to it... >_>

I mean it was always there... Afterall the apes are 1982 and the Glitch are medieval (well in the lower tiers). I don't know there is just something waaaay hammier about the Novakids just flying an ordinary train in space.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on July 30, 2014, 08:47:15 pm
I... Actually like the spacetrain. It looks good, and it feels like a throwback to some awesome steampunk stories.
Title: Re: Starbound - We have lift off.
Post by: Sergius on July 30, 2014, 09:37:20 pm
Someone said... spacetrain?

Spoiler (click to show/hide)
Title: Re: Starbound - We have lift off.
Post by: Neonivek on July 30, 2014, 10:02:04 pm
I... Actually like the spacetrain. It looks good, and it feels like a throwback to some awesome steampunk stories.

The Birds have Space Pyramids but they actually look like space pyramids.

The Space Train... actually looks like a train :P
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on July 30, 2014, 10:16:41 pm
Well yeah it's a train in space. Hence spacetrain. Novakids may usurp Glitch as #2 in my heart depending on how they look/dress.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on July 30, 2014, 10:59:03 pm
Eh spacetrain looks about like I expected, seems okay. The standard horse also seems okay. Shame they had to be prancing douchenozzles about the whole thing; I'd have been fine if both of these came out before horsetits.
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on July 31, 2014, 02:29:16 am
Novakid is my favorite race by far. I'm a sucker for Western stuff, and that ship is /amazing/.

Oh, and the fact that they're starting with guns is a godsend and a half.
Title: Re: Starbound - We have lift off.
Post by: Mattk50 on July 31, 2014, 06:51:41 am
was wondering what you guys were on about with the novakid ship, so searched it and found this: community.playstarbound.com/index.php?attachments/ship-light-3-png.72824/

Then i found the actual one. Man was that dissapointing, that community one is so much better.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on July 31, 2014, 08:36:43 am
This train looks glorious.
Title: Re: Starbound - We have lift off.
Post by: Sergius on July 31, 2014, 01:40:10 pm
I don't really have an opinion either way about the train.

All I can think is: it's no tithorse.



...


Maybe that was the plan all along. :o
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on August 01, 2014, 02:14:58 am
Now I'm thinking of a sandbox game in which you fly around he galaxy in a giant space train, solving mysteries and gathering a motley crew to defeat the evil sci-ficiousness.
Man I love my brain sometimes.
Title: Re: Starbound - We have lift off.
Post by: Mech#4 on August 01, 2014, 02:38:42 am
Now I'm thinking of a sandbox game in which you fly around he galaxy in a giant space train, solving mysteries and gathering a motley crew to defeat the evil sci-ficiousness.
Man I love my brain sometimes.

"Great job crew! Turns out that spooky, mechanical, god-like Reaper was no one else but old Mr Winterbuckle!"

"Argh, and my plans for devouring all life in the galaxy would've succeeded too if it wasn't for you meddlesome kids!".
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on August 01, 2014, 02:45:01 am
"Great job crew! Turns out that spooky, mechanical, god-like Reaper was no one else but old Mr Winterbuckle!"

"Argh, and my plans for devouring all life in the galaxy would've succeeded too if it wasn't for you meddlesome kids!".
Sigged, and put in the OOC quotes thread.
Title: Re: Starbound - We have lift off.
Post by: hops on August 01, 2014, 03:52:47 am

"Great job crew! Turns out that spooky, mechanical, god-like Reaper was no one else but old Mr Winterbuckle!"

"Argh, and my plans for devouring all life in the galaxy would've succeeded too if it wasn't for you meddlesome kids!".
I'm just popping here just to remark on how beautiful that is.
Title: Re: Starbound - We have lift off.
Post by: Graknorke on August 18, 2014, 07:29:11 pm
was wondering what you guys were on about with the novakid ship, so searched it and found this: community.playstarbound.com/index.php?attachments/ship-light-3-png.72824/

Then i found the actual one. Man was that dissapointing, that community one is so much better.
For those of us too lazy to look, what is the actual one?
Title: Re: Starbound - We have lift off.
Post by: n9103 on August 18, 2014, 08:10:40 pm
http://playstarbound.com/july-30-novakid-spaceship/
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on August 18, 2014, 08:28:49 pm
I've never really gotten the nightly to work for me - am I doing something wrong or does it just never work? Should I just be using unstable if I want to play with newer features or is that also as frozen as the real deal?
Title: Re: Starbound - We have lift off.
Post by: somebody on August 18, 2014, 09:02:16 pm
I've never really gotten the nightly to work for me - am I doing something wrong or does it just never work? Should I just be using unstable if I want to play with newer features or is that also as frozen as the real deal?
The nightly isn't a stable build, it's essentially a what our programmers did today showcase, Tiy has stated that it's not meant to be played.

The unstable is the way to go if you want to use new features.
Title: Re: Starbound - We have lift off.
Post by: stabbymcstabstab on August 19, 2014, 04:57:22 pm
you have to delete you config file and your characters to get nightly to run, found that out earlier, great the said something.
Title: Re: Starbound - We have lift off.
Post by: Glloyd on September 14, 2014, 07:35:19 pm
So here's the new list of things that need to be done before 1.0 is released. (http://blog.chucklefish.org/?p=91)

There's a fair bit of stuff that was promised but isn't on there.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on September 14, 2014, 08:16:49 pm
Chucklefish is still actively developing the game, but it seems to be going fairly slowly. You'll probably get something like that eventually, but who knows when.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on September 14, 2014, 08:58:10 pm
But it's a summarized, non-exhaustive list! I'm sure all that other stuff the game was sold on will be there. You know, in spirit.

Blah. Rant, rant, rant. I generalize my hatred.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on September 14, 2014, 09:24:08 pm
But it's a summarized, non-exhaustive list! I'm sure all that other stuff the game was sold on will be there. You know, in spirit.

Blah. Rant, rant, rant. I generalize my hatred.

Uhhh don't forget "The Game could be considered Version 1.0 right now"

As in all those features? Yeah they just amount to extras.

I know I'll get over their incredibly stupid way they handle things eventually but I am still pissed by that statement AND their active trolling of their own players that one time. Until then expect a few "ERRR!"

well that AND this is "Terraria in Space" given that the three armor sets are for Ranged, Melee, and Magic.

But Joke aside... At this point we might have to consider any feature that was promised to be "Potentially in the game" rather then guaranteed.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on September 14, 2014, 11:15:52 pm
At risk of beating the dead horse into unlife, I've kinda had that same suspicion after the first two or three methods they came up with (the road map, the other road map, daily updates, weekly updates) at fan communication happened for at most a month and then were abandoned.

The team cannot accomplish what they promise, and we're supposed to just keep assuming everything will work out because... because.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on September 14, 2014, 11:20:03 pm
I honestly get the impression that Chucklefish would rather NOT be developing Starbound they would rather be developing their many other projects. That they were excited and honestly believed in it but then they kept hitting walls and kind of feel like it is just sapping them creatively.

SURE a lot of the slow development is because they worked on having the game playable and thus they are working on stuff that doesn't enhance gameplay so it is painfully slow.

But I don't know... they just send me too many... hints so to speak.

But no there is no reason we should just assume "everything will work out" at this point because their dialog suggests you shouldn't.

At this point we are playing the "Lets hope Starbound is a good game ANYWAY" game... like it was for Terraria or controversially Minecraft.

At least for the people who aren't "It has blocks, that is all I need" but those people would be happy if they immediately stopped development RIGHT NOW! They don't benefit from the game's fully development anyhow.

And this isn't me trying to hate on the game. I am just being realistic.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on September 15, 2014, 03:35:50 am
And this isn't me trying to hate on the game. I am just being realistic.
As you are with a lot of other games. :p
Title: Re: Starbound - We have lift off.
Post by: Apokaladle on September 15, 2014, 05:18:46 am
Even with the drama and lack of updates and what have you, I'd probably have played it more if there wasn't so much competition in this genre just now. Crafting/survival games are big in general, and since Starbound's early access release, I've gotten Edge of Space, Signs of Life, Darkout, and Windforge combined for less than I paid for Starbound. The first two are definitely less fleshed out than Starbound, Darkout came out the same day as Starbound and has been massively overshadowed ever since, and Windforge is just odd. Still, I've seen them all update more than once in the past however many months. I know there's also at least one more that I don't have, though it's slipping my mind at the moment. With Terraria still in my library as well, I just don't see the reason to start up Starbound at this point.

I also get the feeling that they are tired of having Starbound hanging over their heads. I suppose I can understand that.

I also think I need a better metric that $1/hr. I've played Starbound for 18 hours, but I don't really feel satisfied with that time. I don't plan on asking for a refund, I just feel like a lot of that time was kind of empty grinding punctuated with finding cool things. My fondest Starbound memory is realizing they actually had a sensible way of placing background objects.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on September 15, 2014, 07:12:11 am
-snip-
Given that they've started work on another game too, it's feeling like this.

I'm sorely tempted to use my one-time refund on this if it's still pretty bad at release.

I'm interested in learning more about this one-time refund honestly since I'm in the same boat.  There have been more than a few games that have gone on sale I'd rather have at this point(like Kingdoms of Amalur this past weekend).
Title: Re: Starbound - We have lift off.
Post by: Tiruin on September 15, 2014, 07:38:23 am
I honestly get the impression that Chucklefish would rather NOT be developing Starbound they would rather be developing their many other projects. That they were excited and honestly believed in it but then they kept hitting walls and kind of feel like it is just sapping them creatively.

SURE a lot of the slow development is because they worked on having the game playable and thus they are working on stuff that doesn't enhance gameplay so it is painfully slow.

But I don't know... they just send me too many... hints so to speak.

But no there is no reason we should just assume "everything will work out" at this point because their dialog suggests you shouldn't.

At this point we are playing the "Lets hope Starbound is a good game ANYWAY" game... like it was for Terraria or controversially Minecraft.

At least for the people who aren't "It has blocks, that is all I need" but those people would be happy if they immediately stopped development RIGHT NOW! They don't benefit from the game's fully development anyhow.

And this isn't me trying to hate on the game. I am just being realistic.
With feedback like this [which is pretty constructive o-o], don't they have the same voices operating on the forums they browse pretty much?

The team cannot accomplish what they promise, and we're supposed to just keep assuming everything will work out because... because.
In all honesty though, that assumption is always for the best as we infer the team will always be working forward and progressing on what they made--that assumption originates from the idea stated here, as well as the unspoken notion of a developer's rule to 'try and learn from mistakes to build the best out of it.'
...Which comes along with feedback. :P

I wonder how they're going though.
Title: Re: Starbound - We have lift off.
Post by: Oneir on September 15, 2014, 08:28:00 am
well that AND this is "Terraria in Space" given that the three armor sets are for Ranged, Melee, and Magic.

While I guess I can't say they aren't just copying Terraria, it's not like Terraria was the first one to use that set-up? Like, I'm still super unimpressed with Starbound's balance and pacing right now. I'll give the update a chance, see if they rebalanced things well, and then decide how much I should resent their game design chops.
Title: Re: Starbound - We have lift off.
Post by: Glloyd on September 15, 2014, 08:29:07 am
-snip-
Given that they've started work on another game too, it's feeling like this.

I'm sorely tempted to use my one-time refund on this if it's still pretty bad at release.

What's this about a one-time refund?
Title: Re: Starbound - We have lift off.
Post by: Darkmere on September 15, 2014, 09:19:41 am
With feedback like this [which is pretty constructive o-o], don't they have the same voices operating on the forums they browse pretty much?

The team cannot accomplish what they promise, and we're supposed to just keep assuming everything will work out because... because.
In all honesty though, that assumption is always for the best as we infer the team will always be working forward and progressing on what they made--that assumption originates from the idea stated here, as well as the unspoken notion of a developer's rule to 'try and learn from mistakes to build the best out of it.'
...Which comes along with feedback. :P

I wonder how they're going though.

Yeah, go take a look at what's left of their forums. They've banned everyone who poses constructive dissent everywhere they have mod abilities. What's left is an entire community who will love them no matter what, eliminating the need for actual feedback. I guess steps like that are necessary when your staff actively trolls its userbase.

Basically I'd love to believe they're learning and growing as a company... but they haven't improved one single scrap of their business practices since debut, so I don't think they'll suddenly start now.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on September 15, 2014, 11:11:36 am
well that AND this is "Terraria in Space" given that the three armor sets are for Ranged, Melee, and Magic.

While I guess I can't say they aren't just copying Terraria, it's not like Terraria was the first one to use that set-up? Like, I'm still super unimpressed with Starbound's balance and pacing right now. I'll give the update a chance, see if they rebalanced things well, and then decide how much I should resent their game design chops.

Can you name another game that did that set up?
Title: Re: Starbound - We have lift off.
Post by: Glloyd on September 15, 2014, 03:36:57 pm
-snip-
Given that they've started work on another game too, it's feeling like this.

I'm sorely tempted to use my one-time refund on this if it's still pretty bad at release.

What's this about a one-time refund?
Steam. They pretty much give each account one refund without any hassle. Any more than that and they start making it hard (oftentimes they have to, though, because of laws. Depends on where you live).

Although, whether or not that'll be possible given how when I ordered it I did so off the Starbound website instead of Steam...

Yeah, I ordered it off their site too, but a refund would really be awesome right now. I haven't touched it since the day after it came out.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on September 15, 2014, 03:39:14 pm
I won't lie if the starbound team offered refunds... I'd jump on it
Title: Re: Starbound - We have lift off.
Post by: Darkmere on September 15, 2014, 05:04:06 pm
Rule of Acquisition #1: Once you have their money, you never give it back.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on September 15, 2014, 05:09:13 pm
That's blasphemy! You'll never get into the Divine Treasury doing something so filthy as giving REFUNDS!
Title: Re: Starbound - We have lift off.
Post by: Oneir on September 15, 2014, 07:17:52 pm
well that AND this is "Terraria in Space" given that the three armor sets are for Ranged, Melee, and Magic.

While I guess I can't say they aren't just copying Terraria, it's not like Terraria was the first one to use that set-up? Like, I'm still super unimpressed with Starbound's balance and pacing right now. I'll give the update a chance, see if they rebalanced things well, and then decide how much I should resent their game design chops.

Can you name another game that did that set up?

Their implementations are a lot alike, with the class = armor thing. And I can't think of another game doing that exact mechanic. But I was thinking in terms of the three classes being melee, magic, and ranged (http://tvtropes.org/pmwiki/pmwiki.php/Main/FighterMageThief), which has basically been classic since first edition D&D.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on September 15, 2014, 07:19:51 pm
The Thief wasn't the ranged fighter...
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on September 15, 2014, 07:37:46 pm
At least they've given us a framework that modders can do many things with. Haven't played unmodded in a long while now.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on September 28, 2014, 11:51:46 am
Quote
What’s this? Well, I’m not telling you.

Actually starbound producers that feature has been in the game... for a while now. It is just that this is the first time it has been allowed above ground.

Unfortunately the last time I saw doll houses there was nothing I really could do with them except break them for pixels.

At least they've given us a framework that modders can do many things with. Haven't played unmodded in a long while now.

True, I never give the developers credit for that mind you.

---

I am kind of hoping they would make the starter guns for the Novakids a bit more... not modern. I know they want to give them a gimmick of guns from the get go and that is fine.

But change their appearance so they are like bamboo guns or crude early weaponry.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 09, 2014, 01:04:47 pm
Sooo, I haven't played this in approximately forever. Decided after playing a bit that it was best to shelf it for a while. Now that the game's been on early access a year (according to their blog) how's it looking? Have the started to flesh out the tiered system better? Is it worth installing again? Or should I wait until they hit 1.0? I know their PR hasn't be superb at times, have they stopped saying stupid things? (Last I remember was the strange Glitch AI situation, with the horseboobs).
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 09, 2014, 01:14:24 pm
They haven't done a stable update since... well, probably since you last played. So the game is exactly the same. You could try the unstable builds, but I'd recommend waiting until they release a new stable one. They keep promising it will be "soon." They also keep saying that they're more productive now that they're all in one office. And they are posting news updates far less frequently, and most of their updates include something along the lines of "oh, I forgot about writing news updates for a while, sorry." So... take from that what you will.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on December 09, 2014, 01:15:38 pm
They've still got nightly builds adding a little here and there, and a couple new features, but they haven't released an official "stable" one in forever, and the most recent one doesn't have the things the "unstable" builds do. I'd recommend playing with mods, which have been steadily growing in the meantime.
Title: Re: Starbound - We have lift off.
Post by: bQt31 on December 09, 2014, 02:01:05 pm
wow I remember waiting anxiously for the game for like 2 years.. and I still managed to completely forget it even existed a week or so after buying it on day 1 :(
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 09, 2014, 02:13:37 pm
That's ok. I forget that this game even exists all the time.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 09, 2014, 02:19:24 pm
Sounds like I'll be filling this back under "check out later". Still liking the idea of it's future form, still waiting to see that realized.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 09, 2014, 03:03:20 pm
I played with "more beta than beta" like yesterday.  Nothing new at lower tiers, and shields still say "needs a description".  Monsters are buggy and de-sync even for single player, as if I were on a server with lag.

Nightly build just won't even open for me.
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 09, 2014, 03:05:34 pm
Stardew Valley is going to release before Starbound is playable and interesting.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 09, 2014, 05:01:41 pm
Last a checked about a month ago they were actually tearing apart and rebuilding the game engine. There's nothing new, and another developer or two left. Same story, they promise someday something will happen and it hasn't.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 09, 2014, 05:05:02 pm
There are a few developments that are interesting in the sense that the reflect the game's new path.

For example hunger no longer exists.

Food exists only for buffs.

So the game has less of the Survival Exploration aspect now and to the future.
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on December 09, 2014, 05:05:58 pm
I wish I could unfollow this goddamn thread. :/ Mostly because I love the game and I don't want to hear the complaining.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 09, 2014, 05:07:11 pm
Last a checked about a month ago they were actually tearing apart and rebuilding the game engine. There's nothing new, and another developer or two left. Same story, they promise someday something will happen and it hasn't.
I think it's interesting that that's what Terraria did.  Released game, "We're gonna make it interesting later!"  Then updated it with honestly more of the same stuff, just more of it, and then left.  Starbound is doing pretty much the same thing, except Starbound even started out with broken tiers...  They've also pushed out ANOTHER game that I can't even think of the name, but has "official terraria content" and as soon as I saw that I was like "Oh wait, let's not."
Title: Re: Starbound - We have lift off.
Post by: Tarran on December 09, 2014, 05:16:00 pm
I wish I could unfollow this goddamn thread. :/ Mostly because I love the game and I don't want to hear the complaining.
You can chose to not open up a thread at all you know.

I don't, for example, read the Happy and Sad threads whenever they update, despite having posted on them, and despite having wished for the ability to unfollow. You just... don't click.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 09, 2014, 05:18:19 pm
You can also mark the thread as read.

But honestly the complaints on this page is pretty much "Its a year later but you won't notice much" which as far as complaints are concerned are hardly scathing.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on December 09, 2014, 05:22:23 pm
Apparently talking about the lack of development isn't a topic worthy of discussion. I think that's why this topic is dead. Since there's nothing to talk about concerning Starbound aside from the not-development and mods.
Title: Re: Starbound - We have lift off.
Post by: dwarf_reform on December 09, 2014, 11:15:04 pm
I'm another one that sat this on the far, far back burner of my 22-burner stove, and recently decided to come back and see if there's any more flesh on its less-than-Terraria skeleton :> So here's this: community.playstarbound.com/index.php?threads/nightly-builds-not-launching-check-here-first.81537/ since I also couldn't launch a nightly to save my life.. And let me dig for the other link.. http://starbounder.org/Version_History/Nightly for a somewhat complete list of things added to the nightly build..

Its improved quite a bit in the last year, which is good. I've got some pretty decent faith that this game will at least equal Terraria someday (I've got 800+ hours logged on Steam Terraria, not even counting my PS3 and offline play..). I'm going to sink in after the next big 'stable' update, I think, and just pretend its a "complete" game :> I play Terraria solely for the building/item hoarding/ RNG-fist-fights and the sheer volume of items (including the semi-near-future free 1.3 update..

It took Terraria a while to get to a level I'd describe as "great", so I'm more than willing to give Starbound some time before judging it too harshly.. As a finished product I imagine I could sink 500-1000 hours in, single-player (all my Terraria time is also single-play)..

EDIT: Not sure why that first link isn't showing up clickable.. Googling it should work, anyway :D
Title: Re: Starbound - We have lift off.
Post by: evilnancyreagan on December 10, 2014, 12:17:59 am
Yeah, the nightlys are real juicy, been sinking my teeth into them exclusively for the past several weeks. Contrary to popular belief, those mooks over at chucklefish are hard at work that or, they are invoking some powerful dark majicks to conjure all this delicious content into existence. I believe them when they say they'll have the next 'stable' release out this year but, if it isn't, oh well. Welcome to in-development games, at least I still have my nightlys :)

dwarf_reform, I think this is the thread you need:
http://community.playstarbound.com/index.php?threads/nightly-builds-not-launching-check-here-first.81537/
follow those steps and it will solve 94.8675309% of your problems launching nightlys!
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 11, 2014, 01:19:59 am
So I can't seem to run the game anymore.  After attempting to update to "nightlies" I now "cannot locate executable" no matter how I try to go about reinstalling the game...
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 11, 2014, 01:56:14 am
Probably to do with this. (http://playstarbound.com/dec-9-nightly-launcher-is-broken-2/)
Title: Re: Starbound - We have lift off.
Post by: dennislp3 on December 11, 2014, 12:35:17 pm
I have not been keeping up with this...and I have not played it in a very long time. Any way to see a list of changes from a few months back til now?
Title: Re: Starbound - We have lift off.
Post by: timferius on December 11, 2014, 12:44:17 pm
I have not been keeping up with this...and I have not played it in a very long time. Any way to see a list of changes from a few months back til now?
I'm another one that sat this on the far, far back burner of my 22-burner stove, and recently decided to come back and see if there's any more flesh on its less-than-Terraria skeleton :> So here's this: community.playstarbound.com/index.php?threads/nightly-builds-not-launching-check-here-first.81537/ since I also couldn't launch a nightly to save my life.. And let me dig for the other link.. http://starbounder.org/Version_History/Nightly for a somewhat complete list of things added to the nightly build..


EDIT: Not sure why that first link isn't showing up clickable.. Googling it should work, anyway :D
Title: Re: Starbound - We have lift off.
Post by: dennislp3 on December 11, 2014, 01:05:19 pm
Oh...thank you :D I should have read back a few pages lol
Title: Re: Starbound - We have lift off.
Post by: IronTomato on December 11, 2014, 01:25:31 pm
Why does it seem like so many people hate this game? I was thinking about buying it, because I love games like this, I've seen videos of it, but people also always seem to be hating on it and I'm not sure why.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 11, 2014, 01:30:26 pm
It's more hating on how the developers have handled PR etc. Plus the lack of stable release in the last like, 6 months? The game was comming along nicely last I played, though I'd wait for the next stable at least before picking it up, see how people react.
Title: Re: Starbound - We have lift off.
Post by: Sartain on December 11, 2014, 01:53:40 pm
Is it really only 6 months since that last major update? Feels more like a year to me...
Title: Re: Starbound - We have lift off.
Post by: nenjin on December 11, 2014, 02:05:55 pm
They copped a major attitude with their fans. I suppose when you're flush with cash and didn't have to claw your way to success, it's easier to just give people the bird if they don't like what you're saying.
Title: Re: Starbound - We have lift off.
Post by: Farce on December 11, 2014, 02:15:03 pm
A lot of it is disingenuous-seeming PR and hype-backlash.  Initially I think it was because they missed the release date they gave for the backer alpha/beta/whatever launch by like, 9 months or something, and delivered a very incomplete product compared to what was advertised.

Personally, I don't like their direction of development and their aesthetic.  Like, the initial Starbound playable release was EXTREMELY bare-bones and very much like Terrereraarara in content; it seemed like most of the work had gone into a random-generation dealy that made monsters look different, but they still all play relatively the same.  Very little of that work paid for the player.  Development has continued to be really slow, and the Starbound team keep doing things I don't like, like the linear tiers of materials (and gear-crafting mostly requiring you to combine the previous tier of gear with new materials, rather than just letting you make the thing out of the new ore itself).

On the aesthetic side... man, it just feels like they're really wasting their opportunities with their scifi setting.  You start with like an old sword or something, not a gun or a knife or a fireaxe or a crowbar - it's the future, why do you have a sword?  I get that a lot of fiction has space marines using close combat weapons to minimize collateral damage and as an adaptation for ship corridor combat, but that's never mentioned.  Furthermore, there is a massive variety of melee weapons, but not very many guns, all of which come in later tiers (and as far as I know are not available before killing your first boss, which is a penguin-spaceship.  Which you fight with no guns.  As in, you shoot arrows at it until it falls out of the sky?).  You quickly pass up your fancy scifi 'matter manipulator' for a buncha primitively-crafted pickaxes, which are vastly superior to your spacetech shit.  Why not just craft upgrades to the matter manipulator?  Power capacitors, material structure data, projectors, fuckin' whatever, just make it seem spacey.  Last that I played, there isn't really any gear that you can equip beyond some armor... no room for air filters, jetpacks, air or fuel tanks, shield generators.  Every planet has nice, breathable air and a mostly non-hostile environment - no atmosphereless planets, low-magnetosphere-protection planets, no sun-blasted planets, no poison-atmosphere planets, none of that shit.  Mechs and vehicles are a weird kinda power or something, I guess?  There's even a fucking magic staff.  Ostensibly it's a tesla rod or something.  But aesthetically, it just reminds me that Starbound is Ttererararrrara except pretending to be in space.

And like, I know it's just a game?  But the atmosphere is just fucking inconsistent and weird.  Like I said, the first boss is a spaceship piloted by a contingent of penguins.  There's a literal shit biome, where you're tunneling through excrement.  What is this I don't even.

It's just... alright, there's this fuckin' scifi porn game, right?  In this game, you go down to the center of a planet, and you end up having no gravity, because you're in the middle of the planet so all the planet's mass is gravity-ing you from all around equally, instead of just from underneath.  That was some cool-ass scifi-feeling shit.  From a porn game.  I got that 'scifi' kinda feeling more from that dumb porn game than I ever got from Starbound.
Title: Re: Starbound - We have lift off.
Post by: Sartain on December 11, 2014, 02:25:44 pm
It's just... alright, there's this fuckin' scifi porn game, right?  In this game, you go down to the center of a planet, and you end up having no gravity, because you're in the middle of the planet so all the planet's mass is gravity-ing you from all around equally, instead of just from underneath.  That was some cool-ass scifi-feeling shit.  From a porn game.  I got that 'scifi' kinda feeling more from that dumb porn game than I ever got from Starbound.

Totally for research purposes, which game is this?  8)
Title: Re: Starbound - We have lift off.
Post by: n9103 on December 11, 2014, 02:30:08 pm
Oh Bay12... I thought higher of thee.
I surely thought we'd have gotten 2 posts in before the follow-up porn request.
Title: Re: Starbound - We have lift off.
Post by: Sergarr on December 11, 2014, 02:31:19 pm
I can dig that dev-quote that said that the game could be published as a 1.0 version... about a year ago.

Yeah.

This game is a train-wreck.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 11, 2014, 02:47:20 pm
I can dig that dev-quote that said that the game could be published as a 1.0 version... about a year ago.

Yeah.

This game is a train-wreck.
At this point they need to start pushing for the stable release cause they really added a ton of features into the game like Dungeon Shields and Novakids.

The content is nearly double now than the initial launch.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on December 11, 2014, 02:50:02 pm
Wait, the nightlies have Novakids?
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 11, 2014, 02:50:35 pm
And I can no longer launch the game, it claims to be missing bits...  well done :/
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 11, 2014, 02:52:21 pm
Wait, the nightlies have Novakids?
Yes, Novakids have been added to the game with I think 4-5 tiers of their sets.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 11, 2014, 02:52:38 pm
Is it really only 6 months since that last major update? Feels more like a year to me...
I just sorta guessed at that figure. I know they just celebrated a year since Early Access release.
Title: Re: Starbound - We have lift off.
Post by: evilnancyreagan on December 11, 2014, 03:48:03 pm
And I can no longer launch the game, it claims to be missing bits...  well done :/

http://playstarbound.com/dec-9-nightly-launcher-is-broken-2/

TL;DR Yup, it's borked for the moment, bypass the launcher (and Steam) and open the game's executable directly from the install directory. Either starbound.exe or starbound_opengl.exe (what ever flavor you prefer)
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 11, 2014, 06:13:50 pm
I can dig that dev-quote that said that the game could be published as a 1.0 version... about a year ago.

Yeah.

This game is a train-wreck.
It's a train wreck for missing it's release date?

I'm disappointed in the lack of stable updates (mainly given the fact that they're using early access), but I really don't understand how everyone despises Starbound now. It's making steady progress with daily blog posts that actually have some content in them, they're nearing 1.0/stable release, and people are still hating on it for their "lack of updates" and a supposed PR fiasco a while ago.
Title: Re: Starbound - We have lift off.
Post by: dennislp3 on December 11, 2014, 06:17:13 pm
People just like to find ways to complain...I was never really part of their forums as I saw no need...and I don't play this non stop obsessively...so I am completely happy with them lol
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2014, 06:17:57 pm
I can dig that dev-quote that said that the game could be published as a 1.0 version... about a year ago.

Yeah.

This game is a train-wreck.
It's a train wreck for missing it's release date?

I'm disappointed in the lack of stable updates (mainly given the fact that they're using early access), but I really don't understand how everyone despises Starbound now. It's making steady progress with daily blog posts that actually have some content in them, they're nearing 1.0/stable release, and people are still hating on it for their "lack of updates" and a supposed PR fiasco a while ago.

Strawman detected. Bias detected.

That said, I don't know why I'm particularly surprised that an overhyped re-do of an overhyped game that languished in post-release development hell full of bad decisions had similar problems except worse. At least Terraria had a stable full release before they started piling on unbalanced grindy crap to make it feel longer.

Nobody is saying Starbound wasn't fun. The issue is that the devs promised, didn't deliver, and then treated the community like shit for daring to question them. The shitstorm would have been so much smaller if they'd just kept working on the damn game.
Title: Re: Starbound - We have lift off.
Post by: Oneir on December 11, 2014, 06:32:09 pm
Nobody is saying Starbound wasn't fun. The issue is that the devs promised, didn't deliver, and then treated the community like shit for daring to question them. The shitstorm would have been so much smaller if they'd just kept working on the damn game.

I personally don't enjoy what they've put out all that much, honestly. I'm interested to see if the rebalancing stuff they mentioned recently will fix it, but my biggest issues have always been with the slog of early progress. Difficulty varies a lot between trivial and impossible. Resources are a pain. There just isn't all that much to do. Even base-building is annoying since you had to manually gather everything in the wild instead of 3D printing it.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 11, 2014, 06:34:06 pm
Stuff

Strawman detected. Bias detected.

That said, I don't know why I'm particularly surprised that an overhyped re-do of an overhyped game that languished in post-release development hell full of bad decisions had similar problems except worse. At least Terraria had a stable full release before they started piling on unbalanced grindy crap to make it feel longer.

Nobody is saying Starbound wasn't fun. The issue is that the devs promised, didn't deliver, and then treated the community like shit for daring to question them. The shitstorm would have been so much smaller if they'd just kept working on the damn game.

That's pretty idiotic. The developers are still making a game. That's like looking at something someone's in the middle of cooking, then complaining that it doesn't taste like how the person said it would taste like when done.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2014, 06:49:55 pm
Stuff

Strawman detected. Bias detected.

That said, I don't know why I'm particularly surprised that an overhyped re-do of an overhyped game that languished in post-release development hell full of bad decisions had similar problems except worse. At least Terraria had a stable full release before they started piling on unbalanced grindy crap to make it feel longer.

Nobody is saying Starbound wasn't fun. The issue is that the devs promised, didn't deliver, and then treated the community like shit for daring to question them. The shitstorm would have been so much smaller if they'd just kept working on the damn game.

That's pretty idiotic. The developers are still making a game. That's like looking at something someone's in the middle of cooking, then complaining that it doesn't taste like how the person said it would taste like when done.

Again, notice the 3/4s of my post you ignored. It wouldn't have been an issue for me if they'd just taken a long time to get out of beta, and I think a lot of other people would have felt the same. The issue is that, when people questioned them about things, they banned people, were rude and flippant, &c. I'm not saying that the people they were intentionally trying to antagonize were in the right, but it was a really fucking unprofessional response. It's not just that they were not making noticeable progress, but that they apparently had the time to troll their fanbase instead.
Title: Re: Starbound - We have lift off.
Post by: Rolan7 on December 11, 2014, 07:09:15 pm
They made a post saying that the game was 1.0 ready, basically reneging on a lot of features promised during the Kickstarter and most of the development process.  They more or less claimed the game was done, without finishing it as they'd promised.

Not that I have a dog in this fight...  I posted to show interest, months before the game even came out, but never bought it because it didn't seem especially different from Terroraria.  And I don't even play Terararaia anymore.
Title: Re: Starbound - We have lift off.
Post by: Farce on December 11, 2014, 07:13:53 pm
Nobody is saying Starbound wasn't fun.
U-uh, I would say that, actually.  Digging is tediously long, crafting is annoying, combat's kinda derpy, there's no sense building because you leave world lickity-split and your house isn't attacked like it is in Tereearaara.  I've not got very far, so I can't speak too in-depth on boss critiques, but I know I loathed the penguinship fight.  Iunno if it's different now, but shooting an aerial boss with the absolute worst bow in the game while it spawns assholes to gang up and help it shit on you was not a good time.

The best part of the game is instruments, and, c'mon.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 11, 2014, 07:18:14 pm
The 1.0 release post was taken waaay too out of context. They said it was closer than they initially thought but they are nowhere near still to that release. I highly, highly doubt this game will we be dumped like Spacebase. Considering how active nightly is being updated and the continuous dev blogs pushed out. Now, as I said the game has nearly doubled since initial. Its long overdue for a stable release but they are still trying to finish large parts of the environment chunks making the worlds very unique from each other.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 11, 2014, 07:21:14 pm
The 1.0 release post was taken waaay too out of context. They said it was closer than they initially thought but they are nowhere near still to that release. I highly, highly doubt this game will we be dumped like Spacebase. Considering how active nightly is being updated and the continuous dev blogs pushed out. Now, as I said the game has nearly doubled since initial. Its long overdue for a stable release but they are still trying to finish large parts of the environment chunks making the worlds very unique from each other.

It's going to hit like a DF update I bet. All at once and with hundred of bugs with twelve bugfixing updates in quick succession.

E: And it seems like the nightly's missing a bunch of .dll files. Wonderful.

EE: Steam validation found 228 unvalidated files. Oh my.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 11, 2014, 07:27:26 pm
The 1.0 release post was taken waaay too out of context. They said it was closer than they initially thought but they are nowhere near still to that release. I highly, highly doubt this game will we be dumped like Spacebase. Considering how active nightly is being updated and the continuous dev blogs pushed out. Now, as I said the game has nearly doubled since initial. Its long overdue for a stable release but they are still trying to finish large parts of the environment chunks making the worlds very unique from each other.

It's going to hit like a DF update I bet. All at once and with hundred of bugs with twelve bugfixing updates in quick succession.
Its essentially upto that point. As far as I remember the quest system has been in place with the needed mod parts and the creature gen has been isolated to certain worlds now.
Title: Re: Starbound - We have lift off.
Post by: ThtblovesDF on December 11, 2014, 07:38:32 pm
I played to the endgame a half year or so ago and then played again recently, but it gave me no motivation or new content that would make me play again.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 11, 2014, 07:42:58 pm
Actually, no, I'm not going to get sucked into this argument again. I don't much care about the game or anyone fighting over it, so I'll just keep waiting to see if it ever gets a meaningful and stable update.
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 11, 2014, 08:01:59 pm
I can dig that dev-quote that said that the game could be published as a 1.0 version... about a year ago.

Yeah.

This game is a train-wreck.
It's a train wreck for missing it's release date?

I'm disappointed in the lack of stable updates (mainly given the fact that they're using early access), but I really don't understand how everyone despises Starbound now. It's making steady progress with daily blog posts that actually have some content in them, they're nearing 1.0/stable release, and people are still hating on it for their "lack of updates" and a supposed PR fiasco a while ago.

Uh, no. A year ago, in a clearly alpha unfinished state, the developer said "hey, it's playable right now, heck I could even release it as-is and call it 1.0!"
Title: Re: Starbound - We have lift off.
Post by: HailFire on December 11, 2014, 08:40:15 pm
To clarify a couple things:

-The last stable update was in April
-Tiy's infamous '1.0' speech was in late July

A couple other things that pissed people off:

-Around April, Bartwe, then 1/3rd of the entire coding team, discreetly quits; Chucklefish elects not to tell anyone, and nobody finds out until sometime around June, when disgruntled anons from /vp/ start doing some digging trying to find out why development seems to have slowed to a crawl, despite the promise of updates coming 'thick and fast'

-Sometime prior to the 1.0 speech, Chucklefish shows off the planned AI for the Glitch ship-- essentially a horse with comically large tits-- to a huge public outcry. Their response to the incipient shitstorm is to go full damage control and ban all dissent, until eventually they come up with an alternate proposal (a robot wizard), and pit horsetits against it in a poll; when the former wins by a landslide, they essentially say "AYYY it was a joke all along! Wasn't that funny?", proceed to not unban anyone they banned, and then re-use the horse (sans tits) for the Novakid AI anyway.


I'l admit that I am impressed with the progress they've made in the past couple months, I'm looking forward to actually trying out the update, and I prefer to assume incompetence over malice despite their consistently flippant attitude towards their players (I have the game too!), but all this is only after they were finally forced to actually draft a design document after they had to tear out and rewrite half the game engine.  :-\
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 11, 2014, 10:16:02 pm
they were finally forced to actually draft a design document after they had to tear out and rewrite half the game engine.  :-\

Don't worry, give it two weeks and they'll abandon it like every other plan related to the game since the initial announcement. And people will still defend them.

My opinion is a simpler version of what's been said already. They've always been uncoordinated and unprofessional, with nothing to show from it, and then immediately attack the playerbase for calling them out on it. If any single one of those were untrue, I wouldn't be nearly as disgusted with them as I am.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 11, 2014, 10:31:59 pm
Uh, no. A year ago, in a clearly alpha unfinished state, the developer said "hey, it's playable right now, heck I could even release it as-is and call it 1.0!"
Except they didn't.

But I worded my previous argument/stance horribly, so let me rephrase it;
Admittedly, the PR has been horrible, but I personally don't think making one of the worst "jokes" of all times warrants the disgust and hatred Starbound has been getting as a whole. After all, in the end, they listened to the community. As for the other PR stuff, I personally think it doesn't matter that much, but even if you think it does, it shouldn't warrant outright hatred and disgust towards Starbound.
To sum what I think up, again, I don't think they deserve any hate at all for the game development, and I personally don't think their PR shows any malice, but even if you think they do, attacking the game so blatantly isn't really deserved.

That's my final post regarding this, since this thread is unnaturally hostile. Instead, I'll just wonder why I seem to have the opposite opinion of the majority of the internet/bay12/whatever on almost every "issue" like this.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on December 11, 2014, 10:42:02 pm
I really, really don't want to see that "anyone who hasn't uninstalled this game and denounced chucklefish yet is a fool" crap again. Let's just keep the discussion to the game, eh?
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 11, 2014, 10:52:07 pm
I really, really don't want to see that "anyone who hasn't uninstalled this game and denounced chucklefish yet is a fool" crap again. Let's just keep the discussion to the game, eh?

Heh, we are getting (or have gotten to) the point where people are willfully ignoring what the other side of the argument is saying. It's all downhill from here.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on December 11, 2014, 10:54:30 pm
I really, really don't want to see that "anyone who hasn't uninstalled this game and denounced chucklefish yet is a fool" crap again. Let's just keep the discussion to the game, eh?

Heh, we are getting (or have gotten to) the point where people are willfully ignoring what the other side of the argument is saying. It's all downhill from here.
No one's saying that right now. But it actually got that bad at one point, and spilled over into here a bit.
Title: Re: Starbound - We have lift off.
Post by: Tellemurius on December 11, 2014, 11:08:02 pm
I really, really don't want to see that "anyone who hasn't uninstalled this game and denounced chucklefish yet is a fool" crap again. Let's just keep the discussion to the game, eh?

Heh, we are getting (or have gotten to) the point where people are willfully ignoring what the other side of the argument is saying. It's all downhill from here.
That's an instigating comment thank you. Its still already obvious the current state of the game is, this thread can only exist as long as the dev blogs keep coming in. Showing up and ramblin about the same shit of how much "the devs are asshats" and "the game is garbage for shit" that happened months ago. Its the exact crap of whenever someone mentions a early access game in the Sales Thread and I see 20 replies of "OH FUCK THAT, EARLY ACCESS, INSTANT POO, NEVER BUY".

The game itself is still not abandoned, and until it is, the subject will be valid until we get a Double Fine Fuckup.
Title: Re: Starbound - We have lift off.
Post by: dwarf_reform on December 11, 2014, 11:14:52 pm
Ehm.. I guess if I had to credit them with a flaw it'd be agreeing to early access for a sprawling and essentially random game.. It'll take time to make places in the universe feel unique, and more time still to safely implement any future features..

I'm kind of in a toss-up on the whole "PR" bit.. The "gaming scene" was perfectly fine back in 1988, when I just bought the game at Wal-Mart.. No reviews, no returns, and no internet-all-seeing-eye so I could go get overly involved in a process I provide no physical benefit to.. I never knew the dev team that made Maniac Mansion for NES, but even if it were headed by Jeffery Dahmer it wouldn't change my opinion on the finished product at all (nor would it improve what I think of Jeffery Dahmer, for that matter..)

.. I've had to state a couple times now (around the internets) about how just because a person can grasp the necessary knowledge to cobble together a video game doesn't make them noble and respectful ambassadors of good will (nor does it guarantee they were born with manners or common sense, much less commercial manners and common sense ;) ...)

They've addressed some issues, though: some balance (which can't really be done til all the content is present), the "starting with swords and pickaxes in space!" thing, a "home" setting for marking a planet as your base (and a teleport to it), new features and a set of upgrades for the matter manipulator (plus it got its own separate hotbar slot so it takes up no space now.. The early access has helped smash some bugs, allow the community to provide input, and streamline some stuff (hey, some modders even got their creations added to the main game..).. Its not all bad! And I'm pretty sure it'll end up pretty great by the "end".. But still..

We see too much! ;) Anyway, as I stated in a previous post I am one of those people that's trying to ignore that its early access so that my first major play experience with Starbound will be a fully realized and balanced one, instead of the very early, very incomplete, and very directionless original release (it'll be Q4 2016, if they take their time and make a quality product that offers all that Teureruriua does, and then some.. Toorooria has had a lot of dev time sunk into it..)
Title: Re: Starbound - We have lift off.
Post by: Levi on December 11, 2014, 11:17:04 pm
I spent like 20 dollars or something and got 96 hours of gameplay in.  I think its great, and I think when its done it'll be even better.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 12, 2014, 01:08:14 am
I spent like 20 dollars or something and got 96 hours of gameplay in.  I think its great, and I think when its done it'll be even better.

Ehh that will always be the justification for these kind of games. You will always get 100 hours out of a game like Terraria.

What did this do that something like Minecraft or Terraria didn't?

It is kind of where I turn to Suikeoden 2 versus Disgaea. I played Disgaea probably 5 times longer then I did Suikeoden 2, but when I look at which one I more fondly spent my time it always defaults back to Suikeoden which I consider the better game overall.

It is why time alone is not a good measure of quality or worth unless that is the only measure. Or rather videogames are not batteries.

---

In the end Starbound needs to stand up on its own in the features it offers and the gameplay it provides rather then how much it can stretch out the gameplay.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 12, 2014, 01:20:55 am
Suikoden.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on December 12, 2014, 01:41:54 am
It does the building aspect better than Terraria, I'd say. So, so many things to place and decorate with! Once I start raking in the pixels, my adventuring is mostly to acquire furniture and interesting blocks.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 12, 2014, 01:47:21 am
It does the building aspect better than Terraria, I'd say. So, so many things to place and decorate with! Once I start raking in the pixels, my adventuring is mostly to acquire furniture and interesting blocks.

Indeed when it comes to just sheer number of environments and objects Starbound has by far the most.
Title: Re: Starbound - We have lift off.
Post by: Dorsidwarf on December 12, 2014, 02:30:12 am
I spend hours on every world, mining it dry from either a giant fortress made of stone, or a quirky wooden multilevel farm with hanging side-turrets.

I build actual mining pitheads, camp out in a hillside shelter with a little camp whenever it rains, and go on long, perilous journeys on MP to just follow people around playing rock music for them while they fight planetary bosses.

I love this game, and I can't wait for expanded ships so I can turn mine into a manor house, replete with library and drawring room

Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 12, 2014, 08:29:31 am
There is actually a mod for customisable ships, though it's mostly just making the ship area one big empty box and allowing you to destroy your starting ship, but it's still cool.

There's also a massive music mod, as well as a Bee mod and a few other things.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on December 12, 2014, 10:55:43 am
honestly at this point I'm done being miffed/angry/frustrated/what-have-you at Chucklefish for this purchased and am resigned that it'll always be in my library, and hopefully when CF finally does their half-assed 1.0 release the mod community will turn it into the game I thought I was purchasing.

I won't ever purchase another CF or CF published game again though.  I understand games like Risk of Rain aren't made by CF, and they could publish the greatest game since Chrono Trigger, but I cannot find it in me to justify monetarily supporting the actions and character displayed by their team when dealing with their customers.
Title: Re: Starbound - We have lift off.
Post by: Farce on December 12, 2014, 10:59:43 am
The buildaship mod is really good.  I don't really understand why they're continuing with the premade ships when building your own ship is like, the perfect answer to the lack permanence being able to move worlds brings.

Also I fucking loved the horse AI.  I forget where I saw the analysis, but someone looked at it and was like "yeah, in feudal society horses were transport and ships were always 'female'."  I was planning to mod that back, but if it's officially the Novakid AI now that's kinda uh.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 12, 2014, 11:29:04 am
I am actually pretty happy that people are starting to talk about what is so good about Starbound in measurements other then Time.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 12, 2014, 12:17:45 pm
Aw man... Reading all this is bringing back happy memories of the 118 hours I spent on Starbound before I decided to wait for the next stable release. I'm kind of frustrated with the company's unprofessional attitude and general failure as far as customer relations is concerned, but I can't deny that I already got my money's worth of entertainment from the game, even if I was always hoping for more. I'm annoyed that it feels like they're just playing with the game in a totally directionless way, but it does look like they've done a lot to the game since the last stable release, and I'm sure once they finally give us a new release, I'll probably lose at least another 100 hours to it.

I spent a lot of hours collecting resources and furniture to build my nice house. Loved mining, exploring. I never bothered with the unstable releases because I don't like the idea of my saves possibly getting broken. I think I will still wait for a stable release, however long that takes, but I don't think I could bring myself to refuse to play it again, given how much fun I've already had with it.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 12, 2014, 12:22:29 pm
I just tell myself this. There is a reason companies hire specific people to manage PR. Indie devs can not afford to hire employees for PR. I think for me, I can excuse some terrible PR blunders (only some though, there are a few other devs suffering from foot-in-mouth disease that just sort of hit an inexcusable level) if it means we get tonnes of awesome games, and more direct dev commentary. I'm sad it's been this long for another stable too, and I'm waiting as well.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2014, 12:30:33 pm
There is actually a mod for customisable ships, though it's mostly just making the ship area one big empty box and allowing you to destroy your starting ship, but it's still cool.

There's also a massive music mod, as well as a Bee mod and a few other things.
"Just"

That mod was responsible for something like 85% of my playtime in Starbound after I got bored with the annoying, repetitive grind and lack of updates.


Or would that be space plantdicks? Floral no undersssstand.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on December 12, 2014, 12:31:55 pm
I just wish the placeable engines/boosters worked like they did in Angry Koala.
Title: Re: Starbound - We have lift off.
Post by: umiman on December 12, 2014, 12:32:39 pm
(http://archives.bulbagarden.net/media/upload/c/c4/357.png)
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on December 12, 2014, 12:33:32 pm
Blank post?
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 12, 2014, 12:35:01 pm
Small companies should be knowledgeable enough about everyone's work that they can all give a 5 minute elevator speech on their game. Professional PR people don't have time to play games. Small companies do not get a ride. They should all be able to push their game without resorting to bs office inside jokes or simple knee jerk public stuff. Every day is not April 1st. Following trends found only in their own little circle of friends/acquaintances is a terrible way to make decisions and publicize.

BUT, I'm still surprised this is half the conversation AGAIN for this thread.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2014, 12:37:42 pm
It was resurrected for a relevant reason. Cue people coming back to complain about Chucklefish. Cue "OMG no stahp you're not allowed to complain about indie devs being assholes" people coming back to complain about complaining. It's like a perpetual motion machine driven by anger and lack of self control.
Title: Re: Starbound - We have lift off.
Post by: Culise on December 12, 2014, 12:37:54 pm
Blank post?
Hotlink protection, it looks like.  I suppose we should just be glad that Bulbapedia just blocks external links instead of substituting shock images.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 12, 2014, 12:39:07 pm
There is actually a mod for customisable ships, though it's mostly just making the ship area one big empty box and allowing you to destroy your starting ship, but it's still cool.

There's also a massive music mod, as well as a Bee mod and a few other things.
"Just"

That mod was responsible for something like 85% of my playtime in Starbound after I got bored with the annoying, repetitive grind and lack of updates.


Or would that be space plantdicks? Floral no undersssstand.

Maaaaaaaaan. That picture has got me really itching to play again. I suppose I could just load up with mods and enjoy until the next release...

As though I didn't already have too many games to play and not enough time to play them.......
Title: Re: Starbound - We have lift off.
Post by: RexMundi on December 12, 2014, 01:22:07 pm
I can't decide, mods and stable, or try the nightly >.<
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 12, 2014, 01:53:56 pm
Wow. It has been a long time if I'm calling them Florals.  :-[
Title: Re: Starbound - We have lift off.
Post by: Levi on December 12, 2014, 07:10:01 pm
I am actually pretty happy that people are starting to talk about what is so good about Starbound in measurements other then Time.

Time is a perfectly fine measurement.  I got 96 hours of entertainment out of 20 dollars.  Most games I play don't come near that.  I'm not saying its the only thing that is important, but I have a hard time taking people seriously when they complain about a game sucking when they have hundreds of hours in it.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 12, 2014, 07:12:51 pm
I am actually pretty happy that people are starting to talk about what is so good about Starbound in measurements other then Time.

Time is a perfectly fine measurement.  I got 96 hours of entertainment out of 20 dollars.  Most games I play don't come near that.  I'm not saying its the only thing that is important, but I have a hard time taking people seriously when they complain about a game sucking when they have hundreds of hours in it.

It isn't anything special today. Games that use up a lot of time and don't give much in return are extremely common.

In fact it is the entire gimmick around Freemium gaming is to give someone a barely fun or almost fun game and stretch them on for hours, weeks, and months.

These incredibly large play times are no longer rare.

It is why time alone is not sufficient in describing the quality of a game. No more then graphics or story would be (unless the game is only about the graphics or story)
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 12, 2014, 07:38:29 pm
...The thing is, though, Neo, those things you were talking about, not being in measure of time?

They took a whole bunch of time. It's time spent enjoying the game, not grinding. I've spent probably close to 100 hours in skyrim now, and none of it was grindy. Time enjoyed is totally a valid measure of worth.
Title: Re: Starbound - We have lift off.
Post by: Andux on December 12, 2014, 07:58:26 pm
I miss all the crazy shit I had on Tylui's (?) server, like the bird-murderizing spacescraper (it rained pixels and meat) and the giant-martini-glass hellevator. :P
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 12, 2014, 08:05:17 pm
...The thing is, though, Neo, those things you were talking about, not being in measure of time?

They took a whole bunch of time. It's time spent enjoying the game, not grinding. I've spent probably close to 100 hours in skyrim now, and none of it was grindy. Time enjoyed is totally a valid measure of worth.

Then you have Candy Crush, you don't grind in that game. You just play.
Title: Re: Starbound - We have lift off.
Post by: Culise on December 12, 2014, 08:07:19 pm
...The thing is, though, Neo, those things you were talking about, not being in measure of time?

They took a whole bunch of time. It's time spent enjoying the game, not grinding. I've spent probably close to 100 hours in skyrim now, and none of it was grindy. Time enjoyed is totally a valid measure of worth.

Then you have Candy Crush, you don't grind in that game. You just play.
And if you're having fun during those hours, what's the problem?  It's not like you *need* to spend money on it.  I mean, when I was younger, I spent hours playing Tetris; also no grind, and not much more complexity than most modern "freemium" games. 
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 12, 2014, 08:10:28 pm
...The thing is, though, Neo, those things you were talking about, not being in measure of time?

They took a whole bunch of time. It's time spent enjoying the game, not grinding. I've spent probably close to 100 hours in skyrim now, and none of it was grindy. Time enjoyed is totally a valid measure of worth.

Then you have Candy Crush, you don't grind in that game. You just play.
And if you're having fun during those hours, what's the problem?  It's not like you *need* to spend money on it.  I mean, when I was younger, I spent hours playing Tetris; also no grind, and not much more complexity than most modern "freemium" games.

So then Tetris is a good game because you spent 100 hours on it and you had fun.

Lets remove the "Complexity" it is unimportant here.

The only measurement for game value here is money, time, and whether or not you had fun.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 12, 2014, 08:11:18 pm
That reminds me, there is also a
There is actually a mod for customisable ships, though it's mostly just making the ship area one big empty box and allowing you to destroy your starting ship, but it's still cool.

There's also a massive music mod, as well as a Bee mod and a few other things.
"Just"

That mod was responsible for something like 85% of my playtime in Starbound after I got bored with the annoying, repetitive grind and lack of updates.


Or would that be space plantdicks? Floral no undersssstand.

Maaaaaaaaan. That picture has got me really itching to play again. I suppose I could just load up with mods and enjoy until the next release...

As though I didn't already have too many games to play and not enough time to play them.......
The resemblance to Space Peeni is far too noticable.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 12, 2014, 08:15:32 pm
time, and whether or not you had fun.

Yeah basically. I definitely put some indie games on the same level of enjoyment as some "Game of the Year" AAA games.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 12, 2014, 08:33:36 pm
time, and whether or not you had fun.

Yeah basically. I definitely put some indie games on the same level of enjoyment as some "Game of the Year" AAA games.

It isn't that I don't value time. It is that time to me isn't where a game starts and ends. You have to take a game as a collective whole in order to come at a fair and balanced viewpoint.

To eliminate anything but time and binary fun... Just isn't enough.

It is why I was glad people were finally talking about WHY Starbound was good. Instead of just saying "Starbound wasted 100 hours and I had fun".

Shallow but Vast is quite common.

There is this stunning lack of insight into what makes Starbound fun beyond being a time waster. Which would be fine if that is what they said "Yeah, I needed something to waste time and it did it" since I have games that I feel are just a fun and long time without needing to be much deeper than that but the implication isn't that. The implication is that it is a very worthwhile game that lasts and lasts. Yet the language isn't there, just the implication.

Is Starbound a fun time waster and that is it? If so I apologize I misunderstood.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on December 12, 2014, 08:50:37 pm
It's fun to wander around the pretty environments, exploring, looting, and listening to the very nice soundtrack. There is a lot to explore/find in this game, and despite balancing issues the danger present almost everywhere does add an edge that can help keep things exciting.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 12, 2014, 09:16:42 pm
It's very much a 4-1X game. eXplore eXploit eXpand (eXterminate). Exploration and growth are an intrinsic part of the game, and that's the fun part.

I can't imagine you're one for sandboxes, Neonivek :P
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 12, 2014, 09:23:09 pm
It's very much a 4-1X game. eXplore eXploit eXpand (eXterminate). Exploration and growth are an intrinsic part of the game, and that's the fun part.

I can't imagine you're one for sandboxes, Neonivek :P

I actually like Sandboxes quite a bit. They just need to be made well with not only nice peaks in gameplay, but with variety that stretches further then just the vast open world.

It is the difference between Oblivion and Skyrim/Morrowind.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 12, 2014, 09:27:05 pm
Those are Open World Western RPGs and not sandboxes. A great example of a sandbox is the powder game (http://dan-ball.jp/en/javagame/dust/).

Minecraft is a pretty sandboxxy world with fun limitations. Heck DF, though a simulation at its core, is still very much a sandbox. There's no plot except what you want to make, and no win conditions that end your game.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 12, 2014, 09:33:06 pm
Those are Open World Western RPGs and not sandboxes. A great example of a sandbox is the powder game (http://dan-ball.jp/en/javagame/dust/).

Minecraft is a pretty sandboxxy world with fun limitations. Heck DF, though a simulation at its core, is still very much a sandbox. There's no plot except what you want to make, and no win conditions that end your game.

Your using Synonyms.

"Open World games" are by very definition "Sandbox" games.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 13, 2014, 01:25:24 am
Not really.

What part of the elderscrolls series resembles a sandbox in any way shape or form? Can you build anything, anywhere, in whatever shape or form you please? Mold the game world to your whim?

The elderscrolls may be open world, but what you can do in that world is exceptionally narrow. Doesn't really sound like a sandbox. Basically all you choose is the manner in which you kill things.

Edit: I mean, with some extra thought in it the construction set might sort of kind of qualify, maybe? But even then its not the game itself that's a sandbox...
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 13, 2014, 01:51:36 am
Actually GTA 3 San Andreas is a sandbox. Sandbox doesn't mean build and mine, it means that you have a lot of things to do that aren't quest related. People only started using it for destructible/constructable terrain after games like Minecraft became popular.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on December 13, 2014, 02:28:00 am
Can you build anything, anywhere, in whatever shape or form you please? Mold the game world to your whim?

That's absolutely not what Sandbox means. (http://en.wikipedia.org/wiki/Open_world#History) Your arbitrarily narrow definition excludes the games that created the genre definition itself, which I find odd, to say the least.
Title: Re: Starbound - We have lift off.
Post by: Tack on December 13, 2014, 02:00:20 pm
You've linked your own demise there...

Quote from: That Selfsame Page
An "open world" game does not necessarily imply a true sandbox. In a true "sandbox", the player has tools to modify the world themselves and create how they play. Generally open world games still enforce many restrictions in the game environment, either because of absolute technical limitations or in-game limitations (such as locked areas) imposed by a game's linearity.

Skyrim is Open World- Because you can go anywhere from game start.
Minecraft is a Sandbox- because the game says 'Here's your tools - shape your world'.
It makes you feel like a kid in a sandbox.
Hence the term, sandbox.

But I don't doubt there'll be someone disagreeing soon, so I'm gonna chalk this one down to cultural differences.
Title: Re: Starbound - We have lift off.
Post by: Sergius on December 13, 2014, 02:05:00 pm
You've linked your own demise there...

Quote from: That Selfsame Page
An "open world" game does not necessarily imply a true sandbox. In a true "sandbox", the player has tools to modify the world themselves and create how they play. Generally open world games still enforce many restrictions in the game environment, either because of absolute technical limitations or in-game limitations (such as locked areas) imposed by a game's linearity.

Skyrim is Open World- Because you can go anywhere from game start.
Minecraft is a Sandbox- because the game says 'Here's your tools - shape your world'.
It makes you feel like a kid in a sandbox.
Hence the term, sandbox.

But I don't doubt there'll be someone disagreeing soon, so I'm gonna chalk this one down to cultural differences.

Ahem

Quote from: The same Wikipedia page
Wasteland, released in 1988 by Interplay Productions, is another important pioneer in open-world game-play. The game features a large open world, where the player's actions have a permanent and persistent effect, keeping areas in the state that the player leaves them in. It had a non-linear game-play, where the player could explore much of the world from the beginning, and tackle quests and missions in any order, with the quests often having multiple possible solutions. The player also has the ability to interact with the world in other ways, using tools like ropes and shovels, to progress; an early example of true sand-box style game-play.

Not to mention that "true sandbox" line is opinion and the linked footnote says nothing about what is a "true" or "fake" sandbox. I call it the "No true sandbox" fallacy.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on December 13, 2014, 02:45:10 pm
I know this mostly applies to PC gaming but most of these "open-world" games ARE sandboxes in that they can and often are modded(whether or not the tools are provided).  It's really semantics, just like Rogue-Like is these days.  Starbound, Terraria, Rogue Legacy, etc...aren't anything at all like Rogue, and the RNG they posses have been done in other games without the appelation of Rogue-Like...these are just buzzwords that are used to trigger a response in our brains to buy the games.

Also I agree with Neonivek, Time spent in a game most definitely does not equate to a game being fun or great.  It's subjective opinion, and to use the "well you spent this amount of time playing" as an argument against why someone is dissatisfied is, at best, disingenuous.  It's like saying since Nicki Minaj is the greatest musical genius ever because her Anaconda video got 50 bajillion views and likes within it's first day or 2 of release.  Subjective.

I mean, hell, I've spent thousands of hours playing World of Warcraft, doesn't mean the game is still fun to me, nor that it's accumulated overall hours played by every subscriber and/or private server player equates to it being the greatest game ever.  Subjective.
Title: Re: Starbound - We have lift off.
Post by: Mictlantecuhtli on December 13, 2014, 02:47:16 pm
But I don't doubt there'll be someone disagreeing soon, so I'm gonna chalk this one down to cultural differences.

[Or you're mislabeling things and further arbitrarily narrowing a definition that encompasses things you say it doesn't]
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 13, 2014, 03:14:25 pm
Please stop. Sergius already pinpointed the issue here, it's the No true Scotsman fallacy at work. At best we can generalize and say that sandbox games give players substantial latitude in how they can play, any more runs into the territory of opinion supported by other opinions.
Title: Re: Starbound - We have lift off.
Post by: Moghjubar on December 13, 2014, 08:12:16 pm
What we really need though is a No True Scotsman Sandbox Game.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 13, 2014, 08:13:34 pm
One could say that Starbound is a World Crafting game
Title: Re: Starbound - We have lift off.
Post by: Sirus on December 13, 2014, 09:12:27 pm
But you don't craft worlds in Starbound.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 13, 2014, 09:13:42 pm
But you don't craft worlds in Starbound.
Imagine if you could.
Place a planet or something in the very void of space itself.
Title: Re: Starbound - We have lift off.
Post by: scriver on December 13, 2014, 09:15:20 pm
I WILL BRIDGE ALL ASTEROIDS
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 13, 2014, 09:17:37 pm
That's the plan this, is to be able to change worlds.

They've got the framework set up in the nightlies now, which tell you the weathers of the planets. Also they have radioactive planets now.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 13, 2014, 10:22:51 pm
You know, of all the things in the game, one of the ones I liked most was the coordinate system. It felt like a more intimate sort of sharing DF gen parameters or Minecraft seeds. I'd actually be really interested if they could set things up so that multiplayer servers would generate independent universes as opposed to the identical SP ones, so that coordinate sharing would be a much more community-oriented thing for those.
Title: Re: Starbound - We have lift off.
Post by: Execute/Dumbo.exe on December 14, 2014, 02:10:00 am
You know, of all the things in the game, one of the ones I liked most was the coordinate system. It felt like a more intimate sort of sharing DF gen parameters or Minecraft seeds. I'd actually be really interested if they could set things up so that multiplayer servers would generate independent universes as opposed to the identical SP ones, so that coordinate sharing would be a much more community-oriented thing for those.
Actually, this could be quite neat.
I can already imagine a band of players going in a huge quest in search for the secret coordinates to a treasure-filled planet that was discovered by a lone player who left a long time ago.
And now that's my quest if I ever get back into starbound.
Make a massive temple where at the end lies coordinates to my treasure trove.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 14, 2014, 02:19:54 am
You know, of all the things in the game, one of the ones I liked most was the coordinate system. It felt like a more intimate sort of sharing DF gen parameters or Minecraft seeds. I'd actually be really interested if they could set things up so that multiplayer servers would generate independent universes as opposed to the identical SP ones, so that coordinate sharing would be a much more community-oriented thing for those.
Actually, this could be quite neat.
I can already imagine a band of players going in a huge quest in search for the secret coordinates to a treasure-filled planet that was discovered by a lone player who left a long time ago.
And now that's my quest if I ever get back into starbound.
Make a massive temple where at the end lies coordinates to my treasure trove.

queue digging straight to the core.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on December 14, 2014, 09:10:08 am
didn't they have plans(lol for this company) to scrap the coordinate system to put into place one that's more linear, but easier to shoehorn a story into?  I remember that being a big outcry on the Steam forums
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 14, 2014, 11:37:12 am
didn't they have plans(lol for this company) to scrap the coordinate system to put into place one that's more linear, but easier to shoehorn a story into?  I remember that being a big outcry on the Steam forums

They have altered their plans for the co-ordinate system at least three times at this point.
Title: Re: Starbound - We have lift off.
Post by: Tronak on December 14, 2014, 05:04:38 pm
Hey, here's a video made by CF with some of the new features of the patch that is being pushed to unstable next week* . I'm a bit surprised by the ocean stuff, to name one thing.

https://www.youtube.com/watch?v=4Sz2zr3pZEo&feature=youtu.be (https://www.youtube.com/watch?v=4Sz2zr3pZEo&feature=youtu.be)

*believe at your own risk, will probably delay like, a lot
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 14, 2014, 05:06:22 pm
Think Steam Time.
Title: Re: Starbound - We have lift off.
Post by: Dorsidwarf on December 14, 2014, 05:42:30 pm
It makes me horribly, deeply sad when people humph and moan and group up and whine about starbound, sad to the core.

Starbound is fun.

It's vast, huge beyond compare,

There's so, so much to do,
So many places to see,
So many things to find
So many quirky little lightning-spewing fire-breathing oiks to whack.

Its accompanied throughout by heart-swelling tunes and adrenaline-pumping battle themes,

The world is utterly, completely, achingly beautiful.

I love the game utterly and completely, put effort, thought, and detail into everything in it I do, and even though in all the time I've played it I haven't reached the end ( or anywhere near it) of provided content, it's truly satisfying.


Hope you had a fun weekend too.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on December 14, 2014, 05:43:18 pm
Hey, here's a video made by CF with some of the new features of the patch that is being pushed to unstable next week* . I'm a bit surprised by the ocean stuff, to name one thing.

https://www.youtube.com/watch?v=4Sz2zr3pZEo&feature=youtu.be (https://www.youtube.com/watch?v=4Sz2zr3pZEo&feature=youtu.be)

*believe at your own risk, will probably delay like, a lot

I'm willing to bet we won't see it till at least January, but I'm looking forward to it nonetheless. Still a bit iffy about the staves but oceans? NPC space stations? HELL YEAH.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 14, 2014, 06:04:40 pm
Still wishing that they'd add official support for player-built ships instead of the sorta hacky mods for it. Really glad to see omnidirectional melee aiming.

It makes me horribly, deeply sad when people humph and moan and group up and whine about starbound, sad to the core.
Not about the game, about the company. The game has been excellent in most respects if it's taken independently of CF and their clusterfuck of PR disasters, delays, &c.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 14, 2014, 06:10:15 pm
oceans? NPC space stations? HELL YEAH.

Already exist in the nighty :P In fact, my home planet is an ocean planet.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 14, 2014, 06:56:31 pm
Wait, is this pushing to STABLE release soon? That's kind of very exciting.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 14, 2014, 07:05:18 pm
Wait, is this pushing to STABLE release soon? That's kind of very exciting.

Unstable instead of nightly, not stable :P
Title: Re: Starbound - We have lift off.
Post by: Farce on December 14, 2014, 08:12:35 pm
You know, of all the things in the game, one of the ones I liked most was the coordinate system. It felt like a more intimate sort of sharing DF gen parameters or Minecraft seeds. I'd actually be really interested if they could set things up so that multiplayer servers would generate independent universes as opposed to the identical SP ones, so that coordinate sharing would be a much more community-oriented thing for those.
Actually, this could be quite neat.
I can already imagine a band of players going in a huge quest in search for the secret coordinates to a treasure-filled planet that was discovered by a lone player who left a long time ago.
And now that's my quest if I ever get back into starbound.
Make a massive temple where at the end lies coordinates to my treasure trove.
You know, I hate to be all anti-fun here (even though I've probably been anti-fun throughout this whole topic) but like, why would people go on a hunt for this treasure planet?  There's no cool gear slots, people blaze through the tiers so anything but last-tier stuff is silly and last-tier stuff is already capable of handling just about anything, money doesn't really buy anything.  All I can imagine that players might want to loot from the place is furniture and unique bricks, which presumably would be easier gotten from just running across random world's surfaces and tossing them for whatever surface-swag exists, and I can't imagine the 'adventure of finding it' would be much more interesting, since the majority of it would involve running around your spaceship while the game loads new worlds.  It just feels like so much of the stuff is impactless cosmetic stuff auhh.

On the other hand, I'm glad for the combat update.  Even if staves are still goofy.
Title: Re: Starbound - We have lift off.
Post by: Thundercraft on December 14, 2014, 08:34:32 pm
It makes me horribly, deeply sad when people humph and moan and group up and whine about starbound, sad to the core.

Starbound is fun.

It's vast, huge beyond compare,

There's so, so much to do, So many places to see, So many things to find
So many quirky little lightning-spewing fire-breathing oiks to whack.

I do agree about how awesome Starbound is.  8) And I am also pretty pumped about finally seeing the Nightly turn into an actual new Stable release soon(-ish)™.

Though, I wanted to say this:

As someone who used to participate/lurk on the Starbound forums rather regularly, I can say that there are a lot of people over there who feel the same as you. That is, about getting sad and/or upset at those who "humph and moan" and/or whine about the game.

But there are people who have lost faith in Chucklefish and Starbound for seemingly stopping development.

Let's face it: Eight or ten months is a long time for no updates for a game supposedly still in development (especially since, originally, they promised the game to be finished - i.e., out of beta - with a 1.0 release in 2014). ::) And they have stopped updates. You can't call the Nightly an update, either. It's just a nice teaser. Mods don't work for the Nightly. It's rather broken, too, and some of us can't or won't try the Nightly.

Back when Tiy first announced the possibility of releasing nightly builds, there was a thread to discuss this. Some of us were against the idea because we were afraid that they would use it as a substitute (an excuse) for actual game updates...  :-\

Granted, they have been working hard and their daily blog shows this. But they dropped the ball by being so optimistic as to say it would be finished in 2014.

Also, consider all the other games on Steam and how a number of them have given "early access" a bad rep. For example, look at the user feedback for Space Base DF-9 (http://store.steampowered.com/app/246090/). It had a lot of potential and even garnered a lot of interest and praise. But, instead of polishing the game and fixing the game-breaking bugs, the developer made a final release and washed their hands of it. :(

Aside from the growing (and understandable) impatience, a number of people were/are afraid that this is what will happen with Starbound.

And I feel that people have a right to complain, as long as they're being constructive and staying within forum rules.

But, it seems like whenever someone posts a complaint there, they immediately get harassed by fans who nitpick and belittle their comments and concerns. They gang up on them. But, they're clever and do it in a way that mostly stays within forum rules.

I'm saying that there seems to be a rabid fanbase on the official forums - people who jump on anyone who dares to make a critical comment. They can even make such people feel unwelcome to the point that they don't come back. It's sad, because they're hurting feelings and making a bad situation worse.

BTW: The official forums are in contrast with Steam. There, a major part of feedback seems to be critical or negative.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 14, 2014, 09:29:57 pm
I still can't play nightly, as it still claims to be missing files...  Any advice?
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 14, 2014, 09:51:16 pm
I still can't play nightly, as it still claims to be missing files...  Any advice?

Verify your installation. S'what got mine going.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 14, 2014, 10:14:02 pm
And I feel that people have a right to complain, as long as they're being constructive and staying within forum rules.

But, it seems like whenever someone posts a complaint there, they immediately get harassed by fans who nitpick and belittle their comments and concerns. They gang up on them. But, they're clever and do it in a way that mostly stays within forum rules.

I'm saying that there seems to be a rabid fanbase on the official forums - people who jump on anyone who dares to make a critical comment. They can even make such people feel unwelcome to the point that they don't come back. It's sad, because they're hurting feelings and making a bad situation worse.

It's not the fans. I could care less about their rabid fanbase. I have personally had posts I made with legitimate, level-headed criticisms I've made on their forums and on reddit deleted without warning by the admins because criticism was "creating an unhealthy environment" and "instigation".

This is what makes people bitter.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on December 14, 2014, 11:15:35 pm
And I feel that people have a right to complain, as long as they're being constructive and staying within forum rules.

But, it seems like whenever someone posts a complaint there, they immediately get harassed by fans who nitpick and belittle their comments and concerns. They gang up on them. But, they're clever and do it in a way that mostly stays within forum rules.

I'm saying that there seems to be a rabid fanbase on the official forums - people who jump on anyone who dares to make a critical comment. They can even make such people feel unwelcome to the point that they don't come back. It's sad, because they're hurting feelings and making a bad situation worse.

It's not the fans. I could care less about their rabid fanbase. I have personally had posts I made with legitimate, level-headed criticisms I've made on their forums and on reddit deleted without warning by the admins because criticism was "creating an unhealthy environment" and "instigation".

This is what makes people bitter.

not only this but the obvious bias they hold for the rabid fanbase.  It's not that they dance around the rules, they completely disregard them because the rules only apply to those who don't constantly stroke CF's ego.  Those who heap praises on the dev team actively go out, flamebaiting anyone with a proper criticism, and goading arguments till the banhammer comes out.  Then they either gloat about it gleefully, or feign altruistic superiority.  Was pretty funny though when they tried pulling that on the steam forums.

As to how great or not the game is...really is irrelevant because there are other games out there which do pretty much the same thing, with friendlier teams that have thicker skins, and actually interact with their fans and customers on a human level.  The gameplay in each is more or less the same, with differences being aesthetic.  The one thing I'll give Starbound over the rest is the art style...but, well, that's to be expected when everyone at the company are concept artists and former mod authors.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on December 14, 2014, 11:19:04 pm
What other games are there that do the whole terraria in space thing?
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 14, 2014, 11:43:12 pm
This is one, (http://store.steampowered.com/app/238240/) but there are probably others.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on December 15, 2014, 12:11:44 am
here's another:

http://store.steampowered.com/app/263200/?snr=1_5_9__300
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 15, 2014, 12:28:30 am
This is one, (http://store.steampowered.com/app/238240/) but there are probably others.
Isn't that the same people?
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 15, 2014, 12:54:16 am
Nope.
Edge of Space is from "Handyman Studios" and published by "Reverb Publishing", while Starbound is by Chucklefish.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 15, 2014, 01:16:00 am
Nope.
Edge of Space is from "Handyman Studios" and published by "Reverb Publishing", while Starbound is by Chucklefish.
And Terraria is from ReLogic, but a lot of the Terraria team worked on Starbound.  So...?
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 15, 2014, 01:25:45 am
I can't find any matches on the two websites' "team" pages (Edge of Space (http://www.playedgeofspace.com/team.html) and Starbound (http://playstarbound.com/team/)) but that could be due to the Edge of Space website seemingly not listing former team members, if any. Still, that's hardly "the same people."
Why do you say that the same people did Edge of Space?
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on December 15, 2014, 01:29:27 am
Nope.
Edge of Space is from "Handyman Studios" and published by "Reverb Publishing", while Starbound is by Chucklefish.
And Terraria is from ReLogic, but a lot of the Terraria team worked on Starbound.  So...?
So, they answered the question.
Title: Re: Starbound - We have lift off.
Post by: Girlinhat on December 15, 2014, 01:43:03 am
Because Terraria and Starbound suffered the same problems - hype leading to a 'pretty okay' release, promises of the future, and then taking forever to release something that looks like it should have been the original release.

Moreover, Edge of Space has "official Terraria content" which makes me understandably nervous, as well as looking as much like a Starbound clone as the dozens of Minecraft clones that cropped up... same stuff different configuration.  The chain goes, Terraria did things.  Terraria team split a bit, and made Starbound.  Edge of Space looks VERY similar to Starbound, and ALSO has Terraria content.  You understand this looks like the same thing repeated.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 15, 2014, 01:50:12 am
That's true, but I fail to see how having "official Terraria content" means it's made by the same people. All it really signifies is that it's A.) Similar enough to be able to have said content, and B.), that the people behind Terraria and the people behind Edge of Space are on good terms. You don't have to have the same people from the original on your team to make a clone.

It's really just a marketing thing. People who really like Terraria can see the "official Terraria content" banner and check Edge of Space out.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 15, 2014, 02:17:18 am
I've played Edge of Space and trust me... you have nothing to worry about as Edge Of Space is nothing like Terraria... Or Starbound.

Think of it as more of an RPG where instead of leveling up your character, which you do, you level up his Ikea Catalog.
Title: Re: Starbound - We have lift off.
Post by: PrivateNomad on December 15, 2014, 05:55:17 am
I can fuel my FTL star ship with coal.
I love this game.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on December 15, 2014, 10:40:26 am
Funny, you guys focus on Edge of Space but ignore Signs of Life, which of the 3 games has the best user review ratio.

And as to to the Terraria team splitting and making Starbound....only one member of the Starbound team was also on the Terraria team.  That was Tiyuri, and it wasn't till he left to create CF/Starbound that we saw the post 1.0 updates to Terraria and the game flesh out into what it was meant to be.  So that explains why both Terraria and Starbound suffer from "Because Terraria and Starbound suffered the same problems - hype leading to a 'pretty okay' release, promises of the future, and then taking forever to release something that looks like it should have been the original release." though you're only half right in that assessment.  Quit trying to spin it like Starbound is the great brainchild of the Terraria team.  It isn't.  And none of these are "Starbound clones", because Starbound isn't an original idea.  It, as well as Edge of Space and Signs of Life(and a few others which don't take place in space) are Terraria clones.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 15, 2014, 10:42:08 am
In all fairness "I" am still holding Starbound to the original promises it sold itself on.

Spoiler (click to show/hide)

---

As for Starbound currently. They are certainly going a different direction with the game that I didn't expect. I kind of wonder what other survival elements they are going to remove from the game. I mean, they could remove temperature and just have it be binary in the sense that if you don't have the warm clothes you can't go there.

It really surprises me because, at least in the start, the game had a very survival feel and I thought it would be something they would preserve. Certainly eating all the time could be exhausting but they could have had a slot or pouch for food that would be automatically eaten.

They are also going down the same tree as Terraria with its "Melee, Ranged, and Magic" split. Which, I kind of thought being a space game would probably make the specializations within the guns and maybe melee. It kind of moves this game to Science Fantasy entirely. Though I guess since Ranged and Magic both use energy now, I THINK the major difference is you can't use magic on the go it plants your feet in place.

I guess what makes it odd to me, at least, is the game started off as having its own unique feel. Then it started to become more like Terraria over time. Probably because the development team didn't want to mess with a formula that works.
Title: Re: Starbound - We have lift off.
Post by: Levi on December 15, 2014, 11:34:24 am
New winter trailer  (https://www.youtube.com/watch?v=4Sz2zr3pZEo)showing off some new stuff.  Apparently they plant to release a new version of stable in January.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on December 15, 2014, 11:58:43 am
Signs of Life looks good (there are some aspects of the art style I like and some I don't, though), but it doesn't look different enough for me to justify purchase atm.

My first Starbound experience impressed me enough to buy the game for 2 of my friends so we could all play together, and much fun was had. It seems kind of silly now, since that first experience was hearing the awesome music as I went down to the planet, cutting down a tree (and being astonished to see it actually fall), and then getting murdered by some alien.

It's been a long time since I've given it a serious session, though, due to lack of time to play and having exhausted the last big mod I got, and thus being out of fresh content. If they've changed the progression system I very much look forward to seeing it, though I am going to miss hunger, for some reason.
Title: Re: Starbound - We have lift off.
Post by: Nighthawk on December 15, 2014, 12:57:18 pm
I don't think I'll really miss hunger that much. The new food buff system they're introducing means that food will be a little more meaningful, rather than a "oh I see my bar is low I'd better shove something down my throat" kind of deal. It also makes food more useful for COMBAT, so people I play with will finally appreciate my weird tendency to become the cook/support role in every game ever.

All in all, I'm liking the look of the update. Can't wait for January.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 15, 2014, 01:10:32 pm
Honestly I sort of like seeing it shift towards a 2D version of the Warframesque runny-gunny-stabby wahooey.

so people I play with will finally appreciate my weird tendency to become the cook/support role in every game ever.
They never will. Nobody respects REMFs even in vidya gaems.  :P
Title: Re: Starbound - We have lift off.
Post by: n9103 on December 15, 2014, 01:21:43 pm
They never will. Nobody respects REMFs even in vidya gaems.  :P
Except for PoGs.
Related; A surprisingly well written UD page on a variation of the spelling I hadn't seen. (http://www.urbandictionary.com/define.php?term=poge)

Nothing to see here, move along.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on December 15, 2014, 06:14:05 pm
well it seems CF is on a fresh banning spree on the steam forums in preparation for their patch.  Just got one:

Ban notification from a forum moderator    — 19 minutes ago
You have been banned from Starbound Discussions
You have been banned from Starbound Discussions by a forum moderator for your post in "Starbound ":
Reporter: corrosivechains
Thread: why can't anyone get along [FORUMPOST:4471358:General:0:617321352121694086:617321352152396670]

Originally posted by Original Post:
Originally posted by Grimcreaper:
Almost all of us get a long decently enough. We have differing opinions and we express them but most of us dont get agitated. Theres only a few here and there that try and start flame wars now and they tend to get banned for trolling or being outright aggressive.

How on earth haven't you been banned yet then!!??

Originally posted by Report:
because he stands for liberal truth, social justice, and the chucklfish way!

Ban Reason:
Abuse or encourage abuse of the Reputation, or Post Reporting Systems

Please review the Discussions Rules and Guidelines.

This is a permanent ban.

note: this was a response I made like 2-3 weeks ago

edit: screenshot of the ban

http://i192.photobucket.com/albums/z120/corrosivechains/banned_zpsf4f72681.jpg
Title: Re: Starbound - We have lift off.
Post by: Sergarr on December 15, 2014, 06:16:17 pm
What the hell did you even try there?
Title: Re: Starbound - We have lift off.
Post by: Rolan7 on December 15, 2014, 06:24:52 pm
I'm having some trouble parsing that.  The "reporter" was...  You?  And you reported a guy for saying:
"because he stands for liberal truth, social justice, and the chucklfish way!"

And they gave you a permaban?  The whole thing is really confusing to me.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on December 15, 2014, 06:26:49 pm
yeah, you guys aren't the only ones confused.

edit: also edited the post to include a screenshot of my permaban
Title: Re: Starbound - We have lift off.
Post by: Culise on December 15, 2014, 06:33:31 pm
At the least, I'm confused because I cannot tell what in the world that post is trying to say with all of the formatting stripped out.  For instance, did Grimcreaper write one paragraph?  Two paragraphs?  Did he copy the whole thing?  Is that "Originally posted by Report" the reason given in the report made to the mod, or actually in the original post that was reported?

EDIT: Ah, and the screenshot clarifies things a little, but not by much.  At the least, it actually contains the formatting, which helps a little.  I suppose the question is what you did before this ban.  Did you report a post for moderation (since it says you're the reporter)?  Did you give a particular reason for the request for moderation, which may or may not the text in the "Originally posted by Report" blip? 
Title: Re: Starbound - We have lift off.
Post by: timferius on December 15, 2014, 06:37:18 pm
Hmm, if I read that correctly, you got banned for criticizing the moderators banning policy (ban those against, not those with). Yes? I mean, I deffinitly don't think it's a bannable offence, but knowing their heavy handedness you were kinda asking for it.

"But, biting my had off is way over-reacting to me poking him in the nose"
"HE'S A BEAR!"
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 15, 2014, 06:42:56 pm
I don't think I'll really miss hunger that much. The new food buff system they're introducing means that food will be a little more meaningful, rather than a "oh I see my bar is low I'd better shove something down my throat" kind of deal. It also makes food more useful for COMBAT, so people I play with will finally appreciate my weird tendency to become the cook/support role in every game ever.

All in all, I'm liking the look of the update. Can't wait for January.

They had food buffs previously. One of the reasons to actually create the more advanced foods was to both satiate your hunger and get a sizable bonus at the same time.

The Hunger system itself wasn't a good onto itself, but it did create a certain feel to the game. Mostly in creating its survivalist edge.

Though I do think it is rather apt that you are referring to MMORPGs all of a sudden.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 15, 2014, 06:52:25 pm
I love that ban logic. Anything referring to bans is bannable. Mentioning reporting someone is bannable. Mentioning not getting along is bannable.
Title: Re: Starbound - We have lift off.
Post by: TheDarkStar on December 15, 2014, 06:57:00 pm
I love that ban logic. Anything referring to bans is bannable. Mentioning reporting someone is bannable. Mentioning not getting along is bannable.

-Darkmere has been banned for thinking about banning-
Title: Re: Starbound - We have lift off.
Post by: Arbinire on December 15, 2014, 07:11:51 pm
like I said the whole thing is confusing.  No I didn't report anyone and the comment listed for why I was banned would seem to fit more the post before mine(IE them asking why Grim wasn't banned).  I guess in Soviet Chucklefish...

edit: got some clarification it was for "abusing the report system".  Which I hadn't used in months, except one accidental report that I stated was on accident in the thread it happened in.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 15, 2014, 07:19:51 pm
It is becoming more typical now adays. Either shutting down the forums and comments entirely or censoring anyone who shows any amount of dissent.

Chucklefish are just the people who did it first. In fact Steam might eventually allow companies to selectively delete reviews eventually, it isn't unusual for companies to collectively downvote negative reviews.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on December 15, 2014, 10:22:45 pm
Apparently a lot of people are getting banned and threads being deleted on their steam forums.  Seems like CF is trying to remove negativity from the steam forums in preperation of the big "Stolen From Our Talented Modders Koala" patch.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 15, 2014, 11:53:39 pm
Apparently a lot of people are getting banned and threads being deleted on their steam forums.  Seems like CF is trying to remove negativity from the steam forums in preperation of the big "Stolen From Our Talented Modders Koala" patch.

But are they downvoting negative reviews?

*Checks*

See nothing too bad.

More companies should follow suit. See how much happier people are without dissent.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 15, 2014, 11:59:49 pm
Apparently a lot of people are getting banned and threads being deleted on their steam forums.  Seems like CF is trying to remove negativity from the steam forums in preperation of the big "Stolen From Our Talented Modders Koala" patch.
I hate to be the supposed "fanboy defender" (Why do I always do this for just about everything ever) but that seems like a bit of a drastic claim. Is there any proof that they A.) Had content from mods in the next patch (They probably do, but this is more of a good thing) and B.) Didn't have permission from the modders? (even then, they don't need permission, though it would be bad if they didn't get it)
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 16, 2014, 12:01:45 am
I think it is more an exaggerated claim that mostly speaks about how a lot of the content from patches come from the modding community, sometimes even dwarfing the Chucklefishes own content.

It would be a fair comment if it wasn't such a hyperbole.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 16, 2014, 02:04:43 am
Apparently a lot of people are getting banned and threads being deleted on their steam forums.  Seems like CF is trying to remove negativity from the steam forums in preperation of the big "Stolen From Our Talented Modders Koala" patch.

But are they downvoting negative reviews?

*Checks*

See nothing too bad.

More companies should follow suit. See how much happier people are without dissent.

Oh yeah. Everything's sunshine and roses until you go somewhere the mods don't have direct control to ban anyone who says mean things. Like, most places.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 16, 2014, 02:12:06 am
Better yet when people go onto those forums and see all those happy people, they will be much more inclined to buy the game because everyone is stunningly into the product.

In fact it is probably a great reason why Chucklefish should continue doing it to its Steam community.

After all people do gauge a game based off of both community involvement and what they are saying.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 16, 2014, 02:27:01 am
Any of you Bay folk know if the upcoming patch is anticipated to break saves, or are we past that point?
Title: Re: Starbound - We have lift off.
Post by: Dorsidwarf on December 16, 2014, 02:36:38 am
All they know is how to renounce Chucklefish the demon and bait the mods into banning them then post pictures of their ban and pretend they weren't doing it.

>.>



<.<



We don't know either.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 16, 2014, 02:43:59 am
Well they did say they would never have to break saves ever again. So I don't see why this would change anything.

All they know is how to renounce Chucklefish the demon and bait the mods into banning them then post pictures of their ban and pretend they weren't doing it.

True, but I have heard of other companies doing stuff similar to this. I do honestly believe this will become more common place.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 16, 2014, 04:05:43 am
Yes... Clearly, the best way to keep people happy is to kick out everyone who isn't happy. It's 100% effective. And look how much more money the company makes when no one is allowed to criticize them. This is the secret to success. From this point onward, all forum posts must be made in Newspeak. We have always been at war with Oceana.

Big Brother is watching, keeping you safe from bad thoughts.

*Dives behind sandbags.*
Title: Re: Starbound - We have lift off.
Post by: Catastrophic lolcats on December 16, 2014, 04:21:15 am
We've always been at war with Eastasia. Big Brother is the head of Ingsoc which controls Oceania. You'd already have been sent to Room 101 for being a filthy casual. :P

Teasing aside, while the winter update does look rather promising I have been rather jaded at the development pace Starbound has been going. I've never bothered with the nightlies since I like to have a nice stable server to play on with a couple friends. The massive gap between version meant we all abandoned Starbound only a few months after release and future interest has all been pretty middling.

Maybe a new release and about 50 fuckmoles of concentrated mods could motivate us to fire up a new server. Guess we'll have to see.
Title: Re: Starbound - We have lift off.
Post by: Sartain on December 16, 2014, 05:09:08 am
All this talk about Starbound has made me install and play Terraria again :)
Title: Re: Starbound - We have lift off.
Post by: Arbinire on December 16, 2014, 10:26:56 am
I think it is more an exaggerated claim that mostly speaks about how a lot of the content from patches come from the modding community, sometimes even dwarfing the Chucklefishes own content.

It would be a fair comment if it wasn't such a hyperbole.

This.  Was just pointing out the majority of the update has existed as mods for months now.  Just pop into The Nexus to see my point.  It was a bit of hyperbole because I know they do have some flimsy contracts they hand out when they're going to use a modder's idea in the game...I know this because a modder brought it up who had agreed to it but then something happened on CF's end that made the modder unhappy.  And yes, I'll be the first to admit that I've made snarky comments on the steam forums.  Hell I make snarky comments here too.  I'm a snarky curmudgeon.  That said, a LOT of people are getting temporary bans for BS reasons like "posting deleted content".  IE, showing timelines and links to prove Tiy or Molly said things that CF defenders keep denying when there is actual phsyical proof they exist.

If providing proof for something is going to net you a ban, shouldn't then the person asking for the proof also receive a ban as well?  That's the very definition of baiting someone.
Title: Re: Starbound - We have lift off.
Post by: evilnancyreagan on December 16, 2014, 01:55:24 pm
Some screens of the new race option:


I love this game  :D
Title: Re: Starbound - We have lift off.
Post by: coolio678 on December 16, 2014, 02:02:02 pm
All this talk about Starbound has made me install and play Terraria again :)
Why not? Starbound is still a bit dissatisfying in its current state, so I've been playing a lot of Terraria. Boy that game has a lot of stuff in it. I hope that Starbound will have that same form of long-lasting progression, where there always seems to be something else for you to find or unlock or craft or kill. Sandbox games (Minecraft comes to mind) where the content is a bit samey so you've seen pretty much everything within a few hours of gameplay and are then left with nothing really unique or fun to discover aren't my favorite.

notreallyaneditbuttherewasaninjasothiswillbeconsideredanedit: are the alpacas real? I haven't checked out the devlog in a couple weeks, so I'll have to go check that out again, but that is hilarious if they actually go through with it.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on December 16, 2014, 02:07:36 pm
Also, kudos to whoever made them for coming up with new animations, instead of working off the humanoid template.

I'd play Terraria, but I keep building my base as a ship/station at the top of the map, then not wanting to go to hardmode because the wyverns will massacre my NPCs.
Title: Re: Starbound - We have lift off.
Post by: Levi on December 16, 2014, 02:10:47 pm
Some screens of the new race option:


I love this game  :D

What!   :o  Is that real, or a mod?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 16, 2014, 02:11:30 pm
Some screens of the new race option:


I love this game  :D

What!   :o  Is that real, or a mod?
Most likely a mod.
Title: Re: Starbound - We have lift off.
Post by: Tronak on December 16, 2014, 03:14:49 pm
Some screens of the new race option:


I love this game  :D

What!   :o  Is that real, or a mod?
Most likely a mod.

In the last image of the blog post you can see it is an armour set. They said I could be whatever I wanted, so I became Alpaca.

 http://community.playstarbound.com/index.php?threads/16th-of-december-alien-alpaca-blog.87132/ (http://community.playstarbound.com/index.php?threads/16th-of-december-alien-alpaca-blog.87132/)

By the way does anybody know how can I insert an hiperlink inside a string so it becomes clickable?, I dont remember how to do it .
Title: Re: Starbound - We have lift off.
Post by: Levi on December 16, 2014, 03:39:46 pm
By the way does anybody know how can I insert an hiperlink inside a string so it becomes clickable?, I dont remember how to do it .

Code: [Select]
[url=http://www.google.ca/]Google yo![/url]
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 16, 2014, 03:46:48 pm
By the way does anybody know how can I insert an hiperlink inside a string so it becomes clickable?, I dont remember how to do it .

Code: [Select]
[url=http://www.google.ca/]Google yo![/url]

Quote
.ca

Filthy Canadian.
Title: Re: Starbound - We have lift off.
Post by: Levi on December 16, 2014, 03:47:36 pm
By the way does anybody know how can I insert an hiperlink inside a string so it becomes clickable?, I dont remember how to do it .

Code: [Select]
[url=http://www.google.ca/]Google yo![/url]

Quote
.ca

Filthy Canadian.

 :P
Title: Re: Starbound - We have lift off.
Post by: Tronak on December 16, 2014, 04:04:26 pm
Code: [Select]
[url=http://www.google.ca/]Google yo![/url]

Sorcery!. Many thanks
Title: Re: Starbound - We have lift off.
Post by: Ozyton on December 17, 2014, 03:24:21 pm
So I saw an RPS article that said an update for this was coming soon. Excited, I went and updated to the nightly build to see if I can try out some of the new stuff, but when I try to launch it Steam just says the EXE is missing. I tried running directly from the game directory and when the chucklefish logo disappears I get some other error. EDIT: I was doing it wrong

Still, pretty excited to see the winter update. I haven't played since launch, pretty much, and the update seems like as good a time as any to give it another shot.
Title: Re: Starbound - We have lift off.
Post by: Levi on December 17, 2014, 06:38:44 pm
Trailer is pretty cool.  Even if some people might not like the game I think they should be pretty impressed with the engine.  Every other day they seem to show it doing something completely different.  I think it could be really cool if after they have finished with starbound they leased out or sold their engine to other developers. 

Imagine a starbound-engine'd version of :
- Borderlands!
- Pokemon!
- Dark Souls!
- Some kinda superhero game
- Diablo!

All sorts of neat stuff they could do with it.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 17, 2014, 06:48:22 pm
To me it feels like they're focusing a bit too much on "silly content" than actual mechanics/features

I mean, sure, a beachball and paintball gun is nice and all, but where are my dropships and non-hacky vehicles?
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 17, 2014, 06:58:31 pm
-Finally integrating upgradable matter manipulator into the core game
-Upgradable ship (even if it looks ugly, sucks ass, and I'm still going to use whichever build-yer-own mod is best at the time)
-Revamped tech system
-From the look of it, a planet navigation system that isn't a steaming pile of shit
-Ocean planets
-New interactions with NPCs, including better shops and quests(!)
-OMNIDIRECTIONAL MELEE ATTACKS FUCKING FINALLY
-Parrying and block-breaking? Cool, more depth to the combat is nice


Leaving aside all the random petty stuff, that's actually a lot of good progress if they get it into a stable build within a couple months. I'm not inclined to be charitable to CF, but at least they are doing something, even if it took too damned long and a lot of it was being done by modders six or nine months ago.
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on December 17, 2014, 07:08:12 pm
novakiiiiiiiiiiiiiids
Title: Re: Starbound - We have lift off.
Post by: majikero on December 17, 2014, 07:13:06 pm
They "silly" contents are probably the easier to implement stuff. Especially since most of it are simply art assets + whatever is already implemented.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 17, 2014, 07:16:42 pm
I'm not complaining that they're not implementing core features, I just feel that silly stuff could be made later once all the mechanics are in place, and doing it right now is time better spent elsewhere.
And even then. I appreciate the silly stuff and find it fun. The complaining is more of a "It'd be EVEN BETTER if.."
Title: Re: Starbound - We have lift off.
Post by: majikero on December 17, 2014, 07:18:32 pm
The artists have too much time on their hands. Blame them not the coders.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 17, 2014, 07:19:38 pm
The artists have too much time on their hands. Blame them not the coders.
Was just going to say this. I'm assuming that while the artists are waiting for the coders to impliment they more in depth features, they're just going wild on assets.
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on December 17, 2014, 07:20:29 pm
Yeah. It's what I'd do, really.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 17, 2014, 07:20:40 pm
I don't really blame the lack of progress on Chucklefish.

Simply speaking they just might not be working on things that have immediate pay off.
Title: Re: Starbound - We have lift off.
Post by: timferius on December 17, 2014, 10:11:02 pm
Ya. I think the biggest downfall of early access is that game developing seems to have long periods of boring background work that you never see with normally produced games. It's like, a game is in development for 3-4 years from a big studio with tonnes of people, but if we get early access right in the alpha stages, we get upset if we don't get a v1.0 in a year. This is why I avoid early access now too.
Title: Re: Starbound - We have lift off.
Post by: n9103 on December 17, 2014, 10:45:57 pm
Hell, I don't care about short-term releases (especially not rushed 1.0s) but damn if some devs don't even show signs of life for months at a time.
This is one of those cases where no news *isn't* good news.

Beyond that basic interest in hearing *something* about the game's development on a regular basis (weekly+), even something short and generic like "troubleshooting inconsistent placement of Florian furniture", I also want at least somewhat regular (weekly? bi-weekly?) news on the programming itself, as opposed to only hearing about art assets or marketing efforts for two months straight.

Perhaps I'm requiring (for my satisfaction with the purchase) too much, but I really don't think so, since even a one or two person team can manage at least a post a week. (see DF's Dev Feed & Factorio's Friday Facts :D )
Perhaps. Perhaps there's just been too many passes given out by the overall gaming fanbase that has allowed poor development efforts to succeed.

In the end, this is merely my own viewpoint, but it's the viewpoint of someone completely uninterested in buying further CF products due to the path Starbound's development and PR have taken.
Title: Re: Starbound - We have lift off.
Post by: WillowLuman on December 17, 2014, 10:52:20 pm
They had almost daily blogs. Nothing substantial, but not completely devoid of life.
Title: Re: Starbound - We have lift off.
Post by: KingofstarrySkies on December 17, 2014, 11:22:12 pm
Check their website. They were the opposite of 'no news'.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 17, 2014, 11:50:39 pm
Check their website. They were the opposite of 'no news'.
No news = good news. Therefore they were bad news?  :P
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 19, 2014, 07:02:02 pm
It seems like the Unstable version have been updated.
Made me a Novakid (no mods installed) so that's confirmed.
Now to wait until it moves on to Stable. (Or just play on the unstable if you cannot wait (like me).)
Title: Re: Starbound - We have lift off.
Post by: coolio678 on December 19, 2014, 09:20:27 pm
It seems like the Unstable version have been updated.
Made me a Novakid (no mods installed) so that's confirmed.
Now to wait until it moves on to Stable. (Or just play on the unstable if you cannot wait (like me).)
At this point I've waited so long that a little more waiting won't hurt me.
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 19, 2014, 10:56:56 pm
Does anyone who played nightly/current unstable know how to actually interact with the Penguin Bay? It implies they have the quest item needed after repairing the hull, but attempting to interact with it seems to do nothing.
Spoiler: Spoiler maaybe? (click to show/hide)

EDIT: Nevermind. The "quest item" didn't have anything to do with Penguin Bay. Said penguin bay still doesn't do anything when it looks like it should, though.
Title: Re: Starbound - We have lift off.
Post by: Gentlefish on December 19, 2014, 11:04:35 pm
Does anyone who played nightly/current unstable know how to actually interact with the Penguin Bay? It implies they have the quest item needed after repairing the hull, but attempting to interact with it seems to do nothing.
Spoiler: Spoiler maaybe? (click to show/hide)

check deserts for the tar scapes.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 20, 2014, 05:17:56 am
This is it. The moment I've been waiting for. Now's my chance!

*transforms into a giant robot powered by the human spirit, and ques a 2 hour download*

A question for those of you who have gone ahead- how stable would you say unstable is..? I've recently discovered the wonders of permadeath, and find myself unable to enjoy... well, anything, without the risk of losing all my progress from a single misstep (Well, at least I know that's lava now!). I would not, however, derive the same pleasure from meeting an untimely death by bugs.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 20, 2014, 08:54:26 pm
How can I fix my FTL? The horse says I need to go to the gate. Is it the FTL fuel you can buy there?
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 20, 2014, 09:02:56 pm
It's not the fuel. Just do all the quests, and it should be obvious when it comes up.
Title: Re: Starbound - We have lift off.
Post by: majikero on December 20, 2014, 09:48:13 pm
Dammit how do I bottle my coffee?
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 20, 2014, 10:11:50 pm
You don't. You just give the mug/whatever to the person who asked for it.
Title: Re: Starbound - We have lift off.
Post by: HailFire on December 21, 2014, 12:50:53 am
You turn in the coffee as a liquid for the first quest, then turn in a glass mug for the second quest iirc, though you can make coffee in cup form using coffee + milk at the cooking table.  (i'm pretty sure you can drink it straight up as a liquid, though i haven't tried)

How to brew the beans: use the coffee machine in the outpost, I haven't found any coffee machines anywhere else
Title: Re: Starbound - We have lift off.
Post by: Thundercraft on December 21, 2014, 09:01:48 am
Ya. I think the biggest downfall of early access is that game developing seems to have long periods of boring background work that you never see with normally produced games. It's like, a game is in development for 3-4 years from a big studio with tonnes of people, but if we get early access right in the alpha stages, we get upset if we don't get a v1.0 in a year. This is why I avoid early access now too.

I don't believe CF would have gotten quite this much flak if they hadn't posted such an optimistic release date on their website. They removed that release date a long time ago, but for a number of fans the expectation was there. And then there's the fact that updates were very frequent, until they stopped altogether. Daily/weekly blog aside, how did they expect fans to react? And how could they expect the game's modding scene to stay active?

Also, there are some games on Steam that have given "early access" a bad name by devs who completely dropped a project before ironing out all the game-breaking bugs or even finishing all the promised features. So the fear that other early access games might do similar is not completely unfounded.
Title: Re: Starbound - We have lift off.
Post by: guessingo on December 22, 2014, 05:26:38 pm
I see nothing but complaints about this on the steam forums. People are calling it a 'tech demo' and a waste of money. They say it was released for sale before its worth buying and then people were lied to about new features. They basically did a money grab. I would not spend money on this for the forseeable future.
Title: Re: Starbound - We have lift off.
Post by: Scripten on December 22, 2014, 05:33:48 pm
I see nothing but complaints about this on the steam forums. People are calling it a 'tech demo' and a waste of money. They say it was released for sale before its worth buying and then people were lied to about new features. They basically did a money grab. I would not spend money on this for the forseeable future.

Okay. Glad to know.

It's like the public doesn't understand game/software development and like to fit reality to their biases so they can whine or something.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 22, 2014, 07:45:38 pm
I see nothing but complaints about this on the steam forums. People are calling it a 'tech demo' and a waste of money. They say it was released for sale before its worth buying and then people were lied to about new features. They basically did a money grab. I would not spend money on this for the forseeable future.

Okay. Glad to know.

It's like the public doesn't understand game/software development and like to fit reality to their biases so they can whine or something.
It's not quite that cut-and-dry. Chucklefish hasn't released an update since Q1, has been doing a horrible job of managing the community, and originally promised feature completion in 2014. People shouldn't be quite so angry, but there's certainly something to be upset about.

But yeah, people weren't actually lied to about features, since the game isn't done yet. Chucklefish isn't evil or anything; they just promised more than they could deliver.
Title: Re: Starbound - We have lift off.
Post by: Scripten on December 22, 2014, 08:26:22 pm
It's not quite that cut-and-dry. Chucklefish hasn't released an update since Q1, has been doing a horrible job of managing the community, and originally promised feature completion in 2014. People shouldn't be quite so angry, but there's certainly something to be upset about.

But yeah, people weren't actually lied to about features, since the game isn't done yet. Chucklefish isn't evil or anything; they just promised more than they could deliver.

Exactly this. And I cannot think of a single game that has ever delivered exactly what was in the original design document. It's not all sunshine and roses, but the blowup has been exaggerated to the point of parody.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 22, 2014, 08:32:56 pm
It's not quite that cut-and-dry. Chucklefish hasn't released an update since Q1, has been doing a horrible job of managing the community, and originally promised feature completion in 2014. People shouldn't be quite so angry, but there's certainly something to be upset about.

But yeah, people weren't actually lied to about features, since the game isn't done yet. Chucklefish isn't evil or anything; they just promised more than they could deliver.

Exactly this. And I cannot think of a single game that has ever delivered exactly what was in the original design document. It's not all sunshine and roses, but the blowup has been exaggerated to the point of parody.

Chalice, Divinity Original Sin... but those games don't count because they were completed while completing their original design document.

Ohh and DayZ is steadily completing its design document and so far isn't going to skimp on any of its intended features. Pixil Piracy delivered... FTL delivered.

Not delivering isn't QUITE as abiquous as you say.
Title: Re: Starbound - We have lift off.
Post by: guessingo on December 22, 2014, 08:40:12 pm
I see nothing but complaints about this on the steam forums. People are calling it a 'tech demo' and a waste of money. They say it was released for sale before its worth buying and then people were lied to about new features. They basically did a money grab. I would not spend money on this for the forseeable future.

Okay. Glad to know.

It's like the public doesn't understand game/software development and like to fit reality to their biases so they can whine or something.

if you ever develop a product for sale and especially if your trying to get people to buy it before its done, I encourage you to make this your motto. I generally avoid buying things that are not done yet. I wouldn't buy a car under the non-contractually binding promise that it will be done. I wouldn't spend $5 on a hotdog from a guy walking around with a pig who is promising to slaughter it and make hotdogs to sell,but needs money to buy a butcher knife either.

they are asking for money before a product is done. the money being paid to them has no contractual obligations. I won't buy a half finished shirt. I won't buy a box of condoms that need kickstarter money to seal the holes, either.

I work in software development. I know how 'development works' Arguing that is word play to say 'pay us now and then shut up about it and go away until we say its done and if we vanish on you and deliver shit, too bad for you, this was a 'donation'.

btw, if the response is dwarf fortress is the same thing. no its not. the guy has a 10 year track record of delivering quality AND he gives it away for free and asks for money to develop it. Saying 'toady' does this is a lousy comparison. He is way more reliable and has a track record.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 22, 2014, 08:42:17 pm
Not to mention Toady relies on donations. He isn't promising a product.
Title: Re: Starbound - We have lift off.
Post by: evilnancyreagan on December 22, 2014, 09:49:53 pm
Really,

if the product is not in a state you where you find it enjoyable, do not part with your money.

If you buy promises, don't be surprised when you receive an empty box.
Title: Re: Starbound - We have lift off.
Post by: Neonivek on December 22, 2014, 09:55:33 pm
Really,

if the product is not in a state you where you find it enjoyable, do not part with your money.

If you buy promises, don't be surprised when you receive an empty box.

Well, you don't have to be happy with the empty box.
Title: Re: Starbound - We have lift off.
Post by: MaximumZero on December 22, 2014, 09:59:04 pm
He isn't promising a product.
He's really not. Honestly, we're lucky to have him share his work at all. It's not like he has to, but I'm glad he does.
Title: Re: Starbound - We have lift off.
Post by: Fniff on December 22, 2014, 09:59:33 pm
Really,

if the product is not in a state you where you find it enjoyable, do not part with your money.

If you buy promises, don't be surprised when you receive an empty box.

Well, you don't have to be happy with the empty box.
I'm reminded of the old cliché about kids enjoying empty boxes more then what was inside, but I don't know how that fits into the metaphor.
Title: Re: Starbound - We have lift off.
Post by: Ibid Straydrink on December 22, 2014, 10:08:05 pm
Really,

if the product is not in a state you where you find it enjoyable, do not part with your money.

If you buy promises, don't be surprised when you receive an empty box.

Well, you don't have to be happy with the empty box.
I'm reminded of the old cliché about kids enjoying empty boxes more then what was inside, but I don't know how that fits into the metaphor.

People being more enamored with the "what if" when they make their payment, than the "what is?"
Title: Re: Starbound - We have lift off.
Post by: Scripten on December 22, 2014, 10:10:38 pm
I work in software development. I know how 'development works' Arguing that is word play to say 'pay us now and then shut up about it and go away until we say its done and if we vanish on you and deliver shit, too bad for you, this was a 'donation'.

Are your arguments against the Early Access methodology as a whole, then? I get what you're saying and I'm not encouraging you to pay for a product you don't want. I can even understand the anger over the game being incomplete, though as someone who paid for the game, I don't subscribe to it. It was the price of a cheap dinner for me, and I've gotten enjoyment out of it so far and am excited about the features they are adding. (As I only follow the dev blog, I guess I missed out on all the "fun" stuff happening in the community. For me, horseboobs was a two second chuckle and a scroll past.)
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 22, 2014, 10:23:40 pm
70% of most people's problem with the game is forum drama, which is silly, and the remaining 30% is being miffed over it taking longer than expected. Which is warranted, it is taking the developers longer to finish then they said. I'd rather have a polished complete game than them rushing out some beta shit to meet a soft date they said though.

I'm not going to get upset unless and until someone posts a hidden camera video of ChuckleFish's development studio, and they're all just sitting around playing Madden for eight hours, than clocking out.

And hey, at least they're not Sony. After that whole fiasco I don't think I'll ever buy a Sony product that isn't second hand.
Title: Re: Starbound - We have lift off.
Post by: evilnancyreagan on December 22, 2014, 10:29:36 pm
Really,

if the product is not in a state you where you find it enjoyable, do not part with your money.

If you buy promises, don't be surprised when you receive an empty box.

Well, you don't have to be happy with the empty box.
I'm reminded of the old cliché about kids enjoying empty boxes more then what was inside, but I don't know how that fits into the metaphor.

metaphors aside, empty boxes are hella-fun. one of my fondest memories is that of the rare refrigerator box, that thing was spacious enough to become X-Mansion and sky-rocket me to through the echelons of neighborhood elementary school-goers. Everyone wanted to get all upside in my box
Title: Re: Starbound - We have lift off.
Post by: Fniff on December 22, 2014, 10:41:04 pm
My thing was grass and dirt imagined as jungle and desert. I liked running around the school yard staring at it and making up histories about what would be happening in the jungles and deserts.
There was also that time I thought I was able to control the weather. Weird thing was, I think I was about twelve when this happened.
I was a strange child.
Title: Re: Starbound - We have lift off.
Post by: Tiruin on December 22, 2014, 10:50:26 pm
And hey, at least they're not Sony. After that whole fiasco I don't think I'll ever buy a Sony product that isn't second hand.
Something wrong with Sony? O_o

Also I'm not getting the Starbound patch on Steam for some reason? Or...was there no patch released (meaning Stable patch)?
Title: Re: Starbound - We have lift off.
Post by: Chiefwaffles on December 22, 2014, 10:54:22 pm
The patch is on unstable. You have go to its properties (beta participation tab I believe) and set it to update to Unstable.
Title: Re: Starbound - We have lift off.
Post by: Vorthon on December 23, 2014, 12:18:40 am
Really,

if the product is not in a state you where you find it enjoyable, do not part with your money.

If you buy promises, don't be surprised when you receive an empty box.

Well, you don't have to be happy with the empty box.
I'm reminded of the old cliché about kids enjoying empty boxes more then what was inside, but I don't know how that fits into the metaphor.

Modding?
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 23, 2014, 12:29:06 am
Wouldn't it be the Starbound website?

Edit: Or Steam, I guess.
Title: Re: Starbound - We have lift off.
Post by: Kaitol on December 23, 2014, 12:47:01 am
Yeah, some high up Sony Excecutive incompany email accounts got hacked and leaked. They were not pretty. The current CEO is... not exactly a sterling silver individual.

And then there's the whole caving in to North Korea thing. That was kind of pathetic.

They've even hired a scandal adviser, although their choice is... interesting.
Title: Re: Starbound - We have lift off.
Post by: Scripten on December 23, 2014, 01:02:22 am
I mostly just hate Sony because they don't encrypt anything, and basic encryption is, like, the easiest thing ever.
Title: Re: Starbound - We have lift off.
Post by: Darkmere on December 23, 2014, 02:10:43 am
Yeah, some high up Sony Excecutive incompany email accounts got hacked and leaked. They were not pretty. The current CEO is... not exactly a sterling silver individual.

And then there's the whole caving in to North Korea thing. That was kind of pathetic.

They've even hired a scandal adviser, although their choice is... interesting.

This kind of thing shouldn't surprise anyone. The corporate world is full of scum, because you have to be scum to survive in the corporate world. If you aren't scum, someone scummier than you will eat you and/or your company.
Title: Re: Starbound - We have lift off.
Post by: Sappho on December 23, 2014, 02:37:04 am
It was the price of a cheap dinner for me, and I've gotten enjoyment out of it so far and am excited about the features they are adding.

The price of a cheap dinner? I'm curious about where you live that dinner costs so much. For me, it was the cost of about two days worth of meals. Still, I got a lot of enjoyment out of it, and if they ever do release another stable update, I will surely get many more happy hours, so it was worth it to me. I'm trying to ignore the horrible community management and just enjoy the game on its own merit, much as I can enjoy Ender's Game despite the complete douchebag who wrote it.

My current opinions on early access are pretty well summed up in this Extra Credits video (https://www.youtube.com/watch?v=CmLz00L6CmY). I still don't regret buying Starbound, but in the future, I will definitely only buy early access titles that look like I'll enjoy them enough in the state they're in for it to be worth my money even if they never update the game again.
Title: Re: Starbound - We have lift off.
Post by: Farce on December 23, 2014, 03:04:10 am
Chucklefish isn't evil or anything; they just promised more than they could deliver.
Isn't there a saying about confusing evil with incompetence or something?

*went and looked* (http://tvtropes.org/pmwiki/pmwiki.php/Main/HanlonsRazor)
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on December 23, 2014, 09:01:31 am
Well, It's unstable.
So servers might be prone to crashes or lagging more often than in single player.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on December 23, 2014, 09:04:16 am
I think a more apt metaphor for this game and it's fans are "you can lead a horse to water, but you cannot make him drink".  Everytime someone lists a dissatisfaction with this game it's defenders belittle either the opinion, or the person who lists it, whether it's on the steam forums, their home page forums, or reddit.  And it doesn't seem to matter how much documented proof there is of promises, or shadiness, or outright refusal to acknowledge the past.  That's fine, you like the game, and we all have things we enjoy we will blindly and faithfully defend.  It's human.

But whether or not most software development meets their expected goals and features or not is a moot argument, because most software development doesn't accept purchases(this is what they are, not donations) until they have a completed product.  They jump through the hoops to get funded through more traditional means(through publishers and producers) and are held to a standard.  Early Access was a good idea, ruined by unscrupulous hucksters...just like any good idea in human history.  As it gets harder for real talent to get through the door we only really have ourselves to blame for supporting the current companies which engage these practices, and Chucklefish isn't the only company reflecting this, nor are they even the worst.  It should be telling though that Tiyuri owns 100% stock in CF and refuses stock options to his employees and doesn't need to satisfy investors with them either.  It really is no wonder really why Bartwe abandoned ship, and his new game looks amazing, for a Minecraft clone.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 23, 2014, 11:46:16 am
Could somebody make a new thread? The person who posted this one is banned, so we're never, ever going to get any OP changes. "We have lift off" seems a bit silly, since the game has been out for almost a year, and servers can't be added to the OP.
Title: Re: Starbound - We have lift off.
Post by: Scripten on December 23, 2014, 12:25:34 pm
his new game looks amazing, for a Minecraft clone.

Can you link to this, please? I can't seem to find it on google and I'm interested.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 23, 2014, 02:23:00 pm
Could somebody make a new thread? The person who posted this one is banned, so we're never, ever going to get any OP changes. "We have lift off" seems a bit silly, since the game has been out for almost a year, and servers can't be added to the OP.

Not a bad idea. I'll see about doing it.
Title: Re: Starbound - We have lift off.
Post by: Arbinire on December 23, 2014, 09:03:39 pm
his new game looks amazing, for a Minecraft clone.

Can you link to this, please? I can't seem to find it on google and I'm interested.

http://playstaxel.com/
Title: Re: Starbound - We have lift off.
Post by: BigD145 on December 23, 2014, 10:44:29 pm
his new game looks amazing, for a Minecraft clone.

Can you link to this, please? I can't seem to find it on google and I'm interested.

http://playstaxel.com/
That's a Cube World clone. It would be a Minecraft clone if Notch had ever bothered to make an RPG.
Title: Re: Starbound - We have lift off.
Post by: Elephant Parade on December 23, 2014, 11:02:47 pm
his new game looks amazing, for a Minecraft clone.

Can you link to this, please? I can't seem to find it on google and I'm interested.

http://playstaxel.com/
That's a Cube World clone. It would be a Minecraft clone if Notch had ever bothered to make an RPG.
I wouldn't call it a Cube World clone. The style is similar, but the focus is on farming, puzzles, and exploration; there may not even be combat.

Or I might be wrong. I haven't played it; I've only read a few things related to it.
Title: Re: Starbound - We have lift off.
Post by: Flying Dice on December 24, 2014, 03:14:56 am
Could somebody make a new thread? The person who posted this one is banned, so we're never, ever going to get any OP changes. "We have lift off" seems a bit silly, since the game has been out for almost a year, and servers can't be added to the OP.

Not a bad idea. I'll see about doing it.

In reference to this: http://www.bay12forums.com/smf/index.php?topic=146863.0 (http://www.bay12forums.com/smf/index.php?topic=146863.0)
Title: Re: Starbound - We have lift off.
Post by: Reverie on January 29, 2015, 04:02:12 am
Starbound stable update to be released today, 6PM GMT. (http://playstarbound.com/hark-a-stable-update-v-upbeat-giraffe/#more-2989)

:DDDDD
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on January 29, 2015, 04:02:55 am
Starbound stable update to be released today, 6PM GMT. (http://playstarbound.com/hark-a-stable-update-v-upbeat-giraffe/#more-2989)

:DDDDD
It is released.. I think?
Title: Re: Starbound - We have lift off.
Post by: Reverie on January 29, 2015, 04:08:16 am
It is released.. I think?

Oh wow, you're right, this was dated yesterday >.>
...which is strange, because I refresh for news like twice daily as part of my routine :V


EDIT: Sorry for bringing this thread back, I didn't know you guys started a new one.
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on January 29, 2015, 04:16:11 am
Also, there's the new thread: http://www.bay12forums.com/smf/index.php?topic=146863.0
Better let the old one just wither. :v
Title: Re: Starbound - We have lift off.
Post by: Rose on January 29, 2015, 04:21:37 am
Maybe ask Toady to lock this thread?
Title: Re: Starbound - We have lift off.
Post by: Ultimuh on January 29, 2015, 04:22:56 am
You do that then. make sure he locks the correct one. :v