Bay 12 Games Forum

Other Projects => Other Games => Topic started by: Flying Dice on December 23, 2014, 02:30:54 pm

Title: Starbound - Caveat emptor
Post by: Flying Dice on December 23, 2014, 02:30:54 pm
It was pointed out in the thread that, as burningpet is banned, we're never going to see OP updates, which might actually be relevant if and when we see a stable update and people start caring about servers again.

So yeah, if you've got a multiplayer server set up, PM me and I'll add it to the OP.

[NEWS] (http://playstarbound.com/)
[BUY] (http://playstarbound.com/store/)
[NIGHTLY BUILD CHANGELOG] (http://starbounder.org/Version_History/Nightly)
[UPCOMING UPDATE TRAILER] (https://www.youtube.com/watch?v=4Sz2zr3pZEo)

Server status tracker + IPs (http://lanimals.com/starbound/). PM Ty or I for the password for his server. Though you should already know what it is.  ;)



On a related note, I know that there's inevitably going to be further resurrections of that stupid "CF is full of lying assholes! No, the playerbase is full of impatient assholes!" shitstorm. So when it does happen, please refrain from stoking the fires and avoid personal attacks, eh?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Gentlefish on December 23, 2014, 02:47:30 pm
Hooray! New thread, new RAEG at developers.

I honestly still enjoy the game. And still play it :D
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on December 23, 2014, 03:10:47 pm
Whoa, hey, I just realized there are trading cards for this game now. Was that always a thing?

I'm seriously considering giving this another go over the holiday break. I finally have some time to play games, and I intend to use it! I wish I had a fast enough internet connection to host a server. If anyone else gets one going, definitely post here! Maybe we could all do a day or two of fun with mods or something.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Nameless Archon on December 23, 2014, 03:16:46 pm
If you've been holding off, I'd wait a little longer. The winter update is slated for January, which will push the last few months of nightly/unstable build changes to the stable branch.

Judging by the trailer they've put out, they've been sitting on a lot of content additions.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Culise on December 23, 2014, 03:21:31 pm
If you are going to do it over the holiday break, though, switch over to the Unstable beta to pick up the update Nameless Archon mentioned.  That's likely to be my own intention, since January is going to be a bit busier than the end of December for me.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: guessingo on December 23, 2014, 03:44:37 pm
my understanding is the last update was february/march of 2014. so there isn't alot of urgency... damn just looked up 'burningpet' posts. dont know why people come to gaming forums and start irrelevant BS.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on December 23, 2014, 03:50:24 pm
Yeah, in January I'll be busy with my two jobs and trying to win my right to live in this country, so if I'm going to play, it'll need to be before new year's. Torn between trying the unstable or just downloading ALL THE MODS.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: The Darkling Wolf on December 23, 2014, 04:05:03 pm
PTRW
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: evilnancyreagan on December 23, 2014, 05:01:19 pm
The nightly server I have been playing on seems to have given up the ghost.

If someone gets a server going, I'll drop by.  :D
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Glloyd on December 23, 2014, 05:55:52 pm
I guess I'll post to watch again. I had fun when this first came out playing on a server with some other B12ers. Haven't played since. Hopefully, this next update is something worth coming back to.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ozyton on December 23, 2014, 06:17:00 pm
I'll accept new thread if there are going to be more frequent updates.

I will admit that I got this game based mostly off of the hyper train preceding it at "launch" and I only ever played for a couple hours before putting it down. Played the nightly recently and got stuck when I was required to get oil for steel to finish a quest.

I have a question for you guys, is this game mean to be played multiplayer or singleplayer? The fact that there are story quests suggest that singleplayer is intended to be the primary focus, whereas Terraria seemed to be more multiplayer friendly. I've never played multiplayer Starbound.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: scriver on December 23, 2014, 08:36:32 pm
I guess I have to post to watch here.


BUT I DON'T HAVE TO LIKE IT
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Oneir on December 23, 2014, 09:52:42 pm
I have a question for you guys, is this game mean to be played multiplayer or singleplayer? The fact that there are story quests suggest that singleplayer is intended to be the primary focus, whereas Terraria seemed to be more multiplayer friendly. I've never played multiplayer Starbound.

That's a...really good question, actually. One thing it definitely inherited from Terraria is the idea that you can let your friends jump into your world whenever you feel like it. That's legitimately a cool thing for them to have built into the game from the start. Right now, with all the direction being player-supplied, it's not not designed for multiplayer, and you can always bootstrap people with your spare ores. I don't think we've heard all that many details about what quests are going to be added, and depending on how flexible they make that engine you could probably do some really interesting quests balanced around going in with a crew.

The screen caps I can remember off the top of my head, not to mention nearly every part of the recent trailer, were all single-player, though.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Skyrunner on December 23, 2014, 10:53:35 pm
eh? ehhh?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sergius on December 23, 2014, 11:41:30 pm
Gonna ptw so I xan remember that this game exists, and in the eventuality that a new version is actually released.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Elephant Parade on December 24, 2014, 12:13:12 am
Posting to watch.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Flying Dice on December 24, 2014, 03:16:09 am
Gonna ptw so I xan remember that this game exists, and in the eventuality that a new version is actually released.
The release date for the next stable version is allegedly January.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sirus on December 24, 2014, 03:18:49 am
Posting to watch this new and updated thread.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ibid Straydrink on December 24, 2014, 04:07:04 am
Unstable is pretty darned stable, from my experiences thus far. Unless they intend to add a substantial amount of new content between now and then, and you'd rather not spoil the experience, I'd jump right in.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Tronak on December 24, 2014, 04:40:17 am
Good to see an updated thread. OP, if you are going to keep it updated maybe you should add the dates of the last stable/unstable releases somewhere in the first post. It would help some people to track game's progress, and unless they start making very fast updates (ha) its not much extra work for you.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Tiruin on December 24, 2014, 05:26:26 am
PTW :D
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Nameless Archon on December 24, 2014, 09:22:45 am
I'll accept new thread if there are going to be more frequent updates.
With the way they've split up the update cycle, if you're watching the nightlies, there are updates frequently, but these are often "shoehorned in item/quest/thing X, but it violates game integrity occasionally". Stable hasn't seen an update in a few months, IIRC, simply because they've focused on "get it built, stabilize later" to get content into the game in the nightlies instead of the initial "stabilize as you go" model they had when it broke savegames early on for several people (lots of hotfixes, unhappy players, etc). Basically, if you want the latest and greatest (nightlies) you're buying into the "releases may break your save games and you should expect to dev-console regularly to work around things as/when they break" - a real QA alpha experience. Stable is where things get pushed to in big lumps after they've been shown not to eat your savegames, and the release in January is a release to Stable, not the nightlies/unstable builds. Chucklefish have taken a lot of flack historically over 'not updating, game going nowhere', but in my eyes, their current method is better - they aren't breaking savegame compatibility routinely for players in the Stable branch, for one.

I'd suggest the thread should probably track the Stable releases, as features in the nightlies aren't even guaranteed to get into the game at all, let alone in whatever form they might take initially. You're basically alpha testing in the nightlies. It's a tradeoff I'm happy with. Those folks who demand rapid update frequency can subscribe to the nightlies and take their chances that their saves might be corrupted, quests may be broken and that game reality itself may not be reliable from day-to-day as payment for the privilege: Win-Win.

Quote
I have a question for you guys, is this game mean to be played multiplayer or singleplayer? The fact that there are story quests suggest that singleplayer is intended to be the primary focus, whereas Terraria seemed to be more multiplayer friendly. I've never played multiplayer Starbound.
Both. Like Terraria, there's a drop-in/drop-out multiplayer. I would assume that quests are for individuals, not for the server, but I do not know how they have implemented this as I have studiously avoided watching the nightlies since I 'unsubbed' from trying to play until there was a major update/stabilization release.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ibid Straydrink on December 24, 2014, 09:28:49 am
You neglect to mention the Unstable builds, which as I understand it are an accumulation of nightlies with some of the bugs hammered out. I haven't encountered a single notable bug in the fifteen hours I've been playing the recent unstable release.

It's a nice middle ground, and again, I'd recommend it.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Nameless Archon on December 24, 2014, 09:51:14 am
You neglect to mention the Unstable builds, which as I understand it are an accumulation of nightlies with some of the bugs hammered out. I haven't encountered a single notable bug in the fifteen hours I've been playing the recent unstable release.

It's a nice middle ground, and again, I'd recommend it.
Well, I mentioned them (I checked!) but I was not sure to what degree they're less buggy than the nightlies. :)
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: SOLDIER First on December 24, 2014, 10:12:12 am
ptw
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: MagmaMcFry on December 24, 2014, 10:39:18 am
PTW then
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: The Darkling Wolf on December 24, 2014, 10:51:14 am
The quests are all individual, but there's nothing stopping you from helping one another with them.
The actual instanced ones are absolutely great too (well, one, I think there's just the one at the moment) Was running it with the mate I play with, I ended up tanking up front while he provided covering fire from behind, the atmosphere of the place was just fantastic, and I found a grenade launcher, which is always nice.

Right now I'm mostly just waiting for mods to update, looking forward to returning to the 256 storage space shipping container, with another mod allowing it to retain its inventory when picked up.

And using the absurdly large bulldozer to harvest the huge treefarm so we can process the saplings into biofuel and the wood into charcoal.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: BigD145 on December 24, 2014, 10:58:41 am
Still waiting for a more final version.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: The Darkling Wolf on December 24, 2014, 11:00:58 am
Not a terrible idea either, although from playing so far I'm liking the direction the game is going in much more than before. The tier advancement seems infinitely less arbitrary, and they've removed the obscene pixel cost from most things, so you no longer have to spend three hours grinding to make yourself a pointy stick and some hemp pants.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Scripten on December 24, 2014, 01:51:23 pm
I just had a DF-like moment. I have dug myself out a nice little hold in the ground, which is just a sort of earth-sheltered room with a door. However, I looked away from the game while it was raining to find a fairly sizable pool of water against my door. So either I ran into a bug or I'm going to need to think of drainage solutions. Which is really cool.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: The Darkling Wolf on December 24, 2014, 01:54:53 pm
Yeah, rain storms will fill up any available underground space with water. Although if you just want a simple solution, you can knock out a tile of backwall and let it drain into the eldritch and unseen third dimension.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on December 24, 2014, 04:59:29 pm
My brother and I might run a server once we get back home from Idaho.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on December 24, 2014, 05:20:11 pm
Yeah, rain storms will fill up any available underground space with water. Although if you just want a simple solution, you can knock out a tile of backwall and let it drain into the eldritch and unseen third dimension.

WITCHCRAFT!
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: iceball3 on December 24, 2014, 08:09:15 pm
Reminds me of how often i just like to carve out great big areas of background (and foreground) blocks in a great wide pit of sorts, gives a sort of "literally carved out/under a mountain" vibe.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Niveras on December 25, 2014, 09:13:15 am
Yeah, rain storms will fill up any available underground space with water. Although if you just want a simple solution, you can knock out a tile of backwall and let it drain into the eldritch and unseen third dimension.

If rainfall actually accumulates, would be nice to see evaporation/ground absorption (even in the presence of backwall) so that all worlds don't eventually all turn into oceans.

PS: Does this apply to non-water rain? I forget if there was actual acid/harmful rain worlds or just harmful liquid pools. Or maybe the non-water rain was mod-only.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Cyroth on December 25, 2014, 09:17:35 am
I never ran SB mods, but I remember acid rain, too.
Not sure if it could form pool if the rain was strong enough though.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Oneir on December 25, 2014, 09:36:10 am
I'm pretty sure acid rain is coded as a fluid, and not just a random damaging effect (like meteors or whatever). Thinking about it, you could probably make some really interesting worlds combining the custom debuff/buff system and the weather system. Nitroglycerin rain? Surely that could never be annoying.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: The Darkling Wolf on December 25, 2014, 10:12:04 am
Yeah, rain storms will fill up any available underground space with water. Although if you just want a simple solution, you can knock out a tile of backwall and let it drain into the eldritch and unseen third dimension.

If rainfall actually accumulates, would be nice to see evaporation/ground absorption (even in the presence of backwall) so that all worlds don't eventually all turn into oceans.

PS: Does this apply to non-water rain? I forget if there was actual acid/harmful rain worlds or just harmful liquid pools. Or maybe the non-water rain was mod-only.
Pretty sure those can also fill pools up. I used to have a pretty sweet tar harvesting op on a planet that was nearly constantly raining the stuff, this was back in Foo Koala with mods tho.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Girlinhat on December 25, 2014, 11:37:30 am
So what's the status of updates?  Anyone running multiplayer at all?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Nameless Archon on December 25, 2014, 01:05:08 pm
Yeah, rain storms will fill up any available underground space with water. Although if you just want a simple solution, you can knock out a tile of backwall and let it drain into the eldritch and unseen third dimension.
Note that this only works near the surface where removing the back wall reveals sky. Deeper underground where it reveals stone or earth it does nothing.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on December 25, 2014, 05:13:17 pm
Yeah, rain storms will fill up any available underground space with water. Although if you just want a simple solution, you can knock out a tile of backwall and let it drain into the eldritch and unseen third dimension.
WITCHCRAFT!
Be glad it dosen't drain through the fourth wall.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Lord_lemonpie on December 25, 2014, 05:21:27 pm
Ptw.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 25, 2014, 06:28:26 pm
I can't access my fuel thing but I need to go to my gate.
wat do
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: SharpKris on December 25, 2014, 06:30:23 pm
I can't access my fuel thing but I need to go to my gate.
wat do

quests in the hub buddy
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 25, 2014, 06:31:24 pm
I can't access my fuel thing but I need to go to my gate.
wat do

quests in the hub buddy
What hub.
I can't leave my starting planet.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: The Darkling Wolf on December 25, 2014, 06:43:27 pm
You don't need fuel to travel in-system, it's only needed to jump between stars.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 25, 2014, 06:45:54 pm
You don't need fuel to travel in-system, it's only needed to jump between stars.
I tried to go to the gate and it wouldn't let me.
Beep-beep noise happened.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ozyton on December 25, 2014, 06:47:57 pm
Make sure you actually click on the gate as if it were a planet, you should see it highlight.

By the way, where is oil?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 25, 2014, 06:51:44 pm
Make sure you actually click on the gate as if it were a planet, you should see it highlight.

By the way, where is oil?
Oh thank you.
god i feel stupid now
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Falknor on December 25, 2014, 07:10:30 pm
By the way, where is oil?

Desert Planets. Found it below surface. It's what fills the pools.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ibid Straydrink on December 25, 2014, 10:53:05 pm
By the way, where is oil?

Desert Planets. Found it below surface. It's what fills the pools.

Not necessarily sub-surface- I've found seas of the stuff above ground. Also be on the look-out for healing water. I intend to fill a room on my spaceship with the stuff... provided I can get a character out of the starting system alive. :P
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Girlinhat on December 25, 2014, 11:07:07 pm
So how fun are fluids?  I'm having trouble reaching the core of my planet right now...
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sergius on December 25, 2014, 11:10:14 pm
Digging to the core really feels like a chore, I barely find any copper/silver for pickaxes.

I think I've lost my taste for repetitive mining a-la vanilla Minecraft or Terraria, and ores are especially rare in Starbound. Or I'm just unlucky.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ibid Straydrink on December 25, 2014, 11:14:06 pm
So how fun are fluids?  I'm having trouble reaching the core of my planet right now...

Sucking the planet dry of its liquid wealth is pretty satisfying, and the process is efficient. I haven't tried to placing the fluids yet (Hardcore is hardcore), but I suspect that some quick lava-flooding could be a good way to cheese boss fights, DF-style!

The core shouldn't be terribly difficult to get to just take the mineshaft of your starting world as deep as she goes, and dig straight down. All the goodies you get along the way are enough for the second manipulator upgrade.

Beware the magma sea.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: KingofstarrySkies on December 25, 2014, 11:14:54 pm
PTW an' shit, yo~
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: ductape on December 25, 2014, 11:46:13 pm
Digging to the core really feels like a chore, I barely find any copper/silver for pickaxes.

I think I've lost my taste for repetitive mining a-la vanilla Minecraft or Terraria, and ores are especially rare in Starbound. Or I'm just unlucky.

I agree with this so i messed with the ore spawn rates in my game.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 25, 2014, 11:53:31 pm
That first mission was tough as fuck.

I died twice doing it and the second time I simply hit the ground too hard RIGHT NEXT TO THE MISSION FINISHER.
It got a lot easier the moment I learned that the pollen-shooter I found in a spring biome was chargeable like a bow and EXTREMELY ENERGY EFFICIENT.
Then I was killing the pseudo-necromorphs with 2-3 blasts of the toxins.

It crashed when I was looking for titanium, though.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ibid Straydrink on December 25, 2014, 11:53:58 pm
Digging to the core really feels like a chore, I barely find any copper/silver for pickaxes.

I think I've lost my taste for repetitive mining a-la vanilla Minecraft or Terraria, and ores are especially rare in Starbound. Or I'm just unlucky.

I agree with this so i messed with the ore spawn rates in my game.

Y'all are too softcore. Real indies dig straight down with nothing but their manipulators from the spawn  point only after half an hour of tree-chopping, mine every single piece of ore along the way, and suck up magma until their inventories are full. Then they start a new game.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 25, 2014, 11:59:01 pm
Digging to the core really feels like a chore, I barely find any copper/silver for pickaxes.

I think I've lost my taste for repetitive mining a-la vanilla Minecraft or Terraria, and ores are especially rare in Starbound. Or I'm just unlucky.

I agree with this so i messed with the ore spawn rates in my game.

Y'all are too softcore. Real indies dig straight down with nothing but their manipulators from the spawn  point only after half an hour of tree-chopping, mine every single piece of ore along the way, and suck up magma until their inventories are full. Then they start a new game.
You don't need that much wood...
Unless you're one of those folk who's not too lazy to build a house...

Like, I set up a tent I took from a nearby abandoned mineshaft on a raised platform and had all the crafty things scattered about in a generally-below area.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ibid Straydrink on December 26, 2014, 12:30:00 am
Digging to the core really feels like a chore, I barely find any copper/silver for pickaxes.

I think I've lost my taste for repetitive mining a-la vanilla Minecraft or Terraria, and ores are especially rare in Starbound. Or I'm just unlucky.

I agree with this so i messed with the ore spawn rates in my game.

Y'all are too softcore. Real indies dig straight down with nothing but their manipulators from the spawn  point only after half an hour of tree-chopping, mine every single piece of ore along the way, and suck up magma until their inventories are full. Then they start a new game.
You don't need that much wood...
Unless you're one of those folk who's not too lazy to build a house...

Like, I set up a tent I took from a nearby abandoned mineshaft on a raised platform and had all the crafty things scattered about in a generally-below area.
Ha. I wish I had your ambition. Alas, I know all too well that, within the span of a few hours, I will be dead!
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 26, 2014, 12:49:05 am
Does anybody know if upgrading one's ship deletes the items inside?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: MaximumZero on December 26, 2014, 01:38:40 am
PTW, Wolfeyez and I really enjoyed thus a while back, and we're waiting on new content for all the 2d dig-em-ups.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Chiefwaffles on December 26, 2014, 04:59:13 am
Does anybody know if upgrading one's ship deletes the items inside?
Nope. Upgrades only add onto the ship, not change any physical space. Basically you get another room glued on, instead of a changed layout
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 26, 2014, 05:22:04 am
Does anybody know if upgrading one's ship deletes the items inside?
Nope. Upgrades only add onto the ship, not change any physical space. Basically you get another room glued on, instead of a changed layout
A bit late of a response; already got that dealt with.

Also, the third mission is really fucking huge and I was only able to find the pants.
Another question- does the first mission have any other wearables besides the space suit/backpack and the mining helmet?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: The Darkling Wolf on December 26, 2014, 08:32:00 am
There's a Hi-Viz jacket to find as well.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: scriver on December 26, 2014, 09:09:04 am
Ship upgrades are in the game now?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 26, 2014, 10:29:49 am
Well, I'm having trouble with mission 2. So many damned penguins! That sodding UFO is causing me problems.
Find a spring biome.
Get a pollen puff.
Crouch in one of the pools of water and shoot that fucker with a full charge when he gets close.
It seems that the pollen puff's toxic cloud is unmitigatable.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 26, 2014, 12:19:38 pm
I just found a sniper rifle that shoots a single puff of flame, thus eliminating its sniping ability.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Shakerag on December 26, 2014, 02:18:07 pm
ptw
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on December 26, 2014, 02:23:57 pm
Ship upgrades are in the game now?
Unstable version has them now.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 26, 2014, 05:23:17 pm
I have no idea how to explore a poison ocean planet.
Between the constant acid rain and the whole "the water is purified skin-absorbed toxin" thing, I'm mostly just stuck in shelters or on bridges I build.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: stabbymcstabstab on December 26, 2014, 05:43:36 pm
Heres how I discovered you explore Poison Ocean Worlds, you don't it's, not worth it.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 26, 2014, 06:14:12 pm
Heres how I discovered you explore Poison Ocean Worlds, you don't it's, not worth it.
All exploration is worth it.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Mapleguy555 on December 26, 2014, 06:48:27 pm
I would imagine you have to use drains and gradual expansion.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 26, 2014, 06:51:09 pm
There needs to be an upgraded radiation nanoskin that also protects against poison.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on December 26, 2014, 06:52:19 pm
Can't be much harder than breaching the aquifer in DF.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 26, 2014, 06:58:29 pm
Are there even chests at the bottom of the toxic ocean?
I know that when I strolled along on the floor of the arctic ocean I went to for a good stock of the first 3 materials, I didn't find anything except for kelp and oshrooms- no shells, no chests.

Also, alien juice.
What the fuck.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on December 26, 2014, 07:06:44 pm
Also, alien juice.
What the fuck.
That was my reaction as well.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: werty892 on December 26, 2014, 07:57:13 pm
Would love to play with you guys, as long as we agreed to start from fresh. I hated going on terraria servers to find them full of people with the top tier gear. It's boring.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 26, 2014, 08:08:35 pm
"Please don't cause any trouble. The miniknog will take my family if you do."

And then I demolished the entire apartment with my matter manipulator in front of his eyes.

Spoiler (click to show/hide)
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 26, 2014, 10:32:37 pm
Strategy for beating the penguinmech:

- get efficient firearm with reasonable range and energy-efficient armor
- do not enter boss room
- fire at mech from the hallway and step off of the pressure plate to take cover when necessary*
*you only need to worry about the homing missiles and robo-punches that only happen in the first phase
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Girlinhat on December 26, 2014, 10:34:37 pm
Anyone been able to get multiplayer working?  Me and a friend tried and couldn't get connection to each other, with either hosting.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Mapleguy555 on December 26, 2014, 10:50:49 pm
Yes, Stefender, Knoxon, and I played a bit. We got stuck on oil :v
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Girlinhat on December 26, 2014, 11:16:07 pm
Yes, Stefender, Knoxon, and I played a bit. We got stuck on oil :v
Do you know the proceedure to host?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Chiefwaffles on December 27, 2014, 01:18:12 am
I was able to host, and it worked just fine (except for some problems with me not being able to connect using localhost/etc.).

I port forwarded, started the server, waited, then my friend connects with my regular external IP, and I connect using a certain kind of local address (forgot which. Think it's 192.168.1.[number]) and bam.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Mapleguy555 on December 28, 2014, 07:01:08 pm
We use Evolve and the standard server start from the launcher.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on December 28, 2014, 11:52:56 pm
Caustic Stag Helmet is amazing.
Also fairy wings, hunter's top, and cool leather skirt.
Hya has best fashion sense.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Girlinhat on December 28, 2014, 11:54:46 pm
We use Evolve and the standard server start from the launcher.
"Evolve" is incredibly difficult to google...  what even is it?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Mapleguy555 on December 29, 2014, 12:38:21 am
It's a LAN program like gameranger or hamachi. It automagically detects the games when you run it and boasts a party system. A party will have specific ips, varying in the last digit (e.g. 1.555.5555.1 through 9). I am unsure what the max party size is, although I've hosted at least 7 others.

QUICKEDIT: Here's the link. https://www.evolvehq.com/welcome
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Dorsidwarf on December 29, 2014, 08:08:56 am
I was given a farcically overpowered plasma sniper by some guy in multiplayer after I followed them around playing rock music to accompany their adventures for ages.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on December 29, 2014, 09:17:24 am
Decided to give this a try. Downloaded the new unstable version and hit play... several missing .dll messages, won't launch. I seem to recall someone else having this problem recently, but I really don't want to dig through the whole thread. How do I fix this? Thanks guys...

EDIT: Nevermind, apparently it did launch, the window just didn't pop up because of the error messages. Fingers crossed that the game will run ok.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Niveras on December 29, 2014, 03:01:04 pm
I think if that happens (and presuming you switched to the unstable build), you have "verify integrity of the game cache", which I think just checks that all the files are what they're supposed to be given the build/version that you're set to, and downloads/update files that aren't correct. (Right click title in the library list -> Properties -> Local Files tab -> integrity button.)
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Mapleguy555 on December 30, 2014, 10:33:39 am
The game runs fine even with those dll errors. However, I have had a crash from another dll error so there's that.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: stabbymcstabstab on December 30, 2014, 10:55:12 am
Hey are Nova Kid ship upgrades in? I'm starting to run out of room for my guns.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Farce on December 30, 2014, 03:56:27 pm
I was given a farcically overpowered plasma sniper by some guy in multiplayer after I followed them around playing rock music to accompany their adventures for ages.
Hey, my name and my favorite Starbound thing to do in one post!
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Chiefwaffles on December 30, 2014, 05:58:08 pm
An adventure is not complete without your own personal bard.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on December 30, 2014, 09:23:45 pm
Hey are Nova Kid ship upgrades in? I'm starting to run out of room for my guns.
Unstable? Yeah, ship upgrades should be in for every race.
Just do enough missions on the station. Sooner or later, a shady glitch-person should help you with that.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: MaximumZero on December 30, 2014, 10:43:35 pm
Tried to update to unstable. I think I broke it.

(http://i.imgur.com/4L2SzFz.gif?1)
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Chiefwaffles on December 30, 2014, 11:35:17 pm
Did you delete the Universe/Config/Mod folders?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Scripten on December 30, 2014, 11:59:06 pm
This was my problem before deleting my mod folder. Was super frustrating.

Also Bitdefender hates Starbound.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: KingofstarrySkies on December 31, 2014, 12:57:40 am
Ah, anyone know how to collect oil? Finally found some, no idea how to collect it.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Scripten on December 31, 2014, 01:11:38 am
Ah, anyone know how to collect oil? Finally found some, no idea how to collect it.

You need the upgrade that lets you collect liquids with your matter manipulator. Talk to your ship's AI.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: KingofstarrySkies on December 31, 2014, 01:17:10 am
Did so. Thankee kindly.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: MaximumZero on December 31, 2014, 01:55:06 am
Did you delete the Universe/Config/Mod folders?
Nope. Sure that's the issue. I'll do it tomorrow.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sergius on January 01, 2015, 02:10:07 am
Well, I made a mod to change the ore distribution (basically any non-zero got added 1) and managed to get to durasteel level.

Sadly, I discovered that Apex Labs are now indestructible and I can't get one of them nice small lockers to scan and fill my ship with.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Mapleguy555 on January 01, 2015, 02:28:05 am
Yeah, the refuel station in the beginning is also indestructible which is sad since COFFEE.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Chiefwaffles on January 01, 2015, 05:22:31 am
Apex Labs are now indestructible
I believe that's because all actual "dungeons" have a generator-thingy which prevents you from modifying blocks in a dungeon until you deactivate said generator thing.
The "I believe" is because I'm not entirely sure whether or not every dungeon has one. They should, though?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: KingofstarrySkies on January 01, 2015, 06:15:50 am
I think it's if all mobs are killed.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: The Darkling Wolf on January 01, 2015, 07:01:52 am
Well, I made a mod to change the ore distribution (basically any non-zero got added 1) and managed to get to durasteel level.

Sadly, I discovered that Apex Labs are now indestructible and I can't get one of them nice small lockers to scan and fill my ship with.
There should be a big generator on top of the building, turn it off and you can loot the place to your heart's content.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 01, 2015, 11:44:54 am
Is it possible to acquire one of said generators to protect your home base from meteors?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on January 01, 2015, 12:01:20 pm
Dear lord, has it always been so grindy? I don't remember it taking an hour of playtime just to acquire my first pickaxe... I get that the stone one wasn't realistic, but for the sake of making me not want to kill myself, I hope they bring it back (or at least make the matter manipulator dig faster!!!). Anyway, using future tech to craft a wooden hunting bow isn't realistic, either, and they left that in there. And I definitely don't like being locked onto the first planet for so long.

I do like the combat better now, though. I have to analyze each enemy's attack patterns and form an actual strategy. Good stuff.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 01, 2015, 12:04:42 pm
I dunno, the MM seems to dig fast enough now (especially with those upgrades you can get pretty early) that I don't feel too compelled to get picks. Plus, making picks as soon as you find the materials is nice.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on January 01, 2015, 12:12:58 pm
Really? I played for an hour, almost all of which was digging for ore, and I only just managed to get enough ore to make a pick. I didn't see anything about upgrades. The mining speed of the matter manipulator was infuriatingly slow. Drove me insane.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 01, 2015, 12:30:42 pm
With 10 copper bars you can upgrade its mining speed, which I recommend doing ASAP.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: scriver on January 01, 2015, 12:54:32 pm
Picks are useless anyway, they disintegrate before you've even found enough metal to make a new one.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Elephant Parade on January 01, 2015, 01:04:06 pm
Picks are useless anyway, they disintegrate before you've even found enough metal to make a new one.
Can't you repair any pick with any metal?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: scriver on January 01, 2015, 01:05:37 pm
...I had forgotten about that. Thanks for the reminder!
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on January 01, 2015, 01:33:37 pm
Well apparently you can't repair picks anymore. Unless there's a way to do it I couldn't figure out. Damn thing disappeared after a few minutes. Wish I'd realized that before I wasted all that copper on it. Anyway, I've upgraded the matter manipulator now, and it's a bit faster, but still slower than is fun. I'm exploring a new planet now... Here's hoping I'll find something interesting.

I'm not terribly pleased with how they're making the game more linear, though. My favorite part is basically exploration, and now I have to do a lot more work before I can go exploring.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: KingofstarrySkies on January 01, 2015, 04:10:52 pm
The funny thing is, if you fully upgrade the MM, it becomes the best tool in the game.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 01, 2015, 05:09:27 pm
The only things that to my knowledge are indestructable are the outposts and the missions, which is a damn shame because I want that fucking coffee pot.
The only dungeons I know to have generators are staffed apex labs (just get to the roof, flick it off, and mine it, fighting optional), apex tesla labs (finish both sides of the course and flick the switches to open the doors to the generators), and apex cities (top of the building with large rooms on only one side of the stairs, can be disabled and mined without repurcussions).

It's a hell of a lot less grindy for me now.
I don't have to focus on building and repairing picks/drills anymore now that manipulators can mine faster and with larger clumps of stuff than picks.
Don't have to grind for pixels for better armor (armor's also really cheap ore-wise now)
Don't have to grind for the resources I need to summon a boss anymore.
If I do want a pick, hell, they reduced the costs of those to two copper bars- four chunks of ore, one of the many rewards you can find in a chest.

I hate that I can't just throw any fuel into my ship and be fine, though.
At least it doesn't take fuel to travel within-system.

Also, does anyone know what the point of buying additional erchius crystal is?
I don't want to waste pixels on junk.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Elephant Parade on January 01, 2015, 05:10:47 pm
Well apparently you can't repair picks anymore. Unless there's a way to do it I couldn't figure out. Damn thing disappeared after a few minutes. Wish I'd realized that before I wasted all that copper on it. Anyway, I've upgraded the matter manipulator now, and it's a bit faster, but still slower than is fun. I'm exploring a new planet now... Here's hoping I'll find something interesting.

I'm not terribly pleased with how they're making the game more linear, though. My favorite part is basically exploration, and now I have to do a lot more work before I can go exploring.
You use ore, not ingots.

Or it got removed. I haven't played the experimental.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 01, 2015, 05:12:52 pm
What's a good healing item? I've burned through my stocks of bandages and red stim packs trying to get through that erchirus mine mission.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Girlinhat on January 01, 2015, 05:13:48 pm
Well apparently you can't repair picks anymore. Unless there's a way to do it I couldn't figure out. Damn thing disappeared after a few minutes. Wish I'd realized that before I wasted all that copper on it. Anyway, I've upgraded the matter manipulator now, and it's a bit faster, but still slower than is fun. I'm exploring a new planet now... Here's hoping I'll find something interesting.

I'm not terribly pleased with how they're making the game more linear, though. My favorite part is basically exploration, and now I have to do a lot more work before I can go exploring.
You use ore, not ingots.

Or it got removed. I haven't played the experimental.
It got removed.  Pickaxes are now VERY fast, but very low durability and cannot be repaired.  They're a luxury item.  People kept complaining "why is my stone pickaxe better than my super space-age matter manipulator?" and now they're complaining that the space tech is better.  These people...

NINJA: For healing items, produce good food.  More complicated food heals better.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 01, 2015, 05:20:29 pm
I was able to get through erchius mission by bringing a lot of bandages, using my bow and pollen pump to wreck the basic enemies from a distance, and using the living miners to deal with the three at the end. Avoid getting hit at all costs it the most I can say.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: scriver on January 01, 2015, 06:01:34 pm
It got removed.  Pickaxes are now VERY fast, but very low durability and cannot be repaired.  They're a luxury item.  People kept complaining "why is my stone pickaxe better than my super space-age matter manipulator?" and now they're complaining that the space tech is better.  These people...

Not the same people.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 01, 2015, 06:14:19 pm
Is it possible to find an airless planet with a molten core? I've dug through 2 (found oceans of starship fuel btw) and fell into a bottomless void of death at the bottom of each.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 01, 2015, 06:19:20 pm
Is it possible to find an airless planet with a molten core? I've dug through 2 (found oceans of starship fuel btw) and fell into a bottomless void of death at the bottom of each.
Wait, do moons have erchius deposits in their cores?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 01, 2015, 06:20:26 pm
Erichus desposits throughout.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Andux on January 01, 2015, 06:57:54 pm
apex tesla labs (finish both sides of the course and flick the switches to open the doors to the generators)
That's kind of infuriating; the performance hit from all the goddamn tesla spikes makes the courses completely unplayable on my laptop (at least in singleplayer).
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 01, 2015, 07:13:54 pm
Just found a "barren, lifeless world, perfect for large-scale construction." Does this mean no ore, dungeons, or anything?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Girlinhat on January 01, 2015, 07:17:50 pm
Just found a "barren, lifeless world, perfect for large-scale construction." Does this mean no ore, dungeons, or anything?
I've heard multiple people ask this from different sources.  "Barren" is exactly how it sounds :P
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Gentlefish on January 01, 2015, 07:44:53 pm
Just found a "barren, lifeless world, perfect for large-scale construction." Does this mean no ore, dungeons, or anything?
I've heard multiple people ask this from different sources.  "Barren" is exactly how it sounds :P

Means no creatures, no water, no anything. Not my kinda place, honestly :P I like my ocean island huts.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 01, 2015, 08:59:08 pm
Landed on an arid planet, found a glitch village. Ridiculously cheap tier 2 (randomly generated) weapons at the store, but ludicrously expensive produce. 8000+ (!) for one Dioda.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Chiefwaffles on January 01, 2015, 09:02:06 pm
They've got to make up for the weapon prices somewhere.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Aklyon on January 01, 2015, 09:48:13 pm
PTW, and eventually try again.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on January 02, 2015, 03:00:59 am
Well apparently you can't repair picks anymore. Unless there's a way to do it I couldn't figure out. Damn thing disappeared after a few minutes. Wish I'd realized that before I wasted all that copper on it. Anyway, I've upgraded the matter manipulator now, and it's a bit faster, but still slower than is fun. I'm exploring a new planet now... Here's hoping I'll find something interesting.

I'm not terribly pleased with how they're making the game more linear, though. My favorite part is basically exploration, and now I have to do a lot more work before I can go exploring.
You use ore, not ingots.

Or it got removed. I haven't played the experimental.
It got removed.  Pickaxes are now VERY fast, but very low durability and cannot be repaired.  They're a luxury item.  People kept complaining "why is my stone pickaxe better than my super space-age matter manipulator?" and now they're complaining that the space tech is better.  These people...

Just for the record, I'm not complaining that the matter manipulator is now better than pickaxes. I'm glad they made that change. The thing I'm unhappy about is the balance. Previously, after putting in X time/effort in the game, I was able to mine at a particular speed. Now, after putting in X time/effort, I'm only able to mine maybe half that speed. And since you need to do a huge amount of mining to upgrade your mining tool (copper being pretty rare for some reason), it takes even longer, and is even more annoying. I'd be happy if they increased the starting mining speed of the matter manipulator to the upgraded speed, and increased the upgraded speed as well. I get that the tool becomes really powerful *eventually*, but if it takes me several grindy hours to find enough metal to upgrade it, I'm not enjoying those hours. There are a lot of cool things I want to do, and it's frustrating to have to spend so much time sloooowwwwwly mining through the dirt, bit by bit, desperately searching for copper.

If they either make the matter manipulator faster or increase the frequency of ore, I think I'll be satisfied with the mining situation.

I'm also a little disappointed with the food/farming situation. They've basically removed the survival aspect of the game now that we don't have hunger. On the other hand, food is now everywhere, apparently. Every planet is absolutely covered with wheat, potatoes, corn, rice, and berries. I planted a wheat seed, and the plant grew in less than a minute. I think I'm even more disappointed with this than with the mining thing. At least I can upgrade my mining tool eventually, but I can never put the survival aspect back in the game. I hope modders will be able to do something about that in the future.

By the way, I've only been to a few planets, but so far all of them have been identical. Same ground, trees, colors, weather, even very similar animals. What's the deal with that? Are they trying to imply that every planet in this whole system was once a part of one giant planet, which later broke into smaller ones, so the life forms evolved slightly and just carried on? And that somehow, all of these life forms are able to survive and thrive regardless of their distance from the sun? How are the planets at the outer edges keeping so warm? Why aren't the ones in the middle boiling hot? I didn't mind so much when every planet was totally random, but now it just feels silly. It's harder to ignore the ridiculousness of it.

There are things I do like, as well, though. The outpost is a great addition. (Surely it will be possible to mod in a recipe to make the coffee maker?) The text is pretty funny, and I got a chuckle when I looked in the trash in the bathroom upstairs. I even got a winning ticket from the arcade game, though I don't know if it will ever be used for anything. Combat is definitely better now, though I'm finding it more difficult in many cases. It's more about timing and strategy now, which I approve of. And obviously it helps to be able to attack in any direction, though they really need to work on some of those animations. So far, the technology progression seems to make more sense than it did before, too. I don't need to build the low-level version of something then upgrade it to the higher-level version.

They do seem to be missing an iron pick, though. I mean, it does make sense that a pickaxe will mine faster than a space gun. With all the technology we have on earth today, we still use a shovel to dig a hole. It's just the best tool for the job. But iron is a much harder metal than copper, and makes more sense as a material to make a mining tool. You'd only use copper if it were somehow more abundant or easier to obtain, which it isn't, in the game. Iron is all over the place. So why is there no recipe for an iron pick? Or is there one and I'm just totally blind? Because I searched the list a few times, certain I must be missing it, and couldn't find it. Then there's the silver pick... Silver is really quite soft. No one would ever use it for mining. Since picks wear out so quickly anyway, I don't see the point in making "this metal is rare" equal "this metal is strong." I'd vote for just making an iron one, getting rid of the others, having it wear out quickly, and then making the matter manipulator a bit faster at the start to eliminate frustrating grind.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 02, 2015, 03:19:40 am
The first planet seems always to have the same biome and trees now, though the nearby planets can be different.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on January 02, 2015, 03:55:59 am
I've been to four planets so far, in different parts of the system, and all have been identical, with the creatures being *almost* identical. (Their attack patterns and basic shapes were identical, only slight differences in appearance, as you would find with animals which had evolved from a common ancestor in different places, but only for maybe a hundred years or so.) I'll keep exploring later today when I have some time, but that can't be accidental.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Chiefwaffles on January 02, 2015, 03:57:51 am
One of your problems may be the fact that now planet types are restricted to the different types of stars now.
It's pretty stupid and ruins a lot of exploration value.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on January 02, 2015, 05:31:40 am
I see. Yeah, that's really dumb. Exploration was always the best part of this game for me, and now it seems they've tried to nuke that in every way possible. What kind of game are they actually trying to make here? Maybe I should switch back to stable and turn off updates, and just mod the hell out of it to add better stuff.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Arbinire on January 02, 2015, 08:20:41 am
Well apparently you can't repair picks anymore. Unless there's a way to do it I couldn't figure out. Damn thing disappeared after a few minutes. Wish I'd realized that before I wasted all that copper on it. Anyway, I've upgraded the matter manipulator now, and it's a bit faster, but still slower than is fun. I'm exploring a new planet now... Here's hoping I'll find something interesting.

I'm not terribly pleased with how they're making the game more linear, though. My favorite part is basically exploration, and now I have to do a lot more work before I can go exploring.
You use ore, not ingots.

Or it got removed. I haven't played the experimental.
It got removed.  Pickaxes are now VERY fast, but very low durability and cannot be repaired.  They're a luxury item.  People kept complaining "why is my stone pickaxe better than my super space-age matter manipulator?" and now they're complaining that the space tech is better.  These people...

Just for the record, I'm not complaining that the matter manipulator is now better than pickaxes. I'm glad they made that change. The thing I'm unhappy about is the balance. Previously, after putting in X time/effort in the game, I was able to mine at a particular speed. Now, after putting in X time/effort, I'm only able to mine maybe half that speed. And since you need to do a huge amount of mining to upgrade your mining tool (copper being pretty rare for some reason), it takes even longer, and is even more annoying. I'd be happy if they increased the starting mining speed of the matter manipulator to the upgraded speed, and increased the upgraded speed as well. I get that the tool becomes really powerful *eventually*, but if it takes me several grindy hours to find enough metal to upgrade it, I'm not enjoying those hours. There are a lot of cool things I want to do, and it's frustrating to have to spend so much time sloooowwwwwly mining through the dirt, bit by bit, desperately searching for copper.

If they either make the matter manipulator faster or increase the frequency of ore, I think I'll be satisfied with the mining situation.

I'm also a little disappointed with the food/farming situation. They've basically removed the survival aspect of the game now that we don't have hunger. On the other hand, food is now everywhere, apparently. Every planet is absolutely covered with wheat, potatoes, corn, rice, and berries. I planted a wheat seed, and the plant grew in less than a minute. I think I'm even more disappointed with this than with the mining thing. At least I can upgrade my mining tool eventually, but I can never put the survival aspect back in the game. I hope modders will be able to do something about that in the future.

By the way, I've only been to a few planets, but so far all of them have been identical. Same ground, trees, colors, weather, even very similar animals. What's the deal with that? Are they trying to imply that every planet in this whole system was once a part of one giant planet, which later broke into smaller ones, so the life forms evolved slightly and just carried on? And that somehow, all of these life forms are able to survive and thrive regardless of their distance from the sun? How are the planets at the outer edges keeping so warm? Why aren't the ones in the middle boiling hot? I didn't mind so much when every planet was totally random, but now it just feels silly. It's harder to ignore the ridiculousness of it.

There are things I do like, as well, though. The outpost is a great addition. (Surely it will be possible to mod in a recipe to make the coffee maker?) The text is pretty funny, and I got a chuckle when I looked in the trash in the bathroom upstairs. I even got a winning ticket from the arcade game, though I don't know if it will ever be used for anything. Combat is definitely better now, though I'm finding it more difficult in many cases. It's more about timing and strategy now, which I approve of. And obviously it helps to be able to attack in any direction, though they really need to work on some of those animations. So far, the technology progression seems to make more sense than it did before, too. I don't need to build the low-level version of something then upgrade it to the higher-level version.

They do seem to be missing an iron pick, though. I mean, it does make sense that a pickaxe will mine faster than a space gun. With all the technology we have on earth today, we still use a shovel to dig a hole. It's just the best tool for the job. But iron is a much harder metal than copper, and makes more sense as a material to make a mining tool. You'd only use copper if it were somehow more abundant or easier to obtain, which it isn't, in the game. Iron is all over the place. So why is there no recipe for an iron pick? Or is there one and I'm just totally blind? Because I searched the list a few times, certain I must be missing it, and couldn't find it. Then there's the silver pick... Silver is really quite soft. No one would ever use it for mining. Since picks wear out so quickly anyway, I don't see the point in making "this metal is rare" equal "this metal is strong." I'd vote for just making an iron one, getting rid of the others, having it wear out quickly, and then making the matter manipulator a bit faster at the start to eliminate frustrating grind.

I would say the best place to voice these are over on their official forums or the Steam forums, because these are legitimate issues and should be the exact kind of feedback any developer in a "beta" test would like to hear...but you'd just get driven off because they don't like that kinda stuff over at CF. 
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on January 02, 2015, 09:01:26 am
Yeah, I'd be happy to go give them my feedback, but I know they'd just ban me for being negative or questioning the devs or whatever it is they call it these days. It's such a shame they aren't more open to genuine feedback. The game could be much better.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Tiruin on January 02, 2015, 09:48:39 am
Yeah, I'd be happy to go give them my feedback, but I know they'd just ban me for being negative or questioning the devs or whatever it is they call it these days. It's such a shame they aren't more open to genuine feedback. The game could be much better.
Perhaps they lack basic social etiquette?
As in, knowing the difference between criticism, bad/destructive criticism and good/constructive criticism. :-\
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: jhxmt on January 02, 2015, 12:00:24 pm
-Stuck on the mining base mission? Run past everything. It's much easier than the back-and-forth healing and hurting a straight sweep will take, but you miss out on pixels. I didn't have to kill one monster to get to the end once I figured out which way I was headed. Bring tarballs, maybe, if things get hairy.

Whoa, wait, you can just run all the way past those monster dudes?  Even the final ones?  THIS CHANGES EVERYTHING.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 02, 2015, 12:17:56 pm
Yeah, I miss abundant ore. I don't think hellevator should be a requirement to get off the first planet, either. Are asteroid fields still a thing?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: BigD145 on January 02, 2015, 01:02:30 pm
Yeah, I'd be happy to go give them my feedback, but I know they'd just ban me for being negative or questioning the devs or whatever it is they call it these days. It's such a shame they aren't more open to genuine feedback. The game could be much better.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sergius on January 02, 2015, 01:29:11 pm
I like where the changes are going, the missions, the newer boss fights (still need a lot of balance, only way I found to kill the UFO penguin was to shoot him on the edge of the screen without him noticing me).

I still think this game would be 100x better if they just moved away from "digging metric assloads of dirt". Starbound shouldn't focus too much on mining, I know it's some sort of "spiritual successor" to Terraria but the whole sci-fi vibe and low-tech ore finding by hand don't mesh too well.

"Making awesome bases" should be the focus. Make it easier to get materials, or something. Add sieges like Terraria.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Flying Dice on January 02, 2015, 01:52:43 pm
Not to worry, mods will once again save a game from mediocrity I'm sure.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Scripten on January 02, 2015, 01:59:51 pm
I still think this game would be 100x better if they just moved away from "digging metric assloads of dirt". Starbound shouldn't focus too much on mining, I know it's some sort of "spiritual successor" to Terraria but the whole sci-fi vibe and low-tech ore finding by hand don't mesh too well.

"Making awesome bases" should be the focus. Make it easier to get materials, or something. Add sieges like Terraria.

You know, I didn't realize that this is what I've been thinking the entire time until you said that. I love Starbound. I love the art style, the music, the (revised) combat, and the worlds, both the lore and the procedural generation.

But spending so much time underground means you miss out on the parts of the game that are really interesting. Unlike in Minecraft and Terraria, it's not very easy to just go spelunking for minerals. You often have to dig out a ton of blocks before you find much and the higher tier metals are just hidden behind slower-digging dirt/stone instead of in challenging places to be. Honestly, I'd love to see Chucklefish make mining an optional path to follow rather than a gate to better gear/missions. Maybe they could replace pickaxes with mining rigs/vehicles that requires occasional maintenance so they can scrap the idea of pickaxes altogether.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: BigD145 on January 02, 2015, 02:07:10 pm
Not to worry, mods will once again save a game from mediocrity I'm sure.

Like the various mining shaft mods, which may or may not be abandoned/updated.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on January 02, 2015, 02:45:16 pm
I like where the changes are going, the missions, the newer boss fights (still need a lot of balance, only way I found to kill the UFO penguin was to shoot him on the edge of the screen without him noticing me).

I still think this game would be 100x better if they just moved away from "digging metric assloads of dirt". Starbound shouldn't focus too much on mining, I know it's some sort of "spiritual successor" to Terraria but the whole sci-fi vibe and low-tech ore finding by hand don't mesh too well.

"Making awesome bases" should be the focus. Make it easier to get materials, or something. Add sieges like Terraria.

I disagree that building should be the focus. I like building, but if I wanted to play Terraria, I'd just play Terraria. And I definitely don't want sieges. I don't really enjoy combat in this game. All those hours I spent on it were mainly focused on exploring. That's what I liked. Going from planet to planet, never knowing what kind of life you'll find on the surface, what color and shape the trees will be, what kind of ruins or bases or towns or rainbows you might find... It was fantastic. And they're removing all the exploration elements now, and making it harder to advance to the point where you *can* travel. Missions are a good idea, I think, but they just seem to be removing all the things I liked about the game and making the stuff that I was just putting up with more of the focus (and making it more tedious in the process).

I definitely agree that they should make it easier to get materials, and they absolutely need to give the mining a rest. Some mining? Great. Constant mining through dirt and cobblestone, desperately searching for a single scrap of copper? Irritating. At the very least, all that future tech should be able to detect where ore is at a distance. Save us the pointless hours of dirt-shoveling.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 02, 2015, 03:00:05 pm
The winning ticket, by the way, Sappho, is for a quest you get after your third ship upgrade.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Oneir on January 02, 2015, 03:03:29 pm
Other than that, mining is a bit irksome, I agree. Chucklefish built the ore distribution on the assumption that players would dig straight down a-la Hellevator and just carve out whatever they could find from the caves or core. I found (I think) one single platinum ore on the surface of the first planet, rest was just coal, and getting the copper to upgrade the matter manipulator the first time was definitely tedious. What happened to surface deposits of iron and copper?

Wait, for real? I guess it's smart to take an emergent thing like Hellevators into account, but they're really just a different kind of tedium for when you've run out of cave/can't stand fighting the same slimes any more to get to new ore/really just want to go to hell already. If you want people to go straight to the center of the planet, what's even the point of generating caves and things? That seems like it's totally opposed to the exploration game genre.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 02, 2015, 03:10:54 pm
They are really aggressive in trying to prevent it...

But honestly given the player differences they shouldn't be so antagonistic towards the players who want to mad dash towards the end.

That way the players who want to more slowly and organically play the game can get whatever they want... and the mad dashers can dash to their hearts content.

I mostly just ended up blitzing through the game because after a while I kind of realized how fruitless and joyless exploration was... as soon as I saw the pattern.

Which is a problem with me, as soon as I know HOW the game does it, it ceases to be interesting because well... it all seems the same to me.

"Well on the planet, ok... so there will be three ruins on a planet of this side, three chests, and below that will be a second set of ruins if I look for it... Ohh a town? Well I know where everything is this shouldn't be too long"

and because Starbound doesn't have a strong foundation in gameplay or emersion to support the exploration (like say... Spelunky does) it gets boring for me.

Basically it just becomes Spore.

What do I mean like that? I don't see a pattern and go "Ohh this looks fun!" because that isn't what Starbound generates it goes "Ohh, more... eye candy... I guess if I wanted to place these useless objects around my house I could mine them. But I already have 100 others". It is still getting a bit better though... but it will never REALLY try to be a game that randomly generates fun, just a game that randomly generates the chance to spawn something that catches your eye.

But that is just me and my suggestion isn't to make the game more fun for me (since frankly... making the game more fun in general, adding a bit more use in the random objects, making planets more interesting in general, making it easier to play with my friends with some strong multiplayer content... and stuff would alleviate that) but rather I do see it as being a general improvement in general.

Either that or gate off hellevators with a temperature system.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Niveras on January 02, 2015, 03:39:59 pm
Honestly, I'd love to see Chucklefish make mining an optional path to follow rather than a gate to better gear/missions. Maybe they could replace pickaxes with mining rigs/vehicles that requires occasional maintenance so they can scrap the idea of pickaxes altogether.

Hmm, maybe later on, a semi-random mission system (based on exploration, collection, or combat) that rewards pixels which you could then use to buy equipment and upgrades, rather than relying solely on crafting them? With the seeded nature of the universe, it should be possible for the quest system to point you to systems with what you're looking for, since the code can figure it out itself, rather than relying procedurally generated locations that exist in a vacuum and disappear when the mission ends. Could maybe also get rid of the extractor or whatever its called (the thing that turns ore into pixels), though on the other hand you'll probably still want to be able to something with old, otherwise useless ores.

(Any upgrades that could be purchased as a result of such missions should also be craftable, but care has to be taken that one path is not supremely easier than the other. Additionally, if any missions offers a specialized tool for whatever purpose, those tools need to make sense as to why they're not player-craftable or accessible outside of missions. No ore-sensing tools that only work when you're on a collect-ore mission, for example.)

In terms of multiplayer, if your target (e.g. a [race] facility on [random] planet) has already been looted by another player who found that place by random chance, you could go back to wherever you got the mission to so they can tell give you another place to try. Or, have AI/ship upgrades that let you ping planets/systems/the galaxy map (possibly with varying degrees of accuracy) for the kind of location you're looking for (e.g. a specific race facility, pirate airship, etc). In the worse case, you could perhaps overlay standard blocks with the quest-related items you're looking for, such that they're only visible while you're on the specific mission.

.

As an aside, I also like the idea of scrapping pickaxes altogether and instead having those be suits/mechs/machines/vehicles that require upkeep/maintenance. Just to help explain why the matter manipulator is inferior, even at 0 upgrades, to a blunt instrument. (Though I guess that's never really going to make sense anyway. Why not just have a mech with dual/quad/n matter manipulators?)
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Levi on January 02, 2015, 03:56:17 pm
As an aside, I also like the idea of scrapping pickaxes altogether and instead having those be suits/mechs/machines/vehicles that require upkeep/maintenance. Just to help explain why the matter manipulator is inferior, even at 0 upgrades, to a blunt instrument. (Though I guess that's never really going to make sense anyway. Why not just have a mech with dual/quad/n matter manipulators?)

I agree.  At least make it a laser pickaxe or something. 
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ibid Straydrink on January 02, 2015, 04:20:09 pm
I crave some sort of siege refined mechanic. It doesn't need to be ubiquitous- allow the player to flag a certain planet as their HQ, at which point, the big bads of the main plot (Miniknog and their allied humans, Kleux Priesthood, Glitch Lords, Floran barbarians, Nova bandits) start beaming down to bust things up. Later, certain quests require a hold out for reinforcements!

If combat isn't your thing, don't fret! There's always seppuku! Or, alternatively, a whole set of automated defenses (the mechanics for which are already in place- guards, turrets, mines) that just require the resources.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Chiefwaffles on January 02, 2015, 04:36:21 pm
They are adding a building aspect. The way Chucklefish planned starbound is that it's going to have three paths - Adventurer, Builder, and Farmer. Adventurer is basically what the game is now, builder will most likely be Terraria-style but with rent, and farming is really just selling your crops to someone on the outpost.

I do wish there was a mining alternative, though.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Flying Dice on January 02, 2015, 05:43:50 pm
Honestly I'd like to see, using that paradigm, an 'Explorer' path akin to Elite: Dangerous where you can visit systems, land on planets, &c. and then go to NPC settlements and sell them the data you've gathered, with greater return for greater degrees of exploration (i.e. being in orbit < landing and walking around < spelunking into a bunch of caves and going through all the settlements).
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 02, 2015, 05:47:15 pm
I do like the constant rain of fire and meteors on lava planets.
Makes me feel really welcome.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Levi on January 02, 2015, 05:48:43 pm
Now I want to see a "Intergalactic Postman" path... 
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: PrimusRibbus on January 02, 2015, 06:19:12 pm
Honestly I'd like to see, using that paradigm, an 'Explorer' path akin to Elite: Dangerous where you can visit systems, land on planets, &c. and then go to NPC settlements and sell them the data you've gathered, with greater return for greater degrees of exploration (i.e. being in orbit < landing and walking around < spelunking into a bunch of caves and going through all the settlements).

A million times this. I really thought this was where SB was going back in the day, but they've done their damnedest to incentivize playing linearly and make sure exploration is a side-note.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 02, 2015, 08:09:43 pm
So is there anything valuable at the bottom of magma oceans? I don't want to go through the heartache of digging my way down and be disappointed.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 02, 2015, 09:18:26 pm
They are adding a building aspect. The way Chucklefish planned starbound is that it's going to have three paths - Adventurer, Builder, and Farmer. Adventurer is basically what the game is now, builder will most likely be Terraria-style but with rent, and farming is really just selling your crops to someone on the outpost.

I do wish there was a mining alternative, though.

My theory is that they are going to eliminate some of that aspect. Especially the farmer aspect as cooking has a much smaller prominence.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sergius on January 03, 2015, 12:55:11 am
I disagree that building should be the focus. I like building, but if I wanted to play Terraria, I'd just play Terraria. And I definitely don't want sieges. I don't really enjoy combat in this game.

I meant sieges that you can summon somehow, not just show up randomly and mess up your base.

I do agree about the exploration part. But there needs to be more interesting stuff to explore, not just run 360 degrees around each identical planet for a 20% chance that there will be a lab or town.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: alexandertnt on January 03, 2015, 02:05:57 am
The problem IMO with mining is that not all that much happens at the moment. Some things happen. Sometimes you can dig your way into nifty hidden things, and this is fun.

I think the problem is the ratio between mining and exploring is too high, i.e. there is too much mining and not enough to find. It could be improved if they lowered the ammount of mining necessary (lower resource requirement, more ores) and/or increased the ammount of interesting things that could happen while mining to break up the tedium. I prefer the latter, as it would add more content and make exploration more fun.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 03, 2015, 02:09:10 am
Holy fuck stop with the labs and apex villages.
Take me to a USCM penal colony for that lady's quest.

I've literally only ever seen a single penal colony, and that was back in December 2013 as my second character ever.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 03, 2015, 02:19:57 am
Huh, I spent a good deal of yesterday dying while trying to loot one.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Darkmere on January 03, 2015, 11:38:38 am
They are adding a building aspect. The way Chucklefish planned starbound is that it's going to have three paths - Adventurer, Builder, and Farmer. Adventurer is basically what the game is now, builder will most likely be Terraria-style but with rent, and farming is really just selling your crops to someone on the outpost.

I do wish there was a mining alternative, though.

My theory is that they are going to eliminate some of that aspect. Especially the farmer aspect as cooking has a much smaller prominence.

Yeah I think putting ANY stock in things they've said in the past is a mistake. They keep moving so many goal posts that the game will be nothing like the promises, likely due to lack of a design document for years.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Oneir on January 03, 2015, 11:43:53 am
I'm not sure it's moving the goalposts exactly ("this could be v1.0" is goalpost moving, to me), but it definitely feels like they weren't solid enough on their design when they were doing the Kickstarter. Game designers should be willing to kill their babies and reimagine their games into more workable, more exciting forms. Just...not after they raise a bunch of money for a very public version.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Frumple on January 03, 2015, 11:48:12 am
Now I want to see a "Intergalactic Postman" path...
... Space Bastards mode?

Though re: the mining, isn't it still fairly trivial to mod in a hyperspeed mining implement/tweak the matter manipulator? And probably jack up the ore ratios. If you don't want to putz around nibbling on dirt, you can turn yourself into a substrata vacuum pretty easily, iirc.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on January 03, 2015, 12:03:28 pm
I'm holding onto the hope that mods will be able to fix it all, since we can hardly trust Chucklefish to do so. It's true, we can surely tweak mining without too much trouble. I wonder if it will be possible to change the planet generation somehow, so we can actually explore again rather than visiting infinite carbon copies of the same planet.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 03, 2015, 12:38:18 pm
I'm not sure what y'all are talking about about mining being tedious.
I've found it significantly easier to get the ores I need now that everything costs a lot less and personally, although I don't see any surface ores, they seem a lot more plentiful underground.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Farce on January 03, 2015, 01:44:50 pm
Mining drones and setting up mining bases/outposts/whatever that said mining drones can dump their haul at would be pretty fucking hype.

Pickaxes are pretty silly in the space setting, drills would be a good replacement, I think.

And of course, there's the old 'put a mining laser on your ship, park around an asteroid and blast the crap out of it' thing.  Maybe instead of planetary outposts.  Maybe a teleporter to have drones take their haul to your ship's stocks instead of just a planetary outpost's ore silos or whatever?

Maybe find abandoned mining drone outposts as you explore, and you can loot and fix up the old drones and equipment from those, instead of having to pay an arm and three legs for new ones...
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 03, 2015, 03:04:24 pm
I'm holding onto the hope that mods will be able to fix it all, since we can hardly trust Chucklefish to do so. It's true, we can surely tweak mining without too much trouble. I wonder if it will be possible to change the planet generation somehow, so we can actually explore again rather than visiting infinite carbon copies of the same planet.
I dunnno what you're talking about with the carbon-copy planets thing. They seem about as diverse as ever for me so far, with a few new types as well.

I'm not sure what y'all are talking about about mining being tedious.
I've found it significantly easier to get the ores I need now that everything costs a lot less and personally, although I don't see any surface ores, they seem a lot more plentiful underground.
What kind of planets are you looking on? I've been barely finding any. Well, except for oil and starship fuel.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on January 03, 2015, 03:40:06 pm
I'm holding onto the hope that mods will be able to fix it all, since we can hardly trust Chucklefish to do so. It's true, we can surely tweak mining without too much trouble. I wonder if it will be possible to change the planet generation somehow, so we can actually explore again rather than visiting infinite carbon copies of the same planet.
I dunnno what you're talking about with the carbon-copy planets thing. They seem about as diverse as ever for me so far, with a few new types as well.

Really? Every planet I've visited so far has been identical. Granted, I'm still in the first system (because it's a massive pain to get past that at the moment), but I have only seen forest planets with all identical plant life and near-identical animals, and a few desert planets which are also identical in terms of resources, etc. Someone said that planet types are bound to specific systems now, which just sounds dumb to me. There's no reason that two planets in the same system would be any more alike than Earth and Saturn, and it doesn't even make the game any better.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 03, 2015, 03:41:47 pm
I'm holding onto the hope that mods will be able to fix it all, since we can hardly trust Chucklefish to do so. It's true, we can surely tweak mining without too much trouble. I wonder if it will be possible to change the planet generation somehow, so we can actually explore again rather than visiting infinite carbon copies of the same planet.
I dunnno what you're talking about with the carbon-copy planets thing. They seem about as diverse as ever for me so far, with a few new types as well.

I'm not sure what y'all are talking about about mining being tedious.
I've found it significantly easier to get the ores I need now that everything costs a lot less and personally, although I don't see any surface ores, they seem a lot more plentiful underground.
What kind of planets are you looking on? I've been barely finding any. Well, except for oil and starship fuel.
I found them in huge clusters on my starter world and on the alien world I looked for uranium on and in the frigid ocean I stocked up on aegisalt/violium/rubidium and on the volcanic world I stocked up on solarium on.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 04, 2015, 12:07:01 am
Hey, Hugo, what was the planet type that you found the prison on? I've searched like ten forest and desert worlds, as well as a few ice and volcanic.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 04, 2015, 01:31:54 am
Quote
near-identical animals

Ohh that is just how the generation system works.

Two kinds of animals, 2 kinds of birds, 2 kinds of fish.

Those are all the creatures in the game outside bosses, robots, and dungeon specific enemies.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 04, 2015, 01:53:35 am
I think they're referring to the rather limited selection of animal parts. There's like two variables in animal body shape that ultimately leads to there being like only 100 or so unique variations each of small quadruped, small biped, large quadruped, large biped, birb, big-ass bird, fish, and hell-coelocanth.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 04, 2015, 02:05:05 am
I think they're referring to the rather limited selection of animal parts. There's like two variables in animal body shape that ultimately leads to there being like only 100 or so unique variations each of small quadruped, small biped, large quadruped, large biped, birb, big-ass bird, fish, and hell-coelocanth.

Ohh whoops that makes 4 animals, 2 birds, and 2 fish.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 04, 2015, 02:17:30 am
The problem's not so much in the general body shapes, though. It's the limited supply of unique heads and bodies.

You see the large biped which I shall name "frilly pink bleating asshole" on planet one and then on planet seven, you see frilly pink bleating asshole again, although maybe its head is a different shade of pink this time.

And eventually on the futile quest for a stone uscm prison sign so you can get a bigger fucking ship already, you've run into frilly pink bleating asshole on like fifty different planets.
Doesn't matter that there are only four varieties of terrestrial animal; it matters that everywhere you go is frilly pink bleating asshole.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on January 04, 2015, 03:00:56 am
Yeah, in the past, the animals all had a vaguely pokemon-ish look to them, but I swear there was a lot more variety. Now, every planet I've been on has exactly one fat bear (aggressive), one armored dog (passive), and one tan hulking lummox with Carrot Top's hair (aggressive). I had assumed that this was somehow intentional, but it's just silly.

The bigger problem, however, is the planets themselves. Gone is the feeling of "oh, what will this planet look like?" Because every single planet in this system looks exactly the fucking same. There's not even any reason to visit more than one forest planet, really, because they have the same trees, same grass, same everything. So far, they've all even had the same "place of interest" - a boring dumb o'l mine shaft.

A procedurally generated universe with billions of planets to explore, and I'm *bored* because there's no longer anything to explore. What on earth would possess Chucklefish to remove the most interesting and unique parts of the game? Did they sit around going, "I sure do hate how our players enjoy roaming around the universe, finding new and interesting planets. We should just get rid of that."?

I'm not opposed to adding anything to the game that will make it more fun or interesting for anyone. If some people want more missions, give 'em more missions. If some people want more dangerous places to explore, give 'em those dangerous places. If some people want to do a lot of mining, then by all means, put in some kind of reward for mining. But if other people want to farm, cook, build, and explore, why the hell would you take something *out* of the game that those groups of people have always enjoyed? Making the game more fun for one type of player should not at all mean making it less fun for another group. There's just no reason for it.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 04, 2015, 03:10:54 am
My guess?

They removed its functionality because they are redoing it.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 04, 2015, 03:23:37 am
The lush planets only have mineshafts and mineshafts only appear on lush planets.

Forests are different because reasons/
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 04, 2015, 03:45:40 am
Hey, Hugo, what was the planet type that you found the prison on? I've searched like ten forest and desert worlds, as well as a few ice and volcanic.
Not a prison, a USCM military bunker. It was an arid world, I think.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Darkmere on January 04, 2015, 04:38:16 am
My guess?

They removed its functionality because they are redoing it.

This is my guess as well. They've been gutting/rebuilding systems left and right every time I've checked back on the game over the past several months.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ibid Straydrink on January 04, 2015, 04:54:57 am
The lush planets only have mineshafts and mineshafts only appear on lush planets.

Forests are different because reasons/

The difficulty settings are also uniformly lower for lush worlds- they're intended as potential starting planets, hence each one being more or less a carbon copy.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on January 04, 2015, 06:46:51 am
Are you fucking kidding me? If I die during the erchius mining mission, I have to do the WHOLE FUCKING THING over again? The damn thing is already so tedious it makes mining through an entire planet's worth of dirt look fun and interesting. Here's a great idea: let's get a TON of enemies that can kill you in about 4 hits with attacks you can't really dodge, flood them into a massive dungeon that takes ages to get through, and then, if the player doesn't make it through alive, make them do it all over again! Don't give them back all the consumables they used the first time through, though. Wouldn't want it to get too easy.

Are they trying to make the game less fun? Is that their goal? Maximum tedium and frustration, minimum reward?

I think that's the line for me right there. I think I'm done for a while. If they ever get around to fixing all this crap, then great, but until then, I am done. I spent about an HOUR tiptoeing my way through that dungeon, picking enemies off slowly the the composite bow, using bandages and food when I got hit, creeping, crawling my way through, then BAM, I get hit by an enemy I didn't even realize was an enemy, and I'm back to square one. Nope. I'm not doing it again. This isn't a game anymore. It's work. And I'm not getting paid. And all this, just to earn the right to explore *any* new planets that aren't identical to the one I started on? Fuuuuuuuck that.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 04, 2015, 07:11:13 am
Quote
If I die during the erchius mining mission, I have to do the WHOLE FUCKING THING over again?

This surprises you? The UFO boss was one huge troll "Ha ha you didn't think that would happen did you?".
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Arbinire on January 04, 2015, 08:57:45 am

A procedurally generated universe with billions of planets to explore, and I'm *bored* because there's no longer anything to explore. What on earth would possess Chucklefish to remove the most interesting and unique parts of the game? Did they sit around going, "I sure do hate how our players enjoy roaming around the universe, finding new and interesting planets. We should just get rid of that."?


I think this honestly is exactly what has happened, considering their history of trolling their fanbase, the constant blame laid upon us for every little thing.  Fast shitty updates, it's the players fault.  No updates for a year, that's also the players fault.  Players fault we did horsetits.  Players fault we took out horsetits and trolled them with a "fake" poll.  It's always the players fault with these guys so it really shouldn't be surprising that they continue making the game progressively worse and worse and less fun.  They got what they wanted out of it...not only our money, but publishing deals with other people more capable of making games...so Tiyuri is assured to keep making money, even if this company crashes.  He'll be getting royalty cheques for years.

It should be most telling they're pretty much done with this game by the fact they not only started publishing other titles, but they went on to start an entirely new game without even finishing the first.  I mean honestly, once you already have the money, what's the incentive to continue working on the product?  That's pretty much the message I got when Tiy said "We could release right now as 1.0" and "Look at all the positive reviews we got when we first released."
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sergarr on January 04, 2015, 09:35:49 am
Remember, this can already be considered a finished game. In fact, according to Chuckefish, we're probably at the first addon already, what with Nova Kids being added and all.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 04, 2015, 12:47:06 pm
Chucklefish is not actively trying to make the game worse so they can troll the players. If they gave that few craps, they wouldn't be working on it at all.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Chiefwaffles on January 04, 2015, 02:34:09 pm
Remember, this can already be considered a finished game. In fact, according to Chuckefish, we're probably at the first addon already, what with Nova Kids being added and all.
Yeaaah no.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 04, 2015, 02:57:31 pm
Sarcasm: does not translate properly over the internet.

This version feels more complete than the stable one (though I would certainly not say 1.0 worthy) as the progression system was really bare bones before now, but on starting a couple new characters (to see new beginnings) I must admit the beginning portion feels really confining right now.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 04, 2015, 03:02:25 pm
Hey, Hugo, what was the planet type that you found the prison on? I've searched like ten forest and desert worlds, as well as a few ice and volcanic.
Not a prison, a USCM military bunker. It was an arid world, I think.
I said I was looking for a prison back then and you said you were mining one...

My one lead to find a USCM penal colony amongst the five-or-so military bunkers I've already emptied is demolished, then.

I just want to murder the fuck out of a few prisoners and then depart.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Silicoid on January 04, 2015, 04:52:56 pm
Are you fucking kidding me? If I die during the erchius mining mission, I have to do the WHOLE FUCKING THING over again? The damn thing is already so tedious it makes mining through an entire planet's worth of dirt look fun and interesting. Here's a great idea: let's get a TON of enemies that can kill you in about 4 hits with attacks you can't really dodge, flood them into a massive dungeon that takes ages to get through, and then, if the player doesn't make it through alive, make them do it all over again! Don't give them back all the consumables they used the first time through, though. Wouldn't want it to get too easy.

Are they trying to make the game less fun? Is that their goal? Maximum tedium and frustration, minimum reward?

I think that's the line for me right there. I think I'm done for a while. If they ever get around to fixing all this crap, then great, but until then, I am done. I spent about an HOUR tiptoeing my way through that dungeon, picking enemies off slowly the the composite bow, using bandages and food when I got hit, creeping, crawling my way through, then BAM, I get hit by an enemy I didn't even realize was an enemy, and I'm back to square one. Nope. I'm not doing it again. This isn't a game anymore. It's work. And I'm not getting paid. And all this, just to earn the right to explore *any* new planets that aren't identical to the one I started on? Fuuuuuuuck that.
I gave this game another chance, but the bullshit dungeon protector and the fact that if you fail a mission you have to do it over again, makes want to be done with this.  I've noticed the same things as other players, all the planets are more or less the same now.  They've literally killed the exploration aspect of the game, ironically the foundation of the game.  I thought this was supposed to be a free-form, do what-ever you want type game, but there seems to be more and more rails.

Dungeon protection-half the fun in the game is finding the other way to defeat an obstacle.  The fact you can't tear apart some places is a immersion breaker for me.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Flying Dice on January 04, 2015, 05:22:40 pm
I'll admit, that really bugs me as well, because it's only an issue from the dev side. If a player doesn't want to sequence-break, nothing forces them to. This smacks of devs thinking "No, people are playing my game wrong!", which though reasonable in some cases, doesn't really mesh with a sandbox exploration game.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sergarr on January 04, 2015, 05:32:50 pm
maybe they never actually wanted to create a sandbox exploration game to begin with

maybe they just wanted to create terraria-in-space

terraria isn't exactly sandbox exploration game IIRC

more of an adventure game it was
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Baijiu on January 04, 2015, 05:55:04 pm
I gave this game another chance, but the bullshit dungeon protector and the fact that if you fail a mission you have to do it over again, makes want to be done with this.  I've noticed the same things as other players, all the planets are more or less the same now.  They've literally killed the exploration aspect of the game, ironically the foundation of the game.  I thought this was supposed to be a free-form, do what-ever you want type game, but there seems to be more and more rails.

Dungeon protection-half the fun in the game is finding the other way to defeat an obstacle.  The fact you can't tear apart some places is a immersion breaker for me.
I thought the dungeon protection was a generator, and if you wanted to destroy blocks, you just had to find the generator and shut it down?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ibid Straydrink on January 04, 2015, 06:03:06 pm
Rather conspiracy-minded when things don't go our way, eh?

If you'll recall to several months back, one of the chief complaints was that the game lacked structure and felt empty in terms of progress and achievements. Chances are, this new, more linear system of quests and missions is in part a tentative response to that complaint.

The game was never meant to be a completely non-linear sandbox. From the get-go, the devs were talking about a quest-oriented, plot-driven game (bosses and gathering to "summon" them were substitutes, remember) that gave players the latitude to build, explore, adventure, and loot to their hearts' content. Since then, they've certainly expanded on that concept and shown a remarkable degree of flexibility and willingness to accommodate different player interests.

Some of you who have complained about their not taking player criticisms to heart, have neglected to consider that not all of these criticisms have been relevant to their initial goals. And why should they? Who expects a self-avowed all-American burger joint to serve Indian curry...?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Flying Dice on January 04, 2015, 08:05:23 pm
I hope that that wasn't in response to complaints about decreasing player freedom and RNG content diversity. Though I rather doubt that those changes were intentional; I'm in the camp that thinks they're part of the ongoing reworks.

Also: Even with a highly linear sequence of quests (which seems counterproductive when set in a massive randomly generated galaxy, why should that necessitate reducing content? If they'd wanted to make a JRPG platformer, they could have. Instead they made a freeform sandbox adventure/construction platformer with vague promises of randomly generated missions in the future and a bare-bones framework for equipment progression tied to set-piece fights (which have nothing to do with the terrain &c. except in terms of how different planetary conditions affect the way you fight).
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sergius on January 04, 2015, 09:21:33 pm
I gave this game another chance, but the bullshit dungeon protector and the fact that if you fail a mission you have to do it over again, makes want to be done with this.  I've noticed the same things as other players, all the planets are more or less the same now.  They've literally killed the exploration aspect of the game, ironically the foundation of the game.  I thought this was supposed to be a free-form, do what-ever you want type game, but there seems to be more and more rails.

Dungeon protection-half the fun in the game is finding the other way to defeat an obstacle.  The fact you can't tear apart some places is a immersion breaker for me.
I thought the dungeon protection was a generator, and if you wanted to destroy blocks, you just had to find the generator and shut it down?

The generator is always at the end of the maze, in the small Apex Labs it can only be accessed by climbing from the bottom up, in the Apex mazes it's near the maze entrance but locked between doors that I assume must be activated from the end of the maze.

IMO some of the changes suck, but some make the game a bit more entertaining after you finish all the Mandatory Railroaded Quests. The progression feels less broken now... but WAY too "guided" still.

Anyway, since I started writing down the planets I explore, I may as well post this:

Spoiler (click to show/hide)

Don't forget that you can delete a planet from the Universe folder so it generates again and you can loot it over and over. Useful if you want to fill up on Blank Tech Cards ;) However, two Tech in the same System is kinda generous alreay.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Mattk50 on January 05, 2015, 02:29:45 pm

Don't forget that you can delete a planet from the Universe folder so it generates again and you can loot it over and over. Useful if you want to fill up on Blank Tech Cards ;) However, two Tech in the same System is kinda generous alreay.
Don't forget you can edit your inventory and just spawn anything and everything you might need.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Flying Dice on January 05, 2015, 04:45:58 pm
Besides, if that spreadsheet of exploration finds still exists, you can just use that if you really want to.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Scripten on January 05, 2015, 07:50:03 pm
The newest blog post (http://playstarbound.com/were-back/) addresses pretty much all of the issues I currently have with the game. I appreciate that they're acknowledging where their design needs to head. Not sure what I think about the automatic teleportation between bases, unless you're required to set up some sort of equipment on the planet to support it. (A teleporter block would be kind of cool.)
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Levi on January 05, 2015, 08:38:27 pm
Hopefully it'll be stargate style.

Spoiler (click to show/hide)
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: werty892 on January 05, 2015, 08:39:06 pm
The newest blog post (http://playstarbound.com/were-back/) addresses pretty much all of the issues I currently have with the game. I appreciate that they're acknowledging where their design needs to head. Not sure what I think about the automatic teleportation between bases, unless you're required to set up some sort of equipment on the planet to support it. (A teleporter block would be kind of cool.)
Awesome, looks like they are fixing a lot of everyone's complaints.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 05, 2015, 09:07:31 pm
The newest blog post (http://playstarbound.com/were-back/) addresses pretty much all of the issues I currently have with the game. I appreciate that they're acknowledging where their design needs to head. Not sure what I think about the automatic teleportation between bases, unless you're required to set up some sort of equipment on the planet to support it. (A teleporter block would be kind of cool.)
Awesome, looks like they are fixing a lot of everyone's complaints.

SORT OF... unless you read it carefully.

Mining taking too long? Don't worry we will give you plenty of interruptions!
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Levi on January 05, 2015, 09:10:03 pm
The newest blog post (http://playstarbound.com/were-back/) addresses pretty much all of the issues I currently have with the game. I appreciate that they're acknowledging where their design needs to head. Not sure what I think about the automatic teleportation between bases, unless you're required to set up some sort of equipment on the planet to support it. (A teleporter block would be kind of cool.)
Awesome, looks like they are fixing a lot of everyone's complaints.

SORT OF... unless you read it carefully.

Mining taking too long? Don't worry we will give you plenty of interruptions!

Your always such a pessimist   :P
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Scripten on January 05, 2015, 09:12:01 pm
To be pedantic, they did say "dull," not "taking too long." Exciting interruptions would be a cure for boredom, if not for taking too long. Also chests/rewards to cut into generic mining time requirements.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 05, 2015, 09:24:48 pm
To be pedantic, they did say "dull," not "taking too long." Exciting interruptions would be a cure for boredom, if not for taking too long. Also chests/rewards to cut into generic mining time requirements.

Well see.

My general rule of features is always assume it will be in the most boring and mundane form as possible.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Glloyd on January 05, 2015, 10:23:41 pm
Now, the real question is whether they'll stick to it, unlike all their other roadmaps/predictions/outlines.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 05, 2015, 10:29:44 pm
Now, the real question is whether they'll stick to it, unlike all their other roadmaps/predictions/outlines.

I don't see why not... it is a simple enough problem to fix.

Just increase the spawn rates while digging and increase the amount of stuff in the underground.

As for Hunger and Warmth it... doesn't matter... "You can chose to turn on detrimental elements" is just an "extra mode" to me. It still means it was removed.

Gun Damage being fixed is absolutely necessary but I expect it to be low since "Magic" and "Melee" weapons are two specialties.

And "No need to build on planet" is honestly... The only thing in the announcement I think is a bad thing. It is artificially making some objects only work... on planets.

Don't get me wrong, I want a reason to build on planets too. But I don't want the game to say "Sorry, the Forge is too dangerous for the ship".

For example perhaps you can construct cities that people live in and pay... rent... and sell objects... And what they have available on planet is different (or superior) to what you have on your ship.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Knight of Fools on January 05, 2015, 10:35:52 pm
I'm not sure just throwing in more monsters and more stuff would do it though.

I'm in favor of more difficult/eventful mining for the same reason that mining was interesting in Minecraft and Terraria - It's an obstacle between you and progression, and it's a chance to explore and discover something interesting. Outside of dungeons it's currently possible to progress through all of the tiers without fighting so long as you just dig down and avoid caves and the surface. I'd love to see some specialized subterranean enemies, like the tunnel worms in Terraria, or large clusters of minerals guarded by hostiles. The current enemies are just too easy to foil and don't really stand between you and progression.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Chiefwaffles on January 05, 2015, 10:47:07 pm
I personally think one of the problems is the cave generator. In Terraria and Minecraft the caves are designed so that you enter the cave at the surface and explore the labyrinth cave network, usually going down to the minimum level. This ends up in exploring a single cave becoming a focus. In Starbound, caves are just small holes peppered into the terrain. Therefore you have to do regular boring mining unless you get really lucky with a cave.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 05, 2015, 10:50:30 pm
The other is just the methods of mining.

Terraria could be just as monotonous but your picks pretty much mined everything out quickly and sometimes instantly.

I remember in one Minecraft Mod you could set up this quarry machine where it would automatically mine out that square.

You don't have to make everything an adventure, but perhaps technology should improve.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 05, 2015, 11:01:28 pm
To be honest, I miss the days of finding vast cavities full of loose sand and knocking out the bottom to collect a rain of minerals, unrealistic as chunks of ore in loose sand is.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 05, 2015, 11:20:51 pm
To be honest, I miss the days of finding vast cavities full of loose sand and knocking out the bottom to collect a rain of minerals, unrealistic as chunks of ore in loose sand is.

No that was quite enjoyable (other then, it sometimes killing you)
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 06, 2015, 12:10:20 am
Anyone know where to look to find Uranium? I'm guessing radioactive stars but I can't survive on their planets at the moment.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Niveras on January 06, 2015, 05:35:09 am
And "No need to build on planet" is honestly... The only thing in the announcement I think is a bad thing. It is artificially making some objects only work... on planets.

Don't get me wrong, I want a reason to build on planets too. But I don't want the game to say "Sorry, the Forge is too dangerous for the ship".

For example perhaps you can construct cities that people live in and pay... rent... and sell objects... And what they have available on planet is different (or superior) to what you have on your ship.

Well, the building path is supposed to be based on renting to NPCs in the first place, isn't it? (I only vaguely know based on what's been mentioned in the past here and in the old thread.) So it could make sense that this path wouldn't be viable on a ship, since NPCs probably won't want to live on your ship, no matter how fancy you make it (meaning, gameplay-wise, they'll simply never spawn in your ship or, despite the space available, the ship is still too small for a viable NPC outpost).

Likewise with farming which, despite hydroponics, could also be said to require an actual planet for plant growth - perhaps even require specific star types (for the EM spectrum) or planet type (for the atmosphere/light filter), or just to say that various fertilizers don't exist and the ship simply can't support the necessary complex ecosystem to provide all the necessary nutrients for plant growth.

So it should be possible to prevent the paths from being ship-capable without necessarily completely forbidding the placement or functionality of certain buildings on the ship.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 06, 2015, 05:44:13 am
The ship takes a while before it reaches full size.

The simple limitation is that... Well, even at max size you don't have THAT much space and the NPCs might not look too kindly at you using objects in their room.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Oneir on January 06, 2015, 09:56:52 am
I think the last version of NPC Outpost feature I can remember hearing was that NPCs would stock better items (and generate better procedural missions? /speculation) based on the quality of their "rooms". Given the player gets enough information to effectively manage those rooms, that seems like it could be a good system.

It's good that they're aware of, and acknowledging, the problems with the current build, but it's early to judge since this is only acknowledging the problem and not proposing concrete solutions yet. In principle I think they're right that mining/the underground needs more interesting features. But I also 10000% agree with Chiefwaffles that the cave generator is a big part of the problem. Hopefully we'll see some changes to that to encourage exploration, and these underground detours are more interesting than a 10x10 room with an (space) orc guarding a chest.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 06, 2015, 11:33:58 am
Anyone know where to look to find Uranium? I'm guessing radioactive stars but I can't survive on their planets at the moment.
Radioactive planets. I found a load on a jungle world.
But how do I survive down there? Presumably some tech I don't have yet?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Arbinire on January 06, 2015, 11:57:47 am
A bird in the hand is worth two in the bush. 
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Gentlefish on January 06, 2015, 02:13:08 pm
Anyone know where to look to find Uranium? I'm guessing radioactive stars but I can't survive on their planets at the moment.
Radioactive planets. I found a load on a jungle world.
But how do I survive down there? Presumably some tech I don't have yet?

Yeah, there's a radiation suit. Get it from a hylotl who wants a bunch of kelp at the outpost.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: jhxmt on January 06, 2015, 03:36:37 pm
Anyone know where to look to find Uranium? I'm guessing radioactive stars but I can't survive on their planets at the moment.
Radioactive planets. I found a load on a jungle world.
But how do I survive down there? Presumably some tech I don't have yet?

Yeah, there's a radiation suit. Get it from a hylotl who wants a bunch of kelp at the outpost.

I think you can also find small amounts of uranium on non-radioactive planets.  I found some while I was digging out fuel on an atmosphere-less moon (early on - I only had steel tech).

Edit: wait, no, sorry, my mistake - I was thinking of plutonium.  I always get those two mixed up.  I'd make a terrible nuclear safety inspector.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 06, 2015, 06:02:09 pm
What purpose is plutonium? It's not used in any armor tier.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Flying Dice on January 06, 2015, 06:05:47 pm
Was the third tier of fuel last time I checked. Coal -> Uranium -> Plutonium -> Solarium. Not sure what it might do now, since I haven't played for a while.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 06, 2015, 06:06:51 pm
Was the third tier of fuel last time I checked. Coal -> Uranium -> Plutonium -> Solarium. Not sure what it might do now, since I haven't played for a while.
Yeah, none of those are valid fuels anymore.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: scriver on January 06, 2015, 10:26:30 pm
What purpose is plutonium? It's not used in any armor tier.

You use it with titanium to make an alloy that ie used. The one that's called "something steel", iirc.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sergius on January 07, 2015, 02:03:39 am
Plutonium is only used in a ship upgrade I think.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 07, 2015, 02:05:49 am
Since we can't use it for one things it (can) be used for IRL (nuclear fuel), we should be able to use it for the other thing (nuclear weapons).

As a side note, it should be impossible to mine plutonium.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: MaximumZero on January 07, 2015, 02:58:33 am
That's bothered me for a long time. It'd be like mining steel. Just not right.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on January 07, 2015, 08:44:26 am
Well you guys never complained about the stuff you could mine in Terraria.
Or the ability to wear diamond armor in Minecraft.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sergarr on January 07, 2015, 09:37:38 am
Terraria (and minecraft) are magic-themed, so there's more leeway given to them.

Starbound is sci-fi themed, so you can't simply get away with that.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: BigD145 on January 07, 2015, 09:39:30 am
"Any sufficiently advanced technology is indistinguishable from magic."
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on January 07, 2015, 09:47:38 am
Terraria (and minecraft) are magic-themed, so there's more leeway given to them.

Starbound is sci-fi themed, so you can't simply get away with that.
Exactly. Science-FICTION. Not Science-Reality.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: The Darkling Wolf on January 07, 2015, 09:50:27 am
Plus, like, Plutonium totally can occur naturally, admittedly in trace quantities generally. But we're dealing with spehss planets, in spehss.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sergarr on January 07, 2015, 09:55:04 am
Terraria (and minecraft) are magic-themed, so there's more leeway given to them.

Starbound is sci-fi themed, so you can't simply get away with that.
Exactly. Science-FICTION. Not Science-Reality.
It's a tradition in science-fiction to EXPLAIN the reason behind the "fiction" elements.

Is there an explanation in spacebound why you can mine STEEL?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: NullForceOmega on January 07, 2015, 10:08:54 am
You have the emphasis wrong there Ult, it's not science-FICTION, it is SCIENCE-fiction.  Really, the reliance on the science portion is the reason it isn't just labeled as fantasy.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: The Darkling Wolf on January 07, 2015, 10:10:52 am
Also, you can't mine steel in Starbound, I have no idea where you got that idea from.

Unless you're like, referring to harvesting various science bases and whatnot for the walls, which is technically mining steel.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ibid Straydrink on January 07, 2015, 10:13:59 am
I believe I can offer a sufficient explanation: it's a fucking placeholder.

Cue collapse of the universe as the fourth wall is shattered.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Culise on January 07, 2015, 10:16:04 am
Eh, to me, it's about as science-fiction as Star Wars; emphasis on the Fiction, less on the Science, as Ultimuh said.  Soft science fiction has been a thing since the earliest days of science fiction, before it was even called that, or even before it was called scientific romance. 

By the bye, they aren't talking about actually mining steel; they're talking about how mining plutonium is *like* mining steel.  It does indeed occur naturally in concentrated uranium deposits, though, and I do not believe it would be entirely unreasonable to see larger such occurrences in uranium ore deposits outside of a protective atmosphere/magnetosphere, exposed to the more intense ambient solar radiation for extended periods.  That said, that's not how it works in Starbound, either. 
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: NullForceOmega on January 07, 2015, 10:23:01 am
I see that attitude towards sci-fi floating around the internet these days a lot.  Ray Bradbury, Ben Bova, and Isaac Asimov would very strongly disagree with it, and Jules Verne would in all probability fly of the handle, accuse you of slandering his name, and take you to court over it.  The entire genre we describe as science fiction exist purely due to the belief that the focus of the storytelling be as close to scientificlly accurate as possible.  George Lucas' space-samurai-western can burn in the depths of hell for what it has done to the genre.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ibid Straydrink on January 07, 2015, 10:31:55 am
You forgot Heinlein. Please post your address, and preference for buckshot or flechette.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: NullForceOmega on January 07, 2015, 10:40:03 am
Heinlein switches between his morose sexual fantasies and really damn weird political intrigues, his science is used principly as a vehicle for those concepts, and his obsession with time travel hurts my head.  I tolerate his prescence within the Sci-fi genre, but I don't have to like it.  This is veering towards derail, so if you would like to discuss further, it would be best to create a new topic in general discussion (or dig up an old one).
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: scriver on January 07, 2015, 10:42:06 am
What purpose is plutonium? It's not used in any armor tier.

You use it with titanium to make an alloy that ie used. The one that's called "something steel", iirc.

For the record, I was thinking of Uranium (and Durasteel) when I wrote this.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Culise on January 07, 2015, 10:43:58 am
I see that attitude towards sci-fi floating around the internet these days a lot.  Ray Bradbury, Ben Bova, and Isaac Asimov would very strongly disagree with it, and Jules Verne would in all probability fly of the handle, accuse you of slandering his name, and take you to court over it.  The entire genre we describe as science fiction exist purely due to the belief that the focus of the storytelling be as close to scientificlly accurate as possible.  George Lucas' space-samurai-western can burn in the depths of hell for what it has done to the genre.
That's actually a really great coincidence that you should mention Jules Verne in particular, because I was actually looking for the big rant he apparently wrote about how H.G. Wells was a hack for not spelling out absolutely everything about his science fiction.  The existence of Burroughs or Heinlein in no way diminishes the works of Asimov or Clarke, no more than literary critics can claim something like Tolkien is high literature *instead* of fantasy or Atwood can say that her works are literary rather than sci-fi because she doesn't write about "talking squid in space."

EDIT: But yes, you're 100% correct that this is probably not the place to discuss over-compartmentalization of literature.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: NullForceOmega on January 07, 2015, 11:13:08 am
I just made a thread in General Discussion expressedly for the purpose of discussing Sci-fi, if anyone wishes to continue with that line of thought.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 07, 2015, 11:16:39 am
By the bye, they aren't talking about actually mining steel; they're talking about how mining plutonium is *like* mining steel.  It does indeed occur naturally in concentrated uranium deposits, though, and I do not believe it would be entirely unreasonable to see larger such occurrences in uranium ore deposits outside of a protective atmosphere/magnetosphere, exposed to the more intense ambient solar radiation for extended periods.  That said, that's not how it works in Starbound, either.
Higher ambient radiation doesn't facilitate the formation of heavier/radioactive elements. Those come from collapsing stars/nuclear reactors.

But, once one's accumuleted dozens of "plutonium ore", I think they should have enough to make a critical mass. We need a nukes/mini-nukes mod.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 07, 2015, 11:17:23 am
Terraria (and minecraft) are magic-themed, so there's more leeway given to them.

Starbound is sci-fi themed, so you can't simply get away with that.

Uhhh no...

Starbound is Science Fantasy

It has outright magic in the game.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Oneir on January 07, 2015, 11:20:50 am
Terraria (and minecraft) are magic-themed, so there's more leeway given to them.

Starbound is sci-fi themed, so you can't simply get away with that.

Uhhh no...

Starbound is Science Fantasy

It has outright magic in the game.

Does it? I thought the staffs' fluff was they were kind of science sticks, sort of Mass Effect-like (http://awkwardzombie.com/index.php?page=0&comic=082211). Granted, that's still "sufficiently advanced technology" at a minimum. I haven't played for a while, so apologies if you're talking about something else.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sergarr on January 07, 2015, 11:26:33 am
Terraria (and minecraft) are magic-themed, so there's more leeway given to them.

Starbound is sci-fi themed, so you can't simply get away with that.

Uhhh no...

Starbound is Science Fantasy

It has outright magic in the game.
Sci-fi themed

Spacecraft focus result in sci-fi feeling of the game, which brings with it certain expectations. Like the fact that everything should be at least explained through vague scientific stuff.

If it had like, portals and different material planes instead of blatant space travel, then it would result in magic feeling of the game, which would bring a different set of expectations - like having to explain much less.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ibid Straydrink on January 07, 2015, 11:37:17 am
Relative value judgments being countered by the semantic of irrelevant value judgments. Starbound is what it is, and thus far, the Devs don't seem all that intent detailing the background of the universe in any meaningfully "scientific" way.

The expectations you associate with spaceships are ultimately your own.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 07, 2015, 11:41:36 am
Starbound is science fantasy themed as well.

And its tech runs on Balonieum
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 07, 2015, 11:43:39 am
Specifically, it runs on glowing purple kool-aid.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Gentlefish on January 07, 2015, 01:27:38 pm
Guy guys guys.

The term is Phlebotinum (http://tvtropes.org/pmwiki/pmwiki.php/Main/AppliedPhlebotinum)! Get yer tropes right.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 07, 2015, 02:50:58 pm
Guy guys guys.

The term is Phlebotinum (http://tvtropes.org/pmwiki/pmwiki.php/Main/AppliedPhlebotinum)! Get yer tropes right.

No... it is Balonieum.

It isn't a vague process that allows it to work, it is a clear nonsense process made to sound sciencey and yet non-sense at the same time.

Basically like Hitchhiker's guide to the galaxy.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Gentlefish on January 07, 2015, 03:58:04 pm
That - that is what phlebotinum is. It's science-magic.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Oneir on January 07, 2015, 04:18:18 pm
That - that is what phlebotinum is. It's science-magic.
I think the distinction Neonivek is trying to make is that while they both don't want you to think too hard about the process, balonieum is refined phlebotinum in that the lack of explanation is a joke rather than just a non-explanation.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: KingofstarrySkies on January 07, 2015, 04:39:25 pm
can't we all just enjoy the game
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 07, 2015, 04:40:39 pm
can't we all just enjoy the game

We are discussing the finer points of the game's style in order to better more fully enjoy the experience.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: KingofstarrySkies on January 07, 2015, 04:46:53 pm
I know~

'Twas a joke~

Anywho, can't wait for the Novakid wordstuph to get added. Love them so muuuuuuuch
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 07, 2015, 07:16:28 pm
What purpose is plutonium? It's not used in any armor tier.

You use it with titanium to make an alloy that ie used. The one that's called "something steel", iirc.
Nope, you're thinking of uranium.
I've ascended the armor tiers and it skips from uranium to solarium as the secondary reagent in even-tiered equipment.

EDIT, sorry, I didn't notice your amendment.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 08, 2015, 02:16:15 am
Hmm. I have a feeling a "Floran party" is not nearly as fun as it sounds.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Flying Dice on January 08, 2015, 02:29:51 am
Isss for Floransss.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 08, 2015, 06:44:41 pm
It's a difficult place to navigate.
I know I still haven't found everything yet.

I found the predator pants there, though.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: KingofstarrySkies on January 08, 2015, 06:46:57 pm
Hmm. I have a feeling a "Floran party" is not nearly as fun as it sounds.
Someone doesn't like being eaten~
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala - Nightly Builds now live
Post by: Flying Dice on January 14, 2015, 07:03:42 pm
Starbound has new fonts. (http://playstarbound.com/new-font/) Let's hear the collective response. (https://www.youtube.com/watch?v=ussCHoQttyQ)
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala - Nightly Builds now live
Post by: Elephant Parade on January 14, 2015, 07:10:04 pm
It reminds me of a certain texture pack's Minecraft font.

Seriously, it looks pretty much exactly the same.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala - Nightly Builds now live
Post by: KingofstarrySkies on January 14, 2015, 07:10:54 pm
...Haven't we been able to play the nightlies for a long while?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala - Nightly Builds now live
Post by: Flying Dice on January 14, 2015, 07:16:08 pm
Herp, I'm sleep-deprived.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Niveras on January 15, 2015, 06:10:40 am
They should have different fonts for different races.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on January 15, 2015, 06:24:28 am
They should have different fonts for different races.
Comic Sans for Novakids?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: iceball3 on January 15, 2015, 07:54:42 am
They should have different fonts for different races.
Comic Sans for Novakids?
I want to imagine the shitstlrm that would happen if their global chosen font was comic sans
wow. such space
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Oneir on January 15, 2015, 09:39:16 am
That's a nice enough font. It looks a little weird with the pixel-y graphics, though. If Starbound were actively trying to be retro that'd be an outright art fail, but I guess I like it being easier to read.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on January 15, 2015, 11:05:15 am
They should have different fonts for different races.
Comic Sans for Novakids?
I want to imagine the shitstlrm that would happen if their global chosen font was comic sans
wow. such space
I would imagine Novakids use Comic Sans for the lulz.
Kind of suits their general personality.

I don't think the Apex would use it though, too "intellectual" for that.

I don't see the Florans use it either, but for different reasons.

Hylotls would probably be into calligraphy and thus see the value in all sorts of fonts.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Niveras on January 15, 2015, 05:02:33 pm
They should have different fonts for different races.
Comic Sans for Novakids?
I want to imagine the shitstlrm that would happen if their global chosen font was comic sans
wow. such space
I would imagine Novakids use Comic Sans for the lulz.

Judging from what I understand of novakids (or I could be misattributing their original suggested history with what Chucklefish decided to go with), they'd more likely have something like heiroglyphs that become increasing esoteric until one generation just decides writing isn't important anymore and completely forget, then start over.

So probably something like wingdings but still recognizably human-language characters.

Fonts in a non-verbal game not only have to appear to match the written language of the species, but also try to match the spoken language. If a language has a lot of sibilance, you could perhaps represent it with a lot of curls to the characters (rather than relying on repeating 's')... but that's not necessarily how the species would write its language, if it writes at all.

Well, at least I think they should do that, as hard a goal as it would be. I guess it doesn't matter either way.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: KingofstarrySkies on January 15, 2015, 05:45:23 pm
I think Novakids would probably speak in...

This.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Arbinire on January 20, 2015, 04:18:13 pm
http://blog.chucklefish.org/

rofl, inc 1.0 guys.  You feel it met all of the to do stuff on the roadmap?

http://playstarbound.com/roadmap/
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 20, 2015, 04:33:31 pm
I think they mean they will hit version 1.0 in 2015 not that they already met it.

Not that... you couldn't interpret it your way currosivechains given... they said that before.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Levi on January 20, 2015, 04:57:39 pm
I thought they had given up on the roadmap anyway?

I can't wait for the stable update to hit, I want to see how it all feels.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Shooer on January 20, 2015, 07:14:13 pm
Hey gave up on the road map, but that doesn't change the fact it's what they were selling the game with.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: The Darkling Wolf on January 21, 2015, 04:41:03 am
http://blog.chucklefish.org/

rofl, inc 1.0 guys.  You feel it met all of the to do stuff on the roadmap?

http://playstarbound.com/roadmap/
Actually, ignoring for a moment that they no longer use the roadmap as their guide, I can't see anything on it that hasn't been implemented already, aside from the vehicle things and procedural quests.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Arbinire on January 21, 2015, 08:42:30 am
I think they mean they will hit version 1.0 in 2015 not that they already met it.

Not that... you couldn't interpret it your way currosivechains given... they said that before.

currosivechains?  Can't tell if that's just a typo or if you're being churlish.

As to giving up on the roadmap...doesn't matter, they took money both from pre-orders and Steam sales based on it.  A scam-artist by any other name seems only acceptable as "Indie Game Developer".
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Scripten on January 21, 2015, 09:12:16 am
Do we really have to get into another one of these arguments, again? FFS

Has anyone played the new boss in the nightlies yet? I'm still sticking with the unstable build, so I haven't seen it, but the end of that dungeon really felt like it was building up to a boss battle, so I'm glad they're putting one in there.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Flying Dice on January 21, 2015, 01:33:27 pm
Yeah, no. They don't give a date for 1.0 (and, granted, that's probably wise, given their track record with development time). They do specifically state that the January update is not 1.0:

Quote
We also pushed all of our recent changes to Starbound to the unstable branch just before Christmas! In case you missed it, this post has all the info you need to switch to the unstable branch and get a sneak peek at what’s coming to the main beta.

January is explicitly still beta.

@corrosivechains: No. Stop. This was the main thing that shat up the old thread. I don't particularly like CF, but this isn't the place to keep ranting over and over about old news or stir up the same stale arguments. If you've got anything new or non-bait to contribute, feel free to do so. Otherwise stow it. There are other places, like youtube comment sections.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on January 21, 2015, 03:40:16 pm
There are other places, like youtube comment sections.
Or the steam community.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Gentlefish on January 21, 2015, 04:03:42 pm
Thank you FD. I, honestly, am p. happy with the game and its updates. I would be upset if this game is left unfinished - there's a lot of value to be had here after some good old polishing. I quite like the missions idea. I hope they let us steal those crates soon >m> that would be nice. They're good storage containers.

I love the new world. The only thing I wish was possible was for the 3-D printer to handle raw blocks.

Maybe I'll have to build my own mod. Something that reads and destroys blocks specifically, then allows you to transmogrify other blocks into scanned blocks. So I don't have 6 different stacks of differently-coloured dirt.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Scripten on January 21, 2015, 05:23:43 pm
Spoiler: "Kaiju mode gogogo" (click to show/hide)

So this makes me happy. Hopefully we'll start seeing more diverse enemy types in different areas, too.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: MaximumZero on January 21, 2015, 07:19:17 pm
Nice!
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: coolio678 on January 21, 2015, 07:47:57 pm
Watching that giant pink dinosaur walk into and fail to climb that two block tall cliff gave me a bit of a chucklefish
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Scripten on January 21, 2015, 08:39:34 pm
Watching that giant pink dinosaur walk into and fail to climb that two block tall cliff gave me a bit of a chucklefish

Spoiler (click to show/hide)
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: KingofstarrySkies on January 22, 2015, 01:17:40 am
Watching that giant pink dinosaur walk into and fail to climb that two block tall cliff gave me a bit of a chucklefish
you disgust me and amuse me
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Arbinire on January 22, 2015, 07:57:23 am
@Flying Dice

That was new info, the blogpost was from January 16th 2015.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Flying Dice on January 22, 2015, 09:46:56 am
@Flying Dice

That was new info, the blogpost was from January 16th 2015.
Don't be coy. You know perfectly well that I was talking about the ranting about CF and scamming. Which had nothing to do with that, except for providing you a new tangent to start it when you conflated this (http://playstarbound.com/the-more-you-know-about-the-unstable-update/) coming to the stable beta in January (maybe, hah) with a vague "1.0 sometime in 2015" statement.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Levi on January 27, 2015, 05:27:56 pm
According to "The Twitters (https://twitter.com/StarboundGame/status/560098020126392320)", Starbound will get its stable update this week.  Hopefully on a friday so I can play all weekend.   :)
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Nighthawk on January 27, 2015, 10:22:51 pm
According to "The Twitters (https://twitter.com/StarboundGame/status/560098020126392320)", Starbound will get its stable update this week.  Hopefully on a friday so I can play all weekend.   :)
Yesssssssss

No, that was not in Floran accent. That was just me being excited.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Tronak on January 28, 2015, 01:00:03 pm
According to "The Twitters (https://twitter.com/StarboundGame/status/560098020126392320)", Starbound will get its stable update this week.  Hopefully on a friday so I can play all weekend.   :)

This week? Try harder. How about today (https://twitter.com/Tiyuri/status/560407729475690496)?

EDIT: info augmented (http://playstarbound.com/hark-a-stable-update-v-upbeat-giraffe/).
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Levi on January 28, 2015, 01:13:00 pm
Woop Woop!   :D

That is sooner than I expected.  Hopefully my roommate isn't busy tonight.  Or tomorrow.  Or the whole next week.   :P
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on January 28, 2015, 02:07:54 pm
Will someone be hosting a server for the stable update?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: NullForceOmega on January 28, 2015, 04:42:13 pm
I'd actually like to try their long awaited update, but Steam doesn't seem to think it needs to download said update.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: chaoticag on January 28, 2015, 05:26:04 pm
Did the update even hit yet?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on January 28, 2015, 05:27:29 pm
Some might have gotten it.. But I have not.
https://www.reddit.com/r/starbound/comments/2tzd57/hark_a_stable_update_v_upbeat_giraffe/co3wbd2 (https://www.reddit.com/r/starbound/comments/2tzd57/hark_a_stable_update_v_upbeat_giraffe/co3wbd2)
Looks like they are having a few issues with steam itself.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: PTTG?? on January 28, 2015, 05:31:24 pm
Time to reinstall my server.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Owlga on January 28, 2015, 05:38:27 pm
Guys you don't understand.

They nerfed birds.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on January 28, 2015, 05:40:02 pm
Guys you don't understand.

They nerfed birds.
No more cliffracers. :v
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on January 28, 2015, 05:41:40 pm
I have only one question: did they fix the missions so if you die, you don't have to do the whole fucking thing over from scratch? And/or did they make the missions less brutally difficult?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: WillowLuman on January 28, 2015, 05:49:14 pm
My advice: wait until you get on a server to do the missions, then bring allies.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Slayerhero90 on January 28, 2015, 06:20:17 pm
My advice: raid forests for the pollen pump and use that on your enemies, running away immediately after use.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Bitoru on January 28, 2015, 09:17:34 pm
IT'S UP EVERYBODY
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: KingofstarrySkies on January 28, 2015, 09:56:00 pm
Guys you don't understand.

They nerfed birds.
PRAISE THE FISH
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Gentlefish on January 28, 2015, 09:56:27 pm
PRAISE THE FISH

Yes praise me you fools.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: KingofstarrySkies on January 28, 2015, 10:17:12 pm
NO NOT THAT ONE THE ONE WITH THE LAUGHTER
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Seriyu on January 28, 2015, 11:16:11 pm
uhuhuehu

Really though I've been looking forward to this, let's see where it's gone. :P
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Glloyd on January 28, 2015, 11:46:45 pm
Do we have a Bay12 server up again?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on January 29, 2015, 04:13:42 am
Time to reinstall my server.
You being serious?
Or you just trolling?
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on January 29, 2015, 04:41:46 am
My advice: wait until you get on a server to do the missions, then bring allies.

Yeah... I'm gonna just not play. I was okay with pretty much all the other changes, even the ones I didn't particularly like, but this one is a deal breaker for me. Can't progress in the game without slamming my head against the wall for several hours, repeatedly coming close to beating the absurdly difficult dungeon then getting picked off at the last moment, then having to start the whole damn thing over again? I've got better things to do, I'm afraid. If they ever change this, I'll come back.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on January 29, 2015, 04:45:43 am
My advice: wait until you get on a server to do the missions, then bring allies.

Yeah... I'm gonna just not play. I was okay with pretty much all the other changes, even the ones I didn't particularly like, but this one is a deal breaker for me. Can't progress in the game without slamming my head against the wall for several hours, repeatedly coming close to beating the absurdly difficult dungeon then getting picked off at the last moment, then having to start the whole damn thing over again? I've got better things to do, I'm afraid. If they ever change this, I'll come back.
They will eventually make alternate ways to progress through the game.
But we'll see when that happens.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Darkening Kaos on January 29, 2015, 04:58:33 am
   Character wipes ahoy!

    At least the matter manipulator works faster and seems more useful.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Neonivek on January 29, 2015, 05:05:14 am
They will eventually make alternate ways to progress through the game.
But we'll see when that happens.

Yeah... I wouldn't put stock into that anymore...

Not that "Grinding for hours doing gardening or making houses" is that much of an improvement over playing the game.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Sappho on January 29, 2015, 05:12:34 am
They will eventually make alternate ways to progress through the game.
But we'll see when that happens.

Yeah... I wouldn't put stock into that anymore...

Not that "Grinding for hours doing gardening or making houses" is that much of an improvement over playing the game.

It is if you enjoy gardening and making houses.
Title: Re: Starbound - Upbeat Giraffe/Rampaging Koala
Post by: Ultimuh on January 29, 2015, 05:14:35 am
They will eventually make alternate ways to progress through the game.
But we'll see when that happens.

Yeah... I wouldn't put stock into that anymore...

Not that "Grinding for hours doing gardening or making houses" is that much of an improvement over playing the game.

It is if you enjoy gardening and making houses.
I'm not much of a fighter but I like building stuff. Provided I have enough materials.
So when the alternate progressions are implemented, I will welcome them with open arms.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sean Mirrsen on January 29, 2015, 06:14:40 am
I honestly haven't found the missions... excessively difficult. They are really meant to be challenges. If you go into them underprepared, that's... well, that's your funeral. :P

The only stupidly difficult one for me was the robot. Its spread attack is very hard to avoid, and I hadn't thought of using a two-handed sword for that purpose. Other than the damned spread attack, the rest of its battle pattern is easy to adapt to. Even easier if you have an electric melee weapon or a water sword to get the missiles without expending energy. Unfortunately I was a glass cannon build. :P So I ended up cheesing the boss through the semiautomatic doorway.

The Floran party I actually found kinda fun. Platforming, grapple gun exploration, very fun traps (to avoid). Remember to bring grapple guns and antitoxins though. A shield and a one-handed ranged weapon of some kind are also a must.

Maybe I'm just too fond of classic Nintendo Hard platformers. :P
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sappho on January 29, 2015, 07:59:34 am
I honestly haven't found the missions... excessively difficult. They are really meant to be challenges. If you go into them underprepared, that's... well, that's your funeral. :P

The only stupidly difficult one for me was the robot. Its spread attack is very hard to avoid, and I hadn't thought of using a two-handed sword for that purpose. Other than the damned spread attack, the rest of its battle pattern is easy to adapt to. Even easier if you have an electric melee weapon or a water sword to get the missiles without expending energy. Unfortunately I was a glass cannon build. :P So I ended up cheesing the boss through the semiautomatic doorway.

The Floran party I actually found kinda fun. Platforming, grapple gun exploration, very fun traps (to avoid). Remember to bring grapple guns and antitoxins though. A shield and a one-handed ranged weapon of some kind are also a must.

Maybe I'm just too fond of classic Nintendo Hard platformers. :P

I couldn't get past the first mission. I went in with piles of food, the best weapon and armor I could make, but I got annihilated. Those guys hit for crazy lots of damage and their attacks are almost impossible to avoid. I tried picking them off one at a time from a distance with my composite bow, but then I encountered an enemy who looked like a friend and got killed before I knew what was going on. It took me an HOUR to get that far. I tried a couple more times, but once I realized I'd have to start all over, I started getting very frustrated and eventually just gave up. Which would all be fine if it was optional, but you can't even leave your starting system until you finish that stupid mission. I fully explored all the planets, which were all essentially identical, and didn't find anything better than my craftable equipment. How exactly does anyone beat it, anyway?

I'll be happy if they either make it optional, make it easier, or keep it exactly how it is but SAVE the progress you've made instead of making you do it all from scratch every single time. It takes way too long to get through the dungeon for them to just take back all your progress if you slip up once. That's not a matter of making the game challenging, that's just being dicks to your players.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: The Darkling Wolf on January 29, 2015, 08:02:03 am
If you were planning on giving it another try, the Planetside Respawn (http://community.playstarbound.com/index.php?resources/planetside-respawn-stable-unstable-enraged-koala-upbeat-giraffe.2393/) mod could be a suggestion. It, as the name suggests, causes you to respawn on the surface of any planets you die on, rather than on your ship. Which, for missions, should result in them not resetting if I recall correctly.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: timferius on January 29, 2015, 08:11:18 am
Ahh, my ongoing early access dilemma arises again. Play now? Or wait for the next update?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sean Mirrsen on January 29, 2015, 08:36:19 am
I honestly haven't found the missions... excessively difficult. They are really meant to be challenges. If you go into them underprepared, that's... well, that's your funeral. :P

The only stupidly difficult one for me was the robot. Its spread attack is very hard to avoid, and I hadn't thought of using a two-handed sword for that purpose. Other than the damned spread attack, the rest of its battle pattern is easy to adapt to. Even easier if you have an electric melee weapon or a water sword to get the missiles without expending energy. Unfortunately I was a glass cannon build. :P So I ended up cheesing the boss through the semiautomatic doorway.

The Floran party I actually found kinda fun. Platforming, grapple gun exploration, very fun traps (to avoid). Remember to bring grapple guns and antitoxins though. A shield and a one-handed ranged weapon of some kind are also a must.

Maybe I'm just too fond of classic Nintendo Hard platformers. :P

I couldn't get past the first mission. I went in with piles of food, the best weapon and armor I could make, but I got annihilated. Those guys hit for crazy lots of damage and their attacks are almost impossible to avoid. I tried picking them off one at a time from a distance with my composite bow, but then I encountered an enemy who looked like a friend and got killed before I knew what was going on. It took me an HOUR to get that far. I tried a couple more times, but once I realized I'd have to start all over, I started getting very frustrated and eventually just gave up. Which would all be fine if it was optional, but you can't even leave your starting system until you finish that stupid mission. I fully explored all the planets, which were all essentially identical, and didn't find anything better than my craftable equipment. How exactly does anyone beat it, anyway?

I'll be happy if they either make it optional, make it easier, or keep it exactly how it is but SAVE the progress you've made instead of making you do it all from scratch every single time. It takes way too long to get through the dungeon for them to just take back all your progress if you slip up once. That's not a matter of making the game challenging, that's just being dicks to your players.

Sounds like you were terribly unlucky. I was going in with steel armor and at least three different guns. Bring lots of bandages - food is nigh-pointless (if you want to heal slowly there are bunks everywhere), and make sure to bring a shield of some kind. If you can't find a shield, bring a twohanded sword - anything to block with. Complete the coffee girl's quest and use the tech card to equip Pulse Jump.

Most of all, remember that you don't need to explore the whole facility - just take the shortest path. The infected workers are the worst part of the mission, but there are only what, four of them? They hit crazy hard, but can't jump - all you need is stay out of their way with Pulse Jump, or find high places to stand on and plink away at them.

There's now also a boss at the end of the level, but it's not too hard. Indeed you don't even need any weapons to kill it.

All in all, the mission monsters are only as difficult to kill as the random creatures on the next tier of planets you'll be exploring. Really, if that mission is hard for you, you're not going to have any fun at all at the floran party later.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sappho on January 29, 2015, 08:57:50 am
I honestly haven't found the missions... excessively difficult. They are really meant to be challenges. If you go into them underprepared, that's... well, that's your funeral. :P

The only stupidly difficult one for me was the robot. Its spread attack is very hard to avoid, and I hadn't thought of using a two-handed sword for that purpose. Other than the damned spread attack, the rest of its battle pattern is easy to adapt to. Even easier if you have an electric melee weapon or a water sword to get the missiles without expending energy. Unfortunately I was a glass cannon build. :P So I ended up cheesing the boss through the semiautomatic doorway.

The Floran party I actually found kinda fun. Platforming, grapple gun exploration, very fun traps (to avoid). Remember to bring grapple guns and antitoxins though. A shield and a one-handed ranged weapon of some kind are also a must.

Maybe I'm just too fond of classic Nintendo Hard platformers. :P

I couldn't get past the first mission. I went in with piles of food, the best weapon and armor I could make, but I got annihilated. Those guys hit for crazy lots of damage and their attacks are almost impossible to avoid. I tried picking them off one at a time from a distance with my composite bow, but then I encountered an enemy who looked like a friend and got killed before I knew what was going on. It took me an HOUR to get that far. I tried a couple more times, but once I realized I'd have to start all over, I started getting very frustrated and eventually just gave up. Which would all be fine if it was optional, but you can't even leave your starting system until you finish that stupid mission. I fully explored all the planets, which were all essentially identical, and didn't find anything better than my craftable equipment. How exactly does anyone beat it, anyway?

I'll be happy if they either make it optional, make it easier, or keep it exactly how it is but SAVE the progress you've made instead of making you do it all from scratch every single time. It takes way too long to get through the dungeon for them to just take back all your progress if you slip up once. That's not a matter of making the game challenging, that's just being dicks to your players.

Sounds like you were terribly unlucky. I was going in with steel armor and at least three different guns. Bring lots of bandages - food is nigh-pointless (if you want to heal slowly there are bunks everywhere), and make sure to bring a shield of some kind. If you can't find a shield, bring a twohanded sword - anything to block with. Complete the coffee girl's quest and use the tech card to equip Pulse Jump.

Most of all, remember that you don't need to explore the whole facility - just take the shortest path. The infected workers are the worst part of the mission, but there are only what, four of them? They hit crazy hard, but can't jump - all you need is stay out of their way with Pulse Jump, or find high places to stand on and plink away at them.

There's now also a boss at the end of the level, but it's not too hard. Indeed you don't even need any weapons to kill it.

All in all, the mission monsters are only as difficult to kill as the random creatures on the next tier of planets you'll be exploring. Really, if that mission is hard for you, you're not going to have any fun at all at the floran party later.

I just want to explore and find stuff and build stuff. In the previous version of the game, you could do that. I did it for hours and hours and hours and I had a great time. I cheesed the bosses, mined through the harder planets to avoid having to fight too much, made the best equipment, and cruised around the universe discovering fun stuff and building sweet houses. Now I can't do that. Now it's only a linear fighting game with some procedural elements. My sandbox game is gone. And they wouldn't even let me disable updates... I thought maybe I could just keep the old version and play that, but it updated automatically. : ( The game I enjoyed is gone. I don't suppose there's any way to get the previous version now?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sean Mirrsen on January 29, 2015, 09:14:49 am
I just want to explore and find stuff and build stuff. In the previous version of the game, you could do that. I did it for hours and hours and hours and I had a great time. I cheesed the bosses, mined through the harder planets to avoid having to fight too much, made the best equipment, and cruised around the universe discovering fun stuff and building sweet houses. Now I can't do that. Now it's only a linear fighting game with some procedural elements. My sandbox game is gone. And they wouldn't even let me disable updates... I thought maybe I could just keep the old version and play that, but it updated automatically. : ( The game I enjoyed is gone. I don't suppose there's any way to get the previous version now?

If you absolutely detest the mission and will do anything to get past it, use the /admin command to give yourself admin rights. That makes you invulnerable among other things. Just walk through the whole thing and be back on your way. Remember to turn admin mode off afterwards (same command, it's a toggle) because it does a lot of other things too. That's your only option until alternative progress routes are added.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sappho on January 29, 2015, 09:51:19 am
I just want to explore and find stuff and build stuff. In the previous version of the game, you could do that. I did it for hours and hours and hours and I had a great time. I cheesed the bosses, mined through the harder planets to avoid having to fight too much, made the best equipment, and cruised around the universe discovering fun stuff and building sweet houses. Now I can't do that. Now it's only a linear fighting game with some procedural elements. My sandbox game is gone. And they wouldn't even let me disable updates... I thought maybe I could just keep the old version and play that, but it updated automatically. : ( The game I enjoyed is gone. I don't suppose there's any way to get the previous version now?

If you absolutely detest the mission and will do anything to get past it, use the /admin command to give yourself admin rights. That makes you invulnerable among other things. Just walk through the whole thing and be back on your way. Remember to turn admin mode off afterwards (same command, it's a toggle) because it does a lot of other things too. That's your only option until alternative progress routes are added.

That is a good thing to know about. Thank you. Maybe I'll give it another try after all, just skipping the missions and hoping that some day they actually do add in the alternate routes...
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Rex_Nex on January 29, 2015, 10:04:46 am
Sorry if this has been covered already, but is Starbound worth buying after this latest update? I admit that I pirated starbound back a few months after it was first released. I liked a lot of the ambiance/visuals and the core idea behind it, but there wasn't much actual content there... or really, much at all. You just sort of walked around, scavenged cool shit off the surface, and repeated that ten times over as you teleported down to different planets. Combat, monster gen, reasons to stay/thoroughly explore/mine on a planet were all disappointing or missing.

Would I be pleasantly surprised, or is development just moving too slow?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: moghopper on January 29, 2015, 10:21:38 am
Anyone else having framerate issues?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Catastrophic lolcats on January 29, 2015, 11:48:17 am
Anyone knows a mod that tweaks the 3D printer?
I've restarted and raided an Apex base and since I'm running out of storage I would just like to scan the items and forgot about them. However for some stupid reason scanning items (not just creating) costs pixels which I obviously don't have a lot of at the start.

Anyone else having framerate issues?
I'm also having some really terrible frame problems. It happens, not surprisingly, in heavily populated areas like bases and the space station. I didn't get this sort of FPS drop last time I played but switching over to opengl seemed to help a little.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: NullForceOmega on January 29, 2015, 03:52:02 pm
I'm seconding Sappho on disliking the first mission, but I don't think the difficulty is the main problem, I think that it has to do with how unremittingly dark the complex is.  I can handle the enemies fine as long as I can see where they are, but if they're moving around in the dark, they immediately become more of a headache.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sean Mirrsen on January 29, 2015, 04:31:25 pm
I'm seconding Sappho on disliking the first mission, but I don't think the difficulty is the main problem, I think that it has to do with how unremittingly dark the complex is.  I can handle the enemies fine as long as I can see where they are, but if they're moving around in the dark, they immediately become more of a headache.
There are consoles around the place that turn some of the lights on.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: NullForceOmega on January 29, 2015, 04:34:24 pm
Some lights yes, but there are still large areas that are swathed in darkness or low light, I'd feel better about the mission if I had one tier higher weapons and armor (it's not the amount of damage one enemy can deal, its the amount two or more can deal before you can take steps to heal).

Edit:  There is a moon-type planet in my system, can I go there and mine the crystals I need?  And if so, does that break the quest line?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Flying Dice on January 29, 2015, 05:09:51 pm
Hmm. The one thing I dislike is that the tech progression is tied to ship upgrades. As far as I can tell, that means that Build-Yer-Own-Ship mods will make it impossible for players to gain new techs, except perhaps if the unlocks persist after installing the mod and taking apart the default ship... in which case you 'only' have to progress through much of the game before adding the mod.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sergius on January 29, 2015, 05:39:50 pm
Edit:  There is a moon-type planet in my system, can I go there and mine the crystals I need?  And if so, does that break the quest line?

You can only find liquid Erchius in the moons, and pick it up with the upgraded manipulator, but the Crystals are exclusive to the quest (once finished they become available in that kiosk at the station).
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sean Mirrsen on January 29, 2015, 05:41:17 pm
Hmm. The one thing I dislike is that the tech progression is tied to ship upgrades. As far as I can tell, that means that Build-Yer-Own-Ship mods will make it impossible for players to gain new techs, except perhaps if the unlocks persist after installing the mod and taking apart the default ship... in which case you 'only' have to progress through much of the game before adding the mod.
Not just tech unlocks, the upgrades unlock further quests and later add a console to buy/manufacture NPC spawners, the pokeball machine, the fossil analyzer, and the pixel compressor, plus the holiday-themed workbenches.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: NullForceOmega on January 29, 2015, 05:50:00 pm
Thanks for the reply Sergius, I went ahead and checked myself and that does appear to be the case.  I'm not happy that all of my ability to progress through the game is going to be tied to a frankly asinine 'mission'.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Flying Dice on January 29, 2015, 06:42:31 pm
Hmm. The one thing I dislike is that the tech progression is tied to ship upgrades. As far as I can tell, that means that Build-Yer-Own-Ship mods will make it impossible for players to gain new techs, except perhaps if the unlocks persist after installing the mod and taking apart the default ship... in which case you 'only' have to progress through much of the game before adding the mod.
Not just tech unlocks, the upgrades unlock further quests and later add a console to buy/manufacture NPC spawners, the pokeball machine, the fossil analyzer, and the pixel compressor, plus the holiday-themed workbenches.
Damn. I mean, it's not as if any of those mods have updated for months, but it's still sad to see them killing the potential. Especially when the default ships are so gorram ugly. Though the consoles could probably be handled in the same way as the older ones were, by making them furniture objects. Might even be possible to set the custom ship to auto-unlock all techs and quests, which would be a bit gamey but better than the alternative, but I can't speak to whether it is.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: WillowLuman on January 29, 2015, 06:53:17 pm
Or, since that's all handled by the console accessed from the ship's computer anyway, you could still just complete the upgrade quests and unlock the tech through there without your ship physically changing.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Flying Dice on January 29, 2015, 06:59:28 pm
That'd depend on whether the ship upgrades would wipe your built ship and replace it with the expansion of the default one, I suppose. Unless they unlock new stuff without actually forcing you to enlarge the ship.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: WillowLuman on January 29, 2015, 07:03:22 pm
Going by how it works in vanilla, all your currently placed blocks/items remain exactly where they are when you upgrade your ship, so presumably it's simply a matter of overwriting the additions as well as the starting ship.

Has anyone been packing up everything on their ship in fear of it getting wiped when they upgrade?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Levi on January 29, 2015, 07:12:01 pm
Going by how it works in vanilla, all your currently placed blocks/items remain exactly where they are when you upgrade your ship, so presumably it's simply a matter of overwriting the additions as well as the starting ship.

Has anyone been packing up everything on their ship in fear of it getting wiped when they upgrade?

I thought about it, but figured I'd risk it anyway.   :P
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: NullForceOmega on January 29, 2015, 07:14:44 pm
Using an exploit of the mission structure, I made it to the boss very quickly, then proceeded to die, very quickly.  Respawned on ship lighter by 30% of my pixels, again.  This is poorly conceived.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: etgfrog on January 29, 2015, 07:45:17 pm
It took me a bit to learn how to deal with the boss, bring 50 or so bandages, ignore all regular enemies, run to each switch then to the gun platform. While don't constantly avoid the beams, try not to stay in it. Its just hit all 4 switches then hit the turret x3, then the boss is dead.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Darkmere on January 29, 2015, 08:17:23 pm
Hmm. The one thing I dislike is that the tech progression is tied to ship upgrades. As far as I can tell, that means that Build-Yer-Own-Ship mods will make it impossible for players to gain new techs, except perhaps if the unlocks persist after installing the mod and taking apart the default ship... in which case you 'only' have to progress through much of the game before adding the mod.

Yeah, I strongly suspected this would be the case when it was all being talked about but I hoped I was wrong. I guess I'll just continue avoiding the game for another several months then, until someone figures out a less irritating way of doing things.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: WillowLuman on January 29, 2015, 08:21:55 pm
Why would that create a problem? The ship upgrades are handled entirely through the ship's computer, which is accessed from the same piece of furniture as the tech station. Since it's handled as a quest, and does not in any way require you to actually use the new space unlocked by ship upgrades, presumably the quests to "bring X materials to upgrade the ship" would still work. They'd just not actually change the background, since the mod would overwrite that.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: WealthyRadish on January 29, 2015, 10:30:46 pm
This thread title's been driving me bananas for the last month, since years of internet has trained me to pick out "U_b__ Giraffe".

Spoiler: Why?! (click to show/hide)

I don't really have anything constructive to say, though. Game looks pretty neat.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Flying Dice on January 30, 2015, 09:43:59 am
Hmm. The one thing I dislike is that the tech progression is tied to ship upgrades. As far as I can tell, that means that Build-Yer-Own-Ship mods will make it impossible for players to gain new techs, except perhaps if the unlocks persist after installing the mod and taking apart the default ship... in which case you 'only' have to progress through much of the game before adding the mod.

Yeah, I strongly suspected this would be the case when it was all being talked about but I hoped I was wrong. I guess I'll just continue avoiding the game for another several months then, until someone figures out a less irritating way of doing things.
Why would that create a problem? The ship upgrades are handled entirely through the ship's computer, which is accessed from the same piece of furniture as the tech station. Since it's handled as a quest, and does not in any way require you to actually use the new space unlocked by ship upgrades, presumably the quests to "bring X materials to upgrade the ship" would still work. They'd just not actually change the background, since the mod would overwrite that.

I'm pretty sure I was overreacting last night, now that I've given it more thought. The guy behind the best of the BYOS mods also seemed fairly certain that he could work around it without resorting to starting with everything unlocked.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: NullForceOmega on January 30, 2015, 11:38:47 am
Nope, not doing this, if I wanted to play a Nintendo hard platformer I'd play one.  Give me the gods be damned space sandbox game you sold me you jerks.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Nighthawk on January 30, 2015, 12:30:57 pm
Nope, not doing this, if I wanted to play a Nintendo hard platformer I'd play one.  Give me the gods be damned space sandbox game you sold me you jerks.
One word: mods. I have zero doubt that there will be a mod to remove the shielded dungeons feature, which means that you'll be free to mine straight through everything if you so desire.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sergarr on January 30, 2015, 12:35:49 pm
Nope, not doing this, if I wanted to play a Nintendo hard platformer I'd play one.  Give me the gods be damned space sandbox game you sold me you jerks.
One word: mods. I have zero doubt that there will be a mod to remove the shielded dungeons feature, which means that you'll be free to mine straight through everything if you so desire.
Cue Chucklefish banning the mods from "affecting the intended progression of the game" or doing something of this kind.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: PTTG?? on January 30, 2015, 01:13:51 pm
Am I the only one who didn't mind the FTL quest?

It's admittedly much better in multiplayer, but I found it thematic, cool, and challenging without being too hard (and I'm not exactly a fan of nintendo-hard games).

Alright, to be fair, it is much easier in multiplayer because, so long as the entire party doesn't die, the instance doesn't reset and you can keep popping into the boss fight until it explodes.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sean Mirrsen on January 30, 2015, 01:25:47 pm
Hehe, after saying how I found the first mission easy, I went ahead and died to the boss with the new stable version character. Got careless. :P
So, different tip - if you do end up with a two-hander to block attacks, don't use it unless you really need to. Don't rely on it, in other words. With the cooldown, you might not be able to bring it back up in time. Get the boss blown up tout de suite, and pay no attention to anything except your health.

Went right back in after losing, mind you, despite having only 10 bandages left as healing items (and no food). Won handily. So it's not terribly hard at all.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: freeformschooler on January 30, 2015, 08:55:18 pm
I love that you have to go all the way across a star system to make some dude a cup of coffee to progress.

Is there a way to get milk other than buying it?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Chiefwaffles on January 30, 2015, 10:15:06 pm
To get past the first mission, I just abused the hell out of enemy aggro mechanics and pathfinding. I'd shoot a far away enemy with my bow, run away until the enemy stops chasing me, then repeat. I would also use terrain advantages like platforms that the enemies couldn't get to me at, and just slowly chip away at their health.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sean Mirrsen on January 31, 2015, 12:28:51 am
To get past the first mission, I just abused the hell out of enemy aggro mechanics and pathfinding. I'd shoot a far away enemy with my bow, run away until the enemy stops chasing me, then repeat. I would also use terrain advantages like platforms that the enemies couldn't get to me at, and just slowly chip away at their health.
Again, why "bow"? Am I the only one lucky enough to find some Apex or human labs to loot guns from in the starting system?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: NullForceOmega on January 31, 2015, 12:51:05 am
I found a crossbow on my desert planet, it gets four shots before my energy is depleted and it takes three to kill one of the stupid pink monsters, it is also slow as hell.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Catastrophic lolcats on January 31, 2015, 12:57:46 am
If you can't be arsed doing the first mission just type /admin into the chatbox and you'll become invincible.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Chiefwaffles on January 31, 2015, 02:57:43 am
stuff
Again, why "bow"? Am I the only one lucky enough to find some Apex or human labs to loot guns from in the starting system?
I certainly wasn't lucky enough.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sean Mirrsen on January 31, 2015, 03:20:42 am
Speaking of "lucky", it seems someone took a look at the "weird item spawn rate" setting on one of the snow planets I found, and found it not set high enough.

So far I got a "Light Sword" - three of them in fact, two in the same surface chest - that is a sword of fire with 325 DPS. I'm still hunting for titanium at this point, so it's kinda overkill. I also found two different "light helmets" (Biolumin Mask and Light Helm), that is helmets that give the Glow effect. I then found a Blizzard Blaster - i.e. a snowball cannon, with actually decent stats.

And now I found this microdungeon.
Spoiler (click to show/hide)

All on the same snow planet. No cheats, no mods... what the fkuc.

edit: Okay, it seems they've kinda rebalanced the loot table. One more thing they've changed as part of that, that I absolutely approve of, is that high-tech chests (random or in lab dungeons) no longer exclusively give out blank tech cards. The cards from quests seemed useless before, because if you explored, you just randomly found so many of them. Now they give high-tech things like plasma guns instead, which is awesome.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: freeformschooler on January 31, 2015, 08:32:54 am
Speaking of "lucky", it seems someone took a look at the "weird item spawn rate" setting on one of the snow planets I found, and found it not set high enough.

So far I got a "Light Sword" - three of them in fact, two in the same surface chest - that is a sword of fire with 325 DPS. I'm still hunting for titanium at this point, so it's kinda overkill. I also found two different "light helmets" (Biolumin Mask and Light Helm), that is helmets that give the Glow effect. I then found a Blizzard Blaster - i.e. a snowball cannon, with actually decent stats.

And now I found this microdungeon.
Spoiler (click to show/hide)

All on the same snow planet. No cheats, no mods... what the fkuc.

edit: Okay, it seems they've kinda rebalanced the loot table. One more thing they've changed as part of that, that I absolutely approve of, is that high-tech chests (random or in lab dungeons) no longer exclusively give out blank tech cards. The cards from quests seemed useless before, because if you explored, you just randomly found so many of them. Now they give high-tech things like plasma guns instead, which is awesome.

...coordinates? :D
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sean Mirrsen on January 31, 2015, 08:57:38 am
Speaking of "lucky", it seems someone took a look at the "weird item spawn rate" setting on one of the snow planets I found, and found it not set high enough.

So far I got a "Light Sword" - three of them in fact, two in the same surface chest - that is a sword of fire with 325 DPS. I'm still hunting for titanium at this point, so it's kinda overkill. I also found two different "light helmets" (Biolumin Mask and Light Helm), that is helmets that give the Glow effect. I then found a Blizzard Blaster - i.e. a snowball cannon, with actually decent stats.

And now I found this microdungeon.
Spoiler (click to show/hide)

All on the same snow planet. No cheats, no mods... what the fkuc.

edit: Okay, it seems they've kinda rebalanced the loot table. One more thing they've changed as part of that, that I absolutely approve of, is that high-tech chests (random or in lab dungeons) no longer exclusively give out blank tech cards. The cards from quests seemed useless before, because if you explored, you just randomly found so many of them. Now they give high-tech things like plasma guns instead, which is awesome.

...coordinates? :D
I do believe loot is randomized, even if you get the same terrain and chests in the same places.

But here you go, check it out if you want:
(https://dl.dropboxusercontent.com/u/4152380/Screenshots/SSCoords1.png)
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Guardian G.I. on January 31, 2015, 09:26:30 am
I haven't played Starbound for quite a while - do all characters actually start on the same planet?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Ultimuh on January 31, 2015, 09:36:36 am
I haven't played Starbound for quite a while - do all characters actually start on the same planet?
It would seem like it.
I consider it to be a tutorial planet of sorts.
But yeah.. They could have randomized it a little.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sean Mirrsen on January 31, 2015, 09:42:44 am
A single planet is designated as a "starting" planet, because a single system is designated as a "starting" system. Even if they have a nigh-limitless universe to work in, they still have to ensure that the system has all the quest-required planet types.
It's probably easy to do in principle, checking for planet types in random "gentle star" systems around the map and settling on one that fits eventually, but maybe they think it'll cause a slowdown, or some other problem? The game's still being worked on though - maybe if it's requested enough they'll add it?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sappho on January 31, 2015, 10:08:18 am
The game's still being worked on though - maybe if it's requested enough they'll add it?

Bwaaaaaahahahahahahahahaha *gasp* hahahahahahahahaaaaa....

*ahem*

Sorry. What I mean to say was, yes, I'm sure that if we politely suggest improvements to the game, the Chucklefish team will be happy to make them. *chortle*
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sean Mirrsen on January 31, 2015, 10:11:26 am
The game's still being worked on though - maybe if it's requested enough they'll add it?

Bwaaaaaahahahahahahahahaha *gasp* hahahahahahahahaaaaa....

*ahem*

Sorry. What I mean to say was, yes, I'm sure that if we politely suggest improvements to the game, the Chucklefish team will be happy to make them. *chortle*
Heh, yes. :P

I meant, hypothetically. It could happen.

And like I said, it's not terribly hard in the first place, and the current way introduces some gameplay oddities (i.e. you might render the game unwinnable - or rather unstartable - for follow-up characters in the same universe), so maybe they have it in the plans regardless, and just keep it like it is now because it's simpler.

And come on, they do listen to some people. We don't have to convince Chucklefish, we have to convince the people they listen to. :P


In the meantime, you could force a new character to start on a new planet (probably) by deleting the starting planet's file from the universe folder. You have to keep track of which file it is though. And take care not to delete it if you still have it as any other character's home planet.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Guardian G.I. on January 31, 2015, 10:15:41 am
Does the new stable update include ship upgrades?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sean Mirrsen on January 31, 2015, 10:31:48 am
Does the new stable update include ship upgrades?
Yes. Wired into the game progression and quests.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: MaximumZero on January 31, 2015, 10:40:54 am
Man, I wish I knew more about modding. I'd make a mod that allows you to break old gear down for pixels.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Ultimuh on January 31, 2015, 11:29:50 am
The game's still being worked on though - maybe if it's requested enough they'll add it?

Bwaaaaaahahahahahahahahaha *gasp* hahahahahahahahaaaaa....

*ahem*

Sorry. What I mean to say was, yes, I'm sure that if we politely suggest improvements to the game, the Chucklefish team will be happy to make them. *chortle*

Well the Novakis were sort of a suggested race to begin with, so there is always a chance.
A very small chance but still a chance.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Oneir on January 31, 2015, 12:42:26 pm
The game's still being worked on though - maybe if it's requested enough they'll add it?

Bwaaaaaahahahahahahahahaha *gasp* hahahahahahahahaaaaa....

*ahem*

Sorry. What I mean to say was, yes, I'm sure that if we politely suggest improvements to the game, the Chucklefish team will be happy to make them. *chortle*

Well the Novakis were sort of a suggested race to begin with, so there is always a chance.
A very small chance but still a chance.

Wasn't that part of a contest to design a race? I know there was one to design some mobs. Speaking of, have we heard anything about whether those are still going to make it into the game?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Arbinire on January 31, 2015, 12:44:46 pm
The game's still being worked on though - maybe if it's requested enough they'll add it?

Bwaaaaaahahahahahahahahaha *gasp* hahahahahahahahaaaaa....

*ahem*

Sorry. What I mean to say was, yes, I'm sure that if we politely suggest improvements to the game, the Chucklefish team will be happy to make them. *chortle*

Careful Sappho, might end up becoming a pariah in these threads like a few of us.  People don't like the glaring faults of Chucklefish pointed out apparently.  :P
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Shooer on January 31, 2015, 02:13:36 pm
Careful Sappho, might end up becoming a pariah in these threads like a few of us.  People don't like the glaring faults of Chucklefish pointed out apparently.  :P
there's pointing out dislikes and problems, then there is just being antagonistic.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: WillowLuman on January 31, 2015, 02:24:26 pm
We're just tired of the same argument being rehashed ad nauseum, because everything to be said on the matter has already been said long ago, and repeated several, several times.

Sappho's pointing out stuff wrong with the current game, not complaining about the problems of the chucklefish forums (which are already noted several times) or their roadmap.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Chiefwaffles on January 31, 2015, 03:50:47 pm
Chucklefish has actually been pretty good on player feedback based on the Starbound subreddit. I've seen developers regularly post in response to feedback, then that feedback actually gets added.
While they probably could do a bit better (everyone can), they're pretty good at it.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Neonivek on January 31, 2015, 03:54:29 pm
Edited out: I didn't want to be the only post on a page... I wanted mine to be buried along with other posts.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: PTTG?? on January 31, 2015, 04:39:06 pm
Man, I wish I knew more about modding. I'd make a mod that allows you to break old gear down for pixels.

Yeah. Maybe an auction thing at the outpost too, especially good for multiplayer.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Flying Dice on January 31, 2015, 06:56:14 pm
The first BYOS mod for Upbeat Giraffe is out. (http://community.playstarbound.com/index.php?resources/buildable-shipworld-file-upbeat-giraffe.2494/) 256x256 build space.

HOWEVER:
-Lacks some functionality prior to fixing your FTL drive.
-Unlocking a ship upgrade after installing the mod will wipe your constructed ship and replace it with the vanilla version you just upgraded to.

-The standard stuff about how installing will delete anything stored on your ship. Duh.

Careful Sappho, might end up becoming a pariah in these threads like a few of us.  People don't like the glaring faults of Chucklefish pointed out apparently.  :P
there's pointing out dislikes and problems, then there is just being antagonistic.
We're just tired of the same argument being rehashed ad nauseum, because everything to be said on the matter has already been said long ago, and repeated several, several times.

Sappho's pointing out stuff wrong with the current game, not complaining about the problems of the chucklefish forums (which are already noted several times) or their roadmap.

This, and this. I'm totally on board with hashing out issues with new features &c. (and with poking fun at CF, because goodness knows it'd be hypocritical of me to not be cool with that). What we don't need is the repetitive moaning about old complaints and attempts to stir up the same gorram arguments that flooded the last few hundred pages of the old thread.

Man, I wish I knew more about modding. I'd make a mod that allows you to break old gear down for pixels.
I could have sworn that there were several, but upon searching there apparently aren't. Huh, that's honestly surprising.

I do believe loot is randomized, even if you get the same terrain and chests in the same places.
Did they change that? Up to the last stable update before Upbeat Giraffe people were compiling spreadsheets of coordinates with good loot expressly because while the universe was procedurally generated, there was only one universe, including generated loot, such that any player could go to coordinates given by another player in and from their respective SP games and find the same loot in the same container in the same place. It'd be sort of a shame, considering that that was about the closest you got to cooperation in the community (except for following someone around playing music for them as they quested, heh).
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: PTTG?? on January 31, 2015, 07:08:40 pm
Did the new revision out today kill anyone elses' dedicated linux servers?

Apparently the config was corrupted somehow...
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: scriver on February 01, 2015, 10:33:02 am
From what I've picked up, everyone now spawns on the exact same planet? That sounds odd.

No, every character you make start on the same planet.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sergarr on February 01, 2015, 12:15:23 pm
EDIT2: Ah, they fucked up. It's STILL /spawnitem FTLrepairkit 1
Why "fucked up"? Did they say that they removed that command (for no good reason)?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: ShoesandHats on February 01, 2015, 02:32:50 pm
How. How how how how do you beat this stupid penguin mech. It just refuses to not kill me. I haven't even managed to get it down to half health before it wrecks me. How do they expect people to beat this guy with their current level of equipment? At least the crystal guy could be cheesed by blocking his lasers with a two-handed sword. I honestly don't think they tested some of these bosses before releasing this update.

That said, I'm enjoying the rest of it.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Ultimuh on February 01, 2015, 02:36:36 pm
How. How how how how do you beat this stupid penguin mech. It just refuses to not kill me. I haven't even managed to get it down to half health before it wrecks me. How do they expect people to beat this guy with their current level of equipment? At least the crystal guy could be cheesed by blocking his lasers with a two-handed sword. I honestly don't think they tested some of these bosses before releasing this update.

That said, I'm enjoying the rest of it.

My own tactic is to have a long range weapon equipped.
Then stand by the entrance and keep firing at it.
If it attacks with missiles then close the door, back up and wait till the attack finishes.

Note that this tactic was used in the Unstable version, I do not know if it still works.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: ShoesandHats on February 01, 2015, 02:37:29 pm
Can't do that with the trap door.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Ultimuh on February 01, 2015, 02:38:22 pm
Can't do that with the trap door.
So you cannot even stand directly at the door?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: ShoesandHats on February 01, 2015, 02:44:16 pm
No, the room is set up so that you can only drop in from above by activating a lever that opens one trap door, then activating the two pressure pads beneath that open the second trap door. I can get stuck on the first trap door, but I can't shoot while I'm wedged in there so I'm forced to activate the lever again and try to fight him normally.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Ultimuh on February 01, 2015, 02:45:29 pm
Huh.. Sounds like they changed how you access the Penguin Mech..
Well I have no tactics for that boss then.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Sean Mirrsen on February 01, 2015, 03:17:30 pm
How. How how how how do you beat this stupid penguin mech. It just refuses to not kill me. I haven't even managed to get it down to half health before it wrecks me. How do they expect people to beat this guy with their current level of equipment? At least the crystal guy could be cheesed by blocking his lasers with a two-handed sword. I honestly don't think they tested some of these bosses before releasing this update.

That said, I'm enjoying the rest of it.
Well, seeing as now they've changed the access route that allowed to snipe it before, I guess I can share the sort of "tactic" I tried to use to beat it that got it to maybe a third of its health.

Basically you want two weapons, with an optional third.

First is any melee weapon with a ranged secondary effect. Electric weapons are preferable because you can aim the shots, but any should do.
Second is a two-handed sword with as high a damage-per-hit as you can find or make. If you have a two-hander with a ranged effect, you can just use it as the first weapon as well.

The optional third is any kind of energy-using ranged weapon. You won't get many opportunities to fire at it, but you can get one nevertheless. I recommend something with a high damage-per-shot, like a sniper rifle or a rocket launcher.

The boss, last I saw it, has these patterns:

1. Claw Swipe - it will try to approach you and swipe at you with claws, then withdraw. Tactic: Either stay away and fire ranged weapon, or use two-handed sword to block claw attack and hit it as it retreats. Proceeds to: Missile Turret or Plasma Burst

2. Missile Turret - if you keep away from melee, it will move to the center of the room and launch homing missiles at you. Tactic: use a melee weapon with ranged effect to shoot down the missiles without wasting energy you might need for tech. There is a tiny blindspot in melee range where missiles will arc into the floor and potentially not harm you, but it's hard to always stay in it. Proceeds to: Plasma Burst, Claw Swipe, or Claw Charge.

3. Plasma Burst - if you play keepaway too well, or just at random after claw attacks or missile barrages, the mech may move into the center of the room, rise into the air, and shoot a large amount of electricity-like glowing orbs outward in rapidly shifting patterns. Tactic: The orbs may be avoided completely, but their large size and number means it's very hard to do - you can instead move to the far side of the room and avoid most of them, using the two-hander to block the shots that will invariably hit your location. There is a short charge-up and wind-down period in this pattern, where you can approach the mech and hit it in melee. Proceeds to: Claw Swipe or Missile Turret.

4. Claw Charge - sometimes, instead of using the plasma burst, the mech will use the distraction caused by missiles to move back and charge very very quickly across the floor of the room, hitting you with the claws for a lot of damage. Tactic: watch the mech's movements. If you have a single-handed Electric weapon, you can grapple up to the ceiling of the room with the grapple gun, and shoot down the missiles with the aimed electric effect without having to worry about the sudden charge. Proceeds to: Claw Swipe or Missile Turret.


Using these tactics I was able to get it pretty close to beaten. I had no two-hander with me though, instead I used an axe, and I also was in the energy-focused "glass cannon" armor set, so I couldn't take much damage. If you use a two-hander and the "maximum defense" armor set, you should be able to beat it. I'll be testing the tactics out myself soon, with my new character in stable, so I'll report back on what changed and how it goes.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: ShoesandHats on February 01, 2015, 03:21:43 pm
Nevermind, actually. I just killed him with a Red Giant Orb, an aegisalt rifle and a two-handed sword. Thank god for damage negation.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: BigD145 on February 01, 2015, 03:59:11 pm
With your matter manip the ores make a sound. You can go screen by screen down a shaft and just sweep the screen listening for a ping.

It would be nice to see more mods on the nexus.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW
Post by: Tylui on February 03, 2015, 01:34:42 am
Hey peepz!

I've got a vanilla MP server up. You can find out whether it's up or not with this link: http://lanimals.com/starbound/ (http://lanimals.com/starbound/)

If you have a multiplayer server that you want added to this list, just let me know and I'll put it up. PM me! :)
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Sean Mirrsen on February 03, 2015, 04:40:37 am
Oh wow. They've rebalanced the storage container sizes. The tiny 2x2 lab lockers are no longer the best/worst storage solution! Worst because they are so hard to keep track of!

I absolutely love the Lunar Base lockers now. 48 storage in a 5x5 object is worse than the lab lockers provide even now that they're only 9 slots, but it's SO much easier to keep large amounts of different stuff in one discrete area now.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Tylui on February 03, 2015, 01:15:53 pm
Yep sir, fresh start. I think you knew that though, I see you were on earlier ;)

Is it reasonably lag free, I hope?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: KingofstarrySkies on February 03, 2015, 01:44:26 pm
I think I'll join. See ye in a few.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: timferius on February 03, 2015, 01:52:44 pm
Server is tempting! I will probably see you folks around!
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Ultimuh on February 03, 2015, 03:34:05 pm
I hope you don't mind that Me and Greatorder made the spawn a little bit nicer. With a small hut, a field of harvestables and room for crafting.
Plus some crates for storage.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Neonivek on February 03, 2015, 03:36:11 pm
To me it is just about never worth it to lose armor just because of the huge difference a tiny bit of armor makes.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Ultimuh on February 03, 2015, 05:19:05 pm
Indeed.
Thanks for the fish tank though Greatorder.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Tylui on February 03, 2015, 05:31:30 pm
Server's back up! idk what happened :)

I hope you don't mind that Me and Greatorder made the spawn a little bit nicer. With a small hut, a field of harvestables and room for crafting.
Plus some crates for storage.

Of course I don't mind, in fact, thank you!
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Ultimuh on February 03, 2015, 05:34:36 pm
Indeed.
Thanks for the fish tank though Greatorder.
I was gonna give you the rainbow wood clothes, too.

And as I said, if I find a full one I'll keep it for ya.
No need for the clothes.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: PTTG?? on February 03, 2015, 06:59:31 pm
Does anyone have a copy of the blueprint for the lunar lockers? I'm willing to pay a substantial number of diamonds or solarium stars for it. Or perhaps a stack of healing water?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Flying Dice on February 03, 2015, 07:33:58 pm
Does anyone have a copy of the blueprint for the lunar lockers? I'm willing to pay a substantial number of diamonds or solarium stars for it. Or perhaps a stack of healing water?
I have that, but only on my main. T'is the sad curse of 'fresh start only'.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: WillowLuman on February 03, 2015, 07:37:10 pm
How does one get blueprints for the furniture at the outpost?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Ultimuh on February 04, 2015, 03:07:26 am
By the way, anyone building a player town or something?
If so, what are the coordinates?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Tellemurius on February 04, 2015, 04:37:55 am
Oh that big update finally went stable? might be a good time to restart the server again. More news in the future.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Ultimuh on February 04, 2015, 10:45:04 am
And now I get a timeout error when trying to connect to the server.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Xgamer4 on February 04, 2015, 11:37:35 am
Yep, player town's at Spawn - you can't miss it. Bear, me (Green), and a few others spent a good chunk of time yesterday getting things built out.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: WillowLuman on February 04, 2015, 12:11:27 pm
I can't seem to join the server. The site says its running but I'm timing out...
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Tylui on February 04, 2015, 12:32:51 pm
Is back up! I'm not sure what's causing the crashes, but I think I have a solution to at least auto-restart it from here on out.

EDIT: Crashes caused by harddrive auto shut off... I thought I had that turned off a long time ago. Oh well! Also, should the server crash unexpectedly, it should auto-restart now. If my computer shuts off, then we're boned, but I doubt that'll happen very often.

P.S.: FlyingDice y u take out server status page link? just curious.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Xgamer4 on February 04, 2015, 03:29:15 pm
I thought he removed it to prevent griefers?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: WillowLuman on February 04, 2015, 04:08:01 pm
For anyone joining in, I've dropped a crapload of core fragments off at spawn.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Tylui on February 04, 2015, 04:34:45 pm
Server keeps doing mini crashes.

Yeah it does. :( It's an issue with the current version. Sometimes closing a world can cause the server to crash. Hopefully they'll patch it soon, until then Ultimuh is working on an amphitheater. The safest thing to do would be for everyone to just listen to his awesome custom songs and never leave the spawn world. hahaha. The server restarts automatically now so it just means you'll have to reconnect. minor annoyance! Sorry for the inconvenience.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: WillowLuman on February 04, 2015, 04:39:29 pm
I accidentally dropped this sword that thrusts like a spear and shoots lasers, forget what it's called but it's bronze colored. Anyone seen it?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Tylui on February 04, 2015, 05:20:07 pm
I've set up a channel in the DarkMyst IRC: #bay12starbound

I'll be in there to let you know about server stuff, if anyone wants.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Flying Dice on February 04, 2015, 05:43:41 pm
I thought he removed it to prevent griefers?
This. Literally first night people were reporting stuffing going missing from their buildings.

Also, Tylui (and anyone else planning on running a server): I strongly recommend adding Mysterious Stars (http://community.playstarbound.com/index.php?resources/mysterious-stars.2447/) mod. It can be dropped into a game in progress and will spawn the new star type everywhere in the galaxy except for places which someone has scrolled over in the galactic map.

Pros and cons:
+ New star type spawns with a random assortment of biomes rather than all magma/frozen oceans/dead planet, all at the highest difficulty tier.
- Can't use vanilla coordinate lists to find loot.

So yeah. It's awesome and makes the lategame like 1000 times less boring.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Tylui on February 04, 2015, 06:21:37 pm
Server keeps doing mini crashes.

Yeah it does. :( It's an issue with the current version. Sometimes closing a world can cause the server to crash. Hopefully they'll patch it soon, until then Ultimuh is working on an amphitheater. The safest thing to do would be for everyone to just listen to his awesome custom songs and never leave the spawn world. hahaha. The server restarts automatically now so it just means you'll have to reconnect. minor annoyance! Sorry for the inconvenience.

To be clear; go ahead and explore. I was advertising the amphitheatre, it may have been more of a warning than anything.

I thought he removed it to prevent griefers?
This. Literally first night people were reporting stuffing going missing from their buildings.

On my server? Or do you have one, too? If you do, I can add it to the uptime page, if you'd like. I don't need to add the IP address, I'll just have a title.

For my server, I'll just add a password. I'm sure anyone on this forum knows what it will be, but if not give me a PM or join the IRC: #bay12starbound on DarkMyst

Also, Tylui (and anyone else planning on running a server): I strongly recommend adding Mysterious Stars (http://community.playstarbound.com/index.php?resources/mysterious-stars.2447/) mod. It can be dropped into a game in progress and will spawn the new star type everywhere in the galaxy except for places which someone has scrolled over in the galactic map.

Pros and cons:
+ New star type spawns with a random assortment of biomes rather than all magma/frozen oceans/dead planet, all at the highest difficulty tier.
- Can't use vanilla coordinate lists to find loot.

So yeah. It's awesome and makes the lategame like 1000 times less boring.

Deal! Adding it now...
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Flying Dice on February 04, 2015, 06:29:37 pm
Yeah, it was yours. Also, glad to hear that!  :D
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Flying Dice on February 05, 2015, 09:26:27 am
Does it? Sorry, wasn't certain.

E: Huh. Just found a planet that crashes me without errors when I teleport down.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Guardian G.I. on February 05, 2015, 01:46:16 pm
Where can uranium be found? I've only found very scarce amounts of it deep underneath the surface of moons.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Tylui on February 05, 2015, 04:59:00 pm
One thing you failed to mention about the mysterious stars mod, FD, is that all the players need it too, else the game crashes upon spotting one in the star map.

You know, my client crashed the first time I happened upon one in the star map. It would make sense that they would crash, but does it happen repeatedly or just the first time? I might take it out, since no-one's at end game anyway.

Anyway, I can't believe I have to say this, but if there is something in the rooms on the spawn world tower/hotel thing, DO NOT TAKE THEM IF THEY AREN'T YOURS. The tower is a hotel. By no means should any rooms be viewed as storage rooms. If your items DO go missing, please let me know. :)
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Xgamer4 on February 05, 2015, 05:56:39 pm
Something I'd like to do is make an actual shared storage. If solely so I have a place I can dump the obscene amount of cobble that isn't trashing it.

EDIT: I'd place it there so others can take it and use it at their leisure. Just to make that explicit.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Flying Dice on February 05, 2015, 07:17:58 pm
One thing you failed to mention about the mysterious stars mod, FD, is that all the players need it too, else the game crashes upon spotting one in the star map.

You know, my client crashed the first time I happened upon one in the star map. It would make sense that they would crash, but does it happen repeatedly or just the first time? I might take it out, since no-one's at end game anyway.

Anyway, I can't believe I have to say this, but if there is something in the rooms on the spawn world tower/hotel thing, DO NOT TAKE THEM IF THEY AREN'T YOURS. The tower is a hotel. By no means should any rooms be viewed as storage rooms. If your items DO go missing, please let me know. :)

If/when you do, I'd back up the universe folder just in case. And maybe give people a bit of warning, since I'm not sure what would happen to characters in a system that was removed.


e: Server looks to be down.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Tylui on February 06, 2015, 01:22:00 am
Is the server still down for you FD? I don't remember it crashing around that time :O, and it's working here.

Anyway, fair heads up; Northern California is supposed to storm real bad tomorrow. The power at my house may go out.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Flying Dice on February 06, 2015, 10:03:58 am
Nah, it was only down for a little while.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Flying Dice on February 06, 2015, 05:56:59 pm
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: SOLDIER First on February 06, 2015, 06:19:30 pm
God, I need to join this.
Quick question, though: would anyone have the core pieces available for the Repair Thrusters mission, or know where to find them? I don't particularly feel like mining for several hours just to be able to move around.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: WillowLuman on February 06, 2015, 06:30:46 pm
God, I need to join this.
Quick question, though: would anyone have the core pieces available for the Repair Thrusters mission, or know where to find them? I don't particularly feel like mining for several hours just to be able to move around.
There should be a metric ton of them in a crate near the spawn.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: NullForceOmega on February 08, 2015, 03:26:05 pm
I was just trying to re-organize my ship after an upgrade, I accidentally used my matter-manipulator on one of the bottom crates (cue items spewing everywhere and the FPS lagging to hell).  As I scrambled to get the new storage setup and loaded, every single item on the ground suddenly de-spawns, at the same time.  I am very unhappy right now.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: SalmonGod on February 08, 2015, 04:56:41 pm
PTW
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Xgamer4 on February 08, 2015, 11:18:46 pm
Server imploded. :(
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Ibid Straydrink on February 09, 2015, 02:55:42 am
As of today, my private server will be open to the B12 community. She's a dedicated 12-slot out of San Jose, CA with a 12-month subscription that rolls 24-7 (save for daily resets), so stability isn't an issue and things aren't going anywhere any time soon. Just rolled a fresh universe for the event, so have at.

It's worth noting that we are running a single mod, Pixel Goods. The link to the file you will need is here. (https://www.dropbox.com/s/rsw8tytvy4i8q8i/pgs.zip?dl=0)

Spoiler (click to show/hide)

Needless to say, keep it civil and don't grief. Beyond that, the universe is your oyster. ;)
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Ultimuh on February 09, 2015, 03:35:14 am
Is it only for new characters or does progression not matter?

Also, I wonder Would that glowing ores mod be considered cheating?
I assume it would, I am just asking if any server owners would mind it being used.
Not that I have outside of single-player mode, on characters not related to the ones I use on multi-player mode.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Sean Mirrsen on February 09, 2015, 03:46:39 am
What does the Pixel Goods mod even do? Does it have a description page? I'd rather not plug stuff into my game when I don't know what it does.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Ibid Straydrink on February 09, 2015, 05:24:39 am
Is it only for new characters or does progression not matter?

That is entirely up to you. You're welcome to play whichever character(s) you like. The main draw of this server is that you will have others along for the ride, whether it is progressing through missions and new content, or building the HQ of your dreams.

Will have to run the glowing ores by the others first. The main concern is compatibility (i.e., whether or not other players will have to have it installed to join the server.)

What does the Pixel Goods mod even do? Does it have a description page? I'd rather not plug stuff into my game when I don't know what it does.

Apologies, I'd meant to include a link to the overview (http://community.playstarbound.com/index.php?resources/pixel-goods-store.1348/) in my last post. In short, Pixel Goods allows you to craft a sort of space-Ikea kiosk where you can procure all sorts of furniture and décor.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Sean Mirrsen on February 09, 2015, 05:38:29 am
Apologies, I'd meant to include a link to the overview (http://community.playstarbound.com/index.php?resources/pixel-goods-store.1348/) in my last post. In short, Pixel Goods allows you to craft a sort of space-Ikea kiosk where you can procure all sorts of furniture and décor.
Ah, okay. So it's basically... wait, is that all custom stuff? As in, it dispenses only (or primarily) custom items, not pre-existing ones you can collect in the starboundverse and scan into the 3D printer?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Ibid Straydrink on February 09, 2015, 05:40:16 am
Apologies, I'd meant to include a link to the overview (http://community.playstarbound.com/index.php?resources/pixel-goods-store.1348/) in my last post. In short, Pixel Goods allows you to craft a sort of space-Ikea kiosk where you can procure all sorts of furniture and décor.
Ah, okay. So it's basically... wait, is that all custom stuff? As in, it dispenses only (or primarily) custom items, not pre-existing ones you can collect in the starboundverse and scan into the 3D printer?

For now, it's all custom. I actually haven't had any luck with a vanilla item replicator. If you know of one that's up to date, by all means, throw it at me.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: MaximumZero on February 09, 2015, 11:43:50 am
I'm having issues joining the server. It just refuses to connect.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Tylui's got a server up
Post by: Ibid Straydrink on February 09, 2015, 11:48:43 am
I'm having issues joining the server. It just refuses to connect.

Sorry to ask the obvious, but are you using the correct password, and have you installed the Pixel Goods mod?

If so, give it another try and tell me how that goes.


EDIT: Sorry about that. Giving you the correct port will probably help!

Try this:
Spoiler (click to show/hide)
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Tylui on February 09, 2015, 01:18:23 pm
LaNimals server is back up guys. My computer asploded last night when I was plugging in a monitor, so I decided it'd be a good time to transfer the server. Little did I know that my VPS was going to go full retard on me and not let me connect. I got it all resolved, and so now we have a new IP address. You can connect to it with starbound.lanimals.com.

I've also updated http://www.lanimals.com/starbound/ (http://www.lanimals.com/starbound/) to reflect that change, and also to add Ibid's server. If you don't want it up there, Ibid, or if you want it renamed, or send me a picture for it, I can make any of those changes free of charge. :P <3
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: MaximumZero on February 09, 2015, 01:59:24 pm
Tylui, is there any way to put the number of people online on the server status page? It would be nice to know if you're potentially playing with others or alone.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Xgamer4 on February 09, 2015, 02:40:47 pm
Ya know, when I said the server imploded, I didn't realize that's actually what happened...
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Ibid Straydrink on February 10, 2015, 12:10:40 am
Finally beat the first boss.
Spoiler (click to show/hide)


Congrats! While I went in pretty well-prepared abd didn't have too much trouble, I was pleasantly surprised with how challenging the new missions and bosses have become.



A heads up to all, my server is undergoing maintenance as we pick and choose from a handful of balanced mods to enhance the experience and offer a bit of security. Once all is done and has been tested, I'll post a list of what we are running for those of you who would like to come and join us.

Unfortunately, within a few of hours of open-access someone's house on the homeworld was griefed pretty hard. To prevent this from happening again, I've added AdminShields and Wired Padlock to the mix. The former adds a special object accessible only by the Admin, which gives a large shield effect identical to what you see in the outpost and dungeons, and prevents all players from removing or placing most blocks (trees, crops, and liquids are the exceptions), and messing with wiring. The latter allows players to craft combination padlocks, which can in turn be attached to lights, doors, and- you guessed it- aforementioned shields, allowing players to switch shields they have been given access to on and off without the use (and abuse) of admin privileges.

If anyone has any suggestions, feel friend to post or PM them my way. Just keep in mind, we are going to avoid anything unreasonably exploitable or game-breaking.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Flying Dice on February 10, 2015, 02:01:49 am
Eeyup. And that's why we switched over to asking for the password on Ty's (and why I'm flat out not distributing it to new members on the forums). If you want me to take your server's pw out of the OP, just let me know.  :)
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Ibid Straydrink on February 10, 2015, 08:14:52 am
Eeyup. And that's why we switched over to asking for the password on Ty's (and why I'm flat out not distributing it to new members on the forums). If you want me to take your server's pw out of the OP, just let me know.  :)

I appreciate the offer, but it's fine as it is for now. I would, however, be grateful if you could tuck the sensitive information into a little spoiler.

Also, Tylui- your webpage seems to think that my server is perpetually offline, which I can assure you has not been the case. :P



Finally, mods ahoy! What follows is the list of mods required to join The Milky Bay. For convenience, I have compiled all six into a zip file (https://www.dropbox.com/s/5vvfdkx3n3a1y91/Milky%20Bay%20Modpack.zip?dl=0), which folks can extract directly to their mods folder. As there are plenty of vanilla servers out there, we've decided to take things in the opposite direction and aim to put together a neat collection of mods without compromising the natural flow and balance of the game.

This folder contains:

Admin Shield Generator (https://www.dropbox.com/s/5vvfdkx3n3a1y91/Milky%20Bay%20Modpack.zip?dl=0) - Allows the admin to place a special object which they can then toggle to prevent the placement or destruction of blocks, décor, and wiring, as well as the absorption of liquid. Trees can still be chopped down and crops harvested. Contact me to grief-proof your project!

Wired Padlocks (http://community.playstarbound.com/index.php?resources/wired-padlocks.2517/) - Introduces combination padlocks, which can be created at a wiring station. These padlocks can be linked to doors, lights, and Admin Shields, allowing players with the passcode to engage/disengage them without admin permissions, create controlled security systems, and lock doors!

Prismatic Stars (http://community.playstarbound.com/index.php?resources/prismatic-stars.2551/) - Adds "Prismatic Stars," solar systems that contain planets of any biome (including sub-biomes!) at random difficulty, with the chance of mixed biomes and subterranean environments. A great mixer for exploration. Atypical weather is common, so be sure to check the forecast before you set up shop.

Block Replicator (http://community.playstarbound.com/index.php?resources/block-replicator.1675/) - A late-game crafting station where one can replicate a single block of any type using 1k, 5, or 10k voxels at a rate of 1 block per 1 pixel. Ideal for base-building.

Pixel Goods Store (http://community.playstarbound.com/index.php?resources/pixel-goods-store.1348/) - Lets players craft the "Okea" kiosk and purchase a wide variety of well-made, must-have racial and other themed décor.

Moneyplant (http://community.playstarbound.com/index.php?resources/moneyplant.2513/) - For those who would rather make their fortune farming than fighting. Upon acquiring either pixel or voxel plant seeds from your local TerraMart, you can begin planting a literal cash crop, with odds-based yields. Said plants are perennials and thus do not need to be replanted, but do not yield seeds.

NOT included due to permissions, but mandatory for the server:

The Game Hunter (http://community.playstarbound.com/index.php?resources/the-game-hunter-mounted-monsters.2546/) - Travel the galaxy hunting exotic game and display your trophies for the world to see. Help us create a museum of bio-diversity, decorate your rustic moon cabin, and upset your suburban-raised wife.


Pending re-release (not yet on the server): SmartPet (http://community.playstarbound.com/index.php?resources/smartpet-realistic-overhaul-of-the-pet-system.578/) and StarMount (http://community.playstarbound.com/index.php?resources/starmount.2210/)


Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: h3lblad3 on February 11, 2015, 11:22:00 pm
Finally beat the first boss.
Spoiler (click to show/hide)
There are no hitboxes in stage 3, are there? I thought it was just, "Go out of the 2 safe areas and you die".
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Gunner-Chan on February 11, 2015, 11:35:16 pm
The hitboxes in stage 3 are reaally fucked up. If you're playing singleplayer you can kinda use the light and shadows to judge where the beams are but that's still wonky.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: flame99 on February 12, 2015, 12:34:32 am
Well, since Starbound is now apparently in a decent state, I suppose I'll PtW and get on a server when I have the chance.

Is it at a decent state, by the way? I played it a long time ago, and frankly it was endless grind to do nothing but unlock more endless grind. While I understand they're going to need to get the basic gameplay infrastructure in place at some point, when that's your entire game, it's probably a bit too early to start giving out Alpha access.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: NullForceOmega on February 12, 2015, 09:05:32 am
Still massively grindy, with some okay platformer missions and some really stupid bosses.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Xgamer4 on February 12, 2015, 12:16:58 pm
Really just one stupid boss. It just so happens to be the very first one, and it you absolutely need to kill it, unless you want to be stranded in the starting system.

The rest of the bosses were fine, though.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Ibid Straydrink on February 13, 2015, 03:16:04 am
So, I found this handy dandy banner just lying around... as you can see, things have been booming lately. ::)

(http://cache.multiplayuk.com/b/1-2896272-560x95-13273-FF5519-FFFFFF.png) (http://clanforge.multiplay.co.uk/servers/2896272/view)

Well, at least you'll know when someone else is on!

Mind adding this to the original post when you find the time?
Spoiler (click to show/hide)
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Sensei on February 13, 2015, 03:17:58 am
Hah, I think those last two dots are me, logging on to see if anybody's on, and then beaming down to the planet, and then crashing (got a message about okea stuff not being found, I THOUGHT I installed the mods correctly...)
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Ibid Straydrink on February 13, 2015, 03:27:13 am
Hah, I think those last two dots are me, logging on to see if anybody's on, and then beaming down to the planet, and then crashing (got a message about okea stuff not being found, I THOUGHT I installed the mods correctly...)

Sorry to hear that. If the message is something about "Okea," it's the Pixel Goods Store mod. Would you mind helping me trouble-shoot by double-checking to make sure you have that one installed?


IMPORTANT! The primary download on that page is extremely dated- apparently, the author is having trouble getting the link to update. The version of the mod for the current build Starbound can be found here. (http://community.playstarbound.com/index.php?resources/pixel-goods-store.1348/updates)

I hope that helps!
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Sensei on February 13, 2015, 03:36:35 am
Yeah, I have pgs.modpack, which I assume is the pixel goods one. However, I'm also pretty sure that I grabbed the out-of-date version, since I had no idea about that pitfall.

So, now I've replaced the pgs.modpack from the Milky Bay Modpack folder with the one from your new link, and it still crashes when I beam down.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Ibid Straydrink on February 13, 2015, 04:11:37 am
Yeah, I have pgs.modpack, which I assume is the pixel goods one. However, I'm also pretty sure that I grabbed the out-of-date version, since I had no idea about that pitfall.

So, now I've replaced the pgs.modpack from the Milky Bay Modpack folder with the one from your new link, and it still crashes when I beam down.

Rest assured, I willl not rest until I've solved this. Did you make certain to grab yourself The Game Hunter mod as well? There should be a total of seven (the pgs mudpack and six folders). If you like, we can continue this in PMs.

EDIT: Problem solved!
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Flying Dice on February 13, 2015, 09:30:54 am
Yeah, I added it.

The downturn is probably because most of us burned through our initial enthusiasm on Ty's server and don't want to repeat all of the grind again or start over on projects. :|
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Ibid Straydrink on February 13, 2015, 09:45:03 am
Yeah, I added it.

The downturn is probably because most of us burned through our initial enthusiasm on Ty's server and don't want to repeat all of the grind again or start over on projects. :|

Grind, sir? We have block replicators. There are no restrictions or prerequisites on character progression. Insofar as Starbound has something that you enjoy beyond the grind and plotline quests, you've nothing to lose by paying the Bay a visit. There's plenty of building and exploration to be done. If anything is lacking, it's the survival element of Terraria (and for that matter, King Arthur's Gold!). What we really need, are invasions, pvp events, end-of-the-world scenarios, and other pot-stirrings.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Sensei on February 14, 2015, 12:28:29 am
Yeah, I never got into endgame Terraria, but my initial impression is that there's a lot less content to see and less enemies to fight in Starbound. When I'm looking for quest items it's also pure luck of picking a planet that has what I want on it, whereas in Terraria you usually knew how to get to some biome or dungeon where you needed to go, and actually getting there alive was the hard part. On the upside, Starbound has digital logic and skyrails and stuff, but there's doesn't seem to be any task that justifies using those, just making pretty megaprojects.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Sean Mirrsen on February 14, 2015, 12:57:05 am
Yeah, the "living world" is perhaps the only reason I keep Terraria installed alongside Starbound. That and the nifty decoration options. The half-blocks make for a surprising amount of interesting designs. And the placeable material bars.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Flying Dice on February 14, 2015, 01:01:29 am
Yeah, I added it.

The downturn is probably because most of us burned through our initial enthusiasm on Ty's server and don't want to repeat all of the grind again or start over on projects. :|

Grind, sir? We have block replicators. There are no restrictions or prerequisites on character progression. Insofar as Starbound has something that you enjoy beyond the grind and plotline quests, you've nothing to lose by paying the Bay a visit. There's plenty of building and exploration to be done. If anything is lacking, it's the survival element of Terraria (and for that matter, King Arthur's Gold!). What we really need, are invasions, pvp events, end-of-the-world scenarios, and other pot-stirrings.

Ah, you aren't asking for fresh characters? Much better.  :)

Starbound still doesn't have shit on KAG, though. I've never found anything quite like being that son-of-a-bitch archer who spends 40 minutes hitting trick shots anywhere else.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Cptn Kaladin Anrizlokum on February 15, 2015, 02:04:38 am
I want to like Starbound, but there isn't anything to do? I mean, there are maybe two of each planet type (Ice/rock and Ice/glow for the ice planets) and once you have seen them both they all look the same...

And there isn't anything to fight or collect besides clothing I will never use because I like my lab coat and gnome hat. My giant ship sits empty, with me being unable to find anything interesting to fill it.
And I can't complete the quests because it is basically just run around hoping for RNG to give me the right dungeons.

Also, weaponwise, I don't see any point of fast weapons, my "Destroy Everything" just 1-shots every enemy in the game. Some very powerful ones take two hits, but still.

Maybe I should play multiplayer? But I could just play better games...
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: flame99 on February 15, 2015, 02:22:59 am
To be honest, I think one of the major flaws is that they're relying on the RNG waaay too much. The randomized creatures are cool, but I think they should supplement static creature types (Maybe a different set for each planet type) rather than replace them. Also, as noted, you basically have to wait for the RNG to like you before you can manage to find a certain dungeon. Maybe upon getting a quest, you could be pointed to the nearest solar system with the requisite dungeon/item? You'd still have to wander the different planets to find where exactly it is, but you'd have some vague idea.

Also, maybe they could add different 'sections' to each sector, with each section guaranteed to have certain types of features? It'd mean that finding something like a certain dungeon or planet type would be much more regular and far less random in terms of time taken for trying to find one.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Sean Mirrsen on February 15, 2015, 02:47:14 am
To be honest, I think one of the major flaws is that they're relying on the RNG waaay too much. The randomized creatures are cool, but I think they should supplement static creature types (Maybe a different set for each planet type) rather than replace them. Also, as noted, you basically have to wait for the RNG to like you before you can manage to find a certain dungeon. Maybe upon getting a quest, you could be pointed to the nearest solar system with the requisite dungeon/item? You'd still have to wander the different planets to find where exactly it is, but you'd have some vague idea.

Also, maybe they could add different 'sections' to each sector, with each section guaranteed to have certain types of features? It'd mean that finding something like a certain dungeon or planet type would be much more regular and far less random in terms of time taken for trying to find one.
That's actually a lot fairer than Terraria, where if you don't have a certain feature, or the feature you have doesn't have a certain item (pyramid hunting comes to mind), then you've got to generate a whole new world and go spelunking all over again. Starbound just takes that principle and adds exploration into mix, splitting the features up between different types of planet. What would be nice is some sort of consistent placing, like in Terraria. I.e. avian tombs most likely on ice planets (not always, and not on every planet, but if you want to find one that's where you should look), prisons most likely on dead planets, floran camps on jungle planets, etc. Of course some features can appear anywhere, like labs or pirate ships.

Furthermore, they actually need to use the randomizer MORE. Every planet is an even mix of creatures. One ground friendly type, one small ground hostile, two medium ground hostiles, one flying friendly, two flying hostiles, etc. Not enough variety, or perhaps rather not wide enough ranges for the variety.
Likewise, the planets. Grouped not only by star type, but also by difficulty class, and linked to biome type. That just makes no sense at all. The Prismatic Stars mod is a godsend in that regard, but the point is that most stars should be like that.

Maybe Starbound could benefit from a "galaxy" layout, like you have in SPAZ. Or rather an inverted galaxy. Closer to the center (startpoint) you have an assortment of stars in the low difficulty range, with an assortment of the easier-to-access biomes. Further out in any direction you start seeing weirder biomes and harder enemies.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Sensei on February 15, 2015, 03:19:37 am
Yeah, I really agree that it quickly feels like once you've seen one planet of a given type (or two, or five, or ten, or...) you've seen them all. I feel like the game might benefit from more information about what's on a planet EG "civilization detected" or "Avian Temple Detected", based on upgrades or spent resources on a sensor item. It also feels like it needs a campaign that actually justifies the huge galaxy map, something like Star Control where different regions are populated by friendly or hostile aliens, or maybe if there were hints, puzzles and riddles that would lead you towards difficult dungeons with equipment/quest items. Or maybe something where you invade planets, and defend against invaders? I guess that's getting kind of far from the original vision. Maybe it just needs more handcrafted scenarios (currently there are four in the game, plus another half dozen or dozen worth of good dungeons). Maybe it needs PvP. But, it needs SOMETHING more.

Mind you, I'm not done with the game. I want to get my fully upgraded ship, see all the powers, gather my favorite decorations, and maybe build a cool structure or two on a server where people can see them, if they ever come on. Right now I'm just searching for the quest items I need to level up and... it feels exactly like killing monsters over and over for a rare drop in an MMO. I intend to catalog every quest item in my 3D printer if I can, just so I can help other people skip through the quests. Now where's that damnable golden ducky...
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Flying Dice on February 15, 2015, 10:29:17 am
Just about any Avian settlement is where.  :P


But yeah, the main thing it's lacking is endgame content. Terraria had 'gotta-collect-em-all' grind at the very end, which gave you something to do. It also had PVP which was easy to set up. It also had discrete world files, so people could make interesting challenge-worlds and you could try them out.

Starbound has very little endgame content to collect (as everything is ore-derived and easy to acquire), basically... I'm not even sure it it has PVP. So on and so forth.

What it really needs is reliable PVP (and a way to find other players easily), as well as a metagame of some sort, maybe involving wars between factions or, taking a leaf from SPAZ, a hostile third-party faction.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Nighthawk on February 15, 2015, 12:32:54 pm
Yeah, I really agree that it quickly feels like once you've seen one planet of a given type (or two, or five, or ten, or...) you've seen them all. I feel like the game might benefit from more information about what's on a planet EG "civilization detected" or "Avian Temple Detected", based on upgrades or spent resources on a sensor item. It also feels like it needs a campaign that actually justifies the huge galaxy map, something like Star Control where different regions are populated by friendly or hostile aliens, or maybe if there were hints, puzzles and riddles that would lead you towards difficult dungeons with equipment/quest items. Or maybe something where you invade planets, and defend against invaders?
Territories and hostile systems ruled by one group could be really, really cool. Having enemies that span multiple planets or systems would encourage you to establish a perimeter around your home and protect it, which gives you a lot more reason to keep playing than "have more things, build bigger houses."

I mean, I doubt anything like this will ever happen but hey, it's a great idea.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: PTTG?? on February 15, 2015, 12:45:21 pm
At very least they need to have more flavors of each biome.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: coolio678 on February 15, 2015, 12:53:47 pm
I feel like randomized armor sets would be a massive boost to the game. It's lame how all the high tiered armor that I've seen look like standard space marine affairs. Space marines are boring; if I wanted to be one I would go play Space Marine. It could work like the weapons, where the crafted tiers are a sure fire way to increase your stats, but the unique armor could potentially be a viable sidegrade or straight upgrade. That or the high end crafted armor just needs to be more unique. Terraria has space marine-y armor made out of mushrooms condensed into a solid bar. That's way more exciting than making it from unobtainium or whatever it is in Stabound.

Boy, that was a bit of a ramble, even after cutting out a lot of the redundant/ off topic crap that came out of my keyboard.

ninjaedit: biomes were the other topic that I was going to mention.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Gentlefish on February 15, 2015, 01:35:22 pm
Star Control

Yes please.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: stabbymcstabstab on February 16, 2015, 07:57:16 pm
I just built a little forge in spawn town, it's in the hill to the left just follow the signs. Also if anyone needs any seeds I'll build a seed box for any unwanted seeds anyone has on them.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Niveras on February 17, 2015, 05:21:29 am
Yeah, I really agree that it quickly feels like once you've seen one planet of a given type (or two, or five, or ten, or...) you've seen them all. I feel like the game might benefit from more information about what's on a planet EG "civilization detected" or "Avian Temple Detected",

Or describing what biomes exist that aren't surface biomes (such as sewage or eyeball biomes underground). Could be an upgrade somehow but would save a little time if you're looking for something specific.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: NullForceOmega on February 17, 2015, 10:09:02 pm
I'm starting to feel very tired of this game, and I've only put around 20 hours in since the latest update.  First struggling to get past the Erchius horror, then grinding out the still rather massive amounts of materials to upgrade everything, and now desperately searching dozens of systems looking for items for the stupid quests.  This is very non-fun, and I am badly regretting my invested time.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: PTTG?? on February 17, 2015, 11:16:03 pm
Anyone have problems when loading the new version of the 32 bit linux game?

Code: [Select]
Error: Could not instantiate item '[liquidcoffee, 1, {}]'. (MaterialException) Error loading material file /tiles/materials/alienstripedblock.material Caused by: (VariantException) No such key in Variant::get("category")
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Sensei on February 17, 2015, 11:54:47 pm
I'm starting to feel very tired of this game, and I've only put around 20 hours in since the latest update.  First struggling to get past the Erchius horror, then grinding out the still rather massive amounts of materials to upgrade everything, and now desperately searching dozens of systems looking for items for the stupid quests.  This is very non-fun, and I am badly regretting my invested time.
If it's any consolation, I can meet you on the server sometime and give you tier 6 armor. :p
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: NullForceOmega on February 18, 2015, 10:06:51 am
I have max tier gear, the problem is the ship quests, I can comfortably survive even the harshest planets, but after dozens of stars and hundreds of planets, looking for the random crap NPCs at the outpost ask for is getting very stale.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Sergius on February 18, 2015, 10:57:07 am
Yeah I went legit thru all of these missions on one character.

For the next one I just spawned all the needed items and activated godmode for the missions :P

EDIT: I'm just going to leave this here... http://starbounditems.herokuapp.com/
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Tylui on February 18, 2015, 11:26:34 am
I'm starting to feel very tired of this game, and I've only put around 20 hours in since the latest update.  First struggling to get past the Erchius horror, then grinding out the still rather massive amounts of materials to upgrade everything, and now desperately searching dozens of systems looking for items for the stupid quests.  This is very non-fun, and I am badly regretting my invested time.

I feel like this is the same feeling most folks have, and there's only been two people who've logged into my server in the past few days. It's becoming a pain to keep restarting it after crashes, and I don't think people are having fun with it. So I'm taking the server down! I've got lots of stuff to better spend my time on(like http://www.openpixeldungeon.com/ (http://www.openpixeldungeon.com/)). Maybe if people complain too much I'll put it back up, but for now it's down :(
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: WillowLuman on February 18, 2015, 11:44:01 am
I've really been wanting to play, but IRL is in the way :(
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Kaitol on February 18, 2015, 12:48:33 pm
For end game content right now if you want to keep interest up you basically have to play with mods. Basically my system is, whenever chucklefish release a big update, I do a vanilla play-through to see progress than keep playing till I get bored (for this update it took about... 4 days) than delete character and universe files, comb through mods for the new version and install everything that looks interesting and relatively finished and isn't a blatant cheat.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: mattie2009 on February 18, 2015, 12:57:45 pm
For end game content right now if you want to keep interest up you basically have to play with mods. Basically my system is, whenever chucklefish release a big update, I do a vanilla play-through to see progress than keep playing till I get bored (for this update it took about... 4 days) than delete character and universe files, comb through mods for the new version and install everything that looks interesting and relatively finished and isn't a blatant cheat.

Personally, I'm just waiting for the Avali race mod to get itself an Upbeat Giraffe makeover so I can faff around with my fuzzy space raptors.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Flying Dice on February 18, 2015, 01:08:17 pm
Even with mods the endgame is dull. Basically all I ever did in the endgame was go on MP and look for someone to follow around and play music for.

I miss Terraria.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Sergius on February 18, 2015, 03:02:09 pm
All I do when I get to "endgame" is allegedly try to build my base. Except I never actually manage to build anything. ::)
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Neonivek on February 18, 2015, 07:53:23 pm
Well it seems like Starbound is desperate for attention right now as they are trying to make the community advertise for them.

Which would be a complaint if it wasn't so common. Even GoG (Good Old Games) has done this at one point.

But I think it is a bit early to be trying to create a third wave of buyers.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: WillowLuman on February 18, 2015, 07:56:07 pm
How so? I haven't heard much about Starbound lately, though then again I'm not really looking.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Neonivek on February 18, 2015, 07:56:56 pm
How so? I haven't heard much about Starbound lately, though then again I'm not really looking.

They are just having contests.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Tiruin on February 19, 2015, 08:56:09 am
Even with mods the endgame is dull. Basically all I ever did in the endgame was go on MP and look for someone to follow around and play music for.

I miss Terraria.
I would only like a FLUTE to get, then my game is perfect (...I only did 3 missions ._. I like the improvement though! However I can't grow trees in my ship anymore.)
Only got Durasteel armor and the like. I've been wondering where to find Solarium...

Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Flying Dice on February 19, 2015, 12:05:34 pm
The last is the same as it's ever been. Get to top-tier planets, dig down.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Tiruin on February 19, 2015, 01:16:15 pm
The last is the same as it's ever been. Get to top-tier planets, dig down.
Could I ask what the tiers of planets are? :-\

It seems to be Any Lush/Forest/Desert/Snow > Oceanic/Non-Air > Radioactive > Dangerously Cold > Dangerously Hot(?)
I'm unsure due to me still being stuck finding Solarium.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Sean Mirrsen on February 19, 2015, 01:21:04 pm
Basically, yes. In the vanilla game, all the hot ones are the most dangerous ones, and the ones hogging all the solarium.

With some mods, like Prismatic Stars, you might have the ores in other biomes as well.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: MaximumZero on February 19, 2015, 09:32:00 pm
Is there any way to get more tech cards before beating the first boss, or are you stuck with one? I chose poorly for my first tech...
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: NullForceOmega on February 19, 2015, 09:47:49 pm
If you look around carefully in the starter system you can probably dig up one or two from tech chests, but no guarantees.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: MaximumZero on February 20, 2015, 12:05:46 pm
Turns out that I found a shield that completely nullified the beam damage from the first boss, and it was a cakewalk (I may have found a bug.) Now I'm stuck trying to either find uranium or beat Dreadwing.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Sean Mirrsen on February 21, 2015, 09:48:57 am
Yeah, shields nullify damage until they have received the same amount of damage as their health, at which point your guard breaks and you need to keep the shield in your hand for it to regenerate the health.
If you block at the right time, they receive no damage.
I don't recall that being the case for some reason, but even then it'll only be good for single hits. The boss's beams do continuous damage, and a two-hander can soak up much more of it than a shield.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: coolio678 on February 21, 2015, 10:33:42 am
Yeah, shields nullify damage until they have received the same amount of damage as their health, at which point your guard breaks and you need to keep the shield in your hand for it to regenerate the health.
If you block at the right time, they receive no damage.
I don't recall that being the case for some reason, but even then it'll only be good for single hits. The boss's beams do continuous damage, and a two-hander can soak up much more of it than a shield.
Also, I died once or twice to that thing because I took damage from a glitchy, invisible beam or something. Highly highly frustrating, but I've beaten it now.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Flying Dice on February 21, 2015, 11:22:55 am
The latest update allegedly fixed the issue with damage not lining up with the visuals.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: jocan2003 on February 21, 2015, 12:37:06 pm
Yeah, shields nullify damage until they have received the same amount of damage as their health, at which point your guard breaks and you need to keep the shield in your hand for it to regenerate the health.
If you block at the right time, they receive no damage.
I don't recall that being the case for some reason, but even then it'll only be good for single hits. The boss's beams do continuous damage, and a two-hander can soak up much more of it than a shield.
Also, I died once or twice to that thing because I took damage from a glitchy, invisible beam or something. Highly highly frustrating, but I've beaten it now.
On stage 3 the easy way is to be either under or on top of the beam and wait for the cycle to complete.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Angle on February 21, 2015, 08:32:42 pm
ptw
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Vendayn on February 23, 2015, 04:12:24 am
Well, I came to post that Starbound has changed quite a bit since I last played! (At least the beginning part). Which, I last played about 2-4 months when it was first buyable. So, its been a long time.

I've been really enjoying it a lot. The beginning at least is a lot more fun. Had to remake my character, because guess they wiped at some point...not a big deal.

I just left the part where you get the core shards and at the gate (so still in the beginning). Think unlike last time, all my stuff is gonna be on the ship and I'll just travel around. Instead of having a base on a main planet which gets a bit boring to be honest. Since I wanted to play with my friend too, I got a couple of the mods he uses (just 3 I got, one adds a bunch of quests, another adds more biomes and one adds tons of music). I think one added a companion early on, as I got a dude called Love Jones or something like that. Or maybe its part of the "newer" starbound. In any case...it was cool...put him on my ship and now I have a two man (including me) crew :D Pretty much made me decide to live on the ship and travel around on it.

I haven't really seen anything else yet, but the beginning before entering the gate. But it sure is different at the start, than it used to be.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Tiruin on February 23, 2015, 04:17:04 am
I think one added a companion early on, as I got a dude called Love Jones or something like that. Or maybe its part of the "newer" starbound.
Well...you do get a cat [secret-get], but I've no idea how to...use the cat other than have it trail behind me. But not a new crewman. :c
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: hops on February 23, 2015, 04:20:00 am
PTW and hopefully find someone to play with.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Vendayn on February 23, 2015, 09:09:10 pm
Made my first cup of coffee :D Not including the mission one.

Now my ship is growing coffee plants, and now I can travel the solar systems with coffee :D Spreading coffee joy to all.

(it was really complicated to make a simple cup of coffee rofl)
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: hops on February 23, 2015, 09:16:05 pm
Made my first cup of coffee :D Not including the mission one.

Now my ship is growing coffee plants, and now I can travel the solar systems with coffee :D Spreading coffee joy to all.

(it was really complicated to make a simple cup of coffee rofl)
Mmmh, that tasty scent of boiled neurotoxin beans.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: KingofstarrySkies on February 23, 2015, 09:27:22 pm
SPAAACE COFFEEEEE EMPIIIIREEEE
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: PTTG?? on February 23, 2015, 11:46:01 pm
I filled one of the large rooms of my human starship to the roof with coffee. Worth it.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: jocan2003 on February 24, 2015, 12:03:54 am
What is so good about cofee?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Vendayn on February 24, 2015, 12:07:38 am
What is so good about cofee?

Its coffee. The secret to life, the universe, everything.

Without coffee, there could be no life. There would be no one to work. The world would be in an eternal slumber.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Angle on February 24, 2015, 12:28:39 am
It's an evil mind controlling drug!

BAN COFFEE!
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: hops on February 24, 2015, 04:52:36 am
I'd say the fact that it's an evil mind-controlling drug is why it's so good.

Who needs Kluex when you have Kaffee?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Catastrophic lolcats on February 24, 2015, 06:27:03 am
Coffee is for the unwashed barbarian masses. I only drink tea brewed from organically sourced Floran stigma.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Ibid Straydrink on February 24, 2015, 09:44:51 am
Pfft, only unwashed barbarians forsake perfectly good Imperial Terran tea for organic gimmicks!
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: WillowLuman on February 24, 2015, 03:49:08 pm
Coffee is for the unwashed barbarian masses. I only drink tea brewed from organically sourced Floran stigma.
Um... ewwww? (http://en.wikipedia.org/wiki/Stigma_%28botany%29)
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: jocan2003 on February 24, 2015, 04:41:46 pm
I'd say the fact that it's an evil mind-controlling drug is why it's so good.

Who needs Kluex when you have Kaffee?
kaffekaffekaffekaffeKAFFEKAFFEKAFFE
And i was reading KEFKA KEFKA (FF3 reference)
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Tylui on February 24, 2015, 05:05:19 pm
I'd say the fact that it's an evil mind-controlling drug is why it's so good.

Who needs Kluex when you have Kaffee?
kaffekaffekaffekaffeKAFFEKAFFEKAFFE
And i was reading KEFKA KEFKA (FF3 reference)
https://www.youtube.com/watch?v=CyZoe-r9qb0
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: SalmonGod on February 24, 2015, 07:59:31 pm
I'd say the fact that it's an evil mind-controlling drug is why it's so good.

Who needs Kluex when you have Kaffee?
kaffekaffekaffekaffeKAFFEKAFFEKAFFE
And i was reading KEFKA KEFKA (FF3 reference)

Wow I haven't heard anyone refer to it as FF3 in a very long time.  I thought that habit had been eradicated by now :P
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: MaximumZero on February 24, 2015, 08:00:52 pm
I'd say the fact that it's an evil mind-controlling drug is why it's so good.

Who needs Kluex when you have Kaffee?
kaffekaffekaffekaffeKAFFEKAFFEKAFFE
And i was reading KEFKA KEFKA (FF6 reference)
WOOOOOOPWOOPWOOPWOOPWOOP
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Vendayn on February 25, 2015, 06:12:33 am
Here is my base

http://steamcommunity.com/sharedfiles/filedetails/?id=398639471

Rainforest planets are hard!

I landed on it, planet was fine. I explored it all. Then built a base.

You can't see in the screenshot, and I did drain a lot of water out to underground. But...half the planet is literally ocean now. Its been raining so much, everything is underwater. Heck, even forest of trees are underwater! Which is funny. If it keeps up, all that will be left is my mountain base...and then eventually that too will be underwater :P Might as well be considered an ocean planet now lol.

Its hard, cause the difficulty slowly rises (see what I did? :P)

I'll probably have to dig a tunnel to the lava, to drain some of the water out. But, I have a feeling eventually there won't be any room :P Its raining SO much. Nonstop rain, and I already had some floods in my base lol (you can sorta see that in the screenshot, toward the top). Its fun though :D I actually like rainforest planets. But I have a feeling most turn to ocean planets lol :P
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: jocan2003 on February 25, 2015, 06:22:27 am
I'd say the fact that it's an evil mind-controlling drug is why it's so good.

Who needs Kluex when you have Kaffee?
kaffekaffekaffekaffeKAFFEKAFFEKAFFE
And i was reading KEFKA KEFKA (FF6 reference)
WOOOOOOPWOOPWOOPWOOPWOOP
First line will answer your quote, we were both right http://en.wikipedia.org/wiki/Final_Fantasy_VI And now speaking of wich... i miss the big ass long and engaging story line of the old final fantasy... now its kinda bland/short and shallow :(
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: jocan2003 on February 25, 2015, 08:54:31 am
Water only irses if there is background block as *wall* if i remember right, so juts bashing a hole here and there at floor level should act as drain.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: NullForceOmega on February 25, 2015, 12:11:13 pm
That is only half accurate, water will actually continue to rise as long as the volume of rain is higher than the drainage (it looks like starbound only checks to see if drainage exists, it does not appear to calculate anything past that), I've had a few flash floods outside my base.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: jocan2003 on February 25, 2015, 05:50:41 pm
Not enough holes? Also isnt there a mod where you can make pipes and pipe water around? Make a big tank with no background deeper in your base and have pumps water in it?
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Vendayn on February 25, 2015, 06:27:45 pm
Wot Jocan sed.

Also, I see you converted a floran prison into part of your base.

Yeah, the area looked awesome and had to use it :P I did block off the spikes, I got annoyed I kept falling into them rofl.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Neonivek on April 04, 2015, 07:43:38 pm
Why ohh why is the first boss in Starbound 10 times harder then all the other bosses? Heck I didn't even know the third boss was a boss, I thought he was just a particularly strong enemy.

Heck the first boss' dungeon is harder then all the other dungeons.

This is a really weird design choice.

Also why is the Boss' 2nd form harder then the third?

---

Ohh well they smoothed out the gameplay vastly in some areas... Though not in others.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Chiefwaffles on April 04, 2015, 11:17:28 pm
I'm not a big fan of the dungeon balance.
All the dungeons ended up with me shooting enemies off-screen, running out of aggro range, then repeating until they're dead.

Though this may be due to how early I did them. Maaybe.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Seriyu on April 05, 2015, 12:14:30 am
yeah, combat in starbound isn't anything to write home about. Something they're going to have to address if they want to make it a central focus in dungeons and such.

the real issue is more the lack of checkpoints in dungeons (if they haven't changed that). having to go through a 30 minute dungeon again because you had 1 less bandage then you needed is horrible.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Sean Mirrsen on April 05, 2015, 01:03:37 am
yeah, combat in starbound isn't anything to write home about. Something they're going to have to address if they want to make it a central focus in dungeons and such.

the real issue is more the lack of checkpoints in dungeons (if they haven't changed that). having to go through a 30 minute dungeon again because you had 1 less bandage then you needed is horrible.
I find that checkpoints lessen the already less-than-significant challenge. Unless you rush headlong into them, without preparation, most dungeons are pretty easy. Checkpoints are good for straight-up platformers, not faux-survival games.

Also mission dungeons are going to persist now, for 10 minutes after being exited, so if you die you won't have to fight through the enemies again if you go back in immediately, and the platforming itself is hardly difficult.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Neonivek on April 05, 2015, 01:17:20 am
You, uh, you run around the arena and you flick switches. If you get lased, you eat a bandage. First boss isn't much to grope with, and to base balance off of it alone seems rather silly. Then again, your general conclusions about games and balance are vague and sweeping enough about anything to be defined in an agreeable way following anyone disagreeing to you, so invariably you are arguably right about something given the arbitrary definition of a few terms and gameplay concepts that may not apply to every reader.

Well I'll put it another way.

You can die in 1-3 hits from its laser in the armor appropriate for that level. If you don't keep up with its lasers (which is likely given you need the dash and jump) it can rip you to shreds. It is a fast moving, high damaging attack. It takes genuine skill not to die to this boss. As well while it is possible to flick all the switches before he completes two patterns of his laser (which I have done a few times), you usually have to survive two laser patterns of his 2nd and 3rd form. Mind you, this 2nd form is the only one that is legitimately dangerous but it isn't unusual to take a hit from his first (If you lose to his third form... I don't know what is wrong with you.)

While the second boss shoots incredibly weak fireballs that take off very little amounts of health and while he is a HUGE damage sponge he telegraphs all his strongest attacks and even then you can easily heal even if you are hit with every single one. In fact I'd say it is conceivably possible to win this boss fight standing perfectly still. He does summon minions later on, but they aren't anything really to concern yourself with. You can kill most of them in single hits.

While the Third boss does a really slow attack, only runs on the ground, and only does mild damage. He is also a damage sponge but you can avoid him without even using dashes or blocks. You can easily do this fight without being hit once and even when your hit it is no big deal... I fact you can outheal his damage output. As in he is another boss you can beat standing perfectly still in theory (I am less confident about this, since I don't know how fast he attacks)
-As I said. I fought this guy thinking he was a midboss or just a really durable enemy.

Difficulty curve in general is that the first boss was the hardest, the second was easier, the third was easiest.

---

Now lets compare first and third dungeons

1) The enemies aren't too too strong but they have a splash attack that will either destroy your shield, if you don't time it right, or deal a considerable amount of damage. They actually take a good beating for this point of the game. As well if you do it wrong you can find yourself fighting three or more at a time.
3) You will walk through those enemies... there are traps but they mostly only deal poison to you. None of them do the damage required to threaten you and none of them pose a threat to your shield. In fact a common drop at this point of the game one hit kills them and it isn't even a 2-handed weapon.

---

Specific enough for you Naxza? You played the game...

I was being vague because it was a comment on something I figured everyone who played this already knows (in fact someone here ALREADY complained about how tough the first boss is).

I didn't think there was such a harsh debate... Or maybe after the first boss I suddenly gained 100 real life levels and became super human and that is why I found the following bosses easier and easier.

I dunno, easier for me to accept that the game has a negative difficulty curve (As in the game gets easier the further you go), then it is for me to believe I got so good at it.

---

Quote
Unless you rush headlong into them, without preparation

Actually you can do it with a few of them. Unless they force you into fighting, I've found that sometimes rushing a dungeon is easier then completing it as intended.

I didn't do that mostly because I was trying to have fun and I figured skipping most of the fights would detract from that.

---

Unless the fourth dungeon REALLY throws me through a loop (which will take a while... the grind I'll have to do to get to it has... made me not want to play for a bit... I honestly thought getting 200 titanium ore was going to be enough for my needs, ohh how foolish I was.)
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Baijiu on April 05, 2015, 01:28:11 am
I think it's been fixed now, but the worst thing about the 1st boss was that the laser didn't line up with your hitbox, so you'd be dodging the laser perfectly fine and the WHAMMO you'd get for an absurd amount of damage out of the blue and instantly die.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Neonivek on April 05, 2015, 01:31:36 am
I think it's been fixed now, but the worst thing about the 1st boss was that the laser didn't line up with your hitbox, so you'd be dodging the laser perfectly fine and the WHAMMO you'd get for an absurd amount of damage out of the blue and instantly die.

Yeah it is fixed. The only odd thing I noticed is that it can sometimes hit you even when you perfectly block it. But I chalked it up to the laser "technically" hitting your back as it passes by.

Also, you can do pretty much the entire first dungeon safely without killing anyone.

--

Also another balance oddity

In the end, I think "Green" weapons have been far more useful then Purple. Usually it is the Purple weapon's gimmick that interferes with it being useful. While the Green weapons are usually just a really good weapon.

This is a general statement mind you, I could have been unlucky and got all the weird ones.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Sean Mirrsen on April 05, 2015, 02:05:58 am
The green/purple weapons are all over the place, as per the norm. It's not uncommon (heh) even in regular Diablo-clones to find low-rarity weapons that are more useful than high-rarity ones.

As to the first boss fight, I do not agree at all. You have to have no platforming skill whatsoever to be even /hit/ by the first two phases of the laser sweeps, and you should have a shield or two-hander to block sweeps you can't evade - usually while dropping down into a beam sweeping up.

If you had a lot of trouble on the first boss, but didn't have trouble later on, it probably is indeed because the first boss has some platforming experience requirement that it hammers into you as you fight it.

Also there is no fourth dungeon. Better remember all your platforming skills and do your best to apply them to a closed room with no platforms, because that one's a classic boss fight.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Neonivek on April 05, 2015, 02:10:41 am
Odd, maybe my character is set to walk and I never realized it. Since that laser is always faster than I can move unless I also have dash.

As for Green and Purple... I'd say it if the evidence didn't seem to overwhelmingly skew towards Green superiority in my very limited experience. The only two good purples I found that I could have used was the Axe you get in the first tier (Pre-first boss rather), and I think I found a plasma grenade launcher (but it was outshined by greens)

Mind you, you still toss out most weapons anyway.

I also noticed that weapons that deal tiny bits of damage but really fast are better against monsters then armored opponents.

While weapons that deal a ton of damage all at once are better against armored opponents. Due to how armor works (straight up damage negation rather than a percent)

Though huge damage also works well against monsters...

Mind you I know that will change in the future since the creators have long since commented on how it was an issue.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: NullForceOmega on April 05, 2015, 02:17:15 am
Yep, it's so damn easy that after more than 20 attempts overloaded with everything I could lay hands on (tho' I refuse to use out-of-tier armor or weapons) and using every strategy I've seen mentioned anywhere, I still can't beat the damned thing without /admin.  For fucks' sake, I stomped Super Metroid into the god damned ground in the amount of time I've wasted trying to beat this asshole boss legitimately.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Vendayn on April 05, 2015, 02:29:39 am
I didn't find the first boss that hard. It was the first time as I died right away being pwned by the lazers.

But, each lazer phase has an obvious pattern so its easy to just keep dodging them. Each phase has "safety" areas where the lazers can't get you if you are on certain platforms (well 1st phase you just have to keep running away as it moves back and forth). But, I personally didn't find it that hard. In fact, hardest of the 3 phases (for me anyway) is the 1st phase as if you fall off the platform you get owned by the lazer.

I did find it really annoying though. And if I make a new character (and I have a habit of making new characters even in games I don't need to make new characters :P), I'm forced to do it again...and again...and again. I didn't find the 1st boss that fun, personally found it easy...but kinda boring. The lazers are too predictable except for the 1st phase. I know that is probably how its supposed to be, but for me...I prefer more dynamic/randomness in my games. But also not BS random, but actual realistic AI. Probably not what the game is aiming for though. But I'm not a big fan of being in a Not like movie-like set where the AI does the same thing over and over in obvious patterns.

Skyrim has the same problem with the dragons, the dragons do the same thing over and over. Maybe that is how games just are, but still...
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Neonivek on April 05, 2015, 06:43:38 am
Then again relative to the next two bosses?

I am guessing one of the reasons why I found the boss so hard was because I tended to stay at a certain section of the platforms, requiring an incredibly difficult running dash double jump in order not to be fried, with the electrical lasers going back the other way around that point, making you run into it.

There must have been something I was doing wrong, because my platforming skills aren't bad... and those lasers moved faster then my character could move at times.

Skyrim has the same problem with the dragons, the dragons do the same thing over and over. Maybe that is how games just are, but still...

Not really. There are plenty of games that break that mold. Mind you Nintendo still does it, but not all games.

Though the major reason why enemies often use the same patterns, other than it being easier and quicker to program, is because if an enemy had 100 attacks none of them could be particularly hard to deal with because it would be impossible to master all of them.

---

Well the fourth boss was surprisingly harder

Though the only thing that ticked me off about him was that he basically required a melee elemental weapon... but then again the only reason I didn't have a one handed version of that was because I was tired of grinding for one so I only have myself to blame.

---

Question time:

Does anyone know a good low population server?

No surprise but I recently started playing again to play with a friend who got this. He and his younger brother and hopefully me would like to play together and I am wondering if any of you know a good server off hand.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: NullForceOmega on April 14, 2015, 10:29:55 pm
I can't really get into the game since the introduction of the missions, I've cheated my way past the Erchius boss on my main and done the rest of the content (tho' I am not going to keep randomly searching planets for the stupid crap the NPCs want for quests), and I just don't feel good about playing that way.  If I can't hack it with the boss then I probably shouldn't be moving on, but gods be damned I just cannot manage the boss at all, unless I'm even more of a bastard and use late-tier equipment.  The part I really don't get is that the rest of the missions are very easy in comparison to the Moonbase, maybe because I can actually move around with some level of freedom.

I'm really, really, happy that Bay 12 is the forum I spend my time on, the Starbound forums are full of some seriously messed up netpunks.  In all 32 years of my life I have never been called a liar by someone who knows absolutely nothing about me, for trying to clarify a statement I made about something.  Told that I am wrong, yes, laughed at for not getting the joke on a couple of occasions (tho' not for very long...), but never called a liar by a complete stranger.  I really don't understand why the veil of anonymity turns people into mindless douchebags.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Darkmere on April 14, 2015, 10:41:12 pm
That's because the CF forums have been culled by the mods down to complete morons and/or children who don't know any better. It's a wretched hive of scum.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: NullForceOmega on April 14, 2015, 10:50:57 pm
Ehh, stupid rage, glad I didn't post anything more over there.

Spoiler (click to show/hide)
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Cptn Kaladin Anrizlokum on April 14, 2015, 11:38:20 pm
I found the first boss... Doable. I beat it first try, but that was mostly because I had a great shield and about a million red stimpacks and bandages. The invisible laser thing was just dumb though...
And my little brother spent a couple hours on the moon base because he was trying to use two handed guns.

Second boss... I stood still and spammed a boulder staff. One shot all the minions, killed him easily. I never even had to walk, at least not past where he spawned. I even had to do it twice, because somehow the explosion when he died the first time killed me. Fair fight, right?

Third boss... The mech guy? Why wasn't there a boss for the third dungeon? Probably because the dungeon system stinks. Not that the "walk down hallway and one shot a few guys" is much better. The third dungeon was just my boulder staff too.

But I just used a shield and jumped. Easy.

But was it worth it? Nope. At least I could go to more than two planets (because the spawning system seems to carry over between characters, and my brother's mineshafts just happened to be where I spawned. Instant death anytime I tried to land on the others.)
Then there really wasn't anything to do once I got through the rest of the game... Just endless grinding or running across empty worlds over and over hoping to find a specific dungeon to grab some stupid trinket to trade for a beach ball, or a flute, or some other dumb reward. Sometimes they would give me weapons that dealt less damage then the stuff I used to beat the first boss, and the rewards never even had any special powers.

And also, despite playing for quite some time to complete the second set of quests (I quit after I saw the third) I never managed to find any weapon better than the "Smash Everything" that I crafted. Not that I need anything better, it 1-shots everything short of minibosses (which it 5-shots, last I checked)
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Neonivek on April 14, 2015, 11:46:23 pm
Darkmere has pretty much hit the nail on the head. the CF Forums have pretty much been carefully cultivated that way. Especially when they banned people for what amounts to "falling for their trolls".

Honestly I pray that CF are not pioneers of a trend. Since "removing all decenters" is sort of something I see companies skirt towards.

---

Overall I think I prefer the magic armor the way the game is now.

I got the gun armor thinking it would... make me better at guns... Yet guns take so much energy and machine guns are so near useless... That the energy reserves of it is a far better option.

Have they stated something about fixing armor again recently?

Because currently the way defense works is kind of unacceptable.

I also used Psystaffs and they are... 'alright'. I find it unusual in concept that the entire specialized tree of "Psystaff user" is usually better off not using the psystaff. I do find it odd that the "Light" psystaff that has the description of only helping you see better is better than the "Crystal shot" psystaff (they both create a stationary continuous damage object that explodes).

In the end though, Psystaffs are just not that useful. The 4th boss though is a great target for them, and they are good at pegging enemies that are outside your vision. So they have some utility that I cannot deny. They just aren't going to be your go to weapon between guns and melee.

I wonder though what could make them better and I am between giving them multiple charges or giving them an alternate fire.

MIND YOU! Psystaffs are certainly the COOL option... and without cool being weak. (even a cool melee weapon, usually only does 1/5th of its damage when you hit with the cool)

---

Quote
Third boss... The mech guy? Why wasn't there a boss for the third dungeon? Probably because the dungeon system stinks. Not that the "walk down hallway and one shot a few guys" is much better

I just love it the third boss is SO unmemorable that most people don't even notice him.

He is the Gladiator and he has a "legendary weapon" but otherwise that is it.

...

What is funny is I thought the 4th boss was actually impressively difficult. Until I found out that his feint punch was just lag.

I do think they should alter certain aspects of him so you aren't as reliant on ranged melee weapons help you. I know you can feint the missiles, but giving them a shorter range would definitely make the boss more fun, so once you dodge them, they stay dodged.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Cptn Kaladin Anrizlokum on April 15, 2015, 12:49:14 am
I just love it the third boss is SO unmemorable that most people don't even notice him.
He is the Gladiator and he has a "legendary weapon" but otherwise that is it.
Wait, he was supposed to be the boss? I 1-shot him...
Maybe they made him easy because the dungeon was so long? They were probably just too lazy to make him interesting, so he is just a "strong" Floran. Boring!

Also, the poison planets were really disappointing. I mean, they are empty! Even the bottom of the poison sea doesn't have anything interesting in it... And the poison is completely negated by a red stimpack. The rain was blocked by a boat and a shield. Why is the poison so useless?
Same with molten lava worlds, I wish there was something interesting for exploring them. Nope, just a lava sea and a few islands.
The regular ocean worlds are much less empty.

Quote
Overall I think I prefer the magic armor the way the game is now.
Magic armour? I thought the armours were "Ranged, Balanced, Melee" ???
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Neonivek on April 15, 2015, 12:53:05 am
Stat wise they are

Energy, Balanced, and Armor.

But the Energy armor is Psistaff armor (AKA Magic), the Balanced is gun armor, and the armor is melee.

Also it is odd that the final level of guns are... bad... like, the green weapon I got two tiers ago is better then the constructed tier 6 guns for humans.

Psystaffs have a large advantage over other weapons to admit... In that other weapons are "The terrible weapon you only build if you have nothing better" while Psystaffs are appropriately strong for their tier.

Quote
Also, the poison planets were really disappointing. I mean, they are empty!

Yeah... you haven't seen how they "improved" asteroid fields.

---

Also turns out the first boss' difficulty depends HIGHLY on lag.

So that is how it got so hard. Still MUCH harder than the 2nd and 3rd boss combined.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Tiruin on April 15, 2015, 04:28:22 am
Quote
Also, the poison planets were really disappointing. I mean, they are empty!

Yeah... you haven't seen how they "improved" asteroid fields.
I fell through space and didn't find much there. ._.
Seems pretty reasonable, as a realistic update, really.

Though poking at the update on guns--it seems they're more randomized than not. I'm enjoying my 'common' 1k damage sniper rifle, bought from an avian ship, thanks. :P
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Neonivek on April 15, 2015, 04:45:57 am
Asteroids tend to be very rich in metals in real life :P
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Tiruin on April 15, 2015, 04:48:39 am
Asteroids tend to be very rich in metals in real life :P
...Starbound has 'distinct' metals. :P
There's Iron...in its already refined form.
There's Gold...in large quantities not unlike what is in the asteroids of today (though I'm uncertain here).
Silver...Copper...
It's missing a lot more metals, is my guess on why there aren't any now (or...as far as exploring 5 whole fields equal). Because they wanted to respect all the other metals not present! :I
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Neonivek on April 15, 2015, 04:52:51 am
Well no they changed it because previously asteroids had a VERY generous metal amount and diversity.

Though right now it is so diminished there is no reason to ever go there.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Flying Dice on April 15, 2015, 09:20:16 am
Old asteroids still didn't hold a candle to top-tier worlds, mostly because they also had the low-tier metals mixed in.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Sergius on April 22, 2015, 12:13:35 am
Soo.. new update to Stable, apparently now we can place teleporters on the planets. Also you relog in the place you left, so no more cheap teleporting from the underworld, I guess?
Plus: a ship racial pet. And something about the ancient gates.
Title: Re: Starbound - Upbeat Giraffe - WE STABLE NOW - Two and counting
Post by: Neonivek on April 22, 2015, 05:44:15 am
Found out it was mostly lag that was killing my character.

The first and second form of the first boss isn't supposed to be fast enough to kill you with even a slow saunter from what people are telling me.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: The Darkling Wolf on May 08, 2015, 04:15:33 am
So, anyone been looking at the Colony stuff? Looks fairly awesome, like a more refined version of Terraria's.
The first post talking about it I think (http://playstarbound.com/colonies-and-endgame/)
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Neonivek on May 08, 2015, 04:17:49 am
So, anyone been looking at the Colony stuff? Looks fairly awesome, like a more refined version of Terraria's.
The first post talking about it I think (http://playstarbound.com/colonies-and-endgame/)

I was kind of hoping they would keep their design philosophy that it is an alternate path of advancement...
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: The Darkling Wolf on May 08, 2015, 04:20:00 am
I don't see any indication that this'll be the sole path of advancement at endgame, it mentions some other stuff they're working on at the end.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Darkmere on May 08, 2015, 09:56:08 am
Last I heard it'd gone from multiple paths to everyone should do some of everything.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Chiefwaffles on May 17, 2015, 11:47:14 pm
Doing a bump to rant about HOW STUPID THE ERCHIUS MINING FACILITY BOSS IS.

I just don't get it! I have extreme amounts of healing supplies, steel armor, just about the best weapons I could find in my solar system, yet I just can't beat it. And every time I lose, I have to do the entire quest all over again. I don't get how they can design a boss fight so badly.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Pencil_Art on May 18, 2015, 12:01:32 am
Hmmm. For me, unless I turn my computer off, I just start at the start of the mission with all the monsters I have killed already dead and the Erchius Horror at the health I reduced it to before I died.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Tiruin on May 18, 2015, 01:32:09 am
Doing a bump to rant about HOW STUPID THE ERCHIUS MINING FACILITY BOSS IS.

I just don't get it! I have extreme amounts of healing supplies, steel armor, just about the best weapons I could find in my solar system, yet I just can't beat it. And every time I lose, I have to do the entire quest all over again. I don't get how they can design a boss fight so badly.
There's a trick. :3
Sometimes, there are bosses which are IMPOSSIBLE TO DEFEAT using conventional logic--because the answer lies in the surroundings.
Spoiler (click to show/hide)
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: BigD145 on May 18, 2015, 09:33:18 am
Doing a bump to rant about HOW STUPID THE ERCHIUS MINING FACILITY BOSS IS.

I just don't get it! I have extreme amounts of healing supplies, steel armor, just about the best weapons I could find in my solar system, yet I just can't beat it. And every time I lose, I have to do the entire quest all over again. I don't get how they can design a boss fight so badly.
There's a trick. :3
Sometimes, there are bosses which are IMPOSSIBLE TO DEFEAT using conventional logic--because the answer lies in the surroundings.
Spoiler (click to show/hide)

I know Half-Life did it.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Sean Mirrsen on May 18, 2015, 09:35:27 am
Doing a bump to rant about HOW STUPID THE ERCHIUS MINING FACILITY BOSS IS.

I just don't get it! I have extreme amounts of healing supplies, steel armor, just about the best weapons I could find in my solar system, yet I just can't beat it. And every time I lose, I have to do the entire quest all over again. I don't get how they can design a boss fight so badly.
There's a trick. :3
Sometimes, there are bosses which are IMPOSSIBLE TO DEFEAT using conventional logic--because the answer lies in the surroundings.
Spoiler (click to show/hide)

I know Half-Life did it.
I know Quake did it. :P
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: lijacote on May 18, 2015, 09:47:30 am
So this game is actually still being developed? Cool. I might have to fire this up sometime. I had understood that there was a fair bit of bad blood between us little consumers and them big bad developers.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: inteuniso on May 18, 2015, 09:57:05 am
So this game is actually still being developed? Cool. I might have to fire this up sometime. I had understood that there was a fair bit of bad blood between us little consumers and them big bad developers.

I thought the bad blood was between the rhythmically undulating mass of gamers and the small group of people who decided to develop a game.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: BigD145 on May 18, 2015, 10:16:28 am
So this game is actually still being developed? Cool. I might have to fire this up sometime. I had understood that there was a fair bit of bad blood between us little consumers and them big bad developers.

I thought the bad blood was between the rhythmically undulating mass of gamers and the small group of people who decided to develop a game.

The devs set the stage early on in the twitch stream at release day. It was nothing but text doge spam and the devs cheered it all on. There was no communication, just doge.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Neonivek on May 18, 2015, 10:18:31 am
Ehh the first boss is lousy anyhow...

If they removed him completely I certainly would be like "Good riddance"
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Sergius on May 18, 2015, 04:40:35 pm
I don't mind the first boss as a concept, it could be ironed out more.

However, if they really want to keep going full Megaman-X with their end bosses they REALLY could use a respawning mechanic. Like, getting 5 lives or whatever before having to completely retry the mission.

Plus make missions completely optional for advancement, or at least have the several "paths" they originally announced. Not everybody plays this game as an action platformer. And it's a mediocre one right now, compared to most SNES titles. <- this is not a criticism to the programming skill. The game clearly wasn't intented as one from scratch, which it should have been if that was the path they wanted all along. Making an action platformer first and only then working on more sandbox features.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Gentlefish on May 18, 2015, 05:00:25 pm
So this game is actually still being developed? Cool. I might have to fire this up sometime. I had understood that there was a fair bit of bad blood between us little consumers and them big bad developers.

I thought the bad blood was between the rhythmically undulating mass of gamers and the small group of people who decided to develop a game.

The devs set the stage early on in the twitch stream at release day. It was nothing but text doge spam and the devs cheered it all on. There was no communication, just doge.

It's not that they're bad developers. They're just really really shitty at PR.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Darkmere on May 19, 2015, 12:46:58 am
Actually as many times as the game features have been gutted and rebuilt at this point they're not terribly great at development, either. The coders have been competent before they abandoned ship, but someone needs to actually nail down a plan and keep people on task.

P.S. That task people are on really shouldn't be "whatever shiny thought just slammed into my frontal lobe just now" updated daily.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Chiefwaffles on May 19, 2015, 12:51:45 am
Yeah. That's my main problem with how Starbound is developed. While they actually make some progress, they seemingly just add random (extrinisic, usually) things instead of actually following some kind of semi-rigid plan.

I would much rather they work on the backend and mechanics over adding race-specific pets.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: PTTG?? on May 19, 2015, 12:55:47 am
Actually as many times as the game features have been gutted and rebuilt at this point they're not terribly great at development, either. The coders have been competent before they abandoned ship, but someone needs to actually nail down a plan and keep people on task.

P.S. That task people are on really shouldn't be "whatever shiny thought just slammed into my frontal lobe just now" updated daily.
Yeah. That's my main problem with how Starbound is developed. While they actually make some progress, they seemingly just add random (extrinisic, usually) things instead of actually following some kind of semi-rigid plan.

I would much rather they work on the backend and mechanics over adding race-specific pets.

Everything I hate about Starbound summed up.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: frightlever on May 19, 2015, 06:13:29 am
Plus make missions completely optional for advancement, or at least have the several "paths" they originally announced. Not everybody plays this game as an action platformer. And it's a mediocre one right now, compared to most SNES titles. <- this is not a criticism to the programming skill. The game clearly wasn't intented as one from scratch, which it should have been if that was the path they wanted all along. Making an action platformer first and only then working on more sandbox features.

Gotta agree. Why make a sandbox game, then hide 90% of the content behind a platform-skills gatekeeper? I'm old, but I couldn't beat those SNES games when I was young either.

Make the bosses optional short-cuts, but let geezers and casuals grind for advancement as required.

That said, I haven't played in around six months and have more than had my moneysworth out of it, so whatever. The next "Terraria" or "Minecraft" will be along soon enough.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Gentlefish on May 19, 2015, 05:26:02 pm
next "Terraria"

Are you excited for Terraria 2.0 too? :P
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Neonivek on May 19, 2015, 06:21:30 pm
I could have cared less about alternate paths of advancement... until I had a friend I wanted to play with who hated the current mission aspect.

While having there be a lot of crossover if you want some addition content is a good idea... it is sad I'll find it impossible to play the game with one of my only internet friends xD
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: frightlever on May 20, 2015, 01:11:14 am
next "Terraria"

Are you excited for Terraria 2.0 too? :P

I don't think I've been excited since the 90s, and even that may have been a drug reaction, but I'll certainly play it. Terraria is another game I never completely "opened up" but got many times my moneysworth out of it.

I could have cared less about alternate paths of advancement... until I had a friend I wanted to play with who hated the current mission aspect.

While having there be a lot of crossover if you want some addition content is a good idea... it is sad I'll find it impossible to play the game with one of my only internet friends xD

How good a friend? He could let you play on his account to get past the bosses. (Again, I haven't played for months so have no idea what's required - I just know I could cheese my way past the original bosses fairly easily, but this sounds a bit more hardcore platformy and less letsexploittheenviromenty. Not every game has to be "Dark Souls", although I am working on a peewee soccer league manager game that'll result in all your players dying in a bus crash if ANYONE forgets to pack a juice box.)

I would caution, back in the 80s I used to play a PBeM game on one of the commercial BBs. It ran three moves a week. One of my online buddies was going on holiday and left his account details with his flatmate so he could make his moves for him. The flatmate ran his moves exactly as planned but my buddy was getting emails (I don't think we even called them emails then) for months afterwards from middle-aged couples who wanted to take him up on his "offer".
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Neonivek on May 24, 2015, 01:39:59 pm
OWWW my immersion

So in a weird extremely gamey turn of things... there are now items you need to collect to upgrade... a light... that you wear on your back...

It is always odd in games when you feel like you could probably do better then the guys in the game. "Hmmm Tape + Lamp + shoulder = I don't need those cards"

But ultimately my opinion of this is.. COME ON!... yeah its helpful but really?
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Elephant Parade on May 24, 2015, 07:17:51 pm
Didn't upgrades exist before? What's so game-y about a shoulder-mounted lamp?

I feel like I'm missing something.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Oneir on May 24, 2015, 08:14:54 pm
It may be that handy-dandy backlight isn't the most exciting thing to make an upgrade path all on its own? On the one hand, having it be something tech-y makes advancement a little more sane than "must fight aliens to craft lantern stick". On the other hand, that doesn't answer the question of why you can't have a lantern stick. Or duct tape plus a flashlight, as mentioned. If back-mounted gear is a large category that included, I don't know, buff generators or something significant like that it might be interesting. To me, there is something kind of weird about making a linear and kind of ugly light source something that takes unique upgrade parts.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Darkmere on May 24, 2015, 09:02:36 pm
Yeah it is pretty sickening that there's items in a game with tiered progression that you can progress through tiers. The outrage, it is great. This bile is for you, systemic oppression.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Neonivek on May 24, 2015, 10:00:13 pm
Yeah it is pretty sickening that there's items in a game with tiered progression that you can progress through tiers. The outrage, it is great. This bile is for you, systemic oppression.

It is more that it is just weird that there are specifically tech cards REQUIRED so your lantern on a stick can be upgraded to... a light on a stick... then to a brighter light on a stick... then to a bright light on a stick.

This is the sort of thing people make fun of if they were in other games.

"So let me get this straight... I need to research the ability to strap a lightbulb to my back?"
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Darkmere on May 24, 2015, 10:13:59 pm
No I know. it's completely unprecedented. I've never heard of a system where you had to upgrade equipped stuff before. Clearly this experiment is doomed to failure. Folly of the highest caliber.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Neonivek on May 24, 2015, 10:35:26 pm
No I know. it's completely unprecedented. I've never heard of a system where you had to upgrade equipped stuff before. Clearly this experiment is doomed to failure. Folly of the highest caliber.

You have to be sarcastic.

It is more that... it is a weird thing to upgrade...

It is really over the top for what it just a light bulb attached to your back... In a game where you can just freely carry around light sources.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Elephant Parade on May 24, 2015, 10:42:15 pm
Yeah it is pretty sickening that there's items in a game with tiered progression that you can progress through tiers. The outrage, it is great. This bile is for you, systemic oppression.

It is more that it is just weird that there are specifically tech cards REQUIRED so your lantern on a stick can be upgraded to... a light on a stick... then to a brighter light on a stick... then to a bright light on a stick.

This is the sort of thing people make fun of if they were in other games.

"So let me get this straight... I need to research the ability to strap a lightbulb to my back?"
Okay, yeah, that sounds somewhat immersion-breaking. I don't think it's the end of the world, still, but fair point.

Assuming that it's literally just something taped to a stick, of course; if it's actually, say, a light welded to a piece of metal, it makes more sense.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Folly on May 24, 2015, 10:44:17 pm
Folly of the highest caliber.

High caliber Folly approves.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Darkmere on May 24, 2015, 11:23:01 pm
Assuming that it's literally just something taped to a stick, of course; if it's actually, say, a light welded to a piece of metal, it makes more sense.

The first version is a lantern on a stick. After that it's a backpack-slot no-fuel generator with a light socket on it. So yeah, it is technology that you upgrade to make more powerful/efficient.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Mephisto on May 26, 2015, 07:51:34 am
It is really over the top for what it just a light bulb attached to your back... In a game where you can just freely carry around light sources.

You've never played the missions, I take it? Sure, you can carry around torches. They don't produce light when merely held in your hand and you can't modify the environment to place them. What now?

Especially in the mine, back light and/or flashlight is pretty much required.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: BigD145 on May 26, 2015, 08:11:21 am
It is really over the top for what it just a light bulb attached to your back... In a game where you can just freely carry around light sources.

You've never played the missions, I take it? Sure, you can carry around torches. They don't produce light when merely held in your hand and you can't modify the environment to place them. What now?

Especially in the mine, back light and/or flashlight is pretty much required.

Required? Sure. It's still a torch strapped to your back. It doesn't take an engineering degree to do that.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Mephisto on May 26, 2015, 08:22:26 am
It is really over the top for what it just a light bulb attached to your back... In a game where you can just freely carry around light sources.

You've never played the missions, I take it? Sure, you can carry around torches. They don't produce light when merely held in your hand and you can't modify the environment to place them. What now?

Especially in the mine, back light and/or flashlight is pretty much required.

Required? Sure. It's still a torch strapped to your back. It doesn't take an engineering degree to do that.

I was making no statements regarding the crafting of said equipment. I was refuting the "freely carry around light sources" part that I quoted.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Sean Mirrsen on May 26, 2015, 08:30:37 am
It is really over the top for what it just a light bulb attached to your back... In a game where you can just freely carry around light sources.

You've never played the missions, I take it? Sure, you can carry around torches. They don't produce light when merely held in your hand and you can't modify the environment to place them. What now?

Especially in the mine, back light and/or flashlight is pretty much required.

Required? Sure. It's still a torch strapped to your back. It doesn't take an engineering degree to do that.
A lantern, not a torch. A torch strapped to your back would be rather... uncomfortable. :P
Not to mention it working underwater would make even less sense.

As-is, you can't make lanterns from the get-go either. I would have preferred something less archaic than literally a lantern on a stick (i.e. something closer to the lamppack upgrades, like a "lamppost backpack"), but I don't see it being that wrong.

Besides, if you're talking about things that don't require an engineering degree, you should have mentioned how you would normally strap your flashlight to your head to free your hands. Zero skill requirements in Cataclysm, I believe. :P
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: frightlever on May 26, 2015, 08:40:24 am
How'd we get this far without anyone mentioning Doom 3?

I can tell I'm going to have to reinstall Starbound to see what this new mission structure is actually like.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: BigD145 on May 26, 2015, 08:50:37 am
It is really over the top for what it just a light bulb attached to your back... In a game where you can just freely carry around light sources.

You've never played the missions, I take it? Sure, you can carry around torches. They don't produce light when merely held in your hand and you can't modify the environment to place them. What now?

Especially in the mine, back light and/or flashlight is pretty much required.

Required? Sure. It's still a torch strapped to your back. It doesn't take an engineering degree to do that.
A lantern, not a torch. A torch strapped to your back would be rather... uncomfortable. :P
Not to mention it working underwater would make even less sense.

If you're British a flashlight is a torch.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: frightlever on May 26, 2015, 08:52:59 am
No I know. it's completely unprecedented. I've never heard of a system where you had to upgrade equipped stuff before. Clearly this experiment is doomed to failure. Folly of the highest caliber.

Plenty of games have upgradeable equipment and technology. It's actually pretty standard, not experimental at all. Don't let that put you off, we're just discussing what we do and don't like about the existing system (which, again, I have not played), you'll soon get up to speed.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Oneir on May 26, 2015, 01:11:08 pm
No I know. it's completely unprecedented. I've never heard of a system where you had to upgrade equipped stuff before. Clearly this experiment is doomed to failure. Folly of the highest caliber.

Plenty of games have upgradeable equipment and technology. It's actually pretty standard, not experimental at all. Don't let that put you off, we're just discussing what we do and don't like about the existing system (which, again, I have not played), you'll soon get up to speed.

I think that's Dark's point, actually. (unless you already knew that, in which case we've hit Peak Sarcasm) My issue isn't that the game has upgrade-able equipment.  I'm for that, especially if it means that the best equipment won't always be some random axe you found in a chest that throws poison or rubber ducks or whatever. My point is making one of four unique upgrade paths be the light source feels kind of weird. If it all they do is provide linearly increasing light, that doesn't seem like something I'd be excited to find in a chest.

Even then, the weird part isn't that you can upgrade your light source. But giving lights their own upgrade currency marks them as something special, on the same level as the matter manipulator or tech cards, seems like a weird choice. It's not a Burn the Chucklefish Heretic kind of problem, it's just an odd and underwhelming design choice.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Darkmere on May 26, 2015, 01:15:39 pm
They specifically said that the part to upgrade the light sources is going to work for lots of other stuff as well, in the same update they said the other currencies work for multiple other things. I'm not sure where the hangup is on the whole issue.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Oneir on May 26, 2015, 03:10:18 pm
Quote from: Chucklefish
Upgrade components (third row) are currently used to upgrade the backpack lanterns. They’ll be used for more things in the future, like armours!

Fair enough, I honestly missed that part of it. Armor sounds like it could have some interesting upgrades. The hang-up was coming from my misreading/misremembering that one sentence (which was my fuckup, sure), so I was remembering an entire upgrade path as being progressively more impressive lanterns.

I'm not sure I see anything about the other currencies being used for multiple things? I see stuff about matter manipulators, tech drives replacing tech cards, the upgrade components we've been arguing about, auto drives for vehicles.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Neonivek on May 26, 2015, 03:12:58 pm
No you are right Oneir

If they announced that the "light upgrade module fragment" can be used for more then upgrading backpack light modules...

They didn't on the update page.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Gentlefish on May 26, 2015, 06:10:08 pm
They specifically said that the part to upgrade the light sources is going to work for lots of other stuff as well, in the same update they said the other currencies work for multiple other things. I'm not sure where the hangup is on the whole issue.

Emphasis mine. Isn't the entire game about upgrades? Why does it matter that we're getting light sources better than a lantern on a stick, on an upgrade basis? Is it integrity in video game journalism?
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Neonivek on May 26, 2015, 06:38:52 pm
They specifically said that the part to upgrade the light sources is going to work for lots of other stuff as well, in the same update they said the other currencies work for multiple other things. I'm not sure where the hangup is on the whole issue.

Emphasis mine. Isn't the entire game about upgrades? Why does it matter that we're getting light sources better than a lantern on a stick, on an upgrade basis? Is it integrity in video game journalism?

If you want we could just go back to talking about their PR management...

Instead of what we are doing right now... which is talking about the game xD
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Oneir on May 26, 2015, 08:03:31 pm
They specifically said that the part to upgrade the light sources is going to work for lots of other stuff as well, in the same update they said the other currencies work for multiple other things. I'm not sure where the hangup is on the whole issue.

Emphasis mine. Isn't the entire game about upgrades? Why does it matter that we're getting light sources better than a lantern on a stick, on an upgrade basis? Is it integrity in video game journalism?

Okay, I can't tell. Am I coming across as like, angry or witch-hunty or whatever? I'm trying not to, but tone and text and all that. Relatedly, I'm clearly not picking up what you're putting down with the gamergate reference. All I'm saying is it's a a weird choice. Making one of your upgrade currencies focus on light is weird, because from a design perspective you're basically saying that all those cool techs that let you fly and shoot lasers have the same weight as a brighter lamp.

Look, honestly I know responding to people to prove you don't care as much as they say is just textbook internet stupidity, but I'm really just trying to make my stance clear. I think game design is interesting, or else I wouldn't care about following Starbound. This a weird game design tidbit. That's all, from me.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Gentlefish on May 27, 2015, 09:09:36 pm
They specifically said that the part to upgrade the light sources is going to work for lots of other stuff as well, in the same update they said the other currencies work for multiple other things. I'm not sure where the hangup is on the whole issue.

Emphasis mine. Isn't the entire game about upgrades? Why does it matter that we're getting light sources better than a lantern on a stick, on an upgrade basis? Is it integrity in video game journalism?

Okay, I can't tell. Am I coming across as like, angry or witch-hunty or whatever? I'm trying not to, but tone and text and all that. Relatedly, I'm clearly not picking up what you're putting down with the gamergate reference. All I'm saying is it's a a weird choice. Making one of your upgrade currencies focus on light is weird, because from a design perspective you're basically saying that all those cool techs that let you fly and shoot lasers have the same weight as a brighter lamp.

Look, honestly I know responding to people to prove you don't care as much as they say is just textbook internet stupidity, but I'm really just trying to make my stance clear. I think game design is interesting, or else I wouldn't care about following Starbound. This a weird game design tidbit. That's all, from me.

No, no, that's totally fine and that's awesome. Game design is a crazy concept to begin with. I was being sarcastic at the end :P tone and text, as you say.

And from what other people are saying, the "resources" used to upgrade the lantern on a stick are to be used other places as well, and aren't unique to the lightsource, which is a good move on their part.

They specifically said that the part to upgrade the light sources is going to work for lots of other stuff as well, in the same update they said the other currencies work for multiple other things. I'm not sure where the hangup is on the whole issue.

Emphasis mine. Isn't the entire game about upgrades? Why does it matter that we're getting light sources better than a lantern on a stick, on an upgrade basis? Is it integrity in video game journalism?

If you want we could just go back to talking about their PR management...

Instead of what we are doing right now... which is talking about the game xD

We're still complaining about them in a way :P We aren't talking about "oh, lookit this cool thing I built", we're talking about "Why are they making light upgradeable?" which is totally different. We're still talking about them and not the game.

I'll... Have some pics to post later. I like the new teleporter systems. I will have some neat shacks up. Soon as I figure out how to hack basic blocks into my 3d printer. I don't like having to search for blocks after finding them once, you know? And Nexus doesn't have a mod that will do that for me.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: Neonivek on May 27, 2015, 09:21:29 pm
As well they need to alter their platform challenges. The vast majority of them are short jump challenges.

You want to give your players some meaty jumps rather then make them do ice skating mid air.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: GrizzlyAdamz on July 16, 2015, 01:15:19 pm
I've had this kicking around my library from some long-forgotten sale. Only ever put about 10 hours in it (iirc I used the distress beacon & that was pretty much it) and I've recently started it up while waiting for the terraria utilities to update.

Any tips/tricks?

I'm strongly considering using mods on my first playthrough, since many require new/fresh characters or universes.
Is this a bad idea?
Any mod suggestions? (going through the top mods of every category now)

Ooh, and should I get a hunger/thirst mod? Heard CF recently made food&water all but useless.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: The Darkling Wolf on July 16, 2015, 02:07:00 pm
The food bar served as nothing but an anti AFK timer, food stopped being relevant after the first 10 minutes of getting yourself established, whereas now there's actually a reason to make advanced foods, so I'd hardly say it's useless.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Neonivek on July 16, 2015, 02:08:29 pm
The food bar served as nothing but an anti AFK timer, food stopped being relevant after the first 10 minutes of getting yourself established, whereas now there's actually a reason to make advanced foods, so I'd hardly say it's useless.

Naw... there is no real need to make advanced foods even now.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: The Darkling Wolf on July 16, 2015, 02:10:06 pm
The food bar served as nothing but an anti AFK timer, food stopped being relevant after the first 10 minutes of getting yourself established, whereas now there's actually a reason to make advanced foods, so I'd hardly say it's useless.

Naw... there is no real need to make advanced foods even now.
There's much more of a reason than there was before at the very least.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Mephisto on July 16, 2015, 02:24:45 pm
The food bar served as nothing but an anti AFK timer, food stopped being relevant after the first 10 minutes of getting yourself established, whereas now there's actually a reason to make advanced foods, so I'd hardly say it's useless.

Naw... there is no real need to make advanced foods even now.

Not meaning to intentionally be inflammatory.

Are you the type of person who doesn't use potions in The Witcher or Terraria because those are also unnecessary?
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Flying Dice on July 16, 2015, 03:21:52 pm
That's not really a fair comparison, though. The foods in Starbound are pretty extraneous; most of the main healing items are rooted in bandages, which are both fast and easy to make, and all of the more advanced ones just have slightly higher costs. Additionally, most of the utility functions are embodied in techs and equipment. Don't get me wrong, a lot of the buffs are nice, but they're not critical.
Title: Re: Starbound - Adjective Animal - April 21st Update, now with added plot tease
Post by: etgfrog on July 16, 2015, 04:55:28 pm
I'll... Have some pics to post later. I like the new teleporter systems. I will have some neat shacks up. Soon as I figure out how to hack basic blocks into my 3d printer. I don't like having to search for blocks after finding them once, you know? And Nexus doesn't have a mod that will do that for me.
When starbound had launched I had created a mod that let you freely create and deconstruct any blocks you found for pixels, I could go run the program I used to create the files again with the new system. I didn't bother updating it with the mod system with it since it was effectively ignored.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Gentlefish on July 16, 2015, 05:33:06 pm
I just - is there a way to make it so -all- building blocks are scannable? I want my gd slime nation.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: etgfrog on July 16, 2015, 06:15:09 pm
Yea...that is what I had done, it will take me a bit to figure out how to make a mod in starbound, the original mod was before they had the mod system. Are you just wanting everything to be scannable or also the refinery stuff?
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Greenbane on July 16, 2015, 06:49:28 pm
It's been about one and a half years since I last seriously played Starbound, and then I told myself I'd go back once it were finished. Didn't seem it'd take that long for that to happen, but here I am, still waiting 19 months down the line. The devs have as much discipline as a cat before a trolling laser pointer.

My fear is it'll never reach an actual, proper release. Disorganized as they are, I fear a time will come when the devs simply say "fuck it" and deem whatever version they just released 1.0. Without really accomplishing more than having added inconsequential tertiary systems for months/years on end, as opposed to having worked on and honed the game's primary systems first and foremost. Without an actual plan (I think they ditched the original staged beta plan ages ago), this is liable to happen at any time.

I think it was several months ago when one of the lead Chucklefish personalities announced the game was fairly close to 1.0. Time passed, however, and they still seem as aimless as ever.

We'll see. With any luck, the game won't be a messy, incoherent salad of whimsical mechanics once it's properly released. For better or worse, who knows.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Ultimuh on July 16, 2015, 07:42:44 pm
Yeah, it seems the problem with Chucklefish is, more than anything, a lack of discipline. They started off with the ideas, but they got sidetracked god-knows how many times. Which is a shame, really.

Pretty much how I imagine the Bay12 community whenever we/they try doing some collaborative project.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Aklyon on July 16, 2015, 08:49:43 pm
Yeah, it seems the problem with Chucklefish is, more than anything, a lack of discipline. They started off with the ideas, but they got sidetracked god-knows how many times. Which is a shame, really.

Pretty much how I imagine the Bay12 community whenever we/they try doing some collaborative project.
Or a guild.
First, a thing shows up in Other Games.
Then we make a thing in that thing.

Then eventually its fades out because people moved on to other things.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Ultimuh on July 16, 2015, 08:50:39 pm
Yeah, it seems the problem with Chucklefish is, more than anything, a lack of discipline. They started off with the ideas, but they got sidetracked god-knows how many times. Which is a shame, really.

Pretty much how I imagine the Bay12 community whenever we/they try doing some collaborative project.
Yep. Dwarven invaders did much better at first, for example, then the people started to drop off...
Well, were you not the first one to drop off the ARK server thing?
Thing is.. If the one arranging things is not dedicated to what they start, the rest kind of lose interest as well.

edit: Also what Aklyon said.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: GrizzlyAdamz on July 16, 2015, 10:34:45 pm
So you guys have any experience with the mods? Any I should avoid in particular? (good to know w/ the food)

A lot of them seem to break MP.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Neonivek on July 17, 2015, 12:56:47 am
That's not really a fair comparison, though. The foods in Starbound are pretty extraneous; most of the main healing items are rooted in bandages, which are both fast and easy to make, and all of the more advanced ones just have slightly higher costs. Additionally, most of the utility functions are embodied in techs and equipment. Don't get me wrong, a lot of the buffs are nice, but they're not critical.

It is worse then that. Even if you like healing over time the red stimpack out performs even the highest end healing from food even before you get bandages involved... and is much easier to obtain.

While many of the other foods have the issue of having recovery periods far far greater then the effect. So if you were, for example, wishing to use low gravity to safely explore a high gravity planet... You are going to have to find another way because low gravity foods have significant downtimes between eating.

Bonus points that the only low gravity food actually poisons you!

Turning what should be a sort of utility into a novelty at best.

Though speed/jump boost combos are decent enough if you are speed clearing planets.

---

Mind you Starbound is riddled with "It should be useful But" things anyhow.

For example the fact that rapid fire weaponry is pretty useless, or at least vastly underperforms and inferior to slow fire weaponry, and desperately needs some sort of armor pierce ability.

Or quite a few of the techs in Starbound just take far too much energy, or take up a slot for a much more important skill, or require something stupid to do (Thanks energy regen...), for you to usually consider it over the cheaper varieties.

Starbound is really rough and raw right now.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Nahere on July 17, 2015, 01:11:25 am
Bonus points that the only low gravity food actually poisons you!
Alien fruit jam has low gravity and an energy regeneration boost, but does not poison. Still lasts about a sixth of the cooldown time, as I remember it.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Neonivek on July 17, 2015, 01:21:15 am
Bonus points that the only low gravity food actually poisons you!
Alien fruit jam has low gravity and an energy regeneration boost, but does not poison. Still lasts about a sixth of the cooldown time, as I remember it.

whoops :P

Though at least the other points stick.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: GrizzlyAdamz on July 17, 2015, 09:12:23 am
Hey, is there a way to use two ships & visit one from another?

Like ravenvalentine said here (http://community.playstarbound.com/resources/orpheus-colony-rams-edits-tiered-ship-for-upbeat-giraffe.1663/):
Quote
i made a very modded server for roleplay and we have had a moon base but it is nothing like this... i made a hosted player and a race that looks like a small bot to keep this ship going and we can warp to it as our home it will be super awesome to make it in to some thing we can deploy in space or some thing like that i already gave it a 5 and i'd give it more for the amazing art work

I'd really like to have these (http://community.playstarbound.com/resources/uros-iv-rams-version.2940/) two (http://community.playstarbound.com/resources/xan-union-cargo-cruiser.2234/).



--Also, will UG mods work in SG?
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Neonivek on July 17, 2015, 11:18:18 am
Right now it is hard for me to point to what they still need to work on because frankly the correct response is everything.

Terraria is honestly the sort of baseline game I use to judge Starbound right now... which is funny because Terraria is a very flawed game. Actually at this point Starbound is catching up to where Terraria was already starting to get into version 1.2.

Starbound still has issues with... well... just being fun. And not in the eye candy or lego block way (500 hour people can just ignore the post)

I needs to fix up its boss designs and make them less reliant on staying off screen, doing screen wide attacks, or where you need specific items to combat them effectively.

Guns need to be reworked flat out, magic needs to be redone, melee is currently being reworked so I can't say anything about that, tech needs to be redone ontop of what they are already doing, items need to be redone... They need to make built equipment to be more worthwhile.

Hopefully we will get some good additions this year.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Chiefwaffles on July 17, 2015, 02:07:06 pm
Starbound is definitely improving over time, but the question is how much they improve the core components, if at all, before development on the game eventually ends in the (probably) far future.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: evilnancyreagan on August 19, 2015, 10:53:44 am
Big update incoming, 'unstable' build available.

patch notes (http://playstarbound.com/unstable-pleased-giraffe-patch-notes/)

who's hosting the server to test this bad boy out?
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Neonivek on August 19, 2015, 11:13:08 am
Don't worry, the update is nothing worth caring about.

No need to start up servers again.

Sure it has a lot of "stuff" but not a lot of "good stuff"... just more typical grinding.

I COULD say "Ohh but people who like to build stuff will like it" but those are the same people who already played 500 hours and don't care about the colony system... if anything the colony system is a imposition on their creativity because it tells them what they can and cannot build.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: NullForceOmega on August 19, 2015, 11:15:11 am
Neo's extreme negativity aside, I think a lot of Bay12ers are burned out by the Chuckleheads, I know I haven't even touched the game for months.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Neonivek on August 19, 2015, 11:20:53 am
Neo's extreme negativity aside

Extreme? Ok then let me unpack this... Let me see these new features!

Now I won't be just throwing every single feature to make it seem much more fruitful then it actually is... so let me see
1) You can now put an object inside a enclose area which spawns a NPC, this NPC occasionally gives you cosmetic items or sometimes something better (but probably an upgrade chip at best)
2) Minidungeons now appear underground.
3) New Tech cards
4) Gardening is now even more tedious!

Done...

I mean I could talk about the one new boss, rebalances, and added noise... but those are the big four.

This is hardly "Well fire up the old servers! We have a new universe to explore!" features.

I am just the only negative person left who even cares about Starbound anymore... the rest jumped ship. Even my old friends who liked Starbound can't stand it anymore. So no, this isn't "EXTREME!!! OMG HOW DO YOU NOT LIKE THIS MASTERPEICE!!!" Negativity. The abnormal thing is how I don't write the game off as a irredeemable pile of garbage and call it a day like the majority of people.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: NullForceOmega on August 19, 2015, 11:26:19 am
I wanted to care about it, but it really has turned into a mess of unfinished everything.  I wasn't trying to belittle your point either Neo, just provide a bit of clarity.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: WillowLuman on August 19, 2015, 11:28:43 am
I'm still just waiting to see what happens.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: evilnancyreagan on August 19, 2015, 11:32:16 am
nah let's not stop there, let's unpack this all the way!

all video games are simply flashing lights used to trick your brain into releasing endorphins.

done.

you can burn down your computer now.


Snark aside, I'm not suggesting anything other than checking out some new content with other people whom you can discuss the shared experience with. I am not attempting to instigate some romantic renaissance :P

Romance from Nancy Reagan? Please, no.

Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: BigD145 on August 19, 2015, 11:41:12 am
Romance from Nancy Reagan? Please, no.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Iceblaster on August 19, 2015, 11:48:47 am
Eh.

Tbh, starbound got too repetitive too fast. The only fun thing was exploring and even then it was kinda hard to really enjoy that because you're usually you didn't really get that many spawns for unique locations. And the environments started to feel same-y after a while.

Still have it incase I feel a huge urge to play. Might find that mod that added nagas if I do. I liked that one.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Neonivek on August 19, 2015, 11:50:20 am
I still believe Starbound can, in fact, turn itself around.

Heck the colony system could have been good except they kind of... butchered it from its original incarnation to the point of pointlessness.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: KingofstarrySkies on August 19, 2015, 02:47:17 pm
Eh.

Tbh, starbound got too repetitive too fast. The only fun thing was exploring and even then it was kinda hard to really enjoy that because you're usually you didn't really get that many spawns for unique locations. And the environments started to feel same-y after a while.

Still have it incase I feel a huge urge to play. Might find that mod that added nagas if I do. I liked that one.
When was the last time you played it, Ice? Was temperature still a thing?

And...As much as I like Starbound, I'll admit. It's not that great. Which sucks, because it could be so goddamn amazing. I don't know anymore. Eugh.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Iceblaster on August 19, 2015, 02:49:23 pm
Yes.

I did play it when temperature was still a thing.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: KingofstarrySkies on August 19, 2015, 02:54:14 pm
I said was it since you've lasted played, silly.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Iceblaster on August 19, 2015, 02:56:15 pm
I apologize, I assumed by the phrasing of the question that you were indeed asking when was the last time I played.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: KingofstarrySkies on August 19, 2015, 02:58:09 pm
...
that's exactly what i asked
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Iceblaster on August 19, 2015, 03:03:24 pm
/me  head asplodes from the logic bomb.



*cough*

sooo... what has come about in recent days anyway?
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: KingofstarrySkies on August 19, 2015, 03:05:12 pm
Temperature is gone for now, hunger is as well, and...Yeeah, it got overhauled a bit.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Dorsidwarf on August 19, 2015, 03:08:25 pm
I remember when this was gonna be a game about surviving wildly different planets with environments anywhere from paradisical to venusian, from a worn-out hulk of a space station you slowly unlocked and rebuilt.

*sniff*
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Neonivek on August 19, 2015, 03:11:34 pm
I remember when this was gonna be a game about surviving wildly different planets with environments anywhere from paradisical to venusian, from a worn-out hulk of a space station you slowly unlocked and rebuilt.

*sniff*

I also remember when the game was going to have multiple paths of progression through the game. That way not everyone needs to play the game the same way to really see everything the game has to offer.

And then they decided to make it a lack luster action platformer instead.

Seriously all they have to do is announce that they aren't doing Teraforming and the game will have officially done none of the features I bought the game for.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: KingofstarrySkies on August 19, 2015, 03:12:59 pm
the salt is real
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Flying Dice on August 19, 2015, 03:26:58 pm
The salt is also justified.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Sergius on August 19, 2015, 03:31:01 pm
Temperature is gone for now, hunger is as well, and...Yeeah, it got overhauled a bit.

Temperature actually got simplified to "you need X upgrade to survive in one of the 4 planet types other than forest" whether airless, cold, hot, acid or whatever.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Sergius on August 19, 2015, 03:32:40 pm
<double-post removed, gateway error to blame>
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Neonivek on August 19, 2015, 03:52:16 pm
Basically instead of being an issue of survival where the gates somewhat felt natural... It was casualised into an outright gate with no real logical sense because SOURCES OF HEAT AND COLD DAMAGE ARE NOT NEGATED BY THE ARMOR.

Starbound on its current track is the most casualized bait and switch I ever seen.

They took a great concept for a game and went "Now, how can we make it as bland and inoffensive as humanly possible?"

What with most of the original design team jumping ship, continuous changes to the design document to remove innovation, and the team's priorities often being noise and grind over meaningful content.

Still can pull itself back to good... But the only thing it can do to make me completely give up on it is announce, officially, that terraforming is out.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Dorsidwarf on August 19, 2015, 03:58:53 pm
Frankly I'd settle for a "Survivalist" mode with temperature/food back in.

Or hell, just make the damn thing easy to mod.

but noooooooo
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Kruniac on August 19, 2015, 07:37:03 pm
Starbound is basically shit nowadays. My crack team of pro Terr players burned through the game in about four hours, hopping from planet to planet, raping the resources, then moving on. We repeated this until we got bored with the game.

It's a damn shame, too. It had a lot of potential. We would get so excited every time a new update was released. Just another example of how the industry bombs otherwise good titles with idiotic design and development. :(
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Nighthawk on August 19, 2015, 08:22:08 pm
In my opinion, the game was fine until they decided to turn progression into mind-numbingly stupid MMO exclamation mark questing and instanced missions.

In its early stages, Starbound was about freedom, and exploring varying planets to find cool stuff. Granted, there wasn't an absurd amount of content, but what was there was fun to discover and felt good to play through. Now, everyone has to progress through the game the same exact way every single time.

I fail to understand why they thought this was a good idea.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Darkmere on August 19, 2015, 08:26:58 pm
I'm assuming they're still just drawing random features out of a hat every morning and fucking with those for a few hours, then dropping that focus for something else completely random the next day.

And then breaking all that work down to rebuild it from the ground up every 4 months.

In my opinion, the game was fine until they decided to turn progression into mind-numbingly stupid MMO exclamation mark questing and instanced missions.

All of that shit was planned from the start, they just kicked out the game's early access in tech demo format. Eris knows what they've actually been doing in the interim.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Arbinire on August 19, 2015, 08:27:43 pm
Eh, just let me know when Steam will allow us to refund this pile like some of the other EA games that have turned out to be scam jobs.  That'd be the best update to happen to this tech demo in years.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Flying Dice on August 19, 2015, 09:16:36 pm
The best thing to come out of Starbound, IMO, was the sort of communal collaboration around the gathering of coordinates for various features and items. It almost felt like Babby's First Elite:Dangerous. And then they axed that.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Imofexios on August 20, 2015, 04:21:00 am
Heh. Payed this few days back again after year... Now the game is broken and it lags like monkey in spasms.
Refund thank you !
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: KingofstarrySkies on August 20, 2015, 07:07:24 am
The salt is real.
no but seriously i do agree this is kinda shit now and that makes me a sad puppy ;~;
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Gentlefish on August 20, 2015, 12:54:06 pm
Eh. I've spent more on much worse things. At least they're still working on it :P
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Darkmere on August 20, 2015, 01:22:02 pm
Eh. I've spent more on much worse things. At least they're still working on it :P

Yeah, I can't really disagree with this. If it weren't for their abysmal treatment of customers I'd be slightly below neutral on the whole thing instead of just vitriolic.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: evilnancyreagan on August 20, 2015, 01:27:49 pm
wellp,

love it or loathe it, Starbound has taught you a couple valuable lessons:


if you can walk away with these, then I'd say your $15 was well spent.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Darkmere on August 20, 2015, 01:30:31 pm
Ironically, Starbound was the first and last early-access game I gambled on.

I had a good time with the custom shipbuilder mods, so it's not like it was a loss of my entertainment dollar. Especially considering I have a couple of $1 purchases on my Steam account that just failed to function altogether, which I regret buying more.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Neonivek on August 20, 2015, 02:12:26 pm
wellp,

love it or loathe it, Starbound has taught you a couple valuable lessons:

  • Don't buy promises.
  • Don't subscribe to HYPE.

if you can walk away with these, then I'd say your $15 was well spent.

Starbound was a guilt purchase for me because I was telling people that it probably wouldn't be good...
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Greenbane on August 20, 2015, 05:23:20 pm
Personally, I'm waiting to see how far they manage to get in the development process before I allow myself to indulge in rage.

It's taking them a helluva long time, but they keep chugging along, so I can't be more than somewhat disappointed out of impatience.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: evilnancyreagan on August 21, 2015, 12:56:29 am
NOTE: Until Chucklefish's sponsored host; Creeperhost® get's their ship together,we're rocking the stable build. Don't yell at me, yell at those crasshats.

enter at your own risk:
104.200.132.155

the noise chamber (http://community.playstarbound.com/threads/unstable-nightly-rpish-bugbound-gotta-catch-em-all.99788/)
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: KingofstarrySkies on August 21, 2015, 06:52:40 am
I got my money's worth from Starbound. I'm happy. I got what I wanted from it-Exploring space for fun and profit.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Shazbot on August 21, 2015, 07:30:41 am
I got every penny out of it and then some in a murderous web of lies, deceit and betrayal on a server we called "Unbound Travels".

Hardcore roleplaying and player-versus-player conflict in a permakill ruleset. The long knives went out. I learned a valuable lesson: power is how many friends you have who will avenge your death.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: sambojin on August 22, 2015, 05:31:01 pm
I have no idea how long it will be before this game is finally finished, but I still do want to play it when it's done. Even if it's not nearly what I wanted.

At least I got a cool avatar piccy out of it, and that didn't cost me a cent :)
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Darkmere on August 22, 2015, 05:52:38 pm
There's no reason for them to finish; they've made a vast majority of all the money they'll ever make on it and most people can't get refunds. I'm fairly confident it'll drag-ass along for a few more years until they just kick it out the door when the money dries up or more of their staff leave.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Neonivek on August 22, 2015, 06:10:20 pm
There's no reason for them to finish; they've made a vast majority of all the money they'll ever make on it and most people can't get refunds. I'm fairly confident it'll drag-ass along for a few more years until they just kick it out the door when the money dries up or more of their staff leave.

Plus the people who were making Starbound "because of artistic expression" are gone, leaving the team with a majority of people who are just making it because it is their job.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Oneir on August 22, 2015, 07:00:42 pm
There's no reason for them to finish; they've made a vast majority of all the money they'll ever make on it and most people can't get refunds. I'm fairly confident it'll drag-ass along for a few more years until they just kick it out the door when the money dries up or more of their staff leave.
Usually that doesn't go great for companies, though. They seem interested in doing, or at least publishing, other games. (Personally, though, Starbound has soured me enough to make me kind of leery of anything they publish.)
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: BigD145 on August 23, 2015, 08:37:31 am
There's no reason for them to finish; they've made a vast majority of all the money they'll ever make on it and most people can't get refunds. I'm fairly confident it'll drag-ass along for a few more years until they just kick it out the door when the money dries up or more of their staff leave.
Usually that doesn't go great for companies, though. They seem interested in doing, or at least publishing, other games. (Personally, though, Starbound has soured me enough to make me kind of leery of anything they publish.)

Some devs take risks going with one publisher or another. Usually the extra eyes on their game is worth the animosity the public has with a given publisher. Half of what chucklefish is publishing is quite good.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Oneir on August 23, 2015, 05:25:36 pm
Some devs take risks going with one publisher or another. Usually the extra eyes on their game is worth the animosity the public has with a given publisher. Half of what chucklefish is publishing is quite good.

Mm. Fair point. Aside from Risk of Rain (which always surprises me as a Chucklefish title), none of their published games have really appealed to me, so it's not a big deal for me personally. Anyone know how binding publishing contracts are? It's a part of the industry I've never really thought about.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Sergarr on August 23, 2015, 11:44:46 pm
wellp,

love it or loathe it, Starbound has taught you a couple valuable lessons:

  • Don't buy promises.
  • Don't subscribe to HYPE.

if you can walk away with these, then I'd say your $15 was well spent.
Eh, I spent $0 on this game and I still didn't subscribe to HYPE and promises, mainly because I felt there was a little bit too much HYPE and too little in the way of coherent features (like when they randomly added ability to play music instruments, for no reason at all). And it turned out I was right.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Pencil_Art on August 24, 2015, 01:00:18 am
The starbound developers are still working hard on their game, and the unstable version is much better than stable.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Neonivek on August 24, 2015, 01:02:41 am
The starbound developers are still working hard on their game, and the unstable version is much better than stable.

The issue isn't the "effort" so much as where they are choosing to expend their effort.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Sergarr on August 24, 2015, 03:55:08 am
Which is why I've said "coherent features". Starbound devs make a lot of features, but they're basically neat ideas that don't mesh well together. There isn't any plan of development or a design document that would help direct the development; the last thing that looked like it was abandoned when they've said that what they've had at the moment could count as "1.0" version.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Flying Dice on August 25, 2015, 02:11:27 pm
Yep. Their dev process over the past few updates has been less game developer and more crowd of ADD primary schoolers.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: NullForceOmega on August 25, 2015, 03:01:06 pm
Well, I've been pretty hard on the Chuckleheads, but I have to say, some of the items in this update are actually fairly solid.

The slight adjustment to enemy HP and damage is decent, too bad there's still so much position lag.  While DPS doesn't climb very quickly anymore, it feels a little more reasonable now.

The new farming stuff is almost fun, far more so than the older farming/cooking setup anyway.

I still think the Erchius Horror is not a reasonable boss, but the enemies in the mining facility are much more reasonable now, fighting two of them without a shield is no longer a death sentence (for those of us who for whatever reason are not 1337.)  Dreadwing is still a joke, but his penguin soldiers were actually a threat when their numbers were greater than one.

Mining is still a chore, but less so due to the addition of 'backwall' ores.  But the adjustments to recipes are getting stupid, can we just find a recipe for the alloys and stick with it please?

I haven't tried any colony stuff yet, and the pixel price for deeds is putting me off a bit (750 per deed.)  Having the ability to sell things to the NPCs finally is a absolute godsend, but the payout is very low.

All in all, the first update I've actually liked in a long while.

Edit:  I overused the word 'reasonable' in here, and I regret it.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Neonivek on August 25, 2015, 06:04:05 pm
It is decent but it isn't a reason to flock back to Starbound in droves.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Gabeux on August 26, 2015, 12:28:12 am
I expected so much from Starbound, but it's just Terraria in space with neater code and content deploy processes. And better looking and all that, which I never care much about.

I see so many rebalances, redesigns, reworks, refactors, rebuilds, rewhatever, I just don't know what Game Design, Software Architecture and Software Engineering is for anymore.
I've been expecting Colony Systems for years now, and what we get is exactly like Terraria, but with a dash of customization or something.
And I just bet there are hundreds thousands of more reworks planned, and in the end I doubt it will ever come to anything close people expected it to be.

You know, usually I do my research and provide strong arguments and try to defend my opinion against possible critiques, but when it comes to Starbound I don't care if someone tells me I'm being too harsh or wrong. This is my perception and intuition, and I just can't do anything about it.

What's funny is that I've tried mods back in the last update, and none of them made the game better than a Terraria with more tiers and different maps.
I don't know, maybe I just played too many games. I just don't get it. We already have Terraria, and I see the same linear tier-system and poorly explored universe here. Put as many lore and Points-of-Interest as you want, if you aren't going to take the player for a ride, then just publish a book and save some money and time.
I remember when I played Mass Effect 1 and read all the lore and all the codex and didn't understand why they didn't explore any of it. Then played the other games and the same pattern repeated.

I don't get it. So anyone who still likes Chucklefish, don't be mad at me. Because I just don't get it, and it's not like I'm trying to make any actual points. Just describing my not-getting-it-ness.

PS: In Mass Effect 3, they DID make up for some lost time by making you go to all the homeworlds and all that...for a single mission. It just made me "don't get it" even further.
PS2: Probably one of the rare times of my life where I feel so confused I can't even feel mad.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Chiefwaffles on August 26, 2015, 12:51:41 am
I think there's some more room in the Chucklefish hate dogpile if anyone wants to join at this point.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Gabeux on August 26, 2015, 12:54:59 am
It used to be "Hype train has no brakes" written beneath the Starbound logo. Is it now a Hate train?  :P
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Seriyu on August 26, 2015, 02:02:20 am
The hype train is on fire and some people are really upset about it while others are merely just jumping out of it.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Chiefwaffles on August 26, 2015, 02:06:24 am
What's funny is that I thought the hype train was stupid and that Starbound was just going to be a reskinned Terraria.
And now it's one of my (lower) favorite games!
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Darkmere on August 26, 2015, 02:25:00 am
I honestly believe it could have been as great as the promises...

Yep. Their dev process over the past few updates has been less game developer and more crowd of ADD primary schoolers.

But this is all they have ever been. It's been exponentially worse since most of the competent staff left, though. I strongly suspect it's a whole bunch of artists who add trinkets and fiddle with numbers while one or two people actually work on the engine, so the whole thing is mostly on hold while ...

Okay. They no longer post a team members page on the site, and the link to the old one is down but hasn't been fixed. So whatever. I assume there's only one poor soul working on the game engine while the other however many "workers" they have do very little to progress the game itself.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Seriyu on August 26, 2015, 03:08:39 am
My main issue is the fact that despite the issues they've been having this most recent update wouldn't launch for me before this hotfix and continues to not launch for me, with it installing "M", an issue I have had in no steam game before at all.

I heard that the first issue was even in one of the unstable updates and they apparently just didn't fix it, despite it being in that branch of the game that is explicitly meant to find things to fix?

Like the game can be as great as it wants to be but if they can't be bothered to make sure the game launches right, after the very lacklustre start, I just sort've question why bother for something that MIGHT be more then mediocre.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Gabeux on August 26, 2015, 03:19:58 am
What's funny is that I thought the hype train was stupid and that Starbound was just going to be a reskinned Terraria.
And now it's one of my (lower) favorite games!

What makes it one of your favorite games? Not sure if you wrote about this before.

Even though I posted above that I don't get it, I still played for many hours along with RL friends. They actually have much more love and hope for it than I ever did. One of them gets mad when I say that I don't understand why he loves it so much, given the reworks and all that. The other one have hundreds of hours (maybe more than a thousand) on Terraria and hundreds on Starbound, but I don't get his playstyle and he won't tell me whats up with him either.

The hype train is on fire and some people are really upset about it while others are merely just jumping out of it.
I pictured that rather vividly and giggled.
Watching too many Mega64 podcasts is making me a bit weird.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Sean Mirrsen on August 26, 2015, 10:04:54 am
My main issue is the fact that despite the issues they've been having this most recent update wouldn't launch for me before this hotfix and continues to not launch for me, with it installing "M", an issue I have had in no steam game before at all.

I heard that the first issue was even in one of the unstable updates and they apparently just didn't fix it, despite it being in that branch of the game that is explicitly meant to find things to fix?

Like the game can be as great as it wants to be but if they can't be bothered to make sure the game launches right, after the very lacklustre start, I just sort've question why bother for something that MIGHT be more then mediocre.
Just kill the startup process (Process Explorer is very helpful for that) and manually install the two packages in the prereq folder. It's a Windows/Steam issue, it's trying to install an update package as part of the vcredist updates, and perhaps you have windows update disabled like I do, or there's some other configuration issue, but it can't, and the update isn't actually required.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: NullForceOmega on August 26, 2015, 10:07:34 am
Actually, the only thing I had to do to get it working was install the unstable branch then start it up.  After the unstable runs once the 'M', whatever the hell it is, is in place and the stable branch works fine.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Chiefwaffles on August 26, 2015, 09:01:31 pm
What's funny is that I thought the hype train was stupid and that Starbound was just going to be a reskinned Terraria.
And now it's one of my (lower) favorite games!
What makes it one of your favorite games? Not sure if you wrote about this before.
I don't really need to have a reason to enjoy a game. While it's definitely not my favorite games, I have lots of fun playing it. It's one of the 7 games in my Steam "Favorites" category for a reason.
Title: Re: Starbound - Adjective Animal - All sorts of random things
Post by: Gabeux on August 26, 2015, 11:42:42 pm
I don't really need to have a reason to enjoy a game. While it's definitely not my favorite games, I have lots of fun playing it. It's one of the 7 games in my Steam "Favorites" category for a reason.

You said you have a reason! Tell me! Stop lying to me! :P

I'm not trying to bait you into an argument. I legitimately want to know what you find fun in the game, because maybe I grew out of it.
I grew out of a lot of genres (fortunately, or unfortunately..), and after I'm done playing Fallout 4 and No Man's Sky, I'm not sure if I'll have the same interest in videogames (as in, it might stop being one of the "main interests" in my life). SOMETHING IS HAPPENING TO ME AND I DON'T LIKE IT!!

I already mostly look out for indies and games that are in perpetual Early Access (mostly sandbox games). Even then, a lot of stuff I have on watchlist is just hopeless.
If you actually have no reason, no problemo. I enjoyed Interstellaria even though I thought everything in it was just crap - despite art and music - and it's on my favorite list too.
Title: Re: Starbound - Burn, baby, burn
Post by: Ultimuh on August 27, 2015, 02:36:08 am
Perhaps you need a hobby of some kind, something to do while you are having a break from playing video games?
Title: Re: Starbound - Burn, baby, burn
Post by: Sean Mirrsen on August 27, 2015, 03:23:20 am
I have to say that, as a game, I like Terraria more than I like Starbound. Terraria is a game that makes you want to improve your gear and seek new challenges. Be it from random bosses or random events, but you are always in danger in that game if you aren't constantly pushing forward. Getting comfortable with the starting materials? Say hello to a slime rain or a random Eye of Cthulhu. Starting to explore further out or down? Say hello to tougher enemies. Need NPCs to make your town safe from random mobs? Need to explore further. Feel safe in your town? Say hello to a blood moon. Et cetera et cetera, and it's all one continuous experience.

Starbound... doesn't have that. It's serene. Sure, you'll maybe find some new monsters if you go to the bottom of your starting planet, but there isn't anything to do there. Once you've forged the equipment allowed by the particular rating of planet you're on, BAM - you're safe. Wildlife will not pester you if you don't pester it, and you're never in serious danger from the environment. And if you want to find a challenge, it doesn't make it easy, either. It makes you work to get a challenge, rather than allowing you to take the challenge whenever, and that's just preposterous in my opinion. In Terraria I can tackle Skeletron or the Wall of Flesh anytime I damn well please, my success chances be damned. I can dive into the Underground Jungle with starting equipment and get horribly mauled if I so desire. Starbound has none of that. It plays itself like a Metroidvania, but doesn't have an overarching story to drive you, and despite that it still doesn't allow sequence-breaking.

It's a nice game to d!ck around in, or build some fancy stuff with minimal fuss and a great selection of backgrounds and lore, but it's not nearly as interesting a game to play, because its sole driving force is "let's see if it gets more interesting on the next tier of equipment", and it never does.
Title: Re: Starbound - Burn, baby, burn
Post by: Gabeux on August 27, 2015, 06:52:18 am
Perhaps you need a hobby of some kind, something to do while you are having a break from playing video games?

Most definitely. It just feels awkward since I've been playing games for ever (there's a VHS tape of me "playing" on a Commodore Amiga as a 2 year old).
Maybe it's actually a good thing, given that I can now enjoy it as an entertainment thing and not as a 'main interest', because it can become rather compulsive.
I should stop derailing now, I guess.  :P

...

Agree with you completely.
You see, before bosses were instanced, and I could predict some snips of the lore/plot, I was thinking what they would do would be like Mass Effect's Reapers.
I'm not sure if this is a spoiler to anyone, but the Tentacle Aliens or whatever on Starbound, I always thought that this would become the random Eye of Cthulhu (and everything else).
Those pirate airships? I thought one day they could actually land (or travel around planets) and attack you - there's your Blood Moon, and random events.
You'd also be running against a clock because the aliens want to consume the universe, after all. That's when you put in a Sandbox mode (no clock) and a Story Mode.
Of course, the game's still being developed, so that stuff might actually be implemented. Otherwise that new temple thing showing how the universe will end in tentacles would make no sense.
But why do I feel like it will all be scripted and instanced?

As they changed to instanced bosses and as POIs keep static and meaningless, I just don't get a good vibe.
Why make a huge procedural universe, if it will actually be static? Even if random events are added, that's still meaningless stuff. It just doesn't make sense in my mind, for a sandbox game.
Maybe I've been completely spoiled by DF, but I actually expected that stuff in Starbound would be meaningful - like the Pirate Airship attacks I mentioned, having them be actual tracked ships which fly around sectors raiding towns and etctera.
Was this sort of thing ever intended? Because I might have had a completely wrong idea about what Chucklefish was trying to accomplish with SB, and maybe that's why I find it all so weird.

In the end, maybe I should've read a lot more about the game and its design and milestones before I bought it, because I actually thought it was going to be a whole different thing than Terraria. I played the hell out of Terraria with friends, and we started over every major patch..so I was not looking forward to a Terraria replacement so soon.
Therefore, it's not my intent to add wood to the dying fire (dying here, at least), as there's a good chance I might have had the wrong idea of what SB was going to be.
Title: Re: Starbound - Burn, baby, burn
Post by: Sappho on August 27, 2015, 07:24:18 am
Perhaps you need a hobby of some kind, something to do while you are having a break from playing video games?

Most definitely. It just feels awkward since I've been playing games for ever (there's a VHS tape of me "playing" on a Commodore Amiga as a 2 year old).
Maybe it's actually a good thing, given that I can now enjoy it as an entertainment thing and not as a 'main interest', because it can become rather compulsive.
I should stop derailing now, I guess.  :P


This topic probably deserves its own thread (here or in general). But I can't resist posting just one link: http://www.cracked.com/blog/5-ways-to-tell-youre-getting-too-old-video-games/ (with special honor to item #4, which dictates most of my game-buying decisions these days)...
Title: Re: Starbound - Burn, baby, burn
Post by: Shakerag on August 27, 2015, 09:02:19 am
This topic probably deserves its own thread (here or in general). But I can't resist posting just one link: http://www.cracked.com/blog/5-ways-to-tell-youre-getting-too-old-video-games/ (with special honor to item #4, which dictates most of my game-buying decisions these days)...
Interesting.  I think the article was fairly flawed, but interesting.  Maybe it's just because I don't plan on stopping playing video games until I die of cancer and/or liver failure.
Title: Re: Starbound - Burn, baby, burn
Post by: Gabeux on August 27, 2015, 09:41:23 am
Perhaps you need a hobby of some kind, something to do while you are having a break from playing video games?

Most definitely. It just feels awkward since I've been playing games for ever (there's a VHS tape of me "playing" on a Commodore Amiga as a 2 year old).
Maybe it's actually a good thing, given that I can now enjoy it as an entertainment thing and not as a 'main interest', because it can become rather compulsive.
I should stop derailing now, I guess.  :P


This topic probably deserves its own thread (here or in general). But I can't resist posting just one link: http://www.cracked.com/blog/5-ways-to-tell-youre-getting-too-old-video-games/ (with special honor to item #4, which dictates most of my game-buying decisions these days)...

"Wait a second. Is it possible that those old games didn't do anything magical with their programming to create "immersion," and that, like my kids with GTA, I "immersed" myself in those games because I was playing them at a time before I was dead inside?"

Hahaha, so good. Thanks for sharing that. Even though my problem does not seem to be with age or kids (as I'm single and don't have kids, and I'm on my early 20's), and even though I got all the points (and I think I agree with all of them), I think in my case, it's mostly a mindset issue.

Warning - Unnecessary personal derailment:
I always had a weird habit of getting games and consuming them down to their core. I DID enjoy games in the normal way as a kid, but as year passed, the more this happened: I'd strip their mechanics in my mind, trying to create an intuitive sense of the design, and trying to figure out all the "whys" and "hows". Then I'd drop it forever - and in recent years I've even started dropping games before finishing them once I feel I figured them out enough, since a lot of plots are just recycled or predictable, or the "grind" to finish it is not as rewarding as having the game figured out.
However, sandbox games like DF, Minecraft (modded), The Guild 2, Kerbal Space Program, the X series..those can make me go compulsive - exactly as I kind of was with LEGOs as a kid, but no one calls a kid playing with toy bricks "compulsive". Sometimes I do re-visit my all-time favorites (like StarTopia), and I can enjoy them without compulsion.

I'm dealing with that weirdness nicely nowadays, and once something is that big in your life, you can easily find lessons and self-knowledge in it.
The solution here would be to find a creative hobby I'm not too scared or worried about stepping in. Like Game Design, Game Development, or technical+creative stuff that doesn't involve videogames. Or even writing - but I'm kind of scared of writing, since I'd end up just writing recycled stuff without noticing or something.

In recent months I've been thinking that maybe I'm just trying to use games to fulfill a craving (or needs) that they aren't designed to fulfill. That's the thought I've been working with nowadays, and it's making me WAY less critical (in the destructive way) and mad at games and everything else, really. I only get mad when it's a scam/fraud/imoral/illegal stuff.

Anyways, I'm writing all this because I see many people in the same situation. RL friends who think or are told they are 'addicts' (during compulsion), or 'nerds' (when being too critical), and have no idea what to think about themselves and all that.

This got a little deeper, sadder and off-topic than I wanted.  :P
Title: Re: Starbound - Burn, baby, burn
Post by: Sergarr on August 27, 2015, 10:34:23 am
I always had a weird habit of getting games and consuming them down to their core. I DID enjoy games in the normal way as a kid, but as year passed, the more this happened: I'd strip their mechanics in my mind, trying to create an intuitive sense of the design, and trying to figure out all the "whys" and "hows". Then I'd drop it forever - and in recent years I've even started dropping games before finishing them once I feel I figured them out enough, since a lot of plots are just recycled or predictable, or the "grind" to finish it is not as rewarding as having the game figured out.
However, sandbox games like DF, Minecraft (modded), The Guild 2, Kerbal Space Program, the X series..those can make me go compulsive - exactly as I kind of was with LEGOs as a kid, but no one calls a kid playing with toy bricks "compulsive". Sometimes I do re-visit my all-time favorites (like StarTopia), and I can enjoy them without compulsion.
Funnily enough, that story almost exactly mirrors what I did with the games myself. Only difference is that my sandbox game list was and is pretty much just Warcraft 3 custom maps.
Title: Re: Starbound - Burn, baby, burn
Post by: evilnancyreagan on August 27, 2015, 08:11:27 pm
it's taken a week's worth of daily verbal thrashings but, Creeperhost finally got my stupid server working as advertised. So, if you have an interest in checking out the fun/useless (pick one) new content with some other peeps, you can simply hop on over to:

104.200.132.155

I also got a page (http://community.playstarbound.com/threads/free-play%E2%84%A2-escape-velocity-round-2-fight.99788/) setup on the official forums, perhaps, if your registered over there, you could drop by and show ol' Nancy a lil' love? I know some of you are obviously cool but, I'm here so, that means we're not ALL too cool. Perhaps a fellow uncool person is primed to pounce on some of this noncoolnessless?


Title: Re: Starbound - Burn, baby, burn
Post by: NullForceOmega on October 22, 2015, 11:57:49 pm
I was talking with one of my roomates (he also plays Starbound, tho' not very often) this afternoon, and realized just how unimaginably disappointing Starbound really is.  I had been watching youtube and spotted a Starbound let's play featuring the XS Corporation mechs mod.  For just a moment, I visualized actually needing to switch to multiplayer, and have an actual party each using one of the XS mechs to crack the defenses of a fortified planet.  Then I remembered reality, and just started swearing because the Chuckleheads could have that, right now, in game and doable, but they suck at actually making anything fun.

Sorry for not bringing anything worthwhile to the thread, but I just felt the need to say something.
Title: Re: Starbound - Burn, baby, burn
Post by: umiman on October 23, 2015, 12:33:52 am
This is like an alcoholics anonymous support group hehe.

"Hi, I'm Umi and I've been burned by Starbound."
Title: Re: Starbound - Burn, baby, burn
Post by: Darkmere on October 23, 2015, 12:37:26 am
Can I be the furious, rambling burnout that sits in the corner trying to burn holes in people with my disappointed glare?
Title: Re: Starbound - Burn, baby, burn
Post by: Chiefwaffles on October 23, 2015, 01:36:15 am
They're actually working on actual vehicles (as in, not techs) right now. They're pretty cool.
They started a week or so ago, and the progress is pretty visible. (http://playstarbound.com/21st-october-hoverbikes-hoverboards/)

Apparently the devs are also definitely adding in multi-person vehicles.
Title: Re: Starbound - Burn, baby, burn
Post by: NullForceOmega on October 23, 2015, 02:35:35 am
Pre-emptive sorry, this isn't trying to stomp on anyone or mouth off, I'm just so damned depressed by this whole fiasco.

Yes, I read their updates.  That isn't the point, the point is that right now, all of the necessary framework is in place, and the assets can clearly be created, for such a vision as: four mech equipped players to land on a fortress world, tear it's defenses to pieces, loot the place while terrified civilians run from them and generally have a blast actually doing something other than grind ores or build houses.

And instead the devs just keep plodding along with these infuriating missions (I still can't take the damned Erchius horror, but all the others I can handle with even hugely out-of date gear), and some 'mysterious' story elements that have so far failed to actually make any impact on the game whatsoever.

They have an exceedingly powerful procedural generation engine at their fingertips, but they seem intent on using it to make 'grind this ore now' the game.
Title: Re: Starbound - Burn, baby, burn
Post by: Gabeux on October 23, 2015, 03:00:52 am
Hey NullForceOmega, don't worry. I feel you.
Starbound sucks. And it's okay.

But hey, maybe in two years it will be finished with all those nice features you want!
And I'll probably have finished Fallout 4, No Man's Sky and quit gaming except for DF by then.

Sometimes I wonder if "what hype hypeths hype hypeths away" and if we are all being too nice because we like games and their development too much.
Title: Re: Starbound - Burn, baby, burn
Post by: nenjin on October 23, 2015, 03:24:54 am
Sometimes I wonder if "what hype hypeths hype hypeths away" and if we are all being too nice because we like games and their development too much.

Maybe it's just the belief that the game was going to expand beyond Terraria, beyond the simple monster whack-a-mole and home furnishing simulator. And it hasn't. You can spend a lot of years hoping a developer is going to do something that surprises and delights you. Seems like so many games now are about adding +1 to something you already have in game. Another monster to bash. Another resource to farm. Another tier of something to get. Another boss just slightly more absurd than the last one. It's like D&D logic is now embedded so deep in the gaming zeitgeist we don't even see it anymore. Make a tepid sandbox, throw some stuff and tiers in there to create some pacing and voila: game.

It's kinda why I've stayed fascinated by DF development even though I only play it once every couple of years. Always something different, outside of the D&D schema, happening with it.
Title: Re: Starbound - Burn, baby, burn
Post by: Neonivek on October 23, 2015, 03:35:08 am
It has to do with more how Starbound's team presents itself.

Terraria there was an idea of a genuine attempt to make a great game... in the end they couldn't pull it off but their goals were never viable.

While with Starbound you get this idea that there was this great game under the hood they were planning to make. But then decided to create a watered down version and concentrate on all the wrong areas.

For example the current major Starbound project? Penguin Plushies

Starbound's team has this very "Fluff is feature" attitude that pushes my buttons in all the wrong ways.
Title: Re: Starbound - Burn, baby, burn
Post by: nenjin on October 23, 2015, 03:46:04 am
Quote
While with Starbound you get this idea that there was this great game under the hood they were planning to make. But then decided to create a watered down version and concentrate on all the wrong areas.

Or their talent simply wasn't the equal of their dreams.

Quote
Starbound's team has this very "Fluff is feature" attitude that pushes my buttons in all the wrong ways.

I pretty much came to this when I saw the races, and the starship.
Title: Re: Starbound - Burn, baby, burn
Post by: Flying Dice on October 23, 2015, 11:10:45 am
It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Hence the continual stream of "lol look at this little thing I made on Saturday afternoon" content and the reductive trend in the updates to main mechanics.
Title: Re: Starbound - Burn, baby, burn
Post by: Sappho on October 23, 2015, 12:16:12 pm
It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Best description ever.
Title: Re: Starbound - Burn, baby, burn
Post by: Darkmere on October 23, 2015, 01:23:23 pm
They also lost almost everyone doing the actual game mechanics and replaced them with artists. Nothing wrong with artists, but they're not really trained for mechanics and engine work.
Title: Re: Starbound - Burn, baby, burn
Post by: WillowLuman on October 23, 2015, 01:29:51 pm
Judging by the stuff already in it, it should really be possible to mod this game into something much cooler than it is. Which is not to say the Devs aren't wrong, but perhaps someone with enough time/effort could take matters into their own hands.
Title: Re: Starbound - Burn, baby, burn
Post by: NullForceOmega on October 23, 2015, 02:06:20 pm
The first thing that would need to be done is the addition of new types of civilized worlds, worlds that are entirely devoted to a single 'race', no monsters appear anywhere, guards and static defenses are present in force, and would need to have absolutely amazing loot tables.  After all, the game already establishes that the player is an outcast (or in the case of the humans, everyone is refugee) so why shouldn't players be able to use that to their advantage?
Next would be the addition of something very much like the (outdated and since the code change apparently very hard to get working) XS mechs mod (and some other vehicles/heavy weapons platforms) so that players would stand a chance of actually surviving an attack on such a world.
You'd probably need some new guard sprites and AI (have them using mechs/vehicles as well) and that would probably do the trick.

If I had the slightest bit of coding/scripting ability, I could probably work it out, but evidently that is beyond my capacities.
Title: Re: Starbound - Burn, baby, burn
Post by: Gabeux on October 23, 2015, 02:31:33 pm
Sometimes I wonder if "what hype hypeths hype hypeths away" and if we are all being too nice because we like games and their development too much.

Maybe it's just the belief that the game was going to expand beyond Terraria, beyond the simple monster whack-a-mole and home furnishing simulator. [...]

I agree completely. I probably mentioned this somewhere else, but I have an RL friend who defends Starbound to death (and he's an aspiring artist..and he never plays the game...hm..), and when we played it, I'd randomly get annoyed and say "This is Terraria. Why are we supporting this?", which his reply would always be "They are working on it!"..

This Starbound stuff would get me pissed back then, but now I find it hilarious. And now I understand why. I don't see the project going anywhere, and die hard fans give the devs free pass for the constant Caturday content. Also, this:

It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Thanks Flying Dice for almost killing me when I was eating cereal.  :P

Judging by the stuff already in it, it should really be possible to mod this game into something much cooler than it is. Which is not to say the Devs aren't wrong, but perhaps someone with enough time/effort could take matters into their own hands.

I used to think the same thing, then I tried the most popular mods. The best ones would add some vehicles (like a bulldozer for people who hate spending a week digging) and one that was made by a newbie modder, but had "sort of" a research tree. And would unlock some cool little machines like a Hydroponic thing to grow seeds quicker and some stuff like that.

There also was a huge content mod, and even though the good amount of new planet types, resources, armor and gear was added, it was just expanding on the same eternal and ever-present Terraria formula.
So I'm not sure if mods can really "fix" (like Fallout/Skyrim mods than can completely overhaul almost any aspect of the game) or just add things.


I'm still not sure if everyone who expected more (including me) is at fault, or if they actually promised this Not-Terraria-In-Space and didn't deliver.
Title: Re: Starbound - Burn, baby, burn
Post by: Flying Dice on October 23, 2015, 02:44:32 pm
Honestly they would have been better just removing all of the arbitrary tier gateways. Someone wants to jump straight into super-dangerous worlds right from the start? Sure, go ahead! Want to hang about on starter-tier worlds forever? Equally okay, but don't expect to find much in the way of high-end ores or loot! Also, all players have the same single-player coordinate system like they used to, so that people can share good finds.

Then just tack more interesting content (NFO's point about fully civilized worlds in particular--in the sense of meaningful expansions of the game, not new vanity items and shit) on top of that, paired with improved and more varied AI and weapons. Instead they kept redoing the basic framework of the game over and over, making it worse every time.
Title: Re: Starbound - Burn, baby, burn
Post by: KingofstarrySkies on October 23, 2015, 03:12:04 pm
Fuck.
I liked Starbound. Mostly, because I well and truly believed it'd become something amazing, something I'd genuinely spend my time on. And I got pissy and grumpy when a friend constantly bitched about it. But. But.
I give up. Chucklefish, I like you, you're pretty chill, but this is...Eugh. It needs an overhaul. As in, a complete overhaul of mechanics, etc.

I just wish this could've gone places. Oh well...I'm just gonna wait for No Man's Sky. Maybe someday I'll come back to Starbound but it certainly won't be today.
I also still think Bay12 needs a 'stop watching this thread' button, because I'm also tired of this thread and how much is depresses me. I wanted to love this game SO BADLY.
Hell, you know what? If someone sat down, modded Terraria to high-haven, and made it so I could play Terraria: Space Edition, I bet it'd be better.
Title: Re: Starbound - Burn, baby, burn
Post by: PTTG?? on October 23, 2015, 03:23:58 pm
If you want to play No Mans' Sky, I recommend taking a look at Space Engineers. Planets are coming out probably within the next month tops, and it's got some amazing ideas...
Title: Re: Starbound - Burn, baby, burn
Post by: KingofstarrySkies on October 23, 2015, 03:33:11 pm
I have it. I can't run it very well at all, sadly.
Title: Re: Starbound - Burn, baby, burn
Post by: Frumple on October 23, 2015, 03:48:28 pm
Almost made it two months before people decided they need to bitch about starbound again. Just about made me hopeful the thread was updating because of something substantiative or interesting, but no. Same old horse beating. S'like goddamn clockwork. One of these days it'll actually sink in the new button means one of you lot felt like taking a dump on the game for the hundredth time instead of anything about the actual game :-\

Will say, I half agree with you KosS about the thread unwatching, but instead of that it just needs an ignore thread button, that hides threads like you can hide users. I'd like to stop being reminded people can't stop themselves from humping the horse-corpse fleshpile.
Title: Re: Starbound - Burn, baby, burn
Post by: Gabeux on October 23, 2015, 03:54:21 pm
If you want to play No Mans' Sky, I recommend taking a look at Space Engineers. Planets are coming out probably within the next month tops, and it's got some amazing ideas...

No Man's Sky and Space Engineers in the same sentence is heresy. Just leaving that reminder.  :P

And hey, what's wrong with kicking a dead dog (in the figurative sense, of course)?
This thread is usually back up exactly when I need it to be - when I'm getting over-hyped and over-supportive for stuff that I shouldn't be.
And it shows an actual interest in good games being made, and good practices being used, instead of just unexplainable hate.
Title: Re: Starbound - Burn, baby, burn
Post by: Dorsidwarf on October 23, 2015, 04:45:00 pm
I was disappointed by how much they turned up the microdungeon rate lately. Like, fifty meters from spawn was an abandoned wizard tower. I set up base and started digging and found: an avian temple, a glitch cult tomb (WITHIN SCREEN OF EACH OTHER), an avian mortuary, two identical USCM bases, an apex lab, and an archaelogical dig site.

I only ever liked starbound for going up to steel, ditching the grind, and zooming around trying to find all the stuff. But now everything is everywhere
Title: Re: Starbound - Burn, baby, burn
Post by: Neonivek on October 23, 2015, 05:22:19 pm
The big issue I have with the microdungeons and the dungeons altogether is...

The Mechanics do not support precise plat forming and the platforming is never informed by the mechanics of the game (they aren't spaced the way that a person could comfortably jump in game or where a dash would end).

Thus you have movement mechanics that are clumsy at best and you have platforming that was built for an entirely different game.

Almost made it two months before people decided they need to bitch about starbound again.

Well that is because of the latest updates! the HUGE feature is they added a few extra monsters WOOO!!! and added Plushies you can pay for!
Title: Re: Starbound - Burn, baby, burn
Post by: BigD145 on October 23, 2015, 06:09:47 pm
The big issue I have with the microdungeons and the dungeons altogether is...

The Mechanics do not support precise plat forming and the platforming is never informed by the mechanics of the game (they aren't spaced the way that a person could comfortably jump in game or where a dash would end).

Thus you have movement mechanics that are clumsy at best and you have platforming that was built for an entirely different game.

The platforming can require some of the perks like bubble jump and such. Nothing wrong with that. It's just not balanced or paced well to mesh all the things together.
Title: Re: Starbound - Burn, baby, burn
Post by: Dorsidwarf on October 23, 2015, 06:13:36 pm
The big issue I have with the microdungeons and the dungeons altogether is...

The Mechanics do not support precise plat forming and the platforming is never informed by the mechanics of the game (they aren't spaced the way that a person could comfortably jump in game or where a dash would end).

Thus you have movement mechanics that are clumsy at best and you have platforming that was built for an entirely different game.

The platforming can require some of the perks like bubble jump and such. Nothing wrong with that. It's just not balanced or paced well to mesh all the things together.

of course in the microdungeons, dirt suffices just as well as tech boosts
Title: Re: Starbound - Burn, baby, burn
Post by: Flying Dice on October 23, 2015, 06:46:01 pm
That's the real problem with this little genre: platformers and hack'n'slash don't work that well when the player has the ability to place their own platforms and walls, never mind being able to cut through the existing environment.
Title: Re: Starbound - Burn, baby, burn
Post by: Chiefwaffles on October 23, 2015, 08:15:58 pm
..there's no shield generator thingy in the microdungeons?

EDIT: By that I meant "Shouldn't there be one in microdungeons?"
Title: Re: Starbound - Burn, baby, burn
Post by: NullForceOmega on October 23, 2015, 09:04:38 pm
I think there is some confusion between the 'microdungeons' that generate on planets, and the 'challenge rooms' which are contained dungeon areas that are protected.
Title: Re: Starbound - Burn, baby, burn
Post by: Flying Dice on October 23, 2015, 09:27:00 pm
Honestly the real solution is to design the core mechanics in a way which doesn't need to lock out a major element of gameplay in order to function; it's even already been done in several ways in Terraria.

The root of the problems solely focused on the game itself (rather than the dev team) is that there's this obsession with enforcing an orderly, linear, railroaded progression pattern on top of a freeroam creative sandbox.
Title: Re: Starbound - Burn, baby, burn
Post by: Dorsidwarf on October 25, 2015, 07:04:39 am
There's a mod which nixes a lot of the recent removals and changes,
community.playstarbound.com/resources/clef-things-to-do-in-starbound.2622/

and adds some fun stuff. Still looking someone to mod power/atmos
Title: Re: Starbound - Burn, baby, burn
Post by: Flying Dice on October 25, 2015, 12:00:50 pm
Fitting enough that just as you linked it the author ragequit because of being insulted for daring to revert changes and because of a dispute with other modders.
Title: Re: Starbound - Burn, baby, burn
Post by: Aklyon on October 25, 2015, 01:11:29 pm
Fitting enough that just as you linked it the author ragequit because of being insulted for daring to revert changes and because of a dispute with other modders.
Insulted by chucklefishies, or by other modders?
Title: Re: Starbound - Burn, baby, burn
Post by: The Darkling Wolf on October 25, 2015, 01:23:49 pm
Fitting enough that just as you linked it the author ragequit because of being insulted for daring to revert changes and because of a dispute with other modders.
Insulted by chucklefishies, or by other modders?
The author consistently acted like a douche over Chucklefish developing their game the way they wanted to, and anyone who vaguely in any way disagreed or held their own opinion on the matter was labeled a mindless Chucklefish loving retard, then another author mentioned that maybe he should chill and he flipped his shit, removed compatibility for that other author's mod (a very large mod which many people use, at that) and declared his own mod discontinued.

That's what I've managed to gather of it anyway.
Title: Re: Starbound - Burn, baby, burn
Post by: Neonivek on October 25, 2015, 01:27:56 pm
The big issue I have with the microdungeons and the dungeons altogether is...

The Mechanics do not support precise plat forming and the platforming is never informed by the mechanics of the game (they aren't spaced the way that a person could comfortably jump in game or where a dash would end).

Thus you have movement mechanics that are clumsy at best and you have platforming that was built for an entirely different game.

The platforming can require some of the perks like bubble jump and such. Nothing wrong with that. It's just not balanced or paced well to mesh all the things together.

of course in the microdungeons, dirt suffices just as well as tech boosts

Except they are designing them so you cannot create your own platforms until you already have beaten them. Besides "I can just circumvent the clumsy ill-thought challenge by meticulously building platforms" doesn't really compliment the game.
Title: Re: Starbound - Burn, baby, burn
Post by: Flying Dice on October 25, 2015, 01:43:11 pm
Fitting enough that just as you linked it the author ragequit because of being insulted for daring to revert changes and because of a dispute with other modders.
Insulted by chucklefishies, or by other modders?
The author consistently acted like a douche over Chucklefish developing their game the way they wanted to, and anyone who vaguely in any way disagreed or held their own opinion on the matter was labeled a mindless Chucklefish loving retard, then another author mentioned that maybe he should chill and he flipped his shit, removed compatibility for that other author's mod (a very large mod which many people use, at that) and declared his own mod discontinued.

That's what I've managed to gather of it anyway.

He also later restored compatibility and said that he'd come back from time to time to keep his mod updated, which runs counter to that narrative.
Title: Re: Starbound - Burn, baby, burn
Post by: WillowLuman on January 26, 2016, 04:49:29 pm
So, I've come around to wanting to play this again, but I neither want to have to deal with all the missions again, nor want to revert to an earlier version that doesn't have much content. So, does anyone know any good mods that overhaul progression to be more freeform?
Title: Re: Starbound - Burn, baby, burn
Post by: Sergius on January 26, 2016, 05:19:10 pm
So, I've come around to wanting to play this again, but I neither want to have to deal with all the missions again, nor want to revert to an earlier version that doesn't have much content. So, does anyone know any good mods that overhaul progression to be more freeform?

I think the "best" way is just to spawn the required mission items using the console.
Title: Re: Starbound - Burn, baby, burn
Post by: Man of Paper on January 26, 2016, 11:01:11 pm
So last time I played this you had to beat up a space penguin to get to more awesomer planets. And apparently I come back right after it went back to npcs hitting on contact. Hoooo boy did I miss a lot.
Title: Re: Starbound - Burn, baby, burn
Post by: Chiefwaffles on January 26, 2016, 11:10:47 pm
The enemies going back to hitting on contact just ruined the game for me. I was so excited when the enemies had to attack to hurt you. Finally, Starbound combat actually felt different! And fun! I got to use my techs, guns, and weapons to actually fight the enemy instead of having to stand on a ledge and shoot them, or stand in one location and swing my sword!

But then the so-called "Combat update" removed that and ruined combat for me. Really, I can't play any more without that one feature.
Title: Re: Starbound - Burn, baby, burn
Post by: Dostoevsky on January 27, 2016, 12:26:39 am
There's been at least one mod on that topic: http://community.playstarbound.com/resources/remove-touch-damage.3308/

But I honestly haven't tried it as I haven't played much as of late (just keep an eye on the mods from time to time), so not sure if it works what with most reviews saying 'works' and one saying 'DOES NOT WORK'.
Title: Re: Starbound - Burn, baby, burn
Post by: Salmeuk on January 27, 2016, 02:45:06 am
I almost believed they could pull it off, but Starbound is a great example of a game lacking a designers touch. Perhaps this perception is because of the visible development, but I truly think if they had set more reasonable goals and followed through with them they would have made something more. . . worthwhile than what we have now. Half of me thinks they just overshot their ability as programmers, so egged on by the enthusiasm of early access that their judgement became clouded. The other half just considers that they never had a clear idea of what might make Starbound fun and were just making a rather iffy 2-d platformer wear an attractive 'costume,' so to speak. It was a god damn enticing costume, what with random generation, cute graphics and the yet-to-be-realized promise of both a sense of progression and a sense of open-world exploration / settlement.

Somehow Terraria remains more fun, despite every part of my inner child saying otherwise (spaceguns! farming! adventure! what's not to love!).
Title: Re: Starbound - Burn, baby, burn
Post by: Sean Mirrsen on January 27, 2016, 03:38:13 am
Terraria is fun because its progression is not as deterministically tiered, and the aftermath of the progression is persistent. Nominally, everything you can find in the game can exist within the one world you generate at the start. What tiers exist are generally locked behind progression triggers for good reason, and there are often shortcuts available, in true Metroidvania fashion, that allow you to cut through a more difficult area to better tier equipment, and consequently keep visiting the previously impossibly dangerous areas with impunity as your gear improves.

Starbound is a... well it's a sandbox of course, but I think a desert would be a more fitting simile. You do progress, but the trail of your progression is erased as you go along. As a result any planet you visit as you travel will lack the same buildup of character that a single world of Terraria has. On top of that, the tiers that exist are locked away thematically, running against the game's basic premise as a Metroidvania, and shortcuts do not exist. You will never find a tier 1 lava world, for instance, and the heat-resistant suit upgrade is locked to a quest requiring you to have a particular tier of equipment, so it does not matter at all what tier the lava worlds are.

Starbound's potential is in being a survival game, where every world has things to offer, but any world can be anything, and good worlds may be hard to come by. It needs to be deeper, much deeper than it is now, in order to escape being a glorified 16-bit platformer with a crafting system and a bland galaxy as a backdrop.
Title: Re: Starbound - Burn, baby, burn
Post by: Darkmere on January 27, 2016, 04:04:55 am
Half of me thinks they just overshot their ability as programmers, so egged on by the enthusiasm of early access that their judgement became clouded. The other half just considers that they never had a clear idea of what might make Starbound fun and were just making a rather iffy 2-d platformer

Two of the original three primary coders (who were actually making the game engine, as I understand it) quit the company early in development. I believe there's still one left who's actually making the guts of the engine, with all the other "coders" being artists with a little code knowledge tweaking dials here and there.

I could be wrong but they've removed their team rosters from anywhere I can easily find, so that's encouraging.

Honestly I think for a while they were kinda-sorta on the right track before the central office move, but since then lots more things have gone to shit in addition to the original utter lack of professionalism that have stymied the whole thing.

I did check in several days ago and saw the combat update, considered installing again. Saw the touch-damage is back, played something else instead.
Title: Re: Starbound - Burn, baby, burn
Post by: hops on January 27, 2016, 04:11:50 am
If it has professionalism, it's probably not game development.
Title: Re: Starbound - Burn, baby, burn
Post by: Darkmere on January 27, 2016, 04:33:40 am
If it has professionalism, it's probably not game development.

Ehhh, Gaslamp Games and Crate Entertainment do very well by their customers in my experience. There are good examples out there, just not many.
Title: Re: Starbound - Burn, baby, burn
Post by: Glloyd on February 03, 2016, 01:17:18 am
Dunno if this was mentioned, but apparently there's only two updates left before "1.0". This is from a few months ago:

Quote
There are 3 updates planned before 1.0. The combat update, the story update and a miscellaneous polish update.

So looks like it's not really going to get much deeper. Or better. Ah well, I haven't played the game since we had those servers up at release anyways, can't say I care too much.
Title: Re: Starbound - Burn, baby, burn
Post by: Darkmere on February 03, 2016, 02:25:08 am
Kinda saw this coming months and months ago, whenever Tiy said "we could release it now and call it 1.0."

But really at the pace it's been going that could also be another year off. *shrug*

Either way, I've paid more for less before and I'll definitely play it again in the future. Won't be buying anything else from the studio, though.
Title: Re: Starbound - Burn, baby, burn
Post by: Glloyd on February 03, 2016, 02:28:17 am
Either way, I've paid more for less before and I'll definitely play it again in the future. Won't be buying anything else from the studio, though.

Don't let Starbound turn you off of titles Chucklefish has produced though. Stardew Valley is looking pretty good, and Risk of Rain is just an awesome game, especially when playing locally with friends. One time when our internet was out, me and my roommates plugged three controllers into my computer and we just chilled in our living room playing it on our TV for hours. Good times. Plus, the next game by the guys who made it is coming soon, and as a plus it's not even produced by Chucklefish.

But yeah, I'll never buy a game they make themselves though.
Title: Re: Starbound - Burn, baby, burn
Post by: Darkmere on February 03, 2016, 03:30:15 am
I do own risk of rain, but nothing else in the CF-published catalog interested me enough that I'd add it to my growing backlog.
Title: Re: Starbound - Burn, baby, burn
Post by: Glloyd on February 03, 2016, 03:57:26 am
I do own risk of rain, but nothing else in the CF-published catalog interested me enough that I'd add it to my growing backlog.

Same, with the exception of Stardew Valley, but I'll wait until after the release happens and hype settles down until looking at acquiring that.
Title: Re: Starbound - Burn, baby, burn
Post by: Catastrophic lolcats on February 03, 2016, 05:36:06 am
Starbound was the game that completely shattered my trust in both kickstarter and early access. Sure there were failures before but Starbound was (and still remains) just a nonstop torrent of disappointment and ineptitude. The combat rework which reintroduced proximity damage is the death rattle of anything even remotely decent coming out of this game.
Title: Re: Starbound - Burn, baby, burn
Post by: ChairmanPoo on February 03, 2016, 07:45:34 am
Last time I played it I'd swear it actually got worse than early versions
Title: Re: Starbound - Burn, baby, burn
Post by: Greenbane on February 03, 2016, 09:00:16 am
Having played the latest stable version, I found it to be pretty decent. Looks like the next update is going to rework the crafting system, and survival mechanics are coming back in an improved, customizable form. Sounds good.

Just never lose sight of the fact this is a 15-dollar game. I think many people are (or were) expecting Starbound to be some sort of miraculous Holy Grail, the Best Game of All Time, but that was a foolish hope from day one.
Title: Re: Starbound - Burn, baby, burn
Post by: BigD145 on February 03, 2016, 09:31:31 am
They've seesawed on quite a few things over the ... check your calendar... yes, years. We don't expect a holy grail. We expect people to actually learn from themselves and others, not get stuck in an echo chamber with the attention span of a goldfish.
Title: Re: Starbound - Burn, baby, burn
Post by: Darkmere on February 03, 2016, 10:42:12 am
I feel that they don't really have any proper leadership or plan and are just making it up as they go along, honestly.

This has been the case since day 1, at least re: leadership. Tiy is the closest they have to a project lead but the whole thing is like, sooooo chillax man, no one's gonna harsh your creative vibe by expecting to you to finish stuff, bro.

We expect people to actually learn from themselves and others, not get stuck in an echo chamber with the attention span of a goldfish.

This is what happens when you mock and ban all of the fanbase who have any fucking sense whatsoever. They've whittled the community down to a few dozen empty-headed yes men, who would gladly eat their shit for breakfast.
Title: Re: Starbound - Burn, baby, burn
Post by: Greenbane on February 03, 2016, 10:51:18 am
...the attention span of a goldfish.

A chucklefish, you mean. :P

Anyway, the game has a fair bit of content and they keep adding more. Yes, sometimes they run around like headless chickens, but they've yet to crash and burn. Ultimately, it doesn't matter if the development process lasted a year, three or five. All that matters is that they deliver a decent game in the end for the price they're asking.

In the meantime, there's plenty of games to entertain ourselves with.
Title: Re: Starbound - Burn, baby, burn
Post by: Arbinire on February 03, 2016, 11:14:41 am
Honestly this game has made me think twice about Early Access in general, and like others have express I wont buy another Chucklefish game.  Also I wont purchase any of their published games either, even if it IS the second coming of Super Mario Bros.  Money that was supposed to go into Starbound was mismanaged just so they could start their publishing venture, which leads me to believe they knew from the get go that the game wouldn't be anything as advertised, it was a sales pitch to fund a would be publishing company of lazy fuckwits getting fat off of the works of others.  And people need to quit with the "but there's this mod that fixes it".  Stop encouraging companies to release tech demos cause they know their fanbase will turn it into a fun game.  The spirit of modding isn't to finish someone else's shoddy products, it's about expanding on something the modder loves and adding their little mark to the world.

That said, question for everyone, those who feel they were bilked as well as those who still absolutely love this game....did you actually get what you paid for?  Cause I sure didn't.
Title: Re: Starbound - Burn, baby, burn
Post by: Aklyon on February 03, 2016, 11:17:41 am
Much earlier, when I played it and we had some modded mp, I got to play some terraria in space with a little exploring, and that was ok. I doubt I'd play it again now, but it wasn't the worst decision.
Title: Re: Starbound - Burn, baby, burn
Post by: Aklyon on February 03, 2016, 11:33:06 am
I'd have to second that. Except for one failure (Code Hero), I haven't had too bad of luck in KS either, while I have ended up with early access games I'm not too impressed with in the end or died completely.
Title: Re: Starbound - Burn, baby, burn
Post by: Glloyd on February 03, 2016, 11:42:28 am
I dunno, 2 of the 5 early access games I bought have left early access and become really good games (KSP and Prison Architect), two of the others are games that are really good right now and I've put a bunch of time into them (Space Engineers and the Forest) and the 5th is Starbound, which I did have fun playing when it came out and we had a server up but haven't touched since. I'm okay with that ratio.

EDIT: I forgot about the Long Dark. That's great right now too and is leaving EA soon.
Title: Re: Starbound - Burn, baby, burn
Post by: Darkmere on February 03, 2016, 12:10:10 pm
That said, question for everyone, those who feel they were bilked as well as those who still absolutely love this game....did you actually get what you paid for?  Cause I sure didn't.

I have a quote from the old thread, something along the lines of "I'll be satisfied if it's terraria in space with more guns" and that's somewhere in the ballpark. I have 156 hours into it, mostly building custom ships. Assuming they don't completely gut the colony aspect of it, chances are good I drop at least that many more hours into it before I quit playing completely.

The thing is, I acknowledged that when I first bought the game, the version I got would be all I ever got. I thought it was worth it at the time, now their abusive customer policy is the only reason I regret it. I didn't really buy into their promises, because no one ever lives up to the hype. No one.

"Pay me $50 for this wooden box. I swear there's gold in it, but you can't look." If you're gonna give the guy your money, you better be prepared to settle for just the box.
Title: Re: Starbound - Burn, baby, burn
Post by: nenjin on February 03, 2016, 01:11:18 pm
*polishes his "I told ye!" badge*
Title: Re: Starbound - Burn, baby, burn
Post by: Sappho on February 03, 2016, 01:15:46 pm
I really enjoyed it when it first came out, and if there were a way to revert to that version and just play that now, I probably wouldn't regret my purchase in terms of enjoyment. But since, as far as I know, there's no way you can play older versions of the game, it's ruined for me. They took out everything I liked and added a ton of stuff I hated, and the game I bought is gone forever.
Title: Re: Starbound - Burn, baby, burn
Post by: Meta on February 03, 2016, 01:42:02 pm
I really enjoyed it when it first came out, and if there were a way to revert to that version and just play that now, I probably wouldn't regret my purchase in terms of enjoyment. But since, as far as I know, there's no way you can play older versions of the game, it's ruined for me. They took out everything I liked and added a ton of stuff I hated, and the game I bought is gone forever.
There actually may be a way to play an older version: GOG recently introduced their "Games In Development", similar to Steam Early Access, but with a nice addition:
Quote from: https://www.gog.com/news/introducing_games_in_development (https://www.gog.com/news/introducing_games_in_development)
The GOG Galaxy client should also come in handy for games in development. It lets you control updates manually if you want, while the rollback feature allows you to easily restore any earlier version of your game if an update breaks something or makes unwanted changes. For games in development, rollback will also track and create historical snapshots throughout a game's development. That means you can always revisit any point in a game's history — for fun, or for science.

The thing is that I don't know if you can rollback to a previous version when Starbound was not available on GOG. :/
Title: Re: Starbound - Burn, baby, burn
Post by: Arbinire on February 03, 2016, 01:52:18 pm
That said, question for everyone, those who feel they were bilked as well as those who still absolutely love this game....did you actually get what you paid for?  Cause I sure didn't.

I have a quote from the old thread, something along the lines of "I'll be satisfied if it's terraria in space with more guns" and that's somewhere in the ballpark. I have 156 hours into it, mostly building custom ships. Assuming they don't completely gut the colony aspect of it, chances are good I drop at least that many more hours into it before I quit playing completely.

I really enjoyed it when it first came out, and if there were a way to revert to that version and just play that now, I probably wouldn't regret my purchase in terms of enjoyment. But since, as far as I know, there's no way you can play older versions of the game, it's ruined for me. They took out everything I liked and added a ton of stuff I hated, and the game I bought is gone forever.

Sappho's summary is how I feel honestly.  I bought the game when they still had the roadmap up(you know, before they took it down and started denying it was actually a thing), and the thing is the things they promised really weren't unreasonable to expect, especially considering that a lot of it WAS made by modders(before they broke those with their "fast and meaty" updates).  Then to do a complete 180 on the initial design was just a big fuck you to their customer base.

Honestly I probably wouldn't express this much over this game and just chuck it into the fuck it bucket...but it's STILL being shilled by gaming tabloids, despite this near unanimous consensus from the customer base now.  All I can really think is, Tiy must be gorgeous in drag, and can suck a bowling ball through a garden hose.
Title: Re: Starbound - Burn, baby, burn
Post by: WillowLuman on February 03, 2016, 02:12:22 pm
That being said, anyone feeling dispassionate enough to give me a straight answer on the mods thing?
Title: Re: Starbound - Caveat emptor
Post by: Jopax on February 03, 2016, 02:35:24 pm
I don't think I got much time out of this, think I last played it over a year ago? Probably even more, not sure. It was fun but it felt incomplete and lacked polish. Seems that a lot has changed since then and not for the better.

Still, I got hours and hours of time from the soundtrack that I got with the game so that alone probably made it a worthy purchase.
Title: Re: Starbound - Caveat emptor
Post by: Gentlefish on February 03, 2016, 02:46:01 pm
I dunno, I got hopes for Slime Rancher, and it's early access. But this is a Starbound thread so.

But yeah. Starbound definitely abused it. They got paid for an idea and not a game, and got lazy when they made their money. I still enjoy playing, however.

That being said, anyone feeling dispassionate enough to give me a straight answer on the mods thing?


I looked through the previous replies. What's up?
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on February 03, 2016, 04:10:19 pm
What I was hoping for, at least, was for the colony system to be more involved than Terraria. Even though it's nice that they didn't outright made it exactly like Terraria, I kinda expected much more.

I believe the next feature for people who have the same interests as me (colonization/automation/transport) after ship upgrades, teleports and colonies (I think that's the order they were implemented), is the thing were you can assign colonists as crewmen (or something) and that unlocks different upgrades for your ship.
However, doubt that'd make me go back to the game.  ::)
I mean, dude..No Man's Sky will be released probably around June and Starbound will still be Beta.
Title: Re: Starbound - Caveat emptor
Post by: KingofstarrySkies on February 03, 2016, 05:07:00 pm
Honestly I feel like No man's Sky will scratch the itch that Starbound failed to reach. It came close, but... Eugh. I guess I'll settle for exploring the stars in a small starship and living out childhood fantasies in 3D rather than 2D.
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on February 03, 2016, 09:02:07 pm
Yeah. Even though one must be careful with the hype, I still think NMS will be a blast. I'm pretty sure in 1 hour you'll have as much action and epic moments as you'd have in ~6h of Elite Dangerous.
I could be entirely wrong, though..since I missed my predictions pretty badly with Spore.

Though I think I should clarify that I didn't mean NMS will replace Starbound or something. NMS won't have sandbox features, even though it would the game I always wanted if it had  :'( :'(.
I just meant that a game that started development after SB (IIRC NMS started late 2012) with a huge scale will be finished way before it leaves beta.
Title: Re: Starbound - Burn, baby, burn
Post by: WillowLuman on February 04, 2016, 02:56:30 pm
That being said, anyone feeling dispassionate enough to give me a straight answer on the mods thing?


I looked through the previous replies. What's up?
So, I've come around to wanting to play this again, but I neither want to have to deal with all the missions again, nor want to revert to an earlier version that doesn't have much content. So, does anyone know any good mods that overhaul progression to be more freeform?

I think the "best" way is just to spawn the required mission items using the console.
Title: Re: Starbound - Caveat emptor
Post by: KingofstarrySkies on February 04, 2016, 03:45:19 pm
Yeah. Even though one must be careful with the hype, I still think NMS will be a blast. I'm pretty sure in 1 hour you'll have as much action and epic moments as you'd have in ~6h of Elite Dangerous.
I could be entirely wrong, though..since I missed my predictions pretty badly with Spore.

Though I think I should clarify that I didn't mean NMS will replace Starbound or something. NMS won't have sandbox features, even though it would the game I always wanted if it had  :'( :'(.
I just meant that a game that started development after SB (IIRC NMS started late 2012) with a huge scale will be finished way before it leaves beta.
To be honest, Elite: Dangerous But I Can Fuck About On Foot is exactly what I want from a Sci-Fi game. Elite still kind of scratches my itch, though.
Title: Re: Starbound - Caveat emptor
Post by: MagmaMcFry on February 04, 2016, 03:55:32 pm
Things No Man's Sky has that Starbound does not:

- 3D
- A special thing in the center of the galaxy

Things Starbound has that No Man's Sky does not:

- Crafting
- Building
- Mods

Clearly this is an overwhelming victory for Starbound. If you think Starbound is unimpressive, why do you expect No Man's Sky to be better? Seriously, what are you even supposed to do in No Man's Sky? Is there anything in the game that is worth spending more than three hours on? How long will it take until you lose interest of a new planet after ten seconds of being there? How long did it take you in Starbound, and why?
Title: Re: Starbound - Caveat emptor
Post by: KingofstarrySkies on February 04, 2016, 04:11:53 pm
There's crafting in No man's sky. And weird unique lifeforms, a proper codex, and also a ship I actually get to fly. Not sure if there's building, but I never did a whole lot of it in Starbound to my dismay. Usually just felt like a waste of time and resources.

And mods don't mean a game is better. It means it has a community. Skyrim doesn't get to be called 'A fantastic game' just because it has mods that make it the game it should be.
Starbound's planets felt samey and, while I loved finding new creatures, they sort of blended together quickly. That and the grind to get out of your starting solar system was made too long in my opinion.

I never found Starbound unimpressive, I found it lacking. I feel like Starbound needs much more work before it'll be the game I wanted.
Title: Re: Starbound - Caveat emptor
Post by: Meta on February 04, 2016, 04:46:12 pm
I have to agree with Magma: No Man's Sky is for the time being only a good-looking procedurally-generated space exploration game. The only couple of gameplay trailers I've seen don't hint at a gameplay-rich game. I fear it has been over-hyped.

Starbound is definitely not as good as Terraria, but it's getting there slowly. I try to avoid the drama surrounding it, as I'm trying to not base my perception and appreciation of a game based on IRL drama.
Title: Re: Starbound - Caveat emptor
Post by: Dorsidwarf on February 04, 2016, 05:15:56 pm
I liked the style of the gigantic space battles fight. Very Episode III
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on February 04, 2016, 05:26:21 pm
Things No Man's Sky has that Starbound does not:

- 3D
- A special thing in the center of the galaxy

Things Starbound has that No Man's Sky does not:

- Crafting
- Building
- Mods

Clearly this is an overwhelming victory for Starbound. If you think Starbound is unimpressive, why do you expect No Man's Sky to be better? Seriously, what are you even supposed to do in No Man's Sky? Is there anything in the game that is worth spending more than three hours on? How long will it take until you lose interest of a new planet after ten seconds of being there? How long did it take you in Starbound, and why?

You clearly missed the point of what I said even with my clarification. Well done.
Title: Re: Starbound - Caveat emptor
Post by: MagmaMcFry on February 04, 2016, 08:14:14 pm
You clearly missed the point of what I said even with my clarification. Well done.
Actually I wasn't replying to you, I just saw talk of No Man's Sky in this thread and wanted to throw my opinion into the fray.
Title: Re: Starbound - Caveat emptor
Post by: evilnancyreagan on February 04, 2016, 10:53:49 pm
I have to agree with Magma: No Man's Sky is for the time being only a good-looking procedurally-generated space exploration game. The only couple of gameplay trailers I've seen don't hint at a gameplay-rich game. I fear it has been over-hyped.

Starbound is definitely not as good as Terraria, but it's getting there slowly. I try to avoid the drama surrounding it, as I'm trying to not base my perception and appreciation of a game based on IRL drama.

Say what you want about Star Citizen but, it is certainly picked apart by enough naysayers to have any amount of hype, unlike NMS in which hype is essentially the most tangible, concrete aspect of the thing.

That second part of your post made me cringe, I pray Starbound is never "as good" as Terraria. I own two copies of that game and yet, I could only stomach less than 20 hours. if Starbound ever becomes "as good" as Terraria, I'm going to have to go back and un-play 980 hours of it. People obviously love Terraria but, I don't get the appeal, it's like some disparate mish-mosh of features half-remembered from a secondhand account of a 90's video game nostalgia induced fever dream clumped together by a very same-y procedural generated world and eldricth horrors, because Lovecraft. FYI: eldritch horrors are just hipster zombies dressed in a guise of flimsy literary esotericism sewn out of pretentious, pseudo-intellectual elitism. Enough with them already!
*Eyes Starbound incriminatingly*

Starbound is certainly incomplete but, can we stop pretending Terraria is some sort of Holy Grail? !!!OPINIONS!!!
Title: Re: Starbound - Caveat emptor
Post by: Man of Paper on February 04, 2016, 11:26:05 pm
I have to agree with Magma: No Man's Sky is for the time being only a good-looking procedurally-generated space exploration game. The only couple of gameplay trailers I've seen don't hint at a gameplay-rich game. I fear it has been over-hyped.

Starbound is definitely not as good as Terraria, but it's getting there slowly. I try to avoid the drama surrounding it, as I'm trying to not base my perception and appreciation of a game based on IRL drama.

-snip-

+1
Title: Re: Starbound - Caveat emptor
Post by: Ibid Straydrink on February 05, 2016, 02:27:01 am
I have to agree with Magma: No Man's Sky is for the time being only a good-looking procedurally-generated space exploration game. The only couple of gameplay trailers I've seen don't hint at a gameplay-rich game. I fear it has been over-hyped.

Starbound is definitely not as good as Terraria, but it's getting there slowly. I try to avoid the drama surrounding it, as I'm trying to not base my perception and appreciation of a game based on IRL drama.

-snip-

+1

I have to say, I share this sentiment. Starbound was something of a letdown, and the seeming lack of initiative and will to commit to something by the devs has turned off my interest for the past year, but it does have a solid theme, if, presently, an absence of content and direction.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on February 05, 2016, 03:15:55 am
I dunno I feel it has a very solid direction.

It just isn't the direction, well, you or many others want it to take so they assume it can't be going there.
Title: Re: Starbound - Caveat emptor
Post by: Cruxador on February 05, 2016, 04:30:00 pm
Isn't No Man's Sky basically just Subnautica in space? I think its main purpose is to enjoy a cool environment in VR. It's aimed as much at the dad that buys really expensive TVs than the typical teen/early 20s gamer in a dark basement. Because the video gaming demographic is sliding from the latter of those to the former as time passes.
Title: Re: Starbound - Caveat emptor
Post by: Meta on February 05, 2016, 08:46:55 pm
I have to agree with Magma: No Man's Sky is for the time being only a good-looking procedurally-generated space exploration game. The only couple of gameplay trailers I've seen don't hint at a gameplay-rich game. I fear it has been over-hyped.

Starbound is definitely not as good as Terraria, but it's getting there slowly. I try to avoid the drama surrounding it, as I'm trying to not base my perception and appreciation of a game based on IRL drama.

Say what you want about Star Citizen but, it is certainly picked apart by enough naysayers to have any amount of hype, unlike NMS in which hype is essentially the most tangible, concrete aspect of the thing.

That second part of your post made me cringe, I pray Starbound is never "as good" as Terraria. I own two copies of that game and yet, I could only stomach less than 20 hours. if Starbound ever becomes "as good" as Terraria, I'm going to have to go back and un-play 980 hours of it. People obviously love Terraria but, I don't get the appeal, it's like some disparate mish-mosh of features half-remembered from a secondhand account of a 90's video game nostalgia induced fever dream clumped together by a very same-y procedural generated world and eldricth horrors, because Lovecraft. FYI: eldritch horrors are just hipster zombies dressed in a guise of flimsy literary esotericism sewn out of pretentious, pseudo-intellectual elitism. Enough with them already!
*Eyes Starbound incriminatingly*

Starbound is certainly incomplete but, can we stop pretending Terraria is some sort of Holy Grail? !!!OPINIONS!!!
I understand your point of view. Starbound is "Terraria in Space", so I definitely hope that SB will only keep the best of Terraria and acquire a unique direction. And I think, maybe wrongly worded, that "it's getting there".
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on February 05, 2016, 09:24:28 pm
Except it isn't. Starbound got fucked up something hard, they destroyed everything that was fun about Terraria (Metroidvania platforming and fighting, worlds which grew to have distinct character, nonlinear progression, easy multiplayer, real PvP, &c.) without adding anything good. There were plenty of things that could have been good, but CF spent their time trolling the fanbase, adding piecemeal item content, and making existing mechanics worse instead of making a good game. The vast majority of my time with Starbound was only fun because of mods.
Title: Re: Starbound - Caveat emptor
Post by: evilnancyreagan on February 06, 2016, 01:36:26 am
(removed)
Title: Re: Starbound - Caveat emptor
Post by: Urist McScoopbeard on February 06, 2016, 01:39:18 am
Hey just saying, you guys should tone it down before Toad steps in.
Title: Re: Starbound - Caveat emptor
Post by: debvon on February 06, 2016, 03:41:03 am
In my opinion Starbound is boring and garbage. I had fun with Terrarria because it brought new stuff to the table. Starbound brought a lot more of the same stuff to the table. It has unique mechanics and concepts but they're not interesting enough to me to outweigh the massive amounts of fluff. Maybe if I had a group of 10 friends all playing at the same time on the same server it'd be something, but that's just unrealistic. I don't want to be aware of the time I'm wasting while playing a video game. I want to be oblivious to it.
Title: Re: Starbound - Caveat emptor
Post by: Arbinire on February 06, 2016, 12:25:47 pm
I'd hardly call a few hundred broken mods from versions of Starbound that are no longer playable "vibrant", especially considering most the good modders stopped when they realized Chucklebums would just use their mods in the base game, with their consent or not.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on February 06, 2016, 12:43:32 pm
I'd hardly call a few hundred broken mods from versions of Starbound that are no longer playable "vibrant", especially considering most the good modders stopped when they realized Chucklebums would just use their mods in the base game, with their consent or not.

It is kind of why and I say this quite passionately.

One should not hope that mods "fix" a game.

There are a lot of games that went from ok or boring to great due to mods. Yet they still laid down a fun template to work with and weren't broken.

Now assuming Starbound is a great game and I am an idiot for not seeing it, it still isn't "up and running" quite yet. The physics need to be rehauled, armor needs to be rehauled, weapons need to be rehauled, enemies need to be rehauled, ships need to be rehauled, and so on. There is no solid base for a "great mod that will make it good again".
Title: Re: Starbound - Caveat emptor
Post by: Toady One on February 06, 2016, 01:55:40 pm
Remove a few posts.  Keep things civil.
Title: Re: Starbound - Caveat emptor
Post by: Mesa on February 06, 2016, 02:02:24 pm
So I've been part of the initial Starbound hype train back in like, 2012 or whenever it was first announced, and I've played the very first or so alpha or whatever version it was, but I've been hard out of the loop (last played the game in December 2013 according to Steam), and I see there's been a lot of controversy since then, skimming through the posts in this thread at least.

Could someone give me a brief (or heck, go for detailed if you want) rundown of what's been happening since and whether or not the game is worth going back to?
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on February 06, 2016, 02:14:03 pm
So I've been part of the initial Starbound hype train back in like, 2012 or whenever it was first announced, and I've played the very first or so alpha or whatever version it was, but I've been hard out of the loop (last played the game in December 2013 according to Steam), and I see there's been a lot of controversy since then, skimming through the posts in this thread at least.

Could someone give me a brief (or heck, go for detailed if you want) rundown of what's been happening since and whether or not the game is worth going back to?

Let me see things that are different

Spoiler (click to show/hide)

Ok I am spoilering it because frankly I don't have anything nice to say about Starbound's current progress. Everything that is interesting is done in a very boring manner and everything else is just chaff that masks what the game is missing. In many ways the game is both better but also much worse then when it first came out.

I'll put it this way. When the game first came out it was about survival and exploration but where there was also a point to exploration. Now it is only exploration but there really isn't a point except to see different sights (but you will see them all pretty fast)

I know Starbound has too much negativity but goodness is it impossible to avoid it to answer that question.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on February 06, 2016, 02:15:32 pm
Could someone give me a brief (or heck, go for detailed if you want) rundown of what's been happening since and whether or not the game is worth going back to?

There's upgradeable ships in vanilla, a quest system, colony system, revamped farming system, revamped combat system (which is in some ways worse than before), tiered progression, mission dungeons, pets, new biomes, re-tooled galaxy map.

On the other hand, two of the head coders left and most of the original team has been replaced with more artists. There were multiple waves of the devs banning all complaints in every forum they controlled, with their site admins openly hostile to anyone who wasn't absurdly enthusiastic about any change they made. The roadmap is gone and disavowed along with any long-term appearance of planning, and there's been so many staff changes they now hide the roster because people were worried over it (which is either standard or disturbing, depending on who you ask).

I do plan on playing it again at some point, but I haven't actually played in so long I couldn't tell you the state of the game right now.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on February 06, 2016, 02:18:23 pm
I do plan on playing it again at some point, but I haven't actually played in so long I couldn't tell you the state of the game right now.

Don't bother just yet. The game will still feel the same to you.

---

Mind you Maks if you love Chaff (and honestly some people do. Some people here have hundreds of hours just collecting chaff and building houses out of chaff)

Then the game is probably best for it.

Basically if you played Minecraft and went "Hey I like this... but I'd like it more if there were like 100 kinds of dirt blocks, 50 couches, 70 roofs" and so on. Starbound has you covered.

Treat Starbound as a collect-o-thon building game and your golden! Can you find Shakespear Robot Painting? Now build a Victorian room with golden floor tiles!
Title: Re: Starbound - Caveat emptor
Post by: WillowLuman on February 06, 2016, 03:05:07 pm
What I'd like for the game to have is pretty much modable right now (except hunger/temperature/other survival elements, not sure how hard-coded those are. Probably the UI can't be changed). However, I don't really have the time/energy to do something like that myself, so I'm hoping someone has done something in roughly that direction already. The game, when I first played it, very nearly scratched an itch that Minecraft and Terraria couldn't, and I hoped that in time it'd be able to.
Title: Re: Starbound - Caveat emptor
Post by: Kruniac on February 08, 2016, 11:47:32 pm
There's crafting in No man's sky. And weird unique lifeforms, a proper codex, and also a ship I actually get to fly. Not sure if there's building, but I never did a whole lot of it in Starbound to my dismay. Usually just felt like a waste of time and resources.

And mods don't mean a game is better. It means it has a community. Skyrim doesn't get to be called 'A fantastic game' just because it has mods that make it the game it should be.
Starbound's planets felt samey and, while I loved finding new creatures, they sort of blended together quickly. That and the grind to get out of your starting solar system was made too long in my opinion.

I never found Starbound unimpressive, I found it lacking. I feel like Starbound needs much more work before it'll be the game I wanted.

I would argue that No Man's Sky isn't a game at all, as it isn't released. At least Starbound can be played.
Title: Re: Starbound - Caveat emptor
Post by: KingofstarrySkies on February 09, 2016, 03:27:33 pm
That's why I said I'm excited for No man's sky and that it'll likely fill the void Starbound gave me. It's not released yet, so obviously it's not a 'game' yet.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on March 03, 2016, 10:28:30 pm
So... Now that Starbound is almost finished (yes really, we are on the final few pieces)

What do you think about it?
Title: Re: Starbound - Caveat emptor
Post by: WillowLuman on March 03, 2016, 10:43:06 pm
It is? I'll admit I haven't been keeping up with the dev blog.
Title: Re: Starbound - Caveat emptor
Post by: jocan2003 on March 04, 2016, 12:06:17 am
So... Now that Starbound is almost finished (yes really, we are on the final few pieces)

What do you think about it?
With you on that... i have the feeling it went spore-style, massive hype building up, promises etc etc and then failed to deliver....
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 04, 2016, 01:45:22 am
So... Now that Starbound is almost finished (yes really, we are on the final few pieces)

What do you think about it?
If the next update is going to have as many good changes as the one brewing now (compared to current Stable), the game will surpass Terraria in the "interesting to play" category. Early progression is already very nice in the Nightly, and the survival elements are nicely done. Even the matter of food rotting and occupying individual cells in the inventory, regardless of how problematic it is for mass farming, adds something good to the previously bland exploration process, because now you have to ration yourself some food before you go out, and you need to balance the inventory space you reserve for food, with space you're going to need for any loot that isn't minerals, furniture, or pixels.

Flags being universal teleport receptors, though... might be a bit much. I mean. Sure you can't beam out from a flag unless you make it to the surface, and cheap "beam me here" markers are highly useful, but it'd make a lot more sense if they only worked on the surface, or at least only from the ship while it's in orbit of the planet in question. Who needs teleporter cores when you can beam to a flag, then beam up to your ship, from the outpost teleporter?

(And yes, I do think this coming update is not the last. If for no other reason than this being the Story Update per the explanatory post, and there will still be the Polish Update.)
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on March 04, 2016, 01:49:50 am
I'm really just tired with Starbound right now. The "combat" update that made enemies go back to damaging you on touch made combat boring again, and the progression isn't particularly fun. Just mine straight down until you get the correct armor, get the right quest from the Outpost, finish quest, repeat. Maybe add in spending lots of time stripping dungeons for decorative items.

I have hopes for the finished Starbound, but I don't find Starbound fun being played another time right now without more content or updates.
Title: Re: Starbound - Caveat emptor
Post by: Arbinire on March 04, 2016, 04:12:26 am
https://youtu.be/1800Ougne5E sums it up for me really, good and bad
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on March 04, 2016, 04:41:14 am
https://youtu.be/1800Ougne5E sums it up for me really, good and bad

Wow... the... game has been getting worse somehow... O_O... I didn't expect that.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 04, 2016, 05:16:33 am
Apparently everything that's worse for Neonivek is better for me, at least as far as gaming is concerned. I better keep that in mind. :P
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on March 04, 2016, 05:38:55 am
So... Now that Starbound is almost finished (yes really, we are on the final few pieces)

What do you think about it?

At this point, I haven't played in ... since before questing was a thing. Never seen the outpost, never used the ship AI. Novakids are a mystery. I look forward to seeing what's changed at some point, but by the time I get around to it I bet the game will... possibly maybe be done for reals. So that's cool.

Still not buying anything else from the devs, though. Douchebags.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on March 04, 2016, 09:23:25 am
Apparently everything that's worse for Neonivek is better for me, at least as far as gaming is concerned. I better keep that in mind. :P

Waiting to craft an item and just having to sit on your butt and do nothing is "better gaming"?

I miss horse boobs, because it represented the idiotic actions of company employees trying to be witty and clever in their product.
Spoiler (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: ChairmanPoo on March 04, 2016, 09:56:15 am
I dont know how it is now, but a few months back I reinstalled after a long hiatus and I did get the definite impression that the game had actually gotten worse from it's original inceptions. It used to be more survival-sandboxy. When I tried it again it was basically a metroidvania with digging. And not a very good one.

Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 04, 2016, 12:21:32 pm
Apparently everything that's worse for Neonivek is better for me, at least as far as gaming is concerned. I better keep that in mind. :P

Waiting to craft an item and just having to sit on your butt and do nothing is "better gaming"?
That one's pretty much the only actually inconvenient change, but aside from spending... what, five minutes? Five minutes one time, refining a stack of sand into glass, I believe I hardly ever had a problem with it. You rarely craft much, you will most often 3D-print most furniture and buy most supplies (buffs aside, almost nothing beats canned food for long trips. Cataclysm this still ain't.) Your ore stacks are conveniently limited by the limited amount of time you typically spend spelunking, I rarely had to process more than 100 ore at a time, spending all of 30 seconds on it.

Still, I do agree that for stack processing it's inconvenient, and the delay never actually matters. But I'm going to naively assume that even CF is going to listen to some of its players, and since the change is inconvenient for most players I don't really expect it to persist past the 1.0 release. Especially because fixing it is as simple as cutting the crafting time of ores and other mass-produced items to that of timber and wood platforms, making even large stacks craft near-instantly.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on March 04, 2016, 12:46:46 pm
Apparently everything that's worse for Neonivek is better for me, at least as far as gaming is concerned. I better keep that in mind. :P

Waiting to craft an item and just having to sit on your butt and do nothing is "better gaming"?
That one's pretty much the only actually inconvenient change, but aside from spending... what, five minutes? Five minutes one time, refining a stack of sand into glass, I believe I hardly ever had a problem with it. You rarely craft much, you will most often 3D-print most furniture and buy most supplies (buffs aside, almost nothing beats canned food for long trips. Cataclysm this still ain't.) Your ore stacks are conveniently limited by the limited amount of time you typically spend spelunking, I rarely had to process more than 100 ore at a time, spending all of 30 seconds on it.

Still, I do agree that for stack processing it's inconvenient, and the delay never actually matters. But I'm going to naively assume that even CF is going to listen to some of its players, and since the change is inconvenient for most players I don't really expect it to persist past the 1.0 release. Especially because fixing it is as simple as cutting the crafting time of ores and other mass-produced items to that of timber and wood platforms, making even large stacks craft near-instantly.

Start game
Open craft menu
Process stack of whatever
Walk away from computer and make lunch, because you're forced to leave the craft window open
Come back sometime later
Pat yourself on the back for "playing" a game

It's even less convenient than freemium games with timers for everything because you can't even do anything else. They made a chunk of Starbound even worse than pay to win games. Progress Quest is more interesting than crafting in Starbound.

Post to their twitter feed or something with a screen grab of Progress Quest and #ProgressQuest2FinallyReleased
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 04, 2016, 01:35:25 pm
Start game
Open craft menu
Process stack of whatever
Walk away from computer and make lunch, because you're forced to leave the craft window open
Come back sometime later
Pat yourself on the back for "playing" a game
In my case it was "Start game, spend an hour spelunking through a desert, 'port back to base, consume food from farm, open craft menu, process stack of sand, go rest my eyes and make a coffee while it's at it", but yeah. It's not terrible and only rarely actually annoying, but not comfortable, yeah.

Timers are retarded, and so's the lack of food stacking and food decay. Beyond that it looks better, but still shallow.
I'm not entirely sure what sort of depth you want from it. It's already trying to be too many different things at once because so many people want it to be different things.

Without food decay and non-stacking food, is there a point to hunger? A farm can produce so much food it's silly, because progression through literally farming money is one of the goals, and a stack of decay-proof potatoes (holy fuck potatoes must be half-rabbit in this universe, they seem to spawn new seeds every harvest, and yield two tubers per plant) would last you till heat death of the universe.
Title: Re: Starbound - Caveat emptor
Post by: WillowLuman on March 04, 2016, 02:02:14 pm
Wait, have they reintroduced hunger? I can't see anything in the patch notes about it
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on March 04, 2016, 02:28:08 pm
Unless something's changed you can just write a patch text file and reduce crafting time to near-instant. Likely also extend spoilage time to near-infinite. Problem solved?
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on March 04, 2016, 02:47:20 pm
https://youtu.be/1800Ougne5E sums it up for me really, good and bad

Wow dang. Even though I feel like making a video on Nighly builds of any game is a low blow, indev bugs and obvious unfinished features aside..dafuq are those changes?
To me the game seems to get worse, too. Last time I played was when they added teleporters, because I liked the idea of teleporting around the universe..but I had to add a ton of mods to make it fun.

My feeling is that if the modding API was more extensive, modders would've taken upon themselves to make a 100 times better game.
(I'm not sure how good is the modding API, but none of the mods was really gamechanging other than one that added tech machines with a different tech tree, but not close to Minecraft levels of epicness.)

I don't really feel like going back to the game after seeing these changes, though..but I had already made a deal with myself to stay put and only check the game on its full release, because Chucklefish pisses me off.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on March 04, 2016, 03:47:12 pm
Yeah, a proper modding community would really do this game some good.

The issue is that a lot of modders are scared because the developers will outright steal the modder work. Not to mention how easy it is to get banned from their forums.

Which might be a nasty rumor... but unfortunately this is Chucklefish, the boob horse YOU BETTER LAUGH!, people... so it is impossible to tell.

Edit: apparently in all likeliness the crew aspect was taken from mods... and they definitely do use other people's mods for their game.
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on March 04, 2016, 04:00:33 pm
That's true. I have no knowledge or information about the crew thing, but when I used mods the crew mod dev seemed to be abandoning the project, seemed to be because of rumors of that becoming a vanilla feature, and the mod would completely break on every update too.
If Chucklefish trolls/steals from modders it would surpass my dislike for Keen Software House. So I better not google that.  :P
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 04, 2016, 04:29:45 pm
Squad does a lot of the same things with KSP. They're just more open about hiring modders outright. But they rarely ever shied away from picking up on some mod's popularity and tossing the functionality into the vanilla game.

(I suppose it helps that for the most part, the "game as it should be" in the eyes of modders and Squad is basically the same, which can't really be said for Starbound. On the other hand, it's also the exact reason why only modding will ever make Starbound the "right game" for any given number of people - it's plain impossible to make it a game everybody will like at this point, so mods will have to be used to convert the game to suit a given set of expectations.)
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on March 04, 2016, 04:51:52 pm
I can't agree on the KSP thing. Squad has a lot more connection and proximity with the modders, and I've never seen anyone abandon a mod in a negative way and saying "Devs just announced they'll make my features vanilla, so I'm dropping this project". I could be wrong, but..I honestly only saw enthusiasm when mods where integrated and modders were hired.
Not trying to be a crusader against Chucklefish or trying to be boring, but I don't think Squad and KSP deserves that comparison.  ::)
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on March 04, 2016, 07:37:35 pm
Just wondering here; but when did Chucklefish actually straight out steal a mod? I know that they do implement mods, but that was without the modders' approval?

Chucklefuck
..really?
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on March 04, 2016, 07:43:08 pm
I can't recall them stealing anything either, they did officially integrate a couple of mods into the game tho'.

As for 'Chucklefuck' I've been calling them that for months now.  It fits their attitude and behavior very nicely.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on March 04, 2016, 08:24:02 pm
It's just that it seems like a pretty immature and petty insult. I haven't seen it because I usually filter things like that out, I guess?
Title: Re: Starbound - Caveat emptor
Post by: jocan2003 on March 04, 2016, 08:44:57 pm
-snip- Information based on old clues currently unrelated.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on March 04, 2016, 08:45:57 pm
Chucklefuck
..really?
'1) A bumbling, stupid, inept person.
2) A confusing mess; a conundrum; any chaotic situation
3) A person of low intelligence who gets himself into a comical quandary. '

The launch stream for Starbound was nothing but number 1... and number 2.... and yes number 3. Every definition fit.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on March 04, 2016, 09:05:25 pm
Chucklefuck
..really?
'1) A bumbling, stupid, inept person.
2) A confusing mess; a conundrum; any chaotic situation
3) A person of low intelligence who gets himself into a comical quandary. '

The launch stream for Starbound was nothing but number 1... and number 2.... and yes number 3. Every definition fit.

My favorite was when something didn't work so the two commenters just started talking about random bullshit for a while. Yes, during the debut of Starbound they took a few minutes to talk about what they had for breakfast or something. It was mind-blowing.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on March 04, 2016, 10:06:24 pm
Chucklefuck
..really?
'1) A bumbling, stupid, inept person.
2) A confusing mess; a conundrum; any chaotic situation
3) A person of low intelligence who gets himself into a comical quandary. '

The launch stream for Starbound was nothing but number 1... and number 2.... and yes number 3. Every definition fit.

My favorite was when something didn't work so the two commenters just started talking about random bullshit for a while. Yes, during the debut of Starbound they took a few minutes to talk about what they had for breakfast or something. It was mind-blowing.
The entire thing devolved into doge and hitler ascii VERY quickly. It was painfully stupid.
Title: Re: Starbound - Caveat emptor
Post by: Urist McScoopbeard on March 04, 2016, 10:12:32 pm
Just throwing in my two cents! Starbound is such a massive disappointment... which is only made worse by how well its release and early development went.
Title: Re: Starbound - Caveat emptor
Post by: Ibid Straydrink on March 05, 2016, 12:11:57 am
My biggest issue with Starbound is the lack of direction it has ultimately taken, and I attribute the bulk of the problem to this: the devs don't seem to have a concrete idea of what the game ought to be, and move back and forth on the whims of their players. They started off with an interesting but incomplete concept, but do not seem to have a clear, defined notion of what THEY want the experience to be, and so the whole project is as a chicken with its head cut off.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on March 05, 2016, 12:39:11 am
My biggest issue with Starbound is the lack of direction it has ultimately taken, and I attribute the bulk of the problem to this: the devs don't seem to have a concrete idea of what the game ought to be, and move back and forth on the whims of their players. They started off with an interesting but incomplete concept, but do not seem to have a clear, defined notion of what THEY want the experience to be, and so the whole project is as a chicken with its head cut off.

It's not really catering to the fans as much as utterly incompetent management. There has never been a single design document that actually lays out what should be in the game and how it should work, and as far back in the project as I can remember no feature was actually completed in a timely, coherent manner. When there were development updates, each developer would work on something completely different from one day to the next, and nothing would ever be written off as finished.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on March 05, 2016, 12:45:21 am
There was actually a roadmap at some point.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on March 05, 2016, 03:47:37 am
There was actually a roadmap at some point.

I'm not talking about that. I mean actual specific details like "There should be 7 vehicles from weaponless bicicyle of speed 5 (insert concept art here) to a hovertank with speed 1..." things like that.

The road map was pitifully generic stuff like "make a party UI or something."  And even that was too constricting so they threw it out.
Title: Re: Starbound - Caveat emptor
Post by: Arbinire on March 05, 2016, 09:58:02 am
My biggest issue with Starbound is the lack of direction it has ultimately taken, and I attribute the bulk of the problem to this: the devs don't seem to have a concrete idea of what the game ought to be, and move back and forth on the whims of their players. They started off with an interesting but incomplete concept, but do not seem to have a clear, defined notion of what THEY want the experience to be, and so the whole project is as a chicken with its head cut off.

My biggest issue has been that a sizeable amount of the funds CF got from Starbound, which should have been used to hire some actual programmers, went instead into kickstarting Tiyuri's publishing company, so no matter how universally panned Starbound is, CF is going to stay in business which they have absolutely no business doing.  People can't seem to make such connections in their brains though, looking at how Star Dew Valley is doing.  I can understand wanting to support a developer, but when that developer makes such a bad decision as having Chucklefish publish for them, they really don't deserve the support.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 05, 2016, 11:30:46 am
My biggest issue with Starbound is the lack of direction it has ultimately taken, and I attribute the bulk of the problem to this: the devs don't seem to have a concrete idea of what the game ought to be, and move back and forth on the whims of their players. They started off with an interesting but incomplete concept, but do not seem to have a clear, defined notion of what THEY want the experience to be, and so the whole project is as a chicken with its head cut off.

My biggest issue has been that a sizeable amount of the funds CF got from Starbound, which should have been used to hire some actual programmers, went instead into kickstarting Tiyuri's publishing company, so no matter how universally panned Starbound is, CF is going to stay in business which they have absolutely no business doing.  People can't seem to make such connections in their brains though, looking at how Star Dew Valley is doing.  I can understand wanting to support a developer, but when that developer makes such a bad decision as having Chucklefish publish for them, they really don't deserve the support.
Have you considered the inverse? That some of the money made by the publishing company could be funneled back into Starbound?

And sorry, but I don't see Starbound being universally panned, same way other gems such as Stardrive aren't. It does a few things well, it's at least non-terrible in other aspects, and it has at least some modding going on, no matter the terrible decisions by the designer. If you ignore the original hype (which I do - it is what it is, what do I care what the game promised?) there's little to actually complain about (like the crafting timers).
Title: Re: Starbound - Caveat emptor
Post by: Arbinire on March 05, 2016, 11:52:53 am
My biggest issue with Starbound is the lack of direction it has ultimately taken, and I attribute the bulk of the problem to this: the devs don't seem to have a concrete idea of what the game ought to be, and move back and forth on the whims of their players. They started off with an interesting but incomplete concept, but do not seem to have a clear, defined notion of what THEY want the experience to be, and so the whole project is as a chicken with its head cut off.

My biggest issue has been that a sizeable amount of the funds CF got from Starbound, which should have been used to hire some actual programmers, went instead into kickstarting Tiyuri's publishing company, so no matter how universally panned Starbound is, CF is going to stay in business which they have absolutely no business doing.  People can't seem to make such connections in their brains though, looking at how Star Dew Valley is doing.  I can understand wanting to support a developer, but when that developer makes such a bad decision as having Chucklefish publish for them, they really don't deserve the support.
Have you considered the inverse? That some of the money made by the publishing company could be funneled back into Starbound?

And sorry, but I don't see Starbound being universally panned, same way other gems such as Stardrive aren't. It does a few things well, it's at least non-terrible in other aspects, and it has at least some modding going on, no matter the terrible decisions by the designer. If you ignore the original hype (which I do - it is what it is, what do I care what the game promised?) there's little to actually complain about (like the crafting timers).

I could consider it until the cows come home, doesn't mean it is or will happen.  And even if they were to do so at some point(which they clearly have not), it doesn't negate the fact that the funds were misappropriated.  First they crowdfunded the project with stretch goals(why there are Novakids) with many goals they failed to implement.  Then they put up the game to Early Access, which is expressly a means for players to fund a game in it's early development.  Neither of those funding models listed the potential publishing arm of the company being where funds would end up.

As to the universally panned, I don't mean at the moment.  I mean when they finally slap the 1.0 on it and people can't deny it over-promised and under-delivered, because again, they misappropriated the funds.
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on March 05, 2016, 12:30:54 pm
Well, we don't actually know that (no, I don't buy that they can actually deliver either, but we don't know that they won't.)  So it really isn't reasonable to assert anything about the final product, they could pull their acts together and actually get it done.

(Disclaimer: I am not making a backhanded joke here, it is entirely within the realm of possibility that they might actually make the game.)
Title: Re: Starbound - Caveat emptor
Post by: Sirus on March 05, 2016, 04:51:54 pm
My biggest issue with Starbound is the lack of direction it has ultimately taken, and I attribute the bulk of the problem to this: the devs don't seem to have a concrete idea of what the game ought to be, and move back and forth on the whims of their players. They started off with an interesting but incomplete concept, but do not seem to have a clear, defined notion of what THEY want the experience to be, and so the whole project is as a chicken with its head cut off.

My biggest issue has been that a sizeable amount of the funds CF got from Starbound, which should have been used to hire some actual programmers, went instead into kickstarting Tiyuri's publishing company, so no matter how universally panned Starbound is, CF is going to stay in business which they have absolutely no business doing.  People can't seem to make such connections in their brains though, looking at how Star Dew Valley is doing.  I can understand wanting to support a developer, but when that developer makes such a bad decision as having Chucklefish publish for them, they really don't deserve the support.
Are you really so salty about Starbound that you're hating on an unrelated developer for taking a publishing deal from Chucklefish? That seems more than a little petty.
Title: Re: Starbound - Caveat emptor
Post by: ZebioLizard2 on March 05, 2016, 06:28:51 pm
My biggest issue with Starbound is the lack of direction it has ultimately taken, and I attribute the bulk of the problem to this: the devs don't seem to have a concrete idea of what the game ought to be, and move back and forth on the whims of their players. They started off with an interesting but incomplete concept, but do not seem to have a clear, defined notion of what THEY want the experience to be, and so the whole project is as a chicken with its head cut off.

My biggest issue has been that a sizeable amount of the funds CF got from Starbound, which should have been used to hire some actual programmers, went instead into kickstarting Tiyuri's publishing company, so no matter how universally panned Starbound is, CF is going to stay in business which they have absolutely no business doing.  People can't seem to make such connections in their brains though, looking at how Star Dew Valley is doing.  I can understand wanting to support a developer, but when that developer makes such a bad decision as having Chucklefish publish for them, they really don't deserve the support.
Are you really so salty about Starbound that you're hating on an unrelated developer for taking a publishing deal from Chucklefish? That seems more than a little petty.

Wow I thought I had read that wrong, but that really is petty to hate a developer because they signed up for them to publish their game.

Yeah Starbound is a bit poor but I would just consider it an average game rather then a bad one. Bit meh but overall playable enough to be enjoyable to some.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on March 05, 2016, 06:37:38 pm
I enjoy Starbound. It's legitimately a fun game. It has its flaws, and could have been better, but it's a fun game. If it was managed a bit better, it could have been a better game, though.
Title: Re: Starbound - Caveat emptor
Post by: Arbinire on March 05, 2016, 06:41:31 pm
Yes I am that petty.  I don't believe in supporting companies who make decisions I disagree with.  I also don't buy Bioware games anymore because they're published by EA, though I'm sure if I were to have a conversation about that, more people would be like "yeah, I understand" and the issue of being petty wouldn't come up.

That's how the world of business works though.  It's petty.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 06, 2016, 02:00:31 am
Yes I am that petty.  I don't believe in supporting companies who make decisions I disagree with.
How you still have a Steam library is beyond me. :P
Title: Re: Starbound - Caveat emptor
Post by: Arbinire on March 06, 2016, 11:51:22 am
Yes I am that petty.  I don't believe in supporting companies who make decisions I disagree with.
How you still have a Steam library is beyond me. :P

It's not a big library(like 110 games) and most were free or gifts :P
Title: Re: Starbound - Caveat emptor
Post by: Greenbane on March 07, 2016, 11:17:41 am
It's extremely hard to buy anything from any major industry if you'll shun companies for doing something you don't agree with. Practically every major enterprise has a dark side.

Do you sew your own clothes? Craft your own electronics?
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on March 07, 2016, 04:54:43 pm
I have stopped buying games from EA and Ubisoft and I'll never buy a game from Keen Software House or from the dev team of Starbound, and I'm not too fond of DoubleFine after SpaceBase DF-9 either..and that doesn't mean I live in a forest and made a PC out of wood.

I think what he said is pretty easy to understand, no need to extrapolate it. It's very unfortunate Stardew Vallley is published by Chucklefish, but I bought it because it was not made by them and I wanted the game. I do hope he drop that deal for his next titles, though, I like the guy.

I have a friend that insists that Starbound feels like it's going somewhere now. I simply cannot see it, but I guess I'll join some multiplayer game once 1.0 comes up.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on March 07, 2016, 07:01:51 pm
Yes I am that petty.  I don't believe in supporting companies who make decisions I disagree with.
How you still have a Steam library is beyond me. :P
If you intend to play any meaningful number of modern games on PC, you functionally need either Steam, a shittier version of Steam, or have to deal with the terrible DRM most titles carry when published and downloaded as standalone programs (and of course you still don't get a physical copy with unlimited installations). A digital publishing platform like Steam is basically the only way to circumvent individual companies putting absolutely heinous DRM on everything they publish (because, yeah, we're not going back to the old days, no matter how nice it might be), and of those platforms Steam is consistently the least terrible and run by the least evil company, even with shit like the paid mods attempt and the difficulty with using it in offline mode. At least it has an offline-play mode.

If you're not willing to bend at all on that, you're playing nothing but small-time indie games and a handful of major titles (mostly F2P MMORPG and MMO arena types). If you play multiplayer, you're likely relying on the dev or publisher's servers and anti-cheat measures--if they decide to stop supporting the game, no more MP for you, probably.
Title: Re: Starbound - Caveat emptor
Post by: JumpingJack on March 07, 2016, 11:36:58 pm
It's extremely hard to buy anything from any major industry if you'll shun companies for doing something you don't agree with. Practically every major enterprise has a dark side.

Do you sew your own clothes? Craft your own electronics?
Like chocolate? Eat corn? Drink the water in some places?

Obviously it would be exceedingly difficult (if not outright impossible) to abstain from supporting every single company one doesn't agree with, and it is true that practically every organization out there has some sort of dark side, no matter how big or small. However, if you are particularly soured by something a company has done or is doing, it makes little sense to continue supporting them if you can go without/have other options, simply because you can't stop supporting them all. Seems kind of defeatist, in my opinion.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 08, 2016, 01:11:55 am
I tend to give little to no weight to the past, and keep products separate from their creators. It keeps me open to trying new things without being loaded by negative or positive bias - so I can enjoy a good game by a previously bad company, and am not terribly disappointed when a previously good company makes a bad one, for instance. :)

There's also positive reinforcement to consider - if you don't support a bad company for making a good game, then they... will be even less likely to make any good games in the future, and I'm not sure how that would benefit anyone at all. ;)
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on March 08, 2016, 01:12:48 am
Yes I am that petty.  I don't believe in supporting companies who make decisions I disagree with.
How you still have a Steam library is beyond me. :P
If you intend to play any meaningful number of modern games on PC, you functionally need either Steam, a shittier version of Steam, or have to deal with the terrible DRM most titles carry when published and downloaded as standalone programs (and of course you still don't get a physical copy with unlimited installations). A digital publishing platform like Steam is basically the only way to circumvent individual companies putting absolutely heinous DRM on everything they publish (because, yeah, we're not going back to the old days, no matter how nice it might be), and of those platforms Steam is consistently the least terrible and run by the least evil company, even with shit like the paid mods attempt and the difficulty with using it in offline mode. At least it has an offline-play mode.

If you're not willing to bend at all on that, you're playing nothing but small-time indie games and a handful of major titles (mostly F2P MMORPG and MMO arena types). If you play multiplayer, you're likely relying on the dev or publisher's servers and anti-cheat measures--if they decide to stop supporting the game, no more MP for you, probably.

With Ubi you might not even get SP when servers drop.

GOG is selling new drm free games without a platform service like Steam. They're doing pretty well.
Title: Re: Starbound - Caveat emptor
Post by: jocan2003 on March 08, 2016, 04:25:14 am
One could argue GoG is a non-intrusive platform (Browser based) delivering drm free game since you need to download it once from their server, but i am stretching it to the extreme XD.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 08, 2016, 05:25:21 am
GoG is a testament to how little effect software piracy actually has on the sales of quality games. :P
Title: Re: Starbound - Caveat emptor
Post by: Lucidvizion on March 10, 2016, 09:38:00 am
I posted this here in 2013:

Quote
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...

CF didn't overhype the game.  You guys did.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on March 10, 2016, 09:42:02 am
CF didn't overhype the game.  You guys did.

No sorry Lucidvizion you don't get to pull out that card. Chucklefish knew what the heck they were doing when they put up the Dev Map.

They WANTED you to believe in the features they were putting into the game. They wanted you to believe that they would have evolving pets, terraforming, and all that jazz.

You cannot SAY we overhyped the game when everything we want are things they explicitly said were going to be in the game. When Chucklefish intentionally fostered high hopes for the game in order to sell it to us.

This isn't Spore.
Title: Re: Starbound - Caveat emptor
Post by: Mephisto on March 10, 2016, 09:50:49 am
This isn't Spore.

Explain this to me? On one hand, we've got a game that didn't live up to expectations. On the other, we've got a game that... didn't live up to expectations.
Title: Re: Starbound - Caveat emptor
Post by: Arbinire on March 10, 2016, 09:51:51 am
I have stopped buying games from EA and Ubisoft and I'll never buy a game from Keen Software House or from the dev team of Starbound, and I'm not too fond of DoubleFine after SpaceBase DF-9 either..and that doesn't mean I live in a forest and made a PC out of wood.

I think what he said is pretty easy to understand, no need to extrapolate it. It's very unfortunate Stardew Vallley is published by Chucklefish, but I bought it because it was not made by them and I wanted the game. I do hope he drop that deal for his next titles, though, I like the guy.

I have a friend that insists that Starbound feels like it's going somewhere now. I simply cannot see it, but I guess I'll join some multiplayer game once 1.0 comes up.

Thanks for this and honestly I thought I was pretty clear on what I was saying to, but eh, people resort to fallacy when they disagree with your opinion and feel they need to change it.  I guess there's a different process involved when boycotting a smaller company for horrible practices than for boycotting the big dogs everyone deems it's "hip" to hate on.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on March 10, 2016, 09:53:33 am
This isn't Spore.

Explain this to me? On one hand, we've got a game that didn't live up to expectations. On the other, we've got a game that... didn't live up to expectations.

It is the difference of intent.

Spore didn't try to mislead anyone, the original hype was too strong.

Starbound on the other hand...
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 10, 2016, 01:49:33 pm
Yeah, Spore was not overhyped - it promised, initially, way more than it ended up delivering - ostensibly for technical reasons. Spore, in my opinion, did way worse than what Starbound is going through right now, though I may be biased because I actually followed what was happening with Spore - Starbound I encountered after I already adopted the "it's going to be as good as it's going to be" attitude towards all future games. That, and Starbound being in development (even if already close to "release", however little that actually means) means I'm actually looking forward to further changes because I already like the game the way it is, and it looks like it's mostly getting better. :)
Title: Re: Starbound - Caveat emptor
Post by: WillowLuman on March 10, 2016, 03:46:21 pm
Spore, well, I was a bit let down, but I did end up getting a lot out of it. We at least got the biggest selling point, which was the creature creation. Still, yeah, that gameplay :(
Title: Re: Starbound - Caveat emptor
Post by: Fikes on March 10, 2016, 07:08:22 pm
When I read people saying things like "I won't buy games from x publisher" all I really hear are justifications for piracy. I am pretty pissed at Stardock for the double bone heads of Demigod and that one fantasy 4x, but I am willing to accept that some day they will put out a good game. But I won't ever preorder one.

It was pretty obvious Starboard wouldn't live up to expectations. Hell, people even complain that Terreria didn't deliver. A small part of the disappointment is on you. Chuckle fish sold the hype but you still bought it.
Title: Re: Starbound - Caveat emptor
Post by: scriver on March 10, 2016, 07:15:59 pm
I haven't pirated any of the games I refused to buy from EA because of whatever it was that upset me so much about Origin back in the day.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 11, 2016, 03:21:12 am
I almost never buy anything without pirating it first, unless it's an impulse sort of thing where something potentially interesting is cheap enough on Steam. In our day and age, piracy has supplanted the game demos as the most reliable source of "try before you buy".
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on March 11, 2016, 03:27:27 am
So the moral of the story is

If you recycle then you should just slap yourself in the face because unless you can recycle EVERYTHING, it is pointless to even try.

Either that or the lesson is: "Don't be a terrible developer and maybe people won't chose not to buy your game out of principle"
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 11, 2016, 03:34:37 am
If a good game is ignored by the community because of its creator's past misdeeds (or even stupider, the creator's chosen publisher's past misdeeds), then it's the community shooting themselves in the foot, not the creator (or publisher). Vengeful dismissal does no good to anyone.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on March 11, 2016, 03:40:44 am
If a good game is ignored by the community because of its creator's past misdeeds (or even stupider, the creator's chosen publisher's past misdeeds), then it's the community shooting themselves in the foot, not the creator (or publisher). Vengeful dismissal does no good to anyone.

Hey, if I poison children... I am not exactly going to be wondering why people won't buy my Apple Juice even if it was the best dang apple juice in the world.

Likewise I don't see why people should trust Chucklefish or even accommodate them... for being pricks... just because a few people "say" their games are good.
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on March 11, 2016, 03:42:42 am
Yeah, Spore was not overhyped -
I actually followed what was happening with Spore

Spoiler (click to show/hide)

Vengeful dismissal does no good to anyone.
Isn't that called boycotting? Which is what I do to say, Keen Software House after they took me and other friends money and didn't deliver even 25% of what they had proposed.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on March 11, 2016, 03:45:38 am
Poisoning children ~= failing to live up to expectations of an in-house game.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on March 11, 2016, 03:52:39 am
Poisoning children ~= failing to live up to expectations of an in-house game.

No, they are equivalents. Albeit on different levels.

They poisoned their own dang well and now they have to drink from it.

Why make excuses and put blame onto the consumers because CF messed up? Because otherwise it might mean actions have consequences? OHH NO!

I know we live in a world where people are so used to being screwed over, or knowing others are being screwed over, by corps that it feels like a fact of life. Yet frankly NO, it is still not and never will be acceptable no matter how prolific.  If a company loses the trust or goodwill of its consumer base it isn't the consumer base's fault.

Don't become a corporate apologist.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 11, 2016, 04:48:39 am
If you were known to poison people, I would be highly suspicious of your apple juice. That doesn't mean I would completely ignore it if it happened to be the only one standing on the shelf, surrounded by prune juice. Since (potentially poisonous) apple juice is not (potentially bad) software the analogy breaks down, but I'd obtain a sample, have some quick tests done, and if nothing turned out to be amiss I would buy it. Simple as that.

Ignoring or hating on a good product because some bad company had something do with it is just stupid, in my opinion. I may dislike every game Gas Powered Games made since the first Dungeon Siege, and I dislike the company itself even more ever since it was bought by Wargaming to make them some new MMO based on Wildman. That does not mean I'm not going to take a look at any hypothetical Total Annihilation sequel they make - because the idea of an actual Total Annihilattion sequel made by Chris Taylor still interests me, even if GPG turned into a maker of flat, shallow multiplayer games, lost all their assets to bad business decisions, and got bought by one of the bigger developers/publishers of vehicular MMO shootfests that have no business making an off-genre classic RTS like Total Annihilation anymore.

The only question is whether or not I'll buy it when it comes out - but I will definitely look at the game and consider it. I gain nothing by ignoring it. The only games I will ignore are those that I know I will not like due to their genre, or will not be able to play due to system requirements. The developer and publisher just do not factor into it.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on March 11, 2016, 05:04:09 am
Ignoring or hating on a good product because some bad company had something do with it is just stupid, in my opinion.

They cannot have their cake and eat it to. If they try to benefit from a good reputation you cannot pull the rug under someone and say that they cannot suffer because of a bad reputation.

It cannot go one way but not the other.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on March 11, 2016, 05:13:47 am
I find it pretty simple for me.

If it's a good product that I want, I'll get it.
If it's a [bad/good] product that I don't want, I won't get it.

And if I don't trust the company in charge of the product, then I'll be a bit more careful with my purchase. (Just in general more consideration before purchase)
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on March 11, 2016, 05:15:29 am
And if I don't trust the company in charge of the product, then I'll be a bit more careful with my purchase. (Just in general more consideration before purchase)

Times like this I wish I could make a Satire without being a total jerk :S
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 11, 2016, 05:25:59 am
Ignoring or hating on a good product because some bad company had something do with it is just stupid, in my opinion.

They cannot have their cake and eat it to. If they try to benefit from a good reputation you cannot pull the rug under someone and say that they cannot suffer because of a bad reputation.

It cannot go one way but not the other.
Extra scrutiny before purchase would be the extent of the bad reputation, just as less attention paid to details would be the extent of the good reputation. No matter how good a company I still won't buy a game I don't like - to me, it goes neither way.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on March 11, 2016, 05:33:37 am
So your not a believer in Dollar Votes? :P
Title: Re: Starbound - Caveat emptor
Post by: Mephisto on March 11, 2016, 07:53:28 am
So your not a believer in Dollar Votes? :P

And by extension you're not a believer in positive reinforcement?
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 11, 2016, 08:01:54 am
So your not a believer in Dollar Votes? :P

And by extension you're not a believer in positive reinforcement?
How is buying good games and not buying bad ones, regardless of whether or not their creator or publisher has/had a good or bad past not positive reinforcement? O_o
Reward for doing good, don't reward for doing bad, me and my understanding of English thought that that's what it meant.
Title: Re: Starbound - Caveat emptor
Post by: Mephisto on March 11, 2016, 08:09:45 am
So your not a believer in Dollar Votes? :P

And by extension you're not a believer in positive reinforcement?
How is buying good games and not buying bad ones, regardless of whether or not their creator or publisher has/had a good or bad past not positive reinforcement? O_o
Reward for doing good, don't reward for doing bad, me and my understanding of English thought that that's what it meant.

My bad, not you. I meant Neonivek.

Questionable developer makes a good game? Buy it to show them what kinds of games they should be making. Positive reinforcement.
Title: Re: Starbound - Caveat emptor
Post by: Blue_Dwarf on March 11, 2016, 11:29:33 am
My bad, not you. I meant Neonivek.

Questionable developer makes a good game? Buy it to show them what kinds of games they should be making. Positive reinforcement.

Buy it after they release it, maybe. Good luck getting funding with that reputation.
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on March 11, 2016, 05:32:13 pm
Trade your pokemans right here. (http://playstarbound.com/11th-march-pet-swap/)
Title: Re: Starbound - Caveat emptor
Post by: JumpingJack on March 11, 2016, 08:29:37 pm
Trade your pokemans right here. (http://playstarbound.com/11th-march-pet-swap/)

Oh good, I've been looking for someone to exchange my Pocketchu with. Hopefully I'll be able to get a Jigglypoof.
Title: Re: Starbound - Caveat emptor
Post by: Mattk50 on March 11, 2016, 09:37:05 pm
When I read people saying things like "I won't buy games from x publisher" all I really hear are justifications for piracy. I am pretty pissed at Stardock for the double bone heads of Demigod and that one fantasy 4x, but I am willing to accept that some day they will put out a good game. But I won't ever preorder one.

It was pretty obvious Starboard wouldn't live up to expectations. Hell, people even complain that Terreria didn't deliver. A small part of the disappointment is on you. Chuckle fish sold the hype but you still bought it.
Better get your ears checked, just because someone refuses to buy anything from a publisher doesn't mean its because they want to pirate it.

For example, i refuse to buy ubisoft games because of uplay, performance, dlc loading, but most of all i just don't find their games any fun. I wouldn't play the assassins creed games even if i got them for free, i played one ages ago and have no interest in playing the same shit over and over again.
Title: Re: Starbound - Caveat emptor
Post by: Glloyd on March 11, 2016, 10:33:52 pm
When I read people saying things like "I won't buy games from x publisher" all I really hear are justifications for piracy. I am pretty pissed at Stardock for the double bone heads of Demigod and that one fantasy 4x, but I am willing to accept that some day they will put out a good game. But I won't ever preorder one.

It was pretty obvious Starboard wouldn't live up to expectations. Hell, people even complain that Terreria didn't deliver. A small part of the disappointment is on you. Chuckle fish sold the hype but you still bought it.
Better get your ears checked, just because someone refuses to buy anything from a publisher doesn't mean its because they want to pirate it.

For example, i refuse to buy ubisoft games because of uplay, performance, dlc loading, but most of all i just don't find their games any fun. I wouldn't play the assassins creed games even if i got them for free, i played one ages ago and have no interest in playing the same shit over and over again.

I feel the same way about Ubisoft, but let's stop arguing about the moral reasons for buying or not buying Stardew Valley in the Starbound thread.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on March 11, 2016, 10:57:11 pm
Poisoning children ~= failing to live up to expectations of an in-house game.

No, they are equivalents. Albeit on different levels.

They poisoned their own dang well and now they have to drink from it.

Why make excuses and put blame onto the consumers because CF messed up? Because otherwise it might mean actions have consequences? OHH NO!

I know we live in a world where people are so used to being screwed over, or knowing others are being screwed over, by corps that it feels like a fact of life. Yet frankly NO, it is still not and never will be acceptable no matter how prolific.  If a company loses the trust or goodwill of its consumer base it isn't the consumer base's fault.

Don't become a corporate apologist.
Neonivek, you finally made a post which I both understand and agree with to the greatest possible extent. :))
Title: Re: Starbound - Caveat emptor
Post by: jocan2003 on March 12, 2016, 12:14:43 am
-Removed, sorry for derailing-
Title: Re: Starbound - Caveat emptor
Post by: Culise on March 12, 2016, 12:34:06 am
There was a time where employee could keep their spine and not fear to be fired and respected for their opinion, now? Population lives in constant fear, fear of not being able to pay X-Y-Z, fear of loosing their job, fear of authority to not get in jail ( This one can be understood to some extent ). Everybody around me is telling me, lay-low, suhtup, take it in the ... because thats how life is. I am sorry i simply cannot, it enrage me to see where the society is heading, be it in real life, politics, games, corporation plans and all that.

My apologies, but might I ask when precisely this time was?  I'd say that things like whistleblower protection, even unevenly-enforced, help make this one of the most liberal eras as far as free labour is concerned.  Company towns, truck systems, guilds, bonded labour, and the like were bounds worse than much of unfree labour that people would see in the First World today.  Certainly, you may not have been *fired* for expressing your opinion, but if you weren't, that may be because that would have been too kind an ending.  The fact that at-will employment is today contrasted with the idea of requiring a just-cause dismissal, instead of taken as the norm, should be considered at the least a positive step.  As for loyalty to your "team" in more trivial senses, such as video games or sports, well, you may see soccer hooliganism today, but the Blues and Greens of Constantinople would see your worst Edinburgh hooligan as some penny-ante dilettante.  People make excuses through words about a video game company being "not so bad" in spite of their past failures?  People have not only argued, but outright fought lethal duels over things ranging from the spelling of a Greek word to their choice of hats to games of billiards.  I mean, I'm not saying I completely disagree with you, but I'd suggest that the answer to your problems does not lie in some mythical bygone Arcadia.
Title: Re: Starbound - Caveat emptor
Post by: Glloyd on March 12, 2016, 12:47:54 am
Just a thought, but perhaps you should start a separate thread in general discussion? This derail has gone on for long enough.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on March 12, 2016, 12:48:16 am
And if I don't trust the company in charge of the product, then I'll be a bit more careful with my purchase. (Just in general more consideration before purchase)

Times like this I wish I could make a Satire without being a total jerk :S
As in a satire of my post?
I personally think it'd be worse to just say this over posting the satire.

But I stand by what I said. I don't let the company factor into my decision. (unless it's doing something very abhorrent, like funding wars in the middle east/etc.). I just care about the product. The only real way the company selling it matters is how much I can trust their word on the product. I may not trust them and get information from other sources, but if those other sources indicate the product is good, I'd happily buy it.

snippity snap
cuttity cut
I really think you're both reading into this a bit much.
Title: Re: Starbound - Caveat emptor
Post by: Culise on March 12, 2016, 12:54:01 am
Actually, I've attempted to avoid discussion of the more general point, and I'm not reading my comments into anything other than that which I explicitly quoted; I just don't like jocan misrepresenting history to suit any particular ends.  That said, Glloyd's quite right, as it is not precisely germane to anything beyond the point so quoted. 
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on March 12, 2016, 01:25:48 am
Just a thought, but perhaps you should start a separate thread in general discussion? This derail has gone on for long enough.

It isn't so much a derail as it is people intentionally avoiding talking about Starbound mostly because no one has anything nice to say and those that do only have a tepid "could be worse" sort of thing to say.

Hate versus the Lukewarm.
Title: Re: Starbound - Caveat emptor
Post by: Glloyd on March 12, 2016, 01:36:34 am
Just a thought, but perhaps you should start a separate thread in general discussion? This derail has gone on for long enough.

It isn't so much a derail as it is people intentionally avoiding talking about Starbound mostly because no one has anything nice to say and those that do only have a tepid "could be worse" sort of thing to say.

Hate versus the Lukewarm.

I'd say intentionally avoiding talking about the specific subject of the thread counts as a derail.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 12, 2016, 01:42:12 am
Just a thought, but perhaps you should start a separate thread in general discussion? This derail has gone on for long enough.

It isn't so much a derail as it is people intentionally avoiding talking about Starbound mostly because no one has anything nice to say and those that do only have a tepid "could be worse" sort of thing to say.

Hate versus the Lukewarm.
It's not because there aren't any nice things to say about Starbound. There are plenty, the game got a great performance increase in the nightly, the new quest progression is promising, the content keeps expanding, etc. I was digging down into the core of my starting planet recently, and at one point I could've sworn I was playing Terraria, because I dug into an underground Ice biome, fell into a pool of tar, and had to fend off a constant assault by flying and wall-crawling enemies as I tried to get some torches up to bloody see more than two feet around my character and maybe effect an escape. It's going in the right direction, and it doesn't even have its main story missions working yet.

It's mostly because all of those good things will be dismissed by all the hatemongers in the thread, so there isn't any point mentioning them. The game is improving and looking to be quite interesting at launch, but all you people care about is what was promised and how CF handled its PR, which does not affect the final game whatsoever in my opinion. >_>

(it almost feels like we need a rephrase of the old saying about books and covers. "Don't judge a game by its company." :P)
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on March 12, 2016, 03:09:26 am
Starbound needs to be finished and released just so the post-mortems we do every 3 months or so become actual post-mortems, so derails and the semestral (or so?) descent of the Great Toad on the thread becomes a thing of the past.  :P
Title: Re: Starbound - Caveat emptor
Post by: Beggars` Sect on March 12, 2016, 04:04:42 am
but all you people care about is what was promised
Aaand...you are surprised by that?

Complaining that "haters" are ruining the day is not really a cop-out here - these dishonest companies have to be held accountable or else their shady practices will be copied and repeated elsewhere.
Title: Re: Starbound - Caveat emptor
Post by: etgfrog on March 12, 2016, 06:26:01 am
Hm...this seems to be masters of orion 3 level of hatred. ::)
The game didn't live up to the hype that surrounded it, not sure what else needs to be said regarding it...unless some people enjoy marching around with pitchforks and torches.
Title: Re: Starbound - Caveat emptor
Post by: Arbinire on March 12, 2016, 11:00:59 am
My only point was that Chucklefish misappropriated funds(which they most certainly did).  To me that's a boycott worthy offense.  I would give them the benefit of the doubt if they went back to the original point process and roadmap which they initially sold the game on(to me, any original backers, and most Early Access buyers before these things were removed), but they, very vocally I might add, aren't doing that.  If they wanted to start publishing they should have been up front with that from the get go, instead of trying the "it's better to quell all dissent instead of ask permission" mentality to things.

They misappropriated funds people spent for the development of Starbound.  I cannot stress that enough.  THEY MISAPPROPRIATED FUNDS PEOPLE SPENT FOR THE DEVELOPMENT OF STARBOUND.

Title: Re: Starbound - Caveat emptor
Post by: Oneir on March 12, 2016, 12:06:36 pm
unless some people enjoy marching around with pitchforks and torches.

I mean, yeah. CF is an easy target, with a mix of honest mistakes and outright ugly ones.

For me, Starbound and CF are kind of an interesting case study in game development. What went wrong, and when? What can you determine as a consumer looking in? What choices did CF, and how did they present them, to either excite or incite the community? CF is on the one hand lucky to have gotten a boost from the crowdfunding boom, but on the other hand has gotten hit hard by the increasingly critical response to over-promising crowd-funding campaigns.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 12, 2016, 12:17:10 pm
Weren't Chucklefish in publishing since before Starbound? They published Wanderlust: Rebirth in 2011, almost a year before announcing Starbound. I wasn't following the drama around that time much (I'm not a fan of drama in general), so I've no idea about misappropriated funds; care to summarize?
Title: Re: Starbound - Caveat emptor
Post by: boki on March 12, 2016, 02:11:04 pm
For me its a ok game. Nothing special and alos nothing terrible
Title: Re: Starbound - Caveat emptor
Post by: Arbinire on March 12, 2016, 07:45:09 pm
Weren't Chucklefish in publishing since before Starbound? They published Wanderlust: Rebirth in 2011, almost a year before announcing Starbound. I wasn't following the drama around that time much (I'm not a fan of drama in general), so I've no idea about misappropriated funds; care to summarize?

Early access, alphafunding, or paid-alpha is a funding model in the video game industry by which consumers can pay for a game in the early stages of development and obtain access to playable but unfinished versions of the game, while the developer is able to use those funds to continue work on the game. Those that pay to participate typically help to debug game, provide feedback and suggestions, and may have access to special materials upon release of the game. The early access approach is a common way to obtain funding for indie games and may also be used along other funding mechanisms including crowdfunding.
https://en.wikipedia.org/wiki/Early_access

The crowdfunding model is based on three types of actors: the project initiator who proposes the idea and/or project to be funded; individuals or groups who support the idea; and a moderating organization (the "platform") that brings the parties together to launch the idea .[3]
https://en.wikipedia.org/wiki/Crowdfunding

http://www.dictionary.com/browse/misappropriate?s=t

For reference, here's an archived copy of their initial crowdfunding/pre-order FAQ:
http://web.archive.org/web/20140210172954/http://playstarbound.com/store/faq.php

No where in there does it state funds will be provided toward publishing, and the Early Access Model clearly outlines that funds go toward that game to ensure continued development.  When funding goes other directions except the ones stated when you made your proposal, that's a misappropriation of funds.

Then there's: http://i.imgur.com/2mvZjij.jpg, where Moly again states exactly where our funds were supposed to go, and claiming that they'd always happily refund people.  And here she is contradicting the refund claim: https://i.imgur.com/IkxDf8r.png?1.
Title: Re: Starbound - Caveat emptor
Post by: umiman on March 12, 2016, 11:13:09 pm
This thread is stuck in a cycle of perpetuity. Every 10 pages or so it just repeats itself ceaselessly.
Title: Re: Starbound - Caveat emptor
Post by: Mephisto on March 12, 2016, 11:27:07 pm
Screw it, rebuttal removed. This conversation is about as useful as headbutting brick walls.



If only SMF allowed removing threads from the "new replies" page, I wouldn't get the urge to check this thread on every update.
Title: Re: Starbound - Caveat emptor
Post by: hops on March 12, 2016, 11:57:39 pm
We could always just keep saying the same thing over and over.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on March 13, 2016, 12:06:01 am
You could always just wait for Starbound to release some official update/full release of their game before checking back. That's mainly what I've been waiting for, avoiding getting involved in conversation here for the most part.
Title: Re: Starbound - Caveat emptor
Post by: Sergius on March 13, 2016, 08:37:56 pm
This thread is stuck in a cycle of perpetuity. Every 10 pages or so it just repeats itself ceaselessly.

I find the thread more entertaining than the game, myself.
Title: Re: Starbound - Caveat emptor
Post by: hops on March 14, 2016, 07:07:21 pm
You could always just wait for Starbound to release some official update/full release of their game before checking back. That's mainly what I've been waiting for, avoiding getting involved in conversation here for the most part.
Or we could always just keep saying the same thing over and over.
Title: Re: Starbound - Caveat emptor
Post by: ChairmanPoo on March 14, 2016, 07:22:27 pm
This thread is stuck in a cycle of perpetuity. Every 10 posts or so it just repeats itself ceaselessly.
Title: Re: Starbound - Caveat emptor
Post by: Elephant Parade on March 14, 2016, 07:31:58 pm
This thread is stuck in a cycle of perpetuity. Every 10 pages or so it just repeats itself ceaselessly.
I find the thread more entertaining than the game, myself.
You could always just wait for Starbound to release some official update/full release of their game before checking back. That's mainly what I've been waiting for, avoiding getting involved in conversation here for the most part.
Or we could always just keep saying the same thing over and over.
Just a thought, but perhaps you should start a separate thread in general discussion? This derail has gone on for long enough.
Title: Re: Starbound - Caveat emptor
Post by: Cyroth on March 14, 2016, 07:33:28 pm
This thread is stuck in a cycle of perpetuity. Every 10 posts or so it just repeats itself ceaselessly.

The cycles are getting shorter! Soon they will beginn to repeat themselves before they have finished.
Causality will be shattered, reality will devour itself.
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on March 14, 2016, 09:32:51 pm
It's already happening. I wonder if this has anything to do with the space tentacles.
Title: Re: Starbound - Caveat emptor
Post by: umiman on March 14, 2016, 11:17:59 pm
Honestly I feel like No man's Sky will scratch the itch that Starbound failed to reach. It came close, but... Eugh. I guess I'll settle for exploring the stars in a small starship and living out childhood fantasies in 3D rather than 2D.
Title: Re: Starbound - Caveat emptor
Post by: hops on March 15, 2016, 12:44:39 am
This thread is stuck in a cycle of perpetuity. Every 10 pages or so it just repeats itself ceaselessly.
I find the thread more entertaining than the game, myself.
You could always just wait for Starbound to release some official update/full release of their game before checking back. That's mainly what I've been waiting for, avoiding getting involved in conversation here for the most part.
Or we could always just keep saying the same thing over and over.
Just a thought, but perhaps you should start a separate thread in general discussion? This derail has gone on for long enough.
You can't derail that which has no rails.
Title: Re: Starbound - Caveat emptor
Post by: KingofstarrySkies on March 15, 2016, 02:21:58 am
Honestly I feel like No man's Sky will scratch the itch that Starbound failed to reach. It came close, but... Eugh. I guess I'll settle for exploring the stars in a small starship and living out childhood fantasies in 3D rather than 2D.
I think that's what killed Starbound for me primarily. The ship was a reason why I never had to build anything, so why the hell bother building a shelter? I prefer tinyships to house-sized ships.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 15, 2016, 02:49:03 am
Honestly I feel like No man's Sky will scratch the itch that Starbound failed to reach. It came close, but... Eugh. I guess I'll settle for exploring the stars in a small starship and living out childhood fantasies in 3D rather than 2D.
I think that's what killed Starbound for me primarily. The ship was a reason why I never had to build anything, so why the hell bother building a shelter? I prefer tinyships to house-sized ships.
Colony and crew mechanics. Need crew to upgrade ship, need settlement to get crew. A ship as just a means of travel is pointless, you may as well have a game like Terraria and pretend you're traveling to different planets when you load your character with different worldfiles. The ship as a central hub and mobile home is perfect, especially if there's any ship combat later on.
Title: Re: Starbound - Caveat emptor
Post by: Ibid Straydrink on March 15, 2016, 03:03:03 am
SHip combat with a certain amount of RNG influence could bring this boat back from Hades. Hells, just rip and implement a variation of FTL's combat system, using chat bubbles and background effects.
Title: Re: Starbound - Caveat emptor
Post by: umiman on March 15, 2016, 10:43:50 am
To be honest, Elite: Dangerous But I Can Fuck About On Foot is exactly what I want from a Sci-Fi game. Elite still kind of scratches my itch, though.
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on March 15, 2016, 01:49:56 pm
It's been a while since I played it, but Interestellaria had the sort of combat that could work for SB if they ever get around to that.
And indeed adding the need for crew to upgrade the ship and need for colony to get crew sounds like a nice idea, because it always felt like "Terraria loading different worlds". I just wish the colony system wasn't a Terraria 2.0, but at this point I guess it'll do.

And how bad is to get the crew you need for upgrades you need? I've seen a video you have to explore to find fragments to upgrade the Matter Manipulator for a while now. All this, along with nerfs to mining tools is making it sound more like a chore than anything. If I ever go back to Starbound I'll definitely add "OP mining tools" mods.

I'm hoping I'm misinformed, though.
Title: Re: Starbound - Caveat emptor
Post by: umiman on March 15, 2016, 01:52:30 pm
You clearly missed the point of what I said even with my clarification. Well done.
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on March 15, 2016, 03:34:25 pm
You clearly missed the point of what I said even with my clarification. Well done.
Actually I wasn't replying to you, I just saw talk of No Man's Sky in this thread and wanted to throw my opinion into the fray.
Title: Re: Starbound - Caveat emptor
Post by: umiman on March 15, 2016, 03:39:17 pm
+1
Title: Re: Starbound - Caveat emptor
Post by: Glloyd on March 15, 2016, 04:42:43 pm
That's what the No Man's Sky thread is for. Just let this thread die until 1.0 comes out and then you can get back to shitposting.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on March 15, 2016, 04:55:20 pm
TBH I'm just disappointed that they never integrated player-built ships as an alternative to the shitty, poorly laid-out default ones. Some of the best fun I had in Starbound was building my asteroid treeship.
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on March 15, 2016, 05:14:33 pm
shitposting.

Spoiler (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: umiman on March 15, 2016, 06:58:32 pm
Hey just saying, you guys should tone it down before Toad steps in.
Title: Re: Starbound - Caveat emptor
Post by: JumpingJack on March 15, 2016, 09:43:54 pm
TBH I'm just disappointed that they never integrated player-built ships as an alternative to the shitty, poorly laid-out default ones. Some of the best fun I had in Starbound was building my asteroid treeship.

Too true. I suppose the pufferfish crew relies on the modding community for those kinds of things, though.  ::)

I myself have built a few subpar and incredibly laggy ships in my time. It certainly helped break up the monotony.
Title: Re: Starbound - Caveat emptor
Post by: Glloyd on March 15, 2016, 11:08:36 pm
TBH I'm just disappointed that they never integrated player-built ships as an alternative to the shitty, poorly laid-out default ones. Some of the best fun I had in Starbound was building my asteroid treeship.

Yeah, that was the greatest mod. I thought they had incorporated that, but I also haven't played starbound in two years so that doesn't mean much.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on March 16, 2016, 01:58:15 am
TBH I'm just disappointed that they never integrated player-built ships as an alternative to the shitty, poorly laid-out default ones. Some of the best fun I had in Starbound was building my asteroid treeship.

Yeah, that was the greatest mod. I thought they had incorporated that, but I also haven't played starbound in two years so that doesn't mean much.

In testing, once, they added a brief bit where you could add on to the default ships with the in-game building tiles (i.e. the shittiest possible implementation), said it sucked, then broke the custom ships mod. But I haven't bothered keeping up with what's happened since, so I don't know how it is now.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on March 16, 2016, 09:45:11 pm
TBH I'm just disappointed that they never integrated player-built ships as an alternative to the shitty, poorly laid-out default ones. Some of the best fun I had in Starbound was building my asteroid treeship.
This is sadly all too true.

Maybe I'll fire up Starbound again, one day, and cruise the forums looking for such a mod.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 17, 2016, 01:16:42 am
Wouldn't player-made ships defeat the whole purpose of ship upgrades? And how would they be balanced in regards to any future ship-to-ship combat?
Title: Re: Starbound - Caveat emptor
Post by: Arbinire on March 17, 2016, 03:37:33 am
Wouldn't player-made ships defeat the whole purpose of ship upgrades? And how would they be balanced in regards to any future ship-to-ship combat?

It'd defeat the purpose of ship upgrades about as much as static dungeons defeats the purpose of a destructable/constructable world...or having swords, metal shields, and medieval armor defeats the purpose of a sci-fi space game...or having linear questing paths and progression defeats the purpose of a sandbox open world game...or how removing temperature and hunger requirements defeats the purpose of the game being based on your character being a survivor of some sort of space attack.

Pretty much this game is about defeating the purpose.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 17, 2016, 03:59:24 am
The dungeons are selectively destructible because it's impossible to make a challenge without taking away the player's god-powers over the world. Pretty much every (two-handed) weapon now has special powers, and you have an entire species of sentient robots stuck in Medieval Stasis thanks to a programming glitch, nevermind another race which is so dismissive of progress that it tends to forget its scientific advances in favor of a cowboy-esque lifestyle. Quests are no longer tied to progression, exploration is no longer held back by equipment. Hunger is back, temperature is being worked on (and is "back" in the sense that hot and cold planets incur debuffs unless you can counter them). And the space attack in question is what ends up giving you your god-powers over the world (it's implied the Matter Manipulator is a fairly unique item), at least as far as I understood the hints towards the storyline.

Basically, you're basing your dislike of the game, on a game that no longer exists.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on March 17, 2016, 02:27:50 pm
Wouldn't player-made ships defeat the whole purpose of ship upgrades? And how would they be balanced in regards to any future ship-to-ship combat?
Have each upgrade increase the space available to build in. Bam, problem solved.

Not sure what you mean by balance. Ships upgraded to different levels would obviously be unbalanced anyways. Optimizing your ship for anti-AI combat seems like an eminently reasonable feature. If you're talking about PvP balance... why? Isn't that the point of PvP, for people to leverage their skills and knowledge against their opponents? Construction is a core mechanic of games like Starbound, and limiting that is akin to limiting players in an FPS to an extremely low level of mouse sensitivity because some people don't react as quickly or as accurately as others.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on March 17, 2016, 06:50:25 pm
Future ship to ship combat?

Those were the other developers. Remember we are CLOSE to version 1.0 Anything that isn't being worked on right now isn't making the cut.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on March 17, 2016, 07:32:08 pm
Pretty sure they've stated numerous times that ship combat is a "maybe after release" thing for a while.
So really, it's probably not happening.
Title: Re: Starbound - Caveat emptor
Post by: Greenbane on March 18, 2016, 08:21:34 am
I'm not sure how ship-to-ship space combat would work. For many players, the ship is their sanctum, their base. It's the place where they stash everything and do their crafting.

What'd be the point of space combat? To wipe out that critical base? To what end? With ship upgrades they further discouraged building on planets, and it'd be contradictory to have said upgrade system in place when your ship can get blown up.

So what's the alternative? Make vessels indestructible so that you only lose pixels or X renewable resource when you lose space battles? How would that be interesting?

If they had respected spaceships and space travel, and kept their purpose focused as opposed to making them largely static space houses while most of the travel takes place via teleporters, then space combat would make more sense.

They really need to double-down on existing features instead of adding pointless mechanics with tenuous connection to the rest of the game (i.e. Pokemon). But well, that's the modus operandi.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on March 18, 2016, 09:36:35 am
I'm not sure you noticed that you've basically answered your own questions there. "With ship upgrades they've discouraged building on planets, and it'd be contradictory to have said upgrade system in place when your ship can get blown up."

They intend to re-encourage building on planets, with farming, colonization, and who knows what else. To that end, ship combat could serve to make the ship less of a mobile home - upgrades would allow it to be better protected, to house more crew, more systems, more weapons. You would only be able to keep a whole town inside your ship if you never took it anywhere potentially dangerous, if you gave up on exploring.

FTL was mentioned way back when as a possible inspiration for ship combat, and I hope you remember that FTL's ship-to-ship combat, and indeed the whole ship structure, is basically room-based. Every room is a potential target point, every room can house one system. What do ship upgrades in Starbound do? Give your ship more rooms. More space for valid rooms, and bigger rooms. I'm not saying that it will happen this way, because really I can't know, none of us can, but I do maintain that it's a possibility - that ship upgrades could be setting up something like this, where you'd have to have valid enclosed (with airtight doors!) rooms like you currently have colonist housing, except you'd do this in order to put particular "furniture" there - weapons control, shields control, anything you might want to have crew manning or interacting with, each with particular requirements for size or shape.

Thinking in those terms, allowing players to just set up their ship willy-nilly opens too much of a balancing problem because there are bound to be all kinds of ways you could confuse or trick the AI - not to mention that lacking Terraria's block variations, most player-created ships are just going to be bland to look at compared to mostly hand-drawn designs.

I'd be mostly fine, by the way, if there was a special ship builder you could use. Like, "here's a something-by-something background object, you have to place it and fully enclose it to have it count as a room", limiting the player's freedom in regards to how many discrete chunks the ship can be split into, and the size and shape of those chunks. Like when you remove the default backwall paneling in the ship you can see the windows and some kind of machinery behind it - that's what I mean. So that you can't just backwall a section of empty space and call it a room.

Final thought: Currently you are never sold a "ship upgrade". You are merely sold a license. Seeing as you can never die in the game, it would entirely make sense if you could never lose your ship either - you just have it rebuilt thanks to having a license (and S.A.I.L. backups), with some hefty fee, and whatever mechanic is chosen to determine how much of the stuff you had there is preserved. Maybe your furniture and decorations are recreated but any container contents are lost, that sort of thing, unless you go back to where you were destroyed and pick through your last ship's debris for anything salvageable.
Title: Re: Starbound - Caveat emptor
Post by: MagmaMcFry on April 03, 2016, 12:00:56 pm
"We're done here" (http://playstarbound.com/final-approach-to-1-0/)
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on April 03, 2016, 12:18:23 pm
... Not sure what to make of that.  Sounds like, "We gutted the game again, totally redesigned everything, broke the hell out of your existing and past saves forever, but at least it has a shiny '1' on it."
Guess we'll have to wait and see.

Why did they change the story again?
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on April 03, 2016, 12:24:15 pm
"We're done here" (http://playstarbound.com/final-approach-to-1-0/)

The "story" is 8 dungeons. Blech. Not even trying there.

Quote
we’ll continue to look into the feasibility of entirely custom built ships.

Which existed way back towards the early releases, but fuck all that. They can't be arsed to do a few tiny lines of code.

At least mods will be a thing through Steam.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on April 03, 2016, 01:28:35 pm
Why did they change the story again?
Because they have the discipline and organisation of a bunch of cats with a bowl of milk in front of them.
Or maybe it was because the game was in development?

Has Starbound ever had a story worthy of being called such?
Title: Re: Starbound - Caveat emptor
Post by: GrayFox on April 03, 2016, 01:38:57 pm
Looking forward to it, though i wish the story were more than eight missions, considering how long they've worked on it. I suspect they may add more story-ish stuff later, though I dont know for sure.
Title: Re: Starbound - Caveat emptor
Post by: Glloyd on April 03, 2016, 02:09:29 pm
Quote
Leaving Early Access doesn’t mean the end of updates for Starbound by any means, instead it will mark a shift away from engine work and towards additional content creation.

They were still doing engine work?
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on April 03, 2016, 02:13:56 pm
Eh, much of a naysayer as I've been for a while, the game itself doesn't look too bad. I'll give it another go whenever 1.0 is out and the patch or four to fix whatever 1.0 breaks is also out.

Already spent money on it long ago, no reason not to play it, right?
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on April 03, 2016, 02:24:09 pm
Pretty sure I've said this before, but I'm sure that post-1.0 starbound will be a legitimately fun game.

Sure, not nearly as fun as it could be. Probably not as fun as it was promised to be, but still a fun game. For most people, that is.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on April 03, 2016, 02:39:45 pm
Quote
Leaving Early Access doesn’t mean the end of updates for Starbound by any means, instead it will mark a shift away from engine work and towards additional content creation.

They were still doing engine work?
Yep. They did quite a big optimization pass on the OpenGL renderer. Me being on the potato side of compliant system specs, it's quite noticeable. They did break the DirectX renderer in the process (or just left it for last), because it's not in the Nightly as of now, but eh. I'm both looking forward to, and dreading the promised server-side optimization pass - a lot of the harder fights in the game I've won mostly because they happened in bullet-time. >_>
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on April 03, 2016, 02:52:28 pm
Well I feel ripped off, then again I should.

And now I can be 100% justified in feeling ripped off and people can just shut up about it BECAUSE we are on version 1.0 so there is no iffs ands or buts about if the game will suddenly pull "being good" or "actually fulfilling a small amount of its promises" out of its butt.

AND because the "Engine" is done. It means combat will never be fixed, platforming will never be fixed, and all the little things that needed work (AKA everything) will never be fixed.

Like The Sims 4, new content cannot fix a broken system in the same way new cannons, new sail, and a washed deck cannot fix a leaky ship. If the game is fundamentally flawed on the lowest level, no amount of 'stuff' is going to prop it up.

This game is the Sims 4 all over again. Things meant to ape "good" but really just prop up mediocrity.

Done... may this game be buried deep into the ground and no angels weep over its remains because it deserves every bit of negativity, EVERY BAD WORD, Ever said about it! Halleluiah Christmas has come early.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on April 03, 2016, 03:09:28 pm
Done... may this game be buried deep into the ground and no angels weep over its remains because it deserves every bit of negativity, EVERY BAD WORD, Ever said about it! Halleluiah Christmas has come early.
Just out of curiosity, do you have a list of... similarly bad.. games, anywhere on you?

I feel rather compelled to try them out.

I had a similar experience with unfulfilled potential with Stardrive, and I really only left that game because the dev stopped any and all work on it (to work on the sequel... which was basically the same game, but killed and reanimated as something else). It doesn't mean Stardrive is any less of a good game, at its core - it was just released and left unfinished, because the original vision did not work out. Starbound is kind of like that, but it's actually being completed, even if it strayed from its original goals in order to keep going.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on April 03, 2016, 03:24:18 pm
Ehh I am honestly more mad that I've been constantly told I have no right to complain because either the game isn't finished, because they enjoy it, or because of the original features list.

Which is why I feel so good that it hit version 1.0 so I can basically say "Nope! officially 1.0"

Quote
even if it strayed from its original goals in order to keep going

It feels like a completely different game honestly.

But honestly Starbound wouldn't be so bad even now if it could just get its act together... which it never will because 1.0
Title: Re: Starbound - Caveat emptor
Post by: GrayFox on April 03, 2016, 03:28:38 pm
I've played Starbound for "380 hours"... probably somewhere more around, maybe 300 to 320. The rest is idle time. Once again, I think people are being too harsh on this game as well. Maybe people just enjoy complaining? I dunno. I don't feel ripped off, although I definitely admit there are some things that annoy me. It does seem like they've been  lazy about some things. I know, programming is very hard, but it's what they're meant to do. Something being harder to program should, maybe not always, but.... it usually should  just mean a developer should try harder. Although, as they've said, they will continue adding things to the game for a while.

Has anyone compiled a list of promised features that still aren't in the game?
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on April 03, 2016, 03:59:22 pm
Has anyone compiled a list of promised features that still aren't in the game?

No because they took them down... because of course they did :P
Title: Re: Starbound - Caveat emptor
Post by: Greenbane on April 03, 2016, 05:46:04 pm
But honestly, what were you guys expecting from a 15-dollar game?
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on April 03, 2016, 05:51:22 pm
But honestly, what were you guys expecting from a 15-dollar game?

I guess I expected honesty, integrity, and transparency.

Or are you saying that 15 dollar games can't be really fun?

Want me to list you some free games that are really fun?
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on April 03, 2016, 06:02:45 pm
But honestly, what were you guys expecting from a 15-dollar game?
I expected the game they advertised, the game they set out to make. So far I haven't seen it and regret buying, but that was back when I still did early access stuff which I don't any more, partly because of Starbound.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on April 03, 2016, 06:51:43 pm
But honestly, what were you guys expecting from a 15-dollar game?
"lol it's only $15 so it's okay that they fucked up the project, trolled their customers instead of working, and didn't deliver"

>til you can lie to someone for financial gain as long as it's not too much money from some random person's pov
>tfw terraria had the same pricing but delivered well for what it was
>tfw there are $5 games that are better-made and aligned with their original intent
>tfw there are free games in alpha or alpha-equivalent states that are massively better games than this
>tfw you have ancient shareware DOS games that are more interesting and have more replay value
>tfw someone tries to excuse shitty devs by belittling people for legitimate complaints
Title: Re: Starbound - Caveat emptor
Post by: Greenbane on April 03, 2016, 06:56:23 pm
But honestly, what were you guys expecting from a 15-dollar game?

I guess I expected honesty, integrity, and transparency.

Or are you saying that 15 dollar games can't be really fun?

Whether you find the game fun or not is ultimately subjective. Regardless of their work etiquette, what you pay for is a product. I didn't know game development was required to be transparent to the public. As for honesty or integrity, and the alleged lack thereof, well, whether they're significantly at fault with that is debatable.

But honestly, what were you guys expecting from a 15-dollar game?
I expected the game they advertised, the game they set out to make. So far I haven't seen it and regret buying, but that was back when I still did early access stuff which I don't any more, partly because of Starbound.

What is it that they advertised and wasn't or is not going to be delivered by 1.0? Is the problem that they're not delivering or that they're not delivering the content you expected in the form you were hoping for? Those are two different things.

But honestly, what were you guys expecting from a 15-dollar game?
"lol it's only $15 so it's okay that they fucked up the project, trolled their customers instead of working, and didn't deliver"

>til you can lie to someone for financial gain as long as it's not too much money from some random person's pov
>tfw terraria had the same pricing but delivered well for what it was
>tfw there are $5 games that are better-made and aligned with their original intent
>tfw there are free games in alpha or alpha-equivalent states that are massively better games than this
>tfw you have ancient shareware DOS games that are more interesting and have more replay value
>tfw someone tries to excuse shitty devs by belittling people for legitimate complaints


To say they fucked up the project is a bit of a stretch. A very subjective stretch.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on April 03, 2016, 07:05:27 pm
I've mentioned this a few times in the years since, but one of my early posts in the old thread was along the lines of "if they make something kinda like Terraria in space, I'll be satisfied." I enjoyed Terraria for the building moreso than the min-max combat, so I'll probably at least partially enjoy 1.0.

It was obvious from the start given the mysterious falling out Tiy had with Redigit that there was something shady going on with him, and that Tiy couldn't handle working with a team that well. It's a question of managing your expectations and leaving them at a sane level, which for a brand new team with dubious pedigree should be pretty damn low. I do feel bad for the competent people that got roped into the company's PR debacles and had to leave quietly over the years, though.

At this point I also just don't have the fucks to give over $15 I knew was a gamble when I spent them 4 years ago. Life lesson, I guess - people lie sometimes and can be incompetent. They've still handled this much better than Towns ever did, by a country mile.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on April 03, 2016, 07:39:25 pm
But honestly, what were you guys expecting from a 15-dollar game?

I guess I expected honesty, integrity, and transparency.

Or are you saying that 15 dollar games can't be really fun?

Whether you find the game fun or not is ultimately subjective. Regardless of their work etiquette, what you pay for is a product. I didn't know game development was required to be transparent to the public. As for honesty or integrity, and the alleged lack thereof, well, whether they're significantly at fault with that is debatable.

You can't back out of it that way. YOU gave the qualification that $15 dollars = insufficiency.

So if it isn't fun factor as you point out. Then what? Say what are you saying IS this great lack from a 15 dollar product?

As for "Debatable" no. They objectively cut and run and put a lesser team on staff in order to go to other projects (something they said they would only do once the game was finished if I remember correctly...). Debatable means that you could reasonably debate one way or another. Debatable doesn't mean "They did it! but you know... does it really matter?"

So for example... Trolling their own fanbase and then banning them when they reacted? It happened... That isn't debatable.

Whether or not someone should care whether or not they are trolls? That is debatable.

---

But as I said, I'd forgive it all if they just got their act together. I don't even care about the promises at this point.

Just fix the game first. The game is so... trivial and wonky.
Title: Re: Starbound - Caveat emptor
Post by: Trapezohedron on April 03, 2016, 07:52:40 pm
Actually, they really did fuck up. Starbound was hyped and sold with the premise of the old changelog and update schedules, which is why people pre-ordered for it. Then Chucklefuck decided they would be using Starfunds in order to run a Publisher scheme instead. Now, there's barely any game they produce and they're off acting as a publisher for indie games, like Stardew Valley.

To say that's not a fuck up, when you promised to deliver an apple and you sent a rotten orange, then I don't know what is.
Title: Re: Starbound - Caveat emptor
Post by: GrayFox on April 03, 2016, 07:59:02 pm
I am still interested in a list of features that didn't make it. If there was one, and it was only ever posted on their official forums, then that's pretty dumb. No one has a list like this somewhere? ???

The only thing I can think of is creative mode, which they claim will be added later, as far as I know? I'm sure there are some other things not (or not yet) in the game, but it seems like most things are getting done. It's just not in an amount of time that pleases most people.

I'm admittedly annoyed that it's taking so long, but I'm glad development continues. I haven't heard any plans of the game being scrapped or discontinued, or anything like that. As far as I know, most of the staff members are still there, with a few exceptions. However, I'm not sure who is working on what now anymore.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on April 03, 2016, 08:45:41 pm
Actually, by my recollection pretty much all of their actual coders left. Which is probably part of why they fell into "lol look at this item i made this weekend" syndrome.
Title: Re: Starbound - Caveat emptor
Post by: GrayFox on April 03, 2016, 08:51:35 pm
bartwe left. He was a coder. Rho left. She was an artist. I think everyone else is still there?
Title: Re: Starbound - Caveat emptor
Post by: Greenbane on April 03, 2016, 08:58:47 pm
You can't back out of it that way. YOU gave the qualification that $15 dollars = insufficiency.

So if it isn't fun factor as you point out. Then what? Say what are you saying IS this great lack from a 15 dollar product?

As for "Debatable" no. They objectively cut and run and put a lesser team on staff in order to go to other projects (something they said they would only do once the game was finished if I remember correctly...). Debatable means that you could reasonably debate one way or another. Debatable doesn't mean "They did it! but you know... does it really matter?"

So for example... Trolling their own fanbase and then banning them when they reacted? It happened... That isn't debatable.

Whether or not someone should care whether or not they are trolls? That is debatable.

I made no such claim. My claim is a simple one: there's plenty of content in the game to justify the 15-dollar pricetag. It may not be the flawless masterpiece some blindly hoped it to be, but it's a pretty decent game. Maybe a 7/10.

If you'll excuse me, I'm gonna say it's the relevance of most of what you mentioned that is debatable: yeah, because I can't be arsed to do the research and investigate just what went supposedly wrong and verify whether or not Chucklefish is in fact the herald of the Apocalypse. Internal politics, blunders, who had a falling out with whom and whatever happened along the development process is irrelevant if said process kept chugging along. How they managed their official forums matters little. All that matters is the quality of the final product, from a customer's perspective.

You really have to ask yourself what'd you think of the game if you hadn't immersed yourself in all the rumours, gossip and forum raging, all of which has little bearing on the actual product. From a personal perspective, I believe it paid off to just forget about the game after it first came out and the forum rage and alleged questionable happenings took place. I was able to play subsequent stable versions, as sparsely as they were released, as an outsider, and found them to be decent upgrades. What the devs did or did not do with their company was of little consequence. Your experience might've been different: everyone has different expectations and preferences about any game, but that's normal.

And yeah, I'm also interested in a list of all the alleged promised features that didn't make it. So far all the responses I've gotten are something along the lines of "Chucklefish did this or that and they're the devil" and "they haven't fulfilled any of the million promises they made, and they deleted those (so I don't even know what I'm expecting they'll own up to)". I'm astounded by the amount of bile surrounding what's merely a game, often spewed by people who paid for it years ago, got dozens of hours of entertainment from it and still demand it to fulfill their mythical expectations.


PS: Coders leaving might've slowed development down, but if they weren't replaced in any way, the project would've screeched to a halt. You just can't make a game without coders, so I'll assume that's just an overstated rumour as opposed to a sign of the development process running on black magic fuelled by the weekly sacrifice of forum dissenters.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on April 03, 2016, 09:06:26 pm
bartwe left. He was a coder. Rho left. She was an artist. I think everyone else is still there?
So a third of their coders. Not counting the two modders they hired.

I mean granted, the point is kinda moot when I'm pretty sure none of they had ever worked on a game before, maybe barring small personal projects.

Meanwhile a look at their former team members it's basically all art people, sound people, and vague idea people. Three coders plus two modders they added later balanced against, what, just shy of 20 soft-work people? That right there is probably a decent explanation for part of their problems.
Title: Re: Starbound - Caveat emptor
Post by: GrayFox on April 03, 2016, 09:21:30 pm
A couple of people left. They were not slaves. Then, they hired some new people. I don't see a gigantic controversy there.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on April 03, 2016, 09:29:55 pm
I made no such claim. My claim is a simple one: there's plenty of content in the game to justify the 15-dollar pricetag. It may not be the flawless masterpiece some blindly hoped it to be, but it's a pretty decent game. Maybe a 7/10.

So... you didn't make the claim... but your making the claim.
Title: Re: Starbound - Caveat emptor
Post by: Greenbane on April 03, 2016, 09:35:42 pm
I made no such claim. My claim is a simple one: there's plenty of content in the game to justify the 15-dollar pricetag. It may not be the flawless masterpiece some blindly hoped it to be, but it's a pretty decent game. Maybe a 7/10.

So... you didn't make the claim... but your making the claim.

I am? What is sufficient to you? Were you indeed expecting a flawless masterpiece from the developers? Clearly nothing short of that would do. Why is Starbound not allowed to be a 7/10?
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on April 03, 2016, 09:42:44 pm
I made no such claim. My claim is a simple one: there's plenty of content in the game to justify the 15-dollar pricetag. It may not be the flawless masterpiece some blindly hoped it to be, but it's a pretty decent game. Maybe a 7/10.

So... you didn't make the claim... but your making the claim.

I am? What is sufficient to you? Were you indeed expecting a flawless masterpiece from the developers? Clearly nothing short of that would do. Why is Starbound not allowed to be a 7/10?

Fix up the platforming, make the combat a bit more technical, and fix the weapons... then I wouldn't be as cheesed.

Besides on my scale Starbound is a 5/10 which is basically a meh... because my scale doesn't start at 7.

I also don't give points to games that use up a lot of my time. Otherwise From the Depths and Borderlands would be 10s :P (I'd probably rate the first BLs a 6... Second and presequel a 7,  but the sort of 7 where sometimes it feels like an 8... Like it had its moments)

While from the depths I'd probably give a 6 or 5... But it is the sort of 6 or 5 I'd want to play. I don't play it because it is particularly good or fun.

But there are also "Strong" and "Weak" scores. A "weak" score like say Fallout 4 is a game that isn't as fun as I'd score it. Yet a "strong" score is a game like Drakengard which is kind of a bad game but is somehow more fun then it is bad or just a great game that is just fun.
Title: Re: Starbound - Caveat emptor
Post by: IronyOwl on April 03, 2016, 10:09:09 pm
I made no such claim. My claim is a simple one: there's plenty of content in the game to justify the 15-dollar pricetag. It may not be the flawless masterpiece some blindly hoped it to be, but it's a pretty decent game. Maybe a 7/10.
If you ask me to explain why a $15 game MUST have the following features to not count as a fuckup and a scam, and I respond with a really eloquent explanation of what made original X-COM so enjoyable, I'm fucking up the conversation. I cannot then claim that, completely lacking context, the response I gave was well-written and enjoyable and therefore a valid response, because it's not. It might be if I were in a discussion about X-COM, but we weren't so I'm going off about nothing in particular. I'm giving a shit response, even if somebody jumping into the thread without any context thinks it's a pretty thoughtful piece, or who enjoys the derail anyway.

Similarly, you cannot market a game as one thing, then deliver whatever else you feel like and count on it "still being a good game" to cover the discrepancy. There are no doubt people who would have bought or backed the game either way or any way, and so for them the question of "was this a good $15?" still has the same answer. This does not invalidate those for whom the answer has changed, or those for whom the answer might have changed because that's their call to make, not the company's. And since everyone's answer might have changed, everyone has a right to call Chucklefish out for lying about the product they were selling.

You can personally decide that it all worked out okay for you personally, so no harm no foul, but that doesn't oblige anyone else to do the same.

If you'll excuse me, I'm gonna say it's the relevance of most of what you mentioned that is debatable: yeah, because I can't be arsed to do the research and investigate just what went supposedly wrong and verify whether or not Chucklefish is in fact the herald of the Apocalypse. Internal politics, blunders, who had a falling out with whom and whatever happened along the development process is irrelevant if said process kept chugging along. How they managed their official forums matters little. All that matters is the quality of the final product, from a customer's perspective.

You really have to ask yourself what'd you think of the game if you hadn't immersed yourself in all the rumours, gossip and forum raging, all of which has little bearing on the actual product. From a personal perspective, I believe it paid off to just forget about the game after it first came out and the forum rage and alleged questionable happenings took place. I was able to play subsequent stable versions, as sparsely as they were released, as an outsider, and found them to be decent upgrades. What the devs did or did not do with their company was of little consequence. Your experience might've been different: everyone has different expectations and preferences about any game, but that's normal.
So you have no idea what was or wasn't promised, but clearly anyone expecting anything but what they got was a gullible rube demanding the impossible? And you have no idea what Chucklefish did or didn't do, but anyone disliking or objecting to any of it is just being petty and irrelevant?

The mechanics of the company are incredibly relevant to the game, which is incredibly relevant to your status as a (potential) customer. If you want to just shrug and say "I'll be happy with anything!" then I guess it really doesn't matter for you personally, but that doesn't mean it's immaterial for everyone else.

And yeah, I'm also interested in a list of all the alleged promised features that didn't make it. So far all the responses I've gotten are something along the lines of "Chucklefish did this or that and they're the devil" and "they haven't fulfilled any of the million promises they made, and they deleted those (so I don't even know what I'm expecting they'll own up to)". I'm astounded by the amount of bile surrounding what's merely a game, often spewed by people who paid for it years ago, got dozens of hours of entertainment from it and still demand it to fulfill their mythical expectations.
So what, there's no such thing as a false promise so long as they remember to delete it at some point? Or are you suggesting that everyone who brings up those features is a liar or misremembering a suggestion thread?
Title: Re: Starbound - Caveat emptor
Post by: Skyrunner on April 03, 2016, 10:13:15 pm
According to reddit, the 1.0 feature-complete release will be coming in roughly 6 months!
Title: Re: Starbound - Caveat emptor
Post by: Scripten on April 03, 2016, 10:25:34 pm
Fix up the platforming, make the combat a bit more technical, and fix the weapons... then I wouldn't be as cheesed.

Okay, this is probably a bad idea, but I legitimately curious. What do you actually expect?

1) Fix up the platforming : What about the platforming is wrong? Do you feel like it is too floaty? Do you dislike the utility items? Is the jump height too low? I've honestly never had a problem with the way SB controls. The inputs felt responsive and, as far as platforming is concerned, I've never felt like the game cheated me due to control issues. Is that bare minimum? Maybe, but this is not a game made in the image of the classic Sonic games or Dustforce/Super Meat Boy/etc.

2) Make the combat a bit more technical : In what way? Currently, there is an expectation for timing, placement, and the like. You certainly can't stand still and button mash. (There are also a number of fixes and changes detailed in the newest blog post that solve several other annoyances I've seen aired in this thread.) I will admit that Terraria has more robust combat... when you are fighting bosses, due to the attack patterns of the bosses as opposed to the combat mechanics. Are you comparing SB against other combat platformers? Which ones, and in which ways are they technically superior?

2) Fix the weapons : How? Special attacks? Unique properties? Varied gameplay styles? These are all currently part of the mechanics. What are they missing, in your opinion?

I'm also very curious to see a comparison of the features coming to 1.0 or already in the game with the original roadmap. I know someone must have preserved it. Using my advanced Google-fu, I've grabbed a couple of links:

Old Destructoid article with some mock-up pictures and features (http://"http://www.destructoid.com/keep-up-on-starbound-s-development-with-the-roadmap-250831.phtml")
Wiki pages for the roadmap (Is this the same as the original roadmap? Looks familiar to me, tbh) (http://"http://starbound.wikia.com/wiki/Roadmap")

FAKEEDIT: Aha, found it: The actual roadmap, pickled on Reddit (http://"https://www.reddit.com/r/starbound/comments/1bkta7/starbound_roadmap_text_edition/")

I would do a quick rundown of the features in the current version of the game and those detailed in the 1.0 blog post, but I really just don't have the time nor inclination. From a quick skim, I don't think anything is missing from the game? Maybe the security stuff, since I haven't tried doing anything complicated with cheating or running a server. Barring that, I don't know what massive compromises have been made during development.

About all I can tell is that people are angry that the game took too long and that CF has maintained an echo box on their personal forums. Am I missing something big?
Title: Re: Starbound - Caveat emptor
Post by: Greenbane on April 03, 2016, 10:30:28 pm
Fix up the platforming, make the combat a bit more technical, and fix the weapons... then I wouldn't be as cheesed.

So it comes down to that. The little subjective things. I didn't even know platforming had a problem, for example. For all that rage, I thought you had more fundamental issues with the game itself.

So 1.0 is coming soon. Some people will like it. Some won't. Story of every game ever.

Nowhere near the Towns, Spacebase DF-9 or Windborne disaster.

(snip)

I'm still genuinely waiting for someone to tell me what Starbound was allegedly supposed to be and how now it isn't or possibly won't be by 1.0.


PS: Thanks, Scripten. Will look into it later.

...but the links' formatting is rather messed up. Needs some polish.
Title: Re: Starbound - Caveat emptor
Post by: MaximumZero on April 04, 2016, 01:56:14 am
You know, I honestly don't give a damn what Starbound was supposed to be. Sure, some people banked on dev speculation and high hopes, but in the end, I got $15 worth of fun out of it, so I guess I'm pretty happy with what I got. Games aren't investments that are promising specific returns on investment. Sometimes games just aren't what you think they're going to be, and sometimes they just flat out suck. I should know, I work for the largest games retailer in the world. Either way, if you managed to wring enough fun out of what you did play to cover the cost of admission, maybe it would be better suited to focus on something that made you happy instead of being irrationally angry that you didn't get (or only got) $400 worth of fun for $10 or however much you paid in. I imagine that the people who actually paid for the development of Duke Nukem Forever (which I still sell copies of, btw,) are pretty pissed off at the product that they got, but they didn't sit and stew endlessly, they moved on to different projects, and if you don't like what Starbound offers because it isn't exactly what the devs wanted in the beginning, maybe you should, too.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on April 04, 2016, 07:15:55 am
You know, I honestly don't give a damn what Starbound was supposed to be.

Look, if you are allowed to be happy with Starbound.

I am allowed to be dissatisfied with Starbound.

You had your grace "It might get better" period where people could deflect criticism based on its unfinished state. That period is over.
Title: Re: Starbound - Caveat emptor
Post by: Mephisto on April 04, 2016, 07:40:01 am
You know, I honestly don't give a damn what Starbound was supposed to be.

Look, if you are allowed to be happy with Starbound.

I am allowed to be dissatisfied with Starbound.

You had your grace "It might get better" period where people could deflect criticism based on its unfinished state. That period is over.

IOW:

"If you're allowed to vent irrationally about video games. Others are allowed to react to said venting."

That's how discussions work.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on April 04, 2016, 07:54:22 am
IOW:

"If you're allowed to vent irrationally about video games. Others are allowed to react to said venting."

That's how discussions work.

Yeah, but none of this "You aren't supposed to be mad!"
Title: Re: Starbound - Caveat emptor
Post by: Dorsidwarf on April 04, 2016, 09:03:15 am
Starbound is a pretty neat game.

Star-bound was the most-hyped indie game ever until NMS.

Starbounds development process has been murky, with constant design direction changes and poor communication from devs.

Starbound is not as good a game as a lot of people hoped and expected.

This makes some people sad or angry.

Personally I had lots of fun with Starbound, but I feel disappointed it wasn't what it could have been.

Title: Re: Starbound - Caveat emptor
Post by: Greenbane on April 04, 2016, 09:19:27 am
IOW:

"If you're allowed to vent irrationally about video games. Others are allowed to react to said venting."

That's how discussions work.

Yeah, but none of this "You aren't supposed to be mad!"

It's all opinions. I'm just trying to find out just what's so heinous about Starbound, and why people are so hung up over 15 dollars they spent years ago, out of which they already got dozens of hours of entertainment. But MaximumZero put it pretty eloquently: when you invest on something like a videogame so early on in its development process, there's a fair chance it won't turn out according to your dreams.

Because we're really just talking about hopes and dreams here: there isn't really much of importance missing, when you compare the original concept and ideas (which Scripten helpfully linked to just now) with the current state of the game. In fact, in some aspects the game's currently greater than what was originally planned (number and variety of dungeons per planet, for instance).
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on April 04, 2016, 09:53:27 am
So you wouldn't mind Greenbane if I told you that you should hate the game and that by liking it you are delusional and just making excuses to make yourself happy with your purchase? AKA: Sweet Lemons?

Ohh wait, that would make me a total ass.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on April 04, 2016, 10:18:48 am
So, looking over the old road map linked a page or two ago, it does look like the stuff made it in, in one form or another.

Did anyone ever come up with concrete stuff that was 100% said "yeah bro this is gonna be there" and never was? I skimmed a few of the old IRC logs and haven't found an outright failure to deliver yet, aside from stuff like "you can paint  your guns".

Note the employee practices are still shit, but I'm just asking about the game right now. The IRC chats are copy/pasted into this forum's old thread, and reddit has that roadmap archive. What, specifically, is AWOL here?
Title: Re: Starbound - Caveat emptor
Post by: Greenbane on April 04, 2016, 10:24:01 am
So you wouldn't mind Greenbane if I told you that you should hate the game and that by liking it you are delusional and just making excuses to make yourself happy with your purchase? AKA: Sweet Lemons?

Ohh wait, that would make me a total ass.

I never told anyone they should like the game or that they're delusional for not liking it. You keep acting as if I'm trying to force people to feel this or that way. That's not how internet discussions work.

As I said, I'm just trying to understand what's Starbound's major war crime, and why some feel such virulent hatred for it. It turns out that, for many, including yourself, it merely could've been better. There is no major war crime, no major promise left unfulfilled. Just personal expectations not met.

In the end you're only guaranteed a full game made with a certain concept in mind, and nobody can assure you you'll like it. Some will, some won't. That's normal for any game.
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on April 04, 2016, 11:40:23 am
The issue really has very little to do with the game, many people are dissatisfied with the game because it doesn't meet their expectations of 'Terraria in space but better' which is what Tiy hyped it as, and was generally believed that could be done because he already had experience from Terraria under his belt (we didn't really find out until afterwards that he didn't really get game design and development.)  What really pisses people off is the Chucklefish team basically being trolling asshats who promised the moon (and they really did) and delivered salt flats.  And don't get me started on gods damned horsetits.

I've dropped around 200 hours into Starbound, and while there were definite periods where I had fun, almost all of the fun I had came from modding the game into something almost unrecognizable.  So I'm not going to say I didn't get enjoyment time out of it, but I fully understand why people (and occasionally myself) get so irate over it.
Title: Re: Starbound - Caveat emptor
Post by: Gentlefish on April 04, 2016, 02:51:06 pm
...Personally, the only thing I wish I could have (and could probably easily mod in without a problem) is the ability to 3-D print special blocks. Like slime or leaf blocks.

Otherwise, the game is fun and a great time killer. I much prefer the art style and block diversity over Terraria. It feels much more... Scenic? Less cartoony, by any means. And I like that.

Neo, I'll be honest. You're so salty about this game you'd ruin many a good steak. It honestly feels like you think this game promised you nirvana then immediately shat on your desk. It didn't do that; it had poor development and the politics and PR surrounding it was bad, but it's not a bad game. It's worth its price and, hey, at least they're still trying at it after all the flak they've gotten. If you ask me, they've definitely matured at least a little bit since LOLHORSE. It's... Weird they decided to instead move to publishing but honestly, the games they're moving to publish all look fun.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on April 04, 2016, 03:00:48 pm
Gentlefish I particularly remember giving the game a 5/10, that isn't a bad game.

Heck my ultimate complaint was that it needed to be touched up and that my major beef is more people telling me I couldn't complain then with the game itself.

Which frankly... I am getting tired of being told over and over that I can't complain, that I am wrong to complain, or that my opinion on the game is invalid... But alas that is how things go in here. I should just get used to it.
Title: Re: Starbound - Caveat emptor
Post by: Scripten on April 04, 2016, 03:48:38 pm
Heck my ultimate complaint was that it needed to be touched up and that my major beef is more people telling me I couldn't complain then with the game itself.

I tried to ask you what you found wrong with the game and I don't think I ever asked you to stop complaining. I apologize if I came across as trying to shut you down. I'm legitimately curious about the problems you have with the game, even in its current incarnation.

Which frankly... I am getting tired of being told over and over that I can't complain, that I am wrong to complain, or that my opinion on the game is invalid... But alas that is the Starbound defense squad for you.

To be fair, this thread has been something like (at least) forty pages of people slamming the game, the devs, and shutting down gameplay-related conversations like those you see in other thread in Other Games. Not everyone has been doing this, of course. It's just pretty distracting when you want to come discuss the game and there's not really any actual conversation about it in its thread.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on April 04, 2016, 03:53:11 pm
And I am getting pretty tired over your extreme, and more importantly, your extremely repetitive negativity, Neonivek.
Seriously. We get it. You and others have said the same thing many times already. Is there really a need to continuously say the same things over and over again after everybody has already heard what you have to say?
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on April 04, 2016, 04:24:27 pm
And I am getting pretty tired over your extreme, and more importantly, your extremely repetitive negativity, Neonivek.
Seriously. We get it. You and others have said the same thing many times already. Is there really a need to continuously say the same things over and over again after everybody has already heard what you have to say?

Hey, I stopped... and ONLY chimed in ONCE because the game was out and otherwise I was responding.

I tried to ask you what you found wrong with the game and I don't think I ever asked you to stop complaining. I apologize if I came across as trying to shut you down. I'm legitimately curious about the problems you have with the game, even in its current incarnation.

Ohh opps. It is hard to say because it is very general.

One is that weapons need to be fixed so that both slow and fast weapons sort of stand side by side (I was also never a fan of making epic weapons WAY better then elemental given Electric weapons are frankly kind of the better element for defensive purposes).

Second is they need to tighten the controls on the platforming and incorporate that into their combat.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on April 04, 2016, 04:42:29 pm
Yeah, in terms of the low-level mechanical stuff, those were my major complaints as well: the movement felt too floaty and returning to the dumbed-down combat system was a serious mistake.

For that stuff, it feels like the team understood on some level that Terraria's platforming and combat were popular but not why (because they scratched that Metroidvania itch), so instead of further improving on them they hared off in a dozen different directions, as they did with so many other things, eventually ending up with something that just feels kinda off.

That's the most telling part for me about the quality of the game as it stands: for almost every system and mechanic I can think of an older iteration of it from earlier in the development cycle that I like more, or that was just flat-out better. One of the few good things they're doing for 1.0 is (allegedly) removing the hard gates on exploration.
Title: Re: Starbound - Caveat emptor
Post by: Ibid Straydrink on April 06, 2016, 01:53:13 am
I've thought it over, and have to say: my real qualm is that I don't care for the devs. As a group of businessmen and (I think it's fair to this about at least some game developers in this day and age) artisans, I don't care for how they handle their product and clientele.

Starbound's a nice diversion. Nothing special the last time a played it a year or so back- particularly, for the lack of content diversity. But if there were random events that leant themselves to a multiplayer  (viz., Terraria), I would enjoy it quite a bit more.
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on April 06, 2016, 06:13:11 am
Gentlefish I particularly remember giving the game a 5/10, that isn't a bad game.

Heck my ultimate complaint was that it needed to be touched up and that my major beef is more people telling me I couldn't complain then with the game itself.

Which frankly... I am getting tired of being told over and over that I can't complain, that I am wrong to complain, or that my opinion on the game is invalid... But alas that is how things go in here. I should just get used to it.
I think it's more how you complain (ie wording, tone of words, semantics...) rather than actually complaining in itself. :O I think it's a thing that has been mentioned before?

That's the most telling part for me about the quality of the game as it stands: for almost every system and mechanic I can think of an older iteration of it from earlier in the development cycle that I like more, or that was just flat-out better. One of the few good things they're doing for 1.0 is (allegedly) removing the hard gates on exploration.
Is there anyway to play the early patches of the game via Steam?
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on April 06, 2016, 06:44:05 am
Is there anyway to play the early patches of the game via Steam?
Steam, no, but I think you might still find some of the early(er) builds on various torrent sites. A quick glance over to one I know shows a build from 2 years ago, if you really want to try that route.
Title: Re: Starbound - Caveat emptor
Post by: Glloyd on July 08, 2016, 06:18:50 pm
So.

It's leaving Early Access on July 22nd.

http://playstarbound.com/starbound-release-announcement/
Title: Re: Starbound - Caveat emptor
Post by: Elephant Parade on July 08, 2016, 06:23:29 pm
I haven't been watching development too closely, of late, and so I have a question for those who have been: Is Starbound set to fulfill its original roadmap upon release, or are there still some major missing pieces?
Title: Re: Starbound - Caveat emptor
Post by: Shooer on July 08, 2016, 06:37:47 pm
I haven't been watching development too closely, of late, and so I have a question for those who have been: Is Starbound set to fulfill its original roadmap upon release, or are there still some major missing pieces?
Depends, I guess.  Technically every thing is there, technically.  Maybe not in that great of detail or depth, but it's all there.  Has been for awhile.

The problem though is that not that they are there but are they there in the way they were promised/proposed.
Title: Re: Starbound - Caveat emptor
Post by: Folly on July 21, 2016, 11:43:29 pm
Planning to play for the first time tomorrow. Any highly recommended mods?
Title: Re: Starbound - Caveat emptor
Post by: Pencil_Art on July 22, 2016, 01:05:04 am
Depends on how you interpret what was promised.

I have fun building my stuff on Starbound, though. It's alright.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on July 22, 2016, 03:00:50 am
Planning to play for the first time tomorrow. Any highly recommended mods?
If somehow, against all odds, there will suddenly be a mod that brings back the original hotbar style, I will immediately and highly recommend that.

 As it is, I've removed the game from my Steam library listing. I did not believe it was possible to so completely break my enjoyment of the game so close to projected release, but boy was I proven wrong. Just barely one month to release, and out of nowhere they completely wreck the primary UI element of the game, without allowing there to be any options, or apparently even mods. Chucklefish are truly masters at this, it seems.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on July 22, 2016, 03:12:48 am
Yeaah. I definitely preferred Starbound much earlier. As it stands now, I just think Starbound is Okay. Not particularly bad, but it's really just not fun or captivating. They've managed to combine the random generation and set story stuff such as the Outpost and missions in such a boring way.

If I want to start a new game in Starbound, I have to spend tons of time mining for the core fragments. Then I have to do (read: cheese) the moon mission if I want to continue. It just feels like a slog to get to the next part and so on.

I'm sure Starbound will just be one of those games that I'll enjoy for a week or so every 1-2 years. And who knows, maybe we'll get lucky and they'll add fun stuff post-release.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 22, 2016, 03:15:49 am
I'm sure Starbound will just be one of those games that I'll enjoy for a week or so every 1-2 years. And who knows, maybe we'll get lucky and they'll add fun stuff post-release.

Depends if they can find any modders to take content from.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on July 22, 2016, 03:18:31 am
If I want to start a new game in Starbound, I have to spend tons of time mining for the core fragments. Then I have to do (read: cheese) the moon mission if I want to continue. It just feels like a slog to get to the next part and so on.
Uh, well, unless they broke that as well, ever since the story upgrade you no longer actually have to do the mining for fragments, although I heavily recommend it for various later uses because for once they actually have later uses. There's a mining outpost on the starting planet, that now actually contains a large quantity of the core fragments, including a hefty amount that drops from a miniboss in there.
Title: Re: Starbound - Caveat emptor
Post by: Baijiu on July 22, 2016, 04:44:28 am
It's kinda weird that Starbound v1.0 feels real similar to the early alpha builds of Starbound, the one with temperature, comfort and hunger mechanics. Only now the combat system is a LOT better, and your attacks actually have a bit of weight to them. The whole tech progression system got a bit a revamp which is something I like too, hello inventors bench!
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 22, 2016, 07:05:36 am
Ah. Time to re-install and see what this questing stuff is all aboot, I guess.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 22, 2016, 07:06:08 am
Didn't they completely remove the combat system and turn it into identical left-click spam again?
Title: Re: Starbound - Caveat emptor
Post by: Baijiu on July 22, 2016, 12:28:32 pm
Didn't they completely remove the combat system and turn it into identical left-click spam again?

It's clicky, but not a click-fest. Every weapon has a different attack combo with a slight cooldown, so you can't just mash you have to be aware of where your weapon will hit and where the enemy will be. It's a bit more strategic than how combat used to work...
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on July 22, 2016, 01:25:18 pm
I'm still really mad about the removal of the better combat system. For an update, they implemented combat where enemies purposefully attack you instead of just harming on touch. They talked about how great it was and all the benefits it had; and I agreed.

It actually made combat really fun. Then they took it back out just so they could do their special weapon stuff.

Title: Re: Starbound - Caveat emptor
Post by: RoguelikeRazuka on July 22, 2016, 04:09:38 pm
Hey I remember how I was looking forward to picking up Starbound when it was meant to be released sometime in 2013, but I haven't really been following this game since it came to early access. I also remember how ambitious plans the developers had for the game, like it was going to get procedurally generated worlds which were accessible for players to explore them, kind of Terraria but much more in scale and variety of content. They maintained a web-page where current progress on certain sides of the game was shown, like how much of either of the announced features was implemented. And I wonder how close Starbound in its current state to the game it was going to become then?
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on July 22, 2016, 08:26:37 pm
1.0 says Beta at the top. Good job guys/gals. Good job. /tinyclap
Title: Re: Starbound - Caveat emptor
Post by: Glloyd on July 23, 2016, 01:21:53 am
Hey I remember how I was looking forward to picking up Starbound when it was meant to be released sometime in 2013, but I haven't really followed this game since it came to early access. I also remember how ambitious plans the developers had for the game, like it was going to get procedurally generated worlds which were accessible for players to explore them, kind of Terraria but much more in scale and variety of content. They maintained a web-page where current progress on certain sides of the game was shown, like how much of either of the announced features was completed. And I wonder how close Starbound in its current state to the game it was going to become then?

Considering they deliberately purged all record of that road map, it's hard to say. There's no doubt that the game was overhyped, but I feel like most people here would agree that it didn't live up to even most of the hype. I dunno about 1.0 though, haven't touched the game in a long time and don't really plan on touching it again.
Title: Re: Starbound - Caveat emptor
Post by: umiman on July 23, 2016, 02:02:07 am
About 4 of us played through the intro today.

It was certainly interesting, had its ups and downs. We spent a lot of time faffing about learning through all the new controls and inventory systems and quests and everything.

Then we tunneled down to get the stuff needed for the first big quest. That was a bloody good time as we traversed amusing slime chambers, lava pits, us killing each other, burying each other, etc.

After that came the hub world shit and we got so bored we all kinda just left after that.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on July 23, 2016, 02:02:57 am
Played several hours today and enjoyed it a lot
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 23, 2016, 02:28:01 am
Yeah, I haven't played since before quests came in. Reinstalled today and like what I've seen so far. The company is still reprehensible, but the game seems to deliver on most of what they promised, surprisingly.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on July 23, 2016, 11:34:45 am
Wasn't there another game they were planning on making after Starbound was 'finished"? Any word on that yet, or was it abandoned?
Title: Re: Starbound - Caveat emptor
Post by: Antioch on July 23, 2016, 11:59:44 am
I am still wondering why this game exists.

In the short time that I tried this I basically found nothing it does better than Terraria.

I don't mind making clones of games at all, but you gotta at least do something better you know?
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on July 23, 2016, 12:09:38 pm
The short answer to that is this:

Tiy disagrees with Red over development of Terraria, Tiy quits taking a substantial chunk of change in exchange for his art, Tiy founds Chucklefishheads to make his 'better' attempt at the game.  misdirection, trolling, rage, game complete, u mad bro, 1.00 release.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on July 23, 2016, 12:13:10 pm
Sometimes, you don't need "better". Just "different" is enough. I've had great amounts of fun in Terraria, but... short of actually going for and completing the incredibly grindy final-boss events, I already did pretty much everything there is to do in the game. Starbound, while mechanically inferior, provides a different scope, a different setting, a different progression to play in. Parallels between the two are inevitable, but while I would definitely like to see a game better than Terraria, with the same scope and setting as Starbound, what Starbound does is by itself sufficient.

Well, it was sufficient at any rate, until the devs wrecked the hotbar UI and made the game painful to play for me.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 23, 2016, 03:01:26 pm
It didn't take long for the story to make no real sense though.
Title: Re: Starbound - Caveat emptor
Post by: Oneir on July 23, 2016, 05:15:21 pm
Out of curiosity, has anyone managed to run this on Linux? Last time I tried, it ran, but I wouldn't call it playable. I've always meant to give the game another chance once they settled on an actual implementation -- my hopes aren't high, since it sounds like solution to the procedural platforming problem is set piece dungeons... but, still, it's a sci-fi build 'em game.
Title: Re: Starbound - Caveat emptor
Post by: inteuniso on July 23, 2016, 06:57:49 pm
NASA fertilizer isn't in yet though.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on July 23, 2016, 09:01:15 pm
Huh. Just played 1.0 and it's actually improved a lot. While I'm still really annoyed (and will forever be annoyed) about the damage-on-touch monsters, they've improved a lot and it actually feels like they've improved the game this time.

EDIT: Question, did they implement that proper vehicle system? I saw a video on one of the blog posts showing an enterable vehicle that wasn't just an extension of the character and was its own entity. But I'm not sure if it made it into 1.0.
Title: Re: Starbound - Caveat emptor
Post by: Cthulufaic on July 23, 2016, 09:25:11 pm
EDIT: Question, did they implement that proper vehicle system? I saw a video on one of the blog posts showing an enterable vehicle that wasn't just an extension of the character and was its own entity. But I'm not sure if it made it into 1.0.
I thought i saw a workshop mod about vehicles...
But yeah this is actually pretty neat, especially the intro.
Title: Re: Starbound - Caveat emptor
Post by: Niveras on July 24, 2016, 03:58:28 am
I still have problems with the 'floaty' nature of movement. Died probably a dozen times trying to navigate a short fall without overshooting into the pit below. Also, I overshoot way to often trying to make a jump to a place where there is no wall to "catch" me from overshooting. Not sure if that's because I just need to learn the game, being more used to tighter controls that you'd find in other platformers, or if the controls just kind of suck for some reason. It could also help to have a "cautious movement" toggle, like shift in Minecraft, though I recognize most platformers don't have this.

I understand why food doesn't stack, given that it can rot, but it does make food-item management annoying. Even moreso because rotted food stays in the food tab until you click it to pick it up, at which point it switches your inventory to the general/weapon tab. Irritating when you have multiple rotted food to trash or throw away, having to click back to the food tab every time. (Is there a key or modifier [shift, ctrl, etc] to throw away an item under your cursor without having to pick it up? I think Minecraft has this, but it may instead come from popular inventory mods.)

I notice that irrigated tilled farmland 'dries out' periodically, does it need to remain irrigated for crops to grow? Grow faster? Can it be prevented with nearby water? (I don't have a method of moving liquids yet, just the wooden watering can.)
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on July 24, 2016, 04:04:32 am
Re: movement.

Lots of people have reported floaty movement since the first release of the game, and the problem has either never been tracked down or simply didn't matter to the devs.  My observations make me think that it has to do with the internal (or external) server not synching up with the client, ergo, positional lag.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 24, 2016, 04:21:18 am
Get the spiky ball tech to travel along walls. Best upgrade chips I've ever spent, 11/10.

Re: irrigation, yes you do need to keep watering the plants... OR you can just make an open-air farm on a rainy jungle world and forget about it. Later there's sprinkler systems to take care of it for you automatically.

There's also a mod on the workshop right now that stacks food and gives the stack a collective displayed rot timer.
Title: Re: Starbound - Caveat emptor
Post by: Mech#4 on July 24, 2016, 04:35:46 am
Re: movement.

Lots of people have reported floaty movement since the first release of the game, and the problem has either never been tracked down or simply didn't matter to the devs.  My observations make me think that it has to do with the internal (or external) server not synching up with the client, ergo, positional lag.

I'd thought the movement was due to some momentum when you land. Though, it does also feel like you're sliding off the rounded edges of a block, rather than the block being a straight square.
Title: Re: Starbound - Caveat emptor
Post by: Niveras on July 24, 2016, 04:56:33 am
Yeah, the 'floaty' movement feels deliberate, a result of momentum and how they configured that moreso than a bug. (On a related note, a 'cautious movement' toggle would also be nice not only to prevent falling, but to prevent stepping up one-tile blocks in certain conditions.)

That said, I have sometimes seen all animations/movement 'freeze' for about a second, then resume their movement at the point where they would have been if they hadn't conspicuously stopped. That is definitely a bug. It's not a complete freeze in the sense of a stutter or 0 FPS - I can still move the cursor or interact with interface elements fine - but the motion of entities in the world.
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on July 24, 2016, 05:01:07 am
I was referencing the way a lot of people have reported (and I have experienced) that jumping feels slow and extremely unresponsive, momentum is fine, but when it becomes nearly impossible to accurately jump to a platform it becomes hugely problematic.  Also, turning while jumping (letting your mouse cross the median line of the screen) kills all of your momentum, causing your jump to be uncontrollable.  The basic mechanics of movement in the game are really messed up imo.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 24, 2016, 07:48:53 am
It FEELS less grindy (thus far)

Crew Grinding can be painful... and pixil grinding...

But yeah they made ore grinding a lot more tolerable because you don't need bajillions of everything and they set up planets to be great at getting their specific ores.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on July 24, 2016, 08:34:39 am
Yeaaahh. Ore grinding is the biggest improvement I think. Before you had to spend tons of time in each planet type for the new ores. Going al the way to the depths of each planet so you can get as much as the new ore as possible.
Not that the grinding is completely gone. I've been spending way too much time getting enough cotton for both that teddy bear quest item and armor.

One more thing: How do you even beat Dreadwing now? He seems to only have two attacks (in addition to periodically summoning new enemies): swoop down and fire down. The shots can be easily dodged, but I can't dodge the downwards swoop no matter what I do. I don't even have enough time between swoops to heal.
Title: Re: Starbound - Caveat emptor
Post by: Scripten on July 24, 2016, 08:44:29 am
On a related note, a 'cautious movement' toggle would also be nice not only to prevent falling, but to prevent stepping up one-tile blocks in certain conditions.

I've noticed that holding shift causes you to walk, allowing for more controlled jumps. Is this what you were meaning or am I misunderstanding?

Also loving the changes for 1.0. The lack of grind is very noticeable, and the game is beautiful. I've run across a bunch of small buildings and mini-biomes just on my first planet and, despite being obviously different, they all share cohesion. Granted, this may be intentional and not part of the planet generating algorithm, but that plus the impressive intro really make the game feel solid. I really think they nailed progression, at least in terms of differentiating the game from its inspirations and contemporaries.

Only thing I dislike is that so many enemies can get into Damned Bats territory. Using different weapons does mitigate that, so perhaps that was intentional.
Title: Re: Starbound - Caveat emptor
Post by: kilakan on July 24, 2016, 08:49:32 am
If you have the right angling you can block dreadwings swoop with a shield, and it blocks 100% of the damage in my experience.  Tricky to time but it gives you some headway
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 24, 2016, 08:57:55 am
For Dreadwing you either have to constantly dash away UNTIL he misses a swoop (don't even bother trying to "dodge" it)

Or yes, use a shield and block his ramming.
Title: Re: Starbound - Caveat emptor
Post by: Niveras on July 24, 2016, 10:59:01 am
On a related note, a 'cautious movement' toggle would also be nice not only to prevent falling, but to prevent stepping up one-tile blocks in certain conditions.

I've noticed that holding shift causes you to walk, allowing for more controlled jumps. Is this what you were meaning or am I misunderstanding?

It helps a bit but that is not quite what I mean. If you hold shift, the game will still allow you to happily walk up an incline, or off a fall into a pit. The toggle I suggest wouldn't allow you to change elevation at all (preventing both falls and from stepping up 1-tile slopes).
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 24, 2016, 11:03:09 am
Re: Dreadwing, juice gives you a speed boost, and beakseed stuff gives you a jump height boost. Makes the terrain a little more navigable quickly.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 24, 2016, 11:03:47 am
Ohh and go left first and kill the penguins over there.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on July 24, 2016, 12:47:42 pm
What kind of equipment should you use when you fight Dreadwing? I just tried twice but failed both times with tier 2 stuff.

Also, can you make your ship bigger? I've run out of room already and I have nowhere to put chests down.
E: Do I have to spend 10,000 pixels on the shady license guy?
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on July 24, 2016, 01:18:32 pm
What kind of equipment should you use when you fight Dreadwing? I just tried twice but failed both times with tier 2 stuff.

Also, can you make your ship bigger? I've run out of room already and I have nowhere to put chests down.
E: Do I have to spend 10,000 pixels on the shady license guy?
IIRC you need crew. Settle down on a planet, build a settlement, and plop down a Colony Deed that's available from one of the NPCs. After a bit of questing around for the colonists, you'll have the option to have them join your ship's crew. Get the crew large enough, and you'll be able to apply for the upgraded license.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on July 24, 2016, 01:30:18 pm
Thanks for the tip.

I do want to gripe a tad regarding every game in this fashion... why is there no option to sort of just make a blueprint so you can measure things out easily before you start to build? Rimworld has that option, as does Prison Architect, but for some reason other games are missing it. Having to count things out manually is pretty tedious.
Title: Re: Starbound - Caveat emptor
Post by: spümpkin on July 24, 2016, 01:40:10 pm
What kind of equipment should you use when you fight Dreadwing? I just tried twice but failed both times with tier 2 stuff.

Also, can you make your ship bigger? I've run out of room already and I have nowhere to put chests down.
E: Do I have to spend 10,000 pixels on the shady license guy?
IIRC you need crew. Settle down on a planet, build a settlement, and plop down a Colony Deed that's available from one of the NPCs. After a bit of questing around for the colonists, you'll have the option to have them join your ship's crew. Get the crew large enough, and you'll be able to apply for the upgraded license.
You can also just find people in villages or cities on other planets, do a lot of quests for them, and they'll eventually want to join you.

@Dreadwing
I just hid under the teleporter. The swoop cant reach you because it hits the roof. Then just dash out occasionally to attack, or use a guided rocket launcher.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 24, 2016, 02:27:49 pm
I kinda lucked into an assault rifle for Dreadwing. Took until I upgraded my ship once, though... I think I was at the first green metal?
Title: Re: Starbound - Caveat emptor
Post by: etgfrog on July 24, 2016, 07:34:18 pm
For the dreadwing fight I had just stayed on top of the hill and moved down the hill when it did the crush attack. If you want to fight it normally then higher equipment is desired.

I did manage to find a wand with heal aura, very useful on the standard difficulty when you want to go get the items that drop if you die.
Title: Re: Starbound - Caveat emptor
Post by: etgfrog on July 25, 2016, 01:04:43 am
I will have to say, do not underestimate crew, mainly the engineer will reduce fuel cost by 10% every so often. I got one rather quickly and I haven't had to refuel since the one trip to the moon. At this point it costs me 6 fuel to go 1 vertical map distance.
Title: Re: Starbound - Caveat emptor
Post by: BlackHeartKabal on July 25, 2016, 03:11:24 am
bwoop
ptw
Title: Re: Starbound - Caveat emptor
Post by: Mech#4 on July 25, 2016, 03:15:42 am
I have to say I'm really enjoying the secondary attacks.

I have a burning assault rifle that fires an explosive burst for its secondary. The explosions happen around the cursor.

It's basically a rapid fire rocket launcher that sets things on fire and can act as a flak cannon.

I've found a hammer that can leave pillars of flame from the secondary fire. Though attacking requires wind up so I tend to use swords but it's useful to gain some space.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 25, 2016, 03:17:03 am
The best secondaries for slow firing weapons are ones that essentially boil down to "attack again".

Shotgun has an outright "best" secondary as Burst Shot
Title: Re: Starbound - Caveat emptor
Post by: Gentlefish on July 25, 2016, 05:08:41 am
The best secondaries for slow firing weapons are ones that essentially boil down to "attack again".

Shotgun has an outright "best" secondary as Burst Shot

...Iunno. I have a grenade launcher shotgun and it's pretty powerful,
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on July 25, 2016, 09:00:39 am
Sorry if I seem pushy, but is anyone planning on setting up a server?

Just that I don't want to get through everything THEN find out that we're going to be having some multiplayer going on.
I'm looking into the possibility now. I have a shard to run the server on, just need to figure out how the dedicated server tool works
Title: Re: Starbound - Caveat emptor
Post by: Sappho on July 25, 2016, 09:43:31 am
OK, I'm giving this another shot after a long break, and overall I think it turned out okay, at least for what I want to do. However, I HATE the mandatory mining facility quest and I'm super cheesed off that they kept that. Seems like almost anything else in the game can be reached by means other than combat, but in this case, they're like HAHAHA NOPE YOU GOTTA FIGHT YOUR WAY THROUGH ALL IN ONE SHOT AND YOU HAVE TO USE STARTING GEAR AND YOU CAN'T MINE OR USE ANY OF THE THINGS YOU NORMALLY USE LIKE SLEEPING BAGS TO RECOVER HEALTH HAHAHAHAHAHAHA SUCK IT.

So does anyone have any tips, for someone who is truly atrociously bad at combat and has no interest in practicing it, on getting through this quest? Any simple ways to cheese the combat without risk? I was using a gun but one of the monsters got past it and wound up destroying me before I could switch to my sword. I wouldn't mind the mandatory combat so much if the facility remembered your progress, and I could pick away at it slowly, go in, clear a few rooms, go take a rest, and return, but it seems to reset every single time. I am perfectly fine with cheating to make it possible to place items and mine, if someone knows how to do that. I'm fine with some fighting, but I'll never be able to make it any further into the game if I have to beat this quest the way they intend me to beat it, and the stuff I actually WANT to play is all gated by it. And I don't see any reason for this quest to even be in a sandbox game about exploration. I want to get to THAT part without having to spend many hours I don't have mastering a skill I don't care about to get through a quest which seems to be designed as a sort of EFF YOU to anyone who prefers casual exploration and building.
Title: Re: Starbound - Caveat emptor
Post by: Dostoevsky on July 25, 2016, 09:50:41 am
Regarding the mining facility: I think there is now a respawn point in the bunk area just before the boss. Not 100% sure on that, though - I didn't test it, but there was a new thingybob in that room and the examine description made it sound awfully like a spawn point. Still requires you to make it through the facility (including a few of the tougher enemies), though.

Depending on whether or not you're playing single player (or hosting multiplayer, I guess?), you could also type in /admin in the chat. That'll make you invulnerable, and you can just turn it back off once you're past the area giving you trouble.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on July 25, 2016, 09:57:12 am
Depending on whether or not you're playing single player (or hosting multiplayer, I guess?), you could also type in /admin in the chat. That'll make you invulnerable, and you can just turn it back off once you're past the area giving you trouble.

Thank you! That is exactly what I needed. I'm playing single player, just want to get past this and on to the more interesting stuff. I'm literally dying just a few rooms into the facility, over and over again, and it's too frustrating to be worth playing. I truly can't comprehend what made the devs decide to do it this way, especially since they went to the trouble of making a non-combat option for getting the core shards on the starting planet. If it were possible to somehow upgrade your armor and weapon before doing it, even if it were super crazy grindy to do so, I would be satisfied, but the whole "nah, screw 'em, make everyone do it my way" approach really puts me off. I can't even get the hang of switching between items on the hotbar, so trying to swap between weapons and healing is just too complicated for me. I'd have to practice for ages, and since I don't plan to play that way overall, it's just a waste of a lot of time. I'd just play "casual", but farming and cooking and eating are one of my favorite parts.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on July 25, 2016, 10:00:02 am
Depending on whether or not you're playing single player (or hosting multiplayer, I guess?), you could also type in /admin in the chat. That'll make you invulnerable, and you can just turn it back off once you're past the area giving you trouble.

I was going to say do either something like this or use cheatengine.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on July 25, 2016, 10:09:57 am
So does anyone have any tips, for someone who is truly atrociously bad at combat and has no interest in practicing it, on getting through this quest?
Get a buddy to help. I ran through it with 3 people. :P
Title: Re: Starbound - Caveat emptor
Post by: majikero on July 25, 2016, 11:27:05 am
How do you keep doing that in starting clothes? I'm already at iron gear and still not enough cores.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on July 25, 2016, 11:34:04 am
A good thing to keep in mind if you absolutely loathe the mission - you don't actually have to fight anything. Bring some good shields and/or a twohander to block damage, a good supply of ropes and salves, and you can basically blitz through the whole damn thing without ever using your weapons for their intended purpose. The Horror is a puzzle boss, so no weapons needed there either.
Title: Re: Starbound - Caveat emptor
Post by: majikero on July 25, 2016, 11:46:17 am
What I meant to say is how do you get enough cores before getting enough iron to outfit yourself?
Title: Re: Starbound - Caveat emptor
Post by: Trapezohedron on July 25, 2016, 11:59:16 am
note to self: the game does not run without vc redist 2015, and said thing's installation can fail if it does not have its dependency SP1, which miiiight be a wee bit difficult to obtain for those with a certain type of windows OS.

the yarr kind.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 25, 2016, 12:05:15 pm
What I meant to say is how do you get enough cores before getting enough iron to outfit yourself?

The starting planet has a mine with cores in all the crates laying around. If you're good at dodging you can just grab em on the run and be done with it.
Title: Re: Starbound - Caveat emptor
Post by: majikero on July 25, 2016, 12:17:17 pm
I only got like 14 in the mine. Is it a guaranteed 20 in there?
Title: Re: Starbound - Caveat emptor
Post by: umiman on July 25, 2016, 12:24:53 pm
I only got like 14 in the mine. Is it a guaranteed 20 in there?
I got like 30 from the mine. The rooms after killing the boss were loaded with them.

----------

I started a new character, solo this time since when playing MP there was no time to read anything or figure anything out.

It's certainly different. I do like it, but there are a lot of things that bug me. Like the strange UI thing they've done. Or how they've removed features, biomes, etc. (Tentacle planet where?). I'm not sure if I like the current static monster list. I love the farming / colonist system as it's far more engaging than Terraria's... but I feel like everything else Terraria is better.

It does say something when even though I say that I did spend almost 20 hours yesterday just building colonies.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on July 25, 2016, 02:02:34 pm
I need someone to test out the server I have up. PM me for details. If it works out I'll hand out the details via PM to anyone who asks but I'd rather not post them public for fear of griefers.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on July 25, 2016, 02:36:57 pm
I need someone to test out the server I have up. PM me for details. If it works out I'll hand out the details via PM to anyone who asks but I'd rather not post them public for fear of griefers.
I'll give it a stab.

I do have a couple of mods going, and I'm not sure how Starbound works. If there are clientside and serverside mods it should be fine, if not, well, guess I'll need to ditch them.
The server is unmodded so I guess we'll see. sending you details now
Title: Re: Starbound - Caveat emptor
Post by: spümpkin on July 25, 2016, 05:32:09 pm
I will have to say, do not underestimate crew, mainly the engineer will reduce fuel cost by 10% every so often. I got one rather quickly and I haven't had to refuel since the one trip to the moon. At this point it costs me 6 fuel to go 1 vertical map distance.
Mine ups my fuel capacity, now it's around 3000.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 25, 2016, 05:43:50 pm
I need someone to test out the server I have up. PM me for details. If it works out I'll hand out the details via PM to anyone who asks but I'd rather not post them public for fear of griefers.
I'd be up for a little vanilla action, haven't played it in ages.
Title: Re: Starbound - Caveat emptor
Post by: etgfrog on July 25, 2016, 06:45:19 pm
(Tentacle planet where?)
It isn't removed entirely.
Spoiler (click to show/hide)

I will have to say, do not underestimate crew, mainly the engineer will reduce fuel cost by 10% every so often. I got one rather quickly and I haven't had to refuel since the one trip to the moon. At this point it costs me 6 fuel to go 1 vertical map distance.
Mine ups my fuel capacity, now it's around 3000.
Mechanic increases the fuel capacity, engineer increases fuel efficiency. At this point I can go anywhere on 6 fuel.


I did some more tests with crew and bringing them to a planet, they are effectively meat shields since their damage output is rather low even by npc standards. They do have alot of health and will appear back at the ship if they die.
Title: Re: Starbound - Caveat emptor
Post by: Aklyon on July 25, 2016, 06:58:32 pm
So for someone who hasn't played this since we had a server with Avali on it (the fluffy space raptor guys, as twi's personal text said once) and doesn't want to dig through the complaining and the arg and the chucklefish nonsense, is this worth trying again, and how much different is it from back then?
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 25, 2016, 07:47:35 pm
Not terribly impressed with the hoverbikes. They get caught on every weird terrain feature and once you
Spoiler (click to show/hide)

you can move about as fast for a good while anyways.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on July 25, 2016, 08:15:18 pm
So for someone who hasn't played this since we had a server with Avali on it (the fluffy space raptor guys, as twi's personal text said once) and doesn't want to dig through the complaining and the arg and the chucklefish nonsense, is this worth trying again, and how much different is it from back then?
I'd recommend giving it a shot. There's an introductory mission now, something actually resembling a plot, no more sector nonsense. You can upgrade your ship and find crew for it. You can get randomly generated quests from NPCs on planets and create your own colonies. If you like modding, there's plenty of that going on. There is even Steam Workshop support in case you hate the Chucklefish forums.

It's far from perfect, but it's a good time-waster and not at all the sign of the apocalypse that some have made it out to be.

(The Avali you mentioned are in the Workshop as well, they're pretty cool and even spawn as NPCs.)
Title: Re: Starbound - Caveat emptor
Post by: Aklyon on July 25, 2016, 08:56:17 pm
So for someone who hasn't played this since we had a server with Avali on it (the fluffy space raptor guys, as twi's personal text said once) and doesn't want to dig through the complaining and the arg and the chucklefish nonsense, is this worth trying again, and how much different is it from back then?
I'd recommend giving it a shot. There's an introductory mission now, something actually resembling a plot, no more sector nonsense. You can upgrade your ship and find crew for it. You can get randomly generated quests from NPCs on planets and create your own colonies. If you like modding, there's plenty of that going on. There is even Steam Workshop support in case you hate the Chucklefish forums.

It's far from perfect, but it's a good time-waster and not at all the sign of the apocalypse that some have made it out to be.

(The Avali you mentioned are in the Workshop as well, they're pretty cool and even spawn as NPCs.)
Avali Triage appears to be having assorted little bugs though. I'll give it a shot once those are sorted out I think.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on July 25, 2016, 09:32:42 pm
If you want fuel you have to mine it on an airless moon with a ghost that hunts you down because *shrug* I dunno they wanted it to be more grindy and less easy to get fuel?
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on July 25, 2016, 10:12:23 pm
I wouldn't really call fuel getting "grindy". Doesn't take that long to get enough.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on July 25, 2016, 10:12:56 pm
I wouldn't really call fuel getting "grindy". Doesn't take that long to get enough.

More grindy than it is or needs to be.
Title: Re: Starbound - Caveat emptor
Post by: Gentlefish on July 25, 2016, 11:21:19 pm
I wouldn't really call fuel getting "grindy". Doesn't take that long to get enough.

I just buy my own. It's cheap enough. Kinda have to without the EPP.

Also, if you're having trouble killing things early on, hunting spears are freaking FANTASTIC at killing the mobs in the first mission. I mean, like wow good.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on July 25, 2016, 11:28:41 pm
Got a flute and a microphone. Bay12 Band when?

Title: Re: Starbound - Caveat emptor
Post by: Folly on July 25, 2016, 11:55:43 pm
Disappointed I still cannot even start the game and the devs still have not commented on the issue.
Title: Re: Starbound - Caveat emptor
Post by: etgfrog on July 26, 2016, 12:56:37 am
Disappointed I still cannot even start the game and the devs still have not commented on the issue.
Delete the install and reinstall it, something similar happened when the new version came out and it fixed it.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 26, 2016, 01:04:09 am
I will be happy when I can finally pause in singleplayer. Beyond that...while I have a lot of nitpicks about the stuff the latest updates added/removed/changed/broke, this will pass just like all the things that bugged me back when this game was in early access.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 26, 2016, 01:34:02 am
Wow, new crafting is shit. Not only did they add in pointless craft times at some point, but apparently if you're crafting at a station you have to stand there and do nothing else with the window open for the entire time. AFK Simulator 2016.  ::)
Title: Re: Starbound - Caveat emptor
Post by: PTTG?? on July 26, 2016, 02:07:06 am
It's mainly a problem when smelting, for me.

I do see why they did it, I think: food.

A unit of food is a unit of time. Crafting was free from time, so boom. Add time, and now crafting is tied to the food economy.
Title: Re: Starbound - Caveat emptor
Post by: umiman on July 26, 2016, 03:06:53 am
I like that we can upgrade ships now:

(http://images.akamai.steamusercontent.com/ugc/493526614742432004/E7D976249065439E4F0E996792E1134F66DE98D1/)
Title: Re: Starbound - Caveat emptor
Post by: Ygdrad on July 26, 2016, 04:32:18 am
Been playing the game again and while I spent too much time enjoying the colony building and farming(as in setting up a farm), the rest of the game is still a disappointment and will be put aside as soon as I reach the end. The story isn't anything enticing and some important stuff just isn't explained/expanded on as far as I can tell and hear from others. Not having a story would have probably been a better call. While we have some shiny new special weapons/abilities, it doesn't mean much with the game being as unchallenging as it is.

The progression for each tier just went like this:
1. go to planet with new ore tier
2. mine a bunch in one mining trip
3. craft ALL the new items
4. repeat

There is nothing stopping you or even remotely slowing down your progression and it feels completely unrewarding. Some of the boss designs were neat, but unfortunately unchallenging and since they're not tied to gear tier, chances are it'll be made even easier by you most likely being overgeared by the time you get to them since progressing is so easy and the story is made painful and slow by the whole scanning shenanigans. There are still some really questionable design decisions in places that you'd think the devs would have had enough time to clear up too. Overall the game still really feels half-done to me, hopefully they'll keep working on it and make it into something enjoyable/rewarding to play.
Title: Re: Starbound - Caveat emptor
Post by: Niveras on July 26, 2016, 04:41:03 am
Wow, new crafting is shit. Not only did they add in pointless craft times at some point, but apparently if you're crafting at a station you have to stand there and do nothing else with the window open for the entire time. AFK Simulator 2016.  ::)
I'm a bit annoyed with it because, for some indecipherable reason I LIKE that, but I also find it irritating when I have to stand still for a minute to make a load of torches or whatever.

Agreed, I can't say I like the artificial delay in crafting. I would've like to see something like the crafting Guild Wars 2, where it gets faster if you craft more of the same thing in a given session/click.

That said, after what someone mentioned about how food works now, it does make sense in that crafting now costs food/time.

Now that I think of it, what happens if you go hungry? Start taking health damage?
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on July 26, 2016, 05:24:20 am
OK, Forsaken, when you see this the server needs updating because an update came out almost immediately after you left.
Figures. Should be updated now.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on July 26, 2016, 05:29:36 am
Now that I think of it, what happens if you go hungry? Start taking health damage?
Yep. One of the reported bugs was starving to death during a long cutscene.

edit: read the funniest thing on their forums just now. "Chucklefish are overall a good company who know what they're doing". And I'm just looking at the list of things that managed to go wrong with the game between the in-dev version a month ago and release...
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on July 26, 2016, 07:56:55 am
Casual has crafting time so the food thing makes no sense. Starving in a cutscene? Does it take a month to tell a story?
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 26, 2016, 08:19:27 am
Casual has crafting time so the food thing makes no sense. Starving in a cutscene? Does it take a month to tell a story?

It is more that these characters have super fast metabolisms and need to constantly be stuffing food in their face or else they starve to death.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on July 26, 2016, 08:22:20 am
I did casual because every dev gets starvation completely wrong. How many is this now where players die in cut scenes?
Title: Re: Starbound - Caveat emptor
Post by: Ygdrad on July 26, 2016, 08:22:53 am
Speaking of food, make Pussplum Pudding, just about the best thing you can make. Fills up hunger, gets my attack bonus from 400% to 481%, gives extra energy and hp. Also, farming for profit-wise it's the best as far as I could tell.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 26, 2016, 08:44:51 am
Yeah, I did casual for the same reason. The only games that got starvation even remotely right were some of the survival-shooter mods and games where you just need to pop a piece of food once ever few hours of game time.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 26, 2016, 10:01:03 am
Yeah, I did casual for the same reason. The only games that got starvation even remotely right were some of the survival-shooter mods and games where you just need to pop a piece of food once ever few hours of game time.

There were RPGs that did it as well... But they did something different from Starbound... what was it...

Ohh right you would eat automatically.
Title: Re: Starbound - Caveat emptor
Post by: Mephisto on July 26, 2016, 10:13:00 am
Yeah, I did casual for the same reason. The only games that got starvation even remotely right were some of the survival-shooter mods and games where you just need to pop a piece of food once ever few hours of game time.

There were RPGs that did it as well... But they did something different from Starbound... what was it...

Ohh right you would eat automatically.

When food is just food, that's great.

When food has effects, however, eating automatically is not ideal. Let's take Pussplum Pudding as an example because it was mentioned. Do you want the game to automatically eat one for you when you're not in combat and aren't planning on being in combat soon given Rage slows your movement as well?
Title: Re: Starbound - Caveat emptor
Post by: flame99 on July 26, 2016, 10:28:02 am
Fair, but, being able to mark food items as auto-eat or something would be nice.

Actually, for that matter (maybe as a mod, since it might be a bit of an odd fit with the rest of the game), setting conditions which will automatically consume a given food item would be interesting.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on July 26, 2016, 11:23:02 am
Hm... How do you craft bandages? I'm looking in my crafting menu and it's not there, nor does it appear to be in any of the workbenches. Was it removed with the last update?
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on July 26, 2016, 11:25:51 am
Fair, but, being able to mark food items as auto-eat or something would be nice.

Actually, for that matter (maybe as a mod, since it might be a bit of an odd fit with the rest of the game), setting conditions which will automatically consume a given food item would be interesting.

What year is this? How long have video games been made? Do employees migrate between companies? DO DEVS PLAY OTHER GAMES AT ALL?! It's not as if every company is coding in its own unique language. This isn't rocket science. This isn't a vacuum. Learn from others.

Flag item a, b, or c as category x and use category x if food <= famished. Or just assume all normal food without stat perks can be used to avoid starvation. The only time it would actually require some major processor time is if you have to eat every 5 seconds. Otherwise you just check for hunger once a minute, if even that often.

Every coder is testing on god mode and they don't do any other quality control. This is a 1.0 release?
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 26, 2016, 11:34:47 am
Yeah, I did casual for the same reason. The only games that got starvation even remotely right were some of the survival-shooter mods and games where you just need to pop a piece of food once ever few hours of game time.

I seem to be weird. I wouldn't have minded casual mode, but having it tied to "lose your stuff" mode makes it a bit...eh. It seems like out of Minecraft, Terraria, and Starbound, Minecraft is the only one I can actually tolerate dropping everything on death, even though it's the only one that doesn't give you the option to not lose your inventory. If they ever do add that option, it's still the only one of the three where I'd likely leave that option on.

Though it should be noted that Minecraft also has the least equipment progression of the three. If there were dozens of different tiers of weapon and armor, it'd be a lot harder to put up with. :V

Honestly though, in singleplayer the hunger system becomes intolerable anyway, because why the fuck can't I pause. ;w;
Title: Re: Starbound - Caveat emptor
Post by: Culise on July 26, 2016, 11:36:26 am
Hm... How do you craft bandages? I'm looking in my crafting menu and it's not there, nor does it appear to be in any of the workbenches. Was it removed with the last update?
It got bumped up a construction tier; you can't craft it until you have an Apothecary station, which requires an Engineer's Table, which requires Tungsten, which requires beating the boss at the end of Erchius Station.  Soo...yeah.  Until you can beat it, you have to make do with bandages you find in containers and salves you can make with basic materials.
Title: Re: Starbound - Caveat emptor
Post by: TempAcc on July 26, 2016, 11:57:35 am
The whole ~survival~ aspects just seem tacked on. More a thing to put on your feature list then something that can actualy be enjoyable in a game like starbound. Its trivially easy to get food anyway, to the point the whole hunger/food system thing just seems like an annoyance you have to deal with, rather than something that is an interesting part of gameplay. Thankfuly at least now there's an incentive to craft food since they give bonuses to your stats, but the whole hunger system itself is just kinda bleh and trivial.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 26, 2016, 12:19:09 pm
The whole ~survival~ aspects just seem tacked on.

That is because... It is tacked on.
Title: Re: Starbound - Caveat emptor
Post by: Shooer on July 26, 2016, 12:20:27 pm
Is he going to release the information for it... or?
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on July 26, 2016, 12:31:48 pm
Before I got a fridge food was a bit of an issue. Now I have more food than I know what to do with.

I'm progressing a bit slower than the rest of you guys, but I just got my first crew member... a janitor. For some reason even with 6-7 colonists it takes a while for a quest to pop up, and when it does I have to drop everything I'm doing and rush over to them or else the quest will disappear.

I do wish colonists were a tad more intelligent. I put beds in every room but they still insist on sleeping in every bed but their own, and they will gladly leave doors wide open for monsters to get them. Gates also defeat them for some reason.

One thing I noticed when furnishing a room with generic stuff, the colonists arrive with barely any themed clothing. When I put in some themed furniture for a quest the guy who arrived was decked out in themed clothes. I tried to do the same without a relevant quest but I added a weapon rack type object in his room and a similar guy appeared with a weapon.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 26, 2016, 12:41:38 pm
What colonist you get is directly determined by what you put in their rooms. There's a way to specifically get what you want, down to species and profession, by what furniture you put in there. You can also get decked out guards in top-tier armor by putting in durasteel furniture and a "combat" type item like a weapons chest.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on July 26, 2016, 12:53:14 pm
That's actually pretty cool. Is there a list of what furniture would give what benefits? Right now my colonist's rooms are pretty small since I didn't think I'd need so much furniture... guess I'm going to have a mass eviction.
Title: Re: Starbound - Caveat emptor
Post by: umiman on July 26, 2016, 01:35:37 pm
That's actually pretty cool. Is there a list of what furniture would give what benefits? Right now my colonist's rooms are pretty small since I didn't think I'd need so much furniture... guess I'm going to have a mass eviction.
http://starbounder.org/Tenant

When my friends boarded my ship and asked me why I was hoarding so much junk, I pointed them to that. You need all that junk to get the colonists you want.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 26, 2016, 01:47:26 pm
Of course as I am fearing... there might be... no point to most of them (or... even more dreadfully... all of them)
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on July 26, 2016, 02:01:54 pm
Erm, I just started a new character and got to the Hub for the first time... and I can'tr help but notice that some of the NPCs that I had unlocked with my other character have already been unlocked in this new playthrough. Is this normal? Is it possible for me to go to the coordinates my settlement is on and find my stuff all there? If so that'd be a neat way to transfer items between characters.
Title: Re: Starbound - Caveat emptor
Post by: umiman on July 26, 2016, 02:03:08 pm
Erm, I just started a new character and got to the Hub for the first time... and I can'tr help but notice that some of the NPCs that I had unlocked with my other character have already been unlocked in this new playthrough. Is this normal? Is it possible for me to go to the coordinates my settlement is on and find my stuff all there? If so that'd be a neat way to transfer items between characters.
If it's on your own computer / server then yeah.
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on July 26, 2016, 02:31:06 pm
Is anyone else having serious problems completing the dash tech obstacle course?  Or is this another place where my nerve damage is just going to make playing this game flat out impossible?
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 26, 2016, 02:34:10 pm
Is anyone else having serious problems completing the dash tech obstacle course?  Or is this another place where my nerve damage is just going to make playing this game flat out impossible?

I am always bad at platforming, so eh. :V
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 26, 2016, 02:37:54 pm
Is anyone else having serious problems completing the dash tech obstacle course?  Or is this another place where my nerve damage is just going to make playing this game flat out impossible?

I am always bad at platforming, so eh. :V

It is a lot easier then it seems... It is just a LOT of edging required.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 26, 2016, 02:44:10 pm
Granted, I'm even worse at it the few times I try multiplayer. Then again, glorious satellite lag makes everything worse.
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on July 26, 2016, 03:13:03 pm
Is anyone else having serious problems completing the dash tech obstacle course?  Or is this another place where my nerve damage is just going to make playing this game flat out impossible?

I am always bad at platforming, so eh. :V

It is a lot easier then it seems... It is just a LOT of edging required.

NERVE DAMAGE.  I do not have precise control of my hands, so precision platforming is not possible for me.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 26, 2016, 04:50:20 pm
Is anyone else having serious problems completing the dash tech obstacle course?  Or is this another place where my nerve damage is just going to make playing this game flat out impossible?
It's not just you or your nerve damage. Those freeze-beams are absolutely cancerous, and it's almost impossible to position and time it properly. Took me something like thirty tries to get past the triple-beam one. It doesn't help that they severely nerfed the dash at some point, both the cooldown and the distance it covers. Thankfully it doesn't require precise positioning so much as getting the timing down. On the triple-beam one, don't try to get through the second one right after the first, you flat out don't have the time, just let it cycle once. Good luck. :I

Isn't anyone else going to be coming on to Forsaken's server? I'm all alone on here!
I've been on but haven't seen anyone else.


re: Death types. I was down with the pixel loss one. It was occasionally annoying, but whatever. Item loss is shit in a game with such lengthy progression and random rare loot drops.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on July 26, 2016, 04:55:04 pm
Just type in /admin and walk through the beams.
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on July 26, 2016, 04:56:53 pm
I haven't even gotten to the beams, I'm at the three sets of double doors with the timed blast doors at either end, I can't get positioning right to pulse through before the double doors close.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 26, 2016, 05:02:13 pm
Where are you starting from at each pair? The best way is to press right up against the left door and hit the switch from there, since you can dash backwards.
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on July 26, 2016, 05:05:07 pm
I tried that a few times, I can make it though the second set about half the time, but I can't mange the last within the time allotted.

Okay, managed to make it past the doors after another couple attempts, used /admin to get past the beams.  I don't like how Chucklefish does things, this was far too tightly timed.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 26, 2016, 05:30:03 pm
re: Death types. I was down with the pixel loss one. It was occasionally annoying, but whatever. Item loss is shit in a game with such lengthy progression and random rare loot drops.

Exactly. :V
Title: Re: Starbound - Caveat emptor
Post by: KingofstarrySkies on July 26, 2016, 05:44:43 pm
There's a reason I only play softcore in Terraria. :P
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 26, 2016, 05:47:28 pm
Granted, even if starvation was separated from "drop your stuff" mode, I wouldn't want the hunger system in singleplayer thanks to my favored pet peeve issue. :V
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 26, 2016, 06:22:51 pm
Okay, I will admit that the matter manipulator upgrade system they have now is actually really good once you notice that it exists.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 26, 2016, 06:30:46 pm
I still wish I could craft pickaxes as soon as I get a furnace and anvil though. >.o
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 26, 2016, 06:37:49 pm
You outstrip picks and even drills so quickly with the upgrades there's barely a point to even looting them, tbh. Use em early and then straight to the trash.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on July 26, 2016, 06:42:25 pm
No crew. Bought illegal sparrow license. Got no dialogue or anything to upgrade ship with Pete. Thanks Pete. You're useless. I did quests for NPC's but nobody wants to join yet.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 26, 2016, 06:49:32 pm
You outstrip picks and even drills so quickly with the upgrades there's barely a point to even looting them, tbh. Use em early and then straight to the trash.

Which makes it goddamn idiotic that you can't forge them early on like you used to be able to. :V
Title: Re: Starbound - Caveat emptor
Post by: The Scout on July 26, 2016, 07:15:27 pm
Star Foundry (http://community.playstarbound.com/threads/starfoundry.67585/page-58) might be coming back? I think it'll play a lot better with the recent changes.
Title: Re: Starbound - Caveat emptor
Post by: Gentlefish on July 26, 2016, 08:40:12 pm
Hm... How do you craft bandages? I'm looking in my crafting menu and it's not there, nor does it appear to be in any of the workbenches. Was it removed with the last update?
It got bumped up a construction tier; you can't craft it until you have an Apothecary station, which requires an Engineer's Table, which requires Tungsten, which requires beating the boss at the end of Erchius Station.  Soo...yeah.  Until you can beat it, you have to make do with bandages you find in containers and salves you can make with basic materials.

I was going to say something to the tune of not needing to beat that boss, but then I remembered: It's how you get the damn ship moving.

There is a respawn point on the mission map; it's in the bunks lower down in the mines. Also, make just so many hunting spears. They're cheap and they do probably the most damage you can hope for that early in the game; 22-27 damage on the "basic" horrors.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on July 26, 2016, 08:48:08 pm
Okay, I will admit that the matter manipulator upgrade system they have now is actually really good once you notice that it exists.
My main issue is that you can't lower the size of the beam after upgrading without mods, it's either max size or 1 block. Mostly annoying when constructing.
I also have very little issue with the hotbar system they have now despite lots of veterans complaining. I've seen mockups that bring it back up to 10 slots while keeping the 'shortcut' functionality, which would be nice to see happen. Hitting x to swap hotbars is really nice. My main problem is that the manipulator tools are selected while using the scroll wheel, so if you want to go from slot 3 to slot 4 it's about 4-5 scrolls away. Have to get used to using number keys I guess.

In the character I just made earlier today I was going through the Erchius mine before work and I came across a pretty nice shotgun, which was lucky.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 26, 2016, 08:55:45 pm
If it's the one with the secondary-fire shot, I think it's pre-placed.

Also, the Erchius boss seems really easy now. I killed it on the first try and only had to use 2-3 salves. First shot is free, every one after that you can just trip two before the lasers start and then run through one beam to get the fourth switch.

e: Oh, I found a spear with a superb special move.

(http://i.imgur.com/iraHd1g.png)

This is my life now as far as Starbound is concerned. (https://www.youtube.com/watch?v=N74cnBa_Bmc)
Title: Re: Starbound - Caveat emptor
Post by: Gentlefish on July 26, 2016, 10:20:01 pm
You, also, are Floran Massterrace. I approve heartily. I"m also glad they never removed the plant fibre trees. I <3 fibre.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on July 26, 2016, 10:47:49 pm
Floran just seem to be the most interesting.

Superintelligent apes? How original.
Humans? Pass.
Birdlike aliens? At least they're not cat-people.
Robots sentient thanks to a glitch? Overused, but points for medieval stasis.
Aquatic philosophers? Now we're getting somewhere.
Nomadic humanoid wisps of plasma? Nice, but points off for inexplicable Wild West aesthetics.
Sentient, bloodthirsty, elf-like, carnivorous plant people? Sign me up! :D

And yes, I realize that they're a lot like Orks in some regards, but that doesn't really detract from how non-stereotypical they seem to be. The few times you ever see plant-based sentients in media, you almost never have them be quite this level of stab-happy. :P
Title: Re: Starbound - Caveat emptor
Post by: Ygdrad on July 26, 2016, 10:52:34 pm
Okay, I will admit that the matter manipulator upgrade system they have now is actually really good once you notice that it exists.

I just wish that the best/fastest way to get upgrade components wasn't just to ransack every town container. Would be much more fun if you could get them from combat drops or in higher quantities from random chests found in dungeons/underground.

Edit: I'm also with the Floran master race :P. I picked one primarily for the silly flavor text you get when you scan things. My settlement is 100% floran too. I wish you could name it, it would be called Stabsville or somesuch.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 26, 2016, 11:14:14 pm
It sucks how they changed their system of nomenclature from the word-word stuff to random word salad, though. At least we can fix that for our own characters.

I just wish that they hadn't torpedoed the build-your-own-ship mods. I really wanted to take a stab at an asteroid tree-ship (http://i.imgur.com/xHCOeEi.jpg) that didn't look like shit.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on July 26, 2016, 11:35:51 pm
Literally the only way I found titanium in my playthrough was through village (and to a lesser extent, dungeons) ransacking. I found zerop/I] titanium in the ground naturally, but after an hour or so of exploration I got more titanium than I'd ever need.
Title: Re: Starbound - Caveat emptor
Post by: scriver on July 27, 2016, 12:39:06 am
Well, I have to say that so far I am very pleasantly surprised by 1.0. I guess having my expectations run into the ground during development helped, but yeah. They finally managed to do... I'm not sure what the practical difference is, but it finally feels like a game instead of a collection of features. It's still a bit scattered, and there's things I don't like about it, but it feels a bit more... Together.

I have a penchant for Floran as well (the Sstabventures of Captain Hunt-Singer will continue!) - I like the combined cute and 100% brutal thing - but right now I'm playing human, given the whole "Earth is destroyed" thing feels a hit more relevant to them. They're not as fun though.

But anyway, I have some questions. Firstly, how the hell are you supposed to best the penguin ship? It's just impossible for me to dodge both the fire, the ship, and the tiny soldiers. It wears me down in like three or tour hits.

Secondly - do the material you built the house out of matter for who it attracts, or is it just furniture?
Title: Re: Starbound - Caveat emptor
Post by: PTTG?? on July 27, 2016, 01:25:40 am
It sucks how they changed their system of nomenclature from the word-word stuff to random word salad, though. At least we can fix that for our own characters.

I just wish that they hadn't torpedoed the build-your-own-ship mods. I really wanted to take a stab at an asteroid tree-ship (http://i.imgur.com/xHCOeEi.jpg) that didn't look like shit.

Thanks to the teleporter changes, ships are mostly irrellevant now. Put a flag down on an asteroid and name it something like "Star Tree," then you can beam there from your ship no matter where you go. Your ship is nothing more than a waystation from then on...
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 27, 2016, 01:43:57 am
Hisss. I'll play a hoomon if I feel like it. If I play a not-Floran instead of recreating Aleri for the millionth time, it won't be because of the new sory bullshit making it so everyone was an earthling.

Hell, having seen the "hoverchair grandma" stupidity first through Vinesauce, I got my hopes up when I encountered a quest-marked Floran NPC, when visiting that area myself as a Floran character. I was really hoping that if they're going to scrap the unique opening stories, they'd put equal effort into the new plot.

But nope. Went past this friendly face and found spess grandma. Nice work ripping out all those neat story ideas you had in favor of this generic "you are the last protector" stuff. That honestly has me more salty than the hotbar changes. :V
Title: Re: Starbound - Caveat emptor
Post by: umiman on July 27, 2016, 02:05:16 am
It sucks how they changed their system of nomenclature from the word-word stuff to random word salad, though. At least we can fix that for our own characters.

I just wish that they hadn't torpedoed the build-your-own-ship mods. I really wanted to take a stab at an asteroid tree-ship (http://i.imgur.com/xHCOeEi.jpg) that didn't look like shit.

Thanks to the teleporter changes, ships are mostly irrellevant now. Put a flag down on an asteroid and name it something like "Star Tree," then you can beam there from your ship no matter where you go. Your ship is nothing more than a waystation from then on...
Matters in multiplayer. You can't really access your own flags unless it's your server you're playing on or you plunked a new one there.

Also it's probably a good idea to build the most beautiful space peni- ship when you guys are all comparing dic- layouts.

I also highly recommend growing food on your ship somehow if you play a lot of MP survival mode and there isn't a dedicated farm for you to access.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on July 27, 2016, 02:27:46 am
Is it possible to find tungsten on the starting planet? I haven't found any but it seems necessary to make even the most basic progress in anything. I used /admin to beat the stupid Erchius mine so I could move along and do the actual fun part of the game. (Yay cheating!) Now I've been told to scan for "floran clues" and I have no idea what that means. I see I can go to the moon, but there's no air there - don't I need to make something to breathe? I am very confuse. I really want to get off this starting planet and finally find an interesting place to make my base.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 27, 2016, 02:29:13 am
I see I can go to the moon, but there's no air there - don't I need to make something to breathe? I am very confuse.

See, dumb shit like that is why getting the oxygen tech thingy was accessible BEFORE the mining facility quest.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 27, 2016, 02:29:38 am
Is it possible to find tungsten on the starting planet? I haven't found any but it seems necessary to make even the most basic progress in anything. I used /admin to beat the stupid Erchius mine so I could move along and do the actual fun part of the game. (Yay cheating!) Now I've been told to scan for "floran clues" and I have no idea what that means. I see I can go to the moon, but there's no air there - don't I need to make something to breathe? I am very confuse. I really want to get off this starting planet and finally find an interesting place to make my base.

No you cannot get Tungsten on the starting planet.

In fact getting Iron on planets with Tungsten is difficult.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on July 27, 2016, 02:31:00 am
I see I can go to the moon, but there's no air there - don't I need to make something to breathe? I am very confuse.

See, dumb shit like that is why getting the oxygen tech thingy was accessible BEFORE the mining facility quest.

Where is the oxygen tech thingy? I haven't found it anywhere. :(
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 27, 2016, 02:33:32 am
PSA

There's a bug with ship upgrades apparently. I've had a mechanic expanding my fuel tanks for a long while (40k pixels is a handful) to something like 4000 fuel. When I bought the rank 4 ship upgrade, it reset my fuel tanks to 1000. So... Yeah. I still had the 5k fuel or whatever I *hadn't* dumped in the tank, but just FYI.

End PSA

Is it possible to find tungsten on the starting planet? I haven't found any but it seems necessary to make even the most basic progress in anything. I used /admin to beat the stupid Erchius mine so I could move along and do the actual fun part of the game. (Yay cheating!) Now I've been told to scan for "floran clues" and I have no idea what that means. I see I can go to the moon, but there's no air there - don't I need to make something to breathe? I am very confuse. I really want to get off this starting planet and finally find an interesting place to make my base.

Tungsten is desert planets. you'll have to mine moons for fuel eventually, look up the EPP module on... something. the anvil? The rightmost tab on the anvil-equivalent device.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 27, 2016, 02:37:07 am
Where is the oxygen tech thingy? I haven't found it anywhere. :(

It used to be easily available via a quest on the outpost. Fucked if I know how you get it now. The wiki is not a reliable source of info, sadly. Last I checked, they haven't got the memo about pickaxes being a bitch to craft.
Title: Re: Starbound - Caveat emptor
Post by: Mech#4 on July 27, 2016, 02:37:41 am
I don't think there is any Tungston on the planet you start the game on. The first minable one that is. I had to finish the crystal mine boss, get the ship repaired and go to another planet in the solar system to find one with Tungston, it was quite close to the surface as well.

This second planet wasn't a desert but another grassy/ forest planet. I think it's just the first planet that doesn't have tungston, to make you have to go out and explore.


Does Starbound have anything similar to the Guide in Terraria?
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on July 27, 2016, 02:45:44 am
The first planet you start on is a Lush planet type, which is basically a planet specifically designed so players can first spawn in on them. AFAIK they all have a mine (because many people complained about having to slowly dig to the center of the planet for core fragments with an unupgraded manipulator) and a gate to the outpost because of this. They also don't have tungsten on them. You need to beat the mining facility to unlock the ability to travel to other planets that do have tungsten. You can see all of the ores available for the planet under its description in the star chart thingy. You will probably want to go to a desert planet anyways to get sand so you can craft glass, which is one of the upgrade requirements of one of the crafting stations. After you get tungsten and start upgrading stuff you'll eventually want to be able to leave the system to more dangerous stars, which requires fuel. To get fuel you can either buy it from the outpost, or craft a Breathing EPP at the anvil and go to a moon to mine it yourself. The EPP will also let you breathe underwater. After that you're probably going to have to craft the Radioactive EPP upgrade for the next tier of stuff. After that I'm not sure, haven't made it that far yet.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on July 27, 2016, 03:35:03 am
Son of a... I didn't realize I could travel between planets in the system without any fuel. Because, you know, that doesn't make any sense whatsoever. Well, throwing that cognitive dissonance in the vault, off I go to mine some tungsten...
Title: Re: Starbound - Caveat emptor
Post by: Mech#4 on July 27, 2016, 03:37:25 am
It is rather counter intuitive. I'm sure the game mentions something like the fuel being used for warp travel, but that being different from the normal engines...

I only remembered it from what I played Starbound back when it first came out.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 27, 2016, 03:37:45 am
Son of a... I didn't realize I could travel between planets in the system without any fuel. Because, you know, that doesn't make any sense whatsoever. Well, throwing that cognitive dissonance in the vault, off I go to mine some tungsten...

You have thrusters but nothing to juice up  your fancy interstellar FTL drive. Totes.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on July 27, 2016, 04:11:07 am
Well I am now firmly in the camp of "dropping all your shit when you die is just stupid". I would have done casual difficulty but I LIKE FOOD DAMMIT. ARGH. Now I have to somehow find my way back to where I was, where ALL my ores and food and everything now are... And I died again just trying to find my way back. Will my stuff still be there now? I just had to rage-quit for the moment because this is so frustrating...
Title: Re: Starbound - Caveat emptor
Post by: Mech#4 on July 27, 2016, 04:17:15 am
Your dropped items remain if you die a second or third time though I don't know if they remain on a quit.

I think farming is a generally easy way to get food. It takes a bit of time to set up but things like tomatoes can be cooked to fill a nice bit of food meter. I think popcorn restores a large amount of food, oddly enough.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on July 27, 2016, 04:44:57 am
Oh, yes, I like farming and eating. That's something that feels very strange to me - they made a "casual" mode and completely ignored the fact that casual-style gamers are often into farming, cooking, and eating.

I know they remain after a quit because I've done that already before. So they should be fine, hopefully.

I've come up with a personal work-around for the stupid death system. I don't mind the pixel loss - there should be some consequence, after all. I wouldn't even mind losing a few items, but ALL of them is just stupid. So to make up for that, I'm going to use /admin to get back to where my items were and then turn it back off, whenever I die in a difficult-to-reach location. Dying several more times along the way because I've just lost my regen items is too frustrating. This way I get the pixel loss, but I lose the frustration that makes me want to quit.
Title: Re: Starbound - Caveat emptor
Post by: Niveras on July 27, 2016, 04:47:08 am
Someone mentioned a mod that adds food under the casual mode, but I don't know if you have to re-create the character to change the difficulty mode (i.e. lose your current progress in order to play under casual-with-food-mod mode).
Title: Re: Starbound - Caveat emptor
Post by: Sappho on July 27, 2016, 04:51:56 am
Someone mentioned a mod that adds food under the casual mode, but I don't know if you have to re-create the character to change the difficulty mode (i.e. lose your current progress in order to play under casual-with-food-mod mode).

Ohhhh really? That would be awesome... I'll have to look into that. I'm really not that far into playing, so it wouldn't be a tragedy to start over now...
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 27, 2016, 05:04:15 am
You don't drop your furniture on death, and sleeping tents count as furniture/healing.

Also, later on there's some healing weapons you can use. So it's not this bad always.
Title: Re: Starbound - Caveat emptor
Post by: Gentlefish on July 27, 2016, 05:47:40 am
Has... Anyone lost a character since the 1.0 update? I finally had a good Floran character going and she's... Just gone  :'(
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on July 27, 2016, 06:29:44 am
Alright, since only like 3 people have PM'd me for the server details I'll just try releasing them here as someone has requested. Starbound should be less prone to griefing due to its design, as you cannot jump to someone unless they're in a party etc. Just be careful who you invite over.

the server IP is: netizenllcs.com
the port is: 21025

It's a vanilla server so if you have UI mods you'll have to allow asset mismatches and I offer no support for fixing problems that causes for you. :)
Title: Re: Starbound - Caveat emptor
Post by: Sappho on July 27, 2016, 06:41:52 am
Woohoo!!! Got the hunger for casual mod and now I'm a happy gamer. :) Everything is so much more enjoyable without the specter of losing all my stuff at the slightest mistake. I'd like to be able to pause in single player, and I still disagree with a lot of their design choices, but I'm having a lot of fun now. And it wasn't a big deal starting over - I wound up with a much more interesting starting planet anyway.
Title: Re: Starbound - Caveat emptor
Post by: Lucidvizion on July 27, 2016, 09:25:42 am
Just FYI to anybody else that likes hunger but hates losing items: there's also a mod in steam workshop to get rid of item dropping on death if you're playing Survival mode.
Title: Re: Starbound - Caveat emptor
Post by: Aklyon on July 27, 2016, 09:29:09 am
I was really hoping that if they're going to scrap the unique opening stories, they'd put equal effort into the new plot.

But nope. Went past this friendly face and found spess grandma. Nice work ripping out all those neat story ideas you had in favor of this generic "you are the last protector" stuff. That honestly has me more salty than the hotbar changes. :V
Story effort is not a thing for chucklefish. There is just what sounds good at the time.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on July 27, 2016, 09:51:51 am
Oh god unskippable cutscenes aaarrgghghhhhhh... Fine the first time you play, but you gotta watch it every time! At least it doesn't pause, um, ever, so I can just stick it in the background and do other things until grandma is done telling me I'm the CHOSEN ONE.
Title: Re: Starbound - Caveat emptor
Post by: umiman on July 27, 2016, 10:43:20 am
Oh god unskippable cutscenes aaarrgghghhhhhh... Fine the first time you play, but you gotta watch it every time! At least it doesn't pause, um, ever, so I can just stick it in the background and do other things until grandma is done telling me I'm the CHOSEN ONE.
http://steamcommunity.com/sharedfiles/filedetails/?id=729428037
Title: Re: Starbound - Caveat emptor
Post by: Sappho on July 27, 2016, 10:48:46 am
 :o

I need to spend more time looking through the mods...
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 27, 2016, 11:07:49 am
Story effort is not a thing for chucklefish. There is just what sounds good at the time.

Chukefuck cannot into story. :V
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on July 27, 2016, 02:59:01 pm
Story effort is not a thing for chucklefish. There is just what sounds good at the time.

Chukefuck cannot into story. :V

Also cannot learn what games need in general, as evidenced by some very specific and no-brainer mods.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 27, 2016, 03:01:43 pm
Also cannot learn what games need in general, as evidenced by some very specific and no-brainer mods.

For the love of God, tell me pausing is a mod. D:
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on July 27, 2016, 03:23:26 pm
Aside from the hotbar thing I mentioned earlier, one of the biggest pet peeves I have is how the 'platform' type objects work. The way Terraria did it was fine, and I don't understand why they didn't just shamelessly copy that. By default you will go up a staircase when you approach it regardless if you're holding up, down, or nothing at all. Unless I'm missing something and the W and S keys actually do something special when you're moving I don't understand why they have this even be a thing. Also, going down ladders? In Terraria you hold Down and you keep dropping through platforms, automatically stopping on each one so you don't incur fall damage. Starbound just lets you fall until you release Down, forcing you to do a sort of gallop with the jump and down keys.

For the love of God, tell me pausing is a mod. D:
A quick search says no. However, as long as you're not in a mission you can simply choose 'save and quit' and you'll pop back to where you were before you quit. Rather tedious, but better than nothing. You can also rest in a bed if hunger is the problem.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 27, 2016, 03:30:17 pm
A quick search says no. However, as long as you're not in a mission you can simply choose 'save and quit' and you'll pop back to where you were before you quit. Rather tedious, but better than nothing. You can also rest in a bed if hunger is the problem.

Tedious, yes. And it's just...frustrating on a level beyond all the other things I've come to dislike about Starbound. One of many reasons I don't do multiplayer games much is because you commit time to it. Something comes up and you need to get up, the game goes on without you. You want to enjoy time with friends, you need to make time.

If I'm in the mood, have a friend poking me to play, and my potatonet is willing to cooperate, I can commit that time every so often. But when the game itself demands that same commitment just because the devs don't know what they're doing, it gets harder to put up with.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on July 27, 2016, 03:46:27 pm
Sheesh. I get not liking Starbound, but can we please keep the unnecessary Chucklefish hate to at least a semi-low level? Sure, Starbound's deefinitely not perfect, but I really don't see the need to just be so petty about it.

I mean, seriously? "Chucklefuck"? I really didn't think people in this forum were that petty.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 27, 2016, 04:13:52 pm
Sheesh. I get not liking Starbound, but can we please keep the unnecessary Chucklefish hate to at least a semi-low level? Sure, Starbound's deefinitely not perfect, but I really don't see the need to just be so petty about it.

I mean, seriously? "Chucklefuck"? I really didn't think people in this forum were that petty.

Given no one has given a tirade yet and only kept to giving Chucklesuck petty insults... consider it a victory.
Title: Re: Starbound - Caveat emptor
Post by: Folly on July 27, 2016, 05:00:50 pm
I finally got Starbound to work...had to download the German version of the Windows 10 sdk to get the .dll files required so I can play it on Windows 7, which seems like a ridiculous amount of work just to get the game to launch, but whatever, it's done now.

Built myself a humble little hole in the wall that barely contains my starting workstations, and made a garden on the roof that is keeping me fed for now. Next step is to do some mining and hope to find ore for some simple weapons.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on July 27, 2016, 05:05:07 pm
I've found that weapons you can loot are generally better than ones you can craft anyways. You're better off using the ores to craft armor or upgrades to your crafting stations.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 27, 2016, 05:05:57 pm
Sheesh. I get not liking Starbound, but can we please keep the unnecessary Chucklefish hate to at least a semi-low level? Sure, Starbound's deefinitely not perfect, but I really don't see the need to just be so petty about it.

I mean, seriously? "Chucklefuck"? I really didn't think people in this forum were that petty.
See, I'm just the opposite. Starbound at this point is okay-ish in some respects, lacking in others, generally decent overall once you've got some mods set up. However, I've long since developed a deep and abiding loathing for all of the Chucklefucks, and I intend to never buy another game from them, not just because of the haphazard and meandering development but also because of their incredibly unprofessional behavior. The devs that just straight up run Kickstarter scams and bail with the money are preferable in my book because once they burn you there's nothing worth sticking around for.
Title: Re: Starbound - Caveat emptor
Post by: Frumple on July 27, 2016, 05:47:35 pm
For the love of God, tell me pausing is a mod. D:
A quick search says no. However, as long as you're not in a mission you can simply choose 'save and quit' and you'll pop back to where you were before you quit. Rather tedious, but better than nothing. You can also rest in a bed if hunger is the problem.
Not sure how well it'll work, because I haven't reinstalled starbound yet (and quite possibly probably won't for a while, since it didn't run very well on this computer), but you could try something like suspending the process. Process Explorer will do that easily, and Battle Encoder Shirase manages about the same when you set the throttle to full. Probably other stuff, too. Basically stops the program from doing anything until you resume/unthrottle. Only rub is some programs react worse to having that done to them than others, so it may cause crashing, instability, etc. Still, couldn't hurt much to try. Is my go-to for single player games that have shitty save/pause schemes or poor handling of being unfocused.
Title: Re: Starbound - Caveat emptor
Post by: JumpingJack on July 27, 2016, 05:58:40 pm
I finally got Starbound to work...had to download the German version of the Windows 10 sdk to get the .dll files required so I can play it on Windows 7, which seems like a ridiculous amount of work just to get the game to launch, but whatever, it's done now.

Built myself a humble little hole in the wall that barely contains my starting workstations, and made a garden on the roof that is keeping me fed for now. Next step is to do some mining and hope to find ore for some simple weapons.
Wait, is Windows 10 a prerequisite for playing the game now? If so, I guess that explains the crashing after character selection I keep getting.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on July 27, 2016, 06:15:59 pm
I finally got Starbound to work...had to download the German version of the Windows 10 sdk to get the .dll files required so I can play it on Windows 7, which seems like a ridiculous amount of work just to get the game to launch, but whatever, it's done now.

Built myself a humble little hole in the wall that barely contains my starting workstations, and made a garden on the roof that is keeping me fed for now. Next step is to do some mining and hope to find ore for some simple weapons.
Wait, is Windows 10 a prerequisite for playing the game now? If so, I guess that explains the crashing after character selection I keep getting.

Works fine on my Win 7, but I have a few dll's that are commonly missing and necessary for games.
Title: Re: Starbound - Caveat emptor
Post by: Folly on July 27, 2016, 07:14:37 pm
I finally got Starbound to work...had to download the German version of the Windows 10 sdk to get the .dll files required so I can play it on Windows 7, which seems like a ridiculous amount of work just to get the game to launch, but whatever, it's done now.

Built myself a humble little hole in the wall that barely contains my starting workstations, and made a garden on the roof that is keeping me fed for now. Next step is to do some mining and hope to find ore for some simple weapons.
Wait, is Windows 10 a prerequisite for playing the game now? If so, I guess that explains the crashing after character selection I keep getting.

Visual C++ 2015 .dll's are a requirement for the game, which will not install on Windows 7 without the most recent service packs, which many people are unwilling to install because they break compatibility with other software. Installing the German Windows 10 sdk is the only way to get the .dll's from Microsoft(don't trust .dll's from other sources) in a format that will extract without the latest service packs.
Title: Re: Starbound - Caveat emptor
Post by: Aklyon on July 27, 2016, 10:16:09 pm
7 only has one service pack as far as I know, but it has many windows updates. What sort of software works on 7 but breaks when you update it, anyway? Can't say I've run into that sort of thing.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 27, 2016, 11:04:56 pm
Anyone happen to have co-ordinates for an Apex Apartment complex? I've yet to find one for the side-quest at the Ark, and yet I've completed the main questline. Tired of skimming planets on the hoverbike.
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on July 28, 2016, 12:03:57 pm
I mean, seriously? "Chucklefuck"? I really didn't think people in this forum were that petty.
I recall someone (probably you) saying this EXACT thing when I used the term.


Yah, we already had that conversation, which ended with someone pulling up the definition of the term, and it exactly describing CF's behavior.
Title: Re: Starbound - Caveat emptor
Post by: umiman on July 28, 2016, 12:51:29 pm
What is this? The language police? Is Captain America here?

This fucking is the motherfucking inter-fucking-web where fucking we can fucking say what the fucking hell of fucking nine fucking hells we fucking want to fucking say. I fucking mean, fuck, I know there fucking is a so-fucking-called teacher on here who I expect to fucking have a problem with people fucking calling Chucklefuck the Chuckle-fucking-fucks that they fucking are but who the fucking fuck is fucking having a fucking problem with this fucking over-fucking-politica-fucking-lly fucking correct language when it fucking is the fucking correct fucking terminology to fucking use for these fucking fuckers who fucked us all fucking fuck years ago with their fucking promises and fucks that they fucking said they were fucking going to fuck. Fucking let's not fucking forget that the fucking word fuck itself has fucking no fucking meaning any fucking more as we fucking use it so fucking much that it has fucking become a fucking noun, a fucking adjective, a fucking adverb, a fucking everything fucking termi-fucking-nology in the entire fucking grammatical codex of the fucking Astartes Grammatica 40 fucking k. Who fucking gives a flying fuck if the fucking fuck word is fucking used as it barely fucking means any fucking thing any fucking more it's like fucking getting pissed that some fucking little fuck said the fucking word piss or some fucking lame-fucking-ass shit like fucking that. Hell, fucking this entire fucking para-fucking-graph and fucking run-the-fuck-on-sentence uses the fucking fuck word so fucking much that it should fucking demonstrate how fucking worthless that fucking word fucking is it's not like we fucking invented a fucking time fucking machine where we fucked back to the fucking 1960s and people fucking get morally fucking outraged over fucking four letters. Fuck but now that I fucking read the fuck back what I fucking typed the fuck out it does fucking sound like it's some fucking retard spewed fucking hate all over the fucking page so fucking fucked up like fuck perhaps it fucking still has a fucking point when it fucking gets fucking fucked out at such a fucking huge fucking amount. It also fucking doesn't even fucking look like a fucking word any fucking more and I think I'm fucking developing fucking dyslexia or fucking something as all these fucking fucks are fucking starting to fucking read like fucking fcuk where my fucking brain knows it's fucking fuck but it fucking looks like fcuk like what the fuck is fucking going on my fucking brain cannot fucking handle this fucking kind of fuckery fuck maybe it'll fucking fix itself if I fucking type the fucking fuck a few fucking more times! Fuck fuck fuck fuck no fuck it's getting fucking worse help!
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on July 28, 2016, 01:02:21 pm
That was a fuckload of fucks
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on July 28, 2016, 01:02:51 pm
What is this? The language police? Is Captain America here?
<snip>
That is... quite a lot of fucking, for something involving Captain America.
Title: Re: Starbound - Caveat emptor
Post by: timferius on July 28, 2016, 01:05:06 pm
I'm frankly more offended by the total lack of punctuation and sentence structure...
Title: Re: Starbound - Caveat emptor
Post by: Mephisto on July 28, 2016, 01:07:31 pm
I'd ask if we could just be rational humans but it looks like that can't happen.
Title: Re: Starbound - Caveat emptor
Post by: umiman on July 28, 2016, 01:12:35 pm
Spoiler (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: stabbymcstabstab on July 28, 2016, 01:35:57 pm
Meh, I give a 7/10, I've seen more creative uses of fuck derivatives to make it so every word has fuck in it.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 28, 2016, 01:45:02 pm
That...wall of text. Huehuehue. :V

And honestly, I only used "Chucklefuck" because you lot caught me in a fairly salty mood at that time, and I'm by no means the first to use that petty insult.

I don't really muck about on their forum, so if I did I'd probably be using it more in response to their inability to handle a community. From what I know, it's even worse than their tumultuous game development methods.

For now, I'll simply summarize my present opinion of the game, excluding my being tired of it due to a derpcat having been pestering me to do multiplayer almost every day: http://steamcommunity.com/profiles/76561198034663118/recommended/211820 (http://steamcommunity.com/profiles/76561198034663118/recommended/211820)
Title: Re: Starbound - Caveat emptor
Post by: umiman on July 28, 2016, 02:02:23 pm
Meh, I give a 7/10, I've seen more creative uses of fuck derivatives to make it so every word has fuck in it.
https://youtu.be/ceaSjzkiAUs?t=5s
Title: Re: Starbound - Caveat emptor
Post by: Lucidvizion on July 28, 2016, 02:05:17 pm
Chucklefish:  Worse than Comcast and Monsanto
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on July 28, 2016, 02:22:18 pm
Monsanto ruins lives. Comcast has monopolies. Chucklfish sells a product you can ignore. Big differences.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 28, 2016, 02:39:45 pm
Ooh. Ooooh. This is some hot garbage here, to quote another Vin.

So I was playing singleplayer. Remember how I've mentioned my shitty net as one of the other reasons I don't do multiplayer that much?

A friend joined in. While I was playing. Single. Player. You know WHY Chucklefish can't figure out how to add a pause function? Because they can't figure out how to make a single player mode that isn't "host a server without TELLING you it's really online."

This is some Diablo 3 horseshit right there.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on July 28, 2016, 02:54:44 pm
Wait what? How did they join you? Did they use steam friends or something?
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 28, 2016, 03:10:12 pm
A friend joined in. On a Steam game. Yes, of bloody course it was a Steam friend.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 28, 2016, 03:30:09 pm
It's working as intended. They're going to implement Soulsborne-style invasion PvP to make up for the utterly rubbish PvP prior to this.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 28, 2016, 03:33:23 pm
It's working as intended. They're going to implement Soulsborne-style invasion PvP to make up for the utterly rubbish PvP prior to this.

That is fucking bullshit.

First, if they actually TOLD you single player was really just multiplayer by another name, I wouldn't be so pissed. Even then, this is not the sort of game that needs to be always-online.
Title: Re: Starbound - Caveat emptor
Post by: umiman on July 28, 2016, 03:58:14 pm
It's working as intended. They're going to implement Soulsborne-style invasion PvP to make up for the utterly rubbish PvP prior to this.
Wat?
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on July 28, 2016, 05:16:30 pm
Uh, since people are suddenly responding to my comment...

I mean, seriously? "Chucklefuck"? I really didn't think people in this forum were that petty.
I recall someone (probably you) saying this EXACT thing when I used the term.

Yup. It was a while ago though. And now I can partially accept it because Starbound was worse than. Though this time I didn't do anything like copy+pasting the old post.

As I said, it's just petty. Im personally just tired of seeing it. But the real point of he post was about the Chucklefish hate as a whole, not the term. The thread is about Starbound, and it used to feel like it was actually the "Official Chucklefish Hate Thread" where Starbound was only ever mentioned as proof of why Chucklefish is so evil. It's not quite that now, but I am really sick of people saying the same exact things about Chucklefish that I've already seen in the thread numerous times.

But I don't control what any of you says. So woe is me, I guess.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 28, 2016, 05:18:40 pm
You know, I want to say that Flying Dice is just talking out of their ass. But when it comes to sane game design...well, that's about a third of the reason why Chucklefuck got their nickname, the other two thirds being they handle their forum community even worse.

I genuinely would not be surprised by something that moronic.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 28, 2016, 07:04:48 pm
It was clearly a joke. I don't think we can handle shit like humor here anymore, though.

You can uncheck using steam's friends list for multiplayer, it's right there in the options menu.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 28, 2016, 07:47:41 pm
It was clearly a joke. I don't think we can handle shit like humor here anymore, though.

Granted, as much of a clever jest that was, it does indeed sound like something they'd do. :V

Now Toady must censor the fuck out of this thread lest CF get any ideas.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 28, 2016, 07:52:47 pm
It was clearly a joke. I don't think we can handle shit like humor here anymore, though.

You can uncheck using steam's friends list for multiplayer, it's right there in the options menu.
What is joke. We have no jokes here. All serious all the time.

Not sure if people in this thread are just really credulous or if the perception of the development decision-making process at Clusterfuck Games is really that skewed towards random divergence in poorly conceived directions.

--

See, that's my deal. As it stands right now, Starbound is generally okay-ish. Some shit's worse than Terraria (the multiplayer, the controls, the variance in weapons/armor), some's better (not being leashed to the same handful of environments forever, looser difficulty-progression relationship, more stuff, instruments).

But it wasn't released as version 1.0. It's like an abusive spouse getting therapy--sure, they're treating you okay now, but you damn well remember how it used to be. Not to indulge in hyperbole or anything, no sir.
Title: Re: Starbound - Caveat emptor
Post by: Gentlefish on July 28, 2016, 08:14:45 pm
I think Starbound is a great game right now.

But don't forget; back in 2014, they were aiming for 1.0 by the end of the year. I"m glad they finally made it; for the $15 I spent on it now, but hot damn.
Title: Re: Starbound - Caveat emptor
Post by: flame99 on July 28, 2016, 08:21:08 pm
Yeah, Starbound as it stands today is...Well, it's alright. It's no instant classic, at least not right now, but I don't really regret buying it either. The game prior to the newer versions, however, really was pretty bad. I think there's still a long way to go before I would really consider the game great, but you know what? It's got potential and I think they might end up following through on it before too long. Their management definitelyneeds to improve before then, though.
Title: Re: Starbound - Caveat emptor
Post by: BlackHeartKabal on July 28, 2016, 08:23:53 pm
My opinion is probably in between. Maybe some more updates to improve things, but at the base of things, I think it's somewhat nice.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 28, 2016, 08:26:44 pm
More like they need to chain all of the non-coder staff to their desks, block their access to the forums and social media, and only feed them when they work on what they're supposed to be working on. :V
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 28, 2016, 08:38:38 pm
Granted, even this version retains some fundamental fuckups that have been around since the old days, plus new ones unique to recent versions. Then again, I might consider that worse than Chucklefish's shit attitude simply because I've only been exposed to the gameplay, not the forums.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 28, 2016, 08:39:34 pm
I don't think anything's really changed from the many times I've (and many other people have) said their management style is complete shit. Their community relations are even worse.

But at this point it's $15 I spent several years ago and I just got a pretty decent game out of it, without even touching mods. So... I guess the dead horse has been beaten into glue already. I'm interested to see what kind of support they offer the game at this stage, if they're even trying to learn their lesson or not.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on July 28, 2016, 10:15:24 pm
As someone who didn't really follow the drama, game was fun if a bit shallow. I'm pretty much done with it now
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 28, 2016, 10:22:31 pm
As someone who didn't really follow the drama, game was fun if a bit shallow. I'm pretty much done with it now

Yeah... the new release vastly improved the early game, decreased the grind, added the much needed dungeons (of VERY VERY all over the place difficulty)

But once you are in the middle of the game... you pretty much beat the game as far as content is concerned.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 29, 2016, 12:00:41 am
Actually, it feels like they stripped out a lot of dungeon-type content. Most of the racial dungeons that were previously hostile are now friendly and you can't just start things up by shooting them since they're immune to your damage. The challenge doors are a welcome addition, but they're a) really rare, apparently, and b) wildly divergent in difficulty between the vast majority which are a simple "do you have the three basic techs y/n and can you complete easy platforming challenges/have you built a grappling hook" and the few which are ten thousand dudes all shooting at you at once.

I think I've found a grand total of two hostile settlements, out of something like fifteen or twenty total (not counting the little stuff that's just one or two people in huts).
Title: Re: Starbound - Caveat emptor
Post by: stabbymcstabstab on July 29, 2016, 12:20:17 am
Christ you're lucky I've found one hostile settlement and an ungodly number of Floran towns and jack shit for dungeons that aren't sewers.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on July 29, 2016, 02:00:00 am
Speaking of dungeons, is there any specific biome I should look in for human bunkers? I haven't found any so far and I really need some more human furniture for colony stuff.
Title: Re: Starbound - Caveat emptor
Post by: SOLDIER First on July 29, 2016, 02:01:58 am
Why is
the Erchius Mining Facility
so goddamn difficult?
Title: Re: Starbound - Caveat emptor
Post by: Sappho on July 29, 2016, 02:30:36 am
Why is
the Erchius Mining Facility
so goddamn difficult?

Because SUCK IT! That's why. At least, that's the impression I get. Apparently some people find it easy. I had to use /admin to get through it and get to the actual game (which is surprisingly fun, once you get past all the tedious crap at the beginning which gates off the majority of the gameplay).
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on July 29, 2016, 02:31:06 am
Why is
the Erchius Mining Facility
so goddamn difficult?
I haven't played it in its current iteration, but last I checked the only good way through it is to have some ranged weapons. Craft hunting spears if you have them. And above all, you don't actually need to fight anything. Find a way past the enemies and get to the boss. Rope helps in the cavernous areas, and during the boss fight as well.
Title: Re: Starbound - Caveat emptor
Post by: Darkening Kaos on July 29, 2016, 03:20:10 am
What is this? The language police? Is Captain America here?
Spoiler (click to show/hide)

     Don't hold back, umiman, tell us what you really think.
Title: Re: Starbound - Caveat emptor
Post by: Execute/Dumbo.exe on July 29, 2016, 04:01:58 am
Why is
the Erchius Mining Facility
so goddamn difficult?
That's pretty simple, actually.
The mooks.
Now, the damage they inflict is bad, but not too horrible, the main problem is their ranged attack, it pierces, has good range, does good damage, can't be cancelled but can be delayed and the hitbox for it is juuust longer than when you think it would have stopped, and is a continuous blast, it's the worst thing to pounce on an unsuspecting player with likely bad gear.

The best solution is really to get some good armour (I just made my racial floran armour), pack up on salves, then attack from range or use something that can kill a bunch of the mooks and lets you get out of tight spots (Personally, I got an electric broadsword that had a blink special which teleported me horizontally while leaving a damaging explosion behind, it one shot the mooks, so I could run rings around them.).
Title: Re: Starbound - Caveat emptor
Post by: Sappho on July 29, 2016, 04:04:49 am
Why is
the Erchius Mining Facility
so goddamn difficult?
That's pretty simple, actually.
The mooks.
Now, the damage they inflict is bad, but not too horrible, the main problem is their ranged attack, it pierces, has good range, does good damage, can't be cancelled but can be delayed and the hitbox for it is juuust longer than when you think it would have stopped, and is a continuous blast, it's the worst thing to pounce on an unsuspecting player with likely bad gear.

The best solution is really to get some good armour (I just made my racial floran armour), pack up on salves, then attack from range or use something that can kill a bunch of the mooks and lets you get out of tight spots (Personally, I got an electric broadsword that had a blink special which teleported me horizontally while leaving a damaging explosion behind, it one shot the mooks, so I could run rings around them.).

The problem with all that is at this point in the game, you're stuck with whatever is available on your first planet. No tungsten, and whether you have a good weapon is down to luck. I wouldn't have a problem with this mission if you had the option to wait and do it after you've spent time grinding for better gear, but you don't have that option. You can't even make bandages. So yeah, if you're lucky, you could have an easy time. If you're unlucky, you're screwed unless you're incredibly skilled or cheat (YAY CHEATING!).
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on July 29, 2016, 04:08:59 am
The mooks are a pain. First two tries I got killed by the mooks.

Third try I killed it. No techs. No armor. No food buff. 4 bandages.
Apparently I was really fast, because I damaged it everytime before it spawned mooks on that 3d run. Not a single mook. The 4 bandages were needed because I ran through it's laser a few times (like I said, no techs, can't blink).

I keep hearing people say they can't make bandages. But you can make salve just fine from plant fibres, and bandages don't seem to be a very rare drop, I found enough of them on the starter planet.

Title: Re: Starbound - Caveat emptor
Post by: Execute/Dumbo.exe on July 29, 2016, 04:11:21 am
Oh, I was talking about the mooks on the way to the crystal monster, the mooks in the actual battle are more speed bumps than anything.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on July 29, 2016, 04:14:40 am
Oh, I was talking about the mooks on the way to the crystal monster, the mooks in the actual battle are more speed bumps than anything.
You mean the big guys with the hammers? Or the puke throwing mutated human mooks?

For the last bit, with the guys with hammers, I did make good use of the outpost of friendlies to the left side of the level. Just lure them into the slaughterhouse.
Title: Re: Starbound - Caveat emptor
Post by: Execute/Dumbo.exe on July 29, 2016, 04:19:24 am
Oh, I was talking about the mooks on the way to the crystal monster, the mooks in the actual battle are more speed bumps than anything.
You mean the big guys with the hammers? Or the puke throwing mutated human mooks?

For the last bit, with the guys with hammers, I did make good use of the outpost of friendlies to the left side of the level. Just lure them into the slaughterhouse.
Oh dear god this is just getting confusing now.
But no, I'm talking about the puke throwing guys, the hammer dudes are dangerous, but they're a lot easier to predict and they're normally alone, meanwhile, the puke throwers have all of the problems I just listed and are normally in groups, and do damage on touch, so you can get backed into a corner easily.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 29, 2016, 05:11:52 am
Why is
the Erchius Mining Facility
so goddamn difficult?

Because they shifted the whole thing back a tier. Notice how you can't get any armor better than iron at this point in the game? Before they reshuffled the whole outpost quest line, they had a FUCKTON of quests and far more things to do before the mining facility.

Hint: the quest immediately preceding the mining facility was basically "go get steel gear" and such. As far as I can tell, the mining facility isn't any harder or easier than it was, it's just forced on you earlier.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on July 29, 2016, 06:08:26 am
Brought the server down to update. Should be back soon.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 29, 2016, 06:13:53 am
Why is
the Erchius Mining Facility
so goddamn difficult?
Hint: the quest immediately preceding the mining facility was basically "go get steel gear" and such. As far as I can tell, the mining facility isn't any harder or easier than it was, it's just forced on you earlier.

Actually it is far easier or possibly even harder depending on your views. The Boss can instantly kill you now BUT his beams are significantly slower.

I think what kills me about the game's new change is that you can't charge jump anymore... the game is against you having ANY sort of speed.
Title: Re: Starbound - Caveat emptor
Post by: kilakan on July 29, 2016, 06:19:57 am
yeaaaaaa.... Neon's saying that cause he watched me spit and curse multiple times when trying to navigate a volcanic planet.  Kept accidentally sprinting from habit, then not being able to jump in the air resulted in me falling straight into lava lakes.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 29, 2016, 06:26:54 am
Why is
the Erchius Mining Facility
so goddamn difficult?
That's pretty simple, actually.
The mooks.
Now, the damage they inflict is bad, but not too horrible, the main problem is their ranged attack, it pierces, has good range, does good damage, can't be cancelled but can be delayed and the hitbox for it is juuust longer than when you think it would have stopped, and is a continuous blast, it's the worst thing to pounce on an unsuspecting player with likely bad gear.

The best solution is really to get some good armour (I just made my racial floran armour), pack up on salves, then attack from range or use something that can kill a bunch of the mooks and lets you get out of tight spots (Personally, I got an electric broadsword that had a blink special which teleported me horizontally while leaving a damaging explosion behind, it one shot the mooks, so I could run rings around them.).

The problem with all that is at this point in the game, you're stuck with whatever is available on your first planet. No tungsten, and whether you have a good weapon is down to luck. I wouldn't have a problem with this mission if you had the option to wait and do it after you've spent time grinding for better gear, but you don't have that option. You can't even make bandages. So yeah, if you're lucky, you could have an easy time. If you're unlucky, you're screwed unless you're incredibly skilled or cheat (YAY CHEATING!).

You can leave the starter planet and go to any of the other planets in the system, which should most/all have tungsten; the FTL drive is only necessary for inter-system travel. The mining facility has a guaranteed-spawn shotgun that completely trivializes the mooks. The first also means that you can upgrade your Inventor's Table and build an Apothecary for bandages.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 29, 2016, 06:31:00 am
You can leave the starter planet and go to any of the other planets in the system, which should most/all have tungsten; the FTL drive is only necessary for inter-system travel. The mining facility has a guaranteed-spawn shotgun that completely trivializes the mooks. The first also means that you can upgrade your Inventor's Table and build an Apothecary for bandages.

Nope. Not anymore. You can't even open the door to the cockpit. >_>
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 29, 2016, 06:58:17 am
Wait, seriously?

I mean, I just rushed through with the starting gear because it felt like the mission was a lot easier, but that's kinda dumb.

Doesn't negate the point about the shotgun, though. The actual boss fight is a complete joke and the shotgun can 2-3 shot everything else.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 29, 2016, 07:10:08 am
Ohh yaeh that reminds me

Dreadwing is the toughest boss in the game, hands down.

MOSTLY in an unfun way to admit... but still toughest.
Title: Re: Starbound - Caveat emptor
Post by: Execute/Dumbo.exe on July 29, 2016, 07:13:39 am
Wait, seriously?

I mean, I just rushed through with the starting gear because it felt like the mission was a lot easier, but that's kinda dumb.

Doesn't negate the point about the shotgun, though. The actual boss fight is a complete joke and the shotgun can 2-3 shot everything else.
Shotgun?
The only gun I got was a sniper rifle, where do you find the shotgun?
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 29, 2016, 07:24:54 am
Wait, seriously?

I mean, I just rushed through with the starting gear because it felt like the mission was a lot easier, but that's kinda dumb.

Doesn't negate the point about the shotgun, though. The actual boss fight is a complete joke and the shotgun can 2-3 shot everything else.
Shotgun?
The only gun I got was a sniper rifle, where do you find the shotgun?

Hm, maybe it's random after all. Just assumed because I encountered a bunch of people talking about the exact same thing that I got.

Either way though, a gun is a gun and the mobs are mostly slow melee types.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on July 29, 2016, 07:26:55 am
Ohh yaeh that reminds me

Dreadwing is the toughest boss in the game, hands down.

MOSTLY in an unfun way to admit... but still toughest.
Really? A buddy and I did dreadwing immediately after the mining facility. It was difficult but with some dodging and ranged weapons we kicked his ass.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 29, 2016, 07:28:49 am
Ohh yaeh that reminds me

Dreadwing is the toughest boss in the game, hands down.

MOSTLY in an unfun way to admit... but still toughest.
Really? A buddy and I did dreadwing immediately after the mining facility. It was difficult but with some dodging and ranged weapons we kicked his ass.

Congrats! you beat the toughest boss in the game!

Prepare for the next boss! Where you could literally win without doing a single thing.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on July 29, 2016, 07:59:44 am
Huh. You get the quest right after so I thought it was the next progression. We did it before we'd even unlocked the tech powers.
Title: Re: Starbound - Caveat emptor
Post by: kilakan on July 29, 2016, 08:03:20 am
Naw dreadwing is like a -side- boss of sorts.  That said, neon's not being fair to the bosses... me and him got pretty much top quality gear after dreadwing.  If you don't make a point of trying to get the best stuff you can some of the other story bosses can be difficult... with the best gear they are laughably easy so far though (Done 5 of 6 of the keys so far)
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 29, 2016, 08:09:45 am
Naw dreadwing is like a -side- boss of sorts.  That said, neon's not being fair to the bosses... me and him got pretty much top quality gear after dreadwing.  If you don't make a point of trying to get the best stuff you can some of the other story bosses can be difficult... with the best gear they are laughably easy so far though (Done 5 of 6 of the keys so far)

Ehhhhhhh... I'd still say the 3rd boss is the easiest in the game without any competition... and I soloed that boss while under equipped...

And the 4th boss is nothing special. I'd definitely say Dreadwing is tougher then him (if only because Dreadwing can stay outside your visual range)

To admit Dreadwing is drastically different with a party than solo.

5th, 6th, 7th, and 8th... ok I didn't QUITE give it credit. Though by the time your at the 5th, you pretty much should have him down.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 29, 2016, 08:48:29 am
Yeah, the Floran hunt boss is really easy because you have best plantgirl there to help kill it, and it's not very dangerous besides.
Title: Re: Starbound - Caveat emptor
Post by: Aklyon on July 29, 2016, 09:34:55 am
You can leave the starter planet and go to any of the other planets in the system, which should most/all have tungsten; the FTL drive is only necessary for inter-system travel. The mining facility has a guaranteed-spawn shotgun that completely trivializes the mooks. The first also means that you can upgrade your Inventor's Table and build an Apothecary for bandages.

Nope. Not anymore. You can't even open the door to the cockpit. >_>
The more I hear about the current version the more annoyingly meh it sounds.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 29, 2016, 09:48:11 am
Yeah, the Floran hunt boss is really easy because you have best plantgirl there to help kill it, and it's not very dangerous besides.

I think that the "Boss Dungeon" that is probably the worst would probably have to be the Sea People (who I dare not remember how to type).

It is just a tour.

Thank goodness the boss of it is pretty awesome (albeit easy if you know the pattern... with one cheapo move)
Title: Re: Starbound - Caveat emptor
Post by: umiman on July 29, 2016, 10:56:38 am
Yeah, the Floran hunt boss is really easy because you have best plantgirl there to help kill it, and it's not very dangerous besides.

I think that the "Boss Dungeon" that is probably the worst would probably have to be the Sea People (who I dare not remember how to type).

It is just a tour.

Thank goodness the boss of it is pretty awesome (albeit easy if you know the pattern... with one cheapo move)
Before this I was going "why do all of you think the third boss is so easy? It was pretty frigging cool and challenging to me".

Then I realized I completely forgot about the actual third boss. That stupid worthless spider thing.

----

Apparently I hit the ship size cap. Feels a bit small but eh...

(http://images.akamai.steamusercontent.com/ugc/494652797699458369/D2F9E4C594C638E0A23E64FA73A1A59FF6D4D6A2/)

Also an update just came out:
http://playstarbound.com/1-0-3-changelog/
Title: Re: Starbound - Caveat emptor
Post by: PTTG?? on July 29, 2016, 12:35:56 pm
Is there any efficient way to explore asteroids? I'm always afraid I'm going to hit the bottom and die.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 29, 2016, 12:40:53 pm
Why even bother? Unless endgame system asteroids are like how they used to be and overflow with every endgame ore.
Title: Re: Starbound - Caveat emptor
Post by: PTTG?? on July 29, 2016, 12:43:04 pm
I've seen basically an entire screen of gold ore, which is definitely useful to me.
Title: Re: Starbound - Caveat emptor
Post by: MagmaMcFry on July 29, 2016, 01:09:59 pm
Get yourself the air dash tech, it cancels your vertical velocity each time. Together with double jump and super spin slash you can travel horizontally for very long distances.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on July 29, 2016, 01:45:11 pm
You can also hover over the teleport button.
Title: Re: Starbound - Caveat emptor
Post by: etgfrog on July 29, 2016, 04:12:52 pm
Rocket jump is 1 time in air per jump, airdash is on cooldown right?

Anyways, regarding difficulty, all the dungeons are very easy with multiple people as you get a chance to continue without it reseting. I know I had a very hard time with the aivian dungeon, that mini-boss with the spawning scorpions kept killing me. On the other hand if your just handed end game armor I could understand why everything felt trivial.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 29, 2016, 04:35:01 pm
Nah, it's trivial just by getting the best gear you can legitimately make/find prior to going against the boss. The only challenge comes from being undergeared/not knowing the gimmick. Like the initial robot side boss, a grappling hook completely removes what small danger was present in that fight.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 29, 2016, 04:37:35 pm
According to my brother the most difficult boss was the apex.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 29, 2016, 06:58:16 pm
The Apex one seems bad til you realize the head doesn't hurt you, only the satellites. Wasn't much a fan of the Undertale bullets, though, but by then I had nanoweave bandages.
Title: Re: Starbound - Caveat emptor
Post by: Shooer on July 29, 2016, 07:02:17 pm
Or just stand in a corner and jump and duck.
Title: Re: Starbound - Caveat emptor
Post by: scriver on July 30, 2016, 10:51:16 am
Finally managed to beat Dreadwing.

That fight would be easy as pancakes if it wasn't for all the mooks he keeps spawning.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on July 30, 2016, 03:02:51 pm
Dreadwing was sponsored by microsoft to make people really hate the penguin
Title: Re: Starbound - Caveat emptor
Post by: Shooer on July 30, 2016, 05:38:22 pm
To me the mooks weren't the big problem for dreadwing's difficulty, it's his size+speed.  If it was a little slower OR little smaller it would be a fight more in line with the difficulty of the other bosses in the game.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on July 30, 2016, 05:55:14 pm
Floran might be the most amusing race to play as, but so far it seems as though the Apex are kings and queens of luck.

My Apex character has found 4 legendary vanity items on the starting planet, as well as decent equipment to get through the erchius mine. In the mine itself, I got an Erchius Horror Figurine, first time through!
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 30, 2016, 06:01:30 pm
Pretty sure that there's a (useful!) set of Romantically Apocalyptic armor in the game, called "Mysterious". At any rate it's a black set of armor and the helmet is a purple-eyed gas mask.

Also the shrapnel bomb secondary is fucking broken, damage-wise.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 30, 2016, 06:11:37 pm
There's also a Dark Lord of Molten set, and a full cloak of shadow vanity items that I'm missing one piece of. Oh and

Spoiler (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 30, 2016, 06:12:53 pm
I just realized I can no longer make capes at a loom. Whyyyyyy.
Title: Re: Starbound - Caveat emptor
Post by: Shooer on July 30, 2016, 06:15:10 pm
Haven't even seen a cape yet.  So few back items period.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on July 30, 2016, 06:19:54 pm
Haven't even seen a cape yet.  So few back items period.
You can find one on Earth.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 30, 2016, 06:25:43 pm
You can find one on Earth.

Please no. We have enough bullshit on Starbound's wiki.
Title: Re: Starbound - Caveat emptor
Post by: SOLDIER First on July 30, 2016, 06:30:51 pm
where the hell do you find it
Title: Re: Starbound - Caveat emptor
Post by: Sirus on July 30, 2016, 06:31:06 pm
I'm totally serious. It's guaranteed.

Spoiler: Location (click to show/hide)

Just to make sure, everyone knows about the flower headwear item, right? That's also on Earth.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 30, 2016, 06:38:34 pm
But where the fuck do I get a NORMAL cape like I used to be able to make? D:
Title: Re: Starbound - Caveat emptor
Post by: Sirus on July 30, 2016, 07:10:01 pm
You folks wanted capes, I got you a guaranteed cape for free.
Title: Re: Starbound - Caveat emptor
Post by: umiman on July 30, 2016, 07:18:02 pm
But where the fuck do I get a NORMAL cape like I used to be able to make? D:
Upgrade the loom...
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 30, 2016, 07:29:13 pm
But where the fuck do I get a NORMAL cape like I used to be able to make? D:
Upgrade the loom...

Yes, Upgrade the loom. To make a cape. Because it totally makes sense that players don't deserve capes until after they can travel through spess.
Title: Re: Starbound - Caveat emptor
Post by: flame99 on July 30, 2016, 07:35:01 pm
I mean, it's only realistic. You've gotta have FTL before you can make capes.
Title: Re: Starbound - Caveat emptor
Post by: umiman on July 30, 2016, 07:39:38 pm
But where the fuck do I get a NORMAL cape like I used to be able to make? D:
Upgrade the loom...

Yes, Upgrade the loom. To make a cape. Because it totally makes sense that players don't deserve capes until after they can travel through spess.
Why do you think only crazy people on Earth wear capes?
Title: Re: Starbound - Caveat emptor
Post by: SOLDIER First on July 30, 2016, 07:58:10 pm
I mean, it's only realistic. You've gotta have FTL before you can make capes.
Travel through purple fucking crystal hell before you can leave your starting planet!
Title: Re: Starbound - Caveat emptor
Post by: BlackHeartKabal on July 30, 2016, 08:05:17 pm
I mean, it's only realistic. You've gotta have FTL before you can make capes.
Travel through purple fucking crystal hell before you can leave your starting planet!
Don't remind me.
Don't remind me, Don't remind me.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 30, 2016, 08:31:12 pm
As much as I want to be salty about both of those ideas, the fake singleplayer used up my salt supply.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on July 30, 2016, 08:37:33 pm
Devil's Advocate here, nowhere in the game does it explicitly state "Single Player" :V

You have Start Game, Join Game, Options, and Quit. That's it.
Title: Re: Starbound - Caveat emptor
Post by: Nirur Torir on July 30, 2016, 08:43:52 pm
I finally found enough Floran scans, but I think(hope) my Floran boss fight bugged out. It sat motionless, doing nothing other than breaking or unbreaking its shell for most of the fight, then finally started dropping spawns when it was nearly dead.

I'm really disappointed that they reduced techs down to: a weak and unneeded combat mobility option, a few variants of double jumping, and a morph ball (which only matters for purists who don't mod to allow digging in dungeons). Hopefully someone will mod in some interesting options. In the mean time, I'll amuse myself by seeing how many fluffy space raptors I can house in my ship.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 30, 2016, 08:53:01 pm
There's a mod that restores the old dash functionality, and another one that just buffs it a bit.
Title: Re: Starbound - Caveat emptor
Post by: scriver on July 30, 2016, 08:56:05 pm
What, are those the only options now? I assumed I'd still be able to find other techs like bubble jump, or whatever we used to have, in the wild.


I'm totally serious. It's guaranteed.

Spoiler: Location (click to show/hide)

Just to make sure, everyone knows about the flower headwear item, right? That's also on Earth.


I don't know about it?
Title: Re: Starbound - Caveat emptor
Post by: Sirus on July 30, 2016, 09:00:08 pm
The flower is located near that big, gnarly tree before the graduation ceremony. It's purple-ish. You can interact with it like a chest or crop.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on July 31, 2016, 06:32:33 am
Was inspired to draw a sketch, in tribute to yet another game that's become lost to me.

Spoiler (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: Execute/Dumbo.exe on July 31, 2016, 08:00:05 am
Man, is the new hotbar that bad? I really find it alright, not perfect, maybe, but I'm not a connoisseur of hotbars, two blocks for every section, which correspond to the left and right mouse buttons, what made the original hotbar better?
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on July 31, 2016, 08:17:59 am
I had no problems with the hotbar, but I wasn't burdened with a 'how it used to be' chip on my shoulder either
Title: Re: Starbound - Caveat emptor
Post by: Sirus on July 31, 2016, 08:22:35 am
How exactly were you able to keep both a two-handed and a one-handed weapon in the left-right slots on the old hotbar? I remember two-handers taking up both slots.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on July 31, 2016, 08:30:00 am
How exactly were you able to keep both a two-handed and a one-handed weapon in the left-right slots on the old hotbar? I remember two-handers taking up both slots.
They didn't take up both. You were still only able to wield either one two-handed or two one-handed items, but the main L/R slots allowed you to keep two-handed items in them. With a setup like that, you immediately had your 2-handed weapon out if you pressed the key for default items, but any 1-handed item on the hotbar was paired up with the 1-handed weapon in the R slot.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 31, 2016, 08:30:56 am
How exactly were you able to keep both a two-handed and a one-handed weapon in the left-right slots on the old hotbar? I remember two-handers taking up both slots.
They didn't take up both. You were still only able to wield either one two-handed or two one-handed items, but the main L/R slots allowed you to keep two-handed items in them. With a setup like that, you immediately had your 2-handed weapon out if you pressed the key for default items, but any 1-handed item on the hotbar was paired up with the 1-handed weapon in the R slot.
And it was fucking fantastic.
Title: Re: Starbound - Caveat emptor
Post by: kilakan on July 31, 2016, 08:31:27 am
I can see how that would not work anymore with the special attacks for two handed weapons being bound to right click.
Title: Re: Starbound - Caveat emptor
Post by: scriver on July 31, 2016, 09:11:06 am
The only bad thing about playing a Floran is that you get an awful purple snake pet (like I need another) instead of a SUPER CUTIE KITTEH KITTEH
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 31, 2016, 10:08:57 am
I can see how that would not work anymore with the special attacks for two handed weapons being bound to right click.
They could always have taken the sane option and let people rebind their controls. Same deal with the techs, the double-tap to dash is moronic but it's even worse when you can't change it.
Title: Re: Starbound - Caveat emptor
Post by: Jiokuy on July 31, 2016, 10:13:27 am
My only grievance with hotbar, although it is pretty damning for me personally, is the four slots in the middle dedicated to Matter Manipulator. I primarily use my scroll wheel to navigate the hotbar, and the four extra unusable spaces in the middle suck. Since I don't want to look away when surprise combat happens, I have to set up everything around the fact that I can only really use three configurations at a time.

I really like the hotkeys for MM and functions, but the location in the middle makes it so for all intents and purposes I have two 3 slot hotbars not one 6 slot. It just really limits what I can put on my hotbar, and where I can put it. Otherwise I find myself flailing on the hotbar and or wasting valuable time looking at the bar in combat.

Also using the number keys isn't practical since that uses the same hand that is needed to dodge enemies.
Title: Re: Starbound - Caveat emptor
Post by: Aklyon on July 31, 2016, 10:20:33 am
The only bad thing about playing a Floran is that you get an awful purple snake pet (like I need another) instead of a SUPER CUTIE KITTEH KITTEH
Theres a mod to replace it with whatever pet you want.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on July 31, 2016, 11:38:12 am
Also using the number keys isn't practical since that uses the same hand that is needed to dodge enemies.
Yep. Major reason why I used to keep my secondary heavy weapons on 6 and 7 - better to let go of the mouse to quickly jab a key with the right hand, than let go of the movement controls for the same time. Same reason why the magic mirror always goes to 0 when I find it in Terraria. The 1-5 half of the old hotbar typically had my exploration gear - flashlight, grapple, torches, platforms. The main weapons in the center slots, it was all so... handy.
Title: Re: Starbound - Caveat emptor
Post by: umiman on July 31, 2016, 12:09:03 pm
I stopped playing after fully decking out my ship. I only got to the Avian boss and I really can't be bothered any more.

It's still pretty lackluster, even if I completely ignore how shit it was at first. Even as just a game judged by its own merits it's pretty frigging boring.

Hell, in some ways I prefer it at launch because at least the loot was meaningful and we don't have so much useless crap like these dumbass techs. I don't understand how a game can come out of early access three years later and be LESS feature rich. What a bunch of wankers.

But meh, I wrote this game off years ago so whatever.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 31, 2016, 01:07:37 pm
Man, is the new hotbar that bad? I really find it alright, not perfect, maybe, but I'm not a connoisseur of hotbars, two blocks for every section, which correspond to the left and right mouse buttons, what made the original hotbar better?

1: You could ALWAYS have your shield or preferred offhand item available for right-click.
2. Torches, blocks, and way too many other things take up both halves of a hotbar slot.
2a: This makes your effective number of slots less than 12 in practice, compared to the no-bullshit, guaranteed 10 you used to have.
3: Matter manipulator and misc. placed in the middle. The old system was actually more annoying to me because I'm used to placing torches on the end and scrolling UP to get them quickly, but I can see this new system being annoying to others.
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on July 31, 2016, 02:03:53 pm
I guess everyone already gave their opinions and all that. I've played around 2 days and been trying to hold off until later in the game in order to judge it..but damn.
I've played for hours and it seems they try to delay you fixing your ship now, because that could mean the player ignoring the main quest or something.
I think my opinion on the game is the same as my opinion on its Hoverbikes. It looks good and stylish, lots of art, but that's one of the most stupid things I've ever seen in videogames.

At least my friends who are more casually-inclined say they are satisfied with the game. But I can't help but be dissapointed when I think the amount of time and money they had, and they deliver a game filled with boring stuff. Like the procedurally generated quests. Maybe I don't get it, but it made me run around a planet 5 times just so I could get a Reward Bag that gave me like 10 iron ore.
Am I missing something? Otherwise I'm pretty sure this feature was half-assed just so they could put a check on their roadmap or something.
Even the story made me facepalm. "Get the 5 items to open this door" right from the get-go? Really? Couldn't you hold the cliches for maybe a few hours?  ::)

In any case, I don't mean to start any sort of tantrum spiral on the thread. I'm glad this Starbound soap opera is over.  :P
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on July 31, 2016, 02:14:52 pm
I had my ship fixed within the first hour or so. Grabbed 40 core shards from boxes in the mineshaft area then got the mining facility dungeon quest, finished it. It wasn't exactly a lengthy process. Again I think this is one of those differences in perspective from those who played the unfinished alphas and now see things have changed.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 31, 2016, 02:40:12 pm
I'm running out of steam on it. Lots of stuff is pretty neat in concept with mediocre execution. The colony system is pretty cool, but the rent from it is abysmal (i.e. there's tables for each threat level, so you KNOW if I'm on a dangerous planet I have shitall use for hunting spears. Stop it.). Three native biomes per threat level? Comon. Where's the eyeball planets? At least some biomes should be planet-wide across multiple threat levels.

And for all the dungeons and stuff they said they were adopting to fill in, I haven't seen much if any of them. USMC prisons, avian towns, avian crypts, avian temples, and apex labs over and over and over. Maybe two planets with glitch. One Floran village (on a volcanic world). Zero apex apartments, no USMC bunkers, there's only one Hylotl city that I've seen three times. The same set of ruins on forests, jungles, savannahs, and mutants.

Why can't you sort containers?
Why in the holy hell isn't there a quick-stack button for containers?
Further, it was said they had finished (not were working on, finished!) a system that scanned the contents of containers. Why can't we quick-stack into containers in a radius?
Why won't the placement of windows save when you close them? Further, whoever decided the best place for the inventory to open is OVER your character should be fired, if they haven't quit already.

I'm not even going to ask about the walking mechs we were shown. The hoverbikes prove that implementation just escapes them.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 31, 2016, 03:09:27 pm
They have a wonderful tendency to think up clever ideas, fuck them up initially, polish it up...and then scrap it all in favor of something less interesting, right at the last minute.

I could've sworn they HAD mechs and hoverbikes actually. And they apparently removed them?
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 31, 2016, 03:19:04 pm
They did have mechs as a tech. They were nearly useless because they constantly drained energy at a rapid rate, so you'd wind up in it for all of 10 seconds.

I remember that, yes. Seemed like a good panic-button tech though, if they'd just balanced it instead of scrapping it. ._.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 31, 2016, 03:22:14 pm
The hoverbikes are still in, but unless you're using them to skim an ocean floor (which works, btw), they handle worse than the Mako from Mass Effect. Stuck on everything, laggy as hell in multiplayer, take damage a lot, and extremely awkward to maneuver unless you're just on flat ground.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on July 31, 2016, 04:25:23 pm
I have a hoverbike and haven't been having any problems with it. Sure, damage is inavoidable, but it's cheap to repair and the hoverbike has enough health to not instantly get destroyed. Manuevering is really easy as well. I've been able to easily scale cliffs going straight up thanks to my hoverbike.

What kind of things do they even get stuck on, anyways?
Title: Re: Starbound - Caveat emptor
Post by: scriver on July 31, 2016, 04:26:26 pm
So I went spelunking and found, deep, deep down below the surface, a bunch of old sandstone tombs.

With people living inside of them.

One of them gave me a quest to fetch her date.

Not sure if bug.
Title: Re: Starbound - Caveat emptor
Post by: MagmaMcFry on July 31, 2016, 05:47:39 pm
I've found some human scientists in those underground ice biome mini-outposts, although they had lines that suggested they were supposed to be there.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on July 31, 2016, 06:03:19 pm
Does anyone know if there's a limit to how many colonists you can stick on a planet? I found a desert world with two solid places to plunk down large communities. One is a half-ruined desert town - built on, surrounded by, and partially flooded by dozens of pools of healing water. If I rebuild and furnish the buildings, I can have a sprawling township where no one should be badly hurt or sick.

The other is a massive, nearly-abandoned hylotl mansion. I cleared it of ghosts and monsters, and just about every one of its many rooms is well-furnished and lit. I should be able to easily stick an entire extended family in there, with guard outposts near the entrances, while providing nearly no furniture of my own.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 31, 2016, 06:38:04 pm
I've found some human scientists in those underground ice biome mini-outposts, although they had lines that suggested they were supposed to be there.

Yeah people are just kind of scattered randomly for no reason in Starbound now :P
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on July 31, 2016, 07:24:03 pm
I've found some human scientists in those underground ice biome mini-outposts, although they had lines that suggested they were supposed to be there.

Yeah people are just kind of scattered randomly for no reason in Starbound now :P
Makes for good RP value? :P It makes sense if they're there on a mission relevant to their profession...only wish they talked about it or something. :-[

So how goes Starbound in its current state? :D Also I've noticed there are achievements and trading cards on Steam now? o_O If one has an old character (ie with the 'max' tier 6 ship [was it tier 6?]), does the earnings carry over? :D
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on July 31, 2016, 07:25:52 pm
The best way I can describe Starbound is that its early game fun curve is better... But after the early game it just nosedives like it did before.

It can be beaten WAY faster though.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on July 31, 2016, 07:27:34 pm
So how goes Starbound in its current state? :D Also I've noticed there are achievements and trading cards on Steam now? o_O If one has an old character (ie with the 'max' tier 6 ship [was it tier 6?]), does the earnings carry over? :D

All old characters were deleted by the 1.0 update.
Title: Re: Starbound - Caveat emptor
Post by: Nirur Torir on July 31, 2016, 07:47:30 pm
The best way I can describe Starbound is that its early game fun curve is better... But after the early game it just nosedives like it did before.
I noticed that earlier today. Terraria kept having features added on, and things expanded upwards in new ways, while Starbound was designed (and then re-designed) to fit in a box. You get the interesting stuff in the box shortly after the first mission opens FTL, and then all that's left is basically collecting hats.

I'd love to have the old guns generation system back, and then apply it to modular mechs. But instead, we're balanced into everybody having X DPS and Y health per tier.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on July 31, 2016, 08:07:37 pm
Old gun generation system? What changed about gun generation?
Title: Re: Starbound - Caveat emptor
Post by: Nirur Torir on July 31, 2016, 08:17:29 pm
I thought there was more variety in earlier builds. I can't say any specifics, so I might be mis-remembering.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on July 31, 2016, 08:57:00 pm
There was. They cut out pretty much all of that and slapped on about ten or twelve special attacks instead. Used to be you could get guns that fired two or three split shots, bouncy shots, timed mine bullets, explosive bullets, all sorts of shit. Now it's just plain bullets. Rarely you might get one with bouncy bullets on the secondary fire, but mostly those are just flashlights, a second shot, or shooting slightly faster.

The bomb-bullet shotguns were great fun. So were the bouncy snipers. Tons of good stuff. All gone now.
Title: Re: Starbound - Caveat emptor
Post by: Aklyon on July 31, 2016, 09:05:42 pm
Right now I'd say its...ok. The guns certainly have gotten worse.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on July 31, 2016, 09:13:35 pm
I have a hoverbike and haven't been having any problems with it. Sure, damage is inavoidable, but it's cheap to repair and the hoverbike has enough health to not instantly get destroyed. Manuevering is really easy as well. I've been able to easily scale cliffs going straight up thanks to my hoverbike.

What kind of things do they even get stuck on, anyways?

I can do the SKyrim-style mountain climbing fairly well but they seem just as likely to get caught flipped on the nose against a rock formation or caught in an overhang where I have to get out and resummon it.

They also move fast enough that the world just refuses to load for me a lot of the time, so there's that too.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on July 31, 2016, 09:43:07 pm
Oh. Yeah. The world not loading is a problem. But even with that I find the hover bike to be pretty useful.
Title: Re: Starbound - Caveat emptor
Post by: JumpingJack on July 31, 2016, 10:46:58 pm
There was. They cut out pretty much all of that and slapped on about ten or twelve special attacks instead. Used to be you could get guns that fired two or three split shots, bouncy shots, timed mine bullets, explosive bullets, all sorts of shit. Now it's just plain bullets. Rarely you might get one with bouncy bullets on the secondary fire, but mostly those are just flashlights, a second shot, or shooting slightly faster.

The bomb-bullet shotguns were great fun. So were the bouncy snipers. Tons of good stuff. All gone now.
Oh yeah, back during earlier builds when it wasn't crashing on me I had fun collecting different sorts of guns. Almost felt like I was an intergalactic arms dealer or some such. My personal favorite was a grenade launcher which, despite supposedly being fit for low-level enemies, was unbalanced enough for me to utterly slaughter the heavily-armed staff of an Apex compound.

Right now I'd say its...ok. The guns certainly have gotten worse.
Considering the above, that is an understatement.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 01, 2016, 12:17:42 am
Not only have the guns gotten worse, you can't even flipping craft any if you don't play a novakid! I mean... what exactly am I supposed to do, throw rocks at people?
Title: Re: Starbound - Caveat emptor
Post by: SOLDIER First on August 01, 2016, 12:27:26 am
No, you admit defeat at the hands of the subjectively best race. :P
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on August 01, 2016, 12:40:14 am
Weren't hunting spears a thing? Powerful, inexplicably one-handed, relatively easy to make.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 01, 2016, 01:41:29 am
Weren't hunting spears a thing? Powerful, inexplicably one-handed, relatively easy to make.

There's still hunting spears (throwing spears) available very very early. like, logs and cobblestone early.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 01, 2016, 04:21:21 am
The only bad thing about playing a Floran is that you get an awful purple snake pet (like I need another) instead of a SUPER CUTIE KITTEH KITTEH
Could be worse. My Novakid has an animated fart.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on August 01, 2016, 04:43:54 am
The only bad thing about playing a Floran is that you get an awful purple snake pet (like I need another) instead of a SUPER CUTIE KITTEH KITTEH
Could be worse. My Novakid has an animated fart.
Would that be classified as a fart golem, or a fart elemental? Fart sprite?
Title: Re: Starbound - Caveat emptor
Post by: Mech#4 on August 01, 2016, 04:48:06 am
The only bad thing about playing a Floran is that you get an awful purple snake pet (like I need another) instead of a SUPER CUTIE KITTEH KITTEH
Could be worse. My Novakid has an animated fart.
Would that be classified as a fart golem, or a fart elemental? Fart sprite?

"The world can be one together. Cosmos without hatred." (https://www.youtube.com/watch?v=TgqiSBxvdws)

I like the snake-pet thing. It punts that red ball around the place as if it had legs.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 01, 2016, 04:50:59 am
Can I use one of those pokeballs to catch my pet and move it somewhere else?

Also, how do you upgrade the ship? I don't see the option anywhere. I found a couple of "upgrade modules" somewhere but I'm not sure how to use them. My ship is itty bitty and I want a bigger one!

Also, I was pretty disappointed to realize that every single low-threat planet is identical. They are all actually starter planets, with the portal and everything. Such disappointment... I remember being able to explore and every planet was at least a little different. :( They totally nerfed all the variety, for sure.
Title: Re: Starbound - Caveat emptor
Post by: Jiokuy on August 01, 2016, 05:28:00 am
To upgrade your ship you need a Licence, those can be obtained by recruiting a specific number of crew members (2 for your first one), or by spending absurd sums of pixels at the Penguin Bay (which opens sometime after the Florian Hunting Quest).

The Lush type planets always have the teleporter structure, and the mineshaft. For some reason -.- Also if you find a teleporter world in space, it is the same as the teleporters on lush planets aka useless by the time you're capable of finding them.

The non lush planets have a bit more variety, but all planets of the same type seem super similar. It really feels like a step down from previous versions.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 01, 2016, 07:35:38 am

The Lush type planets always have the teleporter structure, and the mineshaft. For some reason
yeah the teleporter really stinks, because it's invulnerable and is surrounded by a no build area :P

Also, I don't understand barren planets. They're supposed to be places to build on. Why do hey have to have dire stone surface, instead of something more friendly to base builders :(
Title: Re: Starbound - Caveat emptor
Post by: scriver on August 01, 2016, 08:02:08 am
The only bad thing about playing a Floran is that you get an awful purple snake pet (like I need another) instead of a SUPER CUTIE KITTEH KITTEH
Could be worse. My Novakid has an animated fart.
Would that be classified as a fart golem, or a fart elemental? Fart sprite?

"The world can be one together. Cosmos without hatred." (https://www.youtube.com/watch?v=TgqiSBxvdws)

I like the snake-pet thing. It punts that red ball around the place as if it had legs.

It does naught! Mine just ignores the ball like a prissy asshole plant-snake with no gratitude.
Title: Re: Starbound - Caveat emptor
Post by: Mech#4 on August 01, 2016, 08:17:32 am
It does naught! Mine just ignores the ball like a prissy asshole plant-snake with no gratitude.

Maybe feed it? I have no idea what a plant-snake eats. I put popcorn and a steak into its food bowl and it ate both so it's apparently not picky. Don't need to find live mice at least.
Title: Re: Starbound - Caveat emptor
Post by: SOLDIER First on August 01, 2016, 08:20:41 am
The game decides what your pet likes and doesn't like randomly.
Title: Re: Starbound - Caveat emptor
Post by: Execute/Dumbo.exe on August 01, 2016, 08:35:39 am
Y'know, I really want a larger amount of Codexes.
Also, some better separation of them between races, I doubt a report on the anatomy of the glitch from a seemingly space-faring perspective would be present in a glitch castle, especially a hostile one, and I also doubt that there would be two copies of a paper of a awakened glitch asking his brethren to remove their shackles and chase among the stars would be present in the same castle, same thing with third-person cultural dissections of the floran race in a hostile floran settlement, I don't know if those books would be something that wild florans would keep.

But, as unfulfilling, hand-wavy, short and dotted with grammatical mistakes as they are, I so desperately want more, maybe a more thorough codex about floran physiology? Even if I was thrown off by it being in a glitch castle, I really did like the whole codex about glitch behaviour and physiology, again, even if the whole part about the fact that they use salves, bandages and other medicinal concoctions and actually waste away if they don't is a touch hand-wavy, I wouldn't mind an expansion on that, or perhaps something that talks about the trouble that awakened glitch have integrating into space-faring society? Or what about something detailing the investigation of a floran trying to lead a normal life and finding itself in a situation where meat, something apparently non-sentient, is the majority? And while my position is screw the Hylotyl, the weeaboos, perhaps we could have some more detail on how their media and artistic society has developed from having such expanded senses?

Maybe I've been missing some better Codex entries, but I'm really so interested in the setting.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on August 01, 2016, 12:10:00 pm
To upgrade your ship you need a Licence, those can be obtained by recruiting a specific number of crew members (2 for your first one), or by spending absurd sums of pixels at the Penguin Bay (which opens sometime after the Florian Hunting Quest).

The Lush type planets always have the teleporter structure, and the mineshaft. For some reason -.- Also if you find a teleporter world in space, it is the same as the teleporters on lush planets aka useless by the time you're capable of finding them.

The non lush planets have a bit more variety, but all planets of the same type seem super similar. It really feels like a step down from previous versions.

Is the purchased license actually working? Just do quests and hire crew. Then go back to the hub and mister pirate.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on August 01, 2016, 12:15:58 pm
Quests as super annoying as they are... is still faster then getting the money for licenses to my knowledge.

I still maintain that the game is somehow more fun on casual then it is on survival... Not because of its poorly implemented survival tactics but because your not punished for mining.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 01, 2016, 01:49:35 pm
I really don't see the point. Why hunt/farm when you can just buy canned food at the Outpost?
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 01, 2016, 01:51:09 pm
Prepared food gives a variety of buffs that the canned stuff doesn't, so...
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 01, 2016, 01:56:11 pm
Sure, but you can get those buffs in casual too, can't you? You don't have to have a steadily decreasing hunger bar and a mandatory trip up your mineshaft back to the surface, both of which are pointless chores.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 01, 2016, 02:38:32 pm
food lasts a while on its own, and fridges exist. Stock up on some ape grapes and be good to go for a while yet. Or pack a hunting laserbow and make a campfire wherever...
Title: Re: Starbound - Caveat emptor
Post by: SOLDIER First on August 01, 2016, 02:47:18 pm
I just take food when I see it and cook whatever I can, whenever I can cook it. Having most of your food slots full, even if it's a lot of 1 stack berries, really helps in the long run.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 01, 2016, 04:53:15 pm
Anyone seen this mod?

http://community.playstarbound.com/resources/frackinuniverse.2920/

The whole thing seems to solve the depth issues I've been having, but that one-way modding the whole universe seems pretty harsh, even if I can just make a backup of my current stuff.

I'll probably try it anyway unless someone here tried it and it drank all the good beer in the fridge or whatever.
Title: Re: Starbound - Caveat emptor
Post by: SOLDIER First on August 01, 2016, 05:11:21 pm
It's pretty fun to me. I haven't seen a lot of its content but it adds quite a few new biomes, items, I'd assume enemies, etc.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on August 01, 2016, 06:04:10 pm
Anyone seen this mod?

http://community.playstarbound.com/resources/frackinuniverse.2920/
I took a look at it. Once the ennui of vanilla wears off I have plans to run a server using that mod.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on August 01, 2016, 06:29:24 pm
Anyone seen this mod?

http://community.playstarbound.com/resources/frackinuniverse.2920/
I took a look at it. Once the ennui of vanilla wears off I have plans to run a server using that mod.
Good, I didn't want to stay on vanilla shit just for multiplayer.

Seriously though, a food system like ARK (I think) where food stacks and rots one at a time would have been basically the same except vastly less annoying.
Title: Re: Starbound - Caveat emptor
Post by: stabbymcstabstab on August 01, 2016, 11:47:25 pm
Why bother having food rot? Once you spend a hour or two in game you can't real run out of food especially since you can teleport back pretty much anytime.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on August 02, 2016, 12:33:44 am
Why bother having food rot? Once you spend a hour or two in game you can't real run out of food especially since you can teleport back pretty much anytime.
Not from the underground you can't, unless you're in Admin mode.
Title: Re: Starbound - Caveat emptor
Post by: Shooer on August 02, 2016, 12:57:42 am
Why even go underground?  I made my gear 100% from just looting friendly villages.
Title: Re: Starbound - Caveat emptor
Post by: Freak on August 02, 2016, 01:34:15 am
Why even go underground?  I made my gear 100% from just looting friendly villages.

Because every once in a while I like to pretend I'm not a murderous psychopath with kleptomania. I'll admit those moments are rare, but they do occur.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 02, 2016, 02:16:59 am
Anyone seen this mod?

http://community.playstarbound.com/resources/frackinuniverse.2920/

The whole thing seems to solve the depth issues I've been having, but that one-way modding the whole universe seems pretty harsh, even if I can just make a backup of my current stuff.

I'll probably try it anyway unless someone here tried it and it drank all the good beer in the fridge or whatever.

Shit. I wish I'd known about that before starting my new character. Now, to continue with this character until I exhaust the vanilla game materials, or to just cut my losses, install this mod, and start over in a much more interesting universe....
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on August 02, 2016, 02:31:01 am
Wait, you're not supposed to be able to teleport from underground? That's strange, given that I'm pretty sure I'm not in admin mode and can always teleport from any place, including underground.
It's probably just a mod. Or maybe the difficulty setting?
Title: Re: Starbound - Caveat emptor
Post by: etgfrog on August 02, 2016, 02:36:13 am
Wait, you're not supposed to be able to teleport from underground? That's strange, given that I'm pretty sure I'm not in admin mode and can always teleport from any place, including underground.
It's probably just a mod. Or maybe the difficulty setting?
Difficulty setting, casual allows teleport from anywhere, survival only allows teleport near the surface.
Title: Re: Starbound - Caveat emptor
Post by: Mech#4 on August 02, 2016, 02:42:58 am
I think you can teleport underground by knocking a hole in the back wall, though that might only work if your above the transition to caves line.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on August 02, 2016, 03:48:15 am
I think you can teleport underground by knocking a hole in the back wall, though that might only work if your above the transition to caves line.
Yeah, that only works if you knock a hole in the backwall and see light instead of more rock.

Also yeah, casual might be allowing teleport from anywhere. Which might be a good case for switch the mod from "add hunger to Casual" to "lose less items in Survival". :P
Title: Re: Starbound - Caveat emptor
Post by: lastverb on August 02, 2016, 05:25:33 am
You can also change a flag for teleporting from anywhere from true to false in casual. Same file. Not much modding.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on August 02, 2016, 05:56:45 am
I definitely prefer casual teleporting. I just don't feel that having to backtrack your steps in caves just to get out adds anything to gameplay.
Title: Re: Starbound - Caveat emptor
Post by: Aklyon on August 02, 2016, 08:15:37 am
Theres also a mod to allow teleporting wherever.
Title: Re: Starbound - Caveat emptor
Post by: ThtblovesDF on August 02, 2016, 08:32:44 am
One can buy the teleport gates/tools from the telepoint in the hub/outpost and use those, if you're playing on a high difficulity. But its annoying and a 3 000 pixel investment that you... just leave there.
Title: Re: Starbound - Caveat emptor
Post by: Man of Paper on August 02, 2016, 09:18:38 am
Anyone seen this mod?

http://community.playstarbound.com/resources/frackinuniverse.2920/

The whole thing seems to solve the depth issues I've been having, but that one-way modding the whole universe seems pretty harsh, even if I can just make a backup of my current stuff.

I'll probably try it anyway unless someone here tried it and it drank all the good beer in the fridge or whatever.

Shit. I wish I'd known about that before starting my new character. Now, to continue with this character until I exhaust the vanilla game materials, or to just cut my losses, install this mod, and start over in a much more interesting universe....

Do it. I did, and I don't regret it.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 02, 2016, 11:11:37 am
Hm.... update queued for Starbound. Is there any risk of that breaking mods?
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 02, 2016, 11:48:30 am
Hm.... update queued for Starbound. Is there any risk of that breaking mods?

An update could, I guess, but this one is all internal stuff that shouldn't mess with any moddable bits.

Last time I looked at the data files all the moddable stuff was external, you can modify them as much as you want. Deleting your mods may cause crashes and stuff, but I doubt the main game will break the data files on its own.
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 02, 2016, 01:39:33 pm
started to play this game some days ago. for now, i've been entertained with all the mission stuff i have to do and well, the survival stuff.

started with a Novakid character and did the introductory mission. the first days that i was planetlocked i was able to build a simple base (ye olde first night two stories box, well, its two boxes stacked together but you get the idea). i was lucky to find a campfire and a sleeping bag near beampoint. so i was able to rest and cook from day one. the landing site was relatively flat so i had to put few dirt in order to level the place.

explored the whole surface of the planet in search of plants, im mostly sitting on carrots and rice, but have some pearpea, tomatoes, wheat, potato, cacao and sugar cane. and cotton which i havent planted much.

my only complain is the lack of a map and that i cant make a f*cking hellevator for strip mining. i mean, ropes as consumable grappling hooks is cool but there should be a way to make some kind of stair with them.

i have remained relativelly on the surface because of that. already completed the repair mission but i feel i havent really scratched the planet. wanted to move onto the next system once i had gotten at least tier 2 armor along with all the techs and enough provisions for the long way (my ship is mostly for transport right now, since i have a planet based hq).
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 02, 2016, 03:15:43 pm
It is done! Second character abandoned, third character created and starting to explore its new planet which is covered in chickens for some reason. Hooray for modders who fix all the devs' screwups! :D
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 02, 2016, 04:11:09 pm
Frackin Universe
I would definetely like some impressions on this mod. If I'm gonna install it, I want to do so before I get so far that losing my progression is too painful. I'm already not looking forward to re-creating my characters and losing my various goodies...
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on August 02, 2016, 05:24:14 pm
Could always back up your current save folder. If you don't like it, do a fresh install of the game and your current mods and drop the save folder in.
Title: Re: Starbound - Caveat emptor
Post by: Mephisto on August 02, 2016, 05:40:45 pm
there should be a way to make some kind of stair with them.

There are stairs. Play with platforms a bit.

Or you could just tediously dig downward at a diagonal. The PC can step up/down one block of elevation.
Title: Re: Starbound - Caveat emptor
Post by: Blue_Dwarf on August 02, 2016, 05:51:17 pm
I believe there was an easy way to make stairs. Hold Shift while dragging platforms?
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 02, 2016, 05:59:57 pm
there should be a way to make some kind of stair with them.

There are stairs. Play with platforms a bit.

Or you could just tediously dig downward at a diagonal. The PC can step up/down one block of elevation.

i know platforms exist, i have a staircase on my homebase. i think the correct term i wanted to get was "ladder", but it seems they are unobtainable in the game.

but the real deal would have been something like how you can use rope for making ladders in Terraria. even if i have to craft the ladder separately.

or it could be a separate thing with rope. like say, when you use it with the left click it would work as it works right now, but if using it right click it would be consumed to make a climbable static rope or something
Title: Re: Starbound - Caveat emptor
Post by: Oneir on August 02, 2016, 06:41:59 pm
Honestly, I really want a Terraria-like/Minecraft-but with functioning elevators. Maybe automated mining, too, which is another one of those weird things about Starbound's flavor.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on August 02, 2016, 06:46:31 pm
Honestly, I really want a Terraria-like/Minecraft-but with functioning elevators. Maybe automated mining, too, which is another one of those weird things about Starbound's flavor.
Right? You have spaceships and lasers and teleporters but drills? Yeah fuck no. No drills. No big industrial machines of any kind.

I wanna make a customized industrial walker with upgradable drills and storage containers ffs we're playing science fiction
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 02, 2016, 07:03:21 pm
Hey I think I just found a new biome. Not a mini biome, but a planet biome. Around a cold star, there's 3 planets with a 'dark' biome.
Never seen that. On my way there now to check it out.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 02, 2016, 07:08:37 pm
It's not really new, they were in at least some of the alpha builds.

They're still worth checking out IMHO. I made my first ever colony on a dark world, got a Glitch wearing a plague doctor mask and ruminating on nihilism.

Could always back up your current save folder. If you don't like it, do a fresh install of the game and your current mods and drop the save folder in.
but that's efforrrrrrrrt
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 02, 2016, 07:24:37 pm
So far it looks like an ice planet, just darker.

Meanwhile, The foundations for my new base at a magma planet it starting to take shape. Farms done. Top floor out of the screenies reach has livestock.
Time to start work on well paying tenants.

Spoiler (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 02, 2016, 07:31:49 pm
spent enough time on the desert world of my system to get a good amount of material. got lucky on an oil deposit along with an explorer's lantern so i now have both an EPP and a lantern stick.

now im growing up some cotton for the tier 2 armor and the teddy bear quest. but im running low on tungsten so i'll have to visit again. found plenty of materials underground. but i havent circunvented the planet yet.

im low on silver too, need more for unlocking the double jump mission. and gold for the morphball one.

im planning to expand the base, but i need to do some changes on the terrain first, and dont have enough pixels for buying animals yet.

oh, i caught a voltip too, its some kind of pikachu-like rabbit/pyramid head thing....
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on August 02, 2016, 08:52:57 pm
What do you do when you see a Hylotl city for the first time?

Spoiler: Answer (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 02, 2016, 10:37:01 pm
dats nasty :c poor fish people..

on the other hand:

i decided to dedicate to the farming business both for the food and for the economics. i leveled the area surrounding the house. got enough space to have two plantations at the sides and a barn for the future livestock.

i also bought the delivery machine from terramart store.

it took quite a bit of work to organize everything but i have several crops right now. including exotic stuff like beakfruit (?), boneboo, pineapple, banana and coffee

i have also built several moth farms for silk. i dont know what to do with that yet, but it sould give some money i guess
Title: Re: Starbound - Caveat emptor
Post by: SOLDIER First on August 02, 2016, 10:46:04 pm
Silk is used to craft every race's tier 3, 4 and 5 armor.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on August 02, 2016, 10:57:20 pm
Mine shaft drills were in a mod way back when. They went straight down X distance and came back up with everything. It was handy.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 02, 2016, 11:26:53 pm
If you're trying to make money based on farming, the best way is to make sure you've crafted every possible recipe with the NEW tag, because some of those let you discover more advanced recipes. The best foods in the game come to around 550 pixels retail, so you'll get about 110 pixels per food item sale. I personally like fruit salad (kiwi, banana, grapes, pineapple) because it gives good buffs and you can make overage into ape grapes.

Desert salsa is 616 px per, but requires cactus and coconut in addition to a long list of more feasible things, and I don't think the gain is worth it.
Title: Re: Starbound - Caveat emptor
Post by: lastverb on August 03, 2016, 03:01:29 am
The best foods in the game come to around 550 pixels retail, so you'll get about 110 pixels per food item sale.
Delivery machine gets much better pixel rates (i think 1/3 instead of standard 1/5). It only works for food stuff, but that's what we use for money, right?
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 03, 2016, 04:07:52 am
The RNG must hate me. I´ve progressed to Solarium by now, my ship has 10 crew members and I have a magma planet base.

BUT. I am not progressing in the main quest. On the few dozen planets I´ve been to, I have yet to find my first Floran  :o
Title: Re: Starbound - Caveat emptor
Post by: Sirian on August 03, 2016, 04:14:05 am

my only complain is the lack of a map and that i cant make a f*cking hellevator for strip mining. i mean, ropes as consumable grappling hooks is cool but there should be a way to make some kind of stair with them.

i have remained relativelly on the surface because of that

Do you need an elevator ? can't you just use your ship's teleporter and flags ?
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on August 03, 2016, 05:23:26 am

my only complain is the lack of a map and that i cant make a f*cking hellevator for strip mining. i mean, ropes as consumable grappling hooks is cool but there should be a way to make some kind of stair with them.

i have remained relativelly on the surface because of that

Do you need an elevator ? can't you just use your ship's teleporter and flags ?
I just make a hellstaircase. A lot more effort to set up? Yes, sure. But being able to traverse it safely and quickly in either direction is, quite simply, glorious.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 03, 2016, 09:38:50 am
An apex cook tenant just asked me to build a home for a friend, with 3 pieces of technology in it.

Now I tried making a home with 3 (apex) items with the 'science' tag, but that didn't fullfill the mission requirement.

What exactly is 'technology' then?
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on August 03, 2016, 09:51:32 am
What exactly is 'technology' then?

Have you tried their TVs and key statues and other derpy dystopian items?
Title: Re: Starbound - Caveat emptor
Post by: Shooer on August 03, 2016, 11:12:26 am
I just used 3 arcade cabinets taken from a hytol city to meet a technology room.

Best way to find florans quickly is to just check forest worlds in gentle and radioactive systems.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 03, 2016, 11:28:52 am
I just used 3 arcade cabinets taken from a hytol city to meet a technology room.
Thanks, pixel printed 3 arcade machines. It worked.
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 03, 2016, 02:44:43 pm

my only complain is the lack of a map and that i cant make a f*cking hellevator for strip mining. i mean, ropes as consumable grappling hooks is cool but there should be a way to make some kind of stair with them.

i have remained relativelly on the surface because of that

Do you need an elevator ? can't you just use your ship's teleporter and flags ?

no teleport from underground in survival...

as for the farming economy, i just wait for all the goods to get ripe, harvest en masse and choke full the container before sending.

i have earned enough money to buy 5 chickens and 5 robot chickens which should increase my gains.

the next tier is to get a herd of 5 mooshi.

but first i have to find space to build their barn, the chickens were enough covered on the first one and im running out of space since the landing site is between 2 hills.

in the otherh and, my solar system is choked on villages, only my starter planet was devoid of people. so i got to complete the Floran mission quickly. have like 3 floran settlements and a big fortress that i havent explored yet.

i found an avian settlement on one of the planets, being able to get a second crewmate, the first was a floran that i found on the desert planet. so i have a technician and a medic on board. upgraded the ship too.

the planetary exploration earned me enough to craft the tier 2 armor with some tungsten to spare. but my weapons were quite weak. right now the best weapon i have is a rocket launcher i found, it has fire element and guided missiles as special hability. i have a 2 handed sword with electricty and a dashing attack, and a sniper rifle with a explosive hability.

now i have to either gather erchius from the moons or spend pixels on fuel so i can find a system with titanium. i may just wait, since i havent finished the tech quests in the outpost. need to get 10 gold bars for the morphball mission and may try to do the dreadwing quest so i can unlock the other stores.

i have to expand the house too, just got enough space for building the apothecary, i have to add at least a third floor.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 03, 2016, 03:16:27 pm
Yay. After scouring a few magma planets and not finding any crystal biomes, a tenant paid me 3 neon melon seeds as rent. That was the last one I needed, got all crops now.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on August 03, 2016, 05:35:41 pm
The RNG must hate me. I´ve progressed to Solarium by now, my ship has 10 crew members and I have a magma planet base.

BUT. I am not progressing in the main quest. On the few dozen planets I´ve been to, I have yet to find my first Floran  :o
Chucklefucks further reduced planetary diversity. Each type of racial settlement will only spawn on one specific planetary biome. I think it's forests for Florans.
Title: Re: Starbound - Caveat emptor
Post by: Shooer on August 03, 2016, 05:44:33 pm
Chucklefucks further reduced planetary diversity. Each type of racial settlement will only spawn on one specific planetary biome. I think it's forests for Florans.
Not quite true.  You probably won't find glitch on a forest planet, but you can find floran on a volcanic world (which was the first time I ever did run into a friendly floran town and it wasn't a forest mini-biome).  I've run into glitch on frozen worlds in frozen systems.

But yeah, the fact that forest worlds are almost 100% chance of finding a floran dungeon and nothing else is kind of... meh.  Also having to find a number of objects to scan was annoying as hell.  It took me over 3 floran dungeons to complete that first one but a single hytol city or a glitch dark fortress were more than enough for those portions.
Title: Re: Starbound - Caveat emptor
Post by: scriver on August 03, 2016, 05:46:04 pm
You only need Floran objects to fulfil the quest, though. I near completed in in an "Overgrown Valley" location on a desert world.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 03, 2016, 05:50:07 pm
Frackin Universe
I would definetely like some impressions on this mod. If I'm gonna install it, I want to do so before I get so far that losing my progression is too painful. I'm already not looking forward to re-creating my characters and losing my various goodies...

First impression after a couple hours' play:

It really, really slows down the early game. rough comparison, if vanilla had 8 metals total, FU has something like 80 each for 3 different types of materials, plus drops plus complex crafts plus 20 crafting stations.

Pros: you get access to all of the stations at a science outpost, so you don't have to build stuff immediately

Cons: Holy shit there's a lot of stuff. It takes some getting used to, and there are some things that require 4 or 5 parts, each of which requires 2 or 3 parts from different raw materials. There are early-accessible 148-slot lockers, though (you'll need them).

After 3 hours I've managed to craft... a suit of armor. But the laser mining drill is kinda fun for a while, so it could be worse. I'll get back to you when I actually make the low-tier laser pistol.
Title: Re: Starbound - Caveat emptor
Post by: etgfrog on August 03, 2016, 08:51:50 pm
After 3 hours I've managed to craft... a suit of armor. But the laser mining drill is kinda fun for a while, so it could be worse. I'll get back to you when I actually make the low-tier laser pistol.

After a few upgrades the mining laser is ridiculously good. As in getting 2000 sand in a minute of teleporting onto a planet or simply running through most materials.
Title: Re: Starbound - Caveat emptor
Post by: Oneir on August 03, 2016, 08:56:06 pm
You only need Floran objects to fulfil the quest, though. I near completed in in an "Overgrown Valley" location on a desert world.
Wait, so I should have been filling my filthy pockets and not just listening to the grandma blather on about things I was scanning?
Title: Re: Starbound - Caveat emptor
Post by: Culise on August 03, 2016, 10:21:37 pm
Actually, you can get the information via obtained items, too, but I'm fairly sure it's only if you could have gotten the same information by scanning the item; it triggers the same "granny blather" you mention.  This made the Hylotl mission much easier for me, since I scavenged some Hylotl and Avian dungeons before I managed to find two Floran locations (my first village was just a wee bit short).  When I started pulling Hylotl paintings and furniture out of storage to reorganize, I was surprised to find Granny radioing me as I made quest progress out of nowhere.  I suspect, though, that scriver's just pointing out that the race-specific items that trigger the quest requirements don't only spawn in settlements; they can also be found in race-specific dungeons and the like.  The Overgrown Valley he mentions is one such dungeon; the ones I found were Apex labs, Avian tombs, and an ruined Hylotl settlement on what, I believe, was a wasteland world.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 03, 2016, 10:43:24 pm
You can also get quest progression from dialog. Talk to everyone while you're invasively photographing all their cultural relics and you may get completion faster.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 03, 2016, 10:47:21 pm
I managed to make a huge amount of progress on the Hylotl quest by scanning a particular painting, representing the library that is the object of said quest. Granny said something along the lines of "that's all I need".
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on August 04, 2016, 01:49:34 am
I managed to make a huge amount of progress on the Hylotl quest by scanning a particular painting, representing the library that is the object of said quest. Granny said something along the lines of "that's all I need".

That sounds like a cute, clever little feature that will get axed next update.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 04, 2016, 05:25:05 am
Reading the Endless Sky thread made me think id probably enjoy this.  But I hear it has changed much since early releases?

Tell me:

Is there still sandbox exploration and construction? Or are features locked up behind boss fights?

Can I just farff around exploring worlds, or is it a linear sort of game?
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 04, 2016, 05:43:38 am
Reading the Endless Sky thread made me think id probably enjoy this.  But I hear it has changed much since early releases?

Tell me:

Is there still sandbox exploration and construction? Or are features locked up behind boss fights?

Can I just farff around exploring worlds, or is it a linear sort of game?

At the start, you're stuck on one world until you can scrape your resources together and beat a dungeon which most people find to be far too difficult. Until you do that, you're stuck on the starting planet. However, after that you're free, and if you hate the mission as much as I do, you can very easily cheat your way through it and get to the sandbox. Then there is tech progression which allows you to visit more and more types of planets, and there is a storyline with quests and missions, but once you get past that first one you can certainly farff about exploring worlds after that (my favorite part!).
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on August 04, 2016, 06:14:13 am
I beat it using only a shotgun I found inside the dungeon itself. I went there immediately after activating the teleporter to the hub world
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on August 04, 2016, 07:10:07 am
To make it a bit easier remember that you can unlock the double jump tech fairly early. I remember having difficulty with my dungeon the first time around too, but nothing some healing salve couldn't carry me through.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on August 04, 2016, 07:26:07 am
To make it a bit easier remember that you can unlock the double jump tech fairly early. I remember having difficulty with my dungeon the first time around too, but nothing some healing salve couldn't carry me through.
Yeah double jump would have made it much easier. I didn't even know about the tech stuff when I did it. Did dreadwing right after that, though for dreadwing I did have one buddy with me to help.
Title: Re: Starbound - Caveat emptor
Post by: Mech#4 on August 04, 2016, 09:01:06 am
I think I was able to get all of those upgrades between leaving the first planet and getting to a second. They just need metals and I had up to gold through mining.
Title: Re: Starbound - Caveat emptor
Post by: Aklyon on August 04, 2016, 09:03:57 am
I managed to make a huge amount of progress on the Hylotl quest by scanning a particular painting, representing the library that is the object of said quest. Granny said something along the lines of "that's all I need".

That sounds like a cute, clever little feature that will get axed next update.
You mean replaced with a worse idea that is technically the same thing?
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on August 04, 2016, 10:03:35 am
I managed to make a huge amount of progress on the Hylotl quest by scanning a particular painting, representing the library that is the object of said quest. Granny said something along the lines of "that's all I need".

That sounds like a cute, clever little feature that will get axed next update.
You mean replaced with a worse idea that is technically the same thing?

Look shut up!

Being forced to explore until you find these few select cities and dungeons is CLEARLY superior to just making the galaxy interesting and worthwhile enough to explore on its own.

Gosh...
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 04, 2016, 10:27:20 am
my only complain with the tech system is getting the upgrade materials. the metals are easy to deal with (if you find an asteroid belt you have plenty of it for that and more). but the tech upgrades are hard to find, much like the upgrades for the ship.

as for my game..

tried to do the Floran Hunting Grounds...not good enough
tried to do dreadwing....got it to half health....not enough bandages

i decided to just save on erchius fuel and look at the nearby system for resources. the nearest system is full of asteroid belts. not a single planet there. got enough gold to unlock the morphball mission with large amounts of bars to spare on future materials.

the nearest temperate system ate more than half of the fuel i had gathered (something like 400 in total9). the system is worth tho.

it has several snow planets, with a hylotl village and an apex resistance village. i also found it has at least 2 savannah planets and an oceanic one. however, i barely scrapped enough titanium for a single furniture upgrade. need to gather more erchius for a second expedition.

the farm was expanded. i was able to level the hill at the east and a small cabin that was there (the typical plant matter and wood ones, with a campfire, chair and bed). the first part of the terrain was converted into a pen for mooshies. the other will be converted into a much larger enclosure for the fluffalos, im planning to have at least 5 of each variant.

with the spare money i got from the expedition i was able to buy 2 mooshies. now i just have to gather enough pixels for the reamining 3.

i havent expanded the house yet. im revising the idea of expanding underground. it should earn me more dirt tiles for leveling the terrain up to the nearest mountain a place fitting for the rest of the crops.

as for the ship. i got a hylotl soldier from the village, have enough upgrade modules for the second upgrade but i need another crewmate, i may visit the apex again, i hope to get a quest from them.

havent added much to the ship. the main storage is used to save some personal stuff that doesnt clog my main storage on the planet base. i have a pod chest for storing food. a campfire and the sleeping bag i found at the start of the game. want to give some flesh to it but i dont have enough materials for that.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on August 04, 2016, 10:30:51 am
I had the darn progress bar rewind itself a bit at least two times while scanning for the first racial mission. I finished that and haven't really bothered with the main story since. Not that I've played much since.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on August 04, 2016, 10:54:42 am
my only complain with the tech system is getting the upgrade materials. the metals are easy to deal with (if you find an asteroid belt you have plenty of it for that and more). but the tech upgrades are hard to find, much like the upgrades for the ship.
Sadly the best way to get the upgrade modules seems to be just flying to random worlds and pilfering every NPC home or surface dungeon/structure. If you do this over and over you'll get plenty
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 04, 2016, 12:13:04 pm
my only complain with the tech system is getting the upgrade materials. the metals are easy to deal with (if you find an asteroid belt you have plenty of it for that and more). but the tech upgrades are hard to find, much like the upgrades for the ship.
Sadly the best way to get the upgrade modules seems to be just flying to random worlds and pilfering every NPC home or surface dungeon/structure. If you do this over and over you'll get plenty

that's the thing. i've never been the looting type. i like to plunder dungeons and that stuff. but i've never pilfered an occupied house. sometimes i took a codex in order to add its contents, but i always left it back on its bookcase.

Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 04, 2016, 04:13:32 pm
So.. Ribs.. Are they still ingame? There;s cooking recipes for them. But I've killed quite a few large quadrupeds now with a hunting bow, and all they do for me is drop normal meat.

Anyone found ribs in 1.0 yet?

EDIT: lol, Murphy. Just got one
Title: Re: Starbound - Caveat emptor
Post by: scriver on August 04, 2016, 04:22:00 pm
I've gotten them. I'm not claiming scientific accuracy, but I've gotten the impression they drop from large/wide fourleggers.
Title: Re: Starbound - Caveat emptor
Post by: George_Chickens on August 04, 2016, 04:32:04 pm
Hey, just thought I should mention, Steam is allowing refunds for Starbound seemingly on the basis that the game was sold on fraudulent marketing. A few of my buddies just got their refund requests accepted despite having day 1 purchases.
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 04, 2016, 04:43:09 pm
I've gotten them. I'm not claiming scientific accuracy, but I've gotten the impression they drop from large/wide fourleggers.

indeed. large sized quadrupeds drop them. but only the ones that appear during the night. the ones that appear during day are smaller and drop raw steak instead.
Title: Re: Starbound - Caveat emptor
Post by: Aklyon on August 04, 2016, 04:44:02 pm
Hey, just thought I should mention, Steam is allowing refunds for Starbound seemingly on the basis that the game was sold on fraudulent marketing. A few of my buddies just got their refund requests accepted despite having day 1 purchases.
Interesting. I'm not nearly bothered enough by starbound to go bug steam about a $15 from years ago though.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on August 04, 2016, 05:04:02 pm
Good to note, but yeah, that's $15 from years back, I'm not particularly bothered. And for all that I'll never buy another game from the Chucklefucks, I got my money's worth out of it, even if I had to drag the fun out kicking and screaming.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 04, 2016, 06:39:04 pm
Gods. I just found something called the Un-cat hat. I can now wear a rotting dead cat on my head.

(http://i303.photobucket.com/albums/nn127/martinuzzz/uncathat_zpswnmvpbrw.png) (http://s303.photobucket.com/user/martinuzzz/media/uncathat_zpswnmvpbrw.png.html)
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on August 04, 2016, 06:41:41 pm
Now I'm missing my curvy slice even more. Floran mussst kill it with fire. D:
Title: Re: Starbound - Caveat emptor
Post by: Ygdrad on August 04, 2016, 07:22:44 pm
Hey, just thought I should mention, Steam is allowing refunds for Starbound seemingly on the basis that the game was sold on fraudulent marketing. A few of my buddies just got their refund requests accepted despite having day 1 purchases.

Shame that like a lot of people I've activated my game with a key I got during the early hype days instead of buying it on steam. No refunds for us.
Title: Re: Starbound - Caveat emptor
Post by: George_Chickens on August 04, 2016, 07:35:21 pm
Try it anyway. I had beyond 2 hours of play and well over two years of ownership, yet they didn't seem to mind me refunding it.
Title: Re: Starbound - Caveat emptor
Post by: Ygdrad on August 04, 2016, 07:50:01 pm
Try it anyway. I had beyond 2 hours of play and well over two years of ownership, yet they didn't seem to mind me refunding it.

Can't, it's not bought on steam. just says: "Retail activations cannot be refunded through Steam. Please contact the retailer where the product was purchased for refund availability and instructions."

Something tells me getting our money back straight from Chucklefish won't be as simple.
Title: Re: Starbound - Caveat emptor
Post by: MagmaMcFry on August 04, 2016, 08:01:51 pm
Not ever gonna refund my copy. Those 180 hours on Steam can't not have been worth whatever I paid for the game. And I may think the dev team is a bataillon of unfocused incompepoops, but I won't deny I'm still having fun with the game.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on August 04, 2016, 08:26:28 pm
Yeah whatever I may think about the devs I certainly got my money's worth out of the game already imo and modding will just extend that in time
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 04, 2016, 08:41:28 pm
Holy shit the refund worked. Thanks for the heads up!
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 04, 2016, 08:47:20 pm
Does that mean you're gonna stop posting here? :P
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 04, 2016, 08:49:09 pm
Does that mean you're gonna stop posting here? :P
Unfortunately I cannot refund a subscribed Bay12 forum thread. As much as I wish I could.
Title: Re: Starbound - Caveat emptor
Post by: Mephisto on August 04, 2016, 08:52:21 pm
Refunding a game after playing for 82 hours seems a mite unethical despite any perceived slights on the part of the devs.
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 04, 2016, 08:55:02 pm
Refunding a game after playing for 82 hours seems a mite unethical despite any perceived slights on the part of the devs.
The refund page listed it as 14 hours actually.

I'm assuming it only counts hours after the game is actually released.

Edit: Unless you're talking about yourself. In which case, you do you brah.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on August 04, 2016, 09:02:22 pm
Refunding a game after playing for 82 hours seems a mite unethical despite any perceived slights on the part of the devs.

If a 100+ hour game is broken after any length of time, wouldn't you want a refund? "Fraudulent marketing" makes for a broken game in a less obvious way. Nvidia just lost a chunk of money over false advertising some years back. Should they have not been penalized for that?
Title: Re: Starbound - Caveat emptor
Post by: Mephisto on August 04, 2016, 09:10:14 pm
Refunding a game after playing for 82 hours seems a mite unethical despite any perceived slights on the part of the devs.

If a 100+ hour game is broken after any length of time, wouldn't you want a refund? "Fraudulent marketing" makes for a broken game in a less obvious way. Nvidia just lost a chunk of money over false advertising some years back. Should they have not been penalized for that?

So a game being "broken" at some point completely negates the time you put in (which was supposedly fun or why would you have played).
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on August 04, 2016, 09:19:42 pm
Refunding a game after playing for 82 hours seems a mite unethical despite any perceived slights on the part of the devs.

If a 100+ hour game is broken after any length of time, wouldn't you want a refund? "Fraudulent marketing" makes for a broken game in a less obvious way. Nvidia just lost a chunk of money over false advertising some years back. Should they have not been penalized for that?

So a game being "broken" at some point completely negates the time you put in (which was supposedly fun or why would you have played).

Fun up to a point. If I rode a roller coaster and it broke halfway through, I'm asking for my money back. If I ate a tasty fillet mignon and I got food poisoning an hour later, I'm asking for my money back and my hospital bills covered. You advertised fillet mignon, not food poisoning from your mignon. I wouldn't buy that no matter how tasty the meat was. A company marketed a different product from what they sold. That's not okay.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on August 04, 2016, 09:24:00 pm
So a game being "broken" at some point completely negates the time you put in (which was supposedly fun or why would you have played).

Tell that to my having bothered to play through Daikatana.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on August 04, 2016, 09:52:12 pm
Refunding a game after playing for 82 hours seems a mite unethical despite any perceived slights on the part of the devs.

If a 100+ hour game is broken after any length of time, wouldn't you want a refund? "Fraudulent marketing" makes for a broken game in a less obvious way. Nvidia just lost a chunk of money over false advertising some years back. Should they have not been penalized for that?

So a game being "broken" at some point completely negates the time you put in (which was supposedly fun or why would you have played).

Fun up to a point. If I rode a roller coaster and it broke halfway through, I'm asking for my money back. If I ate a tasty fillet mignon and I got food poisoning an hour later, I'm asking for my money back and my hospital bills covered. You advertised fillet mignon, not food poisoning from your mignon. I wouldn't buy that no matter how tasty the meat was. A company marketed a different product from what they sold. That's not okay.

That and what a laughable precedent to create.

Simply string people along with false advertisement until it is too late to do it.

Where have I heard this before? OHH RIGHT! The case where a company poisoned an entire town, lied about it, and basically waited until it became too late to sue them. Yeah the courts did not accept that excuse.

Sending someone "demos" of the supposive product until they rack up hours and then going "Well, now you can't refund you tried the demo"...
-Oddly enough... I would TOTALLY SUPPORT being able to refund a early access game after its been released... but it isn't feasible for Steam to do that. Then again I say this because Early Access has been abused to the extent that I wouldn't even object to a early access ban.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on August 04, 2016, 09:53:38 pm
Refunding a game after playing for 82 hours seems a mite unethical despite any perceived slights on the part of the devs.

If a 100+ hour game is broken after any length of time, wouldn't you want a refund? "Fraudulent marketing" makes for a broken game in a less obvious way. Nvidia just lost a chunk of money over false advertising some years back. Should they have not been penalized for that?

So a game being "broken" at some point completely negates the time you put in (which was supposedly fun or why would you have played).

Fun up to a point. If I rode a roller coaster and it broke halfway through, I'm asking for my money back. If I ate a tasty fillet mignon and I got food poisoning an hour later, I'm asking for my money back and my hospital bills covered. You advertised fillet mignon, not food poisoning from your mignon. I wouldn't buy that no matter how tasty the meat was. A company marketed a different product from what they sold. That's not okay.

That and what a laughable precedent to create.

Simply string people along with false advertisement until it is too late to do it.

Where have I heard this before? OHH RIGHT! The case where a company poisoned an entire town, lied about it, and basically waited until it became too late to sue them. Yeah the courts did not accept that excuse.

Just keep on going forward and ask for forgiveness later, if forced to do so.
Title: Re: Starbound - Caveat emptor
Post by: Scripten on August 04, 2016, 10:45:12 pm
You can really tell a thread has gone salty when people are comparing a slightly disappointing game with arguably shit PR equivalent to poisoning an entire town's water.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on August 04, 2016, 10:52:09 pm
You can really tell a thread has gone salty when people are comparing a slightly disappointing game with arguably shit PR equivalent to poisoning an entire town's water.

Can you think of another case where a company intentionally lied to people with the sole intention of waiting until the statute of limitations ran out?

I honestly can't...

I am not saying Starbound is the same as poisoning people by any stretch.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 04, 2016, 10:55:33 pm
You can really tell a thread has gone salty when people are comparing a slightly disappointing game with arguably shit PR equivalent to poisoning an entire town's water.

Can you think of another case where a company intentionally lied to people with the sole intention of waiting until the statute of limitations ran out?

I honestly can't...
Not the point, and I'm fairly sure you know that.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on August 04, 2016, 11:01:29 pm
You can really tell a thread has gone salty when people are comparing a slightly disappointing game with arguably shit PR equivalent to poisoning an entire town's water.

Can you think of another case where a company intentionally lied to people with the sole intention of waiting until the statute of limitations ran out?

I honestly can't...
Not the point, and I'm fairly sure you know that.

Sorry let me respond to the point instead of actually saying something intelligent. I kind of ignored/interpreted-it-the-best-possible-way that part for a reason but if you insist Sirus.

OHH NO!!! people are complaining! OHH THE HUMANITY! I shall weep tears of blood onto this BATTLEFIELD where much casualties have been laid.

Damn it people! When will we ever learn... that humanity will never truly achieve peace until they are completely content with everything all the time and have absolutely no emotional attachments whatsoever.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on August 04, 2016, 11:15:04 pm
You can really tell a thread has gone salty when people are comparing a slightly disappointing game with arguably shit PR equivalent to poisoning an entire town's water.

At least I used a fairly fitting comparison, feature-handling-wise, when I mentioned Daikatana. And continuing on that thread:

"Chucklefish's about to make you their bitch."

We need a fake Starbound ad mocked up to resemble those old Daikatana ads. o3o
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on August 05, 2016, 02:24:12 am
Oh.
Wow.
I can see that rationality has disappeared from this thread.

I'll just uh.
I'll just leave now.


..sheesh.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 05, 2016, 03:00:14 am
I can see that rationality has disappeared from this thread.

It's been out to lunch off and on for a long time.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 05, 2016, 04:07:59 am
It would be fun to create the curriculum for a psychology course based entirely around this thread.

EDIT: Oh, and I finally beat the Erchius mine without cheating! It was a LOT easier after I got the double-jump tech which I somehow didn't realize I could get before. That and a stack of about 300 hunting spears.
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on August 05, 2016, 06:27:17 am
It would be fun to create the curriculum for a psychology course based entirely around this thread.
It's really lacking as of this moment though. :P

EDIT: Oh, and I finally beat the Erchius mine without cheating! It was a LOT easier after I got the double-jump tech which I somehow didn't realize I could get before. That and a stack of about 300 hunting spears.
Umph ._. The early game is a killer for me. EVERYONE IS SO TOUGH and I don't have armor (so I die in 3-ish hits).
I found it annoying that when I beat the boss, the guy that usually 'drops' CAN GET KILLED from the minions that spawn. Not having any idea on what he says, I repeated the mission again because 'loldeaths on NPCs', and he just says...not-really-essential-details. >_>
But mostly what I just didn't like was the new hotbinding thing. I miss my keybindings, and how does this new one work? (Can't select from the bar by itself) T_T
/me high-fives Sappho for her awesomeness.
How do you get that tech? Outpost quests? ._.;

Also it seems villagers get mad if you...break their pots, but don't mind if you loot their chests and otherwise?
And they remember your face no matter how long you stay away, and I can't parley anymore!
At least they're limited to only those who got grumpy at you...
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on August 05, 2016, 06:56:38 am
1-6 is hotbar. X switches to your other hotbar, which is also 1-6. R is mining, N is scanning, I have no clue what painting or wiring are.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 05, 2016, 07:11:27 am
How do you get that tech? Outpost quests? ._.;

Yup, outpost quests. Upstairs and to the left, give some metal bars then complete a short mission (nothing like the mines one) and you get techs. Double-jump is the second one. The first one is a pain, but the second one I found to be pretty easy.
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on August 05, 2016, 08:01:28 am
How do you get that tech? Outpost quests? ._.;

Yup, outpost quests. Upstairs and to the left, give some metal bars then complete a short mission (nothing like the mines one) and you get techs. Double-jump is the second one. The first one is a pain, but the second one I found to be pretty easy.
Woo, thanks! :D

Also, I'm disappointed :/ Can't seem to find how to move the hotbar, and it blocks my quest tracker so I have no idea where this person is when the quest asker tells me to find em >_> There's STILL the same bug that has if you've a ton of items of the same category lying at your feet and you try to put one singular slot item into your hotbar, it picks up another and you can't place it in the hotbar.
And I can't move that said bar. :I

...Still love the music though.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 05, 2016, 10:49:15 am
It would be nice if it were possible to uninstall mods without having to go to the workshop website... Which is to say, the workshop website is down. I can't access it. So I can't remove or install any mods. :(
Title: Re: Starbound - Caveat emptor
Post by: Aklyon on August 05, 2016, 12:16:27 pm
Workshop mods exist in a folder like everything else. ~\Steam\SteamApps\workshop\content\[Starbound's appid] should be the place. Might be a bit harder to tell which mod is which if they aren't labelled like xcom2 mods are inside their folders.
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 05, 2016, 01:01:52 pm
Workshop mods exist in a folder like everything else. ~\Steam\SteamApps\workshop\content\[Starbound's appid] should be the place. Might be a bit harder to tell which mod is which if they aren't labelled like xcom2 mods are inside their folders.
It certainly is there, but bear in mind if you manually delete without using the workshop, what's going to happen is that workshop is just going to redownload everything afterwards.
Title: Re: Starbound - Caveat emptor
Post by: Aklyon on August 05, 2016, 01:23:02 pm
That would require the workshop to actually be up though, which it wasn't from shadowlord's post. Or for steam to be open for that matter.
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 05, 2016, 01:46:40 pm
It would be fun to create the curriculum for a psychology course based entirely around this thread.

EDIT: Oh, and I finally beat the Erchius mine without cheating! It was a LOT easier after I got the double-jump tech which I somehow didn't realize I could get before. That and a stack of about 300 hunting spears.

sounds like pain. i dont do the erchius mine dungeon without at least tier 1 armor and whatever spare weapons i get during the course of the mission.

but killing everything with hunting spear? wtf...

in other news. i decided to test if i could do the platform thing. so i started all over again with a human. have just made a single story wooden box with a basement for the basic crafting stations.

i should probably build the staircase as a separate thing. time will tell.

Title: Re: Starbound - Caveat emptor
Post by: umiman on August 05, 2016, 01:54:42 pm
That would require the workshop to actually be up though, which it wasn't from shadowlord's post. Or for steam to be open for that matter.
That would be correct, but again, he wanted to uninstall them. Not momentarily render them unusable.
Title: Re: Starbound - Caveat emptor
Post by: Aklyon on August 05, 2016, 02:01:08 pm
I guess.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 05, 2016, 02:22:46 pm
Yeah. Thanks anyways. It's back up now, in any case.
Title: Re: Starbound - Caveat emptor
Post by: Oneir on August 05, 2016, 04:54:36 pm
1-6 is hotbar. X switches to your other hotbar, which is also 1-6. R is mining, N is scanning, I have no clue what painting or wiring are.

Wait, there's another hotbar? I feel really silly for missing that.
Title: Re: Starbound - Caveat emptor
Post by: Gentlefish on August 05, 2016, 05:14:53 pm
1-6 is hotbar. X switches to your other hotbar, which is also 1-6. R is mining, N is scanning, I have no clue what painting or wiring are.

Wait, there's another hotbar? I feel really silly for missing that.

Painting is T, wiring is Y.

I guess.

If it's Frackin' Universe, be sure to install the UnFrackin' Universe mod to get rid of everything.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 06, 2016, 05:34:40 am
LOL. Apparently postponing Dreadwing turned it into an underwhelming experience. Went in with clockwork armor set and 2 wands (level 6 fire and ice portal), expecting a good fight.
But Dreadwing didn't even manage to kill my chemist and medic crewmate whom I'd beamed down with me. I used 1 nano bandage in the fight but in hindsight I would have survived with no heals. The crashing his UFO on top of my head move only took about 1/3d of my health bar.

I was really expecting something more of a fight. Instead I just got an oversized critter that got popped in a few shots.

Boo.

EDIT:
Spoiler (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: Oneir on August 06, 2016, 10:11:18 am
1-6 is hotbar. X switches to your other hotbar, which is also 1-6. R is mining, N is scanning, I have no clue what painting or wiring are.

Wait, there's another hotbar? I feel really silly for missing that.

Wow, seriously, this is actually a useful feature?? I thought having 6 slots was weirdly limiting, but with a second hotbar it's actually not too bad -- everything's pretty reachable with just one hand. Was I just completely blind or is this feature not advertised anywhere?
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 06, 2016, 10:47:24 am
LOL. Apparently postponing Dreadwing turned it into an underwhelming experience. Went in with clockwork armor set and 2 wands (level 6 fire and ice portal), expecting a good fight.
But Dreadwing didn't even manage to kill my chemist and medic crewmate whom I'd beamed down with me. I used 1 nano bandage in the fight but in hindsight I would have survived with no heals. The crashing his UFO on top of my head move only took about 1/3d of my health bar.

I was really expecting something more of a fight. Instead I just got an oversized critter that got popped in a few shots.

Boo.

EDIT:
Spoiler (click to show/hide)

you can take on him as early as tier 2 armor. the problem is that you need a potent weapon to do damage and enough bandages for healing if hit..

as for me..

i reached the planet's center but i didnt found anything worth outside of large chunks of core fragments. was expecting to find larger clusters of other metals.

due to an issue with my computer i had to force restart and lost all my progress. so, im again starting with a glitch, didnt feel like building all the house again so i just sticked everything on ship. im growing some cotton for the teddy bear mission and already beated the erchius horror and have 2 of the 3 techs.

i just moved to a desert planet. have yet to explore it. my weapons right now are a powerdashing energy broadsword and a sniper rifle with explosive shot.

i also found a spear with multiattack and a machine pistol, the pistol was utter garbage.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on August 06, 2016, 10:55:24 am
1-6 is hotbar. X switches to your other hotbar, which is also 1-6. R is mining, N is scanning, I have no clue what painting or wiring are.

Wait, there's another hotbar? I feel really silly for missing that.

Wow, seriously, this is actually a useful feature?? I thought having 6 slots was weirdly limiting, but with a second hotbar it's actually not too bad -- everything's pretty reachable with just one hand. Was I just completely blind or is this feature not advertised anywhere?
It is supposedly mentioned at some point in the tutorial/introductory mission, by an NPC... which yeah, basically means nobody ever read it and only stumbled on it because they knew X did something before.

The thing with an action-game interface, is that gating any part of it behind a toggle switch, implies that at any given time, the locked-off part is not supposed to be used, which is all kinds of silly for a "quick"-use interface here. They should have made the second half accessible via 7 through = keys, at least.

Speaking of which, hypothetical design for a better, super-hybrid hotbar:

(https://dl.dropboxusercontent.com/u/4152380/Sprites/hbar2_1.png)

(https://dl.dropboxusercontent.com/u/4152380/Sprites/hbar2_2.png)

Slots expand or contract depending on whether they have a two-handed item, a one-handed item, or two one-handed items in them. The button in the middle switches the sides of the bar, for the same basic effect as the new bar and the X switch. The lil' button on the far left switches left/right hand items in the current slot.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 06, 2016, 11:00:45 am
I knew about it at the beginning of the game because I noticed it when I remapped the keys. :V

I've been using it the entire time I've been playing (since 1.0, anyways - I didn't really play it before that).
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 06, 2016, 11:45:48 am
I also noticed it immediately because of the little icon on the left that switches the bars. Now I kinda get the point of this, I think the idea is to have one bar with weapons and healing items for exploring and fighting and another bar with building materials and farming implements for your colony building. What I don't get is why they're limited to 6 items each rather than the full 10 or 12.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on August 06, 2016, 11:50:14 am
I also noticed it immediately because of the little icon on the left that switches the bars. Now I kinda get the point of this, I think the idea is to have one bar with weapons and healing items for exploring and fighting and another bar with building materials and farming implements for your colony building. What I don't get is why they're limited to 6 items each rather than the full 10 or 12.
Because every slot is 2 slots, for dual-wielding (so CF's "new plan" goes), and stringing 10 or 12 of them out in a single row would break the UI in inconceivable ways. My design tries to avoid it by compacting slots that don't actually use dual-wielding, but even that makes for a fairly large bar.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on August 06, 2016, 11:56:54 am
One mockup I saw just had the second slots tiled vertically instead of horizontally.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 06, 2016, 12:12:03 pm
They're only limited to six if everything is a two-handed item...which unfortunately (though perhaps understandably) includes just about all building materials.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on August 06, 2016, 12:19:48 pm
They're only limited to six if everything is a two-handed item...which unfortunately (though perhaps understandably) includes just about all building materials.

This. This is my main reason to hate the hotbar system.

Correction, the reason is more due to numerous items that have no function when right-clicked, but occupy both hands anyway.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on August 06, 2016, 12:28:00 pm
Which items would those be exactly? I know placing objects does (torches), but that's tied to the matter manipulator which I guess is an excuse?
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on August 06, 2016, 12:30:36 pm
Which items would those be exactly? I know placing objects does (torches), but that's tied to the matter manipulator which I guess is an excuse?

Torches, platforms, furntiure...

It's an excuse, but a very poor one.
Title: Re: Starbound - Caveat emptor
Post by: SOLDIER First on August 06, 2016, 12:33:32 pm
I think pretty much any kind of placeable object (blocks, furniture, crafting objects, and seeds or saplings).
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 06, 2016, 01:11:02 pm
Which items would those be exactly? I know placing objects does (torches), but that's tied to the matter manipulator which I guess is an excuse?
Sure, but you can't place those objects in the background (which is what the MM's right-click function is for), making it less excusable.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 06, 2016, 02:25:10 pm
I also noticed it immediately because of the little icon on the left that switches the bars. Now I kinda get the point of this, I think the idea is to have one bar with weapons and healing items for exploring and fighting and another bar with building materials and farming implements for your colony building. What I don't get is why they're limited to 6 items each rather than the full 10 or 12.
Because every slot is 2 slots, for dual-wielding (so CF's "new plan" goes), and stringing 10 or 12 of them out in a single row would break the UI in inconceivable ways.

What? Bullcrap. http://i.imgur.com/R8KZG0i.png Fits just fine.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 06, 2016, 02:41:33 pm
Torches are one-handed, though. I have mine paired with my flashlight.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 06, 2016, 02:42:46 pm
Why would you carry a flashlight? The MM's scanning mode includes one.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 06, 2016, 02:44:02 pm
So I can see to place torches in the dark, of course.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 06, 2016, 02:53:43 pm
the scanning module's light being brighter, and having a longer range than the flashlight is hilarious.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on August 06, 2016, 02:54:31 pm
I also noticed it immediately because of the little icon on the left that switches the bars. Now I kinda get the point of this, I think the idea is to have one bar with weapons and healing items for exploring and fighting and another bar with building materials and farming implements for your colony building. What I don't get is why they're limited to 6 items each rather than the full 10 or 12.
Because every slot is 2 slots, for dual-wielding (so CF's "new plan" goes), and stringing 10 or 12 of them out in a single row would break the UI in inconceivable ways.

What? Bullcrap. http://i.imgur.com/R8KZG0i.png Fits just fine.
What resolution is that? Some people have sub 1920 widths.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 06, 2016, 02:59:33 pm
I am disappointed with lags. I mean. I'm in friggin single player mode. Apparently my base has so many items on screen now that it lags my game rather noticably.

I wonder what's the main culprit. Objects with animations? Crops? Lights? No idea, but it sucks. Turning off my sprinklers didn't help much if at all, so that's not it.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 06, 2016, 03:01:18 pm
Torches are one-handed, though. I have mine paired with my flashlight.
Since when? Torches were two-handed for me.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 06, 2016, 03:17:53 pm
I also noticed it immediately because of the little icon on the left that switches the bars. Now I kinda get the point of this, I think the idea is to have one bar with weapons and healing items for exploring and fighting and another bar with building materials and farming implements for your colony building. What I don't get is why they're limited to 6 items each rather than the full 10 or 12.
Because every slot is 2 slots, for dual-wielding (so CF's "new plan" goes), and stringing 10 or 12 of them out in a single row would break the UI in inconceivable ways.

What? Bullcrap. http://i.imgur.com/R8KZG0i.png Fits just fine.

What resolution is that? Some people have sub 1920 widths.

So? Truncate the item bar for them, then, not for everybody. 16:9 is the standard screen size these days, with 21:9 quickly gaining ground.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 06, 2016, 04:17:12 pm
Torches are one-handed, though. I have mine paired with my flashlight.
Since when? Torches were two-handed for me.

How would I know? :V
Title: Re: Starbound - Caveat emptor
Post by: majikero on August 06, 2016, 04:27:08 pm
Using Frackin Universe, I'm not sure what to do now. I'm at Durasteel level armor I think.

Maybe I should bunker down and build my island fortress and explore all these goddamn crafting.
Title: Re: Starbound - Caveat emptor
Post by: Man of Paper on August 06, 2016, 04:34:00 pm
Yeah, man. I feel like I don't know shit about Starbound again. FU is great.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on August 06, 2016, 04:40:57 pm
Torches are one-handed, though. I have mine paired with my flashlight.

Remove lying fisssh. [Muffled Floran accordion music in the distance]
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 06, 2016, 05:08:45 pm
Torches are one-handed, though. I have mine paired with my flashlight.

Remove lying fisssh. [Muffled Floran accordion music in the distance]


Edit: I suppose it's possible that it's from a mod, but I don't know what is and what isn't unless I search for something and it shows up on the FU wiki or w/e instead of the starbound wiki. (Or I search for something and don't find anything about it, like the "tabula rasa" planet I found that has no life on the surface except plants, but does have monsters underground)
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 06, 2016, 05:11:21 pm
You sure you didn't install a mod to do that? It's one of the most popular on the Workshop last I checked it.

In sorta-unrelated news, I've decided to give FU a shot. However, I want to back up my current progress in case I don't like it/it conflicts with some other things I have installed. Do I just copy the storage folder in the main Starbound install location, or is there more I need to grab?
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 06, 2016, 05:19:55 pm
Apparently so. It's in the mod collection I installed, although I didn't notice it in the list.

You know, it's weird that you can't subscribe to a collection. There are mods in it now that I don't have installed...
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 06, 2016, 05:33:04 pm
You sure you didn't install a mod to do that? It's one of the most popular on the Workshop last I checked it.

In sorta-unrelated news, I've decided to give FU a shot. However, I want to back up my current progress in case I don't like it/it conflicts with some other things I have installed. Do I just copy the storage folder in the main Starbound install location, or is there more I need to grab?

All of Storage should get it. Just rename the folder to Pre-FU save or something and see if your character is gone on the main screen.
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 06, 2016, 05:55:14 pm
the desert planet had plenty of resources to get. oil, healing water, found a floran village but i still have to scan stuff to finish the mission.
found enough tungsten for upgrading the inventor table and forge. made a tungsten hunting bow for replacement and other stuff.

right now got to tier 2 armor and have enough modules for the first ship upgrade. just need crew. but first i need to gather iron for the lampstick. then finish the system exploration in search of more villages. then gather missions for crewmembers, upgrade the ship and buy fuel for the long journey
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 06, 2016, 08:18:09 pm
I'm not sure which farming is more effective at making money. Cacao, for it's stackability, no need for replanting, and hence possibilty for mass production, or neonmelon jam, which uses stackable sugar to upgrade a full inventory of neon melon to near double value (the jam is worth 465 bucks).

The downside of cacao that it needs more farming space to get the same profits as neon melon jam. The downside of the jam is that both neon melons and sugar need replanting. But selling a full inventory to the terramarket delivery for 4000 bucks is sweet.
Title: Re: Starbound - Caveat emptor
Post by: Vendayn on August 06, 2016, 08:43:37 pm
Apparently so. It's in the mod collection I installed, although I didn't notice it in the list.

You know, it's weird that you can't subscribe to a collection. There are mods in it now that I don't have installed...

what mod collection did you get in starbound?
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 06, 2016, 08:53:37 pm
I'm not sure which farming is more effective at making money. Cacao, for it's stackability, no need for replanting, and hence possibilty for mass production, or neonmelon jam, which uses stackable sugar to upgrade a full inventory of neon melon to near double value (the jam is worth 465 bucks).

The downside of cacao that it needs more farming space to get the same profits as neon melon jam. The downside of the jam is that both neon melons and sugar need replanting. But selling a full inventory to the terramarket delivery for 4000 bucks is sweet.

according to the wiki, neon melons dont need to be replanted. that should leave you with only the sugarcane replanting.

in tearms of yield the neon melon is worth even on its raw form. cocoa pods are worth only 20 and chocolate only 4. however, if you feel like investing, you could use chocolate to make banana split which is worth 725 pixels. honestly, its the most high money yield food made from chocolate. the rest is ranging in prices lower than the raw neonmelon.

of course, the jam will be easier to produce and doesnt require you to craft an aditional recipe (avesmingo ice cream) and have 2 extra fruit..

Title: Re: Starbound - Caveat emptor
Post by: Tiruin on August 06, 2016, 08:55:44 pm
I'm not sure which farming is more effective at making money. Cacao, for it's stackability, no need for replanting, and hence possibilty for mass production, or neonmelon jam, which uses stackable sugar to upgrade a full inventory of neon melon to near double value (the jam is worth 465 bucks).

The downside of cacao that it needs more farming space to get the same profits as neon melon jam. The downside of the jam is that both neon melons and sugar need replanting. But selling a full inventory to the terramarket delivery for 4000 bucks is sweet.
Tiny query on farming since I'm unsure if it still works (and there's lacking space in my ship as of the moment [grr aiming to get HUMAN crew first as my silly priority :V]), but does submerging crops in water work for automatically wetting the tilled soil as before the 'version 1.0' came out?

Also wouldn't you have enough space by...around the 3rd ship upgrade? :P I've always found the later upgrades past the 3rd as 'this may be a lot more space than I probably need' thanks to being able to make SHIP LOCKERS ♥ when you're able to obtain dura-..."that material next to titanium"! ._. Happy 48 space on the wall, with the rest going to workshops and farming areas. \o/
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 06, 2016, 09:34:51 pm
Apparently so. It's in the mod collection I installed, although I didn't notice it in the list.

You know, it's weird that you can't subscribe to a collection. There are mods in it now that I don't have installed...

what mod collection did you get in starbound?

Starbound+
Title: Re: Starbound - Caveat emptor
Post by: Man of Paper on August 06, 2016, 11:53:31 pm
Using the firefly-class ship mod, now I need to recreate the crew.
Title: Re: Starbound - Caveat emptor
Post by: Vendayn on August 07, 2016, 02:13:03 am
Apparently so. It's in the mod collection I installed, although I didn't notice it in the list.

You know, it's weird that you can't subscribe to a collection. There are mods in it now that I don't have installed...

what mod collection did you get in starbound?

Starbound+

Thanks :D that is a pretty good collection of mods
Title: Re: Starbound - Caveat emptor
Post by: Niveras on August 07, 2016, 02:48:20 am
Does Starbound have any kind of crash log somewhere?

Installed Frackin' Universe last night, played it for a few hours without issues, but cannot load Starboud at all this morning. If I try to launch from Start Menu->Steam->Starbound, it opens and plays the Chucklefish logo, then closes. If I launch from the Steam LIbrary, I get the launcher to select Starbound/Dedicated Server/Mod Uploader/32 bit, at which selecting the default option (presumably 64 bit) will repeat the previous. Launching the starbound.exe in Win64 of the steamapps directory lets me actually get into the game, but FU didn't appear to be loaded: a bunch of stuff was waiting at the door to my cockpit, some of them green box "Generic Items" and attempting to access the SAIL unit crashed, referring to the Science Outpost map being unavailable.

Given I've made no changes to my computer (driver or OS updates, etc) since yesterday when I installed FU, and this morning, other than restarting, I'm somewhat confused about it.
Title: Re: Starbound - Caveat emptor
Post by: Vendayn on August 07, 2016, 02:53:13 am
Does Starbound have any kind of crash log somewhere?

Installed Frackin' Universe last night, played it for a few hours without issues, but cannot load Starboud at all this morning. If I try to launch from Start Menu->Steam->Starbound, it opens and plays the Chucklefish logo, then closes. If I launch from the Steam LIbrary, I get the launcher to select Starbound/Dedicated Server/Mod Uploader/32 bit, at which selecting the default option (presumably 64 bit) will repeat the previous. Launching the starbound.exe in Win64 of the steamapps directory lets me actually get into the game, but FU didn't appear to be loaded: a bunch of stuff was waiting at the door to my cockpit, some of them green box "Generic Items" and attempting to access the SAIL unit crashed, referring to the Science Outpost map being unavailable.

Given I've made no changes to my computer (driver or OS updates, etc) since yesterday when I installed FU, and this morning, other than restarting, I'm somewhat confused about it.

there is currently a bug causing a crash on launch in Frackin Universe. One of the modders for it said it will be fixed in the morning
Title: Re: Starbound - Caveat emptor
Post by: Niveras on August 07, 2016, 02:58:59 am
I did manage to find the log, and yeah, it seems to be an FU thing:
Spoiler (click to show/hide)
Looks like its just a fairly innocent code-punctuation issue.

Still, strange that it worked last night. Maybe they pushed an update while I was playing that only downloaded this morning.

Hopefully I didn't screw myself over completely by loading the game from the .exe directly. I wasn't very far at all in terms of FU progression but I'd rather not lose the miscellaneous resources I'd picked up so far (especially the things that you need to kill for, like genetic material or venom samples, etc).
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 07, 2016, 03:35:50 am
according to the wiki, neon melons dont need to be replanted. that should leave you with only the sugarcane replanting.

Don't take info from the wiki for granted. This game has a very bad wiki with outdated and outright wrong info. Neonmelons do need to be replanted.


in tearms of yield the neon melon is worth even on its raw form. cocoa pods are worth only 20 and chocolate only 4. however, if you feel like investing, you could use chocolate to make banana split which is worth 725 pixels. honestly, its the most high money yield food made from chocolate. the rest is ranging in prices lower than the raw neonmelon.
While neonmelon might be the most valuable crop, cacoa is stackable in inventory, so you could just plant huge rows of it, harvest it all in one go and sell the bulk.
Can't do that with neonmelon, because full inventory.
Ultimate juice is worth even more bucks than banana split but I didn't even consider it (or banana split) in my question because it needs 5 different fruits, making crafting it an inventory clusterfuck. Neonmelon jam is easy enough to craft though.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 07, 2016, 03:37:18 am
There is a post with a quick fix solution for Frackin' Universe on the discussion page of the mod on steam workshop a couple pages back. Orrr you can just it yourself here.

Copy this (https://raw.githubusercontent.com/renbear67/FrackinUniverse/5424d570e792bff6fe7fd6b10a0188ab72d4f16b/treasure/bees.treasurepools) into a text file named bees.treasurepools and put that file in your Starbound/assets/user/treasure  folder if you can't wait til in the morning.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 07, 2016, 04:00:48 am
Tiny query on farming since I'm unsure if it still works (and there's lacking space in my ship as of the moment [grr aiming to get HUMAN crew first as my silly priority :V]), but does submerging crops in water work for automatically wetting the tilled soil as before the 'version 1.0' came out?

Well, the reefpods and coral creeps are growing on perpetually wet tilled soil underwater, but I haven't tried for land plants. No need, with the sprinkler system taking care of watering needs
Also wouldn't you have enough space by...around the 3rd ship upgrade? :P I've always found the later upgrades past the 3rd as 'this may be a lot more space than I probably need' thanks to being able to make SHIP LOCKERS ♥ when you're able to obtain dura-..."that material next to titanium"! ._. Happy 48 space on the wall, with the rest going to workshops and farming areas. \o/
I farm on a planet. And no, fully upgraded ship does not have enough space for all my farming needs, unless I only plant 2 of everything. I do have a small ultimate juice farm on the ship though for easy buff creation.

I't's a bit sad though, that once you can make ultimate juice, all other foods become moot. Except maybe the alien fruit recipes that give the slowfall buff.
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on August 07, 2016, 05:21:52 am
Tiny query on farming since I'm unsure if it still works (and there's lacking space in my ship as of the moment [grr aiming to get HUMAN crew first as my silly priority :V]), but does submerging crops in water work for automatically wetting the tilled soil as before the 'version 1.0' came out?

Well, the reefpods and coral creeps are growing on perpetually wet tilled soil underwater, but I haven't tried for land plants. No need, with the sprinkler system taking care of watering needs
Also wouldn't you have enough space by...around the 3rd ship upgrade? :P I've always found the later upgrades past the 3rd as 'this may be a lot more space than I probably need' thanks to being able to make SHIP LOCKERS ♥ when you're able to obtain dura-..."that material next to titanium"! ._. Happy 48 space on the wall, with the rest going to workshops and farming areas. \o/
I farm on a planet. And no, fully upgraded ship does not have enough space for all my farming needs, unless I only plant 2 of everything. I do have a small ultimate juice farm on the ship though for easy buff creation.

I't's a bit sad though, that once you can make ultimate juice, all other foods become moot. Except maybe the alien fruit recipes that give the slowfall buff.
I guess I'm in the 'unknowledgeable' area here then :) Thanks for the info! I didn't know about those technologies being available.
...Now if you can tell me about those ultimate food recipes, I'd love that too! :P
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 07, 2016, 05:44:51 am
'ultimate juice' is a recipe that unlocks after you have unlocked recipes with it's ingredients.
EDIT: the wiki says it unlocks after crafting podest, which is made from currentcorn, diodia, neonmelon and boltbulb but like I said, the wiki isn't exactly trustworthy)

Boneboo, oculemon, feathercrown, toxictop and neonmelon.

It gives you all buffs except lightweight, thorns and nova (bonus health, bonus energy, run speed, jump boost, rage, well-fed)

EDIT: you gain access to sprinklers after upgrading your foraging table into an agricultural table.
Title: Re: Starbound - Caveat emptor
Post by: majikero on August 07, 2016, 06:05:53 am
Tiruin, if you're really deadset on getting a human crew, try making a tiny colony. Just several small box with a light and door, then keep placing and removing the deed till you get human colonists, then do quests for them. Also do it on the moon for that sweet tier 10 rent.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 07, 2016, 06:23:08 am
wut? Moons have higher rent than fiery worlds?
I've carved out my base in a magma sea, because it's the dwarfy thing to do, but also because I thought it would be highest rent there.

Does it matter on what tier of star the moon is located at?
Title: Re: Starbound - Caveat emptor
Post by: majikero on August 07, 2016, 06:31:57 am
Doesn't really matter since moons are set at tier 10 so the ghost can fuck you up no matter you're armor tier, which is at tier 6 at the highest.

edit. This my source (https://www.youtube.com/watch?v=6FmxzforyXc) if you want to check it out.

edit2. Well everything else is the same as the last tier planet so this only affect weapons.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 07, 2016, 07:21:29 am
It does look like it that moons around gentle stars will give you the spooked debuff, but the creature won't start pursuing you until you mine your first fuel on that moon (and the S.A.I.L. pops a warning message), while on moons around more dangerous stars, the ghost (and the message) pop up as soon as you've beamed down.
Title: Re: Starbound - Caveat emptor
Post by: MagmaMcFry on August 07, 2016, 07:38:53 am
The ghost chases you proportionally to the amount of erchius fuel you have in your inventory, including the stuff you beamed down with.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 07, 2016, 12:55:24 pm
Oooh! That makes sense.
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 07, 2016, 01:00:50 pm
after dying and exploring the second star i found enough materials to upgrade most of my crafting stations. i have enough crew for the next upgrade but i dont have enough modules.

the second chamber of the ship was converted into an storage and a small farming plot. it has been able to keep most of the resources sorted out while i was building the extra crafting stations (refinery, archaeology, apothecary).

i should be moving onto tier 3 armor now. but my expeditions in search of titanium tend to end in casualties. too much monsters for me to handle. and having to keep in check of torches and rope for spelunking for the way back.

i also need silk. which is quite expensive on the outpost.

guess i'll see if i can complete the dreadwing mission with my best crewmates. got some interesting weapons right now.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 07, 2016, 01:07:58 pm
Does anyone happen to know if rope is craftable? I've had no luck finding it on my first FU character and I can't craft my first armor set without it :l
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 07, 2016, 01:10:36 pm
Does anyone happen to know if rope is craftable? I've had no luck finding it on my first FU character and I can't craft my first armor set without it :l

It's craftable in your personal crafting menu (C). Took me ages to figure that out.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 07, 2016, 01:12:49 pm
Does anyone happen to know if rope is craftable? I've had no luck finding it on my first FU character and I can't craft my first armor set without it :l

It's craftable in your personal crafting menu (C). Took me ages to figure that out.
Thank you! Can't believe I missed it for so long :P
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on August 07, 2016, 01:15:43 pm
Almost nothing is advertised. You have to push all the buttons everywhere.
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on August 07, 2016, 01:42:23 pm
Wow. Giant annoying bug that had me repeat to make a new character because I was CONFUSED BEYOND REASON.
It all started with me noticing that the OUtpost shops (emphasis on the ones that sell colony deeds) were not yet unlocked post-Erchius Mining Facility mission, so I wondered and checked the wiki; convinced that I was working on partially outdated-maybe information, I asked a friend for a few colony deeds (thanks namad7). Curiosity aside, I completed the next Hylotl mission (unspoken hours to find these annoying places, both Floran and Hylotl...). No dice. Several points arose in why I made a new character on this confusing escapade.

It was then that I noticed that despite finishing the Mining Facility--even getting a bloody Erchius boss FIGURINE from it, it kept saying 'revisit'. One point. Next is that quests go along what you accomplish at certain points. (Also internet searches didn't help me find my confusion) I presume and conclude that there is a flag at the 'giant drill' in the mining facility that completes the quest, however does NOT allow those store NPCs to activate in the outpost.
Big point: There is always a teleporter at the end of most missions.

I apparently did NOT notice the teleporter and manually quit. Although this set the mission as successful for quest-related purposes, meaning that the Captain then fixes up your ship and you can cruise the stars, it does not record your win--EVEN STEAM ACHIEVEMENTS RECORD YOUR WIN, but you always have to visit the end-mission teleporter.

Just ARGH this game. -_- Wasted time making a new bloody character for this only to notice my mistake upon doing it. All over again. Argh version 1.0.ugh and all its cut-offs. Still love the music but EURGH. It's like the release has changed, with a lot being pushed to metaknowledge and 'mod this for easier time'.
Title: Re: Starbound - Caveat emptor
Post by: Oneir on August 07, 2016, 02:21:51 pm
Does anyone happen to know if rope is craftable? I've had no luck finding it on my first FU character and I can't craft my first armor set without it :l

It's craftable in your personal crafting menu (C). Took me ages to figure that out.
This kind of makes me miss the original clunky crafting system where your crafting menu was just the sum of all nearby crafting stations. I'd love an option to turn that on, or even more so to craft with items from nearby storage.

Big point: There is always a teleporter at the end of most missions.

I apparently did NOT notice the teleporter and manually quit. Although this set the mission as successful for quest-related purposes, meaning that the Captain then fixes up your ship and you can cruise the stars, it does not record your win--EVEN STEAM ACHIEVEMENTS RECORD YOUR WIN, but you always have to visit the end-mission teleporter.

That's. Wow. I thought the side-quests not consistently advancing their trackers was bad, but this just sounds painful. Anyone know if there's a sane way to submit bugs, or do you have to toss them on the CF forums?
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on August 07, 2016, 02:27:15 pm
Though FWIW the "revisit" option is intentional and remains even if everything is completed correctly. I think it exists so that you can go back and collect the cosmetic loot later if you so choose.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 07, 2016, 02:33:24 pm
Not even just cosmetic loot.

Spoiler: Real spoiler? (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 07, 2016, 02:47:08 pm
The ghost chases you proportionally to the amount of erchius fuel you have in your inventory, including the stuff you beamed down with.

So if I go to a moon with my inventory too full to hold any fuel, liquid or solid, making it all just drop on the ground when mined, no ghost will come?
Would be nice for moon base building.
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on August 07, 2016, 04:10:21 pm
Not even just cosmetic loot.

Spoiler: Real spoiler? (click to show/hide)
:O !
Spoiler (click to show/hide)

The ghost chases you proportionally to the amount of erchius fuel you have in your inventory, including the stuff you beamed down with.

So if I go to a moon with my inventory too full to hold any fuel, liquid or solid, making it all just drop on the ground when mined, no ghost will come?
Would be nice for moon base building.
As long as you have ANY ERCHUS FUEL ITEM (Crystallized/liquid), the ghosts are gonna get ya! D:<
If you don't, the moon is safe haven. Forever. Just don't mine any other fuel items--or if you do, don't touch em! \o/
Title: Re: Starbound - Caveat emptor
Post by: MagmaMcFry on August 07, 2016, 05:14:35 pm
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 07, 2016, 05:16:05 pm
guess i'll see if i can complete the dreadwing mission with my best crewmates. got some interesting weapons right now.

Crewmates? I just beat that mission today using a mech (the cheapest one).

P.S. I have yet to find anything to scan for the mission Esther Bright gave me. I'm sure I'll find the right colony type eventually, though, if I don't get bored enough to stop playing. The mining is pretty boring, and the combat isn't much better.
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 07, 2016, 05:56:42 pm


Quote
Crewmates? I just beat that mission today using a mech (the cheapest one).

i thought mechs were removed from the game before release.

anyways

i finished my tier 3 armor and got some nice drops. i enlisted two of my crewmates and fought the damned penguin ufo, i died after killing it so no codex. and im not planning on fighting that again.

so after that i went onto the hunting grounds and finished the floran mission, the ixodoom was basically harmless. but i wasnt able to get the hunter boots. didnt have enough rope or the tech for jumping to whatever it was supposed to be hidden.

also, dont invest on rocket jump, that shit is useless. the double jump proved more easy to manage.

so next i explored one of the ocean planets on the current system in order to get the pagoda library location. took some tries to beat the boss. but i was able to win after getting used to the combat pattern.

now i have to finish the avian mission, but i found a barely scannable town on the system i moved. however, i was able to get enough durasteel for making the 48 slot storage lockers. and i was able to free some space on ship.

i just need a single upgrade module for the third ship upgrade. but had to stop to do other stuff.

oh and i captured some pokemon....well, i have like 4 pets, a small fish, a big fish, Bobot and Smoglin...i havent used them tho. im afraid to get them killed and i havent upgraded the remaining crafting stations due to a shortage on electronic components and well, durasteel, and explosive powder..

and speaking of explosive powder, that thing can be bought or something? i dont feel like going to the magma layer of a planet just for a few crystals.

Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 07, 2016, 05:58:29 pm
guess i'll see if i can complete the dreadwing mission with my best crewmates. got some interesting weapons right now.

Crewmates? I just beat that mission today using a mech (the cheapest one).

P.S. I have yet to find anything to scan for the mission Esther Bright gave me. I'm sure I'll find the right colony type eventually, though, if I don't get bored enough to stop playing. The mining is pretty boring, and the combat isn't much better.
How bizarre. I've always found at least one floran location in my starting system, sometimes multiple.

Note that you don't have to find villages or other peaceful locations; oftentimes race-specific dungeons have items you can scan as well.
Title: Re: Starbound - Caveat emptor
Post by: majikero on August 07, 2016, 06:27:36 pm
Honestly, I just abuse admin powers to skip the boring core fragment/mining facility part.

Code: [Select]
/spawnitem corefragmentore 20
Then I just skip the mining facility to get to the traveling part. Then the last bit of abuse is getting a pixel printer.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 07, 2016, 07:55:47 pm


Quote
Crewmates? I just beat that mission today using a mech (the cheapest one).

i thought mechs were removed from the game before release.

anyways

To clarify, they were added by the XS Mechs - Vehicle Edition (http://steamcommunity.com/sharedfiles/filedetails/?id=729428991) mod. I assume the mech code still exists in the vanilla game, just inaccessible in-game, but I don't know.
Title: Re: Starbound - Caveat emptor
Post by: Folly on August 07, 2016, 08:34:38 pm
I'm still pretty early in Starbound, due to distractions of other games, and confusion on how to proceed.

After receiving the main quest, I spent several hours scouring my starting world looking for clues that apparently do not spawn on that planet.
So I tried to go to another planet, but came to the (mistaken) conclusion that I could not go to other planets aside from my moon without fuel, and I needed to explore the moon to get fuel, but I needed a breathing device to explore the moon, and I needed tungsten to build a breathing device, and my hours scouring my homeworld had turned up no tungsten, so I decided (incorrectly) that I must have to explore the moonbase to get tungsten. So I spent several more hours re-running the moonbase scenario before concluding that there was no tungsten there, spent a few more hours digging to hell and back on my homeworld just to be absolutely sure that there was no tungsten there, which of course there wasn't. Eventually, I started poking around my ship hoping there might be something I overlooked, and of course I found that the minus magnifying glass in the star-system UI would zoom out so I could see other planets in the local star system which I could travel to without fuel.

So I arrived on a forested world with Tungsten and started exploring. Several hours later, still no clues for my main quest, but I had a backpack full of tungsten and other prizes, so I figured I would head home and see what I could make with it. On my way up, an NPC living in an underground hovel gave me my first side-quest, asking me to kill the nearby bridge-ninja. I spent another hour wandering around looking for the guy, before I realized that the icon next to the quest tracker was a compass pointing me to him. So I made my way up to the surface and found the bridge-ninja, standing on his bridge...

Spoiler (click to show/hide)

After my near brush with death, I began heading back down my tunnels to turn in the quest at the underground NPC. The same tunnels I had managed to safely traverse for the past several hours, less than a minute in I got ambushed by about a dozen bats who did not stagger from my attacks and had far more health than something so frail has any right to. Their tiny little vampire teeth managed to stab me to my first experience with Death in Starbound(at least the first that wasn't caused by me jumping off the side of the moonbase to satisfy my curiosity, which fortunately doesn't result in item loss). So after beaming back, making my way back to the hole, plunging down, dispatching the bats with care this time, reclaiming my loot which was piled across at least two screens of cavern floors, I then made my way back to the quest NPC and claimed my rewards.

I managed to return to my homeworld without further incident and upgraded some of my workstations and armor, and build myself a breathing device. I look forward to exploring the moon now, but that can wait until tomorrow.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on August 07, 2016, 08:44:25 pm
They probably should have made it more obvious that you can travel within your system without fuel. That seems to be one of the things I see new players get caught up on.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 07, 2016, 09:40:10 pm
I filled my fuel tank 60% full with coal (another mod, of course) before realizing that flying places in-system didn't use fuel.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on August 07, 2016, 09:45:31 pm
Once upon a time coal was a valid choice for fuel. People thought it was hilarious how you could power an FTL engine with coal. Who's laughing now.
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on August 07, 2016, 11:12:39 pm
Big point: There is always a teleporter at the end of most missions.

I apparently did NOT notice the teleporter and manually quit. Although this set the mission as successful for quest-related purposes, meaning that the Captain then fixes up your ship and you can cruise the stars, it does not record your win--EVEN STEAM ACHIEVEMENTS RECORD YOUR WIN, but you always have to visit the end-mission teleporter.

That's. Wow. I thought the side-quests not consistently advancing their trackers was bad, but this just sounds painful. Anyone know if there's a sane way to submit bugs, or do you have to toss them on the CF forums?
To be respectfully fair, I'm/I was a bit biased because of certain characteristics. Things that were pretty much basic and that I had to deal with everytime I needed to do something that it stressed rather than helped. :-[ Everything is generally better overall in the game, albeit they did cut down on random monster generation and all (so that you're more prepared and can pick out which critters for pets you want, and the like), with the biggest peeve on me was THAT HOTBAR--I've little idea how to quick-arrange and such: Contrasted to before the 'after-early-access' build wherein I could open my inventory and press numpad keys to quickly set which goes in the hotbar...

That said, that got to me >_> The flagging system is very well done. Even offline steam achievements are recorded (although quietly, you won't know and it's all set as 'secret' anyway unless you've the wiki open; the wiki is updated there. :P). It got to me to presume, despite the evidence of the WARNING on pressing 'beam me up, SAIL' of mission progress loss, and the lack of direct information had my flailing around. ._.

I filled my fuel tank 60% full with coal (another mod, of course) before realizing that flying places in-system didn't use fuel.
There's still a lot about the game that isn't in a help manual, and we've to go about with only knowing the controls as said in the options. :P Actually reminds me of the classic games of old, wherein people didn't have these ARROWS EVERYWHERE--the arrows in the quest markers do help though, as they imply the quest giver told you the general idea of where the thing is (ie "Oh um, by the avian tomb, there's a branching lobe on the western part, past the giant statue of Kluex...") and leaves it to the imagination.

To clarify, they were added by the XS Mechs - Vehicle Edition (http://steamcommunity.com/sharedfiles/filedetails/?id=729428991) mod. I assume the mech code still exists in the vanilla game, just inaccessible in-game, but I don't know.
It seems the wiki still says there are mechs available in game? :O

~totally magic snip~
Maaaan, thanks dude for that c: Although I seriously hope this will be patched soon...it's nice to see you again! (Hah, also very nice seeing your username having an emblem of our cultural language in it. :P )
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 07, 2016, 11:15:55 pm
Once upon a time coal was a valid choice for fuel. People thought it was hilarious how you could power an FTL engine with coal. Who's laughing now.

not only coal, there was also uranium and more elements that could work as fuel for the ship.

i guess they changed it for erchius since it was illogical that a spaceship could do a warp jump with a fission reactor, let alone a steam engine. (no, Novakid ships look like trains but they're not the real thing, before anyone tries to mention)...

as for me.

after a painfull search for durasteel i was able to get enough metal for staying afloat some time. i was lucky to find not only that, but a 4th upgrade module. so i was able to give the third upgrade to the ship. all the workshops were moved to the backroom since it was large enough to house them. althought the inventor's table occupies part of the central room too.

i decided to look for lush planets in which to loot core fragments. most of these worlds have the same configurations so i was able to get enough powder for upgrading the forge.

now that i have an atomic forge i can craft the rest of the materials required for the other stations.

the garden in the second floor was expanded up to the end of the room. incrementing the amount of crops i could place.

i have yet to finish the avian mission. but i should find an avian settlement eventually.

i have also found a teleporter core. and was able to buy a teleporter and the terramart shipment module. i can start planning on making a main base of operations.

but for now i remain shiplocked. i dont have enough resources for building a starbase. was thinking on something akin to the metroid fusion laboratory base. just need the resources.

EDIT:

spent almost all my metals into making electronic components. i had to search for a sandy planet for completing the remaining electronics and a toxic planet for the battery components.

but yeah, upgraded everything.

now i just need to gather more durasteel for the pixel compressor, pixel printer and pet station.

i even got enough durasteel for getting tier 4 armor. so now i can at least defend myself on the irradiated planets.

Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 07, 2016, 11:41:29 pm
Why not use flags (http://starbounder.org/mediawiki/index.php?title=Special%3ASearch&search=flag) instead?
Title: Re: Starbound - Caveat emptor
Post by: Culise on August 08, 2016, 12:09:41 am
Why not use flags (http://starbounder.org/mediawiki/index.php?title=Special%3ASearch&search=flag) instead?
Ah.  Well now, well now, I learn something every day. I thought flags were still purely decorative and didn't even pay them a second glance.  Given that the answer was right in their in-game description according to those Wiki articles, that's a wee bit embarrassing.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on August 08, 2016, 12:11:15 am
Perhaps they should have put a freebie flag in the ship locker along with the canned food, so the SAIL would automatically give you the tutorial speech about their function when you grabbed it.
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on August 08, 2016, 12:15:08 am
Why not use flags (http://starbounder.org/mediawiki/index.php?title=Special%3ASearch&search=flag) instead?
Ah.  Well now, well now, I learn something every day. I thought flags were still purely decorative and didn't even pay them a second glance.  Given that the answer was right in their in-game description according to those Wiki articles, that's a wee bit embarrassing.
There-there should be an unofficial official help manual for new Protectorate recruits along this line ._. I didn't even know this despite seeing the idea! And/or we need to update our Starbound gaming culture to be proactive with this kind of worksmanship. :P
Perhaps they should have put a freebie flag in the ship locker along with the canned food, so the SAIL would automatically give you the tutorial speech about their function when you grabbed it.
On that note...does anyone know other extremely well preserved food other than the canned food...and chocolate? :-X I'm always looking for those recipes since I'm lacking in making Ultimate Juice, and other such niceties.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on August 08, 2016, 12:34:09 am
Perhaps you should work on getting a fridge? I just made a character and found two fridges in my starting system that I stole borrowed indefinitely from its inhabitants.
If you kill the little robot-type enemies with a bow you'll get static thingies instead of steak that's used to make mini fridges.
Title: Re: Starbound - Caveat emptor
Post by: Culise on August 08, 2016, 12:38:08 am
I've noticed Rice stacks very well, lasts indefinitely, and by carrying a campfire as well, I can always eat Cooked Rice if I lack meat.  Thankfully, beriberi is not a thing in the far-distant future. :P
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on August 08, 2016, 02:23:37 am
Perhaps you should work on getting a fridge? I just made a character and found two fridges in my starting system that I stole borrowed indefinitely from its inhabitants.
If you kill the little robot-type enemies with a bow you'll get static thingies instead of steak that's used to make mini fridges.
Do...fridges prolong expiry date indefinitely? I'm lost with storage containers that I'm unsure how spoilage even works. :I (eg Does it only spoil in the player's time, as in if it's in the inventory?)

So I just eat them and save all the chocolate for later, dedicating a whole section on my ship to cocoa farms.
I've noticed Rice stacks very well, lasts indefinitely, and by carrying a campfire as well, I can always eat Cooked Rice if I lack meat.  Thankfully, beriberi is not a thing in the far-distant future. :P
Mmm, rice. Never spoils. Can be cooked. Just like cocoa and chocolate. :3 (Although campfires don't do well with it, so I bring my portable futuristic stove! :P). Although checking the wiki...it seems the top tier cooking facility is pretty much the wooden cooking...workshop thing. So it has around 4 variants, with the best (space/area wise) being the Glitch one, as you can place things on it.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 08, 2016, 03:03:42 am
The only non-stackable vegetable that starts out as 'extremely well preserved' is the potato, as far as I can tell. All other non-stackable crops start as 'will stay fresh for a while'.

And yes, a fridge completely stops the decay timer as long as the item is in the fridge.

Hint: get seeds for crops you have trouble finding by getting a ton of tenants. Depending on their home's planetary danger level, they'll give you various tier seeds.

My magma base tenants keep giving me neonmelon, avesmingo, chili and wartweed seeds. My starting planet tenants like giving me rice and wheat seeds.
Title: Re: Starbound - Caveat emptor
Post by: majikero on August 08, 2016, 04:25:30 am
You can also bring in coconuts but they stack in your weapon slot and cost an extra non stacking step to turn it into coconut water. Along with rice, you can make coconut rice.

There's also cactus and mushrooms. If you're playing with FU, sugar can make bon-bons and more bon-bons can make bon-bon-bons. Which gives energy boost for quite a while.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 08, 2016, 04:32:08 am
Is there a change log somewhere that lists the features present in the unstable/nightly build, vs the stable release?

I found this thing (http://starbounder.org/Version_History/Nightly#Nightly_Build_Changes.p.s), but the date stamp for the nightly build is about half a year older than that for the stable build, so I consider the whole thing to be suspect.

Also, if I wanted to run one of the big mod packs like Plus or Frakin, should I not be touching the nightlys?
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 08, 2016, 04:42:38 am
You can also bring in coconuts but they stack in your weapon slot and cost an extra non stacking step to turn it into coconut water. Along with rice, you can make coconut rice.

There's also cactus and mushrooms. If you're playing with FU, sugar can make bon-bons and more bon-bons can make bon-bon-bons. Which gives energy boost for quite a while.
bon bons, and bon bon bons are vanilla, not FU
Title: Re: Starbound - Caveat emptor
Post by: Niveras on August 08, 2016, 04:47:34 am
Is there a change log somewhere that lists the features present in the unstable/nightly build, vs the stable release?

I found this thing (http://starbounder.org/Version_History/Nightly#Nightly_Build_Changes.p.s), but the date stamp for the nightly build is about half a year older than that for the stable build, so I consider the whole thing to be suspect.

Also, if I wanted to run one of the big mod packs like Plus or Frakin, should I not be touching the nightlys?

I don't think nightly builds still exist? Under the Betas tab, I don't see an option other than NONE.

AFAIK they were during development only, being the difference between the 'stable' beta builds and the bleeding edge "we committed what we were working on that day" test builds.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 08, 2016, 05:43:38 am
I don't think nightly builds still exist? Under the Betas tab, I don't see an option other than NONE.

For steam anyway, it installs two games.  "starbound" and "starbound - unstable".  You can select "nightly" as the beta option on the unstable build, but not for the regular one.
Title: Re: Starbound - Caveat emptor
Post by: Mephansteras on August 08, 2016, 09:49:12 am
Finally got around to trying this again. So far it seems pretty decent. And stable, which is a nice change from whenever I tried to play it last.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 08, 2016, 10:03:35 am
It is fun, but I'm dieing like crazy on the first intro planet.  Lost most of my stuff way down deep, and died again from a fall when trying to recover it.

I thought there would be some ability to focus on the farming / crafting / town building kind of stuff, like Stardew in space.  Figured it would be fun to play with the Mrs, but I don't think she'd be able to enjoy the platforming and spelunking aspects.
Title: Re: Starbound - Caveat emptor
Post by: Mephansteras on August 08, 2016, 10:43:24 am
Well, you can. With the whole colony tenant system you can focus pretty well on building up a nice little community. Unfortunately, it seems that you have to go through the main plot to unlock a bunch of the shops that really let you do that, which requires the platforming combat stuff to do.

There might be some option to skip that, but I'm not sure.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on August 08, 2016, 10:54:16 am
Well, you can. With the whole colony tenant system you can focus pretty well on building up a nice little community. Unfortunately, it seems that you have to go through the main plot to unlock a bunch of the shops that really let you do that, which requires the platforming combat stuff to do.

There might be some option to skip that, but I'm not sure.

/admin
Title: Re: Starbound - Caveat emptor
Post by: majikero on August 08, 2016, 06:40:23 pm
I think I'm falling into the endless mod-hole and now restarting over and over and over again. Now using things like the explorer pod, durable pick/drill, better watering cans.
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 08, 2016, 08:33:09 pm
I think I'm falling into the endless mod-hole and now restarting over and over and over again. Now using things like the explorer pod, durable pick/drill, better watering cans.
Yeah, you don't need to worry about gardening if you progress a little bit. You get auto sprinklers and shit like that.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 08, 2016, 11:19:03 pm
You know what really bothers me? And it's a tiny little irrelevant thing, mind you. It's the torches. In earlier builds you could craft and use a portable pixel printer, which would upgrade your basic crafting ability with a bunch of new stuff that you could 3D print at any time from raw pixels, and one of those things were cheap electric lights to use instead of torches. Not only were they brighter, more importantly they were sci-fi themed. A small detail, I know, but that along with the fact that you could fabricate them anytime, anywhere using a pocket-sized 3D printer really hammered home the fact that Starbound, unlike Terraria or Minecraft, is a sci-fi game where you explore the universe as a member of a technologically developed species. I haven't been able to find any equivalent of those cheap electric lights in 1.0, though. And so, even though I'm zipping around the galaxy faster than light in my spaceship and fight alien beasties using a pair of laser pistols and a frickin lightsaber, I still use stone-age torches for illumination. It's a strange disconnect, and it bothers me a lot more than it probably should.
Title: Re: Starbound - Caveat emptor
Post by: PTTG?? on August 09, 2016, 12:03:18 am
Yeah, you have to get pretty high up to even get a pixel printer. A mod that adds the Pocket Printer would be very nice.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on August 09, 2016, 01:13:31 am
I have something called a 'simple light' or 'simple wall light' that costs 45 pixel each, takes up 1 block on a wall, and is pretty bright. Still have to get all the way to durasteel (or cheat) to get the printer though.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 09, 2016, 02:46:40 am
Huh, I don't have those. I have an LED Wall Light that takes up 2 blocks and costs 60 (and is very blue). And mind you, even 45 per light is kinda expensive when you use dozens on every trip underground. I guess I have to pick up the simple light somewhere to learn how to print it or something? Having to hunt around to learn how to wire an LED to a battery is silly, and I really dislike that the printer is a crafting station. Torches I can make with my bare hands. I really loved the early Starbound's techy, sci-fi idea of 'crafting' simple items by having a pocket-portable gadget 3D print the item for you on demand, I thought that was really cool. Having to stock up on them before I go exploring is decidedly less cool.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on August 09, 2016, 02:59:47 am
I think the simple light are the little square lights in the outpost at the big ladder thing. just scan it with the N scanner thingy and it'll show up in the printer.
Title: Re: Starbound - Caveat emptor
Post by: majikero on August 09, 2016, 04:16:18 am
I think I'm falling into the endless mod-hole and now restarting over and over and over again. Now using things like the explorer pod, durable pick/drill, better watering cans.
Yeah, you don't need to worry about gardening if you progress a little bit. You get auto sprinklers and shit like that.
But I want to garden to progress! Well, the better picks and drills would help with mining though. And in FU, you just need access to oil to get the hydroponics tiles or whatever they are to get always watered plots. No need for that stupid sprinkler thing.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 09, 2016, 04:24:24 am
Ohhh FU was indeed totally worth starting over for. Yesterday I found a wasteland planet covered in the ruins of some ancient technologically advanced civilization. It is just SO well made. There are little robots all over the place, some of which will attack. The ground is mostly made of old junk metal and stuff, but when you mine into it, it's full of huge veins of iron and other stuff like titanium. There are ruins here and there of old houses, fallen to pieces. And the weather is crazy, alternating between wind storms, raining ash, raining tar, and raining water which causes gravity to reverse when you touch it. I'm having so much fun exploring it... As a fan of the Foundation series of novels, it really feels like I'm exploring the ruins of Trantor long after the fall of the empire. I remember reading that book and fantasizing about exploring those kinds of ruins, and NOW I CAN. So awesome. And I haven't even really started exploring under the surface yet...
Title: Re: Starbound - Caveat emptor
Post by: puke on August 09, 2016, 08:05:04 am
one of those things were cheap electric lights to use instead of torches. Not only were they brighter, more importantly they were sci-fi themed.

I've been building a small mod collection of mainly UI improvement stuff and some small tweaks like racial wallpaper for the starting ships, and in my browsing I've encountered some specific sci-fi themed stuff ("keeping it scifi" to be exact) that seems to no longer be supported with the current game version.

Are there versions of this stuff that still work?  sci-fi themed digging tools and lamps?  portable printers?

What about Jetpacks?  they've been removed from the game?  I dont see any current mods that add them in...

it really feels like I'm exploring the ruins of Trantor long after the fall of the empire.

Okay, THAT sold me on FU.  I was concerned about compatibility other mods and previous / future savegames... but hell with all that.  I'm downloading it now.


I don't think nightly builds still exist?

Some further followup on that:  I subscribed to nightlies for the "unstable" release on steam, and now there is an update queued.  No news, no change log.  That wiki page I linked a ways back acknowledges the latest date is in fact yesterday, but no info on what the changes are. 

So, something is still going on.  But I'm unsubscribing from it anyway, seems like all the mod development is on the main release.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on August 09, 2016, 08:39:17 am
I wouldn't bother, most of us are probably running with a lot more mods than that, and not all the same ones.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 09, 2016, 11:10:33 am
I think so far my only real complaints with FU are that there's too much stuff to keep track of (especially the gene splicing, holy shit) and some parts are just damned obscure (to change the store you're shopping at over the ansible, interact with it when you have wiring or paint mode selected...).

I'm also on my last nerve about not being able to search for crafted items by material components, but that was in the base game, too.

Fair warning, if you have something like a combustible generator with fuel in it and an activation switch, dumbass NPC's will flip the switch and waste your fuel for you.
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on August 09, 2016, 11:22:17 am
NPC's follow me periodically and close doors when I'm trying to run back and forth. I just want to lock them in a room.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 09, 2016, 11:29:52 am
NPC's follow me periodically and close doors when I'm trying to run back and forth. I just want to lock them in a room.

i saw an "all doors automatically open for the player" mod somewhere.  it wasn't called exactly that, but shouldn't be hard to locate.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 09, 2016, 11:30:15 am
Aren't there biometric locks you can use in FU?
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 09, 2016, 01:59:39 pm
after a hiatus i continued my expedition into the mutated underground of a planet.

most of the underground is composed of Tar and after that mineshaft caverns.

got enough metals for crafting the pet station, pixel printer and pixel compressor.

i need to move onto the last tier of planets. but i need to finish the avian mission first.

tried to take on shockhopper MK1 but its still too strong for me.
Title: Re: Starbound - Caveat emptor
Post by: majikero on August 09, 2016, 10:16:52 pm
My modding desire has finally settled, mostly because FU has so much stuff I never discover. Like bones able to be extracted for oil, which can make advance plastics, which is used for hydroponics tube which makes my watering can mod redundant. Maybe I'll get another mod for more seeds but I'm not sure if it'll affect FU's other crops.

Also found a Hylotl library ruins which will become my home science base.
Title: Re: Starbound - Caveat emptor
Post by: lastverb on August 10, 2016, 01:30:14 am
NPC's follow me periodically and close doors when I'm trying to run back and forth. I just want to lock them in a room.

Make a room with platforms at door(s) level and have actual room below. Furniture it (or not) to make it possible to leave a room only with double jump or other tech. It doesn't look good, but I only keep 1 merchant at my base to sell stuff and have tube farm at the moon (thx to whoever posted a link previously in this thread).
Proximity scanners are simply not cheap to make. Pressure plates are not as compact and requires some additional planning/spacing. I don't know if FU adds some alternative yet. I will most likely mod in pixel printing of scanners before I start the game next time.

P.S. I really like how FU adds so much cool stuff to do. It looks like a mod required to enjoy the game.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 10, 2016, 03:29:57 am
I really love how this game has learned no lessons from Terraria. Let's not have an item that makes you immune to fall damage. Let's not have an item that allows you to teleport home from anywhere. Let's not have a special key for the grappling hook. Let's not have a multiple attachment point grappling hook. Let's not have a meaningful upgrade to your basic double jump. Let's not have a jetpack. Let's not have a flying vehicle.

Given how long Starbound has been in development and how blatantly it copies Terraria's basic formula, you'd think some of the basic quality-of-life improvements that Terraria made over the years would find its way into Starbound. Sadly not, it seems.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 10, 2016, 04:15:15 am
At least it's possible to mod it, apparently extensively.
Title: Re: Starbound - Caveat emptor
Post by: chaotic skies on August 10, 2016, 04:36:31 am
What's this FU mod everyone's talking about? It sounds awesome and I can't find it. Maybe I'm just dumb. It's 4:30 am, I'll check tomorrow. First, sleep.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 10, 2016, 04:46:36 am
What's this FU mod everyone's talking about? It sounds awesome and I can't find it. Maybe I'm just dumb. It's 4:30 am, I'll check tomorrow. First, sleep.

Frackin Universe :) It's in the workshop.
Title: Re: Starbound - Caveat emptor
Post by: lastverb on August 10, 2016, 05:05:49 am
What's this FU mod everyone's talking about? It sounds awesome and I can't find it. Maybe I'm just dumb. It's 4:30 am, I'll check tomorrow. First, sleep.

As Sappho said - Frackin Universe. Available both at starbound forums and workshop. Keep in mind it should be used after full save wipe (best to include universe wipe, which can only be done manually).
Title: Re: Starbound - Caveat emptor
Post by: puke on August 10, 2016, 05:35:22 am

I really love how this game has learned no lessons from Terraria.

I have not really been following this until recently, but it seems to me that all the things you mention are conscious decisions.  I guess they are trying to appeal to a certain kind of gamer?  It must be working for them.

Like, they really want you to dig to the center of that first planet (i've never found 20 fragments in the starting mine, and must have started 10 times).  Why?  It is so arduous!

They really expect you to just make a starting farm, but give you no pointers.  They tell you that you need tilled ground when you first find a seed, but you need no less than FIVE crafting stations plus your own basic crafting interface to just get a hoe and watering can.

They are expecting a certain kind of gamer, someone who is looking for more of the same kind of generic survival crafting game that there is already a giant flood of, where you craft tools with sticks and strings. 

I don't mind crafting, I think it is great.  But like Sordid says:  Why am I using Torches instead of LED lamps?  Crafting does not have to be twigs and blocks, it could be feeding elements and organic compounds into fabbers.

They have made these choices consciously,   I'm sure of it.  It isn't bad design, as it has a huge audience of happy players.  I'm pretty sure at this point that it is not at all designed for ME, but I'm hoping that the right combination of mods will get it there.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 10, 2016, 05:36:54 am
Keep in mind it should be used after full save wipe (best to include universe wipe, which can only be done manually).

Who with the what now?

I did a full save wipe before starting a FU game, and assumed that awesome cloud landscape was part of the mod.  Was it not?  How do I do a universe wipe?
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 10, 2016, 05:38:03 am
Like, they really want you to dig to the center of that first planet (i've never found 20 fragments in the starting mine, and must have started 10 times).  Why?  It is so arduous!

Really? I've never once failed to find enough shards in the starting mine and I've started over 4 times. I guess it is really random chance.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 10, 2016, 05:49:51 am
Really? I've never once failed to find enough shards in the starting mine and I've started over 4 times. I guess it is really random chance.

I have always ended up with 14-18, and I'm pretty anal about checking every container and possible side passage.  A fast fix (rather than adjusting the spawn rate in the chests) would be just to drop the quest requirement to 10.  That might not require you to fight the miniboss though, so it isnt perfect.

My very first game I found a buried teleporter to a special bonus level, was a little sad when I discovered that wasn't a standard feature of the mines.
Title: Re: Starbound - Caveat emptor
Post by: MagmaMcFry on August 10, 2016, 05:51:54 am
Doesn't the mine boss drop like 10 shards?
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 10, 2016, 07:43:13 am
Proximity scanners are simply not cheap to make.
The price on scanning items for circuitry is very unreasonable. People who like making logical contraptions will need to farm for RL weeks before they can start working on their calculator / tetris machines.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on August 10, 2016, 07:46:28 am
Proximity scanners are simply not cheap to make.
The price on scanning items for circuitry is very unreasonable. People who like making logical contraptions will need to farm for RL weeks before they can start working on their calculator / tetris machines.
Or just edit their save to get the items, or cheat in some other way because they just want to make cool wired contraptions. I do that a lot when I just want to focus on a silly goal, like digging out an entire 7x7 embark in DF after turning off hunger/drink and sleep needs for the dorfs just because
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 10, 2016, 09:29:12 am
Doesn't the mine boss drop like 10 shards?

the adult poptop?, yeah it does. however, the other 10 have to be found on the containers scattered all around the place. and sometimes the procedurals dont generate a mine big enough or with enough filled containers for the 20 shards.

reducing the number to 15 would suffice IMO.

however. the real deal would have been to make the underground more interesting. it would give a meaning to reach the magma layer and get the shards.

but you cant do much with them outside of activating gateways and making explosives, and upgrading the forge.

the underground of every planet is practically full of biomes that dont have many interesting stuff aside of a few chests. no interesting resource to extract from them most of the time.

and metals are very lacking most of the time, you would expect that as you get deeper the ore clusters become massive. but doesnt always happen. they look as scarce as in near the surface.

i dont know if its due to getting used to the Terraria way of having each planet biome extending to the underground and each one having its own unique features.

then having minibiomes that help to cover the big layer of dirt and stone.

Terrarian worlds are choked full on granite and marble biomes, with underground cabins, then mushroom biomes, mossification, large clusters of metal reaching the underworld and aquifers that challenge you to to either get breathing equipment or mine your way around them.

in Starbound the starting planet has a big layer of ground, then usually a desert layer under it. and then caverns. yeah there is the usual mineshaft or sandstone location but they barely have stuff.

there's almost no water down there, and ores are from scarce to mediocre amounts of it. (unless you reach Tier 4 planets which have to have much more larger deposits. but even then).

and each minibiome just adds unnecesary amounts of material to take care of because its useless for your basic needs. they only serve for building stuff which isnt your main priority right now.

and of course. each underground layer in Terraria adds crafting stuff that you dont find on the surface. on the starting planet the most you get is hardened carapace, venom sample and living root.

sometimes the desert spawns "mechanical" type mobs which give static cells or the like.

but most of the time if its not an RNG monster, its a unique mob that you can find on the surface.

i know the game encourages you to explore other worlds instead of staying in one

but right now there's not enough content to get you hooked on underground exploration. you only go down for the ores which are always a dire need, unless you're playing survival which in that case you easily get food on any planet.

i would be more hooked on getting those core fragments if getting to the magma layer was an interesting endeavor.

much like searching for Adamantine Spires in DF or reaching the Underworld in Terraria for the hellstone ore.

you dont see that in Starbound (yet)...and its a shame.

Title: Re: Starbound - Caveat emptor
Post by: BigD145 on August 10, 2016, 09:46:00 am
They are expecting a certain kind of gamer, someone who is looking for more of the same kind of generic survival crafting game that there is already a giant flood of, where you craft tools with sticks and strings. 

They are expecting nobody new into the ecosystem. No new buyers. Just people that have been playing Starbound since alpha/beta. They don't want to explain really basic things. Just throw you in and expect you to float. They expect you to read the minds of the devs.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 10, 2016, 09:51:40 am
i would be more hooked on getting those core fragments if getting to the magma layer was an interesting endeavor.

Not to mention if they were actually useful. They only have two uses, activating gates and making volatile powder. There's no reason to activate any gates other than the tutorial one, for which you're practically given the necessary fragments, and volatile powder is only used to craft bombs, flares, and fireworks. Fireworks are pointless and bombs and flares I find tons of everywhere I go. So why exactly should I bother digging all the way down to the planet's core? There's nothing valuable or interesting down there aside from these pretty but useless glowing rocks.
Title: Re: Starbound - Caveat emptor
Post by: Mephansteras on August 10, 2016, 09:54:25 am
Well, or at least to read the wiki to learn everything. Which seems to be their solution to documenting anything at all.

Farming is particularly bad, since there is zero information in game to tell you how to grow some of the more unusual plants. Like the coral one, which specifically needs to be planted on tilled ground under 4 tiles worth of water. That's not the sort of thing that players are just going to magically know how to do properly. Even having figured out the tilled ground under a layer of water, the amount of water you need isn't obvious so the player is left wondering what they're doing wrong.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 10, 2016, 10:38:36 am
I didn't have any trouble figuring out standard farming, personally, but perhaps mods had something to do with that.

Before I did that, I survived on wild potatoes, corn, and pearlpeas. Never figured out how to get flowers to grow, though.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 10, 2016, 11:19:39 am
So finally played a character to the point that the scanner function is unlocked.  I feel like the game would have been more fun if that was available from the start.

I also wish there was a proper sandbox mode, where I could create a new character with the ship already repaired - basically after the Mines are done.

with regard to the farming and crafting tropes:  I have a matter manipulator that can rip out regolith and store it masslessly, and then redeposit it in an arbitrary configuration.  Yet I need to invent a spinning wheel to make string to craft a hoe to till soil.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 10, 2016, 12:12:03 pm
You do have the scanning ability from the beginning. It's just replaced by a magnifying glass and you don't get the light.
Title: Re: Starbound - Caveat emptor
Post by: PTTG?? on August 10, 2016, 12:17:08 pm
Finished the final boss.... that was fast.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 10, 2016, 12:18:15 pm
You do have the scanning ability from the beginning. It's just replaced by a magnifying glass and you don't get the light.
but does it add stuff to your pixel printer menu at that point already?
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 10, 2016, 12:21:31 pm
I don't have access to the pixel printer yet, so I can't say.

Do you not have to destroy items to print more of them anymore?
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 10, 2016, 12:23:08 pm
I don't have access to the pixel printer yet, so I can't say.

Do you not have to destroy items to print more of them anymore?
No, you just scan them.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 10, 2016, 12:27:06 pm
I don't have access to the pixel printer yet, so I can't say.

Do you not have to destroy items to print more of them anymore?
No, you just scan them.
Well, there's a much-needed change.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on August 10, 2016, 12:27:41 pm
Well, there's a much-needed change.

It's a mircale. :V
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 10, 2016, 01:14:32 pm

Farming is particularly bad, since there is zero information in game to tell you how to grow some of the more unusual plants. Like the coral one, which specifically needs to be planted on tilled ground under 4 tiles worth of water.

they are called reefpod and coralcreep. and they are found in the ocean, someone would have to be really dumb for not growing them underwater.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 10, 2016, 01:15:39 pm
Like, they really want you to dig to the center of that first planet (i've never found 20 fragments in the starting mine, and must have started 10 times).  Why?  It is so arduous!

Really? I've never once failed to find enough shards in the starting mine and I've started over 4 times. I guess it is really random chance.

I didn't get enough from the mine either - I was 2 short, so I also had to dig to the core. (I even double-checked to make sure I hadn't missed any)
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 10, 2016, 01:35:14 pm

Farming is particularly bad, since there is zero information in game to tell you how to grow some of the more unusual plants. Like the coral one, which specifically needs to be planted on tilled ground under 4 tiles worth of water.

they are called reefpod and coralcreep. and they are found in the ocean, someone would have to be really dumb for not growing them underwater.
You can get the seeds from things other than other the water. Questgivers will give them to you without telling you what they are for example. They can also show up in chests.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 10, 2016, 01:36:20 pm
My colonists have been giving me all kinds of weird seeds that I know nothing about.
Title: Re: Starbound - Caveat emptor
Post by: scriver on August 10, 2016, 01:38:08 pm
Like, they really want you to dig to the center of that first planet (i've never found 20 fragments in the starting mine, and must have started 10 times).  Why?  It is so arduous!

Really? I've never once failed to find enough shards in the starting mine and I've started over 4 times. I guess it is really random chance.

I didn't get enough from the mine either - I was 2 short, so I also had to dig to the core. (I even double-checked to make sure I hadn't missed any)

Yeah, I just restarted again because of FU and I have several dozens of crates in my inventory (because removing them with the mattemanippelator is faster and you're in dire need of storage in the early game anyway) and only 18 core fragments.

It sucks.
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 10, 2016, 01:40:20 pm

Farming is particularly bad, since there is zero information in game to tell you how to grow some of the more unusual plants. Like the coral one, which specifically needs to be planted on tilled ground under 4 tiles worth of water.

they are called reefpod and coralcreep. and they are found in the ocean, someone would have to be really dumb for not growing them underwater.
You can get the seeds from things other than other the water. Questgivers will give them to you without telling you what they are for example. They can also show up in chests.

my point still exist, they have ocean related names. that should be enough clue about where to put them...
Title: Re: Starbound - Caveat emptor
Post by: puke on August 10, 2016, 01:46:44 pm
I didn't get enough from the mine either - I was 2 short, so I also had to dig to the core. (I even double-checked to make sure I hadn't missed any)

I finally got a game with enough.  Deleted everything in the player and universe folder so that FU could fully make a new universe, and started on a world that had a really sprawling mine.   found 26 in total.

In the future I'll just spawn the things in.

someone who is looking for more of the same kind of generic survival crafting game that there is already a giant flood of, where you craft tools with sticks and strings. 

What you say might be true, but I stand my my comment.  The sticks and strings style crafting is hugely popular, and there is a lot of demand for more "survival" games that offer it. 

I'm not a huge fan, but I do play Cataclysm DDA every so often and I totally get the attraction.  It isn't a bad format but, I'm hopeful that I can find enough mods to make it into something a little different.  a little more sci-fi.

As for internal consistency and the ability to give it to a beginner, as you say, that is probably impossible.  I can get through some problems that beginners would have because I can read the various wikis and redit threads, and cheat to get around problems.  I don't think that is something you can ask a casual player to do.

In short, whomever said this was like Stardew in space has their pants on fire.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 10, 2016, 03:03:29 pm
In short, whomever said this was like Stardew in space has their pants on fire.

Hey, man, if it's not Stardew in space why did it give me this achievement!???!

(https://dl.dropboxusercontent.com/u/26452959/starbound/starbound_valley.png)

Still waiting for that romance option to show up. :P
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 10, 2016, 03:07:10 pm
What do you think those random NPCs and crew members who follow you around for no reason are doing?
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 10, 2016, 03:10:13 pm
What do you think those random NPCs and crew members who follow you around for no reason are doing?

Closing doors in my face and flipping switches to shut off all my power generators.
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 10, 2016, 03:11:02 pm
What do you think those random NPCs and crew members who follow you around for no reason are doing?

Closing doors in my face and flipping switches to shut off all my power generators.
Sounds like a spouse to me.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 10, 2016, 03:32:38 pm
Everyone knows that romance consists of doing a quest or two and then sex #thewitcher. I mean, is the ship supposed to represent sex??? :P
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 10, 2016, 03:48:58 pm
Everyone knows that romance consists of doing a quest or two and then sex #thewitcher. I mean, is the ship supposed to represent sex??? :P
You'll have to ask Commander Shepard about sex and ships.

As far as I'm aware, the inhabitants of the Starbound universe breed via moving blue lines that appear out of nowhere.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 10, 2016, 04:27:00 pm
Regarding the game not holding your hand and teaching you how to do everything: I agree it can be frustrating, and I've definitely had some rage-y moments over something that should have been made clear. On the other hand, Minecraft never tells you how to do anything and it's one of the most popular and successful games out there. Just some food for thought.
Title: Re: Starbound - Caveat emptor
Post by: Mephansteras on August 10, 2016, 05:22:21 pm
Sure, but fun as minecraft is I don't think 'leave it to the wiki' is a good lesson to learn from it. I've never found tabbing out from a game to go look up stuff in a wiki to add to the game's appeal, personally. And most modpacks that I've played use NEI for a reason so...

Title: Re: Starbound - Caveat emptor
Post by: puke on August 10, 2016, 05:31:42 pm
I got to the core!

Not because I needed fragments though, no no.  Rather because I was looking for Tungsten that didn't exist on the planet.  Haha.

Didn't realize you can zoom-out the navigation map, and travel around your starsystem without using fuel.  Could have found a planet with tungsten on it if I had just done that...

Oh well.  Got a ton of resources now.

On those scanning missions, do I have to scan specific things?  Or just anything?  I've scanned a ton of stuff, and the progress bar has not grown by a pixel.
Title: Re: Starbound - Caveat emptor
Post by: Culise on August 10, 2016, 05:39:03 pm
Stuff that gives you progress is highlighted in green when in scanner mode.  It looks like some folk have put together lists on the Wiki as well; basically, items strongly tied to your eventual destination will grant additional points, something like ten times the points you'd get from lesser works.  That said, you don't need those lists, since the game does highlight quest-important scanner items, and you'll be hunting around anyways even if you want them.  I suppose you could just admin-mode these items if you're fed up with hunting around for dungeons or settlements, though; picking up the items, either from storage or from outside, also gives you the same amount of progress as scanning. 

If you're curious about which items specifically help:
Title: Re: Starbound - Caveat emptor
Post by: ThtblovesDF on August 10, 2016, 06:40:57 pm
Everyone knows that romance consists of doing a quest or two and then sex #thewitcher. I mean, is the ship supposed to represent sex??? :P

and then elfs rob you in the woods.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 10, 2016, 09:54:28 pm
I'm not sure why people complain about digging for core fragments. You should be digging anyway; it's the only way you're going to find enough ore to get you started. You can find weapons and vanity items. A few times I've found oil, allowing for an early lamp on a stick.

I typically enter the Erchirus Mine with every base tech unlocked and at least a couple of found weapons, thanks to digging.
Title: Re: Starbound - Caveat emptor
Post by: Gunner-Chan on August 10, 2016, 10:06:01 pm
The mine is a decent enough alternative though, I did the mining facility no problem unarmored with a spear I found from the mine.

Though after that came realizing how poorly equipped I was and I went around getting myself actually properly kitted out... So in the end I guess it's better to just get digging, though DO grab the MM modules from the mine first, those help.
Title: Re: Starbound - Caveat emptor
Post by: chaotic skies on August 10, 2016, 11:20:15 pm
The only problem I've had so far is armor. Build a colony on a moon, the NPCs can drop weapons. Moons are considered tier 10, where as fiery star planets are considered tier 6. Just don't pick up any fuel and you'll be fine. Also a great way to get crew members. If you need money to get the tenant deeds, go asteroid mining and sell the ores you don't need. Once you get a refinery, just refine everything. Oh, and don't forget to bring a bunch of flags everywhere you go.
EVERYWHERE.
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 11, 2016, 12:35:27 am
I'm not sure why people complain about digging for core fragments. You should be digging anyway; it's the only way you're going to find enough ore to get you started. You can find weapons and vanity items. A few times I've found oil, allowing for an early lamp on a stick.

I typically enter the Erchirus Mine with every base tech unlocked and at least a couple of found weapons, thanks to digging.

the complain comes in the form that in order to get spaceborne you have to complete a quest that doesnt even give you the materials completely. no, you are obligued to reach to the planet's core in order to compensante RNGisus bullshit.

now. i wouldnt mind going the extra mile to unlock the entrance to the outpost. but seriously, the underground is boring. the ore volume in the clusters is mediocre at best. and there's not much to get your interest in digging further deep.

do you see larger amounts of metals? not unless you reach a tier 4 system at minimum

do you see unique items? rarely, the only legendary weapon i've got in my playthrought was the alien worm gun that outside of the uniqueness its completelly useless

do you see interesting landscape? barely, specially in the starting planet. guaranted to have a layer of desert and clay. but nothing more. i've seen what seems to be jungle and found a large tar biome once in a toxic planet.

the only interesting stuff on them are the blocks. no special features like underground cabins or minidungeons. that only happens on the surface biomes.

again. i dray my complains because of Terraria. you can dig and dig and dig on a terrarian world and you're guaranted to find either large clusters of ore, a unique mob with interesting drops, a minibiome with plenty of stuff to loot or a cabin with a golden chest.

sometimes you find a mushroom cavern that gives some use in the form of making second tier potions out of the mushrooms. and its unique mobs.

the mob diversity in Starbound is horrible. most of the minibiomes only have 1 unique spawn. the rest of what appears above and under are randomly generated things that dont seem to have a feature related to their respective biomes outside of color.

and all of them drop the same stuff. is it an insectoid? then hardened carapace, is it half plant? living root, i can understand the homogenity of drops due to being the same type of monsters but at least the unique mobs should drop something that makes the biome worth looking for.

most of the time you find just a chest sitting there with randomize loot that its either cosmetic and useless, or its furniture that its also useless unless you want an specific colonists, which i doubt will be of help to your mission.

so yeah, there's plenty of stuff that should be fixed or expanded regarding the underground.

the game may entice the player to explore other worlds. but whats the point of it if every planet has the same boring stuff under its crust? you enjoy more travelling on the surface and going all the way around finding crops and settlements than trying to find stuff underground.

the only reason i go to the depths is for metals, because buying them from the Ursa shop is expensive and pixels are a pain to obtain if you dont do missions or loot everything on sight.

Title: Re: Starbound - Caveat emptor
Post by: Mephansteras on August 11, 2016, 12:51:51 am
I've found some neat stuff underground. Found a crystal mini-biome on one planet. Not sure if the crystal is good for anything other than its basic form, but it looks neat. Had some interesting campsite nearby with a vendor and below that an Avian tomb which I plundered for interesting building materials.

Another planet had a series of underground temple things with chests up on top of pillars and a bunch of guys guarding it. That planet also had a huge Avian temple thing which I haven't fully explored, but takes up a lot of space and goes down pretty deep. It also had some interesting glowing water underneath it.

Granted, none of this is super exciting nor did I get anything particularly great out of it, but it did spice things up a bit. So while I do agree with you overall I think a lot of the focus of the game is more on building still and less on the plot. The plot seems to be more of a way to get you to progress through the game and have a little bit of direction, rather than being the purpose of the game as a whole.
Title: Re: Starbound - Caveat emptor
Post by: Folly on August 11, 2016, 02:18:05 am
Spoiler (click to show/hide)

I started right after 1.0, and on my first dig down to hell, on my starting planet, I found a gnome biome, ice biome, and flesh biome, each with multiple distinct monsters. And I found tons of underground cabins; some in ruins, other functional with NPC's living in them, some of whom even give quests. Also I found a dungeon accessible from the surface without any digging which held the 20 core fragments I needed to complete the quest, and had a mini-boss.

It sounds to me like you are playing a very outdated version of Starbound.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 11, 2016, 02:23:54 am
I started right after 1.0, and on my first dig down to hell, on my starting planet, I found a gnome biome, ice biome, and flesh biome, each with multiple distinct monsters. And I found tons of underground cabins; some in ruins, other functional with NPC's living in them, some of whom even give quests. Also I found a dungeon accessible from the surface without any digging which held the 20 core fragments I needed to complete the quest, and had a mini-boss.

It sounds to me like you are playing a very outdated version of Starbound.

Yeah, I've had similar experiences, with plenty enough to keep me interested and always enough shards in the mine. I've never had to dig to the core for anything. Maybe the RNG just hates you - in which case, you're fully justified in just spawning in the shards and skipping to the part that interests you. If I had to start over again at this point, after four times doing it the long way, I would definitely cheat through all the starting stuff and get to the exploration part that I really enjoy.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 11, 2016, 02:28:00 am
I've about run my course with FU. It's a good ride, but the game itself is missing enough quality of life features combined with crafting small parts to craft medium parts to craft big parts to craft REALLY EXPENSIVE parts to craft useful stuff is burning me out here.

Oh and the plain boring-ass main plot to look forward to grinding out.

Still highly recommend the mod though. Maybe things would be a lot different if I hadn't played a few times in EA. *shrug*
Title: Re: Starbound - Caveat emptor
Post by: puke on August 11, 2016, 03:17:21 am
Stuff that gives you progress is highlighted in green when in scanner mode.  <snip>
If you're curious about which items specifically help:

Thats great, thanks!

Once you get a refinery, just refine everything.

For the most part, it seems like you can just bring stuff to the science base to use the facilities there.  Heck, I use the kitchen stove at the outpost for any advanced cooking I need.  Or is the science base not stock?  Maybe it came from a mod?

Oh, and don't forget to bring a bunch of flags everywhere you go.
EVERYWHERE.

OMG you can teleport with flags?  I thought they were just for decoration, so I never looked them up on the wiki or bothered to craft one!
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 11, 2016, 03:28:04 am
OMG you can teleport with flags?  I thought they were just for decoration, so I never looked them up on the wiki or bothered to craft one!
Glorious nationalism will conquer the universe for you. Plant those flags.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 11, 2016, 03:29:53 am
I've about run my course with FU. It's a good ride, but the game itself is missing enough quality of life features combined with crafting small parts to craft medium parts to craft big parts to craft REALLY EXPENSIVE parts to craft useful stuff is burning me out here.

Oh and the plain boring-ass main plot to look forward to grinding out.

Still highly recommend the mod though. Maybe things would be a lot different if I hadn't played a few times in EA. *shrug*

Ah, I'm still enjoying FU. I think it helps that I don't have much time to play, so I can't just blow through all the content. I settle in for an hour or two, not even every day, then I have other things I have to do. So I'm getting it in bits and pieces. Today I'm looking forward to going back to that Trantor planet and doing some serious mining for resources. I can't believe how much iron and titanium I found right next to the surface without mining, and I'm curious what kind of biomes are deeper down. I wonder how it would work if I put a colony on there? Rebuilding on the ruins of the old society? Put down some soil, build a protective dome against the weather, and construct a bucolic utopia in the middle of the ruins? Plus I just discovered that bees are a thing and I want to investigate that. And I haven't at all gotten into all the techy machines FU adds. And I haven't even gotten around to building a vanilla colony or a proper farm. There's so much to do and at the pace I'm able to play, it will take ages to explore it all. Without FU I'd probably get bored pretty quickly, but with it, I'm looking forward to many hours of enjoyment.
Title: Re: Starbound - Caveat emptor
Post by: Gunner-Chan on August 11, 2016, 03:32:00 am
For the most part, it seems like you can just bring stuff to the science base to use the facilities there.  Heck, I use the kitchen stove at the outpost for any advanced cooking I need.  Or is the science base not stock?  Maybe it came from a mod?

The science base is from Frackin Universe, the Outpost is stock. You want to start crafting the stations at the base anyway because the stations themselves unlock crafting recipes that let you keep advancing through the mod. If you're ever in doubt in FU, just try crafting a component or object you haven't made yourself yet, you might be surprised.

Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 11, 2016, 04:32:32 am
Ah, I'm still enjoying FU.

There's a lot of interesting stuff there. I'm just... after a while getting shit done takes too long.

Oh you want to craft a shiny new gun? It needs some <fancy part>s. <fancy part> is made up of 6 different components which each have 3 components which come from raw materials that are at one of  your stations, maybe. Oh, I need a power core, which needs metal bars, rank 3 microchips which need rank 2 microchips which need even more rank 1 microchips which all need silicon, then combine those and I can make the power cell from chemistry components which needs a different station than the silicon. Then I need some fancy ore which needs 4 other components which don't work at the fancy smelter so... you get the idea.

And I gave up on gene splicing altogether. Way too much hassle past the utter rudimentary freebies.
Title: Re: Starbound - Caveat emptor
Post by: Niveras on August 11, 2016, 04:33:36 am
Sure, but fun as minecraft is I don't think 'leave it to the wiki' is a good lesson to learn from it. I've never found tabbing out from a game to go look up stuff in a wiki to add to the game's appeal, personally. And most modpacks that I've played use NEI for a reason so...

And I find even NEI isn't exactly useful for beginners. I hope someone comes out with a kind of standardized in-game manual format and that mods pick it up in order to introduce basic concepts and blocks added, especially for the complex engineering/logistics mods. The Lexica Botanica is a prime and beautiful example. Thaumcraft has a similar thing, which is a good thing since it is more obtuse than most mods (on account of its progression), but its navigation isn't as user friendly. Mods like EnderIO and IC2 are entirely wiki.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 11, 2016, 05:28:44 am
Is everyone hostile?

My first couple of plays, I ran into some peaceful mushroom village.  That was cool.

But now I've gotten further, moved on to another planet, and it is SUPER DENSE with settlements.  ALL of them are kill-on-sight hostile, and I'm wondering if I've done something wrong?

First thing I ran into was an Apex Lab, absolutely giant thing.  Guard robot outside chased me, but I didn't want to do anything hostle to it so I lead it outside and snuck past.  First scientist I met drew a gun and attacked, so I ran.  Maybe it was the back door?  I'll just circle the planet and try the other side.

On the way around, I find a military prison.  Hostile, okay.

Next, haunted mansion.  Hostile, okay. 

Next, Floran something.  Hostile?  Really? 

Next, some sort of volcano base with some humans in it.  Surely THEY wont.. oh, they're attacking on sight.

Edit:

Next, looks like a crashed ship with some survivors on board.  I just have my scanner out, surely they won't attack me.  Nope, hostile.

And, finally, back around to the other side of the Apex lab.  Still hostile, even though I've been back to my ship a few times and an Internet search says that should reset hostility.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 11, 2016, 05:30:55 am
it's just random.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 11, 2016, 05:41:37 am
Some settlements are hostile, some are friendly. Apex labs are always hostile, for instance.

In other news, holy crap do I love my moon colony quest rewards.

Spoiler (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on August 11, 2016, 06:09:39 am
-sounds like FU-
Is this FU? ._. I'm unsure how to work with Starbound mods, or on how I can backup my current file if I'd wish to be modding at all.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 11, 2016, 06:41:50 am
-sounds like FU-
Is this FU? ._. I'm unsure how to work with Starbound mods, or on how I can backup my current file if I'd wish to be modding at all.

It is.  I think some of these might be stock dungeons though?  From the wiki, it looks like there is a difference between dungeons and towns?  Perhaps towns are not always hostile?

Your save is in Program Files (x86)\Steam\steamapps\common\Starbound\storage\player and \universe.  Back up both folders at once, perhaps?

I'm not sure how to work with mods either, there is a "mods" directory but mine is totally empty.  I've installed them all from the Steam Workshop. 

I guess FU wants both of the above directories to be fully wiped before starting a fresh game and generating a new universe.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 11, 2016, 06:48:42 am
From the wiki, it looks like there is a difference between dungeons and towns?  Perhaps towns are not always hostile?

Yep. Villages are always friendly, as are various isolated NPC houses. Dungeon-type settlements such as Apex research bases, Floran hunting grounds, black Glitch castles, etc., are always hostile.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 11, 2016, 07:34:05 am
I've found underground research labs or something which were non-hostile and even had quests sometimes.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 11, 2016, 07:36:22 am
Are you playing TU? I'm playing vanilla and so far I've only found three types of Apex settlements. Villages, which are non-hostile, above-ground research labs, which are filled with hostile Apex and captured monsters, and underground labs, which are in disrepair and filled with zombies.
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 11, 2016, 08:19:49 am
I've seen the aboveground apex research labs with captured creatures be friendly (vanilla)
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 11, 2016, 10:44:48 am
Spoiler (click to show/hide)

I started right after 1.0, and on my first dig down to hell, on my starting planet, I found a gnome biome, ice biome, and flesh biome, each with multiple distinct monsters. And I found tons of underground cabins; some in ruins, other functional with NPC's living in them, some of whom even give quests. Also I found a dungeon accessible from the surface without any digging which held the 20 core fragments I needed to complete the quest, and had a mini-boss.

It sounds to me like you are playing a very outdated version of Starbound.

i played 1.0 and just got 1.0.5

my point still exist. too much on the side of useless customization but not enough functionality. most, if not all the unique biomes in the game only reward you with furniture and cosmetics.

most minibiomes have only 1 or 2 weapons. the rest is cosmetic stuff that clutters storage for practically cero sense. and its already annoying that the weapons are rare in the first place. i've never found the gnome gun for example.

the amount of rare and unique weapons is also opaqued by RNG generic weapons that everyone can exploit right now with the T10 moons.

and even then all those randomized weapons lack variety. i hope the add more special habilities or something.

i dont know if its because im used to seeing less on the side of generic equipment and more on the side of broken as fuck stuff instead.

i mean, again, Terraria started the trend. the last common metal that you craft is gold/platinum. and its weapons are just generic without any kind of interesting deal. in fact, most of the craftable weapons lack any kind of speciality (hardmode excluded).

but then you start entering the special biomes and stuff becomes crazy. specially taking in account that the new craftables require you farm bosses.

of course there are still hundreds of unique weapons and items to be found in the underground there.

i cant feel that in Starbound. for time restrictions of the developers or anything.

no unique crafting for weapons. just generic metal stuff that will be never used because RNG generics have far more uses. even when you have to rely on luck to get the best results.

for this i say they should have sticked to the formula and add more flavor to crafting weapons and more unique weapons instead of adding procedurals to a system that really didnt need it.

heck, why even have 3 different anvil crafting stations if you're just gonna do 2 weapons? and even then they dont have any customization capabilities. that's garbage.









Title: Re: Starbound - Caveat emptor
Post by: Lukewarm on August 11, 2016, 12:31:08 pm
Got to the Asra Nox battle, only to find out that I don't jump high enough to get onto one of the things that you have to, rendering the battle impossible. Time to make some bread, I guess.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 11, 2016, 12:38:16 pm
I get a lot of use out of the supper-spin alt attack on some of the 2h swords, when you need that little extra bit of jump distance.  It is almost as good as an extra double-jump.
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on August 11, 2016, 12:47:17 pm
Got to the Asra Nox battle, only to find out that I don't jump high enough to get onto one of the things that you have to, rendering the battle impossible. Time to make some bread, I guess.

outside of the high damage Asra is quite easy. the hardest attack is the ball form one because you cant dodge it so frequently. but after doing it become easy to take down. but yeah, use something to jump onto the bookcases otherwise you're wrecked.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 11, 2016, 12:48:14 pm
supper-spin

hee
Title: Re: Starbound - Caveat emptor
Post by: puke on August 11, 2016, 12:58:09 pm
supper-spin

hee

its like a lazy susan on steroids.
Title: Re: Starbound - Caveat emptor
Post by: chaotic skies on August 11, 2016, 03:56:27 pm
Here's what I do for weapons, since people are complaining about those:

Make things interesting, or RP if you want. Let's say you're a Glitch Peasant, for example. Let's also assume you're afraid of whips, and don't know how to use any type of gun. That limits you to melee weapons, and a few things, like boomerangs or chakrams. Or, pretend you're a novakid cowboy, and only use duel-wielded pistols. That limits you a lot on what you can use, but it also means you can still craft weapons if you need.

As a side note, all bosses drop weapons. All of them. My favorite is the one from the Hylotl quest, because it's a pretty awesome katana. Sure, there's some better weapons in the game, but it's cool to have a sword that lights up when you swing it and lets you throw kunai.

Oh, and if you're looking for something specific, go Here. (http://starboundmap.com) While it's not %100 accurate, it's pretty good.

Honestly though, to me this isn't a game to be played alone. Yeah, it can be fun every now and then, being the sole explorer, discovering the hidden treasures of the universe. But it's so much better with friends. You can do missions together, explore, be a squad of penguins with rainbow swords that cut holes in the universe, build a civilization spanning a world, or whatever else you can imagine, and it's just so much better when your friends are there to help you do it. Because, if you think about it, isn't that why we have a forum? To talk to our friends about things that interest us? Don't we already play games together, this one's just a bit more fast-paced than most?
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 11, 2016, 04:31:49 pm
The fact that the big + button to invite another player to the game is present on the screen at all times would support the notion that this is a game intended to be played with friends. On the other hand, though, I don't put much stock into the "it's better with friends" line of thinking. That's true of almost anything. If the main argument for why a game should be played is that it's fun with friends, to me that just means the game doesn't really have anything else going for it. And if you're going to be spending time with friends, wouldn't it be better to play a game that's actually good? If playing with friends makes a mediocre game good, then surely it makes a good game great?

Oh, and as for Nox' katana, I didn't get the drop but did get a good chuckle during the fight. I only did that mission once I was at top-tier equipment and had the violium broadsword, you see. So my reaction to her pulling that thing out was along the lines of, "Oh, you have a lightsaber? WELL GUESS WHAT, SO DO I! Bring it!" :P It's my favorite fight in the game simply due to the fact that with the correct equipment it's a lightsaber duel.
Title: Re: Starbound - Caveat emptor
Post by: Scripten on August 11, 2016, 05:12:28 pm
If the main argument for why a game should be played is that it's fun with friends, to me that just means the game doesn't really have anything else going for it. And if you're going to be spending time with friends, wouldn't it be better to play a game that's actually good? If playing with friends makes a mediocre game good, then surely it makes a good game great?

I dunno, I like certain games much better for coop than others. I'd never want to play through Deus Ex on coop, for example. :P

Starbound is also fun in single player, from my experience. That's where I've spent most of my time. But I also don't have much time to game these days so I don't burn out as fast.
Title: Re: Starbound - Caveat emptor
Post by: chaotic skies on August 11, 2016, 10:21:40 pm
My favorite thing to do singleplayer is explore random planets and put what's on them on the website I linked in my last post. Useful if I want to find something later, and it feels like I'm a space pioneer helping to catalog what's on planets and stuff. I dunno, really. I've just always had more fun playing starbound with friends. It's less about what's actually in the game with us, and more about who can collect the most interesting stuff. Until one of my friends ship randomly reset, in which case the game is now basically "find stuff for my friend to drag them back to where they were." I've always been one that enjoys helping people start from scratch though, so while I find it fun, most people would probably find it annoying and give up at that point :I
Title: Re: Starbound - Caveat emptor
Post by: puke on August 12, 2016, 07:47:48 am
So, how do you make those meteor-proof moon bases? 

I read somewhere it was possible, but everything I find suggests otherwise.

I'm reading that that no material is impervious to them, and that they spawn at the screen edge so that even if you go underground or line your base with obsidian or blaststone, you will still have them spawining inside your base.

is this right?  How are you all making your moon bases?
Title: Re: Starbound - Caveat emptor
Post by: lastverb on August 12, 2016, 08:04:47 am
If you build small base deep underground (with other blocks all around), you will practically never have to worry about meteors. At least that works in my case.
As for building shielding: I have heard that SPOILER block is hardest obtainable block in game. Keep in mind that you need at least 2 blocks of space between shielding and actual base.
Spoiler (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: lastverb on August 12, 2016, 08:05:08 am
To be deleted, double post.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 12, 2016, 08:08:09 am
If you build small base deep underground (with other blocks all around), you will practically never have to worry about meteors. At least that works in my case.

So meteors dont spawn at the screen edge, within your base?  And the surface of the planetoid isnt gradually eroded to nothing?
Title: Re: Starbound - Caveat emptor
Post by: lastverb on August 12, 2016, 08:41:30 am
I have my base (well, just 10 tenant tube farm, my main base is on barren world) barely over bedrock with ton of blocks over and around. Nothing ever got broken, not even blocks on top of it. I'm not sure if weather is simulated if you are offworld or even not in top layer. Maybe simply not enough time passed.
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on August 12, 2016, 08:42:51 am
If you build small base deep underground (with other blocks all around), you will practically never have to worry about meteors. At least that works in my case.

So meteors dont spawn at the screen edge, within your base?  And the surface of the planetoid isnt gradually eroded to nothing?
It actually spawns in OPEN SPACE, which means that even background blocks...block meteors. :3
I decorated my moonbase with glass blocks as the background because it both looks like our dear Luna, and the planet in the background looks like Earth...in memory of Earth. ;~;7 It's just located under a nice, small natural hill of moondust, so the sight is spectacular!
But yeah, these weather effects spawn in open space, I noticed that because I forgot to glass block off an area, and then BOOM went the meteors after some time, opening a hole in my base, and making some tenants grumpy until I quick-teleported back to my ship to get the requisite lunar base blocks to repair the hole. :P
And no--as far as I know, weather only affects the general screen area (and a bit more) in your locality.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 12, 2016, 11:18:53 am
Haha, so I guess I didn't need to dig down to the core of the moon just then.
Title: Re: Starbound - Caveat emptor
Post by: Mephansteras on August 12, 2016, 11:28:57 am
Question: Do the ghosts come after you if you've mined fuel on the moon before, or only if you mine it on your current stay?
Title: Re: Starbound - Caveat emptor
Post by: MagmaMcFry on August 12, 2016, 11:30:37 am
The ghosts come after you depending on how much erchius is in your inventory, no matter where you mined it or how much you mined this time.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on August 12, 2016, 11:31:27 am
What if you bring a box with you and put it down in the world and stash all the fuel in the box
Title: Re: Starbound - Caveat emptor
Post by: MagmaMcFry on August 12, 2016, 11:47:04 am
Haven't tried it, and nobody who tried it... has ever reported back.
Title: Re: Starbound - Caveat emptor
Post by: kilakan on August 12, 2016, 11:47:27 am
Answer:black-hole destroys universe, same situation happens if you divide by zero.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 12, 2016, 12:18:12 pm
I have mod that allows picking up containers with items in them. Would be interesting to see if that triggers the ghosts.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on August 12, 2016, 12:23:32 pm
I have mod that allows picking up containers with items in them. Would be interesting to see if that triggers the ghosts.
Can.. you put those full containers inside other containers?
Title: Re: Starbound - Caveat emptor
Post by: martinuzz on August 12, 2016, 12:48:46 pm
More importantly, does the crafting system 'see' those items?
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 12, 2016, 01:01:07 pm
So far I've only used it to move containers. Those are all good thoughts.
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 12, 2016, 01:15:23 pm
I have mod that allows picking up containers with items in them. Would be interesting to see if that triggers the ghosts.
Can.. you put those full containers inside other containers?
Yeah. You can even carry a fridge full of food around with you.
Title: Re: Starbound - Caveat emptor
Post by: chaotic skies on August 12, 2016, 04:20:44 pm
I need this. What's the mod called?
Title: Re: Starbound - Caveat emptor
Post by: Gunner-Chan on August 12, 2016, 04:23:23 pm
I think it's called improved containers. I've heard of some bugs involving ships and renaming storage though so you might want to avoid renaming the containers.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 12, 2016, 04:38:03 pm
There's also enhanced containers (you can only run one or the other, check the features on both).
Title: Re: Starbound - Caveat emptor
Post by: puke on August 13, 2016, 06:03:45 am
So the ancient gateway planetoids?  Atavisms from an older version?  No current use?

ocean worlds, do they always have floating islands or might some of them have actual landmasses that grow from the sea floor?

I've got some duplicate crew, they only show up once on the roster but there are two of them running around and they count double for the upgrade requirements.  Seems similar to some known issues I've read about?  Nothing to do about it, but maybe dismiss half the twins?
Title: Re: Starbound - Caveat emptor
Post by: majikero on August 13, 2016, 07:12:25 am
The planetoid Gateways are useless since all starting planets have a gate in it. You can also directly warp to the outpost from the ship making it useless.

Ocean worlds only have floating islands. I've already circled several ocean worlds and no towering landmass that reaches the the surface.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 13, 2016, 12:02:37 pm
My quartermaster duplicated when I beamed down with his trade interface open (the game crashed, and then when I started it again there were two of him).

He was only on the crew list once, and I ended dismissing him, but the clone stuck around, and continues to not be on the crew list.
Title: Re: Starbound - Caveat emptor
Post by: PTTG?? on August 13, 2016, 12:41:19 pm
My quartermaster duplicated when I beamed down with his trade interface open (the game crashed, and then when I started it again there were two of him).

He was only on the crew list once, and I ended dismissing him, but the clone stuck around, and continues to not be on the crew list.

If you really want to get rid of him, consider lava.
But then, this is the Dwarf Fortress forum, so you probably already knew that....
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 13, 2016, 01:00:56 pm
My quartermaster duplicated when I beamed down with his trade interface open (the game crashed, and then when I started it again there were two of him).

He was only on the crew list once, and I ended dismissing him, but the clone stuck around, and continues to not be on the crew list.

If you really want to get rid of him, consider lava.
But then, this is the Dwarf Fortress forum, so you probably already knew that....
Hahaha....

When I was trying to figure out how to get rid of farm animals I decided the best way to remove them was to just drop lava on them.

Later on I discovered it was the ONLY way to get rid of them.

I must say though, when it's so easy to move and use lava, it loses a lot of the appeal. Like, the whole reason it's cool to use lava to destroy things or destroy the world is because it's kinda hard to do. This it's just... click.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 13, 2016, 01:02:31 pm
I'd need to build walls around him to contain it. He doesn't beam down. Not that that would be a problem.

Frankly, the only reason I haven't tried to kill him is because it's convenient to be able to sell vendor trash to him onboard my ship.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 13, 2016, 01:12:08 pm
I honestly have no idea.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 13, 2016, 01:36:47 pm
The mod is Earth's Finest (probably). It changes janitors (waste of space) into quartermasters (actually worth having). I like parentheses (a lot).
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 13, 2016, 01:51:48 pm
I do have that installed. Cheers. (Me too!)
Title: Re: Starbound - Caveat emptor
Post by: chaotic skies on August 13, 2016, 09:49:29 pm
You can actually just flood your ship with lava, because it'll slowly drain, any crew members still in the roster will respawn at the teleporter (along with your pet), lava doesn't break furniture or containers to my knowledge, and you're mostly invincible on your ship. The only downside is it's annoying to wait for it to finish draining, and you don't get it back. But there are lava ocean planets, so it doesn't matter I guess...
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on August 13, 2016, 10:03:19 pm
Might sound funny but I think once I got a fully upgraded ship... I might just get rid of my entire crew since they annoyingly hover around the teleporter and chests.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 13, 2016, 10:32:30 pm
They don't seem particularly effective in combat either, and don't bring hazard-protection. There's something to be said for distracting enemies, though.
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on August 13, 2016, 10:44:58 pm
The mod is Earth's Finest (probably). It changes janitors (waste of space) into quartermasters (actually worth having). I like parentheses (a lot).
Where do y'all get these kinds of awesome things @_@ (And if installed, does it override anything or can it be compatible with the vanilla file?). REALLY curious because I have the silly feeling that there's a whole tunnel network under this thread about awesome mods and whatnot that is a secret to everyone but me. :P But I'm silly that way.
Title: Re: Starbound - Caveat emptor
Post by: MaximumZero on August 13, 2016, 10:56:38 pm
I get my mods from Chucklefish's official forums under the Mods category or NexusMods. Most of the good mods don't remove anything vanilla, just add stuff. If you have questions about installing them, let me know.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 13, 2016, 10:57:12 pm
workshop for me
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 13, 2016, 10:59:29 pm
Steam Workshop is where I've gotten all of my mods. Easy install and uninstall.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on August 13, 2016, 11:00:29 pm
Might sound funny but I think once I got a fully upgraded ship... I might just get rid of my entire crew since they annoyingly hover around the teleporter and chests.
Tell me about it, they're completely obnoxious. T.T

Except the medic. Getting topped off without needing to use a bed is a nice time-saver.
Title: Re: Starbound - Caveat emptor
Post by: chaotic skies on August 13, 2016, 11:01:35 pm
The crew mod they'e talking about is Earth's Finest: Crew Upgrade or something like that, it can be slapped directly on top of a vanilla game, no penalty or bugs. The only mods that need a universe/character wipe are ones that add new buildings, dungeons, villages, biomes, etc. that are randomly generated. Otherwise, you shouldn't have any problem adding mods to a vanilla game. Like the people above me said, Workshop is great for mods.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 13, 2016, 11:13:51 pm
The crew mod they'e talking about is Earth's Finest: Crew Upgrade or something like that, it can be slapped directly on top of a vanilla game, no penalty or bugs. The only mods that need a universe/character wipe are ones that add new buildings, dungeons, villages, biomes, etc. that are randomly generated. Otherwise, you shouldn't have any problem adding mods to a vanilla game. Like the people above me said, Workshop is great for mods.
Actually you don't even need to wipe for those things. You just need to explore different places that haven't already been generated.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 13, 2016, 11:45:24 pm
Anyone know if Earth's Finest is compatible with Frackin' Universe? I don't think FU messes with the follower behavior any (that I've noticed), so it should be good, right?

The mod is Earth's Finest (probably). It changes janitors (waste of space) into quartermasters (actually worth having). I like parentheses (a lot).
Where do y'all get these kinds of awesome things @_@ (And if installed, does it override anything or can it be compatible with the vanilla file?). REALLY curious because I have the silly feeling that there's a whole tunnel network under this thread about awesome mods and whatnot that is a secret to everyone but me. :P But I'm silly that way.

+1 to steam workshop. The CF forum does have a mod section but you have to have an account to download any larger ones last time I tried, and the Steamshop is just more convenient.

The way the data files were set up when I tried to add something, it was a lot easier to add an item in than to remove one, so you should be pretty safe adding stuff. Removing mods may cause trouble with your character in some cases, but the times it has for me were generally pretty mild.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 13, 2016, 11:47:39 pm
They're compatible, yeah. I'm using them together.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 13, 2016, 11:52:45 pm
They're compatible, yeah. I'm using them together.

Thanks! To the workshop it is, then.
Title: Re: Starbound - Caveat emptor
Post by: Cthulhu on August 14, 2016, 12:20:12 am
Three things:

Is there a way to set where you beam down?  I could've sworn there was.

Is there a mod that adds pause functionality?

Is this game seriously finished?  And they didn't add pause? 
Title: Re: Starbound - Caveat emptor
Post by: chaotic skies on August 14, 2016, 12:24:42 am
Flags, they allow you to set where you beam down, and you don't even need to be at the planet to beam to them. Just look at a teleporter.

I don't know, there might be.

I don't really understand it that well either, but it's not that big of a deal to save and quit I guess. Needs a pause function though, I will agree.
Title: Re: Starbound - Caveat emptor
Post by: Gunner-Chan on August 14, 2016, 12:27:04 am
Starbound doesn't pause because like current minecraft it's actually keeping a server instance running as you play, so you can have friends join through steam or whatever if they want to. It's not likely to be added. You stay where you are when you exit to the main menu though, so if you need to go for a bit you can just exit out and hop right back in.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 14, 2016, 07:50:37 am
On the artifact quests:

If I scan stuff before I get the quest, will it count or will I have to come back and re-scan it later?

When I come across a settlement for a race that I don't have the quest for, should I scan things or just drop a flag to bookmark it for later?
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 14, 2016, 09:36:36 am
Starbound doesn't pause because like current minecraft it's actually keeping a server instance running as you play, so you can have friends join through steam or whatever if they want to. It's not likely to be added. You stay where you are when you exit to the main menu though, so if you need to go for a bit you can just exit out and hop right back in.

No, Starbound doesn't pause because the developers couldn't be bothered to add that feature. Diablo 3, for instance, is also always played on a multiplayer server, and not even a local one. And guess what, if you're alone in a game you can pause no problem. Nothing impossible about that.
Title: Re: Starbound - Caveat emptor
Post by: Mephansteras on August 14, 2016, 11:30:36 am
On the artifact quests:

If I scan stuff before I get the quest, will it count or will I have to come back and re-scan it later?

When I come across a settlement for a race that I don't have the quest for, should I scan things or just drop a flag to bookmark it for later?

I just had that same issue. Far as I can tell, you have to rescan everything. If you have a pixel printer, you may want to scan things now. Otherwise dropping a flag is a good idea.
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on August 14, 2016, 11:37:59 am
On the artifact quests:

If I scan stuff before I get the quest, will it count or will I have to come back and re-scan it later?

When I come across a settlement for a race that I don't have the quest for, should I scan things or just drop a flag to bookmark it for later?

I just had that same issue. Far as I can tell, you have to rescan everything. If you have a pixel printer, you may want to scan things now. Otherwise dropping a flag is a good idea.
Actually nope! (Well at least in my case .-.; )
I've scanned a few villages worth (especially those floran bone carvings and statues \o/ It's ALWAYS statues and carvings/art for most, other than a few Hylotl art) and they've registered. Esther will remark that she's found some stuff already scanned and it'll be added to the bar once the quest becomes active.
But ALWAYS drop a flag just in case, anyway. Thanks to people in this thread mentioning flags, I've saved a ton of time.

Also having an engineer crew member does wonders. Spending just 10 fuel or such to travel long distances does wonders. It's lowered in the nice links to the mod (which I can't download on the workshop because Steam is strange right now :-\), so that's my next goal.

How does one increase their crew member cap, by the way, other than increasing the ship level? Higher tier personal armor and that's all? I've (FINALLY) gotten to T6 armor and...I can only get around 10 on the Condor (human T6 ship). The wiki mentions 12?

Edit: oops ._. Sorry Shadowlord. I was referencing details on the Starbound Wiki (Crew) page (http://starbounder.org/Crew) :-[ Sometimes my statements seem aligned when I write them down, but then I notice the gaps when I reread them. Thanks for the comment! >_<
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 14, 2016, 11:50:07 am
Ship... armor?
Title: Re: Starbound - Caveat emptor
Post by: PTTG?? on August 14, 2016, 01:30:28 pm
So colonists are generated based on the items around the colony deed, right? Aren't human colonies basically just tents?
Title: Re: Starbound - Caveat emptor
Post by: puke on August 14, 2016, 01:52:17 pm
So colonists are generated based on the items around the colony deed, right? Aren't human colonies basically just tents?

Search furniture for "human" - for example ship doors are race specific.  I think it only takes three race specific objects to influence the race of the colonists.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 14, 2016, 03:11:09 pm
I think it only takes three race specific objects to influence the race of the colonists.

It's not the number of objects, it's the number of blocks that they occupy. You need to have at least 6 race-specific blocks. Some objects only occupy 1 block, so it's possible to have 3 or more and not attract a specific race tenant. One large object that's 6 or more blocks is enough.

As for the various racial and other tags, the wiki has a handy list: http://starbounder.org/Tag
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 14, 2016, 04:45:13 pm
So colonists are generated based on the items around the colony deed, right? Aren't human colonies basically just tents?

USCM prisons and bunkers count, too.
Title: Re: Starbound - Caveat emptor
Post by: Gunner-Chan on August 14, 2016, 06:02:00 pm
USCM prisons and bunkers count, too.

This is sorta true, but they can also generate unique tennants, meaning if you want plain humans it's not a great idea to use a whole lot.

Plus last I heard the bunkers are gone. The items remain in game, just not placed.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 14, 2016, 06:14:39 pm
Something struck me that seems a bit odd about the universe:

Aside from the outpost and whatever colonies you create (and Earth, for what it's worth), there don't seem to be any multi-racial settlements at all. I think it's a crying shame. There's no real reason I can think of for small towns to be generated, using generic blocks, that are populated with random selections of playable races.
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 14, 2016, 06:21:21 pm
Something struck me that seems a bit odd about the universe:

Aside from the outpost and whatever colonies you create (and Earth, for what it's worth), there don't seem to be any multi-racial settlements at all. I think it's a crying shame. There's no real reason I can think of for small towns to be generated, using generic blocks, that are populated with random selections of playable races.
There are multiracial settlements.

Spoiler (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 14, 2016, 06:25:06 pm
Oh, there are? I haven't come across any yet, which I obviously found strange.
Title: Re: Starbound - Caveat emptor
Post by: chaotic skies on August 14, 2016, 06:29:40 pm
The only huge problem I have with Starbound is that there are no Novakid settlements. Actually, there's very little Novakid anything. I've found hundreds of nearly every racial village, and tons of dungeons, but no Novakids. It's almost like my character is the only Novakid in the whole universe, which I hate, because a Novakid town would be awesome; Space cowboys have to build something interesting. There's probably a mod for it, and I could make one I guess, but it's still sad they're not there in the base game.
Title: Re: Starbound - Caveat emptor
Post by: Mephansteras on August 14, 2016, 06:34:47 pm
So colonists are generated based on the items around the colony deed, right? Aren't human colonies basically just tents?

USCM prisons and bunkers count, too.

The Lunar Base stuff is also human.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 14, 2016, 06:38:12 pm
The only huge problem I have with Starbound is that there are no Novakid settlements. Actually, there's very little Novakid anything. I've found hundreds of nearly every racial village, and tons of dungeons, but no Novakids. It's almost like my character is the only Novakid in the whole universe, which I hate, because a Novakid town would be awesome; Space cowboys have to build something interesting. There's probably a mod for it, and I could make one I guess, but it's still sad they're not there in the base game.
There's a western-themed set of furniture that will give you Novakid colonists...but that's about it. Lore-wise they're incredibly nomadic and even they aren't sure where they came from, but the real answer is that Chucklefish just didn't do much with them.
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 14, 2016, 06:38:41 pm
Oh, there are? I haven't come across any yet, which I obviously found strange.
There's nothing special about them. Just huts with varying races all saying generic things.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 14, 2016, 07:18:50 pm
I seem to remember novakid full implementation would be sometime immediately post-release. But instead we're getting fishing, which is about what I've come to expect.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 14, 2016, 07:49:56 pm
Oh, there are? I haven't come across any yet, which I obviously found strange.
There's nothing special about them. Just huts with varying races all saying generic things.
As long as they can give quests and potentially join your crew...

Do you use mod races? Do any of them show up in these villages?
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 14, 2016, 08:14:15 pm
Oh, there are? I haven't come across any yet, which I obviously found strange.
There's nothing special about them. Just huts with varying races all saying generic things.
As long as they can give quests and potentially join your crew...

Do you use mod races? Do any of them show up in these villages?
No I didn't.

Like I said, I only ran across them underground and they were really generic. They gave out quests and stuff so I suppose you could recruit them. I would imagine actually trying to do the quests would be... extremely tedious though considering these places were underground.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 14, 2016, 08:19:11 pm
Teleport flags lead anywhere, provided they still send you to surface locations for quests.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 14, 2016, 08:31:34 pm
Yeah, and even the escort-quest are compatible with teleporting.
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on August 14, 2016, 10:25:56 pm
Oh, there are? I haven't come across any yet, which I obviously found strange.
There's nothing special about them. Just huts with varying races all saying generic things.
As long as they can give quests and potentially join your crew...

Do you use mod races? Do any of them show up in these villages?
Everything (as in all PC races, that means except penguins) can be recruited :3 And spawned as tenants! (Minus penguins.)
Although Novakids require a REALLY specific set to spawn -_- As in, these things. (http://starbounder.org/Tag:Saloon) And currently the only benefit is for the steam achievement. >_>

Something struck me that seems a bit odd about the universe:

Aside from the outpost and whatever colonies you create (and Earth, for what it's worth), there don't seem to be any multi-racial settlements at all. I think it's a crying shame. There's no real reason I can think of for small towns to be generated, using generic blocks, that are populated with random selections of playable races.
There are multiracial settlements.

I mostly found them underground though... for some reason.
Tiny spoiler request on this please? :P I'm interested in this too.
Title: Re: Starbound - Caveat emptor
Post by: umiman on August 14, 2016, 10:29:24 pm
Uhh... did you want me to put a spoiler on it or tell you where to find them?

I'll put a spoiler on it but I have no clue where I saw them any more.

Spoiler (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: chaotic skies on August 14, 2016, 10:51:45 pm
I get the Novakid are meant to be nomadic, but Chucklefish specifically stated that all races would have villages. And Novakid don't, as far as I can tell. They're just not there at all, and it's kind of annoying.

Totally off-topic, but can someone please explain to me how to build a podtown or whatever it is that people build on moons and stuff? The really compact village, where everyone lives in-guess what-a pod.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 14, 2016, 10:59:47 pm
I just took inspiration from the linked video for mine: a row of cubicles with hatches for roofs, with the colony deed thing and a single light inside each.

I ended up having to place platforms above the hatches for (my) quality of life, though that didn't solve all the issues.

Or, use doors, attached to biometric sensors or w/e so you can just run through and hit the things to dispense your rent. (Also, putting them up in the air helps, because then folks can't stand in front of them and block you from using them)
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on August 15, 2016, 12:08:50 am
I get the Novakid are meant to be nomadic, but Chucklefish specifically stated that all races would have villages. And Novakid don't, as far as I can tell. They're just not there at all, and it's kind of annoying.

Totally off-topic, but can someone please explain to me how to build a podtown or whatever it is that people build on moons and stuff? The really compact village, where everyone lives in-guess what-a pod.
There's supposedly something for Novakids coming with the next big update. Not really sure what, but people who been datamining have been fairly excited.
Title: Re: Starbound - Caveat emptor
Post by: chaotic skies on August 15, 2016, 02:11:03 am
There's new Novakid stuff in the next big update? Sweet. Hopefully, it'll be some awesome space cowboy stuff :P
Title: Re: Starbound - Caveat emptor
Post by: Levi on August 15, 2016, 11:43:25 am
I came, I played, I finished.

I kinda wish after finishing the main quest it opened up a final tier of stars that could be any planet type, but at the max tier.  The hot star planets are kinda hideous and I don't really like spending a lot of time on them.   :P

I sort of neglected the Pets and Housing parts of the game though, I suppose if I played through again I'd have to try to focus on those somehow.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 15, 2016, 12:28:58 pm
Pets don't do anything interesting; they'll get one-shotted as soon as you move up a difficulty form where you caught them.
Title: Re: Starbound - Caveat emptor
Post by: Levi on August 15, 2016, 12:40:56 pm
Pets don't do anything interesting; they'll get one-shotted as soon as you move up a difficulty form where you caught them.

They don't level up or anything? 
Title: Re: Starbound - Caveat emptor
Post by: chaotic skies on August 15, 2016, 01:17:17 pm
They should increase with your armor; so if you catch a pet on your starting planet, and save it until you have tier 6 armor, it should be overpowered on that same planet, and the next tier or two. Not sure if that's still how it works, but that's what's supposed to happen. Oh, and get a pet healing station, ffs. It makes pets a lot more useful.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 15, 2016, 02:18:37 pm
Pets don't do anything interesting; they'll get one-shotted as soon as you move up a difficulty form where you caught them.

They don't level up or anything?

You can put collars on them to make them do abysmally piss-poor damage when they die. Then uh. Then you can take them back to your pet healing station, teleport back down and let them get 1-shot again.

OH and you can tether them to another station and let them wander back and forth on your ship.

That's about it. They don't level apart from whatever the one collar gets them, and that ain't much.
Title: Re: Starbound - Caveat emptor
Post by: Gentlefish on August 15, 2016, 06:06:41 pm
Pets don't do anything interesting; they'll get one-shotted as soon as you move up a difficulty form where you caught them.

They don't level up or anything?

You can put collars on them to make them do abysmally piss-poor damage when they die. Then uh. Then you can take them back to your pet healing station, teleport back down and let them get 1-shot again.

OH and you can tether them to another station and let them wander back and forth on your ship.

That's about it. They don't level apart from whatever the one collar gets them, and that ain't much.

...No, I'm pretty sure pet level is tiered to your armor set.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 15, 2016, 08:20:30 pm
I saw no difference whatsoever, and I was in the.. whatever... the solarium-boosted endgame sets.
Title: Re: Starbound - Caveat emptor
Post by: chaotic skies on August 15, 2016, 09:11:53 pm
It's a definite difference, but they're still not the most impressive things, I will admit. My favorite part of the whole things is having a room full of friendly robots or whatever else. I literally just make a zoo, and that's it. If I want someone to fight with me, and my friends aren't on, I've got a crew for that.
Title: Re: Starbound - Caveat emptor
Post by: Cthulhu on August 16, 2016, 12:24:47 am
Are monsters still randomly generated?  I see a lot that seem random but there's also a lot that don't, obviously the poptops aren't random, and there's some others with weird abilities that seem premade.

Also, I'm making a secret base.  I can't decide if I want to do an asteroid or a barren planet.  Are barren planets completely solid and empty from top to bottom?  No caves or anything?  If you create a sealed area in an asteroid and replace the back wall and everything can you breathe in there or will it always require the EPP?
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on August 16, 2016, 12:36:56 am
They stripped most of the random content. Most of the monsters, structures, and weapons are either designed or draw from a much more limited pool of resources.
Title: Re: Starbound - Caveat emptor
Post by: Cthulhu on August 16, 2016, 12:45:26 am
That's kind of dumb, why did they do that?

I'm using the game as my replacement for No Man's Sky, being essentially the same thing but with building stuff.  So far there's still enough variety to keep me interested but I've already seen two abandoned hylotl palaces with the same set of monsters so I'm a little :T
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on August 16, 2016, 12:47:49 am
That's kind of dumb, why did they do that?
Best optimistic guess? So that they can add it back later and have everyone praise their "quick work on adding new content". Everyone who hasn't been with the game since Early Access, that is.
Title: Re: Starbound - Caveat emptor
Post by: Trapezohedron on August 16, 2016, 01:04:21 am
And that means promised mechs that are now currently missing would be billed as integrating a popular mod into the game, so yay modders!

>.>
Title: Re: Starbound - Caveat emptor
Post by: scriver on August 16, 2016, 01:18:59 am
By pets, are you guys referring to the pokemon features?

Also, about "underground villages" - I think they can be of mixed races because each house count as it's own instance, so to speak, and just happen to be spawned next to each other rather than actually belonging together and generated together like a village.

I've seen "villages" of those individual generic houses (on the surface) that got generated right next to each other. They also had mixed populace because of it, bit again, it's just separate houses that happen to be next to each other.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 16, 2016, 04:20:22 am
I think there's a separate less-useful pet feature, but it did sound like they were talking about the pokemon feature, mostly.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 16, 2016, 07:54:49 am
The only other pet feature I can think of is the ship pet you start with, which does literally nothing. It's hard to be less useful than the pokemon feature, but the ship pet manages it.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 16, 2016, 08:12:26 am
The only other pet feature I can think of is the ship pet you start with, which does literally nothing. It's hard to be less useful than the pokemon feature, but the ship pet manages it.

I thought the ship pet had some tamagotchi properties?  like, it's behavior will change depending on how much food and attention it gets?
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 16, 2016, 08:45:41 am
What ship pet?
Title: Re: Starbound - Caveat emptor
Post by: lastverb on August 16, 2016, 09:09:43 am
The one most would throw out of airlock remove if it was possible and you most likely installed some mod that does it.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 16, 2016, 11:17:40 am
What ship pet?

The thing that starts on your ship and stands in front of the pilot's chair so you can't ever use it. ever.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 17, 2016, 02:07:23 am
Gah... Using FU, how do I get the mercury to make the battery to upgrade the forge? I want my durasteel equipment, dammit! But I haven't seen cinnabar anywhere...
Title: Re: Starbound - Caveat emptor
Post by: puke on August 17, 2016, 02:25:10 am
Oh, that's the problem with FU: the wiki is nowhere near as complete as the stock one, to the point of it having no specific object information at all.

And so many biome types now!  Thank goodness for planetary surveys.

I think I picked up some cinnabar from somewhere, so that would limit it to places you can get to without an epp (or just a breathing one).  I might have gotten it from a volcano?
Title: Re: Starbound - Caveat emptor
Post by: Gunner-Chan on August 17, 2016, 02:28:54 am
Gah... Using FU, how do I get the mercury to make the battery to upgrade the forge? I want my durasteel equipment, dammit! But I haven't seen cinnabar anywhere...

I'm pretty sure you can also make batteries at the pre-upgraded forge with Poison, copper wire and gold. I used that a lot more often than the mercury recipe.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 17, 2016, 03:02:37 am
Gah... Using FU, how do I get the mercury to make the battery to upgrade the forge? I want my durasteel equipment, dammit! But I haven't seen cinnabar anywhere...

I'm pretty sure you can also make batteries at the pre-upgraded forge with Poison, copper wire and gold. I used that a lot more often than the mercury recipe.

Fraid not. I just checked. I did find a recipe for mercury that requires tainted water, though, that might be easier to find than mercury itself... Maybe on a wasteland planet? I'm looking now... I haven't seen any volcanoes. Where are they normally?
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on August 17, 2016, 03:04:03 am
O-o

What is with space games and making common materials more rare then... well... rare ones?
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on August 17, 2016, 03:07:26 am
FU is inspired by Minecraft tech mods, so it tends to have far more complexity than necessary.
Title: Re: Starbound - Caveat emptor
Post by: Gunner-Chan on August 17, 2016, 03:16:16 am
Oh, yeah you need the atomic furnace to make that...

Though you could just go to the outpost to buy a battery, they're at the convenience store looking building outside.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 17, 2016, 03:53:10 am
I haven't seen any volcanoes. Where are they normally?

I think it is a biome, I've found volcanic terrain everywhere from wasteland to moons to tidewater worlds to forrest or "lush" worlds.  Sometimes you get an actual volcano, sometimes just volcanic terrain. Visible from the surface, don't step on the parts that glow.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 17, 2016, 03:55:29 am
Though you could just go to the outpost to buy a battery, they're at the convenience store looking building outside.

Do you need a particular kind?  I've had lots of "aa" type drop from robots on wasteland worlds.
Title: Re: Starbound - Caveat emptor
Post by: Gunner-Chan on August 17, 2016, 03:58:36 am
The crafting stations require a "Battery", not an "AA battery". It looks like the kind you'd stick in a car.

Quick question for anyone playing with FU, has anyone found a planet with Elder stone? I'm looking for some for a crafting recipie and I seriously can't seem to find any at all... Any coordinates?
Title: Re: Starbound - Caveat emptor
Post by: puke on August 17, 2016, 04:07:14 am
Coordinates? Aren't universes randomly seeded?

I have found one, on some sort of "alien" world with a lot of blue alien stone and goo.  not sure what the overall world type was.
Title: Re: Starbound - Caveat emptor
Post by: Gunner-Chan on August 17, 2016, 04:15:06 am
I think they're shared so long as you have the same universe effecting mods. If not it's not like it will hurt me to check given my engineer accidentally made my ship 100% efficient.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 17, 2016, 04:58:38 am
Sorry, I explore so haphazardly I probably couldn't find the system again. 

Wiki suggests "alien forrest" subbiome on a primeval forest world.  I thought I remembered it being on something else, but my memory is shit.
Title: Re: Starbound - Caveat emptor
Post by: Gentlefish on August 17, 2016, 05:21:48 am
Contaminated water you get from using the centrifuge with any liquids. Like the powder sifter but for liquid. very useful.

You can also make mercury through cinnabar, though that's a little tougher because cinnabar is a pain to find. The easier recipe is the poison one, as you can spin out poison from other liquids.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 17, 2016, 05:53:06 am
Okay, how do I use a centrifuge? Can I not use the one at the science outpost? There's an "advanced centrifuge" there but when I try to put water or any other liquid in it, nothing happens.

EDIT: Also, how do I make a lab centrifuge? I don't seem to have discovered the recipe and I have no idea what I have to do first.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 17, 2016, 07:48:55 am
This game seems to suffer from a lack of "workshop flowchart" like we have for the industries in DF.  I can't find anything on the wikis or forums, and I can't find where the Steam version of the game keeps the \assets data so I can trawl it.

I've tried to whip something up in excel, using a fresh character and admin mode, just crafting one of each of all the "yellow" stations.  I'm already feeling some frustration because I know primitive stoves exist but I don't see any way of making them.  Makes me wonder what else is missing.

"Advanced Centrifuge" and "Lab Centrifuge" are both made at a Matter Assembler.  I'm guessing you get the recipe when you find all their ingredients?

Lab:  silver bar, titanium bar, glass, coil

Advanced: lab centrifuge, durasteel bar, electromagnet


edit: here is everything ORANGE except all the science stuff under "matter assembler" If it isnt anywhere else, it is there.  I don't think there are any additional tiers of devices, they all seem to be under the root "matter assembler".  Does not include bee stuff.
Code: [Select]
Basic Crafting


Campfire


Inventor's Table Engineer's Table Architect's Table

Anvil Apothecary Accelerator Addon

Booze Kit Fossil Station Manipulator Addon

Distillery  / Still Kitchen Counter Pet Station

Fermenter Refinery Pixel Compressor

Fruit Press Pixel Printer

Mashing Tun Medical Bay

Foraging Table Cloning Lab

hoe Rail Crafting Table

Matter Assembler Separator Addon

omg… Wiring Station

Primitive Furnace

Spinning Wheel

Wooden Workbench

UBB might make the tabs a bit off, what displays in my text editor is not what displays in the modify pane is not what displays in the preview.  YMMV.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 17, 2016, 08:54:27 am
Success!!! I hadn't obtained a coil yet, which is why the centrifuge wasn't showing up in the matter assembler. Got one now, got my contaminated water, progress go!
Title: Re: Starbound - Caveat emptor
Post by: Mephisto on August 17, 2016, 09:27:51 am
My process thus far is "examine all of my crafting stations and craft things that have the 'new' tag".

I end up with a lot of useless crap and it's probably a horrible use of resources but I'll eventually have all of the recipes.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 17, 2016, 11:30:59 am
I have all of my factory buildings, storage, tree farms, and some plants on one, mostly because I had run out of space for it all on my ship, and there are no monsters there.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 17, 2016, 06:16:07 pm
You know, I want to make a base on a tabula rasa world, but every single one of them looks dumb AF.

It's like the mod author decided people loved bloody technicolour planets.
Is that your name for the barren worlds, or are tabula rasa worlds something else?
Title: Re: Starbound - Caveat emptor
Post by: Retropunch on August 18, 2016, 04:40:15 pm
Just thought I'd chip in here - I've started playing again after playing pretty much the first early access version and then leaving it since then

WOW. So much better - really, really good. I'd definitely recommend it now, even if it is a bit grindy.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 18, 2016, 06:45:37 pm
You know, I want to make a base on a tabula rasa world, but every single one of them looks dumb AF.

It's like the mod author decided people loved bloody technicolour planets.
Is that your name for the barren worlds, or are tabula rasa worlds something else?

I assume they were added by FU. Basically there is no non-plant life on the surface, but it is otherwise a habitable world with trees and plants and so forth, and on mine at least, there are still monsters/animals underground.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 18, 2016, 07:07:34 pm
Yeah, that sounds like something added by FU. Vanilla has barren worlds, which are pretty much just balls of dirt with literally nothing on or in them.
Title: Re: Starbound - Caveat emptor
Post by: Gentlefish on August 18, 2016, 07:47:04 pm
...I mean, isn't tabula rasa its own mod?
Title: Re: Starbound - Caveat emptor
Post by: jocan2003 on August 18, 2016, 07:57:02 pm
...I mean, isn't tabula rasa its own mod?
Good god, why did i have a nostalgic hit when i saw tabula rasa... i miss that game.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 18, 2016, 08:13:34 pm
...I mean, isn't tabula rasa its own mod?

There is a mod by that name, yes. It was published recently, so they stole the name. From, like, the same place everyone else steals it from, whatever that is.

It adds a crafting station to supposedly unify crafting for all mods in one place, but somehow fails to achieve this promise - almost all the stuff added by the mods I use was missing from it. It also claims to ignore progression, which seems like an anti-feature to me. (I subscribed, "crafted" it (which required no items), tried it, trashed it, and unsubscribed)
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 18, 2016, 08:21:41 pm
There is a mod by that name, yes. It was published recently, so they stole the name. From, like, the same place everyone else steals it from, whatever that is.

That would be John Locke. No, not the dude from Lost. The other one.
Title: Re: Starbound - Caveat emptor
Post by: guessingo on August 19, 2016, 01:19:27 pm
The game is fun, but has similiar inventory management annoyances that you have in Terraria. Have not played terraria in a while. I dont like icon based inventory systems. I wish you can choose to switch to see the words of items if you want to. Look at SkyUI mod for Skyrim. That is how you handle an inventory.

1. Cant stack food. They may fix this. I saw this happened a few months ago with rotting food.
2. need an auto-eat mod that will eat if you get below a certain hunger.
3. auto-delete rotten food. having to pick up to delete. Hotkey for trashing too would be nice.
4. mod to unify crafting stations. Just give us 1, with tabs. Moving around is a total pain
5. Craft from chests. You can do this in Cataclysm DDA. I think there is a mod http://www.bay12forums.com/smf/Smileys/aaron/kiss.giffor this in terararia or out of the box. Have not palyed in a while. Its a total pain hunting for stuff in chests
Title: Re: Starbound - Caveat emptor
Post by: puke on August 19, 2016, 02:11:00 pm
The game is fun, but has similiar inventory management annoyances that you have in Terraria. Have not played terraria in a while. I dont like icon based inventory systems. I wish you can choose to switch to see the words of items if you want to. Look at SkyUI mod for Skyrim. That is how you handle an inventory.

various mods that add equipment or crafting menus have different inventory sorting and filtering systems.  Some are fairly nice, but none of them apply their changes globally to all menus.  I feel like this is something that could be done, but alas it is not.

I'd love to be able to filter and sort be the various tags that each item belongs to (for example, biome or race specific)


1. Cant stack food. They may fix this. I saw this happened a few months ago with rotting food.

yar, the non-stacking food is due to different rotting times.  there are some food stacking mods, most of them work by getting rid of rotting.  one of them works by selecting the worst rotting time in the stack for all items.

My head canon is that your personal storage is some sort of extra-dimensional-stasis that your mater manipulator pulls things into and out of, so I don't feel bad about ditching the spoilage.  This would take care of your #3 also.

Quote
2. need an auto-eat mod that will eat if you get below a certain hunger.

I use a mod that cuts your hunger rate in half.  this makes eating much less distracting, without making it meaningless.

Quote
5. Craft from chests

IF ONLY
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 19, 2016, 02:39:09 pm
I'm using the one that takes the worst decay time while stacking.

I have hundreds and hundreds of apples from my apple-tree lumberbot (I finally ripped up the apple trees and replaced them with other trees), my icebox was full of apples before I stacked them; now I take a pile of 50 with me and they decay before I can eat them all. Some day I'll have used them all up and will be able to make actual food again!
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 19, 2016, 11:13:45 pm
It's kinda odd that your hyperdimensional pocket can keep magma hot and snow frozen (at the same time, even), but can't keep a simple apple from going bad in a depressingly short time frame.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on August 19, 2016, 11:27:05 pm
It's one of a few poorly thought out mechanics I could mention
Title: Re: Starbound - Caveat emptor
Post by: chaotic skies on August 19, 2016, 11:35:49 pm
Don't forget you can also safely store poison and food in that thing, with little to no negative side effects.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on August 19, 2016, 11:39:35 pm
Oh no I'm drowning I'll just put the water in my pocket
Title: Re: Starbound - Caveat emptor
Post by: puke on August 21, 2016, 09:31:51 am
Had an odd problem just now -- seems like one of my characters has lost the coordinates to the science outpost.

I tried crafting a new invite to it and using it -- but I guess it only works once?  Is there any admin command that might reset the quest so I can have the coordinates added back in?
Title: Re: Starbound - Caveat emptor
Post by: chaotic skies on August 21, 2016, 10:26:41 pm
Go to one of the ancient gates on a planet-you should be able to find one somewhere. Go to the Outpost, open one of the teleporters, It'll have you go through the whole "name me" thing again, then you're done. I've done the same thing before; if you're clearing out a bunch of old flag bookmarks, you've got to be careful or else you'll clear that one as well.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 21, 2016, 11:02:20 pm
Puke's talking about a location added by the FrackinUniverse mod, not the regular outpost. I'm not sure how one would get back to that, actually...
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 21, 2016, 11:25:50 pm
It... dropped off the teleporter list? can that happen (without breaking the teleporter of course)?
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 22, 2016, 12:17:19 am
You can still get there through SAIL's list of missions, can't you? Afaik it never removes that one.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 22, 2016, 05:30:56 am
You can still get there through SAIL's list of missions, can't you? Afaik it never removes that one.

It is still on that list, great!  Thanks!

It... dropped off the teleporter list? can that happen (without breaking the teleporter of course)?

Yeah, gone.  I think it was related to a problem with flags... I was using a single flag as a bookmark as I traveled around this one planet, thinking that I only needed one bookmark and that I'd just re-use it as I traveled further.  Turned out that it actually kept the flag bookmark on my list, even after I removed the flag.

But when I tried to teleport to the missing flag, it just teleported me back to the origin point (my ship) and then removed the broken bookmark from the list.  I think it removed the Science Outpost at the same time.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 25, 2016, 02:47:24 pm
Can anyone explain to me how the fossil brushes work? I've got a brush, and I found a fossil, but using the brush on it does nothing, no matter how long I hold the button down... What am I missing?
Title: Re: Starbound - Caveat emptor
Post by: Mephansteras on August 25, 2016, 02:55:03 pm
Stupid question, but fossils are in the background wall. Were you left or right clicking while holding it?
Title: Re: Starbound - Caveat emptor
Post by: scriver on August 25, 2016, 03:19:22 pm
You need to be pretty close to it to brush it successfully. Like, basically standing over it close.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 25, 2016, 04:25:05 pm
Stupid question, but fossils are in the background wall.

they sort of are, but sort of not.  they are in the background in that you can walk past them unobstructed.. but they are in the foreground in that you can mine them for bones with a left-click and they leave a regular wall behind.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 25, 2016, 04:41:58 pm
Stupid question, but fossils are in the background wall. Were you left or right clicking while holding it?

I tried both. Left-clicking gave a brushing animation, right-clicking did nothing. I was standing pretty much on top of it. How long do you have to brush it before it works?
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on August 25, 2016, 05:19:07 pm
If it's realistic, probably for days. :P

I've just ignored the fossils, personally. They don't look terribly interesting to me.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 25, 2016, 07:15:31 pm
I've just ignored the fossils, personally. They don't look terribly interesting to me.

They are completely useless. You can mount them into display cases, which you can then place, but they don't do anything, they're just decorative. It's such a shame the various elements of this game are so disjointed. The fossils are just like the pets, they're only there because they were a stretch goal, but they don't actually make the game better in any way or do anything at all. Again I can't help thinking they could be wonderfully tied into the tenant system if furniture affected rent rewards. Place a bunch of fossils in a home to attract an archaeologist tenant, who then gives out various Indiana Jones and Jurassic Park-themed items, such as a JP version of the jeep that got removed (https://www.youtube.com/watch?v=AEFqkEiSCPY). Wouldn't that be fun? But no, let's not do that, said Starbound devs.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on August 25, 2016, 09:52:11 pm
Well they also said at one point there was a finished system where the items in storage affected the quanitity and value of vendor inventories. Finished, not in progress.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 26, 2016, 04:39:56 am
Stupid question, but fossils are in the background wall. Were you left or right clicking while holding it?

I tried both. Left-clicking gave a brushing animation, right-clicking did nothing. I was standing pretty much on top of it. How long do you have to brush it before it works?

I dont have a fossil station yet, but I have looked at some stuff and it seems like you also need tools?  Do you have the various fossil tools in addition to the brush?  It might not be launching the minigame if you don't have enough equipment to break the rocks.

They are completely useless. You can mount them into display cases, which you can then place, but they don't do anything, they're just decorative.

Aw, thats enough for lots of folks.  I think it is pretty much throwing a bone (rimshot) to the animal crossing crowd.  Fossil collecting was an end to its self, for no other reason than to complete collections.  Seems like pretty much the same thing here.  Honestly, I think it would be sweet to complete a large skeleton.

I even got this fossil mod that makes the images in the wall more representative of the size of fossil they are so you can get an idea of what it is before you start the minigame.  Of course, I dont have the tools to try it, yet.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on August 26, 2016, 04:51:18 am
The only thing you can make is the brushes. Using the brush on a fossil is supposed to trigger a mini-game, according to the official wiki. The tools are part of the mini-game, and which tools are available to you depends on the type of brush you have.

In any case, I managed to get it working. It looks like somehow I was truly not standing close enough - placing my character directly on top of the fossil then using the brush caused the mini-game to open at last. I succeeded in getting my first fossil (an unidentified torso).

Collecting them is enough for me. Remember, there are several types of gamers (https://gcn.com/articles/2013/04/10/gamification-4-types-of-gamers.aspx). Some are motivated by discovering and collecting new things - I am one of those (a combination of the achiever/explorer types). Once I run out of things to collect/discover, I tend to lose interest in a game. So the more collections are possible, the more I want to play. Not everyone is motivated by combat, efficiency, and things like that. Hence why I got so annoyed when I discovered the erchius mine mission was mandatory before I would be allowed to explore/collect - they forced gamers like me to engage in the type of gameplay we don't like, before we were permitted to engage in the type of gameplay we *do* like (and which Starbound is full of, it's just gated behind that stupid quest).
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 26, 2016, 07:31:43 am
Sure, collecting them is enough for some people. But if they were more useful, that wouldn't invalidate their value as collectibles or force you to do anything. You could still collect them for the sake of it, it's just that player types other than yourself would have a reason to bother with them. To me that's an unequivocal, unarguable, objective plus.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 26, 2016, 07:37:41 am
great.
Title: Re: Starbound - Caveat emptor
Post by: guessingo on August 28, 2016, 12:24:14 pm
Does the main quèst ever get interesting? Hunting around and scanning stuff is totally old by the third one. The platformer fights are ok. I looked in the wiki and it looks the main quests are all the same thing. Go scan stuff fir archeology.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on August 28, 2016, 12:35:30 pm
Does the main quèst ever get interesting? Hunting around and scanning stuff is totally old by the third one. The platformer fights are ok. I looked in the wiki and it looks the main quests are all the same thing. Go scan stuff fir archeology.

Yeah, that's all there is. Scan crap, fight boss, scan crap, fight boss, repeat until final boss dead. It's one of the most disappointing aspects of Starbound, IMO.
Title: Re: Starbound - Caveat emptor
Post by: puke on August 28, 2016, 12:45:53 pm
as long as you bookmark (with flags) large settlements when you find them, it isnt so bad.  You can knock out the scan quests pretty quickly, as I have found locations for each race around gentle and temperate stars.

It is designed to take you to progressively more dangerous places, forcing you to upgrade your environmental protection pack and hence advance through the crafting trees.  In practice, that isnt really the case.  You can find all the places on normal worlds.

there is some interesting lore in the codices you find.  other than that, it is all scan -> boss fight -> repeat -> final boss fight, as Sordid says.

the whole ancient creator vs destroyer mythos is explicitly laid out from the beginning, so there are no real surprises.  you do exactly what the lady says:  get the keys, unlock the ark, fight the big bad.

There is supposed to be some additional novakid lore in the pipeline, so maybe additional quest lines are coming.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on August 28, 2016, 12:56:09 pm
If I had to point out the worst aspect of 1.0 Starbound, it'd definitely be the story.
Extremely straightforward and predictable. Not satisfying or involved enough or varied enough. (I know this is a Sandbox game, but there has to be something more than SCAN -> QUICK MISSION -> REPEAT.) The missions were kind of cool but all of them were easy, barring the Lunar outpost one.
And the actual story was just lame by itself.


It's not really a major flaw, though. Starbound is far and wide a sandbox game and story isn't the priority here.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on August 28, 2016, 01:06:41 pm
It kinda runs headfirst into the same problem No Man's Sky ran into, with the sandbox. Its procedural generation is formulaic to ridiculous degrees, and with habitable planets with life and settlements being basically everywhere, instead of 0-2 per system, the player is going to run into repetitive patterns on his third or fourth star. Same kinds of monsters (with slightly different looks), same variety of minerals (modified by tier), same settlements and underground dungeons as in all other places with the same biomes. The progression system, such as it is, doesn't help matters one bit. The old-as-heck game Noctis, for all of its lack of combat, mining, NPCs, or anything at all besides flying about in a procedural galaxy, finding planets to land on and minding your fuel gauge, is actually far superior to both Starbound and No Man's Sky in the "sandbox exploration" department.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on August 28, 2016, 01:14:06 pm
The difference between Starbound and NMS is that Starbound has actual gameplay.
Title: Re: Starbound - Caveat emptor
Post by: SOLDIER First on August 28, 2016, 01:18:35 pm
excess of salt detected
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on August 28, 2016, 01:22:53 pm
Not ...really?
Unless you're referring to someone else?

Starbound has the ship, actual crafting, actual progression, and the like. It's definitely fine to not like Starbound, or to prefer NMS over Starbound, but really the only linking aspect of NMS and Starbound is "Procedural Generation". A pretty important part of ProcGen is how you use it.
Starbound, even though it's exploration based, uses it as more of a backdrop, though it is prominent. In NMS, it's the entire point of the game.

I'm not angry about any aspect of this. I just gave my opinion on the difference between two games.

Unless that post was meant for someone else. In which case, disregard everything I just said.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on August 28, 2016, 01:51:02 pm
Not ...really?
Unless you're referring to someone else?

Starbound has the ship, actual crafting, actual progression, and the like. It's definitely fine to not like Starbound, or to prefer NMS over Starbound, but really the only linking aspect of NMS and Starbound is "Procedural Generation". A pretty important part of ProcGen is how you use it.
Starbound, even though it's exploration based, uses it as more of a backdrop, though it is prominent. In NMS, it's the entire point of the game.

I'm not angry about any aspect of this. I just gave my opinion on the difference between two games.

Unless that post was meant for someone else. In which case, disregard everything I just said.
I agree on the difference, I'm just pointing out how it has the same problems with the "sandbox", or at least the exploration part of it. You can do more in Starbound than in NMS in any given section of the sandbox, but it has the same problem where every section of the sandbox ends up being the same thing. The story is not helping, and you may as well be playing a game that does the building and combat parts better, just imagining yourself being part of a larger universe (there's counterparts like that for both NMS and Starbound).
Title: Re: Starbound - Caveat emptor
Post by: Sirus on August 28, 2016, 02:24:21 pm
We already have two let's-hate-NMS threads here. Can we please quit bringing it into threads for other games?
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on August 28, 2016, 03:15:48 pm
Starbound is the better game by a slim margin. Moving on.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on August 28, 2016, 03:28:29 pm
Starbound is the better game by a slim margin. Moving on.
Nice "last word" attempt there.
But yeah. Let's keep Starbound to this thread and NMS to the other.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on August 28, 2016, 03:46:55 pm
Hmm. I hadn't been paying much attention to No Man's Sky, so eh. Meanwhile, I've kinda burnt myself out on Starbound for the time being. Most of it was due to playing it rather heavily with a friend prior to the big update, and thus having to do things over again.
Title: Re: Starbound - Caveat emptor
Post by: ollobrains on September 06, 2016, 06:55:35 am
ive got more playability out of starbound and elite dangerous than i have no mans sky or starmade .... so far

space engineers is buggy and laggy, starboudn at least is playable, has a plot and with some post 1.0 work and mods is pretty good
Title: Re: Starbound - Caveat emptor
Post by: ollobrains on September 07, 2016, 05:50:32 pm
novakids can now be put into youre colonies
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on September 07, 2016, 06:15:50 pm
novakids can now be put into youre colonies

Novakids can now be put into you are colonies. :V
Title: Re: Starbound - Caveat emptor
Post by: ollobrains on September 07, 2016, 06:19:23 pm
Planet spelling You Are , You're, Your, (heck we could implement a procedural generation spelling mistake generator)

Then again no one really cares about spelling so maybe time to give that thing a rest, that said ive found a few spelling mistakes within starbound descriptors and the like and not all players are native english speakers or writers so best to give them a break to
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on September 07, 2016, 06:40:23 pm
I care about spelling
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on September 07, 2016, 06:57:35 pm
Colony simulator: yo ho, you are a pirate colony? o3o

Just being silly. I know I tend to be drowning in typos all the time.
Title: Re: Starbound - Caveat emptor
Post by: Flying Dice on September 07, 2016, 08:02:35 pm
Novakids can now be put in your colons.
Title: Re: Starbound - Caveat emptor
Post by: Neonivek on September 07, 2016, 08:49:40 pm
Novakids can now be put in your colons.

That makes sense.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on September 07, 2016, 10:58:53 pm
They are walking, talking space farts...

There's a Rick and Morty joke here. Somewhere.
Title: Re: Starbound - Caveat emptor
Post by: majikero on September 09, 2016, 09:10:55 pm
Game has been patched. Novakids have live in places now and the tier 10 moon cheese farm no longer works.
Title: Re: Starbound - Caveat emptor
Post by: Sappho on September 10, 2016, 02:03:41 am
Game has been patched. Novakids have live in places now and the tier 10 moon cheese farm no longer works.

Noooooo, my moon cheese!!! Dangit.

What happens when you build a colony on a moon now? Or to previously established colonies?
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on September 10, 2016, 02:08:07 am
I think the patch notes said the moon's threat went from 10 to 1, so it'd be the same as a ... whatever the starting planet is - I.e. terrible rent values.
Title: Re: Starbound - Caveat emptor
Post by: Sean Mirrsen on September 10, 2016, 03:28:43 am
Why would higher threat rating mean higher rent, anyway? Wouldn't people pay more to live in areas they're less likely to die in?
Title: Re: Starbound - Caveat emptor
Post by: Execute/Dumbo.exe on September 10, 2016, 03:41:55 am
Why would higher threat rating mean higher rent, anyway? Wouldn't people pay more to live in areas they're less likely to die in?
If they did that then they wouldn't bother living in places clearly designed by crazed adventurers, the people who are living in the places you build are clearly thrill-seekers.
Title: Re: Starbound - Caveat emptor
Post by: Niveras on September 10, 2016, 04:20:22 am
They are walking, talking space farts...

There's a Rick and Morty joke here. Somewhere.

Spoiler (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: Sirus on September 10, 2016, 09:30:03 am
what the flying eff
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on September 10, 2016, 09:37:23 am
Ow, my sides...
Title: Re: Starbound - Caveat emptor
Post by: ChairmanPoo on September 10, 2016, 09:39:23 am
Playing Starbound. I dont know how much they ripped off that was supposed to be in, but overall the game does not seem that bad.

If I had paid a premium expecting more features  I might have been frustrated. As it is I dont know about those features, got the game as a gift, and is an entertaining terraria clone.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on September 10, 2016, 10:36:23 am
It's not bad per se, it's just brimming with unfulfilled potential.
Title: Re: Starbound - Caveat emptor
Post by: majikero on September 10, 2016, 11:33:25 am
It's technically not bad. Quite frankly its good.

The problem is they promised the moon and the stars but all we got was a planetarium which they tore down anyways and build an observatory.

They promised one thing, built another thing and tore it down to the roots and gave us something else entirely. There was also forum drama involved at some point as well.
Title: Re: Starbound - Caveat emptor
Post by: MagmaMcFry on September 10, 2016, 11:39:42 am
Game has been patched. Novakids have live in places now and the tier 10 moon cheese farm no longer works.
Moon cheese? What's that about?
Title: Re: Starbound - Caveat emptor
Post by: Culise on September 10, 2016, 11:56:25 am
Game has been patched. Novakids have live in places now and the tier 10 moon cheese farm no longer works.
Moon cheese? What's that about?
Moons briefly had a threat rating of 10, in spite of having no actual threats beyond the Ghost.  Since rent (basically, items you received from villagers at irregular intervals such as weapons, pixels, shields, costumes, and the like) was directly proportional to the planet's threat rating, this meant that you could build a village on the moon and get ridiculously powerful weapons and loads of pixels more or less from the moment you have your ship's thrusters functioning. 
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on September 10, 2016, 12:44:09 pm
I'm disappointed they've fixed that. If I want to "cheat" a singleplayer game to get decent weapons, why do they feel the need to stop me?
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on September 10, 2016, 01:01:56 pm
Remember, there is no 'single player' in Starbound anymore.  As for why?  Re-read the thread, it becomes pretty apparent that the Chuckleheads have no clue what they are doing.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on September 10, 2016, 01:23:59 pm
Well I mean.
Minecraft does it too. The only real difference is that it pauses.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on September 10, 2016, 01:57:29 pm
Well I mean.
Minecraft does it too. The only real difference is that it pauses.

last I checked Minecraft (and Terraia for that matter) do not devour your bandwidth when in singleplayer, and can be played offline. Or rather, both of them actually HAVE singleplayer to begin with.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on September 10, 2016, 05:54:00 pm
I'm disappointed they've fixed that. If I want to "cheat" a singleplayer game to get decent weapons, why do they feel the need to stop me?

If you want to cheat, you can just spawn the weapons in with console commands. That's what I did. I couldn't be bothered waiting for the random rent reward to roll a gun with the properties I wanted, so I just kept spawning them in until I got one I liked. (I couldn't be bothered to learn the proper commands to spawn items with specific properties either.)

Well I mean.
Minecraft does it too. The only real difference is that it pauses.

last I checked Minecraft (and Terraia for that matter) do not devour your bandwidth when in singleplayer, and can be played offline. Or rather, both of them actually HAVE singleplayer to begin with.

Wait, what? SB can't be played offline? And don't even get me started on the pause. That is inexcusable, IMO.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on September 10, 2016, 06:31:58 pm
Because Starbound uses fake singleplayer that hosts a listen server.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on September 10, 2016, 06:51:10 pm
So does Minecraft.
Though Minecraft definitely does it better.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on September 10, 2016, 07:03:57 pm
Strange, as I have played Minecraft offline without issue. :V
Title: Re: Starbound - Caveat emptor
Post by: Elephant Parade on September 10, 2016, 07:07:46 pm
Strange, as I have played Minecraft offline without issue. :V
Like Starbound (?), Minecraft creates a "fake" server when you play single-player. Ping isn't an issue, since the client and server are the same computer.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on September 10, 2016, 07:32:08 pm
...welp, there goes another game I now fear will eat up bandwidth. >.<
Title: Re: Starbound - Caveat emptor
Post by: Sirus on September 10, 2016, 07:48:44 pm
Shhh, let the haters do their thing.
Title: Re: Starbound - Caveat emptor
Post by: Culise on September 10, 2016, 08:49:33 pm
Eat up bandwidth how? It's not getting any data from the internet. It's pretty much just waiting for an incoming connection. It's like saying you're charged to mail out letters then being afraid of owning a mailbox.
But you never know when the dreaded "postage due" letter will arrive in the hands of a mailman demanding his 25¢.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on September 10, 2016, 09:15:48 pm
The what.
Title: Re: Starbound - Caveat emptor
Post by: Culise on September 10, 2016, 09:26:16 pm
The what.
"Postage due."  In good old-fashioned snail mail, if you didn't put enough postage to pay the way of the letter or package, one of two things would happen:
1. The package would be returned to sender.
2. The package would be delivered, and if delivery was accepted, the recipient was required to pay the remaining postage.  Sometimes this was done with a postage due stamp on the envelope conducted on the honor system, possibly with a second envelope provided for you to actually put the postage in, but especially in the early days when they actually tried to give the letter or package to someone at the house, you'd literally have the mailman hit you up for the missing postage right there.  Some institutional inertia aside, the latter stopped when people realized that the five minutes taken to collect postage right there ended up costing the postal service than the actual postage loss itself. 

Hence why it was amusing about being charged for that incoming connection being tied to being worried about mailboxes due to being charged for incoming letters: because that could actually happen with the latter, which undermines the comparison.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on September 10, 2016, 09:27:47 pm
Basically, you never know exactly how a game is going to handle a fake singleplayer mode. If it uses a listen serve it might still make use of the connection to some extent. This is bad if you have potato net. :V
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on September 10, 2016, 09:52:42 pm
So you're saying that the mere opening of a port is going to cost you bandwidth? Coz... wow.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on September 10, 2016, 10:00:06 pm
Allow me my glorious paranoia. ;w;
Title: Re: Starbound - Caveat emptor
Post by: puke on September 11, 2016, 02:49:24 am
Block it, then. 

Use your built in windows firewall or linux iptables, and restrict access to that port, except from localhost.

Or just monitor the traffic until you satisfy yourself that there isn't any.
Title: Re: Starbound - Caveat emptor
Post by: ChairmanPoo on September 11, 2016, 03:27:45 am
Well I mean.
Minecraft does it too. The only real difference is that it pauses.

last I checked Minecraft (and Terraia for that matter) do not devour your bandwidth when in singleplayer, and can be played offline. Or rather, both of them actually HAVE singleplayer to begin with.


This is not true. I've played SB offline just yesterday
Title: Re: Starbound - Caveat emptor
Post by: jhxmt on September 11, 2016, 04:22:36 am
Yeah, no, if you've got any even slightly modern form of router or other gateway, SB can't even listen for incoming connections from the internet without you having to port forward (at least in my experience), so even the mailbox analogy isn't sufficient - this is like being worried about being charged for stamps and therefore not even wanting to own a mailbox that's locked inaccessibly inside your own house.  In the basement.  Guarded by dragons.  It's literally almost the exact same identical setup, in terms of server/client architecture, to Minecraft.
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on September 11, 2016, 04:26:19 am
Except that if you are playing through Steam (and Steam is online obv.) people can join your world without invitation or warning.  So unless you are in offline mode, there is no such thing as Sp in Starbound.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on September 11, 2016, 08:12:49 am
Or you can block Starbound with your firewall, as previously mentioned. Problem solved.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on September 11, 2016, 08:22:43 am
Or you can block Starbound with your firewall, as previously mentioned. Problem solved.
Just let them be afraid. If anyone believes this sort of thing without doing an iota of research or fact checking, they deserve it.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on September 11, 2016, 11:50:56 am
-_-
Title: Re: Starbound - Caveat emptor
Post by: Gunner-Chan on September 11, 2016, 12:20:05 pm
You can turn off steam joining in the options, so you don't even need to go offline. Alternatively you can just launch the game without going through steam.
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on September 11, 2016, 02:27:57 pm
Or you can block Starbound with your firewall, as previously mentioned. Problem solved.
Just let them be afraid. If anyone believes this sort of thing without doing an iota of research or fact checking, they deserve it.

I answered a question.  Why precisely do people feel it necessary to attack me for responding to a question?
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on September 11, 2016, 02:58:45 pm
Or you can block Starbound with your firewall, as previously mentioned. Problem solved.
Just let them be afraid. If anyone believes this sort of thing without doing an iota of research or fact checking, they deserve it.

I answered a question.  Why precisely do people feel it necessary to attack me for responding to a question?
I wasn't aware I had attacked anyone?
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on September 11, 2016, 03:02:26 pm
I fully accept that I may be over-reacting.  But generally when someone suggests that I am afraid, have failed to check the information, and 'deserve' something, then there is at the least some level of character attack being leveled against me.

If this is not he case and I am reading too much into your statement, I apologize.  There has been an awful lot of back-and-forth in this thread and it makes it difficult to tell where people are headspace-wise.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on September 11, 2016, 03:23:14 pm
I fully accept that I may be over-reacting.  But generally when someone suggests that I am afraid, have failed to check the information, and 'deserve' something, then there is at the least some level of character attack being leveled against me.

If this is not he case and I am reading too much into your statement, I apologize.  There has been an awful lot of back-and-forth in this thread and it makes it difficult to tell where people are headspace-wise.
No worries. To be clear, I wasn't intending to insult you or anyone else. Sorry if it sounded that way
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on September 11, 2016, 03:26:42 pm
Understood, again, my apologies for misinterpreting you.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on September 12, 2016, 01:54:50 am
I fully accept that I may be over-reacting.  But generally when someone suggests that I am afraid, have failed to check the information, and 'deserve' something, then there is at the least some level of character attack being leveled against me.

If this is not he case and I am reading too much into your statement, I apologize.  There has been an awful lot of back-and-forth in this thread and it makes it difficult to tell where people are headspace-wise.

I had assumed they were directing that at me, actually. Because I was the one expressing a concern about bandwidth, which is well-founded given I was already blind-sided by Starbound's listen server method of "single player," and wasn't able to search for any discussion of that problem after-the-fact.

And since I likewise couldn't find any information on how Minecraft handles single-player, paranoia ensues upon being informed that it also works by hosting a server. >_>
Title: Re: Starbound - Caveat emptor
Post by: jhxmt on September 12, 2016, 04:50:44 am
And since I likewise couldn't find any information on how Minecraft handles single-player, paranoia ensues upon being informed that it also works by hosting a server. >_>

Don't worry too much about things using servers.  People always equate servers to things operating across the internet (which, it's true, is a major use of them), but ultimately any program acting as a 'server' is simply listening for connections on a given port - which doesn't necessarily mean it's listening out for them from the internet, or indeed any external source.  It's perfectly plausible, and indeed common, for a server to be a local server - which is, a program running on one machine that's listening out for connections on a port from that very same machine.

That's how Minecraft, Starbound, and a few other games run naturally, whether you're playing them singleplayer or multiplayer - they effectively have one program* acting as a server and running the world, and one program* running as your client where you are the player.  Your client connects to your server - they're both on the same machine, there's not necessarily any interaction with the wider internet (or network) involved at all, it's simply the way the program architecture's designed.

So, short version: don't get mislead into thinking the term 'server' only ever relates to networks and internets - it doesn't have to. :)

* Yes, for those of you who know of such things, I know that these technically aren't program-level distinctions, there aren't two separate applications running here in the majority of cases (dedicated servers aside).  Allow me some attempt at brevity.
Title: Re: Starbound - Caveat emptor
Post by: Sergius on September 12, 2016, 01:57:19 pm
AFAIK "localhost" or IP address 127.0.0.1 doesn't even go thru your network, it even works if you use a computer without a network card.
Whether that's what Starbound is using, I don't know. Even if the server is listening for external connections, localhost connections aren't routed via the netcard.

Pretty sure at least since "Quake" exists, every game is a server, even single player.

Now if some software is so badly done that it uses your actual IP address in the network (192.168.whatever) for the local client then it's probably using up your information transfer tubes. Well, either that or it's your fault for setting that IP for the server in the game config.
Title: Re: Starbound - Caveat emptor
Post by: forsaken1111 on September 12, 2016, 02:08:17 pm
Even in that case, it's trivially easy to block a program from accessing the internet.
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on September 12, 2016, 02:18:17 pm
Now if some software is so badly done that it uses your actual IP address in the network (192.168.whatever) for the local client then it's probably using up your information transfer tubes. Well, either that or it's your fault for setting that IP for the server in the game config.

Information transfer tubes?
.oO(The internet is a series of tubes!)

It's not using your internet bandwidth unless someone actually connects to your game. Starbound comes with a setting which allows your steam friends to join, although I haven't tried it or had anyone try to join mine (I have a ridiculous number of mods anyways and I assume clients (other players) would need them too).

I wouldn't call "deliberately being designed to allow friends to join your game" "badly done" for choosing to listen on an interface which actually allows that feature to work. :P
Title: Re: Starbound - Caveat emptor
Post by: puke on September 12, 2016, 05:31:33 pm
wow.  just, wow.  can we talk about starbound again?

whats the deal with the novakids now?  Do they have their own towns and quest locations and stuff?  Or do they just migrate into your settlements.

Anything else new in the update?

I got a bit burnt out on crafting after I couldn't sort resources in my inventory or sort useful things from all the various trash things.  There aren't any solutions for that, are there?
Title: Re: Starbound - Caveat emptor
Post by: Sergius on September 13, 2016, 05:27:30 pm
Wow, I thought Starbound had a client/server architecture. I guess not and I was talking about something else entirely. My apologies for talking about something that clearly wasn't Starbound, by mistake. That other game, whatever its name is, is the one that is probably not wasting bandwidth in singleplayer.
Title: Re: Starbound - Caveat emptor
Post by: puke on September 14, 2016, 03:13:23 am
...
Title: Re: Starbound - Caveat emptor
Post by: ChairmanPoo on September 14, 2016, 09:18:53 am
Well, I got bored fast.


Even with the Frackin Universe mod enabled, all worlds seemed too much like carbon copies of each other (making spaceship travel kinda pointless). A mod hiccup that erased my save sealed the deal.


Honestly, I get fun for longer out of Cataclysm DDA..
Title: Re: Starbound - Caveat emptor
Post by: puke on September 14, 2016, 10:57:10 am
Even with the Frackin Universe mod enabled, all worlds seemed too much like carbon copies of each other

I got quite a few hours of entertainment from FU, the biomes were pretty diverse and interesting to me. 

I found some neat stuff, had a nice "Interstellar" style feeling of wonder from exploring a cloud biome.  Harvested some clouds to make sprinboards at my coloniesI like all the ruins and odd planets, and I never even got into the very hostile kinds of biomes.

That said, I tend to agree with you.  There is lots to see, but underneath it all it is just a random terrain generator with various random status effects.  There isnt really a reason to build a colony -- it does not produce anything or interact with the outside world.  The quests from colonists don't have any relevance to anything. 

There is no real reason to craft or farm besides making the next grade of armor and gun to shoot the next level of monster.

I got my money's worth, but unless a mod can add in some actual gameplay rather than just cramming in more content, I'm probably done. 

I'll probably keep coming back to watch the community for updates, I'm hopeful that something interesting will be done here.
Title: Re: Starbound - Caveat emptor
Post by: Mephansteras on September 14, 2016, 12:26:58 pm
Yeah, I'd love a colony-focused mod. Something that really gave a colony meaning and purpose. Especially some sort of colony/npc village trade system or the like.
Title: Re: Starbound - Caveat emptor
Post by: puke on September 14, 2016, 12:37:59 pm
some of the backgrounds seemed really incongruous.. like:

earth is destroyed, the colony report you find states that only a very small number of humans live off world on colonies, average colony size is like less than 10...

But every time you find a human military installation they are all Kill On Sight.  Same with the prisons.  Just makes no sense.  Even convicts would be trying to build productive new lives, plenty of real world examples for that.

If there was some sort of "bring this colony resources / tools / food / seed-stock / water" kind of stuff, and you could help it evolve and grow and become stable... That would be really cool.  Or sort out diplomatic issues between different settlements, or broker trade...

Lots of potential, but unfortunately it all boils down to "grind so you can craft a new gun to shoot more animals with"
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on September 14, 2016, 12:39:37 pm
"Kill the villagers so you can steal their secret stashes."
Title: Re: Starbound - Caveat emptor
Post by: Shadowlord on September 14, 2016, 01:40:27 pm
The Earthers in Starbound were clearly strongly inspired by the Krogan.
Title: Re: Starbound - Caveat emptor
Post by: puke on September 14, 2016, 02:40:37 pm
Were they in turn based upon The Kurgan?  I never actually played ME but, when I looked up that name, the articles about them seem similar enough.

...In the grim darkness of Starbound, all humans are Clancy Brown...
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on September 14, 2016, 04:51:31 pm
Were they in turn based upon The Kurgan?  I never actually played ME but, when I looked up that name, the articles about them seem similar enough.

...In the grim darkness of Starbound, all humans are Clancy Brown...

Krogan are more Proud Warrior Race with a vast lack of common sense. They live on a shithole and breed geometrically, so the sciencey race (salarians) uplifted them and used them as soldiers to fight a bug war. Once the war was over, the science guys slapped the whole race with a sterility plague to keep their numbers in check.

Not much relation to crazy highlanders.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on September 14, 2016, 07:09:04 pm
Humans in Starbound are probably the weakest storywise. (Novakids don't count as they have zero story intentionally.)

Feels both just general bad story and conflict with the Protectorate stuff they added relatively recently. It really doesn't make too much sense that Earth is home to both a human military force and a (human-led?) galactic federation-type thing. At first it was pretty simple:
Earth was where everyone lived, but the USCM (I think that's the right name) put military bases and prisons offworld for some reason. They had standing orders to shoot intruders when they lost contact with Earth, and that's about it. It was awful then and it's even worse now. Why are both they and I slaughtering the last remnants of our species?
And this isn't even that compelling storywise either! Why is everyone on one planet? Why hasn't Humanity expanded? What possible gameplay reason is there for this?

Hell, Starbound's story is just straight-out awful. It's all laid out at the beginning, there's no actual satisfying conclusion or feeling of change, and more. I want to save Earth! It just feels like an intergalactic tour rather than an actual compelling story.

Honestly, I'd be happy if the devs just made various themed expansion packs for Starbound. Not like bits of DLC or paid updates, but like tons of actual content relating to a theme. Like ships with FTL style combat and stations. Or more advanced and immersive colonies with stuff like puke mentioned. I'd definitely pay for that kind of thing. Not that it'd be better free, though.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on September 15, 2016, 11:21:16 am
I liked the original idea of each species having its own background reason for fleeing their home world and their own questline. Comparatively, just one for every single species is pretty sucky.

Yes. This. Chucklefish threw away a lot of potential for that. The replacement story is even that GOOD. Sure, everyone is some stupid "chosen one" that lived on Earth despite being a murderous plant/medieval robot/feesh/etc. :V
Title: Re: Starbound - Caveat emptor
Post by: PrivateNomad on October 02, 2016, 12:26:59 pm
wooh, my favorite starbound RP server is finally catching back up
Galaxy Citizen (https://starbound-servers.net/server/185/)
Title: Re: Starbound - Caveat emptor
Post by: SOLDIER First on October 03, 2016, 07:31:20 am
:3
Title: Re: Starbound - Caveat emptor
Post by: Sirus on October 03, 2016, 12:07:29 pm
wooh, my favorite starbound RP server is finally catching back up
Galaxy Citizen (https://starbound-servers.net/server/185/)
I'd probably join that if it weren't vanilla :/
Title: Re: Starbound - Caveat emptor
Post by: NullForceOmega on November 06, 2016, 01:20:29 am
Pretty decent, you've got fairly good basic skills and the right 'eye' for aesthetics, keep practicing, try mixing up the background tiles a bit too, there are lots of blocks to use.
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on November 06, 2016, 02:12:23 am
Pretty decent, you've got fairly good basic skills and the right 'eye' for aesthetics, keep practicing, try mixing up the background tiles a bit too, there are lots of blocks to use.
I agree here :O
There's a nice sense of architecture and symmetry, balance with form and function (I would've put everything of one utility in one spot without bothering about space...but that's different because I stuff everything into my ship ._.). If it's a note about aesthetics, it looks well made, although you do lack doors in many areas, and there seems to be much space for improvement with the wooden buildings (people usually cover the outside with a 'harder' material to avoid any bad weather but if it's underground, most don't bother because it doesn't really matter and the outer covering won't show that much anyway)

I also like your creativity and innovation :P The buildings are seamless with the only notice of obvious cut and paste being the background. That's a note of detail! I do like that 'spiral' staircase though, and the many (two?) varieties of wood had me mistaken for a moment thinking that the lighter one was the 'hard' floor while the rest were more background...so that had me wondering if that door was floating and you'd just drop into the cavern :P
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on November 08, 2016, 02:25:54 pm
passing by to say that the next update will bring Terraforming capabilities for planets.
Title: Re: Starbound - Caveat emptor
Post by: Sordid on November 14, 2016, 12:51:54 pm
*yawn* How about a make-more-interesting-forming capabilities for planets?
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on November 14, 2016, 03:33:56 pm
Needless aggression, check.
Alright, it's a wrap everyone. See you in a month or two.
Title: Re: Starbound - Caveat emptor
Post by: Rose on November 26, 2016, 01:46:37 am
So who still plays this?

I'm going through the campaign, and it's pretty interesting so far.
Title: Re: Starbound - Caveat emptor
Post by: ollobrains on November 26, 2016, 04:32:29 am
i still spend a few hours a week on it
Title: Re: Starbound - Caveat emptor
Post by: Wiles on November 26, 2016, 11:51:45 am
I just started playing again with a friend. It haven't played since it was in early access so it is neat to see all the changes.
Title: Re: Starbound - Caveat emptor
Post by: Ibid Straydrink on November 28, 2016, 05:09:15 pm
Picked it back up about a week and a half ago, and haven't been able to put it down since. The content is pretty darned acceptable for a complete game, however long the road was, and Frackin' Universe, while I don't agree with all of the additions and changes to balance, adds enough to keep you really busy.

I work on my fledgling colony when I want to unwind on my casual character, and otherwise play exclusively hardcore. :P
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on December 15, 2016, 04:52:12 pm
Quote
Players who have completed the main storyline can visit a mysterious trader on the Outpost who will send them on a quest to activate and enter the Ancient Gateways found floating in some systems
These gateways provide access to Ancient Vaults: challenging procedural dungeons left by the ancients, filled with dangerous guardians (including procedural bosses!) and fantastic lost technologies

Ugh. I don't want to finish the main storyline. It's a boring pile of poo.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on December 15, 2016, 05:14:17 pm
Oh. Well that's nice, FU already updated... Think I might take the game for another spin, see what's happened lately.
Title: Re: Starbound - Caveat emptor
Post by: ollobrains on December 16, 2016, 12:00:09 am
post engame additions (ancient vaults and ancient weapons) as well as procedural bosses that can be taken on.  What id like to see now is perhaps intergrating new ideas from the beginning to midgame, making colonies more diverse and a few others
Title: Re: Starbound - Caveat emptor
Post by: Oneir on December 16, 2016, 08:15:14 am
post engame additions (ancient vaults and ancient weapons) as well as procedural bosses that can be taken on.  What id like to see now is perhaps intergrating new ideas from the beginning to midgame, making colonies more diverse and a few others

Agreed. Just glancing over the list, I definitely don't see anything that would get me playing again. I bounced out right after starting the hyoltl quest, and the only thing it looks like that would change my experience at that point is elemental damage being rebalanced.

Full patch notes are here: http://playstarbound.com/starbound-vault-update/, main updates in spoiler.

Spoiler (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: Sordid on December 16, 2016, 09:34:47 am
That sounds really cool for people who enjoy building things. Personally I'm not into that, so I think I'll hold off on going back to this game until they release an update that's all about improving the core fighting and platforming mechanics, making enemies more interesting, etc.
Title: Re: Starbound - Caveat emptor
Post by: Tiruin on December 27, 2016, 09:44:04 pm
Huh, just checked up the recent update and there seems to be an achievement on steam for...PvPing someone else? O_o

Wonder if anyone is hosting a Bay12 server (moreso for adventure and funtime) lately though. I'd like to try out multiplayer given my (still spotty) internet.
Title: Re: Starbound - Caveat emptor
Post by: Ultimuh on December 31, 2016, 11:05:12 am
Huh, just checked up the recent update and there seems to be an achievement on steam for...PvPing someone else? O_o

Wonder if anyone is hosting a Bay12 server (moreso for adventure and funtime) lately though. I'd like to try out multiplayer given my (still spotty) internet.

Yeah, I also sometimes wish someone would host a server at some point.
Sure players will come and go eventually, but I bet there are those here whom want a place to visit and play with others once in a while.

edit: While on topic of servers.. What sort of mods would work client side?
I know mere texture and music replacers/additions would only be seen/heard on my own computer.
But would GUI changes lock me out from servers that doesn't have them?
Title: Re: Starbound - Caveat emptor
Post by: Oneir on February 11, 2017, 12:06:00 pm
Next update (http://playstarbound.com/spaceoff/) promises more interesting and varied space exploration:
Quote from: Starbound
Space isn’t just about stars and planets, it’s about the space between them, so you’ll now be able to fly freely around systems and explore all kinds of new locations, from space stations to traveling merchant ships to mysterious derelicts! Systems won’t just be static, either — moons orbit planets, planets orbit stars, and rich opportunities come and go, rewarding patient explorers with brand new perils and plunder!

Their mockup of the new travel interface (https://gfycat.com/LameIndelibleFishingcat) is potentially interesting? It could be satisfying in practice, but there's nothing that says you need a little moving spaceship mode to visit new kinds of environments. "Rich opportunities come and go" implies you might need to be looking out for things, and in the right system (or the right place in the right system?) at the right time. Hopefully they'll add better features for scouting other stars and finding those opportunities.

I also hope that they don't lock the mechs to the post-game like they did terraforming in the last update. I keep bouncing off of the early/mid game so post-game content does nothing for me personally. Also -- I would definitely play a game where one of the archetypes was mech pilot or drone jockey or whatever. Not saying that's where they're going with this update, but I like the concept.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on February 11, 2017, 01:13:38 pm
The interface reminded me of Star Control, which is cool and all, but I know it won't really have the depth they're trying to hype. There's already mobility mechs and tons of interesting stuff in Frackin' Universe, and I can't escape a nagging suspicion that this will just be less interesting copies of that.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on February 11, 2017, 02:47:27 pm
I do not like the way Starbound handles endgame content.

The main storyline is very tedious. It's only ever even slightly manageable for me to endure once. So even though the rest of the gameplay is fun and still can provide a progression system without the storyline, new content is locked behind extreme tedium for me.

But this does look pretty cool. Not to be negative, but wasn't something like this planned early on as the final interface where the current once was supposed to be a placeholder?
Title: Re: Starbound - Caveat emptor
Post by: Oneir on February 12, 2017, 08:41:14 am
But this does look pretty cool. Not to be negative, but wasn't something like this planned early on as the final interface where the current once was supposed to be a placeholder?

That sounds plausible? But I don't feel like digging back through their blogs to find the one where they first started talking about nav.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on February 12, 2017, 10:01:25 am
Isn't there a way to cheese your way through the storyline at all via console commands? I do think that after you have beaten the game once there should be a button that unlocks during character creation to unlock endgame from the start, much like you can skip the tutorial.
It doesn't help at all that you can't skip the cutscenes.

I just beat the story last week. It was a bit underwhelming...
Title: Re: Starbound - Caveat emptor
Post by: WillowLuman on February 12, 2017, 01:18:33 pm
Started playing this again recently, fairly impressed with many of the editions (some of the later MQ missions are even kinda cool now). However, is it no longer possible for satellites of terrestrial planets to have anything but the "moon" biome now?
Title: Re: Starbound - Caveat emptor
Post by: ollobrains on February 15, 2017, 04:40:39 pm
unstable had another update today no sign of the 1.3 beta content yet
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on March 16, 2017, 12:08:40 am
another devblog came this week.

from what i gather, ships will still work the same as before, you will be able to navigate to sites with it but not use it for other things. mechs however, will be the main focus for space exploration. you can customize their weaponry as shown in the article, along with their parts. it seems there will be space enemies too, and different locations.

all in all it seems like it will be a interesting experience. the main question i have is if players will be able to use mechs on planets. but im not sure. there's also the idea of building in space, like, outside of asteroid belts and the like. as it seems there's a gravity generator in the new update.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on March 16, 2017, 02:33:18 am
I wonder how much of that stuff is post-story content. I really can't take doing the main quest again. Ever.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on March 16, 2017, 02:36:12 am
Plot that makes choice of species matter again when? 3:
Title: Re: Starbound - Caveat emptor
Post by: BigD145 on March 16, 2017, 02:39:26 pm
I really can't take doing the first 1/4 of the main quest again. Ever.

Ugh. Couldn't bother to even finish it.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on March 16, 2017, 02:41:48 pm
Not exactly a huge fan of the mechs being used for space combat.
They're mechs. Using it for space combat makes so little sense. I've always disliked the trope of mechs being anywhere other than the ground.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on March 16, 2017, 03:41:16 pm
I find mechs to be a silly idea in the first place, more of a 'rule of cool' vehicle, but whatever. Vehicles don't seem to work too well in these sidescrolling type games anyways unless the game is designed around them. Has anyone even tried using the hoverbike or boats? I've never bought one, didn't seem worth the pixels.
Title: Re: Starbound - Caveat emptor
Post by: Viken on March 16, 2017, 03:43:17 pm
@Chiefwaffles: You should check out the Subjugation series by Fel.  Just look it up on google, it's free.  Good sci-fi.

Mech to Mech combat in space is stupid, yes.  However, as a vehicle for boarding action or by using ships as a platform and thus using mechs as anti-fighter support during space combat is all good.  It just depends upon how you use 'em.

That said, I haven't completed the main quest yet.  Too busy roaming around and building stuff.  Heh.  Love the mods as well.  I am kinda excited with the upcoming update, although I have no idea when it'll be out.
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on March 16, 2017, 08:43:27 pm
well, using the spaceships would have been a better idea. but it would have taken more time to implement because they would have to rework spaceships as a whole (which would have been cool, but oh well).

mechs are taken down as the game advanced to release i think, it was like getting 2 raw poultry with 1 hunting lance i guess. the game gets a much better space environment (until disproved) and players get mechs in the game again, this time with more customization options.

its not like it cant be done in a sidescrolling game, its that for the stage the game is in, it would mean tearing down what they have right now and build it from scratch.

another game can do that. i think it was one of the goals of Planet Centauri, but i see that veeeeeery far in the the future.
Title: Re: Starbound - Caveat emptor
Post by: Ibid Straydrink on March 17, 2017, 04:25:28 pm
Starbound has never really prided itself on realism of a particularly strong Scifi theme, so I'm surprised that people are taken aback by a classic giant robots in space trope.

It was, inevitable.
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on March 17, 2017, 07:20:08 pm
Starbound has never really prided itself on realism of a particularly strong Scifi theme, so I'm surprised that people are taken aback by a classic giant robots in space trope.

It was, inevitable.

pretty much, its space opera, or space fantasy to be closer. the term "Terraria but in space" its not a bit far but its not correct either.

so yeah, seeing mechs in space fighting asteroid or ufo-like enemies doesnt seem too far of the them. i kinda like it, im fine with spaceships as they are right now. could it be improved? yeah, but they cant do it right now, too heavy, more than the vaults and terraformers.
Title: Re: Starbound - Caveat emptor
Post by: Arbinire on March 17, 2017, 10:58:22 pm
Chucklefish obviously doesn't take the game too seriously so it's probably in everyone's best interest not too either.

The game has poop monsters, space mechs is the least offending when it comes to the unintelligent and silly design.
Title: Re: Starbound - Caveat emptor
Post by: Ultimuh on June 03, 2017, 05:56:57 pm
So I have been trying the unstable version for a few hours.
And in my opinion, the changes and additions are certainly for the better.
I wonder if any fellow Bay12ers are still interested in multiplayer, once the stable version is eventually updated of course.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on June 03, 2017, 06:09:21 pm
What does the unstable version have that the stable version doesn't?
Title: Re: Starbound - Caveat emptor
Post by: Ultimuh on June 03, 2017, 06:12:41 pm
Modular mechs, space stations (you can even make your own), and a tweaked/altered space travel mechanic.
You could try to look it up on Youtube, you'll undoubtedly get more detailed information than you will ever get from me.
(I tend to forget mentioning things.)
Title: Re: Starbound - Caveat emptor
Post by: TheBronzePickle on June 03, 2017, 06:34:23 pm
Do note that the unstable version is... buggy. They are, of course, fixing and tweaking things, but some of the bugs out there include some painful or even game-breaking stuff, along with lots of little annoyances. One I have encountered myself is that some minor sidequests bug out really easily, especially delivery sidequests.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on June 03, 2017, 06:45:41 pm
Well, I'm too heavily modded to run multiplayer easily. Maybe if I bought a non-Steam copy and kept it vanilla, but otherwise I'll stick to solo exploration.
Title: Re: Starbound - Caveat emptor
Post by: Ultimuh on June 03, 2017, 07:09:37 pm
Would it be dedicated or just run off of your PC?
I think it works both ways.
Tried with my brother and started in single player, then invited him into the game.
It did have some laggy moments though, especially in the space stations.
Title: Re: Starbound - Caveat emptor
Post by: Oneir on June 04, 2017, 09:29:14 am
How early does the new stuff come online? Is it like the terraforming update where you have to beat the game to get the new stuff?

Also, when the bugs aren't getting in the way, what are people's impressions? Do mechs and space stations improve or impact the general progression of the game? Are they a fun diversion, an entertaining alternate progression?
Title: Re: Starbound - Caveat emptor
Post by: Ultimuh on June 04, 2017, 09:50:54 am
How early does the new stuff come online? Is it like the terraforming update where you have to beat the game to get the new stuff?

You have to discover the outpost and do the first main quest, mission or whatever.
To get your mech, simply do a side quest at the outpost. It is quite similar to the tech quests.

As for space stations, I haven't done anything with it yet..

edit: Posting a link about 1.3 unstable is probably best. http://playstarbound.com/starbound-1-3-unstable/
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on June 08, 2017, 12:13:09 pm
1.3 update's just dropped.

Did it add anything to actually get excited about?
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on June 08, 2017, 12:14:03 pm
1.3 update's just dropped.

And now for Frackin' Universe, and I'll be all set.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on June 08, 2017, 12:31:26 pm
Did it add anything to actually get excited about?
There's been a tiny bit of discussion on the last page, but to summarize:

"Navigation Overhaul": spaceship flies between planets instead of just unloading from one planet and appearing at the next
"Customizable Mechs": Basically massive EVA suits for exploring vacuumous(?) zero-g places.
"Modular Space Stations" Build your own space station I guess.

Plus a slew of "minor changes"
Spoiler: Minor changes (click to show/hide)
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on June 08, 2017, 01:25:45 pm
Gameplay now pauses while menu is open (single player only)

Gameplay now pauses while menu is open (single player only)

G̣a̳͍̘̖̬̼͟m͍͈ep͈͚l͍̘ͅa͓͢y͎̤̮̯ ̧̤̲̠now̗̠ ̱͟p͇̦̼͙̳͍au͏̹s̛̳̟̟̮̝ͅe͏̫̗̦͉̗̱̥s̛̖ ̬̝̖w͉̰̞̭̹h̷̭̰̱̤̖̘͓il͕͍é͙̭̬̱͍̫ ͉̘̩̙͈̟̩m͕̞̲e̯̫͍͟n͕̬̪u͚̭͔͟ ̢̪̬̮̣͚͎i̖͢s͍̟ ̡̮͈͓̠o̝͎̥̯p͍é͚̹͔͙n͙̘̣͔͎ ͞(͕̺͚͇̰̮̕s̘͈̙̝͖͚i̱n̳̲̣̳͘g͘le͟ ̴p̷̬̜̜l̳a̤̥͡y̨e̲̝͎r͔ ͙̪̯̙̘̫o̻̗̠̹̙̙̲͘n̗̠̠l̷̻͙̹͈͉y̲̬͚̤)̯

YESSSSSSSS.
Title: Re: Starbound - Caveat emptor
Post by: Sirus on June 08, 2017, 03:13:24 pm
Aw crap, I hope this doesn't break existing characters/games :(

I'll have to wait for FU to update to find out, I guess.
Title: Re: Starbound - Caveat emptor
Post by: Rince Wind on June 08, 2017, 03:18:30 pm
Is there a way to use stuff from the inventory?`
It is especially bad with food items that usually don't stack. Extremly annoying to put them in a slot, then use a single item there.
Title: Re: Starbound - Caveat emptor
Post by: Ozyton on June 08, 2017, 04:07:46 pm
If it's in your hand just click in the game world. I had a mod installed that keeps your inventory where you put it and puts any inventory you open off to the right side. Move the inventory over to the left every time you start the game up and it works fine.

Mod in question (http://steamcommunity.com/sharedfiles/filedetails/?id=729524482)

It's amazing how there needs to be mods of the most basic stuff that should be in by default.
Title: Re: Starbound - Caveat emptor
Post by: Rince Wind on June 08, 2017, 04:10:36 pm
I just wish I could control+click or whatever and consume the stuff without putting it into a hand first.
Title: Re: Starbound - Caveat emptor
Post by: Random_Dragon on June 08, 2017, 04:45:36 pm
It's amazing how there needs to be mods of the most basic stuff that should be in by default.

...yeah.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on June 08, 2017, 06:29:36 pm
... And Frackin' Universe is updated. God, I love that whole crew, A doubleplus work. Time to wipe my universe folder and begin anew.
Title: Re: Starbound - Caveat emptor
Post by: Ultimuh on June 08, 2017, 06:49:55 pm
Personally, FU adds a bit too much.
And I had lag issues with its stations in previous versions.. Would those be fixed by now?
Title: Re: Starbound - Caveat emptor
Post by: iceball3 on June 08, 2017, 07:49:28 pm
... And Frackin' Universe is updated. God, I love that whole crew, A doubleplus work. Time to wipe my universe folder and begin anew.
Good stuff. I was just giving this game another go for once when the update dropped and wiped my progress.
Question, is there a good way to know whether mods on the workshop are compatible in the new version, or do i just cross fingers and dig through release logs, if any?
Title: Re: Starbound - Caveat emptor
Post by: Akura on June 08, 2017, 07:57:24 pm
Most mod authors should label the mods as such. You could also check the last update date, if it's after the date the patch was released, it should be a good bet that it's compatible with the new version.
Title: Re: Starbound - Caveat emptor
Post by: iceball3 on June 08, 2017, 09:19:37 pm
Most mod authors should label the mods as such. You could also check the last update date, if it's after the date the patch was released, it should be a good bet that it's compatible with the new version.
Groovy stuff.
What do you think the best way to do things if incompatibility can be resolved with a small patch, do downloaded mods have their source exposed or do I have to grab an SDK of sorts?
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on June 10, 2017, 07:42:04 pm
A tad bit late, but I'd be willing to play MP if someone hosted it.
Title: Re: Starbound - Caveat emptor
Post by: sluissa on June 11, 2017, 08:33:31 pm
I thought it was all peer to peer anyway.
Title: Re: Starbound - Caveat emptor
Post by: Mech#4 on June 11, 2017, 11:29:03 pm
This last update is very nice. I really like the system map and the mechs and space stations look neat when I get to them. I do find myself wishing Starbound had a minimap though, dying and trying to find where you died is a pain.
Title: Re: Starbound - Caveat emptor
Post by: Ultimuh on June 12, 2017, 02:42:33 am
I might take a look at that server. When I'm back home.
Title: Re: Starbound - Caveat emptor
Post by: Ultimuh on June 12, 2017, 03:11:06 pm
No mods huh? So not even graphical changes? That's a bummer.

Any way... Would we be the only Bay12ers so far?
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on September 09, 2017, 09:48:31 am
a devblog came at the start of the month detailing more or less what is the focus of the next update:

https://playstarbound.com/1st-september-stop-right-there-criminal-scum/

i was expecting more work on mechs or space content but ok, this is a good change of pace from the typical bounty hunter gameplay in other games so i dont see an issue.

i hope you can capture some of these guys and recruit them in some cases. it would be cool to have a crew of outlaws in your ship. (sad you cant be a criminal in this game, well, not that i do that usually, but it would be cool to try)

Title: Starbound Caveat emptor
Post by: PeterNox on September 10, 2017, 03:39:54 pm
So, I recently got Starbound, love it, and want to expand from single player to multi. Does anyone have a private or public server theyre willing to share to a responsible player looking for company?
Title: Re: Starbound - Caveat emptor
Post by: ollobrains on September 12, 2017, 02:09:24 am
sbreddit one is one that is quite popular and active and well policied against griefers
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on September 15, 2017, 10:49:07 am
downloaded the last version to see if i could play this from an USB. it works even in the college PCs. the problem i find is that the game freezes from time to time making gameplay incredible slow. i dont get low FPS so its mostly a CPU leak or something. havent tested if moving the folder to the PC would solve it, but it seems its a recurring problem that hasnt been fixed.

has anyone here had the same issue?
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on September 18, 2017, 10:48:15 am
oh, there's a new devblog for today:

https://playstarbound.com/18th-september-starbound-vice/

Title: Re: Starbound - Caveat emptor
Post by: Gentlefish on September 18, 2017, 11:32:47 pm
downloaded the last version to see if i could play this from an USB. it works even in the college PCs. the problem i find is that the game freezes from time to time making gameplay incredible slow. i dont get low FPS so its mostly a CPU leak or something. havent tested if moving the folder to the PC would solve it, but it seems its a recurring problem that hasnt been fixed.

has anyone here had the same issue?

Might have to do wit R/W speed from the USB. That can be a bottleneck for a lot of games run that way.
Title: Re: Starbound - Caveat emptor
Post by: Mephisto on January 09, 2018, 03:52:21 pm
If there's enough demand for a server, I'd consider running one. I've got some hardware arriving soon and I'm not sure what to do with it.
Title: Re: Starbound - Caveat emptor
Post by: Rose on April 20, 2018, 07:55:37 am
I guess there wasn't enough demand for a server, which is a shame, because I was hoping to play with somebody.
Title: Re: Starbound - Caveat emptor
Post by: Chiefwaffles on June 14, 2019, 10:19:16 pm
Haven't played it myself, but there's a new major update out.
1.4, the "bounty hunter update" which seems to be 80's themed to some degree along with the aforementioned bounty hunter stuff and other new things.

They talk about procedurally generated quests to hunt down criminal gangs, new "peacekeeper stations" where you can "work your way through promotions and restore law in the universe". There are criminal gang hideout "microdungeons" and there's a final mission+boss for the bounty hunter thing.
New music, and rare elemental variants of monsters that are capturable. Along with some new furniture sets, weapons, mech parts, augments, armor, etc. etc..
Title: Re: Starbound - Caveat emptor
Post by: Blue_Dwarf on June 16, 2019, 04:06:54 am
For those that may think it's an odd coincidence with the Terraria update, Starbound devs had the 1.4 ready to release a year ago, but put it on hold because it "did not meet their standards" at the time.
Title: Re: Starbound - Caveat emptor
Post by: xaritscin on June 16, 2019, 10:07:56 am
For those that may think it's an odd coincidence with the Terraria update, Starbound devs had the 1.4 ready to release a year ago, but put it on hold because it "did not meet their standards" at the time.

pretty much. Re-Logic was originally going to release Terraria 1.3.6 as the next patch but it seems the update grew a lot in regards of content and changes so it was essentially another big patch like 1.2 or 1.3, Chucklefish on the other hand had Starbound 1.4 in the roadmap already and was working on it shortly after the Mech Update.
Title: Re: Starbound - Caveat emptor
Post by: Haspen on June 16, 2019, 10:33:30 am
Just played the new update for ~4 hours.

It's fun, and the retro 80's police drama in SPEHS vibes are definitely there. I mean, the soundtracks are full on electro/club/techno remixes of already existing songs, like the one used for investigations is Grand Pagoda, but electronic! Have one example! (https://www.youtube.com/watch?v=uxWALjrjbio)

You register via a Peacekeeper's poster in the Outpost, then go to the station coordinates you are given, and talk with spiffy police Peacekeepers Officer Noble (a Novakid with eyepatch). Via bulletin board on the station, you can grab sidequests to hunt down criminals and mutant beasts.

You hop around the systems, knocking down members of a gang before going after their leader in a stronghold (non-procedurally created this time).

Once down, you hop to another police Peacekeepers station. There's a bookmark button for Peacekeepers, allowing you to quickly find and navigate to it on the starmap.

Each new busted gang gives you access to improved station, which includes an expanding vendor from lvl2 onwards. It sells riot gear, pistols, and the like, with some fancy clothes included, and some other gadgets, like mining drones.
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on June 22, 2019, 03:32:52 pm
Weird to say but the Synthcop update made me and my gf go back to Starbound after 2 years forgetting about it. All it takes me to take a game seriously is adding Synthwave music and Tron-esque stuff, really.

We had good fun, even though we started with about 10 QoL mods from the get-go in order to keep the flow, but nothing that messes with balance or content.
Since it seems they are finally done with all the reworks and rebalancing and stuff like that, I can say it feels fine, even though it's very easy to deal with any bosses once you've hit the last armor tier..which is not really difficult to do.

What's interesting to me though is that with all the additions, there's plenty of things to do to keep you going without getting completely bored or annoyed - which was my problem back when the only real goal you'd have was to scan all the racial stuff in order to progress with the main quest. Quests, sidequests, building a settlement, upgrading the mech, farming it up, crewing and upgrading the ship, doing this and that, and now the Bounty Missions that progress along the Star tiers can help new characters keep a good flow while doing a bunch of different activities.
I still don't think I'd survive playing Vanilla Starbound with no co-op partners though.
In any case, it's weird to say after bashing the game for years, it didn't achieve whatever The Hype wanted out of it (and it never would), but it's a good game for it's price and it's also cute as fuck. Also as someone helping with fluff-and-stuff on a game project, it's kinda hilarious the amount of text and graphical work put into it. That bit we've all known and praised for long, though.

Of course, the SpacePolice missions can get repetitive after a quick while, and also a bit weird that it's a singleplayer thing (Police Stations are single-player instances that offer different Bounties for each player), but I truly appreciate such effort in a free patch that actually makes the game more meaty.

Due to the Hoverbikes still being useless and shameful, I added the amazing Customizable Shuttlecraft (https://steamcommunity.com/sharedfiles/filedetails/?id=1102394541) mod, and accidentally created the hardest boss in the game: I landed my well-armed Shuttlecraft (that had terrain-killing bombs and missiles in it) near an enemy NPC, only to discover they can GTA it if you leave the pilot seat. Thankfully he was nowhere near our base, but it was more intense and caused more deaths than probably all the vanilla bosses combined, and I don't even think it's intended behavior by the mod author (probably just a consequence of all the mods' features) - :

(https://steamuserimages-a.akamaihd.net/ugc/799867431824099443/7A054DB39F491D3C126E1BAAC43119C4DA520DFC/)


Once we were done with the main story, we've of course added Frackin' Universe for the first time and we are now bashing our heads against it on this beautiful gift to the modding world. It hated that we didn't delete our Characters or Universe saves, but nothing a few bashing and admin commands can't fix. Overall tho, good times.
Title: Re: Starbound - Caveat emptor
Post by: Darkmere on June 23, 2019, 01:03:24 pm
Yeah, Starbound is almost unplayable without Frackin' Universe. It just adds so much content and cohesion and gives you reasons to do stuff the vanilla game sort of let slide. I recommend co-opting an existing dungeon for a base and adding onto it, though. You end up needing a lot more space than even the Science Lab makes it look like.

Item networks are a godsend.
Title: Re: Starbound - Caveat emptor
Post by: Akura on June 23, 2019, 06:28:48 pm
The new update does look tempting, and I'm getting a bit tired of Terraria for my 2D-blockbuilding fun. Might go back to my first save, last thing I had attempted to do there was convert a barren world into a hive world. See how many NPCs a planet can support and whatnot. Got as far as leveling the entire planet(the entire, wraparound map being equal height) before agonizing over which block I should use as the bottom-most layer, and what to put on top of that. I was thinking a "sewer", a long low tunnel spanning the map with drains every so often to remove any errant liquids.
Title: Re: Starbound - Caveat emptor
Post by: Mephisto on July 15, 2019, 09:40:29 am
I didn't get very far in the bounty hunter thing but the beginning just seemed kinda... "eh..." Go somewhere. Find the dude/critter. Kill it or let it go. I know you eventually get to expand the peacekeeper station but I'm not really sure what that'd add that a normal colony wouldn't.

I trashed that character and installed many gigs of mods. The peacekeeper computer is broken now but I don't think I'm missing too much. Considered setting up a server for people to tool around on but I know how those things generally go.
Title: Re: Starbound - Caveat emptor
Post by: Mephisto on July 15, 2019, 10:02:47 am
I don't know how good the curation is (given the whole Peacekeeper thing being broken, but mod users on Reddit are talking about that so maybe it's an issue with mods in general) but here's the aptly-named Overly Complex Assortment of Mods (https://steamcommunity.com/workshop/filedetails/?id=1667168970) that I'm using. I've also got "scientific planet descriptions", "disabled drop for survival mode", and "illuminated ores - original version".

It contains entirely too many new races, most of which are furry in some capacity. There's lots of dungeony things on every single planet, though. You win some, you lose some.

Some aspects are slightly buggy. I had to reload my save to become an "authorized user" during the mech tutorial. When beaming up and then back down, I  lost my intro quest progress until I broke the workbench it told me to make. Then it fixed itself.
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on July 15, 2019, 02:50:06 pm
I've made a small Collection on Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1773288302) so I could quickly share mods with my gf. Differently than other games, on Starbound I opted for only using mods that caused zero issues (I feel bad when my gf looks dying inside while I debug our Minecraft servers for hours, so wanted SB to be simple).
The only one that I wanted to include was Enhanced Storage but it nearly destroyed our saves twice, so I gave up.

It's all QoL and Frackin Universe, gave me more stuff to do than I had time to do it - I took a break after we got halfway through it I think.

And looking at the huge modlist from Mephisto, that looks crazy - even crazier to think what happens if you add it on top of FU!  :P
Title: Re: Starbound - Caveat emptor
Post by: MCreeper on August 18, 2019, 01:59:37 pm
Hearing that this is actually playable now, installed it (for the first time) with FU.
First impression - too much food. Is there at least minecraft level of food "troubles" at any point?
Second impression - Too. Much. Stuff. Were they trying to get every weapon known to man in every metal variation in the game, or somewhat? Rest is also incredibly confusing in it's... overabundance. From the quick glance, it may be as X-piratez, if not worse. "Insanity" counter next to "Research" counter is intriguing, though. Anything interesting?
Third impression - WTF. Milled 3 wheat with hand mill, got 12 research and 3 phosphor. Where's my flour!?
Title: Re: Starbound - Caveat emptor
Post by: ChairmanPoo on August 18, 2019, 03:43:29 pm
Hearing that this is actually playable now, installed it (for the first time) with FU.
First impression - too much food. Is there at least minecraft level of food "troubles" at any point?
There barely are any minecraft food troubles anymore. It's easy as pie to cook seaweed.
Title: Re: Starbound - Caveat emptor
Post by: Frumple on August 18, 2019, 07:43:19 pm
With FU, food's pretty easy, yeah. Enough that it's frankly more of a pain in the ass busywork thing than something even remotely interesting. Was tooling around with FU a few weeks back, and after being persistently irritated by the food clock shite for a while I made a new character on... whatever the mode is where you don't have to eat... and never looked back. Massive quality of life improvement, ha.

Incidentally, unless it was some other mod I had running that let me do it, there's this thing for shuttlecraft that lets you replace your mech with the craft. Huge benefit, since mech-shuttle replacement costs nothing and uses no fuel. Makes mech stuff also far, far less of a PitA.
Title: Re: Starbound - Caveat emptor
Post by: Gentlefish on August 29, 2019, 10:22:54 am
So this is interesting news (https://www.gamerevolution.com/news/588619-starbound-dev-allegedly-worked-hundreds-hours-no-pay).

Apparently while chucklefish was memeing and dunking on customers, they were powering themselves off the backs of unpaid workers.

As much as I enjoy the game, chucklefish continues to show it's full of terrible people and right when I was staring to think "hey maybe they're gotten their shit together".
I can only hope they've kept a professional distance from ConcernedApe's work on Stardew Valley.
Title: Re: Starbound - Caveat emptor
Post by: Arbinire on August 29, 2019, 10:35:39 am
So this is interesting news (https://www.gamerevolution.com/news/588619-starbound-dev-allegedly-worked-hundreds-hours-no-pay).

Apparently while chucklefish was memeing and dunking on customers, they were powering themselves off the backs of unpaid workers.

As much as I enjoy the game, chucklefish continues to show it's full of terrible people and right when I was staring to think "hey maybe they're gotten their shit together".
I can only hope they've kept a professional distance from ConcernedApe's work on Stardew Valley.

I remember something similar coming up in discussion a few years ago before I got permabanned from their Steam forums for "abusing the report function"...IE reporting their fanboys for flaming, baiting, derailing, and doxxing others.  This company has always been a crapshow company full of horrible people.  To make it worse, they used early access funds that were specifically for Starbound's development to instead set themselves up as an indie publisher instead.

IIRC the guy who makes Stardew Valley separated from Chucklefish as a publisher
Title: Re: Starbound - Caveat emptor
Post by: Glloyd on August 30, 2019, 03:15:01 pm
Yeah, this is the least surprising news if you followed their development at all closely during the KS/pre-alpha/alpha period. This company's always been a dumpster fire. Seems like even most of their major contributors (including Bartwe, the main programmer in the early days) all were exploited/abused in some way. Shame, but the game's not even that good after all these years, so it's not a loss in the slightest to excise it from my steam library.

Also yeah, ConcernedApe is self-publishing now. He has no ties to ChuckleFish anymore.
Title: Re: Starbound - Caveat emptor
Post by: hops on August 30, 2019, 10:54:29 pm
I wonder if Radical Fish Games (the makers of CrossCode) are getting flak from the two studios having similar names lmao
Title: Re: Starbound - Caveat emptor
Post by: Aoi on August 31, 2019, 01:11:50 am
I wonder if Radical Fish Games (the makers of CrossCode) are getting flak from the two studios having similar names lmao

I hope not; CrossCode's fantastic, if you're into the puzzle-ness of it.

For somebody who didn't follow the Chucklefish drama recently discussed, pretty much all the negativity is tied to just them (and presumably the things they're developing themselves), not any of the games they've published, right?
Title: Re: Starbound - Caveat emptor
Post by: Frumple on August 31, 2019, 07:18:36 am
Sorta' seems like it. That said, I wouldn't read to much either way into that. For the last while we've been increasingly finding that worker conditions in general in the gaming industry are pretty consistently and seriously shit. Serious exploitation or abuse of workers is apparently kinda' fucking common.
Title: Re: Starbound - Caveat emptor
Post by: Haspen on August 31, 2019, 07:41:05 am
Finally found a way to make beeg images. So here's the house I've made over the months!

CHATEAU d'ABYSS

With mandatory slime pit, dungeon for henchmen, bonesmith services, secret rooms, spooky clock tower, creepy statues and edgy gothic mistress bedroom.

Title: Re: Starbound - Caveat emptor
Post by: Blue_Dwarf on August 31, 2019, 06:09:38 pm
That base looks awesome.
Title: Re: Starbound - Caveat emptor
Post by: Glloyd on August 31, 2019, 08:35:34 pm
Sorta' seems like it. That said, I wouldn't read to much either way into that. For the last while we've been increasingly finding that worker conditions in general in the gaming industry are pretty consistently and seriously shit. Serious exploitation or abuse of workers is apparently kinda' fucking common.

Still not something we should support. And the thing that sets Starbound apart is that the people being exploited included 15/16 year olds who didn't know any better. Also alleged sexual harassment and general creepiness towards women.
Title: Re: Starbound - Caveat emptor
Post by: Frumple on August 31, 2019, 09:06:43 pm
Didn't say anything about support. Just that direct association shouldn't sway you either way.

Also, from what I've been noticing from chatter lately, that doesn't actually set starbound apart, like. At all. Especially the latter. Some of the shit coming out is pretty crazy, honestly.*

*Iirc the rough details of an example, one of the major music critters that worked on elder scrolls stuff apparently not just raped people, but did it specifically for inspiration in the creative process, ferex.
Title: Re: Starbound - Caveat emptor
Post by: Arbinire on September 01, 2019, 09:41:36 am
Sorta' seems like it. That said, I wouldn't read to much either way into that. For the last while we've been increasingly finding that worker conditions in general in the gaming industry are pretty consistently and seriously shit. Serious exploitation or abuse of workers is apparently kinda' fucking common.

I mean, I suppose this is a good way of looking at it when you want to defend something you enjoy but at least all those workers in those bad conditions we heard about were still getting paid, just being overworked to meet deadlines.  It's like comparing apples to a-holes.
Title: Re: Starbound - Caveat emptor
Post by: Gabeux on September 02, 2019, 01:48:56 pm
This company's always been a dumpster fire.

I just read a bit about it and it's definitely the dumpster fire that keeps on giving.

Also yeah, ConcernedApe is self-publishing now. He has no ties to ChuckleFish anymore.

I can't express how happy I hear to hear that - I've absolutely hated when I discovered they were the publishers for Stardew Valley. That dude definitely should not under any circumstance get even close to that name.