Starbound

[UNSTABLE] Glad Giraffe Patch Notes, now with more bug fixes!

[UNSTABLE] Glad Giraffe Patch Notes


Hey everyone! A new unstable build is upon us! This means that a new stable build is nearly here. Need a reminder of how unstable updates work? Here you go!
  • We automatically upload everything we’ve changed in-game to the opt-in Nightly branch each night.
  • When we’ve completed the update we’ve been working on, we push the update to the Unstable branch. You can learn more about opting in to the Unstable branch here.
  • When we’re sure that the update isn’t causing crashes or terrible bugs, we push the update to the Stable branch.
Click 'read more' for a changelog listing the most significant changes we've made to the game since the last patch!



  • Vehicles are a work in progress! You can purchase/repair them at the outpost, but the repair UI is… definitely WIP.
  • Some one-handed, unique and biome weapons which still use the old system will be replaced in a future patch



    • Weapons
      • Generated and tiered two-handed weapons now have special abilities that can be activated using right click. Many (45+) possible abilities are available for various classes of ranged and melee weapons!
        • Yes, some guns now have flashlights
      • Change to hammer mechanics: hold left click to wind up, release to fire
      • Change to spear mechanics: continue holding left click after a swing to keep the spear out to fend off enemies
      • Several new classes of hard-to-find unique weapons: boomerangs, chakrams and fist weapons. Find blueprints to upgrade these weapons into even more powerful and specialized versions!
      • A few miscellaneous unique weapons and items such as flamethrowers and remote-detonated grenade launchers
    • Major changes to monster and NPC combat mechanics
      • Lots of new unique monsters found throughout the galaxy
      • Hostile monsters now damage the player on touch
      • Knockback is more powerful and reliable
      • Monsters have clearer ‘telegraphing’ to indicate when they are about to attack
      • Remade shields and improved blocking mechanics
      • Replaced electric stun status effect with Electrified, which periodically damages other nearby enemies
    • Vehicles
    • New system for player-controlled vehicles which can be spawned and despawned using Vehicle Controllers (acquired at the Outpost)
    • Hoverbikes!
      • Great for travelling across planet surfaces quickly!
      • They include a passenger seat so you can transport your friends!
      • Come in several attractive colors!
      • Drive carefully to avoid blowing yourself up!
    • Coming Soon! - Boat and Mech vehicles replace previous tech equivalents
    • Repair your vehicles using auto chips, which can be found in the world or purchased at the Outpost
    • Quests
      • Quest givers’ portraits are shown on quest dialogs and in the log
      • Colonists now occasionally give players new procedural quests to help improve their house or social standing
      • The abandon button can be used on procedural quests and the same quests can now be declined
    • Added lots of biome content to Tier 5 (frozen) worlds
      • New ‘Midnight’ planets
      • New ‘Frozen’ planets (replaces Tundra)
      • Prism, Steam Spring, and Hive sub biomes
      • Lots of new microdungeons and other improvements to all underground biomes, including background caves and parallaxes
    • Loads of item descriptions have been fixed/replaced/added, including lots of Novakid ones!
    • Too many new objects, items, costumes, colony tenants, etc. to list
    • Too many bug fixes, item tweaks, and balance changes to list



[UNSTABLE] Glad Giraffe, now a little less [UNSTABLE]


There's a new unstable patch out!  This will hopefully be the last patch before we release a new stable, if everything goes well.  For a list of everything new that will be in the next stable, see this post.

Here is a list of just what has been changed in the most recent unstable update:


  • Fixed a bug causing players to get stuck in barbed wire
  • Fixed a bug causing colonists sometimes getting stuck in the ceiling
  • More hover bike and boat vehicle tweaks, both visually and in behavior.  The hover bike now feels much better and can climb steeper slopes
  • Changes for how vehicles are sold and repaired
  • Much better vehicle spawning from the vehicle controller
  • Fixed some more bugs involving lounging, removed the ability of two players to sit in the same seat if they timed it right
  • Added knockback for shields
  • Changes for how status and movement modifiers are applied to be more clear and more capable
  • Armor dyes!
  • Fixes for terrain generation at the bottom of oceans
  • Fixes for the floran boss damaging too much, also make the ixoling smarter.
  • Fixed chat bubbles rendering behind certain interface elements
  • Versioning fixes importing characters from previous versions
  • Assorted networking fixes, mostly revolving around items
  • Fixes for displaying quest rewards
  • Several fixes for projectiles so that they don't miss when a small target is near their point of impact
  • Fix endlessly repeating sounds
  • Fixes for the turret object
  • Fixes for the trictus monster
  • Fixed monsters sometimes ending up invulnerable near death
  • Fixed monsters not aggroing PvP players
  • Fixes for capture pods
  • Include some things in our distribution for using the Tiled map editor
  • A bunch of other miscellaneous fixes too boring to accurately describe!
We're currently working on a modder's guide for using Tiled, which should include everything you need to create dungeons and missions using it.  There should be a post later today or tomorrow with more details.