Starground v0.15.1 Released
[h2]Starground v0.15.1 is now out![/h2][h3]This update includes some really nice QOL features that will make the game a much better experience, especially for new players.[/h3][p][/p]
[/p][p]From the very first moment I added in research, I was never really a fan of the old button-type layout. It got the job done, but had some big problems. It was almost impossible to understand the relationship between research, so unlocking new things almost seemed random.[/p][p][/p][p]Starground now has a visual research tree that I think is much more intuitive. It lets you directly see what research can be unlocked, the overall research progress you've worked through, and is honestly a lot more fun to use.[/p][p][/p][h2]Expanded Tutorial[/h2][p]
[/p][p]Starground's tutorial has been expanded! In the past, the game really did leave you kind of stranded, so I spent time cycling back and enhancing things a bit. The tutorial now has an objective list that pops up on the side to indicate what items you need. I've also extended it up to the point of crafting a starlauncher. In the future, i'll likely flesh it out a bit more as well.[/p][p][/p][h2]Menu Buttons[/h2][p]
[/p][p]With all the menus in Starground now, it's easy to forget what keys open what menu. I've added a list of icons on the bottom right with inputs beside them so you can now remember. On keyboard + mouse, you can click on those icons to open up a menu.
You can disable these in the options if you don't like them, or start to memorize keys and don't really need them.[/p][p][/p][h2]Engine Upgrade[/h2][p]Usually I don't bother mentioning engine updates, but I think this one is special for a few reasons.[/p][p][/p][p]We're now in Godot 4.6, which adds in some things that will be very nice. First off, a really big performance boost. 4.6 also adds in DX12 as a renderer, which might be more reliable on some computers. You can now launch in DX12 mode.[/p][p][/p][p]Lastly, modding also sees a big change with this update. You now have the ability to export a mod as a patch. This might seem like a random small thing at first, but it allows you to load the base-game pck, edit and change whatever files you want, and then only export the differences. I'll be expanding modding support in the future utilizing this new system.[/p][p][/p][h3]Thats it for this update! As always, let me know if any issues come up on the Discord server, or over on the Steam, forums. See you all around for 0.16![/h3][h2]
Follow Along[/h2][p]Want to follow the development of Starground more closely? Please consider joining the official Discord, or tuning into regular devstreams held over on Twitch.![]()
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Whats New
[h2]Research Tree[/h2][p]You can disable these in the options if you don't like them, or start to memorize keys and don't really need them.[/p][p][/p][h2]Engine Upgrade[/h2][p]Usually I don't bother mentioning engine updates, but I think this one is special for a few reasons.[/p][p][/p][p]We're now in Godot 4.6, which adds in some things that will be very nice. First off, a really big performance boost. 4.6 also adds in DX12 as a renderer, which might be more reliable on some computers. You can now launch in DX12 mode.[/p][p][/p][p]Lastly, modding also sees a big change with this update. You now have the ability to export a mod as a patch. This might seem like a random small thing at first, but it allows you to load the base-game pck, edit and change whatever files you want, and then only export the differences. I'll be expanding modding support in the future utilizing this new system.[/p][p][/p][h3]Thats it for this update! As always, let me know if any issues come up on the Discord server, or over on the Steam, forums. See you all around for 0.16![/h3][h2]
Follow Along[/h2][p]Want to follow the development of Starground more closely? Please consider joining the official Discord, or tuning into regular devstreams held over on Twitch.
Changelog
[p][/p][h2]Additions[/h2]- [p]Added tooltips to mining snapping and smooth controller mining options[/p]
- [p]Added a tree-based research menu[/p]
- [p]Added menu hotkey icons on the bottom right[/p]
- [p]Added new sections to the tutorial[/p]
- [p]Added an objectives list to the tutorial[/p]
- [p]Added track Uranium to Tyria[/p]
- [p]Made it so that the research popup now also shows the level of the research that was completed[/p]
- [p]Made it so that completed tiered researches no longer show the next level number in line (just makes more intuitive sense)[/p]
- [p]Made it so the tutorial is now positioned to the left of the minimap so it doesn't get blocked[/p]
- [p]Made it so long unlock sections in research now automatically scroll on controller[/p]
- [p]Made it so numbers on the hotbar go away when you are using a controller[/p]
- [p]Upgraded to Godot 4.6[/p]
- [p]Updated all translations[/p]
- [p]Fixed an issue where the infinite research achievements could be acquired with only one research[/p]
- [p]Fixed an issue where the research command was not properly researching infinite researches[/p]
- [p]Fixed an issue where mining snapping would snap to the spawn pad[/p]
- [p]Fixed an issue where buildings inside of a broken coil radius would not get reattached to a coil overlapping onto them[/p]
- [p]Fixed an issue with the /give command where specifying a player always gave 1 item, even when specifying quantity[/p]
- [p]Fixed an issue where horizontal item indicator nodes would not update their color properly[/p]
- [p]Fixed an issue where the game would scream at you constantly when you don't have steam enabled[/p]
- [p]Fixed an issue where an empty blueprint could be submitted for conversion[/p]
- [p]Fixed an issue where the tool wheel was still using its own UI sounds and wasn't effected by the UI sound slider. It now uses the global UI sounds that other buttons use[/p]