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Starground News

Starground v0.9.0.0-ex5 Released

This small experimental update includes a few fixes that were accidentally introduced in the last version, alongside some changes to ModAPI to make modding better.

[h2]Additions[/h2]
  • Added a new ModAPI function for syncing inventories with clients
  • Added the ability to see player multiplayer IDs in the playerlist when the F3 menu is open
  • Added the menu_loaded signal that is emitted when the main scene is instantiated and loaded (accessed in Global)

[h2]Changes[/h2]
  • Changed the use of mod_initial_load.gd to instead use a script pointed to within info.json
  • Changed the version numbering in-game to use a dash "-" instead of an underscore "_"

[h2]Fixes[/h2]
  • Fixed an issue where zooming out had no limit
  • Fixed an issue where mod validation was not in the right order
  • Fixed an issue where bombs and nuclear bombs were not usable

Starground Experimental v0.9.0.0-ex4 Released

This experimental update for Starground addresses some minor issues related to modding, including issues with adding loot table entries, and with modded fuel items not being added into filters for buildings like furnaces and ovens.

Generation and a way to access the next level of the first dungeon has also been added. This second level is the exact same as the first, but will be slowly updated with new visuals, enemies, and bosses.

[h2]Additions[/h2]
  • Added a second dungeon level (not finished yet, but currently accessible)
  • Added floor doors that appear when killing bosses
  • Added a warning popup to the mods menu
  • Added functionality to the mod search box
  • Added background blurring to more UIs

[h2]Changes[/h2]
  • Made it so furnaces will now set it's filters from recipes instead of being hard-coded
  • Made it so any inventory filter with the key FUEL_FILTER will filter to all fuel items
  • Made it so mods can no longer override global.gd
  • Updated all translations

[h2]Fixes[/h2]
  • Fixed an issue where the electric furnace could not take in any ores
  • Fixed an issue where mods could not add to loot tables
  • Fixed an issue where modded fuels were not accepted by fueled buildings
  • Fixed multiple issues with electric furnaces, potentially causing crashes when used
  • Fixed an issue where mods with multiple supported versions listed was formatted incorrectly

Starground Experimental v0.9.0.0-ex3 Hotfix

This hotfix addresses a small issue related to modding that prevented items and buildings from loading defaults (could cause crashing in some cases)

[h2]Fixes[/h2]
  • Fixed an issue where modded items could not load defaults

Starground Experimental v0.9.0.0-ex2 Released

Starground v0.9.0.0-ex2 is now out! This experimental update includes lots of brand new features, including the big one: Modding support!

Modding is now officially implemented into the game. This includes a mod menu in the main menu, and the ability to create your own mods (and use them easier). Mod .zip files can be dragged into the mods folder in the game's %appdata% directory, and will be distributed on Discord until Steam Workshop support is added.

There's also new content, such as farming and cooking, new food items, new buildings, and more!

For modding, Starground has seen an enourmous behind-the-scenes change, which is that everything in the game now uses IDs. This allows us to reference specific things, change their name without problem, and also mod them as well.

All info regarding modding, how to install them, and how to create them, will be on the Github page here, and also over on the Discord.

Let me know (Jesse) if you want to mod the game, and any way I can help you do that!

[h3]Additions[/h3]
  • Added farm plots
  • Added the ability to farm trees with apples
  • Added water pumps
  • Added water
  • Added item descriptions for all artifacts
  • Added a shadow to item stats text to improve readability
  • Added an item tag to denote whether an item is farmable or not
  • Added an item stat to show how much it heals when consumed
  • Added latvian (Thanks Oviar!)
  • Added a blur effect to UIs
  • Added Moongrass to the dungeons
  • Added modding support
  • Added effects from food
  • Added pizza
  • Added apple pie
  • Added moonshroom (as an item)
  • Added moonflour
  • Added the grinder
  • Added ovens
  • Added meat
  • Added a mod menu
  • Added latvian to the game (massive thanks to Oviar!)
  • Added Oviar to the translation credits
  • Added Unskill335 to the translation credits
  • Added the Fountain Wishes track to the space hub

[h3]Changes[/h3]
  • Made it so the tree of wisdom is now killable
  • Updated the sprite for the Dragonslayer
  • Updated all translations
  • Made an enourmous change to everything in the game by swapping items, buildings, research, recipes, and more over to an ID system (should be virtually the same in-game)
  • Unified all recipe selection buildings and their UI together to make them easier to maintain and create

[h3]Fixes[/h3]
  • Fixed an issue where tall items were behind the item frame
  • Fixed an issue where bee sounds were not tied to the SFX bus
  • Fixed an issue where numbers in the research menu would be updated incorrectly

Starground Experimental v0.9.0.0-ex1 Released

Starground v0.9.0.0-ex1 is now out! This is the first experimental update for the upcoming v0.9.0.0 dungeoning update. Experimental branches will be frequent, and might contain game-breaking issues. Before playing, be sure to back up any important saves or stick with new ones.

This update brings new dungeoning content, like the pedestal and chance shrine rooms. I've also added artifacts, which give you powerful abilities when in your inventory. Also, this update contains lots of massive changes to logistics. Please let me know if you run into any issues with that.

[h3]Additions[/h3]
  • Added artifacts
  • Added the magnet artifact
  • Added the lead boots artifact
  • Added the preserved clover artifact
  • Added the chainmail glove artifact
  • Added the grabber artifact
  • Added the night vision goggles artifact
  • Added the special item pillar dungeon room
  • Added the chance shrine room, which has a 50/50 chance for powerful loot, or to spawn enemies when activated

[h3]Changes[/h3]
  • Made it so enemies have a small chance to drop rare items
  • Made it so items are sorted by artifacts first
  • Decreased the chance of decorations dropping hearts and food (new rooms make up for this)

[h3]Fixes[/h3]
  • Finally fixed the strange depth sorting issues with dungeon doors
  • Fixed an issue where enemy corpses would remain between dungeons
  • Fixed an issue where automaton arm components had 0.5 cooldown
  • Fixed multiple issues related to tilemaps and spawning inside of dungeon rooms
  • Fixed a long-standing issue where fuel and furnace progress was not perfectly synchronized
  • Fixed an issue where items could be stuck behind corpses
  • Fixed an issue where the research notification popup was not centered

[h3]Optimizations[/h3]
  • Significantly increased the performance of tilemap autotiling, which increases load times (3x faster on small maps, but over 12x faster on large ones)
  • Significantly increased the performance of all logistics
  • Significantly improved performance of the audio engine