1. Starground
  2. News

Starground News

Starground v0.8.2.1 Hotfix

This hotfix addresses a few issues related to balancing and general game performance. This update also fixes a game soft-locking bug that caused clients in multiplayer to be unable to respawn on death, and an issue with multiplayer research syncing.

[h3]Changes[/h3]
  • Decreased the cooldown of the primitive hammer from 1->0.5, and decreased damage from 2->1.5
  • Decreased the cooldown of the primitive handle from 0.3->0.2
  • Decreased the cooldown of the sword handle from 0.15->0.1
  • Moved info tables into their own resources (more of a behind the scenes change)
  • Slightly increased the frequency of special dungeon rooms

[h3]Fixes[/h3]
  • Fixed a depth sorting issue with crafter menus
  • Fixed an issue where the death animation would freeze and not play
  • Fixed an issue where the death popup didn't show up on clients on multiplayer
  • Fixed an issue where research info was sending packets that were too large, which also fixes:
    • Fixed an issue where the show completed button in the research menu didn't work on clients
    • Fixed an issue where the item progress number and info didn't update in the research menu
    • Fixed an issue where the research progress bar did not update for clients

[h3]Optimizations[/h3]
  • Significantly sped up loading of all dungeon rooms by caching them all in memory first

Starground v0.8.2.0 Released

[h3]Starground v0.8.2.0 is now out![/h3]
This update adds a few bits and bobs for the automation area, including improved logistics, boats, music, and more. Read through all of the new major features below, and our plans for the next major update for Starground, the Dungeoning update.

[h2]Boats[/h2]

I always hated how some maps could get entirely locked off if there was a river in between you and a chunk of land, so I decided to add boats!

Now you can finally sail around and no piece of land is inaccessible. This definitely helps with overall map navigation, but eventually I'll be adding modifiable terrain as well, which will further help the issue of weird maps.

[h2]Faster Logistics[/h2]

V2 conveyors finally have some friends! Now instead of being stuck with V1 speeds for splitters and underground conveyors, you can upgrade them to fully convert your logistics network to the next higher speed.

This also allows for a fun new side-feature, which is belt weaving. Since V1 and V2 underground conveyors do not connect with each other, you can weave them together to optimize space usage.

[h2]Storage Hub[/h2]

I've seen an interesting thing happen watching people play the game, which is that people tend to use vaults as a sort of "storage hub." This of course was never really intended, but it made me realize that with item sorting being an important part of Starground, it was a good idea to have a building officially designed for that use. The storage hub has the same capacity as a regular chest, but boasts a large 3x3 footprint, giving players a total of 12 input or output spaces for movers.

[h2]Tiered Research (and mover speed research)[/h2]
Tiered research is a new type of research in Starground that let's me create researches with different ingredients for each level. This is great for our first tiered research for Movers. Now you can upgrade them and they can match your high speed conveyors.

Tiered research will open us up to a whole bunch of new technologies in the future, specifically for ones that have a compounding effect, like the speed of a machine or something similar.

[h2]Recipe Rebalancing[/h2]
Iron in Starground has always been in extreme demand over its copper counterpart. This update sees a few tweaks to various recipes in-game to make them more copper heavy. While stone is still a bit left out, plans to fully integrate it into main research (and infinite research) are underway.

[h2]New Music[/h2]
I can't show this one off on an announcement like this, but trust me, there IS new music!

Ben has been hard at work with 5 new tracks ready to go. 3 of them for the automation zone, and two more for the dungeons. Jump into the game and see if you can find them all!

Dungeoning Update Plan

It's also about time for some news on the plans for the next major update of Starground. v0.9.0.0 will be all about dungeons, and we have a pretty solid plan of how to go about that. We've been coming up with lots of ideas, with the image above being only a small part of that overarching plan.

All credit goes to Dyllyn (Talirium) for the art!

To get a full rundown:

[h3]Artifacts[/h3]
Artifacts will be items you can find that enhance your abilities in one way or another. This could be something for automation (like an item that disables belts from moving you), or for dungeoning (like an item that adds a chance to stun enemies).
[h3]Expanded Dungeon Layout[/h3]
The dungeon is a little too short as it is, and the boss is too easy to get to. We plan on expanding this to include 3 floors per dungeon, with each progressive one getting harder. Player's have a choice at the end of a level to go home, or venture deeper for more challenge, but more reward.
[h3]Minibosses[/h3]
Minibosses will be a fun way to spice up rooms and give us an opportunity to add in more rare and special drops from these enemies.
[h3]Farming and Cooking[/h3]
Farming, while aimed toward dungeoning, will also be a part of automation. Seeds are found in dungeons, which can be planted and processed into better foods for dungeoning that give you more health and buffs.
[h3]More NPCs[/h3]
More NPCs will help us flesh out the world, and give us more opportunity for fun story-focused content.
[h3]Quests[/h3]
Quests are missions that are either accepted randomly from NPCs out in the wild, or through a daily bounty quest.
[h3]New Weapons[/h3]
More weapons with more abilities is definitely planned, and hopefully we get around to ranged weapons as well.

None of this is 100% confirmed, and we don't have an estimated date for this right now either, but we'll keep you informed when that info is more concrete.

After the dungeoning update, an automation update is likely next up, with a whole bunch of new research and buildings. Hopefully I'll be seeing you then on a whole new planet ;)

If you have any ideas for future content, or run into any bugs, let me know at the usual places!

[h2]Follow Along[/h2]
Want to follow the development of Starground more closely? Please consider joining the official Discord, or tuning into regular devstreams held over on Twitch.



[h2]Full Changelog[/h2]
[h3]Additions[/h3]
  • Added the storage hub building
  • Added a roll cooldown progress wheel above the player
  • Added a noise that plays when the flashlight turns on or off
  • Added a new tiered research type that has changing inputs depending on its level
  • Added a tiered research to increase the speed of movers
  • Added track Blueprint to the automation zone
  • Added track Beautiful Moment to the automation zone
  • Added track Research to the automation zone
  • Added track Lair to the dungeon
  • Added track Yuck Puddle to the dungeon
  • Added boats
  • Added V2 splitters
  • Added V2 underground conveyors
  • Added the Faster Logistics research

[h3]Changes[/h3]
  • Changed the recipe for collectors to use 10 copper instead of iron
  • Changed the appearance of player nametags
  • Changed the flashlight sprite to be smooth
  • Made it so crates drop fewer hearts and cheese
  • Updated the biofuel sprite to avoid confusion
  • Made the player's collision shape a circle to help make navigation around tiny objects easier
  • Changed the Beach Ball recipe to use plastic instead of wood (wood never really made any sense, and was always temporary until plastic anyways)
  • Slightly increased the size of the research menu
  • Changed the sizing of the "Requires" and "Unlocks" sections in the research menu
  • Made it so unlock icons in the research menu are better positioned and spaced
  • Moved track Grass Roots to the main menu
  • Updated track Lounge
  • Updated in-game translations
  • Changed the recipe of V2 conveyors to use 1 copper ingot instead of 1 iron ingot
  • Made it so the Better Automation research is now required for underground conveyors
  • Moved V2 conveyors to the Faster Logistics research

[h3]Fixes[/h3]
  • Fixed a crash related to an infinite research being selected
  • Fixed an issue where other player icons on the minimap were not tinted
  • Fixed an issue where picking a building or highlighting one while building a new one caused its overlay to not display
  • Fixed an issue where taking an item from a conveyor belt could make the next item in line instantly teleport
  • Fixed an issue where placing down a building into a network that is at low satisfaction would not display its low power icon
  • Fixed an issue where the minimap would not display the right color for newly placed buildings
  • Potentially fixed an issue related to the death screen not appearing when dying
  • Fixed an issue where mining the vending machine crashes the game
  • Fixed an issue where the spawn animation did not play when a player dies
  • Fixed an issue where settings for the minimap were not saved
  • Fixed an issue where beach balls would render on the map and never de-render
  • Fixed an issue where the player is still in build mode when killed while building
  • Fixed a perspective issue on the trashcan decorations in the Space Hub
  • Fixed multiple issues related to improper UI overlapping
  • Fixed multiple issues related to improper mouse focus priority
  • Fixed an issue where the research menu was unopenable on controller
  • Fixed an issue where long building descriptions would cause menu instability


[h3]MORE ONLINE CO-OP FUN?[/h3]
Add to your online co-op party night by checking out the demo for the upcoming 17.waves TD.
The tower defense gameplay is inspired by PixelJunk Monsters, with the chaotic role-assignment co-op of Overcooked.

https://store.steampowered.com/app/2369760/17waves_TD/

Also published by 2 Left Thumbs, be sure to add 17.waves to your Wishlist so you don't miss out!

Starground v0.8.1.1 Hotfix

This quick hotfix fixes an issue related to the hot bar not being accessible, and the building menu showing all unlocks when loading into a world from another.

[h3]Fixes[/h3]
  • Fixed an issue where research was still unlocked when loading in a new world from an end-game world
  • Fixed an issue where you couldn't assign items to the hotbar

Starground v0.8.1.0 Released

[h3]Starground v0.8.1.0 is now out![/h3]
This update focuses more on QOL and addressing a ton of bugs to improve the experience of all players, but especially for multiplayer. I've focused on alleviating pain points where people were confused by some things, and making sure to eliminate as many bugs as possible.

This update does not see much in terms of brand new content, but it's still very necessary to ensure we have a stable and bug-free foundation to work off of. v0.8.1.0 is essentially the equivalent of Minecraft's Bugs and Bees update. The full changelog below mentions all of the tiny changes and fixes that I don't highlight in this post.

Next update will be all about content, so don't fear! Let me know on the usual places what you would like to see for that.

[h2]Minimap[/h2]

A minimap has been a very highly requested feature, so I'm happy to say that it's finally here! Now you can view a small preview window of your world, and it also shows all players and their locations. This will be a massive help in navigating your world and also lets you see your circuit-like factories grow.

A minimap for dungeons will also be coming soon, but unfortunately not in this update!

[h2]Building Overlays[/h2]

Building overlays have now seen a nice upgrade. For a long time, there's always been questions that were difficult as a player, like:

Is my tesla coil connecting?, Is my building within range of power?, What are the radius of my other buildings?

These issues have been addressed by having two separate indicator overlays for both tesla coils and all ranged buildings. This means you can see the range of a building (like a collector) and also see where the power area is. A no connection icon also appears when a building is not within range.

Tesla coils also will now show a wire connection preview before you place it. This helps a lot since you can now visually see if they are connecting to the network or not.

[h2]Upcoming Controller Development[/h2]
While this update sees some small changes and improvements to controller support, I understand that it's not quite at a level that is enjoyable to play with. I wanted to do all this for this update, but I decided to push it back for next time. I've purchased a Steam Deck, and will be focusing controller development on that platform, since it lets me get things all good for controllers on PC, but also lets me visually see how I can scale UI elements properly. Some things that are planed are ways to automatically translate rebinded keys to the correct glyphs, onscreen icons for the right keybinds, and manually setting focus neighbors so slot navigation makes more sense. Be tuned for many of those changes with the next update!

[h2]Follow Along[/h2]
Want to follow the development of Starground more closely? Please consider joining the official Discord, or tuning into regular devstreams held over on Twitch.



[h2]Full Changelog[/h2]
[h3]Additions[/h3]
  • Added a decorations tab in the building menu
  • Added a play button to the speaker, allowing players to play sounds for other people
  • Added Krystian Stachyra to the translators credits (huge thanks for your work on Polish and Danish!)
  • Added a minimap for the automation area
  • Added preview connection lines that are displayed when placing down tesla coils
  • Added a no connection icon that appears when a building is being placed outside of the range of a tesla coil
  • Added the ability to close the pause menu with B on controller
  • Added a controller keybind for rotating buildings (RS for now)
  • Added a controller keybind for shift clicking items (RB for now)
  • Added language support for Edikan (thanks Ategon, check him out on Twitch!)

[h3]Changes[/h3]
  • Updated all translations
  • Made it so that oil will now spawn outside the edges of the map (this is to prevent maps with only land from being unplayable)
  • Decreased the hitbox of slimes to prevent them from getting stuck in some areas
  • with the current window state, fullscreen mode not being saved on exit, and strange window appearance issues
  • Made it so that resources now spawn at a consistent rate for all map sizes
  • Decreased the world size maximum from 512 to 256
    • 512 words caused more problems than they solved, but maybe they'll return one day. Until then, all saves created as a 512 world will be completely fine.
  • Made it so that the music delay setting is off by default
  • Made it so first time users will have their local language set if it is one of the supported languages
  • Added error checking for network connections. Now instead of the game stalling when a connection fails, it throws an appropriate error message and returns to the main menu.
  • Slightly shrunk the beach ball hitbox to prevent collision issues
  • Increased the spawnrate of all resources
  • Decreased the TCP timeout time from 30 to 10 seconds
  • Increased the length of daytime and consequently made nighttime shorter. This is to help with visibility and to buff solar panels.
  • Made it so tesla coils have white overlays
  • Made it so any building that uses power will make the tesla coil overlays activate
  • Made it so collector overlays overlap with tesla overlays
  • Increased the resolution of all overlay radiuses
  • Made it so you can no longer build conveyors on top of the spawn platform
  • Made it so the precision building offset is reset back to its origin when moving the right stick on controller

[h3]Fixes[/h3]
  • Fixed an issue where the dragon slayer drop from the fountain would return a null item
  • Fixed an issue where the rubber mallet would deal damage to the player when held in their hand
  • Fixed an issue where summoned moonshrooms were spawning on top of eachother and in walls
  • Fixed an issue where the mining laser would freak out on really low frame rates
  • Fixed an issue where the game did not remember the setting for fullscreen
  • Fixed multiple issues related to window fullscreen toggling, including syncing the fullscreen button
  • Fixed an issue where "last played" and "day" was not translated on the save/load menu
  • Fixed an issue where nuclear bombs didn't cause a white flash
  • Fixed an issue where nukes were invisible for clients
  • Fixed an issue where the setting for tooltips was not saved
  • Fixed an issue where plants were invisible for clients
  • Fixed Linux cloud saves and optimized their storage space (thanks Scott for your help!)
  • Fixed an issue related to loading saved locales
  • Fixed an issue where walls would update strangely on multiplayer
  • Fixed an issue where conveyor curves didn't update sometimes on multiplayer
  • Fixed an issue where thumpers didn't work for clients on multiplayer
  • Fixed an issue where the training dummy blocked objects above it
  • Fixed an issue where items held by bees were not synced on multiplayer
  • Fixed issues related to velocities with the player, preventing people from getting stuck in walls, jittering on low frame rates, and issues with knockback and rolling momentum
  • Fixed an issue where players could be completely invisible sometimes
  • Fixed an issue where player nametags were hidden for clients
  • Fixed an issue where dead players were visible when joining the game
  • Fixed an issue where tutorial sounds would play for the server when a client joins the game
  • Fixed an issue where tutorial sounds would play regardless of set audio volume
  • Fixed an issue where tutorial sounds would play before a player has fully loaded into a game
  • Potentially fixed an issue where other players on multiplayer would be stuck at spawn and not move
  • Fixed an issue where the player list was visible by default on multiplayer
  • Fixed an issue where newly placed buildings did not show their indicators
  • Fixed an issue where the save/load menu showed invalid files (steam cloud file specifically)
  • Fixed an issue where tesla coils did not have their power lines drawn when a client first joins the game
  • Fixed an issue where researchers would break with infinite research being selected
  • Potentially fixed an issue related to research not updating for clients

[h3]Optimizations[/h3]
  • Improved performance of trees
  • Increased the performance of all objects
  • Greatly optimized performance of conveyors by setting up target caching


[h3]MORE ONLINE CO-OP FUN?[/h3]
Add to your online co-op party night by checking out the demo for the upcoming 17.waves TD.
The tower defense gameplay is inspired by PixelJunk Monsters, with the chaotic role-assignment co-op of Overcooked.

https://store.steampowered.com/app/2369760/17waves_TD/

Also published by 2 Left Thumbs, be sure to add 17.waves to your Wishlist so you don't miss out!

Starground blends together factory building automation with dungeon crawling

Build a factory, get it automated and go on an adventure? Sure why not! Starground will give you exactly that alone or with friends.

Read the full article here: https://www.gamingonlinux.com/2024/08/starground-blends-together-factory-building-automation-with-dungeon-crawling