Modding support allways needs to be added somewhat early. If the engine code dosent support modding any modding tools added at a later date will be extremly limited (since developers tend to not want to rework the engine code after release, except minor updates if necessary). Currently theres 3 possetive on the top list, and 2 of those are number 1 and 2. But i get your point.
They update the game allmost every day in the nightly branch. If your asking when they will do a stable update it seems (not guaranteed) like they are holding that until they have enof for 1.0 (release/gold/etc) and the only known release date is "when its done".
That would be awesome. Heck ship battle mechanics as basic as battleship would be awesome even. Personally, I'd love to see something like the Escape Velocity series for navigation/movement between planets and also ship to ship combat while maintaining a similar setup that the game already has for moving between stars. That would make Starbound more or less my ultimate space dream game or at least my ultimate 2D spritebased dream game). Granted, I assume part of the benefit of the hyperspace animation is to provide loading time for the planet the player is headed towards. Further in multiplayer that would require more active network communication than these UIs are designed for. So yeah I understand how unlikely this might be to appear in Starbound.
There is only one thing to do... PRESS THE BUTTON! http://inception.davepedu.com/noflash.php - Awesome update by the way. I especially love Apex 64 - BASIC terminal reminiscent of a certain commodore ... That reminds me. - http://www.escapistmagazine.com/videos/view/loadingreadyrun/8631-Twenty-Thirteen I wonder if we could get Graham and Paul to help in writing for StarBound.
Today's diffs! Code: FILES ----- [NEW] damage\burning.damage damage\frozenburning.damage [NEW] interface\statuses\frozenfire.png [NEW] items\guns\biome\frozenfire\firebow.gun [NEW] items\guns\biome\frozenfire\firebow.png [NEW] items\guns\biome\frozenfire\firebowfull.frames [NEW] items\guns\biome\frozenfire\firebowfull.png [NEW] items\guns\biome\frozenfire\firebowicon.png [NEW] items\guns\biome\frozenfire\frozenbow.gun [NEW] items\guns\biome\frozenfire\frozenbow.png [NEW] items\guns\biome\frozenfire\frozenbowfull.frames [NEW] items\guns\biome\frozenfire\frozenbowfull.png [NEW] items\guns\biome\frozenfire\frozenbowicon.png [NEW] items\guns\biome\frozenfire\frozenfirebow.gun [NEW] items\guns\biome\frozenfire\frozenfirebow.png [NEW] items\guns\biome\frozenfire\frozenfirebowfull.frames [NEW] items\guns\biome\frozenfire\frozenfirebowfull.png [NEW] items\guns\biome\frozenfire\frozenfirebowicon.png items\guns\novakid\revolver\novatier10revolver.gun items\guns\novakid\revolver\novatier1revolver.gun 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items\swords\biome\colorful\crayonpurple.sword [NEW] items\swords\biome\colorful\crayonred.png [NEW] items\swords\biome\colorful\crayonred.sword [NEW] items\swords\biome\colorful\crayonyellow.png [NEW] items\swords\biome\colorful\crayonyellow.sword [NEW] items\swords\biome\colorful\rainbowsword.png [NEW] items\swords\biome\coral\coralcleaver.png [NEW] items\swords\biome\coral\coralcleaver.sword [NEW] items\swords\biome\coral\heatcleaver.png [NEW] items\swords\biome\coral\heatcleaver.sword [NEW] items\swords\biome\crystal\hackman.png [NEW] items\swords\biome\crystal\hackman.sword [NEW] items\swords\biome\crystal\hackmanight.png [NEW] items\swords\biome\crystal\hackmanight.sword [NEW] items\swords\biome\frozenfire\firesword.png [NEW] items\swords\biome\frozenfire\firesword.sword [NEW] items\swords\biome\heck\gutterknife.png [NEW] items\swords\biome\heck\gutterknife.sword [NEW] items\swords\biome\heck\splatterknife.png [NEW] items\swords\biome\heck\splatterknife.sword [NEW] items\swords\biome\hive\terminite.png [NEW] items\swords\biome\hive\terminite.sword [NEW] items\swords\biome\hive\xterminitor.png [NEW] items\swords\biome\hive\xterminitor.sword [NEW] items\swords\biome\mushroom\blighchen.png [NEW] items\swords\biome\mushroom\blighchen.sword [NEW] items\swords\biome\mushroom\mushroomsword.png [NEW] items\swords\biome\mushroom\mushroomsword.sword [NEW] items\swords\biome\mushroom\smashroom.png [NEW] items\swords\biome\mushroom\smashroom.sword [NEW] items\swords\biome\slime\cutarrh.png [NEW] items\swords\biome\slime\cutarrh.sword [NEW] items\swords\biome\slime\katarrhna.png [NEW] items\swords\biome\slime\katarrhna.sword [NEW] items\swords\biome\tar\sabertoothspear.png [NEW] items\swords\biome\tar\sabertoothspear.sword [NEW] items\swords\biome\tar\tarhammer.png [NEW] items\swords\biome\tar\tarhammer.sword [NEW] items\swords\biome\wilderness\overgrownmower.png [NEW] items\swords\biome\wilderness\overgrownmower.sword [NEW] items\swords\biome\wilderness\undergrowthtrimmer.png [NEW] items\swords\biome\wilderness\undergrowthtrimmer.sword items\swords\randomgenerated\rustsword.generatedsword items\swords\randomgenerated\toxicbroadsword.generatedsword items\swords\randomgenerated\uncommoncrappysword.generatedsword items\swords\randomgenerated\uncommontier2twohandedsword.generatedsword items\swords\randomgenerated\uncommontwohandedsword.generatedsword items\swords\randomgenerated\watersword.generatedsword items\throwables\throwingbones.png particles\burningdamagenumber.particle particles\frozenburningdamagenumber.particle projectiles\guns\unsorted\chargedflamearrow\chargedflamearrow.projectile projectiles\guns\unsorted\chargedfrozenflamearrow\chargedfrozenflamearrow.projectile [NEW] projectiles\swoosh\broadsword\electricbroadswordswoosh\electricbroadswordswoosh.frames [NEW] projectiles\swoosh\broadsword\electricbroadswordswoosh\electricbroadswordswoosh.png [NEW] projectiles\swoosh\broadsword\electricbroadswordswoosh\electricbroadswordswoosh.projectile [NEW] projectiles\swoosh\broadsword\electricbroadswordswoosh\icon.png [NEW] projectiles\swoosh\broadsword\firebroadswordswoosh\firebroadswordswoosh.frames [NEW] projectiles\swoosh\broadsword\firebroadswordswoosh\firebroadswordswoosh.png [NEW] projectiles\swoosh\broadsword\firebroadswordswoosh\firebroadswordswoosh.projectile [NEW] projectiles\swoosh\broadsword\firebroadswordswoosh\icon.png [NEW] projectiles\swoosh\broadsword\poisonbroadswordswoosh\icon.png [NEW] projectiles\swoosh\broadsword\poisonbroadswordswoosh\poisonbroadswordswoosh.frames [NEW] projectiles\swoosh\broadsword\poisonbroadswordswoosh\poisonbroadswordswoosh.png [NEW] projectiles\swoosh\broadsword\poisonbroadswordswoosh\poisonbroadswordswoosh.projectile [NEW] projectiles\swoosh\broadsword\waterbroadswordswoosh\waterbroadswordswoosh.frames [NEW] projectiles\swoosh\broadsword\waterbroadswordswoosh\waterbroadswordswoosh.png [NEW] projectiles\swoosh\broadsword\waterbroadswordswoosh\waterbroadswordswoosh.projectile projectiles\swoosh\hammer\fryingpanswoosh\fryingpanswoosh1.projectile projectiles\swoosh\hammer\steelchairswoosh\steelchairswoosh.projectile projectiles\throwable\throwingbones\boneimpact.config projectiles\throwable\throwingbones\throwingbone.png [NEW] sfx\projectiles\bonecrumble1.wav [NEW] sfx\projectiles\bonecrumble2.wav [NEW] sfx\projectiles\bonecrumble3.wav stats\player_primary.lua stats\effects\burning\burning.animation stats\effects\burning\burning.lua stats\effects\frozenburning\frozenburning.animation stats\effects\frozenburning\frozenburning.lua stats\effects\frozenburning\frozenburning.statuseffect DIFFS ----- damage\frozenburning.damage 102d101 < "normal" : { 105d103 < } items\guns\novakid\revolver\novatier10revolver.gun 10,11c10,11 < "handPosition" : [-4, -4], < "firePosition" : [18, -0.5], --- > "handPosition" : [-5, -3], > "firePosition" : [12, 1], items\guns\novakid\revolver\novatier1revolver.gun 11c11 < "firePosition" : [19, 2], --- > "firePosition" : [18, 3], items\guns\novakid\revolver\novatier2revolver.gun 11c11 < "firePosition" : [20, 2], --- > "firePosition" : [19, 3], items\guns\novakid\revolver\novatier3revolver.gun 11c11 < "firePosition" : [20, 2], --- > "firePosition" : [19, 2.5], items\guns\novakid\revolver\novatier4revolver.gun 10,11c10,11 < "handPosition" : [-4, -4], < "firePosition" : [20, 1], --- > "handPosition" : [-5, -3], > "firePosition" : [19, 1.5], items\guns\novakid\revolver\novatier5revolver.gun 10,11c10,11 < "handPosition" : [-4, -4], < "firePosition" : [15, 1], --- > "handPosition" : [-5, -2], > "firePosition" : [13, 2.25], items\guns\novakid\revolver\novatier6revolver.gun 11c11 < "firePosition" : [16, 2.25], --- > "firePosition" : [13, 2.25], items\guns\novakid\revolver\novatier7revolver.gun 10,11c10,11 < "handPosition" : [-4, -2], < "firePosition" : [14, 0.5], --- > "handPosition" : [-5, -2], > "firePosition" : [12, 1.25], items\guns\novakid\revolver\novatier8revolver.gun 11c11 < "firePosition" : [14, 0.5], --- > "firePosition" : [13, 0.5], items\guns\novakid\revolver\novatier9revolver.gun 10,11c10,11 < "handPosition" : [-4, -4], < "firePosition" : [13.5, 0.75], --- > "handPosition" : [-2, -2], > "firePosition" : [12, 0.75], items\guns\novakid\revolver\rustyrevolver.gun 11c11 < "firePosition" : [18, 3], --- > "firePosition" : [17, 3], items\swords\randomgenerated\rustsword.generatedsword 17c17 < "projectileTypes" : [ "electricbroadsword", "firebroadsword" ], --- > "projectileTypes" : [ "electricbroadswordswoosh", "firebroadswordswoosh" ], items\swords\randomgenerated\toxicbroadsword.generatedsword 17c17 < "projectileTypes" : [ "electricbroadsword", "firebroadsword" ], --- > "projectileTypes" : [ "electricbroadswordswoosh", "firebroadswordswoosh" ], items\swords\randomgenerated\uncommoncrappysword.generatedsword 16c16 < "projectileTypes" : [ "poisonbroadsword", "electricbroadsword", "firebroadsword" ], --- > "projectileTypes" : [ "poisonbroadswordswoosh", "electricbroadswordswoosh", "firebroadswordswoosh" ], items\swords\randomgenerated\uncommontier2twohandedsword.generatedsword 17c17 < "projectileTypes" : [ "poisonbroadsword", "electricbroadsword", "firebroadsword" ], --- > "projectileTypes" : [ "poisonbroadswordswoosh", "electricbroadswordswoosh", "firebroadswordswoosh" ], items\swords\randomgenerated\uncommontwohandedsword.generatedsword 17c17 < "projectileTypes" : [ "poisonbroadsword", "electricbroadsword", "firebroadsword" ], --- > "projectileTypes" : [ "poisonbroadswordswoosh", "electricbroadswordswoosh", "firebroadswordswoosh" ], items\swords\randomgenerated\watersword.generatedsword 17c17 < "projectileTypes" : [ "waterswoosh" ], --- > "projectileTypes" : [ "waterbroadswordswoosh" ], particles\burningdamagenumber.particle 6c6 < "color" : [250, 150, 0, 180], --- > "color" : [255, 115, 0, 255], particles\frozenburningdamagenumber.particle 6c6 < "color" : [219, 140, 255, 255], --- > "color" : [206, 125, 250, 255], projectiles\guns\unsorted\chargedflamearrow\chargedflamearrow.projectile 6c6 < "lightColor" : [235, 126, 2], --- > "lightColor" : [191, 103, 2], projectiles\guns\unsorted\chargedfrozenflamearrow\chargedfrozenflamearrow.projectile 6c6 < "lightColor" : [200, 2, 235], --- > "lightColor" : [151, 76, 191], projectiles\swoosh\hammer\fryingpanswoosh\fryingpanswoosh1.projectile 9,10d8 < "knockbackPower" : 5, < 15c13,16 < "damageKind" : "fryingpan" --- > "damageKind" : "fryingpan", > > "knockback" : 100, > "knockbackDirectional" : true projectiles\swoosh\hammer\steelchairswoosh\steelchairswoosh.projectile 9,10d8 < "knockbackPower" : 5, < 15c13,16 < "damageKind" : "steelchair" --- > "damageKind" : "steelchair", > > "knockback" : 100, > "knockbackDirectional" : true projectiles\throwable\throwingbones\boneimpact.config 11c11 < "options" : [ "/sfx/projectiles/gnome_impact1.wav", "/sfx/projectiles/gnome_impact2.wav", "/sfx/projectiles/gnome_impact3.wav", "/sfx/projectiles/gnome_impact4.wav", "/sfx/projectiles/gnome_impact5.wav", "/sfx/projectiles/gnome_impact6.wav" ] --- > "options" : [ "/sfx/projectiles/bonecrumble1.wav", "/sfx/projectiles/bonecrumble2.wav", "/sfx/projectiles/bonecrumble3.wav" ] stats\player_primary.lua 51a52 > damage = damage * status.stat("fallDamageMultiplier") stats\effects\burning\burning.animation 17c17 < "color" : [60, 20, 0] --- > "color" : [191, 103, 2] stats\effects\burning\burning.lua 4c4 < effect.setParentDirectives("fade=FF8800=0.2") --- > effect.setParentDirectives("fade=BF3300=0.25") 24a25 > damageSourceKind = "burning", stats\effects\frozenburning\frozenburning.animation 41c41 < "color" : [166, 0, 255] --- > "color" : [151, 76, 191] stats\effects\frozenburning\frozenburning.lua 5a6 > effect.setParentDirectives("fade=AC00BF=0.25") stats\effects\frozenburning\frozenburning.statuseffect 10c10,13 < "animationConfig" : "frozenburning.animation" --- > "animationConfig" : "frozenburning.animation", > > "label" : "frozenburning", > "icon" : "/interface/statuses/frozenfire.png" Katarrhna Heat Cleaver X-Terminitor
So a minor implementation of this will allow players to set up advanced wiring systems and manage the power input and output to each connection? While also allowing players to hack into and reprogram systems (dungeons for instance) to either grant them safe passage or consider them friendly and the previous owners hostile... or just opening doors/unlocking chests? If possible the complexity of such things be rated by tiers? Also, was wondering if there would be a device or alternatively an option in this new system that would let you lock and unlock place able objects so they could not be "mined" without unlocking them first. I bring that up here because that would be something I'd personally like to be apart of hacking into a main console to do. Taking control of a facility and what not.
Now you just need games that upon completion, produce an item like a key or prize from a small pixel printer embedded in the machine. Opening doors, adjusting circuits, dumping the player into water... the possibilities are hilarious.
No, it is much easier to implement modding from the ground up rather than to rrewrite the system to support it later. Additionally, the types of designs that make modding easier are good designs for the internal structure of the game anyways. If you add features that make it easier for modders to add in new items, change how things work, specify new UIs, it also makes it easier for you to add content. A game engine that is amiable to modding is extensible, and extensible is a very good property to have in your engine. Implementing modding support from the beginning will improve the development speed and quality.
the potential for this addition is staggering i cant wait for the next stable patch to see what modders will do with it. Not gona lie I almost ... in my pants
Waaaaaaaaaaitaminute! Are you saying that I can come home after a day working on coding stuff into computers, just so I can play a game where I can actually code stuff into computers? Is this real life?????
And here I thought it hasn't been a year since this beta was launched... Looked for feline Morpheus. Was not disappointed
Awesome. I also wait for the Standalone DRM-Free Version. Because it would made it easier because with Mods. As Example: I would still use the Steam-Version for the Vanilla Game, but i would also install the DRM Free Standalone, which i would mod with the One Piece Mod. With the Minecraft Launcher i do it so, where i install more than one Minecraft, but with different Mods and Builds =) Or they would integrate a good Mod-Managing thing in Starbound, like Don't Starve, where you can easy enable/disable Mods =)
Would be cool to find puzzles in game that required minor coding inputs to solve. Imagine walking up to a highly secure enemy base and seeing a locked door with a computer by it. You enter the interface and hit "door> open" or "input code: ****" or something along those lines. There'd be hints on what to do near the area or within the quest since barely any of us know anything about coding.
Apex 64 pulls the good old strings in my heart, but the feeling would be more complete if the system would use CAPITAL LETTERS ONLY by default.