Starbound South Africa - Gamers Haven server

Spawnpoint Protected & New Features & Commands


The spawnpoint are now protected and no one will be able to build or break anything, if you would like to help us build something at the spawnpoint, like a town let me know and apply on the forums and i'll give you permission to build, if you don't know where the spawn point are for those already started on the server, just use /spawn, it will take you there :)

When you now start on the server, you can use /fuel to get you some ore which will allow you to go to another planet.

Also we do not allow any modded clients and you will not be able to join when you tweaked any files in your assets folder or added mods in the mods folder, if you did that you will receive a message apon joining the server, best is before you mod your client or touch it make a backup.

We also have a few permission groups added at this stage:

[SA] SuperAdmin
[A] Admin
[M] Moderator
[P] Player
[G] Guest

Each one of this groups have permissions added to them what they are allowed doing on the server, this way we can protect the server, contact any admin or moderator if you feel that someone is breaking the rules.

Don't forget to type /help, this will list all the availeble commands you can use, cool new feature is that you can now allow someone access on your ship with /shipaccess and a bunch of other cool commands availeble.

If you would like to help the server out being a admin or moderator let me know as well.
 
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So I just got Starbound and played a bit on this server, but I can't cutdown trees or dig with the matter manipulator? It works in single player. Is this a known bug? Is anyone else having this issue?

Actually it might just be the starting area on multiplayer that doesn't allow it...
 
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So I just got Starbound and played a bit on this server, but I can't cutdown trees or dig with the matter manipulator? It works in single player. Is this a known bug? Is anyone else having this issue?

Actually it might just be the starting area on multiplayer that doesn't allow it...

Hey man, welcome :) You started in the starting zone where we don't allow people to break anything, you can just use /fuel and get some fuel to use to travel to another planet you can then break things and go mad.
 
I have the game but I can' get past the first planet with the ufo attacking me, and the weird alien type creature, so I don't know what to do
 
I thought this game was something else entirely! Looks bloody awesome - Will wait for a sale. Spring Sale is coming soon :D
 
What is this like compared to Terraria ? i could never really get into Terraria, the 2D space just put me off.

I'd give Starbound a try, its just the whole Terraria look that sways me the other way.
 
What is this like compared to Terraria ? i could never really get into Terraria, the 2D space just put me off.

I'd give Starbound a try, its just the whole Terraria look that sways me the other way.

Never played Terraria myself, but i do enjoy Starbound, currently i am just waiting for the last wipe they have planned before i start playing it again, but it is fun to play :)
 
New Starbound patch release just now..

Starbound.co.za is updated and runs the latest patch.

Server IP: play.starbound.co.za

No more incoming character wipes!

Changelog for v. Furious Koala 26/01/2014

Hey there Stargazers and Sports Racers, it’s been quite some time since the last patch, and we have some very large changes dropping this release.

Code Changes:

Absolutely massive changes to disk serialization (sorry reversers), which will allow us to never need to wipe players or ships again, and hopefully never need to wipe worlds again.
Related, we now have a proper versioning system for save files.
Added difficulty levels and permadeath characters to the game.
Packed assets into databases (speeds up startup significantly), and included asset packing and unpacking utilities with the distribution.
This should also allow for easier distribution of mods, and easier construction and management of slimmed down distributions for dedicated servers (official server paks coming soon.)
Fix some graphical glitches with the wire nodes.
Fixed some pretty nasty deadlocking bugs with networking.
Fixed some very strange memory leak bugs stemming from a gcc lambda capture bug.
Fixed various crash bugs related to a number of different issues (more specifics listed in “Info About the Upcoming Patch“– thanks for the bug reports, keep em coming)
Speed up improvements with falling sand and other projectiles.
More efficient databases storage layout.
Documentation for lua functions have been written, and we’re going to release them soonish.
Removed NaN floats from the code for performance reasons (reenabled -ffinite-math-only), we had been using them to signal that the float is disabled or in an invalid state, but we have a system for that now.
Some internal changes that make maintaining code much happier for us, including better enum to string handling and much faster compiles.
Other minor things, too numerous to list here (see “Info About the Upcoming Patch“).
Fun Changes:

It’s no longer the holiday, so we’ve removed the holiday stuff for now, we’ll put them back when we have a better way of enabling it for holiday time.
PVP is now forced enabled within Sector X. If you’re in a party there’s no team damage though.
All player drops are persistent now. So if you accidentally throw your diamond drill down a mineshaft, you don’t have to suicide trying to get it back before it disappears.
New Monster attacks (gravity slam! gust attacks! other stuff!)
Fixed Legendary Weapons damage (adjusted up to be more… well… Legendary.)
We’ve put in new Techs (such as a Glitch Mech).
New biome type enabled. Savannah.
Boss Lore!
No more eating bandages and stims, they have their own thing now.
Better, more featureful .abc file support, and we have Wanderlust music in the game now. (Thanks Leth and D2!)
Made NPC chatter more configurable and slightly more varied.
Added new objects (such as lava biome treasure chests).
Added new items (like nightsticks and bonesaws).
Sword swooshes are only active for 0.6 seconds instead of 0.9 seconds.
Making cooldown times actually matter without slowing down combat. Also fine tuned their hitboxes.
Viking helmet? Viking helmet.
Watch out for landmines.
Various changes to treasure drop pools (like Avian Guards actually dropping their guns…)
Minor tweaks to existing armors to make them look better.
Medieval Furnace now actually acts like a Furnace. (Rejoice).
Graphical upgrades to some existing plants, and new plants.
Lots more secret stuff! :OOO

Source: http://playstarbound.com/changelog-for-v-furious-koala/
 
Question have you guys tried any of the mods yet?

I mostly like the vanilla experience :) so have not test them yet, but did have a look at them though, there are alot and some nice ones people made, like the ship mod etc..
 
I mostly like the vanilla experience :) so have not test them yet, but did have a look at them though, there are alot and some nice ones people made, like the ship mod etc..
Yea Im gonna start testing out some of them soon, they look like fun.
 
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