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starbound's Introduction

Starbound

I am archiving this repository as I am unable/unwilling to work on Starbound. I recommend checking out OpenStarbound.

A somewhat comprehensive guide on how to build the game from source.
This might contain modifications to the source code that make it not interoperable with the base game.

Build Instructions:

Windows x86_64

Install Visual Studio 2023
Install CMake
Optionally, Install QT 5.6.0
Optionally, Install Ninja if using Visual Studio Code (pip can be used to install it as well)

Visual Studio

Run scripts\windows\setup64.bat
A solution should be generated in the build folder
Open it and click Build (shortcut: CTRL+B)

Visual Studio Code

Open a vcvars64 window (x64 Native Tools Command Prompt for VS 2022)
Run scripts\windows\setup64-ninja.bat

A ninja project should be generated in the build folder
Simply run cmake --build .

starbound's People

Contributors

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Stargazers

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starbound's Issues

Controller and 4 player split screen support

I have a friend I would like to play starbound with but he hates mouse and keyboard while I hate using controllers for games 2d and 3d sandbox games.

Please support 4 player split screen and controller support for starbound.
This would make it possible to play starbound on the couch with freinds.
This would also mean that we wouldn't have to mess with window managers and multiple game instances.

if game console versions are ever released, it would already be implemented and be one less thing needed to be done.

CPU issue

Okay, just in theory, is it now possible to fix the fact that Starbound doesn't utilise more than 2 cores? Can this game finally become playable with mods?

Optimize world generation

It would be nice if world generation could be optimized.
I used to have a pretty powerful computer for its time when starbound was released,
however it tended to lag pretty bad.

I haven't played this for a while so i'm unsure if it's still a problem.
If that's the case this issue can be closed.

Consider working on moving non critical engine code to lua scripts

This suggestion is something I would like to see but that I consider low priority compared to my other suggestions.

Consider moving all code that is not performance critical or security critical to lua scripts.
This would remove a lot of the limitations people have control over modding side, and could extend starbound's lifetime even more.

For and example of something that could benefit from this is the wiring system.

Please create dev branch for next version

In order to maintain consistency with the source code as provided and future releases, I would argue for archiving the default state of the code in branch v1.4.4.

I am interested in seeing a community update effort succeed and believe that some version management would go a long way. To this end I suggest a branch v1.5.0-dev for upcoming changes that will make up the next community-sourced major version. It remains to be seen how many changes count for a minor version and which count for major. Perhaps major versions should include collections of main requirements and minor for bug fixes. Ideally, each release should mention what changes were made

Pull requests coming soon-ish

fix gaem

BORN TO SEGFAULT
C++ IS A FUCK
鬼神 free() Em All 1989
410,757,864,530 LINKER ERRORS

Server side mods

Consider sandboxing lua scripts and sending them over to the clients when they join a server.
This makes it far easier to host a server since we wouldn't need to make sure all clients have the same mods.

Servers would only send over things like...

  • tiled data
  • images
  • sounds
  • json
  • sandboxed lua

file validation may be necessary

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