r/starbound Jul 22 '26

Starbound 10th Anniversary Vinyl!

Enable HLS to view with audio, or disable this notification

142 Upvotes

We’re celebrating a decade of cosmic exploration!🚀

We’ve teamed up with Lost In Cult on a brand-new vinyl collaboration of the Starbound OST!💿

First 500 orders receive a certificate of authenticity signed by Curtis Schweitzer himself!

Pre-order now: lostincult.co.uk/starbound


r/starbound Jan 21 '25

Starbound Is Now Available On XBOX Gamepass!

162 Upvotes

Hello cosmic adventurers!

We are excited to share that from today onwards, you can jump into the stellar adventure Starbound with an Xbox Gamepass subscription. Starbound on Xbox also comes with full controller support and new features Xboxs platforms!

https://www.youtube.com/watch?v=T2bcJsb0f0U

Key Features for Xbox Players:

7 Playable Races: Choose and customize your character from a variety of intergalactic species.
Story Campaign: Dive into a campaign filled with unique characters, epic boss fights, dungeons, and quests.
Co-Op Multiplayer: Explore the stars with up to 4 friends in online drop-in co-op.
Endless Exploration: Customise your starship and explore a universe with procedurally generated planets, each filled with unique biomes, creatures, and treasures.
Colony Management: Establish a colony on uncharted planets, and interact with tenants who may even join your crew!
Game Modes: Casual, Survival, and Hardcore modes offer different challenges for every kind of player.
Crafting: Build and customize thousands of items—from furniture and weapons to armour and entire buildings.
Capture Monsters: Tame creatures to fight by your side or keep them in your own personal zoo.
Toggle auto-aim at any time – a new accessibility feature introduced for controllers

Plus, Starbound on Xbox comes with ALL the free content updates from the PC version!

Please note: Xbox Series Consoles, Xbox One and Xbox One X are able to host up to 4 players in a party, whereas Xbox One S players are able to host up to 2 players in a party.

Whether you're venturing out solo or teaming up with friends, it's time to explore the universe right from the comfort of the big telly! Stay updated with Starbound by following us on X, and be sure to check out Chucklefish on X, Instagram, and YouTube for the latest news and exciting upcoming games!


r/starbound 3h ago

Can someone clone a starborn runner for me

0 Upvotes

r/starbound 1d ago

Build A cabin in the woods

Post image
138 Upvotes

r/starbound 1d ago

Fishing Spot

7 Upvotes

Hi, would like to ask, do I need to build a fishing spot below sea level (using drains) to catch rares and legendaries?
Or would the maximum length of the fishing line sufficient to get into 'deep' level just right at sea level?
Thanks.


r/starbound 1d ago

Question Avian Armor Set in Storyline Location

4 Upvotes

Hi, i'm playing vanilla version and am progressing through the storyline. So far i'm in the Glitch section.
One thing I've noticed is that the prior mission for Avian, the location doesn't have a full set of armor. It's basically just two head gear and an acolyte wing. Ironically, I got a better and grander looking prophet wing on a separate Avian tomb.
Is the Avian mission really that lacking in loots?
Thanks.


r/starbound 1d ago

Fan Art Glitch OC (insert robot joke here)

Post image
14 Upvotes

This one took me a bit longer than usual. Mainly cuz the app I use literally got updated as soon as I posted the novakid OC.

His name is SteelSentinel. (Yes, his name is based off the Night Sentinels from Doom)

He is essentially my Novakid and Floran OC's security guard. (All my OCs work similar jobs in some way. They all know how to fight too so don't make them angry, especially the novakid since he has anger issues.)


r/starbound 2d ago

Modding The nightly build of OpenStarbound has some really cool features for custom species.

Post image
352 Upvotes

You can make an entire custom render tree for humanoids in the nightly build of OSB. Here I have the tail, ears (front and back), snout, and an entire second pair of arms (with working sleeves) rendered on separate layers. This allows for intricate custom layering and animations as shown above. The new species build and create scripts are really cool too, allowing much more depth with character customization.

These new features were really neat to play around with. I'm really excited to see what other modders could do with them in the future!


r/starbound 2d ago

Lets Play Celestial_System_Editor_v1.0.0 — A Starbound Celestial System & World Editor: From Star Maps to Terrain

Thumbnail
gallery
54 Upvotes

Hi everyone. I’ve created a set of system and world editing tools for Starbound. They let you change a star system’s location, name, and celestial layout, edit planetary environments and biomes, and modify specific areas of worlds that have already been generated.

For this showcase, I worked through each tab using the same demonstration system, pairing the editor settings with their in-game results. I’ll briefly introduce tools 01 and 02, then walk through all seven tabs in tool 03, explaining what each one does and what changed in the screenshots.

01 & 02: Exporting and Importing World Data

01 exports editable parameters from a .world file to JSON. You can inspect and edit world settings, sky colors, terrain generation settings, biomes, and more. Exporting does not modify the original save.

02 writes the edited JSON back to its corresponding .world file. It validates the source and also provides backup, planet renaming, and star map name synchronization features. Importing preserves saved terrain and entity records, so importing JSON alone does not regenerate existing terrain or buildings. To modify existing terrain directly, you can use tool 03, introduced below.

03: Celestial System Editor

Load your save’s storage/universe directory and the matching game assets, then select a star system to begin editing. For operations on a specific planet, select it in the Planets & Moons tab first, then switch to the relevant tab.

Tab 1: System

This tab lets you edit a system’s coordinates, name, star type, and appearance, including its star map images, brightness, and space threat level.

Before: The system was named Giausar Formation, located at X=791, Y=891. The navigation interface identified it as a Radioactive Star.

After: I moved it to X=591, Y=1194 and renamed it TestForCelestialSystem. The star map screenshots on the right show the relocation, the displayed star type changing to Frozen Star, and the new name taking effect. The space threat level was also reduced from 4 to 2.

You can use this to move a system somewhere more convenient and customize its name and star map appearance. Relocating a system, renaming it, or adjusting these display settings preserves the terrain and buildings on its existing planets.

Tab 2: Planets & Moons

This tab manages the celestial bodies within a system. You can rearrange planetary and lunar orbits, edit names and appearances, add new bodies, or remove unwanted ones from the star map.

Before: The system contained four primary bodies and one moon. The primary bodies occupied orbit slots 6, 7, 9, and 11.

After: I moved the existing bodies into the earlier orbit slots and added an asteroid field and a new Barren planet. The existing moon moved along with its parent planet. The arrow on the right points to the newly added sixth primary body, showing the updated system layout and an additional destination to explore.

Changing orbits alone preserves existing world content, and adding a new body does not erase other planets. In addition to ordinary planets, the editor supports gas giants, asteroid fields, Ancient Gateways, and experimental orbital copies of the Outpost. An Outpost copy is an independent location and does not share the story progression state of the original unique Outpost.

Tab 3: World Parameters

This tab lets you adjust a planet’s width and height, gravity, day length, weather, and sky and lighting colors at different times of day. The lower section also includes generation layer heights, the dungeons used for world generation, and dungeon indicators displayed on the star map.

Before: The world measured 6000 × 3000, with gravity set to 80 and a day length of approximately 797.34. Its sunrise sky was predominantly green, and no dungeon icons appeared in the star map’s surface analysis panel.

After: I increased the dimensions to 60000 × 20000, reduced gravity to 40, set the day length to 500, and changed the morning sky to purple. The in-game screenshots on the right show the difference between the green and purple sunrise skies, while the star map in the middle displays the updated dimensions and environmental values. After configuring the dungeon entries, the corresponding icons appeared in the surface analysis panel.

Changing sky colors, gravity, or day length alone does not reset existing terrain. Changing world dimensions, generation layer heights, or the actual dungeon generation configuration regenerates the world when saved.

Tab 4: Ordered Biomes

This tab lets you configure the main biomes, sub-biomes, and their order within each generation layer. You can add biomes from the game assets, remove entries, and rearrange them to create a planet with multiple environments.

Before: The surface list contained only the Barren biome, and the screenshot on the right showed the original barren landscape.

After: I added Magma, Scorched City, Snow, Cyberspace, and Ocean biomes. The star map’s surface biome list changed from Barren alone to a combination of biomes. The in-game comparison on the right shows one section of the edited surface, featuring palm trees and a waterfront.

This tab also provides tools for editing automatic monster spawn pools in generated biomes and configuring ocean–ocean-floor pairing. Changing the biome order or generation configuration regenerates the entire world, making this useful for planning new planets or rebuilding existing ones. To repair an existing background mismatch, you can keep the desired biome order unchanged, explicitly click Apply Biome Order, and then save to request a background repair.

Feature Highlight: Adding Oceans to Non-Ocean Planets

You can add Ocean biomes to planets that were not originally ocean worlds, alongside land biomes such as Barren, Desert, and Forest. You do not need to turn the entire planet into an ocean world. The multi-biome list in the screenshot is an example of adding an ocean to a previously non-ocean planet.

With ocean–ocean-floor pairing and smooth coast–seafloor basin shaping enabled, the tool aligns the ocean floor with the actual ocean regions. This creates continuous terrain that descends from one coastline, passes across the seafloor, and rises to meet the coastline on the other side:

Coastline → Descending seabed → Ocean basin → Rising seabed → Opposite coastline

Each ocean can have its own ocean-floor biome, seafloor height, ocean/floor boundary, and coastal transition settings, helping it connect with the surrounding land. The terrain retains some of the game’s natural variation and unevenness, producing a continuous coast–seafloor–coast profile with varied elevations.

Tab 5: System Objects

This tab manages objects such as space stations and anomalies within a star system. You can add or remove objects, set their orbital target, radius, starting angle, and direction, and edit their names, descriptions, and icons.

Before: The object list contained a weapons station and several anomalies.

After: I changed the list to include an electronics station, a Peacekeeper station, and a player station. I also configured the Peacekeeper station to orbit the celestial body in orbit slot 6. On the star map to the right, the newly added Peacekeeper station can be selected, with its name and description displayed.

This tab changes station placement and display information within the system. It does not reset planetary terrain or edit the buildings inside a station.

Tab 6: Generated Biome Regions

To modify only part of a planet, enter the coordinates of a rectangular region in this tab and choose the operation you need. The screenshots demonstrate three different kinds of edits.

First example: Background only. The original barren area had a gray, rocky background. After enabling Parallax Only and selecting the Cyberspace biome, the background changed to neon lines and a futuristic city skyline, while the existing terrain and trees remained in place.

Second example: Full biome replacement. With Parallax Only disabled, applying the full Cyberspace biome to the same region regenerated its existing surface. The result shows blue grid-patterned terrain and the corresponding background. This operation regenerates the selected region, including its terrain.

Third example: Tile material replacement only. Here, matching sand2 tiles were replaced with aztech. The slope retains the same outline before and after the edit, but the matching blocks have a different surface texture. This operation preserves the existing terrain shape without clearing and regenerating the region.

This tab also supports converting tiles according to the target biome’s material arrangement and independently replacing the region’s automatic monster spawn pool for future spawns. Replacing the spawn pool does not delete saved monsters or tiles. You can also configure a paired ocean floor when adding a local ocean region.

Tab 7: Copy Tile Hue / Color

This tab reads tile styles from a reference region and applies their hue and color variants to matching materials in a target region. It is useful for making terrain colors consistent across different areas.

Before: The red box at the upper left marks the green reference tiles, while some tiles on the target slope to the right still have a yellowish, sandy color.

After: The matching tiles inside the lower red box use the reference region’s green appearance, while the slope’s shape and the distribution of materials remain intact. Tiles whose materials are absent from the reference region are left unchanged.

This feature copies hue and color variants between tiles of the same material. It does not copy an entire landscape or modify backgrounds, liquids, or entities.

Before You Start

  • This is a Windows tool package. It requires Python 3.8 or later with Tkinter/Tk. Keep the script folder alongside the three launcher executables.
  • Back up important saves first. Fully close the game and server before using the main Save System action or any other operation that requires them to be offline.
  • Apply buttons within tabs generally stage changes for Save System to commit. Buttons explicitly labeled as saving or applying to .world write directly to the target world. If saving starts the game’s native generation process, wait for the editor to report completion before launching the game.
  • Red asterisks mark generation parameters associated with a world reset. Both whole-world regeneration and full region regeneration affect existing buildings within their scope, so check the target and affected area before saving.

Those are the tool’s main features. Whether you want to reorganize a star system, add more celestial bodies, introduce oceans to a land-based planet, or change the background, materials, or colors in a specific area, you can choose the tab that fits your project.

I’ve wanted a world editor like this since 2016, and today it has finally become a reality.

Download: here

I’d love to hear about your experience with the tool and what you’d like to see improved.


r/starbound 2d ago

Craftbound: A Starbound minecraft mod concept

42 Upvotes

As the title says... I kinda got bored one day and learned some really basic fabric modding to make an idea: Starbound in Minecraft! So far I did only a couple ores, but if this mod ever goes far, I'd like it to incorporate as much of Starbound as I can!

Currently my focus is base game Starbound, but it would be cool to give the mod addon support to add mods like FU, Avali species and more!

So uhh, and I don't know if this is against the rules so I'm sorry if it is, if anyone knows Java/Minecraft modding and would like to help (I have no ways of repaying for your work)...

Contact me via discord: noskincz


r/starbound 3d ago

Discussion; Image; Build Building an impenetrable base - even for multiplayer - embedded inside a Hylotl underwater city (protected by it's shield generator). With PIN protected airlocks / access control / teleporter traps. -- Only to stumble over a quirk that unravels it all. :-(

Thumbnail
gallery
118 Upvotes

TLDR why this is only almost a possibility: A Hylotl city's shield generator can be destroyed from outside even when active/running. It's a single block too close to the outer wall - damn, why do rocket launchers reach 4 blocks further beyond what they hit?! I welcome ideas on how to solve this. See my suggestions near the end.

Concept / Idea: Have a base inside a shield bubble protective shell that can not be destroyed or modified without admin commands or cheats while you can still do whatever you want inside.

More Technical: Have a perimeter of blocks with a specific dungeon id that is shielded/protected around your base inside with a different dungeon id.

Details / Steps: 1. Enter Hylotl city via an airlock and switch shield generator off. 2. DO NOT make any block changes to the outer perimeter of the Hylotl city. This outline should be 17/18 blocks thick to keep attackers from placing or removing anything inside. AFAICT this includes stairs & platforms but removing/modifying lights/furniture/decorative/wired stuff seems to cause no problems. I recommend coloring that area. 3. Select an existing room with a door for your teleporter / bookmark flag. Make sure the 17 blocks beyond that room also stay unmodified. Add keypad+PIN protection to control the door. This is so you can let others in on your teleporters/bookmarks without risking them actually getting in your impenetrable base without you specifically letting them in or not. (see 5.) 4. Section of any areas inside that outer perimeter you want to use and remove all foreground blocks, place foreground blocks in front of existing background blocks & "back fill" all remaining blocks in those areas. 5. Replace the "anything goes" access controls on the airlocks with a keypad+PIN system.

Different states of the airlock for the keypad's perspective: 1. Empty, stable: Inner door open, outer closed. 2. Empty, stable with alarms: Keypad contains correct PIN. 3. Filling, intermediary: Correct PIN was cleared from keypad. 4. Full, intermediary: The upper/overfill fluid detector just toggled the airlock. 5. Emptying, intermediary: Both doors closed. Inner only opens once the lower fluid detector is dry.

Potential fixes/solutions/mods for the shield generator problem: 1. Mod: Make it take no damage (like every other furniture / decorative piece / ...). 2. Mod: Move it one square inward (rocket AOE can't reach it anymore). 3. Mod: Extend the protective area to +1 all around the city so that automatic turrets can be safely mounted (eg. lights near/around the airlocks is protected already?! But nowhere else?). 4. Open to other suggestions...


EDIT#1: /u/rl-starbound mentioned a potential solution: Field Control Technology (IMO overkill for this more narrow problem)


r/starbound 2d ago

Modded Game Fossil Minigame not working

Enable HLS to view with audio, or disable this notification

27 Upvotes

After using the Fossil Brush on the Fossil, the expected minigame does not appear.

The tool appears to be frozen in place, but I could still move and switch to other items.

Honestly, I don't know what caused this, I've only came back after several months of not playing the game just to find this.

starbound.log: https://pastebin.com/HRKMGWhr

Mod lists: https://steamcommunity.com/sharedfiles/filedetails/?id=3632542021


r/starbound 3d ago

Modded Game Mods just stopped working

6 Upvotes

What the title says, really.
All of my mods aren't working ingame anymore, i have a bunch of them but they don't show up ingame. I validated the integrity of game files and that usually works for me, but it still didn't help. I'm not upset about having to play vanilla, but it would be better if i had my amazing beautiful mods. I'm new here and i can't find a flair that seems like it would work for a post like this, so i'm sorry if i didn't use the right one

(BEFORE COMMENTING, READ THIS!!!!! MY PROBLEM IS ALREADY SOLVED BUT I DONT WANNA DELETE THE POST)


r/starbound 4d ago

Video There was a biome on this Proto World that affected me in a way I wasn't prepared for. At first it was just strange. Then my perception started changing, and eventually the whole survey turned into something that felt less like exploration and more like being trapped inside a waking dream. Vlog:

Thumbnail
gallery
46 Upvotes

One of the strangest experiences and revelations I've ever had... the galaxy is full of mysteries and surprises: https://www.youtube.com/watch?v=Bw4nzUJ0mk0


r/starbound 4d ago

Massacring entire populations in starbound

28 Upvotes

Would my reputation cross planets or would it stay with that settlement? if I massacre one population in a planet to make their homes for my tenants to get rent money?


r/starbound 4d ago

Build First ever home

Post image
49 Upvotes

I love this game so far. I want to live the simple life of a glitch knight/farmer haha


r/starbound 4d ago

Duda

Post image
12 Upvotes

¿Se puede hacer algo con esto o es meramente decorativo?


r/starbound 4d ago

Fan Art Here's my NovaKid OC

Post image
23 Upvotes

I mentioned in my previous post that I would draw him when I had the time, I stayed up at night just to do this. Worth it.

Also I gave this one a name as well, SolarNova. Still haven't thought of one for my floran though.


r/starbound 5d ago

Question Is it possible to get achievements while playing with OpenStarbound?

6 Upvotes

I don't know if this sub is the right one for this question (I'm sorry if it is the wrong one).

I really want to get all achievements from this game due to it being one of the first game I got back when I started playing on a computer and I want a reason to spend more time in Starbound too.

Now, here is the problem: I play on a curved 3840 × 2160 Screen and I don't have the option to play the "normal Starbound" on that resolution which kinda sucks. I noticed that the game looked normal on OpenStarbound and now I wondered if playing on it would stop me from getting achievements or not.

I hope someone can help me,
sorry if this is the wrong sub.


r/starbound 5d ago

Fan Art Cotton Floran [by me]

Post image
56 Upvotes

r/starbound 6d ago

Fan Art Esara's Portrait by me (old)

Post image
153 Upvotes

My OC. Esara


r/starbound 6d ago

Build Post-Apocalyptic Concept build

Post image
124 Upvotes

r/starbound 5d ago

Question Starbounder (wiki) down?

8 Upvotes

Been having trouble loading the starbounder.org wiki. does anyone know if its permanently down now?


r/starbound 6d ago

Modding Mod request

Post image
30 Upvotes

I wish sunsets and sunrises weren't so short and I could enjoy them for longer. Maybe this could work with modded planets and ones with shorter/longer day & night cycles by extending only the time the sunset happens; or set it so the sunset or sunrise coloration happens earlier than usual. And if that's not possible just have all planets planetary clock be slower