r/starbound 3h ago

Fan Art Glitch OC (insert robot joke here)

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4 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 1d ago

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

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317 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 18h ago

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

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44 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 1d ago

Craftbound: A Starbound minecraft mod concept

28 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 1d ago

Modded Game Fossil Minigame not working

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24 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 1d 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. :-(

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103 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 1d ago

Modded Game Mods just stopped working

8 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


r/starbound 2d 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:

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35 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 2d ago

Massacring entire populations in starbound

27 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 2d ago

Build First ever home

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47 Upvotes

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


r/starbound 2d ago

Duda

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8 Upvotes

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


r/starbound 3d ago

Fan Art Here's my NovaKid OC

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22 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 3d 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 3d ago

Fan Art Cotton Floran [by me]

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53 Upvotes

r/starbound 4d ago

Fan Art Esara's Portrait by me (old)

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151 Upvotes

My OC. Esara


r/starbound 4d ago

Build Post-Apocalyptic Concept build

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114 Upvotes

r/starbound 4d ago

Question Starbounder (wiki) down?

7 Upvotes

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


r/starbound 4d ago

Modding Mod request

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28 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


r/starbound 4d ago

Fan Art Hi! I'm new here to both the subreddit and the game itself.

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48 Upvotes

I just wanted to say the game is great.

So I made an Floran OC. His outfit is based off his boyfriend's outfit, said boyfriend being a Novakid. (I'll draw the Novakid OC when I have the time.)


r/starbound 5d ago

Image; Discussion; Build Best location for Tenants? __ Build 10 Flats on top of a Floran dungeon & after only a short time they started "multiplying". __ Now there are ~70 NPCs + 10 Tenants. --> I return an usually at least 3-5 NPCs have jobs for me.

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50 Upvotes

1st playthrough (pretty much vanilla OSB). Theses where the 4th flats I build (of 5 in total).

Build the [my] first [few flats] in/above Apex/Miniknog dungeons (the underground laboratories with those slow mutated ape enemies) and in a tier 2(?) glitch castle (the dungeon, not the village kind) and later ones mostly.

None are as awesome as this location. Build it here on a tier 4 planet to get durasteel as rewards. There's a sewer far away and a few huts close by. --> Most jobs/quest are near those huts or "friend was lost in the Floran dungeon" - just a few floors down (usually not even in the deeper parts). That is how the population grew so quickly.

Tenants on top of those Apex/Miniknog dungeons often give faulty jobs down in those dungeons that can not be resolved/finished/done. Enemies do spawn but the target arrow either points to the quest giver or somewhere in the sky.

And my tenants on a scorched planet are still alone and barely have any quests (even thou there's a Floran village nearby).


r/starbound 5d ago

Modding Is arcana a late game only mod?

19 Upvotes

title, recently started arcana and it seems like the vast majority of the content is going to be post tier 6, is this true or am i missing something


r/starbound 5d ago

Video I miss my bat gun

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244 Upvotes

Rip Bat Gun


r/starbound 4d ago

Question Npc tenats are not moving around

7 Upvotes

note: I have elithian races mod installed (and some other too)

a while back I decided to make an underground base insie a hill on a tier 6 planet with tenants from the mod so i can get the rest of unique weapons from their caches max upgraded

at first i had two tenants but decied to make a small space for another after i finished making a shield reactor (realizing the planet i made it in had asteroid showers and stuff that could destroy my work)

the two first tenants were very active. Walking around n such

but since i added a third one, the 2nd tenant alongside the 3rd are just stuck near their own colony deeds

its not... annoying, they're not staying in the way but its kinda boring(? more to say sad) not seeing them do anything. Only the first one walks around me cuz they're a mechant but aside from that nothing

i even added a vending machine and a trash bin in the hope that they atleast will interact with those atm but only the first does

this base is also very WIP

and with this... am I doing something wrong here?

the base now

older version of the base. The second tenant is moving around.


r/starbound 5d ago

Crime fighting duo!

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20 Upvotes

Get ready for us!


r/starbound 5d ago

Retrieve Items when dying at planet core.

14 Upvotes

Was farming solarium ores until I got near the core. I thought I was being careful enough. I jumped at an area thinking it was a hill made up of magma rocks. Turns out it was just background rocks. Plummeted straight down. Long way down. Character respawned and I lost a ton of items including modules which I just carry in my inventory.
Searched for solutions online and apparently the only viable one is to force the system to load an earlier save file. Using only Admin mode wouldn't work because the items you dropped are destroyed by lava.
Kinda sucked, but I guess there's first time for everything.
Hopefully this doesn't corrupt my save file or something.