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v0.15 - Cutting Edge Accoutrements

Patch Notes

Quests, Creative mode, artifacts, cosmetics, and building additions

History

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HistoryRevision from Updated 13 days ago - Ategon

Starground v0.15 was released on December 18, 2025 as a stable release in the Early Access v0.15 update series.

Artifact Merging and Inventory Upgrades

  • Quests that you can redeem at most shop NPCs
  • Creative mode that disables resource requirements and lets you build anything
  • New misc buildings like the display stand and sign

Additions

  • Introduced the Artifact Merging Bench
  • Introduced Bud to the Space Hub
  • Introduced mythic fish that are rarer and sell for more at Fishbert
  • Introduced decorations to empty space hub rooms, and locked them off
  • Introduced buildable flooring
  • Introduced stone and log walls
  • Introduced wooden doors
  • Introduced 14 new achievements
  • Introduced 5 buildable flooring types
  • Introduced various new footstep sounds
  • Introduced an efficiency number when placing a proximity dependent building
  • Introduced a dungeon masking system, so other rooms are hidden until actually entered (also includes a new transition animation)
  • Introduced a new dungeon planet Caligo
  • Introduced 5 new enemies
  • Introduced the ice amulet artifact (chance to block damage)
  • Introduced the ice saber weapon blade
  • Introduced royal weapon parts
  • Introduced stone dust (can be crafted in the grinder)
  • Introduced multiple new colors to the minimap
  • Introduced power line connections to the minimap
  • Introduced the Structures Research
  • Introduced signs
  • Introduced display stands
  • Introduced various quests to the NPCs at the Space Hub
  • Introduced the pogo stick (lets you phase through automation buildings)
  • Introduced three merged artifacts
  • Introduced smoked salmon
  • Introduced shark fin soup
  • Introduced squimp cocktail
  • Introduced Savorvine (a new plant that can be bought from Burgandy the snail)
  • Introduced the Engineer skin (xefensors skin redeem!)
  • Introduced inventory stack size upgrades (sold by Bud)
  • Introduced xefensor to the list of programmers
  • Introduced xefensor and VVR to the list of translators
  • Introduced gamemode as an option in the world options menu
  • Introduced the creator and destroyer buildings for creative mode
  • Introduced categories to ovens
  • Introduced slot icons to the weapon bench
  • Introduced a sound when selecting planets in the starlauncher

Changes

  • Completely reworked Spore to split instead of spawning Moonshroom
  • Changed the game so info panels scroll when too long
  • Changed the game so usernames now default to your Steam username
  • Made various tweaks and clarifications to all commands
  • Redesigned the NPC shop screen to include a portrait and character text
  • Made various tweaks and improvements to controller support across the entire game (Thanks xefensor!)
  • Changed the game so the starlauncher camera position and zoom level is saved
  • Made various improvements to tooltips in the game
  • Refreshed all translations

Fixes

  • Corrected a problem where your fullscreen setting would not get updated on launch
  • Corrected a problem where Splitter could grab items from conveyors not pointing into them
  • Corrected a problem where underground conveyor belt overlays would stay visible when going back to the build menu
  • Corrected a problem where asteroid Collector and turbines completely stopped working when next to each other
  • Corrected a crash that happened when too many conveyors were placed down
  • Corrected multiple bugs related to Mover not properly moving items into buildings
  • Corrected a problem where players would sometimes be invisible to other clients when playing through Steam multiplayer
  • Corrected a problem where using the starlauncher UI could cause weird lag and background issues on multiplayer
  • Corrected a problem where multiple inventories could all be opened at the same time (Thanks Nikjak!)
  • Corrected a problem where the building menu info panel would freak out if it got too long (Thanks Unskill!)
  • Corrected multiple multiplayer-specific terrain generation issues
  • Corrected a problem where your special melee weapon part could be used while holding a ranged weapon
  • Corrected a problem where resource nodes would not properly convert when either removed from or added to a land tile
  • Corrected some inventories being able to be sorted that really shouldn't be
  • Made multiple fixes and changes to Tesla Coil, to prevent crashes and improve overall stability

Optimizations

  • Greatly improved performance by introducing our own culling system
  • Enhanced the performance of multiplayer, especially with dungeons
  • Enhanced the performance of various UI nodes by using more signals
  • Greatly improved the performance of christmas trees
  • Enhanced the performance of almost every automation building by converting more logic over to using signals

Modding

  • Changed the game so multiple types of things are now automatically added to the multiplayer spawner node. This includes entities, buildings, and any kind of scene in a data table. This should make multiplayer with mods much more straightforward
  • Introduced the "Abilities" tag to items. This is the new way artifact abilities are managed
  • Introduced the "Groups" tag to items. This is an easy way to group items up into specific categories, like fish or weapons
  • Introduced some new get__data functions to ModAPI for buildings and research. This is a safe way to access the newly statically typed data tables
  • Introduced the ability to add minimap icons to the minimap (not used in vanilla, but could be used in a mod)

Official announcement

https://steamcommunity.com/games/2793380/announcements/detail/502844844914246472