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StarmancerNewsPatch 0.4.0: NPC Villagers, Random Events, and Performance Improvements
Game update

Patch 0.4.0: NPC Villagers, Random Events, and Performance Improvements

Starmancer · published 12 Mar 2025, 19:08 UTC · build 17695311

All newsPlayers around this dateRead on Steam

Sorry for the radio silence, I've been going through a divorce and it's quite stressful. Anyway, here's a new patch that really fills out the core gameplay and sets the stages for end-game goals (aimed for next patch)

Overview

NPC colonists (villagers) can now spawn in dungeons and as stowaways. Villagers are regular colonists, except they don't work and you can't control them. If you kill them and return their head to your core, you can keep them forever.

Added random events, such as stowaway, solar flare, and core o2 malfunction.

Added many new types of slimes.

Noticeable performance improvents. Far fewer instances of intermittent "stutters"

Important Changes

  1. Added villagers that can spawn in dungeons. Harvest their heads and return it to your core in order to keep these humans forever. You can also keep them as a pet or meat source.
  2. Villagers can spawn with a variety of diseases and perks (such as maniac, cannibal, and fanatic)
  3. Dungeons with villagers spawn with extra food.
  4. Added random events: Stowaway, Random Disease, Solar Flare, Core O2 Malfunction, and more. Random events have a much higher frequency while in the void. There is a gameplay setting for event frequency. By default, events occur every 5 days or so.
  5. Added unfair events: random death, fire, entity abduction, entity mutilation, etc (also a gameplay setting toggle for "allow unfair events")
  6. Inevitably, your core's o2 will now eventually malfunction, forcing the player to rely on oxygen emitters
  7. Improved performance of atmosphere flow.
  8. Greatly improved performance when colonists use floors for various purposes (urinating, eating, sleeping, etc)
  9. Colonist now have only 2 shift types: work and non-work. This makes it much simpler to provide free-time, sleep, and food for your colonists.
  10. Low tier beds now restore less sleep per second and higher tier beds restore much more sleep per second. Higher tier beds give your colonists more time for free-time (because less time spent sleeping).
  11. Buffed wood furniture's comfort and sleep rating (so that wood is more lucrative). Wood furniture now restores the most sleep per minute.
  12. Objects that restore needs, such as beds, now display their need restored per hour. This allows you to make an informed decision for best bed 2025
  13. Airlocks in dungeons are now only sometimes locked rather than always locked
  14. Added new slime colors: White (produces milk), Red (raw meat), Blue (water), Green (biomass), Black (fuel), Pink (heals nearby colonists), and Yellow (generates power to nearby batteries)
  15. Colonists infected by a colored slime will produce more slimes of that same color
  16. Added recipe to create Slime Cheese from Slime Milk at the oven
  17. Added Raw Human Meat, Raw Meat, Cooked Meat, Cooked Whale Meat, Rotten Meat, Slime Milk, Rotten Slime Milk, and Slime Cheese
  18. Improved the antagonist system. Colonists with morale of 10 or greater will now stop being antagonists. The rebellion event now correctly works
  19. Higher tier foods now award more health experience. Feeding your colonists higher tier foods will increase their health level (over time)
  20. Traders now spawn with higher quantities and better items. They also spawn with more construction materials. In general, traders are now always more worth it
  21. Non-slavers no longer buy human meat or corpses
  22. Objects now display total amount of currency available in the build menu (cost / total).
  23. Removed the "boarding module" ship upgrade as stations no longer require it in order to be accessed.
  24. Increased chance for dungeons to spawn
  25. Slightly increased amount of wrecks that spawn in destroyed star systems
  26. Increased number of far-away asteroids that spawn in each system.
  27. Increased amount of resources spawned in most local resource nodes (crystal, goolerium, ice, ore, scrap, and silicon), and resource yield per node game setting is now applied to them.
  28. Increased number of anomalies that spawn in destroyed star systems.
  29. Anomalies now spawn with more loot.
  30. Increased sell price of treasures.
  31. Cannibals now only fight when they're hungry.

Misc

  • Ore Refinery and Programming Terminal now defaults to maintain X amount of most recipes
  • Renamed "looking for food" to "eating food"
  • Max competence penalty to accuracy is now -50% (was -90%)
  • Melee weapons can now be used from the access positions of objects (melee weapons will now damage your core)
  • Added awarded experience to attributes of items and objects
  • Zombies drop raw human meat when killed.
  • Cuddlers no longer drop space rock when killed and instead drop raw meat
  • Star sytem objects (planets, etc) are no longer scaled by the asteroids per map gameplay setting
  • Fixed a bug where colonists could wander outside the base during lockdown
  • Fixed a bug where sometimes walkways would show the "if you warp, you'll lose this object" warning when "walkways extend warpzone" was set to false
  • Fixed a bug where gameplay settings couldn't be saved even after pressing the "new" button
  • Buffed max health symptoms slightly
  • Strong virus is now much more contagious (this virus is used for villagers and other lifeforms)
  • Increased the minimum hit chance of colonist arm
  • Added metal material and silicon material cache (these are the construction materials and are named "hull material" and "electronics")
  • Added more loading screen tips.
  • Free-time now drains slightly slower and restores slightly faster
  • Slimes now eat rotten food
  • Fixed a bug where the "target object" was not displayed for the selected colonist (the blue flag that appears in-world).
  • Slightly buffed ship speed and armor upgrades.
  • Fixed a bug where wrecks would default to player-owned.
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