Status update (Patreon)
Content
I haven't received any bug reports at all since 2.8.1 so I'm very happy about that, it seems the thorough testing phase of 2.8 was worth it, so I've been able to relax after finishing the fixes I needed
I am currently working a seasonal job so I can have some extra savings rather than just getting by on what patreon gives me and comms, however, I feel a lot healthier as it gives me a reason to get up earlier in the day, and I actually feel tired and sleep at normal times, so it isn't really taking much from me, as the shifts happen during times I would have usually been sleeping in, so I'm probably going to see if I can keep the job after the season is over, as they do seem to appreciate my help a lot
Me and Zygan have also been working on my own website a bit, its not something I can really go into too much depth on, since Zygan is the one who actually knows how web development works, and is guiding me through it, when we launch the site in a minimal functionality state, we're not going to bother with the subscriptions happening there immediately, its primary purpose will be for distributing the free version while making sure people agree to a ToS, and then when I do get subscriptions setup on the site using the Stripe API, even if Stripe is better for me fee wise for subscriptions, I will still try to figure out patreon API so people won't have to change their sub location if they don't wish to, the primary purpose of my website will be for distribution of my projects and art while a ToS will help dissuade use by bad actors
Something I have mentioned a few times here is, I really would rather be working on my own game rather than starbound, but that's been some slow work, so I haven't put much information on that game here, I did recently finish writing my core concept doc for the game, so I have a direction to take myself in, I'll probably start posting screenshots once I have the game in a state where theres actually something to look at
Starbound also isn't going to be left behind, I want to do big things the next version of the mod once we figure out a modloader to add stuff to overwrite the compiled code, I have it so I can build SB from source, and I can build my own modified version of the game executable, but obviously, I can't really distribute that, so once we tinker with that some more, we'll get something out to people that we can distribute that isn't a big legal no no, the main goal is to make the part that is a patch on the game executable just be for loading mods, while the mods themselves are separate, so one wouldn't have to for example, have two versions of the game executable, one for normal play and one for SBQ, the whole reason SBQ needs the uninstall.pak is because of how terribly starbound handles status effects that don't exist and I hope to make at least something that makes that no longer necessary
Anyway, SBQ 3.0 is in that state of, we still need to experiment with what we have, because, yes, we have the Starbound source, we can modify the game in *any* way we want now really, but we need to figure out what to do to achieve what we want with it so, things will probably be a bit slow while we're in this period, not going to distribute any weeklies until we actually have something to distribute
Afterthought, fun side effect I just realized of the mod requiring a patched executable of some sort, it means people won't be able to put the mod on the steam workshop anymore, since it just wouldn't function correctly on a normal unmodified executable, so that'll be good
I will be trying to make whatever method of patching we do a simple process for the sake of the less computer inclined