Title: Starbound
Genre: Action, Adventure, Casual, Indie, RPG
Publisher: Chucklefish
Release Date: 22 Jul, 2016
Steam: http://store.steampowered.com/app/211820/
Release Name: Starbound v1.2 Cracked-3DM
Game Version: Update 1.2
Game Releaser: Cracked By 3DM
Size: 824 MB
About This Game

Starbound v1.2 Cracked-3DM
You’ve fled your home, only to find yourself lost in space with a damaged ship. Your only option is to beam down to the planet below and gather the resources you need to repair your ship and set off to explore the vast, infinite universe…
In Starbound, you create your own story – there’s no wrong way to play! You may choose to save the universe from the forces that destroyed your home, uncovering greater galactic mysteries in the process, or you may wish to forego a heroic journey entirely in favor of colonizing uncharted planets.



















MINIMUM:
OS: Windows XP or later
Processor: Core 2 Duo
Memory: 2 GB RAM
Graphics: 256 MB graphics memory and directx 9.0c compatible gpu
DirectX: Version 9.0c
Network: Broadband Internet connection
Storage: 3 GB available space



File Recovery Record 3~5%
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Starbound 1.2 – Vault Update
16 December – mollygos
Hello! Many thanks for everyone who helped us out by playing 1.2 on the unstable branch and provided feedback or bug reports. Starbound 1.2 – Vault Update is here! Check out the trailer above to get the gist of what’s been added in 1.2, or check the patch notes below for a more in-depth list. Or both, even! Follow your heart! Either way, please enjoy the last big Starbound update of the year. 
Onward to patch notes!
Major Changes
Ancient Vaults
Players who have completed the main storyline can visit a mysterious trader on the Outpost who will send them on a quest to activate and enter the Ancient Gateways found floating in some systems
These gateways provide access to Ancient Vaults: challenging procedural dungeons left by the ancients, filled with dangerous guardians (including procedural bosses!) and fantastic lost technologies
Terraforming
Using powerful devices acquired from the Ancient Vaults along with a new Essence currency, you can now transform regions or whole planets into entirely different biomes
Terraformers can be used to expand a region across a planet’s surface, replacing natural blocks, objects and plant life, and eventually changing the type of the planet itself
Microformers are consumable single-use terraformers which provide even more region types to add to your worlds
Weapon Upgrades
Use the ancient anvil available at the end of Ancient Vaults and spend Essence to upgrade your outdated legendary weapons, opening up many new options for endgame combat styles
Elemental Damage
Monsters now have resistance and weakness to elemental damage types, making your choice of weapons more important than ever
Holiday Spirit!
Celebrate the holidays with the variety of festive items bought from Space Santa at the Outpost!
Minor Changes / Bug Fixes
Holding the activation key while in a distortion sphere tech will force deactivation, to avoid being permanently stuck in small spaces
Contain tooltips within the game window when they’re near the edge
Fix a bug with monster kill sounds not playing correctly
Several bug fixes to monster/NPC behaviors and pathfinding
Various typo and asset fixes
Add appropriate “bushes” to the Rust biome
Update SDL2 to 2.0.5, should fix some fullscreen issues
Fix some security vulnerabilities in server packet handling
Fixed an issue where crew would duplicate
Fix a player inventory networking issue
Performance Improvements
Improve generation time of older, image-based dungeons
Other minor improvements to dungeon and world generation
Use larger texture atlases on graphics cards that support them
Various optimizations to monster/NPC scripts
Improve loading speed for dungeon worlds
Modding API Changes
Behavior Tree system moved to engine for performance reasons, now accessible with the root.behavior lua binding. (Check lua documentation)
Cleanup node removed
Decorator node lua implementation changed
Action node arguments moved around, now (args, output, nodeId, dt).
Generic currency support.
Additional currencies can be added and consumed without requiring configuration
To associate a currency with a currency item, to be used in crafting, it needs to be configured in /currencies.config
.coinitem files changed to .currency
Object changes for terraforming support
Objects can have a new boolean key, “biomePlaced” which if true will cause them to be placed and removed by terraforming.
Objects can have a new boolean key, “rooting” which if true will mark all of their anchor spaces as roots and prevent those tiles from being broken until the object is broken (identical to how trees and vines work).
Player inventory can now be configured in player.config, allowing changes to:
Number of bags
Inventory size of each bag
Number of action bars
Action bar size
NOTE: modifications to player inventory size need to be applied both server side and client side, and will invalidate existing characters
Damage sources, requests, and notifications
Introduced new hit types; WeakHit, StrongHit and Killed.
Removed killed boolean from damage notifications, replaced with Killed hit type.
Damage effects (sounds, particles) can be configured for each hit type (Hit, WeakHit, StrongHit, ShieldHit, Killed) in damage type configurations (.damage files).
Added support for elemental types to damage types. Elemental types can be configured in /damage/elementaltypes.config and can be set for each damage type using the “elementalType” key, which defaults to the “default” elemental type. Each elemental type has a unique set of damage number particles for each hit type.
Monsters
Added support for client side rendering scripts
Allow overriding randomly selected monster parts by setting “selectedParts” in parameters
Add support for direct palette swaps with the “colorSwap” parameter
Allow overriding “shortdescription“ in parameters
Allow overriding “dropPools” in parameters
Allow setting animation parameters directly in monster parameters with the “animationCustom” parameter. This is merged into the animator configuration.
Lua API changes:
ActiveItemAnimation
Removed activeItemAnimation.animationParameter (replaced with animationConfig.animationParameter)
Animator
Added animator.partProperty
Item
Replaced item.is with item.matches
Monster
Added monster.setDamageParts
Added monster.setAnimationParameter
Npc
Added npc.loungingIn
ObjectAnimator
Removed objectAnimator.animationParameter (replaced with animationConfig.animationParameter)
Player
Added player.currency
Added player.addCurrency
Added player.consumeCurrency
Modified player.hasItem to allow exact parameter matching
Modified player.hasCountOfItem to allow exact parameter matching
Modified player.consumeItem to allow exact parameter matching
Added player.id
Added player.uniqueId
Root
Added root.behavior
Added animationConfig table for use in client side rendering scripts
ScriptPane
Added pane.playSound
Widget
Added widget.setSliderValue
Added widget.getSliderRange
Added widget.setSliderEnabled
Added widget.setItemSlotItem
World
Modify world.spawnItem to allow optionally setting a velocity and an intangibleTime
Added world.size
Added world.inSurfaceLayer
Added world.terrestrial
Changed world.entityMoney to world.entityCurrency
Added world.universeFlagSet
Modified world.entityHasCountOfItem to allow exact parameter matching
Added world.lineTileCollisionPoint
Added world.addBiomeRegion
Added world.expandBiomeRegion
Added world.pregenerateAddBiome
Added world.pregenerateExpandBiome
Added world.setLayerEnvironmentBiome
Added world.setPlanetType
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