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v2026.11.4

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@github-actions github-actions released this 04 Nov 00:26
· 59 commits to main since this release
3c81de9

🐳 Docker (dedicated server)

Run the dedicated server (game server + admin/portal/download UI, optional AI backend) on any OS with Docker:

docker pull ghcr.io/marceld23/blocks-beyond-the-stars-server:2026.11.4
# or the rolling tag:
docker pull ghcr.io/marceld23/blocks-beyond-the-stars-server:latest

Setup & configuration: SELF_HOSTING.md §10.

The landing release. Landing, lift-off and docking are one continuous scene. There is no black loading screen and no
hard cut any more: your ship dives through the clouds and settles on its pad, and you lift off in the very hull you
stood in. After a hyperjump you no longer see the old planet for a moment. Lyxette's spaceport gets fair rules: a
trader never lands on a pad you built over, an energy fence guards the air above it, and the jets scare the
animals off the pad
. Lifts come back down from the bottom floor and say why they don't come. No more frost in a
closed room
, and the HUD calls snow "Snow". On top, a security update of the game engine.

ℹ️ Compatibility: no new blocks — the save version stays at 10, the terrain generation at 32 and the network
protocol at version 11, so worlds and servers of 2026.11.3 keep working. As always, keep game and server on the
same version: the desktop game updates itself at start, and the browser is always current.

🚀 Landing, lift-off and docking without a cut (#3140–#3142, #3151–#3154, #3158, #3159)

  • Landing: the camera flies with your ship as it turns belly-first and dives at the surface. In an atmosphere a
    glowing bow shock builds in front of the hull, in the colours of the world you are diving into. The sky turns from
    black to the planet's colour, the ship punches into the clouds, and below them it sinks onto its pad: dust in the
    colour of the ground, a thump, steam. Then the camera glides back into your eyes.
  • Lift-off: the ship you stood in fires its engines on the ground, rises heavily with a swirl of dust, tips its nose
    up and climbs into the clouds with a vapour cone and a boom. The flight view opens above the clouds while the sky
    fades to black.
  • Stations: you watch the approach from beside the hangar mouth with its guide lights running, and the hangar
    doors close behind you. Undocking opens them on your ship sliding out.
  • Esc (or the pad's cancel) skips the part on the ground. Camera motion (bob/shake), Screen shake and Reduce
    flashes
    are respected. Seven new sounds come with it.
  • The pad chooser opens at once: on E, a panel with a spinner shows right away and says that a first approach
    to a world searches its landing pads first. The map replaces it as soon as the pads are there. The descent starts the
    moment you pick a pad.
  • Nothing left over: the scanner's target frame no longer hangs in the landing scene, and your suit lamp no longer
    shines in the lift-off shot.
  • A closed door: in flight and in the landing and lift-off scenes, the ship's hatch is now the closed door it is on
    the ground, not a blue energy field.

🌌 Hyperjump without the old planet (#3139)

  • After a hyperjump to a new world you sometimes stood on the old planet for a moment before the new one appeared. The
    server now builds the destination first and only then ends the flight; the jump tunnel stays until the new world is
    ready.

🛬 Fair rules at the spaceport (#3146–#3149)

  • No trader in your building: a landing pad with a block somebody placed in its landing square is built over.
    Traders skip it, the automatic pick skips it, and a hand-picked landing there is refused. The land chooser and the
    map say "built over". Torches, flowers and the pad's own ground don't count, and a ship that is already parked never
    moves.
  • For world admins: you may build on a pad anyway. The first block on each pad gets a one-time hint that ships can
    no longer land there.
  • The Energy Fence guards the air: flying animals can no longer fly over a closed fence, and no wild flier appears
    over the closed yard of a base that uses energy fences. A closed Energy Gate counts as wall.
  • The jets scare the animals: when a ship (yours or a trader's) lands or lifts off, the wild animals near the pad
    run away for a few seconds. Pets, clones and giants stay calm, and nobody gets hurt.

🛗 Lifts that come (#3161–#3163)

  • A Lift Stop on the bottom floor now calls the platform back down — before, it belonged to no lift and
    pressing it did nothing.
  • Snow never settles in a lift shaft, and snow that already lay there is swept away for the ride. Before, a winter
    drift under the platform blocked the whole lift.
  • A lift that can't come says why: the stop is not beside a shaft, the motor has no stops yet, or a block stands in
    the shaft (and how high). A lift needs no crystal conduits — pressing is enough.

❄️ Weather where it belongs (#3164, #3165)

  • No frost in a closed room: the snow cap and the wet gloss showed faintly on floors under a roof. Under a roof
    your floor now stays dry; only the open sky gets wet and white.
  • The HUD's weather next to the temperature names what actually falls: Snow on a freezing world instead of
    "Rain" (also Sleet, Hail, Sandstorm, Ash fall).

🌍 Languages (#3114, #3143)

  • In the twelve community languages, all 251 block and item names that read differently in two places now agree, and
    the Codex lost its English leftovers.

🔒 Security

  • The game engine moves to Unity 6000.6.8f1, Unity's patch for two industry-wide issues: a compromised certificate
    authority (eMudhra) and a flaw in the Brotli compression library. There is no known attack on the game. Windows and
    browser players were not affected — the update closes the gap on Linux and macOS. (#3167)

🙏 Thanks

  • Lyxette found the trader parked in his spaceport tower, wished for an energy fence against the big fliers, asked
    how the lift works and spotted frost in his closed room. Thank you!

🛠️ For tinkerers

  • Pull requests: seamless transitions + hyperjump + locales #3145 (issues #3139–#3143, #3114), spaceport #3150
    (#3146–#3149), landing follow-ups #3157 (#3151–#3154) and #3160 (#3158, #3159), lifts and weather #3166
    (#3161–#3165), Unity 6000.6.8f1 #3168 (#3167), langgraph 1.2.14 #3156.
  • Transitions: TransitionDirector (touchdown / lift-off / camera), TransitionCover, TransitionGate
    (Client.Core); BeginEarlyDescent / AbortDescent; ShipHatchDoor and DoorView.CloneDoorsWithin for the doors in
    the scenes. How it works: docs/developer/SEAMLESS_TRANSITIONS.md.
  • Hyperjump order (#3139): HandleTravel builds the destination world before SpaceClosed;
    ServerConfig.TransitLaunchTimeoutSeconds 6 → 15 s.
  • Built-over pads (#3146): IWorldRepository.HasPlayerBuiltBlocks, the additive field NetLandingPad.BuiltOver
    (an older client reads it as occupied). Fence airspace (#3148): BlockedByEnergyFence(from, to, airborne).
  • Lifts (#3161–#3163): StopBelongsTo counts the bottom floor; InLiftShaft in the snow pass;
    ClearWeatherSnowInShaft; srv.lift.* messages. Weather surface (#3164): BBTS_SHADE_FLOOR, pinned to
    ChunkMesher.ShadeFloor. HUD chip (#3165): WeatherLook.ChipState.
  • Docs: USER_MANUAL, SEAMLESS_TRANSITIONS, MOVING_BLOCKS, BASES_AND_TELEPORTS, NPC_TRADER_SHIPS, ADVANCED_GRAPHICS,
    VFX, ADR 0015.
  • For hosters: no save, protocol or terrain change. The WorldHost image was rebuilt (shared code changed) and rolls
    with this release; the AI backend gets a dependency update (langgraph 1.2.14). The report inbox is unchanged.