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v2026.11.7
🐳 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:2026.11.7
# or the rolling tag:
docker pull ghcr.io/marceld23/blocks-beyond-the-stars-server:latestSetup & configuration: SELF_HOSTING.md §10.
The dark-caves release. Caves, dug tunnels and nights are dark again — take the suit lamp or a torch; tree shade and
houses keep their look, and a new setting helps if it is too dark. The chat opens as a big window in the middle of the
screen. Ships, towns, stations and skins can be submitted from the editors, just like textures. Rail pylons link
straight across the planet's seam, a penned pet stays in its pen, the landing and lift-off scenes never put the camera
inside buildings, the world list opens at once even with hundreds of worlds, the loading screen says what the world
is doing, and every editor text fits in all 14 languages. Thank you, Lyxette, for the reports!
ℹ️ Compatibility: no new blocks — the save version stays at 11, the terrain generation at 32 and the network
protocol at version 11. The light of covered places is re-baked on load (nothing in your save changes). As always, keep
game and server on the same version: the desktop game updates itself at start, and the browser is always current.
🌑 Dark caves, tunnels and nights (#3265)
- Underground is dark: a tunnel you dig or a cave you walk into used to be lit like the shade under a tree — every
place up to six blocks under the surface got the same light. Now only the nearest opening lets light in: it fades over
the first eight blocks from a cave mouth, and deeper inside it is dark — never pitch black, outlines stay faintly
visible. The suit lamp, torches and glowing cave plants light it up. - The eyes adapt less: the automatic eye adaptation used to brighten every dark scene almost back to dusk. Underground
it now helps only a little and slowly (about five seconds), at night above ground even less — nights are darker and
feel like night. Tree shade and houses by day look as before. - Creatures and players in a cave or at night no longer glow as if in daylight; cave water and glass no longer mirror
the noon sky; a lit camp in a cave stays cosy, and your own base stays dimly cosy without lamps. - New setting "Visibility in the dark" (Settings → Graphics) for anyone who finds it too dark.
- VEGA reminds you of the lamp and torches from three blocks of rock overhead.
💬 A big chat window (#3264)
- Press Enter and the chat opens as a large, half-transparent window in the middle of the screen — twice as wide,
with 200 lines of history, a scrollbar and a "New messages ↓" marker. After a command like/helpit stays open so you
can read the answer; Esc closes it. - While it is closed, new messages still appear in the small strip on the left. The window makes room for VEGA when she
speaks, and with a gamepad it sits above the on-screen keyboard.
🚀 Submit ships, towns, stations and skins (#3262)
- The Ship Editor, the Station Editor, the Town Editor and the Avatar Designer have a Submit button, like the
texture editor: your creation goes to the developers with a preview picture; after a review it can come into the game
for everyone. Everything is checked by a person first, and you choose whether your nickname is shown. - The avatar export now keeps your face and body paint; editor texts no longer tell you to run developer tools.
🚆 Rails and fences (#3256, #3257)
- Straight pylon lines across the planet's seam — where the world wraps around — reported "too sharp" and refused
to link (Lyxette). Fixed, including the train's path over the seam. - A new pylon now also links to the nearest free line end when it cannot link to the one you placed last — fill
gaps, extend the other end. When nothing is in range, the game tells you to use the Rail Linker. - Energy fence: the texts now explain it properly — a gapless ring, edge to edge, one block high is enough, no
power needed, an energy gate as the entrance. Your own pet stays in its pen instead of jumping after you.
🎬 Landing and lift-off between buildings (#3258)
- On a pad between buildings, the cinematic camera could end up inside a wall and everything around the ship vanished.
The scenes now check every camera spot and path against the blocks first, pick a free one (also high above the roofs),
and switch to the cockpit view for exactly the part where buildings are in the way.
⏳ Faster start (#3259, #3260, #3261)
- Singleplayer opens the world list at once, even with hundreds of saved worlds (it used to freeze the menu for
seconds); while the list is read, "Loading worlds…" spins. - The loading screen says what the world is doing — "Searching for landing sites…", "Building settlements…",
"Settlers are moving in…" — and the game prepares its graphics while the world is being built.
🔤 Editor texts that fit (#3263)
- No button text in the editors is cut, broken mid-word or squeezed to tiny letters any more — in all 14 languages. The
texture editor's tools sit three to a row, the town editor's values have room, hints wrap, and default names and
error lines are translated.