0.301.101 - Universe Update (Pre-Release 3)
New Launcher Notice
There is a new launcher available, which is required to run StarMade versions 0.3. You can obtain this new launcher one of two ways:
- Via the new launch option on Steam
- Via the GitHub releases page
System Changes
Armor HP Armor HP has been re-added to the game. Armor HP reduces incoming damage significantly, with the percentage of damage blocked decreasing as Armor HP is reduced. By default, damage will start to bleed through armor starting at <80% AHP. In future, this value will be modifiable via chambers. These values need testing, so we encourage players to try out the new system and report feedback in the StarLoader Discord.
New Tutorial System
A new tutorial system is being worked on. This new system replaces the old outdated video tutorials, and will eventually include guides on all aspects of the game, and will even allow mods to add their own tutorials. While the backend for this system is mostly done, we are asking the community to help contribute their knowledge to this in order to provide a more robust, accurate, and helpful guide for new players. If you are interested in contributing to these tutorials, head over to the StarLoader Discord.
New Shops
New Shop entities have been added. These new shops are much fancier than the old ones and come in two variants:
- Trade Station (Advanced Shop): Comes with docks and a shopkeep spawn block.
- Trade Outpost (Standard Shop): Does not have docks or a shopkeep, and is shorter than a Trade Station.
Misc. Changes
- Screenshots and Gifs are now saved in the StarMade/screenshots folder.
- Saved build hotbars can now be cycled through by holding Left-Alt and using the scroll wheel in creative mode.
Bug Fixes
- Fixed map waypoint icon selection.
Known Issues
- Some waypoint icon sprites are missing and need to be finished.
- The waypoint icon color picker recent colors palette doesnt function properly.
- The Local Universe Advanced Settings panel doesnt display correctly, and causes OpenGL errors.
- Templates cant be loaded because the selection drop-down isnt interactable.
- The weapon menu detail panes dont display correctly.
- The new shops sometimes dont spawn after a world is reloaded.
- Build Hotbars dont load correctly in survival mode.
Feature Changelog:
- Warp Gates are active by default on placement, but can be deactivated with logic. Persistence appears to work but may need more testing.
- HUD selected ship stats in top left-hand corner now shows reactor level, power output, and power consumption rather than just the consumption percentage.
- Added brief wait before requesting synchronization, as this seems to make the login issue less frequent.
- Added better messages to login loading screen, so the game doesn't appear to be waiting for a config when it's actually already done receiving and processing the configs.
- Systems update rate limiter is now absolute regardless of what update threads are doing. The old method seems to have been causing lag at larger scales due to long queue clearing times.
Bug Fixes:
- Fixed a Fleet order persistence bug. - Note: Let us know if it still occurs, as its difficult to reproduce sometimes. At the very least, this fix should narrow down the cause of the issue.
- Fixed orientation mapping of Decorative Coil blocks.
- Added retry for synch-all packet if not received correctly; this was seemingly preventing people from logging in - BUG: Due to synchronization/threading shenanigans, activity logging inside of network commands appears to never get written to stderr. May have to move it to an internal command log that prints when the command is finished or times out.
The launcher login has been fixed. There are still a few other bugs, which will be fixed as well.
Community Update
Thanks to everyone involved!
Feature Changelog:
- Reduced HP of Basic Hull from 400 HP to 200 HP.
- Replaced duplicate mod error with a less intrusive warning.
- AI now has internal support for unfocused fire.
- AI will now fire salvage beams unfocused during fleet mining, making it more efficient.
Bug Fixes:
- Gave Basic Hull 0.1 Armor value in order to fix an infinite penetration bug.
- Fixed severe bug that would cause asteroids to break a sector on modded servers sometimes when they were modified by players.
- Fix coil texture orientations.
- Partially fixed AI navigation issue when core is too far from center of mass (infinite spinning bug).
This update makes some minor adjustments to system balance and fixes a whole range of bugs and issues.
Feature Changelog:
- AI can now use Selected Target turrets by firing at the target of the main ship.
- AI can use Cannon-Missile weapons. Expanded AI firestate system under the hood, which should accommodate more complex conditional weapon operations if fancier things are added in the future.
System Balance Changes:
- Thruster blocks have had their individual mass reduced from 0.25 to 0.15 to match other system blocks.
- Beams have twice the tick rate and half the damage per tick, which should mitigate some of the Beam-Beam damage disparity against armor.
- Reduced Reactor Capacity cost for Top Speed Chamber levels to 8%/10%/12% respectively.
- Reduced Reactor Capacity cost for Thrust Blast Base chamber from 4% to 2%.
- Reduced Reactor Capacity cost for Thrust Blast Strength 1 chamber from 4% to 2%.
- Reduced Reactor Capacity cost for Thrust Blast Charge Speed 1 chamber from 4% to 2%.
- Reduced Reactor Capacity cost for Thrust Blast Multi-Charge 1 chamber from 4% to 2%.
API Changelog:
Added API event for pirate spawn attempts.
Bug Fixes:
- Fixed lighting colors for crystal sub-shapes being only white. Weapon stats menu now displays correct power usage.
- Adjusted AI targeting priority of Reactor blocks from 15 to 30 to match the targeting priority of Chambers.
- Fixed bug causing vertically-placed missiles fired by AI turrets to be fired straight at the turret rather than from the correct direction.
- Missiles now check armor at the place they hit and reduce damage accordingly (except Bombs).
- Bombs and Warheads correctly deal self-damage again.
- Inventory transfer rails now only need the actual pulling storage to pull, not both, in order to work.
- Semi fix for downloading block behavior softlock (turns out it's just an indefinite wait for server response).
- Entities made entirely of Cargo Space, intangible rails, and/or their pickup areas will now auto overheat.
- Fleets assigned to Fleet Mining will no longer target ghost asteroids, which should allow them to function more reliably than before.
Future Changes / Ideas:
Possible rework of current Missile - Missile weapon into some sort of ammo based system, similar to mines, and the Missile - Missile combination being turned into cluster missiles instead?
API Changelog:
- Deprecated old API hooks for block damage and destruction.
Bug Fixes:
- Fixed a salvage beam exploit.
- Fixed new block damage API hook not applying to missiles.
- Fixed mod error window potentially being larger than the monitor screen.
This update aims to address many of the bugs and concerns introduced by previous updates. We want to assure you that we are working to fix these issues, and we have adopted a new development pipeline and standards to cut down on bugs introduced in the future. We want to apologize for the recent troubles and these new standards and procedures should address these issues.
Feature Changelog:
Added a sound effect for transporter modules being activated.
API Changelog:
- Added an event for when an entity changes its faction.
- Added a new directory for locally installed mods that will take priority over downloaded ones. This should fix many of the duplicate mod issues that were present before.
- Added mod-specific logging so that each mod gets its own log (moddata/modname/logs/modname_log.0.log) writable through the StarMod class. We want to encourage developers to use this new logging system instead of outputting to the main console. This way, it will be easier to debug mod specific issues without having to comb through large global log files.
- Moved persistent object logging to its own file (moddata/modname/logs/persistent_objects.0.log) for each mod separate from the mods main log. This should cut down on the I/O spam issue that many servers had and reduce lag.
Bug Fixes:
- Fixed bug that caused AI turrets not to fire on targets even if set on aim at selected and they would only fire at entities from an enemy faction.
- Fixed transporters not being activatable by logic.
- Fixed transporters not being activatable by decorative consoles.
- Fixed normal and emissive textures for new blocks.
- Fixed icon outlines for new blocks.
- Fixed bug causing some icons for modded blocks to be mismatched.
- Fixed output width being ignored on cannon combinations without a conical damage pattern.
- Fixed coil blocks having incorrect orientations.
- Fixed gravity exit module being hidden in the creative menu.
- Fixed thruster blocks not being controllable through decorative consoles.
Known Issues:
- Temporarily disabled adjust cockpit feature due to a game breaking bug that would lock all other players out of their controls.
- Some normals still need adjustments, but we felt it was important to get these fixes out.
- Fixed icon mismatch issue
- Fixed mod block icon issue
Decor Update [0.203.147] (Community update)
Meet Major Update 0.203.147! This update is focused on decor and adding more block variants.
Features Changelog:
Gravity Logic:
Gravity Units can now use logic to activate.
Gravity Exit Unit:
Similar to a gravity unit, but deactivates all gravity for an astronaut.
Energy Pylons, Energy Cells, and Power Cores:
Some new decorative blocks have been added: Energy Pylons, Energy Cells, and Power Cores. Each of these types come in Red, Blue, Green, and Orange.
Coils:
Two new coil blocks have been added.
Beige Hulls:
A new hull type has been added, Beige. It comes in Basic, Standard, and Advanced.
Additional Shapes:
The following block types have had additional shape variants added:
- Carved Stones
- Ingots
- Crystals
- Ice
Features Changelog
Console Sitting:
- You can now sit in front of consoles without having to put them on a separate entity.
Bug Fixes
- Fixed crash caused by activating an unlinked console.
- Fixed spacedust particle error.
- Improved debug logging.
- Other bug fixes.
Features Changelog
New Functions for Decorative Consoles:
- Added ability for Decorative Consoles to control Thrusters.
- Added ability for Decorative Consoles to control Transporters.
Bug Fixes
- Fixed chunk-related issue causing Decorative Consoles to not activate properly when outside the core chunk.
- Fixed crash bug related to edge case casts.
- Fixed rare server crash related to entity tag saving.
Features Changelog
Decorative Console Functionality:
This update adds a small new feature to Decorative Consoles - you can now use them as a sort of Remote Access for various different blocks by connecting them:
- Ship Core: Enters the Ship Core.
- Build Block: Enters the Build Block.
- Reactor Power: Opens the Reactor menu when activated.
- Shipyard Computer: Opens the Shipyard Computer menu.
- Faction Module: Opens the Faction Module.
- AI Module: Opens the AI Module.
- Shop Module: Opens the Shop menu.
- Display Module: Opens the Display Module for editing.
- You can also link it to Buttons and Activation modules for logic activation.
Personal Computer Mail:
- Personal Computer blocks can now be used to access user mail.
New Sounds for Doors and Forcefields:
- Door and Forcefield blocks now have an activation sound.
Bug Fixes
- Removed the WIP crew blocks that werent supposed to be included in release yet.
Features Changelog
Fleet Sharing Changes: Fleets can now be shared according to faction permission levels. By default, fleet sharing is set to Personal. Fleet Quick-Command Wheel: A brand new quick-command wheel has been added for fleets, allowing players to send pre-defined commands to their fleets with ease. Activation is simple - just press and hold the Left Control and Tab keys. If you want to add a new command, just left click an empty slot, and if you want to remove one, right click it. Moreover, if you register a command that requires coordinates as arguments, you can specify relative coordinates using the ~ operator. For instance, ~ ~1 ~ would translate to the sector directly above the player. This relative coordinate functionality has been incorporated into other coordinate input menus as well. Fleet Escort Command: Fleet Escort will make members accompany their flagship, engaging in combat with nearby enemies while keeping a close distance to the flagship. If the flagship is destroyed, the fleet will automatically switch to defend sector mode. Fleet Standoff Command: Fleet members will stay away from close combat in Standoff mode, and instead attempt to remain at the maximum range that their weapons can fire at. Fleet Repair Command: Fleet members will make use of Astrotech beams to repair friendly ships (provided they possess them) and will prioritize ships under player control. By default, if the fleet is in combat or enemies are close by, the fleet will first attempt to move to a safer distance before attempting repairs. Fleet Interdiction Command: Fleet members will use FTL Interdictors if possible, preventing hostile ships from jumping out of the current sector. Fleet Defend Changes: The maximum distance a Defending Fleet will chase a target has been slightly reduced from 2 to 1.35. This change was made as Defense Fleets would get too easily distracted and lured away from their defense target. Astrotech Improvements: Astrotech beams no longer require resources to be used, and can now be used to repair damaged ships and blocks, making them much more useful. However, the combat timeout is still in place to prevent any potential abuse. FTL Interdiction Improvements: FTL Interdiction systems have had their overall RC and power cost reduced. In order to balance these changes, FTL Interdictors will be deactivated if the entitys shields go down. Additionally, if a ship is interdicted, the controlling player will be notified of the interdiction and its source.
Balance Changes
Low Damage Chamber: This chamber has been disabled due to balance concerns. Specifically, it was proved to still be possible to make near-immortal ships simply by heavily focusing on shield capacity and having a Low Damage 2 chamber. Note that there is a config option to re-enable this chamber if server owners wish to. High Damage Chamber: This chamber has been disabled due to not having any meaningful usage in most if not all combat scenarios. Note that there is a config option to re-enable this chamber if server owners wish to. Chamber Requirement Changes: The default ratio of chamber blocks per reactor block has been reduced from 0.1 to 0.07. This should give players more room for their ship interiors and systems. Cannon Base Damage: The base damage for Cannon weapons has been increased from 13.53 to 15.5. Cannons felt underpowered compared to other weapons and therefore we want to encourage their usage more. Cannon Cannon Damage Nerf: The nerf value has been reduced from 6.53 down to 4.7, as the weapon felt a bit too underpowered. Cannon Beam Damage Buff: The default damage buff has been increased from 6.39 to 7.65 in order to make Cannon Beam more viable in combat. These are just some base balance changes, and while we feel more needs to be done in order to fix the current issues with combat, we also want to give the community time to adjust as well as to provide feedback.
API Changelog
Custom Add-On Use Listener: Modders can now make use of a new Fast Listener event to implement AI usage of custom reactor module addons.
Bug Fixes
- Fixed bug preventing owners from making changes to their fleets while the ownership was set to shared.
- Fixed bug that prevented shared fleets from being used if the owner was offline.
- Fixed bug causing Fleet Patrol to only run the route once then revert back to idle.
- Fixed SegmentPieceKillEvent not firing soon enough.
- Fixed SegmentPieceDamageEvent not firing soon enough.
Community hotfix for the asteroid crash
The LOD bug that prevented some blocks from displaying, as well as the factory bug that happened in the recent update have been fixed.
Hello players, Today's update is the second part of what will be a series of quality of life mini-updates created by community members. These updates will seek to address some bugs and features that needed extra attention. AI Changes: - Made the range cap AI gets vs jamming targets configurable and disabled by default as it can break the ai behavior and immobilizes it until it takes block damage. - Added in configurable cooldowns for AI automatic scanning and inhibitor usage, defaults are 5000ms (5 seconds) Fleet Changes: - Implemented Fleet Patrol command for players to use, with up to 10 user-defined waypoints - Added fleet rename button - Added faction accessible button for fleets, which allows players of the same faction to use each others fleets - AI Fleets on Patrol will automatically engage hostiles they encounter, and will notify their owner. Other Changes: - Added a /list_mods command that will list the mods currently active on the server. And many, many bugfixes... Planned / Possible Features: - Fleet aggression setting: Would determine if a fleet should try to engage an enemy or attempt to retreat depending on the setting. - Fleet auto-generated "Battle Reports" that would try to ccombine the results of an engagement for a player to view. - (If enabled), the results of a battle may effect the factions FP score, with victories boosting the faction's score, and defeats incurring a penalty. - More uses for Faction Points in general, such as protecting non-homebase stations using FP. This particular idea would need factions to have a reason to have non-homebase stations, such as player-controlled automatic mining, delviery, production, etc. which should eventully tie into parts of the Universe Update. Thank you to the community for this update, and as always, thank you for playing StarMade. Suggestions? Join the StarMade Discord and let us know! https://discord.gg/7TG7kHUBpG
Patch Notes: * Made restricted blocks extendable via a method in BlockConfig * Seperate overlay texture loading on icon texture loading * The shipyard repair and reinforcement will have to be finished later as part of a fleet rework. For now, the shipyards and shops on ships by itself is good enough. * re-add hooks from steam update for the cannon hit projectile listener * Re-implement CannonProjectileHitListener * add handleAfterAlways hook * shadow glsl ATI compatibility * add break statements to prevent nullpointer for BlockPublicPermissionEvent * Several modding improvements and fixes * Remove repairs section from shop panel for ships Thanks to the community, specifically Jake, Ir0nsight, Garret for this update, and everyone else working on it and testing.
Bugfixes: * Made restricted blocks extendable via a method in BlockConfig * Seperate overlay texture loading on icon texture loading * The shipyard repair and reinforcement will have to be finished later as part of a fleet rework. For now, the shipyards and shops on ships by itself is good enough. * re-add hooks from steam update for the cannon hit projectile listener * Re-implement CannonProjectileHitListener * add handleAfterAlways hook * shadow glsl ATI compatibility * add break statements to prevent nullpointer for BlockPublicPermissionEvent * Several modding improvements and fixes * Remove repairs section from shop panel for ships Thanks to the community, specifically Jake, Ir0nsight, Garret for this update, and everyone else working on it and testing.
Hello everyone, here is another update brought to you by the community. - Changed credits to be a long, so you can have much more credits - First selected entity will no longer be pinned as AI target - Fixed issue with game freezing when relogging from a server If you like to get access to the source code, just PM me on discord, and I'll add you. Thank you for playing StarMade, - schema
Hello everyone, here is the changelog. - Fixed turrets being unpowered if a single turret lost it's rail docker - AI scan whenever it can - AI use interdiction addon in combat Thanks to the community for this update. If you are interested in getting access to the source code, feel free to message me (schema) via Discord.
Community Update from the Mod-Launcher Team: Some smaller fixes, and one major bug where block ids where desynced between client and server
Greetings Citizens, this is a small update, that fixes some issues with mods as well as balane: - Fixed customBlockConfig being ignored when mods are enabled - Fixed weapons dealing 1/3rd of their intended damage - Added notification dialog when joining a server that has mods enabled We have gotten some new contributors on the repository of the code. Since it's not a small project, it will take a little until things take off. If you would like to contribute, please send me a quick DM on discord https://discord.gg/6r9KGmJWbn We're also getting the bug tracker back up, and will likely make a fresh start to clean up and to not overwhelm newcomers. Thanks for playing the game, - schema & the Schine Team, the mod-launcher team, and contributers.
Greetings citizens, as announced this is a minor update by the community, already using the opened codebase. It fixes a few bugs, as well adds a mod-loader. Bug fixes:
- Fixed AI leading beam shots
- Fixed the "Require authentication" being enabled by default, making people unable to log into single player without uplink.
- Made factory progress bars not factoring in the Factory Bake Time chamber
- New UI for the blueprint manager
- Effects and defenses now use a more straightforward formula, where the defense rating subtracts a percentage of incoming damage in the corresponding offensive effect type
- Fixed an issue where all defense ratings were multiplied by zero. Defensive effects (such as armor chambers and innate defenses from the BlockBehaviorConfig) are now functional.
A SSL cache issue has caused the launcher to think that the certificate is expired. The update should fix that. There will be an actual game update and more news within the next few days. The summery of that:
- StarMade will go Open Source for the community. (since I can't work on it until I have enough money to not have to work on other projects for a while)
- Community mod launcher
- Balance updates and bugfixes
Hello players, The universe update is well underway and the code bases are now so different that any change on the old version takes a lot of time because of migrating. For this reason, this will probably be the last update on the non-universe-update version of StarMade. It introduces balance changes that the Quickfire initiative developed and tested.
Unobfuscation
To make modding and general extensions of the game easier the game's code is now unobfuscated.
Quickfire
The Quickfire Initiative configs are very different from the old defaults. The config set was created by Quickfire's core team of configurators, with input from other members of the community, including PvP enthusiasts, creative builders, and others. This is a complete overhaul of the game's configs. Most systems are balanced very differently than they were previously, including power consumption, mass, potency per block, and even some aspects of mechanics. As such, you should expect that most ships will require refits to function. The Quickfire team is available for any support, question, suggestion for changes, or barrage of rotten tomatoes on their thread here https://starmadedock.net/threads/the-quickfire-initiative-rebalancing-starmade.31326/ , or in their discord server https://discordapp.com/invite/45zmQBe
OVERVIEW
The Quickfire config changes cover a broad spectrum of StarMade's systems, which have been determined to be broken or imbalanced in the vanilla game. The following is a short overview of the most important changes, with a more comprehensive document of all changes available via a link below. Power: -Disabled stabilizer distance. -Set maximum power from stabilization to 100%. (25% was pointlessly unintuitive) Chambers: -Rebalanced chamber capacity requirements across the board (see document below) -Changed chamber size formula, to not force certain reactor sizes for optimal mass efficiency Thrusters: -Nerfed thruster scaling overall. There should be more variance in ship maneuverability and top speeds now depending on ship size and design. -Made diminishing returns on thrust harsher. -Increased TWR cap for max speed to 5.0 Armor: -Made armor lighter and more effective. -Made armor layering/stacking significantly more effective. (should make thick or slanted armor more viable) Shields: -Buffed shields relative to weapons overall -Nerfed/adjusted Anti Low Damage chamber to only block actual low damage relative to shield capacity -Buffed Anti High Damage chamber, lowered threshold for "High Damage" to better protect against large hits. Weapons: -Rebalanced weapons across the board -Removed cursor recoil on cannons -Helped to track down and resolve the infamous 'tunnelling' bug with cannon projectiles -Replaced the broken Doom Beam with a high-range pulse laser -Worked with Schine to fix missile guidance -Made missile capacity less restrictive -Adjusted bomb to hopefully be more usable (see document below) Other: -Buffed Tractor Beam -Adjusted some chamber abilities, such as scanning and Thrust Burst. A more detailed document is available here: https://docs.google.com/document/d/1qrqa4wB13Djx09Ql1atWfHxKD7MJCubFsidHwQgV3x4/edit Additional notes are available here: https://docs.google.com/document/d/1ilNdPmw-8wMq2nooUcBZhrYG3Z1IWA59vwSo8hhF9Js/edit Thanks to all the quifire members who developed and tested these changes. This will also likely be the last major change to balance for ships. Unless its absolutely necessary, changes after this will only affect smaller aspects. Thanks for playing StarMade, - The Schine Team
Screenshot and station build by SkylordLuke. This is the fourth universe update dump copied from our official Discord server, in the channel #universe-update-dev-news-dump. To receive universe update news as it happens, join our Discord channel here: Join the StarMade Discord Server! Previous Discord dumps:
- https://starmadedock.net/threads/universe-update-discord-dev-dump-1st-of-october-10th.31420/
- https://starmadedock.net/threads/more-audio-work-universe-update-dev-dump-2-11th-of-october-20th.31426/
- https://starmadedock.net/threads/audio-system-finished-gui-scaling-and-better-resource-loader-universe-update-dev-dump-3-11th-of-october-29th.31435/
- Decoupling of data accumulation and the actual writing. Essentially we no longer need to synchronise the writing thread during writing, making I/O operations not affect performance.
- System to mark objects in a sector for writing, as well as a spawn/cleanup system for new sectors and for sectors no longer loaded.
- Sector change performance tweaks to make switching sectors a seamless experience.
- New universe creation details, creating an ultimate goal for the game, conquer the galaxy! This would be a separate gamemode from our standard sandbox experience. Compacting resources and gameplay into a central area.
- Population system plans. A new "resource" to fuel and grow an empire, represented by physical NPCs!
- New planet discussion and screenshots of some of the planet work we've currently got in development!
Image is of USS Endeavor, by Wilavid7. You can check out the progress of his ship here. Background image taken by 12yanogden. This is the third universe update dump copied from our official Discord server, in the channel #universe-update-dev-news-dump. To receive universe update news as it happens, join our Discord channel here: Join the StarMade Discord Server! Previous Discord dumps:
- https://starmadedock.net/threads/universe-update-discord-dev-dump-1st-of-october-10th.31420/
- https://starmadedock.net/threads/more-audio-work-universe-update-dev-dump-2-11th-of-october-20th.31426/
- Audio system finished.
- Remote audio events now implemented, allowing the server to send an audio event. These events are only sent to players in range of the actual source of the audio (with the option of sending globally). Saving bandwidth and removing a potential area for bugs.
- Advanced audio events implemented.
- New audio settings integrated. SFX is split up into sub mixers for GUI and in-game (engines, explosions etc.) allowing more control over audio volumes.
- The only thing that's left is bugfixing and actually creating a soundtrack and SFX to put into the game and subsequently assigning them to audio events.
- Settings redesign, cleaner code, slightly faster access to settings and a ton more versatility. Since the system has been changed, settings will reset when this update hits. Old settings.cfg files will not be compatible (server.cfg will be compatible). This is needed to integrate audio settings into the game and also paves the way for GUI scaling.
- GUI scaling work began, updating the settings system makes it a lot easier to handle. Settings menus now have GUI scaling (see images below).
- Refactored and modernised the resource loader (for loading audio, images, meshes, textures etc.) Now more modularised and robust.
- Overhaul of the individual block system. Putting all block variants into a better structure (wedges etc.), and an LoD system! LoD (level of detail) system basically decreases the complexity of a 3D object, for StarMade this would simplify a cube mesh to make a low poly representation of chunks. This should drastically increase rendering thoroughput, giving a performance boost and potentially allowing us to scale new planets up a bit.
- Write/read overhaul, massive performance increases! Moving chunk data to unsafe native memory.
- New universe creation.
October 25th Just spent about 3 hours on a bug involving clip areas checking in drop down menus. The problem was that the newly integrated graphics framework GLFW uses mouse Y positions counting from the top of the screen while the old lwjgl counted from the bottom. Good results though. Now got nice drop downs and sliders in the options instead of having to click though every single selection.
(which was basically the requirement for the audio settings, so now i can include the audio mixer into the settings) October 26th
the new audio settings. I split up SFX into sub mixers for GUI and ingame (engines, explosions etc) (to have more control over audio) October 27th Refactored and modernized the resource loader (for audio, images, meshes, textures, etc). Much more modularized, and robust. Implemented the last steps for the audio mixers and successfully assigned the first few sounds and it works as intended ingame. Only thing left is to test out the more complex sounds ingame as well as remotely triggered sounds. October 28th Advanced audio events are now implemented October 29th Remote audio events are now implemented (Server can send audio events. Those events are only sent to players in range of the actual source of the audio (with the option to send it globally, although it probably isn't needed since global event usually have a trigger on the clients anyways, so it can just fire directly). This saves on bandwidth, and removes a possible source of bugs (sounds from distant parts in the universe playing). This pretty much concludes the implementation of the sound system (minus possible bugs and actually assigning sounds for all the events. Assigning can be done by anyone (which was the goal here))
Image is of 116-2 Marksman, by MeRobo. This is the second universe update dump copied from our official Discord server, in the channel #universe-update-dev-news-dump. To receive universe update news as it happens, join our Discord channel here: Join the StarMade Discord Server! Previous Discord dumps:
TL;DR Between the dates of the 11th of October - 20th, the following was done:- Continuation of the Audio Engine. Audio Manager's event tracer was completed, events represent an audio asset triggered by the game. Events come with special arguments for spatial properties as well as control indicators for start/stop/onetime.
- Finished audio asset manager, which has a list of all available sounds. Ability to assign an (audio) asset to either a tag group or individual event ID, e.g. a GUI button sound might be assigned to a GUI button tag group. If we wanted to have one button with a different sound, we'd simple assign an (audio) asset to its individual event ID.
- Worked on a music manager which will essentially work the same was as the audio asset manager, using the same tag system. It'll be a little different in that the player will have a collection of AudioTags that would describe its current state. E.g. if the player is near its homebase, it'd get the HOME tag, in enemy space the ENEMY tag, flying around would get exploration tags based on location e.g. a PLANET tag. There'd be tags for all sorts, such as pirates, other players, building, mining, factory and so on. We could play a custom soundtrack that suits each activity, adapting to the player's current gameplay. Music will not always be playing, silence is as much a part of the space experience as sound.
- Overhaul of the individual block system. Putting all block variants into a better structure (wedges etc.), and an LoD system! LoD (level of detail) system basically decreases the complexity of a 3D object, for StarMade this would simplify a cube mesh to make a low poly representation of chunks. This should drastically increase rendering thoroughput, giving a performance boost and potentially allowing us to scale new planets up a bit.
- GUI work, most importantly GUI scaling to support larger resolutions.
- Resource loader refactor (for audio, images, meshes, textures, etc).
- Write/read overhaul, massive performance increases!
next step is to be able to click on events and have the all details. After that is an audio asset manager (to have a list of all available sounds) Then the ability to assign an asset to either a tag group or an individual event ID. After that would be the advanced event handling (start/stop, spacial, etc), as well as more options like volume, range, layered range (multiple asset assignments and playing different sounds depending on range) No promises, but goal is to finish this by sunday After that I'll enhance the manager with the music manager which will work the same essentially, using the same tag system but with a different kind of dynamic. the player itself will have a collection of AudioTags that would describe the players current state: If the player is close to his home base for example it would get the HOME tag, if they are in enemy space the tag would reflect that as well. if they flew around a lot, especially into unknown terriory, they would get EXPLORATION, and tags on location like PLANET etc If they fight they would get a FIGHT tag for a while, plus another tag on what they were fighting against e.g. PIRATE or PLAYER More tags would be BUILDING, MINING, FACTORY, etc The actual music playlist would then adapt depending on what tags the player currently has. it would also keep track so that songs are not repeated too much. Music wont be constantly playing, too. October 12th Alright, most of the structure work is done. The data is structures into 4 data structures: * AudioEvents: as explained above these represent an audio event triggered by the game. They come with arguments for spatial properties as well as control indicators for start/stop/onetime * AudioAssignment: Comes in 2 types (TAGS, MANUAL). An assignment holds a AudioAsset and AudioSetting. One assignment can be assigned to multiple AudioEvents. Each AudioEvent holds an AudioAssignmentID which holds the type as well as a reference to the assignment. These are resolved on startup from the config so access is in constant time. * AudioAsset: This represents an interface for anything that can play/stop. Be it an mp3, ogg, wav, etc doesn't matter. An audio asset can also be a composition of multiple assets for layered audio. They also determine the resource loading way (preload/streaming) * AudioSetting: Is part of an assignment and determines the play settings for the audio (loop, volume, start/end times, radius, pitch) On startup all events are read from config as well as all assignments. They are then resolved so each event has an assignment (they get type "none" if nothing is assign, but default is play by tag) The assets are read from config as well and cross referenced with the resource loader, so the sound files can be loaded. I likely give assets a different kind of tag to be able to load just GUI for the main menu for example). So when an audio event is fired, the audio controller looks up the event and with that the assignment. This, together with the event arguments are then processed. If it's a GUI sound, the assignment will reflect that (play for client at a constant volume independent from location) if it's a spatial sound the argument will contain a reference to location. if it's a looping spatial sound it will also keep track of the object it was spawned on, so it can be ended by a second "stop" event. October 13th
the event manager is mostly done. can now filter fired audio events (to for example only list events that dont have a sound attached to them yet). The rest is relatively selfexplanitory. you can use a tag assignment, an individual assignment, or you can turn sound off for this event. If you change the event by tag, all events using that assignment use that change. October 14th
Alrighty. The manager is mostly done. Just have to implement some smaller things. Essentially, audio assets are now meta, but can be created automatically from a directoy. each asset can then be edited directly (the way it is loaded, basic volume) When an event plays, the actual volume would be the volume of the event times the asset volume and optionally the spatial volume. Audio assets can be just dragged onto the asset fields of an event. The asset loading is somewhat self-aware in that if you add new files or move files it will try to reuse the existing data using file hash codes. October 15th Integrating the system into the new Audio System I have already done. When finished you will be able to test audio, as well as different paramaters on the fly. The sounds would be handled just like it would be ingame so it's all fully setup at that point. October 16th
we got sound. spatial and effects are working well. spatial only works with mono (since it has to be a singular point source), so im working on a converter in the meta data, so you can just switch mono on/off depending on what you use a sound for. October 17th had to do some general fixing for the config load/save, since this whole data structure has become quite complex. It will pay off big time in time saving from here, though. Might still need another view with all possible evens listed, to get a good idea on how many events still need a sound attached. October 18th
Working on music now. Essentially every track gets tags The client will emit tags dependent on the player's state the music with the most common tags will play next. Tags have a refresh time and a max time they can be active if more than one track is selected for the same set of active tags, the track that wasnt played recent is played I hope the whole sound system is finished by sunday. Next up is the overhaul of the individual block system. Putting all block variants into a better structure (wedges, etc), as well as the LoD system, since everything is very spread out at the moment and it's hard to track bugs. Stuff like this usually happens when you dont plan for extensions of a system (since this system was very early on). This whole overhault will hopefully not take long, since it's mainly refactoring existing stuff. October 19th Alrighty. Code has all the music tags and the system is almost ready to go (will still need to import the actual music, but that is just a matter of copying the files and clicking on checkboxes) October 20th Implementing Audio Mixers and submixers, so volume can be managed. This lead to a complete refactoring of the settings system upgrading to a new system I have prepared eariler that year. My IDE is giving me some problem randomly crashing and freezing but i'll get it under control.
Image is of Brimstone-L7 Advanced Salvager by DeepspaceMechanic. This has been copied (with a couple of corrections) from the semi-daily updates posted by schema in our official Discord server, in the #universe-update-dev-news-dump channel. To receive universe update news as it happens, join our Discord channel here: Join the StarMade Discord Server! We'll be posting more of these dumps over the next few days to get up to date with where we're at now. All update news is available for reading in our Discord server. This post is for those of you not in our Discord channel. TL;DR Between the dates of the 1st of October - 10th, the following was done:
- New network protocol implemented, which provides much needed optimisations. Message handling is easier to synchronise, resulting in less errors from multi-threading. NIO implemented, which works on native memory as opposed to heap. This memory is much faster to access from native functions. Finally an interface-driven callback/listener system, resulting in far less unnecessary calls and more control over what called which listener.
- Audio Engine, designed in a way to be highly customisable, easily implementable into our existing codebase and focuses on performance. Also, allowing playermade soundpacks to be created. The system we're using can also be extended for particle effects and maybe even modding! Much work on the audio engine was done during this time, with many events in the game now having audio events attached to them.
- Ease of use, one of the hardest things is to organise sounds in groups, so that you can assign a sound to multiple events of a similar type. For example, assigning one sound for all OK buttons. However, it should also have the freedom of being granular so that we can assign a sound for an individual action if needed.
- Code clutter, putting out an event for audio should not take more than a line, and also auto manage itself into a meta state, so that audio can be assigned within a config and a tool.
- Management: Tools for audio that handle the assignment, type and parameters of the sound.
- Remote events that only trigger on the server but the client received a more general event (e.g. activation gate). It will use the same system (server will not trigger normal sound events but handle sending of remote ones. Just required more info on where to send the event to (object id etc)
- Sub-ID for events. Some events that require state changes (start, stop), need an extra ID to handle events (e.g. beams fired and stopped) automatically
- Ship Ambience: some blocks will emit ambient sound (like reactors, factories, thrusters, etc). The same system is made to handle those, but an extra layer of management to automatically start/stop as well as update sound events for block collections (<- I'm here)
Greetings, We've released a dev build that introduces two things:
- Implemented QuickFire balancing project configs as default.
- This build has been (mostly) unobfuscated, to reduce the barrier for our community to mod StarMade.
In the next dev build, we will be fixing issues with beams and possibly changing shield mechanics to a customizable shield system (using rectangular dimensions instead of spheres. A bit like the ancient docking zones). This will enable ships to customize their shields a lot better. Also, the build GUI will be cleaned up and simplified to reflect the config (a lot lighter since distance/bonus etc can be removed). Overall this will make building , in general, lot simpler. Modding In an effort to make modding more accessible, we've decided to take a few steps that don't take us a lot of time to implement, but have a massive impact. What we've done so far:
- As of dev build v0.202.0, StarMade is unobfuscated. (Apart from the new planets scheduled for release in the universe update.)
- From the 8th of August till today, we were distributing unobfuscated builds to modders that requested it (this is no longer needed).
- Opened a discord channel for modders to communicate what they need to make their projects easier/possible. We want to make sure there's a strong relationship between Schine and the modding community.
- Invited members from our own modding community, as well as those from outside it to give their input on how we should go about supporting modding in StarMade.
- Released our game's launcher under the MIT license on GitHub. We saw some of our community were trying to modify it to add mod support, so we thought why not release it. (Schine/StarMade-Launcher)
- Granted git repo read access to the current lead ([USER=417003]NZSmartie[/USER]) of a modding toolchain and API for StarMade, DistortSM. Also granted the same permissions to gabizou, a lead developer for Sponge (Sponge - Minecraft: Java Edition Modding API) who has expressed interest in helping StarMade modders.
- We want to eliminate as many barriers as reasonably possible before our next major update (universe).
- We want to focus most of our efforts on the universe update. However, suggestions that don't take a lot of time for us, but make modders lives a lot easier are fantastic.
- Ideally, we can continue to add/modify things that would aid in mod development during/after the universe update.
- asie - tons of feedback about modding and considerations we should take about our policies.
- jamierocks/jmansfield - above and beyond answering our questions and giving feedback, even in an hours long voice call! Went through an unobfuscated build, giving feedback and input.
- gabizou - Gave a ton of input in Discord DMs and our Discord channel. Went through an unobfuscated build, giving feedback and input.
- Zidane - Gave a ton of input in Discord DMs and our Discord channel. Started the mod proposal google doc, which is very comprehensive.
- progwml6 - Gave a ton of input in Discord DMs and our Discord channel. Created the modpack google doc with Benevolent27, which goes into details that we never would've thought of.
- jaredlll08 - Gave a ton of input in Discord DMs and our Discord channel.
- "Quickfire's configs will not work with vanilla ships. Power costs and proportions of systems and weapons are very different from vanilla, and desirable armor configurations in vanilla (i.e. very little, if any) are potentially very different from what may work well in Quickfire. Some chamber setups will need changes as well. Using this config means a full refit of systems on any existing ships & stations." - QF Team
- Community-run and always seeking feedback, suggestions, testers etc.
- We've put their changes in a dev build because we want to bring exposure to the project, so they are able to get feedback and improve their config. So please give them your feedback in either their Discord server (Join the Starmade Quickfire Initiative Discord Server!) or forum thread (https://starmadedock.net/threads/the-quickfire-initiative-rebalancing-starmade.31326/).
- QuickFire configs are always changing, as further testing and feedback are done. Values in this dev build will likely be different in a few days after this news post, a month from now it might be very different. To test the latest QF configs, join their server here: QuickfireSM.com:4242
- The goal is to eventually implement well-received config changes the community has made, provided they reach a state where both our community and we are happy with them. This does not necessarily have to be the QF config changes; however, this is the most popular (and only) config pack so far. The QF team have put a lot of effort into their config, reaching out to many different members of our community. They've been testing and taking feedback to create balanced gameplay. Ultimately, we understand that not everyone will be able to come to a consensus on what the "best" settings will be. Whether this is adopted into our release branch depends on your feedback, so again, please give some :)
- Latest config files (GitHub) - https://github.com/alterintel/Quickfire
- Overview of QF changes - Quickfire Initiative - Config v0.1 Changelog/Overview
- A more detailed document of changes and their reasons - Quickfire Initiative - Config v0.1 Full Change Overview + reasons.
- QF forum thread - https://starmadedock.net/threads/the-quickfire-initiative-rebalancing-starmade.31326/
- QF discord - Join the Starmade Quickfire Initiative Discord Server!
This post is a Community Spotlight (CS), where we're bringing attention to cool community-driven projects for StarMade. We'll be posting some more of these in the near future. Check out the "Discuss with the Devs" that happened in our official Discord last month here: https://starmadedock.net/threads/discuss-with-the-devs-july-18-2019-sis-shortform.31343/ --- Quickfire Team: Quickfire is a community-run project to modify the games configuration files for a more balanced, fun, and interesting game experience. The QF team consists of members from every part of the StarMade community, including several veteran PvP specialists, creative builders with technical knowledge, and a long-time administrator of one of the most historically popular StarMade servers, as well as several other veteran StarMade players. While the mechanical changes that can be made within configs are somewhat limited, we have done our best to correct the issues the community has been having with the current game and enhance combat gameplay. The Quickfire Initiative has also worked with Schine on refining certain game mechanics (e.g. armor stacking). We have, at the same time, made an effort to avoid undermining key design elements of the power and weapons updates (e.g. the chamber system and arrangement) when not absolutely necessary. We have also played a key role in testing, tracking down, and confirming several critical bugs with weapons and systems, which were fixed in the most recent patches. Quickfire has created a config package that includes everything from fine-tuned missile guidance to rebalanced chamber costs. Every system in the game has been looked over and re-tuned to address various balance issues brought up by the community and/or our team members. We have also adjusted or modified all of the weapon combos, with the goal of creating greater diversity, viability, and utility for each where possible. Weapon changes include eliminating the troublesome cursor recoil mechanic from cannons, significantly improving acid damage application from beams (reducing the need for output spam), adjusting missile guidance, flight speed, and turn rate, and eliminating the extremely exploitable Death Beam. Currently, we have addressed most of the issues and features that we intend to (aside from some minor tweaks), and have a configuration set available for testing. We are now in the phase of refinement and testing, and for this, we need the community! Feedback, suggestions, and thoughts on our settings for weapons, systems, and chambers are welcome, and will help us improve and refine the Quickfire Initiatives configs and make StarMade a better experience for everyone. Our in-progress configuration set is available on a public Github (updated often), and we also have a public creative/test server running our configs, at QuickfireSM.com:4242. You can find an overview of Quickfires changes in this document. A longer, more complete list of changes and the explanations behind them is available here. If you have feedback, suggestions, questions, issues, or other comments about our config set, please post them in the project thread. You can also join the Quickfire Initiative Discord server. --- Schine: We'll be adopting the Quickfire config changes in the next week or so. At the same time, we'll also begin to start making efforts to lower the barrier for modding. We've been working with modders from our own community as well as others to come up with a plan to make modding StarMade much easier, without taking a big chunk of dev time from the universe update. If you're interested in modding StarMade, head over to our official Discord (Join the StarMade Discord Server!) in the #modders-dev channel. If you don't get a chance to test QF configs out before then, we'll be taking feedback with the Quickfire project when we officially adopt their changes and continue to address balance concerns. Thanks for playing StarMade, - The Schine Team
Hello players, sorry for the long time without an update. There was a lot of smaller technical stuff, as well as some research and other projects which made it hard to talk about specific things. What I can do, however, is give you a summary about the upcoming items well be working on for the Universe update in the following months:
- Graphics Engine Update
- Switch to deferred rendering for dynamic lighting: Deferred rendering will greatly increase the quality of rendering as it allows for a lot more light sources than forward rendering. The nice thing about this is that it will be possible to use the prebaked information as part of the deferred rendering to simulate ambient occlusion. And since even deferred rendering has limits in terms of light amount (around 50-100 light sources), we can use the prebaked system in a LoD system being able to still show unlimited amount of lights without slowdown.
- Optimizations:
- An all new backwards LoD system that will decrease the number of polygons very significantly.
- Fast treebased occlusion culling, so areas that wouldnt be visible can be discarded before drawing.
- Block container revamp
- This is basically refactoring how block types, rotations, etc are handled. This will make it much easier to deal with bugs and to introduce new blocks.
- Block Engine Update
- The load system for sectors will be revamped. The goal is to preload data more efficiently, so that sector changes would be virtually unnoticable.
- Saving and the block save structure will be revamped to be more efficient and safer (more guards against data loss/corruption, as well as features to prevent newer players from losing work due to a ship getting blown up (automatic versioned save feature on ships))
- Moving all block data to direct memory, as well as possibly moving more expensive functions to native c++ code (lighting calculation, saving/loading)
- Audio System
- Research completed on best designs. System will make it possible to live edit sound effects ingame
- Particle System
- AI
- AI Collision System
- AI LoD (Collision sphere sweeping)
- Crowd AI (AI positioning without fighting over space)
- AI behavior layering (macro actions like getting to a position in the universe and micro like fighting against another ship)
- AI mission system
- AI behavior
- Universe recreation
- New structure
- Hirachial Region System
- Region ownership system
- New NPC structure
- overall NPC behavior
- Place of Interest creation
- Key area creation
- Area specification
- New stellar objects
- New planet injection
- Difficulty flow (for single player)
- Event System
- Void System
- New structure
- Population system
- Low level NPC population
- Population resources
Hello players, here is a small feature and fix update. There will be several of those along the universe update roadmap (roadmap blogpost on www.star-made.org). Durking the update, we'll be working ~1 week per month on fixes and small features (especially for the rule system), while spending the rest of the time on the universe update. Universe update Roadmap News: On the universe update, we are currently in the middle of GUI scaling, and close to starting to implement the sound system. This update features a lot of new conditions and actions. The system now supports rules of different types, depending on the target (players, factions, sectors, etc). Actions are transferable to other entities: e.g. if condition on a ship is true, you can execute a player action for all players on that ship. Here is the full changelog:
UI
added minimize button to advanced build mode panels on the right
Rule System
- Player Mod Faction Points
- Player Set Faction Points
- Entity Mod Faction Points
- Entity Set Faction Points
- DateTime fixes
- Entity Weekly duration
- FactionRules
- FactionIsInRange
- FactionAddFP
- FactionSetFP
- FactionHasMemberCount
- FactionHasFpCount
- Action Bridges
- Entity -> Sector / Player / Faction
- Sector -> Entities / Players / Factions
- Player -> Sector / entered Entity / Faction
- Faction -> Players
- 'Entity system claimed by' condition
- player warp to sector action
- player set credits action
- player mod credits action
- player kick action
- player ban action
- player in sector cond
- player say cond (regexp)
- player send message action
- player last joined condition
- player kick out of ship action
- player kill action
- segment controller in sector range condition
- all faction condition parameters now range
- sector chmod condition
- sector range condition
- sector contains entity count condition
- sector chmod action
- sector admin command action
- Added inverse conditions (condition group feature)
- recurring actions
- player: add credits over time
- player: add blocks
- player: add blocks over time
Fixes:
- fixed missing integrity triggers
- fixed beams not active on server when using logic to toggle them (logic salvage beam not working)
- fixed linear reactor level calcs
- fixed activatable modules not synching correctly (cloak drive)
- fixed torch damaging stick shops
- fixed error that would respawn Asteroids over and over if they were moved
Balance
- blockBehaviorConfig now has global defense of blocks based on type (shield, armor, block) additionally to the previous individual block effect defense (which would be a mess to adjust)
- Note: it's now possible to set defense value for all block types depending on if it's armor, normal or shield that is hit. The defense value is put against the offense value of the weapon. This now enables a balance where some weapons can be better/worse against shield/armor/normal
- beams now use calculated armor values for damage reduction
- Note: Beams now do damage calculations in a similat way as cannons in that the armor depth is calculated upon hitting a surface. The damage of the beam is reduced depending on armor thickness. Values have been added to config.
- General Balance Note: The current config values for the new balance additions are currently experimental and in no way final
Hotfix#4 (0.201.341):
- Fix for servers with custom config coming up (not being able to move astronaut, crashes and other various issues this bug caused)
- Fix for torch beam (didn't do enough damage to compensate for the fullhp encoding (has to do at least one byte of damage)
- Fixed possible crash when applying rules when entities apply changes at the same time
- Fixed rail logic so only adjacent activation and basic button activate (still any logic block can be connected with c+v) (fix of hotfix#1 didn't apply yet)
- Fixed crash in rule dialog (checkbox cleanup when the field wasn't initialized yet)
- Fixed error when spawning ships from blueprint items.
- Fixed missing icons for new blocks
- Fixed rail logic so only adjacent activation and basic button activate (still any logic block can be connected with c+v)
- Fixed manual turret aim to be off by default to fix AI mobs not firing their turrets
Rule System
As said in the latest dev build, chasing a balance that would satisfy all types of players is nearly impossible, so the vanilla game is going to focus on the game as I envision it, while at the same time creating features so players can play the game like they want it to. Not only does this save a lot of time in development in the long run it also removes a lot of issues with balance since in the end it is subjective to the type of player. The rule system is essentially the beginning of an in-game modding system. It is built very general from the ground up and will be able to support any type of condition/action imaginable in the game. It comes with a full GUI in the main menu and in-game, which is capable of uploading and applying changes automatically while in-game. You can also import and export any amount of rules. This enables server admins to quickly setup a certain type of server without having to do all the configuration themselves. They can download and import anything they need. This update focused on getting the rule system to run. It also focused on making rules as performant as possible, which means that a rule is only checked if any parameter of a condition for the targeted object changes. It has a fair number of conditions and actions already present but there will be a LOT more to add along the way. Eventually the rules system will possibly also be used to create quests and other gameplay elements, so it can already be considered a very small part of the universe update in a way.
Tracking & Marking
With rules there is now also a way for admins to track ships. Conditions can be used to place a tracker on ships. Admins can also now mark ships. This is mainly for admins to manually check ships that trigger their conditions. New Admin commands:
- player_get_block_amount (fixed target inventory)
- entity_set_check_flag
- entity_is_check_flag
- entity_track
New 3D Assets
Saber and Kupu finished some beautiful new 3D assets. There have been slight tweaks to existing model unwraps and their textures, and many new additions. New models include (from left to right):
- Grate Wedge (previous Grate Wedge has been renamed to Grate Slope)
- Metal Corner and Metal Bar
- Beacon and Colored Light Corners and Light Bars
- Light Rods
- Paint Cans and Resource Capsules
- Small Button and Small Activator
- Red, Orange, Green Consoles and Console Inner and Outer Corners
3D Collision Meshes
3D assets now have full detail collision detection for astronauts as well as small enough projectiles/beams. This means you can now even shoot between the bars of grates.
Balance
Two major changes to balance are:
- Stabilization beam between reactor and stabilizers is removed
- Integrity is removed
- Removed integrity (can be re-added by rules)
- Remove reactor stabilization beam (can be re-added by rules)
- increased cannon speed from 25x to 40x server max speed
- Increased armor bonus from 0.1 to 0.5 (bonus added on armor thickness)
- Halved vertical cursor recoil
- Beam damage reduction based on armor value of the block hit. 20% of armor value of block reduced per tick. (config option)
- 2.5% flat cannon damage reduced if armor if penetrated (config option)
- Config Option to add additional damage reduction based on armor thickness (currently unused)
Full Changelog
- Rule System
- Full rule system with condition and actions to affect entities
- Cascading Condition groups
- Global rule assignment
- Individual rule assignment
- Full config export/import
- Export/import of individual rulesets
- Full GUI in tools main menu
- Full GUI ingame with live synch feature
- New ingame file browser
- Added basic conditions (more to come)
- Added basic actions (more to come)
- Tracking feature
- fixed advanced build mode raytrace bug where an imprecise physics test would sometimes select the wrong blocks
- fixed physics bug where cannon shots would sometimes skip a chunk and do damage inside a structure
- 3D assets can now use any existing shape to be represented
- 3D assets can now use any arbitrary meshes as physics mesh to be represented
- 3D assets can now have activated state meshes
- Improved pipeline for mesh import with the block editor
- turrets will no longer be able to shoot through other docked entities (they wont do damage to their docks)
- improved fleet formation by refreshing ship sizes more frequently and taking ship size more into account for spacing between ships
- Fixed Fleet not slowing down after move order (edited)
- Added delay between weapon switches of AI. delay only applies to within type (from a cannon computer to another cannon computer etc.)
- Added ai_weapon_switch_delay server config and admin command.
- added effect SHIELD_HOTSPOT_RECHARGE_MODE to set to rely on recharge instead of capacity
- added and exposed formula switching for power reactor
- player_get_block_amount fixed target inventory
- entity_set_check_flag
- entity_is_check_flag
- entity_track
- all commands with *_UID
- docked pull/push permission now saved in blueprint (edited)
- server.cfg option to allow factories on ships (ALLOW_FACTORY_ON_SHIPS)
- beacon light now is a flag in the block config
- logic block is now a flag in the block config
- updated loading screen tips to reflect game changes
- Refactoring work
- Increase missile tickrate to be more precise
- Added and adapted server config missile target prediction value to prevent missiles from going after a targets previous position. Added admin command /missile_target_prediction
. Make sure no missiles are spawned when using or those missiles might get confused. - Fixed race gates power usage
- Fixed draw beams game option
- Self cleaning waiting for for entities to dock message for the case that the object isnt in the db anymore. Reduced frequency of message for all other cases
- Can now load blueprints directly onto docks
- Server.cfg option to remove need to build shipyard structure (SHIPYARD_IGNORE_STRUCTURE)
- Reduced roll speed to balance between rotational axis (more turn speed balance will come)
- Orange and Blue Light Block color adjusted to differentiate from Yellow and Teal
- AI ships now auto charge stealth drive (should fix fleet cloak/uncloak/jam)
- Removed integrity (can be re-added by rules)
- Remove reactor stabilization beam (can be re-added by rules)
- Balance: increased cannon speed from 25x to 40x server max speed
- Balance: Increased armor bonus from 0.1 to 0.5 (bonus added on armor thickness)
- Balance: Halved vertical cursor recoil
- Balance: Beam damage reduction based on armor value of the block hit. 20% of armor value of block reduced per tick. (config option)
- Balance: 2.5% flat cannon damage reduced if armor if penetrated (config option)
- Balance: Config Option to add additional damage reduction based on armor thickness (currently unused)
Since the weapon update there have been a lot of smaller updates along the way which fixed several issues and added smaller features. For this one, we wanted to make a seperate release announcement for some bigger features as well as more bug fixes.
Entity Sidebar
You now have have another tab on the left side of your advanced build mode. This can be used for quickly building up and managing a ship. It has all the previously missing information for weapons and other modules. There is a quick overview of what blocks you need and how many you have for each ship system. The build button will automatically put the block in your hotbar and select it to build. You can also choose to add blocks for an existing weapon, which selects the computer and puts the module into your hotbar. In the future, this mode is going to be enhanced to be a non-intrusive tutorial for new players. When placing a ship core the buttons will light up to lead the players on what modules to build and how to build them. This eliminates the need to watch lengthy non-interactive videos or having to check on the wiki.
Build Mode Camera Drones
A long requested feature. Players can now be seen when in build mode. They will each fly in a small camera drone (made by Saber). These drones can also be seen if watching outside of build mode. The drones come equipped with a flashlight (toggles on ‘P’ by default or in the display setting in adv. Build mode), as well as the option to display the name of the player below the drone.
Adjustable Cockpit view
Another long requested feature. It is now possible to adjust the view of your cockpit blocks individually. Just press ‘P’ while in a cockpit in flight mode to unlock the camera and freely move it. Press ‘P’ again to lock the new view in place. This mode is fully persistent, meaning it will not only save between sessions and apply for other players that fly your ship, it will also save within the blueprint. Keep in mind that this mode is currently still a bit experimental, as there are some minor issues and more features coming for this. One of those features will be delayed camera movement to make flying a lot more fun all around, as well as HUD updates. There will be fixes to handle differently orientated cockpit blocks better as well as other fixes for the “aim at” check.
Block Editor Model Tab
The block editor has been cleaned up to make block editing a lot faster and easier. An all new tab has been added for the Block Editor. This tab contains all information and management for the models in the game. This will speed up development and integration of models considerably in the future, especially for the universe update.
Textures
Kupu completed specular mapping, made a unique texture for the Area Trigger and the Cargo Space, Green Forcefield, as well as the Green Cascade deco block.
Logic Changes
Logic will now only transmit the end state of the blocks. Fast logic clocks caused over 500 state changes per update, which was not only a performance drain but also bandwidth. To compensate for the necessity of having fast clocks, modules now stay active when a logic block is connected that was switched to active. Currently the activity will reset if the entity unloads, in which case the logic block would have to be turned off and on again. Persistence for that will be added in the next update.
Pin AI Targets
Pilots can now specify (pin) targets for AI targeting. When having a target selected, press ‘x’ in flight mode to specify this target for AI fire, while the pilot can select a different entity.
Bugfixes
The more important bugfixes will be listed first.
- Possible Fix for missing/reverted chunks This bug seems to be finally fixed (can’t call it 100% fixed yet without long term experience on production, since we had no way of reproducing it). The bug was possibly caused by save events marking chunks as not validated on the server, but at the same time not queuing them for validation cause of another event at the same time. This caused those chunks to not be saved in that session.
- Fixed all crashes due to malformed translation Strings If there was an error in a translation string format (e.g. using malformed arguments), the game would previously crash. These bugs would be fairly hard to track down since they would only happen in that specific language. The system has now been updated to compensate for those bugs and automatically replace the string with an error.
- Fixed pirate/tg spawning when attacking a station
- Fix for missing Area Trigger icon, + icons for new blocks.
- Custom texture for cargo block in build mode
- Fix for cargo draw issues (on transparent blocks)
- Torch beam damage upped from 1 to 4
- Fixed nullpointer on UI when active reactor changes
- Fixed bug that would prevent newly spawned planets and asteroids from being saved when edited (existing ones had no problem).
- Removed popup when opening storage
- Added more info in the build mode entity info
- Temporary shield disable now affects whole structure incl. all docks, instead of just the entity it was triggered on.
- Fixed crash after setting the "Pull up to" value of Cargo to 0.
- Turn rate config values exposed and explained in blockBehaviorConfig
- Fixed custom block texture handling
- Fixes map drawing
- Fixes crash when changing certain graphics settings ingame.
- Fixes shield message spam
- Fixed client crash when shipyard anchor was removed when a design was loaded
- The Schine Team
After over 100 dev builds, the weapons update is finally here. It might be even bigger in scope than the power update. It not only introduces a lot of new features, it also has complete redesigns and code reworks of parts of the codebase. It also comes with fixes for a lot of the more serious bugs as well as stability updates and lot of minor fixes and upgrades. As always, make sure to do a full backup on your world and blueprints. We tested both fresh installation and upgrade multiple times, and couldn’t find any problem, but there is always a rest risk in updates this big. The weapon handling, projectile, and block processing code has been completely rewritten, as well as parts of the missile system, and a lot of other backend systems to improve performance and stability. This also allows for a lot faster development for these systems from here on out. In context of the main focus of this update we also improved combat stability and performance a lot, as well as hopefully fixed most of the nasty bugs that were affecting ship combat in the last release. There might still be some issues with some systems losing server synch temporarily under load, but those will be addressed in a follow-up cleanup update.
Features
We set out to do this update mainly to make combat and ship battles more interesting and fun. On the backend, this also gave us a chance to completely redesign the code of weapons and other usable modules in the game. A new code design was already partly set up with the power update, and this updates completes it. To make a more complete package, new features and improvements have been added all across the board.
Weapon & Tool redesign
The goal is to make weapons and their combination a lot more unique, while still being a viable option. Some weapons might be easier to use than most, but others could have a much higher pay off when used properly. As each weapon combination has clear positives and negatives, it is up to you to decide what weapons to make. We also wanted to give weapons and combat in general a better feeling. This incorporates a broad spectrum of features including the HUD, recoil, explosions, physical force, damage, armor, and many more. While we changed and added on existing weapons, we did remove the damage pulse entirely as it had no real purpose. It also reduced the amount of combinations possible which allows us to concentrate more on the remaining ones.
Acid Damage model
Acid Damage is the new damage model used by Cannons and Beams to increase block damage without affecting performance. In our tests, this system allowed us to get 90-95% of the original damage to be applied as block damage, giving us the possibility of one projectile destroying thousands of blocks without running into performance problems. This is achieved by propagating damage outwards, block by block, starting from an origin block. The propagation speed can be adjusted to move faster or slower depending on the processing power and bandwidth of the server. Several bandwidth optimizations have been made to make the information on removed blocks as small as possible. As a result, even large amounts of blocks get processed quickly without any hiccups. We can change its behavior while this is propagating as well, allowing for unique damage patterns to be implemented.
Cannons
Cannons are now mainly a high penetration weapon, capable of punching through thin armor and leaving a lot of damage in its wake. Like before, each projectile has a penetration depth based on its damage. This can range from 1 to 200+ blocks. Each block in this penetration line, acts as the starting point for Acid Damage to start from. The damage of the entire projectile is then distributed accordingly to end up with the appropriate damage shape. A general change to cannons is that all projectiles are now considerably faster, which will make battles at higher speeds a lot easier.
Over Penetration
Using cannons with too much damage can cause the projectiles to overpenetrate. This happens only when targets have little to no armor, compared to your shot. If this happens, then the penetration depth is stretched before the original damage is distributed on it. This may result in even more system damage...or it may come out of the back of the target and end up wasting most of its damage.
Projectile Width
By putting down blocks next to your weapon’s output, you can increases its projectile width. On impact, this will cause more damage to be redirected towards the front, basically shrinking your damage pattern and increasing its width. This can be used to counter any over penetration, or to destroy more superficial blocks if needed.
Recoil + Impact force
Every Cannon projectile applies a force on both the shooter and the target. The force and amount of movement created, solely depends on the weapon damage. The physical recoil on your ship is in the opposite way of the firing direction, the impact force on your target is in line with the firing direction as you would expect. There is also something we call ‘cursor’ recoil, meant to give a better feeling to cannons and reduce its accuracy slightly when fired manually. It’s kept at a manageable level, and scales properly with your fire rate and damage. There’s also a maximum cursor recoil threshold in place to make sure even the biggest of weapons don’t throw your aim around too much.
Cannon Combinations
The core idea of each combination is mostly unchanged, but they behave in different ways. It’s possible we still add or change parts of them depending on feedback, but the overall role of each support should stay the same.
- Default: An all-around decent cannon, doesn’t excel at anything
- Cannon + Cannon: Fast firing machine gun with fast projectiles. It uses the Cone: Wide-> Narrow damage shape.
- Cannon + Missile: Charge cannon with left click to charge, release to fire. The longer it is charged, the better the efficiency and damage of that shot. It also uses the Cone: Wide-> Narrow damage shape.
- Cannon + Beam: A slow firing artillery cannon with a narrow -> wide cone damage shape. Even when over penetrating, it will be relatively efficient, but it is hard to hit.
~ Multiple medium damage projectiles:
Damage Beams
Damage Beams are mostly about doing surface damage and being easier to use. Beams only apply Acid damage on the block they’re hitting, damage will most likely not reach deep within the target unless you focus fire on a particular spot. The only exception to this rule is the Beam support version, where it does penetrate all the way. We’ve improved the functionality of Beams to allow for that. Some versions are capable of traveling along its target without you firing or aiming it again, they’ll deal decent damage as well but may not necessarily stay where you want them to be.
Damage over Distance
Unlike Missiles or Cannons, beams lose damage with the distance from target. At maximum range, it goes down to only 40% of its original damage. This increases the closer you get, till it reaches the original value at about 400 meters or less. This can vary depending on the combination and allows us to better balance a hitscan weapon.
Combinations
- Default: Latch on beam that breaks off when it has no direct line of sight with the current block.
- Beam + Cannon: Aimable beam with short burst time and cooldown
- Beam + Missile: Arc beam with a shorter range but doesn’t break when there is no direct line of sight anymore. Has a long burst time.
- Beam + Beam: Penetrating beam that can’t be aimed with your cursor. The damage of the beam is distributed equally over the blocks in the penetration line. Requires to be charged before firing and stops your shields from blocking damage while you are charging.
Repair Beam
The repair beam or astrotech beam is now capable of repairing and replacing killed blocks. The reason this has taken longer is several problems to optimize this system for large scale, as well as handling the logic of connections. At the moment, you can only replace the blocks in order (as if you pressed “undo”), but out of order repairing will be added as a follow up. If you connect any amount of storages to your beam computer, it will be using those for repairs. If there is no storage attached, the blocks will be taken out of the pilot’s personal inventory (if possible). Keep in mind that for balance reasons you currently cannot repair during battle.
Tractor Beam
The new tractor beam replaces the push and pull beam of the previous release. This weapon is able to hold another entity in place. It can also move with you as you either rotate or move yourself while still firing the beam. It comes with a built-in mode change so you can push the target further out or pull it in. You can change the firing mode by pressing left alt (also now indicated in the context help).
Armor
Armor has been completely redesigned as well. There is no longer an abstract “Armor HP”. Armor now will count where it is and how thick it is, you can see this in build mode as well when looking at any armor block. Here is how it works:
- When a bullet hits armor it checks how many armor blocks come behind that block in its path.
- The count of armor will stop at any non armor block or air. That count defined the “armor depth”
- Each armor block now has an armor rating that will get added up (with possible additional bonuses on thicker armor)
-
The resulting total armor value along the armor depth is then compared with the bullet’s damage
- Is the armor value lower than the bullet’s damage, the bullet will travel on as normal and destroy the armor blocks along its way
- Is the armor value higher than the bullet’s damage, the bullet will only do acid damage on the first block and stops completely
- Is the armor value much higher than the bullet’s damage, acid damage is not even applied and only a single block gets normal damage and stops completely
- This will be repeated for every continuous plate of armor the bullet goes through in a ship, so inner armor a very viable option
Missiles
Missile Capacity
To add another layer to using missiles, we added a Missile Capacity system that will also prevent you from spamming them. By placing missile capacity blocks on your entity, you increase the maximum amount of missiles to be stored. The missiles are reloaded in bulk, as soon as you fire a missile, the reload starts. When the timer runs out, all the missing missiles are filled up again. For AI controlled ships, the reload only starts when they run out of missiles, this helps control the amount of missiles flying around. In addition, you require additional power for the missile capacity blocks. This should normally not be a concern unless you’re deliberately trying to store too many missiles for your ship’s size.
Missile Shield + Point Defense Prioritization
Each missile has its own its shield, protecting it from Point Defence turrets. The strength of this shield scales with the missile’s damage and should also encourage firing more high damage missiles than trying to flood the field with low damage decoys. We’ve also implemented proper anti-missile prioritization. You can set any of your AI to fire at a certain category first:
- High damage missiles
- Low damage missiles
- Random (Closest First (old system))
Missile Combinations
- Default: Fast non tracking missiles
- Missile + Cannons: Heat-seeking swarming missiles
- Missile + Beam: Lock-On Missiles
- Missile + Missile: A bomb with no self-propulsion and uses the ship’s velocity as its own. The bomb will ignore shields and does friendly fire as well. It will arm itself after several seconds, it won’t detonate (dud) if it isn’t armed yet, so you can’t fire it at point-blank range of your target.
Volley Fire
Changing firing mode from focused to unfocused has been changed to a keyboard toggle for all weapons (default: left alt). We added an additional mode for cannons and missiles as well: Volley fire. This mode will take the time to reload the weapon, and divide it by the amount of groups connected to that computer. When firing, the groups will fire one after another. Volley fire can also be set in the Bobby-AI module for turrets and drones to use.
New HUD graphics
The HUD graphics have been improved to improve usability and distinction between objects and improve the general look. All indicators now also have been moved to the center of mass of entities. They will still be on the core if you are aligned or in gravity of an entity.
Undocking
Entities will no longer undock when their rail or rail docker is destroyed. However, until those are replaced at the exact position, or manually undocked and docked on a different one, the dock will not receive any power from the mothership. This will greatly help with lag in larger ship battles, where the undocking of turrets and other docks was one of the biggest parts of lag-causing elements.
Improved graphical effects
The graphical effects for cannons, beams and missiles have been improved. Also more and better explosions have been added. Also an all new LoD system has been implemented which is currently in use for the mines to be able to have a lot of them in one sector without problems. The system is written in a way that it can be used for a lot of other things in the future.
New Textures
Kupu has done an exceptional job in upgrading the texture to be more crisp than ever before, fixing many previous tiling issues and colour inconsistencies.
Lead indicator
Cannons and missiles now also have a lead indicator based on the selected weapon’s projectile speed. Currently the indicator is based on the target’s center of mass.
Effects
The old effect computers have all been removed as most don’t have a purpose anymore. We’ve replaced it with a 3 damage type system with base values for each weapon type:
- Kinetic (Cannons)
- Electromagnetic (Missiles)
- Heat (Beams)
Sector Size Weapon Range independency
To make it easier to customize the game for bigger sectors, we added a seperate value in the ServerConfig to set the base range for weapons independently from the sector size. This value will be used as reference for all range config values in the block behavior config. This value can also be set on the fly with an admin command (/set_weapon_range_reference). If the value is set to 1, all config values will be interpreted as fixed block units (meters).
Mines
The ability to place down stationary mines was added. This feature comes with an all new LoD system that will be reused for other model based things in the future. The Minelayer works like a tiny mobile shipyard, with the Minelayer connected to a Mine core and a storage chest to pull the mine blocks from. Next to the mine core you can place up to 6 mine-specific block modifications. The mine core block plus its modifications are used as a “blueprint” for the mine’s capabilities, while the constructed and deployed mine itself is not a block but a small 3D model. Constructing and laying a mine requires blocks from either the pilot’s inventory, or its linked storage. All newly deployed mines are inactive. You can activate them by right clicking, or via the radial ship menu for more options. Mines can be destroyed by being shot, or simply physically running into them (which may not always be the best idea). Mines can also be laid via logic by connecting a logic block to the mine layer. The following mine-types are available:
- Cannon Mine: This mine fires cannon projectiles when in range
- Missile Mine: This mine fires heat-seeking missiles when in range.
- Proximity Mine: The classic mine. Once a targets gets within range, it activates the mine and will follow the entity that triggered it, explodes on impact. Once triggered, it is used up.
- Cannon Mine Mod: turns mine into cannon mine
- Missile Mine Mod: turns mine into missile mine
- Proximity Mine Mod: turns mine into proximity mine
- Strength Mod: increases mine damage
- Personal AI Mod: mine will not attack the one that laid it down
- Friend AI Mod: mine will only attack the enemies of the person who laid it down
- Stealth Mod: with each additional mod the mine will gain one point in stealth. Depending on recon strength while scanning the mine will be invisible at distance (distance depends on the difference of stealth vs recon)
Cargo Damage
Storage chest blocks (the controllers) don’t get physically destroyed anymore unless they’re empty or have no linked used volume remaining. This block (or group of blocks) is destroyed on passthrough if the connected storage has no remaining items. If the storage has remaining items, the damage is done to the stored items themselves, meaning that items are being destroying emptying the storage. HP are irrelevant to these blocks as every shot will do passthrough damage. The shot will not lose any strength and continue. The storage will lose items on every storage block the shot passes through. The storage block has the same mechanics as the cargo blocks.
Integrity changes
Warpgate, racegate, activation-gate, doors, factories, cargo, logic connections, all rail connections, mass enhancer) transporter, sensors and shop will now completely ignore integrity. Integrity will no longer lower while a ship is in battle. When a system block is destroyed, integrity will not update for 5 minutes and only then update itself to the new correct value. This timer resets every time a system block gets taken out. This means any ship is equally viable in terms of integrity, as long as its integrity is positive when going into battle. It will also help with lag from explosions and the snowball effect once a ship dips into negative integrity.
AI
The AI now uses a better system to gauge their weapon range. Also their aiming has been fixed and improved.
Shield changes
Shields now always regenerate over time again and when under fire only lose regeneration when the shield HP goes down. When not under fire, shields will always regenerate at full speed. Any shield starts in its strongest configuration and can be weakened through high damage weapons if it is a recharge focused shield. Or by a steady stream of small weapon fire if it is a capacity focused shield. The config was changed to allow for that and you may end up with a disportionate amount of regeneration vs capacity with your current builds. Make sure to double check if your regeneration is still positive
New Isanth
Lancake has updated the old Isanths’ systems to use new power and the new weapons. Be aware that these ships pack quite a punch now. The new model will automatically replace the blueprints of the old ones upon start, so if you have modified and overwritten those blueprints (with the exact same name), be sure to make a backup before running the new version.
Block Hitpoints
All block HP are being migrated to a new system that supports any amount of HP. While at the same time not increasing amount of data used for HP for memory reasons, the only difference would be that a block with max HP higher than 127 will needs a minimum damage dealt to it for its HP to decrease. The minimum amount of damage is x/127. This means that you need at least ~8 damage to hurt a block with 1000 Max Hitpoints.
New Admin Commands
- /kick_players_out_of_entity_uid [entityUID]
- /kick_player_from_entity [PlayerName]
- /bp_info [BluePrintName] (populates information about a specific blueprint)
- /delete_bp [BluePrintName] (deletes a specific blueprint)
- /bp_setOwner [BluePrintName] [PlayerName] (sets a blueprint to be owned by a specific person)
- /clear_mines_here (clears mines in current sector)
- /clear_mines_sector [X] [Y] [Z] (clears mines in specific sector)
- /reset_repair_delay (Resets repair delay on selected/entered vessel)
- /reset_integrity_delay (Resets integrity battle delay on selected/entered vessel)
- /rail_reset (Resets rail (undock/redock) rail of only the selected or entered entity)
- /rail_reset_all (Resets rail (undock/redock) rail of all (sub)entities of selected or entered entity)
- /set_weapon_range_reference (Sets the weapon reference range distance in meters, which the config values are multiplied with (default is sector distance))
- /faction_set_entity_uid [UID] [FactionID] (sets faction of an entity by UID)
Optimizations
Several optimizations have been made to the game.
- The rewrite of the weapon and general usable module system made the amount of steps involved in pretty much everything weapon and module related a lot less. Not only does this result in much cleaner code, but also a general speed up.
- The update system for modules is now on-demand, which means the system will not bother to even check if the blocks of a group changed as long as there hasn’t been an actual notification for that. This means that the general idle time for all entities has been cut down significantly. This is very noticable in sectors with a lot of entities and docks.
- Block processing has been optimized to minimize the amount of lookups by grouping all changes by chunk. This also cuts down on synchronization time between threads and cleans up the code considerably in that section. This makes block processing in general a lot quicker, especially during battles.
- Block change recording has been completely rewritten to minimize memory usage and serialization size.
- Beams have been optimized to work a lot faster.
- Removed some bottlenecks that were occurring in big fights.
- Thread spool up to remove short freezes after starting the game, e.g. in build mode.
- A ton of smaller optimizations across the board.
- Memory optimizations for the particle systems.
- Log cleanup during ship battles
Config Changes
Blocks:
-
Advanced Armor
- (Effective) HP: 1000 → 2000
- Armor Rating: 1000
-
Standard Armor
- (Effective) HP: 250 → 800
- Armor Rating: 750
-
Basic Armor (previously Hull)
- (Effective) HP: 75 → 250
- Armor Rating: 500
-
Recipe:
- 1 Metal Mesh
- 1 Crystal Composite
- 1 Fertikeen Capsule
-
Shields
- Shield Capacity / Block: 400 → 250
- Shield Recharge / Block: 20 → 25
- Default Capacity: 200 → 0
- Default Radius: 25 → 10
- Shield Local Radius Multiplier: 10 → 7.5
- Shield Upkeep % of HP / sec: 0.5% → 2%
- Shield Power consumption resting / Block: 1 → 0.4
- Shield Power consumption charging / Block: 1 → 0.8
- Shield Under Fire Time: 30 seconds since last shot
- Shield Minimum Recharge: 20%
- Shield Minimum Recharged reached at: 50% Capacity
-
Overheat Timer
- Minimum Time: 60 seconds
- Maximum Time: 600 seconds
- Time added / Block: 0.001 seconds
-
Stabilization Stream
- Max Cooldown when hit: 60 → 15 seconds
- Power Regen in Cooldown: 20% → 25%
-
Reactor
- Chamber blocks needed per reactor block: 0.5 → 0.25
-
Integrity
- Start Value: 200 → 400
- Collection Integrity Update delay under fire: 300 seconds
-
MineLayer
- Layable Mine Distance: 10 meters
- Cannon Damage per Strength: 1 000
- Cannon reload: 0.5 seconds
- Cannon speed: 2 x universe speed
- Missile Damage per Strength: 10 000
- Missile Reload: 10 seconds
- Missile Speed: 1.5 x universe speed
- Proximity Damage per Strength: 10 000 (bypasses shields)
- Proximity Speed: 0.5 x universe speed
-
Tractor Beam
- Moveable mass per module: 5 mass
- Maximum Force : 10 x Target mass
- Power Consumption resting / Block: 10
- Power Consumption charging / Block: 50
- Distance: 400 meters
-
Salvage Beam
- Salvage ‘damage’ / Tick: 10 → 25
- Power Consumption resting / Block: 3 → 5
- Power Consumption charging / Block: 15 → 25
- Ticks / second: 40 → 16
-
Repair Beam
- Blocks / Tick / Module: 1
- Power Consumption resting / Block: 5
- Power Consumption charging / Block: 25
- Ticks / second: 20
- Repair out of Combat delay: 60 seconds
Bug Fixes
Bug Fixes T1496: Fixed visual glitches for some block icons T2392: Fixed missiles not targeting systems T2796: Fixed tooltip displaying on block preview rotation arrows T2838: Fixed beam texture staying after the shooter overheats T2849: Fixed shields not always providing protection against weapons T2941: Fixed stabilizers dropping to 0.0 - 0.1% during block placement/removal T2942: Fixed crash caused by undoing a large amount of blocks T2973: Fixed issue where thrust does not consume the right amount of power T2997: Fixed crash caused by linking mass linking logic or other similar blocks with Shift + V T3032: Fixed Warp gate distance not displaying correctly T3037: Fixed stealth strength not increasing with chamber strength lvl 3 Several fixes related to weapon config values Fixed shipyards (several issues) and added shipyard logs Fixed turret aim and rotation not working correctly/stopping after a while Fixed sudden rail misalignment Fixed horizontal turrets Fixed chunk corruption (couldn’t confirm 100%. If there is still a case of that, please report) Fixed missiles not working on sector borders Fixed slot desync causing players to see wrong weapons being fired at them Fixed lag compensation causing entities to not rotate correctly for clients (hitting a ship with damage appearing elsewhere & desync) Stalling missiles now timeout to not cause performance hit (will be fully fixed in follow up)
What’s next
Next is going to be a bug-fixing and cleanup round. We will be trying to make the game as stable as possible for the period of the universe update development. Other changes might include reactor chamber balance changes and small changes to weapons based on feedback. We already started with some aspects of the universe update in the background, and we will now focus more and more on that. We can’t promise a universe related dev build for a while, but there might be a few highly experimental test builds before that. Thank you for playing StarMade,
- The Schine Team
Greetings citizens, ~ The weapon update just entered the pre-release state. All the features we wanted to add are now implemented. In terms of content it is probably as big if not bigger than the previous Power update. It completely overhauls all weapon, adds a lot of new features, graphics, optimizations, fixes and other improvements. Some parts such as updating the block icons, textures and finalizing the config files, are still in the works but everything else should be there for you to test. We already went through a lot of bug fixing and this version should be playable. We strongly advise to backup your universe or use a completely separate installation. You cannot revert your world to the current release version without a backup. The current pre-release version can be downloaded and installed from the Pre branch. With more exposure, it will be easier to find those less critical issues and ensure stability before we can release it to everyone to use. If you come across anything new that doesn’t work or you believe you’ve located a new bug, report that here to help us out: Report a Bug (Release Candidate) In case you’re not too sure about it, feel free to leave a comment on this thread.
Features
We set out to do this update mainly to make combat and ship battles more interesting and fun. On the backend, this also gave us a chance to completely redesign the code of weapons and other usable modules in the game. A new code design was already partly set up with the power update, and this updates completes it. To make a more complete package, new features and improvements have been added all across the board.
Weapon & Tool redesign
The goal is to make weapons and their combination a lot more unique, while still being a viable option. Some weapons might be easier to use than most, but others could have a much higher pay off when used properly. As each weapon combination has clear positives and negatives, it is up to you to decide what weapons to make. We also wanted to give weapons and combat in general a better feeling. This incorporates a broad spectrum of features including the HUD, recoil, explosions, physical force, damage, armor, and many more. While we changed and added on existing weapons, we did remove the damage pulse entirely as it had no real purpose. It also reduced the amount of combinations possible which allows us to concentrate more on the remaining ones.
Acid Damage model
Acid Damage is the new damage model used by Cannons and Beams to increase block damage without affecting performance. In our tests, this system allowed us to get 90-95% of the original damage to be applied as block damage, giving us the possibility of one projectile destroying thousands of blocks without running into performance problems. This is achieved by propagating damage outwards, block by block, starting from an origin block. The propagation speed can be adjusted to move faster or slower depending on the processing power and bandwidth of the server. Several bandwidth optimizations have been made to make the information on removed blocks as small as possible. As a result, even large amounts of blocks get processed quickly without any hiccups. We can change its behavior while this is propagating as well, allowing for unique damage patterns to be implemented.
Cannons
Cannons are now mainly a high penetration weapon, capable of punching through thin armor and leaving a lot of damage in its wake. Like before, each projectile has a penetration depth based on its damage. This can range from 1 to 200+ blocks. Each block in this penetration line, acts as the starting point for Acid Damage to start from. The damage of the entire projectile is then distributed accordingly to end up with the appropriate damage shape. A general change to cannons is that all projectiles are now considerably faster, which will make battles at higher speeds a lot easier.
Over Penetration
Using cannons with too much damage can cause the projectiles to overpenetrate. This happens only when targets have little to no armor, compared to your shot. If this happens, then the penetration depth is stretched before the original damage is distributed on it. This may result in even more system damage...or it may come out of the back of the target and end up wasting most of its damage.
Projectile Width + Bullet Customization
By putting down blocks next to your weapon’s output, you can increases its projectile width. On impact, this will cause more damage to be redirected towards the front, basically shrinking your damage pattern and increasing its width. This can be used to counter any over penetration, or to destroy more superficial blocks if needed.
Recoil + Impact force
Every Cannon projectile applies a force on both the shooter and the target. The force and amount of movement created, solely depends on the weapon damage. The physical recoil on your ship is in the opposite way of the firing direction, the impact force on your target is in line with the firing direction as you would expect. There is also something we call 'cursor recoil', meant to give a better feeling to cannons and reduce its accuracy slightly when fired manually. This represents a similar tequnique as shooting a gun in most first person shooters. It’s kept at a manageable level, and scales properly with your fire rate and damage. There’s also a maximum cursor recoil threshold in place to make sure even the biggest of weapons don’t throw your aim around too much.
Cannon Combinations
The core idea of each combination is mostly unchanged, but they behave in different ways. It’s possible we still add or change parts of them depending on feedback, but the overall role of each support should stay the same.
- Default: An all-around decent cannon, doesn’t excel at anything
- Cannon + Cannon: Fast firing machine gun with fast projectiles. It uses the Cone: Wide-> Narrow damage shape.
- Cannon + Missile: Charge cannon with left click to charge, release to fire. The longer it is charged, the better the efficiency and damage of that shot. It also uses the Cone: Wide-> Narrow damage shape.
- Cannon + Beam: A slow firing artillery cannon with a narrow -> wide cone damage shape. Even when over penetrating, it will be relatively efficient, but it is hard to hit.
Damage Beams
Damage Beams are mostly about doing surface damage and being easier to use. Beams only apply Acid damage on the block they’re hitting, damage will most likely not reach deep within the target unless you focus fire on a particular spot. The only exception to this rule is the Beam support version, where it does penetrate all the way. We’ve improved the functionality of Beams to allow for that. Some versions are capable of traveling along its target without you firing or aiming it again, they’ll deal decent damage as well but may not necessarily stay where you want them to be.
Damage over Distance
Unlike Missiles or Cannons, beams lose damage with the distance from target. At maximum range, it goes down to only 40% of its original damage. This increases the closer you get, till it reaches the original value at about 400 meters or less. This can vary depending on the combination and allows us to better balance a hitscan weapon.
Combinations
- Default: Latch on beam that breaks off when it has no direct line of sight with the current block.
- Beam + Cannon: Aimable beam with short burst time and cooldown
- Beam + Missile: Arc beam with a shorter range but doesn’t break when there is no direct line of sight anymore. Has a long burst time.
- Beam + Beam: Penetrating beam that can’t be aimed with your cursor. The damage of the beam is distributed equally over the blocks in the penetration line. Requires to be charged before firing and stops your shields from blocking damage while you are charging.
Repair Beam
The repair beam or astrotech beam is now capable of repairing and replacing killed blocks. The reason this has taken longer is several problems to optimize this system for large scale, as well as handling the logic of connections. At the moment, you can only replace the blocks in order (as if you pressed “undo”), but out of order repairing will be added as a follow up. This method of repairing will use the blocks in your linked storage chest but is using ‘creative’ mode in the dev build for now.
Tractor Beam
The new tractor beam replaces the push and pull beam of the previous release. This weapon is able to hold another entity in place. It can also move with you as you either rotate or move yourself while still firing the beam. It comes with a built-in mode change so you can push the target further out or pull it in. You can change the firing mode by pressing left alt (also now indicated in the context help). The tractor beam mode can also be set via logic by connecting logic blocks to the tractor beam computer:
- No active logic block connected: hold
- One active logic block connected: pull
- Two active logic blocks connected: push
Armor
Armor has been completely redesigned as well. There is no longer an abstract “Armor HP”. Armor now will count where it is and how thick it is, you can see this in build mode as well when looking at any armor block. Here is how it works:
- When a bullet hits armor it checks how many armor blocks come behind that block in its path.
- The count of armor will stop at any non armor block or air. That count defined the “armor depth”
- Each armor block now has an armor rating that will get added up (with possible additional bonuses on thicker armor)
- The resulting total armor value along the armor depth is then compared with the bullet’s damage
- Is the armor value lower than the bullet’s damage, the bullet will travel on as normal and destroy the armor blocks along its way
- Is the armor value higher than the bullet’s damage, the bullet will only do acid damage on the first block and stops completely
- Is the armor value much higher than the bullet’s damage, acid damage is not even applied and only a single block gets normal damage and stops completely
- This will be repeated for every continuous plate of armor the bullet goes through in a ship, so inner armor a very viable option
Missiles
Missile Capacity To add another layer to using missiles, we added a Missile Capacity system that will also prevent you from spamming them. By placing missile capacity blocks on your entity, you increase the maximum amount of missiles to be stored. The missiles are reloaded in bulk, as soon as you fire a missile, the reload starts. When the timer runs out, all the missing missiles are filled up again. For AI controlled ships, the reload only starts when they run out of missiles, this helps control the amount of missiles flying around. In addition, you require additional power for the missile capacity blocks. This should normally not be a concern unless you’re deliberately trying to store too many missiles for your ship’s size.
Missile Shield + Point Defense Prioritization
Each missile has its own its shield, protecting it from Point Defence turrets. The strength of this shield scales with the missile’s damage and should also encourage firing more high damage missiles than trying to flood the field with low damage decoys. We’ve also implemented proper anti-missile prioritization. You can set any of your AI to fire at a certain category first:
- High damage missiles
- Low damage missiles
- Random
- Default: Fast non tracking missiles
- Missile + Cannons: Heat-seeking swarming missiles
- Missile + Beam: Lock-On Missiles
- Missile + Missile: A bomb with no self-propulsion and uses the ship’s velocity as its own. The bomb will ignore shields and does friendly fire as well. It will arm itself after several seconds, it won’t detonate if you fire it at point-blank range of your target.
Volley Fire
Changing firing mode from focused to unfocused has been changed to a keyboard toggle for all weapons (default: left alt). We added an additional firing mode for cannons and missiles as well (can also be switched to by using left alt): Volley fire. This mode will take the time to reload the weapon, and divide it by the amount of groups connected to that computer. When firing, the groups will fire one after another. Volley fire can also be set in the Bobby-AI module for turrets and drones to use.
New HUD graphics
The HUD graphics have been improved to improve usability and distinction between objects and improve the general look. All indicators now also have been moved to the center of mass of entities. They will still be on the core if you are aligned or in gravity of an entity.
Undocking
Entities will no longer undock when their rail or rail docker is destroyed. However, until those are replaced at the exact position, or manually undocked and docked on a different one, the dock will not receive any power from the mothership. This will greatly help with lag in larger ship battles, where the undocking of turrets and other docks was one of the biggest parts of lag-causing elements.
Improved graphical effects
The graphical effects for cannons, beams and missiles have been improved. Also more and better explosions have been added. Also an all new LoD system has been implemented which is currently in use for the mines to be able to have a lot of them in one sector without problems. The system is written in a way that it can be used for a lot of other things in the future.
Lead indicator
Cannons and missiles now also have a lead indicator based on the selected weapon’s projectile speed. Currently the indicator is based on the target’s center of mass.
Effects
The old effect computers have all been removed as most don’t have a purpose anymore. We’ve replaced it with a 3 damage type system with base values for each weapon type:
- Kinetic (Cannons)
- Electromagnetic (Missiles)
- Heat (Beams)
Sector Size Weapon Range independency
To make it easier to customize the game for bigger sectors, we added a seperate value in the ServerConfig to set the base range for weapons independently from the sector size. This value will be used as reference for all range config values in the block behavior config. This value can also be set on the fly with an admin command (/set_weapon_range_reference). If the value is set to 1, all config values will be interpreted as fixed block units (meters).
Mines
The ability to place down stationary mines was added. This feature comes with an all new LoD system that will be reused for other model based things in the future. The Minelayer works like a tiny mobile shipyard, with the Minelayer connected to a Mine core and a storage chest to pull the mine blocks from. Next to the mine core you can place up to 6 mine-specific block modifications. The mine core block plus its modifications are used as a “blueprint” for the mine’s capabilities, while the constructed and deployed mine itself is not a block but a small 3D model. Constructing and laying a mine requires blocks from either the pilot’s inventory, or its linked storage. All newly deployed mines are inactive. You can activate them by right clicking, or via the radial ship menu for more options. Mines can be destroyed by being shot, or simply physically running into them (which may not always be the best idea). Mines can also be laid via logic by connecting a logic block to the mine layer. The following mine-types are available:
- Cannon Mine: This mine fires cannon projectiles when in range
- Missile Mine: This mine fires heat-seeking missiles when in range.
- Proximity Mine: The classic mine. Once a targets gets within range, it activates the mine and will follow the entity that triggered it, explodes on impact. Once triggered, it is used up.
- Cannon Mine Mod: turns mine into cannon mine
- Missile Mine Mod: turns mine into missile mine
- Proximity Mine Mod: turns mine into proximity mine
- Strength Mod: increases mine damage
- Personal AI Mod: mine will not attack the one that laid it down
- Friend AI Mod: mine will only attack the enemies of the person who laid it down
- Stealth Mod: with each additional mod the mine will gain one point in stealth. Depending on recon strength while scanning the mine will be invisible at distance (distance depends on the difference of stealth vs recon)
Cargo Damage
Storage chest blocks (the controllers) don’t get physically destroyed anymore unless they’re empty or have no linked used volume remaining. This block (or group of blocks) is destroyed on passthrough if the connected storage has no remaining items. If the storage has remaining items, the damage is done to the stored items themselves, meaning that items are being destroying emptying the storage. HP are irrelevant to these blocks as every shot will do passthrough damage. The shot will not lose any strength and continue. The storage will lose items on every storage block the shot passes through. The storage block has the same mechanics as the cargo blocks.
Integrity changes
Warpgate, racegate, activationgate, doors, factories, cargo, logic connections, all rail connections, mass enhancer) transporter, sensors and shop will now completely ignore integrity.
Integrity in Battle
Also, integrity will no longer lower while a ship is in battle. When a system block is destroyed, integrity will not update for 5 minutes and then set the new correct value. This timer resets every time a system block gets taken out. This means any ship is equally viable in terms of integrity, as long as its integrity is positive when going into battle. It will also help with lag from explosions and the snowball effect once a ship dips into negative integrity.
Shield changes
Shields now always regenerate over time again and when under fire only lose some regeneration when the shield HP goes down. When not under fire, shields will always regenerate at full speed. Any shield starts in its strongest configuration and can be weakened through high damage weapons if it is a recharge focused shield. Or by a steady stream of small weapon fire if it is a capacity focused shield. The config was changed to allow for that and you may end up with a disportionate amount of regeneration vs capacity with your current builds.
AI changes
AI will now have a better orbiting range based on their lowest weapon range. This can be further customized in the server.cfg AI should be able to use all weapons with the exception of mines and charged shots currently (will be fixed for release).
Optimizations
Several optimizations have been made to the game.
- The rewrite of the weapon and general usable module system made the amount of steps involved in pretty much everything weapon and module related a lot less. Not only does this result in much cleaner code, but also a general speed up.
- The update system for modules is now on-demand, which means the system will not bother to even check if the blocks of a group changed as long as there hasn’t been an actual notification for that. This means that the general idle time for all entities has been cut down significantly. This is very noticable in sectors with a lot of entities and docks.
- Block processing has been optimized to minimize the amount of lookups by grouping all changes by chunk. This also cuts down on synchronization time between threads and cleans up the code considerably in that section.
- Block change recording has been completely rewritten to minimize memory usage and serialization size.
- Removed some bottlenecks that were occurring in big fights.
- Thread spool up to remove short freezes after starting the game, e.g. in build mode.
- A ton of smaller optimizations across the board.
- Memory optimizations for the particle systems.
- Log cleanup during ship battles
- Gif recording performance has been improved (quality setting in settings.cfg)
Major Fixes
Besides a lot of smaller fixes, some fixes have been made for more major and annoying bugs that were plaguing the last releases:
- Shipyards have been fixed. Additionally, shipyards now have a seperate logs to catch any future problems
- Docked entities (turret or not) being surrenly misaligned has been fixed
- Fixed hp problem for ships becoming 0 and then not taking damage after that, making a ship effetively unkillable.
- Fixed shields (fix came with rewriting the system)
- Fixed bug that would spam the log with exception during battles causing major lag
- Fixed bug on chunks not drawing correctly (wrong lighting)
- Fixed warp gates
- Fixed turret AI not being able to shoot at a target after a while
Hello players, The first dev build is now available. There is a lot to cover in this update. The primary focus of this update is to make weapons more unique and give them a better feeling, as well as improving the overall combat experience. This is the first dev build of many, and there are other features to come still like the ability to zoom with weapons, weapon graphical updates and PD missile priority. Not all combat related aspects will be addressed in this update, ship movement might still receive some minor (but important) changes in the far future and the AI itself will definitely get the attention it needs in other releases. Also, there will be graphical updates to the weapons still. Most important, however, is to first ensure good functionality.
Weapon Combinations
Weapon combinations use the same mechanic still, but each combination and base weapon has been completely overhauled. We removed the Damage Pulse weapon (push pulse is still available), so there will be a total of three normal weapons plus nine combinations. All other weapons and support tools are handled separately and will no longer have any combinations. However, the default state of support weapons like the salvage beam will be upgraded to what people usually went for when there were still combinations for it.
Recoil
A new recoil system has been implemented. Not only will cannons and possibly other weapons now cause recoil on your cursor aiming, but there is now also physical recoil on your ship depending on your weapon. This means that you could technically propel your ship by shooting weapons. There is also impact force, which means that you will experience a physical force when weapons hit your ship. The force will scale with the damage of your weapon, but this can vary even more depending on the combination type where we can tweak it even more.
Cannon
The cannons have probably received the biggest update. To make them more viable, we completely changed their damage model to allow for an accurate damage to block destruction representation, while at the same time also interact better with the target’s armor for balancing. A cannon projectile now does explosive damage that, in theory, can reach the end of any structure. On impact, part of the damage will be expanded to the surrounding blocks and creep outwards till it runs out of damage. To keep the game running smoothly, a scaling algorithm was implemented to limit the number of operations per update. This means that in high load situations, it would not slow down the server. Instead, it would simply take a little longer for the same amount of damage to apply. We call this the “Acid” model since it, in a way, behaves like acid burning through a material but at a much faster pace. A cannon projectile has extra characteristics too now, such as type and width. The type is determined by the weapon combination and specifies the formula used for the Acid Damage to propagate. For example, one type of cannon could leave a cone-shaped hole in your target, and another type could have this one flipped around. The width of a projectile could then be used to limit how wide its damage can creep outwards. By putting blocks next to your cannon output, you increase the perpendicular size of it. The width is based on this. The more width a weapon has, the broader the “punch” will be, but the bullet will of course not penetrate as far, since it’s using up a lot more damage for Acid Damage. The weapon itself still needs the damage to do this though and it’s entirely possible that your wide projectile does not even destroy a single layer, or that a too thin projectile over penetrates.
Armor
Armor has also been completely redesigned. The old armor rating values that reduced incoming damage, and armor HP have been taken out completely to be replaced with a system that makes the armor and its thickness matter at the point of impact and does not over generalize the entire ship’s armor. When a shot hits armor, the system will test how many blocks in the line of fire are also armor. The armor value of those blocks is then summed up and compared with the damage. This is done every time a shot encounters a new set of touching armor, so you can absolutely have inner armor to protect your reactor. A projectile can have 3 states in total: Stopped, Normal, or over-penetrating. If the damage is lower than the combined armor value, the shot is considered ‘stopped’ by that armor. A stopped shot will only do damage to the first block. This means that you will only lose at most one block per shot if you have great armor relative to the weapon that hit you. If the damage is good but not too good for what it is hitting, you get a normal shot and acid damage will apply like you expect it work. A shot with overwhelming damage however, will be considered over penetrating against most armor plates. The acid damage model will still apply, but gets adjusted in such a way that less damage will be spent in acid damage, and you’re more likely to shoot right through your target with little damage done. As an example, if you shoot a relatively small ship with a huge cannon, the shot might just go straight through the complete ship, leaving only a 1-2 wide hole. This means that sometimes, using less powerful weapons against smaller targets might be more destructive. The next few dev builds will have us applying these acid damage formulas to each of the cannon combinations and you should start seeing a noticable difference between each type.
Combinations
The combinations of cannons are as follows:
- Default: An all-around decent cannon
- Cannon + Cannon: Fast firing machine gun with accuracy problems at higher damage values (recoil)
- Cannon + Missile: Charge cannon with left click to charge, release to fire. Will have different shape for acid damage (most likely a cone. The amount charged on fire will change its damage, acid damage spread and other variables to change its efficiency.
- Cannon + Beam: A slow firing, sniper/artillery cannon that will have a different shaped acid damage model once again. It will still be relatively efficient when over penetrating its target, but is hard to hit.
Beams
Beams have also been updated considerably. They now possess the ability to latch onto targets. This makes them a lot easier to use. Most beams won’t penetrate, as it simply jumps from one destroyed block to next closest block of the initial hit, preferring blocks that are on the surface over blocks that are deeper. Those beams are perfect for burning off the outer shell of ships and against shields. An entity can break a latch if it turns away from the firing entity. This will only be possible for the mother ship to prevent exploitations like rotating armor. Alternatively, a non-latch on beam can and will still be used with combinations. Tools like the salvage beam will not latch on and can be used normally.
Combinations
- Default: A latch on beam
- Beam + Cannon: A beam that doesn’t latch on with some acid damage. The latch can break by turning away, but the beam will try to latch onto the next block that has a sight line to the beam output.
- Beam + Missile: An arc beam with shorter range but doesn’t break from target turning away. This is useful when trying to do focused damage on one spot.
- Beam + Beam: A doom beam that penetrates the complete length of the beam, and adds acid damage. This would represent an actual death star weapon. Very overpowered right now and can easily be used for performance tests! The acid damage will be adjusted later on, and this beam will get other penalties to account for its high penetration and damage values. This could be the inability to aim with your cursor, having to drop your shield, require additional charging time, having to stop to fire, can not be used on turrets, etc. Stations are especially vulnerable to this type of weapon so we’ll make sure there are mechanics in place to balance it properly.
Repair Beam
The repair beam has been completely overhauled as well and is now capable of repairing and replacing killed blocks. The reason this has taken longer is several problems to optimize this system for large scale, as well as handling the logic of connections. In the dev build, you can only replace the blocks in order (as if you pressed “undo”), however in release, you will be able to repair blocks that don’t have any connection (like hull) at any time, and only systems would have to be done in order. This method of repairing will use the blocks in your linked storage chest but is using ‘creative’ mode in the dev build for now.
Tractor Beam
The new tractor beam replaces the push and pull beam of the previous release. This weapon is able to hold another entity in place. It can also move with you as you either rotate or move yourself while still firing the beam. It comes with a built-in mode change so you can push the target further out or pull it in. In the dev build, you can change modes by right clicking. This function will be refined further in the GUI. There will also be a way to set the mode by connecting logic blocks to it.
Missiles
While the basic missile has not changed, there are some major changes to how they behave and fire.
Missile Capacity
To prevent missile spam, a ship will now have a shipwide missile capacity. This capacity reloads overtime at a fixed rate, and requires some additional power to do so. You can place extra missile capacity blocks on your entity to increase the base capacity. This means that there is a finite number of missiles you can use in a battle. To counteract that restriction, missiles will be made stronger and less will be more. Firing a missile should be a real decision rather than a no-brainer. This not only will help with performance during battle, but also will make missiles feel a lot more impactful.
Combinations
- Default: Very fast non tracking missiles
- Missile + Cannons: Heat-seeking swarming missiles
- Missile + Beam: Lock-On Missiles
- Missile + Missile: A bomb with no self-propulsion and uses the ship’s velocity as its own. The bomb will ignore shields, but it is extremely hard to aim and use (almost impossible to fire effectively from large ships). The bomb does friendly fire and will arm itself after several seconds, which means you should clear away after firing one.
Effect types
All damage will now be a combination of 3 damage types:
- Kinetic
- Electromagnetic
- Heat
Mines
With the removal of damage pulse, we decided to add something that is standalone from the weapon combination system to compensate, the minelayer. With this, you can lay down mines permanently in sectors, with a ton of possible configurations for each to determine what type it is. The mines could be seen as tiny mobile shipyards, with a Mine computer connecting to a Mine core. Next to the mine core you can place up to 6 mine-specific block modifications. The mine core block plus its modifications are used as a “blueprint” for the mine’s capabilities, while the constructed and deployed mine itself is not a block but a small 3D model. Constructing and laying a mine requires blocks from either the pilot’s inventory, or the storage that is connected to the Mine computer. The strength of the mine will be configurable through block consumption in the following dev builds. Newly laid mines are unarmed and remain so until armed via the Radial Ship Menu. To destroy any armed mine, simply shoot at it or ram into them. A mine has a detection radius and will activate based on what it is looking for. The following mine-types are available (for now):
- Cannon Mine: This mine fires a cannon projectile towards entities in range
- Missile Mine: This mine fires heat-seeking missiles as long as an entity is in range
- Proximity Mine: The classic mine. Once activated the mine will follow the entity that triggered it and do massive explosion damage on impact. Once activated, the mine is used up.
- Cannon Mine Mod: turns mine into cannon mine
- Missile Mine Mod: turns mine into missile mine
- Proximity Mine Mod: turns mine into proximity mine
- Strength Mod: increases mine strength 10 fold but also increases cost 10 fold
- Personal AI Mod: mine will not attack the one that laid it but everyone else
- Friend AI Mod: mine will attack only enemies of the player
- Stealth Mod: with each additional mod the mine will gain one point in stealth. Depending on recon strength while scanning the mine will be invisible at distance (distance depends on the difference of stealth vs recon)
Raw Feature List
Here’s a list to indicate all the items that went into this specific build.
- Completely Rewritten weapon handling and processing
- Effect damage
- Effect damage block config capability
- Effect damage block behavior config capability
- Effect damage effect config
- Effect damage attack and defense processing
- Effect armor
- Global effect defense
- Per block category effect defense
- Per block type effect defense
- Armor chamber effects
- Environmental Armor effect
- Cannon width architecture system
- Cannon width pipeline
- Acid damage
- Acid damage formula
- Armor depth
- Cumulative optimized projectile block handling
- Beam optimized penetrate handling
- Beam latch-on functionality
- Beam latch-on synchronization
- Beam latch-on connection broken handling
- Beam latch-on progression handling
- Repair beam
- Tractor beam
- Tractor beam pull
- Tractor beam push
- Cargo damage
- Mines
- Minelayer blocks
- Minelayer structure
- Minelayer connection
- mine graphics
- mine network and db infrastructure
- mine proximity checks
- Mine hitbox checks
- Minelayer inventory consumption
- Minelayer mine composition calculations
- Mine Stealth
- Mine placement distance checks
- Basic mine clearing admin commands
- LoD system
- LoD abstraction
- LoD mixed mode
- LoD activation
- bBock change handle optimization
- Wep combination rewrite
- Missile capacity
- Missile capacity handling/reloading
- Missile capacity synchronization
- Thread instancing optimization
- HP data update (always making use of all available bits)
- Block Config parser rewrite
- Bomb missile
- Death beam functionality (penetrating/acid)
- Meta effect capability
- Raycast fixes and optimizations
- Beam optimizations
- Extended user controller pipeline in weapon usage
- Optimized repair storage
- Repair storage serialization
- Smaller fixes in between
- Inventory block-search reset when dragging from hotbar
- Mini freeze when building/starting game fix
- Major memory optimizations for handling damage and block changes in general
- Recoil
- Physical Weapon Recoil
- Physical Weapon Impact
- Cursor Recoil
Hi, we've released answers for the Q&A opened on the 31st of March. The answers are available on our forum here: https://starmadedock.net/threads/31st-of-march-schine-q-a-answers.30541/ We're now taking questions for the Q&A opened on the 14th of April, submit your questions here: https://starmadedock.net/threads/14th-of-april-schine-bi-weekly-q-a.30542/#post-366607 A dev blog will be available soon :) Thanks for playing StarMade, - The Schine Team
Hi, we've released answers for the Q&A opened on the 15th of March. The answers are available on our forum here: https://starmadedock.net/threads/schine-q-a-answers-15th-of-march.30493/ We're now taking questions for the Q&A opened on the 31st of March, submit your questions here: https://starmadedock.net/threads/31st-of-march-schine-bi-weekly-q-a.30492/ Thanks for playing StarMade, - The Schine Team
Hi, we've released answers for the Q&A opened on the 15th of March. The answers are available on our forum here: https://starmadedock.net/threads/schine-q-a-answers-15th-of-march.30493/ We're now taking questions for the Q&A opened on the 31st of March, submit your questions here: https://starmadedock.net/threads/31st-of-march-schine-bi-weekly-q-a.30492/ Thanks for playing StarMade, - The Schine Team
Greetings, We've just released an update to fix SSL certification caching issues, this patch is required for both clients and servers. We're currently looking into fixing this issue for previous versions. First dev build for Weapons Update should be out soon, Answers for the first Q&A session will be released in the next week. Apologies for the inconvenience, - The Schine Team
Greetings, We've just released an update to fix SSL certification caching issues, this patch is required for both clients and servers. We're currently looking into fixing this issue for previous versions. First dev build for Weapons Update should be out soon, Answers for the first Q&A session will be released in the next week. Apologies for the inconvenience, - The Schine Team
Greetings citizens, ~ Development Weapons Update The first prototype is about 1-2 weeks away. We will going to do a full news blog for all the changes and additions when it hits to give players something to explore and test for themselves, since trying it out is always better than just reading about it. The goal in the weapon update is to make ship battles more interesting and give armor, weapons, effects, as well as all combinations a valid purpose. For that, all weapon types, as well as armor and effects have undergone some major changes while still keeping their basic principles. As an example, we increased the destructive power of cannons immensely by adding an effect that would emulate explosive damage. In other words: cannon now make big holes. Also, the new minelayer support weapon will be introduced. Stay tuned. HUD Improvements Now that the base functionality of Power 2.0 is in, we're actively working on improving the flight HUD to represent all ship vitals better and integrate newly required information (consumptions/efficiencies). The changes may not be mechanically or thematically drastic, but a concerted effort is being made to improve the legibility above all. Bi-weekly Development Q&A We answer a lot of questions in our weekly Twitch stream as well as in other locations such as the forum, tester slack and private conversations with some of our members. Feedback from this has been invaluable, however, one concern has been that these conversations are not easily accessible. To address this, well be creating a thread on SMD every two weeks to gather questions for a bi-weekly development Q&A. Our answers will be posted in a news thread on SMD, Steam and potentially other locations. Hopefully this will provide a central location for further information, without having to go through stream recordings or spread out conversations. Well still be interacting over the board in all different locations, as well as this development Q&A Our first Bi-weekly Q&A can be found here: Schine Bi-weekly Q&A - 15th of March Community Translations With the release of Power 2.0, over 3K translations strings have been modified and 1K new strings added into the game. With only 5.4K strings in pre Power 2.0 StarMade (now sitting at 8.4K), over half of all strings have been changed in some way. Our community translation project has been hard at work since the release of Power 2.0. Wed like to mention a couple of our standout translators in these last few weeks. @oasisdog (Japanese) has been translating StarMade into Japanese since November of 2015, during his translation time hes translated a total 7659 strings (64,439 words), almost solely translating all of StarMades text into Japanese. Hes been diligently keeping Japanese up to date with all our updates. Since the release of Power 2.0 hes brought Japanese back up to 100% translated (42 percentage point increase). @ua2hk (Chinese Simplified & Traditional) has been translating StarMade into Chinese Simplified & Traditional since November of 2017. In total hes translated 6889 strings (64,439 words) and made significant contributions to both language projects. Hes brought Chinese Traditional and Chinese Simplified up 40 and 20 percentage points respectively since the release of Power 2.0. Both have made amazing contributions to StarMade, allowing many more people to experience our game in their own language. Wed like to thank everyone who has contributed to our translation project, its sometimes tough work translating schemas English ;) Thanks for playing StarMade, ~ The Schine Team
Greetings citizens, ~ Development Weapons Update The first prototype is about 1-2 weeks away. We will going to do a full news blog for all the changes and additions when it hits to give players something to explore and test for themselves, since trying it out is always better than just reading about it. The goal in the weapon update is to make ship battles more interesting and give armor, weapons, effects, as well as all combinations a valid purpose. For that, all weapon types, as well as armor and effects have undergone some major changes while still keeping their basic principles. As an example, we increased the destructive power of cannons immensely by adding an effect that would emulate explosive damage. In other words: cannon now make big holes. Also, the new minelayer support weapon will be introduced. Stay tuned. HUD Improvements Now that the base functionality of Power 2.0 is in, we're actively working on improving the flight HUD to represent all ship vitals better and integrate newly required information (consumptions/efficiencies). The changes may not be mechanically or thematically drastic, but a concerted effort is being made to improve the legibility above all. Bi-weekly Development Q&A We answer a lot of questions in our weekly Twitch stream as well as in other locations such as the forum, tester slack and private conversations with some of our members. Feedback from this has been invaluable, however, one concern has been that these conversations are not easily accessible. To address this, we’ll be creating a thread on SMD every two weeks to gather questions for a bi-weekly development Q&A. Our answers will be posted in a news thread on SMD, Steam and potentially other locations. Hopefully this will provide a central location for further information, without having to go through stream recordings or spread out conversations. We’ll still be interacting over the board in all different locations, as well as this development Q&A Our first Bi-weekly Q&A can be found here: Schine Bi-weekly Q&A - 15th of March Community Translations With the release of Power 2.0, over 3K translations strings have been modified and 1K new strings added into the game. With only 5.4K strings in pre Power 2.0 StarMade (now sitting at 8.4K), over half of all strings have been changed in some way. Our community translation project has been hard at work since the release of Power 2.0. We’d like to mention a couple of our standout translators in these last few weeks. @oasisdog (Japanese) has been translating StarMade into Japanese since November of 2015, during his translation time he’s translated a total 7659 strings (64,439 words), almost solely translating all of StarMade’s text into Japanese. He’s been diligently keeping Japanese up to date with all our updates. Since the release of Power 2.0 he’s brought Japanese back up to 100% translated (42 percentage point increase). @ua2hk (Chinese Simplified & Traditional) has been translating StarMade into Chinese Simplified & Traditional since November of 2017. In total he’s translated 6889 strings (64,439 words) and made significant contributions to both language projects. He’s brought Chinese Traditional and Chinese Simplified up 40 and 20 percentage points respectively since the release of Power 2.0. Both have made amazing contributions to StarMade, allowing many more people to experience our game in their own language. We’d like to thank everyone who has contributed to our translation project, it’s sometimes tough work translating schema’s English ;) Thanks for playing StarMade, ~ The Schine Team
Hello players, This update contains some fixes for problems with the last update, as well as a new advanced system for reactor design.
Reactor Dimension
Our goal with this system is to make every entity shape equally viable. Stabilizer care about the distance between themselves and their reactor, which encourages you to build in one dimension. We worked on a method to allow this distance to be influenced indirectly by the size and placement of additional stabilizer groups. This mechanic does not change your existing ships but it allows you to now put the reactor in different positions with multiple stabilizers closer to it. How it works A reactor has 6 relative sides (Front, Back, Right Left, Top, Bottom) and we simply provide a bonus to your overall stabilization for every additional side that contains a stabilization group. The maximum bonus provided by a side, is set in the config so we can balance it if needed. You don’t immediately get the maximum bonus though, as that would be exploitable. To calculate the bonus of 1 of the 6 sides, we take the stabilizer group with the most efficient of that side and compare it with the most efficient group on the entire ship. If they’re equal sized, then you get the full bonus, else only a fraction. The bonuses add up where the maximum one would be used if you use all sides with equal stabilizer groups. Max bonuses: 1 stabilizer side used: -> normal efficiency at 100% of regular distance 2 stabilizer sides used: -> normal efficiency at 50% of regular distance 3 stabilizer sides used: -> normal efficiency at 33% of regular distance 4 stabilizer sides used: -> normal efficiency at 26% of regular distance 5 stabilizer sides used: -> normal efficiency at 22% of regular distance 6 stabilizer sides used: -> normal efficiency at 20% of regular distance This will not mean that a cube ship will be able to place stabilizers at 1/6th of the distance when using all 6 sides for bonus, but you will be able to place them a lot closer to make that shape comparable with a long ship in terms of efficiency, and therefore viable. The same goes for any other basic shape. The examples below normally require 100 meters distance between the reactor and the stabilizers. All 3 examples have the same stabilization and regeneration. 1 group of 200 stabilizers at 100 meters.
2 groups of 100 stabilizers at 50 meters.
4 groups of 50 stabilizers at ~25 meters.
Stabilization Axis
The bonus system works on fixed axis for simplicity. However, it is possible to modify this axis freely. There is a new tab “Reactor” in the advanced build mode, which lets you do that. These are also applied and saved by individual reactor. You are only required to modify it if your stabilizer groups are in the “corners”, as then the game can’t really decide to which dimension it belongs to.
Fixes and Additions
- Fixed a bug that would fill up VRAM slowly (causing fps drops)
- Added a system to search an entity by block type. Select a block in the dropdown in “Selection” in advanced build mode and hit the “highlight” button. All blocks of that type will be highlighted, which will help a lot when refitting ships
- Turret aiming left click will now focus fire (like beams) if your cursor is on a structure. Right click will be unfocused fire.
- AI now prefers to aim on reactors, chambers and stabilizers (will use the scanning system in the future)
- Fixed several crashes
- Fixed some chunks not being editable anymore
- Fixed some ships not loading due to memory optimization using compressed chunks
- Fixed warp-gates not loading due to data discrepancy
- Fixed sector import failing with certain entities
- Fixed reactor HP removal on block destruction issue
- Fixed reactor overcapacity issue
- Fixed energy stream not always disappearing
- Fixed old blocks still appearing in factories (set deprecated to false to bring those back)
- Fixed RHP not deducting correctly on integrity explosions
- Overdrive, Ion, Piercing and EMP Effects are disabled now as they don’t work fully and will be replaced in the weapons update.
Greeting, Citizens ~ The power update has been finally released.
Features
Power 2.0
If you kept track with our last few dev blogs, you will already know how the majority of it works. We did change some features along the way to resolve the issues that were brought up and it might not be a bad idea to go through it once again. There is an all new power system in this build. Old ships are still loadable and fully usable but the old power and its related blocks are disabled in shops, creative mode and factories. They can be re-enabled in the block editor if needed (set inShop to true) or you can still access them through the admin command /give “player_name” “block_name” if you’re an admin or in single player. There is an option in the ServerConfig to completely disable the old power system should a server admin want that. It’s advised to not switch from allowed to disallowed and back again constantly though. If old power is allowed, the system will detect which version to use based on the structure’s root entity (mothership, station or planet) and check if that has any old power blocks. All structures will be counted as “new” power until you place down an old power block at which point they will convert to the old system. Anything that still uses the old power blocks, will stay like that till the very last old power block is removed. Make sure to clean out your old power before adding the new power components to your ship.
Motivation
The main motivation to update the power system comes from a few basic issues that the old power system has.
- Scaling of power versus the surface area of ships
- Filling ships with power and systems is almost impossible to change afterwards without tearing it down completely
- Additions of bigger features was hard on existing system
- Consumption model was not consistent and didn’t scale well in terms of balance.
- Implementation based on partly outdated code
- Exploits to abuse power system mechanics
Power Basics
The new power system is relatively simple but has a lot of depth if you are going for optimal building. However, it can be difficult if you build ships with the old power system in mind and expect similar results. Ships will perform similar as before, yet power regeneration and consumption values were changed drastically and simply can’t be compared easily with the old power system. Our main goal was to make the power reactor components smaller, making sure that anything that uses power is also kept at a relatively small size. The only way that this is possible, is if there isn’t a reason to fill up a ship with it. We went through a lot of iterations like restrictions compared to dimensions as well as mass, but all of these had major problems that would enable players to just circumvent the restrictions and fill a ship with systems regardless. Our system should be working with as few special cases as possible.
Reactor <-> Stabilizer
The system we went for is a combination of two blocks:
- The Main reactor block
- The Stabilizer block
Energy Stream
Additionally, there is a non-physical connection between your stabilizers and your reactor. A stream can be hit by any weapon projectile, and apply a temporary power regeneration nerf to the reactor. The duration of this nerf depends on the amount of damage that passes through the stream. Protecting these streams is just as important as protecting your reactor and stabilizer components, not only from enemy ship fire, but also from boarding parties. A stream’s path can be bent and redirected with one or more Stream Node blocks. These blocks can be connected to each other to build a custom path by linking with C + V. Any stabilizer group will connect to the closest Stream Node and follow its path back to the active reactor.
Consumption
Another important goal was to update and make power consumption more consistent. All power consumers now consume power over time and not instantly on use. This means that there is no instant power drop, and significantly reduces the need to have large amounts of power in storage. All weapons now consume power when reloading. They also require a lower amount of power per second to keep themselves loaded, as they lose charge over time. If you can’t provide enough power to reload, the weapon will just reload a bit slower. It will only appear discharging if you cannot provide the lower “resting charge”. This means that you can now build weapons far bigger than your reactor technically supports, which will make for some interesting gameplay decisions. Usable modules like thrusters will, like the old system, only consume power when in use. Some modules that are only active for a certain duration, only require power to charge it up and none when it’s active.
Power Consumption Priority
Additionally to this new consumption system, you can now also customize the priority in which power is consumed. You prefer being able to fly and having shields over your weapons recharging? You can set that now by just dragging your preferred priorities in the new power reactor panel.
Rail Power
One major problem of the old system was the way it handled rails and system inheritance. This is now streamlined and pretty straight forward: Only the mother ship’s reactor can be active. Its docks and turrets are also part of the priority list so you can make sure that your turrets always get power if you want, or you can prevent them to consume so much power that you cannot maneuver anymore. A docked ship’s reactor will go back online once it undocks.
Chamber Tree
Chambers are an all new feature that will help specialize your ship for certain tasks. All stand-alone effects, all “one-block” functionality and some “one-group” systems have been incorporated into this system. Effect blocks can still be used as-is in combination with weapons, however it would be advisable to not use them too much as they will change within the weapons update. (more information will follow shortly) The chamber system can be understood as a physical skill tree that is on your ship or station. As an example, while a weak version of the jump drive is now available by default, you can use the chamber system to make it possibly stronger and suit your needs. You can reduce its power consumption, increase its recharge speed, change functionality such as allowing it to hold multiple charges at the same time, etc. Each change, represents a node in the tree and which parts you want is up to you. Other chambers now include cloaking and jamming. There is also now a way to set artificial gravity, as well as set warp gates to an arbitrary position in reach, that doesn’t even have to have a warp gate on the other end. To build chambers, you have to place down the basic chamber type and connect it to your main reactor through a chain of touching Reactor Conduit blocks. After that you can select a specification in the Reactor panel or simply press ‘R’ on any reactor component to bring you to that menu. In there you can see how your chambers are currently connected with each other. You can specify what each chamber does. Adding additional blocks to an already specified chamber will automatically increase that chamber’s size. The minimum size requirement for chambers to function, depends on the size of the reactor. All of this system is based on a new feature we call the “Effect Config System”. The ECS was implemented to allow for any effect on an entity from any source. At the moment, the only source used is a ship’s own chamber tree, but in the future this system will be used for several other things, including changing sector/system/region conditions depending on where you are in the galaxy (for example nebulae disabling all sensors, etc). We also implemented an easy to use GUI to mod it, as well as insured that it is very scalable as it syncs between client and server with only a few parameters.
Multiple reactors
Multiple reactors are possible and encouraged as not only do they provide a fail safe system, they also enable ships to carry multiple sets of chamber trees and of different sizes. Stabilizers can be reused for multiple reactors, but keep in mind that the stabilization distance is calculated based on the biggest reactor. Switching reactors can be done in the reactor panel. A switch is instantaneous but there is a cooldown to switch again afterwards. One major advantage of multiple reactors is also, that only an active reactor can be scanned.
Reactor HP
A ship’s HP is now determined by the active reactor and its chambers. Reactor HP is tracked for each reactor separately, but only the active one applies for your ship’s health. The reactor tree is consistent and keeps tracks of which blocks have been damaged. If your Reactor HP ends up too low (<20%). Reactor HP will affect more of your ship in the near future with the weapons update. You can chose the reset the HP to their new maximum to stop overheating, but you only do that out of battle as any damage will reset the timer. This consistency will also eventually lead to a repair mechanism that can replace destroyed reactor blocks.
Local Shields
Shields were always a big pain to balance out especially when rails came out, as they always covered the whole ship, no matter where the shields were placed or where the ship parts were located. This, paired with no extra power cost with capacity increases, not only encouraged players to excessively use shield capacity blocks, but it also enabled far away “islands” to be fully shielded, something that has much more of an impact with the new power system. Shield sharing within rails also was the cause of major exploits and confusion when building ships. Shields no longer apply on your entire ship through inheriting. Now each shield recharger group has its own radius that it will shield blocks from damage. Any shield capacity group within this shield bubble, will auto link to that recharger group and provide it shield HP. The radius of a shield recharger group, depends on its size. You’re able to have more than one of these shield groups on your ship as each one has its own recharge and shield HP, allowing you distribute its strength to different parts of your ship and in different proportions. These spheres can overlap partially, but as soon as the recharge group (the center of a sphere) is placed within the influence of another sphere, it will disable itself. If a block that is within the radius of multiple shields is taking damage, each shield will receive the damage.
Stealth vs Recon System This new system is incorporated in the chamber system. You can setup your chambers to gain stealth/recon strength. When your scanner or stealth drive is active, this strength is applied to your ship or structure. The system compares your current scan strength with all nearby entities (and vice versa for stealth strength -> scan strength). Depending on the difference between you and a target, you’ll get different results. If your scan strength vastly outweighs the target’s stealth strength, you see every bit of information possible and also counter all of the target’s active stealth drive effects. Cloaker and jammer are now addons for the stealth drive, so these can be countered by scanners still provided your scan strength is high enough.
- To counter Jamming, your ship needs an equal amount of recon strength than the other ship’s stealth strength
- To counter Cloak, your ship needs 1 recon strength less than the other ship’s stealth strength.
- For scanning weapons, your ship needs 1 recon strength more than the other ship’s stealth strength
- For scanning chambers, your ship needs 1 recon strength more than the other ship’s stealth strength
- For scanning reactors, your ship needs 2 recon strength more than the other ship’s stealth strength
System Integrity
Unrelated to power, to combat general exploitation of shapes of systems, a new mechanic has been introduced: integrity. Essentially, if a group of modules is below a certain density, it will receive additional damage when being hit. Generally this will not affect most builds, as long as there are no overly long lines or giant plates of systems being built. For each group of systems, there’s a starting value of 200 integrity which will go up or down depending on how many blocks each block touches within that group. The penalty only applies if your integrity goes below 0, so small ships generally don’t have to worry about it at all.
- Touches 0 blocks: - 10 integrity
- Touches 1 blocks: - 8.5 integrity
- Touches 2 blocks: - 7 integrity
- Touches 3 blocks: - 4 integrity
- Touches 4 blocks: - 2 integrity
- Touches 5 blocks: + 0.5 integrity
- Touches 6 blocks: + 2 integrity
- Thrusters will be considered as the same group, they all share the same integrity value.
- Stabilizers group if close enough, get combined into a single group. This can easily be seen when looking at their outline in build mode with a stabilizer block selected in the hotbar.
- Shield integrity will take the lowest integrity of both rechargers and capacitors within a shield radius. A shield with low integrity will also receive damage on a shield hit, which means that this is the only module where integrity is an absolute necessity.
User Interface Changes
There was a large amount of GUI items to add for the new power system, along the way we’ve changed other ones too:
- All new build information panel
- New power reactor panel
- Font sizes have been adapted to be more readable at higher resolutions
- GUI drawing optimizations
- Effect Config System GUI
- Several help and information bits based on context
- Updates to chat (more to come in weapons update)
- Several message popup fixes
- Right click on brush size scrollbar resets it
- A faction member’s position can now be set as waypoint in the faction member list
- C+V on remote logic (was already in but we missed mentioning it)
- The infographics you see in this post are available in the game as a quick reference in the top left corner when building a ship.
Ship Information Panel
The information panel you see in build mode has been updated to be more dynamic, and to be less in your way. Each section gives you information of a specific system and can be minimized, allowing you to customize the amount of info you see on screen. The entire panel can be minimized too if needed. Any large value that doesn’t fit will display as a tooltip if you hover over it. This panel also has more functionality tied to it, such as faction module options and AI options.
HUD Context
Even if set to “none”, you will still a few power related ones in build mode as they are need to know information and doesn’t get in the way either as it depends on the block you’re looking at, and the one you have selected on your hotbar.
Manual Turret Aiming
Turrets have now the option to be manually controlled. To do that, just set the checkbox in the bobby AI panel. Then you can assign the control for all manually controlled turrets on the hotbar of your mothership. As long as the icon isn’t selected on the hotbar, the turret will be using normal AI targeting. If it is selected it will switch to manual aiming. Additionally, using right shift to look around when manual turret aiming is selected will enable you to aim in all directions (right shift will be the old normal behavior if manual turret aiming isn’t selected).
Repulsor Block
A new block has been added that enables you to build hovercrafts and other contraptions. This block essentially works like a directional magnet that always pushes yourself away. This block is based on the physics system, so you will have to find the right balance for your ship. There are some options in the Thruster configuration for it, too.
Storage/factory pull/push limits
You can now put individual limits on how much a storage can pull of each item and how much a factory can produce. This should make managing factories and inventories a lot easier. Keep in mind that factories will also pull enough resources for one extra production step.
Graphics Config Presets
Since StarMade’s graphics config in its development state is a bit hard to manage, we added simple config presets for all kind of systems. All old options have been moved into an advanced config tab and can be accessed and set as they could before.
Config additions
A large amount of config values were added to the blockBehaviorConfg and effectConfig, giving you the ability to modify and change system values completely. This is not only to enable basic modding, but also for us to explore and experiment with different setups in the game.
Optimizations
Several optimization have been made to different parts of the game.
- Sped up general chunk loading by streamlining client requests
- Sped up module group calculations by avoiding unnecessary runs
- Reduced general RAM usage of ships, stations and asteroids by using dynamic chunk compression.
- Fixed several memory leaks
- Optimized RAM usage in several other places
- General drawing optimizations
- Several bottlenecks removed
- Reduced VRAM being used considerably by overhauling frame buffers.
- Fixed and reduced VRAM usage for antialiasing.
- Fixes for 4k resolutions
- Beam drawing optimizations
- Several block editing optimizations
- Networking optimization
- Use of advanced graphics card functions for cards that support it
- Faster debris handling
Bug fixes
- Fixed building while flying at high speed
- Fixed normal mapping tangent space
- Fixed many small fixes for textures
- Fixed several crashes (without issue attached)
- : Weapon output added to HUD context
- : Added safety checks for removal of an in-use inventory, warpgate with set destination, faction module and shop module
- : Fixed sounds not playing after 5 plays.
Known issues
- Tutorial videos are not up to date yet. Update video will follow shortly.
- NPC Assets are not using power 2.0 yet, will be converted along the way.
- Lighting bug on some sprites and girder
- Long range scanner not functional yet (placeholder for universe update, will be temporarily serving as the scanning module of the old version)
- Sensor block currently doesn’t function with the reactor. To fix it will probably be sensing the current consumption versus recharge percentage.
What’s next
Now that everyone is able to use Power 2.0 in a state that it’s supposed to be, we’ll continue to tweak it when balance or mechanical issues arise. While the QA team keeps a watchful eye, the rest of us will work on the next update to revamp Weapons and possibly some support tools. Thanks for playing StarMade, ~ The Schine Team Information on our weapons update can be found near the bottom of our news post here: http://www.star-made.org/news/starmade-v0-200-311-power-2-0
This is not a full release, this is a release we believe to be ready, but still needs public exposure for testing. Pre-builds are after development builds, but before a release build. You can learn more about our release cycles here: https://starmadedock.net/threads/starmade-release-cycle-news-posts.28895/ Greetings citizens, ~ Finally, we’ve reached the point where we enter a pre-release state. This means that all the needed features are in, and preliminary bug fixing is done. There will still be issues, and while it should run fine, we strongly advise to backup your universe or try it out on a separate installation. It can be downloaded and installed from the Pre branch. With more exposure, it will be easier to find those less critical issues and ensure stability before we can release it to everyone to use. If you come across anything new that doesn’t work or you believe you’ve located a new bug, report that here to help us out: Report a Bug (Release Candidate) If you’re not too sure about it, feel free to contact @Lancake in a private conversation, or leave a comment on this thread. While we wait for people to try it out and report issues, we’ll continue building on features for the update after this. --- What follows, is a quick overview of what’s new compared to release. We’ll make a more in-depth version for the actual release. A quick overview of major features and changes:
- adapted font size to be readable
- new structure build info panel
- more context based information
- HUD context filters: all, most, some, crucial only, none. Crucial only is advised for experienced players.
- right click reset brush size
- removal prompt for storage/faction/shops/shipyards/warp gates in use
- setting waypoint to faction members from within members list
- shift click hotbar remove for creative mode + keybinding creative mode (if allowed)
- catalog blocks menu has a toggle to show resource cost
- chat GUI update (more coming in next update)
- reactor GUI, graphics and block textures
- new module use system (faster and a lot less error prone)
- new power consumption model (faster and less error prone)
- fixed major memory leak for servers
- fixed framebuffer VRAM usage
- reduced general VRAM usage (by more than half depending on Anti-Aliasing)
- network optimizations
- gui drawing optimization
- beam optimizations (more than double performance)
- several memory allocation optimizations
- normal mapping tangent space fix
- general chunk loading and validation optimizations (vastly reduced amount of calls)
- several block editing optimizations
- several group speed calculation optimizations
- optimization for chunk request queuing
- grouping calculation cancelling to increase performance and responsiveness during battle
- combined-module power consumption processing optimization
- usage of some more advanced shader functions for graphics cards that support it
- faster debris handling
- new power system
- new power balance
- chamber system
- effect system
- effect functionality (~130 effects for entities)
- structural integrity
- new shield system
- recon vs stealth system
- factory production cap
- storage pull limits
- manual turret aiming
- graphic presets for simpler option management
- repulsors
- new HP system
- reworked overheating conditions
- several menu fixes
- server message fixes
- fixed placing blocks when the ship is moving
- several other bugfixes
Power System
Please keep in mind that all config values are not 100% final yet. In case you encounter any oddities where specific mechanics are too strong or weak, please mention those and make sure to include a blueprint of the ship or structure where that is clearly the case. There is an all new power system in this build. Old ships are still loadable and fully usable, but the old power and its related blocks are disabled in shops, creative mode and factories. They can be re-enabled in the block editor if needed (set inShop to true) or you can still access them through the admin command /give “player_name” “block_name” if you’re an admin, or in single player. There is an option in the ServerConfig to completely disable the old power system should a server admin want that. However, once a universe is started with the old power disabled, this option cannot be reverted, as that would lead to incompatibilities with the Structure and Reactor HP system and can lead to overheating of many structures. If old power is allowed, the system will detect which version to use based on the structure’s root entity (mothership, station or planet) and check if that has any old power blocks. All structures will be counted as “new” power until you place down an old power block at which point they will convert to the old system. This is mainly for game worlds to be fully functional and for players to get accustomed to the new system without rendering all their creations suddenly completely non-functional.
How to use the new system
This system makes ships work a lot differently. All ships made in the old power system, will not translate well into the new system. Simply swapping out the old power blocks with new ones does not make that ship functional again. Instead, we advise you to remove all power blocks, shields, thrusters and usables to start from a clean slate. The best way to keep track of your power is to check the detailed power consumption in your reactor panel frequently (‘insert key’ by default, or use the radial menu with tab, or press ‘activate’ key when looking at a reactor block) On the surface, the new system is really simple. You have your main reactor blocks which add power recharge to your ship; only a single reactor group is active at any given time. Power capacity itself is fixed and low, as all weapons and systems use power over time. Weapons need a minimal amount of power to function, and require a lot more while they’re reloading. If you don’t have enough recharge, it will simply charge it slower. Other systems such as thrusters and jump drives, only use power when they’re in use. If your reactor group is small enough ( < 10 blocks), they work just fine on their own. You don’t need any additional blocks to make them function. However, larger reactors have deteriorating stability. They will not gain power recharge unless you fix their stability. For that, you need to place down stabilizer blocks. These blocks will work at most ranges, but to be efficient, they need to be placed a certain distance or further from your reactor. This distance increases with your reactor size, so make sure to keep an eye out for your stabilization when adjusting its size. The hud context in build mode will tell you exactly what that distance is and indicate the efficiency of your stabilizers; it also shows additional information based on what you’re using. While reactors have to be built grouped, stabilizers can be built distributed anywhere on your ship. If you have other inactive reactor groups, then all stabilizers look to the biggest reactor, and their resulting stabilization will be used. You can also build multiple reactors and switch between them. A reactor switch is instantaneous, but there is a cooldown to switch again, and it also takes time for chambers to become active.
Power Consumption
As said, all modules now consume power over time. Additionally. You now have full control over what is going to be consumed first. Open the reactor panel (‘insert key’ default, or use the radial menu with tab), and you can prioritize certain systems. This means that they will get power first in case your total power consumption is above 100%. So if you prefer your shields and thrusters to work over your giant cannon, you can do that now. It also regulates power that goes into your docks or turrets, giving you more control over their power consumption. Most systems have a linear power consumption increase that depends on the group size. The few systems that have no group size, instead of scale with the mass of your ship.
Docks
Docked reactors will switch off on docking and all power needed is drawn from the mothership. This means that turrets cannot have any power reactors on their own when docked. We will change the behavior a bit more in the weapon update to increase performance in battle and to add more versatility to docks and turrets.
Structure HP -> Reactor HP
Ships now use reactor HP, which is based on the active reactor and the chambers connected to it. If you use multiple reactors, you can switch to a backup before your current reactor ends up overheating. As for the overheat mechanics, they’re similar to what you’ve known with structure HP, but each reactor tracks its own HP. Reactors can only be scanned when they are active, so having a backup in another part of the ship can greatly increase survivability.
Chambers
Chambers are an all new feature to customize your ship with. We added over 100 different effects that you can activate with chambers. For this, an all new effect system was implemented to enable fast and save management over network. Chambers can be imagined as a skill tree. Each reactor only has a limited chamber capacity which chambers consume based on their type and level. The difference to other skill trees is that here, you are physically building the tree yourself. You need to connect groups of chamber blocks with reactor conduits to the main reactor or each other. Then you can open the reactor panel (‘insert key’ default, or use the radial menu with tab) and specify what exactly you want in your tree. The possible options will adapt based on what you build. There are eight general chambers currently:
- Defense
- FTL
- Logistics
- Mass
- Mobility
- Power
- Recon
- Stealth
Stealth and Recon
Each ship now has a recon strength and stealth strength only if the respective scan/stealth drives are active. The more recon you have over an enemy ship’s stealth strength, the more information you get about that ship. This ranges from simply seeing a cloaked ship to being able to see a ship’s reactor and weapons fully outlined. For the weapon update we plan to add more to it and tweak it were needed. Respectively, to cloak or radar jam you need a higher stealth strength than the other ship’s recon strength.
Shields
Shields have been reworked into local shields. They now have a radius and only cover the blocks within. This includes docks. Only shields on the mothership will work to prevent abuse and maximize performance. The radius and recharge is based on the main recharger group, and so is its power consumption. The origin of the radius is the center of mass of that group and its capacity is determined from all shield capacity groups that are within the radius (up to 20 groups max). If a local shield radius falls into another recharger group, only the bigger recharger group will stay active. Shield damage that falls into blocks covered by multiple local shields will do damage to all of them. While adding an interesting mechanic, this system is mainly to avoid building ships in ‘islands’ that are very far apart as you would need multiple groups to cover them, making it more expensive and power intensive to maintain the same shield HP for each of them than you would get if it was a single more concentrated shield group.
Integrity
This is a measure to prevent exploiting certain system shapes without constricting free building too much. This mechanic will likely not be relevant for most builders. It is to prevent building ships that are too spaced out, mainly abusing line patterns. Most systems will now have an integrity value. This values starts fairly high and is modified based on how the group is built. If any block does not touch enough other blocks of that group, it will lose integrity. If it touches enough (up to 6 max), it will gain integrity. It can be set to scale differently in the config, allowing us to make sure normal builds do not get affected. This means while single lines are now impossible to build while maintaining a positive integrity rating, anything “dense” enough is still ok. Thrusters count their integrity all in one, meaning that a checkerboard pattern will be the fastest way to lose it. Shield integrity is based on the lowest integrity of the rechargers and capacity groups within that local shield. For weapons and other computer + modules, it’s a separate integrity value for each group although this will be tweaked in the weapons update. If integrity of a system is below zero, hitting that system will cause additional explosions across all groups of that same system. If a shielded ship with negative shield integrity is hit within its shield radius, the same will apply to the shield recharge groups and its capacity banks.
Repulsors
This new block enables you to hover a certain distance away from anything physical. They act as an output for your onboard thrust, and require you to distribute an amount of thrust to them in the thrust configuration menu. They work well in any gravity field and when balanced right, allows you to hover any entity.
Manual Turret aiming
Turrets can now be set to manual aiming. They will then automatically try to align themselves with where the pilot of the mothership is looking at. This includes looking around while using right shift (or double tapping right shift to make it sticky). You can of course also fire your turrets in this mode with the new usable in your .
Factory/Storage upgrade
Factories can now be set to limit production. The factory will also stop pulling resources when that happens, only keeping enough in storage for one extra production step. Additionally, storage blocks can now be set to limit the amount of blocks to store per type, to stop pulling once that is reached. We will continue work on refining the GUI and fix issues/exploits that come up that need fixing for an actual release. Some content such as the tutorial videos and block descriptions are still being worked on, but will be available on the actual release. The weapon update is next and is going to bring more balance and exciting additions to the system. We’ll be making a dev blog about most of its content Thanks to everyone helping us and thanks for playing StarMade, - The Schine Team
Greetings citizens, ~ As a lot of you probably know, we are in the process of refining and testing the power update. Dev builds are released almost daily and things are coming together nicely. We have no intention to rush the release as a large amount of existing systems need to be tested multiple times. While waiting on test results, development can already continue on parts of the future weapon update. Most of its mechanics will already be done by the time the power update is out and should make it likely to release both updates within this year. We definitely want to start to work on the universe update in 2017 still, and we are excited to share the details with you right after the weapon update release. Within all of those updates, we will also continue working on stability and performance, especially further work to remove lag spikes or loading issues, including improvements to planet sectors. For now, we’ve reduced the default planet size further to decrease their impact on servers as an interim solution till they get replaced. The new power system will be able to run alongside the old power. This means that ships spawned from blueprints will still be usable. However, the old power blocks cannot be crafted or bought in shops unless the server owner reactivates them, building new ships with old power is therefore discouraged, but of course not disabled. As both old and new power can co-exist, we’ve altered the config system to support multiple styles of the same value for system balancing. This should help to make the transition as smooth as possible. A ship will be considered new power by default until an old power block is placed, in which case it would revert to the old power system, including structure hp and shields. Having the old system run alongside the new one of course added a bit of workload, but we think it is worth it to be able to compare both types in-game, showcasing the differences for any player. In addition to a new power system, several other features and changes were made along the way, which will, along with all the nuances of the new power system, be described in more detail in the coming pre-release news. A quick outline of those features besides the power system, and the chambers is: ~ Config manager system: Can be used to attach properties to any entities (e.g. sector with more damage) ~ Repulse Block: can be used to construct hover structures ~ Reactor GUI with graph view ~ Normal map tangent space fix ~ Updated HP system ~ Block ID cleanup ~ Some updates and fixes for the Block Editor UI ~ Multiple values per blockbehavior config value ~ Turret aim mode: manually aim turrets from your mothership ~ Rewritten structure information in build mode with quick access to a lot of functions (faction, renaming, docking, AI) ~ Local shields: rewritten shield system to cover a radius rather than global to balance shield coverage between multiple docked entities ~ Stealth/Recon: New system for players to hide or gain information about their opponent ~ New warp interdiction system ~ New ship jumping system ~ Highlighting feature of any system (for recon) ~ Stability update: completely rewritten design for usable systems in entities ~ New undocking behavior ~ New dock sharing behavior ~ General GUI improvements and fixes ~ GUI updates in preparation of a scaling system ~ Refined debris creation to not be laggy in hotspots ~ Extra safety checks for block removal (storage block, shipyard, faction module,...) ~ Updated context help, ability to filter (all, most, crucial only, none) ~ Beam shader change and fix for beam sprite rotation. ~ Ability to save and load inventory hotbar layouts ~ Several fixes for bugs and bottlenecks If you want to check out our latest dev build. Make sure to do so on a fresh installation, or make sure you’ve got a backup of your worlds to fall back on. Thanks for playing StarMade, - The Schine Team
Greetings Citizens, A week ago, we started uploading public dev builds containing the new power system. These are unstable versions and should never be used on your everyday StarMade installation, yet they do allow you to play around with work in progress features for the upcoming release. You’re most likely going to suffer from data loss on the tested world so make sure to use a separate install for only these dev builds. We would normally not ask to check out these early dev builds. However, considering the nature of this update, we would appreciate it if you left constructive feedback on these early in-game features to give us time to adjust them. We’ve already read the feedback left here and that gave us a good idea on what to still work on or redesign. Currently we’re working out some small but important changes to address your concerns. We could also use more feedback on the user interface and the information it provides, where it should be streamlined to ensure a better build and flight experience. Balance concerns or suggestions should be mentioned too, the configs change almost every dev build though so make sure to mention the version number you’ve tested with. If you find any bugs, report them here (only fill in areas that are relevant) or leave a comment in this thread if you’re not too sure about it. We’ve also created a thread where you can leave chamber related suggestions (thread) Thanks for playing StarMade, ~ The Schine Team
Greetings Citizens, One of our recent streams showcased the new Power System we’ve been working on. This is the dev blog that follows up on that. In case you’ve missed it, we’ve made a stream highlights video you can watch here: https://www.youtube.com/watch?v=jn9XRI5PVQ8
Power
Most of what we’ve shown works exactly as described here: StarMade Ship Systems 2.0 The difference now is that we have a fully functional system in-game. What follows is a summarisation of everything that was mentioned in the stream. Keep in mind what was shown is an internal dev-build. This is a Work-in-Progress, everything is subject to change. The user-interface is for development and debugging purposes only, it requires a lot of improvements to be user-friendly. We started with showing how to make a simple, functional reactor that provides power.
There are two block types involved, the reactor blocks on the right and their counterparts, the stabilizers on the left. Stabilizers are not required for small reactors, but are necessary for improving the efficiency of larger reactor setups. As you can see, the stabilizers are colour coded to visualize their efficiency. Full green (most efficient) > full red (least efficient) and everything inbetween a mixture. In addition to coloring, a numerical value for stabilizer efficiency appears when looking at each block and we’ll make sure to add more context based information where needed. The distance required between these two groups depends on the size of the active reactor, and if you build stabilizers below the optimal range, they’ll lose efficiency, and you need more of them to stabilize the reactor. The power reactor blocks can be linked to chamber blocks with conduits. There are a number of chamber types, each one of them offering effects and additional mechanics to enhance your ship/station with.
In the above example, we’ve linked the power reactor to a mobility chamber and can choose a number of effects as the first node of the mobility tree. These chamber effects can also be applied on a sector level, a crucial component for our universe update to add more interesting areas to galaxies, such as nebulae and gas giants.
Some chambers are a prerequisite for others; here we need to get an upgrade to the jump drive charge time before we can add an auto-charge mechanic to it. These chambers use “Chamber Capacity”, a point system that is the same amount for anything that has a reactor. Each chamber has its own capacity cost, limiting the amount of active chambers you can have at the same time. Minimum chamber size is based on your reactor size. They use a “step” system where the minimum chamber size only increases when your reactor size reaches the next step/threshold. This allows some reactor size adjustments without requiring you to change all of your current chambers. At the top of the reactor menu you can see both current reactor size and number of chamber blocks needed per chamber to function. Something we added recently is a chamber upgrade system. Instead of making an entirely new chamber group to get a buffed version of an effect you already have, you can now simply upgrade that chamber to the next stage in the reactor menu. A Level 3 top speed chamber would have been three separate chambers before, but now you can simply upgrade it on the spot. Note that you do not need extra resources to upgrade its level, only additional Chamber Capacity. You’re also able to switch reactors on the same ship, allowing you to have multiple chambers and power configurations with added redundancy, at the cost of extra mass and resources. Switching reactors does take time and can leave you defenseless when done at the wrong moment. For now, we can only switch reactors through the reactor menu, however we’ll add more options for that later in development. The next new mechanic we demonstrated, was the power priority system and the power consumption change. Any system that consumes power has two states. A resting state where it’s not being used but can still require some power to keep itself charged; as well as a usage state, where it’s consuming power over time to reload/reset till the resting state is reached again. For weapons, this means that you will require some power regen to keep any of them charged and ready to fire. After you’ve fired it, you’ll use more of your power reactor’s regeneration to reload the weapon. If a system receives less power than it needs, it will still recharge but at a reduced efficiency. In case it is truly devoid of power, it will stop functioning entirely. You can determine which systems get priority over others by simply re-ordering systems in a menu. We’ve also added a power priority option for docked ships and turrets.
Something we’re still working out is the damage system for reactors. Although conduits are required to build a functional tree, losing them in battle will not result in losing the functionality of its connected chambers. Instead, we’re opting for a generalized Reactor HP system, similar to Structure HP we have right now. Different reactor block types will offer different HP, and losing HP will result in chambers shutting off at certain thresholds. The last feature we demonstrated was the built-in ship systems. Any ship with a reactor now gets access to a mediocre jump-drive and a scanner. The jump-drive’s strength/speed currently scales with its reactor size and the ship’s mass. With chambers, you’re able to add extra functionality to your jump-drive such as auto-charge, power consumption efficiency changes, jump distance and amount of jumps a single charge can hold. Jump inhibitors are similar but need a specific chamber first before it is usable. One of their final upgrades would be a jump interdiction field, dropping nearby people out of warp. Warp gates get similar chambers, where one of the last upgrades would be the “free target” mechanic. This would allow ships passing through a warpgate to jump to any location in a set distance, even if there is no linked warpgate there. The warp gate will try its best to send you to that destination but would avoid stars and planets, even stations if there is a jump interdiction system. Radar jammer and cloak are also built-in now but require a chamber before they’re usable. They’re combined into one functionality called the “stealth drive”, and has a limited usage time unless you upgrade it with another chamber. You can still counter the stealth drive with your scanner, although now we use a strength system to determine what happens. Depending on the difference between your scan strength and the stealth drive’s strength, the stealth drive stops functioning completely, or partially, or is not affected at all. The scanner, besides anti-stealth and long-range map information, also receives extra functionality for combat information. Depending on its strength and your target’s defensive measures, you gain access to different levels of vital information. We’re still working on balance, but an example shown in the stream was system group highlighting.
Additionally, we’ve added a new config editor for chamber effects, and updated the normal block config editor for the chamber blocks, allowing anyone to tweak or add their own chambers.
Repulsors
While working on the power system, we had the idea to add a new functional block to the game, something that was extremely fast to implement (although not as fast to balance). The new Repulsor block uses your onboard thrust to provide a push force on itself, allowing you to effectively hover your ship in a gravity well. We demonstrated this on a planet. They also work outside of a gravity source as then the repulsors function slightly different to make sure they also push you down when you’re getting further away from a surface. Repulsor settings can be changed in the thrust configuration menu, and the repulsors themselves can be toggled on/off on your hotbar. Their strength depends on how much of your thrust you divert to them. We’ll most likely add logic control to them too.
FAQ
- Does the chamber <-> reactor distance requirement also work in a diagonal direction as well as a straight line?
- Yes.
- Why do those chamber blocks have shards?
- Currently, we use the resource overlay system to show if a chamber is in use or not in our testing phase.
- How does this work for small fighter sized ships?
- The same for any ship size, the config is made to make any volume to surface area ratio work.
- Can’t you make a massive weapon that can fire once?
- No, each usable system requires a bare minimum of power regeneration even to fire once. There’s also a top-off rate mechanic that makes any ready to use system, consume some power still.
- Do you need conduits to connect a reactor with stabilizers?
- No, you only need conduits to connect reactors with chambers. The stabilizers work connection free and only care about the current active reactor.
- Does this mean ships will become smaller than previously, as in needing less blocks?
- No, you’ll just need fewer system blocks to build any of these ships.
- Reactors on docked entities/turrets? Power inherited from parent ship?
- There can be only 1 active reactor on the entire entity, including its docks. If you dock a turret with its own reactor to a ship that already has one, the turret’s reactor will simply disable and inherit its power instead. It always looks at the root structure, if that has no power reactor, nothing docked to it will have power either.
- Will chambers only apply their effects when parent reactor is active?
- As there can only be 1 reactor on the entire entity, its chambers will also apply for the entire entity
- What about jump inhibitors?
- Jump Inhibitors are still available, but are now accessed through a chamber tree.
- How do you switch reactors?
- Currently, there’s only a user interface option, but we’re planning to add more options there.
- Do conduits need to be orientated?
- No, they only require to touch sides to form a connection.
- What is the motivation to actually make separate reactors when you can just put every chamber on your main reactor and not have to suffer the downtime when switching?
- Scanning will not show inactive reactor groups; your other reactor may only have minimal damage.
- Reactor HP is tracked for each group; you can switch if your 1st reactor is heavily damaged and get quite a lot of your original power regeneration back. Depending on the situation, the new chambers may not be initialized fast enough.
- You can only have a limited amount of chambers active at the same time (determined by chamber capacity), you can have a separate offline reactor with different chambers to fit your need. An FTL specialized reactor for travelling and a Salvage specialized reactor for when you find some asteroids.
- Will we be able to use the old system still?
- Yes, there will be a config option to disable/enable the old system. When it’s still enabled, a structure will switch over to the new system as soon as one of the new reactor blocks is used. If the old system is disabled, all old power related system blocks will be inert and only serve as decoration.
- Can priorities be controlled with logic?
- No, it’s not currently planned.
- Will we able to use logic with the chambers?
- We would like to have it in some shape or form, but we’re not sure yet how as it could cause some stability/balance issues.
- Will there be a designated filling block?
- At this stage, we don’t see the need for it. Basic hull already serves that purpose quite well but also depends on more user feedback.
Greetings Citizens, Over the past few months, we at Schine have been planning, documenting, discussing and developing a new power system. After a lot of work, we’re now ready for the first public showcase, live on our Twitch stream @ Thursday 4 PM EDT, September 14th (8 PM UTC). You can catch us on Twitch here. We’ll be putting stream highlights on our YouTube channel, and a complete overview of the new power system will be posted soon after. We’re not able to set a date for the first dev build just yet, but we are working to get it out as soon as possible. There’s still a bit of work left with GUI, textures, general stability, configuration, and balancing. After the power stream, we’ll be organising a power meeting to go over the demonstration done on Twitch and finalise some more details. In the last week, kupu has been working on some awesome new textures for power blocks, and Lancake is tweaking power details. Other than power, planning is going on behind the scenes for the universe update. We’re still in the planning process, but aim to begin working on the weapons update (first stage of universe overhaul) directly after power. Thanks for playing StarMade, ~ The Schine Team
Greetings citizens, Last week, we learned of several exploits and how to reproduce them. To prevent further harm to servers, we've made a hotfix to address them. As a general security measure, we are also not going to list them here. If you have any more information about other exploits, or that were only partially addressed, please report it here. Note that reported bugs are always private from the start and only a few Schine members are able to see them. As mentioned in the last dev post, the power update is coming along swiftly, and will result in a dev build in about 2-3 weeks. Thanks for playing StarMade, ~ The Schine Team
Greeting citizens, Just a quick update on the current progress: Due to all the work in the previous months, the power update implementation is going fairly swiftly. The basic mechanics are in. There are still a few things missing, especially in terms of effects, GUI and usability, but it’s coming along pretty nicely. Then, we will do some preliminary testing as well as writing some test configurations, since the whole system is based on a new config and effect environment. All values of the new system will of course also be user-customizable. Expect a first prototype dev build in ~2-3 weeks. As promised, the first versions of this system will be able to run alongside the old system. For testing purposes, only ships that have a new main reactor block will switch to the new system. Thanks for playing StarMade, ~ The Schine Team
Greetings! Over the past few weeks we've been posting endgame document parts on our forum, which you may have seen. Now that all parts are released, here is a single document detailing all parts :) We realise this document doesn’t really have much new information for our veteran players, this is simply a single repository for what we want to achieve with StarMade. This should be especially useful for new/out of the loop players. Dev blogs will be returning to Steam from this point on. We’ve found that there isn’t always news every week, so we’ll likely have dev blogs in some weeks with no new information. Alternatively, we may switch to a different dev blog schedule.
End Goals Introduction
Our “End Goals” document...is not a list of features. Although a simple feature list is useful to get an overview of what’s next, it is not a great way to show the public what our game is about and where we’re going with it. New feature ideas get added, changed or removed all the time which only makes it more important to not depend on them when we’re talking about the final product. Not to mention that as a player, you can only see what’s in the game right now and how that all ties together. You do not see what we want to achieve at the very end, making it impossible to give accurate feedback when the big picture is simply not there for you to see. When we talked about how to write this document, we simply put ourselves into a specific play role/play style, defining what we would like to be able to do in the finished game. Coming up with ideas was easy, but getting rid of just as many to form a solid, cohesive game was not. StarMade is after all, a sandbox game. A type of genre where you’re allowed to discover a complete world and do whatever you want. It’s unlikely that we’re going to change our end goals significantly, but the features leading up to it are subject to change. A destination often has multiple roads leading to it, which one we pick depends on our personal opinion and the community’s feedback on it. As for the document itself, we’ve divided it up into several player roles which coincidentally gives us some time to make a nicer public version of it as we can release it in parts. Of course at the end, we’ll bundle it up in a single thread so that you don’t have to piece it all together yourself. All of this is based on a base goal, which is purposely kept very simple: StarMade is a space sandbox game where you start with very little and work your way up to the top. You are put in a galaxy for you to explore. How you want to go about it and what your final role is going to be, is left to the player. The driving force behind it all is progression, without restricting creativity and freedom. The roles we will talk about are the following:
- Builder
- Explorer
- Industrialist
- Trader
- Fighter
- Imperialist
Builder
Our first player role to be addressed is also the one with the most work put into it: the Builder. From all roles, this one is probably also the most realized in the game already. Starting from close to nothing, you’ll have to do some form of building first to at least travel where you want to go. While you’re doing that, you get to know what StarMade’s backbone has to offer. Mining, simple early game trading, basic ship building and travelling around the universe would all come to light in the first few hours. As soon as you have a functional ship, you can focus on anything that you’ve liked so far. If you, up till now, prefer building above anything else, you will most likely continue in that direction. Your ultimate goal is a never ending one, to make better and more creations. This on its own, is already a form of progression which is limited by your own player experience. However, this might not be enough for most players and we need a more controlled form of progression on the game’s side to help with that. We want to slowly open up this building aspect to the player, not only to make sure there’s still things left to explore later on...but also to make sure the player isn’t overwhelmed at the very start. Later, when you’re base of operations is well established, you slightly shift your focus from building to selling and marketing. Your goal isn’t necessarily to get rich, but to get known as a reliable ship builder that is capable of doing anything. Not only are you better at building now, but your ship/station producing speed is much faster after upgrading and maintaining your own shipyard(s) along the way. Several features, as well as redesigning or tweaking existing systems will make this vision a reality. Block Availability At the moment, all blocks can be easily bought or made in large quantities with only a few small steps. Every resource you need can be gathered in almost any star system which is concern when you try to get more progression into the game. Base blocks such as power, basic hull and thrusters still need to be easily crafted no matter where you are, yet more advanced systems that you don’t need from the start, such as effects and the future reactor chamber blocks, could definitely use some changes. By fine tuning the crafting recipes and universe resource allocation system, we can create an unique world where, as a builder, you’ll have to play differently every time you generate a new universe. If certain block resources are tied to specific locations, you won’t be able to immediately build any block in large quantities. Those resources could still be found anywhere, but just in small quantities to allow small scale experimentation and open your mind to new possible ways. The idea here is that the player will have to adapt to the resources they have at their base and fully explore the functional blocks they can create there before moving on. Block Progression Most decorative blocks should always be available and cheap to build, as they only function to make things look better and barely affect ship/station performance in any significant way. Rails, logic and other similar systems, are just like decoration when it comes to performance. These already provide a large amount of end-game content which can only be fully utilized by players that are experienced with it. There is no need to add additional progression here. Some functional blocks do need some extra depth to lengthen the amount of time needed to achieve this endgame build quality. The key could be in the balance between efficiency versus longevity. Longevity is where your ship can survive a decent amount of incoming damage and is still able to fight back afterwards. Efficiency is where you get the most statistical value out of your ship compared to its build cost and mass. Balancing these 2 out is a never ending task and depends on the ship’s purpose and its potential opponents. Right now we already have this in multiple ways, but it could be way more prominent by changing how some systems work. Rebalancing systems will also provide more defined roles for differently sized ships. Small ships, while they never should be as powerful as a considerably larger ship in a 1 vs 1 fight, would still be extremely useful when used in larger numbers. In addition to that, some weapon systems could benefit greatly depending on the ship type and role. Shipyards More immersion should be provided by private and public shipyards. It also gives access to creative mode and several build tools without breaking immersion of plopping down thousands of real blocks out of nowhere. The player should be made familiar with this feature as soon as possible, it’s why public shipyards and a proper UI are important. For this goal to be realized, several smaller features have to be implemented first in order to get a fully usable and reliable build method without relying on the “spawn whole ship anywhere” blueprint system. Shipyards also make it possible to build and maintain more than one ship. That combines nicely with the fleet mechanic to open up a lot more gameplay possibilities for the builder Suddenly all of your previously build ships get a different purpose if you put them together in a fleet. This would change your perspective and your way of building ships, adding even more progression for the player to explore. Shipyards would also be the gateway to open up trading for more than just a bunch of blocks, as instead, you will trade real ships or their designs for other people to make more. Before we can get to that stage though, the blueprint system would need to support this form of trading and security. Of course, there is still a lot of work to be done on shipyards to have them fully fulfil their role. Expandability As building is StarMade’s backbone, it’s important to keep that part interesting by expanding on it from time to time. Its user interface would need to allow for that, to avoid adding complexity to a system that is meant to be simple and easy to use. We could add more build tools, decorative blocks and smaller UI elements. All of that needs to be based on something the player already knows. If something entirely new is introduced, it should be applied on existing systems too where applicable to keep everything consistent with each other, streamlining the player experience even more. Preparing the UI for further expansion is a necessity even in an alpha stage, but non essential additions would be more useful for the beta stage or post release.
Explorer
In contrast with the Builder role, the exploration aspect of StarMade is currently not well developed. This role is for the players who like exploring a game world and uncovering mysteries, lore and interesting areas along their journey. Flying out and discovering different places in the universe is “exploration”, but so is exploring every gameplay aspect of the game. Not only do you find new places but also new block systems and how those influence your play style. However, we don’t have to delve deeper into this particular gameplay aspect, as it is already addressed in the “Builder” role and the following dev blogs. Here, we only focus on the game world and what it has to offer for the Explorer. Universe diversity Before throwing yourself into the unknown, you need something worth exploring first. We want to create a dynamic world that has a limited amount of interesting areas, and danger in between. Exploration itself would be encouraged in multiple ways.
- Resources: Restructuring the universe to condense most resources into relatively small areas will make them stand out much more than the generic space surrounding it. Uncommon resource rich regions will automatically become points of contention, and therefore points of interest where players, as well as NPCs will be drawn to.
- Content: These points of interests would, in addition to its resource richness, contain much more to increase its exploration value. This could be anything, ranging from different stellar objects to treasures and loot. Examples could be moons, nebulae, gas giants, different types of stars (supernova), black/white holes, and other abnormalities each with their own effects. Fauna and flora could add greatly to this system too, but would be an add-on feature.
- Out-of-ship exploration is a whole other chapter: stations, ships, planets, dungeons, caves and fauna add countless possibilities for adding unique content. Upgrades to astronaut equipment could be found and crafted with these resources, encouraging you to leave your ship’s safety and gather those few materials you need by hand.
- NPC Factions: Their primary role is to fill the universe with history and lore, making it feel alive where every NPC owned entity would have real astronauts walking around. Some of these factions need some extra diversity to make them stand out more to make it easier for a player to align to at least one of them.
- Danger: Natural hazards, hostile factions and other dangerous anomalies would need to be added to restrict the amount of freedom a player has when exploring. The extra challenge is sorely needed yet should not become a nuisance. The main requirement for this to work properly would be to have a structured galaxy where certain areas are always easily accessible with little to no dangers.
- Quest and Reward system: Quests, either given by NPC’s or triggered automatically (finding a log book), will point the player to new and other interesting areas. Although finishing the quest would give rewards, they mostly serve to encourage the player to go beyond what they already know. Additional progression can also be given with collectibles or rare decorative items, introducing some more lore.
- Events: Generated events like battles, trading routes, raids, space creatures, mysterious faction appearances and supernovae will add more immersion and life to an artificial universe, and making sure the player encounters them without having to actively search them out. As an option, we could have end-game events to spice things up when a SP or MP world starts becoming stale.
- End-game: Several entities in the game (prominently NPC factions) will not only provide events, but also a real challenge for anyone. The farther the player goes “out”, the more dangerous it will get to the player with the void being the most dangerous area.
- Map information: The current interface that shows you what the galaxy looks like has no level of detail system, overflowing players with tons of information they don’t need.
- Transportation: How balanced the thrusters and jump drives are right now is unclear, mostly because the third option, Warp gates, are far from usable. The warp gate is supposed to be the ultimate traveling mechanic to get from one to another that has a huge setup cost in comparison as its downside.
Industrialist (Miner, Producer)
This role is relatively self-explanatory. As said before, you start small with limited resources. Through smart trading, you can get rich. Some foundation for that is already in the game, but there is a lot of stuff missing:
- Stick-shops need replacement to make economy work.
- Ties in with a universe redesign to make resource distribution more diverse
- Production needs more progression and be more complex without being tedious (high level producer with good use of logic), as well as a balanced form of unloaded production.
Trader
Trading progression requires a player to do clever planning. Managing trade ships and their protection, as well as inventory management is a must. A sense of progression is given in terms of acquired wealth and influence. This role is also in several ways a prerequisite of imperialism. NPC factions together with player traders will define the economy in the universe. One of the planned features of a universe redesign will be a tracking economy, which will automatically adapt to demand and supply of total resources in the game. A producer will be required to build complex systems and automate their functionality. The universe revamp and its addition of more resource diversity will add more specific demands which the player can make use of. The difficulty in progression in these roles consists of being able to manage a more and more complex tasks, and more of them. The more value is shifted around, the more interesting of a target the player and faction will become for raids.
Fighter
The Fighter role is part of most other roles, but it also has some unique aspects to it, like being a pirate or a gun for hire. Even roles that aren’t directly affected, like traders, indirectly tie in with pirates that attack trading routes, as well as fighters to defend them. Fighting includes PvP and PvE. The weapons and the power system it depends on, will have to be balanced to ensure good gameplay. After the power update, a weapon update is planned to not only adapt weapons to the new power system, but also add new features to expand the versatility and convert unused and weaker elements into something usable. For multiplayer, depending on server rules, there will also be a possibility for players to “duel” for a betted value without putting their ships on the line. Similar to battle mode, just better in every way. Also depending on server rules, protective zones can be done with the NPC system, like the trading guild area being a safe zone without fighting allowed, in which new players can get started up without being immediately spawn camped. A fighter will concentrate on building powerful ships, tying in closely with the builder role. While fighters can organize in groups, the fighter role is a more “lone” version of the imperialism role. In terms of progress it can actually be a prerequisite of it. A fighter’s progress would be measured in terms of their wealth and notoriety. Fighters would compete against other player and NPC fighters. Progression can be made visible by comparing their success in the universe. The more successful a fighter becomes, the more likely they’ll be targeted or used by players and NPCs. Needed for realising this role are the universe revamp, the NPC faction system, as well as additionally the quest and event system + all requirements for the builder, explorer and trader roles. Boarding will also be very specific to the fighter role. Making use of the game’s ability to create massive interiors and astronaut combat, boarding and astronaut exploration will be a big part of the game. An update to the weapon system, as well as other features such as functional interior, will be announced in future documents will be necessary to do that. Other out-of-ship combat is also possible while exploring or in quests (arena). Definitely addition of out-of-ship NPC characters. Also addition of similar fauna system for planet creatures.
Imperialist
This is the ultimate endgame role. This role is the hardest to achieve and does simply not exist at the start of your game. It encompasses all other roles. Essentially, faction functionality for players will include automatic faction mechanics. This means that a player can manage automatisms that only NPC factions have access to. This will be realized in simple management, not being as complex as civilisation builder games, as well as not being geared towards being an RTS in terms of micromanagement. Doing something manual will always be multiple times as efficient. However, you can do a lot more, when you do things automatic. Players will be able to define the types of ships and stations their faction builds and uses. The faction will populate sectors, which the faction takes manually. The players in that faction will receive income based on mining, trading and production, as well as have expenses in terms of upkeep and maintenance. There will be a whole new mechanic for territory control in the game: population. More on that in further documents (see end of this one). Your faction will also be able to actively do diplomacy with other factions. Additionally, they will also be able to wage war, but a player cannot send attack fleets to fight battles in unloaded sectors. He can however go with a fleet to fight an active battle. There will be a mechanic to do territory contest indirectly, but that will be something completely different. Endgame fighter and exploration goals will also probably be overlapping into the an imperialism role, because the sheer resources and power needed to travel and explore those will be immense, comparable to raids in scale and difficulty, as there will be goals available further and further out of “neutral” territory By being versed in most of the other role, the player has a natural progression towards this roles. From here it is either about finishing the end goals in the game, which are exploration goals that require a huge amount of resources to achieve, or as absolute domination by diplomacy, power, or economy. This role is possible to achieve with multiple players as well as alone. In singleplayer games, the player has the NPCs to contest with. On multiplayer servers, you also have other players to interact with. The quest system will make it possible for a player in singleplayer to join an existing NPC faction after a while and eventually rise to being the leader of that faction as an alternative to founding an own faction. For this role to fully work, all other roles need to be fully functional first. Universe Revamp We are going to do a complete universe revamp, focusing mainly on one galaxy as the main provider of content. This doesn’t mean you can’t go further out and discover other galaxies though, but exploration outside of the galaxy will not only be a lot tougher, it will be a main gameplay element to become strong enough to survive out there. The galaxy itself will be a lot more focused on less and smaller regions. There will no longer be an equal distribution of resources. Before we introduce the details of our plans, however, we first want to finish the power and weapon updates. By the time we will introduce our plans we will likely already be in the middle of implementing it. Thanks for playing StarMade, - The Schine Team
Greetings Citizens, ~
Apologies for the steam post delay, here’s the most recent news post from star-made.org
(The previous weeks devblog: http://www.star-made.org/news/starmade-v0-199-646-build-mode)
~ T2513: Old exploit fixed
~ T2510: OSX OpenGL crash
~ T2507: Connections and statistics not showing correctly - client issue that was always there, but became a lot more common because of the improved speed with chunk requesting.
~ T2500: Sorting in Main Menu Local Play Adv. Settings is by tooltip
~ T2498: Unable to lock symmetry plane in place with empty hotbar slot
~ T2495: false positive for “is waiting for docks” | “still needs entities to dock on it”
~ Fix for infinite stock shops
Additionally a new “context help” has been added, replacing the old help keyboard list. it’s a lot less in the way and hides/shows information when needed:
You can deactivate these “Keyboard HUD Icons” in the options menu - general.
Onwards to implementing the power system prototype (which has been worked on already for the past weeks).
Thanks for playing StarMade,
~ The Schine Team
Greetings, citizens ~ A few months ago, we planned to release our End-Goals document but never really got around to make a public version. As announced in the previous post, this dev blog contains
End Goals Introduction
Our “End Goals” document...is not a list of features. Although a simple feature list is useful to get an overview of what’s next, it is not a great way to show the public what our game is about and where we’re going with it. New feature ideas get added, changed or removed all the time which only makes it more important to not depend on them when we’re talking about the final product. Not to mention that as a player, you can only see what’s in the game right now and how that all ties together. You do not see what we want to achieve at the very end, making it impossible to give accurate feedback when the big picture is simply not there for you to see. When we talked about how to write this document, we simply put ourselves into a specific play role/play style, defining what we would like to be able to do in the finished game. Coming up with ideas was easy, but getting rid of just as many to form a solid, cohesive game was not. StarMade is after all, a sandbox game. A type of genre where you’re allowed to discover a complete world and do whatever you want. It’s unlikely that we’re going to change our end goals significantly, but the features leading up to it are subject to change. A destination often has multiple roads leading to it, which one we pick depends on our personal opinion and the community’s feedback on it. As for the document itself, we’ve divided it up into several player roles which coincidentally gives us some time to make a nicer public version of it as we can release it in parts. Of course at the end, we’ll bundle it up in a single thread so that you don’t have to piece it all together yourself. All of this is based on a base goal, which is purposely kept very simple: StarMade is a space sandbox game where you start with very little and work your way up to the top. You are put in a galaxy for you to explore. How you want to go about it and what your final role is going to be, is left to the player. The driving force behind it all is progression, without restricting creativity and freedom. The roles we will talk about are the following: ~ Builder ~ Explorer ~ Industrialist ~ Trader ~ Fighter ~ Imperialist Some of the roles of course overlap and/or have sub-roles, which will be reflected in the other parts of this document.
Builder
Our first player role to be addressed is also the one with the most work put into it: the Builder. From all roles, this one is probably also the most realized in the game already. Starting from close to nothing, you’ll have to do some form of building first to at least travel where you want to go. While you’re doing that, you get to know what StarMade’s backbone has to offer. Mining, simple early game trading, basic ship building and travelling around the universe would all come to light in the first few hours. As soon as you have a functional ship, you can focus on anything that you’ve liked so far. If you, up till now, prefer building above anything else, you will most likely continue in that direction. Your ultimate goal is a never ending one, to make better and more creations. This on its own, is already a form of progression which is limited by your own player experience. However, this might not be enough for most players and we need a more controlled form of progression on the game’s side to help with that. We want to slowly open up this building aspect to the player, not only to make sure there’s still things left to explore later on...but also to make sure the player isn’t overwhelmed at the very start. Later, when you’re base of operations is well established, you slightly shift your focus from building to selling and marketing. Your goal isn’t necessarily to get rich, but to get known as a reliable ship builder that is capable of doing anything. Not only are you better at building now, but your ship/station producing speed is much faster after upgrading and maintaining your own shipyard(s) along the way. Several features, as well as redesigning or tweaking existing systems will make this vision a reality.
Block Availability
At the moment, all blocks can be easily bought or made in large quantities with only a few small steps. Every resource you need can be gathered in almost any star system which is concern when you try to get more progression into the game. Base blocks such as power, basic hull and thrusters still need to be easily crafted no matter where you are, yet more advanced systems that you don’t need from the start, such as effects and the future reactor chamber blocks, could definitely use some changes. By fine tuning the crafting recipes and universe resource allocation system, we can create an unique world where, as a builder, you’ll have to play differently every time you generate a new universe. If certain block resources are tied to specific locations, you won’t be able to immediately build any block in large quantities. Those resources could still be found anywhere, but just in small quantities to allow small scale experimentation and open your mind to new possible ways. The idea here is that the player will have to adapt to the resources they have at their base and fully explore the functional blocks they can create there before moving on.
Block Progression
Most decorative blocks should always be available and cheap to build, as they only function to make things look better and barely affect ship/station performance in any significant way. Rails, logic and other similar systems, are just like decoration when it comes to performance. These already provide a large amount of end-game content which can only be fully utilized by players that are experienced with it. There is no need to add additional progression here. Some functional blocks do need some extra depth to lengthen the amount of time needed to achieve this endgame build quality. The key could be in the balance between efficiency versus longevity. Longevity is where your ship can survive a decent amount of incoming damage and is still able to fight back afterwards. Efficiency is where you get the most statistical value out of your ship compared to its build cost and mass. Balancing these 2 out is a never ending task and depends on the ship’s purpose and its potential opponents. Right now we already have this in multiple ways, but it could be way more prominent by changing how some systems work. Rebalancing systems will also provide more defined roles for differently sized ships. Small ships, while they never should be as powerful as a considerably larger ship in a 1 vs 1 fight, would still be extremely useful when used in larger numbers. In addition to that, some weapon systems could benefit greatly depending on the ship type and role.
Shipyards
More immersion should be provided by private and public shipyards. It also gives access to creative mode and several build tools without breaking immersion of plopping down thousands of real blocks out of nowhere. The player should be made familiar with this feature as soon as possible, it’s why public shipyards and a proper UI are important. For this goal to be realized, several smaller features have to be implemented first in order to get a fully usable and reliable build method without relying on the “spawn whole ship anywhere” blueprint system. Shipyards also make it possible to build and maintain more than one ship. That combines nicely with the fleet mechanic to open up a lot more gameplay possibilities for the builder Suddenly all of your previously build ships get a different purpose if you put them together in a fleet. This would change your perspective and your way of building ships, adding even more progression for the player to explore. Shipyards would also be the gateway to open up trading for more than just a bunch of blocks, as instead, you will trade real ships or their designs for other people to make more. Before we can get to that stage though, the blueprint system would need to support this form of trading and security. Of course, there is still a lot of work to be done on shipyards to have them fully fulfil their role.
Expandability
As building is StarMade’s backbone, it’s important to keep that part interesting by expanding on it from time to time. Its user interface would need to allow for that, to avoid adding complexity to a system that is meant to be simple and easy to use. We could add more build tools, decorative blocks and smaller UI elements. All of that needs to be based on something the player already knows. If something entirely new is introduced, it should be applied on existing systems too where applicable to keep everything consistent with each other, streamlining the player experience even more. Preparing the UI for further expansion is a necessity even in an alpha stage, but non essential additions would be more useful for the beta stage or post release. That was it for the builder part, we hope this gives you some more insight to our gameplay decisions and the road we’re taking. Stay tuned for the next part, where we will go more into roles that aren't as prominent yet in the current game version.
What’s next?
Currently we’re refining our pre-release candidate and fixing its remaining bugs. If all goes well, we will be able to release this week and move on to the power update. If you’re interested of helping us out with testing, make sure to check out our pre-release post here. Remember to always use a separate installation for preview builds as they may potentially include game-breaking issues. If you come across anything new that doesn’t work or you believe you’ve located a new bug, report that here to help us out: Report a Bug (Release Candidate) As always, thank you for playing StarMade! ~ The Schine Team
Greetings, citizens ~ We’ve added some exciting features this week, including a fill and line tool, and new rails. There’s also a new Advanced Build Mode GUI! Everything should be cleaner and much easier to access now. However, keep in mind that the layout and content is still a work in progress, and so may change significantly between builds. Over the next few days, we’ll tweak what each group contains and adjust how the tools work in order to streamline the experience.
New dev build!
This first dev build contains the core functionality of two new tools: the Fill Tool and the Line Tool. Both are available under the Shape Tools group.
Fill Tool
The fill tool allows you to incrementally fill (or replace) areas with your desired block. It’s quite simple to use: you can freely select your starting point with the camera (similar to ‘create docking’), and press the [Do Fill]* button with a block selected on your hotbar. * We are absolutely going to rename this later. The fill tool allows both space-filling and block-replacing, depending on what the starting point is. If it’s empty space, the tool will flood-fill; if it’s a block, only that block type will be replaced. Also: this is a step-based system, meaning undo and redo work, allowing you to easily fix any mistakes. For now, the filling process is done in a single step, and uses a fixed amount of blocks. We will change this over the next few builds to allow you to specify how many blocks to place at once, as well as allowing servers to impose their own limits to reduce server strain. We’ll be adding some optimizations to this in later builds. Screenshots below Hollow torus made of crystal armor
Filling the torus starting from the bottom
Filling the shell of the torus with blue hull, replacing crystal armor along the way.
Line Tool
This is an addition to the build helpers. You set two points (using your camera position, as with the fill tool) and it will create a line between them. We’ll add more features in the future, such as splines and line thickness. As with the new GUI, this is also a work-in-progress, so we’ll be improving it and fixing any issues that arise.
Load/Unload Rails
We’ve added two new blocks to the game: the “Rail Load” block and the “Rail Unload” block. (We’re still working on their textures) You can place them anywhere, and they work identically to normal rails, but they have an added feature: item transfer. These blocks allow transferring items between connected storages on a station and a docked ship via the Load/Unload Rail. Example: You connect a storage to your rail docker on a ship, and dock it to a Load Rail on a station. The ship is then able to pull items from any storage on the station connected to that Load Rail. If you instead dock the ship to a Rail Unload block, the station may then pull items from the ship’s connected storage to any storages connected to that Rail Unload block. Again, both docker and rail need active connected storages. Also, the station will only pull items if it has permission to do so! The ship radial menu allows you to select between 5 different permissions for the load/unload rails: ~ Always allow ~ Always allow faction, ask for rest ~ Always ask ~ Allow current (the entity you’re docked to; this allows manually activating or deactivating) ~ Never
Advanced Build Mode GUI
The new GUI is much cleaner, and all of the controls are much more accessible. You may show/hide individual groups, and in later dev builds, these will be customizable in location, order and size. The game will remember these settings between instances. We’ve added new sliders, too, which allow dual input: you may enter values manually, or use your mousewheel while hovering over the controls. This also allows scrolling through the GUI without changing sliders’ values unintentionally.
This is not the final version, of course, as we will continue to work on the design.
Outline System and New LoD mesh
This completely new system is able to produce highly-optimized meshes of any number of blocks. It will be used for several effects in the future, especially for outlining the systems of a ship (e.g. for building and/or scanning). The outline itself will also be used for selecting entities in subsequent builds for this release. This system is not able to replace the existing mesh and chunk system. Not only should any object realistically only be loaded into memory in chunks to begin with because of the sizes involved, but also in terms of graphics it’s not possible for the block meshes to retain all of the information needed. The new system simply doesn’t work with multiple textures in the same mesh. We’d have to use one mesh per block type, which would pretty much remove any advantage the system confers. Also, no lighting or material information can be stored in the limited amount of vertices of such meshes, and furthermore: making a mesh of a large object might be too much for the graphics card buffers to handle... so a chunk system would be needed anyway. However, it is absolutely perfect for far-away LoD views of a model since block types can be mapped to a low number of colors, thereby producing one mesh per color. This, when combined with a higher-granularity chunk system, should give a large FPS increase when viewing bigger objects in the distance.
New Chunk Request System
We’ve completely rewritten the chunk request system! The new approach streamlines the order of chunk requests over multiple entities. They’re now ordered in the background on a global level, meaning nearby chunks will have much shorter load times. This also benefits the lighting calculations, which should improve overall performance.
Moving Forward
Dev builds should come out a lot more frequently from this point on. Though as always, be careful and use a separate installation so you don’t risk anything bad happening to your data, as dev builds can occasionally contain game-breaking bugs. As always, thank you for playing StarMade! ~ The Schine Team
Greetings, citizens ~
News
It’s with a heavy heart that we announce, Auburn is leaving the Schine team for new opportunities. He completed his project here and we are extremely proud of his work. We are currently working on its integration into the universe update coming later on.
What are we working on right now?
We are currently completely reworking the advanced build mode and other GUI functionality to work with a planned GUI scaling update in the future.
Advanced Build Mode
We’d like to go in-depth for one specific build tool that we are going to add. The Fill Tool. The fill tool is one of the tools we are most excited about. It fulfils quite a few purposes that the community has been asking for and will help you update your ships in the future power update. Once you engage the tool, it uses the camera position to determine where the fill area starts. When the user confirms the fill location, the game will use the highlighted block type to flood fill up to a number of blocks set by the user. Each click on “fill” will then add a set amount of blocks (maximum amount per step determined by the server). It will keep track of the blocks already placed so it will reach even into the farthest ends of your ship. Alternatively, it can be used to make some cool spherical shapes on your ships. The great thing about this tool is it isn’t only for filling empty blocks. It can also be used to fill over existing blocks. One way this will be useful as a “Paint” tool. You can select which block type to replace when filling. The default is the “Empty” type and it would work like described before as a normal fill tool. But you can also select “Grey Hull”, which would replace groups of touching grey hull blocks on your ship. It, of course, would replace special shapes like wedges or slabs with the right shape of the replacement type if possible (grey hull wedge -> red hull wedge with the same orientation). Another tool we’re working on is the Line Tool. We will implement this in two stages. The first stage will be a simple version. Just like in “Create Docking” you will be able to select two points on the grid (the free point selection is something we will also add for other build tools). The helper will make a line between those points which can be used as a reference or to restrict building/removing just like any of the other build helpers. Additional stages will add line thickness and additional line segments that can also be set to splines, which then would enable you to make curves.
Cargo Transfer
In our discussions about build mode item handling, we also remembered the inconvenient cargo handling that players have to go through, in case they want bidirectional cargo transfer between a station and a ship. The current system is too complicated and also doesn’t allow for item flows down a docking chain. Altering the feature will open a better way to transfer cargo. The way we will do this is to add two new rail blocks: Rail-Unload and Rail-Load. The visual difference will make it easy for players to see what the dock is before docking. All connected inventories to your docker block will either be loaded or unloaded to or from the entity you are docked to. These 2 rail blocks will be swappable through logic interaction just like the other ones. To prevent exploitation, a ship can be set into four modes: “Always Allow Transfer”, “Deny Transfer”, “Always Ask”, and “Only ask for different faction”. When your ship is set to “Always Ask” (default), whenever you dock to an Unload or Load-Rail, the pilot will get a dialogue asking him to confirm the transfer. If there is nobody to get the dialogue, the transfer will not start. Of course, the transfer can at all times be manually triggered on/off via a ship’s hotbar, and the mode can always be changed in the ship menu. As for the next dev build, we should be able to release one at the end of this week, followed shortly after by a pre-release the next week if all goes well. And as always, thank you for playing StarMade! ~ The Schine Team
Hello players, The dev blog for this week features something more on the technical side. It covers a nice feature that will be very important in going forward.
Optimized Meshes
With the preview of last week, which is being able to draw any subset of blocks on any structure, we want to share another reason why we implemented this now. Not only is it already extremely useful for making existing GUI elements better and as said, adding new systems like active scanning, it also will be our basis for a new Level-of-Detail system. This system will increase drawing performance by drastically reducing the amounts of polygons at a distance. For that, the meshes we had last week needed to be improved and optimized. Since these are one colored representation of a set of blocks, polygon reduction is extremely viable. First of all, however, it needs to be explained why this method is not viable for all the mesh drawing, especially close. Reducing polygons means giving up information that is stored in those vertices. In our case that is texture information, the baked lighting, material, and a lot of other graphical meta information. Some of that can be compensated with techniques like deferred lighting, which would work yet does not scale well most of the time, and will force a lot of other optimizations to be removed. Also, the more detailed the mesh is with additional shapes, the less advantage the polygon reduction will provide.
That’s why combining both techniques will give us the best result. At a distance we can draw a minimal mesh that will speed up things dramatically. We can even make that multicolored with mixing multiple meshes on a fixed map of colors. Best of all, for close up, this still gives us the option of using deferred lighting eventually, but mixing it with existing lighting to have a smooth transition at a distance for maximal performance combined with the cool graphical experience of dynamic lighting. Here is how it works:
As an example, we just take one side of the mesh. In production, this algorithm applies to all sides and all ‘depths’ (layers). Individually, however, we are looking at a 2D mesh. This is the raw drawing, which each block representing a full square. As you can see, the amounts of vertices and polygons are pretty high, especially if only one texture would be used. The algorithm itself at this stage records all vertices and its connections to other vertices, as well as diagonal vertices individually. Diagonals are handy to know that there was a filled out block at that position, and not just a one block gap.
The first step for the algorithm is to remove inner vertices. These can be easily identified by checking the amounts of diagonal vertices a vertex has. If the number is exactly 4. We can remove it. At the same time, we can remove unnecessary connections. This is a bit more complicated to explain. Essentially for each non-inner vertex, we check for each existing direction the two orthogonal neighbors in the same direction. If both exist, the connection is unnecessary.
A similar approach is used to remove the vertices that are not corners. Now the mesh is as simple as it can be. However, to draw it, we need to define triangles. There are several methods to triangulate a mesh, and it is highly complex, especially doing it with concave polygons that can have multiple holes in it.
For our case, we can make the process a lot faster by using the fact that we are on a grid. A fact that is often overlooked in a lot of projects, but since starmade is primarily a voxel game, can be used as the source of countless optimizations. Explaining the exact process of retriangulation would take way too long for this dev blog, but you can probably understand the overall process of inserting horizontal lines at key points to subdivide the mesh into rectangles.
From there, it is rather straight forward to get actually triangles that can be drawn. Now we do this for all sides, and their layers, and we get a mesh that is highly optimized, and doesn’t have any strangely shaped triangles (extreme angles). This has the great advantage of being able to use well formed texture coordinates if needed.
As a final step (for the highlighting), the mesh is drawn into a frame buffer and rendered with an outline shader. As announced, we have a dev build in the making which we will release when it’s ready for public testing. Thank you for playing StarMade, ~ The Schine Team
Greetings, citizens ~ Here’s another weekly dev blog!
What are we working on right now?
In the wake of the power update, we’ve identified a few features that overlap nicely with the new power system and other ideas we’ve had for quite some time. One of these features is the ability to draw groups of blocks separately and apply various graphical effects to them. Among other uses, this will allow us to display the inner workings of ships quite nicely, e.g. highlighting a specific salvager/weapon array, a circuit, damaged blocks, etc. There are several existing uses for this, but it will be especially useful on future features, such as: scanning other ships, getting an overview of your reactors, highlighting potential issues therewith, etc. We’re aiming to do a release with this feature implemented in quite a few areas.
We will be updating Advanced Build Mode with increased functionality. This will include the above highlighting, as well as new tools. This update will not only make reactor design much easier (and allow integration of their features), but it will also give players better building tools in general. Among these planned features is a fill tool, which will allow you to progressively fill any area, as well as tools to draw lines and possibly arcs.
Power Update
Thank you again for additional feedback. We went through most it, and we will be addressing more of your concerns later on where needed.
Major concerns
After reading all of the concerns and debates over the new power system, we can address two of our major concerns players had with the mechanics. The first is that players are limited to a single active reactor per ship, and the second is that only a single reactor would ever be active for a group of docked entities. We agree that some of these issues may be valid, but are not something we can easily solve in a balanced way. We came to the conclusion that implementing a working multi-reactor system right now would compromise the whole reactor system as we do not know that system on its own works in-game. That’s why we’ve decided that after implementing the base system (and after its initial balance passes) we will look into the concerns about the single-reactor issue again, to have a better overview on the possibilities in this system. Specifically, we will re-examine allowing docked entities to have their own active reactor, and possibly even allow multiple active reactors per entity to see if we can find a balanced, non-exploitable way to implement them without introducing countless rules and restrictions. Even so, coming up with something to allow docked reactors only solves a small part of the bigger problem mentioned here: https://starmadedock.net/threads/starmade-devblog-may-22nd-2017.29057/
What’s next? / Conclusion
We definitely appreciate all of the feedback we’ve received thus far. It has gone a long way to help shape and solidify StarMade’s next steps. Given the work we’ve been doing, we are planning a pre-release build in a week or two. Be on the lookout for that build, and if you have questions on our release cycle, please refer to the following: https://starmadedock.net/threads/starmade-release-cycle-news-posts.28895/ And as always, thank you for playing StarMade! ~ The Schine Team
Greetings, citizens ~ Here’s another weekly devblog.
What are we working on right now?
We are currently finishing off a redesign of the chunk request system which will make requesting chunks over multiple entities a lot more controllable. This means that chunks close to the player can be requested a lot faster resulting in a much better overall experience with loading times for objects (as e.g. asteroids that are far in the back get less priority over closer objects). Prioritisation did exist in the previous system, but it was more local to the entity. Also, a few prototypes to test out if our plans for the reactors are viable implementation wise have been implemented. One example is a system which can create a convex hull (https://en.wikipedia.org/wiki/Convex_hull) of an arbitrary amount of blocks has been implemented. This system’s focus is to be as fast as possible and to provide a variable amount of precision to simplify complex structures. This is then not only usable to make the distance between stabilizers and main rector actually viable, it can also be used graphically to outline ship systems. Furthermore, Terra has been working on a rather significant launcher update. See below for details!
Launcher update
While most of the work is done, the UI isn’t quite finished yet, so you’ll have to rely on imagination instead of screenshots for now. (Sorry about that!) This update consists of two major changes: Firstly, we’ve merged all of the settings popups into a single dialog. This both drastically improves ease-of-use, and gives us unlimited space to add more settings later, for example logging. (Implementing this required extensive changes throughout the codebase, so the thorough QA required for this will delay release somewhat.) We’ve retained the settings gear icons, but instead of opening their respective popups, they now act as shortcuts into the new settings dialog; this should help with transition. The architecture behind the consolidated options also allows us to implement more complicated and/or settings-dependent features, of which this release’s second feature is a good example: The second is something that people have been requesting for ages: official support for multiple StarMade installs! Adding them is straightforward and easy, and you may have as many as you like. There’s also a dropdown on the main window that allows switching between them quickly. No more manually changing the path. No more version/branch mismatches. No more multiple launchers. There have also been minor tweaks throughout; some visible, some not.
Power feedback
Thank you for the large amount of feedback on our new power proposal. So far it seems that we need to iron out some key issues and tweak the system here and there. The major concerns so far seems to be:
-
Restrictive rules that contradict several goals (Simplicity, Logical):
- 1 active reactor per entity | 1 active reactor for entire ship
- Minimum block count for chambers
- Tech points are too abstract
- Bad terminology for power related functionality such as Tech Points, Chambers, Skill trees, ...
- Only the main ship, the one at very bottom where everything is docked is too, can control movement.
- Rail connections are weak points, if you combine 2 of the exact same entities with each other through a rail connection, and someone manages to destroy your rail. Your ship that you still control, suddenly lost half of its mass. As if the experimental feature “break off” was enabled.
- No full 2-way inheriting.
- Shields are inherited from the parent entity
- Thrust and mass, are inherited from the child entities
- Rail enhancers, rails only enhance their 1st level child entities <=> entities only care about the enhancers of their parent
- Mass is inherited 1- way, the bottom ship will be the sum of its own mass, and the chains above it.
- On top of all this, most of these systems use power, yet power either inherits only from the parent, and/or it uses its onboard power.
Greetings Citizens, Our new power proposal has been posted on our forums: https://starmadedock.net/threads/starmade-ship-systems-2-0.29026/ Be sure to check it out! Here's a video: https://www.youtube.com/watch?v=mbjHdbfPTDM Thanks for playing StarMade, ~ The Schine Team
Greetings citizens, We have an update on the power update as well as an exciting announcement for you.
What are we working on right now?
One new thing is that in our internal builds fleets are now saving orders on logout and server start and restart. You can expect fleets to save orders in future dev builds. As previously mentioned, we have been constructing a comprehensive power document to share with the community. It is now being finalized along with a video to give an easily digestible overview of the entire proposal. These will be released simultaneously later this week. Be sure to check our last news post [prev dev blog] for more specifics, since we are still discussing those internally.
New developer joining the team
For the past two and a half months we've been getting a new game developer familiarised with the code and how we work. Some of you will already be acquainted with him as an active community member, welcome to nightrune (Sean Sill)! Thanks for playing StarMade, ~ The Schine Team
Greetings citizens, It’s been a little while since the last news update. However, we decided, that with a new flexible release schedule it would be best to do weekly news posts when possible from here on out. This is all detailed in a forum post here: https://starmadedock.net/threads/starmade-release-cycle-news-posts.28895/
What are we working on right now?
One major addition will be a new request system, that will give better overall performance and superior logic for requesting chunks allowing for larger entities. Fleet commands will be made consistent between server restarts, as well as improved local movement, and we will be looking to make fleet fight-or-flight behavior a lot better. We are also working on other projects in the background, but we can’t reveal everything just yet. The level of planning and discussions has probably increased tenfold since StarMade’s next steps will be quite large, so what we can reveal right now is in the next section. Much of these discussions have revolved around our end goals document. We’ve been working on a public version that we would like to release soon.
Future Plans
Our current focus is on outlining the final gameplay elements of the game as a whole and making sure we cover the aspects of exploration, movement, building, fighting and developing your empire in an interesting and satisfying way for the player. For this to work properly, we have to adapt our current universe layout. We are discussing and planning how the next version of resource distribution will work in the universe. The game’s present universe is very uniform and doesn’t lend itself to a more dynamic universe we would like to see. This leads us to discuss and work on two specific things. Where resources are and how, you as the player, use them. The current system we are designing will be moving to more points of interest and contention in the universe. Meaning only specific capsules and ores will exist in specific parts of each galaxy. The crafting system will also have to take this into account and will be revised the same way. Our discussion internally is based around a concept of points of interest within the universe. A point of interest could be many things. It could be a sector, a set of sectors a planet or other stellar phenomena. All points of interest will/should have a gameplay purpose within the galaxy. These will become focal points for contention, and exploration. There will be more information about the specific locations and stellar objects in future news posts. While we prepare for all of that, bug fixing will once again be focused to establish more overall stability this includes fleets and AI. Work is still moving forward on audio, and our new power proposal. Both which will have quite the impact on the universe, but more on power next week. Thanks for playing StarMade, ~ The Schine Team
Greetings citizens, The spring cleaning update is finally released. As you probably already know, we changed our release cycle to be a lot safer. You can check out our release cycle here (still a work in progress). For this update we focused on solving a lot of new and old bugs. A few of the bugs were extremely hard to fix. There are also a few smaller features coming with the fixes.
Features and more noteworthy bugs
Fleets/ships losing entities After many iterations and tries, this error seems finally fixed. The main problem was a faulty database query when a fleet changed sector. It was supposed to bring all of their dock with it, but due to the bug only brought some of them. To catch this bug we implemented debug functions, so that fleets would be able to monitor themselves patrolling between sectors. There is one leftover issue which is catched by a fallback method, and therefore doesn’t affect the game at all. It will just notify the admins with a small popup to send in the logs, since using a fallback isn’t the cleanest way solve this left over. Thanks to all the testers and helpers on this bug! You really helped a lot finally squashing this pesky bug. Collision solving for lagging sectors Server has a lot of problems when there were a lot of bad spawns caused by either a bug or intentional griefing. It goes so far that some servers has scripts to detect those sectors and despawn objects. It comes down to that when multiple physical objects were in the same space, the physics would slow down the whole server. In the past this could happen with fleets spawning or asteroids in rare cases. These issues have been fixed. However, should it still happen, the game has now its own detection system, automatically warping objects to a save closest position after the sector was detected to lag from that object causing too much physics lag. Rail logic switching Switching rails through logic interaction seemingly worked well but block data was not properly refreshed. You would end up with ghost connections and depending on building, could create an invalid link. A safety check done by the game would prevent any rail working on that entity because of it. This would most likely explain why quite a few rails stop working. Rolling Ships Rolling ships has been significantly improved. By redesigning the algorithm used, rolling while looking around now feels a lot more natural and doesn’t do these strange figure eights anymore. OSX Fixes We apologize for taking a bit longer to fix some of the more pressing OSX issues. Macs can finally use framebuffer and advanced graphics functions to speed up the game using the optimizations that come with that. Also some crashes with videos and some text input issues have been fixed. If you find more problems that are OSX related, please report them and we will try to fix them for the next release. Exploits We fixed a number of exploits. Thanks to all the players reporting them. One of the more difficult things was implementing a system that would check connection validity without affecting performance, because it would be horrible to check every block that has a connection. The system we came up with distributes the load to check connections over time. It also only checks when the numbers “don’t check out”. Optimization
- The drawing for display blocks has been significantly improved
- Logic activation sending has been improved significantly, reducing bandwidth and improving performance
Features
- Fleets can now cloak
- Fleets can now radar jam
- Bobby AI can now be activated via logic
Size Restriction via GameConfig.xml
Admins can now restrict the ship and station size per entity they want to allow on their server. The exact syntax has been added to /data/config/GameConfigDefault.xml Also there is a general size restriction in the server.cfg now. RESTRICT_BUILDING_SIZE will restrict building size to multiples of sector size. The value in the GameConfig.xml has priority if set.
List of Bugs fixed
Here’s the full list of all 85 tasks we’ve worked on: Private issues are exploits or issues that, if known to the public, would cause a lot of harm. Even though we fixed them, knowing the steps to reproduce could give you ideas on finding a way to bypass the fix and still abuse it, for that reason we do not share.
- T2349 (Private): Grouping issue
- T2139 (Private): Power and shield drain issue
- T2138 (Private): Player max build area not working properly
- T1969 (Private): Performance issues with logic
- T1963 (Private): Missile and AI targeting issue
- T1931 (Private): Shop module crash
- T1851 (Private): Transporters and grapple beam issue
- T1828 (Private): Jumpdrive/inhibitor charge issue
- T1823 (Private): Bounding box issue
- T1627 (Private): Performance issues with logic
- T1602 (Private): Linking update issue
- T1575 (Private): Undo issue
- T1570 (Private): Ion issue
- T1558 (Private): Crash when enabling shadows
- T1299 (Private): Rail logic switching issue
- T1227 (Private): Collision issue
- T1145 (Private): Derelict stations issue
- T1080 (Private): Faction protection removal issue
- T1050 (Private): Docking issue
- T1023 (Private): System claiming issue
- T941 (Private): Docking issue
- T895 (Private): Faction rank permission issue
- T840 (Private): Asteroid respawning issue
- T823 (Private): Another Ion issue
- T659 (Private): Logic issue
- T654 (Private): Warhead issue
- T643 (Private): C+V linking issue
- T512 (Private): Design issue
- T2353: Sector Import fails to load ships docked to planet plates/asteroids
- T2352: (Prebuild only) Shipyards causing disconnect and class cast exceptions
- T2347: Caps-lock mouse interaction on OSX
- T2339: /load_as_faction crashes server
- T2333: Nullpointer being spammed in server console
- T2309: /destroy_uid_docked command not working properly
- T2294: Gold, silver and bronze bar icons missing
- T2291: Autofill “ingame player name” from launcher
- T2289: Make Bobby AI activation logic controllable
- T2278: Cannot dock here
- T2273: Adjust starter equipment for the new block selection method
- T2270: Server deadlock, unknown cause
- T2267: Server crash related to physics, and meta objects
- T2252: Registry has a max password length of 128 characters but not stated anywhere
- T2249: Flip flops not working properly
- T2246: Torch cannot destroy faction module
- T2214: Navigation menu mass of docks is always 0.1 and 0.0 for stations/planet plates
- T2181: Nullpointer with processErrorDialogException
- T2150: Radar jammer and cloak stay active on exiting core for fleet ships
- T2140: Display module performance issues
- T2118: Add dimensional limits to game config
- T2101: Rail detection with rotators and set rotation broken
- T2100: Sell available and price updates at the wrong time
- T2099: Place order edit button is switched around
- T2094: Fleets losing docked entities
- T2044: /despawn command with fleet entities fails
- T2009: Derelict stations get false positive removal for “ship only blocks”
- T2004: Crash when attempting to access online play without internet connection
- T1995: Importing sector fails with ArrayIndexOutOfBoundsException
- T1980: Cargo spaces can be reused by multiple storages
- T1957: C+V Rail detection doesn’t send false signals
- T1776: Converted blueprints have undocked entities as response fleet
- T1678: Uplink doesn’t save for OSX
- T1664: Loading sector causes mass timeouts with colliding asteroids
- T1658: Shop price not set without ownership doesn’t allow moving blocks in between
- T1639: Nullpointer with joystick connected
- T1616: ArrayIndexOutOfBoundsException with missiles or effects
- T1553: Error handling for version mismatch and missing uplink insufficient
- T1525: ffmpeg causing crash for OSX
- T1510: Nullpointer in character file
- T1466: Frame buffer capabilities not detected for OSX
- T1465: Nullpointer with projectiles, causing invisible beams
- T1422: NaN illegal comparison with shootout rail
- T1384: Nullpointer when charging shields
- T1337: Wedge blast door texture reversed
- T1318: Spawning ships with same names as formerly existing one may lack docked entities
- T1282: Creative mode doesn’t allow dropping specific block quantities
- T1257: Incomplete build mode undo/redo
- T1004: New unchanged stations turn into red hull blocks
- T990: Rolling not working properly
- T684: Shop permission resets when server restarts
- T524: Weapons hitting deeper inside your ship
- T428: Not staying attached to ship when logging out
- T355: AHP and SHP is capped
- T325: Asteroids can spawn in solid entities
- T252: Startup crash with custom Windows theme
- T25: C+V Linking memory leak
Greetings citizens, ~ Just a quick update. The current pre-build is pretty much ready to release. With to our new policy, we will let it run on the test server for at least one day and optimally longer to ensure there are no issues in the build that we are not aware of. Expect the release sometime around Monday. Of course, you can already play it if you switch to the pre-branch. We do encourage users to test the pre-build, especially if you're running a multiplayer server. The more people who test and report when they find issues in the pre-build, the less of a chance we miss gamebreaking bugs! If you have the time and are willing, be sure to check it out. If you encounter any issues, report them here: https://phab.starma.de/maniphest/task/edit/form/16/ Details on how to test pre-releases are here: https://steamcommunity.com/games/244770/announcements/detail/230088516619323169 StarMade has never been this stable. However, there is, of course, a lot of work left still, but it will only get better from here.
Fleets losing docked entities
https://phab.starma.de/T2094 It seems like we've fixed the ever elusive T2094. We spent a lot of time tracking this bug down, sending a fix, getting a report it's not fixed and then starting the entire process all over again. We have not been able to reproduce it for about a week now. We're not entirely convinced it's fixed, simply harder to reproduce. This means that if it's not fixed, it will occur less, but will be far harder to track down. If you come across this issue in the latest pre-build (or when we release), please save the game and send the logstarmade.0.log in a reply to https://phab.starma.de/T2094 immediately. Logfiles are located directly in the StarMade/logs folder, for Steam users, this should be here: SteamsteamappscommonStarMadeStarMadelogslogstarmade.0.log NOTE: If you restart the game, the logfile with the relevant details on the bug, will be moved down the list. For example, restarting the game once, will move the log files to logstarmade.1.log . To learn more about how to test T2094 exclusively, go here: https://steamcommunity.com/games/244770/announcements/detail/230089879495604396
Release and news post cycle documentation
As mentioned in previous news posts, we're currently changing our release cycle. We're still working out how we'll go about a few things, but most of the procedures have been set in stone. We've created a document detailing how we deal with release cycles here: https://starmadedock.net/threads/starmade-release-cycle-news-posts.28895/
Power proposal progress
After drawing and writing up countless pages of concepts and design documents, as well as daily discussions, we are very close to announcing our new power proposal. We agree with a lot of the constructive criticisms the last one got and we started fresh in a very systematic and analytic way. We are currently writing up the final document meant for public release. Stay tuned for that. Thanks for playing StarMade, ~ The Schine Team
Hello players, We are currently finalising the new version with lots of bugfixes. There are still a few bugs that need fixing. One of them is the "Fleets losing turrets" bug, which we have almost resolved. Because it's partially fixed, it's getting harder to reproduce, but we won't release before that is fixed. Since this is so hard to reproduce we would be thankful for any help on the current pre-build, especially clean server or singleplayer logs of this bug happening. The task is here for more information. Details on how to switch to pre-builds are here: https://steamcommunity.com/games/244770/announcements/detail/230088516619323169 What are clean logs? From the moment StarMade is launched, to when it is closed, almost every action you do is captured in a log file. A clean log is where the only actions logged are those directly related to the bug. To do this, a user must start the game, enter the world and solely focus on reproducing the specific bug. Once the bug has been located, the game must be closed directly after. Logs must then be uploaded to our bug tracker site (phab.starma.de). Restarting the game will push the log file down the list, and we will likely not be able to track it, so uploading ASAP is vital. Where are log files located? Logfiles are located directly in the StarMade/logs folder, for Steam users, this should be here: SteamsteamappscommonStarMadeStarMadelogs To test, check out the current pre-build from the pre-build branch. There is a new admin command '/fleet_debug_move x y z' which sends the fleet of the selected ship on patrol between the current sector and the target sector. It will also engage a special debug mode, shutting down the game to preserve logs, should the game notice a change in the docking of those ships. Debug stops either when restarting the game or using '/fleet_debug_stop' on either ship of the fleet. Once the bug has been reproduced, please upload the log files in the StarMade/log directory (compress with your preferred compression tool) in a reply to https://phab.starma.de/T2094 We suspect that the bug is still caused when jumping away either when the fleet is still loaded and above to move into an unloaded sector, or slightly after that. Thanks for helping and thanks for playing StarMade, ~ The Schine Team
Greetings Citizens,
This is our first "release candidate", which contains what we've worked on since the last official release. A release candidate is a version made available to the public for testing. The intention of a release candidate is to switch it to our full release branch if no significant bugs are found. Release candidates give the public a chance to play (test) the version before it becomes a full release, helping us prevent major issues cropping up in our release branch. If you're interested in helping out, take a look at the changes we've made in this news post and check the features or bug fixes that interest you. This is part of our release cycle changes, mentioned in our previous news post, if you haven’t read that already, make sure to do so: http://www.star-made.org/news/starmade-dev-update-spring-cleaning
If you come across any additions that don't work or you believe you’ve located a new bug, report that here: Report a Bug (Release Candidate)
If you find that a bug listed as being fixed here is not fixed (in this pre-release version), please click on the link listed for that bug and comment that the bug is not fixed, listing the pre-release version.
We'll make sure to classify new issues properly and fix any major bugs before releasing.
To install this release candidate, switch to Pre in your build type.
New (Steam) launcher: Build Type > Pre, make sure to set build version to the latest and then update.
Old (java) launcher: Options > Installation Settings > Build Branch > PRE > OK
Please note: Release Candidates are versions which we believe to be ready for full release. However, they have not been widely tested, and therefore may still have significant issues. We encourage everyone to try out release candidates, however, please make sure to backup your content beforehand!
This is a period that would last as long as needed; we can fix what comes up while we’re already working on the next update. If all goes well, this would only last a week at most, and we can release a version for everyone to be used soon after, knowing that it was thoroughly tested and the chance of encountering a game breaking issue would be minimal.
In some way you’ve already been doing that with every release, the difference here is that the version isn’t running on every server out there.
We focused on bug fixing this update although a few additional features did get introduced because of that.
Optimizations and New Features resulting from bug fixing
- Considerable improvement of network load sending logic activations, and improving overall performance of logic
- Optimization of display blocks, making their drawing speed multiple times faster
- Fleet Commands now include cloaking and jamming
- Bobby AI can now be activated via logic
- GameConfig can now include size restrictions on ships and stations to add more customization for servers. This also includes blueprint spawning.
- T2139 (Private): Power and shield drain issue
- T2138 (Private): Player max build area not working properly
- T1969 (Private): Performance issues with logic
- T1931 (Private): Shop module crash
- T1828 (Private): Jumpdrive/inhibitor charge issue
- T1823 (Private): Bounding box issue
- T1627 (Private): Performance issues with logic
- T1570 (Private): Ion issue
- T1558 (Private): Crash when enabling shadows
- T1299 (Private): Rail logic switching issue
- T1145 (Private): Derelict stations issue
- T1050 (Private): Docking issue
- T1023 (Private): System claiming issue
- T941 (Private): Docking issue
- T840 (Private): Asteroid respawning issue
- T823 (Private): Ion issue
- T659 (Private): Logic issue
- T654 (Private): Warhead issue
- T643 (Private): C+V linking issue
- T512 (Private): Design issue
- T2289: Make Bobby AI activation logic controllable
- T2273: Adjust starter equipment for the new block selection method
- T2270: Server deadlock, unknown cause
- T2267: Server crash related to physics, and meta objects
- T2252: Registry has a max password length of 128 characters but not stated anywhere
- T2246: Torch cannot destroy faction module
- T2181: Nullpointer with processErrorDialogException
- T2140: Display module performance issues
- T2100: Sell available and price updates at the wrong time
- T2009: Derelict stations get false positive removal for “ship only blocks”
- T2004: Crash when attempting to access online play without internet connection
- T1995: Importing sector fails with ArrayIndexOutOfBoundsException
- T1980: Cargo spaces can be reused by multiple storages
- T1957: C+V Rail detection doesn’t send false signals
- T1776: Converted blueprints have undocked entities as response fleet
- T1678: Uplink doesn’t save for OSX
- T1639: Nullpointer with joystick connected
- T1616: ArrayIndexOutOfBoundsException with missiles or effects
- T1525: ffmpeg causing crash for OSX
- T1510: Nullpointer in character file
- T1466: Frame buffer capabilities not detected for OSX
- T1465: Nullpointer with projectiles, causing invisible beams
- T1422: NaN illegal comparison with shootout rail
- T1384: Nullpointer when charging shields
- T1337: Wedge blast door texture reversed
- T1318: Spawning ships with same names as formerly existing one may lack docked entities
- T1257: Incomplete build mode undo/redo
- T990: Rolling not working properly
- T524: Weapons hitting deeper inside your ship
- T428: Not staying attached to ship when logging out
- T355: AHP and SHP is capped
- T325: Asteroids can spawn in solid entities
- T252: Startup crash with custom Windows theme
- T25: C+V Linking memory leak
- T1963 (Private): Missile and AI targeting issue
- T1851 (Private): Transporters and grapple beam issue
- T1602 (Private): Linking update issue
- T1575 (Private): Undo issue
- T1227 (Private): Collision issue
- T1080 (Private): Faction protection removal issue
- T895 (Private): Faction rank permission issue
- T2291: Autofill “ingame player name” from launcher
- T2278: Cannot dock here
- T2150: Radar jammer and cloak stay active on exiting core for fleet ships
- T2118: Add dimensional limits to game config
- T2101: Rail detection with rotators and set rotation broken
- T2044: /despawn command with fleet entities fails
- T1664: Loading sector causes mass timeouts with colliding asteroids
- T1553: Error handling for version mismatch and missing uplink insufficient
- T1282: Creative mode doesn’t allow dropping specific block quantities
- T1004: New unchanged stations turn into red hull blocks
- T684: Shop permission resets when server restarts
- Faction signature inheritance and protection
- Building including all advanced build mode tools
- Logic
- Rails
- Weapons and their offensive/defensive effects
- Shipyards and cargo
- Shops
Greetings Citizens, It's been just over two weeks since we last posted news, so it's well due for a dev blog! By now most of you will have discovered that the last release we did caused some serious issues with stations and saving block changes. As a player, these severe issues can spoil your mood to play the game and in some cases also result in you losing in-game progress. As a game development team, we’re aware issues like these lose our players trust and support. Additionally, having to do several hotfixes also eats away time in every new release cycle. The release cycle, as it stands, is scheduled for a release every two weeks. Sometimes we extend major releases (such as NPC factions) to go through multiple release cycles. However, we try to stick to the two-week schedule as best we can. During this cycle, we have to plan, develop and test every release. We've found that it's hard to put a meaningful amount of content into a release in only two weeks, especially since we can't add anything new during the testing phase (currently 2-3 days) before release. What tends to happen is that after a release is sent out at the two-week mark, hotfixes are needed, we then lose even more time for the next release cycle. Adding more testers to our testing phase wouldn’t help in the sense that a tester’s job is to mainly maintain Phabricator and to report any dev issues along the way. It’s a never ending task and finding volunteers that will do this for a long period has so far been difficult. We've come to the conclusion that the current two-week release schedule is unfeasible for a team of our size. It's inefficient, unmanageable and it's not beneficial for our players or us. For these reasons, we've decided to work on a new release cycle, to eliminate/reduce severe issues in new releases and allow us to get more work done.
New release cycle
The changes we want to do here is to extend our release cycle to “as long as we need” with Dev Blogs to keep everyone up to date with what we’re working on throughout the release cycle.This gives us more time to do some long-term tests without feeling the need to rush a release out and then having to hotfix afterwards. This approach also lets us monitor any performance issues that pop-up and resolve them before a live release. Although this should already be more manageable for testing, we would like to minimise the risk of any issue going unnoticed during pre-release testing. Therefore, when we think it’s ready to go, we will inform you about all the dev build changes in a news post but not do a live release. That would be our release candidate which will be used for public testing. You can check those changes out on our test server and help us out by reporting any issue you find. We even have a few servers that want to run this release candidate on a backup of their entire server database to give us even more coverage. Having the community involved in the process before the release goes live will ensure we catch as many issues as we can, avoiding the need for as many hotfixes after it goes live. If you encounter any new issues, please report them here, and we’ll make sure to prioritise them correctly to fix any annoying or severe issues before live release. We’re planning to do these release candidates on a Friday if possible, and we estimate it will take roughly a full week before it can be uploaded to the release branch. This will allow us to get a lot more work done, as the two-week release cycle was holding us back quite considerably, often reducing features to minor gameplay and decorative updates while we didn’t make as much progress with bigger features as we would have liked. The most popular updates like the rail update did have long release cycles, so we already know that it pays off. We’ve written our different phases out here although they’re still subject to change. A lot depends on how well our next release will go when following these rules.
Bug spring cleaning
The two-week cycle also left bug-fixing in a poor state as we were always forced to fix bugs affecting the new features, and then hotfixing, neglecting other bugs that continued to get pushed back more and more. In light of this, our first usage of the longer release cycle will be the quest to fix all bugs that have a priority above “normal”. This is long overdue. We have also decided that when we release, the release should have fewer bugs than the last release. Not only will this make the game a lot better over time, but it will also free up resources for our testers, as fewer bugs will have to be processed. We understand that it was a bit frustrating for new testers to see their bug report(s) in queue waiting to be fixed for so long. This is also something we want to resolve through this process.
Power update
With regards to the power update proposal we shared with the community. We have worked on ironing out the flaws in our concept and were hoping to have been able to present our revision a week ago. However, we’re still not quite ready to share our revised proposal just yet. Some of you mentioned it was hard to judge a system with a lack of details which is why we’ve been working on it for a while now. It turns out that it’s not easy to find a complex system where every block has a purpose and affects different portions of your reactor. We’ve toyed around with several ideas such as heat management and reactor shapes, but the hardest part is finding a good base and sticking with it. For now, watch this space.
Current changes
Our primary focus these past few weeks has been on bug fixing, addressing all of the higher priority bug tasks that were still in queue. Fifty of them have been addressed so far, although testing is still required to make sure they’re resolved. With bug fixing also comes some small features, such as the ability to toggle cloak/radar jammers on fleets. We’ve also been looking out for those annoying issues that aren’t necessarily a high priority but can still sour gameplay experience after encountering it too many times. For example, rolling a ship has always resulted in odd behaviour, and we’re very close to fixing it right now. Our next release will require some extensive play testing; we’re sure our community will be willing to help us out As always, thanks for playing StarMade ~ The Schine Team
Greetings, citizens ~ In this release we’re making good on our earlier promises of performance improvements and updating some of the existing systems, focusing on combat. Huge swarms of missiles no longer cripple servers, nor cause disconnects or “rubber banding.” This should also help with balancing, as users can no longer disconnect their opponents with ridiculous numbers of missiles. Cannon projectile hits now require considerably less processing than before. As an example of just how large of an improvement this is: a shot penetrating through hundreds of blocks previously caused a half-second freeze, give or take. The processing from this same shot now takes 5 milliseconds -- barely even noticeable. We hope these two major optimizations make combat much more enjoyable.
Missile Performance Update
We developed an algorithm that is capable of handling any amount of missiles without adding extra network load. It is based on a lock step algorithm plus adaptive updating. This enables missile paths to become deterministic, even when chasing a moving target, and when that target is not in the same position for server and client, e.g. due to network delay. With the previous system, 500-1000 missiles would generate a half-megabyte per second load (or more). With the new system, not only is the initial burst of data when firing much smaller, even a cluster of a thousand or more missiles only require a few bytes per second while flying. Even the smaller servers should be able to easily handle 2000+ missiles flying at once without causing slowdown. We will look into faster rendering and explosion calculations in the future.
Projectile Performance Update
We’ve also made some major optimizations for projectiles (cannon fire). Projectiles’ penetration always caused major lag on both client and server, which restricted our ability to balance the weapon system. The new system uses a much leaner and more straightforward method to handle projectile penetration. We’ve offloaded some of the effort into threads, such as bounding box recalculations (which, since the box only gets smaller in this case, isn’t needed right away). Not only does cannon fire process literally hundreds of times faster now, it is also more accurate in terms of damage done. In addition, not having restrictions due to performance will help us balance weapons a lot better in the future. The simultaneous destruction of large numbers of blocks still creates network load, but we have plans to reduce this.
Power Overhaul Thread
We would like to thank everyone that has provided constructive criticism. Thanks to you, we’ve already made some major (positive!) changes to our proposed design, and eliminated some of its shortcomings. We will still need a few days to present our plans in as clear a manner as possible so there’s no misunderstanding. We’ll write a more informative post about this soon. As for implementation: Granted we can remedy the flaws the community points out, we will make the new power system available via an opt-in config option during its development. When (and if) it is ready for release, we’ll aim for a transition phase similar to the release of rails, wherein both versions are available simultaneously (though this may not be possible). (If there are irreparable issues with the power system, we obviously will not implement it.)
Fixes
A few minor bug fixes:
- T235: Overridden blueprints show wrong mass
- T2234: Galaxy map stops reading scroll wheel inputs
- T2180: Placing wrong block when swapped on the hotbar with another
Greetings, citizens ~ We have a lot of new stuff cooking at the moment. Some of it has been planned for a while, but it’s finally done now. Important notice for players with NVIDIA cards: The latest nVidia driver (version 378.49) is broken and prevented the game from loading correctly. This also affects other games like Minecraft, reports of severe performance issues on other games. We've managed to circumvent the issue by calling javaw.exe directly, we've modified the new launcher to do this. Since we pre-package Java with our latest launcher, we were able to avoid NVIDIA's driver issues altogether. If you have installed the driver and are still getting crashes, you can easily install a previous driver from December. Drivers can be found here: http://www.nvidia.com/Download/Find.aspx?lang=en-us OR http://www.nvidia.com/object/driver_rollback.html to rollback without download.
Combined Blocks
This one was suggested for a while now and brought to our attention by the Council. Because every block shape (wedge, penta, tetra, etc.) is an individual block type, we and also many of our players noticed a huge amount of menu clutter, especially in manufacturing. Having to build each shape separately is very tedious and doesn’t add anything to gameplay, so we’ve combined all of them into a single “root” block. You can now use every available shape of a block by having the basic block in your inventory. Changing to this new system without breaking worlds, including inventories, took a bit of time to implement. All other shapes in your inventory will be automatically converted into their root block and combined. You won’t lose any blocks with this update. Similar to slabs, when you pick up a shape variation of a block you will always get the root block back.
New Shape Selection UI
We’ve implemented a customizable shape selection menu to make building faster and easier. This adds convenience without marring the functionality veteran players are accustomed to. For each block with multiple shapes, you can now open a radial menu and either directly select a shape, or use your right mouse button to sticky a block to the build bar. Sticky blocks work exactly like multi-slots in that they get added to scroll over vertically in the hotbar. The difference is that you can now decide what blocks will be in that stack, including slabs. The same system is now also used for any other block that uses an additional version of a root block like LOD blocks.
New LOD Blocks
A big part of why we made the change now is the arrival of new and upcoming LOD blocks. First up, a corner variant on the Light Bar.
Pipes have received a T-junction, 90 degree corner, and 4-way intersection variant.
Lastly, an all new shape has been added, the Grate. A barrier that comes in three shapes. A straight section, a corner and a wedge.
More LOD objects and further refinements to their textures will be coming in the very near future.
Extended Texture Blocks Preview
This is another feature that we’ve been planning for a long time and now have a working mechanic to start preparing new textures for. While it is not active on any blocks currently, we would like to take this opportunity to preview the functionality, as many have spotted it in development builds and wondered exactly how it would work. With this feature, a single block can use multiple textures depending on their position in the world’s grid. This reduces the frequency of tiling effects and allows us to add more variety to a larger surface area of the same block type.
To demonstrate what’s happening, let’s use this example texture. The complete grid we have overlaid represents the full combined texture space for this block (4x4 tiles). Each numbered block represents a single cube within the gameworld. As shown here on a surface area of 8 x 8 blocks, only 4 unique texture tiles are repeated where as before the single unique texture would be repeated 64 times. It is our primary intention to use this technique on terrain blocks and a hull type per colour (TBC) within the second part of our texture overhaul.
Optimizations
Due to new requirements, including ones from this update itself, the internal chunk format was updated. The basic array now consists purely of ints, which cost slightly more regular memory (no increase in graphics memory) but comes with an average of 20% speedup for all block operations. The speedup of this optimization affects all block operations from building/removing to damaging and applying changes to blocks. Using natives instead of byte arrays will in the future also speed up operations and save a lot of memory in other places.
Toggleable Light Bar
We’ve also moved a bit from Block HP to orientation. This enables us to use the active bit for blocks with more orientations like the light bar, allowing you to turn them on and off. The max block HP of a block does become 127 now, but we can compensate for that by increasing its armor value.
Weapon Changes
We’ve started on reworking some of the weapons and resolving balance issues as we go. Thanks to our bug reporters and the countless suggestions on the forum, we already have a nice list of balance concerns. Beams received 2 changes to bring them up to par with cannon block damage:
- They apply explosive damage to every hit block now, instead of the 1st hit block of that tick
- Beam damage with penetration now stacks on any armor block till it dies, then proceeds to distribute any remaining damage normally till it encounters another armor block again.
Bugfixes
Smoother sector crossing This issue has been in the game for a long time and should now be a lot better. Crossing a sector should be a lot more smoother on Multiplayer servers. There might still be a small “wobble” from lag reduction firing when it shouldn’t, which we hope to completely eliminate in further updates. AI bumping into ships An entirely new collision system used for avoidance is in the works, but not yet complete. In the meantime, we’ve applied a hotfix: AI ships bumping into your empty ships will now behave as if they’ve run into a space station: halting their movement, but without flinging yours off into deep space. (If they’re persistent enough, however, they may be able to push your ships, albeit very, very slowly.) We will try to fully resolve this issue with a complete collision avoidance system and a completely reworked AI flight behavior in the coming updates. Copy & Paste Rotation Fix All blocks and LOD elements should now rotate correctly using advanced build mode. See T954 Chat fix for Languages using IME Languages that use IME like Japanese and Chinese are now fully functional in chat. Minor Texture Fixes The last few (we hope) texture rotation fixes have been made, correcting Jump Modules and Rail Dockers (bottom face) in specific orientations, as well as the directional arrows on Pick Up rails. Pick Up / Shoot Out rail blocks have received a cleaner texture which now tiles correctly across all 6 faces, at all rotations. Ingot block specular settings have been improved. Block icons have been improved to help legibility of different block shapes. Fixes (most were mentioned above)
- T346: Explosive effect stops scaling after 10%
- T1024: Damage beams apply inconsistent damage against armor
- T1642: Piercing effect armor efficiency doesn’t scale
- T2154: Crash related to NPC system loss
- Some player sector locations being logged were removed or changed. There are probably more of them; please report them if you find any.
Translations
We added more missing translation strings, and that should also take care of the last big batch to be added. It’s still possible that we find a missing one here and there, though. As always, thank you for playing StarMade! ~ The Schine Team
Greetings citizens, ~ Unfortunately, some of us caught the winter flu, and we are just now fully recovering. We weren’t able to do as much as we wanted but it’s nothing more than a small delay to our schedule. We’ll simply move what we wanted to do to the next cycle now that we’re back up and running. Luckily not all of us fell ill and for the last 2 weeks, Kupu kept himself busy refining the texture pack so that we could have an update nonetheless.
Texture fixes/adjustments
- Texture coordinate fixes (rotation fixes): All blocks should now be correct.
- CPU Top Faces: are now all the same and correctly orientated.
- Overdrive + Pierce modules: Assignments fixed to display unique textures for each. Texture colour difference increased to help differentiate.
- Gravity Module: Sides point to the right direction.
- Activation Gate: Fixed non-mirroring wires on the unique face.
- Gold / Silver / Bronze bars: Reinstated after mistaken removal.
- Pick up point: Alignment (partial fix - rotation when activated doesn't work with non-symmetrical texture. requires minor redesign).
- Red force fields: A little less glowy.
- Thruster: Heat haze/wobble removed from the thruster ring. (Based on community feedback).
- Blast Door: Reduced damage on texture, altered contrast and saturation. (Based on community feedback).
- Build Block: Reduced damage and worn look on texture. (Based on community feedback).
- Bloom: Slightly more performant.
- Lens flare (Bloom mode): Changed so the sprites don't distort to screen resolution ratio + Improved sprites.
- Lens dirt: New, improved lens dirt texture (subtle), the texture should no longer multiply sun brightness (as much).
- Pixel Pack: Now updated for new layouts (possibly not 100% bug-free)
Other Fixes
- T2125 Sensor does not compare right values for Thrust (now uses max ship speed
- T2128 Armor HP bonus adds extra structure HP damage
- Horizontal divider in trade menu fixed
- Fix for a rare issue involving diplomacy messages (could crash server)
- Dynamic prices also work now for (raw) ores and (raw) shards
- DYNAMIC_RECIPE_PRICES_MODIFIER in server.cfg
Greetings, Citizens ~ We hope you are having a wonderful holiday! As a nice way to wrap up the year, and as a holiday gift to you, we’re releasing some of Kupu’s beautiful eye candy. Our goal with this update is to step up the game’s visual fidelity without removing the familiar block designs and archetypes you’ve built your creations around. As well as texture improvements, we’ve implemented a few post processing and quality-of-life changes. This update should seamlessly improve the game’s visual experience at no performance cost.
Texture Update
We’ve been working on an overhaul of our default textures for some time now, and this release implements the first and largest portion of that overhaul with all-new ship and structure textures. Taking advantage of recent lighting improvements, these new textures provide better material definition, allowing glossy metals and matte plastics, and removing highlights where light should be occluded. Please note all screenshots below are all using the Linear Mag Filtering (Block) setting, at 256 resolution, with normal maps enabled.
We’ve also added a unique texture for the Auxiliary power block:
Visual Logic changes
- Logic blocks that do not emit a high or low signal themselves are now green colour-coded. For example, a Sensor or Area Trigger block will no longer be blue, potentially confusing the player that it is emitting a High state.
- The Pick-up Point rail block now has an OFF state texture when toggled with an activator.
- The logic pipes are a little less glossy, and a little more in line with the rest of the universe.
- Animations given to some decorative screens, water, etc. with more to come.
- More blocks now make use of emissive textures, making those darker areas a little more exciting!
- Fixed visual rotation errors. e.g. computers will now rotate correctly.
- Water is now non-physical.
- Lighting on 3D model objects is now a little more accurate.
- New hotbar cursor, allowing better clarity when hovering over charged and charging systems. (Shoutout to Valck for finding this better solution in his mod).
- Almost all artificially lit bevels within the textures have been removed, improving the illusion of cohesive lighting when rotated.
Shader Updates
- New, softer bloomed suns.
- New lens flare. Less lens glare.
- Removed big Lens dirt.
- Added smaller Lens dirt.
- Cleaned up Display Modules a for extra clarity: the scan lines reduced in strength, the flicker removed, and colour brightened to fit better with surrounding screens and lights.
- Patterns within the procedural backgrounds are now “softer.”
Asteroids
Reworked the asteroid resource placement system and fixing a bug causing inconsistent placement since the chunk32 update. A part of that was already in the previous update but wasn’t mentioned in the news update. In the server config, there are 2 new asteroid related values:
- Asteroid resource chance
- Asteroid resource size
Extra Language Entries
We’ve found ~250 missing strings for translation, which we have added into this update. We expect there are still quite a few stray strings out there, which will take a while to locate. You can help out by reporting missing strings to our bug tracker phab.starma.de . We aim to have all missing strings included in the next update, ready for translation.
Bugfixes
We’ve added some minor bugfixes during the holidays:
- T2106 NPC Faction Descriptions contain typos
- T2105 Faction window "tab" area font is too large
- T2103 Faction expansion takes the wrong systems
- T2098 Fleet location broadcasted to clients on login
- T2093 No pickup text when picking up credits
- T1945 Flight mode minimap shows radar icons for radar jammed entities
- T1895 invert hotbar scrolling direction (Council)
- T1796 Close button of build mode info panel does nothing
- T1734 display cursor coordinates in build mode (Council)
- T1715 Username is erased after hitting enter/tab on username in online play
- T1567 Crash on startup - /usr/lib/x86_64-linux-gnu/libstdc++.so.6: version `CXXABI_1.3.8' not found
- T1394 Missile-Lock animation played after no longer selecting Lock on Missile
- T1355 Mouse Option "Flip through hotbars... Without Control" incorrect
- T905 Incorrect shield power consumption display values
- T68 Incorrect texture face orientation
Greetings citizens, ~ After weeks of non-stop work the first NPC Faction update is finally ready to release. By introducing a completely autonomous systems for AI controlled factions the universe will no longer be as empty and lifeless as it was before. Offering us more options to expand upon and create an engaging universe. This update adds the basic NPC factions and features with many more to come. It took a while to bring together all of these parts into one single update. And there were a lot of them, all with big potential of being disastrous if handled wrongly. We took longer for testing to make sure that everything is fine, but there is always a possibility that we overlooked something severe, and because this is such a big update that affects a big part of your universe, we urge all server admins and players to make backups of their universes. The launcher has been updated recently to make that process a lot easier.
NPC Factions
As mentioned in previous Dev Blogs, this update doesn’t require a universe reset and instead adds the NPC factions to all your existing universes without touching player created content. Each comes with its own config and blueprints. The config defines their basic behavior out of all those variables. Factions are dynamic in their block demand and they adjust their trading, expansion and production to that. If a particular block is more used than others, it will be produced and traded more, even the blocks needed to make this block will have a larger demand because of that. Other than what they have set in their config, demand and supply will also determine their expansion rate. They need to be able to build a certain amount of ships and stations before they can take more territory but they also need the same blocks to maintain what they already have. If they can’t, they’ll have to give away territory.
Trading
Based on their configuration and available blueprints, NPC factions will develop a demand for specific resources and blocks. Not only will they adapt their prices dynamically for that, they will also automatically trade with any trade node (human or NPC). This means that there is now an actual economy in the game. However, the old stick shops are still there for now. They will change into trade node access hubs when we release the update that requires a universe reset. They will select the trades they deem to be the best in terms of value. So if you will have a better chance to be traded with , you’ll have to make some good offers. There have been also countless bugs fixed for the trading system in general which will make it a much smoother experience.
Physical Trade Fleets
Possibly one of the coolest features in this update is that NPC trading fleets are fully physical. That means, they will have all the blocks used in a trade loaded onto them and you can actually intercept and raid them. Trades initiated by a player will still use the non physical simulation until we made sure the system fully works and isn’t exploitable, so any problem with the physical trade system will not affect players.
Fleets and Fog of War
An NPC faction has fleets in each system, as well as general fleets that get built for different purposes. You will likely see them fly by a lot if you stay in or close to an NPC owned system. They will mine and patrol, but also scavenge sectors where recent battles have taken place. One of the hardest parts of this update was to build a scalable system that can handle potentially hundreds of fleets without slowing down the process, but to not use the copout of spawning non persistent fleets just to fake activity. Once a fleet spawns, its ships are actually persistent. They will also attack fleets of their enemies as long as they are at war. NPC on NPC warfare will be fleshed out more in the future. You can now see routes of fleets if you are in an explored system and if a trade route goes through it you can also see where the convoy is located at that moment. Fleets that are flying around will have a blue dashed line pointing towards their destination. The defense fleets stay within their system and go from station to station. Trade fleets go between 2 trade nodes, there is an additional green dashed line between those 2 nodes to indicate which ones are trading. For admins, we’ve added a scan button to the map as an easy way to see fleets and their stations.
NPC Systems
Like player factions, NPC factions can take systems as territory. They will also determine a contingent based on their blueprints and the relative position of the system to the faction’s home system. Most factions will have less density in the outskirts of their territory although you can adjust that in the config. Some will spread faster and uneven, some prefer to be a big dense blob. The expansion behavior is also preferred towards the resources they mostly need for their contingent. Empty systems and especially black holes are avoided, although they still go into empty systems if there is really no other choice. The contingent will also determine which and how many fleets will be in that system, as well as determining production and mining. If enough ships and/or stations of a system get killed, the faction will lose control over the system. If the damage isn’t too much, the faction tries to replenish their losses at their next turn, and if that is not possible, they will abandon the system. You can see the system status in the Galaxy Map at the top right to see how much damage the faction has taken in that system. For testing purposes, NPC faction home-bases are currently indestructible and will also refuse to abandon their home base system, but that feature will open up after potential issues have been resolved.
Resources and Mining
Systems now have a resource richness. This amount is hidden at the moment but will actually be reflected by spawned asteroids in an upcoming universe revamp. The factions will use their contingent to mine resources from their territory. The amount of resources they can mine is limited and will reflect on what the player actually sees when they go there. For example, if a system is mined out, there will be no more asteroids spawning. The npcConfig can define a resource replenish value if needed.
Production
Factions will produce more advanced blocks from their mined raw materials each NPC faction turn. The rate of production is bound to config values as well as how many factory stations they have in their contingent for each owned system. The blocks produced will try to match the faction’s demand although this can take a while due to the large amount of blocks needed to expand and resupply.
Maintenance
To counteract the introduction of countless blocks into the universe and to have a simple controller for NPC factions in general, they will consume general maintenance blocks per turn according to their config. This allows for an effective way to steer the growth behavior of NPC factions without touching other areas such as trading and production.
Diplomacy
Diplomacy right now is at a stage where most of its functionality is in but individual player relation scores aren’t tied together with their player factions scores yet. The lack of that connection will result in odd behavior and will make you end up in illogical situations. For that reason only, we force NPC faction to offer you peace after a few minutes of no aggression and your own peace offers will always be accepted. This is for this update only and diplomacy will be completely functional for the next one. As mentioned above, NPC factions have separate opinions of players and faction. That means they could declare war at you personally while not declaring war at your faction. The system for diplomacy is a point based system. There are two different kinds of modifiers: status modifiers that will apply to your points as long as the status is active, like being in a war. The other kind are dynamic modifiers that will affect your diplomacy points permanently over time. These are triggered and increased/decreased by actions. After an action times out, the modifier will diminish and eventually be removed, but the change it applied to the points will stay. This system will allow for a better approach of AI handling relationships than with just using status modifiers. They will not like it if you are in war with their friends but they will like you for attacking their enemies. They also don’t like it if you mine in their territory and the longer you do it, the less they’ll like it. You can aim for getting an alliance with them if you want to, or you can make them your enemies. Diplomacy is also fully customizable with each faction having conditions and reactions for actions in the configs for modders to customize their experience. It offers quite a lot of possibilities that also make it hard to balance. The diplomacy values given to the NPC Configs are far from final and will receive a complete makeover when the diplomacy feature is done. Admin Config and commands On starting new universes or on update, admins can control the starting conditions of NPC factions by copying the configs from ./data/npcFactions to ./customNPCConfig and modify them (for them to not be replaced on the next update). Most of the values in the XML should have comments on them for better understanding. There are also several admin commands for better control over the NPC factions. The admin command list on the forums will be updated but these are some important ones: ~ /npc_spawn_faction Spawning an NPC faction yourself using the ones in the npcFactions folder. ~ /npc_spawn_faction_pos_fixed Same as before with the ability to also set their home system. ~ /npc_remove_faction Removing any existing faction using their ID (visible in the Diplomacy menu) Soon to be updated admin command list: https://starmadedock.net/threads/admin-commands.1283/
Known Issues
The local ship AI as probably all of you know is still a bit wonky. There have been a lot of improvements made already for this update, like spawn collision avoidance to prevent fleet ships spawning on top of each other, as well as an unstuck system where ships with a move order will warp away if they’re in a sector for too long. Other issues, like NPC ships sometimes undocking their docks or cargo display issues, still exist but these will be addressed and fixed in the upcoming updates. Thanks to all the testers and bug reporters! Don’t hesitate to report any bugs you encounter on our bug tracker Phabricator. In case they’re severe, we’ll release a hotfix as soon as possible. Any other new NPC Factions issues will be addressed in the following updates.
What’s next
Now that a big combination of single features is completed, the following updates will be used to address some older issues while improving the recently added NPC faction features. The next update will have bug fixes and something special from Kupu...It might be related to textures! It should be ready in 2 weeks. After that we’ll address some of our older issues and keep improving upon the NPC Faction system, how much we introduce or change also depends on your feedback so make sure to share those ideas with us. The main focus of that update though, will be to improve our existing combat systems, AI Behavior and ship control to give you a better combat and flight experience. Lastly a big thanks to all the translators! We will be including the most active ones in the credits screen that will be released with upcoming updates. Of course other people will be in there such as our most helpful testers. Thanks for playing StarMade, ~ The Schine Team
You've probably been sitting around twiddling your thumbs in anticipation for the next release, savouring any piece of news or updates you get about it. So here's a Dev Blog to help take away those hunger pains, at least for a little while.
While we had anticipated the Faction Update to be ready to go by now, we'll talk a little bit about why things are currently taking longer than usual, and more importantly what the implications are.
For those unaware, the Faction Update is one of our largest updates we've ever undertaken so far on StarMade. It introduces procedural Factions; NPC ships and stations that spawn in the galaxy and begin to expand their borders.
We can already see the experiences that this update will bring to gameplay just by flying around in the dev builds. Mining fleets appear and travel around; Scavenger fleets appear after a battle to try and scavenge what they can from any ships that were destroyed. There's a lot more data and interaction between factions, with a faction news tab and faction diplomacy screens now. It's all slowly coming together.
Galaxy map showing different NPC faction territories
This update has a lot of parts that all need to work together to not bring the whole thing down. One of the main problems is creating a huge amount of possible entities and systems without causing scalability issues. Each NPC system has its own fleets and more. All this needs to be organised and spawned correctly. Not only that, but the fleets all have to have something to do.
Overall, the goal with this update was not to just give the illusion of an alive universe, as that would have been a lot easier to do by just spawning in a few alibi ships flying by the player and then de-spawning again. Our goal is to give everything that spawns persistence and/or a purpose.
Looking at everything we’ve had to include, this is probably one of the biggest updates ever coming to StarMade.
- System resource management
- Contingent calculations
- Spawning mechanisms
- Fleet organisation
- NPC operations like trading, production, mining and much more
- Diplomacy and diplomatic consequences of decisions you make
- Formating all the config files and directory structures for easy modding and expanding
- Implementing everything above to best work in a networked environment without using huge chunks of bandwidth.
New data testing NPC fleet spawningEverything relevant for NPC factions can be modified in config files: from position and expansion rate, to resource preferences (by blueprints) and diplomacy behaviour. You can define this by what actions and statuses a NPC faction will judge other players and factions. You can even set conditions and reactions for how a NPC faction is to react, such as which state of a relationship to declare war on, when to offer alliances, or as simple as having an action trigger the faction to send a message. A lot of parts from past updates also come together for this one. The fog of war comes into play now as you can intercept trade routes that go through a scanned system you are currently in (a different scanning system will probably come in subsequent updates). Keep in mind that ships that the NPCs use for trading are real and they will have the cargo loaded that is being traded in that exact deal. The update has all the features it needs for the 1st NPC Faction release, and we are currently in full testing, but as you can expect from what has been detailed above, testing this beast is not an easy task. Checking every detail is time-consuming especially when the results start deviating from expected behaviour. With this many variables in play, it’s harder than usual to track down gameplay and balance issues. This means that we can't definitively say at what point the Faction Update will come out. When it does come out it will be at a stage where we feel it's ready to be released, making it a far more enjoyable release to explore and engage with. For those who are interested in all the support going in for custom NPC factions, such as server owners or RP players, you will be happy to know there are plenty of config options at your disposal. Through the various directory structures and included files you'll be able to define your custom NPC factions and share them around. If you want to start exploring just what control you will be able to have, we suggest on the latest Dev Build you go into your StarMade folder and take a look at all that's been set up in the "npcFactions" folder. It gives you massive control over every nuance of every faction, as well as control over their spawning, etc. Hopefully, that gives you a better idea as to the state of where things are at with the Faction Update. Yes, it's taking longer than expected, but we're choosing to take our time and get it right than rush it out full of unfinished features and littered with bugs. It's shaped up to be a very exciting update for StarMade, one that breathes life into the outer reaches of the galaxy. Here at Schine, we're all just as excited to see you all start exploring it as you probably are to see just how far reaching the ripples of this update will reach. Thank you for your patience, - The Schine Team
Greetings, Citizens ~ Terra here. There’s a new Launcher update live (v2.1.1!) as it’s fairly notable, I’d like to take a few minutes to discuss its features. I’ll go into a bit more detail than what’s listed in the…
Changelog
First, I’ve added a changelog that will give a quick rundown of everything new with this (and all future) releases. As you’d expect, this will display once per version, and you may view it again within the options window.
Backup Dialog
While restating the changelog entries (especially in order) seems redundant, one feature in particular deserves specific mention: the backup dialogue. It’s always prudent to have a backup of your settings and data prior to updates, and this makes doing so simple and painless. Clicking the [update] button presents the dialogue, which allows you to pick which sections to include in the backup, and its archive format. Alternatively, you can choose to skip the backup and simply continue with the update or cancel altogether. The backup format defaults to .zip on Windows and .tar.gz on Linux and OSX. (From my testing, the latter seems to have a better compression ratio.)
After completion, the dialogue will tell you the location of the saved backup. To support concurrent installs in the future, this location is in a backups folder within your StarMade game directory, e.g. S:SteamSteamAppscommonStarMadeStarMadeackups or X:gamesStarMadeackups or ~/games/StarMade/backups The backup’s filename is designed for easy reading at-a-glance, and includes the backup’s date, time, and from/to versions. It’s also ordered so the backups folder is automatically displayed chronologically when sorted by filename. The filename format does, however, make it slightly harder to interact with the archives via the command line. (Sorry about that.)
There is currently no pruning of excessive backups, though I will likely add this in the future.
Version Tracking
The launcher now reads the installed game version from the game’s version.txt file. This allows the launcher to detect Steam updates, as well as lays some groundwork for concurrent installs in the future. The launcher should support them as-is, but I will be adding official support in future updates.
Java Settings
A commonly-requested feature has been for greater control over settings passed to Java. Within the launcher options window, you will find a field that allows you to specify custom args to pass to Java. This field, of course, does not include memory settings, nor those passed to the game itself.
This version also fixes the inability to browse for custom Java installs.
Memory Validation
Despite its apparent simplicity, this was one of the more time-consuming features to add, requiring a rewrite of a decent amount of code. The memory settings window will no longer allow you to specify invalid settings or combinations, and will now alert you to what’s wrong. And perhaps more excitingly: it’s much more colourful!
Other Changes
This version also includes multiple backend improvements and significant updates to logging. It also fixes news post scrubbing, meaning there will no longer be swaths of text missing from the news feed.
Moving Forward
There are several large features I’ve been planning for a while, and now that the backup feature and most of the bugfixes are out of the way, I can begin working on them. These include:
- Consolidating the various options dialogues into a single dialogue listing different sections, thereby giving much-needed additional screen estate for more controls (e.g. backup and logging settings). This will also make the launcher cleaner and more intuitive by creating a central location for these settings and useful information (the installed game build, the launcher version, the user’s account name, etc.). As a secondary benefit, this will fix (or simply avoid) a few of the long-standing bugs, such as stacking dialogues.
- Offline support, as the launcher currently requires a connection to the Registry to function. The recent DNS attacks highlighted why this feature is so important. Coupled with this feature will be status indicators for the Registry and star-made.org.
- Official support for concurrent game installs. While useful primarily for development testing, the community has shown interest in this as well.
- Allowing the launcher to resize, and possibly breathing new life and style into its rather cramped (if pretty) design. I won’t list specifics as I’d hate to ruin the surprise.
- And at last: Translations. As many languages’ translations will require more space than their English counterparts, this feature must come after the size and design changes.
Greetings citizens, ~
At this stage, our current version is ready to be tested on the Official test server. It contains all core features where we can expand on with the upcoming releases. This is not the NPC update release, this is a development build available to the public, we're currently in a testing phase and need as many people to test it as possible. Please check out the development build. How to report bugs: http://phab.starma.de/w/create_bug_task/
The test server is running the build for a public test on play.star-made.org:4848.
These builds are only available on the Dev branch; it’s highly recommended that you use a different installation location or make a backup of your entire StarMade folder before overwriting it with a dev build.
Keep in mind that follow-up dev builds will most likely require you to also start a new world.
To get a fresh install of the dev build, select a different install folder in the launcher and switch to the dev branch.
Click on the gear (1), and change the build type (2) from “Release” to “Dev”, it is also recommended to use a separate installation directory (3). (Append a “DEV” to the installation path, to keep your original installation intact.)
The dev build has mechanics that will be disabled in the next public release, but are a necessity for experimenting with the NPC factions:
- Debug menu, press F1 + B
- Extra logging in your logstarmade.log files
- Disabled Fog of War
- Shows all fleets
- Shows info in the galaxy map if you go into a NPC faction controlled system
- Will send extra information to clients so it might be a bit more bandwidth intensive and prone to lag in multiplayer as long as in debug mode
NPC Factions
NPC factions are a new AI controlled entity in the game. They represent a faction in the main galaxy. Although it is possible to have them spawn in other galaxies too, we want to focus on the main galaxy to give players a good experience without endless repeating patterns the further you go out. While you will still be able to do that, and there might be something special to find, the action will always be in the main galaxy. Each faction has a config and blueprints that are copied from a set of faction configurations located in ./data/npcFactions/. There you can also add your own custom factions or edit the existing ones. When making a new world, they get copied over into the world’s database ./server-database/worldName/npcFactions/. We have a lot of new assets for the npc factions, possibly including the fleets from the contest. Some of them are already included in this dev build, and we’ll continue to do so for the full release. Expect to encounter A LOT of new high-quality ships across the universe. We will also be doing further contests to expand the arsenal of default factions.
Spawning
NPC spawning is the first step. On Galaxy creation the system will mark suitable spots, so it is efficient to select them later without having to iterate through every system and looking at its properties. Normal NPC factions only spawn in star systems. However there will be special ones, that will also spawn in the void.
Initial Growth
A NPC faction can grow initially to simulate them being further ahead in time. It will use a particular algorithm to determine the way they will grow. They will look at potential resources which are now distributed in the universe. They will also prefer star systems over void systems for that reason. Depending on the faction’s config setting, they will also either try to be densely clustered or expand much more loosely.
Faction Demand
A faction wants to grow and to do that it needs blocks to construct the new stations and ships it will add. We call that “demand” and it’s calculated from the blueprints that have been made available to them. Each faction has an individual config and individual blueprints they can and will use. The demand is calculated not only considering the actual resources used but also what resources those blocks are made of. The result is weighed to determine what resources a faction prefers and how much.
Faction Inventory
An NPC faction will keep track of all its possessions in a central inventory. Its start inventory will be filled according to a faction’s demand. You can change that in its’ NPC Faction config to adjust which and how many blocks they will initially get.
Trade Prices
In the next step, the faction will set its trade prices. Each faction’s homebase serves as a trading station, which can trade with other NPC factions as well as other players. The prices are set by demand. That means it first will look at the faction’s general demand as determined in the previous steps, but also how much of that demand is satisfied. If the amount is within a certain range, which can be adjusted in its config, the faction will be trading it. It will also adjust the prices depending on how much of its demand is already satisfied. So for example, if the stock is low but there is a high demand, the faction will pay more for it and at the same time stop selling that item.
Contingent
A contingent is the collection of entities a faction could possibly own. Each NPC faction can spawn a certain amount and types of ships per owned system. The types and mass distribution can be defined in the config. There is also a distribution by distance from the home system. That means you can have the faction spawn smaller fighters and outpost stations on the outer edges of its territory, and bigger battleships and factory stations the closer you get to the home system. A blueprint can now be saved with a classification that determines its usage. These classes are then used to look up ships in a faction’s available blueprints. Blueprints will now also save their capacity, so they can spawn with items if necessary (trading ships), and a score based on salvage beams. The contingent will adapt over time as the faction grows. Keep in mind that a contingent is only possible ships which are then spawned on demand when a player gets close. This solution is used to combat scalability issues you would have if we would spawn everything when they’re created. It also helps to respond to player actions with specific ships.
Fleets
A faction has system fleets and general fleets. System fleets will include everything within an owned system of an NPC faction. This includes patrolling ships that will respond to any attack, mining, and other events. There are different fleet types like attack, defend, mining, scavenging and more that can be configured to contain weighted amount of ship classes. So if there is an asteroid that needs mining, the faction will spawn a mining fleet if the contingent allows it and send it to mine that asteroid. Patrol fleets are going from station to station and will react to any potential threat that is entering the system. General fleets, however, are mostly for faction wide events. This includes actual trading fleets spawned on trading with the actual resources traded, but also attack fleets in case of war, scouts, scavengers and more. Those fleets can then be encountered outside of NPC territory. We will also add more ways to scan for fleet activity. The dev build is very verbose currently and will show all information.
System Status
A system keeps track on what ships it spawned from their contingent. That means it also knows how many resources are invested at the time, including cargo. When a faction ship or station gets blown up, the amount of resources are considered lost. This can then be used to apply a system status percentage of resources lost. This status will be visible to the player. When the status gets below a certain point, the system will be abandoned by the faction due to losses. If the status doesn’t go below that point, the faction will focus to replenish the resources first using their own inventory before considering expanding again. If the faction can’t replenish enough resources to bring the status back over a threshold, the system will still be abandoned after all.
Diplomacy
An NPC faction will also enable diplomacy both with other factions and with individual players. The diplomacy will be based on a point system. Those points can range between a minimum and a maximum value to represent the relation to another entity. There are two ways that can modify your relationship points with a faction:
- Status effects: these effects add or remove a constant amount of points based on status. This means that if you are in war with a faction, they will apply -X points to your score, though the points will go back to its original point value as soon as that status no longer persists. This means, that status effects don’t actually permanently change points. There are several advanced status effects available including having close territory to them, being at war with their allies, or positive ones for being at war with their enemies.
- Action effects: these effects create modifiers that add or remove points permanently over time. In war for example, in addition of the status effect, you’ll also get a negative action modifier for starting the war. This modifier will slowly remove points over time as long as you are in conflict. This means that you will end up with less points permanently after the war. There will also be negative modifiers for any aggression towards the faction and their allies. So no matter how much they liked you in the past, if you start to kill their stuff, they will get mad at you depending on how much of that you do. Action modifiers, when no longer reset by repeating the action or by a persistent status will slowly fade out till it runs out of penalty points or enough time has been spent since then.
NPC Faction Turn
A NPC faction turn are triggered periodically and that amount of time can be adjusted in the NPC config. Currently it’s every 15 minutes. In each turn, a faction will do the following actions in that order.
Mining
For each owned system, the faction will simulate mining. Each system calculates a total amount of resources depending on what resources the system is rich in. The system then looks at its contingent and how many mining ships it has. It then calculates a score based on the blueprints used as mining ships and from that calculates how many resources are mined. This is in addition to the actual resources mined by mining ships when a player is close by. Each mined system has a max amount of resources it can hold and how fast they replenish each turn. This resource status is then used for actual asteroid generation when a player gets close. Sectors with a low amount of available resources will not have many asteroids spawning or any at all if it is completely depleted..
Production
For each owned system, the faction will simulate factory production. It will take all the factory class stations it has in its contingent and craft items. The amount of raw resources used for production can be adjusted. The types of resources produced will again be focused on the faction’s demand (which changes based on the amount of systems the faction has). The production turn has multiple steps to ensure that higher level items are crafted from the lower level ones, that have been produced in previous steps.
Resupply
The systems will now use their faction inventory to resupply themselves based on resources lost. These resources are taken out of the faction inventory. If a system can not resupply to put its status above an adjustable value, it will abandon the system.
Consume
As an additional block sink and tool for balancing, a system consumes blocks each turn based on its contingent. This is used to balance the ability of mining and producing everywhere at once. It can be set to be temporary, so a new system will only consume items up to a certain point, which makes it handy to control faction growth.
Trade
One of the most complicated parts of a faction turn is the trading turn. A faction will look at all available trade nodes. Then it determines the price difference of its buy/sell price with the other node’s buy/sell price and how much can be bought/sold based on stock and money. From this difference the faction accumulates a trade value. The value also goes down the further the other node is away in the universe. That means that trading with far away nodes is only done when it is determined to be very lucrative or in very large amounts. The best value is then selected and the trading will start. Depending on config settings a maximum amount of items to trade with can be set, so a faction can potentially do multiple trades at once. Since an NPC trade is not dependent on the Trading guild, it will spawn an actual trading fleet that will be attached to the route. This makes it possible to raid NPC trading ships. We will be making the same for trading guild ships with some modifications for extra security. In the future we will also allow players to use their own fleets for trading so they no longer have to pay the trading guild, at the risk of losing their ships in a raid of course.
Expand
The last part of the faction turn is the expand turn. The faction will assess its current inventory and determine if it can expand. Expansion cost is dependent on the demand and how many systems the faction already owns. If the faction can expand, the cost is immediately consumed and the system is then taken. Testing the entire system is extremely time consuming and complex, especially when you’re looking at the scale. Minor mistakes could have major consequences. In the coming days we’ll also add more in depth descriptions to the NPC Faction config to clarify what each config value exactly does. Thanks for playing StarMade, ~ The Schine Team
Greetings Citizens, ~ Due to the sheer scale of this update, the impact it has and the amount of parts it has to it, we're unfortunately not able to release the NPC update this week. However, we have created a video for you to watch, outlining how the NPC factions will work. Watch it here: https://www.youtube.com/watch?v=pXmMArgf7AQ As mentioned in the video, sometime after the NPC faction update, AI will be revamped and upgraded on all fronts. We've been waiting for the NPC faction update to address an AI overhaul so that all parts can come together. We will also address and overhaul weapon/ship-structure/resource balances in subsequent update cycles. Thanks for playing StarMade, - The Schine Team
Couple of days late!
We're back with another Dev Blog to give you an update on how we're tracking. There's been some great releases thus far, and I for one can say I've very much been enjoying all the new Display Module updates.
However as much as logic updates are great, one of the most exciting additions recently is Fog of War. Not necessarily because of that feature alone, but because of what that feature is leading us into.
Now let's say this up front, the main reason for this Dev Blog is to inform you that our release cycle is changing for a bit. Up until now it has been a steady two week release cycle, and has worked great overall. Moving into larger development projects for the game though has seen these two week turnarounds become more difficult, and resulted in slower progress on these larger projects. To rectify this we are now going to be operating with a four week release cycle, at least for the time being. With more similar scale projects ahead in the development timeline you will find us choosing to swap to four week release cycles a bit more frequently.
Let’s talk about the development project that has spurred on this change.
NPC Faction Generation
At the moment StarMade’s default faction stations would randomly spawn on the start of a new universe and populate the galaxies. Additionally you would occasionally encounter pirate ships and a battle would wage. This has been the most basic NPC faction generation, but we have much larger plans for NPC Factions, so in revisiting the system everything has been built from the ground up.
There’s a number of aspects to NPC faction generation. Thinking about the playtime of games gives a rough look at how complex their NPCs need to be. A simple game like Counter-Strike, in terms of round time, means that any NPC bots just need a rudimentary understanding of how to play, rather than complex strategic calculations. Progressing to most real-time strategy (RTS) games and the logic and calculations and strategies that NPCs employ during gameplay is far more complex, as those games are often a lot more drawn out.
Now think about StarMade and consider a server that you could return to play on over days, weeks, months. All that time there’s additional NPC factions that will exist in the universe, doing their thing with their goals that they wish to work towards. It’s just scratching the surface to the breadth we wish to give NPC factions, resulting in a constantly evolving landscape of gameplay as time progresses. This is especially significant for singleplayer gameplay, and something that StarMade has been lacking thus far.
This is just the starting phase of all we wish to do with engaging content that evolves over time through gameplay. Setting a solid foundation for NPC faction generation is paramount to the stability of everything else planned. Hence the move to extend the release cycle periods.
If we picture NPC factions like a jigsaw puzzle, there's a lot of elements coming together…
- Newly designed ships and stations for our Default factions (Trading Guild, Scavengers, Outcasts)
- Numerous ship fleets from our fleet competition that will be for procedurally generated factions
- Fog of War to encourage exploration, but also to hide what the other factions are doing, making it more engaging in the process depending on whether they're friend or foe.
- Many new features for factions or that factions will be engaging with (e.g. the Trade Network)
- A robust faction generation system to handle generation, exploration, expansion, gathering resources, diplomacy, etc.
Then like actual players, they start to explore, expanding and gathering resources and claiming more for themselves...
In reality though, resources are a lot more random and so there's more value claiming certain areas rather than just the ones surrounding your homebase. So instead, the factions need to weigh up what is worth claiming over other star systems...
One of the benefits is that while players haven't explored areas occupied by NPC factions, and because of Fog of War, it enables all these calculations to happen very quickly through algorithms etc rather than physically loading every ship, every station. This means that there isn’t a performance hit compared to if every star system had to be loaded for processing to happen. The NPC factions exist virtually, as numbers and computations, for the most part. It's not until players approach where a NPC faction exists that all the number crunching becomes reality. Do the numbers say that that faction has consumed 50% of the resources in a star system, expect 50% less resources to spawn when you first visit there. One thing to note as we look forward to the release of the new NPC faction generation system is that this won’t require a universe reset for your servers. In fact, existing worlds will help us in the initial implementation by being able to provide us more in-depth details about the generation process. Thus far it's been a project happening behind the scenes as other releases have been coming out, but the switch to the 4 week release cycle will allow us more time to focus on building a robust NPC faction generation system that is something we can expand upon as we progress. It will see both singleplayer and multiplayer injected with a vast more content and that's not even going into the other stuff we have planned for StarMade. It's a very exciting time and we can't wait for you to experience it. - The Schine Team
Greetings, Citizens ~ In the process of working on NPC Factions, we’ve been doing what we can to release those pieces of it that work on their own. One such piece is the Fog of War.
Fog of War
Most of you already know this mechanic in one way or another. This is how it works in StarMade in its current state: Fog of war happens on a per-system level with local granularity. This means that any sector and its neighbors become ‘scanned’ instantaneously when visited, and they keep being visible in the map until you log out (for personal usage) or the server/game restarts (for faction usage). You can ‘scan’ a system if you have visited at least 15 of its sectors (trackable in the galaxy map) or if you simply use your scanner. A system will be always visible in the map once available. The reason for this two tier-system is simply scalability, as it would cause immense database load (and size) for an entirely per-sector fog of war. Keep in mind that the Fog of War system is subject to change, since it’s an important piece of the NPC update. Scanners will also likely be rebalanced to be better at exploring. The system also already supports trigger based and time based “re-fogging” of areas.
Faction Sharing
Factions share their fog of war. This not only means that newly scanned systems are instantly available to all members, but it also means that factions share progress per system: if a 16-member faction all warps into different sectors within a system, they would reveal it instantly. There is also a new permission available for faction ranks: Fog of War Sharing This means that factions don’t have to share their information to new members they don’t trust yet. However, once the information is shared, the player will retain the gathered fog of war information, even in the event they lose the permission or get kicked from the faction entirely. At the same time, a player will always share their personal fog of war information when they join a faction, even at a rank that doesn’t provide the player with any faction fog of war data in return. Additionally, a member with the ‘Faction Edit’ permission can share the faction’s fog of war information with other factions. This option is available in the diplomacy panel.
Display Block Upgrade
In addition to last update’s new copy function, you are now able to modify the content of your display blocks in even more ways. When copying the content from one display block to another, you can now use the following tags: [shield], [shieldCap], [shieldPercent], [power], [powerCap], [powerPercent], [auxPower], [auxPowerCap], [auxPowerPercent], [structureHp], [structureHpCap], [structureHpPercent], [armorHp], [armorHpCap], [armorHpPercent], [mass], [blockCount], [sector], [system], [name], [docked], [cloaked], [jamming], [speed]
- '[PASSWORD]text': The text in this block will not show up.
- '[ADD]text': The text after [ADD] is added to the existing text of the connected block ([ADD] must be in the very front)
- '[DEL]number': Removes an amount of characters from the conneted block ([DEL] must be in the very front)
- '[REPLACEFIRST]regexp[WITH]replacement': use java conform regular expressions to replace specific text ([REPLACEFIRST] must be in the very front)
- '[REPLACEALL]regexp[WITH]replacement': use java conform regular expressions to replace specific text ([REPLACEALL] must be in the very front)
Further Development
Progress on the NPC update is steady, but we might need a 4-week release period to get the NPC update done more quickly. As always, thanks for playing StarMade! ~ The Schine Team
Greetings citizens, ~ This is another update in the midst of developing the NPC update. Although we said updates are going to be smaller during this time, this one actually has quite the substance to it for logic users.
New Logic Blocks
This update adds a new logic block and system to the game. Randomizer Block As you probably guessed by the name, this block produces random results when activated. Each time it receives any signal (true or false) it has a 50% chance to change its state. This can have several applications: Using multiple randomizers can create a random binary number depending on how many you use. You also can also modify the odds by chaining these blocks together with ANDs to reduce the odds or ORs to increase them.
Logic Sensor Block (Council suggestion T1756)
The logic sensor block is part of an entirely new system that can probe the current state of most systems on a structure, such as power or shield percentage. This means you can now include the state of those systems in your logic circuits. The following systems can be probed:
- Power and Power Aux: The output is based on the power/capacity percentage.
- Shields: The output is based on the percentage of shields compared to its capacity.
- Jump Drive: The output is based on the charge percentage.
- Jam/Cloak: The output is 100% when it’s on and 0% when it’s off.
- Doors: The output is 100% when closed and 0% when open.
- Cargo: The output is based on that unit’s volume/capacity percentage.
The reasoning behind requiring a logic signal to pulse the sensor is that it both adds more control over signal rates and significantly reduces overhead. A reverse trigger (meaning the block automatically firing when sensing the desired value) had several problems: Not only would it be performance intensive by having to iterate through all sensor blocks on every update (as inputs don’t know their incoming connection), but it is also less versatile, since this logic-based approach lets you sense a value on events (e.g. a better automatic door that only sends a signal to close a door that is actually open). The whole system also ties nicely into the general design of StarMade, which is to avoid countless menus of configuring systems with dropdown menus and entering numbers.
Radial Menu
We have developed and included a new radial menu for this update. This menu will finally make remembering shortcuts for menus a thing of the past. The default hotkey for the menu is TAB; everything that was previously bound to TAB has been moved to F1. Keep in mind that the design and usability of this menu is not final! We understand that there are several approaches and ideas on how radial menus work, and we will adapt it according to what feels the most comfortable for users.
New Graphical Effects
This update also contains some shiny new effects, as well as improving existing ones:
Thrusters and Cannons
We’ve added new post-processing to both the thruster plume and cannon fire that will make your ships significantly prettier, and the effect isn’t simply linear, so the more thrusters you expose, the more rockin’ that ship’s tail will be. This is a prototype, and it will be expanded upon later. Likewise, cannon fire now glows and scales with that cannon’s damage. You can also customize the muzzle flash by connecting its computer to a light block. The same goes for the thrusters on your ship, just connect the ship core to a light. This glow has also been applied to our beacon blocks.
Display Block Logic
Due to high demand, we’ve had this planned for quite a while now. The content of display blocks is transferrable, and it works exactly the same as rail replacement. Just place an activation block next to a display block and connect it to a second display elsewhere. On activation, the content of the adjacent display block will be transferred onto the remote display. This allows, among many other things: cycling systems readouts, security feeds, and even a chat/alert system. Since we’re aware that players will make some crazy things with this, we’ve made improvements to the network code so that changes only affect nearby players. In this case, it only sends the text to nearby players (as opposed to everyone) when displays change.
Rail Connection Logic
You may now connect rails to activation blocks. This allows you to use logic without needing to place the activation blocks directly adjacent to your rails -- potentially in the middle of nowhere. This will, however, disable touch logic for the specific rail block you’ve linked.
Additional Features
Rail pickup points are now invisible if the point is deactivated. (Council suggestion T1735) Furthermore, it is now possible to toggle the logic pipe graphics on/off in the game’s graphics options.
Block Config change
- Power auxiliaries were changed from 100 SHP to 25 SHP. This should make it less punishing to lose them. We’ve planned other changes, but they’ve been delayed for the time being due to insufficient feedback.
- We’ve changed the grouping of logic multi-slots to make room for the new randomizer and sensor block.
Bugfixes
- T1869: Client crash in specific sector (nullpointer)
- T1918: Power aux explosions aren’t random
- Ghost linking by switching rails with logic is fixed.
Greetings citizens, We are currently mainly working on the NPC Faction update, but we will release updates at the normal schedule. This update has some nice new gameplay features, as well as an overhaul of our lighting engine and a small texture update.
Auxiliary Power
The need for power in StarMade is always present. So much so, that players came up with complex designs that involve using the supply beam to overcome built in restrictions to docked entities. The problem with this kind of construction was, that they didn’t really perform very well, and if they actually undocked in combat or on accident, they would cause major lag. We don’t want to punish players by just taking their power away, so we had to come up with a compromise. Together with the council we developed a new block: Power Auxiliary. This new power block replaces the functionality of the current docked reactor concept with an onboard block. Eliminating any lag caused by physics. Auxiliary power can be assigned to your hotbar (from your weapons menu) and can be turned on and off on demand. It works like a reactor with internal storage that can act as a buffer. When it’s on, its regeneration gets added to the main ship and also its stored power gets dumped into it (even if there is no room). When it’s off, it charges its internal storage although at a slower pace compared to its normal generation. Stations/Planets can’t switch between modes, their reactor is always on. The AI though can’t use the block right now, that will be added at a later stage. Docked reactors had downsides though. They were easily found on a ship because of their navigation markers. And when damaged, they would rapidly lose their efficiency. The new block has a different downside that comes down to the same thing, loss of efficiency/regeneration. If a block of a group gets taken out, the whole group starts to discharge. Explosions will occur inside that group. The amount of explosions, their radius and damage depend on the size of the group at the time of being hit. The biggest reactors can almost reach an efficiency of 200 power per block but they’re also the ones that are easily hit and take the most damage when exploding. They’ll lose most of their blocks in about 1-2 minutes which still makes them useful for a short period after they got shot. However, it is strongly advised to use armor, not only to protect those groups from external damage, but also to interlace it within the group, so a potential discharge would minimize damage inside a group. It’s a high risk high reward system. Using it wisely can make your ship superior to others. Using it recklessly can make your ship useless with some lucky hits. Your power is the most important part on your ship and you want to make sure it’s out of reach. (Smaller ships didn’t have docked power reactors to begin with. We have other systems planned that will affect them.)
Supply/Drain Beams
To make sure people will stop using docked reactors of any kind, we have now included a config option to modify the output of these Beams when they’re hitting a docked entity, or an entity where it is part of. It’s set to 0 meaning that
- Power Supply
- Power Drain
- Shield Supply
- Shield Drain
Lighting Shader Overhaul
We completely reworked the lighting shader engine. It now looks much cleaner than before, allowing better specular control and removing previous oversaturation issues. More features will be coming to improve lighting indoors. If you have previously altered your Gamma or Lighting Quality settings to manipulate the brightness you may want to re-check your settings to find a desireable light level in this update.
Detailing on hulls such as wear and scratches are now light dependant and will shimmer in the sun.
Blocks that are light in colour will no longer wash out or bloom when lit.
Texture Changes
Hulls and Light blocks have been adjusted to work accurately with the new lighting system. All others blocks have been given a basic working specular value temporarily while we prepare for new texture projects. Normal maps have been re-enabled on hulls and measures added to help prevent Moiré effects. We’ve squashed lots of rotation bugs on hulls meaning hazard stripes and hull blocks with normal maps will no longer sit at odd angles to each other when rotated. They should now smoothly tessellate across varying shapes and angles and lighting will flow accurately along their maps.
This example of old, broken tiling is a thing of the past!
Fixed tiling! Hazard hulls will now tessalate correctly over multiple angles and shapes. An all new texture pack is in progress, which will take advantage of the new lighting changes to allow better material definition through specular mapping. This new pack is a complete overhaul of our default set, you can check out a few work in progress shots and discuss the upcoming changes here in this thread. We hope to have this in your hands within the next few release cycles.
Work in progress shot for the upcoming texture set.
Small Shipyard Features and Fixes
Several shipyard bugs have finally been fixed. If you find more, make sure to report them. Shipyards will be a key component later on so it’s important to make them reliable. There is still more to do in terms of usability but some small new features have already been added:
- Designs can now be created directly from the catalog list.
- A permission block next to the Shipyard now also acts like a permission block next to the shipyard anchor, making it possible for players to create ships on a shipyard that doesn’t belong to their faction. The constructed ships will have the faction of the player who issued the order.
- Shipyards can be linked to factories (pull on construction will pull from factories)
Rail Fixes
In tandem with the Shipyard fixes, some important fixes to rails have also been made:
- Rail movement is now delayed until all necessary elements have been loaded. That means, docked entities will no longer just start moving if they are on a rail that has 0 speed. They will also not collide into each other on loading making them unusable until redocked.
- Rail collision behavior has been improved by delaying a resetting entity by a random time, this decreases the potential of a deadlock at intersections considerably. You could also use this as a random signal generator (until a block for that is introduced).
Config
The SHP of Shield capacitors and rechargers was reduced from 100 to 25. This should make them a more viable choice to use as a buffer block between your armor and your power. These blocks lost most of their usefulness when you start taking block damage so there’s no reason to have their SHP this high. The new power auxiliary block has the same values as power reactors/capacitors except for its HP and its recipe:
- Block HP is 50 (instead of 25)
- Crafting recipe is: 1x power reactor + 1x power capacitor
Looking for new forum admin(s)
The StarMade Forums (StarMade Dock) are currently looking for one to two new community administrators. Admins are volunteers who manage the moderation team, site policy and overall ensure the community is running well. More details can be found here: https://starmadedock.net/threads/looking-for-new-administrator-s-for-smd.26679
Other Bugfixes
- Your player character getting reset on exiting the game might be fixed now. This one is hard to trace.
- Fixed an exploit involving shipyards
- T1360 Shipyard adds suffix and prefix to chosen name
Hello Citizens, ~ A small hotfix has been uploaded:
- Fixed servers with lots of blueprints freezing when a player saves a blueprint (Uncontrolled multithreading caused too much memory being consumed)
- Fixed cores being destructible on client side (didn't affect servers, so it had no direct gameplay implication)
- Fixed orientation resetting for damaged blocks on client side (also didn't affect servers, so it fixed itself on reload)
- Changed entity saving method to possibly fix issues of player states resetting on some systems. Also increased log output, in case it still happens.
Greetings, Citizens ~ Terra here. After many months of working on the new launcher, I’m excited to finally announce its release! The new launcher is a pleasant departure from our previous, rather utilitarian version. It’s beautiful, very user-friendly, and should help resolve many issues. (Though, should you prefer using the legacy launcher for any reason, you may still do so.) [img=http://i.imgur.com/pW892pg.png] Please note that we are only releasing the launcher on Steam at present. A standalone version will follow soon. If you want to use the new launcher outside of Steam now, head over to our downloads page and hit the “DOWNLOAD NEW LAUNCHER” button http://www.star-made.org/download . Here are a few of the major points:
Bundled Java
One of the primary benefits of the new launcher is that it comes already bundled with Java. Not only will this allow users to launch the game on systems without Java installed, it also ensures the correct bit version for their system. (While using 32bit Java on a 64bit OS is possible, doing so causes significant performance issues.) Furthermore, we specifically picked the Java version we’ve bundled for its better performance, so using the new launcher should improve gameplay experience, at least slightly, for most players. (Should you prefer to use your own installed Java version instead, you may specify it within the launcher options.) On a related note, there’s a relatively rare but difficult-to-troubleshoot problem that has plagued many players in StarMade and other Java games alike: the _JAVA_OPTIONS environment variable. When present, it overrides any settings passed to Java, often causing crashes or extremely poor performance. The new launcher warns you when it is present and allows you to alter its value if desired. These two features should resolve the majority of pre-launch issues.
Steam Linking
Steam linking is considerably easier now: when running the launcher via Steam, it will ask if you want to link your Steam account after you’ve logged in. The option is also available in the launcher options. [img=http://i.imgur.com/YbYN94d.png]
Memory Settings
Continuing with the theme of thwarting potential problems, the memory settings window will not allow you to choose invalid memory values, and has sensible defaults. The input boxes allow fine control over values, while their spinners and the slider allow you to change values quickly. [img=http://i.imgur.com/IYALXAe.png]
Moving Forward
As the launcher is freshly out of beta, there may be some lingering bugs. If you discover any, please restart the launcher with the --verbose option (via the console, or within Steam via “Properties > Set launch options…”), reproduce the behavior, and attach launcher.log to the bug report along with the usual information. I will be happy to squish them for you. Speaking of options, passing --help to the launcher will give you a list of options that change its behavior, including bypassing the autoupdate feature, or capturing the game’s output for troubleshooting purposes. I will continue updating and improving the launcher, and already have several additional features planned. Furthermore, we here at Schine are planning on releasing the launcher’s source in the coming weeks, so if you’re keen on forking it or helping out, you can! If you just want to poke around, that’s fine, too. Stay tuned for more updates! And as always, thanks for playing StarMade ~ The Schine Team
Greeting citizens, ~ Since mainly we are working on the NPC factions feature at the moment, which is a big update with a lot of planning, design, and architecture, the updates during this period will contain smaller features, fixes, and optimizations. However, this doesn’t mean that the updates won’t have any impact. The latest optimizations make ship battles, including capital ship fights a lot more fluent.
Faster Chunk Loading
One major bottleneck of the old system (even more so with the new chunk32 system) was the final step of loading or generating chunks for the game. The step of putting the blocks in the game physically and updating all logical dependencies as well as center of mass, tensors, and other metadata. Since this step was done in the main thread, it often caused fps drops, and/or stalling (small freezes). This was mostly visible when starting up. Most of the work has now been put into the generator threads that load the chunks. This archives much faster chunk loading as it utilizes multicore processors. The data that needs to be in sync with the main thread is prepared and applied in one step per chunk. It doesn’t eliminate all the short freezes on startup, but it makes it considerably better. It also improves general loading speed by about 30%-40% (reported by our testing team).
Bandwidth Optimization
Positional data is now sent dynamically based on where the players are. The further away an object is from you, the fewer position updates you will receive. This will improve bandwidth usage on bigger servers by a lot since the positional data is at least 50% of the total data sent.
Lag Correction
As you all know, when going fast and trying to hit an equally fast ship, stuff starts to jitter around. This is now fixed. The new lag correction algorithm does a much better job at smoothing client and server differences out. Speeds up to 300m/s had no noticeable jitter on the official test server. However, sector changes still cause your ships to jitter, that’s a different issue.
Physics Optimization
Although physics performance on single entity ships is in a much better place now, stuff gets to a crawling halt when two bigger ships with docked entities meet. This is now optimized to run several times faster (from around 1fps on two big ships with 200+ entities colliding to around 40-60, coming from 80 fps).
Cannon/Beam Hit Optimization
Block modifications in general, but especially block damage and removal caused by cannons, damage and salvage beams have been sped up considerably. Volleys from capital ships will no longer turn the game into a slide show. From testing results, weapons that used to freeze your game for several seconds per volley, barely affect your FPS now. This combined with the physics optimization should make ship battles a lot more enjoyable.
Bug Fixes
T1830 Block information for russian/traditional chinese cause freezes T1025 Joystick and Gamepad support broken
- Fixed a layout issue for the Pixel texture pack.
- Turret power sharing (for AI) now looks at every chain before it stops firing. The threshold is still 35% of max power capacity (but per chain now).
- Fixed an issue where destroyed blocks would re-appear (client side only) in some cases.
Please note: This is not a release announcement, this is a call for final public testing for our new launcher. Greetings, The latest beta launcher is now available for Steam users, and it's a rather large update. It's also a release candidate, so if all goes well, we will release the launcher by the end of the week. Help us make sure it's ready! To launch the game with the beta launcher, simply click "PLAY" in the Steam application and select "Play with Beta Launcher (experimental)" in the popup box. [img=http://i.imgur.com/Q91beis.png] Alternatively, you can download it directly:
- Win32: https://s3.amazonaws.com/sm-launcher-public-beta/build-163/starmade-launcher-win32-ia32.zip
- Win64: https://s3.amazonaws.com/sm-launcher-public-beta/build-163/starmade-launcher-win32-x64.zip
- Linux32: https://s3.amazonaws.com/sm-launcher-public-beta/build-163/starmade-launcher-linux-ia32.zip
- Linux64: https://s3.amazonaws.com/sm-launcher-public-beta/build-163/starmade-launcher-linux-x64.zip
- OSX: See below.
- Feature: Actual logging! The launcher writes the log to launcher.log within its directory. I will continually add to the log and tweak its entries as the launcher progresses.
- Behavior change: Reduced the amount of console output, notably during game updates. This change also considerably reduces Electron's needless spam.
- Behavior change: --debugging and --verbose now change the log-level, thereby showing additional log entries. Please use --verbose when sending in launcher bug reports.
- Feature: --development now opens chrome dev tools for all windows.
- Feature: --cache-dir allows you to specify a custom launcher cache path. Note that this does not persist between instances, so you must specify it each time.
- Feature: added --capture-game-log, which does what it says. The launcher will capture and log all game output; invaluable for troubleshooting. Implies --attach, useless with --detach
- Feature: Rewrote --help, including version/build info, and grouping available options. I've also moved this code to the top of the main process, bypassing the Electron output garbage and speeding up execution considerably.
- Bugfix: Capturing game output works correctly again.
- Bugfix: Memory slider and memory defaults now cap to physical ram.
- Bugfix: Memory slider can now always snap to the lower/upper bounds.
- Bugfix: The first news entry's title in the news feed is no longer cut off if it is too long.
- Bugfix: Updated cache location. The launcher now stores its cache within its own directory. This update also fixes the bug where the launcher would create several directories in incorrect locations.
- Behavior change: The launcher and game are now self-contained by default: both the cache and game folders default to within the launcher folder. (applies to: win32, posix)
- Feature: Added low memory warnings to the memory settings window
- Feature: Added validation for invalid memory settings.
- Feature: Added path sanitizing (win32, posix) to the build type dialog's install path. This prevents using paths with invalid characters (causing undefined behavior) and using a blank path (which previously would install the game to your drive's root -- messy.)
- Feature: Added warning dialog when detecting the _JAVA_OPTIONS environment variable that details what it is, why it's harmful, and allows the user to alter its value if desired. This should solve some of the rare, difficult-to-troubleshoot support tickets.
- Feature: Launcher now presents --steam users with the Steam Link page post-auth until they have either linked or permanently ignored it.
- Feature: The autoupdate process now buffers the update package, and gracefully handles any errors it encounters. It only applies the update if everything succeeds. Previously, any interruption during the lengthy download would irreparably corrupt the launcher, making it susceptible to any number of issues from connection timeouts to power failures to impatience. This change narrows that corruptible window from several minutes down to less than a second. (Aside: an i/o error detected during this tiny window is the launcher's only use of the [amusingly accurate] FATAL log entry type.) In addition, the other launcher windows (auth, main) will no longer open during the autoupdate process.
- Many, many internal changes and improvements.
Hello citizens ~ We just uploaded a small update that will increase lighting calculation speed by ~30%. That's the time of a recalculation when you place a block or turn light on/off. The chunk32 update introduced a bit of delay on it since it is doing 8 times the work now. There are more optimizations planned in that regard very soon. Also, a lighting bug has been fixed. It caused the lighting switch to distance lighting to be a hard edge, so chunks appeared to be suddenly darker when coming closer. Thanks for playing StarMade, ~ The Schine team
Greetings citizens, This is just a small update to fix the resources in asteroids. There should be more than eight times as many raw resources in asteroids, and the veins should be spread more evenly. This fix will only apply to unchanged asteroids. Additionally, there is a small fix to the light bars which blocked players from walking through its block sized hitbox. Also, there is a small fix to wireless logic when the recipient isn't loaded in yet. Thanks for playing StarMade, ~ The Schine Team
Greetings citizens, This update should bring more stability to the game, and multiplayer servers in particular.
Optimizations
Physics
Physics are heavily upgraded now, as promised in the last update. Colliding or getting close to bigger structures should show a drastic improvement. This will bring down general load, and remove some of the high ping issues. The only remaining bottleneck is two structures getting close with lots of smaller rail docked entities on them, but that should also be fixed soon.
Blueprints
There was a problem with blueprint handling in the last update, where a change to the Catalog would cause a full read of every entry, causing high pings for a long period of time.
Memory
Several memory issues have been fixed. One was that, as mentioned before, the catalog read and cached every ship, which resulted in a lot of wasted memory. There were also some other minor to medium leaks that caused high memory usage such as when using lots of missiles at the same time, and physics data sets not being cleaned up properly when thrown back into the pool for reuse.
Model Export
Ships can now be exported as 3D models (.obj format) that can be read by most common 3D editing programs (3ds max, maya, blender, etc). With how our game engine works, most of the necessary elements were already there so we decided to turn it into a feature. To export a ship, go to your catalog as if you want to save a ship and click on the export as 3D model button. You can then choose a name for the export which will be added to the modelexport folder in your StarMade directory. Make sure, when loading it up in a program to use the alpha channel of the textures to get transparency on blocks and sprites. Smaller Changes The game will now automatically set the resolution to what the desktop resolution is on first start on a fresh install. The game will now warn you if you play with in 32bit.
Bug Fixes
- T1807 Dropped meta items stack when picked up
- T1791 Creative mode can’t be turned off in singleplayer
- T1785 Shipyard fail to load designs
- T1782 Can no longer dock to a shipyard with core beam
- T1698 Log files have an unexpected file extension
- T1692 Catalog manager deletes wrong blueprints when not sorted as numbered list
- T1689 Settings reset when starting a dedicated server
- T1641 Collision detection in docked entity pilot mode has severe performance issues
- T1544 Shoot out rail undocks too soon after direction change
- T1407 /destroy_entity and overheat despawning makes some entities non physical
- T1198 unfactioned ships will get stuck on pickup rails when re-docked without a pilot inside
- T1148 Tooltip shows incorrect names for swapping meta item places
- T574 Improper orientation of blocks when using undo in advanced build mode
- Several typo fixes
Greetings, Citizens ~ As mentioned in our previous Dev Blog, this is an optimization update where we are improving the chunk system, among other changes. We expect performance gains of up to 50%, in the best cases even close to doubling frame rates on some structures.
Chunk32
With this update, all worlds will use the new chunk format, which (among other things) increases the chunk size from 16x16x16 to 32x32x32. Code wise, this was probably one of the biggest changes in a long time because it affects such a huge portion of the codebase: we needed to update pretty much every area that interacted with chunks. Not only that, but we also had convert old worlds and blueprints and make sure everything is still fully functional. A new object always starts at the center of a chunk, so moving to 32-block chunks means all blocks in every object had to be shifted by 8 blocks in all dimensions. But not only that: all logic, connections, rails, and a lot more had to be adapted as well. The reason for centering objects within their chunk is simple: small objects only consume one chunk (instead of eight), not only saving memory, but significantly improving the performance of nearly every operation (physics, lighting, etc.) as well. This change also requires converting all files, which happens while initializing the universe. All existing blueprints are fully compatible with the new system, and are converted while initializing, or when used in-game if needed. They will also migrate on the fly if you upload an old version of a blueprint, or if you copy one directly to the blueprint directory.
- Note: Converted blueprints are not backwards-compatible; however, the game retains backups of the chunk16 blueprints, so downgrading is not an issue.
- Note for servers: If you have already made backups yourself, you can turn off the automatic backup by adding the following lines in the server.cfg, if not already present: BACKUP_WORLD_ON_MIGRATION = false BACKUP_BLUEPRINTS_ON_MIGRATION = false We’ve also renamed ASTEROID_SIZE to ASTEROID_SIZE_MAX. We’ve lowered its default value from 4 to 1 because of the new larger chunk sizes. (Addendum: as it’s a radius, it doesn’t include the center chunk. We will switch to a by block radius in upcoming versions)
New translation
We’ve added Portuguese-brazilian to our supported languages. A big thank you to all the contributors on our Crowdin project!
Gamma
The gamma setting is now available in the ingame graphics options.
Bug Fixes
What comes next
We will be looking at NPC factions, and doing an overhaul of the the fleet system. We plan to make fleets much more stable and functional, and further: to also allow NPCs to use them for their own ends. Nefarious pirate armadas, here we come! We will also include bugfixing rounds along the way. As always, thanks for playing StarMade! ~ The Schine Team
Surprise! Dev blog time! Last time we were talking about asking for your input on what you wanted as part of our in-game video tutorials. Well we've taken those on board and have released the first set of in-game video tutorials to cover the basics of the game. We'll continue to add to them as time goes on and to assist in teaching new major features planned for the game.
This dev blog however is more focused on what's currently being worked on, as it changes a lot of core code for the game and has some ramifications that you as the StarMade community should be aware of.
The Chunk Update
If you're unfamiliar with how our blocky universe is comprised, blocks are grouped into chunks. 16 x 16 x 16 cubes that are used to manage data in a more practical way. It influences everything from performance to lighting and everything in between and is one of the pieces that make up the backbone of the game. What's currently being worked on is an increase to the chunk size in order to improve performance. Chunk sizes will be changed from 16 x 16 x 16 to 32 x 32 x 32. This increases the number of blocks per chunk from approx 4k to 32k. This primarily will help reduce the number of requests and operations on large objects but will influence many other aspects of the game as well, improving everything from loading and even compressing. We estimate up to 50% increase in performance in some areas due to this change. What this will mean however is a major conversion period, and when rolled out could cause some significant downtime for servers. The converting is mostly for moving all blocks to the new chunk grid. For individual ship entities, the ship core was originally placed at coordinate 8 8 8 placing the ship core in the middle of a chunk. This meant that for smaller ships it could be possible to only require the loading of one chunk, rather than if the core was located in the corner of a chunk, it had the potential for 8 chunks to instead be required for loading. All blocks in a blueprint are saved "relative to the core" so a block located at 0 1 0 would actually be located at 8 9 8 in the chunk. This relative locating is one of the ways StarMade is able to support quite large ships. Shifting to a 32 x 32 x 32 chunk format means that every ship entity needs to have the ship core shifted to 16 16 16 instead of 8 8 8. This is why the conversion process will take quite a while, as not only are all the existing entities in the universe needing to be updated per server, but also all the saved blueprints. The processing time on making this shift on a single entity is also the reason why a simple core moving system for build mode has been difficult to implement. This conversion could result in servers taking at most a couple hours to convert. This change however is going to present a number of major improvements as well as improving processing for some future core code changes planned later on in the development timeline. It also significantly reduces the database size for servers and reduces the amount of files required. Why we're telling you this now is so you know what's ahead. We're going to do our best to ensure that everything is as prepared as possible before we release this update. However we do recommend you back up any blueprints, ships, servers, sectors, etc locally that you want to ensure you save just in case anything unforeseen happens during the conversion process. Have any questions, feel free to ask them, otherwise watch the news space for all the details going ahead in anticipation for this update. - The Schine Team
Greetings, Citizens ~ This is a small update that adds a new tutorial series to the game meant especially for new players. These tutorials should provide players with enough information to understand the basics of the game and begin building. We will update the tutorials and release additional videos as the game progresses. Furthermore, we’ve implemented some fixes and optimizations: ~ Inventories pulling large amounts of items previously caused immense server lag, visible even in single player. This release almost completely eliminates the lag, therefore squishing yet another cause of the dreaded server lag popups. This fix not only improves the speed of pulling, but of all inventory operations. ~ The visual glitch of placing LoD shapes (such as console and light bar) onto transparent blocks has been fixed ~ Significantly improved the rendering speed of structures comprised of many transparent blocks (e.g. ice asteroids and certain ship/station designs). A bug in the drawing engine caused this by drawing concealed faces (such as the hidden face between adjacent ice and rock) despite the player being unable to see them. This lowered frame rates while viewing the structures due to the large number of unnecessary polygons being drawn.
~ T1670: Fixed importing sectors
~ Previous news post mentioned 2 outdated config values but it is different in-game as you probably noticed:
- Fixed Trading guild share is 5%, not 20%
- Trading guild share per system is 1%, not 2%
Greetings, Citizens ~ This update marks an important step in the overall progress. The trading system will be used throughout the universe -- not only by players, but in the future by NPC Factions as well. This will create a dynamic economy throughout the universe, and should make gameplay much more engaging.
Trading System
The most important part of the trading system is the Trade Network. This network makes it possible to access inventories and prices without having to visit the stations themselves (or even having them loaded). Not only can they be accessed, but they can also be modified, meaning stations may trade with one another regardless of their distance and loaded states. The Trading Guild itself handles trades made using the Trade Network. This means anyone can trade with any other shop in the network, given they have sufficient credits to pay the Guild its fee.
Trade nodes
A station with a shop module can now opt-in to the Trade Network. This option is only available to the owner of the shop. There are now more options added for shop owners, such as the ability to let their faction, allies or everyone use the shop as an owner (except for the right to add/remove owners, of course). Everyone with that permission can make trades at that shop and set the prices. Keep in mind not to leave money and blocks in a shop with a broad ownership, however.
Player Shop Capacity and added functions
Player shops now require capacity the same way storage blocks do. You will need to connect cargo blocks to the shop in order to expand its capacity. However, shops also gained some of the functionality of storage blocks: they can now pull items (and be pulled from), which should make it much easier to manage shop inventories.
Setting Prices
As before, there are two types of prices you can set per block: the price that you want to sell blocks at, and the price you want to buy blocks for. Players can now also impose a stock limit, preventing blocks from being bought or sold past that limit, thus allowing reserves for ship building, repairs, and the like. Players can set Prices both within the Shop tab as before, or within the new Set Prices tab. If the shop is in the Trade Network, this tab publishes all credit prices in real-time. The previous shopping permissions (located within the Options tab) still apply, but only to local trading -- that is, trading with ships that actually visit the shop.
Placing Orders
To place an order, go to the Trading tab. This lists all shops within the Trade Network in a sortable and searchable list. Select a shop of your choice and click its [Order] button to bring up the order menu. Alternatively, you may search for offers by block type instead. This fetches the buy/sell prices for that particular block type from the server, making it easy to find the best price for specific items. The order menu allows you to buy and sell from other shops. The availability of purchasable items depends on the target shop’s inventory and stock limits. Likewise, the amount of inventory that a particular shop can buy from you is limited by its cargo capacity and stock limits, as well as its credits. The top of the menu lists the price/profit for a trade. Since the Trading Guild is handling the actual trading, they require a delivery fee, as well as a share of the profit based on delivery distance. The delivery price itself depends on distance and quantity of ships used. As every ship has a fixed amount of cargo space, certain order volumes are more cost-effective. Example: if you buy only a single block (or a single block over the capacity of one ship), you must still pay for the use of that entire ship. Keep in mind that buying/selling will send an individual Trading Guild fleet, because orders have different shops as starting points. Also: Trading Guild fleets are only virtual at the moment and therefore cannot be intercepted nor raided … yet. We will add this feature in the coming weeks, along with some of the NPC faction features. This will also include an upgrade to fleet AI.
Active Trades
Once you click [ok], all credits of the trade will be instantly added/removed from shops in the trade. All bought/sold blocks are also instantly removed from the shop and loaded onto the Trading Guild fleet. When the fleet has reached its destination, it will transfer the cargo to the destination shop. The shop’s Trading tab displays all trades to/from that shop. Shop owners will also receive a message when a trade completes, as well as a faction message (if applicable).
Galaxy Map
Active trades to/from your personal or faction shops are visible on the galaxy map. Every shop within the Trade Network is also visible on the map. In the future, we will change how the map handles and shares information between players.
Trade Config
Currently, the values used in the Trade System are adjustable in the blockBehaviorConfig.xml (open with any text editor). When other features get added, these values will change:
- Cargo Hold of trade ship: 1000 volume
- Cost per trade ship: 1000 cr
- Cost per system travelled: 300 cr
- Travel time: 1 sector every 3 seconds
- Trading guild flat share: 20%
- Trading guild share per system travelled: 2%
New LoD Blocks (and graphic changes)
To test the integration of the LoD (Level-of-Detail) system with existing blocks, we have replaced the mushroom (found on red planets) with a model that uses LoD. As you travel further from the model, it will reduce in complexity, thereby improving graphics performance. The LoD system will make use of multiple steps in the future to help further improve performance while retaining proportional detail. Additionally, we’ve added a new block: the light bar. This block will make hallways look quite nice, but of course can be used in a variety of other ways. Unfortunately, due to the block requiring 24 orientations, it currently cannot be switched off; there are plans to fix or work around this problem soon. We are aware of some glitches in the graphics on the light bar. Those will hopefully be fixed by Friday. We have been slowly working on optimising our textures and their application, meaning less occupied VRAM. The footprint of our planet LOD textures, Non cubic model emissive maps and some UI sprites have been cut by up to 80%. We will continue to further streamline our assets wherever possible.
Asteroid Tweaks
- Generation is now 2-3 times faster.
- Configurable asteroid sizes within server settings
- Some FPS improvements for ice asteroids, more to come soon.
Fleet Contest Results
Results of the Community Fleet Contest have been made publicly available; you can find the thread providing more details here: https://starmadedock.net/threads/community-fleet-contest-results.25911/
Bug Fixes
Unlisted bug fixed: shop panel could be unusable after logging out and in again without exiting the program. T1595 GLibC 2.12 native libraries included for CentOS 6
What comes next
After a bug fixing round this week -- and maybe next week (two releases) -- more features will follow. We will also add the faction NPC system and make it usable on existing galaxies. The coming months will probably one of the most important times in StarMade history as it will define the transition from framework-building to actual gameplay. As always, thank you for playing StarMade! ~ The Schine Team
Greetings, citizens ~ Prior to releasing the launcher, we want to do a public beta to help ensure it will work correctly on all machines. The official testers have been invaluable in finding bugs with it -- and some minor ones remain -- but the comparatively small hardware/software sample size makes it impossible to be confident enough for a full release. That said, we would be most appreciative of any of you who would download and experiment with the launcher. If you encounter any issues, please post them on our forum here: https://starmadedock.net/threads/launcher-public-beta.25718/ or below (os, java, ram, launcher settings, steps to reproduce, screenies, etc). The more testing we have, the better the result! Here are the links for the most recent build (#146):
Enjoy! ^^ _____ List of current bugs/annoyances:- Win32 with Java64 installed may not start the game (fixed but not yet verified)
- Settings windows stack and do not preclude interacting with the launcher window behind them.
- Launcher does not distinguish between not having the game downloaded and a broken install.
- Archive branch is visible despite being empty
- Multiple identical version numbers (hotfixes) in the list
- Launcher window is resizable after changing users. (unverified bug)
- Launcher crashes/misbehaves if it cannot access the Registry
- Finding the settings windows can be annoying.
- Interrupting the autoupdate process can corrupt files.
Hello, Hola, cześć, Здравствуйте, Bonjour, こんにちは, 你好, Hallo players, This one is quite a big one. A lot of things in the pipeline have finished, while others are still being worked on. https://www.youtube.com/watch?v=EXT8HYAlk-8 HOTFIX #1: ~ fixed crash with shadows ~ fixed chinese language not working ~ updated language file to latest version ~ fixed Structure HP being negative due to Integer overflow (only happened when SHP amount was achieved with mostly one block type) HOTFIX #2: ~ further optimized Asteroids to generate even faster ~ fix for crash using SIMD if wrong processor information was provided by OS
New Asteroids
A new (faster) system for generating terrain noise has been added. This system has tweaked asteroid generation to produce larger and more natural looking asteroids. Thanks to native libraries and SIMD instructions this new system has a large performance increase over the previous system, therefore asteroids should generate faster and put less load on the CPU by doing so. Comparison testing has shown around 7 times performance increase compared to the old asteroid generation. Further native library usage will be used for other CPU heavy parts of the game. This means, we now have the speed of C/C++ for the performance critical parts, while still keeping the convenience of java.
Custom Shapes
The engine now supports custom shapes. Those shapes can pretty much be any 3d object. The game automatically handles natural Level of Detail. That means that from afar, shapes will automatically turn into either cubes, “sprites” (like current flowers for example), or completely transparent. Objects further away will not have any decrease in fps that way. The distance at which objects blend to blocks can be adjusted in the options. We are adding just a few decorations for now to test the limits and how players will use it. There will also be functional objects later. However, these objects should never be a main build component. If needed, more restrictions can be done like a limit on objects per area (client sided), to avoid slower computers lagging out. The shapes we will add in this build are a Pipe and a Console, both of which can be found in General -> Decoration -> NonCubic. In following updates, there will also be options for physics meshes. For ship vs ship collisions, the cube (or nothing) will always be taken. More shapes will be added over time, as the process to make new ones and get them into the game is very straightforward. Also depending on tests we will replace existing shapes like flowers, capsules, and light rods with custom shapes.
New Languages
Thanks to the awesome translators that helped us, StarMade now supports seven new languages: French, Russian, German, Japanese, Chinese Traditional, Polish, and Spanish! The system we have set up for translations is very easy to maintain and add new or changed strings without messing up the code at all. Languages packed with the game have most strings translated; translations may not be accurate. As translation progresses, we will update language packs and add new ones. It's a community effort, so if you can contribute, the translation project is here: http://translate.star-made.org/ . Anyone is free to edit, simply sign up and translate!
Reworked GUI Graphics
We have reskinned the User Interface with a cleaner theme akin to our main menu. The noisy and heavier elements of the older design often cluttered up the denser menu structures. We hope this new theme not only helps with legibility, but allows us to easily scale up our assets to higher resolutions in the future. Further fine tuning will take place in the coming weeks with updated HUD elements currently being worked on.
Bugfixes
First and foremost: Logic Lag when loading in an object has been fixed. Inner logic (weapons etc) are also now loading a lot faster by using more Threads, but keep in sizeable tiers, so small calculations don’t fill up the queue and can be handled much faster. T1540 Exit Test Sector brings up Tutorials instead T1512 tutorial tile menu isn't constrained by menu size T1509 new tutorial menu doesn't end processes when closed T1484 Log spam...too much yhole (PDLDLKDJLKDJLKDJLKDJLKDJDLKJD) T1352 Faction Permission Block Texture bug (Pixel texture pack) (Fixed Linux/Mac crash on startup when sound system cannot be initialized) (White lines appearing on White hull fixed - no phab report)
Development Timeline
To coincide with this release we’ve put together a thread covering the progression of development of the game. This should give a better impression as to what is planned as well as what’s directly ahead. You can find the thread on StarMade Dock here: https://starmadedock.net/threads/starmade-active-development-timeline.25541/ Thanks for playing StarMade, ~The Schine Team
Hello, There have been some fixes yesterday, and also just now:
- Fixed issue where "Play in Background" isn't shown on the automatically played intro video
- Fixed issue where F8 didn't open the Tutorial Selection Screen
- Fixed backside of angled shapes being drawn, even if adjacent to an opaque face
- Fixed wedges side triangles being drawn both in transparency and opaque (rest of the angled shapes will follow soon)
- Fixed crash on mac when playing any video This is just a build change, and doesn't increase version, so servers don't need to update. Thanks for playing StarMade, - The Schine Team
Hello players, In our quest to make the game a lot more accessible, another important step has been done: Tutorial Videos.
Tutorial Videos
The engine can now play videos in-game. You can either watch it in a moveable video player or toggle in the background while you play. (There is currently an issue where the first opened video does not have this option, as well as the toggle tutorial button not functioning correctly. This will be fixed in a hotfix tomorrow.) At the moment, the videos available are those from our YouTube channel. We will be improving, optimising, and expanding them for in-game tutorial usage. At the moment, videos are at 720p, in the future we will try to offer a low-quality offline option with the ability to stream full quality directly from YouTube (if possible). It may be a while before a full series of quality videos are available. We will also be looking into implementing an in-game browser for our wiki to link into the game, enabling the ability to find info about a block or a system via a context menu. This is just the beginning of the new tutorial system, and we will further expand on it with dynamic suggestions, so that if a new player puts down a block, the tutorial system would suggest a video or a wiki entry based on that. Currently, video audio only work with OpenAL sound enabled, however, for anyone having problems with that system, or wanting a tutorial in other languages, there will be full subtitles in any supported language available in the future. Speaking of languages, we are close to releasing the first bunch of translations, and that will probably happen in the next release. For more info about translations, visit http://translate.star-made.org/
New Lighting System
As most of you know, the shading on structures, especially on angled shapes has serious problems with lighting. The reason why those errors persisted for so long, was because the lighting normalizer required a full rewrite, and to make things worse, it is one of the most brain-scrambling things to implement. However, it was time to do it, and the new system is now able to be easily adaptable to new blocks. Fixing any remaining lighting errors and other related glitches should now be a lot easier as the new system is now modular and abstract instead of just one big pile of if-then-elses, which grew with every new block shape added. Here are a few comparisons: OLD
NEW
OLD
NEW
OLD
NEW
There’s a minor issue remaining where your ship mode view can’t see through non-cubic blocks such as wedges or corners. We’ll make sure this is resolved in the next hotfix.
Main Menu Additions
We’ve added a few improvements:
- You can rename local worlds with the right click context menu.
- Advanced settings for local worlds now has a Save and Discard changes button. Previously it only saved when starting a world.
- Ability to use the default astronaut skin again, an X appears next to the Skin select button that deselects your custom one.
Bug Fixes
The initial loading has been improved to take a little less time. There is still some things to be done there to speed it up further. A few tasks were fixed too, lighting and tutorial tasks not included:
- Talking to spiders causes nullPointer
- Build helper is locked to ship core
- Setting sell price to 0 of a block can cause crash
We're finally back with another Dev Blog! What an exciting few months we've had. Let's catch up on what's happened, what's coming in the future, and gather your input on a couple of things. We'll start things off by turning back the clocks and looking at what has happened since our last Dev Blog in February.
Fleets & Carriers
March saw the release of Fleets and Carriers, introducing a number of cool new features like being able to give basic commands to a fleet, recall them to the flagship, as well as the additional of a couple of new rail blocks enabling players to design their own docking mechanisms. If you want to catch up on what came in that update then click here.
Massive Bug Fix Period
April gave us some rounds of bug fixing as we addressed many lingering issues and bugs that plagued the game. Many game enhancements were addressed as well, for example, the ability for the build helper to remember the previous settings. There have been so many things addressed, for the lists check here (Round 1, Round 2, Round 3).
Fleet Build Contest
Near the end of April, we announced a Fleet Build contest to the community and the response has been fantastic, not just in that we've received 71 fleet submissions to date, but even the quality of them is amazing. There's still time to submit as the contest will close June 21st, 1:00AM UTC so click here to view the announcement post to find out all the details.
New Council Term 3
May wrapped up our 2nd council term as elections were held for the 3rd Council term. Results for Term 3 were announced a day ago. We see the return of some familiar faces, as well as a new face on the council. We also reduced the number of councilors this term, to see if less works more efficiently; time will tell.
Main Menu
The latest major feature to the game is the introduction of the main menu, something that we've needed for quite a while and so it's exciting to have it finally in. While simple on the surface, the main menu introduces some things to the game that we haven't had previously, like the ability to edit a lot of the settings and options right here in the game. Other features include the capacity to change servers or from an online to a local universe without closing the game. Find out all about this update here.
What's coming up
That brings us to where we are now. Behind the scenes an incredible amount of planning has happened, mapping out the rest of the game through to Beta, which is really exciting. Looking at the more immediate development plans, we will be bringing more objects into the game over time as we position ourselves to best do that. We're also going to be starting on introducing more trading aspects to the game, which will include starting some of the new Trading Guild ships.
Beyond that, updates will include setting up some foundations, ready for new features to be added down the track, as well as some improvements to existing parts of the game.
One of those foundations is the introduction of videos in-game, allowing us to create stylized contextual tutorial videos to assist with the learning curve of the game. This is a significant addition as it introduces the ability for us to ensure that we provide adequate tutorials for new features as they're added in with each major feature release.
Your input
This is where you come in. Now that we have the ability to provide specialized contextual tutorials for in-game content/features/mechanics we want your suggestions on what we should make tutorials for and how.
For example, we could do videos on every single weapons system, or we could do one video on "weapons systems" as a whole. It's all dependent on your experience with the learning curve of the game, so let us know by replying to this news post with your suggestions on video tutorials you would have either found useful when starting out, or would find useful now. This will give us an excellent basis to be able to address the issues surrounding the learning curve of the game, and position us to continue easily adding tutorials and support in-game in a similar method when we add new features.
That's it for another Dev Blog. We're excited for all that's around the corner and we hope you are too.
- The Schine Team
Hello players, Here is a small hotfix for a lot of issues and some minor additions:
Hello players, A new update has just been released, and it’s a special one. We can finally say goodbye to the ugly startup settings dialogue and welcome our new Main Menu.
Main Menu
A lot of things had to be done to give players the best possible experience starting the game. We designed a new GUI theme from scratch. Most importantly, you’re now able to switch from server to server or to a single player universe without having to restart the game. Not only that but once the game resources are loaded, they stay loaded. So switching worlds or servers just takes seconds. Furthermore, all advanced graphics options like texture pack and its resolution, shadows, AntiAliasing, etc, are now available ingame and don’t need a restart. The server list has also been implemented for the menu, with the ability to set and filter by favorites. Additionally, your last game, be it single or multiplayer, will be remembered and you will be able to join that Universe again with just one click. World settings previously stored in .cfg files are now accessible via the main menu making the customisation of your single player worlds much easier. Tons of minor changes have been done to the game and GUI to make error handling better. We hope you enjoy the new Main Menu. From now on, we will focus more on game features, while at the same time work on better usability, like finally finding a better solution for the current tutorial.
New Gear Model
A new model (and sprite) has been created for the Grapple Beam.
New block
Only 1 new block this time: Ice wedge!
Bug fixes
A bug causing an unusual long shutdown time of a server was fixed. There were several reasons for this, strange server behavior has also been fixed (but it’s hard to explain ;) ) T963 Mass not affecting turn rate when docked T829 Language Editor unable to exit by clicking "exit" under "file" T785 Certain tool windows close Connection Setup when unnecessary
What’s coming next?
We’ll do 1 more week of polishing and tweaking the main menu so make sure to report any bugs you find on our bug tracker, Phabricator. After that it’s another week of the usual bug fixing to prepare for the next big step. The third term for the Council of Intergalatic Representatives is open for voting. If you have purchased the game, you may vote here. Voting will close on the 27th of May, at 1:30 AM UTC. Thanks for playing StarMade, ~ The Schine Team
Vote here! Greetings Citizens, Voting for the third term of the Council of Intergalactic Representatives is now open! Voting will close on the 27th of May, at 1:30 AM UTC. We plan to release results on the 29th of May after we have contacted the election winners and signed all necessary agreements. Our voting process uses STV (Single Transferable Vote). Voters number as many candidates as they like in order of preference, with 1 being the most preferred candidate. If the voter's most preferred candidate is eliminated during the election, their vote will then transfer to their second preference, then third, and so on. CGP Grey has a great video explaining how this system works: https://www.youtube.com/watch?v=l8XOZJkozfI Changes to the Council
- We have decided to change the number of councillors from 7 to 5. After evaluating our past two councils, we believe that seven is too many. We will be evaluating five councillors over the next term and will keep an eye out for any decrease in productivity.
- Council voting will require the user to have purchased the game; this is to make it harder for fraudulent voting to occur. However, there are no restrictions on applying to the Council. The upcoming elections will be a test run for this new requirement.
- Backwards tie-breaking will be used instead of the previous forwards tie-breaking method implemented.
- Added randomized application order based on the voter's user ID
- Added search bar, applicants fade out if they do not meet search parameters.
- Improved timeout handling, logins will timeout after ~30 minutes. Once you've submitted your vote, you may edit it at any time before voting closes. Use this as a save function to ensure your results are saved if you timeout.
Apply here! Info on the Council is at the bottom of this post. Greetings Citizens, Applications for the third term of the Council of Intergalactic Representatives are now open! Applications will close on the 15th of May, at 1:30 AM UTC. The voting site is planned to be opened on the 16th of May, at 1:30 AM UTC and new councillors should be announced on the 29th of May. For the past few months, we've been discussing some changes to the election and voting process. We've also been considering some changes to council rules and a number of other things. Recently, a popular discussion/poll about restricting voting to only purchased users has arisen. We have decided as a team to implement some of these proposals for Term 3; changes have been listed below. Changes to the Council
- We have decided to change the number of councillors from 7 to 5. After evaluating our past two councils, we believe that seven is too many. We will be evaluating five councillors over the next term and keep an eye out for any decrease in productivity.
- Council voting will require the user to have purchased the game; this is to make it harder for fraudulent voting to occur. However, there are no restrictions on applying to the Council. The upcoming elections will be a test run for this new requirement.
- Backwards tie-breaking will be used instead of the previous forwards tie-breaking method.
- Anyone can apply! You don't need to be registered on StarMade Dock to apply. However, we recommend doing so. As we link forum accounts to the applications and it's common for applicants to open a thread for questions in the council forum.
- Schine has the right to accept or deny any application put forward.
- All council discussion (including promotions), should take place in the Council section.
- Comments on applications are disabled; applications will be locked.
- All warning points, inactive or active will be posted on an applicant's application.
- Everyone has the same application format. However, that does not mean you can't incorporate content/responses that are not in the questions.
- Answer honestly, lying will probably result in disqualification and possible restrictions.
- Take the application seriously! We (Schine) will reject any application that does not meet the standards we expect from a Councillor.
- Read the Council Terms and Conditions
Greetings citizens! https://www.youtube.com/watch?v=bH82JO_Ubbg We are pleased to announce the second official StarMade build contest! In the coming months we will be focusing on fleshing out the universe, factions, NPCs and more. When that time comes we will need plenty of assets to help populate your universe with other alien races and factions that you can encounter and interact with. This is where you come in! We are asking you to create a set of small ships that we can use for the final release of the game. These assets will be piloted by the generated factions of the game. We have an infinite universe, and we simply cannot build it all ourselves. This is a great opportunity for you to contribute something to the universe of StarMade that everyone can experience. There are rules of course as well as some guidelines, which will be outlined below. Rules
- A single submission should consist of a few ships. These ships should visually match each other in style. We ask for a minimum of 2 ships and a maximum of 5 ships per submission. Quality over quantity.
- Individual ships should be no more than 140 meters in any direction. As part of the contest, community-voted winners will get the opportunity to expand on their submissions with larger ships.
- The ships of a single submission should have a consistent style evident across all of them. Vastly different ships with no clear style will not be accepted.
- Create interiors for your vessels. Eventually, we will have NPC’s in the game and so this is practically mandatory. Drones are exempt from this rule.
- We will not accept builds that represent vessels from other works of fiction. Please create something original.
- Your submission needs to be uploaded to the community content section on the official SMD forums. Please dock all of your ships to a single object, a rack of sorts, so that all your entered ships are saved as one ship blueprint, making it easier for us during the selection process.
- It is best that you upload the file as a sment file.
- You must name the file using the following format: “Username’s_Fleet_Submission_1”.
- You may upload and enter more than one submission for entry, hence the 1 at the end of the naming format shown above.
- Lastly, we ask that you post a direct link to the community content download page in a comment in this thread. We will not actively search for the submissions if they are not posted in that thread on the StarMade Forums.
- This contest will end June 20th, 1:00 AM UTC time. Part way through the contest we will evaluate whether we need to extend the deadline for submissions, depending on what the community response is.
Hello players, This is the third round of fixing old and new issues in the game. We hope to raise the overall enjoyment of playing the game with the removal of some annoying bugs before moving on to new significant features. We’ll do one more week of bug fixing and then we get back to our regular schedule.
Small GUI Enhancements
- Build helper now remember the previous settings
- Inventory “search for name” filters now have quick clear option you can click on
- Replace filter can now be picked from what block the player is looking at, button is located in the advanced build mode panel
- If you replace a block type with another block type, it uses the orientation set in the build mode panel instead of the default orientation.
- As mentioned in the bug fix list, dates on blueprints and faction members are implemented now. Blueprint description also works now
Bugfixes
T1361 creating design new or from blueprint causes nullpointer exception T1338 beta launcher overlay T1339 class cast exception when firing lock on missile while docked T1330 Search bar keeps focus when using right click resulting in unwanted behavior T1290 a teleport or jump to another player can crash client T1273 first person view should be placed on the astronaut’s head T1269 using any hotbar slot undocks you from a shipyard anchor T1250 Frequent Crashes In Latest Version T1208 Can't add ship to fleet if it isn’t in the same sector T1180 fleets get stuck with old orders (sometimes until they are unloaded?) T1101 playerlist and navigation menu use the same saved size and position T968 scrolling in tab player list menu also scrolls through hotbar T943 all textures on t002.png appear broken on debris blocks T942 shield sharing against explosions is fixed at 50% shield capacity no matter what the config says T904 Cargo block doesn't become full if it's the only one linked to a chest T881 Dark Grey Advanced Heptas incorrectly made in standard factory T858 Build Mode for Shipyard design displays total power cap, including Shipyard's Station. T853 shield effect overrides lighten mode T791 display module formatting help button is not visible T788 area trigger controller doesn't auto link with other logic blocks T787 Ships/Stations do not save AI enabled state on docks T753 Block count and mass is off T750 Shield regeneration rate displayed on GUI does not reflect combat nerf T736 Astrotech does not accept slave modules T625 inventory filter needs a quick reset button T542 Gravity Unit not working far away from core of the Ship T469 Z Fighting on Galaxy Map T437 Background noise persists even when game is muted T386 Alignment/gravity overridden by vessel you're docked to T340 "power failure" event does not check power inheriting T303 beams passing through ship T281 When in build mode, lighten Mode-esque shader effect is applied to nearby chunks of any nearby block-based entities. T246 Clicking spawn multiple times after suicide generates multiple suicides T231 Restricted build helper still applies in astronaut mode T204 dates for faction members and blueprints do not work T197 editing blueprint description also edits faction description T187 Up and down Arrow key stuck between rail entities T104 Safety element: Faction Menu T103 Safety element: Structure Menu T97 Replace tool doesn't always replace with correct orientation T51 can't toggle Flip Flop manually Thanks for playing StarMade, ~ The Schine Team
Greetings, Citizens ~ Unfortunately, our lead developer schema was hit by the flu three weeks ago and has only been able to work for the past week. Because of the lost work hours, this will be another bug fixing round! Schema is feeling well once again, so we can all get back on track. Something you have probably noticed is that StarMade now uses semantic versioning; while this doesn't affect gameplay, it’s an industry standard, and will allow us to more quickly (and accurately) identify revision/hotfix versions. Other notable improvements in this release:
- We have added a new model for the Marker Beam.
- Shield hits now scale with weapon power. (For example, your pistol will no longer light up the entire ship when fired inside.)
- We have made some small changes to the lighting shader which improves graphics at longer distances.
- The atmosphere of planets now looks better when viewed from different a sector.
- Mirror Cubes is now enabled by default.
- The yellow/red build box now has a new appearance and scales with box dimensions.
- Shipyard computers now have an [Edit Design] button to access ship cores without having to manually get in.
Hello players, It has been an eventful two weeks with our web servers going into chaos, but we are almost entirely operational once again. We also moved some things to more robust systems to hopefully never encounter blackouts of this size again. We apologize for any trouble and frustration caused by the downtime.
Fleet Mining
Fleets now have an additional order “Mine Sector”, that when given will do exactly that. Keep in mind that for now the sector they are mining in will have to be loaded. Also, the flagship will not participate in any mining. It currently only works on Asteroids. We will further develop fleet functions along the way in the next updates.
Other Changes
- Newly generated Void Systems are mostly empty now.
- Minimum Rail movement and rotation speed is now 5 times higher.
- With fixing simulation through the introduction of fleets, simulation spawn (pirates/traders) frequency has been increased. This may need to be increased again in the future.
- AI aggro range is now a lot higher.
Bug Fixes
A bunch of bugs (47 confirmed) have been fixed. Also, optimizations have been made to memory taken (RAM) and docking processing in bigger numbers (e.g. bigger numbers of turrets). Another optimization was getting rid of a slowdown caused by non-fleet ships, where servers would get bombarded by database queries which caused immense lag on the server side. A few unreported bugs have been fixed also. List of confirmed fixes: T1238 carrier recall drones unable to redock properly and get stuck in a loop, caused by non physical rails T1205 nullpointer on entering tutorial T1201 textures don't get extracted T1199 Nullpointer when opening map after deleting a fleet T1194 docked fleet members stay behind in unloaded move orders T1191 Ship arrow versus Galaxy Map arrow T1186 During carrier recall, drones can dock to the wrong pick up point T1182 Fleet and normal AI is stationary in combat T1172 ships assigned to fleet lose all rail based entities on unload T1152 typos and oddities in fleet GUI T1049 Personal Cargo drops at astronaut position on death w/ setting on T1143 overheating fleet ships are still AI controlled T1142 Cannot open calibrate thruster menu from build mode T1125 removing shipyard computer while constructing results in item loss T1122 shipyard nullpointer T1121 Z-fighting with "preview block to build" enabled while using some build tools T1118 explosions don't trigger shield recharge outage T1115 ArrayIndexOutOfBoundsException on modified planet plate T1110 "View Relations" does not display correct relationship values T1106 Body moves when buying from shop T1060 Cannons with penetration depth have damage loss T1051 Defensive Ion Effect Not Affecting Docked Entities T1021 Shipyard pulling extremely inefficient T973 Creating ores by replacing cargo space with rock types T969 Nullpointer when removing filled cargo blocks T883 Forcefield Slabs Lighting is Fullbright and Uncolored T733 creative mode hotbar doesn't allow you to remove items T714 Game complains inventory is full in creative mode T711 ship core can be destroyed completely T689 Tab + F6 causes nullpointer when in build mode T675 Multislot ITEM LOST at Ship Deconstruction by Shipyard with Storage T663 Shipyard running out of power causes loss of blocks T647 Turrets on ships built in shipyard do not inherit AI settings. T546 Using "create docking" on station and planets causes nullpointer T534 F5-screenshots of galaxy map appear with background transparent T291 AI without thrust modules does not work well T261 Server cannot be started because of one collapsed "SIMULATION_STATE.sim" T256 Filter options in Catalog/Mail window T251 Collision Damage: protected sectors don't protect you from collision damage T116 unexpected behavior of infinite shops and credits T107 using thrusters and mouse input while power outage causes fast spinning T87 NoSlotFreeException Issues, Factory production losing product/raw material T72 shop prices display prices incorrectly T57 Inner ship remote toggles on ANY click, even in menu T45 firing weapons on docked ships while cloaked T28 Faction restriction does not apply for chests T27 Invisibility mode ship issues Thank you for playing StarMade, ~ The Schine Team
Greetings, citizens! We apologize that things have taken a bit longer this release cycle. These features are quite large in scale. Also, there will still be a lot of things added and improved in coming updates, but with some core features already complete, we didn’t want to hold them back any longer. https://www.youtube.com/watch?v=d3maUaFxSm4
Fleets
This is an entirely new system within the game’s backend. It is basically a cached virtual layer that can quickly operate on the main database of a server without the need to load in ships. We had to make some significant modifications to the database’s tables to allow for this, so it took some effort to set up just right. But enough of the technical details. Here’s an overview of how fleets work in-game: A player can create a fleet in the new fleet panel (default key ‘k’) and add multiple ships to it. There are several other management options for fleets in that panel as well. The first ship in the list is always the flagship (the ordering is easy to change later), and a ship can only belong to one fleet at a time. The flagship of every owned fleet will also always appear in the galaxy map. Ships don’t require Bobby-AI blocks to be part of a fleet. Fleets can currently perform the following actions:
- Idle: This is the default state. Ships in this fleet will neither move on their own nor attack. In the event of a server restart, fleets will automatically revert to this order. (In the future, the last fleet order will be saved.)
- Move: The Move command sends the fleet to a sector, whether or not that sector is loaded. Currently, the fleet’s movement speed while in an unloaded state is fixed, and the fleet is also unable to use jump drives as of yet. These will be added in the future.
- Attack: A fleet will go to a particular sector and attack. Currently, attacks will only commence on loaded sectors; if a sector is unloaded, the fleet will wait on the sector’s edge until it is loaded.
- Defend: Similar to Attack, the fleet will go to a sector and attack any (loaded) enemies. However, the fleet will not pursue any enemies beyond 2 sectors of the target sector.
- Sentry: The fleet will attack any enemy in proximity.
- Formation Idle: the fleet will assemble into a formation, but will not attack anything. The flagship can be manually controlled.
- Formation sentry: The fleet will assemble into formation. Additionally, ships will break off and attack any enemy in proximity.
- Carrier Callback: This order is explained further below.
Carriers
Carriers are now supported in-game thanks to the new fleet system. For this purpose, we’ve added three additional blocks: the Pickup Rail, the Pickup Point block, and the Shootout Rail. All of these blocks are non-physical and only visible while in build mode. This means that, while the two new rail blocks still function as rails and allow you to change them using existing logic systems, you can not collide with them even if you’re on the rail itself. They also do not provide any armor or hp to the ship.
New Blocks
- Pickup Rail: You can use it to lead your ship inside your carrier safely. It works exactly like a normal rail.
- Pickup Point: These go on the entry points of your ship. They are kind of an expansion to contact docking. Each block you place has a 3 meter radius. If any ship flies in that radius with its rail docker, it will automatically dock that ship to any rail block adjacent to the pickup area block. You can use the pickup area and the pickup point to make pickup points outside of your ship. Then, as the ship gets reeled in, you can use normal logic to open doors and store the ship inside your carrier. Keep in mind that the last pickup point used will be saved in the ship that used it. That will enable the carrier to call ships to the last pickup point they used. In the future you will also be able to control whether a pickup area is active or not via logic. Flying a ship manually into a pickup area will also result in it docking and it can be used to allow touch docking of flat surface which wasn’t possible before. If you have your rail docker selected in flight mode, you’ll be able to see all pickup areas on your display.
- Shootout Rail: The shootout rail is a way for docked ships to leave your carriers in a safe and non-obstructed way. Any ship reaching this rail will accelerate and shoot out the rails direction with some speed. To prevent misuse, ships will always undock on the end of a shootout rail even if you place a normal rail at the end of it.
Carrier Configuration
To make a carrier, all you have to do is use the pickup areas on your flagship with your drones once. Your drones have to be fleet members. Then you can use the “Recall to Carrier” order on your fleet to order all drones back to their pickup points from anywhere in the universe. Keep in mind that currently only one carrier (the flagship) per fleet is possible, but as long as a ship has no pickup point, it won’t try to dock, so you can mix drones and other fleet ships. You can also wipe a pickup point in the fleet menu if you click on a member.
Fleet server options
Option to only allow factioned ships (of your own faction) to be added to your fleet, servers probably want to put this on true to prevent ship theft.
- ONLY_ALLOW_FACTION_SHIPS_ADDED_TO_FLEET = false
- ALLOW_FLEET_FORMATION = true
Art Assets
There is now a unique model for the healing beam, and minor adjustments have been made to the UI and other art assets as well. Furthermore, some sprites (missile/shield effects) have been updated.
Bug Fixes
Can be found here. We hope these features will be a fun addition to gameplay. We plan to do a lot more with it as stated in the previous dev-blogs! Thanks for playing StarMade, ~ The Schine Team
Greetings once again Citizens! Here's an update for you that will hopefully answer some questions.
We have worked hard the past two weeks to bring fleets into StarMade. Unfortunately, all the fleet work we have started to implement is not ready for release yet. The backend is fully implemented, and it’s already usable, but we would feel uncomfortable releasing it in this state, especially since the testing team didn’t have much time to try it out.
You can expect a release soon... Instead, we will talk a little bit about how fleets work, how they integrate, and what they will mean for gameplay.
Fleets
Basically, in its rawest form, fleets are a collection of ships. For StarMade, they are going to be much more than that. Fleets will become a whole new gameplay chapter which will make the universe come alive a lot more. As said, a fleet in the game is a collection of ships. However, a fleet also has an owner and a flagship. Only the owner has full control over the ships, but there will be different flags that you can set, so that other faction members can make use of a fleet if so desired. We haven’t decided yet if fleet creation should be allowed anywhere, or whether it will be restricted in some way. When you create a fleet, you can add ships in range to it. For a ship to be added, you must have access to it, and it may not be in another fleet already. When ships are added, they go into a list of ships in that fleet. The first ship in your list will always be designated as the flagship. You can change the fleet order at any time, as that also influences other features we will talk about later on. All the backend systems are implemented and will be using SQL databases for fast lookup and updating in real time. Now, one nice thing about fleets is that their ships don’t need to be loaded at all, or can only be partially loaded. Any entity that isn’t loaded will still be represented by a virtual object with the bare basics. This avoids a scalability problem since always attempting to load every sector that has a ship (that's part of a fleet) in it would cripple performance. This system opens up the door to a whole new gameplay element. Fleets can execute their mission, even if they are not close to a player, or even when no player is on a server.
Fleet Missions
Fleets can be used to perform a lot of active and inactive tasks: keep different Formations, different forms of attack, defend, come back, salvage, dock, trade, cargo, patrol, jump, and many more. Some of these tasks can be executed in an unloaded state. That means you as one player could send a fleet to attack a sector, and another could send their own fleet to defend that same sector. While both fleets aren’t loaded, the fight would then be simulated according to (more balanced) ship scores. You can also send fleets to bring cargo from point A to point B. These cargo lines can be raided in real time, since if you have your raiding fleet on the path of the cargo ships, they will load in and you can battle and defeat them, provided they didn’t send enough fighters to protect their cargo. This is just a basic form of conflict that will be integrated into our objectives/missions system later on. These cargo lines, as well as other fleets on the move, will probably be made visible on the map with an updated scanning system.
Carriers
After basic fleet missions are implemented, there is also a fully functional and convenient carrier system planned, a carrier simply being a ship you use to deploy ships or fleets from. The main problem of carriers is getting ships out of and into the carrier. Plotting a path in space taking into account moving obstructions, custom sizes and shapes through block placements, etc, is immensely complex. Add moving and possibly rotating carriers to that equation, and the problem becomes nearly impossible to solve. However there is a solution we came up with that is a lot more straightforward and streamlined: Let the player plot the path into their ship themselves. We even have the tool for that already: Rails. There will be a zero mass zero structure hit point invisible railblock that players can use to guide their ships in and out of their carriers. They will be restricted specifically for that use in some way so people won’t replace all their rails with these new blocks. At the end of those rails will be a “pick-up area” where ships coming back have to fly into to connect to the invisible rail that will guide them into the ship, where ‘real’ rails can do the rest. You can even use your carrier to pick up ships without any AI if you fly your pickup zone onto another ship that you have access to.
Gameplay
We hope that this will make the game a lot more exciting as we will be using the same system for AI from this point out. Not only will different NPC factions try to grow their empire. They will use their fleets to protect and attack, or maybe even offer them to do the dirty work for you. Scalability wise it is possible to have as many and as big NPC factions as we want because they are going to be procedurally generated, that means, their bases and ships don’t exist in the database until the time someone loads them in by visiting them. Through NPC factions, we will try to build a more survival style mode without relying on a lot of time-tedious gameplay elements like having to manage food (that doesn’t mean food won’t also come to the game. But we will make sure that it’s not tedious). NPC factions will grow around you, and interact with you, so you will have to grow your own empire, or be crushed. You will need allies for yourself to combat your enemies, or you will have to flee to a less rich but safe part of the galaxy or universe, because some factions will prefer the rich spots and some will even try to eliminate you if you’re in the way. This is just one of the elements of what we have in store for objectives/missions/quests etc, we hope you will like these changes as it will be another major pillar of gameplay. - The Schine Team
(Apologies for the delay on this dev blog, there's now a new dev blog detailing shipyards.)
We're back with another Dev Blog. It's been a little while since we had one but it's now the right time to have one.
Firstly the big question, no there's no new build release for this weekend. Why? We're entering into more complex features being added, brand new ones that require a lot more programming to implement and, therefore, a lot more testing to resolve bugs. In this case, fleets are something completely brand new, and it's taking time to implement.
Since we've just had the start of 2016, you may have been away for holidays, or you may be brand new to the game. Either way, there's a couple of things that you should probably be aware of and/or check out.
Firstly if you're new, you'll want to take a look at our Development Direction, that describes a lot of our plans for the game, not in great detail, but just a taste. Along with that is what our focus is mostly on during this particular season. It's worth checking out if you haven't already.
Secondly, you may have seen it, or not, but our long awaited new launcher has come into open beta. You can finally get your hands on with it, test it out, experience some of the features it has and more. There'll be bugs no doubt so make sure you let us know by reporting them here.
As developers we have to do a lot of stuff behind closed doors, but not everything. Our in-game assets team is constantly working on new ships and stations for you to encounter in-game. Criss streams a lot of the builds, as does Saber, so make sure to check them out on Twitch or on Twitter.
Finally, you may have noticed that we now have a new council. Our player council is a group of seven community-elected players who help be a community voice to the developers, and also assist the developers in interacting with the community. They do this through a number of means. They read all the suggestions that come through, discussing the merits or answering ones that have been previously suggested, and pass them on with summaries to the dev team to review. They also discuss balancing issues with our dev team, vote on badges to give to community members to acknowledge their efforts or creativity, organise Q&As and discussions and other ways to connect the community with Schine. You need only jump into our suggestions forum to see how many threads they've read.
The council, specifically SkylordLuke, has setup one mega-thread where you can see a summary of all the suggestions that Schine has received and responded to over the years. This is an excellent resource for new and old players alike to help paint a picture of some of what may or may not make it into the game.
Fleets are the next update coming out, and it's taking a bit longer to implement as mentioned above. But that doesn't mean you shouldn't hear a couple of details about it. StarMade is primarily a space game, with ships, and so it naturally falls that fleets be the progression from that. With the ease of being able to make ships, it should be relatively easy to make fleets. Creating a fleet is as easy as a click or two, and adding members to that fleet equally as so. Each fleet has what's called a flagship, this is the primary ship that the other ships in the fleet position around and follow. More information on the fleet update can be found in the next dev blog.
Fleets are the first example that some features are going to take a bit longer to implement than just two-weeks. That's a good thing, as it means that they're not only implemented more robustly but also that it's such a new experience and feature to the game that we all know and love that it makes exploring the new feature so much more intriguing.
Be patient, and know what we have in store is good. We look forward to being able to share it with you and all our plans as they come to fruition.
- The Schine Team
Hello players, Here is another update with a few of the new gear models integrated, there will be a lot more of this in coming updates, and not only gear. Along with this, sun damage changed, and a few bugs have been fixed. https://www.youtube.com/watch?v=as8X5bncFok
New Gear Models
For a long time, we’ve only had a pistol in game to use for all gear. We decided it was time to change that. We have started this by adding in 4 unique models for player gear. The Build Inhibitor, Laser Pistol, Power Beam, and Cutting Torch now all have unique models. We’re continuing to create unique models for the rest of the gear, so expect more to come in future updates.
Sun damage
Sun Damage is now a lot more potent, so be sure not to get too close to a star. Sun damage will now do explosive damage. It also scales depending on block count so that larger ships will take more damage. These numbers can be modified in the gameConfig.xml (if you already have an existing one, you can look up the variable names in the defaultGameConfig.xml in the ./data/config directory, add the SunHeatDamage tag and its contents to your gameConfig.xml to adjust them) In further releases, there will be ways to make your ship more heat resistant, as that will become a vital strategic decision in future universe designs.
What we are working on and what’s next
Most of the work in the past two weeks has gone into preparing a better NPC system that will be lightweight, so a lot of them can populate the game. It is not done yet and releasing in its current state is pretty much impossible. As such, it is not included in this update. Furthermore, we are planning and working on a new feature that will add a lot to gameplay: Fleets! We can’t tell you too much about it, yet, but this feature will be implemented in two stages: The “active” phase, and the “inactive” phase. This basically means fleet behaving while the ships are loaded (active), and on the other hand, fleets being able to perform tasks or even fight in an unloaded state (inactive/simulation). The first phase we are going to tackle is the “active” phase, so you can expect that very soon (maybe next release). This update also contains some bug-fixes: T1047: create docking is allowed if old docks are still being used T1032: Faction permission personal can lock out everyone if owner leaves the faction T900: Recipes for Brown Crystal Armor sub blocks wrong T812: Unable to delete blocks while camera is inside the block T786: Players that are attached to a ship via alignment share the ship's shield when shot. T753: Block count and mass is off T568: Factions Relations always display own relations, instead of selected factions relations T510: undocking ship from shipyard will usually redock it immediately T236: can't move or rescale the player list menu (Tab) T211: Star Heat damages astronaut in a ship's core even when ship isn't taking damage. T91: beams have trouble hitting ships at extreme ranges Thanks for playing StarMade, - The Schine Team
Greetings Citizens! It is with great pleasure that we can finally announce the public beta of the new StarMade launcher. The new launcher is the collective effort of every single person at Schine, and we are proud to finally see this day. The launcher will be our main way of communicating new and exciting developments within StarMade and the community. As new features (both planned and those yet to be foreseen) are developed within the Registry and StarMade in general, the launcher will be updated with the ability to access those features. We are releasing this version as an opt-in beta on Steam, as well as an optional download on the main StarMade site. In the following weeks, we’ll migrate to the new launcher as the default way of starting up StarMade. During this time, if you notice any bugs or issues, please file a bug report at http://phab.starma.de/. If you’d like to download the new launcher, you can find a link on the downloads page of the main site located at: https://www.star-made.org/download You may opt-in to the new launcher on Steam by right clicking on StarMade in your Steam library, and selecting “Options”. From there, select the “Betas” tab, and enter the beta password: NewLauncherMeow Again, thank you for your patience as we’ve built the new launcher, we know it’s been a long time in the works! We hope you all love it as much as we do! Sincerely, ~ The Schine Team Thanks for playing StarMade!
Hello players, we hope you had nice holidays. From this update onward we’ll be back on our usual release schedule. During our break I used a lot of the time to look at different new techniques I want to implement into StarMade, including maybe a very nice new way to do planets (nothing promised though). This update addresses a lot of common points about usability and also adds some features to make factions, as well as individual players, a lot more protected.
Personal Faction Rank
Faction modules now have a new “personal” rank that will help make joining and working within a faction a lot more secure. Selecting this rank within a faction module will set you (and only you) as the owner of the entity. This means other faction members will not be able to use that entity regardless of their rank – including the faction’s founders. If you leave the faction for any reason (including being kicked), you will retain your ownership of the entity. In this event, the entity would keep the existing faction signature, but your ownership will override it. Pressing R on the faction module will allow you to reset its faction once it is no longer docked to that original faction. It’s important to note, however, that you can only set something to “personal” if you have permissions to access the faction module’s settings. The rank selected in a faction module will now propagate to any docked objects so long as you the player have permission to set the ranks on those. This propagation will not apply to docked objects with faction modules set to “personal.” This prevents exploitation of the propagation feature to gain access to personal-set objects.
Faction and Public permission blocks
A new block has been added that will give faction-wide access to blocks it’s placed next to. The previous block, originally called “Faction Permission Block” has been renamed to “Public Permission Block”. The new block has now been named “Faction Permission Block” since this makes more sense. Permissions will now also extend to storage blocks, making it easy to protect your cargo. There will be additional blocks in the future providing more rank customization.
Rails on Trading Guild Shops
Advanced TG shops now have docking rails by default. Server admins can also activate this feature on regular TG shops if desired, or switch it off altogether. Changing the option does not require a database reset; however the docking rails will only appear on newly generated shops. Docking on these rails will function similarly to docking on a home base, with the exception that no weapons can be used while docked. This should give factionless and new players a lot more room to secure their ships without having to rely on a home base or a faction.
New Default Keybinds
There have been some adjustments made to the keyboard.cfg that will provide a new default keybind set. Most of these changes were made to make controls more intuitive for newer players. Your keyboard.cfg file should not be overwritten unless using a new install, so your custom keybinds should not be affected except in the case of a few buttons that were remapped to blank keys. Any duplicates (in respect to context) in the keyboard settings in-game are now marked red for easy fixing.
Bug fixes
Fixed issues: T1010 can build on factioned entities regardless of permissions T1003 Can overwrite any blueprint by uploading one with same name T964 Teal and pink light rods have full-block collisions. T939 unload/load will drop blocks if volume used is bigger than default chest capacity T903 tooltip doesn't always display or shows wrong data T894 "Create Docking" not working on factioned entities T860 BufferOverflowException + render issues with mass placement of non cubic blocks T846 In game can't show full-width characters (Chinese, Japanese, Korean) But it works in setup window T820 stuck in ship core /stuck in undeathinator T789 deleting shipyard core anchor when design is loaded, removes it from the database T680 Ships not checking for collision before docking T649 docked entities created in adv build under create docking will not undock T618 Flora items missing from creative menu T548 "Filter by block name" does not work for multi slots T442 Old docks can still be bought at shops, when using 'Buy amount' instead of 'Buy' T243 Player character repeatedly removing/replacing helmet Also, lists in GUI are now sorted by default and ‘Preview Block to build’ is now on by default. Removed additional arrow in “create docking” in adv. build mode to make overall orientation clearer. The Metal Mesh has been given a new improved texture, Trigger Area blocks now have a block icon among other graphical improvements.
Council Term 2 Voting Closing Soon
For those unaware, as part of our continued engagement with you, the community, we have a community-elected council. For four months, the council assists the dev team with filtering suggestions, running polls and discussions on topics or concerns the community has, amongst many other things. Currently, voting is open for the new council and will be closing in a couple of days. Any player with a Citizen Registry account can vote, so head over to http://council.star-made.org to view who’s in the running and cast your votes!
What’s Ahead
StarMade has been a unique development experience. The past few years have seen us build a solid foundation for where we want to take StarMade. It’s like we’ve been developing a toolkit for us to build the actual game of StarMade on, and as such there’s been a lot of justified criticism that there isn’t much to do yet. In our opinion, it has been more important to get that foundation solid before proceeding into developing the gameplay, lest development gets stuck in design hell. For every new feature or mechanic we’ve added in, we’ve always considered how well it would mesh with the rest of our plans for the game. We also find it equally important to consider the different ways that players could utilize a feature, as well as how it affects players’ differing gameplay experiences and play styles. Our plans for StarMade are big, and while up until now we’ve purely focused on ensuring that we’ve had a solid foundation to build upon, this year we finally start using our proverbial toolbox to build the game we’ve all been envisioning. Here’s to 2016 and to what’s ahead ~ Thanks for playing StarMade! ~ the Schine Team
Greetings Citizens,
Happy New Year! Applications for Term 2 have now closed; the result being 46 potential councilors on our Ballot and now it's over to you, the community, to decide who you want on the next council.
For those of you who may not be aware of the council and its purpose, the council is a community-elected group of players who represent the ideas and opinions of the community and serve as a useful bridge between us developers and the community as a whole. They sift through suggestions, debate and bring forward to the devs suggestions they have determined to have the most merit, or need, or that show an entirely new idea that no one may have thought of before. We bounce off ideas with them that we might not be able to share with the community as a whole just yet, assisting us in refining the ideas. They run polls and discussions, both on SMD and throughout communities they're involved in. They also help in acknowledging citizens who have displayed exceptional skill and dedication in a particular area, through nominating citizens for badges.
The roles of the council is very organic, adapting to what we, the developers, need at that point in the development timeline.
Term 1 did an excellent job at solidifying what roles the council can take on board. But now it's time for Term 2, a new council, elected by the community.
To assist you in evaluating and choosing your votes, you can read all applications on the ballot at SMD here.
When you're finally ready to vote then head over to council.star-made.org, you'll need to login to the Citizen's Registry before being able to participate in voting (login is at the top of the page).
Again the voting system will be using STV (Single Transferable Vote); however, a change from Term 1's voting system is that this time you will not have a restriction on how many preferences you can add. You can vote for just one applicant by placing a 1 next to their name, or you can vote for all 46 numbering them in order of preference with the most preferred candidate being 1, and the 46th most preferred candidate being 46.
To learn more about STV, CGP Grey has two excellent videos explaining how the system works. Check the first one out here:
https://www.youtube.com/watch?v=l8XOZJkozfI
Voting for Term 2 will close at 23:59:59 UTC on January 20th, 2016, giving two weeks for you to place your votes. After that, the new councilors will be announced, and we'll be in Term 2 of the council.
Happy Voting!
- Schine Team
Friends, we're approaching the end of the year again. 2015 where have you gone! It's been quite a year, as every year is. We kicked the year off with a brand new GUI followed by several optimizations, performance updates, and balancing updates. We saw our team here at Schine expand, added in the new rails and docking system, the start of boarding mechanics, and overhauled how explosions work. Soon after on-ship spawning, flash lights, jump inhibitors, shipyards, transports, and more. The center-of-mass for ships changed, so did the HP and Armor systems, new chat controls, magnetic docking, not to mention more recently slabs, thrust mechanics and cargo. This year we also attended and exhibited at a convention with Schine showcasing StarMade at TwitchCon. The council had its first term that went for most of the year as we ironed out the procedures and methods of discussion. We had Q&As, Live streams and more.
Overall a grand year. Behind the scenes, stuff got a lot more organised. We documented the rest of the plans for the game, organised all our planned features and determined the best direction forward to get them in as quick and practical as possible. Across a dozen or so documents, over 32,000 words described the plans for StarMade, detailing features, some of which have since made it into the game, many others you'll see in the new year. Already we have planned out the next six months worth of work, continuing a direction towards a StarMade we all want to see and enjoy.
It's an exciting time for StarMade.
Council New Term
The council Term 1 has wrapped up, and applications are open for Term 2. You can find all the details in this news post here. Applications will close at the conclusion of 2015.
Some more teasers of some Trading Guild ships + stations
Criss' Thread has a lot of updates on recent builds that have been happening as part of our in-game assets updates. Here's a couple of images otherwise head on over and check out the thread.
Holiday Break
Like anyone, we here at Schine have families, and jobs. During this time, most businesses have a bit of a break over the festive season. At Schine, we think it's important to keep our team refreshed and ready for a crazy year ahead. So, in our development schedule, the next two weeks are an optional holiday break for our dev team. For the community, that means that there won't be a release happening between the 27th of December 2015 and the 10th of January 2016.
2016 Plans
You might have recalled earlier I mentioned we had the next 6-months of development already planned. No doubt some of you were already planning on jumping to the comments section to demand to know what happens next. Needless to say, I'll save you the trouble, and give our reply here. The plans haven't really changed. The past few months we've been in our RP season. Our main goal at the moment is one some players keep assuming isn't our main goal: to add in stuff for you to actually do in the universe of StarMade. We've thought out of the box and have plans that will help make it all dynamic and organic. They might sound like buzz words, but for us it means making a game that's gameplay can adapt as your universe changes. Missions will become available as the context for them occurs. Decisions could alter anything from the prices at the nearby shop to the balance of a war between two factions. Overall, the direction we're going will make for a better gameplay experience. It will allow us to add more in as we go without it being jarring, and will allow your choices to influence the universe around you. It all sounds great, but there are a lot of pieces to implement. So like giving birth to a baby, there's going to be some labor pains. There's a lot of new mechanics to go in to support plans, some of which you would have heard in our development direction news post. We have a number of awesome teams that are working on different aspects of upcoming updates, and we've structured it all in a way to deliver an enriching gameplay experience as quickly and seamlessly as possible. Speaking of immersion, a big thing players have continually asked for is an audio overhaul. Thanks to all those who submitted folios for consideration earlier in the year, we've been able to put together a well-equipped team that we believe will produce an incredible audio experience for StarMade. So stay tuned and you'll hear more from them as we head into the new year. That's it from our end. Thanks for sticking with us throughout the year and welcome again to those who only joined our community this year. We look forward to what 2016 has in store for StarMade. I can guarantee that writing this dev blog next year I'll be amazed at what StarMade will have become. See you then. - The Schine Team
StarMade
Schine, GmbH
Schine, GmbH
2014-12-04
Action Indie Strategy RPG Adventure Simulation Singleplayer Multiplayer Coop EA
Game News Posts 115
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mixed
(2175 reviews)
http://www.star-made.org
https://store.steampowered.com/app/244770 
The Game includes VR Support
StarMade Launcher - Linux [2.38 M]StarMade Launcher v2 - Linux [239.03 M] [0 B]
The universe is a vast, mystical, beautiful, awe-inspiring place.... the universe is yours.
Built for scalability to facilitate massive fully interactable objects, almost anything is possible. Gameplay elements have been skillfully constructed to bring the ultimate space sandbox experience.
Dive into your own unique universe, and choose your path.
Key Features:
- Procedurally generated infinite universe, with quadrillions of galaxies - The universe is massive. It'd take approximately 10,000 years to cross from one end to the other! Singleplayer and Multiplayer worlds can be heavily customised with our extensive config options.
- Developed for scalability- We have a broad range of graphical and performance options that cater to our low-end users as well as those with heavy rigs and servers.
- Advanced Build Tools - Powerful and easy to use building tools, quickly design awesome ships, stations and bases. Including functions: Copy & paste, undo, redo, replace, symmetry modes, shape assistance systems (spheres, cycles, torus and more) and rotation of templates.
- Modular Weapon Systems - Combine weapon systems for countless configurations of weapons. From sniper beams to swarm missiles.
- Comprehensive Rail & Logic Systems - Use the rail system to build moving parts. You can do anything from simple elevators, sliding or rotating doors, to complex cranes.
Tinker with our logic systems to control any system in the game, be it weapons, lights, rails, or explosives. Logic covers all basic gate types for convenient use (AND, OR, NOT, DELAY, Flip-Flop), allows in flight control and wireless connections between entities. You can use it for simple things like timers, switches, buttons. Or, build complex systems like working clocks and even a real CPU. - Community multiplayer (dedicated servers) - Play with others in our community hosted servers. Our configs allow administrators to customise core game mechanics for a tailored experience. Most settings can be tweaked to squeeze the best performance out of hardware.
- Platform independent (Windows, Linux, Mac) - StarMade is completely platform independent. We support the three most widely used operating systems.
- Free to play in alpha - We offer the full game free to play while in alpha development. Play our game through this period for free while in return we receive invaluable feedback and bug reports.
- OS: Ubuntu 14.04 - 64 bit
- Processor: Intel Core i3 (2nd Generation and above) | AMD FX 6xxx or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 260. 275. 280. 460 SE. 550 Ti | AMD Radeon HD 4870. 5770. 4890. 5830. 6770. 6790 or equivalent with OpenGL 2.1Network: Broadband Internet connection
- Storage: 3 GB available spaceAdditional Notes: 2GB of memory must be available for StarMade. Lower specs may work by modifying graphics and other performance options. Try out our demo to get an indication for your system. System components such as Integrated Graphics cards may not be supported. Requirements may change in further updates.
- OS: Ubuntu 15.04 - 64 bit
- Processor: Intel Core i7-2600 @ 3.4 GHz | AMD FX-8320 Eight-Core @ 3.5 GHz or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GeForce GTX 560. 650 Ti. 750 | AMD Radeon HD 5850. 6870. 7790 (or equivalent)Network: Broadband Internet connection
- Storage: 3 GB available space
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