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    • Jan31

      StarMade v0.19556 - New Gear Graphics and Bugfixes

      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.


      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

    • Jan27

      Open Beta of New Launcher

      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 open a support ticket at

      If you’d like to download the new launcher, you can find a link on the downloads page of the main site located at

      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:


      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!


      ~ The Schine Team

      Thanks for playing StarMade!

    • Jan16

      StarMade v0.19549 Faction Permissions, Player Protection, Streamlining, and Fixes

      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 normal TG shops if desired, or switch it off completely. 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 which 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 which were remapped to blank keys.


      Any duplicates (in respect to context) in the keyboard settings ingame 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 more clear.

      The Metal Mesh has been given a new improved texture and 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 4 months, the council assists the dev team with filtering suggestions, running poles 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 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 get 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

    • Dec19

      StarMade v0.19538 - New Thruster Mechanics

      Hello players,


      with this update the thrust system will finally be addressed to make gameplay, especially fighting, a lot more interesting.


      Thrust System


      Corrected Inertia

      Inertia is now physically correct to mass distribution. This means, that if you bump a stick by either end it will rotate slower that if you would cause any rotation on the axis along the stick.


      This also applies to your ship’s thrusted rotation. However, you can now influence the effect with thrusters. More on that later.


      Max Speed Differences

      Max speed is now thrust dependent. Your thrust to mass ratio determines how fast you can go. This should make smaller fighters a lot more interesting as scouts and agile fighters.


      The minimum you will go is 0.5 server speed. The max is up to 3 times (with overdrive even 4.5 times) the set server speed at a 2.5:1 Thrust:Mass ratio. Going beyond this ratio will not increase your max speed. You can see your current values in the build mode stats.


      Also, note that taking Structural HP damage will decrease your max speed.


      Please make sure your server speed isn’t set to more than 100 m/s (to start with at least) after updating.


      Thrust Customization

      This often requested features gives players the ability to customize thrust.

      We don’t think having to balance out directional thrusters by themselves is all that fun, especially on bigger ships, so we tried to make a simple solution that will in later stages also be usable in a crewed ship.


      To change your thrust balance go to the “Ship”->”Thrust” tab in your top task bar when you are piloting a ship.


      You can change what axis you want to put your thrust in: forwards/backwards, right/left, and up/down. You can also put thrust into your rotational thrust to make your ship turn faster. Changing thruster settings does take a little time though, 15 seconds to be exact. All these values are adjustable in the blockBehaviorConfig.xml, which is since the last hotfix also available as a mergeable custom config (check the customBlockBehaviorConfig directory in your StarMade installation folder).


      You can now also inherit all the thrust of docked ships. Simply press the “Inherit Thrusters from docks” to enable this on your ship.


      Flight modes

      We have now included a newtonian flight mode to all ships. The old, dampening mode is still there of course although you’ll most likely not use it a lot anymore. The newtonian mode comes equipped with an option to enable dampening if you leave the ship, like a parking brake, so your parked ships aren’t floating away into deep space.


      Capacity limit switched on

      Personal stash will now have its limit switched on (you can still switch it off in the server config is needed).

      To lessen the blow to people that didn’t follow the last update, all personal inventories that are overcapacity will automatically create a “block storage” meta item with all your blocks in it. You can take out as many blocks as you need at a time but you can’t put any blocks back into that item (except as admin, who can use this item to create rewards). You can move the item around and empty it in a high volume chest.

      Next update we’ll enable chest bleeding when over-capacity. If a chest/factory/shipyard goes over capacity, it will drop blocks over time till it’s under capacity again!


      The give_metaitem admin command has been updated to automatically adapt to current and all new meta items. Its description will also automatically be updated.


      Also we forgot to mention in the last news, but as most of you probably already saw, you can now tether any storage from a friendly ship in the same sector. Just go to the storage you want to use and toggle the “Use as personal Cargo” button. Then a new tab will appear in your personal inventory to access it at any point, as long as you are in the same sector.

      Asteroid spawning fix

      The asteroid spawn system is based on temperature. Some asteroid types spawn near a star, in high temperature zones and others spawn near system edges where it is cold.

      Some asteroids, such as blue Larimar would only spawn in very cold zones. Unfortunately this meant it only spawned consistently in system corners, the place where asteroid belts almost never cross.


      We’ve adjusted all asteroid spawns now and you should be able to find the ones you need without a problem.


      Because there’s not a lot of known information about what asteroid spawns where, Kupu has made some nice infographics to illustrate it, you can find them here:

      New Blocks

      Pink hull sets have been added to the game, including Crystal Armor variants, slabs and lighting options.


      Faction Config Change

      By request, a mining factor for unowned system is now available. Server owners and others that use a custom faction config must insert this new value into their config, else the game will not start (ParseException)! A better solution (by xml merging) will follow in the future...

      Config changes

      We implemented some changes to accommodate for the new thrust system

      • Total Thrust has been reduced by 25%. This is just to compensate for the new system, most ships should still be capable of moving as fast as they could before.

      • Cannon projectile speed is now 12.5 times the server speed, used to be 10.

      • Missile projectile speed is now 2.48 times the server speed, used to be 1.98.

      • Overdrive has been reduced to a maximum of 50% efficiency. However you do need 4 times less blocks to reach maximum effectiveness now. It also consumes a little bit more power now, 10 per block per second, used to be 6.66.

      We’ve adjusted the complex crafting recipes for coloured hull.

      • Standard armor: 1 basic hull with 1 standard hardener.

      • Advanced armor: 1 standard hull with 1 advanced hardener.

      Both hardeners use 1 asteroid ore which wasn’t used for much else before + some alloyed metal meshes.  

      • Standard hardener: 5 fertikeen capsules + 10 alloyed metal meshes

      • Advanced hardener: 4 fertikeen ingots + 20 alloyed metal meshes

      Asteroid spawn chances are more or less equal so we can finally tweak other crafting recipes. There are several resources not being used at all and some get used too much. We don’t want the same resource costs for everything though but decreasing the gap between them seems to be a good idea.


      Other changes include a new config option to increase mining  yield in un-owned systems. That’s set to 3x now, with other territory still sitting on 6x and faction owned territory on 12x.


      Starting players now receive a lot more essential blocks:

      • 350 basic grey hull + 100 wedges + 50 corners + 50 heptas + 50 tetras

      • 100 power reactor blocks

      • 100 thruster blocks

      • 2 salvage computers + 50 salvage modules

      • 2 faction modules

      • 5 ship cores

      They still get their meta items of course, but you don’t get any weapon computer or cannon barrels. If you want to arm yourself you’ll have to buy it from a shop.


      We’ve also adjusted the volumes of all basic resources:

      • Raw ores/shards and mineral blocks are 0.01 volume

      • Refined resources like capsules are only 0.001 volume, to allow easy storage.


      There were more volume and cargo changes planned but those got reverted, we need more cargo feedback to get a feeling of what you want, and what you definitely not want.


      If you don’t like some changes and you know something better, feel free to make a suggestion here:



      T1000 Structure HP condition triggers don't work for thrust

      T984 ratio to mass uses block count and not thrust amount

      T951 Micro assembler can't be linked to cargo space blocks

      T949 Infinite money Glitch.

      T948 Planet textures disappearing.

      T939 unload/load will drop blocks if volume used is bigger than default chest capacity

      T937 No way to reclaim large item stacks

      T931 can't split or merge multi slots when over or near capacity limit

      T926 Cargo mass does not update correctly.

      T870 Slabs act like full blocks with rails

      T860 BufferOverflowException + render issues with mass placement of non cubic blocks

      T786 Players that are attached to a ship via alignment share the ship's shield when shot.

      T680 Ships not checking for collision before docking

      T640 game config: computer limitation does not work and acts like group limitation


      Thanks for playing StarMade,

      - the Schine Team


    • Dec5

      StarMade v0.19519 Cargo, Contact Docking & more

      Hello players,


      #HOTFIX 0-19522: Fixed some balance issues. Fixed some performance issues with cargo on larger servers (more optimization will follow). Fixed som crashes related to cargo. Implemented blockBehaviorConfig merging (after one start in that version, go to the newly created ./customBlockBehaviorConfig folder for more info).

      #HOTFIX 0.19520: Personal inventory can now go over capacity without consequence to allow better adaption for players, including personal <-> storage interaction. ​​​​​Next release will have added features to allow a smooth transition to the full enabled cargo system​. Planet optimization has been switch off until it's working right. Factory over-capacity logic signals will now work as intended.
      We also forgot to tell you about personal cargo: now you tether any storage in the same sector to your personal inventory and switch to it. So you can build a huge station/ship with having cargo ships nearby, without the tedious walking back and forth.
      Also there are now teal blocks and lights available for use.



      cargo has finally arrived. It is meant to improve gameplay mechanics having a physical representation of loaded goods on a ship while at the same time, being as usable as possible.



      Cargo is a physical representation of things loaded in your ship or station/planet. The more you have loaded, the more boxes you will see appear in your cargo area.

      There were some main concerns for it in terms of scalability, organization, usability and migration which I hope we solved sufficiently.


      Since it’s impossible to organize your things into different little boxes with limited capacity, your storage block will still be the main piece to use. Because having a limit on both slots and stack capacity would be tedious, we decided to just have a overall capacity for a storage with unlimited slots. Each item’s needed space in the inventory is represented by its volume (which defaults to mass, but can be adapted in the block config if needed).


      So basically, you can fill up your storage with as many slots as you like, as long as the total volume of all items is within capacity.


      Because of this sudden change, penalties for being over-capacity are turned off by default in the server config. These penalties will be switched ON by default in future updates. A player whose inventory is over-capacity will move more slowly, and a ship which is over-capacity will leak items out of storage over time.


      So how do you increase that base capacity each storage gets?


      It’s simple: just get a few Cargo Area blocks and connect them to your storage. Each block adds capacity to your storage block. They are non-physical and not visible as long as they are empty, but they will fill up with the inventory reaching its capacity.


      Keep in mind that items in storage now also add mass to your ship. It’s a lot less mass than it would add if you would build the blocks on your ship by using the patented “warp storage technology”, which stores most of the mass in the void.


      Also please note that the balance is by no means final. We put it at the lower end, because buffing it in future version is a lot easier than nerfing (and also causes less anger amongst players ;) ).


      Factory changes


      This same cargo capacity concept also now goes for factories and shipyards. Factories also now only pull as many items as they need to do one tick, so they won’t fill up. And instead of sending a signal to adjacent Activation (full <-> not full) and ‘OR’ blocks (empty <-> nonempty), they will send it to connected ones.


      Docked Cargo pulling


      Cargo can now be transferred from or to docked entities. Just connect your docker and rail to the storage you want to pull from or of, then deactivate pulling on the one you want to be pulled from, and it will pull to the other just like it would on the same entity.


      Docking on contact


      You can now also dock to rails by physically touching them with your docker block. After undocking you will not be able to re-dock to that rail for 5 seconds. In the future this time interval will likely be switched to a distance limit, where if you move a certain distance from the rail you will be able to re-dock.



      There has been a nice optimization done for planets which should add some fps for you (after the planet is loaded in)


      Balance changes

      Thanks to player feedback and the help of the council, we’ve changed several values that should improve your gameplay experience.


      • Power soft cap has been increased from 1 000 000 to 2 000 000

      • Max shield regen under fire has been increased from 10% to 25%

      • Shields sharing is disabled when you go under 25% shield capacity instead of 50%

      • The system penalties you receive when you suffer damage are now less harsh.

      • Starting cash is now 50 000 credits instead of 20 000 credits for new clients and station cost price has been decreased from 1 000 000 credits to 50 000 credits

      • We’ve introduced multi-slots for lights and their respective light rods, the delay-signal is now also sitting in a logic multi-slot. We’re planning to add controllers + modules next release.

      • Missile + cannon its missile speed has been buffed from 0.5 to 2.0, now it can go 6 times the max server speed.



      Bug fixes

      T917 Emissive mapping make rod lights appear on when they're off

      T839 Certain weapons mounted directly to an asteroid and then fired will crash the game at the next autosave

      T786 Players that are attached to a ship via alignment share the ship's shield when shot.

      T680 Ships not checking for collision before docking

      T655 Shipyards give free cores

      T258 All blocks are rotatable


      Power Supply and Power Drain textures are now correctly labeled.


      Thanks for playing StarMade,

      the Schine Team