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    • Nov24

      StarMade 0.1839 Bug Fixes, Balance & Announcement

      Hello players,

      here is a balance update as well as some bugfixes.

      EDIT v0.18392: The simultanious fps drop issue on servers has been fixes, as well as a random ClassCastException.

       

      Balance Changes:


      Ratio Fixes

      Since not many people were happy with the change in distribution in ratio, I went back and rewrote the module to make it possible to redistribute in any combination. This means ratio of master to slave will once again just be 1:1. Effects are independent once again and are also 1:1 to master.

      This is NOT the old system. The change still fixes the bug that forced me to change it in the first place. It is also not a buff or a nerf, as the dps will just stay the same. With 50 modules you get that 50 modules worth of dps no matter how you distribute it (as long as you don't go over 100% ratio)

      I apologize for any inconvenience and players having to adapt ships again, but the truth is that balance just is not easy to achieve. Moving things around affect 1000 other things, and that's why sometimes drastic measures are necessary only to find a more elegant solution later.

       

      Salvage Change

      Salvaging was broken for a longer time. Putting more than one module in a group didn't matter at all, and power consumption didn't represent the actual gain in blocks.

      A salvager now works more like the damage beam. it does "virtual" damage to a block, and if that damage is enough, the block will be mined. The block doesn't take actual damage of course. The default salvager now comes in bursts, but can me made a constant beam by combining it with a cannon.

      The virtual salvage damage done to a block is just like the damage beam dependent on how many blocks are in a group. That means simply: The more salvage modules in a group, the faster you will mine.

       

      Other Beams

      All the other support beams have also been adapted to use the new tick-rate style the same way damage beams do.

       

      Missiles

      The radius missiles do and the potential block destruction make missiles very powerful. The default radius has been decreased a little but the radius for the missile+pulse combination has been upped by a lot for all your doom device needs.


      AS ALWAYS: all of these changes are not final. Balancing is always a hard topic, since it's very subjective in a lot of cases, and believe me: I'm not actually trying to make the game worse for players, but the opposite. I'm doing my best to do so, and even if sometimes it might seem a little drastic, I only have the best for the complete picture in my mind.


      Bugfixes

      The game crashed when using pulse on an astronaut, and beams still didn't hurt them. Undo had a bug where there could be leftovers of the undo when relogging, or saving it as blueprint. While astronauts now take damage from suns and inside black holes, that shouldn't be the case if you are on a ship.

       

      Charity Livestream

      Raiben will soon do a live stream to help the family of his deceased friend. As somebody who knows how hard it is to lose people close to you and since Raiben is a friend, I will support his cause. Here is the go-fund-me page http://www.gofundme.com/hjbw48.

      http://www.youtube.com/watch?v=VcLMBSw-oC8&feature=youtu.be

      Small Announcement

       

       

      Thanks for playing StarMade,
      - schema

    • Nov20

      StarMade 0.1836 New Tutorial and loads of fixes

      Hello players,

      this update contains a big bunch of bugfixes of some of the most annoying bugs which have been in for a while, small additions, and a brand new tutorial.
      The tutorial consists of various new features added to the game in terms of scripting. A lot of the functionality in it, I did with the goal of reusing the same mechanics for a mission system. The tutorial station was made by Dalmont.
      (Also sorry for typos. Since nothing is hard coded in the tutorial, it will be an easy fix for helpers)
      There has also been an update for the textures. Kupu added brand new ultra crisp textures for all the terrain and flora.
      There have also been some fixes for bottlenecks on servers to reduce lag in some situations.

      The stations of the contest winners will probably be added in the next few days, as a few builders wanted to do some fixing on their stations first.

      EDIT: Update to fix the minable pile in the tutorial. Also the textures for the overlays for minable blocks have switched around (since one looked more like ore before when it was actually crystal).

      About the ratio

      The weapons DID NOT get nerfed. It was a bug fix:

      2/2/2 did more dps than 6/0/0. This was a bug and it got fixed. It had to be fixed, there is no reason why it should be that the same amount of blocks should do more damage in other setups, because then it would be the only thing people would use.

      You don't need to add more blocks, you just need to redistribute. Power usage is also less now without the bug so there is absolutely no nerf involved other than the ability to get more dps by using effects, which shouldn't be.

      You don't have to put more stuff on your ship. The damage has NOT been reduced, just the ratio needed, if you have now 50% on your machine gun, all shots will do double damage as when they were at 100% minus a very small amount from the bugfix.

      the system is now:

      combiPercent = slave : master+effect
      effect is still = effect : master

       

       

      Here are the bugfixes:

        Resolved 26
      597 Adding an effect computer and zero effect blocks gives 100% effect status
      1101 current amount of Power not stored in blueprint / ship
      1241 Effect Modules Add Double Damage To 1:1 Slaved Weapons
      1224 Inconsistencies In blockBehaviorConfig.xml
      951 Small weapon with 100% stop effect can stop huge ships and affect shield
      1040 ANY sector change ejects players in gravity
      1274 Drain beams unbalanced
      1091 Items destroyed if inventory is full
      950 Radar Jammer and/or Cloaker is not working against homing missiles
      1134 Random damage numbers appearing in space
      1120 USE_PERSONAL_SECTORS = true results in NullPointer
      1044 Weapons fire from AI ships becomes severly maloriented, beam animation renders significant distance away from ship.
      1178 2 config values under explosive effect do not work
      1148 Adv. Build / Remove: Replace with active slot doesn't auto connect
      720 AI has a fixed range.
      894 beams and pulse not killing astronauts
      1184 Block removal and auto linking not working correctly
      495 Docked Ships do not use Gravity correctly
      1252 Explosive defense system does NOT protect against stop, push or pull
      932 Jump Drive ignores sector permissions
      828 Leaving the gravity of ships not aligned with "C" is disorientating
      1171 Missiles can damage docked entities from any point on a ship
      646 Shops don't get restocked with the new blocks.
      1186 Sitting + Planet gravity field
      1213 Turret settings not saving in blueprints
      972 Non-Repeating Delay and Delay have no texture difference anymore
        Closed 24
      1049 Cant over write blueprints
      1235 Local blueprint isn't correctly saved
      1014 Player position does not appear to save properly
      1259 Scan report does not give location of galaxy system owning structure and owner
      1179 You can place more than 1 scan/jumpdrive computer
      661 Activating gravity block rotates charakter
      1135 Door wedges affecting rotation of adjacent wedges
      1050 Factories pull from chained storage and ignore filter
      1194 Map: color coded areas not fully showing after logging in
      1177 Mass counter doesn't update when docked
      1263 Remove unnecessary icons/buttons from shop
      792 Shift+V Logic Connection on plexlights (All types) does not work
      1074 Shift-V only half-works with new door types
      898 'Undo' doesn't restore connections
      1237 Astronauts unaffected by black holes or star heat damage
      1267 Crash with Joystick connected Joystick.cfg error
      917 Ion effect defense not effecting docked entity though % calculation uses total ship mass including docked entities
      1227 scanner computer/antenna dont have crafting recipes.
      949 Ship mass still heavy after detaching docked ships and/or turrets
      1130 carved Lukrah and carved chabaz missing and incorrect recipes.
      1116 massive item lose when creating subblocks (mini slots bug) in factories
      1230 Factory Blocks indistinguishable types
      671 Typo in weapon firing notification
      463 Typos in startup tips

      New features are in the works, too. Stay tuned :)


      Thanks for playing StarMade,
      - schema

    • Nov12

      Only one more day to buy StarMade for 6$.

      Only one more day is left to buy the game for 6$ until it will be raised to 10$. You can of course still play the game for free.

      - schema

    • Nov5

      StarMade 0.18 - A new Universe

      Hello and welcome to StarMade,

      EDIT: The Faction Config is now automatically downloaded to clients connecting to a server. The game will create a ./customFactionCofig directory when starting (you can also create it manually). Just place the FactionConfig.xml in there, and it will be used to overwrite the one in ./data/config. Unlike the one in ./data/config, the one in ./customFactionConfig won't be overwritten on update, so you don't have to do work at every update. Several small fixes have been done for generation. There are also new admin commands to reset or make territory not claimable. The Admin Command Forum Thread has been updated.

      finally the big update is finished! Enjoy!

      Please make sure you choose to backup when updating, just in case!

      Galaxy Update

      This had a long time coming and is now finally here. It will switch to the new system once you reset your world. So you can use your old world as long as you please, but a reset is recommended.
      Make sure to export all the sectors you need for the new universe.


      Galaxies

      A Galaxies in StarMade contains of 128x128x128 Systems, each containing 16x16x16 sectors. This means a galaxy is pretty huge.
      However not every system actually has something viable in it. Most of a galaxy is composed of so called 'Void' systems.

      Void Systems do not have a star, and will have an increased chance of spawning pirates. Note that in the future the pirate spawning will get ramped up even more the farther away you go from claimed territory. Also, claimed territory will make that system safe, and decrease pirate spawning in the surrounding systems (not in yet).


      The most common viable system is a stellar system. A stellar system can have different variation or stars in different sizes, and can even be even binary system with two stars in one system.
      Note that the damage rates and distances on stars depend on color and size: Blue stars are more intense and do more damage on a longer range, giants have 8 sun sectors in the system, and binary star systems count distance from the nearest star.

      The view distance for galactic entities has been increased by a great deal, so you can now see planets and stars or other objects of your surrounding systems. It might look a little crowded with planets in the old universe, but gives you an idea on how much planets there were :)

      Also, the stars in the background now represent the exact galaxy you are in, so you can get a kind of fell for where you are.

      Of course there are a lot of other galaxies you can visit, and every one of them has a different look to it (although they all follow a basic pattern)

      You can also find black holes in the galaxy. They form a wormhole network which warps you if you go into one. The network goes from the inner galaxy to the outer arms, and the furthest worm hole leads back to the closest to center. That means if you get lost, you can always find your way to the center if you follow the worm
      holes. In the map you can arrows from near, and also have an indication of the line getting whiter in the direction of the destination.


      Syste

      Stellar Systems now also generate differently from the old universe. Every system has now a generated name, too, which players will be able to change in a future update. Each stellar system has a random amount of orbits, within the sectors that are intersected by those orbits, certain things will spawn. On planet orbits, a planet will spawn somewhere on the orbit, and there is a very small chance of a second one. The other type of orbit are asteroid belts. On asteroid belts a high amount of asteroids will spawn. Everywhere else there is only a small chance of finding them, and if they spawn, they do it in much less amounts.

      Keep in mind that in a claimed system (see faction points), you get a 6x bonus to mining.


      Galaxy Map

      Since all of those things are not easy to navigate, there is now a galaxy map (press P) available to all players. It not only shows you the complete galaxy with all its systems, they also show planets and stations in each sector (that is open to change with the introduction of radars in the future).

      You can see all faction territory in the map, so you can easily find your way around on a server.
      You also see all the FTL connections in the map. Colors for faction warp gates will be added later.

      You can now also easily plot a path for a waypoint within the map.
      There are several filter options available which should be relatively self explanatory, like blending out orbits, objects, etc, as well as changing the color of territory to a per-relation color instead of a random color per faction.

       

      Faction Points

      Most of the information in this section is already in the dev update post.


      Faction Point System

      PLEASE NOTE THAT ALL VALUES OF THE FACTION SYSTEM ARE EXPOSED IN A CONFIG FOR ADMINS TO CHANGE (./data/config/FactionConfig.xml). That config doesn't distribute yet (next update), so please only try changing it in singleplayer.


      Faction Points

      Faction Points are a new form of currency in StarMade and shall be abbreviated 'FP' from here on out. They are shared throughout the faction, and in the future can be made physical for reasons I will go into later.

      Their value can not be compared to credits and resources, as their total availability doesn't follow the principle of an infinite universe like credits and resources do.

      Their existence as the name says depends on the factions of a server. So on a server with more players the overall faction point count will naturally be higher (but the demand is also rising with that)

       
      Faction Point Acquisition

      A server now does hourly calculations. I'll call this a "turn" from now on.

      At the end of a turn the following will happen:

      •     You get 50 FP for every online member of your faction
      •     You get 20 FP for every active online member of your faction (see member activity)
      •     You get 0 FP for every inactive member of your faction (see member activity)


      Member Activity

      A member counts as active if the member at least spent 10 minutes playing within 48 hours. After 48 hours after logoff, the member will become inactive and the faction no longer gets any FP from his membership.

      There are several methods in place to combat FP farming with multiple nicks on the same server.

      Territory

      One of the biggest things with FP is the ability for factions to take territory. You can take a whole 16x16x16 sectors at once. 16x16x16 sectors are also known as "system" as mentioned above.
      Taking a sector can be done easily with the faction module on a station or planet. If someone else has already taken the system, that faction module has to be destroyed before another faction can take the system.


      Territory has the following advantages:

      •     Your faction gets a mining bonus in that system of 6x (other factions get 3x still in an owned system so be alert of eventual thieves)
      •     Your faction gets a notice whenever a player enters your territory. You even get a faction news post if that player is an enemy. (No names are transmitted though, so you have to go there with a scanning capable ship to check out the location (see scanning))
      •     Scanning range (see scanning)


      Faction point spending and loss

      Of course you can't just go and claim every system as fast as possible as you like. You also have expenses each faction point turn. The following are the costs explained:

      •     Each owned system costs 10 FP each turn
      •     Each owned system costs FP in the distance in systems it is from the homebase (or a random owned system when no homebase exists)
      •     Each owned system costs FP in the distance it is from a galaxy center (something that will be more clear with the structure update. it is the system 0,0,0 in this case)
      •     The cost for center distance will decrease the more total territory is taken. This means, factions will probably move together a bit. Roaming vagabonds are still a thing since they don't use too much points (the first system is free). However they don't have the luxury of a bigger base of course.
      • There is a flat expense of 1 FP

      FP loss from player deaths

      •     Each player death costs a fixed FP amount
      •     Each player death costs also an FP amount times the amount of members in the faction. That means that while you get more FP each turn with a bigger faction, you lose more when someone gets killed. suicide does not count in that regard. Admin commands are in place to allow admins to protect players against faction point loss (that will be broadcaster on death to all players to avoid abuse), and making sectors safe against FP loss, so minigames can be played there without problems.
      •     After dying, the player gets a 30 min protection of losing faction points again.

      Repercussions for to few FP

      Should at the end of a turn the FP of a faction be below zero, the faction will lose the system that is farthest from the homebase (random if there is none).
      You also can NOT take any territory if your faction has below zero faction points.

      Home Base danger

      This is an admin option in the server.cfg. If a faction has below zero FP and no territory (this will only happen if a players get taken out repeatedly), the home base becomes attackable. Server have also the option in the faction point config to set a flat FP expense every round (as mentioned in expenses). This will make it possible that completely inactive factions (depending on config) will get attackable eventually.

       


      Scanners

      This is a new block you can put on your ship or station. Its mechanics work similar to the jump drive as it needs to be charged up to do a scan.
      But unlike the jump drive, the scanner will automatically charge. You are also only allowed one scanner per structure.
      The basic range of the scanners is fixed, but also depend on the territory you are in. The recharge time depends on how many blocks you place, of course costing more power. The textures are of course made by the great Kupu (Tom)

      •     Default scan range is 4 sector radius
      •     In an allied territory you get twice the default scan range (as do the owners) (8 sector radius)
      •     The owners of a system ADDITIONALLY get the whole system scanned.
      •     If you scan in an enemy territory, your scan range is halved (2 sector radius)
      •     if you scan in an owned system, you always get the location of the station that has the faction module owning it.

      This means with good strategy and infrastructure, as soon as your faction gets signal of someone intruding, you can send a player with a scanner ship into that system which can find out the exact position.

      Scans are a snapshot, so to track moving targets, you need a very good recharge.

      Scans are also persistent, so you always, even after logging out and in again, have access to the last 5 scans you made.

       
      Future Uses for Faction Points

      In the future, faction points will be the main currency for diplomacy and missions. The only way to earn additional FP is to do missions.
      But also factions themselves can issue missions. A faction can pay FP for a bounty on the head of another player, or for a mission taker getting them an amount of resources. And many more.

      Faction points will also be usable to replenish asteroids in a system.

      GUI

      Because nobody would be able to remember all the rules and keep track, the GUI has been expanded with several statistical functions regarding FP and scans.
      Just click the "Faction Point" button in the faction tab, and it will tell you exactly how much you gained and lost, listed per type. it also gives you an overview of all your owned systems.

      You can access your scans in your navigation panel.

       


      Sitting

      The great Omni (Keaton) has made some nice sitting animations for dave. You can sit on blocks and wedges. Just press 'O' on a block to do so. Your sitting position depends on how close you press on an edge. You can also sit on the ceiling/etc if you have the gravity to do so :).

       

      Database Size

      An upgrade has been made to how fast the StarMade database grows. More then 70% reduction in growth has been achieved by not saving planets and generated station in the database as long as no block is modified. This change was always delayed by planets being generated to slow.


      Planets generation speed

      Planets now generate up to 4x faster. On top of that they now use the full power of multithreading (something planets could not use until now since they need a huge amount of data and parts of them depend on other parts).


      Admin Commands

      Beside a lot new admin commands for the faction point system, such as setting faction points, protecting against faction point loss on death, and even protecting a sector so no one dying in it will lose faction points, server admin management has been added. Admins can now allow and disallow admin commands by admin and command. This should help server super admins to manage their admins much better, and reduce admin abuse. This can also be done on the admin file directly, if you need to do a lot of it. Make sure to disallow other admins to use the allow/disallow commend themselves, or they can grant themselves the rights to use anything.

       

      Default Sector Size

      The default sector size has been upped to two times the value it was before. This value will only apply if you either remove the server.cfg, of change the value yourself (or do a fresh install of course)

      Balance changes

      Calbiri has been working hard on getting the game balanced further. The power usage of tertiary effects have been reduced to make it more managable on ships. We are not going to allow a good for all ship, so block counts keep the same. Also there have been several changes to other weapons and support systems. As always, this is not final, and you also have the option to modify the configuration yourself if you disagree with what the balance should be. Support beams are also currently being worked on to make them also fit into the bigger picture.

      Other changes

      This post is unfortunately too long to mention a lot of the smaller teaks, fixes, and updates made.

      Station Contest Winners

      Thank you all for voting. You can see the winners in the repective threads. The stations are not yet included as we need some time to go through them and do a last check up. Once they are in there will be a news post dedicated to that.


      Bugfixes

      Missiles should now have a much better lag reduction, meaning that they should much less rubberband around.

      Most of the fixes have been done on the active dev builds, so they are not listed here, since they never were in the current release.

        Closed 37
      1226 Closed critical error on start up
      1220 Closed HealBeam in a Factory Causes Crash
      1217 Closed java.lang.ClassCastException: obfuscated.xK cannot be cast to org.schema.game.common.controller.SegmentController
      1214 Closed ArrayIndexOutOfBoundsException When Updating to .179
      1208 Closed Random deaths
      1206 Closed Stars render on top of everything else
      1203 Closed Suns and backgrounds appear in void system blocks with Bloom on
      1200 Closed Neighboring Galaxys Don't Render (Map)
      1198 Closed Cannot Leave Wormhole
      1197 Closed Crash on log in when using 256x texture pack
      1195 Closed Map: "Entered System" message appears every time you enter/leave a sector
      1191 Closed Map: bloom overrides black background
      1182 Closed java.lang.IllegalArgumentException: Comparison method violates its general contract!
      1175 Closed Nullpointer - catched but persistent
      1173 Closed Nullpointer on death - resulting in server-shutdown
      1164 Closed SQLSyntaxerrorexeption on new install after 0.1751 in SP
      1150 Closed Shield drain beam's power cost not increasing.
      1131 Closed Custom Textures - Error on startup - missing normals
      1126 Closed Multi slot stack disappears
      1115 Closed Map does not render till you press shift
      1092 Closed Defensive effect piercing added armor bonus uses the wrong formula
      1071 Closed Rotating a paste sets all contained logic blocks to "active"
      1001 Closed Storage/factory connections break after sector is unloaded
      988 Closed NullPointerException crashing client while on remote server. Crash repeats at every attempted login at spawn dialogue.
      984 Closed Lag causes power production to stop.
      909 Closed Safety element: Entering and/or leaving ships
      893 Closed Max visible missiles on screen
      891 Closed Flickering Objects - Occlusion culling
      782 Closed Crash at 100% (cube shader)
      728 Closed Effects increasing power consumption on missiles and increase damage for cannons/pulse/beams + other issues, last message
      566 Closed Deffensive stop effect computer not working
      540 Closed UI is unusable in large lists
      505 Closed "Shop in Range" still showing after teleport - using shop = nullpointer
      488 Closed Linking already linked computers - hides but preserves the sublink
      412 Closed Game crash at loading 100% (explosion shader)
      386 Closed Blocks disappearing when advanced build mode activated and rotatable block selected
      347 Closed Feature: one click beam activation

       

       

      With this update, in one week, we have to up the price to 10$, as more and more money has to be spent on manpower and servers.

      Thanks for playing StarMade,
      - schema

       

    • Oct26

      StarMade Dev Update: Introducing Faction Points

      Hello Players,

      big things are coming:

       

      Faction Point System

      This system is a big addition. It will shape the multiplayer experience of StarMade, and takes it to a whole new level.

      There was often criticism that there is not much to do after building, and this is the first step to change that. A lot more stuff will come in that regard.

      This system was planned for almost 2 years now, and I'm finally having the core systems developed to a state where this is viable.
      Also, one of the things that were most important to me, was that the design is abstract and can be adopted and changed should there be any need.
      In a "lets just add this feature without making any groundwork" approach, I would have probably got it out way faster, but the problems that players and me would run in over time would have taken more time than getting the basics in an acceptable state for it.

      The system is an essential part of the galaxy redesign. I've made it available first so existing servers can test it on the current universe structure. A lot of things of course don't matter as much or matter more as long as the structure redesign isn't released.

      All numbers I mention in this whole faction point system explanation are all exposed in configs, so they are very simple to change.


      But on to what the system actually is:


      Faction Points

      Faction Points are a new form of currency in StarMade and shall be abbreviated FP from here on out :). They are shared throughout the faction, and in the future can be made physical for reasons I will go into later.

      Their value can not be compared to credits and resources, as their total availability doesn't follow the principle of an infinite universe like credits and resources do.

      Their existence as the name says depends on the factions of a server. So on a server with more players the overall faction point count will naturally be higher (but the demand is also rising with that)

       

      Faction Point Acquisition

      A server now does hourly calculations. I'll call this a "turn" from now on.

      At the end of a turn the following will happen:

      • You get 50 FP for every online member of your faction
      • You get 20 FP for every active online member of your faction (see member activity)
      • You get 0 FP for every inactive member of your faction (see member activity)


      Member Activity

      A member counts as active if the member at least spent 10 minutes playing within 48 hours. After 48 hours after logoff, the member will become inactive and the faction no longer gets any FP from his membership.

      There are several methods in place to combat FP farming with multiple nicks on the same server.


      Territory

      One of the biggest things to come with FP is the ability for factions to take territory. You can take a whole 16x16x16 sector chunk at once. 16x16x16 sectors are also known as "Galaxy System".
      Taking a sector can be done easily with the faction module on a station or planet. If someone else has already taken the galaxy system, that faction module has to be destroyed before another faction can take the system.
      Territory has the following advantages:

      • Mining bonus in that galaxy system of 6x (other factions get 3x still in an owned galaxy system so be alert of eventual thieves.
      • The faction gets a notice whenever a player enters their territory. You even get a faction news post if that player is an enemy. (No names are transmitted though)
      • Scanning range (see scanning)


      Faction point spending and loss

      Of course you can't just go and claim every galaxy system as fast as possible. The following are the costs explained:

      • Each owned galaxy system costs 10 FP each turn
      • Each owned galaxy system costs FP in the distance in systems it is from the homebase (or a random owned system when no homebase exists)
      • Each owned galaxy system costs FP in the distance it is from a galaxy center (something that will be more clear with the structure update. it is the galaxy system 0,0,0 in this case)
      • The cost for center distance will decrease the more total territory is taken. This means, factions will probably move together a bit. Roaming vagabonds are still a thing since they don't use too much points (the first system is free). However they don't have the luxury of a bigger base of course.

      You can also lose FP from player deaths

      • Each player death costs a fixed FP amount
      • Each player death costs also an FP amount times the amount of members in the faction. That means that while you get more FP each turn with a bigger faction, you lose more when someone gets killed. suicide does not count in that regard. There will also be a way to temorarily turn it off for minigames by admins.
      • After dying, the player gets a 30 min protection of losing faction points again.

      Repercussions for to few FP

      Should at the end of a turn the FP of a faction be below zero, the faction will lose the galaxy system that is farthest from the homebase (random if there is none).
      As an option for admins to turn on, the home base will also become attackable when the faction loses all its territory and are below 0 at the next turn.


      Scanners

      This is a new block you can put on your ship or station. Its mechanics work similar to the jump drive as it needs to be charged up to do a scan.
      But unlike the jump drive, the scanner will automatically charge. You are also only allowed one scanner per structure.
      The basic range of the scanners is fixed, but also depend on the territory you are in. The recharge time depends on how many blocks you place, of course costing more power.

      • In an allied territory you get twice the default scan range (as do the owners)
      • The owners of a galaxy system ADDITIONALLY get the whole system scanned.
      • If you scan in an enemy territory, your scan range is halved
      • if you scan in an owned system, you always get the location of the station that has the faction module owning it.

      This means with good strategy and infrastructure, as soon as your faction gets signal of someone intruding, you can send a player with a scanner ship into that galaxy system which can find out the exact position.

      Scans are a snapshot, so to track moving targets, you need a very good recharge.

      Scans are also persistent, so you always, even after logging out and in again, have access to the last 5 scans you made.

       

      Future Uses for Faction Points

      In the future, faction points will be the main currency for diplomacy and missions. The only way to earn additional FP is to do missions.
      But also factions themselves can issue missions. A faction can pay FP for a bounty on the head of another player, or for a mission taker getting them an amount of resources. And many more.

      Faction points will also be usable to replenish asteroids in a galaxy system.


      GUI

      Because nobody would be able to remember all the rules and keep track, the GUI has been expanded with several statistical functions regarding FP and scans.
      Just click the "Faction Point" button in the faction tab, and it will tell you exactly how much you gained and lost, listed per type. it also gives you an overview of all your owned systems.

      You can access your scans in your navigation panel.

       

      Implementation Status

      Almost all the things you just read are already implemented. One big thing that is left is the galaxy map, which i hope to finish in a few days.
      You can already check out the system in the current dev build.


      The spawners explained

      In the last update you saw the first occurrence of spawners. This system an abstract system which is not only there to spawn in creatures.
      Spanwers have conditions and components.

       

      Conditions plenty, and the first implemented are:

      • Timer
      • Blocked
      • Block exists
      • Less than x creatures on that structure
      • Less than x creatures in that sector
      • Player proximity

      Conditions can be configured and combined as pleased. If all conditions are met, all components are called. These include at the moment:

      • Spawn creature
      • Spawn meta item
      • Spawn item


      There will be many more coming, as the spawners will be a vital part of the mission system planned.

       

      I hope you like the new additions,

      Thanks for playing StarMade,

      - schema