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.
- fixed tutorial
- fixed totorial not being usable if player leaves and reenters a game from main menu
- added delete/export context menu to local universe menu
- added saving of manual server entries
- fixed cpu being high in empty sectors
- fixed several crashes
- fixed error handling to not be in the background (might still happen rarely)
- fixed crash on encryption exception
- fixed mouse vanishing when being put in the main menu for any reason while the mouse is grabbed ingame
- fixed storage blocks not being connectable to logic (storage -> logic as indicators of full/empty)
- fixed adv. single player settings using wrong values
- antenna modules and conduits are no longer rotatable
- light blocks have slab variants
- server filters save now
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. Not only that, but 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
Only 1 new block this time: Ice wedge!
A bug causing an unusual long shutdown time of a server was fixed. Several reasons strange server behavior has also been fixed (but 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.
Thanks for playing StarMade,
~ the Schine Team
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 big features. We’ll do 1 more week of bug fixing and then we get back to our normal 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
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 I was hit by the flu three weeks ago and only could work again for the past week. Because of that, this will be another bugfixing round, as the time was far too short to complete other features in the queue. I’m feeling well again, though.
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 easily (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.
T1294 star reflection makes some blocks appear white
T1293 Shipyards able to take over an existing entity
T1292 thrust circle slider can go under or above 100% total thrust
T1276 turning off gravity un-aligns you from ship
T1267 exit tutorial dialog menu appears on top of confirmation dialog
T1244 Missile Tracking inaccurate vs smaller ships
T1226 Cannot modify rotational thrust using out-of-ship thrust menu as astronaut
T1221 fleet on sentry or defend doesn't fight back if enemy is out of weapon range
T1211 AI aim is nearly 100% accurate, regardless of difficulty setting
T1248 "Preview Block to Place" appears inside Galaxy Map
T1185 Carrier recall first uses an old flagship position to home in
T1177 Faction description can't be blank (no warning message issue)
T1081 "Select Nearest Entity" while inside a ship core selects your astronaut
T1065 Unable to unlink weapons and effects in weapons menu
T1020 Diminishing returns of Inherited Thrust is based off the dock, not mothership
T971 storage pull on asteroid results in class-cast exception
T897 tooltip not showing for ship hotbar 2 -> 10
T798 Chat main log blank after first 100 lines
T794 Transporters preserves alignment but not gravity on the same ship
T778 scrolling through ship hotbar is jumpy
T709 LOD of planets are the wrong colour seen from other sectors
T8 Sector change moves players in gravity/alignment
We’ll continue to do bug fixing till the end of the month, while preparing and then moving on to a long awaited change. Along the way we’ll include smaller features with those bug fixes.
Thanks for playing StarMade!
~ The Schine Team
It has been some eventful two weeks with servers going into chaos, but now we are almost fully back up. 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.
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.
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 more in the future.
AI aggro range is now a lot higher.
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 server side.
A few unreported bugs have been fixed too.
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
#HOTFIX 0.19592: Fixed astronauts in gravity of a ship falling out on sector change. Fixed Nullpointer at the end of tutorial. Fixed ClassCastException crash on server.
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.
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 actually load in ships. We had to make some major 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 specific 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.
Important: Formation orders are currently experimental and may lead to strange AI behavior or fleet pile-ups.
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.
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 not 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.
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
Option to allow fleet formations or not, it’s an experimental feature that could cause collisions and performance drops.
ALLOW_FLEET_FORMATION = true
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.
T1197 Placing a block on an asteroid, removes said asteroid
T1107 GameConfig.xml on new install is broken
T1055 Nullpointer when sitting on blocks, crash
T939 unload/load will drop blocks if volume used is bigger than default chest capacity
T926 Cargo mass does not update correctly after over capacity bleeding
T903 tooltip doesn't always display or shows wrong data
T743 Linux version fails to start
T737 Shield Supply and Drain textures are swapped
T546 Using "create docking" on station and planets causes nullpointer
T510 undocking ship from shipyard will usually redock it immediately
T361 Missiles do no shield damage
T37 abandoned stations don't have decaying turrets
Performance ‘Bug’ has been fixed for servers where general performance would go down due to another fix for beams being able to hit objects in other sectors.
Possibly fixed problem where ships would lose block connections
Asteroids no longer vanish when placing blocks on them
Fixed some inconsistencies on sector borders
Pressing enter on any input dialogs now counts as clicking “Ok”
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