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    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

    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.


     

    Optimizations

    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

     

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