another hotfix patch is being uploaded now (available in about 15-30 min from this post). (Edit: Upload takes a little longer.)
- fixed rendering glitches (structures not or only partially drawn). I looked in to problems with intel, but in this case it wasn't intel at all. Due to the optimization in chunk lighting calculations, some raytrace counts selected in the options would cause the bug because of a rounding error. You can now also change the raytrace count ingame without having to restart
- Nacht ore blocks should now give you the correct raw ore when harvesting.
- As promised, I implemented a simpler dynamic lighting model for older graphics card to gain some fps (can be selected in the ingame options)
- Some more optimizations have been done to shaders to further gain some fps in the default lighting model
- New textures for new light blocks and new tinted glass have been added (Arwork from Tom(Kupu) of course).
Sorry about the inconveniences,
thanks for playing StarMade,
*Just a reminder, the Station Contest will be closing at the end of August 12th*
another update is up. It it foremost bugfixing and optimization, but also contains a nice gameplay feature.
Infinite Chain Docking
Chain docking is no longer limited. The only restriction is, that you can't currently dock anything on a turret.
Some major fixes have been done. Especially in the unwanted rotation when undocking or entering a ship. Also the initial docking process when loading in ships with a lot of turrets has been made more robust to not cause lag on server or client.
Several causes for crashes have also been identifies and fixed.
Also, debris now falls down on planets.
Shadows have been optimized by a lot, and you should now get a lot higher fps when using the.
Also some small optimizations have been made to general drawing performance.
I also plan a new reduced dynamic lighting mode, that will boost fps for slower machines, but that isn't in this update.
Also, optimizations to the lighting calculations have been made, so chunks should now display much faster.
Most of the time this week however went into a new launcher/updater system. The new system will have the ability to only download files that have actually changed. Furthermore, you will be able to change the installation directory, manage multiple installations, and switch to any older version with just a few clicks.
For planned features, it's finally time to design a new more interesting structure for the universe, and with that various forms of FTL.
Thanks for playing StarMade,
there were a few urgent bugs which have been fixed now. More bugfixes are being worked on.
- Armor harden now also caps at 50% to prevent invulnerability
- Crash when accessing personal factories after opening a block factory inventory
- Factory blocks could not be connected
- fixed server crash when player faction suddently becomes unavailable (player leaves faction in battle)
- players in battle are now killed when changing or leaving factions to prevent exploitation
- ship copy is now done in a more safe way to prevent corruption (block connections lost)
- winner display has been fixed
- players in battle are now updated life in the leaderboard panel (k)
- specktators are now instantly warped into battle if there is one going on (killed fighters can watch the rest of the battle)
- if the battle cannot start because the sector cannot import because it's still active, all players in that sector will be killed.
Thanks for palying StarMade,
the crafting update is finally in a working state. Also an all new
Game Mode called "BattleMode" was added.
The crafting system essentially replaces the currently recipe system (random recipes still work, but will be taken out gradually).
Basically, each block has now a number of other blocks they consist of. Those blocks then again have something they consist of, and so forth. This forms the basis of the crafting tree.
New Raw Resources and Rocks
There are two types of raw resources: ore and shards.
Those are now separated from blocks. That means they can spawn in any rock. If you salvage a rock that has a resource in it, both the rock and the resource will be placed in your inventory. If you destroy the block, the resource is lost, too.
Raw resources have to be processed first! There are two new factories to do that: The capsule factory, which turns raw resources into capsules, and the micro assembler, which turns capsules into either metal meshes or circuits which are used as basis for blocks.
Capsules basically are refined resources made from raw ones. You'll get multiple from each raw resource you put in.
There are also 8 new types of rocks used in recipes. Those are now spawned on asteroids. You will also find 2 types of ores/shards on asteroids and planets now. On asteroids, depending on the asteroid type, the same resources will spawn. On planets it will be 2 random resources.
New Crafting Items
Several new block types were added as part of the crafting system, although they serve only as an intermediate stage in the crafting of other blocks, we gave them textures that you might find useful in decorating parts of your ship. With Kupu’s changes to the texture sheet, and the addition of these new crafting items, there are a lot of new looks to try out on your ships and stations!
But now you can not only use factories to craft, it can also be done in the player inventory. The capsule factory and micro assembler are permanently available there. They work slower than factories, but they can do all basic things. The last one available in the inventory is the factory crafting, where you can make the macro factory. The macro factory makes ALL other blocks in the game.
This means, even if you are stranded on a planet without any block, you can make a core from nothing, survival mode! Here is a little rundown on how
to make a core:
1. collect ore or shards (type is irrelevant but it's better focus on either shards or ore exclusively at first)
2. open inventory and click on the capsule button
3. place either ore or shards in the slot. Don't place both, or else you won't have enough space for the product to be put there.
3. You should be getting capsules
4. Place the produced in your inventory
5. click on the micro button in the inventory and place your produced capsules there. You should be getting either circuits (from shard capsules) or metal meshes (from ore capsules). Also only place one type at a time in the slot, as there has to be space for the product to be placed.
6. with 20 metal meshes or 20 circuits you can finally make the macro factory, which can produce all other blocks. put the 20 meshes in the slot after you press the factory button in the inventory.
7. place down your factory.
8. open the factory with R and select the ship core as production. In the graph you can see that other than circuits, you require metal grills. A factory can only do ONE STEP OF THE TREE at a time, so you will first have to change the production to metal grill
9. place in some metal meshes and the factory should now produce metal grills. Because factories require power and you don't have a power block, you can shoot it with with the new personal PowerSupplyBeam weapon until you can produce a power block.
10. when you have enough grills, put in some circuits and select "core" as product again.
11. your factory will now produce cores if you have the required resources.
Calbiri did a great job conceptualizing all the recipes applying them to the game. Still, the recipes may be adjusted as the need arises, it’s not always easy to predict every issue in a new crafting system.
It was not small work:
As before, factories can be linked together. Linking a factory to another has the effect, that the factory can move elements out of all other factories that are connected into its own inventory and proceed to use them for production. This means, you can basically rebuild a crafting tree with the necessary factories linked together to be able to create anything from just resources and rock.
To fix the economy, prices will also be based on what blocks are made of. The option is available in server.cfg but not on at the moment, as not all base elements and prices are fully balanced yet.
On a completely other area, an all new game mode has been added to StarMade. Because PvP in sandbox is always connected to time consuming rebuilding, fleeing ships, and other things that don't allow for quick simple fun, battle mode was created. Essentially, an admin can either run this mode on top of sandbox, or dedicate the server to the mode.
Dedicated means, that players will spawn in a personal sector that has its own unlimited shop. They can't leave that sector though.
This is how battlemode works:
1. A countdown will run down. Players can press k to look up the current status and leaderboards.
2. To enter a battle, the players have to join the battle factions defined by the admin. Those factions will always be open to join from the faction hub menu. Logged out players are automatically removed
3. Depending on what faction configuration have the most players, an FFA (if more players are in the FFA faction), or team battle (if more players are in the team factions) will start
4. upon start, all players are warped into battle in that ship they are currently in. A copy of that ship will remain in the personal sector. You can also warp into battle as an astronaut
5. Before the battle starts, the ships can neither fire nor move, except the astronauts, so they have time to man a turret of a teammate
6. The battle itself is deathmatch or team deathmatch at the moment, but more modes will come.
7. After the match, the players are brought back to their sectors where they can make changes to improve their fighters.
Admins can also define the map that is used in the battle secor by simply exporting a sector and setting that name in the config.
All the necessary options are in the server config. Please do not turn on personal sectors on existing sandbox servers as it might jail players (the sector mode to not be able to enter/exit can be set with admin commands).
I’ll add a tutorial on the config options for battle mode shortly.
Two new personal weapons have been added. A healing beam that also works on astronauts, and a power supply beam that will supply power to ships/stations/planets.
Both new weapons will be in the default inventory, and soon be craftable. There are also (amongst others) new admin commands to acquire them.
All updated commands can be found here: http://starmadedock.net/threads/admin-commands.1283/
Some performance updates include better shard management to combat lag spikes from them.
Special thanks to all the testers! In the following week I’ll try to make the bug count a lot smaller.
Here are the fixes for this version:
If there are any problems, please don't panic. As always I'll try to fix it as soon as possible.
Thanks for playing StarMade,
the new release is here. The crafting system is almost done, and most of the elements are already ingame. Here are the new features:
New Texture Pack
A whole new texture pack by kupu has been added to the game. It is called "Default", and as the name implies will be the new default texture pack.
A debris effect has been added to the game when taking out blocks. The game will spawn in debris modeled by Keaton (Omni).
It's made in a way to be as fast as possible for the computer. It is a client only effect so it wont affect servers in any way. It will also automatically adapt to the cpu performance, so the faster your performance is, the more debris will be kept around. There might be still some issues on spawning in larger amounts at once on slower machines, but I will sort those out. You can also just switch the debris off in the ingame options if you set the debris lifetime to 0.
Display block styles
Upon clicking on a display block (which now has a better texture), you can now change the color and the font size. Furthermore you can now use variables like shields and shield capacity as well as power of the ship in the text. More variables will of course follow. Display blocks now also save correctly in the blueprints.
The lighting system has been overhauled. The first thing is, you will no longer see any change of lighting indoors when the ship is moving. Also, dynamic shadows will no longer darken indoor areas when turned on.
Furthermore occlusion light and light source light have been separated and extended to increase lighting quality by a lot.
An option has been added (at startup) to customize the amount of raytracing rays used by the lighting system. Increasing this will not impact your fps, it will just take longer for chunks to update lighting (or load in at start). The higher the number, the finer the light will look.
The logic issues have been fixed. Signals now will only delegate if their state was changed. Because they forwarded before, logic could have a lot of false loops in them causing the logic circuit to be unusable, Loading of logic has been optimized so it should come in a lot faster.
Further optimization to system logic has been done to increase speed of loading the ship systems up and decrease its memory usage.
Several more optimizations have been done on various places.
As always, if there are any immediate problems, please report them in the support chat and I'll try to fix it as soon as possible.
Thanks for playing StarMade,
Here is the full bug changelog since the last release (Keep in mind that "resolved" are not confirmed yet (fix not tested))