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    • Apr24

      StarMade v0.197.51 - Third big round of fixes


      Hello players,


      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

    • Apr8

      StarMade v0.197.36 Bug-fixing Round Part 2

      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.


      Confirmed fixes:

      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

    • Mar20

      StarMade 0.19624 Big Bugfixing Round & Fleet Mining

      Hello players,


      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.


      Fleet Mining

      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.


      Other Changes

      • 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.


      Bug Fixes


      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


    • Mar2

      StarMade v0.19590 - Fleets and Carriers

      Greetings, citizens!


      #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.

      New Blocks

      • 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.

      Carrier Configuration

      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.



      Option to allow fleet formations or not, it’s an experimental feature that could cause collisions and performance drops.


      Art Assets

      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.

      Bug Fixes

      • 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

    • 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