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    Greetings Citizens,

    A week ago, we started uploading public dev builds containing the new power system. These are unstable versions and should never be used on your everyday StarMade installation, yet they do allow you to play around with work in progress features for the upcoming release. You’re most likely going to suffer from data loss on the tested world so make sure to use a separate install for only these dev builds.

    We would normally not ask to check out these early dev builds. However, considering the nature of this update, we would appreciate it if you left constructive feedback on these early in-game features to give us time to adjust them.

    We’ve already read the feedback left here and that gave us a good idea on what to still work on or redesign. Currently we’re working out some small but important changes to address your concerns.

    We could also use more feedback on the user interface and the information it provides, where it should be streamlined to ensure a better build and flight experience.

    Balance concerns or suggestions should be mentioned too, the configs change almost every dev build though so make sure to mention the version number you’ve tested with.

    If you find any bugs, report them here (only fill in areas that are relevant) or leave a comment in this thread if you’re not too sure about it.

    We’ve also created a thread where you can leave chamber related suggestions (thread)

    Thanks for playing StarMade,

    ~ The Schine Team
    Greetings Citizens,

    One of our recent streams showcased the new Power System we’ve been working on. This is the dev blog that follows up on that. In case you’ve missed it, we’ve made a stream highlights video you can watch here:


    Power
    Most of what we’ve shown works exactly as described here: StarMade Ship Systems 2.0

    The difference now is that we have a fully functional system in-game. What follows is a summarisation of everything that was mentioned in the stream. Keep in mind what was shown is an internal dev-build. This is a Work-in-Progress, everything is subject to change. The user-interface is for development and debugging purposes only, it requires a lot of improvements to be user-friendly.

    We started with showing how to make a simple, functional reactor that provides power.

    [​IMG]
    There are two block types involved, the reactor blocks on the right and their counterparts, the stabilizers on the left. Stabilizers are not required for small reactors, but are necessary for improving the efficiency of larger reactor setups.

    As you can see, the stabilizers are colour coded to visualize their efficiency. Full green (most efficient) > full red (least efficient) and everything inbetween a mixture. In addition to coloring, a numerical value for stabilizer efficiency appears when looking at each block and we’ll make sure to add more context based information where needed. The distance required between these two groups depends on the size of the active reactor, and if you build stabilizers below the optimal range, they’ll lose efficiency, and you need more of them to stabilize the reactor.

    The power reactor blocks can be linked to chamber blocks with conduits. There are a number of chamber types, each one of them offering effects and additional mechanics to enhance...
    Greetings Citizens,

    Over the past few months, we at Schine have been planning, documenting, discussing and developing a new power system. After a lot of work, we’re now ready for the first public showcase, live on our Twitch stream @ Thursday 4 PM EDT, September 14th (8 PM UTC). You can catch us on Twitch here. We’ll be putting stream highlights on our YouTube channel, and a complete overview of the new power system will be posted soon after.

    EDIT: Stream highlights (power overhaul dev blog currently being worked on :) )



    We’re not able to set a date for the first dev build just yet, but we are working to get it out as soon as possible.

    There’s still a bit of work left with GUI, textures, general stability, configuration, and balancing. In the last week, kupukupu has been working on some awesome new textures for power blocks, and LancakeLancake is tweaking power details.

    Other than power, planning is going on behind the scenes for the universe update. We’re still in the planning process, but aim to begin working on the weapons update (first stage of universe overhaul) directly after power.

    Thanks for playing StarMade,

    ~ The Schine Team
    Hello players,

    Just a quick update. After a lot of work and implementation of new basic systems from the ground up, that were not only necessary to do for the power update, but will also greatly benefit follow up updates, a first prototype of the new power system is finally done. Since there is still some work to do in terms of GUI, textures, general usability, configuration, and balancing we wanted to present a snapshot of the working system in our upcoming stream the coming week (usual stream time. exact details will follow). A public dev build, as well as a complete overview of the new system will follow as soon as possible.

    Thanks for playing StarMade,
    - the Schine Team
    Greetings citizens,

    Last week, we learned of several exploits and how to reproduce them. To prevent further harm to servers, we've made a hotfix to address them. As a general security measure, we are also not going to list them here.

    If you have any more information about other exploits, or that were only partially addressed, please report it here. Note that reported bugs are always private from the start and only a few Schine members are able to see them.

    As mentioned in the last dev post, the power update is coming along swiftly, and will result in a dev build in about 2-3 weeks.

    Thanks for playing StarMade,

    ~ the Schine Team