- Joined
- Jul 30, 2017
- Messages
- 192
- Reaction score
- 203
This thread is intended to serve as a comprehensive list of everything that currently needs fixing in StarMade. Issues that will explicitly be addressed in, or arise from, upcoming updates should not be included, only issues that currently exist and have not been confirmed to be fixed in the near future.
Please help add to this list!
Red = Broken. System does not function in a usable way.
Yellow = Flawed. System partially functions but has real problems or incomplete implementation.
Blue = Needs improvement. System functions but could function better.
Green = Fix confirmed to be incoming.
=CHAMBERS=
FTL:
Inhibitor chambers are almost completely useless, because their effectiveness is tied to reactor size and not jump drive strength. All ships over an arbitrary and quite small reactor size will be completely immune to inhibitors (for free), yet improving inhibitors is very expensive. Inhibitors need to work against either jump distance or jump charge speed at a 1:1 ratio, and have the same number of levels available, in order for them to be usable.
Recon:
Scanning does not map systems, and apparently does not reveal jam/cloak either.
Ore scanner should possibly reveal asteroids on the system map, currently pointless to use.
Cargo scanner also needs some practical functionality.
Scanning range chambers not implemented - is this intentional or were they just not workable enough yet to include?
Stealth:
Cloaking should include jamming inherently, and jamming should include anti-lock-on inherently, as stated by devs.
Not enough chamber points to use all three with permanent duration as-is.
Cloaking, jamming, and possibly anti-lock-on need to be individually toggleable.
Non-permanent durations for cloaking are too low to be practical. Jamming and anti-lock-on need to have permanent durations by default in order to be useful.
Logistics:
Warpgates demand too much power to be usable at more than minimal size.
Mining 2 chamber does not give any bonus beyond Mining 1.
Defense:
Shield High and Shield Low chambers are currently impractical; Shield Low is marginally useful in some cases, but Shield High is almost completely counterproductive as any shots powerful enough for it to be a help are powerful enough to annihilate the target on the second or third shot anyway.
Shield High/Low and Power Armor need better descriptions in-game to explain how they work.
Heat Armor is impractical as ships will still take star damage quickly even with it maxed, it's not enough help to be worthwhile. A time buffer against heat damage would be much more useful than a flat damage reduction.
General:
Chamber point costs need adjustment across the board, current chamber costs are too high to make many ship types/roles practical or viable at all.
Active or even passive chamber effects need to be toggleable by logic somehow.
=INTEGRITY=
Shipyards, warpgates, and possibly other systems as well are wrongly affected by integrity and too fragile to be practically useful on anything but an invulnerable homebase, given that their construction requirements directly conflict with integrity goals.
Integrity recalculation from combat damage creates excessive lag. Could possibly be replaced with System HP that are much easier to track and give a similar practical effect, yet don't require any complex maths.
=MISC SYSTEMS=
Shipyards are highly buggy and vulnerable to permanent, unfixable failures. This is an old bug that has yet to be addressed, and might require completely removing the old shipyard code and recoding them from scratch.
=BUILDING=
Ship cores need to be movable/replaceable, until they are eventually superceded.
=AI=
AI needs a wider area to check for possible collisions and take steps to avoid them, before actual collision checking occurs. AI should try to maintain more distance between other entities unless docking or undocking.
Targeting AI has severe, often completely unusable accuracy problems, firing widely off-axis and nowhere near the target in an angular sense. Might be related to AI not understanding that it needs to aim directly with the axis of the weapon barrel/output.
AI controlling turrets and rails needs to limit itself to available firing arcs and range of motion, both for movement and for choosing targets. This can be solved in at least two different ways, by either giving the AI a way to detect what azimuth and elevation arcs are available for it to use without colliding, or for these values to be set manually on the turret rails themselves.
AI does not know how to use support or mining beams.
AI cannot activate active chamber effects. This would be mitigated if active chamber effects could be logic-controlled via wireless module.
=WEAPONS/SHIELDS/ARMOR=
Damage occasionally bypasses shields inexplicably. This may be a desync issue rather than a problem with the shield systems themselves, however a change to how the shields are checked when damage is dealt may be a more effective way of fixing it.
=SERVERS=
Fleets need server-configurable settings and better controls in order to be usable and not turn into a mess (see Nastral)
Overheating ships stop overheating when the sector is unloaded, resulting in excessive clutter of spacejunk; overheating ships with active AI can't be salvaged because the AI is still active
Desync issue with rail docks can lead to docked entities loading in unwanted and/or impossible positions
Updates pending!
Please help add to this list!
Red = Broken. System does not function in a usable way.
Yellow = Flawed. System partially functions but has real problems or incomplete implementation.
Blue = Needs improvement. System functions but could function better.
Green = Fix confirmed to be incoming.
=CHAMBERS=
FTL:
Inhibitor chambers are almost completely useless, because their effectiveness is tied to reactor size and not jump drive strength. All ships over an arbitrary and quite small reactor size will be completely immune to inhibitors (for free), yet improving inhibitors is very expensive. Inhibitors need to work against either jump distance or jump charge speed at a 1:1 ratio, and have the same number of levels available, in order for them to be usable.
Recon:
Scanning does not map systems, and apparently does not reveal jam/cloak either.
Ore scanner should possibly reveal asteroids on the system map, currently pointless to use.
Cargo scanner also needs some practical functionality.
Scanning range chambers not implemented - is this intentional or were they just not workable enough yet to include?
Stealth:
Cloaking should include jamming inherently, and jamming should include anti-lock-on inherently, as stated by devs.
Not enough chamber points to use all three with permanent duration as-is.
Cloaking, jamming, and possibly anti-lock-on need to be individually toggleable.
Non-permanent durations for cloaking are too low to be practical. Jamming and anti-lock-on need to have permanent durations by default in order to be useful.
Logistics:
Warpgates demand too much power to be usable at more than minimal size.
Mining 2 chamber does not give any bonus beyond Mining 1.
Defense:
Shield High and Shield Low chambers are currently impractical; Shield Low is marginally useful in some cases, but Shield High is almost completely counterproductive as any shots powerful enough for it to be a help are powerful enough to annihilate the target on the second or third shot anyway.
Shield High/Low and Power Armor need better descriptions in-game to explain how they work.
Heat Armor is impractical as ships will still take star damage quickly even with it maxed, it's not enough help to be worthwhile. A time buffer against heat damage would be much more useful than a flat damage reduction.
General:
Chamber point costs need adjustment across the board, current chamber costs are too high to make many ship types/roles practical or viable at all.
Active or even passive chamber effects need to be toggleable by logic somehow.
=INTEGRITY=
Shipyards, warpgates, and possibly other systems as well are wrongly affected by integrity and too fragile to be practically useful on anything but an invulnerable homebase, given that their construction requirements directly conflict with integrity goals.
Integrity recalculation from combat damage creates excessive lag. Could possibly be replaced with System HP that are much easier to track and give a similar practical effect, yet don't require any complex maths.
=MISC SYSTEMS=
Shipyards are highly buggy and vulnerable to permanent, unfixable failures. This is an old bug that has yet to be addressed, and might require completely removing the old shipyard code and recoding them from scratch.
=BUILDING=
Ship cores need to be movable/replaceable, until they are eventually superceded.
=AI=
AI needs a wider area to check for possible collisions and take steps to avoid them, before actual collision checking occurs. AI should try to maintain more distance between other entities unless docking or undocking.
Targeting AI has severe, often completely unusable accuracy problems, firing widely off-axis and nowhere near the target in an angular sense. Might be related to AI not understanding that it needs to aim directly with the axis of the weapon barrel/output.
AI controlling turrets and rails needs to limit itself to available firing arcs and range of motion, both for movement and for choosing targets. This can be solved in at least two different ways, by either giving the AI a way to detect what azimuth and elevation arcs are available for it to use without colliding, or for these values to be set manually on the turret rails themselves.
AI does not know how to use support or mining beams.
AI cannot activate active chamber effects. This would be mitigated if active chamber effects could be logic-controlled via wireless module.
=WEAPONS/SHIELDS/ARMOR=
Damage occasionally bypasses shields inexplicably. This may be a desync issue rather than a problem with the shield systems themselves, however a change to how the shields are checked when damage is dealt may be a more effective way of fixing it.
=SERVERS=
Fleets need server-configurable settings and better controls in order to be usable and not turn into a mess (see Nastral)
Overheating ships stop overheating when the sector is unloaded, resulting in excessive clutter of spacejunk; overheating ships with active AI can't be salvaged because the AI is still active
Desync issue with rail docks can lead to docked entities loading in unwanted and/or impossible positions
Updates pending!
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