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- May 7, 2015
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[Edit: MINIMADE IS CLOSING
Unfortunately, it seems I don't have enough time to manage the server, and the server is completely deserted by now. Therefore, the server will close on September 30th.
Until then, I'll try to keep the server accessible. Of course, I've made a backup of the current state, in case you forgot a build or something on the server.]
A week ago, I posted this Interested in a baby-sized server ?
Now, here's the server!
For those who didn't read that topic a very short presentation :
Minimade is a server with an extremely low mass cap : each ship must weight at most 3000 mass, docked entities included.
Why? Because small ships means faster build times, more opponents in your mass range, and accessorily more challenging pirates.
Is it fun? Well, let's figure out!
The server is accessible with the following address and runs the last release version: 151.80.47.156:4242
(I've rented a dedicated server for a month, I'll extend the duration if necessary)
Quick rules, basically, what the limits are and common sense.
For those who are trying to be clever, I've written a script which teleports each ship with a mass above 3k (including docked entities) to a special sector with the peace, noentry, noexit, protected and nofploss modifiers. It won't kick in very regularly, but you've been warned. Currently, the only ways to exit the sector is to commit suicide or contact an admin (i.e. me).
Unfortunately, for that reason, avoid docking ships together as that could cause you to be teleported to the prison sector (docking to stations should be fine as long as you're docking to the main station entity). Later, I'll improve my script to automatically free people under the mass cap.
For now, the server is pretty much in a blank state. I tried to populate it a bit with NPCFactions made from community content fleets :
AtraUnam's Iskir minifleet Iskir smallship collection (Iskir Clan)
Tshara's first fleet submission Tshara Fleet Submission 1 (nicknamed Wildspace Wanderers)
Nauvran's fleet submission Nauvran's fleet submission 1 (City-Gate Security)
Napther's fleet submission Napther_Fleet_Submission_1 (Kaiju Design Initiative)
SchnellBier's SBS Briar (added to pirates)
Techpriest's second fleet submission Tech-priest_Fleet_Submission_2 (added to pirates)
I also threw my lil' Proxima into the pirate mix (the one with the "pirate paintjob"). I think it's too cute not to be in there (and that'll give you something easy to kill). The basic isanths aren't part of the pirates though (I don't really like them).
I quickly edited their configs and tried to give them slightly different behaviours (in particular, berserk buttons, avoid mining on KDI's turf for instance), we'll see if that works or if I need to tweak their values a bit more (I should be able to do it after a server restart).
(by default, I assume that ships in CC are free to use and redistribute as long as you credit the builders, if someone cited here don't want me to use their ships or disagree with the way I use them, please tell me)
Some of the ships in those fleets are far above 3k mass: the biggest ship (KDI's Trapezoid) is around 25k mass and the biggest pirate ship (Tech Priest's frigate) at 12k mass. Unless I can't make them rare enough or they prove troublesome for other reasons, they will stay on the server and I expect the NPCs to cheat and use them from time to time, see them as "boss battles" :p
I'll also use a FactionConfig with quickly tweaked values for the time being, it probably has a lot of but I can also change that later if needed:
Basically:
- faster turns (to better reflect players' online time)
- slightly lower difference between online players and nonactive players (more predictable for me)
- greatly increased flat cost, in particular, superior to the non-active gains of a single player (to prevent one-man factions from parasiting systems)
- decreased cost per system and penalties per distance (to compensate the increased flat cost + allow medium faction to control a couple dozens of systems)
Other changes include:
- sector sizes (8km and weapon ranges have been decreased to mimic a 2km sized sector)
- slightly more powerfull warheads for torpedoes afficionados out there (if I see people starting to abuse them to grief though, I may confiscate them)
- AI precision set to 750
- longest dock chain set to 10 (I don't remember whether that limitation is enforced though)
- planet mean radius set 50, deviation to 0
- asteroids respawn every 6 hours
Feel free to use that topic (instead of the general discussion one) to discuss about the server rules and report me problems.
Unfortunately, it seems I don't have enough time to manage the server, and the server is completely deserted by now. Therefore, the server will close on September 30th.
Until then, I'll try to keep the server accessible. Of course, I've made a backup of the current state, in case you forgot a build or something on the server.]
A week ago, I posted this Interested in a baby-sized server ?
Now, here's the server!
For those who didn't read that topic a very short presentation :
Minimade is a server with an extremely low mass cap : each ship must weight at most 3000 mass, docked entities included.
Why? Because small ships means faster build times, more opponents in your mass range, and accessorily more challenging pirates.
Is it fun? Well, let's figure out!
The server is accessible with the following address and runs the last release version: 151.80.47.156:4242
(I've rented a dedicated server for a month, I'll extend the duration if necessary)
Quick rules, basically, what the limits are and common sense.
Code:
Rules
1° Each ship must be under 3k mass, docked entities included.¹
1.1 A limitation to 100k blocks has also been added but you shouldn't reach that limit unless you're building weird things made of nothing but decorative blocks.
2° Each station must be under 30k mass, docked entities included.¹²
2.1 A limitation to 1000k blocks has also been added but you shouldn't reach that limit unless you're building weird things made of nothing but decorative blocks.
3° Usual etiquette applies. Don't insult or harass people. Avoid offensive language.
4° Don't prevent the server from working correctly (this includes lag inducing contraptions).
Guidelines
Basically, more flexible, questionable or controversial rules. You may break those to some extent, but it might be frowned upon depending on how much you abuse those guidelines (and if you go to far, you risk sanctions as well, c.f. guideline 3)
1° Avoid exploits.
Whether some clever use of slightly broken mechanics are considered an exploit in Starmade is controversial and that's one of the main reasons it's in the guidelines rather than the rules. As a rule of thumb, if you don't want to tell people what your trick is, then it's probably not fine.
2° Think (at least a little) about your ship appearance.
Everyone isn't an artist and those things are subjective, so I can't and won't blame you even if I feel like your ship looks terrible or super bland. But please, avoid plain literal bricks :p
3° Be reasonable.
Know that borderline behaviour isn't [i]fine[/i] and some things are implicit. You won't get away if you try to bypass the rules without explicitly breaking them or by repeatedly feigning ignorance.
¹ NPC factions and pirates aren't bound by this rule (have fun guys :D )
² Exceptions can be made for docked ships, but don't use that as an excuse to have perma-docked ships as disguised turret supports
Unfortunately, for that reason, avoid docking ships together as that could cause you to be teleported to the prison sector (docking to stations should be fine as long as you're docking to the main station entity). Later, I'll improve my script to automatically free people under the mass cap.
For now, the server is pretty much in a blank state. I tried to populate it a bit with NPCFactions made from community content fleets :
AtraUnam's Iskir minifleet Iskir smallship collection (Iskir Clan)
Tshara's first fleet submission Tshara Fleet Submission 1 (nicknamed Wildspace Wanderers)
Nauvran's fleet submission Nauvran's fleet submission 1 (City-Gate Security)
Napther's fleet submission Napther_Fleet_Submission_1 (Kaiju Design Initiative)
SchnellBier's SBS Briar (added to pirates)
Techpriest's second fleet submission Tech-priest_Fleet_Submission_2 (added to pirates)
I also threw my lil' Proxima into the pirate mix (the one with the "pirate paintjob"). I think it's too cute not to be in there (and that'll give you something easy to kill). The basic isanths aren't part of the pirates though (I don't really like them).
I quickly edited their configs and tried to give them slightly different behaviours (in particular, berserk buttons, avoid mining on KDI's turf for instance), we'll see if that works or if I need to tweak their values a bit more (I should be able to do it after a server restart).
(by default, I assume that ships in CC are free to use and redistribute as long as you credit the builders, if someone cited here don't want me to use their ships or disagree with the way I use them, please tell me)
Some of the ships in those fleets are far above 3k mass: the biggest ship (KDI's Trapezoid) is around 25k mass and the biggest pirate ship (Tech Priest's frigate) at 12k mass. Unless I can't make them rare enough or they prove troublesome for other reasons, they will stay on the server and I expect the NPCs to cheat and use them from time to time, see them as "boss battles" :p
I'll also use a FactionConfig with quickly tweaked values for the time being, it probably has a lot of but I can also change that later if needed:
Code:
<Faction>
<FactionActivity>
<BasicValues>
<SetInactiveAfterHours>168</SetInactiveAfterHours>
<SetActiveAfterOnlineForMin>5</SetActiveAfterOnlineForMin>
</BasicValues>
</FactionActivity>
<FactionSystemOwnerBonus>
<BasicValues>
<MiningBonusOwner>12</MiningBonusOwner>
<MiningBonusOthers>6</MiningBonusOthers>
<MiningBonusUnowned>3</MiningBonusUnowned>
</BasicValues>
</FactionSystemOwnerBonus>
<FactionPointGeneral>
<BasicValues>
<FactionPointDeathProtectionMinutes>10</FactionPointDeathProtectionMinutes>
<IncomeExpensePeriodMinutes>15</IncomeExpensePeriodMinutes>
<InitialFactionPoints>100</InitialFactionPoints>
</BasicValues>
</FactionPointGeneral>
<FactionPointIncome>
<BasicValues>
<GainedPerMember>19</GainedPerMember>
<GainedPerOnlineMember>32</GainedPerOnlineMember>
</BasicValues>
</FactionPointIncome>
<FactionPointSpending>
<BasicValues>
<BasicFlatCost>20</BasicFlatCost>
<SpentAbsoluteForDeath>2</SpentAbsoluteForDeath>
<SpentForDeathMultByMemberCount>2</SpentForDeathMultByMemberCount>
<SpentPerControlledSystem>1</SpentPerControlledSystem>
</BasicValues>
</FactionPointSpending>
<FactionPointGalaxy>
<BasicValues>
<FreeHomeBase>true</FreeHomeBase>
<PenaltyFromCenterMult>1</PenaltyFromCenterMult>
<PenaltyPerDistanceUnitFromHomeBase>1</PenaltyPerDistanceUnitFromH
omeBase>
<ThresholdTakenRadiusForTradeGates>30</ThresholdTakenRadiusForTrad
eGates>
</BasicValues>
</FactionPointGalaxy>
</Faction>
- faster turns (to better reflect players' online time)
- slightly lower difference between online players and nonactive players (more predictable for me)
- greatly increased flat cost, in particular, superior to the non-active gains of a single player (to prevent one-man factions from parasiting systems)
- decreased cost per system and penalties per distance (to compensate the increased flat cost + allow medium faction to control a couple dozens of systems)
- sector sizes (8km and weapon ranges have been decreased to mimic a 2km sized sector)
- slightly more powerfull warheads for torpedoes afficionados out there (if I see people starting to abuse them to grief though, I may confiscate them)
- AI precision set to 750
- longest dock chain set to 10 (I don't remember whether that limitation is enforced though)
- planet mean radius set 50, deviation to 0
- asteroids respawn every 6 hours
Feel free to use that topic (instead of the general discussion one) to discuss about the server rules and report me problems.
Last edited: