Starter Configs

    Joined
    Jul 29, 2013
    Messages
    174
    Reaction score
    15
    I would like to see all of the starter configs changed (for the basic game) to make jump drives actually go further, faster basic speeds (maybe 300 m/s?) and make the faction configs not discourage small factions from actually claiming territory and lastly increasing the basic sector size to something maybe around 5km would be nice. I know what some of you will say almost immediately and that is we can change that for ourselves already but it requires too much time to accomplish for every server in order to make the game better. Some will even dismiss this as trying to make the game easier but I am saying that this will make it less frustrating for starting servers as they have less players on them than those that have changed all of their configs.
     
    Joined
    Jan 28, 2015
    Messages
    492
    Reaction score
    149
    • Community Content - Bronze 1
    • Purchased!
    • Legacy Citizen 3
    I would like to see all of the starter configs changed (for the basic game)
    I know what some of you will say almost immediately and that is we can change that for ourselves already but it requires too much time to accomplish for every server in order to make the game better.
    Better defaults so that hitting the Start Server button does not set it up to fail immediately? Yeah sure!

    Example from the default server.cfg:

    DEFAULT_BLUEPRINT_ENEMY_USE = true //Default option for blueprints not in catalog yet

    to make jump drives actually go further, faster basic speeds (maybe 300 m/s?) and make the faction configs not discourage small factions from actually claiming territory and lastly increasing the basic sector size to something maybe around 5km would be nice.
    Environmentals should be kept at there most minimum for default server settings. Since it is all related to CPU power and you do not want the basic settings to require a hefty computer.

    Some environmentals are also hard to scale down should you want to do that after the server is running. Example Sector size.

    Most importantly everyone has there own ideas about these numbers. So it may seem like an improvement to you to others it may not.

    Using low settings and letting server Owners and Admins tinker them is by far the safest option and the most Democratic.

    If people can not be bothered to edit the settings or if it is plain to difficult to understand what stuff does. "75% of server owners" Than by all means keep it KISS Keep it Simple Stupid.

    Note that default settings is in the DEV time line so at some point it will be looked at.
     

    Erth Paradine

    Server Admln & Bug Reporter
    Joined
    Feb 15, 2016
    Messages
    239
    Reaction score
    58
    I would like to see all of the starter configs changed (for the basic game) to make jump drives actually go further, faster basic speeds (maybe 300 m/s?) and make the faction configs not discourage small factions from actually claiming territory and lastly increasing the basic sector size to something maybe around 5km would be nice. I know what some of you will say almost immediately and that is we can change that for ourselves already but it requires too much time to accomplish for every server in order to make the game better. Some will even dismiss this as trying to make the game easier but I am saying that this will make it less frustrating for starting servers as they have less players on them than those that have changed all of their configs.
    One of the points that Schine appears to impress upon all, is that you are expected to explore and discover. It's only logical that this philosophy extends to server owners as well; current settings basically touch-on the lowest common denominator. If a server operator cannot competently modify elemental configuration entries to fit their use cases, is it really fair for players to invest their time and energy to establish resources on that server? After-all, if a server operator/admin/owner can't adjust a few simple text files, can we really rely upon them to perform regular backups, preventative maintenance, performance tuning, or even have an ability to fix a broken server?
     
    Joined
    Jan 28, 2015
    Messages
    492
    Reaction score
    149
    • Community Content - Bronze 1
    • Purchased!
    • Legacy Citizen 3
    It's only logical that this philosophy extends to server owners as well; current settings basically touch-on the lowest common denominator.
    If a server operator cannot competently modify elemental configuration entries to fit their use cases, is it really fair for players to invest their time and energy to establish resources on that server?

    I think that is a little harsh. StarMade uses a lot of different settings spread over various files. If someone likes to setup a server for his friends to play on. Than you can not expect the guy to flat out know what all of that is about. In fact it is so complicated that i often say you have to be Einstein to understand it all.

    I know a lot about how StarMade goes about doing its thing. But i did not learn that in a fortnight. Even now many things are still in the realm of say whut?

    Many of the default settings could be a whole lot more user friendly. I do not think it is fair to demand back to back integrated knowledge of the game just because you want to START playing it.

    In the end it will be the willingness of people to host the game and setup servers for it that will make or brake the game. Running a StarMade server can be a very costly business. Any amount of help and support is most welcomed. People can only learn about the game mechanics by playing the actual game. It does not have to be idiot proof but the current state and setup is simple to demanding.
     
    Joined
    Jun 24, 2015
    Messages
    385
    Reaction score
    59
    To some degree, yes, the defaults do need changing.
    Mostly the server-side ones that, as Batavium noted, "set it up to fail immediately".

    There are a few other basic settings I would like to see tweaked, but most of those fall under "opinion".
    EX: it is my opinion that the default values for warheads suuuuuuuck.

    But, and I think this next bit is somewhat important:

    Many of the available settings need one (or more) of the following:
    better organization (ex: for a rare few things, you need to edit more than one file to accomplish)
    better comments for the possible variables (even as simple as minimum and maximum values. I know I've borked a world by setting a value out-of-bounds before)
    a better name/description indicating more accurately what the setting is supposed to be doing. (I had one for this, but I think it did actually get renamed. quite a while ago too)
    a better indication of what other settings this one will affect (simply being near it in one file doesn't allways help, when it ends up affecting something in a different file)
    and finally, a more powerfull/flexible method of altering some of the settings. (I had several of these, but derped and didn't write them down as they occured, as I was a wee bit too frustrated from trying to adjust them to a satifactory setting)



    Now, to be fair, I think many of these things outlined above will change as the game draws near to a "beta" or "post-beta" state.
    But that state is quite a ways off, and many of us are growing so frustrated with trying to tweak the game that we start to loathe both the game, and the guys who thought setting up a server (especially those who just want to play with a few friends to help them get going, or because it is more fun with friends you know won't backstab you, or to collaborate in isolation from the rest of us assholes) really needed to be a herculean effort.
     
    Joined
    Jan 28, 2015
    Messages
    492
    Reaction score
    149
    • Community Content - Bronze 1
    • Purchased!
    • Legacy Citizen 3
    WORLD = world0 //set world to use (set 'old' for using the old world). if no world exists a new one will be set automatically
    PROTECT_STARTING_SECTOR = true //Protects the starting sector
    ENABLE_SIMULATION = true //Universe AI simulation
    CONCURRENT_SIMULATION = 128 //How many simulation groups may be in the universe simultaniously (performance)
    ENEMY_SPAWNING = true //Enables enemy spawing
    SECTOR_SIZE = 2000 //Sets the size of sectors in the universe **WARNING** scaling the size of an existing universe down may cause issues
    BLUEPRINT_DEFAULT_PRIVATE = true //If true, set blueprints private as default (else they are public)
    FLOATING_ITEM_LIFETIME_SECS = 240 //How much seconds items floating in space should be alive
    SIMULATION_SPAWN_DELAY = 840 //How much seconds between simulation spawn ticks
    SIMULATION_TRADING_FILLS_SHOPS = true //Trading guild will deliver stock to shops
    SECTOR_INACTIVE_TIMEOUT = 20 //Time in secs after which sectors go inactive (-1 = off)
    SECTOR_INACTIVE_CLEANUP_TIMEOUT = 10 //Time in secs after which inactive sectors are completely removed from memory (-1 = off)
    USE_STARMADE_AUTHENTICATION = true //allow star-made.org authentication
    REQUIRE_STARMADE_AUTHENTICATION = true //require star-made.org authentication (USE_STARMADE_AUTHENTICATION must be true)
    PROTECTED_NAMES_BY_ACCOUNT = 10 //How many player names a player may protect with his account (if exceeded, the player name, that was logged in the longest time ago gets unprotected)
    DEFAULT_BLUEPRINT_ENEMY_USE = false //Default option for blueprints not in catalog yet
    DEFAULT_BLUEPRINT_FACTION_BUY = true //Default option for blueprints not in catalog yet
    DEFAULT_BLUEPRINT_OTHERS_BUY = true //Default option for blueprints not in catalog yet
    DEFAULT_BLUEPRINT_HOME_BASE_BUY = true //Default option for blueprints not in catalog yet
    LOCK_FACTION_SHIPS = true //If true, ships of other factions cant be edited, activated, or entered
    DEBUG_FSM_STATE = false //transfer debug FSM state. Turning this on may slow down network
    PHYSICS_SHAPE_CASTING_TUNNELING_PREVENTION = false //Makes a convex cast for hight speed object to prevent clipping. High Cost. (Bugged right now, so dont turn it on)
    CATALOG_SLOTS_PER_PLAYER = 24 //How many slots per player for saved ships (-1 for unlimited)
    UNIVERSE_DAY_IN_MS = 1200000 //how long is a 'day' (stellar system rotation) in milliseconds (-1 to switch off system rotation)
    FORCE_DISK_WRITE_COMPLETION = false //forces writing operations of raw data to disk directly after operation. For some OS this prevents raw data corruption
    ASTEROIDS_ENABLE_DYNAMIC_PHYSICS = false //enables asteroids to be able to move in space
    ENABLE_BREAK_OFF = false //debug (don't activate unless you know what you're doing)
    COLLISION_DAMAGE = false //colliding into another object does damage
    COLLISION_DAMAGE_THRESHOLD = 2.0 //Threshold of Impulse that does damage (the lower, the less force is needed for damage)
    SKIN_ALLOW_UPLOAD = true //if off, skin uploading to server is deactivated
    CATALOG_NAME_COLLISION_HANDLING = false //if off, saving with an existing entry is denied, if on the name is automatically changed by adding numbers on the end
    SECTOR_AUTOSAVE_SEC = 900 //Time interval in secs the server will autosave (-1 for never)
    PHYSICS_SLOWDOWN_THRESHOLD = 40 //Milliseconds a collision test may take before anti-slowdown mode is activated
    THRUST_SPEED_LIMIT = 75 //How fast ships, etc. may go in m/s . Too high values may induce physics tunneling effects
    MAX_CLIENTS = 24 //Max number of clients allowed on this server
    SUPER_ADMIN_PASSWORD_USE = false //Enable super admin for this server
    SUPER_ADMIN_PASSWORD = mypassword //Super admin password for this server
    SERVER_LISTEN_IP = all //Enter specific ip for the server to listen to. use "all" to listen on every ip
    SOCKET_BUFFER_SIZE = 65536 //buffer size of incoming and outgoing data per socket
    PHYSICS_LINEAR_DAMPING = 0.05 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
    PHYSICS_ROTATIONAL_DAMPING = 0.05 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
    AI_DESTRUCTION_LOOT_COUNT_MULTIPLIER = 0.9 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
    AI_DESTRUCTION_LOOT_STACK_MULTIPLIER = 0.9 //multiply amount of items spawned after AI destruction. use values smaller 1 for less and 0 for none
    CHEST_LOOT_COUNT_MULTIPLIER = 0.9 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
    CHEST_LOOT_STACK_MULTIPLIER = 0.9 //multiply amount of items spawned in chests of generated chests. use values smaller 1 for less and 0 for none
    USE_WHITELIST = false //only names/ips from whitelist.txt are allowed
    FILTER_CONNECTION_MESSAGES = false //don't display join/disconnect messages
    USE_UDP = false //Use 'User Datagram Protocol' (UDP) instead of 'Transmission Control Protocol' (TCP) for connections
    AUTO_KICK_MODIFIED_BLUEPRINT_USE = false //Kick players that spawn modified blueprints
    AUTO_BAN_ID_MODIFIED_BLUEPRINT_USE = false //Ban player by name that spawn modified blueprints
    AUTO_BAN_IP_MODIFIED_BLUEPRINT_USE = false //Ban player by IP that spawn modified blueprints
    AUTO_BAN_TIME_IN_MINUTES = 60 //Time to ban in minutes (-1 for permanently)
    REMOVE_MODIFIED_BLUEPRINTS = false //Auto-removes a modified blueprint
    DEBUG_SEGMENT_WRITING = false //Debugs correctness of writing of segments (costs server performance)
    TCP_NODELAY = true //Naggles algorithm (WARNING: only change when you know what you're doing)
    PING_FLUSH = false //flushes ping/pong immediately (WARNING: only change when you know what you're doing)
    RECIPE_BLOCK_COST = 5000 //How much blocks have to be invested to create a recipe (min 0)
    SHOP_SPAWNING_PROBABILITY = 0.1 //(must be between 0 and 1): 0 is no shops spawned in asteroid sectors, 1 is shop spawned in everyone (default: 8% -> 0.08)
    RECIPE_REFUND_MULT = 0.5 //how much blocks are refunded from selling a recipe (must be between 0 and 1): 0 no refund, 1 full refund
    RECIPE_LEVEL_AMOUNT = 4000 //On how much created blocks will a recipe level up (base value) (min 0)
    DEFAULT_SPAWN_SECTOR_X = 2 //DEFAULT Spawn Sector X Coordinate
    DEFAULT_SPAWN_SECTOR_Y = 2 //DEFAULT Spawn Sector Y Coordinate
    DEFAULT_SPAWN_SECTOR_Z = 2 //DEFAULT Spawn Sector Z Coordinate
    MODIFIED_BLUEPRINT_TOLERANCE = 0.1 //Tolerance of modified blueprint trigger (default = 10%)
    TURNING_DIMENSION_SCALE = 1.1 //Scaling of tuning speed VS ship dimension (default = 1.1)
    DEFAULT_SPAWN_POINT_X_1 = 8.0 //First Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_POINT_Y_1 = -6.5 //First Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_POINT_Z_1 = 0.0 //First Rotating Spawn: Local Pos Z Coordinate
    DEFAULT_SPAWN_POINT_X_2 = 15.0 //Second Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_POINT_Y_2 = -6.5 //Second Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_POINT_Z_2 = 8.0 //Second Rotating Spawn: Local Pos Z Coordinate
    DEFAULT_SPAWN_POINT_X_3 = 8.0 //Third Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_POINT_Y_3 = -6.5 //Third Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_POINT_Z_3 = 15.0 //Third Rotating Spawn: Local Pos Z Coordinate
    DEFAULT_SPAWN_POINT_X_4 = 0.0 //Forth Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_POINT_Y_4 = -6.5 //Forth Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_POINT_Z_4 = 8.0 //Forth Rotating Spawn: Local Pos Z Coordinate
    PLAYER_DEATH_CREDIT_PUNISHMENT = 0.1 //players credits lost of total on death (must be between 0 and 1): 1 = lose all, 0 = keep all
    PLAYER_DEATH_CREDIT_DROP = false //drop credits lost on death into space instead
    PLAYER_DEATH_BLOCK_PUNISHMENT = false //player will drop all his blocks into space on death
    PLAYER_DEATH_PUNISHMENT_TIME = 300 //Time interval in seconds after death of a player in which the player is not punished
    PLAYER_DEATH_INVULNERABILITY_TIME = 30 //Time the player is invulnerable after death in sec
    PLAYER_HISTORY_BACKLOG = 60 //How many login history objects (with name, IP, account-name, and time) should be saved by player state
    PROJECTILES_ADDITIVE_VELOCITY = false //initial projectile speed depend on relative linear velocity of object fired from
    PROJECTILES_VELOCITY_MULTIPLIER = 1.0 //multiplicator for projectile velocity
    IGNORE_DOCKING_AREA = false //ignores docking area size
    ALLOW_UPLOAD_FROM_LOCAL_BLUEPRINTS = true //enables clients being able to upload their pre-build-blueprints to the server
    SHOP_NPC_STARTING_CREDITS = 10000000 //how much credits do shops start with
    SHOP_NPC_RECHARGE_CREDITS = 100000 //how much credits do shops gain about every 10 min
    AI_WEAPON_AIMING_ACCURACY = 200 //how accurate the AI aims (the higher the value the more accurate vs distance. 10 = about 99% accuracy at 10m)
    BROADCAST_SHIELD_PERCENTAGE = 5 //percent of shields changed for the server to broadcast a shield synch
    BROADCAST_POWER_PERCENTAGE = 50 //percent of power changed for the server to broadcast a power synch (not that critical)
    ADMINS_CIRCUMVENT_STRUCTURE_CONTROL = true //admins can enter ships of any faction
    STAR_DAMAGE = true //suns dealing damage to entities
    SQL_NIO_FILE_SIZE = 256 //megabyte limit of .data file when to use NIO (faster) (must be power of 2)
    PLANET_SIZE_MEAN = 50.0 //Planet size mean (normal gaussian distribution) (min 50)
    PLANET_SIZE_DEVIATION = 0.0 //Planet size standard deviation. Note: normal gaussian distribution graph scaled horizontally by 1/3 (min 0)
    ASTEROID_RADIUS_MAX = 64 //Asteroid max radius in blocks (from -x to +x)
    ASTEROID_RESOURCE_SIZE = 2.5 //Average diameter of resource veins in asteroids
    ASTEROID_RESOURCE_CHANCE = 0.003 //Chance per block to place a new resource vein (1.0 = 100%)
    PLAYER_MAX_BUILD_AREA = 10 //max area a player may add/remove in adv. build mode
    NT_SPAM_PROTECT_TIME_MS = 30000 //period of spam protection
    ASTEROID_SECTOR_REPLENISH_TIME_SEC = -1 //seconds until a sector that is mined down to 0 asteroids is replenished (-1 = never)
    NT_SPAM_PROTECT_MAX_ATTEMPTS = 30 //max attempts before refusing connections in spam protect period (default is 1/sec for 30 sec)
    NT_SPAM_PROTECT_EXCEPTIONS = 127.0.0.1 //ips excepted from spam control (separate multiple with comma) (default is localhost)
    NT_SPAM_PROTECT_ACTIVE = true //enables connection spawn protection (flooding servers with login attempts)
    USE_PERSONAL_SECTORS = false //will spawn a player in a locked sector sandbox (warning, don't use unless you know what you do)
    BATTLE_MODE = false //turn on battlemode (warning, don't use unless you know what you're doing)
    BATTLE_MODE_CONFIG = battleSector=0,0,0,Physics.smsec;battleSector=15,15,15,Physics.smsec;countdownRound=300;countdownStart=30;maxMass=-1;maxDim=300;maxMassPerFaction=-1; //General config for battlemode
    BATTLE_MODE_FACTIONS = [TeamA, fighters, 500,500,500, 0.5,0.1,0.9];[TeamB, fighters, -500,-500,-500, 0.5,0.9,0.2];[TeamFFA,ffa, 0,0,-500, 0.2,0.9,0.9];[Spectators,spectators, 0,500,0,0.8,0.4,0.8] //Faction config for battlemode
    LEADERBOARD_BACKLOG = 24 //time in hours to keep leaderboard backlog (the more time, the more data has to be sent to client)
    ANNOUNCE_SERVER_TO_SERVERLIST = false //announces the server to the starmade server list so clients can find it. Hostname must be provided for HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST!
    HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST = //this must be a valid hostname (either ip or host, e.g. play.star-made.org)
    SERVER_LIST_NAME = NoName //max length 64 characters
    SERVER_LIST_DESCRIPTION = NoDescription //max length 128 characters
    MISSILE_DEFENSE_FRIENDLY_FIRE = false //can shoot down own or missiles from own faction
    USE_DYNAMIC_RECIPE_PRICES = true //use recipe based prices (the price is the price of the parts it is made out of in crafting)
    MAKE_HOMBASE_ATTACKABLE_ON_FP_DEFICIT = true //Home bases become attackable if a faction's Faction Points are in the minus and the faction doesn't own any territory
    PLANET_SPECIAL_REGION_PROBABILITY = 100 //one out of thisValue chance of a special region spawning per planet plate (cities, pyramids, etc) (changing this value migth change some plates, but won't change any plates that are already modified by a player)
    NT_BLOCK_QUEUE_SIZE = 1024 //How many blocks are sent per update. Huge placements will shot faster, but it will consume more bandwidth and is subject to spamming players
    CHUNK_REQUEST_THREAD_POOL_SIZE_TOTAL = 10 //Thead pool size for chunk requests (from disk and generated)
    CHUNK_REQUEST_THREAD_POOL_SIZE_CPU = 2 //Available threads of total for CPU generation. WARNING: too high can cause cpu spikes. About the amount of available cores minus one is best
    BUY_BLUEPRINTS_WITH_CREDITS = false //buy blueprints directly with credits
    SHOP_USE_STATIC_SELL_BUY_PRICES = true //shop buy and sell price change depending on stock (shop prices will always stay the same if true)
    SHOP_SELL_BUY_PRICES_UPPER_LIMIT = 1.2 //maximum of base price a shop will want depending on its stock (e.g. max 120 credits if the normal cost is 100)
    SHOP_SELL_BUY_PRICES_LOWER_LIMIT = 0.8 //minimum of base price a shop will want depending on its stock (e.g. max 80 credits if the normal cost is 100)
    MINING_BONUS = 1 //general multiplier on all mining
    MAX_LOGIC_SIGNAL_QUEUE_PER_OBJECT = 250000 //max logic trace queue allowed
    MAX_COORDINATE_BOOKMARKS = 20 //coordinate bookmarks per player allowed
    ALLOWED_STATIONS_PER_SECTOR = 1 //How many stations are allowed per sector
    STATION_CREDIT_COST = 50000 //how much does a station or station blueprint cost
    SKIN_SERVER_UPLOAD_BLOCK_SIZE = 128 //how fast should skins be transferred from server to clients (too high might cause lag) [default 256 ~ 16kb/s]
    ALLOW_OLD_DOCKING_BEAM = false //enables old docking beam
    WEIGHTED_CENTER_OF_MASS = true //if on, the center of mass for each structured will be calculated based on block mass. On 'false', the center of mass is always the core position
    SECURE_UPLINK_ENABLED = false //dedicated servers can be registered on the StarMade registry
    SECURE_UPLINK_TOKEN = //uplink token, provided when registering a dedicated server
    USE_STRUCTURE_HP = true //ships and other structures use the hitpoint system. if off, a ship will overheat when the core gets taken out (old)
    SHOP_REBOOT_COST_PER_SECOND = 100.0 //Cost to reboot a ship at a shop (per second it would take to reboot in space)
    SHOP_ARMOR_REPAIR_COST_PER_HITPOINT = 1.0 //Cost to repair a ship's armor at a shop
    MAX_SIMULTANEOUS_EXPLOSIONS = 6 //the more the faster explosions at the same time are executed (costs in total about 20MB RAM each and of course CPU because it's all threaded) (10 is default for a medium powered singleplayer)
    REMOVE_ENTITIES_WITH_INCONSISTENT_BLOCKS = false //This will remove ships that have blocks that are normally disallowed (e.g. space station blocks on ships)
    OVERRIDE_INVALID_BLUEPRINT_TYPE = true //If a loaded blueprint is invalid, it's type will be overridden
    FACTION_FOUNDER_KICKABLE_AFTER_DAYS_INACTIVITY = 30 //Days of inactivity after which a founder may kick another founder
    DEBUG_BEAM_POWER_CONSUMPTION = false //server will send notifications on power consumed (not counting power given from supply) on server (costs performance, so only use for debugging)
    DEBUG_BEAM_TICKS_DONE = false //server will send notifications on ticks done on server (costs performance, so only use for debugging)
    DEBUG_BEAM_POWER_PER_TICK = false //server will send notifications on beam power per tick on server (costs performance, so only use for debugging)
    DEBUG_MISSILE_POWER_CONSUMPTION = false //server will send notifications on missiles on server (costs performance, so only use for debugging)
    BLUEPRINT_SPAWNABLE_SHIPS = true //enables or disables blueprint spawning from item
    BLUEPRINT_SPAWNABLE_STATIONS = true //enables or disables blueprint spawning from item
    USE_OLD_GENERATED_PIRATE_STATIONS = false //enables spawning of old style pirate stations
    CARGO_BLEED_AT_OVER_CAPACITY = false //cargo is ejected every minute if storage is at over capacity
    ALLOW_PERSONAL_INVENTORY_OVER_CAPACITY = false //Personal Inventory can go over capacity
    ONLY_ALLOW_FACTION_SHIPS_ADDED_TO_FLEET = true //only allows faction ships to be added to fleet
    MAX_CHAIN_DOCKING = 25 //maximal deepness of docking chains (may cause glitches depending on OS (path and filename length) at high numbers)
    SHOP_RAILS_ON_ADV = true //Advanced shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe)
    SHOP_RAILS_ON_NORMAL = false //Normal shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe)
    ALLOW_FLEET_FORMATION = true //Allows fleet formation
    BACKUP_WORLD_ON_MIGRATION = true //Back up world when migrating to a new file format
    BACKUP_BLUEPRINTS_ON_MIGRATION = true //Back up blueprints when migrating to a new file format
    DISPLAY_GROUPING_DEBUG_INFORMATION = false //Displays grouping calculation information
    SECTORS_TO_EXPLORE_FOR_SYS = 5 //How many sectors of a system have to be explored
    NPC_FACTION_SPAWN_LIMIT = -1 //Maximum npc factions per galaxy (-1 for unlimited (will still be around 2-10))
    NPC_DEBUG_MODE = false //Sends complete NPC faction package to clients (very bandwith intensive)
    FLEET_OUT_OF_SECTOR_MOVEMENT = 6000 //How long for an unloaded fleet to cross a sector in ms
    NPC_LOADED_SHIP_MAX_SPEED_MULT = 0.7 //How fast NPC fleet ships are compared to their max speed when loaded
    USE_FOW = true //Use 'fog of war'. Turning this off will make everything visible to everyone
    NPC_LOG_MODE = 0 //use 0 for npc file logs [/logs/npc/] and 1 for normal log output
    NPC_DEBUG_SHOP_OWNERS = //Additional shop owners for npc faction shops (case insensitive, seperate with comma)
    SQL_PERMISSION = //user name allowed to sql query remotely (direct console always allowed /sql_query, /sql_update, /sql_insert_return_generated_keys) (case insensitive, seperate with comma)

    This is the server.cfg taken from a fresh install of StarMade v0.199.357.

    My changes are in green.


    Changed settings that effected performance "max pirate waves" "smallest possible planets but with higher special region".

    Changed settings that could be used as cheats "non faction ships in fleet" "variable shop prices".

    Changed settings that protect players "protected spawn" "30 seconds to hide after death"

    Made the use of the StarMade registry mandatory! "no server take over by adopting the admins user name"

    I know this is an extra hurdle for Single Player. But server owners flat out forget or miss this option all to often with dire consequences.

    Changed some settings that do not make much sense. "friendly fire anti missile"

    Lowered the default manual scan of systems for Fog of War to 5 sectors. Because this is mostly an issue for new players. Once you know even a little on how the game works you use a scanner. No point in letting people rage quit after a fresh start bump in with a pirate station. Only to find themselves back at the spawn shop with nothing. Since most spend all their credits when they first log on.

    I left the default speed and sector size as they are. Note that this translates to an in game sector of about 4.6 km. The setting sets the size from the center of a sector to the outer border of a sector.


    Sector and planet size is a hot topic. But if you have an opinion on this matter. Then you also know how to edit the server.cfg. In order to change it. To suit your needs. You will probably change the default config to your personal preference as a whole anyway. This proposal is for new StarMade players/server owners who do not even know what a sector is.

    EDIT: New bug in this version Asteroids mirror on respawn and create severe lag do NOT enable Asteroid respawn. Set Asteroids to be unmovable does not cure it.
     
    Last edited:

    Erth Paradine

    Server Admln & Bug Reporter
    Joined
    Feb 15, 2016
    Messages
    239
    Reaction score
    58
    ....

    EDIT: New bug in this version Asteroids mirror on respawn and create severe lag do NOT enable Asteroid respawn. Set Asteroids to be unmovable does not cure it.
    An asteroid respawn bug has been around for quite a while...and we still have respawn and dynamic physics enabled, without any major negative effects. Could you link to a bug report on this please?
     

    Edymnion

    Carebear Extraordinaire!
    Joined
    Mar 18, 2015
    Messages
    2,709
    Reaction score
    1,512
    • Purchased!
    • Thinking Positive Gold
    • Legacy Citizen 5
    ASTEROID_SECTOR_REPLENISH_TIME_SEC = -1 //seconds until a sector that is mined down to 0 asteroids is replenished (-1 = never)

    ...

    EDIT: New bug in this version Asteroids mirror on respawn and create severe lag do NOT enable Asteroid respawn. Set Asteroids to be unmovable does not cure it.
    See, this right here means I would never want to be on Batavium's server.

    No asteroid respawn means the server is on a ticking clock to it's own ugly death right from the instant it starts up.

    No respawn means finite resources. Which means the only way to play in the long run is to strip mine entire systems, completely cleaning them out of all asteroids and planets.

    Which means the older it gets, the more barren it gets, and the less hospitable to new players it gets.

    So sooner or later that server can only meet one of two ends, either it dies from lack of interest when there is nothing left to gather, or it gets restarted (which only delays the inevitable and pisses people off at having to start over from scratch).
     

    Erth Paradine

    Server Admln & Bug Reporter
    Joined
    Feb 15, 2016
    Messages
    239
    Reaction score
    58
    I think that is a little harsh. StarMade uses a lot of different settings spread over various files. If someone likes to setup a server for his friends to play on. Than you can not expect the guy to flat out know what all of that is about. In fact it is so complicated that i often say you have to be Einstein to understand it all.

    I know a lot about how StarMade goes about doing its thing. But i did not learn that in a fortnight. Even now many things are still in the realm of say whut?

    Many of the default settings could be a whole lot more user friendly. I do not think it is fair to demand back to back integrated knowledge of the game just because you want to START playing it.
    ...
    The underlying issue is that SM sorely lacks end-user-accessible documentation, so a server operator essentially must reverse-engineer a lot of details on their own, if they wanted a sane server config. I do agree that some settings could be adjusted - although before digging into that, how about defining what the lowest common denominator ought to be? This would give Schine something to aim for, in regards to minimum hardware support standards, and respective baseline configurations.

    For instance, your example config opens a universe (if it were a public server) to fairly rapid depletion of resources, and seems to feed a false assumption that large planets negatively affect server performance, when large planets are in actuality a client-side issue (and only so, largely due to client-side misconfigurations or the occasional GPU quirks).

    ...
    In the end it will be the willingness of people to host the game and setup servers for it that will make or brake the game. Running a StarMade server can be a very costly business. Any amount of help and support is most welcomed. People can only learn about the game mechanics by playing the actual game. It does not have to be idiot proof but the current state and setup is simple to demanding.
    ...
    I agree, to an extent: poor configuration choices are as equally damaging as persistently-abusive players...in both cases, if the Admin of a public server can't quickly get a handle on things...how many legitimate non-abusive players have simply dismissed SM as unplayable. With the configuration options being so obtuse, that doesn't help matters...but then again, leaping into things without much incentive to learn or understand what each setting does...I don't see how that helps either.

    As for the topic of hosting a private server for friends. How does the current baseline configuration hurt such a goal? I ask largely because I'm trying to understand what the common denominator is that we're chasing.
     
    Joined
    Jan 28, 2015
    Messages
    492
    Reaction score
    149
    • Community Content - Bronze 1
    • Purchased!
    • Legacy Citizen 3
    Could you link to a bug report on this please?
    Unfortunately i do not have access to the logs and i do not think that the owner will provide them. The issue is on Brierie.

    The original recommendation was for the enabling of Asteroids respawn precisely to prevent an empty universe. It is also clearly marked EDIT.

    How ever because this has now surfaced and my post is about save none attention needed basic server defaults. This setting is now on hold until fixed or proven not to be at fault.

    On other servers Asteroid respawn is working but i need conformation.

    My edits of the server configuration are over the Vanilla server.cfg you get as you download the game right now.

    See, this right here means I would never want to be on Batavium's server.

    No asteroid respawn means the server is on a ticking clock to it's own ugly death right from the instant it starts up.
    The Vanilla Asteroid setting is respawn off -1. I wanted to change that to Asteroids DO respawn until getting hit by this bug.

    If you had taken the trouble to read the whole thread or at least my posts. Then you would have read that i have said the exact same thing.

    Better defaults so that hitting the Start Server button does not set it up to fail immediately? Yeah sure!
    So kindly up vote my post. :-p

    if they wanted a sane server config. I do agree that some settings could be adjusted - although before digging into that, how about defining what the lowest common denominator ought to be? This would give Schine something to aim for, in regards to minimum hardware support standards, and respective baseline configurations.

    For instance, your example config opens a universe (if it were a public server) to fairly rapid depletion of resources, and seems to feed a false assumption that large planets negatively affect server performance, when large planets are in actuality a client-side issue (and only so, largely due to client-side misconfigurations or the occasional GPU quirks).
    This is not a how to play StarMade thread.

    We need save server defaults because the current ones are creating a lot of trouble. The corrections i propose are minimal but will have a big impact.

    Planets are a main problem regardless of how or why reason. Minimal planets will help here. You disagree and that is fine! Edit the server.cfg as you please. But you know how StarMade works in this regard. Vanilla New Player/Server owners do not. Minimal planets work perfect for them. Besides they look cute. :-p

    leaping into things without much incentive to learn or understand what each setting does...I don't see how that helps either.
    It helps in that they will get a game that will play at least resonable stable.

    I think you are making things overly complex because of your shear amount of knowledge of the game. For new players who are just checking it out. This does not have to be so serious.
     

    Erth Paradine

    Server Admln & Bug Reporter
    Joined
    Feb 15, 2016
    Messages
    239
    Reaction score
    58
    Unfortunately i do not have access to the logs and i do not think that the owner will provide them. The issue is on Brierie.
    ...
    Try having the admin/op set:
    Code:
    ASTEROIDS_ENABLE_DYNAMIC_PHYSICS = false
    This basically makes asteroids immovable objects, and disables some of the physics calculations that can cause asteroid respawn whole-server lagoffs.

    The issue, as I've observed it, is that because the game's existing asteroid spawn routines do not currently take into consideration any pre-existing entities (including asteroids) in the same sector, the game engine very frequently will respawn roids in the same spot...hence the respawn-related AABB storms your server owner is most likely observing in logs.

    I also strongly encourage you to have the server owner/admin post feedback in the relevant bug report...the more attention we get on that, the less people keep bugging me for a workaround script that I need to sit-down and finally publish ...ahem, I mean, the sooner all servers would have a chance at stable asteroid respawning again :)

    As for the rest of your reply, I'm not seeing anything that helps substantiate your proposed revisions to vanilla, or perhaps more accurately framed "...You disagree and that is fine! Edit the server.cfg as you please..."

    On the other hand, if you could take the time to illustrate exactly what the issue is we're chasing, perhaps we can make a bug report, add to an existing one, or establish a consensus upon which we all could approach Schine with.
     
    Last edited:

    Edymnion

    Carebear Extraordinaire!
    Joined
    Mar 18, 2015
    Messages
    2,709
    Reaction score
    1,512
    • Purchased!
    • Thinking Positive Gold
    • Legacy Citizen 5
    The Vanilla Asteroid setting is respawn off -1. I wanted to change that to Asteroids DO respawn until getting hit by this bug.

    If you had taken the trouble to read the whole thread or at least my posts. Then you would have read that i have said the exact same thing.
    I did, far as I can see the only time you mentioned asteroid respawn here was where you had it turned off in your "I think this is how the default should be" settings.

    Agree with that or not, thats how you left it, and that isn't really acceptable in my book. Especially since the only reason you did it was because of a short duration bug. You don't go making basically permanent default changes to everyone's games that makes servers self destruct because a bug thats been around for a week or two (and will likely be fixed in a week or two) is a thing.

    And if I have to have your entire posting history memorized to put a post into context, methinks you should have done a better job on that post in the first place.
     
    Joined
    May 24, 2015
    Messages
    1
    Reaction score
    1
    I found this thread when searching on a how-to for recommended server settings.
    And I must say I took over all the suggestions Batavium made except for this option:

    ASTEROID_SECTOR_REPLENISH_TIME_SEC = -1
    But when me and my friends encounter this "duplicate asteroid" bug we will change it to -1, however I prefer Schine fixing the bug.
    I personally don't like travelling beyond my system for resources.

    The "pirates don't use blueprints" setting was a godsend for us as we had some problems being harassed by some of our own ships.
    After these changes our server seemd to run lot's better, (we are not using a dedicated server).

    Thank you for these suggestions Batavium, it helped us a lot!
     
    • Like
    Reactions: Batavium