Full notes
Full StarMade update
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What changed
- Performance
- UI and audio
- Gameplay
- Server
- Store
- Fixes
StarMade changes
This update introduces a complete overhaul of the build tools, designed for versatility and usability. It also addresses some bugs and performance concerns.
Note: There may be some rendering issues with the Build Tool previews, but they should be fully working in terms of function. We wanted to put them out now, as this update also contains some important multiplayer fixes.
Build Tools Overhaul
The old build helpers have been replaced by a new and enhanced system using a radial menu. This menu can be opened in build mode using the new Open/Close Build Tools menu binding (grave ~ key by default). It contains the following build modes:
Single Mode (Default): Standard placement mode already present in the game.
Line Mode: Places a line of blocks from point A to B. {AS, AR, HW, BD}
Box Mode: Places a 3D area from point A to B. {HW}
Curve Mode: Similar in function to Line mode, but has an extra step where you can determine the intensity of the curve. {AS, AR, HW, BD}
Circle Mode: Builds in a circle shape. {AS, AR, HW, BD}
Cylinder Mode: Works like Circle mode, but has an extra step to determine the height of the cylinder. {AS, AR, HW, BD}
Ellipsoid Mode: Creates a 3D ellipsoid shape, has similar controls to box mode. {HW}
Polygon Mode: Define up to 8 different points, and the algorithm will attempt to create a shape between them. {HW, BD}
{AS}: Supports 45 degree angle snapping by holding down Left Shift.
{AR}: Supports Axis Restriction Mode (Auto, XY, XZ, YZ) by using the Mouse Wheel.
{HW}: Supports hollow placement mode toggle.
{BD}: Supports using the current build dimensions for more dynamic shaping.
All of these modes also work with templates and the player can toggle automatic spacing via a checkbox in the build dimension settings.
Copy Paste Changes
By holding the Advanced Build Mode binding in Copy Selection mode, you can select two points using the mouse similarly to how the Box Build tool controls.
Replaced the unused placement locking feature with a Cut mode toggle.
New NPC Faction Settings
Implemented mass and entity limit settings for NPC factions, where they will stop building if they are over or approaching this limit.
Implemented max system count settings for NPC factions, where they will abandon their least valuable system when attempting to expand if they are over or approaching this limit.
Implemented an NPC system control loss ratio setting, so that if an NPC faction loses greater than or equal amount of assets in a system to this setting, they will lose it. The old system always required 100% loss of all assets, which was very difficult to get to in practice.
Implemented setting to control whether NPC home systems can be seized when they meet the criteria for losing a system.
Experimental Features
Added a new Experimental Features section for server config.
Added a setting for allowing player assigned fleets to handle trade delivery (experimental, off by default). To do this, the one initiating the transaction must have an available fleet assigned to the Trade Delivery command, and also have a faction owned shop on their homebase. Once the trade is completed, the faction owned shop will receive the delivery tax, and the trade fleet will attempt to return to a sector near their faction's homebase before flagging themselves as ready to trade again. Note: If you're interested in testing, the following sections should be focused on specifically:
Ensure the delivery fleets actually get the blocks and items loaded onto them properly. This is important, as it would allow other players to intercept and seize cargo.
Automatic order cancelling if a fleet changes assignment or is otherwise unable to fulfill the task. The cargo the fleet is carrying should also be returned to the shop, the credits returned, and the relevant parties should be notified.
If no fleets are available for delivery, the system will attempt to use the Traders NPC Faction to deliver the goods. If this fails, it will just virtualize the delivery.
Template Preview Rendering Overhaul
Implemented a new batched renderer for template preview drawing, which significantly improves performance when pasting templates. The old system rendered each block individually, which was slow and inefficient.
Misc. Changes
Updated rail command descriptions and added a "Reset Rail" command for Command Modules.
Reintegrated client-side plume updates.
Readded Reactor Stabilizer Stream Nodes as Decorative Nodes.
Renamed multiple block entries to clarify they are decorative, including all variants of Energy Cell, Energy Pylon, and Power Core blocks. For example, Energy Cell (Blue) is now Decorative Energy Cell (Blue).
Made field ID mappings for Network Objects start at Byte.MIN_VALUE (-128), effectively doubling the amount of fields that can be serialized. This should fix some ping issues that were stalling servers due to some network objects having more fields than the system could serialize.
Added hotkey for resetting turrets (Period key . by default.)
Bug Fixes
Resolved a ClassCastException in GameServerState.
Fixed AI Turret toggle hotkey sometimes not working.
Removed unnecessary calls to Display.setLocation and Display.setResizable in GraphicsContext.java that was causing issues on Windows when the Monitor Setting was changed.
Clarified description for Fleet Patrol command and reworked behavior.
Removed a config entry for an old debugging model that was causing issues on some clients.
Resolved an NPE when checking thrust dampening.
Thanks so much to the community for this update <3, and thanks for playing StarMade, there will be some more news soon ;) - schema
Source
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