In this update5
Full notes
Full Starminer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- Balance
- UI and audio
- Compatibility
Starminer changes
Hello, Miners!
Since we launched into Early Access, we've been reading your feedback, tracking your bug reports, and working hard to improve your time in the void. Today, we are happy to announce Patch 5 is on the main branch for all players!
This is one of our biggest quality-of-life updates yet. We’ve given your ship’s autopilot a substantial upgrade, optimized late-game logistics performance, and added updates to the user interface - along with dozens of bug fixes, crash fixes and tweaks.
Let's see what's new in this update!
Autopilot
The autopilot has been significantly improved up to be more reliable, and intelligent.
True Obstacle Avoidance: Ships will now actively use pathfinding to detect hazards, stations, and asteroids in real-time, maneuvering safely around them to reach their destination.
Simultaneous Thruster Logic: The flight computer now engages both rotational and linear thrusters at the exact same time. This results in faster and smoother maneuvers.
Direct Overview Controls: You can now right-click any object directly inside your Overview Panel on the right and immediately issue"Fly To"or"Rotate To"commands, making fleet coordination faster than ever.
Select the Autopilot Mode on the top of the screen to make full use of the autopilot commands:
TIER-2 Cargo Packages
As your space mining empire scales up, handling thousands of tiny material containers can clutter up a sector and impact game performance. To solve this, we are introducing T2 cargo packages.
- Larger CapacityWhile standard T1 packages cap out at 50 tons, the new heavy-duty T2 Cargo Packages can hold up to 500 tons of cargo in a single entity.
- Noticeable Performance GainsBy compressing vast volumes of cargo into fewer, larger packages, we’ve considerably reduced the floating entity count in space - keeping busy sectors running smoother.
To utilize this high-capacity system, both the sending and receiving stations must have a T2 Cargo Bay installed to properly handle the larger container sizes (T1 packages and T1 Cargo Bays work same as before).
Transactions Screen: "Where Is My Money Going?"
You likely asked yourself "where is the money?!" several times now - it was probably spent on continuous hiring of colonists in your habitats.
Now you can see exactly what is going on with your finances and transactions - we’ve added a tracking system to the operations interface. It can be found under the "Transactions" tab on the Character Screen.
This new ledger tracks every single credit leaving or entering your accounts. Easily audit your incomes and expenses in one centralized view.
UI UPDATES
We shifted some things around and fixed several instances where UI windows were overlapping slightly.
You will now find the storage grid on your central panel. This clears up some space on the left and lets you know the state of your cargo holds more clearly.
We have also moved the logistics and the HLEV (hangarship) info panels to tabs in the Overview.
Here you will find info on all your active trade routes and additional hangarship commands with a list od docked ships.
As always, thanks to all sending your feedback and bugreports or participating on the beta branch.
Please see full patch notes below: ==============================
STARMINER 0.33.7.1 - PATCH NOTES
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ADDITIONS
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Autopilot can now intelligently route around obstacles instead of attempting direct collision path
Autopilot outliner commands now support “Fly to” and “Rotate to” for any object
New transactions screen in the Ops interface to track expenditures and money flow
Added description and end text to the Panonia, Candle in the Dark and Homebound missions
T2 cargo packages (capacity: 500t vs T1’s 50t), reducing package count and improving performance in large operations
Trade objectives can now be triggered with docked stations
Additional dialogue after end of campaign and end of Mega Solar objectives
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TWEAKS
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Trade routes now warn you when a destination is too far, and auto-cancel with a refund past the limit
Nuclear Cell power generation duration increased from 100s to 300s
Smarter missiles which avoid friendly structures
Motherships now retaliate heavily when attacked
Turrets now hold fire when a friendly structure is in the line of fire
Updated the operations interface character tab
Moved the hangarship widget into a tab in the overview panel
Moved the station storage grid to the station control section
Moved the logistics panel to an overview tab
Centered the HUD config widget on screen
Station wobble prevention
Removed systems check from Frontier Zone Gamma
Added start text to TGS
Various UI updates
Trade package optimizations
Location picker plane now moves to the disassembled module when resource packages are created
Orphaned engineers are reassigned to other hangars when their parent hangar is removed
Trading range increased to 5Km between T1 Cargo Bays; trading between T2 Cargo Bays is now unlimited range
Out-of-range trade routes now pause instead of cancelling
Commander radiator capacity decreased
The station type picker now only shows categories that have research entries
Trading no longer opens the logistics tab automatically
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FIXES
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Fixed autopilot triggering when clicking an NPC station
Fixed station/module mass not decreasing while trading
Module parts trading fixes
Fixed Helios Basin ghost debris blocking mission completion
Fixed Moon Combat quest auto-completing
Fixed Water Efficiency research prerequisites
Fixed Ballistic Warfare expertise research
Storage and storage balancer fixes
Fixed hangarship asset transfer and storage capacity
Retrothrusters now restart on game load
Fixed trading markup
Refinery Efficiency and Refinery Speed modifiers now update without a reload
Scrap modules fixes
Fixed multiple construction towers over-using resources
Research modifiers now apply to factories
Fixed solar wing not being possessable in Tutorial 2
Loqui station is no longer flagged as a merchant once it becomes possessable
Fixed crashes on save/load
Fixed trade attribution when trading with a selected NPC station
Fixed drill nodes detaching incorrectly
Fixed construction tower mass handling when building remote stations
Smarter missiles
Fixed the mass driver gun shooting itself
Fixed duplicate entries appearing in the bulletin
Fixed the HUD config window opening when it's already open
Fixed extending the station storage grid
Fixed a missing move location in the Candle in the Dark mission
Fixed the Repay Debt objective incorrectly appearing in the campaign
Fixed the Ashrock Belt Clearing research
Multiple officer modifiers now apply by highest value instead of activation order
Removed a deprecated objective from the Enceladus debris field
Destroy-hostile-station objectives now show an enemy indicator on the target stations
Fixed resource transfer between ships docked in the hangarship
Fixed logistics row overlap
Trades that can't be completed due to missing stations are now cleaned up
Fixed overview paging
Fixed the officer icon in the grid
Fixed modifiers not being applied to stations docked in the hangarship
Module part total prices now match the resource price
Various crash fixes
Happy mining,
-- Starminer Dev Team
Source
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