Latest stable version: 0.303.45
  • Jun 13

    StarMade v0.303.38 - Up to Speed

    This update introduces significant performance improvements in most areas of the game, as well as bumps the game from Java 7 all the way up to Java 21.

    Java 21 Migration

    The game now builds and runs using Java 21. This means that the old v1, v2, and v3 launchers will no longer function. You must use the new v4 Launcher available here.

    For Server Owners / Providers

    There are updated launch scripts included in the game files. Additionally, there is a full docker setup available here.

    The game now also requires special JVM arguments to run as well. Without these, the game cannot launch!


    For example, your server's launch args might look like:


    Additionally, for server hosters using -Xincgc: You must remove this argument as it is no longer valid in Java 21!

    Instead, we recommend trying -XX:+UseZGC for constrained / shared CPU setups. It requires a bit more memory headroom, but can reduce GC related stalls.




    Fleets & AI

    Fleet Reconnaissance

    A new RECON fleet command state enables fleets to scout sectors and generate detailed reports:
    • Fleets can be given a RECON command with a list of target sectors and an entity filter (all / root-only / docked).
    • The fleet moves through each sector, dwells to scan, and records FleetReconLog entries, while avoiding direct combat.
    • Completed recon runs produce saved reports viewable from the Fleet Options GUI via a new View Reports button.
    • Patrol missions now also generate recon-style logs when engagements occur and produce a summary report at cycle end.

    AI Collision Avoidance & Sector Arrival

    • AI ships now actively avoid collisions with other ships during travel using a dedicated avoidance steering layer.
    • Sector arrival detection was fixed to prevent ships from overshooting their destination.
    • Ship AI braking behavior corrected: ships now smoothly decelerate when approaching targets instead of ramming.
    • Ships with at least one warhead block and no weapons will now attempt to ram enemies with their warhead, after which, they will automatically disable their ai module to prevent continued ramming with no warhead.

    Patrol & Trade Improvements

    • Patrol state bug fixes including integrated fleet logging for patrol reports.
    • Player trade fleet movement target assignment streamlined; cargo deep-copied on fleet clone operations.

    AI Changes

    • Fleet membership is now cleared from an entity after a reboot to prevent automatic order reassignment.
    • Sector coordinate validation added to fleet movement commands.
    • AI config constants centralized into VoidElementManager for easier tuning.
    • Default AI aiming accuracy raised to 3000 (improved targeting at range).

    Fleet Stealth Commands

    • Fleet Stealth command calls have been fixed, so players should now be able to have their fleets jam / unjam, and cloak / uncloak properly.




    Graphics & Rendering

    Improved Graphics Presets

    • Added more options to existing graphics presets, and a new "auto" setting that will automatically detect the user's system specs. Scores the system (0-100) based on VRAM (40pts), system RAM (25pts), CPU cores (25pts), available OpenGL version (10pts), etc., and maps the score to: Ultra (85+), VeryHigh (73+), High (60+), Medium (45+), Low (30+), VeryLow (<30)

    Block Model Visual-State Framework

    A new Block Visual State system allows mods to assign multiple model visual states to blocks:
    • BlockVisualStateDef: data class defining a visual state with versioning.
    • BlockVisualStateAPI: API surface with state versioning, cache invalidation, and authoritative token management via LodStateTokenStore.
    • BlockVisualStateDefDialog: in-editor dialog for creating and editing model visual state definitions.

    Framebuffer & Resource Improvements

    • FBO depth buffers are now reset on re-creation to prevent stale state artifacts.
    • Non-critical GL errors from framebuffer operations are logged rather than thrown, improving resilience.
    • Shader unloading methods converted to use unloadWithoutExit for safer resource cleanup.

    Segment Upload Throttling and Lighting System Improvements

    • GPU segment uploads are now throttled per frame (default: 15 uploads/frame) to prevent single-frame CPU/GPU spikes (stuttering) when large entities enter render range. Configurable via a new G_SEGMENT_UPLOADS_PER_FRAME engine setting.
    • Added a new setting G_LIGHTING_THREAD_COUNT to configure how many CPU threads to use for calculating segment lighting (default: 4 threads).
    • Overhauled internal lighting calculation resource usage to alleviate GC pressure.




    Modding API

    StarLoader Mixin Integration

    Full Mixin support is now available for mods:
    • StarMixinService, StarMixinServiceBootstrap, and StarMixinGlobalPropertyService implement the SpongePowered Mixin service interfaces.
    • StarMixinAgent, StarMixinAuditTrail, and MixinClassTransformer wire Mixin class transformations into the launch class loader with full diagnostics.
    • Mods can declare Mixin configuration JSON files that are automatically registered and applied at load time.
    • SMModLoader propagates mixin configs from virtual mods into their ModSkeleton.
    • The old class replacement system has been removed entirely.

    Per-Block Custom JSON Metadata

    Blocks can now carry arbitrary JSON metadata:
    • SegmentController stores block custom data in a deduplicated pool (blockCustomDataPool) indexed per block, with full save/load serialization.
    • EditableSendableSegmentController accepts pendingBlockCustomData and applies it on block placement (including symmetry mirrors).
    • /give_item_data gives a player an item with specified custom data.
    • /set_item_data allows modifying the custom data of the player's current item.
    • /set_item_slot_data allows modifying the custom data of a specific inventory slot.
    • ManagerContainer can read custom block data tags for use in factory/refinery logic.

    Inventory System Extensions

    • inventoryType and inventorySlotsLimit fields added to block configuration and ElementInformation, enabling mods to define custom inventory-capable blocks.
    • SavedInventory: new class for persisting custom item storage per-player in creative mode, with panel UI.
    • Custom data preserved when updating inventory slots; InventorySlotContainer interface introduced for improved modularity.

    Factory / Refinery API

    • registerRefinery(...) and registerFactory(...) methods added to the public API.
    • Legacy newRefinery and newFactory methods deprecated.
    • factoryStandardControlledBy and factoryStandardControlling fields made public for broader API access.

    Mod Loading Improvements

    • Dependencies are now loaded before mod instantiation, preventing class-not-found errors at mod init.
    • Loading screen now shows detailed per-phase progress during mod loading and initialization.
    • Mods are now properly reloaded on relog, so players no longer have to restart their client when relogging.




    Build Mode & UI

    Control Scheme Presets & Key Remapping

    • New CONTROL_SCHEME_PRESET engine setting with New and Classic options.
    • KeyboardMappings.applyControlSchemePreset(...) remaps ship controls to match the selected scheme when settings are committed.

    Build Mode Help

    • Build mode help text is now only shown in advanced mode to reduce HUD clutter for new players.

    Catalog Upload and Template Selection Dropdown Improvements

    • Added a search bar for the catalog upload and template selection dropdown, to make finding a particular blueprint or template easier. Additionally, the catalog system now uses Java's parallel streams API for faster loading.

    Markdown Renderer

    Added a GUI markdown renderer with support for:
    • Lists: both ordered and unordered with proper indentation and bullet styles.
    • Code Blocks: fenced code blocks.
    • Tables: full grid layout with header rows.
    • Blockquotes: indented/styled quote blocks.
    • Block Sprites (![block:BlockName]): renders an inline 3D block icon.
    • SVG fenced code blocks: rendered via JSVG into a GL texture (graceful fallback to plain code block on failure).
    • Images: .png images can be displayed from local storage or online.
    • Links ([text](url)), strikethrough (~~text~~), inline code, and all 6 heading levels.

    In-Game Guides





    Gameplay & Mechanics

    New Display Module Features

    • Display Modules can now have multiple tags to change style properties for different text sections.
    • Added a new rot option to rotate display module text in degrees.
    • Display modules can now be used to override Rail Rotators to specific angles in degrees. Simply place the display module with the desired angle adjacent to the activation module that activates the rotation.
    • Sensor Output: Connect a sensor to one display module and one probed block (e.g. shields, power, rail rotator). The sensor will write the probed value to the display module.
      • For rail rotators/turrets, the current rotation angle in degrees (0-360) is the output.
      • For other blocks, the sensor's measured value is the output.

    Logic Beams

    • Added Logic Beams - A new block that can be used to quickly transmit logic signals across entities using an activation beam.

    Faction Map Color Picker

    • Factions can now select what color they want their territory to appear as on the map, and the bug causing the colors to slowly revert has been fixed.

    Tractor Beam Improvements

    • Ships being tractored now have their state synced to clients; the server temporarily takes position authority while the beam is active to prevent jitter.
    • Tractor beam config now uses thrust ratio instead of mass ratio.

    Weapon Damage Performance Overhaul

    • Updated code paths in all three weapon types to reuse objects and optimize code to avoid unnecessary allocations and paths. In particular, explosion and acid calculations were causing significant GC pressure by allocating large numbers of temporary objects every tick.
    • In the acid damage propagation code specifically, toPropagate.removeLong(0) on every iteration was shifting the entire array, making the propagation loop O(n^2). By reading entries by index (getLong(i)) during the loop, then bulk-removing all processed entries with a single removeElements(0, count) at the end, we were able to reduce the removal cost from O(n) per iteration to O(n) total. For a propagation wave hitting 500 blocks with 2000 entries in the queue, the old code would perform roughly 1,000,000 element shifts. The new code should perform only around 2000 total for the same scenario.

    Targeting Display Changes

    • Added an additional display underneath the target distance indicator that displays the distance the projectile (cannons and missiles only) will have to travel to hit the target, based on the target's current heading and velocity.

    Astrotech System Fixes

    • Astrotech systems can now properly repair links between blocks.
    • Implemented substantial performance improvements and optimizations for repair handling code to heavily reduce object allocation and relieve GC pressure.
    • Improved Repair command handling for AI Fleets.

    Shield System

    • Major shield hits are now broadcast more often to nearby clients for visual feedback, reducing shield desync.
    • Client-side shield recalculation disabled for remote ships to prevent overwriting network-synced values.

    Warhead Changes

    • Warheads will now explode as a single group rather than many smaller explosions, and explosion calculations in general should now be far more performant.

    Fixes for Build Shape Tools Radial Menu ( ` )

    • Several fixes have been implemented for the Build Shape Tools Radial Menu ( ` ), so the tools should now be more visually and functionally consistent.

    Thrust Sharing Bug Fix

    • The long-standing docked thrust sharing bug has finally been fixed, so docked thrusters no longer provide huge amounts of thrust.

    Mod Mappings Fix

    • Some ships with modded blocks were having their mappings incorrectly parsed, causing blocks to randomly swap between different worlds and mod installations. This should now be fixed.




    Server & Stability

    Crash Detection & Reporting

    • CrashLogger atomically captures the first unhandled server exception and writes a detailed crash report to ./logs/crash-report-{timestamp}.log.
    • Report includes system info, JVM arguments, graphics info, full stack trace, cause chain, and a thread dump.
    • Subsequent cascading exceptions after the first are suppressed to keep the log readable.
    • New ServerCrashEvent fired via StarLoader so mods can react to crashes.

    Player Spawn Distance Check

    • Added a maximum distance check when spawning players in; clients should no longer stall waiting for distant controller loads.




    Performance Improvements

    • Object allocation and CPU pressure significantly reduced in many hot-paths.
    • Diagonal neighbor handling and neighbor counting logic optimized for segment processing in ElementCollectionMesh.
    • BlockBuffer and RepairBeamHandler refactored for improved clarity and reduced overhead.
    • Segment Updates (when not caused by player action) and Element Collection processing are now done using batch processing rather than as soon as possible. This will improve performance on both client and server at the cost of slightly delayed lighting and segment updates. By default, both are set to process every 1000ms (1 second), and can be tuned as needed in configs.




    Platform / OS Fixes

    • Linux: Fixed saved credentials not persisting across computer restarts.
    • Intel Mac: Fixed crash where NSWindow.setStyleMask was called off the AppKit main thread when exiting fullscreen.
    • Intel Mac: Fixed startup crash when loading AquaLookAndFeel fails (graceful fallback).
    • All platforms: Fixed NPE in getCurrentDisplay() when a monitor's name does not match any known display entry.




    Known Issues

    • Unfortunately, the reported shadow issues have proven difficult to fix on certain GPUs, so they have been temporarily disabled until a proper solution can be found. Expect a follow up fix for these.
    • ARM Macs are not supported by this build currently due to the limitations of LWJGL2. We hope to be able to support them in a future update however.




    If you find any issues, please report them in the issue tracker here.

    And, as always, thank you for playing StarMade!
  • Jun 03

    StarMade Launcher v4 Beta

    StarMade Launcher v4 Beta

    Greetings Citizens,

    In preparation for the next release update coming in the following days, we are putting out a beta for the new StarMade Launcher v4. This new launcher is a multi-platform electron-based application designed to be as robust as possible. We are asking people to help test it by selecting the launcherbeta option in the Game Versions & Betas section in Steam.

    It features multi-instance management, account management, news, mods, blueprint catalog, templates, and even a server panel. Please note, the server panel feature is still WIP, and we are still working on adding more remote providers for it.

    This launcher will be required to run the next major update once it's released. The next update introduces huge performance improvements, a move to Java 21, an updated tutorial / guide system, and much more, so be sure to stay tuned!

    Important: The v4 Launcher should automatically autodetect and import legacy installs, but in case it fails, you can manually add installs in the launcher settings.

    Our goal is to make this transition as seamless as possible, so please report any bugs in the Development Discord!

    Note for Server Owners / Providers

    The next major release build will require Java 21 to run, as well as the following JVM arguments:

    -javaagent:StarMade.jar

    --add-opens=java.base/jdk.internal.ref=ALL-UNNAMED

    --add-opens=java.base/java.nio=ALL-UNNAMED

    --add-opens=java.base/jdk.internal.misc=ALL-UNNAMED

    With this, your server's full launch arguments might look something like:

    -javaagent:StarMade.jar

    --add-opens=java.base/jdk.internal.ref=ALL-UNNAMED

    --add-opens=java.base/java.nio=ALL-UNNAMED

    --add-opens=java.base/jdk.internal.misc=ALL-UNNAMED

    -Xmx8g -jar StarMade.jar -server

    We highly encourage owners / hosters to reach out on Discord if they have any questions.

    Note for ARM Macs

    While the v4 launcher is available for ARM Macs, current dev builds, and the upcoming release build are not playable on ARM Macs due to the technical limitations of legacy LWJGL2 support on MacOS.

    The New Foundations builds (game versions >= 0.400.0) in the pre branch will work on ARM Macs, as they use LWJGL3, which can run on Apple silicon via an OpenGL -> Metal translation layer. So if you happen to be on an ARM Mac, and want to play the game, you will have to use the pre branch builds for now.

    Please note however, support from ARM Macs is still highly experimental, and has some issues still, notably significant performance issues on lower-end systems due to the overhead of translating OpenGL draw commands to Metal.

    Update on New Foundations (Universe Update)

    Progress is still being made on the future New Foundations update, and there are WIP builds in the pre branch. These builds are still being worked on, so expect bugs!

    And, as always, thank you for playing StarMade.

    StarMade Discord: https://discord.gg/VKmWdtBQPj

    Development and Modding Discord: https://discord.gg/MhtShemdYN

  • Feb 17

    StarMade 0.204.703 - Build Tools Overhaul

    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
  • Nov 04

    StarMade Update

    Changelog
    Important Note

    BlockTypes.properties, BlockConfig.xml, blockBehaviorConfig.xml, and factionConfig.xml files have all been significantly changed in this update, so any servers / mods that modify or rely on these files will likely need to be re-configured!

    Thruster Plume Changes
    • RCS Plumes added — Thrusters now emit visual plumes when moving directionally.

      Plumes scale with thruster block group dimensions:

      • Width scales with X-axis size

      • Height scales with Y-axis size

      • Length scales with Z-axis size

    • Plumes render once per group, centered and oriented correctly.

    • Orientation-aware: Works in all directions, including sideways and vertical thrust.

    • Group shapes matter: T-shaped and wide groups produce longer/wider plumes.

    • Block config defines min/max size for visual scaling.

    Blueprint Upload Speed
    • The default upload speed for blueprints has been greatly increased from 256 to 2048, so blueprints should upload much faster now. Additionally, this field is now a server config setting, so servers can set the speed even faster if they want.

    New Chat Features

    Two new server config values have been added:

    • ALLOW_CHAT_COLOR_CODES - If enabled, players will be able to add color formatting to their chat messages using a new color formatting system. This system works differently than the one present in display modules, as the old system only allows for one color per message. This new system allows for multicolored messages. To use it, prefix your message with one of the following codes:

      • &wh - White

      • &lg - Grey

      • &dg - Dark Grey

      • &bk - Black

      • &bw - Brown

      • &be - Beige

      • &pr - Purple

      • &pk - Pink

      • &br - Burgundy

      • &rd - Red

      • &og - Orange

      • &yw - Yellow

      • &gr - Green

      • &or - Orange

      • &ol - Olive

      • &cy - Cyan

      • &bl - Blue

      • &in - Indigo

      You can view a list of these codes via the new HELP button in the chat panel.

    • ALLOW_CHAT_ASCII_EXTRA - If enabled, players will be able to use extended ascii characters in their chat messages (char values > 127). If disabled, these characters will be stripped from the message.

    Weapon Tweaks
    • Nerfed Cannon/Beam flight speed slightly.

    • Nerfed Beam/Beam damage falloff range so that optimal range should be the same as standard beams.

    • Nerfed Beam/Beam damage falloff from 40% to 25% at max range.

    • Nerf Missile/Beam flight speed slightly, giving AMS more chances to hit.

    • Increased Beam base damage by ~30%.

    Shipyard Changes
    • Shipyard Computers will now output a sensor value based on the status of their current order. If a real ship is docked, the health percentage of that ship will be output instead.

    • Shipyard Computers can now be forced to undock / unload a ship via logic signal.

    • You can now spawn entities on turret docks in shipyard design mode without needing to be an admin as long as the target dock is valid and unblocked.

    • You can now remove docked entities on a shipyard design by simply deleting the core of that docked entity, and the server will move your player up the docking chain automatically and remove the targeted entity.

      • This also works on the main entity of a shipyard design, and will instead just unload the design and will attempt to move your player to the first enterable build block or ship core it can find on the root entity.

    Command Module
    • Added a new block, the Command Module, which can be used to save a specific command or function to execute on a connected system via logic. The command module can be used to control the following systems:

      • Shipyard Computers

      • AI Modules

      • Warp Gate Computers

      • Rails

      • Reactors

      Support for more systems will be added in future updates.

    Factory Manager
    • Added a new Factory Manager block, which can be used to automatically request and fulfill orders from Factories, Storages, and Shipyards by acting as an intermediary between a parent (controlling), and one or more child (controlled) systems. The Factory Manager will automatically calculate the inputs needed by it's controller and delegate those tasks to the appropriate system that it controls.

    General System Changes
    • The popular ScalarMining mod has been ported to vanilla, so now salvage beams will benefit greatly from larger output groups. The more salvagers you have, the bigger the radius, with the max radius being 10 (configurable in block behavior config).

      • The salvage radius formula is capped at a radius of 10 and follows a logarithmic scale:

        8 modules = 1 radius

        16 modules = 2 radius

        32 modules = 3 radius

        64 modules = 4 radius

        etc.

    • Re-enabled Scan Report functionality.

    Pirate Ships Update
    • The default Isanth Type Zero variants have been upgraded to 3 new versions of the Isanth, known as the Isanth Type PNR (designed by Nauvran, with systems by Lecic), with each variant having its own weapon type and visual differences. In future updates, we want to add additional pirate ships, such as pirate cruisers and the like, as well as update the pirate stations with newer systems and features.

    • Additionally, the folder structure for the NPC blueprints has changed, so now NPC blueprints are stored in the blueprints-npc folder rather than the blueprints-stations folder, and stores both ships and stations. Note: We are referring to the old NPC system for pirates and trading guild, NOT the “new” NPC factions system. In a future update, both systems will be redone / consolidated!

    Building
    • Added a new Color Finder feature for Advanced Build mode that allows you to select a color and find blocks that match that color.

    • Added a new Block Mixer feature for Advanced Build mode that allows you to select up to 10 blocks to create a random pattern / gradient.

    • Added ability to manually offset templates while in template place mode using Left Alt + Arrow Keys and Page Up / Page Down.

    • Added a Lock Placement function for templates which will lock the placement of a template to it’s current position. You can toggle this by pressing the “Lock Placement” button next to the Paste button or by using the Right Control Key.

    • Fixed saving and loading of Build Hotbars in creative mode, and you can now easily scroll through them using Left Alt + Scroll Wheel, or Left Alt + Any Number Key (Note: Number Key feature will only work for the first 10 saved hotbars).

    • Made Advanced Armor variants slightly darker / desaturated to differentiate them from Standard Armor better.

    • Adjusted Green Standard Armor coloring slightly to be closer to Green Basic Armor.

    • Added Beige Light Blocks and Beige Crystal Armor.

    • Added Indigo, Olive, and Burgundy Armor variants, as well as Crystal Armor and Light Blocks for each respective color.

    • Added Orange Decorative Cascade blocks.

    Display Modules
    • Toggle background drawing:

      You can turn off the display module background using:

    • Different colored backgrounds:
      You can change the color of the display module background like so:

      The following backgrounds are available: blue, purple, yellow, green, red

    • Text offset:

      You can offset the text position of display modules up to 10 blocks in any direction like so:

    • Toggle Holographic effect:

      You can turn off the holographic text effect for a more painted look:

    • Larger fonts:

      The font size setting now goes up to 7 to allow for larger text displays.

    • Increased Character and Line Limit:

      The line and character limit for displays has been greatly increased to allow for things like ascii art.

    • New Text Replacement Tags:

      • \[faction] - Inserts the faction name of the entity.

      • \[systemName] - Inserts the name of the current system.

      • \[dockedTo] - Inserts the name of the the entity currently docked to.

      • \[dockedRoot] - Inserts the name of the root entity currently docked to.

      • \[maxSpeed] - Inserts the maximum speed of the current entity.

      • \[tmr] - Inserts the thrust to mass ratio of the current entity.

      • \[activeReactorLevel] - Inserts the level of the currently active reactor.

      • \[reactorSize] - Inserts the block count of the specified reactor. (For example, \[reactorSize0] for the first reactor)

      • \[reactorLevel] - Inserts the level of the specified reactor. (For example, \[reactorLevel0] for the first reactor)

      • \[reactorPercent] - Inserts the HP percentage of the specified reactor. (For example, \[reactorPercent0] for the first reactor)

      • \[totalShieldHp] - Inserts the total HP of all active shields.

      • \[totalShieldMaxHp] - Inserts the total Max HP of all active shields.

      • \[totalShieldPercent] - Inserts the total shield HP percentage of all active shields.

      • \[totalShieldRecharge] - Inserts the total shield recharge rate of all active shields.

      • \[totalShieldUpkeep] - Inserts the total shield upkeep of all active shields.

      • \[shieldRecharge] - Inserts the recharge rate of the specified shield. (For example, \[shieldRecharge0] for the first shield)

      • \[shieldUpkeep] - Inserts the upkeep of the specified shield. (For example, \[shieldUpkeep0] for the first shield)

      You can view the full list in the newly reworked Display Module help menu.

    Fleets
    • Added a Combined Targeting setting for fleets, which will make all fleet members target the same entity that the flagship is targeting when enabled.

    Faction Config Changes
    • Added a new Faction config setting, LoseHBProtectionWhenNegativeFP, which can enable or disable the loss of home base protection when a faction is in negative FP.

    Misc. Changes
    • Adjusted normal map textures for some blocks slightly.

    • Adjusted coloring for hazard armor to better match their respective standard armor colors.

    • Added loading screens and background music to the Main Menu.

    • Admin Teleport (F1 + F8) will now also work for stations as long as there is an empty Build Block available.

    • Added / adjusted various block editor functions for improved usability.

    • Re-added the color picker for light source color in the block editor (no idea why it was removed, but it works fine now).

    • Moved game difficulty setting and added new rule types to check for and change the difficulty setting. Using the new rulesets, servers can now buff or debuff enemy ships based on the game difficulty.

    • Added Inventory Tab groups for creative mode.

    • Adjusted inventory tooltips and added better info display.

    • Added a “Reset Turrets” button to the left hand Stats menu under Docks.

    Back-End / Technical Changes
    • A lot of GLSL shader code had to be updated to compensate for a new texture sheet (t003) being added. While these changes have been tested extensively, there is always the possibility of issues being created by this, so please report any new issues in the Discord.

    Performance Optimizations
    • SegmentDrawer and related classes have been optimized to reduce memory allocations and speed up segment drawing.

    • Mod data from SMD is now cached in a json file and then updated asynchronously, rather than blocking the main thread like before. This should significantly improve startup times when using mods.

    Bug Fixes
    • Fixed various mismatched case issues and adjusted some menu titles.

    • Black hole gravity should now be negated by anti gravity effects.

    • Disabled old unused reactor orientation menus and drawables.

    • Fixed multiple shader issues that occurred on Linux machines.

    • Added a fallback for Desktop API calls on Linux machines.

    • Added a fallback for Credentials not storing correctly on Linux machines. This issue forced some Linux players to authenticate with SMD every time they started the game, and should now be fixed.

    • Removed an unused GUI that was somehow causing a Seg Fault in the C standard library on Linux machines (no idea how this is even possible, but its been fixed now).

    • Fixed bug that caused the Overwrite Template and Overwrite Blueprint dialogs to not close when selecting “OK”.

    • Fixed some nullpointers with the SMD Content downloader.

    • Fixed issue where Build Hotbars would scroll with any mouse movement and not just scroll wheel.

    • Fixed an issue where dragging an inventory slot over another in creative mode would replace the underlying slot.

    • Fixed an issue where Fleets would sometimes not correctly persist their orders when their owner logged out.

    API Changes
    • Modded blocks will now use the 255 extra block ids (1792 - 2047) that were previously allocated for custom blocks rather than any id the system could find. This should prevent future any future conflicts with modded block ids.

    Known Issues
    • Shadow Drawing seems to be broken on some systems, so we advise players to turn them off if they are having issues.

    • Inventory Icons seem to not display tooltips when hovering over them except for in the build hotbar.

    • Looking at a block on a station doesn't show the block at the bottom like it does on a ship

    • There is a known bug on Linux & Wayland when using multiple monitors that causes Mouse input to click on other windows. This has been an issue for some time, and unfortunately there is no easy fix for it in Release version due to Release not using GLFW. While the bug can be fixed in the Universe Update as it uses GLFW, we can’t fix this in Release right now. For now, affected Linux users may have to run the game in Windows mode using Steam’s Proton software.

    • The Advanced Build Mode Color Finder feature may not be 100% accurate, and may sometimes produce strange results at some specific narrow color ranges. We experimented with a few algorithms for this and would like to hear feedback on which one players prefer:

      • Scale-Down Mode (Default): Each block texture is scaled down from 64x64 to 1x1 and then the remaining color is sampled as that block’s primary color.

      • Average Mode (Alternative): The average color value of each 64x64 block texture is calculated and sampled as that block’s primary color. This mode seems to be more accurate, but also costs a significant amount of performance when calculating for the first time (the results are then cached in memory so we don’t have to run the algorithm again for that session). You can enable this mode by editing StarMade/settings.cfg and setting SECRET = colorfindermode1.

    And, as always, thank you for playing StarMade.

    Offical StarMade Discord:

    https://discord.gg/SXbkYpU

    A Note on Development

    As some of you may know, official development on the game is paused due an incident with an ex-developer that resulted in the game’s funding being lost. Since said incident, members of the modding community have stepped up and volunteered their time to create updates for the game. If you wish to contribute to these updates, you can join the modding Discord here:

    https://discord.gg/z6acMKTkKp

    Thank you all for playing StarMade, and thanks to the community for their amazing work bringing you this update,

    - schema

  • May 14

    StarMade Launcher v3.0.9:

    • Refactored UI classes for modularity.
    • Added launcher version label.
    • Fixed potential memory leaks in the C portion of the launcher.
    Note: If memory leaks still occur, then the issue would likely be within the game itself. Please report any further issues in the discord.
    
  • Mar 23

    StarMade v0.203.168 - Misc. Texture Changes

    Hi all, this update adds some minor texture updates to existing blocks as well as some fancy new purple forcefields.

    Energy Cells and Energy Pylons
    The Decorative Energy Cell and Pylon blocks have had a new cap texture added, as well as had their side texture orientations updated. Additionally, some of their textures have had their colors adjusted to be better in-line with other blocks.

    Purple Forcefields
    A new purple variant of forcefields have been added, with a unique animated texture designed by MeRobo.

    Carved Bricks and Tiles
    Several of the Carved Brick and Tile blocks have had their textures adjusted to better match the original Carved Block textures.

    All of the above blocks have also had Normal Maps regenerated so they appear with correct lighting in-game now.

    Misc. Changes
    Implemented some security patches for PlayerData and related classes to prevent exploits.
    Screenshots and gifs are now saved in a screenshots sub folder in the StarMade directory.
    Thrust Plumes will now work from any direction.

    Notes
    Some users may notice some new (unused for now) build icons in the game files. Please note that these icons are from the upcoming Universe Update, and we merely backported the icon sheets rather than render all new ones.

    And as always, thank you for playing StarMade.
  • Oct 08

    0.301.101 - Universe Update

    0.301.101 - Universe Update (Pre-Release 3)
    New Launcher Notice
    There is a new launcher available, which is required to run StarMade versions ≥ 0.3. You can obtain this new launcher one of two ways:


    Please note that while this launcher is still a work in progress, it does still support current release versions of StarMade as well.

    System Changes
    Armor HP
    Armor HP has been re-added to the game. Armor HP reduces incoming damage significantly, with the percentage of damage blocked decreasing as Armor HP is reduced. By default, damage will start to bleed through armor starting at <80% AHP. In future, this value will be modifiable via chambers.

    These values need testing, so we encourage players to try out the new system and report feedback in the StarLoader Discord.

    New Tutorial System
    A new tutorial system is being worked on. This new system replaces the old outdated video tutorials, and will eventually include guides on all aspects of the game, and will even allow mods to add their own tutorials.

    While the backend for this system is mostly done, we are asking the community to help contribute their knowledge to this in order to provide a more robust, accurate, and helpful guide for new players. If you are interested in contributing to these tutorials, head over to the StarLoader Discord.

    New Shops
    New Shop entities have been added. These new shops are much fancier than the old ones and come in two variants:

    • Trade Station (Advanced Shop): Comes with docks and a shopkeep spawn block.
    • Trade Outpost (Standard Shop): Does not have docks or a shopkeep, and is shorter than a Trade Station.

    Additionally the default player spawn positions have been updated to reflect these new shops.

    Misc. Changes
    • Screenshots and Gifs are now saved in the StarMade/screenshots folder.
    • Saved build hotbars can now be cycled through by holding Left-Alt and using the scroll wheel in creative mode.

    Bug Fixes
    • Fixed map waypoint icon selection.

    Known Issues
    • Some waypoint icon sprites are missing and need to be finished.
    • The waypoint icon color picker “recent colors” palette doesn’t function properly.
    • The Local Universe Advanced Settings panel doesn’t display correctly, and causes OpenGL errors.
    • Templates can’t be loaded because the selection drop-down isn’t interactable.
    • The weapon menu detail panes don’t display correctly.
    • The new shops sometimes don’t spawn after a world is reloaded.
    • Build Hotbars don’t load correctly in survival mode.
  • Mar 24

    StarMade v0.203.162 - Bug Fixes Round 4

    Feature Changelog:

    • Warp Gates are active by default on placement, but can be deactivated with logic. Persistence appears to work but may need more testing.
    • HUD selected ship stats in top left-hand corner now shows reactor level, power output, and power consumption rather than just the consumption percentage.
    • Added brief wait before requesting synchronization, as this seems to make the login issue less frequent.
    • Added better messages to login loading screen, so the game doesn't appear to be waiting for a config when it's actually already done receiving and processing the configs.
    • Systems update rate limiter is now absolute regardless of what update threads are doing. The old method seems to have been causing lag at larger scales due to long queue clearing times.
    Bug Fixes:

    • Fixed a Fleet order persistence bug.
      - Note: Let us know if it still occurs, as it’s difficult to reproduce sometimes. At the very least, this fix should narrow down the cause of the issue.
    • Fixed orientation mapping of Decorative Coil blocks.
    • Added retry for synch-all packet if not received correctly; this was seemingly preventing people from logging in
      - BUG: Due to synchronization/threading shenanigans, activity logging inside of network commands appears to never get written to stderr. May have to move it to an internal command log that prints when the command is finished or times out.
  • Feb 25

    Launcher Fixes

    The launcher login has been fixed. There are still a few other bugs, which will be fixed as well.
  • Jan 26

    StarMade v0.203.158 - Bug Fixes Round 3

    Community Update
    Thanks to everyone involved!

    Feature Changelog:
    • Reduced HP of Basic Hull from 400 HP to 200 HP.
    • Replaced duplicate mod error with a less intrusive warning.
    • AI now has internal support for unfocused fire.
    • AI will now fire salvage beams unfocused during fleet mining, making it more efficient.

    Bug Fixes:
    • Gave Basic Hull 0.1 Armor value in order to fix an infinite penetration bug.
    • Fixed severe bug that would cause asteroids to break a sector on modded servers sometimes when they were modified by players.
    • Fix coil texture orientations.
    • Partially fixed AI navigation issue when core is too far from center of mass (infinite spinning bug).