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[Pre-build] StarMade v200.250

This is not a full release, this is a release we believe to be ready, but still needs public exposure for testing. Pre-builds are after development builds, but before a release build. You can learn more about our release cycles here: https://starmadedock.net/threads/starmade-release-cycle-news-posts.28895/

Greetings citizens, ~

Finally, we’ve reached the point where we enter a pre-release state. This means that all the needed features are in, and preliminary bug fixing is done. There will still be issues, and while it should run fine, we strongly advise to backup your universe or try it out on a separate installation. It can be downloaded and installed from the Pre branch.

With more exposure, it will be easier to find those less critical issues and ensure stability before we can release it to everyone to use.

If you come across anything new that doesn’t work or you believe you’ve located a new bug, report that here to help us out: Report a Bug (Release Candidate)

If you’re not too sure about it, feel free to contact @Lancake in a private conversation, or leave a comment on this thread.

While we wait for people to try it out and report issues, we’ll continue building on features for the update after this.

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What follows, is a quick overview of what’s new compared to release. We’ll make a more in-depth version for the actual release.


A quick overview of major features and changes:


  • adapted font size to be readable
  • new structure build info panel
  • more context based information
  • HUD context filters: all, most, some, crucial only, none. Crucial only is advised for experienced players.
  • right click reset brush size
  • removal prompt for storage/faction/shops/shipyards/warp gates in use
  • setting waypoint to faction members from within members list
  • shift click hotbar remove for creative mode + keybinding creative mode (if allowed)
  • catalog blocks menu has a toggle to show resource cost
  • chat GUI update (more coming in next update)
  • reactor GUI, graphics and block textures


  • new module use system (faster and a lot less error prone)
  • new power consumption model (faster and less error prone)
  • fixed major memory leak for servers
  • fixed framebuffer VRAM usage
  • reduced general VRAM usage (by more than half depending on Anti-Aliasing)
  • network optimizations
  • gui drawing optimization
  • beam optimizations (more than double performance)
  • several memory allocation optimizations
  • normal mapping tangent space fix
  • general chunk loading and validation optimizations (vastly reduced amount of calls)
  • several block editing optimizations
  • several group speed calculation optimizations
  • optimization for chunk request queuing
  • grouping calculation cancelling to increase performance and responsiveness during battle
  • combined-module power consumption processing optimization
  • usage of some more advanced shader functions for graphics cards that support it
  • faster debris handling


  • new power system
  • new power balance
  • chamber system
  • effect system
  • effect functionality (~130 effects for entities)
  • structural integrity
  • new shield system
  • recon vs stealth system
  • factory production cap
  • storage pull limits
  • manual turret aiming
  • graphic presets for simpler option management
  • repulsors
  • new HP system
  • reworked overheating conditions


  • several menu fixes
  • server message fixes
  • fixed placing blocks when the ship is moving
  • several other bugfixes


As you can see, a lot of optimization was done so make sure keep your eye out for graphical glitches, block grouping bugs and block destruction issues. In case you’re interested to see which issues occurred in the past, this task https://phab.starma.de/T2720 holds a link to many of them. It can give you clues about any other issues that were missed.

Also, keep in mind that we’re working on the weapon update too, the current offensive effects are not fully supported as some will be changed or removed only a few weeks after. The combination system will stay, but the combinations themselves can change drastically.

We’ll make sure to post a dev blog about weapons specifically after the next public release.


Power System

Please keep in mind that all config values are not 100% final yet. In case you encounter any oddities where specific mechanics are too strong or weak, please mention those and make sure to include a blueprint of the ship or structure where that is clearly the case.

There is an all new power system in this build. Old ships are still loadable and fully usable, but the old power and its related blocks are disabled in shops, creative mode and factories. They can be re-enabled in the block editor if needed (set inShop to true) or you can still access them through the admin command /give “player_name” “block_name” if you’re an admin, or in single player.

There is an option in the ServerConfig to completely disable the old power system should a server admin want that. However, once a universe is started with the old power disabled, this option cannot be reverted, as that would lead to incompatibilities with the Structure and Reactor HP system and can lead to overheating of many structures.

If old power is allowed, the system will detect which version to use based on the structure’s root entity (mothership, station or planet) and check if that has any old power blocks. All structures will be counted as “new” power until you place down an old power block at which point they will convert to the old system.

This is mainly for game worlds to be fully functional and for players to get accustomed to the new system without rendering all their creations suddenly completely non-functional.


How to use the new system

This system makes ships work a lot differently. All ships made in the old power system, will not translate well into the new system. Simply swapping out the old power blocks with new ones does not make that ship functional again. Instead, we advise you to remove all power blocks, shields, thrusters and usables to start from a clean slate.

The best way to keep track of your power is to check the detailed power consumption in your reactor panel frequently (‘insert key’ by default, or use the radial menu with tab, or press ‘activate’ key when looking at a reactor block)

On the surface, the new system is really simple. You have your main reactor blocks which add power recharge to your ship; only a single reactor group is active at any given time. Power capacity itself is fixed and low, as all weapons and systems use power over time.

Weapons need a minimal amount of power to function, and require a lot more while they’re reloading. If you don’t have enough recharge, it will simply charge it slower.

Other systems such as thrusters and jump drives, only use power when they’re in use.

If your reactor group is small enough ( < 10 blocks), they work just fine on their own. You don’t need any additional blocks to make them function.
However, larger reactors have deteriorating stability. They will not gain power recharge unless you fix their stability. For that, you need to place down stabilizer blocks. These blocks will work at most ranges, but to be efficient, they need to be placed a certain distance or further from your reactor. This distance increases with your reactor size, so make sure to keep an eye out for your stabilization when adjusting its size. The hud context in build mode will tell you exactly what that distance is and indicate the efficiency of your stabilizers; it also shows additional information based on what you’re using.
While reactors have to be built grouped, stabilizers can be built distributed anywhere on your ship. If you have other inactive reactor groups, then all stabilizers look to the biggest reactor, and their resulting stabilization will be used.

You can also build multiple reactors and switch between them. A reactor switch is instantaneous, but there is a cooldown to switch again, and it also takes time for chambers to become active.


Power Consumption

As said, all modules now consume power over time. Additionally. You now have full control over what is going to be consumed first. Open the reactor panel (‘insert key’ default, or use the radial menu with tab), and you can prioritize certain systems. This means that they will get power first in case your total power consumption is above 100%. So if you prefer your shields and thrusters to work over your giant cannon, you can do that now. It also regulates power that goes into your docks or turrets, giving you more control over their power consumption.

Most systems have a linear power consumption increase that depends on the group size. The few systems that have no group size, instead of scale with the mass of your ship.


Docks

Docked reactors will switch off on docking and all power needed is drawn from the mothership. This means that turrets cannot have any power reactors on their own when docked. We will change the behavior a bit more in the weapon update to increase performance in battle and to add more versatility to docks and turrets.
Structure HP -> Reactor HP

Ships now use reactor HP, which is based on the active reactor and the chambers connected to it. If you use multiple reactors, you can switch to a backup before your current reactor ends up overheating. As for the overheat mechanics, they’re similar to what you’ve known with structure HP, but each reactor tracks its own HP.
Reactors can only be scanned when they are active, so having a backup in another part of the ship can greatly increase survivability.


Chambers

Chambers are an all new feature to customize your ship with. We added over 100 different effects that you can activate with chambers. For this, an all new effect system was implemented to enable fast and save management over network.

Chambers can be imagined as a skill tree. Each reactor only has a limited chamber capacity which chambers consume based on their type and level.

The difference to other skill trees is that here, you are physically building the tree yourself. You need to connect groups of chamber blocks with reactor conduits to the main reactor or each other. Then you can open the reactor panel (‘insert key’ default, or use the radial menu with tab) and specify what exactly you want in your tree. The possible options will adapt based on what you build.

There are eight general chambers currently:

  • Defense
  • FTL
  • Logistics
  • Mass
  • Mobility
  • Power
  • Recon
  • Stealth


Some functionality is now available by default, like the jump drive and the scanner. Chambers can be used to make these a lot more powerful.


Stealth and Recon

Each ship now has a recon strength and stealth strength only if the respective scan/stealth drives are active. The more recon you have over an enemy ship’s stealth strength, the more information you get about that ship. This ranges from simply seeing a cloaked ship to being able to see a ship’s reactor and weapons fully outlined. For the weapon update we plan to add more to it and tweak it were needed.

Respectively, to cloak or radar jam you need a higher stealth strength than the other ship’s recon strength.


Shields

Shields have been reworked into local shields. They now have a radius and only cover the blocks within. This includes docks. Only shields on the mothership will work to prevent abuse and maximize performance. The radius and recharge is based on the main recharger group, and so is its power consumption. The origin of the radius is the center of mass of that group and its capacity is determined from all shield capacity groups that are within the radius (up to 20 groups max). If a local shield radius falls into another recharger group, only the bigger recharger group will stay active. Shield damage that falls into blocks covered by multiple local shields will do damage to all of them.

While adding an interesting mechanic, this system is mainly to avoid building ships in ‘islands’ that are very far apart as you would need multiple groups to cover them, making it more expensive and power intensive to maintain the same shield HP for each of them than you would get if it was a single more concentrated shield group.


Integrity

This is a measure to prevent exploiting certain system shapes without constricting free building too much.

This mechanic will likely not be relevant for most builders. It is to prevent building ships that are too spaced out, mainly abusing line patterns. Most systems will now have an integrity value. This values starts fairly high and is modified based on how the group is built. If any block does not touch enough other blocks of that group, it will lose integrity. If it touches enough (up to 6 max), it will gain integrity. It can be set to scale differently in the config, allowing us to make sure normal builds do not get affected. This means while single lines are now impossible to build while maintaining a positive integrity rating, anything “dense” enough is still ok.

Thrusters count their integrity all in one, meaning that a checkerboard pattern will be the fastest way to lose it.

Shield integrity is based on the lowest integrity of the rechargers and capacity groups within that local shield.

For weapons and other computer + modules, it’s a separate integrity value for each group although this will be tweaked in the weapons update.

If integrity of a system is below zero, hitting that system will cause additional explosions across all groups of that same system. If a shielded ship with negative shield integrity is hit within its shield radius, the same will apply to the shield recharge groups and its capacity banks.


Repulsors

This new block enables you to hover a certain distance away from anything physical. They act as an output for your onboard thrust, and require you to distribute an amount of thrust to them in the thrust configuration menu. They work well in any gravity field and when balanced right, allows you to hover any entity.


Manual Turret aiming

Turrets can now be set to manual aiming. They will then automatically try to align themselves with where the pilot of the mothership is looking at. This includes looking around while using right shift (or double tapping right shift to make it sticky). You can of course also fire your turrets in this mode with the new usable in your .


Factory/Storage upgrade

Factories can now be set to limit production. The factory will also stop pulling resources when that happens, only keeping enough in storage for one extra production step.

Additionally, storage blocks can now be set to limit the amount of blocks to store per type, to stop pulling once that is reached.

We will continue work on refining the GUI and fix issues/exploits that come up that need fixing for an actual release. Some content such as the tutorial videos and block descriptions are still being worked on, but will be available on the actual release.

The weapon update is next and is going to bring more balance and exciting additions to the system. We’ll be making a dev blog about most of its content


Thanks to everyone helping us and thanks for playing StarMade,

- The Schine Team

StarMade Dev Blog 17 November 2017

Greetings citizens, ~


As a lot of you probably know, we are in the process of refining and testing the power update. Dev builds are released almost daily and things are coming together nicely.


We have no intention to rush the release as a large amount of existing systems need to be tested multiple times. While waiting on test results, development can already continue on parts of the future weapon update. Most of its mechanics will already be done by the time the power update is out and should make it likely to release both updates within this year. We definitely want to start to work on the universe update in 2017 still, and we are excited to share the details with you right after the weapon update release.


Within all of those updates, we will also continue working on stability and performance, especially further work to remove lag spikes or loading issues, including improvements to planet sectors. For now, we’ve reduced the default planet size further to decrease their impact on servers as an interim solution till they get replaced.



The new power system will be able to run alongside the old power. This means that ships spawned from blueprints will still be usable. However, the old power blocks cannot be crafted or bought in shops unless the server owner reactivates them, building new ships with old power is therefore discouraged, but of course not disabled. As both old and new power can co-exist, we’ve altered the config system to support multiple styles of the same value for system balancing. This should help to make the transition as smooth as possible.


A ship will be considered new power by default until an old power block is placed, in which case it would revert to the old power system, including structure hp and shields.

Having the old system run alongside the new one of course added a bit of workload, but we think it is worth it to be able to compare both types in-game, showcasing the differences for any player.


In addition to a new power system, several other features and changes were made along the way, which will, along with all the nuances of the new power system, be described in more detail in the coming pre-release news.


A quick outline of those features besides the power system, and the chambers is:


~ Config manager system: Can be used to attach properties to any entities (e.g. sector with more damage)

~ Repulse Block: can be used to construct hover structures

~ Reactor GUI with graph view

~ Normal map tangent space fix

~ Updated HP system

~ Block ID cleanup

~ Some updates and fixes for the Block Editor UI

~ Multiple values per blockbehavior config value

~ Turret aim mode: manually aim turrets from your mothership

~ Rewritten structure information in build mode with quick access to a lot of functions (faction, renaming, docking, AI)

~ Local shields: rewritten shield system to cover a radius rather than global to balance shield coverage between multiple docked entities

~ Stealth/Recon: New system for players to hide or gain information about their opponent

~ New warp interdiction system

~ New ship jumping system

~ Highlighting feature of any system (for recon)

~ Stability update: completely rewritten design for usable systems in entities

~ New undocking behavior

~ New dock sharing behavior

~ General GUI improvements and fixes

~ GUI updates in preparation of a scaling system

~ Refined debris creation to not be laggy in hotspots

~ Extra safety checks for block removal (storage block, shipyard, faction module,...)

~ Updated context help, ability to filter (all, most, crucial only, none)

~ Beam shader change and fix for beam sprite rotation.

~ Ability to save and load inventory hotbar layouts

~ Several fixes for bugs and bottlenecks



If you want to check out our latest dev build. Make sure to do so on a fresh installation, or make sure you’ve got a backup of your worlds to fall back on.



Thanks for playing StarMade,

- The Schine Team

Devblog October 13th 2017

Greetings Citizens,

A week ago, we started uploading public dev builds containing the new power system. These are unstable versions and should never be used on your everyday StarMade installation, yet they do allow you to play around with work in progress features for the upcoming release. You’re most likely going to suffer from data loss on the tested world so make sure to use a separate install for only these dev builds.

We would normally not ask to check out these early dev builds. However, considering the nature of this update, we would appreciate it if you left constructive feedback on these early in-game features to give us time to adjust them.

We’ve already read the feedback left here and that gave us a good idea on what to still work on or redesign. Currently we’re working out some small but important changes to address your concerns.

We could also use more feedback on the user interface and the information it provides, where it should be streamlined to ensure a better build and flight experience.

Balance concerns or suggestions should be mentioned too, the configs change almost every dev build though so make sure to mention the version number you’ve tested with.

If you find any bugs, report them here (only fill in areas that are relevant) or leave a comment in this thread if you’re not too sure about it.


We’ve also created a thread where you can leave chamber related suggestions (thread)


Thanks for playing StarMade,

~ The Schine Team

Devblog 21st September 2017

Greetings Citizens,

One of our recent streams showcased the new Power System we’ve been working on. This is the dev blog that follows up on that. In case you’ve missed it, we’ve made a stream highlights video you can watch here: https://www.youtube.com/watch?v=jn9XRI5PVQ8


Power

Most of what we’ve shown works exactly as described here: StarMade Ship Systems 2.0

The difference now is that we have a fully functional system in-game. What follows is a summarisation of everything that was mentioned in the stream. Keep in mind what was shown is an internal dev-build. This is a Work-in-Progress, everything is subject to change. The user-interface is for development and debugging purposes only, it requires a lot of improvements to be user-friendly.

We started with showing how to make a simple, functional reactor that provides power.



There are two block types involved, the reactor blocks on the right and their counterparts, the stabilizers on the left. Stabilizers are not required for small reactors, but are necessary for improving the efficiency of larger reactor setups.

As you can see, the stabilizers are colour coded to visualize their efficiency. Full green (most efficient) > full red (least efficient) and everything inbetween a mixture. In addition to coloring, a numerical value for stabilizer efficiency appears when looking at each block and we’ll make sure to add more context based information where needed. The distance required between these two groups depends on the size of the active reactor, and if you build stabilizers below the optimal range, they’ll lose efficiency, and you need more of them to stabilize the reactor.

The power reactor blocks can be linked to chamber blocks with conduits. There are a number of chamber types, each one of them offering effects and additional mechanics to enhance your ship/station with.



In the above example, we’ve linked the power reactor to a mobility chamber and can choose a number of effects as the first node of the mobility tree. These chamber effects can also be applied on a sector level, a crucial component for our universe update to add more interesting areas to galaxies, such as nebulae and gas giants.



Some chambers are a prerequisite for others; here we need to get an upgrade to the jump drive charge time before we can add an auto-charge mechanic to it.

These chambers use “Chamber Capacity”, a point system that is the same amount for anything that has a reactor. Each chamber has its own capacity cost, limiting the amount of active chambers you can have at the same time.

Minimum chamber size is based on your reactor size. They use a “step” system where the minimum chamber size only increases when your reactor size reaches the next step/threshold. This allows some reactor size adjustments without requiring you to change all of your current chambers. At the top of the reactor menu you can see both current reactor size and number of chamber blocks needed per chamber to function.

Something we added recently is a chamber upgrade system. Instead of making an entirely new chamber group to get a buffed version of an effect you already have, you can now simply upgrade that chamber to the next stage in the reactor menu. A Level 3 top speed chamber would have been three separate chambers before, but now you can simply upgrade it on the spot. Note that you do not need extra resources to upgrade its level, only additional Chamber Capacity.

You’re also able to switch reactors on the same ship, allowing you to have multiple chambers and power configurations with added redundancy, at the cost of extra mass and resources.

Switching reactors does take time and can leave you defenseless when done at the wrong moment.

For now, we can only switch reactors through the reactor menu, however we’ll add more options for that later in development.

The next new mechanic we demonstrated, was the power priority system and the power consumption change. Any system that consumes power has two states. A resting state where it’s not being used but can still require some power to keep itself charged; as well as a usage state, where it’s consuming power over time to reload/reset till the resting state is reached again.

For weapons, this means that you will require some power regen to keep any of them charged and ready to fire. After you’ve fired it, you’ll use more of your power reactor’s regeneration to reload the weapon.

If a system receives less power than it needs, it will still recharge but at a reduced efficiency. In case it is truly devoid of power, it will stop functioning entirely.


You can determine which systems get priority over others by simply re-ordering systems in a menu. We’ve also added a power priority option for docked ships and turrets.



Something we’re still working out is the damage system for reactors. Although conduits are required to build a functional tree, losing them in battle will not result in losing the functionality of its connected chambers.
Instead, we’re opting for a generalized Reactor HP system, similar to Structure HP we have right now. Different reactor block types will offer different HP, and losing HP will result in chambers shutting off at certain thresholds.

The last feature we demonstrated was the built-in ship systems. Any ship with a reactor now gets access to a mediocre jump-drive and a scanner. The jump-drive’s strength/speed currently scales with its reactor size and the ship’s mass. With chambers, you’re able to add extra functionality to your jump-drive such as auto-charge, power consumption efficiency changes, jump distance and amount of jumps a single charge can hold.

Jump inhibitors are similar but need a specific chamber first before it is usable. One of their final upgrades would be a jump interdiction field, dropping nearby people out of warp.

Warp gates get similar chambers, where one of the last upgrades would be the “free target” mechanic. This would allow ships passing through a warpgate to jump to any location in a set distance, even if there is no linked warpgate there. The warp gate will try its best to send you to that destination but would avoid stars and planets, even stations if there is a jump interdiction system.

Radar jammer and cloak are also built-in now but require a chamber before they’re usable. They’re combined into one functionality called the “stealth drive”, and has a limited usage time unless you upgrade it with another chamber.

You can still counter the stealth drive with your scanner, although now we use a strength system to determine what happens. Depending on the difference between your scan strength and the stealth drive’s strength, the stealth drive stops functioning completely, or partially, or is not affected at all.

The scanner, besides anti-stealth and long-range map information, also receives extra functionality for combat information. Depending on its strength and your target’s defensive measures, you gain access to different levels of vital information.

We’re still working on balance, but an example shown in the stream was system group highlighting.




Additionally, we’ve added a new config editor for chamber effects, and updated the normal block config editor for the chamber blocks, allowing anyone to tweak or add their own chambers.





Repulsors

While working on the power system, we had the idea to add a new functional block to the game, something that was extremely fast to implement (although not as fast to balance). The new Repulsor block uses your onboard thrust to provide a push force on itself, allowing you to effectively hover your ship in a gravity well. We demonstrated this on a planet. They also work outside of a gravity source as then the repulsors function slightly different to make sure they also push you down when you’re getting further away from a surface.

Repulsor settings can be changed in the thrust configuration menu, and the repulsors themselves can be toggled on/off on your hotbar. Their strength depends on how much of your thrust you divert to them.

We’ll most likely add logic control to them too.




FAQ
  • Does the chamber reactor distance requirement also work in a diagonal direction as well as a straight line?

    • Yes.
  • Why do those chamber blocks have shards?

    • Currently, we use the resource overlay system to show if a chamber is in use or not in our testing phase.
  • How does this work for small fighter sized ships?

    • The same for any ship size, the config is made to make any volume to surface area ratio work.
  • Can’t you make a massive weapon that can fire once?

    • No, each usable system requires a bare minimum of power regeneration even to fire once. There’s also a top-off rate mechanic that makes any ready to use system, consume some power still.
  • Do you need conduits to connect a reactor with stabilizers?

    • No, you only need conduits to connect reactors with chambers. The stabilizers work connection free and only care about the current active reactor.
  • Does this mean ships will become smaller than previously, as in needing less blocks?

    • No, you’ll just need fewer system blocks to build any of these ships.
  • Reactors on docked entities/turrets? Power inherited from parent ship?

    • There can be only 1 active reactor on the entire entity, including its docks. If you dock a turret with its own reactor to a ship that already has one, the turret’s reactor will simply disable and inherit its power instead. It always looks at the root structure, if that has no power reactor, nothing docked to it will have power either.
  • Will chambers only apply their effects when parent reactor is active?

    • As there can only be 1 reactor on the entire entity, its chambers will also apply for the entire entity
  • What about jump inhibitors?

    • Jump Inhibitors are still available, but are now accessed through a chamber tree.
  • How do you switch reactors?

    • Currently, there’s only a user interface option, but we’re planning to add more options there.
  • Do conduits need to be orientated?

    • No, they only require to touch sides to form a connection.
  • What is the motivation to actually make separate reactors when you can just put every chamber on your main reactor and not have to suffer the downtime when switching?

    • Scanning will not show inactive reactor groups; your other reactor may only have minimal damage.

    • Reactor HP is tracked for each group; you can switch if your 1st reactor is heavily damaged and get quite a lot of your original power regeneration back. Depending on the situation, the new chambers may not be initialized fast enough.

    • You can only have a limited amount of chambers active at the same time (determined by chamber capacity), you can have a separate offline reactor with different chambers to fit your need. An FTL specialized reactor for travelling and a Salvage specialized reactor for when you find some asteroids.
  • Will we be able to use the old system still?

    • Yes, there will be a config option to disable/enable the old system. When it’s still enabled, a structure will switch over to the new system as soon as one of the new reactor blocks is used.
      If the old system is disabled, all old power related system blocks will be inert and only serve as decoration.
  • Can priorities be controlled with logic?

    • No, it’s not currently planned.
  • Will we able to use logic with the chambers?

    • We would like to have it in some shape or form, but we’re not sure yet how as it could cause some stability/balance issues.
  • Will there be a designated filling block?

    • At this stage, we don’t see the need for it. Basic hull already serves that purpose quite well but also depends on more user feedback.



Thanks for playing StarMade,

~ The Schine Team

Devblog 13th September 2017 (Power Stream!)

Greetings Citizens,

Over the past few months, we at Schine have been planning, documenting, discussing and developing a new power system. After a lot of work, we’re now ready for the first public showcase, live on our Twitch stream @ Thursday 4 PM EDT, September 14th (8 PM UTC). You can catch us on Twitch here. We’ll be putting stream highlights on our YouTube channel, and a complete overview of the new power system will be posted soon after.

We’re not able to set a date for the first dev build just yet, but we are working to get it out as soon as possible.

There’s still a bit of work left with GUI, textures, general stability, configuration, and balancing. After the power stream, we’ll be organising a power meeting to go over the demonstration done on Twitch and finalise some more details. In the last week, kupu has been working on some awesome new textures for power blocks, and Lancake is tweaking power details.

Other than power, planning is going on behind the scenes for the universe update. We’re still in the planning process, but aim to begin working on the weapons update (first stage of universe overhaul) directly after power.


Thanks for playing StarMade,

~ The Schine Team