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PTU Update 8.4.2022 (PTU Build 838)



[h2]Devices[/h2]
  • Updated the 3rd person reload animation to match idle animation on Cable Tool, Bolt Tool, Pipe Tool and Welder Tool


[h2]Easy Build Mode[/h2]
  • Fixed an issue where cradle parts detached or other items disappeared after bolting a cradle to a turntable
  • Fixed an issue where pointing at an object that has no priority snaps in it while holding a module that does use them caused severe frame rate drops


[h2]Gameplay[/h2]
  • Fixed an issue where laser effects got stuck and went turbo when firing at LODs
  • Optimizations to Ship Modular Generator LOD
  • Improved the LOD distance of modular cargo crates
  • Updated LODs for fuelrods
  • Improved the LOD optimization of modular ship generators
  • Added optimizations to thruster LODs
  • Thunder sound effect has been implemented to asteroid belts


[h2]Hangar Hall[/h2]
  • The first, temporary version of Hangar Halls has been added. Pieces can be found under PTU -> Hangar Hall subfolder in Crafting.
  • The hall is built similarly to a Factory Hall and also requires the Hangar Hall terminal
  • Flying a ship near the Hangar Hall area allows you to despawn it to the station's storage. It can be then spawned from any Hangar Hall on the station.
  • You can enter Ship Designer from the Hangar Hall terminal as well
  • The temporary Hangar Hall is not always able to rotate ships optimally, which can make it possible to despawn a ship but not be able to spawn it again from the same hall. Building the halls as cubes is recommended for now to avoid this.
  • Note that at some point when the final version replaces the temporary solution, ships inside current hangars will likely have to be wiped out! This will be mentioned well in advance, so you can prepare when we get to that point.


[h2]Ship shops[/h2]
  • Ship shops and Ship Designer now ask for the alloy material directly from the player
  • Updated the names and descriptions of the following developer made ships:
    • Pincer -> Pincer Forklift
    • Carrier -> Carrier Freighter


[h2]Ship Designer[/h2]
  • Copy-paste option has been added to Ship Designer's YOLOL editor
    • Copy allows you to either copy the whole content (when no lines are selected) or a single line (when a line selected)
    • Paste supports multiple lines and pasting to multiple chips
  • Added materials and alloy icons to the material selector: Alium, Baltium, Bastonium, Exutium and Glass


[h2]Ships[/h2]
  • Fixed an issue where all items in the ship respawning area were deleted without warning when repairing a ship via the repair panel
  • Fixed an issue where pilot chair device binds stopped working when doing multiple inputs with hybrid buttons
  • "Allow ship to leave Safe Zone", "Allow towing in Safe Zone" and "Disable safe mode" settings are now configured in the Ships tab instead of the Settings menu. This now allows configuring these settings for each ship separately.
  • The safe zone settings of a ship are now tied to ships instead of clients
  • Fixed an issue where large ships caused severe performance issues when initially starting the game
  • Reduced first impact collision damage for ships going under 25m/s by a lot
  • First impacts above 25m/s cause a bit less damage to the ship


[h2]Stations[/h2]
  • Fixes for turrets and other linked/jointed entities in factory halls and stations
  • Merged "Access" and "Construction" columns into "Permissions" column in the Stations tab
  • Fixed an issue where entering stations with factories caused errors
  • Fixed an issue where multiple foundations in one station resulted in errors
  • The area of a station that is founded is now centered on the foundation's center


[h2]UI[/h2]
  • Updated the materials window UI for alloys
  • Updated raw Ukonium ore and UI icon


[h2]Weapons[/h2]
  • Fixed an issue where players were able to pick up active missiles


[h2]PTU ONLY[/h2]
  • New Siege Mechanics
  • Crafting
    • Crafting Tree: "PTU Capital Ship Tech" has now 4 new subfolders: Frame Modules, Plating Modules, Windows and Single Parts. Also Capital Ship plating material selection has been enabled for Single Parts.
    • Added siege related objects to PTU -> Siege crafting tab
    • Added 48x48cm Grid Display to craftables
  • Devices
    • Station Reconstruction Machines have been added
      • Found in the siege crafting subfolder
      • Must be connected to a supply conduit network similar to how Capital Ship devices work, requiring electricity and endokits to function
      • You can only have set amount of Station Reconstruction Machines on any given station. The limit is 2 machines +1 more for each 4 size class of the station.
      • There is no limit to how many Station Reconstruction Machines you can be linked to at once, unlike with the ship version
  • Stations
    • Added a notification if a player is trying to resign a station with a Capital Ship docked in it


[h2]Known Issues[/h2]
  • Single parts crafted with Alium do not affect Capital Ship Shell Rating positively currently. This is currently being worked on.
  • The Ship Designer option for Hangar Halls is very unstable currently, we recommend not to try it yet

Sieges are coming to PTU

The first iteration of sieges are bound to arrive on the PTU very soon! Siege battles allow launching attacks against space stations with military capital ships. During these fights it is possible to end up capturing the enemy structure and taking ownership of it.

There are many requirements for a siege to be possible, and we have listed these and other important information on the Starbase Wiki: https://wiki.starbasegame.com/index.php?title=Siege

Siege features planned for later:
• Possibility to siege moon bases, and later possibly other capital ships as well
• Set amount of capital ships can join to assist either side in battle
• More clear company interactions for siege after company owned stations are available
• Possibility for unaffiliated capital ships to join the battle

Missing functionality:
• Factory halls will be disabled in siege, but this is not implemented yet. The halls can cause weird behavior currently, especially with large player count
• There are currently no warzone limitations for other stations/capital ships inside or near the warzone regarding entering or exiting them. Warp related restrictions are already in place
• In general, as sieges can draw a lot of players to the same place, we likely need to create some type of additional limitations that prevent large numbers of players congesting in same areas causing connectivity issues and lag. We are looking for more data and feedback from the PTU sieges before deciding on the need and design of these limitations

This feature is still heavily in development, so we appreciate all feedback and bug reports to ensure we can better the siege experience before bringing it into the live branch.

PTU Update 1.4.2022 (PTU Build 832)



[h2]Note: siege features are arriving to the PTU server next week for testing! More information coming next week, stay tuned.[/h2]

[h2]Devices[/h2]
  • Fixed transferring to machines via the insurance menus in Esc > Insurance Transfer
  • Fixed issues with some devices, such as YOLOL panels, not being initialized properly


[h2]Easy Build Mode[/h2]
  • Updated old beam assets and fixed snapping points


[h2]Gameplay[/h2]
  • Fixed item container syncing problems when an item was removed
  • Added LODs to e.g. bolts and cables
  • Fixed an issue where the station's inventory remained accessible even when the station was resigned


[h2]Ships[/h2]
  • Fixed an issue where all loose items that were not part of the ship's blob were left behind if ship repair was started from the repair panel, and upon the ship respawning all remaining items in the area were deleted without warning


[h2]Ship Shops[/h2]
  • Updated developer-made ships: Serf, Protoporos Basic, Protoporos Mapmaker, Protoporos Salvager and Protoporos Hauler
  • Changed name and description of: Serf > Serf Scooter


[h2]Weapons[/h2]
  • Fixed an issue that caused the Torpedo Warhead to explode before it was fully repaired
  • Increased Mounted Plasma Cannon projectile speed from 600 to 800 m/s
  • Increased Mounted Plasma Cannon Projectile Energy from 1053 to 1120


[h2]PTU Only[/h2]
  • Heat dissipation rate device field added to Radiator base and extension
  • Large generator assets added to PTU category in Ship Designer Asset Browser
  • Enhancer bonus and heat token issues fixed
    • Enhancers now increase the electricity production of a generator unit correctly and give the correct amount of heat tokens to a generator unit
  • Fixed Fuel Chamber adjacency heat penalty
    • Heat tokens are now distributed correctly to adjacent devices

Starbase Community News: March 2022



Welcome back to Starbase Community News, your monthly post dedicated to all things Starbase community, both in-game and outside the game! Community News has been running since October 2020, and past issues can be found on the official Starbase forums under Developer topics.

March has been a busy month all over with new game updates and the announcement about upcoming heat mechanics, not to mention within the community with lots of new cool creations and designs.

The highlight of the month was undoubtedly the Laborer Rumble event on Saturday the 26th March, hosted by Biohazard. Laborers fought for survival at Ghost Station Relicta. This Captain's Journal on reddit by ZombieMouse guides us through the preparation and aftermath of the event.



Next, let us take a closer look at what else the community has been creating in the past month!



[h2]Community Highlights[/h2]

[previewyoutube][/previewyoutube]
Introducing the Trans-Continental, a new Quasar Systems ore hauler by Arion234!

[previewyoutube][/previewyoutube]
Commando Doggo takes the Jaeger mech on a station tour!

[previewyoutube][/previewyoutube]
Happy Trigger 42 Plays presents a handy, self-made digicode!

[previewyoutube][/previewyoutube]
Meet the inertia dampener, also by Happy Trigger 42 Plays!

[previewyoutube][/previewyoutube]
Want to learn more about enhancers? FatFly World of Games has got you covered!

[previewyoutube][/previewyoutube]
Howler Monkey presents a highlight clip from an anti-pirate operation!

[previewyoutube][/previewyoutube]
Krawll Unchained showcases The Tugger by Egomaniac.



[h2]Screenshot Showcase[/h2]


Posted by HappyTrigger42 on reddit


Posted by HappyTrigger42 on reddit


Posted by DRSTARKE on reddit


Posted by HappyTrigger42 on reddit


Posted by Kodey on Steam


Posted by Toomboost on Steam


Posted by DRSTARKE on Steam


Posted by KamataSatomi#0642 on Discord


Posted by H3I70R on Steam


Posted by rekiat55 on Steam



[h2]Fanwork Showcase[/h2]

[previewyoutube][/previewyoutube]
Waffle presents a YOLOL cover of "A Cruel Angel's Thesis"!

[previewyoutube][/previewyoutube]
Meanwhile, this new hit by Loops hits the Eos Radio Top 10! Recommended for your journeys to the moons and back.

[previewyoutube][/previewyoutube]
Check out Moon Walk, a YOLOL game by Beat Breaker!


"lesWAV CLBH-1 Leporinus" a small and agile asteroid hauler by Leslawangelo on reddit. Find the blueprint here!


Posted by Lazy_Adagio_4762 on reddit


Starbase wallpaper, posted by FatFly#6857 on Discord!


Ship design sketches, posted by Beatbreaker#1783 on Discord


An updated version of Starbase Research Calculator has been released! v0.6 contains new recipes and the possibility to add weights to materials has been added. Read more here.



Would you like to be featured in next month's Starbase Community News? To submit your creations, contact us via e-mail at [email protected] with the subject headline "Starbase Community News"! Remember to mention who the submission is from and what name you want to be credited. We reserve the right to curate suggested content and cannot guarantee all submissions will be published.

We hope you've enjoyed this issue of the Starbase Community News. See you next month!

PTU Update 25.3.2022 (PTU Build 830)



Notice: these patch notes are a preview for what's coming in the next potential live Early Access build.

[h2]Animations[/h2]
  • Minor modifications to crouch carry arm animations
  • Added 1st person prone move animations


[h2]Audio[/h2]
  • Added missing UI sounds to Ship Designer
  • Fixed repeated button hover sounds in menus


[h2]Crafting and research[/h2]
  • All Furniture and Decoration Modules under "Misc." subcategory have been move to the "Furniture & Decorations" category
  • "Misc." subcategory has been removed from the "Station Modules" category
  • Fixed an issue where crafting from ship crates failed, if the crafted item needed at least 2 different ores and none of them were in backpack's ore slots


[h2]Devices[/h2]
  • Added support for filling nearby cable and pipe holograms with the Blueprint Filler
  • Towing Beam
    • If Towing Beam loses power, it remains off for at least 0.3 seconds
    • Fixed an issue where ship moves further and further away during a tow until it is eventually detached for being too far away
    • Fixed an issue where pointing a Towing Beam at a ship not owned by the Towing Beam's owner causes the beam to blink between locked and not locked status
    • Change Towing Beam's minimum locked range from 50 to 75
    • Towing Beam electricity consumption raised from 3 per 1000kg to 5 per 1000kg
  • Fixed an issue where building tool doesn't repair anything and stays in character's hand after it's unequipped
  • Fixed asteroid scanning behavior change breaking material scanner scripts


[h2]Easy Build Mode[/h2]
  • Fixed an issue where selecting an item for Easy Build Mode placement just before opening the esc menu, caused the esc menu to stop working
  • Fixed an issue where the Easy Build Mode was unintentionally turned off
  • Fixed an issue where some modules didn't have the fix that should prevent large gaps between them
  • Fixed an issue where trying to snap anything requiring hard point connection to a hard point in Easy Build Mode froze the first time and dropped framerate to 1 afterwards


[h2]Gameplay[/h2]
  • Fixed an issue where player hitboxes were not working correctly
  • Fixed an issue where dead endoskeleton's armors were turned into "default" appearance after dead player respawned
  • Fixed an issue where Magnetic Boots caused framerate drops
  • Fixed an issue where the game crashed if the Universal Tool was opened while seated in a pilot chair right after autosave has saved the blueprint
  • Fixed an issue where getting killed while seated on a pilot chair with no space to exit leaves you in control of the ship
  • Added more chat messages for different Insurance Transfer failures


[h2]Ship Designer[/h2]
  • Added windows layer opacity options to settings menu
  • Fixed an issue where containers such as propellant tanks did not show their values in edit mode
  • Hidden layers are now properly ignored in snapping, after visiting test mode
  • Added crafting bench upgrades
  • Ship designer material colors adjusted to be more colorful instead of greyish


[h2]Ships[/h2]
  • Fixed an issue where Main Flight Computer and Flight Control Unit were not working unless there was another device in the network
  • Fixed an issue where ship owner with "host owned ships ON" loses controls to ship if the ship is hosted by other client with "host owned ships OFF"


[h2]Ship shops[/h2]
  • Added lesWAV CLBH-1 Leporinus player-made ship
  • Added Arkhonus Larve player-made ship
  • Updated 16 Red Chains player-made ship
  • Added lesWAV CLBH-1 Leporinus (spaceship_ssc_leswav_leswavclbh1) ship to Rando 4 ship shop


[h2]Ship repair hall[/h2]
  • Fixed an issue where extra items were not sometimes transferred to station storage when repairing ships that you do not own, but can operate
  • Added more info on the repair terminal screen if something isn't working


[h2]UI[/h2]
  • Added station permission icon for resource adjustments
  • New look for Vokarium ore and raw ore UI icon


[h2]YOLOL[/h2]
  • Fixed a crash that occured in specific modulus operations due to integer overflow
  • Fixed an issue where YOLOL did not catch a runtime error


[h2]PTU ONLY[/h2]
  • New Heat Mechanics
  • Capital Ships
    • Capital Ship warp frame corner and turn modules now connect properly for warp frame block count calculation
    • Added info about the requirement of of nozzle rings and the max amount that can be used for a single thruster to their tooltips
    • Capital ships station UI should now say expansion available if validity is met
    • Prevented creating capital ship if there are no station slots left
  • Heat sinks added to power category in Ship Designer asset browser:
    • Heat Sink Beam
    • Heat Sink Cube
    • Heat Sink Plate
  • Modules
    • Module changes:
      • Cockpit 2 Small Exposed (T1 Laborer) -> updated with heat information panels
    • New modules:
      • Tier 1 Generator 2 Radiator 1 heat Sink
      • Basic 1 Heat Sink Flat
      • Basic 1 Hardpoint 1 Heat Sink
  • Moon
    • Moon bases now have anti-gravity zones equal in size to the safe zone
    • Moon base support modules can no longer be stacked on top of each other, as in occupying the exact same space
    • Trying to place objects on moon bases to a spot that a player is blocking no longer incorrectly sends the message "Object is outside the reach of a support leg."
    • Fixed an issue where the ore collector collects the Moon's surface Valkite even if it is not turned on
    • Surface mining will now collect ore through resource bridge, and will prioritize resource bridge over the player backpack
  • Research tree:
    • Heat sinks added to "Tier 1 Generators"-node
    • New heat sink modules added to "Tier 1 Generators"-node
      • Tier 1 Generator 2 Radiator 1 heat Sink
      • Basic 1 Heat Sink Flat
      • Basic 1 Hardpoint 1 Heat Sink
    • Radiators moved to "Tier 1 Generators"-node
    • "Radiators"-node reneamed to "Coolant"-node
    • Cooling cells, related devices and modules moved to "Coolant"-node
  • Ships
    • Laborer Module (Tutorial reward ship) updated to work with the new heat mechanics
    • Updated Hauler, Laborer, Laborer II, Belka (starter), Vigo (Starter), Alfrigg (Starter), Trident T1 (Starter), Worker Ant (Starter), Workmate (Starter), Rockhopper (Starter), Mara (Starter), Marmot-ST (Starter), Modulus (Starter), Momento (Starter), Moneymaker (Starter), Catbox M (Starter), Aphelios (Starter), Initium (Starter), Antares (Starter), Gofer, Hedron, Nautilus Cargo, Ocelot, Pioneer, Romulus, Vasama and Zilant spaceships to work with the new heat mechanics
    • Changed names and description of ships:
      • Gofer -> Gofer Explorer
      • Hedron -> Hedron Tug
      • Nautilus Cargo -> Nautilus Miner
      • Ocelot -> Ocelot Bus
      • Pioneer -> Pioneer Builder
      • Romulus -> Romulus Hauler
      • Zilant -> Zilant Racer
      • Vasama (description change only)
  • Ship weapons:


Mounted Weapon electricity and heat generation sees a noticeable change. Weapons now have more distinct differences between electricity used and heat generated. In general, all mounted weapons have very effective heat transfer rate to heat sinks. Using heat sinks to store and dissipate heat is key to keep all weapons cooled. Now different weapons have three archetypes between electricity and heat resource management for ships. Autocannons generate more waste heat per shot and require less electricity while Laser Cannons and Rail cannons are more heat efficient due to their nature but require far more electricity to operate. Plasma cannon is hybrid of both, requiring balanced amount of both electricity and heat dissipation.


  • Autocannon
    • Electricity per shot reduced from 330 to 94
    • Heat generated per shot increased from 45 to 125
  • Laser Cannon
    • Electricity per shot increased from 400 to 440
    • Heat generated per shot increased from 60 to 80
  • Plasma Cannon
    • Electricity per shot reduced from 2,500 to 2,000
    • Heat generated per shot increased from 250 to 800
  • Added a new "Ship weapons" PTU directory for crafting the following new items:
    • 5-Tube Rocket Launcher
    • Fixed High Explosive Missile
    • Fixed High Explosive Dumbfire Torpedo