StarMade 0.19226 Released With Rail System

Posted on May 12th, 2015 04:14 AM EST
StarMade 0.19226 has been released with Rail system and more.

Finally the time has come to release the much anticipated Rail System. This update contains a full redesign of the docking and turrets system, as well as a ton of new features. The new rail/docking system also solves a lot of old problems. 

Furthermore, thanks to the new devs, a lot of work has been done fixing bugs. They’re getting more and more familiar with the huge codebase, so bugfixing and work on new features will continue to speed up. 

Here is the news in youtube form: 

Here you will also find a list of tutorial youtube videos by bench: 


Rail System
Here is a short overview of all the systems. They are explained in detail on our site.[] 

Complete Redesign
Due to the lack of usability and dynamic in the old docking system, we have decided to completely redesign the system from the ground up. The new design is far more suited for all the current demands, as well as things to come. 

The old system is still functional so ships, blueprints, or other structures will not break. The only restriction is that the docking beam is replaced with a pure activation beam, but if needed, the docking can be turned back on in the server config. 

Rail basics (docking)
The new Magnet block can be docked to any Rail, so long as the docking ship will not encounter a collision by doing so. This means no more docking zone boxes. Also, the orientation of your docked vessel can now be fully customized. 

Rail movement
In addition to the removal of the docking zone, Rail blocks can be chained together in paths to allow for docked objects to move along them. The system is completely dynamic and allows for full control with the logic system. 

Rail rotation
Rails are not the only new block allowing for docked objects and movement. Rotor blocks can be placed in your rail designs, or separately from them. The direction and angle of rotation can also be customized. 

Rail interaction
Logic signal interactions and linked speed control blocks can dictate the direction, distance and speed of movement/rotation of the new Rail and Rotor blocks. Also, power and some of the shields are now shared between the rail-docks and the mothership, as well as every object in between. 

Rail logic
The new rail blocks are also completely integrated with the the logic system in StarMade. 

New Turret System
Since the old docking also included the turret system, it now has also been redesigned. Turrets can now be divided into multiple rotational axes. The most common example of that would be a turret base that can rotate horizontally, and a turret top which would rotate vertically. 

New logic blocks
Several new logic blocks were added to expand the functionality of the logic system with StarMade’s gameplay and to help integrate the new Rail system. These new blocks include: 
  • Button block (Provides a short (0.5 sec) ON signal then deactivates)
  • Flip-Flop block (Will only change its output when receiving an ON signal)
  • Wireless block (Allows logic systems to connect from ship to ship)
  • Remote block (Allows access to ship logic to be triggered from your action bar. Each block’s label can be changed by hitting ‘R’ on it)

Bug fixes
An issue has been resolved that caused lag spikes whenever a new player joined on a more populated server. Also the configuration for the hotbar is now set by ship. That means when you load a blueprint after setting it, you will get the exact hotbar you saved the blueprint with. 

This unfortunately had the effect that currently all hotbars will reset once, but in the long run the new system is a lot more comfortable. 

The login procedure on servers that require authentication has been improved, so that non-uplinked players now get an explanation as well as a prompt to enter their credentials or go to the registry to setup a new account. Also, the pesky error messages which blocked the real message have been removed. 

We fixed some bugs probably causing a lot of java version errors, making the code more strict to its version dependencies, so hopefully a lot less problems for new players will occur related to that. 

  • Dis-Integrator does not work on asteroids
  • unable to track down path calculation failed
  • Map: Interface skips the sectors near a system border
  • Sniper rifle can zoom in the galaxy map
  • Admins getting revoked of admin after logging on/off of server
  • Logic on asteroid crashes the game (ClassCastException)
  • IndexOutOfBoundsException with some handheld weapons
  • Non-linear camera movement speed
  • Ending tutorial brings you back to global spawnpoint
  • Weapon menu not refreshing correctly
  • Tab + F10 - Can be used to see cloaked entities
  • Asteroid name mismatch (Zerkaner & Zercaner)
  • Large, nearly complete blueprint quotas round to 100%
  • NEW claimed systems do not get saved
  • Overdrive power consumption doesn't scale with ratio
  • 1th and 2th typos in Faction Rank
  • Renamed entities cannot be searched for
  • cloaked ships still have the "pilot" marker visible
  • Cannot enter build block on asteroid - prevent placing it, not entering it
  • docking module on asteroid crashes game on activation - prevent placing it, not activating it
  • Lag/Freeze on autocomplete
  • Tutorial fails to import sector correctly
  • Launcher's world manager has no scrollbar
  • /search only searching loaded entities

  • GUI Error - faction menus refresh too fast and endlessly
(All bugs fixed that were caused by the rail system itself are not listed) 

Rail Docking Explained

Please go to our website to get an in-depth explanation and reference for all new systems.[] 

Use of the rail system, Crimson-Artist 

That’s all for now, 
Thanks for playing StarMade, 

- schema and the Schine Team

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