Blog Feed en Fri, 04 Mar 2016 23:30 CET is a StarMade servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 StarMade v0.19590 - Fleets and Carriers Fri, 04 Mar 2016 23:30 CET


This is an entirely new system within the game’s backend. It is basically a cached virtual layer that can quickly operate on the main database of a server without the need to load in ships. We had to make some significant modifications to the database’s tables to allow for this, so it took some effort to set up just right. 

But enough of the technical details. Here’s an overview of how fleets work in-game: A player can create a fleet in the new fleet panel (default key ‘k’) and add multiple ships to it. There are several other management options for fleets in that panel as well. The first ship in the list is always the flagship (the ordering is easy to change later), and a ship can only belong to one fleet at a time. The flagship of every owned fleet will also always appear in the galaxy map. Ships don’t require Bobby-AI blocks to be part of a fleet. 

Fleets can currently perform the following actions: 
  • Idle: This is the default state. Ships in this fleet will neither move on their own nor attack. In the event of a server restart, fleets will automatically revert to this order. (In the future, the last fleet order will be saved.)
  • Move: The Move command sends the fleet to a sector, whether or not that sector is loaded. Currently, the fleet’s movement speed while in an unloaded state is fixed, and the fleet is also unable to use jump drives as of yet. These will be added in the future.
  • Attack: A fleet will go to a particular sector and attack. Currently, attacks will only commence on loaded sectors; if a sector is unloaded, the fleet will wait on the sector’s edge until it is loaded.
  • Defend: Similar to Attack, the fleet will go to a sector and attack any (loaded) enemies. However, the fleet will not pursue any enemies beyond 2 sectors of the target sector.
  • Sentry: The fleet will attack any enemy in proximity.
  • Formation Idle: the fleet will assemble into a formation, but will not attack anything. The flagship can be manually controlled.
  • Formation sentry: The fleet will assemble into formation. Additionally, ships will break off and attack any enemy in proximity.
  • Carrier Callback: This order is explained further below.

Important: Formation orders are currently experimental and may lead to strange AI behavior or fleet pile-ups. 


Carriers are now supported in-game thanks to the new fleet system. For this purpose, we’ve added three additional blocks: the Pickup Rail, the Pickup Point block, and the Shootout Rail. All of these blocks are non-physical and only visible while in build mode. This means that, while the two new rail blocks still function as rails and allow you to change them using existing logic systems, you can not collide with them even if you’re on the rail itself. They also do not provide any armor or hp to the ship. 

New Blocks

  • Pickup Rail: You can use it to lead your ship inside your carrier safely. It works exactly like a normal rail.
  • Pickup Point: These go on the entry points of your ship. They are kind of an expansion to contact docking. Each block you place has a 3 meter radius. If any ship flies in that radius with its rail docker, it will automatically dock that ship to any rail block adjacent to the pickup area block. You can use the pickup area and the pickup point to make pickup points outside of your ship. Then, as the ship gets reeled in, you can use normal logic to open doors and store the ship inside your carrier. Keep in mind that the last pickup point used will be saved in the ship that used it. That will enable the carrier to call ships to the last pickup point they used. In the future you will also be able to control whether a pickup area is active or not via logic. Flying a ship manually into a pickup area will also result in it docking and it can be used to allow touch docking of flat surface which wasn’t possible before. 
    If you have your rail docker selected in flight mode, you’ll be able to see all pickup areas on your display.
  • Shootout Rail: The shootout rail is a way for docked ships to leave your carriers in a safe and non-obstructed way. Any ship reaching this rail will accelerate and shoot out the rails direction with some speed. To prevent misuse, ships will always undock on the end of a shootout rail even if you place a normal rail at the end of it.

Carrier Configuration

To make a carrier, all you have to do is use the pickup areas on your flagship with your drones once. Your drones have to be fleet members. Then you can use the “Recall to Carrier” order on your fleet to order all drones back to their pickup points from anywhere in the universe. Keep in mind that currently only one carrier (the flagship) per fleet is possible, but as long as a ship has no pickup point, it won’t try to dock, so you can mix drones and other fleet ships. You can also wipe a pickup point in the fleet menu if you click on a member. 

Fleet server options

Option to only allow factioned ships (of your own faction) to be added to your fleet, servers probably want to put this on true to prevent ship theft. 

Option to allow fleet formations or not, it’s an experimental feature that could cause collisions and performance drops. 

Art Assets

There is now a unique model for the healing beam, and minor adjustments have been made to the UI and other art assets as well. Furthermore, some sprites (missile/shield effects) have been updated.

StarMade v0.19361 - Flash Light, Ship Scores, On-Ship Spawning & Bugfixes Tue, 04 Aug 2015 15:58 CEST

Spawn on ships

Another feature is also the functionality that you can now spawn on moving ships. Even if the ship is moved after you logged out, and then in a sector that is currently not loaded, you will still spawn on your ship. This will work as long as you are in any way aligned to the ship while logging out: Pilot, in gravity, or simple spacebar alignment. 

This currently is limited to spawn after logout, but mechanics will come for respawning on ships after death. There still have to be some gameplay aspects discussed, as you wouldn't want a player to spawn on a ship you just stole. 

Ship Scores

Another larger feature which is still in the making is ship score. This is basically a way to automatically classify ships. Ship scores are aggregated from multiple simpler scores. As for example weapons generate scores from: 

  • damage per second
  • hit probability (projectile speed, reload, spread)
  • distance
  • power consumption

These scores are then aggregated with the power score, and other scores to generate 4 main scores: 

  • Offensive Score
  • Defensive Score
  • Mobility Score
  • Support Score

Since it's fairly obvious that these values have to be balanced, the main scoring process has been externalized to a LUA script to change it on the fly. 

After a few iterations of initial balance not only will they make it easier to classify ships in the blueprint/website, we can also then use the scores to determine pirate spawning by difficulty, and adapt it depending on how powerful the combined scores of the players in an area are, which should lead to a lot better scaling difficulty and therefore more fun. 

Exploit Fixes and Optimizations

There also have been lots of small optimizations in various parts of the game. For example, framerates on very large structures should go up a bit when higher max-segments are set in the options. 

There also have been some fixes to exploitations of game mechanics like the shield drain/supply being overpowered. Also cloaking/jamming now has a reload sequence when switched off. 


The block behavior config received some minor changes: 

  • Power consumption per second was changed to power consumption per tick, all related values were changed accordingly.
  • EMP power damage was doubled, the power damage dealt to a ship is 2 times higher than the power consumed to fire that weapon.
  • Shield drain, supply and power drain received some value changes, it should be balanced: 
    Shield drain has the same shield DPS and power use as any other basic weapon but it gives you 50% of the drained HP. 
    Shield supply is set to power supply levels, its power consumption is 10 times lower though since a supply transfers 100% of your own shield. 
    Power drain, drains 50% less power than an equal EMP weapon but you gain 50% of the drained power.
  • Shield drain and supply now allow supports.


A list of fixed bugs can be found in the original post[]. 

Source :]]>
Ping Feature Sun, 28 Jun 2015 23:31 CEST
We are the only web server list for offer such feature and be sure that in the future we will do our best to continue to add original features.

There are lot of criteria to select a good StarMade server. Among all of them, the latency is very important: no one wants to play on a server that is lagging like hell.

That's why will help you finding a server with the best ping in a location close to you.

Currently our "Ping" feature has 12 locations:

  • Australia
  • Brazil
  • China
  • Chicago, US
  • Dallas, US
  • Los Angeles, US
  • North America
  • Germany
  • Eastern Europe
  • Western Europe
  • Sweden
  • Russia


Discover our Ping Feature

StarMade 0.19282 - More Fun Into Battles Sun, 21 Jun 2015 14:28 CEST
We redesigned how ship battles work, adding a completely new system, called the “HP-System”. There are also a lot of other enhancements and fixes in the update. 

Here is a video that explains the new features:






One of the biggest constructive criticisms we get for the game is that ship battles are basically a race on who can take out the core of the other ship. Which makes it a single focus point for everything. We long wanted to fix this problem, but first had to solve a lot of other problems along the way, ensuring that the new system is not more boring or broken than the old one, but intuitive and fun.


A Hit Point System was the goal, but while it sounds easy on paper, it actually required a lot of problems to be solved for integration.

Here are some of the problems that came up along the way:


HP is always represented by two values: Maximal HP which indicates how many Hit Points an entity has, and current HP which indicates how many Hit Points the entity currently has left.

The first problem was with determining how to keep track of HP.


One idea that seems natural was to keep a copy of the ship in the status of full hp. This however would cause a lot of problems, as it would essentially double the size of ships in RAM, on disk, and cause problems managing it, as every change that modifies max HP would also modify that copy. All that for just two values seemed a very bad deal in cost-value.


To combat that problem we are using a block count system, which has existed anyway. This however means that HP is based on the blocks, so if a block is damaged it still provides HP as long as it’s not destroyed.


This means we can have a very small and fast way of keeping track of maxHP vs currentHP.


Now, what is the max HP based on? If you would add a block to a ship, you would want your maximumHP to go up based on what you have placed. The same would have to happen if you removed a block.


This all works fine, but what happens if you lose a block due to damage. Naturally you wouldn’t lose maximumHP, but only current HP of course. However, what happens then if you place a block? Would you get the HP back? Would that mean if you place another you would have more HP than maximumHP, would both HP and maximumHP go up? What is the actual ship’s state that the max HP is based on?


  • If your HP is at 100% adding and removing blocks will instantly update your HP keeping your HP at 100%.

  • If you are below 100% placing a block will NOT give you any HP, but still increase your maxHP.

  • If you are below 100% removing a block will deduct from your current HP, but not decrease your max HP. This means you will lose percentage when removing blocks from a damaged ship.

  • If you reach certain damage below 100% you will get negative effects like power/shield regeneration loss, loss of thrust, control, and at the end the “overheating” state. This means that you don’t have to kill every single block to kill a ship, but only a certain percentage.


So, what can you do to get back to 100% once you have lost blocks? The solution was to add a mechanism called “Reboot”.

A reboot takes your max HP to what the ship’s blocks currently represent, and also brings your current HP to 100%.

You probably already saw the potential problem that brings: Just quickly reboot in battle and you will be at 100% again. However, rebooting actually takes time. The time is based on the damage taken, as well as the overall mass of the ship. You also can neither modify or fly a ship that is currently being rebooted, and power and shields go down to 0. It is also canceled if more damage is done. All these things make it relatively silly to try to reboot in combat.


The most Hit Points are provided by system blocks like power, weapons, support, etc. So ships now have actual weakpoints.


Furthermore on overheating you will no longer die instantly. You will get thrown out of your ship (it is now implemented that you automatically align to a ship when exiting it) and you can get to your escape pod, or stay and fend off a possible boarding party. You can’t enter your ship while it is overheating, and your only way to stop it is to reboot by pressing ‘r’ on the core. When a core is rebooting from overheating, you will not be able to enter it until it is done overheating.




To further add more depth to ship battles, armor HP has also been introduced. Armor HP is the complement to System HP. The only blocks providing armor HP are actual armor blocks like hulls.


Armor HP provides a damage reduction to all damage taken to an armor block. Upon damage, 50% (config value) of the damage is going to Armor HP and the other half will be the damage on the ship, as long as there are any Armor Hit Points left.


Armor HP does NOT reset with a reboot, and can only be repaired at ships (or future ship yards) for credits. Ships can also reboot instantly at shops for credits.


Losing armor HP will not give you any negative effects, but they are a vital resource to have on a good ship.


Both System-HP and Armor-HP give a whole new feeling to ship battles, making them a lot more fun and exciting. All values of course are not final, because as always we took care that all essential values are available in the blockBehaviorConfig.xml. You can also go back to ship core based combat from the serverConfig if you would like to do so.


Center of Mass


Center of Mass is also no longer the core. It will now calculate the center of mass of a ship precisely on any mass placed anywhere.

This doesn’t yet include docked entities, but it will soon. Also, in the future there will be options to have a more realistic physical model based on the shape of the ship in terms of being able to turn the ship.

Implementation wise, the new Center of Mass system doesn’t cost any performance and is updated immediately (best to try it out on a planet)

AI has also been updated to now aim at the Center of Mass which gives them a much better chance to hit something vital.

You can also switch on an indicator for center of mass in the advanced build mode.


Individual Block Mass


With the new center of mass implementation it was also time to integrate individual block masses. This means, decorative elements will now barely add any mass to the ship, while armor and other blocks will add more than usual. Of course the center of mass will also reflect individual masses.


Cannon and Beam damage rework


Since now every block counts in terms of a ship taking damage, the missile seemed really superior as while it has similar total damage, it just takes out blocks a lot faster.


Cannons now do damage to multiple blocks by default. The more damage a projectile has, the more blocks will be affected. Starting at 100 - 900 damage goes one block deeper per 100, from 1000, every 1000, and so forth.

The damage is then distributed so that the first block hit will take the most and the last one the least damage. Accurate numbers can be looked up in the structure panel.


A beam will do the exact damage no matter if the block got taken out or not (what in the past the piercing effect did), but it is stopped by any block that provides armor HP.

The cannons has to take out a block to get to the next one, so if the damage of 1 block deep is not enough, the damage that would go in the second block will be used on the first until it is taken out. Any damage more that it took to take out a block is however still lost. Overall this still means a lot less damage is lost from cannons and more blocks are taken out per shot.


All values are of course still not in a final state and are available in the config.


New tools and boarding mechanics


Two new tools have been added and are now available from the shop keeps. These keeps can now also be respawned in the middle of the glass area of Shops that had them.


Grapple Beam


This beam aligns you to an object on a very far range. It doesn’t automatically reel you in (yet), but you will have time to get to the object before the grapple expires. This makes it possible to get on objects from a good distance and board them.




This useful tool does little damage but has a very distinct advantage: It bypasses armor and shields and throws the pilot out of the core if the core was brought down to 0 HP with it.

This means you can use the torch to take over enemy ships. Be warned though: The pilot will receive a warning if a torch is being used on his ship.


New Turret AI option


Since with the new mechanics, you not only have to defend your ship from the outside, but also from the inside. This new AI option makes turrets only target astronauts.


Ship info window now customizable


It is now possible to resize and move the ship info while holding control in build mode. You can now also change the size of the text so it is much easier to read on higher resolutions. A general size option will also come later for all menus.

Multiple weapon hot bars


Another requested feature was the addition of more places to put weapons, especially with inner ship logic now being a thing, so we added 9 more hotbars. There are multiple ways to switch through them.


  • Pure mouse scroll: upon going to the end of a hotbar you will switch to the next one. This can be disabled in the ingame options.

  • Control+Mousewheel switches through hotbars

  • Control+number selects a hotbar directly (with ‘0’ being the 10th)


Additional Chat Controls


More chat options have been added to enhance the experience.


• Client-side ability to ignore other players

• Admin Mute Command


They are usable via the right click context menu.


New bug tracker


We switched to a new bug tracker, which will make tracking a lot easier and streamlined with the development process.


Colored Missile Trails


The trailed of colored missiles are now also colored.


Bug Fixes


A lot has been done since the last update. Thanks to all the testers!

One thing to note is that missile turrets have been upgraded to now being able to hit missiles a lot better. Turret rotation is now mass based, so smaller missile turrets are better in aiming and leading a target. Also the “aim at selected” AI option has been fixed.

  1. T255 can't load old templates
  2. T253 Old docking system makes astronauts stop moving
  3. T213 Numpad Enter causes newline in dialog, instead of "submitting" the value
  4. T196 Blocks dropped on death do not spawn properly
  5. T184 Diaply.Hide Help Screen typo
  6. T160 TAB + F8 nullpointer
  7. T155 texture faces are rotated
  8. T139 Damage Pulse modules listed as "beam unit" in Weapons menu
  9. T132 Hotbar indicators are missing
  10. T131 Selected waypoint sometimes wrong color after closing Navigation menu
  11. T130 Cannot access ship storage after removing named chest
  12. T127 "Killing" the ship core kicks pilot out
  13. T125 removing blocks as astronaut doesn't update ship or armor HP
  14. T123 Destroyed entity will cause you to go back to where you got in.
  15. T114 blocks discarded on deletion as astronaut when not enough inventory space
  16. T112 HP System - tiny ships and cores cannot be killed
  17. T110 shooting factioned planet with missiles crashes all players not in that sector
  18. T88 Area triggers are invisible
  19. T77 escape key does not close options menu
  20. T60 Inner Ship Remote labels don't work until weapons menu is opened
  21. T58 Joining a faction when not being in one causes all factionless players to recieve a "<playername> has left your faction" notice
  22. T49 Crash when holding weapon menu items in your cursor and opening inventory
  23. T48 rail basic acts like turret axis block
  24. T38 Faction systems do not work for all 12 planet segments
  25. T35 Scan history nullpointer
  26. T31 Oculus Rift DK2 Error
  27. T30 Anti-missile turrets ineffective
  28. T23 Station not saving
  29. T21 /explode_planet_sector explodes planets in all loaded sectors
  30. T15 Serverlist ping-check only trying TCP
  31. T13 Ship HP damaged systems does not change anything
  32. T12 Rail turret blueprint and nullpointer issue
  33. T10 Rail entities are not properly synced across clients
  34. T7 Ship always inherits faction after reloading sector
  35. T5 local rail blueprint errors with multiple chains
  36. T3 Require auth + not uplinked does not show a clear enough error-message on connecting



We're currently looking to create SFX and a soundtrack for the game, if you're interested and have the skills, please send an email to with some samples and info about yourself. We're aiming for orchestral, classical and ambient elements, however any sample you think will impress us is fine.

Coming up


There is a completely new launcher nearly done. It will be built to make the installation of java for the game absolutely obsolete. It will also eliminate any java version problems, as well as add a lot of other features. It will also be the starting point for finally having an ingame menu, as well as ingame server switching (which are easy to do but held off for solving other problems around the game). Also, work on the creature system will now switch into full focus.

Thanks for playing StarMade,

- schema and the Schine Team

Source :

StarMade 0.19226 Released With Rail System Tue, 12 May 2015 11:14 CEST
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

Source :]]>
API Documentation Updated Tue, 17 Feb 2015 15:42 CET
You can download it or find other wrappers/scripts that use our API here :]]>
StarMade 0.188 Released Sun, 01 Feb 2015 11:36 CET

GUI System Main Features

All of the art has been made by the awesome Kupu. Besides the new look, a lot of basic functionality has been added to the GUI. While the foundations for the new GUI designs are in,  we are aware some older windows need replacing and further work will be continued.

Window position and size save

Every window can now be resized and moved. Also the position of each window is saved and restored even after exiting the game.

Dynamic window resize

All key element of windows will dynamically resize with the window.

List optimization

Large lists will no longer cause lag.

List filters, sorting, and searches

Virtually every list in the game has now responsive search bars, filters, and sorting on every column. One feature many people requested for a long time was for example a shop search, which comes for free in the new GUI.

Also the fixed tabs have been replaced with a menu bar on top for easy access to every panel.

A lot of GUI elements like buttons give a lot better feedback to the user now.

HUD System main features

New Radar

The radar in the top right has been replaced with a completely new system that will show other entities relative to the player’s current horizon.

You can also switch on a bigger version in the options.

New Message popup System

The message system has been redone to be less obtrusive. There is still some work to do to get rid of unnecessary messages.

Effect and Feedback System

A pilot will now get feedback on what effects are currently affecting him. Also more instant information like power failure, being hit by a weapon with a side effect and much more will now appear in the HUD for the pilot to see.

Cleaned up HUD

The HUD has been made much cleaner with much less unnecessary info. Speed and other information is now in bars to the side. Information on what bar is what will display when changing into flight mode and then blend out to make the screen more free.

The 3 icons on the top right are “shop in distance”, “new mail”, and “trading” (which will be implemented very soon)

Small additions improving usability

  • Selecting an object now displays shield and power on the top left. Also if the name is too long, it will automatically scroll the name back and forth.

  • Options have been restructured to be much easier to navigate.

  • Relations of other factions are now accessible in the diplomacy tab.

  • Asteroid resource specs are now displayed in its name and also accessible in the navigation tab.

  • Item description is now available in the inventory.

  • Items can now be destroyed from the inventory

  • If the game window isn’t focused (alt+tabbed), the first click on the window will be consumed, as it’s pretty much random for the mouse system where the first focusing click went.  This means no accidentally shooting a weapon or other unwanted actions upon returning to the game.  

Other features added

Navigation bookmarking

Players can now set up to 20 bookmarks (can be changed in server config) of sectors, and name them.

Station Blueprints

Stations now behave exactly like normal blueprints. You can now save your station from within a build block, and buy the blueprint of it. Buying the blueprint from the shop will cost 1m credits. This price can now also be changed in the server config.

Updated shop descriptions

Calbiri updated the shop description for missing entries and correcting spelling etc. More balancing will follow in the coming updates.

New Decorative Blocks

Kupu has added three awesome new decorative blocks;

Decorative Charts

Decorative Conduits


Also the icons got updated to be more visible (e.g. for the glas).


Some issues, large and small, have been fixed.

Something to mention is a fix for players that would prevent the world from saving at all.

Another new server config option is now also the separation of total thread pool and cpu thread pool. The default value of CPU thread pool has been lowered to combat the issue of  some machines slowing down to the point freezes.

Minor fix : Yellow Lights and Yellow Rods now have a working “OFF” state.

Source :

January Update for Tue, 20 Jan 2015 22:03 CET

A Server List Still Popular

Despite the lack of support from StarMade staff, we have continued our development and attracted lot of new members.

Last month, we have received around 38,000 unique visitors.

The Future

For the last months, we have mainly focused on "backstage" improvements. In 2015, we will focus on new features!
  • More server information and options
  • New dynamic banner sizes
  • New API options
  • New achievements
  • A very big new feature
  • Much more...
StarMade 0.1867 Released Tue, 16 Dec 2014 16:04 CET
  • Hopefully fixed vanishing ships bug (hard to track down)
  • Reverted audio lib but added an alternative library (in the startup sound settings (turn OpenAL off)) to combat the problem
  • Fixed faction being overwritten when docking as a neutral on a docking block of another faction
  • Fixed Station spawn propabilities (too much pirate). This will normalize in undiscovered territory only.
  • Fixed black holes spawning in totorial system.
  • Probably fixed black holes spawning in 0 0 0, but if it's still happening, it won't apply gravity
  • Turrets on neutral stations are now decayed
  • Fixed people crashing because of audio lib in the last versions
  • Fixed older blueprints that were not working
  • Fixed new worlds not having any ships with the "enemy spawnable" flag

Source :]]>
StarMade 0.1862 Released Sun, 14 Dec 2014 01:42 CET
Source :

0.1863 Server List :]]>
Multiplay, Our New Hosting Partner Fri, 05 Dec 2014 17:07 CET
Get 25% off your game server with Listforge and Multiplay; more information here :

]]> Switch To HTTPS Tue, 02 Dec 2014 23:05 CET
There are the most notable benefits of this change:

  • Improves global security of the server list
  • No more problem to use our embedded content on external websites that use also HTTPS

StarMade 0.185 Blueprint Meta Items Mon, 01 Dec 2014 22:31 CET
Source :

0.185 Server List :]]>
StarMade 0.18 - A new Universe Mon, 10 Nov 2014 14:14 CET

Source and full changelog :]]>
StarMade 0.174 Crafting Update Tue, 14 Oct 2014 14:40 CEST
  • Crafting update
  • Scrap stations
  • Raw resource texture switch
  • World manager
  • Server lockup fix
  • Multi slots
  • Several bug fixes

Source and full changelog :]]>
StarMade 0.17 Wed, 10 Sep 2014 11:54 CEST

- Added Warp Gates
- Added Jump Drives
- Optimization for up to 50% more fps
- Storage blocks filters
- Oculus Rift support
- New Launcher
- Dynamic Server List inside the launcher
- Crafting
- Lots of Bugfixes

Full Changelog :

StarMade 0.16 Sun, 03 Aug 2014 15:44 CEST

Crafting : The crafting system essentially replaces the currently recipe system (random recipes still work, but will be taken out gradually).

Battle Mode : On a completely other area, an all new game mode has been added to StarMade. Because PvP in sandbox is always connected to time consuming rebuilding, fleeing ships, and other things that don't allow for quick simple fun, battle mode was created. Essentially, an admin can either run this mode on top of sandbox, or dedicate the server to the mode.

Personal Weapons : Two new personal weapons have been added. A healing beam that also works on astronauts, and a power supply beam that will supply power to ships/stations/planets.


Full Changelog :

StarMade 0.16 Servers :

StarMade 0.158 Fri, 27 Jun 2014 00:32 CEST
StarMade 0.158 :

StarMade 0.1581 :

StarMade 0.1583 :

StarMade 0.1584 :

StarMade Servers 0.1584 :

StarMade 0.15 Fri, 06 Jun 2014 14:01 CEST

Weapon System : This new system will change how ship weapons are designed in StarMade, and how the game is balanced. 

New Basic Weapons : There are two new basic weapons in the game : A damage pulse and the damage beam.

Combination System : This system extends the old weapon system by a huge number of possibilities.

Effect System : Not only can you combine your weapon systems, you can also add an effect to it.  Effects change how a weapons damage is applied on impact.

Colored Weapons

New Weapon Panel & GUI changes

Logic System : Another brand new feature is a fully fleshed out logic system. With this system you can design any functional system you like.

Round Planets : Planets are now dodecahedrons! Existing planets in old universes will not be replaced, only undiscovered planets will have the new shape.

Planet Core : The planet core is the center of the planet.  It has hitpoints, and heals very fast if hit.  But it can be destroyed.

New Decorative blocks

New Default Ships

Optimization and Bug fixes


Source & Full Changelog :

StarMade 0.15 Server List :]]>
StarMade 0.14 Tue, 18 Mar 2014 15:37 CET A new version of StarMade has been released. The version 0.14 is a major update of the game with new graphic effects, new textures, joystick & gamepad support, new blocks, tons of improvements and bug fixes... It's like a whole new game.

If you have a server, we recommend you to update it as soon as possible.

StarMade 0.14 Full Changelog :

StarMade 0.14 Server List :

Reset information Fri, 28 Feb 2014 12:35 CET
This will allow user to know last time your server was resetted.

We added also a new page that will show the servers that has been resetted during the last 7 days :]]>
The "vote limit" is back Tue, 04 Feb 2014 16:50 CET
Each server has a lower limit of 15 votes per day. The higher limit is equal to 2*average players connected.

*UPDATE* - The higher limit is now equal to 3*average players connected]]>
Support for "private" servers Tue, 31 Dec 2013 00:43 CET
You can browse "private" serves here:]]>
StarMade 0.09473: Security Fix Thu, 14 Nov 2013 22:48 CET
StarMade 0.0944 / 0.09441 Sun, 03 Nov 2013 14:24 CET
  • mineral recipes now 1:10. Recipes for hull -> wedge etc (thanks to starcitsura)
  • finally fixed long lasting bug that was cauing an astronaut to be at local position 0,0,0 for one frame.
  • items in space are no longer picked up if inventory is full
  • added borderless windowed mode to advanced options in the startup
  • inventory management for building has been moved to server to combat duplication/loss due to lag
  • fixed transmission synchronization of point distribution
  • AMC balance (more damage causes more time to reload) (impact has been reduced since the pre build. Still not final of course)
  • fixed physics ray detection (optimization calculated bounding box too small)
  • fixed server freezing from running out of buffer pool
  • fixed chain docking position
  • fixed client being able to kill server by purposly sending malformed command
  • fixed connection map not working (hash code did not produce valid values): weapons/connecting did not work
  • fixed server crash when admin attempted to sector change player in a docked ship
  • fixed vulnerability where clients could cause the server to "pause"
  • fixed bug that forbid client to dock in some cases
  • fixed core duping bug exploit with using symmetry
  • added spam protection for spawning cores
  • [...]

Full changelog:

Servers running StarMade version 0.09441:]]>
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StarMade 0.0943 Wed, 16 Oct 2013 22:54 CEST
  • fixed crash on faulty sector loading
  • fixed crash when missile is trying to be updated in sector that gets unloaded
  • fixed crash when object tries to get added into sector that just unloaded
  • fixed memory leak where segments would not be cleaned up on client
  • redesigned segment (chunk) request system to be more robust, and more efficient
  • fixed bug that would stop requesting segments
  • structures are now completely loaded on servers without having to move around
  • fixed crash when ships are loaded with metadata that exceed the buffer size
  • optimized IO operations by using thread pools and a finer lock granularity
  • better synchronization for file handle checking (exception on server: "Having to reopen closed file"). Possible fix for "too many files open"
  • fixed server local crash (causes freeze and spams exceptions) when player enters a ship directly from the gravity of another ship (physics cleanup wasn't done properly in some occasions)
  • ...

Full changelog:

Find a server running StarMade 0.0943:]]>
StarMade 0.94 - More stability and lots of fixes Fri, 04 Oct 2013 14:20 CEST
The full changelog is available here:

To find a server running version 0.94:


Turning speed now depends on ship dimension

The turning speed per axis now depends on the dimensions of the Ship. This means if you build a long stick for example, you will have a good speed to roll, but less speed to look around. Mass does also still play a factor, but much much less than before

Pirate station difficulty

newly spawned pirate stations are now fixed and also get a random difficulty level to be more challenging: Turrets will be more powerful, and or have shields (as well as shields for the station itself)

Quick search and quick switch for inventories

inventories will now have a search bar. All blocks not containing the search term will blend out on the fly. Also you can now put an object in a chest and back when shift-clicking it.

Undocked objects now get velocity of mothership

If you fly in a direction and undock, the undocked object will now continue to fly in that direction. This could be used to build your own torpedo with docked disintegrator filled ships.

Ship search and more navigation filters

In the navigation filler, turrets and/or docked ships can now be filtered for the list. You can also now search for the last ship you have entered, making it a lot easier to find your ship if you die unexpected.

Notice for servers suffering from block chunk corruption

There is now a server config entry called FORCE_DISK_WRITE_COMPLETION, which should help with the problem. It's adviced for servers to turn it on in any case, except for servers that have problems/lags with disk IO operations

StarMade 0.09398 Thu, 19 Sep 2013 23:04 CEST StarMade version 0.09398 has been released few hours ago.

  • fixed server shutdown freeze on machines without graphics (linux servers)
  • added debug broadcast and log friendly entry when a sector is lagging (to be able to isolate the issue)
  • fixed crash when having used cubatom panel (and then someone uploads a texture which causes a graphics error check (GL_INVALID_OPERATION)
  • improved instantiation of new network objects (caching constructors)
  • added more saved information for each update to retrace network data that was sent in case of an error
  • improved segment signature encoding to be 20% of the size it was before (timestamp and info the server sends before client is requesting the real data)
  • added admin command to enable god mode for player (/god_mode playername true/false)
  • added admin command to enable invisibility mode for player (/invisibility_mode playername true/false) (only applied to astronaut)
  • added relative projectile and missile speed for default max speeds faster then 50km/h (percentage gained). Can be deactivated in server.cfg
  • AI is now able to shoot fire and forget missiles
  • server cfg option for AI aiming accuracy
  • AI will no longer target entities in sectors that have the protected or peace flag
  • Server cfg option to prohibit local blueprint uploading
  • Improved the regular expression for navpoint input
  • added faction docking
  • fixed physics lag
  • improved general physics scalability and performance
  • changed server config relative speed for projectiles to a general multiplier

Servers list version 1.3 Wed, 18 Sep 2013 22:19 CEST The official StarMade servers list has been updated to version 1.3.

API for servers

Each server's administrator has now access to an API system allowing them to download various informations about their servers. Currently current month voters and previous month voters are available in two formats: JSON and XML.

This can be used to build your own reward system for players that vote for your server. The API is available on the following url: (gears icon)

In the future, others API options might be added.

New options for users profiles

You can now add lot of informations on your user profile: Facebook/Google+/Youtube url, Steam/Twitter/Skype/StarMade account, a description of yourself and a even a banner or picture of your choice.

Discover all options here:


- API for servers
- New options for users profiles
- New votes limits
- Premium option
- Top ten voters available on vote page for each server
- New tags for servers: AI / Authentication
- Various design updates / improvements
- Several bugfixes
- Additionnal tools / checks to fight fake votes]]>