Starmade Servers List

Starmade Servers List Rating: 3,6/5 5615 votes
  • 4Obtaining Resources
  • 6Ship Building for Beginners

Launching the Game

When first entering the game, the player will be given the option to run through a brief tutorial which will introduce the basics of the game. New players are recommended to go through the tutorial as it provides you with a basic understanding of essential game mechanics.

Once the tutorial is complete, the player will arrive at an advanced shop at sector 2, 2, 2 in system 0, 0, 0 when they first join a server. Feel free to move around with WASD keys, float up and down with E and Q, and interact with objects, doors, and NPCs with the R key. This orientation is known as Astronaut Mode and is used primarily for switching between entities such as ships or turrets and moving around in stations.

A place to share your StarMade Server. Get your own Nitrado hosted, prepaid StarMade Game Server today. Use over 100 games with only one server. Instantly online. Cloud Server / VPS Game Server Voice server TS3MusicBot Webspace Domains Bouncer. News; About us.

An important point to note is that whilst in Astronaut Mode, the character will be in zero gravity unless the character is near a natural celestial object whose mass is large enough to generate its own gravity (such as a planet or a wormhole) or unless the character has activated a Gravity Unit.

Note: To orient one's character to an object, move close enough to touch the object, then press Space. This will change the character's perspective of 'down' to be the 'down' perspective of the object that was touched. This becomes very useful if when disoriented in a closed or limited space.

Another important point to note is the galaxy map. Press the M key to see the galaxy map. Use the scroll wheel, WASD keys and the E and Q keys to navigate the map. More advanced controls are provided in the description bar on the map screen. Notice the icons seen on the map are primarily Shops, Space Stations, Pirate Stations, and Unknown Entities (Stations or Planets). These are areas that can be explored.

User Interface

File:Main UI.png

  • Client Version / FPS: Displays the version of the client you are running as well as the current frames per second (FPS) output.
  • Character's Credit Total: Displays the number of credits that is currently in the player's possession.
  • Sector: The player's current sector location.
  • System: The player's current system location.
  • Character Name: The player's character name.
  • Current Speed: The speed at which the character is currently traveling (in km/h).
  • GUI Shortcuts: Shortcut buttons that take players to the GUI (Guided User Interface) to manage the game/game content in a variety of ways.
  • Mini-map: A small map that displays the player's current position in the sector that they're in. Also displays some nearby entities.
  • Navigation Arrows: Arrows that show how far a player must go in a particular direction in order to get to a specific point or entity in space.
  • Chat Log: Shows the chat logs for the player's current session (including death).
  • Hit Points (HP): The total amount of hit points (HP) the player currently possesses. This is displayed in a percentage.
  • Hotbar: The items that your character is currently able to use in the world. Change selection by either pressing the associated number on the keyboard or by scrolling with the mouse wheel.
  • Power: The current power level for the entity that the player is currently modifying or utilizing. This bar is empty when the player is in Astronaut Mode.

Your First Ship

Every player is provided with the starting materials to make a small ship upon first entering a server. To make a ship, a player must first have a Ship Core somewhere in their inventory or hotbar. To create a ship, simply look out into empty space and press X. This will bring up the ship creation window. Enter a ship name and continue. The ship can be renamed later using a faction module.

Once the ship is created, it will be floating in space. Putting parts on the ship is done either by manually placing the parts by hand or by building the ship with blocks in Build Mode. Build Mode is where most ship building should take place, as it is generally much easier for a player to modify their ship when they can move around quickly and be presented with a full 360 degree view of their ship. See Build Mode for more information.

Feel free to enter the ship by interacting with it using the R key. Once there, you will be able to switch between Flight Mode and Build Mode by pressing Z. Before building in Build Mode, it is important to take note of the arrow indicator at the top center of the screen. The arrow will be pointing towards what will be considered by the game as 'forward' for the ship. Many new players will accidentally build their ships backwards or sideways; be sure to check which direction the arrow is pointing prior to building a ship to avoid making this mistake. Once a ship core is placed, there is no way for the 'forward' orientation of the ship to be changed (as of 0.1867).

Traveling in Flight Mode is similar to moving about in Astronaut Mode. WASDEQ are used to move around, but since a ship is being moved around instead of a character (whose mass is always the same), its speed will be relative to its mass and the number of thruster modules present on the ship. More information about modes and movement in general can be found on the Modes page.

It is important to note that if a player simply needs to travel a short distance within safe territory quickly, ship cores do not require a thruster module in order to move about in space. Pressing X with a ship core in one's inventory or hotbar, then pressing R and moving about using WASDEQ will move the player about in space with relative ease at a much faster pace than floating in Astronaut Mode. Be aware though, that without a thruster module, bringing the ship core to a complete stop will be slightly more difficult. Still, for the purpose of traveling short distance quickly, it's handy for a player to always carry around at least one ship core on their character at all times when possible.

Obtaining Resources

To obtain resources, the player can either utilize a ship equipped with Salvage Modules to mine blocks or the player can mine manually by hand. (Mining by hand is the slowest method.) Players should aim to obtain ore and crystals when mining, as every ore and every crystal can be refined into Alloyed Metal Mesh and Crystal Composite, respectively. These are the two basic components necessary to begin manufacturing.
To mine using a Salvage Module, the ship must first have a Salvage Computer and one or more Salvage Modules linked to it. Linking will automatically occur if a module block is placed after its corresponding computer block has been placed (this is true for any module that utilizes a computer). After the modules have been placed, the player will need to enter Flight Mode to add the Salvage Computer to the hotbar for use. This can be accomplished by pressing G and dragging the Salvage Computer icon down into the hotbar. Press G again to close out of the Weapons tab and re-enter Flight Mode. Left-clicking with the Salvage Computer selected in the hotbar will initiate the mining process with the beams focused on one point in particular. Continue to hold the left mouse button down whilst mining in order to gain the full effect before the computer goes on cooldown. Once the cooldown has finished, repeat the process to continue mining. It is important to note, however, that right-clicking instead of left-clicking will spread out the beams to mine a wider area. It is much more beneficial to right-click when mining instead of left-clicking for this reason. See Advanced Mining Methods for more information on how to mine efficiently once you begin requiring larger amounts of resources.
To mine by hand, simply Right Click on a block and wait until the block disappears. The light-blue grid that appears when mining by hand will become more dense as the duration of the mining process increases.

Primary Sources

Asteroids:If you're playing on a server that has a low population (or in single player), it is highly likely that you will see asteroids in the near distance. These can serve as an excellent source of initial raw materials needed to get started with manufacturing products necessary for building ships and stations. Additionally, since asteroids will always contain the same types of raw materials depending on their mineral composition, they can be sought out when the player requires a particular kind of raw material. Asteroids are also the only entity from which minerals may be naturally mined.






Planets:Planets are much larger than asteroids and thus contain a much higher volume of raw materials. However, planets also contain a large number of blocks that serve only as decoration, which can become cumbersome when mining multiple planets. Each 'face' (also called a segment or plate) of a planet will contain two random resources (ore and/or crystals) within. Twelve of these 'faces' are on every planet, so the potential to obtain every ore and crystal on one planet does exist; however, there is no way to predict what resources a planet will contain, thus mining a planet when particular resources are being sought is not advisable early on in the game.




Manufacturing

Follow this link to the Production page.

Ship Building for Beginners

There are many blocks to consider utilizing when building a ship in StarMade. Different blocks will give a ship different capabilities, weaknesses, and strengths.

The Ship Core is the most important block on the ship. Interacting with the Ship Core will allow you to pilot the ship. Protecting the Ship Core is very important, so place it in a safe place (usually the center) of the ship and ensure it is well protected from incoming fire. Don't completely surround the Ship Core however, as leaving enough room to enter and leave the ship will prevent the character from accidentally ending up outside of the ship in open space. Always be sure to leave some room to exit the Ship Core.

Armor

Further information: Defense Systems
Basic Hull are light weight armor blocks that have little defense but are easy to produce and do not contribute much to a ship's mass.
Standard Armor are medium weight and medium defense armor blocks. Good for most builds that expect to see at least some action.
Advanced Armor are heavily armored blocks that weight 5 times as much as basic hull. Best for builds that need to take serious punishment
but do not need to go anywhere fast.

Power

Reactors are self contained power modules that will automatically generate energy for your ship or other structure. All the player needs to set them up is to simply place them on their desired entity. Reactors placed in contiguous groupings will generate more power allowing the use of more powerful systems. Reactors will not only power the player's ship but also allow the use of various enhancements called Reactor Chambers. Reactors placed in non-contiguous groups will create a new Reactor group. All structures may have more than one Reactor group but only one group may be active at a time.
Reactor Stabilizers are an equalizing element to off set the immense power that is generated by Reactor groups. As Reactor groups become larger they will begin dramatically lose their power regeneration efficiency. Stabilizers are designed to maintain the regen efficiency of any and all reactor groupings within their range. The caveat however is that Stabilizers must be placed relatively far away from any reactor groups. The further away the more integrity they maintain.
Reactor Stabilizer Stream Nodes are a supplementary module for Reactor Stabilizers intended to direct the path of the Power Stream or 'Power Worm' that connects a Reactor group to its Stabilizers. The Power Stream is an incredibly vulnerable part of a entity's power systems. If they receive any amount of damage the Reactor group will temporarily shut down leaving the entity completely without power generation for a short while.

Chambers

Further information: Reactor Chambers
Reactor Chambers are a unique set of blocks that are designed to grant special enhancements to the entity they are placed on. Chambers can bestow a plethora of power-ups such as increased Armor/shield defense, enhanced mobility, and boosts to basic ship functions like Scanners and Jump Drives. Other Chambers can also add new active abilities such as a Stealth Drive, Jump Inhibitors, and even natural gravity. All chambers must be connected with a Reactor Conduit to a Reactor group.

Shields

Shield Capacitors are designed to increase a ship's shield capacity. All ships will start with a maximum of 110 points of shield hit points. As you begin to build larger and better ships you will need to increase its survivability by increasing its shield HP. Simply placing one anywhere on your ship is enough however if destroyed you will instantly lose the maximum shield HP that that block provided.
Shield-Rechargers when placed on an entity they will increase the amount of shield HP that is replenished per second. While Shield Capacitors increase the maximum shield HP that a ship has you will need shield-rechargers to charge and replenish them. As you begin to add more blocks the amount of shield that is recharged will also increase. As a trade off the amount of shield HP being replenished per second also is being drained from your ship's power reserves. Ships with massive shield systems must also come prepared to handle the constant power drain.

Propulsion

Further information: Propulsion Systems
Thruster Modules when placed will increase a ships thrust and are the primary means of propulsion in the game. As you add more blocks to your ship it will increase in mass. The more mass a ship has the harder it will be to accelerate to its maximum speed. Adding more thruster modules will add thrust, which increases the ships maximum speed and can allow ships to reach max speed much faster. You can allocate the amount of thrust that is outputted in a given direction by using the Thrust Management Menu.

Weapons

As players begin to venture out in to the universe you will begin to encounter various threats. In order for players to protect themselves there are a variety of weapons that can be installed on ships to fight off anything that may wish ill on the player and their property. Weapons can also be linked to an effect computer or another weapon computer to add new offensive properties to the main weapon. For instance, linking a Damage Beam Computer to a Missile Computer will turn the normally dumb fire missiles into a tracking missile with lock on functions.

Cannon
System
Fires a powerful semi-automatic projectile.
When linked to another weapon system it provides a bonus to rate of fire.
Missile
System
Fires a powerful dumb fire missile, linking other weapon computers can alter the missiles tracking capabilities.
When linked to another weapon system it increases the amount of projectiles that are fired at once.
Damage Beam
System
Fires a hit-scan laser beam that deals continuous damage as long as the beam hits a target.
When linked to another weapon system it provides a bonus to weapon range.
Damage Pulse
System
Fires a close-range energy bubble that can damage anything near its point of origin.
When linked to another weapon system it provides a bonus to weapon damage.

Credits

The general currency used in StarMade is a Credit. Credits allow players to buy various blocks and other items at shops. Shops also allow players to sell certain blocks and other items for credits. For information on how to efficiently obtain credits, see the Making Credits section in the tutorials.

Pirates

Follow this link to the Pirates section of the Factions page.

Setting Up a Base

When setting up a base, you may want to consider an area to build said base. If you have performance problems, you may want to save up and create a station. If your computer is fine with planets, then you build a base on a planet. You should also consider what the size of the planet is (for the medicore computer) and the looks, if you do not like the planet's surface then you should move on to the next. You cannot create a asteroid base, as of the current versions. You also may want to consider creating a planet base, then moving into a station. While inside your first base, you should place down a faction block (make sure you have a faction, if not create one), claim the base, the system, and if desired, set the base as 'Home base'. This will make your base invulnerable to all damage whatsoever as long as anything docked with it. If playing multiplayer, ALWAYS dock to a planet. Never leave a ship on the surface, even on singe player. Ships on surfaces are like lag generators. After all this you are ready to set up facilities, which in time will include the following:

  • Docking ports for ships (A must for planet bases)
  • Factories for mass processing and crafting, and possibly specialized factories
  • Power for your turrets, factories, etc (try making a efficient reactor!)
  • Turrets or drones for defense
  • A shipyard, if on a station

Note that these things are not all necessary (besides power), and a station is less resource intensive and less vulnerable.

Factions

Factions are similar to guilds or clans, where players can invite and recruit members into a cooperative group. This group will share the alliances and enemies of the faction. Factions can be at war with one another, causing players in those factions to appear as enemies.

There are many benefits to belonging to a faction. Working together to achieve common goals is a large benefit, but there are features that factions provide which also enhance the game experience. Visit the Factions page for more details.

Death

Upon dying, a player will lose 10% of the credits that the player was carrying at the time that the death occurred, some faction points, and the player will respawn at the last PlexUndeathinator they touched or at the starting Shop if a PlexUndeathinator was never activated by the player. Items being carried by the player in the inventory or hotbar will not be lost upon death.

Game Progression

StarMade is a sandbox game where you create your own fun, but progress can be measured in the form of how powerful your ship is, how big your faction is, or maybe how rich you are. Players are expected to create their own goals, but a few can be suggested.

  • Create different Ships
  • Create a Space Station
  • Create a Faction
  • Claim territory for your Faction
  • Create a Faction Home Base
  • Hunt Pirates and Pirate Stations
  • Mine resources to create materials
  • Sell materials to other players
  • Player VS Player combat
  • Faction Wars

There are many other goals you can set for yourself.

Multiplayer

StarMade is fun in single player mode, but playing with friends in multi-player mode can enrich the StarMade experience. A list of public servers that players may openly join can be viewed by clicking on the 'Server List' button next to the MultiPlayer section under the Game category in the StarMade Connection Setup window (the one that opens after the initial launcher). A player can also host their own private server for their friends to join as well. See Multi-Player for more information.

One of the benefits of StarMade multiplayer is the Blueprint system. Ship blueprints can be saved, allowing you to remake any ship which you have blueprints for. This includes ships built in solo mode, or on other multiplayer servers. With the ability to make a blueprint and bring your creations from one server to the next, you never have to lose your creations. This also allows you to download blueprints of ships created by the community. Please see Blueprints for more information.

Retrieved from 'https://starmadepedia.net/index.php?title=Tutorials/Getting_started&oldid=10932'

Hello Players,a huge update is now finally done. Here are the new features (amongst other smaller ones):Warp GatesWarp technology was something I held back to really have the necessary core to be able to make work, as that can easily break game play. With all the updates to the core, as well as all values available in the config, and also combined with our now concrete plans for a universe redesign, it's finally time to put warp into the game.Warp gates are the stationary version of structures that enable players to warp.

Their rage is 8 systems (128 sectors), but that still can change if needed (available in config). They have a steady power cost on size, and also a one time cost per ship that passes through, which is based on the mass of the ship.Once passed, your ship will take 2 seconds to warp up and then warp. Note that you can only jump to stations with an operational jump gate.How to build and connect Warp GatesWarp gates have to be build in a two-dimensional loop. That means, each block that is connected to the gate computer (place that one first) must exactly touch two other gate blocks. The simplest form is to build a flat square. The computer will give feedback if the gate is currently operational.

Be sure to select the computer with 'C' as it also happened to me that I patched up a gate without connecting the blocks to the gate computer, and then wondering why it didn't go online.Now that you have your gate, it's time to connect it. For that you will need need the new marker beam. It will be in your inventory as a fresh player, or you can ask an admin for it (/givemarkerweapon yourname). This new beam is not only going to be used with gates, it will be the main tool to use for inter-structure connection, which for example also comes in handy with the coming AI fleets, and more.This marker beam has two firing modes: Right Click will mark a structure. In the case of warp gates you can shoot the gate station anywhere to mark it. Right clicking the marker beam in the inventory will not tell you that it has a marking saved.

You can now shoot the marker beam on another gate to enter its destination. To do that you have to use Left Click on the gate computer you want to set the destination for. As a fast way to connect the other ons to this, you can then then shoot the gate with right click to overwrite the saved marking with that gate, go then through the now working gate, and enter the mark on the other gate. You now have both gates connected.Kupu(tom) made the textures for all the new blocks and items.Jump DrivesJump Drives are the portable version of structures that enable players to warp.

You can put them on a ship, charge them up, and instantly travel up to 8 sectors (max distance is also in the config). The destination to jump can be influenced in two ways. Either you jump in the direction you were looking at when engaging the jump drive, or you can use a more precise method: entering a waypoint in the navigation panel will enable you to jump towards the waypoint no matter in which direction you look in.

It even puts you directly at your waypoint sector if it is fewer than 8 sectors away.Jump Drives can be placed like any other weapon or effect. They will appear in the weapon panel to put in the hotbar to use. Keep in mind that there is a sweet spot for jump Drive modules depending on ratio of total mass to jump drive modules. You can build them as small as you want, but they will take much longer to charge up. Placing more blocks than the sweet spot will make charging even faster, if you want to specifically build a jumping ship.

But keep the power costs in mind. The statistics of where the sweet spot is are in the weapons panel if you click on the jump drive.To charge, you have to hold the left mouse button in flight mode like shooting a weapon.

After it is charged, you can press right click to jump. The mechanic to actively have to charge up the Jump Drive is in place to make it more dangerous to use in battle. The drive has a small cooldown after jumps (10sec at the moment).But be warned.

Changing the blocks on a jump drive will reset the charge immediately. The charge will also be reset if hit, so make sure you are save before starting to charge up (you can still of course do it while flying).Save/Load Templates to pasteA new feature has been added to the advanced build mode. You can now save what you selected with 'copy' and load it to paste any time you need it. The only restriction is, that you can't paste templates that exceed the mass build area dimension of the server you are playing on. These files can also be shared (located in StarMade/templates) to make toolboxes for any purpose.Optimization for up to 50% more fps (depending on hardware)Occlusion Culling was a technique I tried over and over to make work over the past 4 years. The problem is that it has a very narrow line of performance taken to gain performance. So a wrong design or a small mistake will cause it to not give any performance boost, or even lower the overall graphics performance.Some graphics cards have not full support of this feature (even if they say they do by specification), so if you get any flickering, you can turn it off without having to shutdown the game in the in-game options.

A one time message when starting the game will also provide this info.Technical: Basically, occlusion culling is the technique to not draw parts of geometry that is behind other objects (occluded). What sounds easy informally, is one of the hardest problems to get working right. The first problem is, that at the time of draw, you don't know which objects are occluded without drawing them first. Draw too few, and the objects that would be normally occluded will be falsely drawn, draw too much, and there is no actual gain in performance, as you have already basically drawn it. The second problem is that graphics processing is happening in a pipeline and asynchronous, so the data is not actually there yet at the time the draw command returns.

That means a lookup to check if an object is occluded forces the pipeline to a halt to have all the data flushed before being able to continue. And this of course means immense slowdown. The third problem is that occlusion culling require objects to be drawn front to back (else they objects wouldn't known to be occluded), and blended draw (for glass etc) requires back to front.To combat the first two problems, there are two techniques used based on the same premise: 'If one object was not visible in this frame, it's highly unlikely to be visible in the next'. What is done is drawing all chunks that are known to be visible, then (very fast) bounding boxes are drawn for each chunk that may be visible or not. At the start of the next frame, the results of the query of the last frame are pulled to have no pipeline stall. The again, all possibly visible chunks are drawn based on the new result, and the rest as bounding boxes.The 3rd problem is lucky already solved by design. StarMade sorts chunks threaded, and vertex storage is done in a way so non-opaque parts of chunks can be drawn separately.Movement cancel (cancel rolling of big ships)Pressing 'V' (but you also can assign it to the break button) will now cancel any mouse movement.

This is especially handy for bigger ships, when you start to roll the ship and want to stop.Storage blocks filtersAnother big feature are storage block filters. The storage blocks now essentially work like factories, but have a distinct use case. You can make list of which blocks and how many of them to take each cycle from other storages. Just open up your storage block and click on filter. The blocks will be taken out of any block that is connected to this one with 'v'.This way you can not only sort items after production or from looting, you can also split them up and direct them into a factory system to make exactly what you need.Each storage block or factory can be turned on and off now.

Please note, that factories placed in the old version had the default active state 'false', which means you will have to switch those back on again. All newly placed factories or storage blocks are switched on by default though.The whole system now also is fully logic capable, so you can connect storage/factories to activation modules to control your production and item sorting with the press of a button.Oculus Rift supportStarMade now has full oculus support, including head tracking. It was an amazing experience to try out for the first time.Lib extractionBy fiddling with the way StarMade versions are built and deployed I was able to decrease the size of the main program to 5-7MB. That means, that unless there are more files to download (like in this update, as you have to download all the libs one time, as well as textures), an update will only be 5-7MB with the new launcher.Launcher version 14Downloadable from the main download list, the new launcher version is now fully deployed. Some bugfixes have been done based on the feedback from the tests. One new feature since v12 is that downloads will now be a lot more stable, as they can actively resume.

As a test, I was able to resume downloading after disabling my network card for 30 seconds.StarMade Server ListStarMade now has its own dynamic server list. You can now click on the server list button next to multiplayer and get an overview of all StarMade servers that choose to annouce themselves to the list.For Server Admins:Announcing to the Server List is just a few server.cfg parameters:This is an example for the test serverANNOUNCESERVERTOSERVERLIST = true //announces the server to the starmade server listHOSTNAMETOANNOUNCETOSERVERLIST = play.star-made.org //this must be a valid hostname (either ip or host, e.g.

Single-player Shadow of Memories (シャドウ・オブ・メモリーズ, Shadou obu Memorīzu) (Shadow of Destiny in North America) is an adventure game developed by Konami Computer Entertainment Tokyo and published by Konami. Welcome to Shadow of Memories Wiki! Shadow of Memories (as known in Europe), or Shadow of Destiny (as known in the US) is an adventure video game released by Konami in 2001 on the PlayStation 2. Other platforms are the PC, Xbox, and PSP. Shadow of destiny wiki.

Play.star-made.org)SERVERLISTNAME = Official Test Server //max length 64 charactersSERVERLISTDESCRIPTION = Unlimited building //max length 128 charactersplease make sure, that the host name is right. The server list server will check if there is indeed a real starmade server on the other side.Port is set automatically by the running game server. You can also enter multiple instances from the same server that run on different ports.The server will usually appear within a few moments of starting it with correct parameters.CraftingThe personal salvage beam now has a 25% chance to harvest an extra raw resource each harvested block. This setting can be of course modified in the config.The personal power supply beam now provides a lot more power per hit to be a lot more usable in survival situations. Also the display bug of factories showing 500/100 has been fixed.Calbiri is currently working on missing recipes as well as overall tweaking on the balance. It's now also possible to set the manufacture time of each block individually to allow for more balance options.Lots of BugfixesThere has been a lot of testing and a lot of fixes. Thanks especially to AndyP, derscheme, gamesaucer, Lancake, Spaceking, testkil, and all the other testers!

You guys are awesome!