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3D Animator | Registered: January 14, 2015 03:00:48 PM
Welcome to StarMade furs!
This is a group for people who enjoy Schine/Schema's game, StarMade.
Whether you're a builder, fighter, roleplayer, miner, or some combination of all, you're welcome to join and share your talents.
About the game!
Taken from the StarMade Wiki:
StarMade is a 3D sandbox space shooter created by Robin "schema" Promesberger, founder of Schine. The game allows players to explore the vastness of space; building factories; creating ships, space stations and structures out of various block types. Both single-player worlds and multi-player servers are available players. StarMade is currently in Alpha, and is a free-to-play game. There are plans to transfer to a paid model some time in the future. StarMade can also be optionally purchased, in return your profiles are linked to your Registry account and cannot be taken by other players. This is also a great way to get the game at a lower price (when StarMade goes to a paid model, the price will likely increase) and allows you to support the developers.
The game is available for free on Steam, just select the option to "Play/Download as Demo" and you're set! Link your username to a StarMade registry account and you're in the clear for playing on most servers as well!
Most servers require such verification to prevent trolling with burner names.
Group Staff
Lupi: Founder, runs the faction Silverstar Technologies.
Napther: Co-owner, a voracious space dragon.
Alesend: Also a Co-owner.
Servers
The group has no official server as of yet, contributions can be made.
Currently, a majority play on Scorched Gaming:
167.114.116.122:4242
Important Links
Website for the game!
Steam page for the game!
Website for Scorched Gaming!
Recently Watched
Stats
Comments Earned: 33
Comments Made: 38
Journals: 7
Comments Made: 38
Journals: 7
Recent Journal
Starmade Update 2nd/March
10 years ago
Napther here, with some updates on the Game!
Starting off with a TL;DR copy-pasta from the official site, http://star-made.org/news
Hello players,
this update is something very special. While we are still working on a lot of new features, we took the time to take an indepth look at several systems. Mainly the graphics and the network code. ...
...
Custom Starter Gear
Servers are now able to define their own starter gear for new players. This includes credits, blocks, meta items, and blueprints (filled or not)...
...
Forcefield doors
This new door types added by kupu adds wonderful looking new doors.
...
Faction permission changes
A lot more options for customization has been added to faction roles. There are now permissions to control relationship changes (declare war, personal enemies, etc), faction news posting, taking/abandoning a homebase, and territory claiming/clearing. If you are a faction leader be sure to check and adapt your roles accordingly.
Balance changes
Calbiri, Lancake, as well as the tester team modified and gave feedback to a whole bunch of balance changes.
Hull blocks have been buffed in order to improve the survivability of ships:
Normal hull has 75 HP now.
Standard armor now has 60 armor and 100 HP, bringing it to 250 EHP.
Advanced armor now has 75 armor and 250 HP, bringing it to 1000 EHP
Power supply beams have been buffed to bring it back to near pre-rework levels.
They are slightly less effective compared to what they used to be but they still offer around 5 to 6 times more power regen than their onboard equivalent in pure power regen blocks.
Power supply/tick: 40 -> 240
Power consumption/tick: 50 -> 270
The piercing defensive effect cap has been decreased but the amount of blocks you need to achieve max percentage has been decreased. This will bring the max achievable EHP to 2500!
Shield capacitors have now 2 times more shield HP, this is to make fights last longer and increase the chance of surviving high alpha damage.
Regen rate has remained unchanged.
Shield Capacity Total Mul: 55 -> 110
Warheads (dis-integrators) have doubled block damage.
Missile + Pulse:
Radius has been nerfed to 48, with explosive you can get 58
Slightly faster, nerf: 4 -> 3
Does more damage, buff: 1 -> 2
Missile + Beam:
Slower so anti missile turrets have less chance of missing buff: 2 -> 1
Other changes:
Ingots and crystals are 2 times cheaper to make it easier to craft advanced and crystal armor.
Shield cap and re-chargers are 2 times cheaper.
HP of the more expensive systems, mainly weapons and support tools, has been increased by a factor of 2-3 in most cases.
...
(TLDR on the Changes to Piercing and Punchthrough effect.)
To clear things up, these are the current 3 hull damage types (not blocks):
Piercing damage system: Damage applied on a block gets halved and goes to the next block. This will automatically lead to a softcap at around 7 blocks deep. This also makes it able to destroy/damage blocks below armor plates without destroying that first.
Punchthrough damage system: Damage applied on a block gets deducted with that block’s EHP, then it is halved and passes to the next block. This also has a softcap at around 7 blocks.
Explosive damage system: ⅙ of damage gets applied to all touching blocks.
Soooo! It seems Punchthrough is now not the dominant weapon! Pulse Missiles are no longer Mega Torpedoes, but move faster... Questions and Answers are to be had here!
Starting off with a TL;DR copy-pasta from the official site, http://star-made.org/news
Hello players,
this update is something very special. While we are still working on a lot of new features, we took the time to take an indepth look at several systems. Mainly the graphics and the network code. ...
...
Custom Starter Gear
Servers are now able to define their own starter gear for new players. This includes credits, blocks, meta items, and blueprints (filled or not)...
...
Forcefield doors
This new door types added by kupu adds wonderful looking new doors.
...
Faction permission changes
A lot more options for customization has been added to faction roles. There are now permissions to control relationship changes (declare war, personal enemies, etc), faction news posting, taking/abandoning a homebase, and territory claiming/clearing. If you are a faction leader be sure to check and adapt your roles accordingly.
Balance changes
Calbiri, Lancake, as well as the tester team modified and gave feedback to a whole bunch of balance changes.
Hull blocks have been buffed in order to improve the survivability of ships:
Normal hull has 75 HP now.
Standard armor now has 60 armor and 100 HP, bringing it to 250 EHP.
Advanced armor now has 75 armor and 250 HP, bringing it to 1000 EHP
Power supply beams have been buffed to bring it back to near pre-rework levels.
They are slightly less effective compared to what they used to be but they still offer around 5 to 6 times more power regen than their onboard equivalent in pure power regen blocks.
Power supply/tick: 40 -> 240
Power consumption/tick: 50 -> 270
The piercing defensive effect cap has been decreased but the amount of blocks you need to achieve max percentage has been decreased. This will bring the max achievable EHP to 2500!
Shield capacitors have now 2 times more shield HP, this is to make fights last longer and increase the chance of surviving high alpha damage.
Regen rate has remained unchanged.
Shield Capacity Total Mul: 55 -> 110
Warheads (dis-integrators) have doubled block damage.
Missile + Pulse:
Radius has been nerfed to 48, with explosive you can get 58
Slightly faster, nerf: 4 -> 3
Does more damage, buff: 1 -> 2
Missile + Beam:
Slower so anti missile turrets have less chance of missing buff: 2 -> 1
Other changes:
Ingots and crystals are 2 times cheaper to make it easier to craft advanced and crystal armor.
Shield cap and re-chargers are 2 times cheaper.
HP of the more expensive systems, mainly weapons and support tools, has been increased by a factor of 2-3 in most cases.
...
(TLDR on the Changes to Piercing and Punchthrough effect.)
To clear things up, these are the current 3 hull damage types (not blocks):
Piercing damage system: Damage applied on a block gets halved and goes to the next block. This will automatically lead to a softcap at around 7 blocks deep. This also makes it able to destroy/damage blocks below armor plates without destroying that first.
Punchthrough damage system: Damage applied on a block gets deducted with that block’s EHP, then it is halved and passes to the next block. This also has a softcap at around 7 blocks.
Explosive damage system: ⅙ of damage gets applied to all touching blocks.
Soooo! It seems Punchthrough is now not the dominant weapon! Pulse Missiles are no longer Mega Torpedoes, but move faster... Questions and Answers are to be had here!
User Profile
Accepting Trades
No Accepting Commissions
No Character Species
Sentient spacecraft
Favorite TV Shows & Movies
Firefly
Favorite Games
StarMade
Favorite Gaming Platforms
PC
Favorite Animals
Space ones
Favorite Quote
"That's one small step for man, one giant leap for mankind."
Teddy-Bear
~teddy-bear
I might still have the blueprint for that harvester somewhere on my computer if you want it :3
(Psst...he needs to know how inertial dampeners work :U)
I feel weird discussing the flaws on the homepage XD
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