
More features will be coming to improve lighting indoors. It now looks much cleaner than before, allowing better specular control and removing previous oversaturation issues. We completely reworked the lighting shader engine. Role play servers that still want these reactors to work just to have to change in their blockBehaviorConfig to 1 Lighting Shader Overhaul If shield rechargers or capacitors need a buff, then we’ll simply change the config values. We didn’t make a shield reactor replacement system since this is just a fancy way of avoiding the “regen under fire” mechanic. It’s set to 0 meaning thatĭon’t work anymore on any docked reactor type. To make sure people will stop using docked reactors of any kind, we have now included a config option to modify the output of these Beams when they’re hitting a docked entity, or an entity where it is part of. We have other systems planned that will affect them.) Supply/Drain Beams (Smaller ships didn’t have docked power reactors to begin with. Your power is the most important part on your ship and you want to make sure it’s out of reach. Using it recklessly can make your ship useless with some lucky hits. Using it wisely can make your ship superior to others. However, it is strongly advised to use armor, not only to protect those groups from external damage, but also to interlace it within the group, so a potential discharge would minimize damage inside a group. They’ll lose most of their blocks in about 1-2 minutes which still makes them useful for a short period after they got shot. The biggest reactors can almost reach an efficiency of 200 power per block but they’re also the ones that are easily hit and take the most damage when exploding. The amount of explosions, their radius and damage depend on the size of the group at the time of being hit. If a block of a group gets taken out, the whole group starts to discharge. The new block has a different downside that comes down to the same thing, loss of efficiency/regeneration. And when damaged, they would rapidly lose their efficiency. They were easily found on a ship because of their navigation markers. The AI though can’t use the block right now, that will be added at a later stage.ĭocked reactors had downsides though. Stations/Planets can’t switch between modes, their reactor is always on. When it’s off, it charges its internal storage although at a slower pace compared to its normal generation. When it’s on, its regeneration gets added to the main ship and also its stored power gets dumped into it (even if there is no room). It works like a reactor with internal storage that can act as a buffer. Eliminating any lag caused by physics.Īuxiliary power can be assigned to your hotbar (from your weapons menu) and can be turned on and off on demand. This new power block replaces the functionality of the current docked reactor concept with an onboard block. Together with the council we developed a new block: Power Auxiliary

We don’t want to punish players by just taking their power away, so we had to come up with a compromise. The problem with this kind of construction was, that they didn’t really perform very well, and if they actually undocked in combat or on accident, they would cause major lag. So much so, that players came up with complex designs that involve using the supply beam to overcome built in restrictions to docked entities. The need for power in StarMade is always present.
#STARMADE POWER UPDATE UPDATE#
This update has some nice new gameplay features, as well as an overhaul of our lighting engine and a small texture update. We are currently mainly working on the NPC Faction update, but we will release updates at the normal schedule. Fixed ClassCastException when loading ship with ongoing auxiliary power explosion. Hotfix 0.199.217: Fixed universe generation (no planets in new universes).
