Starmade Admin Commands

Starmade Admin Commands Rating: 3,0/5 1431 votes

Hello and welcome to StarMade,EDIT: The Faction Config is now automatically downloaded to clients connecting to a server. The game will create a./customFactionCofig directory when starting (you can also create it manually). Just place the FactionConfig.xml in there, and it will be used to overwrite the one in./data/config.

RENT STARMADE DEDICATED GAME SERVER. StaMade game server hosting (monthly rental) NOTICE This game is in early access Alpha stages. There are no guarantees of performance or reliability with your dedicated server. StarMade is a 3D sandbox space shooter created by Robin “schema” Promesberger, founder of Schine.

Unlike the one in./data/config, the one in./customFactionConfig won't be overwritten on update, so you don't have to do work at every update. Several small fixes have been done for generation. There are also new admin commands to reset or make territory not claimable.

The Admin Command Forum Thread has been updated.finally the big update is finished! Enjoy!Please make sure you choose to backup when updating, just in case! Galaxy UpdateThis had a long time coming and is now finally here. It will switch to the new system once you reset your world. So you can use your old world as long as you please, but a reset is recommended.Make sure to export all the sectors you need for the new universe.GalaxiesA Galaxies in StarMade contains of 128x128x128 Systems, each containing 16x16x16 sectors. This means a galaxy is pretty huge.However not every system actually has something viable in it.

Most of a galaxy is composed of so called 'Void' systems.Void Systems do not have a star, and will have an increased chance of spawning pirates. Note that in the future the pirate spawning will get ramped up even more the farther away you go from claimed territory. Also, claimed territory will make that system safe, and decrease pirate spawning in the surrounding systems (not in yet).The most common viable system is a stellar system. A stellar system can have different variation or stars in different sizes, and can even be even binary system with two stars in one system.Note that the damage rates and distances on stars depend on color and size: Blue stars are more intense and do more damage on a longer range, giants have 8 sun sectors in the system, and binary star systems count distance from the nearest star.The view distance for galactic entities has been increased by a great deal, so you can now see planets and stars or other objects of your surrounding systems. The culling movie rated. It might look a little crowded with planets in the old universe, but gives you an idea on how much planets there were:)Also, the stars in the background now represent the exact galaxy you are in, so you can get a kind of fell for where you are.Of course there are a lot of other galaxies you can visit, and every one of them has a different look to it (although they all follow a basic pattern)You can also find black holes in the galaxy.

They form a wormhole network which warps you if you go into one. The network goes from the inner galaxy to the outer arms, and the furthest worm hole leads back to the closest to center. That means if you get lost, you can always find your way to the center if you follow the wormholes. In the map you can arrows from near, and also have an indication of the line getting whiter in the direction of the destination.SysteStellar Systems now also generate differently from the old universe. Every system has now a generated name, too, which players will be able to change in a future update. Each stellar system has a random amount of orbits, within the sectors that are intersected by those orbits, certain things will spawn. On planet orbits, a planet will spawn somewhere on the orbit, and there is a very small chance of a second one.

The other type of orbit are asteroid belts. On asteroid belts a high amount of asteroids will spawn. Everywhere else there is only a small chance of finding them, and if they spawn, they do it in much less amounts.Keep in mind that in a claimed system (see faction points), you get a 6x bonus to mining.Galaxy MapSince all of those things are not easy to navigate, there is now a galaxy map (press P) available to all players. It not only shows you the complete galaxy with all its systems, they also show planets and stations in each sector (that is open to change with the introduction of radars in the future).You can see all faction territory in the map, so you can easily find your way around on a server.You also see all the FTL connections in the map. Colors for faction warp gates will be added later.You can now also easily plot a path for a waypoint within the map.There are several filter options available which should be relatively self explanatory, like blending out orbits, objects, etc, as well as changing the color of territory to a per-relation color instead of a random color per faction.Faction PointsMost of the information in this section is already in the dev update post.Faction Point SystemPLEASE NOTE THAT ALL VALUES OF THE FACTION SYSTEM ARE EXPOSED IN A CONFIG FOR ADMINS TO CHANGE (./data/config/FactionConfig.xml). That config doesn't distribute yet (next update), so please only try changing it in singleplayer.Faction PointsFaction Points are a new form of currency in StarMade and shall be abbreviated 'FP' from here on out. They are shared throughout the faction, and in the future can be made physical for reasons I will go into later.Their value can not be compared to credits and resources, as their total availability doesn't follow the principle of an infinite universe like credits and resources do.Their existence as the name says depends on the factions of a server.

So on a server with more players the overall faction point count will naturally be higher (but the demand is also rising with that)Faction Point AcquisitionA server now does hourly calculations. I'll call this a 'turn' from now on.At the end of a turn the following will happen:. You get 50 FP for every online member of your faction. You get 20 FP for every active online member of your faction (see member activity). You get 0 FP for every inactive member of your faction (see member activity)Member ActivityA member counts as active if the member at least spent 10 minutes playing within 48 hours. After 48 hours after logoff, the member will become inactive and the faction no longer gets any FP from his membership.There are several methods in place to combat FP farming with multiple nicks on the same server.

TerritoryOne of the biggest things with FP is the ability for factions to take territory. You can take a whole 16x16x16 sectors at once. 16x16x16 sectors are also known as 'system' as mentioned above.Taking a sector can be done easily with the faction module on a station or planet. Codecombat game.

If someone else has already taken the system, that faction module has to be destroyed before another faction can take the system.Territory has the following advantages:. Your faction gets a mining bonus in that system of 6x (other factions get 3x still in an owned system so be alert of eventual thieves). Your faction gets a notice whenever a player enters your territory. You even get a faction news post if that player is an enemy. (No names are transmitted though, so you have to go there with a scanning capable ship to check out the location (see scanning)). Scanning range (see scanning)Faction point spending and lossOf course you can't just go and claim every system as fast as possible as you like.

You also have expenses each faction point turn. The following are the costs explained:.

Commands

Each owned system costs 10 FP each turn. Each owned system costs FP in the distance in systems it is from the homebase (or a random owned system when no homebase exists). Each owned system costs FP in the distance it is from a galaxy center (something that will be more clear with the structure update. It is the system 0,0,0 in this case). The cost for center distance will decrease the more total territory is taken. This means, factions will probably move together a bit. Roaming vagabonds are still a thing since they don't use too much points (the first system is free).

However they don't have the luxury of a bigger base of course. There is a flat expense of 1 FPFP loss from player deaths. Each player death costs a fixed FP amount. Each player death costs also an FP amount times the amount of members in the faction. That means that while you get more FP each turn with a bigger faction, you lose more when someone gets killed. Suicide does not count in that regard. Admin commands are in place to allow admins to protect players against faction point loss (that will be broadcaster on death to all players to avoid abuse), and making sectors safe against FP loss, so minigames can be played there without problems.

After dying, the player gets a 30 min protection of losing faction points again.Repercussions for to few FPShould at the end of a turn the FP of a faction be below zero, the faction will lose the system that is farthest from the homebase (random if there is none).You also can NOT take any territory if your faction has below zero faction points. Home Base dangerThis is an admin option in the server.cfg. If a faction has below zero FP and no territory (this will only happen if a players get taken out repeatedly), the home base becomes attackable. Server have also the option in the faction point config to set a flat FP expense every round (as mentioned in expenses).

This will make it possible that completely inactive factions (depending on config) will get attackable eventually.ScannersThis is a new block you can put on your ship or station. Its mechanics work similar to the jump drive as it needs to be charged up to do a scan.But unlike the jump drive, the scanner will automatically charge. You are also only allowed one scanner per structure.The basic range of the scanners is fixed, but also depend on the territory you are in.

The recharge time depends on how many blocks you place, of course costing more power.

If you use Singleplayer Commands, which is a very simple mod that doesn't add anything except some helpful commands, you can use the command /setspeed and then you can set your speed. 1 is your normal fly speed. Anything higher than 1 will make it xx times faster than 1. The one thing is that sometimes chunks don't load instantly if you're going on a really fast speed (over 5 usually). Or you can just create a railway system between the bases, which is pretty fast. Speed 2 potions are also a fast means of measure. And the last thing I can think of is go into creative, do /give your username 137 (which is a command block) and set it up so you just have to click a button to activate the command block that teleports you (ex.

/tp @p 155 64 -243) and have the same one in your friends bases.Keep in mind you have to be in creative mode to setup command blocks, but it would be a quicker way. The last possible thing I could possibly think of is using the worldedit features of SPC and copy and paste you base closer to your friends base, but could possibly not work if you're on a mountain or such. That would be the last last last last LAST thing I can think of.