As some of you may have noticed, there have been some changes to the territories on the server. We have decided to reduce the number of territories from 20 to 4 because there were just way too many territories and forts for them to really mean anything. This should help encourage conflict and make territories a bigger and better part of the server. Additionally, the bonus from owning a territory has been increased from +5% to +10%. However, we have reduced the bonus from just being in a federation from +50% to +25% as we felt that a flat +50% rate was a bit too high. Starting the capture of a fort now costs 10,000 credits from your personal balance which should give you some use for your credits. Along with these changes, we have also removed many of the restrictions relating to federations. You can now have unlimited colonies in a federation, federations can have colonies from multiple planets, and there is no longer limit to the number of forts you can own except for what you can defend. We have also added the ability to pledge to a corporation. The founder of the head colony of a federation can now use /federation setcorp <corporationname> to set the corporation that the federation is pledged to. This will eventually come with a cost, so go ahead and set your corporation while it is free. This doesn't do anything as of right now, but I have some things in mind that this may affect in the future.
Hello Everyone! This time I have some exciting news to share with you all; we now have blueprints and we have a new wiki! You can find the wiki by clicking on the wiki link at the top of most pages on the website. Feel free to contribute, but do be warned that anyone who messes with the wiki will be banned. Blueprints are similar to the old ship replicators. However, there are some key differences. To obtain a blueprint, you must first pilot the ship you want to copy. Then, run the command "/blueprint" and you will be greeted with a GUI. From here, you can click on the bottom right slot. This will create a new blueprint. You can then click on the blueprint icon to rename it, delete it, or to see how many blocks or credits it would cost to print it. Blueprints are personal and you cannot trade them between players as of right now. Additionally, there is currently a limit of 9 blueprints per player. However, blueprints are permanent unless you delete them. To print a blueprint, you must first craft a printer machine. You can find its recipe in the /machine list GUI. It does not currently have a texture, but we are working on fixing that. You can then place down the printer. As with the old ship replicators, you need to construct a frame of bricks that will determine the area of printing. Something to note is that the direction that you place the printer in is important. For example, if you are facing north when you place down the printer, the frame must be constructed in both the north and east directions. In more general terms, the frame must go up, forward in the direction that you place down the printer, and to the right of the direction that you place down the printer. For those of you that weren't here for the old ship replicators, the frame is simply a long line of brick blocks in 3 directions that is large enough to fully encompass the ship that is to be printed. After you have constructed the frame, the next step is to select a blueprint for printing. You can do this by right clicking on the printer, then clicking the "Blueprint Selection" icon. Then, you must click on the blueprint that you want to print. You can then decide if you want to print it using blocks or credits. Credits are more convenient, but the cost is twice what you would get for selling each block at the spawn shop plus 10,000 credits for each module/machine. If you want to use blocks, you will need to place down a chest next to the printer and put the blocks that you need inside of it. You can hover over the "Build with Blocks" icon with a blueprint selected to see what you need to build that blueprint. Something to note is that you will need to re-select a blueprint each time that you close the printer GUI. That is all for now, I'll see you in the stars!
Please move all of your ships out of the spawn station before next Thursday. We are going to be doing some remodeling and any ships that are accidentally destroyed will not be refunded.
We have enabled voting on the server! What does this mean for you guys? well, it means that you can go to 5 websites every day and vote for StarQuest! This will both help bring in new people and allow you guys to get cool rewards! You can check out the rewards by using /voteshop. Check out these 5 websites to vote: https://www.minecraftforum.net/servers/19638-starquest/vote http://minecraftservers.org/vote/497956 http://minecraft-mp.com/server/194773/vote/ https://minecraft-server.net/vote/starquest/ https://top-minecraft-servers.com/server/starquest/
Our next update is finally here! In this update we bring back two features from the old StarQuest (powertools and hanggliders) and there are a bunch of balance changes for ships. Change Log for Ship Balance: - 2% cargo blocks on cargo ships count as wool weight wise - Dropper weights are only 2x for non-cargo ships instead of 5x - Ship cannon aiming radius increased from 15 to 35 - Buffed pirate ship shift-speeds slightly - Buffed pirate shields slightly - Nerfed Starfighter speeds slightly - Nerfed Starfighter shields slightly - Increased torpedo speed slightly Power Tools work very similarly to how they did before. You can see a list of powertools using /sqpt list. There are two new machines included with this, the charger and the modification table. The charger charges power tools while the modification table allows you to add modifiers to power tools that work similarly to enchanting normal items. Hanggliders also work very similarly to how they used to. You can right click with a feather while falling to slow your descent or you can right click with a piece of leather to go flying in the air. You can also get the new resourcepack for sqlite here: https://www.dropbox.com/s/diobsw0vcdiuj3o/SQLite.zip?dl=0 It is very important that you use this as some things won't look correct without it! We hope that you will enjoy these changes and features!
Greetings! We have heard your calls for a more balanced SvS and we have delivered. The goal of this update is to make smaller ships more viable in combat along with general balance changes. The first major change is that there are now shiptypes! One of the problems with the old ship system is that everyone always wanted to have a ship that was good at everything. While this is unrealistic, the nature of the system pushed this idea that because you can customize everything and you should be able to have a ship that is good at everything. In light of this, the new ship types all fill a different role. There are 4 different categories and 5 different sizes of ship types. There isn't a shiptype that fills every category and size, so do watch out for that! The four categories are offense, defense, cargo, and pirate. The 5 sizes are tiny, small, medium, large, and huge. Tiny ships - 50 to 200 blocks Small ships - 201 to 1000 blocks Medium ships - 1001 to 2000 blocks Large ships - 2001 to 5000 blocks Huge ships - 5001 to 10000 blocks The offense category includes the starfighter, gunship, destroyer, cruiser, and battleship. Ships in this category are combat ships focused on dealing out a large amount of damage but are a bit softer than their defense counterparts. You start with the starfighter in this category. The defense category include the escort, corvette, cutter, and frigate. Ships in this category are combat ships focused on tanking a large amount of damage, but can't deal as much as their offense counterparts. The smallest class in this category is the escort which is in the small size class. You do not start with this ship class The cargo category include the shuttle, light freighter, medium freighter, heavy freighter, and super freighter. Ships in this category are cargo ships and are quite tanky. However, they are also very slow. On the upside, cargo containers weigh 5x as much on other categories so these are perfect for hauling around cargo. You start with the shuttle from this category The pirate category include the blockade runner, interceptor, and dreadnought. Ships in this category are pirate ships and are geared for catching up with and taking out cargo class ships. Any cargo containers containing corporation coins destroyed with a ship weapon while in a pirate class ship will automatically cash in the corporation coins. However, these ships are generally weaker than the offense and defense class ships. The blockade runner is the smallest ship class in this category and has the size of small. There is no huge size ship in this category. How do these ship types matter? Glad you asked! While in the past modules have been determinants, we have decided to make them modifiers. Each ship type automatically has a shield, default speed, default shift speed, and default cannon volley damage. Additionally, the default amount of modules and the amount of blocks you need to get an extra module vary with the ship size. Larger ships need more blocks to get a single module so this should help keep larger ships from completely overpowering smaller ships. Additionally, the speed and shift speed of ship classes go down as the ship type size gets bigger. However, the damage and shields get larger for each ship type size, but not as fast as the block count. What are shift speed and cannon volley damage? First, lets explain shift speed! The acceleration system never felt very good at achieving what it was designed to achieve. So, we have removed it and there are now two speed related stats for each ship type. Speed (speed while autopiloting) and shift speed (speed while moving normally). Normal speed does act as a cap for shift speed, but shift speed will almost always be smaller than the normal speed. The cannon volley damage is the amount of damage you do with a single volley of cannons. This can be increased a small amount with each cannon that you add to your ship. Each cannon deals an equal amount of the damage in the volley. For example, if the volley damage is 100, and you have two cannons, each deal 50 damage. You can see the shiptypes in game with /shiptype list and see info on each shiptype with /shiptype <shiptype>. Lastly you can unlock shiptypes using /shiptype unlock <shiptype>. Each time you rankup, you get one shiptype unlock point that you can spend on unlocking another ship type. To make a ship with the new shiptype system, just put the name of the ship type on the top of a sign. For example, if I wanted to make a cruiser, I would place down a sign and put "Cruiser" on the first line without the quotes. You would then click on the sign to make it into a ship sign. In other news, we have made some changes to wartime. The first is that there will be a one hour wartime every day. The hour is different between each day and you can see the times for each below: Sunday - 2 to 3 EST Monday - 5 to 6 EST Tuesday - 4 to 5 EST Wensday - 4 to 5 EST Thursday - 3 to 4 EST Friday - 2 to 3 EST Additionally, you can soft raid (raiding without any permanent damage or looting) in colonies that are a part of a federation during war time using ship weapons. Last but not least, pvp is now enabled 24/7 in colonies that are part of a federation. This should hopefully encourage more pvp and combat without encourage the hunting and killing of new players. Thanks for your support and happy hunting!
Hello everyone! I have some exciting news to share. As some of you may have noticed, over the past few days there have been new machines on the server. We introduced a tier system for the machines but I was too busy to take the time to write a front page post about them because I was attempting to fix some bugs that had also managed to sneak their way in. Anyway, lets get into the ins and outs of this new system! Each machine (excluding transfer nodes) are now split up into 5 different tiers. You start with every tier of the generators and batteries unlocked while you need to rankup in corporations to earn the rest. Rank one in the correct corporation gives you tier 1, rank two gives tier 2, etc. The machine list for each corporation is as follows: Yisheng - Auto Farmer Jarrio - Sheep Farmer Defalos - Drill Klon - Auto Crafter Unfortunately, we do not have an appropriate machine for Vapid yet. We will work on adding an Auto Brewer soon to fix this! Each tier is better at its purpose but also tends to consume more energy when appropriate. Therefore, even lower tier machines can be viable for long-term players if you want to save on energy. Now, onto corporation changes! One of the major problems we've seen with corporations is that the Defalos corporation is arguably the best. This is because you can carry more Defalos related cargo while on spawn runs. Additionally, most people did not use droppers as they weigh too much. To fix this, we have implemented a new NPC that will be added to new planet stations (stations in the planet worlds) soon. This NPC will exchange your goods for corporation coins which you can then carry in droppers on spawn runs. You cannot carry a corporation coin in a player inventory while you are flying a ship to prevent inventory runs as they broke the balance of spawn runs. We will also be lowering dropper weights soon so that they are more effective. You can then sell these corporation coins directly to the shopkeeper at the spawn station. Another major change to corporations is that the price for corporation coins fluctuates with the time of the day. There are currently two "peaks" of price increase, around 6 PM Est. and 10 AM Est. This should allow both US and European players to get a chance to sell coins at the spawn station. This helps consolidate spawn runs to a specific time so that spawn runs at off-times are no longer viable. That's all there is for now, stay tuned for news related to Federations and War!
Welcome to the new StarQuest Website! We are working on transferring forum data from the old website so we can still have all of the old posts. This should be completed at some point, but it may take awhile. In the mean time, feel free to use the forums in their current state!
Hey! I'm Dan, and I've been working on this brand new website for StarQuest. It's a long story.
Ever since SQ 1.0, we've been using Enjin to create our website. Enjin's pretty good; it was easy to use and did its job well. Unfortunately though, we have to pay to use it, and we're on a cost-slimming diet. So Ginger asked whether I wanted to work on a new website. Of course, I agreed, and about a month of sleepless nights later, we're here.
These forums are not Enjin - they don't use any code or assets or anything from Enjin. It's completely fresh, and you'll notice it looks a lot cleaner too. It should still be familiar to use; I designed the website to have a low learning curve for anyone coming over from the old forums. The links are still at the top, the recent posts still at the side, topics work how they always have done. I even made the theme resemble that classic look. (remember those old like buttons, anyone? they're back :D)
Of course I didn't implement the entire website in a month. This is still a work in progress beta version of the website, so expect bugs. I'm planning to organise and refactor the code to make it easier to maintain, then I'll start adding missing features, like notifications and such.
So, if you find any bugs, do report them to me and I'll shoo away the space beavers with a stick.
You'll notice I've been using formatting in this news article. That's right, we still support BBCode. That means you can
send to gulag do all sorts of crazy things in your posts. It's only a subset of what we had before, and more tags will be added over time, as well as general improvements to the editor (like an actual colour palette) but for now you can make all the colourmatic posts you want. please, don't
So ya. Welcome to your new home. Hope ya like it!