Releases: Ludoal/StarDrive
Release list
Jupiter Patch 48-a (1.60.00048.516)
Highlights
- The governor's rights are two explicit lists, Build Mandate and Scrap Mandate — what it may raise, and what it may raze. Build defaults to Economic only, as in vanilla; Scrap defaults to None, so nothing is demolished unless you ask for it.
- Colony gains a LIST sub-tab beside MAP: every constructed building, classified, with the net yield the simulation itself uses. Hover previews, click pins, the wheel reads the long text.
- Colonist migration is under your control, and every colony carries its own Continuous Rush.
- Automation: the Trade box is dissected into plain switches, a Freighter Priority decides which cargo is served first under a shortage, and notifications are one show switch per family plus two options — show the oldest one's text, and clear it after a delay you set.
- Fleet slots show even when empty, ten at a time with a 1-10 / 11-20 switch, and every fleet key answers at any resolution.
- Route overlays on the map: freighter traffic and colonization runs, one line per pair of colonies and per cargo.
- Intelligence gains a Trends tab, one curve per domain, ranks unlocking as domains open. No retroactive history.
- French is available, and the interface is moving into the translation system screen by screen.
- Hull meshes and space stations preload with the world, and diplomacy videos are kept after their first play, so no more first-sight stutter.
The README's "About this fork" section carries the complete list.
Jupiter Patch 47-c (1.60.00047.418)
The full UI pass. Everything below is UI and comfort; no gameplay changes, saves unaffected. Install over an official Jupiter 1.60.00047, game closed; re-applying the official 47 patch reverts everything.
Highlights
- The universe shows, and can run, behind every panel: an Auto-pause option (ON by default) decides whether opening a screen pauses the simulation. Every table and readout stays live.
- Colony is a hosted tab: opened from a list, a page or the map, it joins that group's tab rail, and closing walks back to where you came from. While a page is open, the visible band of the map stays interactive.
- Economy carries a Governor Budget panel (a spending tap on the governors' automatic allocations, and a linked Colony / Defense / Space Roads split with padlocks), and the colony Budget tab was rebuilt to match.
- Automation gains a Prioritization column: an ordered list of build categories that jump the construction queues.
- The Options panel was rebuilt as five themed boxes, with new knobs: ship and station icon sizes, asteroid size, minimap size, instant Bloom, and a Reset to Defaults.
- At 1200px of display height and above, the info panels (ship, planet, system) stay visible beside an open screen: the frames reserve their corner instead of covering it.
- Dozens of smaller fixes: tooltips that follow the cursor, filter lists drawing above their tables, popups centred on their page, and more.
The README's "About this fork" section carries the complete list.
Hotfix (build .418)
- The notification stack stays clear of an enlarged minimap and follows the size slider live.
- Ships queued by hand carry their real category into the construction priority list — a hand-queued Explorer no longer yields to auto-built colonizers.
- The save list shows your faction's flag for custom and renamed races (saves made from this build onward).
- The minimap's top crosshair guide reaches the map edge at every minimap size.
Jupiter Patch 47-b (1.60.00047.368)
The whole UI rework, published as a demo. Install over a clean 1.60.00047, game closed; saves are unaffected and re-applying the official 47 patch reverts everything. One heads-up: the legacy espionage system is removed (Jupiter's infiltration is the only regime left), so saves that still use legacy espionage are unusable: they load, but the espionage system reads INF everywhere.
One top bar, four screen groups
The EMPIRE, GALAXY, DIPLOMACY and DESIGN buttons now live in the top bar itself, and every management screen is a tab in one of those four groups, sharing one frame and one tab row. Every major table was rebuilt on one shared component: sortable headers that remember your sort, auto-sizing columns, filters that persist for the session, double-click to act so a stray click no longer closes anything. The live universe shows behind every panel.
The whole UI moved to one consistent flat "painted plate" look, drawn from one shared theme in code rather than baked into per-screen art.
The Shipyard as a workbench
A Full Screen toggle by the hull name: the workbench spans the whole display, and the design in progress survives the flip. Mouse gestures follow the cursor: inside the frame they belong to the design (free zoom, gliding pan, module pick and remove), outside it a right-click closes the screen. A Compact toggle swaps the design panels to a denser stat column matching the in-flight ship overlay, grouped into Combat / Defence / Mobility blocks that hide when empty.
Info panels
The star and planet panels in the bottom-left corner were rebuilt: the star panel sizes itself to its content and lists one row per explored planet, clickable, with the camera gliding to what you pick. The planet panel walks your colonies with arrow buttons, Send Troops can be cancelled by right-click while the landing is inbound, and mining stations deploy and cancel from the panel and the Exotic Systems table alike.
Espionage knows where your moles are
Your own column carries an INFILTRATION block listing the planets your moles sit on. Click one to open that colony in mole vision; closing it brings you back to the Espionage screen. Opening any colony from a list screen keeps that list dimmed behind it, telegraphing where right-click sends you back.
New Game, rebuilt
One fixed window: Race and Opponents as two tabs sharing a column, Rule Options in the Galaxy tab, a Reset button for the stock defaults, and your house rules seeded into the next new game.
Fixes
The batch is in the README's bug-fix section; the ones a player would have felt: the Shipyard's music restarting every frame until it died into crackle, mining deploy buttons registering the previous click instead of the current one, ship-design deletion silently doing nothing, and the main-menu planet leaving a bare band on displays wider than 16:9.
Everything this fork carries is listed in the README, including the fixes still waiting in open PRs on the official repo.
Jupiter Patch 47-a (1.60.00047.193)
First release on the official Jupiter 1.60.00047 base. Install over a clean 1.60.00047, game closed; saves are unaffected and re-applying the official 47 patch reverts everything.
The Shipyard, rebuilt around one list
The hull list and the "Load Design" popup are now a single browser. Filter by name or hull, show only your own designs or include locked ones, and group the list By Hull, a carcass and what you have built on it, or By Role, every carrier you own wherever it was built. Double-click loads. Work-in-progress designs are in there too, with their delete and research actions on the row.
Designs can be marked obsolete the way modules already could: a button in the Active Design frame, the name in red in the browser, and a filter to hide them. It is saved with your game.
Hover panels: hovering a module or a design shows its full stats, and its module plan for a design, without loading it. A Pin Active toggle on each panel's tab row turns the pair into one panel at a time, for a narrow screen or an uncluttered one: unchecked, what you hover takes the active panel's place while the cursor rests on it, and the active one comes back when you look away.
Comparator: shift-click a module or a design to pin it, and the panel on the workbench shows how the two compare, row for row, a dash where one side lacks a stat, coloured deltas. An x on the "vs" line drops the comparison.
The map at rest
Fog of war is lighter at rest, enough to still tell explored space from the rest, and returns to full darkening under the vision overlay (F3) when you want to read your sensor coverage. Your own ships are no longer painted dark for sitting outside a sensor bubble.
Opening a colony from a list, Economy, Empire or Troops, and closing it now goes back to that list rather than dropping you on the map with the screen you were reading gone. Right click or Escape, either one.
Rework Options
A new page under Options holds three screens this fork rebuilt from scratch, Economy, Diplomacy and Espionage, each behind its own checkbox. They ship off, being beta: the original screen is what you get until you ask otherwise, and turning one back off restores it, still receiving official fixes. The fork's live top bar stays on all of them either way, since navigation is not part of what the toggle turns off.
Fixes
Two shipyard bugs worth naming, both also sent upstream: the orange highlight on a fitted module stayed lit after the cursor left the hull, and the click threshold was 50ms shorter than the rest of the game's, so an ordinary click on a fitted module frequently did nothing at all. WIP designs also stopped stacking _v1_WIP onto their own name at every save.
Everything else this fork carries is listed in the README, including the fixes still waiting in open PRs on the official repo.
Jupiter Patch 46-b (1.60.00046.94)
Jupiter Patch 46-b (builds 46.87-46.94)
Fixed
- 46-a shipped with a merge regression that reverted three screens to vanilla: Patrols (live top bar), Research (integrated layout) and the Deep Space Build window. Restored.
- The Battle Arena's clock was rotating the real autosave slots with arena snapshots. It no longer saves at all.
- Arena: winners no longer vanish when the loser's last ship explodes (sensor flags), ship models stay visible at any arena zoom, and the report waits 3s so the last explosion plays out.
New - Module Comparator (Shipyard)
- Shift-click a module in the list: a Compared Module panel opens beside the Active one. Same rows at the same heights, dash where a stat is absent, and colored (+x)/(-x) deltas, green = better, pink = worse. Shift-click again unpins; closing the Active panel unpins too.
New - Battle Arena groups
- Fight several opponents: clicking the list adds to a group roster (click a roster line to remove one), Fight group (N) launches them all. Staged designs show green in the list.
Options
- Fog Of War Memory (off by default): ships permanently paint their sensor coverage, the classic painted-map look.
- Symmetric design starts OFF (now a global preference, no longer per save).
Misc
- Exotic Systems hotkey (G) shown in the Planets Array tooltip.
Install over an official Jupiter 1.60.00046 install (or 46-a), game closed. Re-applying the official 46 patch is a complete revert. Saves unaffected.
Jupiter Patch 46-a (1.60.00046.86)
Quality-of-life fork rebased on the official Jupiter Patch 46 — the whole 45-x line carried over, plus:
- Fog of war stays fully dark: no explored-system halos, no ship wakes — live sensors carry current vision.
- Camera manners: station notifications snap at a sane zoom (no nose-on chase); Colony and Ground Battle panels open in place and the camera stays where you left it on close.
- Important Events log (new in patch 46): minimap button beside Range, plus an F7 hotkey to open/close it.
- No Revert Kit anymore: the patch only touches files the official patch also ships (footprint audited) — re-applying the official 46 patch is a complete revert. Saves unaffected both ways.
Full feature list, by category, in the README. Install over an official Jupiter 1.60.00046 install, game closed.
Jupiter Patch 45-d (1.60.00045.66)
Jupiter Patch 45-d (builds 45.49–45.66)
Battle Arena (WIP)
- Enemy picker: choose any design, grouped by race with class blocks (heaviest first)
- Ships honor their combat stance once in weapons contact — no more stacking on top of each other
- Arena empires start fully teched: dynamic hangars launch real selections
Bug fixes
- Fixed: starving planets exported their food buffer (TeamStarDrive#314)
- Fixed: lighter-materials research weakened mass-reduction devices (TeamStarDrive#341)
- Fixed: Subspace Tunneling FTL bonus never applied (TeamStarDrive#328)
- Fixed: stations misclassified as Dedicated Carrier below the 10% hangar rule (TeamStarDrive#317)
- Fixed: double refit dropped the ship's fleet affiliation (TeamStarDrive#295)
- Fixed: the governor build/scrap oscillation on biospheres — profitability judged at a nominal tax rate, budget-funded biospheres kept (TeamStarDrive#313, TeamStarDrive#321)
- Fixed: colonist import/export ping-pong window (TeamStarDrive#293)
- Fixed: terraforming status stuck after an event terraformer died (TeamStarDrive#294)
- Fixed: deep space build menu rejected platforms near the sun (TeamStarDrive#284)
- Fixed: a rare crash opening the Empire screen
- Diplomacy tech offers count matches the list shown (TeamStarDrive#342)
Map overlays
- Influence zones (F2), subspace projection (F4) and gravity wells (F5) are standalone overlays, with minimap toggles tracking their state
Interface & QoL
- Money units say what they are: bc/turn everywhere
- Paused indicator on all full-screen panels, left of Main Menu — white when the screen paused the game, gold when it's your pause
- Research screen joins the family: title header, live top bar, aligned frame
- Planet View removed — the selection cartouche carries everything: planet sprite and class for uninhabitables, mining details, research station status; double-click = colony view, combat view, or just the camera
- Star cartouche shows the star; spy notifications open the espionage panel on click
- Empire screen: Fertility, Richness and Max Pop shown per colony
- Fleets: magnetic grid steps widened — alignment you can actually see
- Automation: Auto Core Governor for newly founded colonies
- Assorted alignment and readability fixes (Blueprints panel, budget tab, colony money block)
To revert to the official build: re-apply the official Jupiter 45 patch from TeamStarDrive, then unzip the attached Revert Kit into your game folder (it restores one race file — Opteris colors — that the official patch does not carry). Saves are compatible both ways. Mods are untouched.
Jupiter Patch 45-c (1.60.00045.48)
QoL fork — base 1.60.00045, saves compatible. Install over Patch 45 (or 45-b).
New — Battle Simulator (Work In Progress)
- Test Fight button in the Shipyard: pick any opponent design (grouped by hull class, or mirror-match yourself) and duel it in a disposable arena — your game stays safely paused underneath.
- Battle report at the end (hull, shields, ordnance used, fight time), instant Rematch, and back-to-Shipyard reopening the design you were testing.
- WIP: per-damage-type breakdown, multiple enemies and multi-ship battles are planned.
New — Stats+ colony tab
- A new tab next to Statistics: a budget that actually adds up (gross sources, tax, upkeeps, net), yields split by source (from pop | flat | eaten = total), net population growth per turn, and the storage horizon. The original Statistics tab is untouched, side by side for comparison.
New — Star cartouche
- Stars are clickable at any zoom: name, research status, and a Deploy Research Station button right on the star.
Camera
- Chase camera fixed — it never actually followed: an upstream per-frame flag clear killed it the moment a ship was selected. Ctrl+Middle-click follows the selected ship, a Follow button sits in the ship info panel (hidden on stations), deselecting or panning decouples, and the camera stays where the ship was.
Automation
- Auto Pick redesign: each design dropdown (Explorer, Colony Ship, Constructors, Freighter, Research Station, Mining Station) now carries a small checkbox on its left — checked, the manual selection gives way to an "Auto Pick" label. The separate checkboxes below are gone; the panel fits comfortably at 1080p.
Readability & QoL
- Exploded system view: stats show only for the hovered planet, which draws on top of its neighbors.
- Planet panel and Ground Assault View: View on map exits at the planet instead of flying back to where you came from.
- In-progress deep-space builds: selectable while paused, with a real Cancel Construction button (Delete still works).
- Escape no longer jumps the zoom around; Fleets/Shipyard buttons swapped; minimap AI button aligned; brighter Opteris empire color; loading-screen text overlap fixed.
Jupiter Patch 45-b (1.60.00045.16)
Everything changed since Patch 45-a. UI and comfort only, no gameplay changes.
New
- Top bar redesigned: a single row of ten buttons in three color groups: Empire · Diplomacy · Espionage (bronze), Planets · Ships · Troops (steel blue), Fleets · Shipyard · Patrols · Blueprints (muted red). Button width adapts to your resolution. Exotic Systems has no dedicated button: the Planets and Exotic panels already link to each other.
- Navigate from anywhere: the top bar is now live on every panel, full-screen or windowed (Economic, Diplomacy, Espionage included). Click any button to jump straight to that panel; click the open panel's own button to close it. The Shipyard still asks about unsaved designs before leaving. The Research screen is unchanged and keeps the whole screen.
- Game speed buttons: small − and + next to Help, matching the +/− hotkeys exactly.
- Minimap, decluttered: the five panel buttons that moved to the top bar are gone; the remaining eight pair up in four rows (zooms, FTL and weapons overlays, Deep Space Build and Automation, Freighters and Exotic Bonuses).
- Minimap ownership rings: colonized systems wear a small ring in their owner's empire color (white when several empires share the system). Fog of war respected.
- Tooltips re-aligned: shown just below their button, and they now appear from inside panels too.
Changed
- List rows now activate on double-click in all panels (Planets, Troops and Exotic aligned with Ships and Empire): no more accidental exits while scrolling.
Install
Run the patch exe over an official Jupiter 1.60.00045 install (or over 45-a), game closed. Cumulative, saves unaffected. The in-game updater will still offer the next official patch (46+) normally.
Jupiter Patch 45-a (1.60.00045.10)
Everything changed since the official Jupiter 1.60.00045 patch. UI and comfort only, no gameplay changes.
New
- Troops Array: a new screen listing all your troops (system, location on planet or ship, type, strength), with sortable columns and clickable rows. Opens and closes from a new minimap button or the
Chotkey. - Military Ships filter in the Ships Array dropdown: every combat-capable role in one view, auxiliaries included.
- New option "Influence Colors On F2 Overlay Only" (Options screen, off by default = vanilla behavior): when enabled, colored empire influence borders show on the main map and minimap only while the FTL overlay (F2) is active, keeping the map clean the rest of the time.
Fixes
- Construction icons in the Deep Space Build window were oversized (TeamStarDrive#347, also fixed upstream since).
- The Patrols screen closed on
L(a leftover from the Planets screen) instead of its own hotkey;Pnow closes it. - The Blueprints screen could only be closed with ESC;
Fand right-click now close it too (right-click on a placed building still removes the building). - The Help button tooltip claimed
Pas its hotkey; the real binding isF1, andF1now opens the codex even when no tooltip is active (previously it only worked while hovering a "Press F1 for details" tooltip). - The Deep Space Build window overlapped the Automation window; it now sits to its left with tops aligned.
Install
Run BlackBox_Jupiter_Patch_1.60.00045.10.exe over an official Jupiter 1.60.00045 install, game closed. Cumulative, saves unaffected. The in-game updater will still offer the next official patch (46+) normally.