Space Engineers

GasBandit

Staff member
Thursday is patch day - and here's bugfix patch number 2.

Update 01.055 - Bugfixing #2
Summary


This is the second batch of bugfixes. The most important fixes are the interior light issue, the dedicated server assembler issues, the reduced rotor and piston network traffic (in multiplayer) and the improved rotor stability. We have also added a new tool for our modders that helps them to see changes to their mods without having to be in the game.



Features
- ModSDK tools on Steam - helps modders to see changes to their mods without having to be in the game - more info here: http://www.spaceengineersgame.com/model-viewer.html

Fixes
- reduced rotor and piston network traffic (in multiplayer)
- improved rotor stability
- fixed issues with interior lights
- fixed dedicated server assembler issues
- fixed character animations (hands in crouch position)
- fixed sound modding issues
- fixed ship grinder/welder inventory size
- fixed can't save the game issues (toolbar crash)
- fixed lag when missile was impacting the asteroids
- fixed glass issues in mwmbuilder
- fixed rotor displacement issues
- fixed crash when renaming blueprints
- fixed rifle animation bug (rifle floating in the air)
- fixed rotor top part renders incorrectly
- fixed issues with some mods cannot be loaded from workshop
- fixed configuration file perma-death cannot be set to false
- fixed assemblers in co-operative mode seem to copy queue items from assemblers in disassembly mode
- fixed DeviateShotAngle does nothing in weapons.sbc
- fixed crash caused by turrets firing
- fixed crash with the same key was already added
- fixed Mod Scripting - ConfigDedicated.Administrators is not populated from config file
- fixed explosion when piston was mounted on rotor on small ship
- fixed desync on DS
- fixed crash when gatling turret destroys rocket
- fixed cannot change assembler ownership on cargo ships
- fixed character death in cockpit without cockpit been damaged


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Seems to me half those bugs were introduced by the LAST bugfixing patch.. and I don't see anything in there about the ammo bug. Welp, let's see how it goes from here.
 

GasBandit

Staff member
I uploaded a new tutorial this weekend, nothing you guys don't already know in it, though, I'm sure.




Wait until the game actually gets released. Your videos will be the go-to standard. And I mean that sincerely.
Holy crap, you might be right. I opened an incognito window and did a youtube search for "Space Engineers tutorial" (no quotes) and my first tutorial was the top hit.
 

GasBandit

Staff member
Update 01.056 – Bugfixing #3

Summary
This is the third batch of bugfixes. We have also changed the height of piston blocks from 2-blocks to 3-blocks. This way, pistons should have more stable performance. Another (less important) change that we made is the reduction of the missile range from 1000 meters to 800 meters.



Features
- changed the piston’s height from 2-blocks to 3-blocks. Pistons should be more stable now (your current creations will not be affected by this change)

Fixes
- default missile range has changed from 1000m to 800m
- fixed piston performance issues
- improved ship collision performance
- fixed rotor performance issues
- fixed player not being able to remotely control ship when locked via LG
- fixed stacked piston group toolbar issues
- fixed spotlight's light bit ahead of themselves and shine in only one direction
- fixed player not being able to exit remote control when second player enters the cockpit
- fixed placing block with tool in hand
- fixed wrong offset for flight seat camera
- fixed cannot control the ship after using and disabling thruster override
- fixed pistons shape is causing small ship rotation
- fixed unable to place sloped light armor blocks (texture crash)
- fixed ProjectileTrailColor tag preventing weapon mods from loading
- fixed crash when spawning in modded re-spawn ship
- fixed large bomb effect when detonating small and large warheads together
- fixed beacon HUD being visible without power
- fixed issues with pasting blueprints into the world
- fixed crash when exiting from game to menu
- fixed minor model viewer issues
- fixed broadcasting always switching ON after loading a world
- fixed jetpack flames getting into view in 3rd person
- fixed missile launcher not shooting at each crank & missile turret shoots only from center
- new programmers added to credits screen
 
The piston change is annoying. Have to redesign a lot of stuff now.

Small Gatling turrets? Why do we even have normal Gatling guns then?
 
Does this mean that missiles will only start firing at 800m, or that they will only travel 800m before pooping out?

--Patrick
 
Does this mean that missiles will only start firing at 800m, or that they will only travel 800m before pooping out?

--Patrick
I think it means 800 is the new max. Honestly, it's impossible to hit anything at that range that isn't perfectly motionless anyway.
 

GasBandit

Staff member
The piston change is annoying. Have to redesign a lot of stuff now.

Small Gatling turrets? Why do we even have normal Gatling guns then?
I don't think those are vanilla.[DOUBLEPOST=1415929349,1415929296][/DOUBLEPOST]
Does this mean that missiles will only start firing at 800m, or that they will only travel 800m before pooping out?

--Patrick
I think the old missile max range was actually closer to 2km. Now, be they turret or launcher-borne, they will explode after travelling 800m. Means you can't snipe turrets from out of turret range any more.

Dancing around at 800m to exhaust their ammo still works, though.
 
I think the old missile max range was actually closer to 2km. Now, be they turret or launcher-borne, they will explode after travelling 800m. Means you can't snipe turrets from out of turret range any more.

Dancing around at 800m to exhaust their ammo still works, though.
True. The only thing this does is make it impossible to take out a defense network without alerting it or using a full on torpedo. This makes base defense much easier in multi-player now, as you can at least be assured the other guy has to at least work for it.

Expect to see large, armored decoys to become a much more important tactic after this.
 
Huh. Never considered firing a refinery... that NATURALLY explodes. Plus is won't go boom when deactivated by turrets. Would a flash furnace do the job? It'd be cheaper to build
 

GasBandit

Staff member
Huh. Never considered firing a refinery... that NATURALLY explodes. Plus is won't go boom when deactivated by turrets. Would a flash furnace do the job? It'd be cheaper to build
I don't think so, but I've never tested it.

I immediately monetized that video, incidentally, on upload. Reddit's got me 1200 hits so far... I'll be curious to see what the result is, when the figures come back on monday. Might be a lot of people with adblock on reddit tho. heh.[DOUBLEPOST=1415998369,1415998309][/DOUBLEPOST]
Holy shit that accent! So...terrible.
That Nino guy who commented on the video has a genuine eastern european accent (I've been in the server's teamspeak with him), and he seemed to like the accent ;)
 
So basically, what you want to do is build out the first component on your torpedo, but don't finish it beyond the initial steel plates.
 

GasBandit

Staff member
Summary
This is the fourth update mainly focused on bugfixing. Besides this, we have also implemented sound modding for weapons and the option to attach or detach the top rotor part (this way players can build small rotor top on large rotor base)



Features
- weapon sound modding
- added rotor top part with possibility to attach/detach
- improved simulation speed in various scenarios
- improved sensor performance
- improved performance of lights
- improved floating objects performance
- improved performance for meteorite storms

Fixes
- fixed crash during remote control
- fixed marker visible in another world
- fixed camera issue no longer displaying the custom name of camera
- fixed crash when finishing assembler in survival
- fixed small ship beacon is too shiny
- fixed lights which are disconnected from grid are still shining
- fixed crash in camera control
- fixed crash when splitting grid
- fixed visibility of beacon (minor fix)
- fixed stator/rotor attraction
- fixed pressing 'Y' when in cargo ships cockpit disables movement control
- fixed remote control is disabled after connectors are disconnected
- fixed mirroring of arc furnace
- fixed message is incorrect when siting in cockpit on station
- fixed missile launcher aims incorrectly
- fixed missile launcher not shooting at each crank & missile turret shoots only from center
- fixed re-loadable rocket launcher: no "Reloading" message
- fixed a possibility to drill a ship preview during copy/paste

Important note:
Due to some recent updates, Space Engineers may ask you again to allow it in Windows firewall. In case it does not pop-up automatically and you experience connection issues, please add the firewall exception manually.
 
The rotor thing is nifty, but it's still a no go until they fix multiplayer stability. That said, I could totally see using it to jettison stuff at pursuers or to just lower weight when you need to book it... plus it makes attaching small ship parts to big ships WAY easier now.
 

GasBandit

Staff member
The rotor thing is nifty, but it's still a no go until they fix multiplayer stability. That said, I could totally see using it to jettison stuff at pursuers or to just lower weight when you need to book it... plus it makes attaching small ship parts to big ships WAY easier now.
It makes official a glitch exploit some people were using to mount large parts on small ships (Titan engines, grav gens for grav drives, etc).

But yeah, multiplayer sync is still an issue. And I notice they still haven't addressed the ammo bugs, which if you ask me, should be higher priority.
 


Features
- projector block
- option to use blueprints menu (F10) and save blueprint (Ctrl+B) in survival mode
- possibility to display pivot point of the grid (Terminal -> Info -> Show grid pivot)
- turrets are not shooting armor on friendly ships; this applies to other blocks with no ownership as well

Fixes
- fixed MWM builder resetting pivot rotation and position of models
- fixed custom gatling gun shooting itself
- fixed game crash when changing ownership as block is destroyed
- fixed thruster damage not working on cargo container
- fixed wrong collision model of antenna
- fixed crash when placing sniper turret (mod)

Projector Guide
Projector block, blueprints in survival mode:
- players can select a blueprint to project in the projector control panel
- projection can be moved around (set horizontal/vertical/forward offset and set yaw/pitch/roll)
- players can see the build progress and statistics for the projected ship/station on the projector control panel
- players are able to use the blueprint's menu (F10) and save blueprints (Ctrl+B) in survival mode

Projection:
- only one grid is supported (grids behind rotor are not projected)
- grid size of the blueprint must match the grid size of the projector (you can project large ship and station blueprints only from the large projector block. Small projector block can project only small ship blueprints)
- projection has no physics and it is not triggering sensors
- projection is always attached and aligned to the projector grid and moves with it

Welding + Placing:
When starting a ship from scratch, make sure to align the hologram to the projector and start adding blocks that are next to the projector (or to blocks connected to the projector). Blocks that will be valid for construction will be highlighted. You can also check the info panel of the projector for any warnings.
- projected blocks can be placed/welded when projected block is in range of a welder
- only blocks neighboring with existing blocks can be placed
- when the projected block is colliding with anything else, it cannot be placed
- it's possible to project a blueprint on any existing ship, to repair/rebuild it

Projector orientation:
Upper side (marked with +):


Front side (marked with |):


Note: The projectors do not support blueprints with rotors and pistons at the moment. In case they are used, the projector selects the larges grid and projects only that one. We will continue to work on the projector block - as usual with every new block, this is just the first iteration and work in progress. Thanks for your understanding and for your help!

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My thoughts? Gas is going to be VERY happy we have blueprints for survival, as well as a visual device for constructing them. This is going to be nasty as hell in that big ass ship they have... just put a projector a few blocks away from the torpedo assembly and you can basically launch torpedoes as fast as you can fire them.
 

GasBandit

Staff member
Doh. It sounded nice, but naturally, projectors in survival multiplayer dedicated server are completely borking the servers.

Also doors are broken >_<

And there's been a major performance hit.

Gaagghh
 


Features
- projector improvements
- assembler improvements
- mwm viewer improvements
- added the single item disassemble option for assembler
- projector now remembers last projected blueprint when turned OFF and ON again*
*Important Note: projector will not remember ON/OFF action on already projected blueprints, you will have to project them again and it will work without problems

Fixes
- mwm viewer fixes
- fixed issue with landing gears being ripped off
- fixed confusing disassemble for assembler - assembler now disassembles only items in its own inventory
- fixed issue when assembler icon was red even when there is enough material in conveyor system to assemble the item
- fixed assembler showing blocks for disassemble instead of components
- fixed inventory filter is not closing when pressing 'X'
- fixed projected block does not keep options
- fixed projected blueprints don't keep groups
- fixed projector projecting when it’s off

Warning: Avast and possibly other anti-virus software could mark file SpaceEngineersDedicated.exe as a malware containing "Win32:Evo-gen" infection. This may happen during Steam download of this new update. This is just a false-positive, please mark this file as an exception to continue the update.

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Well that makes transporting small mining ships easier at least.
 

GasBandit

Staff member
It's a bug fix for multiplayer... which in Space Engineers means that they fixed this, but broke 3 other things.
It also usually takes them 3 "we fixed this" for "this" to actually get fixed... and by "fixed" I mean working somewhat better but still prone to explosion/malfunction.
 
The fundamental issue at hand for this is that they refuse to allow small grids to merge with large ones. If landing on a ship merged the ship with the grid it was landing on, there would be no issues with docking in multiplayer, period. Just make all merge and connection blocks do this and then allow them to act as a point of separation and you are fine.
 

GasBandit

Staff member
The fundamental issue at hand for this is that they refuse to allow small grids to merge with large ones. If landing on a ship merged the ship with the grid it was landing on, there would be no issues with docking in multiplayer, period. Just make all merge and connection blocks do this and then allow them to act as a point of separation and you are fine.
Even large-to-large landing gear links had the problem. The underlying cause is bad netcode - unoccupied entities whose positional updates are calculated serverside desynchronizing with occupied entities whose positional updates are calculated clientside, and the physics engine trying to cope with the stresses of two "attached" items instantaneously moving in relation to each other causing explosions and whatnot. The same problem applies not only to landing gears, but connectors as well.

Merge blocks don't have the problem because they make two entities become one entity. That would open up a whole 'nother batch of problems if landing gears acted to merge entities.
 

GasBandit

Staff member
Projectors work on dedicated servers now.

But my server decided to do a total wipe.

WELP

Heh, in any case, toying with them, they're not the cure-all we hoped they'd be for designing something huge and convoluted in creative and then transferring it to survival. It's too easy for parts to get left out while welding. More like, it's an efficient, convenient way to build small-to-medium things in large numbers like an assembly line, or as an aid to effect repairs.
 
Projectors work on dedicated servers now.

But my server decided to do a total wipe.

WELP

Heh, in any case, toying with them, they're not the cure-all we hoped they'd be for designing something huge and convoluted in creative and then transferring it to survival. It's too easy for parts to get left out while welding. More like, it's an efficient, convenient way to build small-to-medium things in large numbers like an assembly line, or as an aid to effect repairs.
If you do it by hand, it's not so bad because you won't miss a block... but yeah, a large welder is unwieldy enough that you can miss parts and fuck yourself in the long run. I think the problem is that large scale dominates so much of the game that this isn't really helping as intended... if small ship mining was more effective, this would be great.

How is the small ship improved docking? Is it doing ANYTHING at all or are ships still colliding because of calculation speed issues?
 

GasBandit

Staff member
If you do it by hand, it's not so bad because you won't miss a block... but yeah, a large welder is unwieldy enough that you can miss parts and fuck yourself in the long run. I think the problem is that large scale dominates so much of the game that this isn't really helping as intended... if small ship mining was more effective, this would be great.

How is the small ship improved docking? Is it doing ANYTHING at all or are ships still colliding because of calculation speed issues?
Haven't tested.

And welding by hand is the pits.
 

GasBandit

Staff member
Oh yeah, thursday was patch day.


Summary
The sound block has been added - it can reproduce predefined sounds such as alarm, siren for announcements, etc. Also, we have replaced the old Skybox with a brand new one! This change has been made as a part of the preparations for the future updates that Marek has mentioned on his latest blog post about exploration and super large worlds.




Modding Guide for sound block: http://steamcommunity.com/sharedfiles/filedetails/?id=354444565

Features
- sound block
- new skybox

Fixes
- fixed projector loses orientation after power loss
- fixed issue with cooperating assemblers resetting build progress on master assembler
- fixed issue with antennas that were set OFF were working after loading
- fixed timers, cockpits and other blocks which could not be welded in projection
- fixed crash caused by same object being added twice
- fixed crash when saving in remote control or camera and reloading the game

EDIT:
Update 01.060.018

- fixed issues with missing asteroids when staring new game

Update 01.060.019
- fixed issues with invisible asteroids for clients

EDIT 12/12/2014:
Update 01.060.022
- fixed crash when opening cargo inventory
- fixed crash when downloading mods
- fixed crash with sound block

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There's been FIVE hotfixes since, and the server I play on still crashes like crazy.
 
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