For a complete list of all changes in one list, see Complete Change Log.
Hello, Engineers! This week’s minor update release contains more crash fixes and general improvements as the team continues work towards the next major release. We are also happy to announce that we are releasing an updated 3D model obj exporter today that will work with the latest version of the game (CTRL+ALT+E). This will allow you to create 3D prints of your creations and upload them to sites like Sketchfab, opening up many new ways to share what you build in Space Engineers. You can even add a Sketchfab model to the Steam Workshop page of a creation, providing an interactive preview to other players before they use it in-game.
For today’s work in progress section I would like to talk about the status of improved rotors and pistons in multiplayer. The VRAGE engine team are working tirelessly on this and have made significant advancements. Here is Bruce LeedleLeedleLee’s Arx Heavy Battletank which features working tracks. It also happens to be a vehicle the programmers are using for testing both sync and performance.
As you can see, it’s an impressive and incredibly fascinating build which can move at surprisingly high speeds. While it works OK in singleplayer, there are numerous desync issues with it in the current multiplayer implementation. However; the team have now actually managed to get this working in multiplayer on one of our internal prototype builds with minimal desync. You can look forward to hearing more about this and similar improvements in the coming weeks.
In other news, next Monday we will be streaming at 7PM CEST on the Keen Community Network over on Twitch. The first segment will be with Deepflame looking at Medieval Engineers and it’s upcoming major release which includes a shovel tool and a UI redesign. Later in the stream, there will be a Q&A session with Marek and other members of the KeenSWH team.
- fixed crash while joining dedicated server
- fixed crash while turret is looking for target
- fixed rotors can not be detached on dedicated server
- fixed 3D export function
Hello, Engineers! This week’s update is another minor release that contains crash fixes and smaller improvements as the team continues work towards the next major release. Good news - we managed to improve AMD compatibility and fix flickering shadows issues.
Just in case you missed the stream earlier this week, we discussed more about the performance optimizations currently being worked on. Here’s an example of one of the worlds being used as a benchmark to analyze sim speed.
It’s a simple scenario with 16 red ships and 16 simulated players which are all moving at a speed of 20m/s. This is running on a system with an i5 processor, 8GB of RAM and an GTX 750TI.
Without the optimizations, this scenario would run with a sim speed of around .5 and would take 33ms to update rigid bodies. After the optimizations were made, the exact same scenario was running at close to .9 sim speed and was only taking 8ms to update rigid bodies. This is just one of many performance optimizations being worked on. We’re also working to make the 3rd person camera function better with creations that have subs-grids so there’s less snapping to 1st person when rotating the camera around the main grid.
Lastly, next Monday we will be streaming as usual at 7PM CEST on the Keen Community Network over on Twitch. During this stream, we will be speaking with Marek and Olga about GoodAI as well as the General AI Challenge, and discussing how these projects have been progressing over the last couple of months.
- improved AMD compatibility
- fixed flickering shadows
- fixed crash when pressing Games tab on server list
- fixed crash in MP when moving items around inventory
- fixed crashes connected to parallelization
Hello, Engineers! This week’s update is a minor release that contains some smaller improvements as the team starts work towards the next major release once again. You should notice that because the last update was major, we created the ability to rollback to the most updated version of the previous major update 1.179 via the BETAS tab in Steam. One of the notable things in the works at the moment is higher quality and optimised tree LODs which will allow for denser forests while at the same time having higher frames per second on planets.
The programmers are pursuing various slowdowns and performance drops in multiplayer while also working on optimising rendering performance and improving the visuals and lighting in the game. These tasks in particular are massively time-consuming and complicated, especially as we are developing our engine in-house on top of programming the game itself. But we really appreciate your continued support and patience as we work on these areas.
Lastly, next Monday we will be streaming at 7PM CEST on the Keen Community Network over on Twitch. The first segment will be with Deepflame looking at Medieval Engineers and the game’s upcoming major release and then there will be a Q&A session with Marek and other members of the team here at KeenSWH.
- fixed batteries and solar panels
- fixed crash while spawning modded asteroid
- fixed object states not updating when destroyed in multiplayer
- fixed tools working at the same speed
- fixed corrupted world file when using illegal characters for world name
- fixed incorrect position of personal light after dying and respawning
- fixed problems with selected blocks when player is dead
- fixed ship grinder flare being too bright
Hello, Engineers! Today we have the game’s next major update for you. This means that we have more significant features in the update on top of a bunch of fixes and improvements.
To start with, we have the new in-game server browser created by Rexxar. We’ve heard your feedback on the server browser over the last two years, and it has been completely redesigned. It is much faster than before, and contains many new features. There is now a loading wheel to indicate when the browser is downloading data from Steam. The search box has been moved to the top, and includes new advanced search features, which let you filter servers by world settings, mods, ping, and much more. There is a direct connect feature which allows you to connect to a server directly by IP address or host name (e.g. keenswh.com:27016)
You can also get complete details of a server before you join by selecting the server details button. This shows you all world settings, all mods, and all players currently online. For server admins, there is a new description box in the server config utility which lets you enter a description of your server that will be shown to users in this screen before they join.
There are also newly updated 3rd person character animations releasing this week that you will notice when using tools or weapons. The engineer will now hold them in a much more natural position than before!
- New in-game Server Browser
- Updated Character animations
- Spaceballs now have the option to be hidden in the Control Panel
- fixed crash when pasting blueprint with rotors into voxel
- fixed crash when repairing turret
- fixed crash at at Sandbox.Game.World.MySession.InvokeDelayedTasks
- fixed Welder radius
- fixed client-side Battery ghost power drain (battery won't refresh its state until reconnecting)
- fixed MyVoxelOperationsSessionComponent causing huge lags, freezing the entire PC for several seconds at a time
- fixed missing LOD textures displaying purple models
- fixed issue when uranium was not being consumed while sitting in the cockpit
- fixed scrolling issues in the G-screen
- fixed personal light not working properly
- fixed issue when player was sliding during mining
- fixed thrusters not doing damage to other blocks
- fixed issue where hand gets twisted while switching from block to rifle
- fixed particle effects not moving alongside with the ship
- fixed wrong calculation of mass
- fixed Armor Corner 2x1x1 and Light Armor Slope 2x1x1 models (base was sometimes transparent)
- fixed increasing production issues
- fixed wrong preview of copied non-functional blocks
- fixed issue when last removed gyroscope was still consuming power
- fixed Corner LCD's being upside down
- fixed green highlights in the campaign
- fixed issue when objects were still burning even after grinding them down a bit
- fixed freezing video in main menu background
- fixed randomized loot for drones and encounters
- fixed mountpoints for Large Cockpit
- fixed not being able to turn on the SHOOT option for turrets
- fixed old workshop campaigns (pre-scripting) no longer showing up in in-game workshop
- fixed Air Vent emissivity issues
- fixed small grid Rocket Launcher conveyor port
- fixed IndexOutOfRangeException in MyOreDetectorComponent
- fixed increasing production queue using ctrl + shift combination
- fixed Turrets targeting meteors only with moving objects option turned on
- fixed getting stuck in the campaign when canceling the loading of the next mission
- fixed inconsistency in spawning on planet Easy Start scenarios
- fixed camera issues in Campaign Mission 2
- fixed Player not being injured by explosions (Campaign, Mission 4)
- tweaked the flare effects
- fixed bright foot dust on Mars
- fixed issues with HUD modding
Hello, Engineers! Today’s patch is another minor release, bringing some more smaller improvements as the team continues work towards the next major release. This includes a significant fix for ship dampeners so now, ships with multiple types of thrusters will no longer slowly fall in planetary gravity. Additionally, we resolved an issue players were experiencing with ships not being affected by gravity at all which meant they would fly on planets as if they were in space. Coming up in the next major update, we will have a new in-game server browser for you which has a ton of new features, search filters and performance improvements. Some notable features include the ability to connect to a server via an IP address and search for servers which are using your preferred settings and mods. The list of servers will also load much faster with the new browser. But rest assured that lots of work is still going into optimizing the game’s performance and multiplayer with a number of stress tests taking place in the last week which have allowed our programmers to analyze and track down the causes of performance drops.
Lastly, next Monday we will be streaming at 7PM CEST on the Keen Community Network over on Twitch. Once again, we’ll be joined by Marek and the producer of Space Engineers, Petr Minarik, where among various topics, we will be discussing the future of the game and what the team here at KeenSWH has been up to.
- Fixed grids slowly falling in gravity when their dampeners were on
- Fixed grids having wrong gravity and mass setting in some cases when they undocked from a voxel
- Update 01.179.1
- Update 01.179.0
- Update 01.178.3
- Update 01.178
- Update 01.177
- Update 01.176
- Update 01.175
- Update 01.174
- Update 01.173
- Update 01.172 Stable
- Update 01.172 DEV
- Update 01.172
- Update 01.171
- Update 01.170
- Update 01.169
- Update 01.168
- Update 01.167
- Update 01.166
- Update 01.165
- Update 01.164
- Update 01.163
- Update 01.162
- Update 01.161
- Update 01.160
- Update 01.159
- Update 01.158
- Update 01.157 Stable
- Update 01.157 DEV
- Update 01.156
- Update 01.155
- Update 01.154
- Update 01.153 DEV
- Update 01.152
- Update 01.151
- Update 01.150
- Update 01.149 Stable
- Update 01.149 DEV
- Update 01.148
- Update 01.147
- Update 01.146
- Update 01.145
- Update 01.144 Stable
- Update 01.144 DEV
- Update 01.143
- Update 01.142
- Update 01.141
- Update 01.140 Stable
- Update 01.140 DEV
- Update 01.139
- Update 01.138
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