Complete Change Log

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Contents


Current Version

Update 1.185.0: Major Physics Overhaul

Major Button.png 17 November 2017 Forum Post

Summary

With today’s major update we are releasing a large overhaul to the physics in Space Engineers. The update is primarily focusing on pistons, rotors, landing gears, and grid deformations. These mechanics have been a top priority for the SE team during the last year - to have these things be as robust, stable, and intuitive as possible. The game’s physics are now more stable and creations shouldn't break, explode or do uncontrollable things under normal conditions with default settings. You can read about the changes to physics in great technical detail on Marek Rosa’s blog: http://blog.marekrosa.org/2017/11/physics.html

Additionally, the Mod API and Programmable Block API has received some massive updates in this release so be sure to check it out if you are a modder or a scripter!

Features

  • new physical overhaul for pistons and rotor blocks
  • new deformation optimizations for armor blocks
  • asynchronous grids and voxels streaming on server: fixing server lagging while connecting new clients
  • added new check box in advanced settings for enabling Sub-grid damage (enabling or disabling sub-grids damaging main grid)
  • added new check box in advanced settings for enabling Turret Friendly Damage (friendly fire for turrets on/off)
  • added new warning for worlds with „Unsafe Grids"
  • increased Laser Antenna range to 200 km (making planet to moon communication possible)
  • major changes to the ModApi
  • changed tree LOD
  • ModAPI changes and guides: https://forum.keenswh.com/threads/modapi-and-pb-api-changes-nov-2017.7398158/

Art

  • tweaked Drill block texture on lower and medium settings
  • improved lodding for Armor
  • fixed Digital Camo skin not having emissive boots

Fixes

  • fixed Steam achievements
  • fixed crash when extending piston with a rotor on a fast moving grid
  • fixed crash when a piston head breaks on DS
  • fixed crash when disconnection antenna from a grid with a solar panel
  • fixed crash when merging or unmerging grids on a moving grid
  • fixed corner case crash when teleporting over large distance on DS
  • fixed corner case crash when attempting to join a friends game
  • fixed sim speed drop with large amount of blocks in constant velocity
  • fixed sim speed drop when shooting grids on DS
  • fixed sim speed drop when placing large amount of Sliding Doors
  • fixed memory leak when taking screenshot
  • fixed that attaching sub-grid to ships on planets makes them fall
  • fixed multiple issues with piston and piston heads causing clang on static or moving ships
  • fixed issues with rotor and piston heads were desynchronizing when attached to a fast moving grid
  • fixed piston clipping through grids when trying to push them away
  • fixed being able to place blocks inside of piston extended parts
  • fixed issue with shaking ships when rotors and pistons are unlocked
  • fixed issue with disappearing static pistons when connected with another piston and extended
  • fixed merge blocks not merging properly when attached to a grid on a rotor
  • fixed issue with multiple merge blocks attempting to merge with another grid using multiple pistons
  • fixed issue with merge block phasing through another merge block when on a extended piston
  • fixed being able to alter unclamped values in saves and blueprint files
  • fixed scripts being able to change ore types in cargo containers
  • fixed issues with blueprints from workshop not being pasted properly or at all
  • fixed shaking off ship after using Jump drive on DS with two players
  • fixed Gatling Gun block not doing any damage on DS
  • fixed invulnerability not working on DS
  • fixed disappearing items when using conveyor belts on DS
  • fixed stuttering on DS each 10 km when flying
  • fixed phasing through voxel material with LG
  • fixed LG making block invulnerable to thruster damage
  • fixed rotor „add rotor head/wheel“ exploit for steel plates
  • fixed issue with mirroring half-blocks
  • fixed issue with moving platform moves without moving the player
  • fixed fighter cockpit having clipping issue with the player model when accelerating
  • fixed model exporter
  • fixed issues with sensor

Fixes from player reports

  • fixed crash for modded blocks with custom GUI controls
  • fixed crash when building block through PB and Projector
  • fixed corner case crash when exiting the game
  • fixed desync issue on DS when using spectator camera
  • fixed Oxygen bottles not syncing on DS
  • fixed deformable blocks disappearing or being invulnerable
  • fixed shaking and clang issue with pistons and rotors for mods that go over 100 m/s limit
  • fixed unmerging causing rotor head to disconnect from rotor
  • fixed piston shaking when too much strain is put on it
  • fixed piston sound not stopping after being extended
  • fixed gatling gun block being able to shoot itself in certain cases
  • fixed scripts being unable to access blocks connected via rotors and pistons
  • fixed script compiler not handling sub folders properly when uploading to the Steam Workshop
  • fixed AI for Spiders not engaging when spawned via script

Hotfix 1.185.014

  • fixed crash when pasting pistons
  • fixed crash when mining

Hotfix 1.185.015

  • fixed sim speed issue caused by mass query on larger grids

Hotfix 1.185.016

  • fixed crash when ship collides/explodes
  • fixed crash when adding actions for Impulse Axis/NonAxis
  • fixed crash with Phoenix Laser Drill mod

Hotfix 1.185.017

  • fixed crash caused by wrong connector behavior


Previous Versions

Update 1.185: Major Physics Overhaul

Update 1.185

Update 1.184.8: Beta Improvements

Minor Button.png 9 November 2017 Forum Post

Summary

Hello, Engineers! We are getting extremely close to the next major release with the team reviewing the last few remaining details before we can let it loose on the community. We truly appreciate your patience with us as we prepare this update as we really want it to blow your minds!

This week's update contains sorting options for the blueprints screen and a selection of fixes for issues reported by players. These issues now resolved include a crash when spawning on dedicated servers, strange behavior when shooting a rifle on a moving grid and missing mountpoints on advanced rotor blocks.

Update 1.184.8.jpg

Important note for modders and scripters!

The API overhaul is nearly done, and we think you'll be excited by all the changes! Some modders were given a preview and preliminary feedback was very encouraging. However, some changes will break existing scripts! Rexxar has posted a comprehensive list of all API changes coming in the next major update, including breaking changes, and some tips on how to get your mods and scripts ready for the new API. Check out the forum post here: https://forum.keenswh.com/threads/7398158

Features

  • sorting options in blueprints screen

Fixes

  • fixed crash when spawning on DS
  • fixed shooting from rifle while on a moving grid
  • fixed wolf attack range
  • fixed wolf particles when using grinder on them
  • fixed cockpit not highlighting properly
  • fixed issue with missing advanced rotor mountpoints
  • fixed projectile hit sound not playing properly
  • fixed gatling gun sound playing constantly when using SHOOT ONCE option

Hotfix 1.184.801

  • fixed random crashes

Update 1.184.7: Beta Improvements

Minor Button.png 2 November 2017 Forum Post

Summary

Hello, Engineers! The team continues to mainly focus on the next major release but in today's update we still have some nice improvements for you. Character backpacks, which could decrease the performance on highly populated servers, can now be removed from the world via the "Remove Floating Objects" function in the Space Master screen.
Due to the feedback received from last week's update, we decided to tweak thruster damage so now the "damage shape" strictly follows the visual representation of the thruster flame.
Additionally, the in-game Chinese translation was updated and other minor issues and crashes were resolved.

Update 1.184.7.jpg

Fixes

  • tweaked thruster damage area/range: damage shape now strictly follows visual representation of thruster flame
  • Backpacks can be now removed by Remove floating objects function in space master screen
  • fixed issue with inventory desync when moving items (wrong items position)
  • fixed crash when unplugging USB headset
  • increased maximum number of CPU particles/billboards
  • fixed held items not dropping on death on DS
  • fixed unfinished Cryo Chamber draining power
  • fixed flickering background screen in Character scene
  • fixed scrolling issue in LCDs
  • updated Chinese translation

Rexxar's Dev Blog

Hey guys, given the amount of discussion about thruster damage, I thought this would be a good time to explain what exactly has been going on.
The original problem was that thruster damage simply didn't work in lots of cases. It ignored some kinds of blocks, certain configurations disabled damage on the entire grid, it didn't work on servers, on and on. On top of that, the damage volume was a cylinder implemented in a bad way, which was taking a lot more CPU time than it really should have.

Over the past few weeks, we've been working on rewriting the thruster damage system from scratch. The result is that the damage system actually works. Instead of a cylinder, we used a rectangular bounding box for the damage volume. This is because our engine is designed with several very fast methods to get entities which intersect a bounding box. However, the box only checked for the entire cube volume of blocks, instead of physics intersections, which caused it to behave unexpectedly.
So we have a new solution which combines the best of both worlds. It uses the bounding box to get a rough list of entities, then a capsule shape to check for physics intersections. This isn't as performance friendly as just the box, but it's better than the original solution. The cost of the physics check is a tradeoff to make it behave realistically, but it's well worth it.

The end result is thruster damage with the same volume as before, but performs better and actually works.
We really do appreciate all the feedback you've given us over the last week :)

Update 1.184.6: Skin Crafting & Ghost Skin

Minor Button.png 26 October 2017 Forum Post

Summary

Hello, Engineers! Today’s update comes with an exciting new addition - the Skin Recycler! With this, you can recycle your unwanted or duplicate skins and upgrade them to a new Badger skin! The recycler will give you recycle tokens for your old skin pieces, which you can trade in for new items of your choice. All of this is done in the character customization screen.

Space Engineer's fourth anniversary was this Sunday, and there's been a lot of speculation and excitement about it. However, today's update is not the anniversary update. We have been working very hard on the next major update which was originally scheduled to release today, but we decided to delay it for a few more weeks to give our team more time to perfect all the changes. This next update is seriously exciting, with some pretty huge changes. We want to make sure it's as good as it can possibly be before we release it, so please stay patient and start up the major update hype train :)

Another notable announcement is that for a limited time only you will be able to pick up a spooky new Halloween themed skin set for your Engineer. The Ghost skin will be available throughout the next week on the Steam Marketplace until the next update drops. If you’re interested, please see the link below. The funds raised from this will go back into development, speeding up the progress of our internal roadmap and helping to expand the talent in our team.

Ghost skin: http://store.steampowered.com/itemstore/244850

What is new

  • added Halloween skin
  • added recycle and craft feature

Improvements

  • reworked thruster damage

Now all blocks in thruster range are damaged at the same time. Thruster damage area is no longer cylinder but it is rectangular (faster computation, slightly larger volume of effect).

Important Fixes

  • optimized performance issues related to particles
  • fixed sim speed drop when cargo ship spawns
  • fixed inventory desync (wrong values) when reconnecting during converting Ore into Ingot

Other Fixes

  • fixed issue with friendly and faction players are flagged as enemies
  • fixed components requirements for half block in Survival
  • fixed LODs for half blocks
  • fixed issue with projector not working properly with merge block
  • fixed modded LG not working when welded
  • fixed issue with modded turrets not stopping to fire
  • fixed collisions of modded advanced doors
  • fixed custom animations for cockpits
  • fixed tree reappearing after reload
  • fixed thruster damage not working on DS
  • fixed jump drive issue that it was able to jump farther than indicated
  • removed delay of camera from forced first person view
  • fixed sound block not working correctly in realistic sound mode

Modding Fixes

  • fixed gamelogic components not being removed from entities in some cases
  • fixed modded blocks can't load textures when 'models' appears in path
  • whitelist some Types from MyObjectBuilder_CubeBuilderDefinition
  • fixed modded ammo can go backward
  • fixed adding players to factions does not work correctly

Rexxar's Dev Blog

Hi everyone! This week I worked on some more projector issues. There were two issues relating to the projection not updating correctly.

The first issue was that when the projector was turned on and off rapidly, the projection would be stuck showing all blocks as buildable for a few seconds. This was a side effect of the parallelization of the projector that I did earlier this year. The problem was that when projections are first spawned, they show as 100% buildable, and since the projector only tries to update the projection every few seconds, it just stays like that until the worker thread notices something has changed. The solution was pretty simple, just hide the entire projection on first spawn, then force the worker thread to start processing the new projection as soon as possible. Additionally, projections now disappear as soon as you turn off the block, instead of sticking for a few milliseconds. The overall effect is a lot smoother now.

The second problem was trickier, and players to make automatic weapon factories may have noticed it. When a projection's only attachment point is a merge block, sometimes the projected merge block shows as buildable or not buildable depending on whether it's 'real' partner on the other grid is enabled. This is because when a merge block is disabled, the mount point on the front is also disabled. So you could get into a situation where the projected block looks like it's buildable, but isn't. I had to create a new event for merge blocks to alert other code when the mount point changes, then when the projector detects this event, it very politely asks its worker thread to update the projection immediately.

Hotfix 1.184.602

  • fixed Jump drive on DS
  • fixed Nanite Control Factory game crash
  • fixed Industrial Cockpits game crash

Hotfix 1.184.603

  • fixed crash when starting the game

Update 1.184.5: Beta Improvements

Minor Button.png 19 October 2017 Forum Post

Summary

Hello engineers! We’ve heard your feedback for the last few minor updates, and since so many of you are missing the weekly update videos, we’ve decided to post some new, different content! This week we have the first video in a series we’re calling Catchin’ Clang. In this series, everyone’s favorite developer, Rexxar, will give you a behind the scenes look at the process of finding and fixing bugs in Space Engineers!

Additionally, Rexxar will start providing a sort of mini dev blog on minor updates talking about one or two features or fixes in the update.

We hope you will enjoy this new style of update post, please let us know what you think!

An important note for modders and ingame scripters! We’re planning some large changes to the APIs, and we need your help! If you have any issues with the API, or any feature requests, please post in these forum threads!

https://forum.keenswh.com/threads/modapi-issues.7397671/

https://forum.keenswh.com/threads/ingame-api-issues.7397673/

Some of these changes will break the API, but we will give you more information about these changes as soon as we can, so you can get your mods ready to go before the update comes out. Stay tuned!

Dev Blog:

One of the issues I worked on this week was a mysterious crash that happened when downloading mods. We received a few reports of this through our crash log reporter, and since I have been working on the mod download code recently, the ticket was put on my desk.

I looked into the section of code reported by the crash log, and couldn’t find anything that would produce the error. So I looked closer at the log, and noticed a ton of errors indicating that the user somehow lost connection to Steam at exactly the wrong time, which was resulting in some sort of corrupted state causing invalid data to be fed into the code.

I eventually managed to reproduce the problem by disconnecting my ethernet cable at exactly the right moment :D I found some unsafe code and rewrote it to not crash if given invalid input. The code is also now slightly faster as a result, so loading mods should take a little less time.

Fixes

  • fixed crash in Steam Service when exiting game
  • fixed crash with loading multiple modded blocks
  • fixed crash with LCD modded blocks being dragged into the toolbar
  • fixed atmospheric thrusters turbines being displaced when moving
  • fixed scrollbar not updating properly in entity list
  • fixed bad highlighting on arc furnance block
  • fixed button panel LOD making it invisible
  • fixed battery recharching in unbuilt state

Update 1.184.4: Beta Improvements

Minor Button.png 12 October 2017 Forum Post

Summary

Hello, Engineers! Today's minor release comes with a sizeable batch of general improvements. The team has been working hard on both fixes and features of upcoming updates and are looking forward to seeing in the hands of our players. Issues fixed in this week's update include the dampeners HUD icon showing the incorrect state, controls being inverted when two players pilot a single grid and inventory scrolling not working properly. Additionally there's more sound improvements. For example, you will notice a new sound when walking with activated magnetic boots and footstep sounds should now be in sync with animation.

Also, changing the UI Opacity will no longer make text in the control panel unreadable.

Fixes

  • fixed players being unable to spawn on Rival Platform scenario
  • fixed turned off projector displaying a projection after removing a block
  • fixed Easy Start Space miner exploding when editing its grid
  • fixed controls getting inverted with two players piloting grid
  • fixed scrolling inventory not working properly
  • fixed shaking off camera when shooting and in spec. camera
  • fixed issue with modded LCD Textures shown as Blank
  • fixed emissivity issues on skins
  • fixed faulty Sensor block showing negative number on range sliders
  • fixed wrong mount point on Corner LCD flat block
  • changed design for Stairs model block
  • fixed issue with dampener icon no displaying the correct state
  • fixed UI Opacity making texts in control panel unreadable
  • fixed out of sync footsteps
  • fixed no start/idle/moving sounds playing for ships
  • fixed ship Drill sounds not playing when turned on
  • fixed deconstructing blocks playing constructing block sounds
  • changed sound when walking with magnetic boots
  • fixed Airtight hangar doors playing the wrong footstep sound cue

Hotfix 1.184.401

  • Fixed big sim speed drop when building

Update 1.184.3: Beta Improvements

Minor Button.png 5 October 2017 Forum Post

Summary

Hello, Engineers! This week's minor release comes with some important general improvements. Issues fixed include a number of audio issues like wheel sounds playing even when a vehicle is not moving and choking sounds being heard by all players. Also, the Doppler Effect should now be heard correctly through your sound device of choice. Additionally, there’s some modding improvements; mods can now use WAV format audio instead of WXM.

Also, the game will now pause when you open the steam overlay, and will properly ignore keyboard input while the overlay is open.

Behind the scenes, the team is busy working towards some exciting major updates for the game as we approach the fourth year anniversary of Space Engineers. Stay tuned...

Fixes

  • fixed crash when players were attempting to render and fast moving ship with respawn station
  • fixed crash when modifying their save .sbc files and attempting to go into setting in-game
  • fixed crash when certain Mech blueprints being destroyed would cause crash
  • removed certain ships from random encounters that cause sim speed drop
  • changed the large tube component model size
  • fixed loading screen background not scaling properly for all resolutions
  • fixed ESC button being registered when entering the steam overlay
  • fixed hitbox on astronaut being larger than intended
  • fixed GPS staying after looting the body before changing to a backpack
  • fixed blocks staying selected on DS when entering cockpit
  • fixed doppler effect not working for audio
  • fixed odd behavior for audio of first gatling shot not respecting distance
  • fixed grinder sound playing after grinding down block
  • fixed choking sounds being heard by all players
  • fixed wheel sounds playing despite the vehicle not moving
  • fixed audio files not being located for modded blocks

Update 1.184.2: Beta Improvements

Minor Button.png 28 September 2017 Forum Post

Summary

Hello, Engineers! This week's minor release brings you a significant round of fixes and improvements. Numerous fixes for the UI are included in the update and downloading mods should no longer fail when loading into a new world. Direct connect now allows DNS as well as IP address to join multiplayer games. Also, headphone users will be happy to hear that we fixed the volume of hangar door sound effects!

In other news, the submission deadline for the screenshot competition is nearing (October 1st) so you have the weekend to make sure you've created and sent in your entries. For more infomation:

http://blog.marekrosa.org/2017/09/screenshot-loading-screen-competition_14.html

And I'd tell you a joke about space, but... its too, out of this world!

Fixes

  • fixed crash with rotation shortcut CTRL
  • direct join now allows for DNS instead of IP address to join
  • fixed multiple UI issues
  • minor fixes to the chinese translation
  • fixed being able to build behind the Oxygen Generator block despite it being built
  • fixed suffocation sound playing while seated in cockpit with visor closed
  • fixed loudness of hangar doors when closing and opening
  • fixed wheels making sound after exiting vehicle
  • fixed sensor making clicking sounds
  • added fall off sound for rifle to 900 m instead of 40 m
  • fixed issue with turrets Reloading message appearing when it should not
  • fixed issue with stairs having some black polygons at LOD1
  • fixed issue with catwalks LODs when positioned next to each other
  • fixed drills not loading up properly in the con

Update 1.184.1: Beta Improvements

Minor Button.png 21 September 2017 Forum Post

Summary

Hello, Engineers! This weeks update brings you more fixes and improvements. There should be fewer multiplayer crashes, issues with block groups in control panel should be fixed and Remote Control functions: Take Control and Sharing now work correctly.

And for those who asked - yes, we decided to reduce the amount of videos in favor of their quality. There will be videos for major updates only. We will also keep releasing videos for new features introductions, trailers and other special events - so don't worry. :)

And a quote to end on: What do you call a loony spaceman? An astronut!

Gamepad Controls

  • added build mode toggle on left thumb button
  • fixed multiple issues with gamepad controls

Improvements

  • added new icon and texture for parachute
  • parachute model reworked

Fixes

  • fixed game crash when server sends requests to client for synchronization of objects that are not there anymore
  • fixed game freeze when removing block
  • fixed issues with block groups in control panel
  • fixed inability to control a Remote Control block shared with you
  • fixed problem where Take Control button was not working properly
  • fixed issue with checkboxes in Advanced Settings not saving
  • fixed GPS coordinates calculating distance from camera instead of character
  • fixed unmerging ships turned on dampeners
  • fixed issue with Timer Blocks on DS
  • fixed hidden control panels on Jump Drive block
  • fixed texture problem with block that had numerals on them
  • fixed texture on small programmable block

Surprise Update 1.184.101

  • added half blocks for small grid
  • fixed issue with block groups artifacts
  • fixed rotor misalignment

Update 1.184.0: Half Armor Blocks, UI & MP Improvements

Major Button.png 14 September 2017 Forum Post

Summary

Hello, Engineers! This week’s major update brings a huge amount of improvements to the game as well as a couple of new armor blocks. The first thing you will notice when starting up the game is the changes to the main menu user interface. A lot of improvements were made as we focused on enhancing readability and usability of our interface, while removing several inconsistencies and making the screens more visually appealing. We have also added additional tooltips, reorganized the contents of several screens and added a screenshot preview to the “Load Game” menu, to help you find the right save more easily.

With this update, we are also adding 2 new armor block variations, the half block and the half sloped block. Because you wanted it! This will allow you to come up with new, interesting block combinations and give your creations some more style variety. It’s something that we know players have been wanting for some time.

Next up, antennas have been reworked in this release. The window for remotely connecting to grids has been reworked. It now shows all broadcasting grids in range and the icons showing problems work correctly. You can now connect to friendly grids if they are unowned and we fixed exploits which allowed connecting to enemy grids. In multiplayer, antenna range is no longer limited by replication range (which allows antenna signals over 3 km). This affects both the normal and laser antenna and allows remote control over greater distances while at the same time having massively improved performance.

For multiplayer, we have some more general improvements. The positions of characters are now sent relative to the nearest grid. This significantly improves walking around on a grid which is moving and rotating. We also improved what is called island replication which translates in game as there being no more infinite loading wheels and less strain on servers. Character and controlled grid movement is now stopped when the server doesn't hear from the client in some time which should prevent certain deaths caused by lag spikes. Other issues fixed include most inventory desync problems (but we are aware of more) and invisible trees for some clients on servers.

Additionally, we resolved many issues related to grass and the rendering of grass.

In other news, we will be kicking off a screenshot competition today with a number of different categories. The prizes include complete skin sets of the winner’s choice and there’s a chance that some could be added to the official loading screens. If you're interested, you can find more details about this competition in Mareks blog post.

Features

  • Antennas refactor makes them functional again on DS
  • UI Main Menu redesign
  • Light and Heavy Half Armor Blocks / Light and Heavy Half Slope Armor Blocks added
  • Grass and Tree changes that fix visual issues like grass rendering in tunnels and invisible trees

MP Improvements

  • Improvements to player positioning in-game being relative to the nearest grid making movement on moving ships
  • Changes to the inventory code that mend to most cases where players would have desynchornized inventories (there are still some cases left)
  • Character/Grid movement is stopped if the server and client disconnect/lag (in order to avoid deaths due to lag spikes)
  • Further improved loading times and island replication which was causing infinite loading

Fixes

  • fixed issue for launching DS server on W10
  • fixed rare crash with small grids colliding
  • fixed trees not being rendered properly
  • fixed invulnerable warheads when not armed
  • fixed ownership issue on Lone Survivor starting grid
  • fixed unusable control panel on a piston after merging it to a sub-grid
  • fixed issue with connectors disabling ship steering while two players are inside the ship
  • fixed issue when pasting large grid and sub grids not being pasted as a whole
  • fixed rotors in blueprints not saving their displacements
  • fixed issue with Enable Broadcast checkbox not being remember by turned off antennas when reloading
  • fixed groups in the control panel dissappearing after merging two grids
  • fixed issue with GPS coordinates not following players backpack after death
  • fixed skins de-selecting themselves when quickly swapping skins
  • fixed skins for tools not refreshing properly for other players
  • fixed issue where when refreshing the UI the search bar had to be updated to be taken into account
  • fixed issue with HUD key being applied while typing into the chat
  • fixed issue with emmissivity when repairing the MedBay
  • fixed rifle shooting effects not following the barrel
  • fixed sensor missing rear texture
  • fixed issue with block icons overlapping unto the toolbar
  • fixed Refinery or Solar Panel glitch that would trigger under certain cases
  • fixed issue LODs showing wrong emmissives for conveyor tubes

Hotfix 1.184.005

  • fixed issue with half blocks and mirroring mode
  • fixed issue for blacklist/whitelist not working
  • fixed issue where Drain All option for Sorter was not working
  • fixed emissivity issue for Sorter block
  • fixed crash when loading a world with mods
  • fixed FPS drop when pasting a blueprint
  • fixed crash in MP when placing blocks next to each other inside of a voxel
  • fixed missing checkboxes in Advanced settings
  • fixed laser antenna permitting players to use remote control on grid despite being out of range

Hotfix 1.184.006

  • fixed various crashes
  • fixed issue when downloading mods

We are currently working on following issues:

  • button Take Control doesn't work
  • sharing remote control doesn't work
  • player is unable to remove groups
  • game freeze or crash when removing the object from the group
  • etc.

Update 1.183.3: Beta Improvements

Minor Button.png 7 September 2017 Forum Post

Summary

Hello, Engineers!

This weeks update is a bit smaller than most since we are working hard in the background on goodies to share with you.

As for the fixes we have addressed multiple crashes in single player, multiplayer and certain crashes that happened when using modded blocks. The protobuffers added to the save game will further improve the loading and saving time.

We have no quote for you today but we will be very glad to see you next week.

Fixes

  • fixed multiple crashes
  • fixed objects not rendering visually on load
  • fixed cosmetics reverting when exiting cockpit
  • added protobuffers for save games

Hotfix 1.183.301

  • fixed FPS drop when pasting grid
  • fixed never-ending loading at the end of the campaign
  • fixed graphical glitch at the end of the campaign

Update 1.183.2: Beta Improvements

Minor Button.png 31 August 2017 Forum Post

Summary

Hello, Engineers! While we are fully focused on next major update, in this week's minor we are bringing bunch of fixes likes not spawning containers, small advance rotor head clipping through rotor body. This update is bringing a lot of crash fixes with various UI cases, resource distribution, copy and pasting of drones in MP and others. Perhaps the most noteworthy fix this update is concerning the visual bug for moving grids that was encountered by RYZEN and I7 users.

Unfortunately there is no video for this week (greetings to Xoc).

While we have no pun to end on this week, from Xoc, and I (I23I7) am not good at puns. Let us end on one of my favorite quotes:

"Well, the thing about a black hole - it's main distinguishing feature - is it's black. And the thing about space, the color of space, your basic space color - is it's black. So how are you supposed to see them?" - Holly

Fixes

  • fixed various crashes
  • fixed issues with containers not spawning
  • fixed visual glitch when on moving ship
  • fixed incorrect translation for Chinese version
  • fixed issue with small adv. rotor head clipping through rotor block
  • faster loading for New Game UI
  • fixed Facepalm animation is not playing
  • fixed Stairs has odd triangles on right side of steps
  • fixed a bug when you start SE it does not get focus on your screen, if you are alt tabbed

Update 1.183.1: Chinese Translation & Beta Improvements

Minor Button.png 24 August 2017 Forum Post

Summary

Hello, Engineers! This week's minor release is primarily focusing on the Chinese translation of the game, but also on other minor fixes such as parachute fixes, container spawning, block fixes and many others. During 5 month period, We have been working on Chinese translation for Space Engineers with the great help from Chinese community! Now we are happy to announce, that we have finished the translation and releasing it today.

工程师们,大家好!很高兴今天要宣布一个重大的消息:“中文版正式发布”借此机会感谢社区的一些朋友,五个月来对我们翻译工作的支持,可能翻译有些不足的地方,请大家给出宝贵的意见!另外我们还发布了降落伞,装备箱和方块的一些修复。请关注。谢谢!

Features

  • Chinese language
  • added access rights checking for block painting

Fixes

  • fixed crash while clicking join game in main menu
  • fixed a bug where ship become dynamic with locked landing gears to voxel
  • fixed character stuck in med bay after receiving item from market
  • fixed not being able to control enemy turret with admin tool "can use all terminals" activated
  • fixed gatling gun sound and particles keep looping
  • fixed LOD of Light and Heavy Round Inv. Corner blocks not displaying properly
  • fixed parachute not working with conveyor system
  • fixed parachute does not render in some cases
  • fixed a bug where more than one personal container could be spawned
  • increased spawn time of container drops to 10 - 45 minutes (this does not lower amount of items you get, there is just less empty containers)

Hotfix 1.183.101

  • fixed crash screen always in Chinese
  • fixed game crash when convert the grid to dynamic (temporary crash fix)

Hotfix 1.183.102

  • spawn time for container drops to 5–20 minutes (looking for best values)
  • fixed game crash when convert the grid to dynamic (final crash fix)

Hotfix 1.183.103

  • fixed "ghost blocks" issue when grinding or removing blocks

Update 1.183.0: Skins, Parachutes & Player Feedback

Major Button.png 17 August 2017 Forum Post

Summary

Hello, Engineers! With today's major release we are bringing you some amazing additions to the game! From now on, you will be able to personalize your engineer with a broad range of new items! We are introducing 33 customizable skin sets for your engineer, your tools and your weapons. It’s time to show off! On top of that, another brand-new block makes its debut in Space Engineers: A reloadable parachute block for both small and large grid!

Read about this update in much more detail on Marek's blog: http://blog.marekrosa.org/2017/08/skins-parachutes-player-feedback.html

We encourage you to provide us your feedback about introduced changes. We've created a new platform for players to submit feedback to the development team. The feedback.keenswh.com page provides the possibility to let your voice be heard, or to vote for an idea that the team needs to look at and consider implementing. For more instructions, click here.

This week we've also added mod profiling, which will show a warning to players when mods are running slowly and causing the game to lag. The goal of this tool is to help players understand the problems which are causing poor performance in their game. Sometimes modders aren't aware of performance issues, sometimes they are. Either way, this tool can help you identify what's causing your game to run slow and gives you a chance to report it at appropriate places. As part of this update, we were also able to implement granular, per method, profiling for mods. This will make modders life easier when debugging reported performance problems. Unfortunately, due to performance overhead the full profiler adds, it is not possible to distribute the game with it enabled. In order to enable extensive mod profiling it is necessary to recompile the game with special flags. Our modders with access to source code can already do that today. We are currently exploring various options to get this profiler to everyone, even without access to source code or need to recompile entire game, and hope to release it soon.

To help modders make their code perform better, we've improved multithreading support and prepared a guide which explains some multithreading basics: https://forum.keenswh.com/threads/parallel-modding-guide.7396636/

Features

  • added 33 astronaut and tool skin sets
  • added persistent character appearance
  • added mysterious containers in Survival mode
  • added reloadable parachute block (Special thanks to Draygo)
  • added canvas component
  • added mod profiling

Fixes

  • fixed emissivity issue with mag boots
  • fixed conversion rate for small grid O2 Generator
  • fixed GPU warning popping when FPS was above 100
  • fixed projectors not syncing with other players on DS
  • fixed issue with voxel rendering when travelling great distances
  • fixed issue where grids that were cut off acted as if still connected
  • fixed trees grinded/drilled not falling down
  • fixed issue with corrupted world prompt message
  • fixed astronauts wiggly feet
  • fixed crash when two large moving ships crashed into the same voxel
  • fixed ore detector on top of piston/rotor not working properly
  • fixed assembler being unable to pull ingots from connected cargo
  • fixed IGC leak with radio antennas
  • fixed script diagnostics (error reporting) for Mods and Programmable blocks to show correct line numbers

Hotfix 1.183.017

  • fixed joining issue

Update 1.182.3: Memory Optimizations

Minor Button.png 10 August 2017 Forum Post

Summary

Hello, Engineers! This week’s minor release is primarily focused on memory optimizations and fixing memory leaks although it does contain some more general improvements for the game as well. We are getting extremely close to our next major update with the team finalizing and testing the features that will be present in that release so stay tuned. Going back to today’s update, our programmers were able to track down various memory leaks, some of which we know have been very problematic for players recently but we appreciate your patience while these were being resolved. On top of this, they were also able to optimize memory usage in certain areas of the game during their search for leaks. But be sure to let us know if you experience any more memory leaks on your worlds and servers. Some of the other issues fixed include rotor displacement settings not working on static grids, air vents consuming power even when disabled and the rocket launcher block’s shoot toggle not functioning. Additionally, we resolved an explosive situation where it was possible to add a rotor head even if it’s spawn position was obstructed.

Please do consider leaving us a review on Steam as a way to share your feedback with the team and the worldwide gaming community. Just as a reminder, we have a Discord server set-up for the discussion of anything related to Keen Software House. This is a great place for you to share creations and ideas, but also to just hang out with fellow engineers.

Fixes

  • fixed huge texture memory leak introduced in 182 major release
  • reduced necessary texture memory to half by fixing long term issue
  • fixed long term huge grid, planet and voxel storage related leaks (multiple gigabytes per one session)
  • fixed lots of minor, game related memory leaks
  • fixed issue with certain grids exploding due to merge block
  • fixed emisivity for merge block
  • fixed rotor issue with velocity and rotation on static grids
  • fixed displacement option not working on static grids for rotors
  • fixed small head rotor having the wrong displacement values
  • fixed rocket launcher option "shoot" not working properly
  • fixed interior turrets aiming above intended target
  • fixed misplacement of bullets origin when shooting and crouching
  • fixed meteors destroying themselves on spawn
  • fixed air vent draining power when turned off

Hotfix 1.182.304

  • fixed game crash when using mods and reloading
  • fixed game crash when unloading data

Update 1.182.2: Minor Beta Improvements

Minor Button.png 4 August 2017 Forum Post

Summary

Hello, Engineers! This week’s update is minor release which of course means there’s a fresh batch of general improvements for you while the team works towards completing bigger objectives. As it wasn’t mentioned in the video a couple of weeks ago, it’s just worth highlighting the fact that we added a new cryopod interior in the major update which makes being inside one feel much more immersive now. The main issues fixed in today’s update include hangar doors injuring characters, trees sometimes being invisible for clients on dedicated servers and the model of interior turrets becoming twisted when welded. Additionally, disconnecting huge grids with merge blocks should no longer cause significant freezes to occur.

It’s been great reading everyone’s feedback from the last couple of weeks and to hear that many engineers have been experiencing greater performance on their worlds and servers. We’ve still got a lot of improvements and optimisations to come as well some surprises along the way. Please consider leaving us a review on Steam as a way to share your feedback with the team and the worldwide gaming community. Just as a reminder, we have a Discord Server set-up for the discussion of anything related to Keen Software House. This is a great place for you to share creations and ideas, but also to just hang out with fellow engineers.

Fixes

  • fixed issue with invisible trees on DS
  • fixed visual stuttering on moving ships
  • fixed door killing people while built inside of voxel
  • fixed interior turret state upon being welded
  • fixed freeze when unmerging large grids
  • fixed crash when deleting (or mining) voxel on small planet

We are also in progress of fixing memory leaks, these fixes should be part of next major update.

Update 1.182.1: Beta Improvements

Minor Button.png 27 July 2017 Forum Post

Summary

Hello, Engineers! It has been a week since our major update and we are still hard at work on the next one and fixing bugs as well.

The highlight of today's update is the advanced rotor head (small grid) and the advanced rotor part (large grid) causing clang and damaging surrounding grids. Thank you for your reports! We are still collecting a lot of useful information from you and fixing as many issues as we can. Enjoy this weeks video featuring our QA lead :)

Fixes

  • fixed suicide not working with invulnerability ON
  • fixed Administrator page not appearing after ban
  • fixed decoy block purple texture in construction model
  • fixed small adv. head causing involuntary movement for large rotors
  • fixed emissives for corner LCD panels
  • fixed dead astronauts collision model in Campaign

Update 1.182.0

20.July.2017

Major Button.png

Summary

Hello, Engineers! We are extremely excited to announce that today we are releasing the next major update for the game which contains a huge batch of optimisations and improvements!

The biggest area of improvements is to render performance with textures and models now being loaded asynchronously. As a more specific example of an improvement area, CPU performance has been optimized to run Easy Start Earth and 16-ships flying scenario in 60fps on 3GHz Hyperthreaded Quad Core Processor. Meanwhile, GPU performance has been optimized to run the Easy Start Earth scenario at 60fps on 1080p High settings on nVidia 980 GTX. Please keep in mind that increased performance is not limited to only these scenarios but will positively impact most, if not all worlds and hardware configurations. We’ve also added new shader quality options in graphical settings which affects the quality of Atmosphere, Trees and Voxel rendering. Detection of GPU performance now occurs upon first startup of the game and shadows are now higher quality in general although tree shadows will now be disabled on low settings. Multi-threading as well as indirect lighting has been fixed on Intel GPUs and some compatibility issues with the Windows 10 creators update were resolved.

Other optimizations include loading times being massively reduced for both game worlds and the copying and pasting of grids. For those of you who are interested, this was achieved by using cached proto-buffer files.

Moving on to some smaller changes, we improved tool animations even more and increased the visibility of certain HUD elements. Additionally, there are many other general improvements in this update which should fix lots of issues that players have been experiencing.

Render optimizations and fixes

  • Textures and models are loaded asynchronously
    • CPU performance optimized to run Easy Start Earth and 16-ships flying scenario in 60fps on 3GHz 4-hyperthread CPU
    • Detection of GPU performance on first startup of the game
    • GPU performance optimized to run Easy Start Earth:
    • 60fps on 1080p High settings on nVidia 980 GTX
    • 60fps on 720p Medium settings on nVidia 750 GTX
    • 30fps on 720p Low settings on Intel GPUs
    • New shader quality settings introduced in Options, affecting quality of atmosphere, trees and voxel rendering (voxel texture emissives are now working, but only for High shader quality)
    • Better quality of shadows, disabled tree shadows on Low settings
    • Windows 10 creators update compatibility fixed
    • Dark side of glass occludes flares (IsFlareOccluder tag in TransparentMaterials.sbc)
    • Fixed multi-threading on Intel GPUs
    • Fixed indirect lighting on Intel GPUs
    • Fixed flare attenuation

Other optimizations

  • Internal game worlds will deserialize faster now (using cached proto-buffer files)
  • Pasting of grids (cloning, preview mode and placing the entity)

NPC behavior changes

  • Wolves and Sabiroids now only attack the character. They will not attack grids. Also wolf corpses are heavier now.

Art Changes

  • Improved tool animations
  • Improved the visibility for HUD elements
  • New cryo chamber interior


Fixes

  • Fixed not working height offset option for wheels with suspension block
  • Fixed "killer doors bug" edge case
  • Fixed issue with modded doors being walk through despite being closed
  • Fixed another block placement case
  • Fixed displaced selection of blocks with welder and grinder
  • Fixed dirty glass in cockpit and fighter cockpit block
  • Fixed crash when colliding into a asteroid with a grid
  • Fixed bullet holes not appearing on cockpit glass
  • Fixed case with camera clipping into character head while in 3rd person
  • Fixed case with camera switches from 3rd to 1st caused by spawned or dropped items
  • Fixed looping preview for blocks when aiming at edge of another block
  • Fixed assembler on realistic not producing any components
  • Fixed assembler draining power when not in use
  • Fixed timer block issue where it would not resume counting down its timer after being powered on and off
  • Fixed interior turrets shooting above wolves and spiders
  • Fixed problems with controlling ships not displaying the correct speed while in turret mode
  • Fixed muzzle effect while using gatling gun
  • Fixed emissivity issue for modules
  • Fixed the emissivity for mag boots when off to be completly non emissive
  • Fixed LCD panel shows Offline even when it is powered
  • Fixed issue with battery control panel and Battery block loosing emissivity after unmerging
  • Fixed landing gear block detaching from grids when merging
  • Fixed issue with lights not moving after unmerging a ship/vehicle
  • Fixed offset of interior lights when connectiong another blueprint to a grid
  • Fixed space ball block constantly broadcasting despite having the option turned off
  • Fixed jump drive particle missing for other players in MP
  • Fixed issue while in remote control the distance now relates to the Remote control block and not the player
  • Fixed issue with sealed hangar door not having oxygen near it
  • Fixed issue where depressurising and pressurising the room would generate oxygen (offset should be around 0,01 percent now)
  • Fixed issue where while invulnerable the player would die in cockpits without oxygen
  • Fixed reloadable rocket launcher not reloading
  • Fixed odd piloting issues with cargo ships
  • Fixed wheel suspension 1x1 still spinning in space small grid
  • Fixed meteors hitting voxel asteroids on the inside causing "square craters"
  • Fixed issue where animation for tools would play but nothing would happen to the block
  • Fixed buttons keeping its label after the action is removed
  • Fixed server parameters not reseting to default properly
  • Fixed HUD displaying in the respawn screen on DS

Hotfix 1.182.017

  • Fixed various crashes
  • Fixed not working replace with clipboard function
  • Fixed missing character emissives
  • Fixed missing LCD panel emissive
  • Fixed Invulnerable function on DS

Hotfix 1.182.18

  • Fixed "paper blocks"
  • Fixed wild door collision on fast moving ship
  • Fixed render crash

Hotfix 1.182.19

  • Fixed campaign blocker
  • Fixed crash when saving or loading the scene
  • Fixed crash when attempting to display server details for server with different version
  • Fixed issue where doors would kill you if standing near them for a time
  • Fixed items in toolbar slots not showing when loading up a world
  • Fixed issue with gatling gun block not being placeable in Survival mode

Update 1.181.1

8.June.2017

Minor Button.png

Summary

Hello, Engineers! We’ve got a minor update for you this week after last week’s major update, and the team have been busy processing various issues reported by the community on our forums. For example we’ve fixed problems with connectors and block placement on dedicated servers. Small grid rotor displacement settings should now be saved in blueprints too. Additionally, a number of crashes were also resolved. It’s been great to read everyone’s feedback and to hear that many players have seen big performance gains in their worlds. Please do continue to let us know your thoughts and experiences with these weekly updates. In today’s work in progress section We would like to talk about the render optimizations showcased earlier this week. We demonstrated how a world with 16 red ships would run at around 45FPS on a system running the current version of game. In comparison, the exact same scenario was then loaded on a prototype version with the render optimizations included and ran at around 60FPS! One of the improvements which helped to achieve this was making the GPU be no longer limited by the CPU. You can expect these

Next Monday we will be streaming once again at 8PM CEST on the Keen Community Network over on Twitch[1]. This stream with Marek and members of the development team will mainly be focused on further optimization plans. In other news, this coming Saturday, Xocliw will be building the NASA Apollo Saturn V LEGO set live on stream, here at the KeenSWH offices, which should be a lot of fun!

Keen Software House, forum thread.[2]

Features

  • Added a counter of physical shapes to grid's info terminal screen.

If you reach 99% of the limit, a warning should start appearing. If you exceed the limit any added blocks will not have physics. This is a technical limitation even if block limits are off, but we are aware of this issue and we are looking into possibilities, how to improve this behaviour.

Fixes

  • fixed game crash when exceeding the block limit
  • fixed blocks are not being placed
  • fixed not working artificial mass
  • fixed not working connectors
  • fixed game crash when using connectors
  • fixed turrets view
  • fixed rotor (small grid) displacement not saved in blueprints
  • fixed respawning in medical room with the clone
  • fixed thrusters keep their lighting even after being turned off

We are aware of crash with ship explosions and trying to resolve it. It should be pushed as a hotfix as soon as it will be fixed.

Hotfixes

  • fixed crash when mergin/unmerging grids
  • fixed collector crash
  • fixed another HAVOK MT crash

We are still looking into the issues that you have reported on the bug report forum.

References

  1. https://www.twitch.tv/keencommunitynetwork
  2. https://forum.keenswh.com/threads/update-1-181-1-minor-beta-improvements.7395426/

Update 1.181.0

2.June.2017

Major Button.png

Summary

Hello, Engineers! Today’s release is a major one bringing you some of the biggest optimizations in the game’s history. For example, the 16 players and 16 red ships multiplayer scenario ran at a sim speed of 0.25 before optimizations and now it runs at 1.0! We achieved this by reducing blocks per frame updates, reducing world matrix calculations per frame, and by enabling multithreaded physics.

The team still plans to continue with further optimizations in areas like ship collisions, explosions, loading times, planets, memory usage and more! Additionally, We are also pleased to announce that the multiplayer synchronization code has been optimized further. Moving on, there’s a bunch of camera improvements including much better 3rd person camera behavior with creations that have subs-grids so there’s less snapping to 1st person when rotating the camera around the main grid.

We have a new glass rendering technique which means that windows should no longer glow in darkness and look more realistic. On top of all this, there’s a huge amount of bug fixes, art fixes, crash fixes and general improvements in this update so thank you for your patience with some of these issues. Just as a heads up for the modders out there; due to many blocks being optimized, some older block mods may need updating[1].

Among the many changes this week, we've added asynchronous entity creation to the ModAPI, which allows a mod like ServerLink to operate much faster. This release was thoroughly tested but as there has been so many changes in the code we will especially appreciate it if you report bugs that you find. Although many of you do this already!

Keen Software House, forum thread.[2]

Features

  • implemented optimizations + multithreaded HAVOK physics
  • implemented glass shader with reflections

Fixes

  • fixed various 1st and 3rd person camera issues
  • fixed various desync issues in multiplayer
  • fixed spotlight effects
  • removed redundant geometry from fourth mission in campaign
  • fixed crash with programmable block antenna communication

Hotfixes

  • fixed multiple cases where crashing ship against voxel would crash the game
  • fixed Artificial Mass block misbehaving in artificial gravity

References

  1. https://forums.keenswh.com/threads/warning-for-block-mods.7395156/
  2. https://forum.keenswh.com/threads/update-1-181-0-major-big-optimizations-multithreaded-physics-more.7395181/

Update 1.180.6

26.May.2017

Minor Button.png

Summary

Hello, Engineers! Once again, we’ve got a minor update for you today with more crash fixes and a couple of improvements as the team battles with the last few remaining issues in the next major update. This particular upcoming major update has many changes to the code so it also requires a huge amount of additional testing which of course adds to production time. The majority of our programmers and testers are working on this which is why the recent minor updates have only contained a small amount of improvements. The image shown here is a good example of what searching for and trying to reproduce a crash in the game can look like. But we are expecting significant increases in performance from these changes so it’s still definitely something you can look forward to and we appreciate your patience with this.

Next Tuesday we will be streaming at 8PM CEST on the Keen Community Network over on Twitch[1]. This stream with Marek will be focusing on the vision for Space Engineers as well as giving a more detailed update on the progress of performance improvements.

Keen Software House - Forum.[2]

Fixes

  • fixed Campaign crashes
  • fixed MyProgrammableBlock crash
  • fixed welder radius
  • fixed missing rotation cube arrows
  • replaced NaN value on HUD for 0.0

References

  1. https://www.twitch.tv/keencommunitynetwork
  2. https://forum.keenswh.com/threads/update-1-180-6-minor-beta-improvements.7395089/

Update 1.180.5

19.May.2017

Minor Button.png

Summary

Hello Engineers! There’s a batch of art and animation fixes in today’s minor update as the team moves ever closer to the next major update which will contain significant improvements to performance and multiplayer. Issues with model fixed this week include incorrect LODs on a number of blocks like the small grid merge block and small grid camera but also missing textures on blocks such as wheel suspension and the large ship welder. Moving on now to a couple of the notable animation issues that were fixed, using hand tools will no longer stretch the engineer’s arms and rifles should now aim where the crosshair is pointing.

In other news, next Monday we will be streaming at 8PM CEST on the Keen Community Network over on Twitch[1]. During the stream, together with Marek and Deepflame, we’ll be talking more about things being worked on and also taking a look at Medieval Engineers and it’s future plans. Marek will even be suiting up for the occasion in his personalized Roman armor!

Keen Software House - Forum.[2]

Fixes

  • fixed models showing LOD1s instead of LOD0s
  • fixed wrong LODs on several blocks
  • fixed highlight of missile turret's control fixed old icons displayed in inventories and production tabs
  • fixed crystal clear glass
  • fixed rifle doesn't aim where the crosshair is pointing
  • fixed too big hitboxes of blast doors and atmospheric thrusters
  • fixed missing textures on large ship welder and wheel suspensions
  • fixed small grid camera model and LOD
  • fixed emissivity color missing on several blocks
  • fixed tools making arms long

References

  1. https://www.twitch.tv/keencommunitynetwork
  2. https://forum.keenswh.com/threads/update-1-180-5-minor-beta-improvements.7394943/

Update 1.180.4

12.May.2017

Minor Button.png

Summary

Hello, Engineers! We’ve got a new round of crash fixes and general improvements in this week’s update as the team progresses behind the scenes on bigger tasks like optimisation, physics and of course multiplayer. For today’s work in progress section, we would like to share a preview of the new in-game chat currently being programmed. It’s been completely redesigned, both visually and functionally. The new chat will have private messaging, faction messaging, chat history, and more all without having to open the terminal.

In other news, next Monday we will be streaming at 8PM CEST on the Keen Community Network over on Twitch[1]. During the stream, together with Marek, we’ll be talking more about performance optimisations in the works and also taking a look at Rexxar’s Server Link mod which can create a multi-server PVP environment.

Keen Software House - Forum.[2]

Fixes

  • fixed crash while detaching advanced rotor
  • fixed crash in GUI
  • fixed crash with wolves
  • fixed conveyor having green emissive color while not powered
  • fixed center of mass not being rendered properly
  • fixed gravity values on HUD
  • fixed sensor still having same color
  • fixed voxel hands material bar
  • fixed free falling when doing backwards jump on cover wall

References

  1. https://www.twitch.tv/keencommunitynetwork
  2. https://forum.keenswh.com/threads/update-1-180-4-minor-beta-improvements.7394818/

Update 01.180.3

04.May.2017

Minor Button.png

Summary

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[1] 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.

Fixes

  • 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

References

  1. https://www.twitch.tv/keencommunitynetwork

Update 01.180.2

27.April.2017

Minor Button.png

Summary

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.


Fixes

  • 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

Update 01.180.1

20.April.2017

Minor Button.png

Summary

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.

Fixes

  • 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

Update 01.180.0

14.April.2017

Major Button.png

Summary

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!

Features

  • New in-game Server Browser
  • Updated Character animations
  • Spaceballs now have the option to be hidden in the Control Panel

Fixes

  • 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

Update 01.179.2

06.April.2017

Minor Button.png

Summary

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[1] 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.

Fixes

  • 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

References

  1. https://www.twitch.tv/keencommunitynetwork

Update 01.179.1

30.March.2017

Minor Button.png

Summary

Hello, Engineers! Today’s minor release comes with some improvements as the team works towards the next major release. This includes particle fixes for jump drives, character drills and character welders. Additionally, we resolved a number of crashes related to multiplayer.

Owners of the Deluxe version of the game will notice a new badge has appeared in the main menu screen. If you are interested in playing a retro version of Space Engineers from 2013, listening to the entire soundtrack and browsing concept art from the game, check out the Deluxe Edition on the Steam Store.

We are also adding some new features to the ModSDK. This includes a new script that allows modders to quickly fix icons and other UI textures for their mods that haven’t been pre-multiplied by their alpha value. This will bring them up to date with our new sprite rendering changes. The tool was created by our crafty artist Anton Bauer. Simply 'Drag&Drop' your mod’s corrupted Icon / UI - Textures on the supplied batch file and it will compile, overwrite and save your files. All you have left to do after that is re-upload your mod.

Also included in this week's addition to the SDK is our new Font-Tool, with which you can quickly convert any font to a compatible format to be used in the game, literally with the push of a button.

Just as a reminder, we have a Discord server set-up for the discussion of anything related to Keen Software House. This is a great place for you to share creations and ideas, but also to just hang out with fellow engineers: https://discord.gg/KeenSWH


Lastly, next Monday we will be streaming at 7PM CET on the Keen Community Network over on Twitch. The first segment will be with Deepflame looking at Medieval Engineers and the game’s plans for the future and then there will be a Q&A session with Marek and lead artist Natiq, where among other topics, we will be discussing the art in Space Engineers.


Features

  • Added Badge for Deluxe Edition[1] owners
  • Premultiplication Script (ModSDK)
  • The Font Tool + Official Guide[2]

Fixes

  • improved Interior Wall texture
  • minor GUI changes
  • fixed cockpits forcing 1st person camera view
  • fixed development message appearing when pasting blueprint from different versions

References

  1. http://news.spaceengineersgame.com/space_engineers_deluxe
  2. http://steamcommunity.com/sharedfiles/filedetails/?id=894430460

Update 01.179.0

23.March.2017

Major Button.png

Summary

Hello, Engineers! We are happy to announce that today we are releasing the first iteration of the new heads-up display. Firstly you will notice that the screen is much less cluttered now as lots of the informational text has been replaced with bars and icons. A notable feature is that the oxygen and hydrogen bars indicate how many bottles you have in your inventory that are capable of replenishing your personal supply. The HUD contains a new speedometer and inventory capacity bar which updates as you fill your character's backpack, while the main toolbar has had numerous visual changes made to it while still retaining elements of the classic style.

Red hazard icons for a full inventory, low health and low oxygen will appear to alert the player when these particular stats are in the danger zone and to the right of the main toolbar you will find the new gravity indicator which shows the gravitational plane orientation relative to your character, including a velocity marker that displays when you're moving. When seated on a ship or station, you will see the bars on the right side of the screen light up. These indicate the power usage and hydrogen fuel levels of that grid. It’s worth noting that pressing tab once will hide the keybindings and pressing tab again will hide all of the HUD as before. You can also change the opacity of the HUD background via the game options. Nearly every element of the user interface has been updated including the main menu, block screen, control panel and much more. You will notice new icons on all of these pages and screens too! Overall, the UI and HUD now looks much cleaner, higher quality and more immersive! Lastly, as mentioned in previous videos, the HUD is fully moddable so modders… go crazy!

We would love to know your thoughts, so please leave any feedback on the new heads-up display and user interface in the comments below. In the following weeks, we’ll be improving, tweaking and iterating upon them so it’s now super important for us to gather the community’s feedback.

Features

  • New HUD, fully moddable
  • GUI cleanup with new default font
  • Example Mod: HUD Colors [1]
  • Example Mod: HUD Colors Large Cockpit Only [2]
  • Added slider for intensity of flares

Fixes

  • fixed crash in CubeGridSystems
  • fixed issue with explosions making giant debris appear when hitting voxels
  • fixed issues concerning camera zooming when moving fast
  • fixed issues with camera alignment

References

  1. http://steamcommunity.com/sharedfiles/filedetails/?id=889485290&tscn=1490282446
  2. http://steamcommunity.com/sharedfiles/filedetails/?id=889595992

Update 01.178.3

16.March.2017

Minor Button.png

Summary

Hello, Engineers! Today we are making changes to the release system to be simpler and involve the community more. The main change is that we are removing Develop branch from the game. There will be only one branch and updates will be tagged as Minor or Major. We will still patch the game every week with Minor updates, but Major updates will not be scheduled with strict dates in advance but rather will be released only when everything is completely tested, fixed and approved by a closed testing group to ensure the build is OK. Also we will leave the previous update as a separate rollback branch on steam - so you can always switch one update back.

This week’s update contains more improvements to multiplayer, performance and the overall game as well as a new multiplayer dogfighting scenario. We’ve also implemented turret and thruster parallelization which will significantly improve performance on grids using lots of them. And there’s a new multiplayer scenario being released this week called Dead Drop Arena. Dead Drop Arena is a team deathmatch based scenario designed to make it easier for players to jump into a game with ships already prepared so they can start shooting and having fun straight away. Players spawn into the station, pick teams and then enter the cockpit of their ship, when all players are ready the ships are dropped from the station and there is a ten second delay before engines & weapons activate… so be ready to pull out of that death dive and for the fighting to begin!


Features

  • New Multiplayer Scenario: Dead Drop Arena
  • Marek's Blog Post: Changes to Space Engineers Release System[1]

Fixes

  • fixed crash while showing gravity range
  • fixed crash while placing block into the voxel on dedicated server
  • fixed symbol @ not working in e-mail subscription on some keyboards
  • fixed moving platform does not move, when it is connected with voxel
  • fixed plane and line blocks do not have the correct ownership
  • fixed wheel steering while controlling vehicle from turret
  • reduced too bright whites on some voxel materials
  • corner LCDs renamed to top and bottom
  • suspension wheels renamed to left and right

References

  1. http://blog.marekrosa.org/2017/03/changes-to-space-engineers-release_14.html

Update 01.178

09.March.2017

Developer Button.png

Summary

Hello, Engineers! Today’s update contains numerous multiplayer improvements and LOD optimizations. Firstly, there should no longer be cases of missing planets, asteroids and grids when connected to multiplayer servers. We also added a loading wheel to indicate when anything from the server is being streamed to the client. This will definitely help players by letting them know that the surrounding environment is still loading when selecting a medbay in the respawn screen. Additionally, there were some other minor desync fixes made this week. For example, you should not see any HUD warnings from other connected players from now on.

There were LOD optimizations made to block models which should result in various performance gains with many worlds and builds although the changes will be most noticeable on lower end systems.

Newly placed blocks will now inherit the velocity of the character when moving faster than 15m/s. Below this speed, any block placed will have zero velocity. It’s a subtle change but should be useful when trying to build on a fast moving ship. Before this, a newly placed block would’ve just been left behind potentially colliding with the existing grid that you’re standing on. We also resolved issues with corner light flares and stations pasted into voxels being unable to move their mechanical parts.

Lastly, we have created a much more detailed guide for the cutscene editor which you can find on the forums. This is part of our ongoing efforts to produce more guides for the modding and scripting of Space Engineers.

Features

  • LOD Optimizations
  • Newly placed blocks inheriting the velocity of the player
  • Cutscene Editor Guide [1]

Fixes

  • fixed issue with grids and voxels not appearing from client
  • fixed issue with grid not reloading
  • fixed character leaning in certain situation when using mag boots
  • fixed crash when spawning in a small drill ship
  • fixed issue with synchronization of trees between client and server
  • fixed synchronization between client and server for corpse GPS marker
  • fixed issue with sub grids turning into station when their main grid was placed into voxel.


Hotfix 178.004

  • added 15 M/s threshold for when placing blocks during movement
  • added mountpoint on small merge block
  • fixed crash when locking to another grid that is being controlled

References

  1. http://steamcommunity.com/sharedfiles/filedetails/?id=879883672

Update 01.177

02.March.2017

Developer Button.png

Summary

Hello, Engineers! This week’s update comes with some improvements to the overall game while the team continues work behind the scenes on the new HUD, performance, physics and multiplayer among other things. So to start with, a significant number of blocks, all of which are larger than 1x1x1 in size, now have improved placement behaviour. This includes medical rooms, large hydrogen thrusters, refineries, and many more. A good example of these changes is that you will now be able to place a medical room on a single armour block, this was not possible before. There will also be additional blocks with conveyor ports that will try to align with other conveyor ports when being placed. Certain elements of ship construction should be slightly faster and more intuitive thanks to these changes! Wheel suspension blocks have new default settings that will make building the average wheeled vehicle much easier. These settings can of course be adjusted to your liking as before but now wheels should be much better from the get-go. The range of ship-based welders has been increased making them massively more efficient to use again over hand welders and lastly, we resolved a couple issues related to the renderer.

In other news, there’s a group from Keen Software House at GDC 2017 this week including the producer of Space Engineers, the producer of Medieval Engineers and a red Space Engineer… This coming Friday, they’re organising a fan meet-up so if you’re going GDC and would like to join in, please contact Deepflame via the KeenSWH Discord: https://discord.gg/KeenSWH[1]


Features

  • improved default mount position for:
- Large and small Solar panel
- Large and small Connector
- Large and small Laser Antennae,
- Large and small Hydrogen Thrusters
- Small Connectors
- Small Ore Detectors
- Small Antennae
- Small Ship Drill
- Refinery
- Medical Room

Fixes

  • reverted changes for welder
  • added default setting for suspension wheels when built, to provide moderate performance in any environment
  • fixed crash in render that caused the game to crash on launch due to the ShaderCache folder

References

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Update 01.176

24.Feb.2017

Developer Button.png

Summary

Hello, Engineers! To start with, let us explain what happened yesterday. We were planning on releasing the new HUD this week but due some technical complications and internal feedback, the team decided it was better to postpone this feature, giving us more time to improve and polish it before a first public release. At least now, you can rest easy knowing that it’s not too far away! Instead, we are releasing the cutscene editor today which will allow mission and scenario makers to create cutscenes from within the game. You will need to set up the triggering of cutscenes using the visual scripting tool, which is what the editor is mainly designed to be paired with. Although, it could also prove to be a useful camera tool for other content creators as there is preview button in the menu. Over the next week, we will be creating a more detailed guide for it - so stay tuned.


Features

- Cutscene Editor (double press F11 to access it, and can only be accessed in offline mode for now)

Fixes

Game changes:

  • Fixes to campaign (warheads in M3 were not working, boundary fix in M2, pausing in M2-M5)
  • Questlog is now saved (in custom scripted worlds)
  • New sounds for sound block (meant to be used mainly for drones)
  • Drones now can have specified their sound loop which will be played as long as the drone is active
  • Drones can now use weapons on subgrids

Visual Scripting changes:

  • Fixes to existing nodes (faction function nodes, arithmetic node, shared storage)
  • New function nodes (more faction nodes, entity information, inventory functions, drone related, grid statistics and some new math functions)
  • Custom research for blocks is now properly saved

References

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Update 01.175

16.Feb.2017

Developer Button.png

Summary

Hello, Engineers! This week’s update contains more improvements to the overall game and modding. Most noticeably, we’ve added lens flares to the sun. This should also be fully moddable so I look forward to seeing what modders can come up with. Please let us know your feedback on this graphical update in the comments below. Interior wall emissives will no longer be affected by changing the colour of the block itself and trash removal settings are now saved upon the reload of a world. Also, when you open the G screen, you will now be able to start typing in the search box immediately as it selected by default. Last week we added arrows to the block ghosts of LCD screens so you know their orientation before you place them and in survival mode, players can no longer take blueprints of grids they do not own and cannot transfer ownership to enemy players. In other news, the new HUD is still progressing nicely with initial implementation nearing completion after which designers will begin playtesting it. Additionally, we are working on an in-game cutscene editor. Although it is mainly designed to be paired with the visual scripting tool, you will also be able to preview cutscenes from within the game which will open up new possibilities for content creators.


Features

- Lens flares
- First Official Visual Scripting Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=850540770

Fixes

  • G Screen default search ON
  • "O" turns antennas on and off now (same as 'L' does with spotlights)
  • changed ore and stone size to small, medium, large
  • fixed looping fall animation
  • fixed emissives for Interior Walls
  • fixed wrong highlight on large oxygen generator access point
  • fixed dissapearing smoke particles from destroyed block
  • fixed trash removal setting not being saved
  • fixed bad prediction for Missile turrets when moving
  • fixed unarmed Warheads making explosion sounds when shot
  • practice ship deleted from cargoships group
  • removed Station from G Screen¨

Hotfix - 17.Feb

  • fixed crash when pressing ctrl+b while pointing at empty space
  • fixed collision with mirrored 5x5 wheel for small grids

References

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Update 01.174

9.Feb.2017

Developer Button.png

Summary

Hello, Engineers! This week’s update contains more improvements to the overall game and modding. There’s now mirrored versions of wheels so you can have the tire tread facing the same direction on both sides of a vehicle. The texture of light and heavy amour has been updated, it should now look cleaner and less noisy. Most noticeably the tiling of corners and inverted corners is less noticeable as lines on the textures are softer. Additionally, merge blocks have been visually adjusted to match their air tight status and central blast door blocks have been tweaked slightly. Player character color will now remain the same upon respawn at a medical room which will prove especially useful in team-based multiplayer scenarios. Also, idle thrusters will cause damage to players and surrounding grids and when idle. We’re also adding better modding support for emissives. This means that you will be able to use whatever colour you like on functional blocks. For example, you could make a modded generator where the working state is purple. On the subject of emissives, damaged conveyor tubes will no longer emit any light so you know the exact block in your conveyor network that needs repair. In other news, the artists are still tweaking block models but some have started creating the visual elements of the HUD this week while programmers continue work on the implementation side. Meanwhile, the designers are looking into the balance and overall gameplay of survival and are preparing new scenarios. Ultimately though, stability, performance and multiplayer are still our biggest priorities.


Features

  • Moddable emissivity (Changes to emmisive texture in blocks were done as well)
  • Added Mirrored Wheels blocks
  • Infinario update - server messages, DS support, screen events, toolbar events
  • Patched "silver lines" appearing on armor blocks

Fixes

  • fixed issueCamera, animation improvements
  • fixed issue where color chosen in Medbay would not stay after dying
  • fixed noticable light when using grinder to be more transparent
  • fixed issues with idle thrusters not doing any damage as well as active thrusters reach
  • fixed issue where the remote control would constantly drain power even when not in use
  • fixed the duplicate open/close button in control panel for doors and sliding doors
  • fixed issue where automatic fire from turrets would not stop
  • fixed issue where the POV for the interior turret was clipping inside of it.

[​IMG]- fixed issue for blocks that are working after being disconnected from powered grids

  • fixed issue where battery would not send energy when on "Semi-auto" option was on
  • fixed issue with looping hit particles from gun on voxels
  • fixed crash at Sandbox.Game.Gui.MyTerminalInventoryController.Init
  • fixed crash at System.NullReferenceException ParallelTasks.WorkItem.DoWork
  • fixed issue with floating objects slowing down
  • fixed odd behavior on ore rocks when drilling/mining
  • opening the G screen now will automatically go to the search bar

References

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Update 01.173

2.Feb.2017

Developer Button.png

Summary

This week’s update comes with a new Skybox for the game along with other improvements. The skybox has a 4k resolution and features spectacular nebulae and many stars. Let us know your thoughts on the new skybox in the comments below. We also added some missing inverted window variants, this includes 1x1 and 2x1 inverted diagonals. You may have noticed it already, but there’s also a new model for the assembler! Block model LODs have been getting tweaked this week which should make the transitions more natural. Dead characters, wolves and sabiroids can now be looted again in survival and we resolved issues with players being able to clip through extended pistons. Work on the new HUD is progressing steadily with programmers beginning implementation this week but most of our resources are still going into improving physics, performance and multiplayer sync. Meanwhile, artists are continuing to work on updates and tweaks for the new models.


Features

  • Added new Skybox

Fixes

  • missing windows added to the game
  • fixed floating objects velocity and falling through floor issues
  • fixed clipping through piston
  • fixed purple cockpit screens
  • LOD tweaks for Diagonal and Vertical Window, Solar Panel, Battery and Large Reactor
  • fixed overly large radius for Ship Welder
  • fixed Corner tip building stage
  • fixed issues with looting dead bodies
  • fixed Medical Room physics issues
  • fixed Suspensions Wheel control panel remaining grayed out
  • fixed wrong bullet hole decals on blocks near windows
  • fixed ugly grinding particles when grinding inside a moving/falling ship
  • fixed particle effect of meteors explosion

Hotfixes

  • fixed issue with camera not being able to look around in 3rd person view/1st person view
  • fixed issue where turrets would keep shooting after auto locking on target and destroying it
  • fixed issue where promoting someone required the person to reconnect so that he may used his new rights.
  • fixed desync issue with the "can use all terminals" admin tool
  • fixed crash at Sandbox.Game.Entities.MyPlanet.BeforeDelete
  • fixed crash at at Sandbox.Game.Entities.MyShipController.UpdateShipInfo10

References

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Update 01.172 Stable

02.Feb.2017


Stable Button.png

Summary

Stable (Default) branch on Steam has been updated to build 01.172. Also don't forget there is a Space Engineers Deluxe Edition Bundle now: [1] Enjoy!


Features

  • Physics engine improvements
  • Voxel performance optimizations
  • More Render Improvements
  • Drone AI improvements (weapons handling, ambush behavior)
  • Added updated icons for Automatic Rifle, Welder, Grinder and Drill
  • Updated Block/Component models + icons
  • Added new Skybox
  • Programmable Block Inter-Grid Communication; Guide: [2]
  • Small Turrets collisions changed (thanks to SEModder4 )
  • ModAPI and Programmable Block changes (massive thanks to Inflex, Elfi Wolfe, Phoenix84 and Malware; go to our Modding section for more details)

Fixes

  • fixed Large Grid Large Reactor had faulty conveyor doors
  • fixed GPS serialization, cut scenes in MP, Highlights in MP in Visual Scripting
  • fixed issue with small landing gear missing dummies
  • fixed issue with faulty mount points on small conveyors
  • fixed issues with campaign missions and being able to complete them
  • fixed off setting of astronaut when using jet pack animation
  • fixed issues with the Silicon voxel texture
  • fixed issues with the RocksDesert voxel texture
  • minor redesign to the Spotlight block
  • added MATERIALS in Mod SDK to fix pink texture issues for modders
  • fixed Mag boots/Auto-jetpack activation issues
  • fixed flares appearing on the same position when pasting the ship
  • fixed Landing Gear model size
  • fixed Conveyor door on Large Reactor
  • fixed missing texture on Window 1x2 Side Left
  • fixed Merge block mountpoints
  • fixed character grinding animation
  • fixed clang with camera
  • fixed wrong armor deformations
  • fixed remote control/camera POV issues
  • fixed FOV resetting when using Interior Turret
  • fixed issues with pistons extending pistons while the world is reloading
  • fixed default settings for Empty World and Rival Platforms scenarios
  • fixed Corner light and Interior light not giving up any light
  • fixed Gamepad control issues
  • fixed Interior turret shooting through door
  • fixed asteroids settings for Empty world scenario
  • fixed Corner LCD 2 rotating issues
  • fixed Small Conveyor Tubes being aligned wrong during building
  • fixed Merge Block not working within the same grid
  • fixed issues with merge blocks and flares
  • fixed odd Sabiroid behavior
  • fixed Hydrogen Thruster issues with resource sink
  • fixed changing cockpit color (pink interior)
  • fixed loading of custom worlds screens
  • fixed G screen (Small Conveyor Tube, Small Conveyor, Small Curved Conveyor Tube)
  • fixed wrong gyroscope color
  • fixed Interior Block rotation
  • fixed emmisivity for Sliding Door
  • fixed accessing control panel when conveyor is attached
  • fixed issue with corrupted world when saving in 3rd person camera
  • fixed issue with timer block not saving its settings when built from projection
  • corrected air-tight properties for merge block, timer block and oxygen generator
  • added message indicating selected block not available for a grid size
  • added an email option to the crash message window
  • updated construction models for small grid armor blocks
  • minor material change for Gravity Generator
  • fixed AI drones shooting without target in line of sight
  • fixed not being able to use cockpit for small grid from the front
  • fixed climbing invisible stairs when jumping outside of gravity well
  • fixed LCD Panel Text losing Glow when recoloring Panel
  • fixed refactor pilot attaching to cockpit
  • fixed Voxel Hand and Teleportation security for server side
  • fixed Visual Scripting Campaign issues
  • fixed being able to use handbrake while not in main cockpit
  • fixed faulty small air vent construction model
  • fixed purple textures on catwalk construction model and refinery
  • fixed issue people being unable to alt-tab when in fullscreen or fullscreen window

Hotfixes

3.2.2017 :


  • fixed issue with camera not being able to look around in 3rd person view/1st person view
  • fixed issue where turrets would keep shooting after auto locking on target and destroying it
  • fixed issue where promoting someone required the person to reconnect so that he may used his new rights.
  • fixed desync issue with the "can use all terminals" admin tool
  • fixed crash at Sandbox.Game.Entities.MyPlanet.BeforeDelete
  • fixed crash at at Sandbox.Game.Entities.MyShipController.UpdateShipInfo10

Hotfixes

9.2.2017 :


  • fixed particle effect after projectile hit
  • removed installation of Win7 platform update
  • more black screen cases fixed

References

  1. http://store.steampowered.com/bundle/2329/
  2. http://forum.keenswh.com/threads/programmable-block-inter-grid-communication-guide.7392031/

Update 01.172 DEV

26.Jan.2017

Developer Button.png

Summary

Hello, Engineers! This week’s update contains more improvements to the overall game and modding. For example, there’s new block models for the oxygen generator and corner lights. Also, the hitbox on small grid automated turrets has been reduced which should help when flying into smaller hangars and make the placement of them on the underside of ships much less problematic. We've been hard at work on the ModAPI and programmable block API. There's *hundreds* of changes, including many community requests, so please check the forum for the complete list. We’d like to say a massive thanks to Inflex, Elfi Wolfe, Phoenix84 and Malware for their contributions. Currently, the designers are finalizing concepts of the new HUD with implementation expected to start over the coming weeks. To top it all off, we’re planning to make the HUD much easier to mod so it’s definitely something to look forward to!

Features

  • Updated models (Oxygen Generator, Corner Lights)
  • Small Turrets collisions changed (thanks to SEModder4 )
  • ModAPI and Programmable Block changes (massive thanks to Inflex, Elfi Wolfe, Phoenix84 and Malware; go to our Modding section for more details)

Fixes

  • cleaned up old audio files
  • updated Assembler LODs
  • fixed memory issues on exit (Windows 10)
  • fixed seeing through geometry while pasting objects
  • fixed particle looping when shooting ground
  • fixed small Warhead collision model
  • fixed a hole in 1x1 window block
  • fixed Laser Antenna head flipping out
  • fixed DS Collision detection box on rotor construction not being wide enough
  • fixed opacity issues

Hotfixes

  • fixed issue with offline world not being able to load
  • fixed a crash when spawning in space suit/planetary lander in Star System scenario on DS
  • fixed issue where Mars,Moon and Alien scenarios would not spawn you on the platforms.
  • fixed crash when pasting procedural asteroid

References

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Update 01.172

02.Feb.2017


Stable Button.png

Summary

Stable (Default) branch on Steam has been updated to build 01.172. Also don't forget there is a Space Engineers Deluxe Edition Bundle now: [1] Enjoy!


Features

  • Physics engine improvements
  • Voxel performance optimizations
  • More Render Improvements
  • Drone AI improvements (weapons handling, ambush behavior)
  • Added updated icons for Automatic Rifle, Welder, Grinder and Drill
  • Updated Block/Component models + icons
  • Added new Skybox
  • Programmable Block Inter-Grid Communication; Guide: [2]
  • Small Turrets collisions changed (thanks to SEModder4 )
  • ModAPI and Programmable Block changes (massive thanks to Inflex, Elfi Wolfe, Phoenix84 and Malware; go to our Modding section for more details)

Fixes

  • fixed Large Grid Large Reactor had faulty conveyor doors
  • fixed GPS serialization, cut scenes in MP, Highlights in MP in Visual Scripting
  • fixed issue with small landing gear missing dummies
  • fixed issue with faulty mount points on small conveyors
  • fixed issues with campaign missions and being able to complete them
  • fixed off setting of astronaut when using jet pack animation
  • fixed issues with the Silicon voxel texture
  • fixed issues with the RocksDesert voxel texture
  • minor redesign to the Spotlight block
  • added MATERIALS in Mod SDK to fix pink texture issues for modders
  • fixed Mag boots/Auto-jetpack activation issues
  • fixed flares appearing on the same position when pasting the ship
  • fixed Landing Gear model size
  • fixed Conveyor door on Large Reactor
  • fixed missing texture on Window 1x2 Side Left
  • fixed Merge block mountpoints
  • fixed character grinding animation
  • fixed clang with camera
  • fixed wrong armor deformations
  • fixed remote control/camera POV issues
  • fixed FOV resetting when using Interior Turret
  • fixed issues with pistons extending pistons while the world is reloading
  • fixed default settings for Empty World and Rival Platforms scenarios
  • fixed Corner light and Interior light not giving up any light
  • fixed Gamepad control issues
  • fixed Interior turret shooting through door
  • fixed asteroids settings for Empty world scenario
  • fixed Corner LCD 2 rotating issues
  • fixed Small Conveyor Tubes being aligned wrong during building
  • fixed Merge Block not working within the same grid
  • fixed issues with merge blocks and flares
  • fixed odd Sabiroid behavior
  • fixed Hydrogen Thruster issues with resource sink
  • fixed changing cockpit color (pink interior)
  • fixed loading of custom worlds screens
  • fixed G screen (Small Conveyor Tube, Small Conveyor, Small Curved Conveyor Tube)
  • fixed wrong gyroscope color
  • fixed Interior Block rotation
  • fixed emmisivity for Sliding Door
  • fixed accessing control panel when conveyor is attached
  • fixed issue with corrupted world when saving in 3rd person camera
  • fixed issue with timer block not saving its settings when built from projection
  • corrected air-tight properties for merge block, timer block and oxygen generator
  • added message indicating selected block not available for a grid size
  • added an email option to the crash message window
  • updated construction models for small grid armor blocks
  • minor material change for Gravity Generator
  • fixed AI drones shooting without target in line of sight
  • fixed not being able to use cockpit for small grid from the front
  • fixed climbing invisible stairs when jumping outside of gravity well
  • fixed LCD Panel Text losing Glow when recoloring Panel
  • fixed refactor pilot attaching to cockpit
  • fixed Voxel Hand and Teleportation security for server side
  • fixed Visual Scripting Campaign issues
  • fixed being able to use handbrake while not in main cockpit
  • fixed faulty small air vent construction model
  • fixed purple textures on catwalk construction model and refinery
  • fixed issue people being unable to alt-tab when in fullscreen or fullscreen window

Hotfixes

3.2.2017 :


  • fixed issue with camera not being able to look around in 3rd person view/1st person view
  • fixed issue where turrets would keep shooting after auto locking on target and destroying it
  • fixed issue where promoting someone required the person to reconnect so that he may used his new rights.
  • fixed desync issue with the "can use all terminals" admin tool
  • fixed crash at Sandbox.Game.Entities.MyPlanet.BeforeDelete
  • fixed crash at at Sandbox.Game.Entities.MyShipController.UpdateShipInfo10

Hotfixes

9.2.2017 :


  • fixed particle effect after projectile hit
  • removed installation of Win7 platform update
  • more black screen cases fixed

References

  1. http://store.steampowered.com/bundle/2329/
  2. http://forum.keenswh.com/threads/programmable-block-inter-grid-communication-guide.7392031/

Update 01.171

19.Jan.2017

Developer Button.png

Summary

Hello, Engineers! This week’s update contains more improvements and tweaks for block models. For example, axles on all wheel suspension blocks have been made thicker which makes wheeled vehicles look much sturdier. There’s been changes to the air-tightness of some blocks. This includes the merge block, timer block and oxygen generator now being airtight from all sides. Also, some block icons and all component icons have been updated.

New behaviors have been added to drone AI which can be accessed via the visual scripting tool. Firstly, there's now expanded possibilities with how drones handle weapons. You can set up which weapons they can use, how often they use them and whether they check for obstacles, be it grids or voxels, before firing. For example they could be setup to not use rocket launchers unless the player is hidden behind voxels. Secondly, you can activate a new ambush behavior. This will make a drone wait until it’s actually able to shoot a target before engaging. Please continue to give feedback on the visual scripting tool as we really want to maximize it’s potential.

We're also pleased to announce that the single most requested feature for programmable blocks is here. We said it wasn't going to happen, but programmable blocks now have the ability to communicate between grids. This means you can open the hangar door from your fighter, or even trigger self destruct remotely.

Features

Fixes

  • corrected air-tight properties for merge block, timer block and oxygen generator
  • added message indicating selected block not available for a grid size
  • added an email option to the crash message window
  • updated construction models for small grid armor blocks
  • minor material change for Gravity Generator
  • fixed AI drones shooting without target in line of sight
  • fixed not being able to use cockpit for small grid from the front
  • fixed climbing invisible stairs when jumping outside of gravity well
  • fixed LCD Panel Text losing Glow when recoloring Panel
  • fixed refactor pilot attaching to cockpit
  • fixed Voxel Hand and Teleportation security for server side
  • fixed Visual Scripting Campaign issues
  • fixed being able to use handbrake while not in main cockpit

Hot Fixes 171.003

  • fixed faulty small air vent construction model
  • fixed purple textures on catwalk construction model and refinery
  • fixed issue people being unable to alt-tab when in fullscreen or fullscreen window

References

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Update 01.170

12.Jan.2017

Developer Button.png

Summary

Hello, Engineers! This week’s update contains a large amount of fixes including a major one for landing gears which were having issues locking to both voxels and grids. The landing gears 3d model has also been adjusted so that the base of it is more central and does not protrude as much. There has also been other model improvements including updated models for the oxygen tank, blast furnace, upgrade modules and the spotlight. The sliding door block now has emissions that shows it’s status, bringing it in line with the standard door. Some of these changes were in fact made because of comments from the community. So thanks for all of the feedback and you can expect to see more of these visual tweaks in the coming weeks. Moving on, this week we will be adding materials into the ModSDK to fix issues with pink textures with some mods. We appreciate your patience with getting this solution out. Bugs fixed this week include not being able to interact with large reactor conveyor doors, issues when reloading worlds with pistons extended and camera view issues in multiplayer. Lastly, we resolved the issues of asteroids appearing in the empty world scenario by adding the option to start any scenario without asteroids. This setting can be found in the “World Generator” page before starting your world.

Features

  • More Physics and Render Improvements
  • Updated Block Art

Fixes

  • added MATERIALS in Mod SDK to fix pink texture issues for modders
  • updated AI Drones behavior
  • fixed Mag boots/Auto-jetpack activation issues
  • fixed flares appearing on the same position when pasting the ship
  • fixed Landing Gear model size
  • fixed Conveyor door on Large Reactor
  • fixed missing texture on Window 1x2 Side Left
  • fixed Merge block mountpoints
  • fixed character grinding animation
  • fixed clang with camera
  • fixed wrong armor deformations
  • fixed remote control/camera POV issues
  • fixed FOV resetting when using Interior Turret
  • fixed issues with pistons extending pistons while the world is reloading
  • fixed default settings for Empty World and Rival Platforms scenarios
  • fixed Corner light and Interior light not giving up any light
  • fixed Gamepad control issues
  • fixed Interior turret shooting through door
  • fixed asteroids settings for Empty world scenario
  • fixed Corner LCD 2 rotating issues
  • fixed Small Conveyor Tubes being aligned wrong during building
  • fixed Merge Block not working within the same grid
  • fixed issues with merge blocks and flares
  • fixed odd Sabiroid behavior
  • fixed Hydrogen Thruster issues with resource sink
  • fixed changing cockpit color (pink interior)
  • fixed loading of custom worlds screens
  • fixed G screen (Small Conveyor Tube, Small Conveyor, Small Curved Conveyor Tube)
  • fixed wrong gyroscope color
  • fixed Interior Block rotation
  • fixed emmisivity for Sliding Door
  • fixed accessing control panel when conveyor is attached

Hotfixes 170.005

-fixed issue with corrupted world when saving in 3rd person camera -fixed issue with timer block not saving its settings when built from projection

References

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Update 01.169

05.Jan.2017

Developer Button.png

Summary

Hello, Engineers! This week’s update contains some major improvements to the the physics engine and optimizations to voxel performance. Notably, wheels have been given some much needed attention as well as pistons and rotors. Standing and walking around on a fast moving ship should be more stable and you may also notice that you can finally use a piston as a moving platform. Before this update, you character would just slide off. Voxel performance has been increased by around 60% so you should see more gains in FPS on planets.

Features

  • Physics engine improvements
  • Voxel performance optimizations
  • Added updated icons for Automatic Rifle, Welder, Grinder and Drill
  • Added cosmetic changes for components

Fixes

  • fixed Large Grid Large Reactor had faulty conveyor doors
  • fixed GPS serialization, cut scenes in MP, Highlights in MP in Visual Scripting
  • fixed issue with small landing gear missing dummies
  • fixed issue with faulty mount points on small conveyors
  • fixed issues with campaign missions and being able to complete them
  • fixed off setting of astronaut when using jet pack animation
  • fixed issues with the Silicon voxel texture
  • fixed issues with the RocksDesert voxel texture
  • minor redesign to the Spotlight block

References

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Update 01.168

29.Dec.2016

Developer Button.png
Stable Button.png

Summary

Hello, Engineers! Our programmers kept droning over the holidays so we can have fresh update full of bugfixes and improvements for you. Over the last week, the team has been chasing down more bugs. One of which is the mysterious black screen issue which is due to scaling on Windows 10. It’s not limited to Space Engineers either and appears to be happening with other Steam games. We have posted a workaround for it on our forums and hope that it will properly resolved soon. There were also some significant crashes fixed. The bug reports that you’ve been sending in have helped us massively so please continue doing this whenever you come across issues. It really does speed up the process of bug fixing. You can click the button in the main menu which will take you directly to the bug report forums. Alternatively, you can type: www.praiseclang.com into the internet browser of your choice. In the new year we plan to address the overall survival gameplay experience and the HUD among other things.

Features

  • Bug fixes

Fixes

  • If you are experiencing black screen issues, please check this guide: http://forum.keenswh.com/threads/anyone-with-black-screen-update-look-here.7391186/
  • added ShipController Movement Indicators to PB API
  • fixed crash with Planet.Init
  • fixed issue with invisible grids
  • fixed crashed when grinding down merge block
  • fixed issue with ships ignoring collision when using a connector
  • fixed issue with solar panel textures
  • fixed issue with landing gears on dedicated servers not welding for clients
  • fixed issue and crashes with custom date from mods causing issues.
  • fixed issue where wheels would clang when placed close to each other
  • fixed issue where you were able to save campaign at any point
  • fixed issue when using merge blocks

References

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Update 01.167

22.Dec.2016

Developer Button.png
Stable Button.png

Summary

Hello Engineers! This week is in the sign of more bugfixes and improvements - as planned after the Beta release last week. We fixed a lot of bugs that have caused thousands of crashes - and we will continue until we will find and crush them all!

Features

  • Bug fixes

Fixes

  • fixed dedicated server is not starting
  • fixed crash in Havok
  • fixed "laser antenna" crash
  • fixed medium cargo container and oxygen generator ignoring the conveyor connection
  • fixed disappearing ships in multiplayer
  • fixed character clipping through physics
  • fixed moddable fonts

References

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Update 01.166

15.Dec.2016

Stable Button.png

Summary

Hello Engineers! Today, we are pushing all the features from last week’s enormous update to the stable branch. Just in case you missed the news, this includes the total block redesign, new multiplayer netcode, a tutorial campaign and much more! We wanted to make this great update available to all players as you’ve been asking for it all week! In combination with this today’s bug and crash fixes, you should be able to enjoy a stable gameplay experience. This update also marks the transition of Space Engineers moving to Beta phase. The most important thing to remember with this announcement is that there is still more content, improvements and many optimizations to come. As an example, we can confirm that one of the things being worked on currently is a new HUD which should significantly increase your immersion in the game. Beta simply means that we feel the game now has a solid foundation. Some of the new models will be receiving adjustments because of feedback from the community. Multiplayer will be seeing more optimizations and improvements to make it run even better and make it more durable. These are just a few examples of areas still in need of attention.

Features

  • Marek's blog post about Space Engineers Beta: http://blog.marekrosa.org/2016/12/space-engineers-entering-beta_15.html
  • New Multiplayer netcode
  • Total Block Redesign; every block has been completely reworked (textures/LODs/etc.)
  • New and redesigned Tools and Weapons look
  • New and redesigned look for Components, Voxels
  • Physics improvements
  • Render improvements
  • Added Campaign containing 5 missions
  • Added Voice Chat (dependent on antenna network, it can be enabled by pressing U)
  • Added Magnetic Boots
  • Drone AI Improvements (strafing, ramming when without ammo, can use static weapons, targeting, waypoints)
  • Drive-by Turret shooting (shooting from turrets while moving with vehicles/ships)
  • Improved building (block size is automatically picked by the grid that you are pointing to; you can change the size manually by pressing the block button on your toolbar again)
  • Double Click makes a hand tool keep working continually
  • Interacting with highlighted stuff by pressing LMB and interacting with control panel RMB (only with empty hands)
  • Added Corner Lights, Corner LCDs (thanks Arindel!)
  • Enabled Interior Lights for small ships
  • Added Advanced Admin Tools in the Space Master menu (thanks Rexxar!)
  • Redesigned permissions ingame, added new Scripter and Moderator roles
  • Added Zoom function to all turrets
  • Customizable Fonts
  • Added ambient occlusion setting in the Graphics Options
  • Decals are now visible from inside the Cockpits
  • Voxel hand can be used by Space Master
  • Added Steam Achievements: http://steamcommunity.com/stats/244850/achievements/
  • Raycast improvements (thanks Rexxar!): http://forum.keenswh.com/threads/new-camera-raycast-and-sensor-api.7389290/
  • Created a new way for mods to store custom data inside entities: http://forums.keenswh.com/threads/modapi-changes-12-8.7389842/
  • Added new toggle for Sensor for detecting subgrids
  • Added a new button to rotors that allows a small rotor head to be added
  • Re-worked remote access menu to be more user friendly and accessible
  • Added support for CompilationSymbols arguments in Teamcity
  • Whitelisted items (so they can be edited in scripts to avoid conflicts)
  • Added Monospace Font (thanks @Krypt! :) )
  • Trees can now be cut down using the grinder/drill tool
  • Added "Loading Wheel" when pasting a blueprint
  • Added Workshop tag "Campaign"
  • GitHub Updated

Fixes

  • fixed crash while pasting specific blueprints on DS
  • fixed ingame script finalizers crashing the game
  • fixed rare crash related to Refinery
  • fixed fire disappearing when shooting reactors, gravity generators, cockpits and other blocks
  • fixed spotlight losing glare effect after being repainted
  • fixed Vegetation View Distance not changing in game
  • fixed personal light turning off when using remote control
  • fixed phantom power drain when using merge block
  • fixed outdated instructions in step 1 of tutorial 8
  • fixed gun particles at close range
  • fixed issue with conveyor sorter working even when turned off
  • fixed rifle shooting constantly after entering the menu
  • fixed thruster flame animation freezing
  • fixed issue with copy/pasting station turning into ships
  • fixed issue when welding solar panels
  • fixed issue with ore spawns in rock
  • fixed issue with voxel tearing and the wrong texture appearing
  • fixed a part of the issue where only pressing C activates thrusters
  • fixed the no clip part of the laser antenae
  • fixed issue where the output angle for PBs did not show on LCD
  • fixed mirroring issue with oxygen farm
  • fixed mirroring issue with 3x3 wheels
  • fixed mirroring issue with 5x5 wheels
  • fixed mirroring issue with large antenna
  • fixed mirroring issue with small conveyor frame
  • fixed mirroring issue with small/large atmospheric thruster
  • fixed mirroring issue oxygen generator
  • fixed issue with dead bodies cluttering the server (improved sim speed)
  • fixed crash at System.Array.Clear(Array array, Int32 index, Int32 length)
  • fixed crash at System.Console.ReadKey(Boolean intercept)
  • fixed crash at System.Text.StringBuilder.get_Chars
  • fixed issues with loading the star system scenario
  • fixed bug that was occurring when using welder on projection
  • fixed issue with connectors not being locked on server restart
  • fixed crash at Sandbox.Game.Entities.MyCubeGrid.MultiplyBlockSkeleton
  • fixed crash at Sandbox.Game.Entities.Cube.MyRefinery (Again)
  • fixed crash during timerblock preview while trying to paste it
  • fixed issue with ship pasted into voxels not turning into station
  • fixed issue with procedural asteroids not rendering correctly
  • fixed issue where you are unable to pick up objects in between doors
  • fixed not being able to place text panel on the tip of the armor slope
  • fixed issue where you were unable to place voxels over projections
  • fixed issue which caused the local area grid bound to disappear
  • fixed issue where pillar could be attached to armor slope block from the side
  • fixed issue with ship Grinder/Welder blocks range
  • fixed issue with Hydrogen Thrusters being added to ships and making them lose altitude in gravity
  • fixed issue with warping sounds with large number of ship Grinders/Welders
  • fixed issue with respawn ships appearing outside of world size limits
  • fixed issue with ships spawning without a physical presence in worlds
  • fixed issue with wheels not behaving properly when used in the Visual Scripting tool
  • fixed issue where tools continued running even when entering into the menu
  • fixed issue where blocks with "+" reverting to default block when changing grid size
  • fixed issues where asteroids were not present in "Asteroid" scenario or spawned too far away
  • fixed issue with projections casting shadows
  • fixed issue with crosshair appearing when going into spectator mode while still in the cockpit
  • fixed issue with thrusters acting dead (turned off) when locked to a grid with a landing gear
  • fixed issue where players could change in to a space wolf while on survival using the med bay
  • fixed crash at System.ThrowHelper.ThrowInvalidOperationException
  • fixed space ball air tightness issue (no longer airtight)
  • fixed issue with cargo ships not despawning
  • fixed issue with explosions appearing pixelated and with squares on edges
  • fixed issue where double clicking during the loading screen caused a crash
  • fixed crash at Sandbox.Game.Entities.MyCubeGrid.MultiplyBlockSkeleton
  • fixed crash when pasting planet too close to yourself on a dedicated server
  • fixed issue with certain blocks not being welded by the ship welder when using projector
  • fixed issue with ThrustMultiplier property being disregarded in ModAPI.IMyThrust
  • fixed issue where you are unable to control turrets from control panels on DS upon a character death
  • fixed issue with pasted grids aligning themselves to grids locked with landing gear rather than grid being aimed at
  • fixed issue where sound alert 2 was not working in visual scripting
  • fixed issue where in the G-screen you were unable to grab the scrollbar with your mouse
  • fixed issue with mirror mode planes causing a strobe effect when placed at the edge of grids
  • fixed issue where particle effect while flying through space was not visible
  • fixed issue where gatling guns were unable to target missiles (by slowing them down)
  • fixed issue that 1x1 Window Inv is not part of the 1x1 Window face group
  • fixed issue where the "red box" appeared when using the voxel hand tool in 1st person
  • fixed issue with ctrl+scroll not working when using the voxel hand tool
  • fixed issue with strafing and rolling while using the AZERTY keyboard (Hon hon hon!)
  • fixed issue where moving your mouse during pause would shift your POV regardless
  • fixed particle effect from bullet impact being too big and having too many sparks
  • fixed some more the hard edgings on explosions
  • fixed issue where snow particles from running were brighter than the snow on the ground
  • fixed the ugly muzzle smoke from the rifle when firing
  • fixed crash during launch when there is no audio device
  • fixed 2 crashes related to Customizable Fonts
  • fixed issue where tools would continue to run when bringing up the control panel
  • fixed issue when adding a hydrogen thruster to ship made the dampeners behave incorrectly
  • fixed issue with control panel message appearing briefly
  • fixed mirroring issue with the small grid 5x5 wheel
  • fixed issue where it was difficult to select a button on the control panel
  • fixed issue where rotor displacement would not refresh when options were changed in the control panel
  • fixed crash at Sandbox.Game.Entities.MyCubeGrid.IsAabbInsideVoxel
  • fixed crash at Game.Entities.Blocks.MyMechanicalConnectionBlockBase.Brea
  • fixed crash Sandbox.Game.Entities.Cube.MyRefinery.ChangeRequirementsToResults
  • fixed crash SharpDX.SharpDXException
  • fixed the trash removal tool to function properly
  • fixed issue with turrets targeting meteors through grids
  • fixed issue were settings from Info tab from the control panel did not refresh even when changing save games
  • fixed camera issue where exiting it would not preserve the POV
  • fixed issue where landing gear would stay lit yellow even when turned off
  • fixed issue where you were unable to paste when in Creative mode if you are not a admin
  • fixed issue where on survival the transparent build preview when using "Lines" or "Grids" would not show
  • fixed arm animations when holding gun in and viewing your character in 3rd person
  • fixed issue where dying made you look into the center of the planet (very uncomfortable bright flashing colors)
  • fixed issue with accuracy on guns not syncing up with the crosshair
  • fixed minor issue where going into the menu gave you a slight upward boos when flying with jetpack
  • fixed minor issue where interior turrets would remain collapsed when welding
  • GitHub source code updated
  • removed breathing, suffocating and oxygen sounds for creative mode
  • increased number of characters for LCD panels to 100,000 characters
  • rotors had their negative limits re-added ( Sorry for the blueprint issues that this may have/will cause)
  • removed error message for 3D export function (ctrl+alt+e shortcut)
  • ship drills are now working slightly faster
  • reduced the amount of memory leaks and fixed issue with reloading save file increased the memory consumption
  • hitting trees should no longer make the trees fly away into the atmosphere

Hotfix 166.011

  • fixed crash while joining server
  • fixed crash in piston
  • fixed crash in Giant leap for mankind
  • fixed pink mods
  • fixed pink steel plate
  • fixed invisible grids in multiplayer
  • fixed player getting put in control respawn ship
  • improved sun
  • improved stability of render initialization
  • fixed solar panel textures
  • fixed landing gears not working on client
  • fixed modded blocks LODs

References

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Update 01.165

8 December 2016

Developer Button.png

Summary

Hello Engineers! We are very happy to announce that today, we have a massive update for you, the one that’s been months in making. There’s the total block redesign, new multiplayer netcode, a tutorial campaign and much, much more!

Total Block Redesign Nearly every art asset in the game has been redone together with the first iteration of render optimizations. This includes new block models, new weapon and tool models, new component models and new voxel textures. All of these assets now use physically-based rendering. There’s an incredible amount of models in the game so you can expect various bugs to be fixed over the coming weeks, and as always, if you find any sort of bugs, please report them on our Forums - http://forum.keenswh.com/forums/bug-reports.326950/

It’s worth mentioning that there will now be time to listen to community feedback on the new models so we can modify, adjust and improve them if required. Aside from the redesigned blocks, we also have a couple of completely new ones to add. These are of course the corner lights and corner LCDs (available for small and large grid) and created by Arindel so many many thanks to him! They really did help the level designers with creating the desired atmosphere of the missions.

Multiplayer It was decided that we would take the best features and technologies from all of the MP contestants and combine them into one ultimate multiplayer experience. This means that as well as the netcode and performance based features, it’s also bringing gameplay features like magboots and voice communication. Magboots allow you to walk all around grids in zero g, but only works if there is no natural or artificial gravity. Voice communication works within antenna range, and you can chain together antenna networks to increase your range. Thanks to Rexxar, there are more advanced admin tools in the Space Master menu. This is just the first iteration, and more tools may be added in the future. We’ve also redesigned permissions ingame, adding new Scripter and Moderator roles. For more details on these features, check this thread. There are some important and exciting modding changes this week, including a new way for mods to store custom data inside entities, please see the link below for more details if you are modder or a scripter.

Campaign Next up, we’ve got the tutorial campaign. This is a short campaign mainly designed to help new players get into the game - but should be a lot of fun for existing players too, as it’s a great showcase of the storytelling potential in Space Engineers. We hope you will enjoy it and that it will inspire content creators out there to design their own missions and campaigns. They have all the same tools that our in-house designers have at their disposal like triggers, cut scenes, drone AI and more.

Drone AI Thanks to the tutorial campaign, we spent some time improving drone AI. They can now strafe, attempt to ram when out of ammo, use static weaponry, have more specific targeting and be assigned waypoints. Currently these features can only be utilized in your own drones via the visual scripting tool.

Drive-by Turret Shooting One of favorite features that we’re also adding this week is the ability to control a single automated turret while still driving or flying a vehicle. The only requirement is that you set one cockpit on a grid as the main cockpit. Once controlling a turret, you can aim it with the mouse while using the WASD keys to steer the vehicle. By holding ALT, you can switch back to controlling gyroscopes with your mouse. We’ve also cleaned up camera overlays and added a zoom function to all automated turrets to help you make that crucial shot.

...And More! We’ve added the ability for bullet decals to be seen from the inside of cockpits so now you will really know when you’re getting hit. We improved building by making the block size get automatically selected by the grid that you are pointing at; you can change the size manually by pressing the block button on your toolbar again so you are still able to create a new grid from any block. Lastly, you can now interact with highlighted blocks by pressing LMB and interact with control panels by pressing RMB.

Features

  • New Multiplayer netcode; best features were merged from all the MP contestants
  • Total Block Redesign; every block has been completely reworked (textures/LODs/etc.)
  • New and redesigned Tools and Weapons look
  • New and redesigned look for Components, Voxels
  • Physics improvements
  • Render improvements
  • Added Campaign containing 5 missions
  • Added Voice Chat (dependent on antenna network, it can be enabled by pressing U)
  • Added Magnetic Boots
  • Drone AI Improvements (strafing, ramming when without ammo, can use static weapons, targeting, waypoints)
  • Drive-by Turret shooting (shooting from turrets while moving with vehicles/ships)
  • Improved building (block size is automatically picked by the grid that you are pointing to; you can change the size manually by pressing the block button on your toolbar again)
  • Interacting with highlighted stuff by pressing LMB and interacting with control panel RMB (only with empty hands)
  • Added Corner Lights, Corner LCDs (thanks Arindel!)
  • Enabled interior lights for small ships
  • Added Advanced Admin Tools in the Space Master menu (thanks Rexxar!)
  • Redesigned permissions ingame, added new Scripter and Moderator roles
  • Created a new way for mods to store custom data inside entities: http://forums.keenswh.com/threads/modapi-changes-12-8.7389842/
  • Added Zoom function to all turrets
  • Decals are now visible from inside the Cockpits
  • Voxel hand can be used by Space Master

Fixes

  • fixed issue where welding with multiple welders cause major sound and performance issues
  • fixed desync for warheads on dedicated server
  • fixed crash at ParallelTasks.TaskException when pasting blueprint
  • fixed crash at System.Array.Clear
  • fixed aiming issues for drones
  • fixed crash when two merge blocks that were part of the same grid merged
  • fixed crash at Sandbox.Game.Entities.Character.MyCharacter.EndShoot
  • fixed crash at Sandbox.Game.GameSystems.MyGridCameraSystem.ResetCamera
  • fixed crash at Crash at System.Collections.Generic.Dictionary
  • fixed minor issue with cameras and chat function
  • fixed issue with LCD panel crashing the game when removed or grinded down
  • fixed issue with being able to produce infinite hydrogen with the stockpile option

Update 01.164

01.Dec.2017

Developer Button.png

Summary

Hello Engineers! Today, we have more bug fixes for you. We are extremely busy preparing some pretty big updates coming in the next couple of weeks and we hope that you’ve all had time to experiment with the new multiplayer prototypes that we made available last update. Since then, there’s been an incredible amount of useful feedback posted across various platforms and we thank everyone for their help. The teams were able to gather large amounts of information from the crashes and bugs that may have been difficult to find had these evaluations not been public.

For this patch, we tweaked the balance of ships drills by slightly reducing the drill radius but increasing their speed, making the changes to voxels smoother. The bugs fixed this week include more situations of piston heads breaking off, interior turrets aiming above their target, soundblocks not remembering their selection upon reload of worlds, and small grid small conveyor tubes not having mountpoints on all sides. Lastly we resolved the issue stopping players from pasting builds from the development version of the game in the stable version.

Features

  • bugfixes

Fixes

  • tweaked mining with ship drills to have smaller radius and to dig faster
  • fixed issue with piston heads breaking off in certain situations
  • fixed issue on small grid "Small Conveyor Tube" blocks not having mountpoints on every surface
  • fixed issue where GetVelocityAtPoint gets wrong values with safetylock o
  • fixed issue where you lost control of turrets when killing mobs
  • fixed issue with camera clipping into the jetpack in 3rd person view
  • fixed issue where you were unable to paste build from development version
  • fixed issue where soundblock would not remember its selection when reloading save game
  • fixed issue with welders not working due to ownership not being set up correctly
  • fixed issue with interior turrets aiming above the target
  • fixed issue when renaming save files the load game menu would not update properly
  • fixed issue with achievement Giant Leap for Mankind resseting when exiting game
  • fixed issue when using Xbox controller causing the configuration of the game to reset

References

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Update 01.163

24.Nov.2016

Developer Button.png

Summary

Hello Engineers! This week’s update is bringing improvements to Space Master and the remote access screen. By opening the space master screen, you will now see a new option which allows you to set a continuous trash management interval. This means that after the set amount of time, the game will remove, stop or depower all grids that match the selected requirements. We’ve also slightly redesigned the remote access screen. It allows you to take control of a grid directly from this menu and has status indicators for each grid. These indicators will let you know if there are issues with connection, ownership or the remote control block.

And we have even more for you! Today we released 3 new multiplayer prototype builds code-named “Rock”, “Paper” and “Scissors”. These multiple versions have been created by three different teams (two internal teams and one external) with each one of them trying to solve the multiplayer employing different methodologies. Our progress is now at a state, where players can directly help us evaluate the new multiplayer prototypes. We need your help to work out which one of these three will provide the best multiplayer foundation moving forward...

Features

  • New multiplayer prototype builds: Rock, Paper, Scissors (you will find more info in Marek's blog post: http://blog.marekrosa.org/2016/11/space-engineers-public-multiplayer_24.html )
  • Re-worked remote access menu to be more user friendly and accessible
  • Added support for CompilationSymbols arguments in Teamcity
  • Whitelisted items (so they can be edited in scripts to avoid conflicts):
VRageRender.MyMaterialsSettings
VRageRender.MyShadowsSettings
VRageRender.MyPostprocessSettings
VRageRender.Messages.MyHBAOData
VRageRender.MySSAOSettings
VRageRender.MyEnvironmentLightData
VRageRender.MyEnvironmentData
VRageRender.MyPostprocessSettings.Layout
VRageRender.MySSAOSettings.Layout
VRageRender.MyShadowsSettings.Struct
VRageRender.MyShadowsSettings.Cascade
VRageRender.MyShadowsSettings.NewStruct
VRageRender.MyMaterialsSettings.Struct
VRageRender.MyMaterialsSettings.MyChangeableMaterial​

Fixes

  • fixed crash Sandbox.Game.Entities.Cube.MyRefinery.ChangeRequirementsToResults
  • fixed crash SharpDX.SharpDXException
  • fixed the trash removal tool to function properly
  • fixed issue with turrets targeting meteors through grids
  • fixed issue were settings from Info tab from the control panel did not refresh even when changing save games
  • fixed camera issue where exiting it would not preserve the POV
  • fixed issue where landing gear would stay lit yellow even when turned off
  • fixed issue where you were unable to paste when in Creative mode if you are not a admin
  • fixed issue where on survival the transparent build preview when using "Lines" or "Grids" would not show
  • fixed arm animations when holding gun in and viewing your character in 3rd person
  • fixed issue where dying made you look into the center of the planet (very uncomfortable bright flashing colors)
  • fixed issue with accuracy on guns not syncing up with the crosshair
  • fixed minor issue where going into the menu gave you a slight upward boos when flying with jetpack
  • fixed minor issue where interior turrets would remain collapsed when welding

References

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Update 01.162

17.Nov.2016

Developer Button.png

Summary

Hello Engineers! In today’s update, we are adding Steam achievements for Space Engineers. They already cover a pretty wide range of activities so get hunting - but we also have the ability to add more in the future as the game develops further. You can now use double mouse click to activate hand tools continuously which should come in handy for those longer survival sessions. An improvement made to sensor blocks is that you can now toggle on or off the detection of subgrids on a grid where a sensor is placed. The bugs fixed this week include button panel text only appearing for a short moment, ship dampeners seeing un-fueled hydrogen thrusters as powered and the properties of subgrids not being updated. Lastly we made some major changes to the programmable block API, including adding new raycast functionality for cameras. If you’re a scripter, you can find the guide explaining these changes here: http://forum.keenswh.com/threads/new-camera-raycast-and-sensor-api.7389290/ There will be some bigger updates over the coming weeks, including corner lights and corner LCDs and more parallelization. The redesigned blocks are even nearer to completion, as the artists are now mostly working on LODs at this point. Also, the new multiplayer prototypes are undergoing internal testing at this time and we look forward to sharing the results of this with the community.

Features

Fixes

  • fixed issue where tools would continue to run when bringing up the control panel
  • fixed issue when adding a hydrogen thruster to ship made the dampeners behave incorrectly
  • fixed issue with control panel message appearing briefly
  • fixed mirroring issue with the small grid 5x5 wheel
  • fixed issue where it was difficult to select a button on the control panel
  • fixed issue where rotor displacement would not refresh when options were changed in the control panel
  • fixed crash at Sandbox.Game.Entities.MyCubeGrid.IsAabbInsideVoxel
  • fixed crash at Game.Entities.Blocks.MyMechanicalConnectionBlockBase.BreakLinks

Hotfixes (162.005)

  • fixed pasting blueprints in Creative
  • fixed audio crash

References

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Update 01.161

10.Nov.2016

Developer Button.png

Summary

Hello Engineers! With this week’s update, we are adding support for modding fonts in Space Engineers. We are also adding a new font into the vanilla game. This is a monospace font recently made into a local mod by Krypt, so many thanks to all the modders! If you access an LCD panel via the terminal you will now find a font selection dropdown. As another added feature - you can now use drills and grinders to cut down trees. No longer will ramming trees with ships and rovers be the only option. Also this week, we’ve added a loading wheel when you are pasting in blueprints. This should help indicate when the game is still processing an entity. The bugs fixed this week include some blocks not being welded from a projection, visual particle imperfections, issues with voxel hands and many more!

Features

Fixes

  • fixed issue where double clicking during the loading screen caused a crash
  • fixed crash at Sandbox.Game.Entities.MyCubeGrid.MultiplyBlockSkeleton
  • fixed crash when pasting planet too close to yourself on a dedicated server
  • fixed issue with certain blocks not being welded by the ship welder when using projector
  • fixed issue with ThrustMultiplier property being disregarded in ModAPI.IMyThrust
  • fixed issue where you are unable to control turrets from control panels on DS upon a character death
  • fixed issue with pasted grids aligning themselves to grids locked with landing gear rather than grid being aimed at
  • fixed issue where sound alert 2 was not working in visual scripting
  • fixed issue where in the G-screen you were unable to grab the scrollbar with your mouse
  • fixed issue with mirror mode planes causing a strobe effect when placed at the edge of grids
  • fixed issue where particle effect while flying through space was not visible
  • fixed issue where gatling guns were unable to target missiles (by slowing them down)
  • fixed issue that 1x1 Window Inv is not part of the 1x1 Window face group
  • fixed issue where the "red box" appeared when using the voxel hand tool in 1st person
  • fixed issue with ctrl+scroll not working when using the voxel hand tool
  • fixed issue with strafing and rolling while using the AZERTY keyboard (Hon hon hon!)
  • fixed issue where moving your mouse during pause would shift your POV regardless
  • fixed particle effect from bullet impact being too big and having too many sparks
  • fixed some more the hard edgings on explosions
  • fixed issue where snow particles from running were brighter than the snow on the ground
  • fixed the ugly muzzle smoke from the rifle when firing

Hotfixes version 1.161.005

  • Fixed crash during launch when there is no audio device
  • Fixed 2 crashes related to Customizable Fonts
  • Fixed render crash

References

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Update 01.160

3.Nov.2016

Developer Button.png

Summary

Hello Engineers! This week’s update contains a good amount of bugfixes. We fixed numerous crashes related to parallelization and other bugs fixed this week include ships with hydrogen thrusters slowly losing altitude, gatling turrets being unable to target anything directly above them and respawn ships spawning outside world limits. We are happy announce that we will be adding Arindel’s corner lights and corner lcds to the vanilla game. These blocks are very nice indeed and should be releasing in the next couple of weeks. Check them out now via the Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=530693136 http://steamcommunity.com/sharedfiles/filedetails/?id=611420971

We also give you a small sneak-peak into our improved drone AI which is being worked on at the moment - for example, drones can now strafe, use static weaponry and ship tools and target different grids/blocks/players. For now, this behaviour can only be activated and configured using visual scripting. In the future, we plan to have all drones, cargo ships and pirates in the game using this behaviour. You will also be able to mod your own behaviours. Using the visual scripting tool, you can have drones perform different tasks and follow waypoints when needed allowing them to navigate tight spaces. These are just some of the many possibilities that scenario creators will have at their disposal, so check out the update video!

Features

  • bugfixes

Fixes

  • fixed issue with ship pasted into voxels not turning into station
  • fixed issue with procedural asteroids not rendering correctly
  • fixed issue where you are unable to pick up objects in between doors
  • fixed not being able to place text panel on the tip of the armor slope
  • fixed issue where you were unable to place voxels over projections
  • fixed issue which caused the local area grid bound to disappear
  • fixed issue where pillar could be attached to armor slope block from the side
  • fixed issue with ship Grinder/Welder blocks range
  • fixed issue with Hydrogen Thrusters being added to ships and making them lose altitude in gravity
  • fixed issue with warping sounds with large number of ship Grinders/Welders
  • fixed issue with respawn ships appearing outside of world size limits
  • fixed issue with ships spawning without a physical presence in worlds
  • fixed issue with wheels not behaving properly when used in the Visual Scripting tool
  • fixed issue where tools continued running even when entering into the menu (Sorry but we are going implement a shortcut in the future for this :D )
  • fixed issue where blocks with "+" reverting to default block when changing grid size
  • fixed issues where asteroids were not present in "Asteroid" scenario or spawned too far away
  • fixed issue with projections casting shadows
  • fixed issue with crosshair appearing when going into spectator mode while still in the cockpit
  • fixed issue with thrusters acting dead (turned off) when locked to a grid with a landing gear
  • fixed issue where players could change in to a space wolf while on survival using the med bay
  • fixed crash at System.ThrowHelper.ThrowInvalidOperationException
  • removed error message for 3D export function (ctrl+alt+e shortcut)
  • fixed space ball air tightness issue (no longer airtight)
  • fixed issue with cargo ships not despawning

Hotfixes 160.005

  • fixed issue with explosions appearing pixelated and with squares on edges
  • Rotors had their negative limits re-added ( Sorry for the blueprint issues that this may have/will cause)

References

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Update 01.159

27.Oct.2016

Developer Button.png

Summary

This week’s update comes with our first part of render optimisations. These are smaller optimisations which are mainly being released as preparation for the upcoming redesigned blocks but you may see some improvements in FPS even with the current models and textures. An important note for modders is that large parts of the renderer was completely rewritten so this will require some mods to be updated. We realise that changes like this can be very frustrating for modders but we want to assure you that these changes are needed for long term optimisation plans. The render team has written a guide with what needs to be updated and you can find this guide on steam/our forums. Regarding visual scripting, campaigns, missions and scenarios using the tool can now all be published on the Steam Workshop. Lastly, we added an ambient occlusion setting in the graphics options. Bugs fixed this week include stations becoming dynamic when copying and pasting them, connectors not being locked on server restart and many block mirroring issues. We also reduced the amount of memory leaks, especially ones that would occur on the reload of worlds.


Features

  • Render Optimizations (First Part)
  • Added ambient occlusion setting in the Graphics Options
  • Added Workshop tag "Campaign"
  • Vrage Render restriction guide for modders: http://forums.keenswh.com/threads/7388735

Fixes

  • fixed thruster flame animation freezing
  • fixed issue with copy/pasting station turning into ships
  • fixed issue when welding solar panels
  • fixed issue with ore spawns in rock
  • fixed issue with voxel tearing and the wrong texture appearing
  • fixed a part of the issue where only pressing C activates thrusters
  • fixed the no clip part of the laser antenae
  • fixed issue where the output angle for PBs did not show on LCD
  • Reduced the amount of memory leaks and fixed issue with reloading save file increased the memory consumption
  • fixed mirroring issue with oxygen farm
  • fixed mirroring issue with 3x3 wheels
  • fixed mirroring issue with 5x5 wheels
  • fixed mirroring issue with large antenna
  • fixed mirroring issue with small conveyor frame
  • fixed mirroring issue with small/large atmospheric thruster
  • fixed mirroring issue oxygen generator
  • fixed issue with dead bodies cluttering the server (improved sim speed)
  • fixed crash at System.Array.Clear(Array array, Int32 index, Int32 length)
  • fixed crash at System.Console.ReadKey(Boolean intercept)
  • fixed crash at System.Text.StringBuilder.get_Chars
  • fixed issues with loading the star system scenario
  • fixed bug that was occurring when using welder on projection
  • fixed issue with connectors not being locked on server restart
  • ship drills are now working slightly faster

Hotfixes

  • fixed crash at Sandbox.Game.Entities.MyCubeGrid.MultiplyBlockSkeleton
  • fixed crash at Sandbox.Game.Entities.Cube.MyRefinery (Again)
  • fixed crash during timerblock preview while trying to paste it

References

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Update 01.158

20.Oct.2016

Developer Button.png

Summary

Hello Engineers! This week’s update brings a fresh batch of bug fixes and improvements. The visual scripting tool should be working for everyone as we fixed some issues and crashes related to it so now you can get to work on your very own campaigns and scenarios! We also increased the number of characters allowed for LCDs to just over 100,000. Bugs fixed this week include a phantom power drain when using a merge block, the view distance setting not updating and the rifle continuing to fire after going to the ESC menu. Lastly, many crashes were resolved, including ones related to the use of local mods.

Features

  • bug fixes

Fixes

  • fixed crash while pasting specific blueprints on DS
  • fixed ingame script finalizers crashing the game
  • fixed rare crash related to Refinery
  • fixed fire disappearing when shooting reactors, gravity generators, cockpits and other blocks
  • fixed spotlight losing glare effect after being repainted
  • fixed Vegetation View Distance not changing in game
  • fixed personal light turning off when using remote control
  • fixed phantom power drain when using merge block
  • fixed outdated instructions in step 1 of tutorial 8
  • fixed gun particles at close range
  • removed breathing, suffocating and oxygen sounds for creative mode
  • increased number of characters for LCD panels to 100,000 characters
  • fixed issue with conveyor sorter working even when turned off
  • fixed rifle shooting constantly after entering the menu
  • hitting trees should no longer make the trees fly away into the atmosphere
  • GitHub source code updated

References

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Update 01.157 Stable

10.Nov.2016

Stable Button.png

Summary

New Stable branch has been released!

Features

  • Visual Scripting (Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=779965489 )
  • Physics improvements
  • Main menu redesign
  • Larger max voxel tool size (creative)
  • Added explosion visual effect after destruction of certain blocks
  • Ability to select a default camera in a remote control block
  • Particle effects improvements
  • Parallelization (Loading of grids is now processed asynchronously. This translates into less freezing during copying & pasting grids or during spawning of cargo ships, drones and using blueprints. It also significantly reduces loading times.)
  • Configurable block limits & Performance warnings (Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=767867448 )
  • New NPC (Sabiroids and wolves) Pathfinding system (using Recast&Detour)

Fixes

  • added rotation and tracking to spectator camera so that it can be used for easier video shooting
  • fixed particle testing tool, particle editor
  • fixed crash with remote control when removing gps coordinates
  • fixed crash ArgumentOutOfRangeException at MyGridClipboard.AlignRotationToCoordSys
  • fixed crash at VRageRender.MyScreenDecals.AddDecal
  • fixed crash 'System.NullReferenceException' occurred in HavokWrapper.dll
  • fixed changing Interior Light radius moving the reflection
  • fixed an increase in GC memory by 2GB due to cargo ship spawn followed by freeze
  • fixed modded character stats updating on respawn
  • fixed bottom of the Passage Block having no mountpoint
  • fixed start system drill not being equipped properly
  • fixed griefing issue with PB block
  • fixed 3rd person camera after loading game and exiting cockpit
  • fixed issue with sound of blocks being placed heard by other players regardless of distance
  • removed sound of suffocating for creative
  • fixed sound of not enough powered production blocks
  • fixed Procedural Asteroids not spawning any Ice
  • fixed particles after explosion staying too long
  • added "Enable Echo" button in sound options, for players experiencing distortions in audio
  • fixed issue with players having no audio in-game
  • fixed crash related to pistons
  • fixed conveyor disappearing after welding
  • added reload time to automated Gatling turrets.
  • cleaned up the G-Screen by removing duplicates
  • fixed sliding door and door cannot be grouped
  • fixed the rendering issue when copying grid and being in bounding box of pasted grid
  • fixed rifle clipping
  • fixed collision detection problem for refinery build models
  • fixed atmospheric thrusters creating a fake mounting point
  • fixed jetpack deactivating when reloading game in-cockpit
  • fixed FOV issues when deleting a jump-driving ship
  • fixed drill disappearing in survival
  • fixed connectors not connecting to each other
  • fixed myMechanicalConnectionBlockBase issues
  • fixed rebinding "Hold to look around" to another key disabling camera zoom
  • fixed despawning of looted wolves closing any open inventory screen
  • fixed missile turrets aiming (damaging nearby grids or trying to shoot through grids)
  • fixed max. building boundaries not being shown after CTRL+V
  • fixed damaged beacon particles staying at original spot
  • fixed window on cockpit detaching after removing block from same grid
  • fixed decal related crash in heavily modded worlds
  • fixes to Parallelization related crashes
  • fixed issues with world corrupt files and crashes related Parallelization
  • improved camera tilting and moving with astronaut
  • improved issue with camera yaw changing when swapping between spectator and first person camera
  • improved fire particles
  • fixed rifle scoped in bug where you would stay scoped in with tools after using the rifle
  • fixed blueprints sometimes switching between two places for no reason
  • fixed decal on damaged medical stations
  • removed un-ended lines in dedicated server log
  • removed Armor Slope that was displayed twice in G-Screen
  • removed Conveyor Tube that was displayed twice in G-Screen
  • fixed issue with realistic warhead sound not being played
  • fixed air tight hangar door sound in depressurized mode
  • fixed collision sounds in realistic mode with ships and grids crashing into voxel
  • fixed an audio loop leak that led to computer shutting down
  • fixed a bug that caused a crash after editing the block type in the configuration for a dedicated server to something other than a valid option
  • fixed a log crash that occurred after closing the game
  • fixed sound related crash
  • fixed Performance Warnings performance issue
  • fixed DS server crash related to MyEntityInventoryStateGroup in code
  • reintroduced station voxel support option
  • resolved/Deleted old sound file so they do not appear in the log
  • improved steering with planetary lander
  • fixed issue where sensor would not detect large grid
  • fixed issue when crashing ship while using the camera view
  • fixed error message "No Fuel" appearing when no reactor was present on grid
  • fixed issue where ships would not fall if their dampeners, thrusters or power was turned off
  • fixed issue with see-through Heavy armor round corner
  • removed Conveyor junction displayed twice in G-Screen
  • fixed issue with copy/pasted station on planet staying static until you removed a block
  • fixed issue with News windows scroll bar not working properly
  • fixed issues with PB block that could be used to crash servers or game
  • fixed damage decals and particles on med bay station
  • fixed issue with rocks on planets only spawning Iron Ore
  • fixed memory leak introduced in 154
  • fixed crash with merge blocks
  • fixed crash with mods with materials without definition
  • fixed rare crash when removing connectivity from blocks

Hotfixes version 1.157.011

  • Fixed 7 crashes
  • Fixed asteroids being far away in "Asteroids" scenario
  • Increased max number of characters allowed for LCD * 100000

Hotfixes 157.012

  • Fixed pasting blueprints in Creative
  • Fixed audio crash
  • Fixed 2 parallelization crashes

Hotfixes 157.013

  • Fixed can't paste blueprint on a dedicated server in survival mode with space master
  • Fixed crash when generating crater
  • Fixed crash on exiting control panel

References

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Update 01.157 DEV

14.Oct.2016

Developer Button.png

Summary

Hello Engineers! This week we are releasing the visual scripting tool which also comes with some other improvements that should help all the Keen mission and scenario creators out there. For a steam guide continue here: http://steamcommunity.com/sharedfiles/filedetails/?id=779965489 There’s also a short example mission to help you learn and for you to use as inspiration. This tool opens up a lot of possibilities, even allowing you to create your own campaigns with multiple missions. We look forward to seeing what the community comes up with and we’ll be running a competition in the near future, so get designing!

You may notice that the main menu is now organized differently. At the top, there is a continue game option which will resume your last loaded world. Below that, you have a missions button. By clicking on this you can access the official example mission. Expect workshop support for missions and scenarios in the coming weeks. When that support comes, you will be able to find subscribed missions in the same screen. We’ve added directory structure support for the load world page. This can currently only be utilized out of game using Windows explorer. Although backups can now be accessed directly in game with the new backups button on the left side of the page. To access subscribed worlds via the steam workshop, click the workshop button, which is also located on the left side of the page. Finally you can find the regular new world screen by clicking on custom game.

An explosive change we’ve made this week is that certain functional blocks will now explode when destroyed. You will see the biggest explosion upon the destruction of a large grid Large Reactor, large grid Hydrogen Tank and Jump Drive. Please note, that this is currently only a visual effect and these explosions do not cause damage to surrounding blocks. This change should make battles and crashing ships even more exciting. Some other improvements include a larger max voxel tool size (which can now be set up to 100 blocks instead of 10) and the ability to select a default camera in a remote control block. This means that when you first take control of a grid via a remote control block, you can have it automatically go into the specified camera’s view. Lastly, there’s an update for the stable branch today which contains features like the realistic sound mode and improvements to the renderer and ModAPI taking it to version 01.153.


Features

  • Visual Scripting (Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=779965489 )
  • Physics improvements
  • Main menu redesign
  • Larger max voxel tool size (creative)
  • Added explosion visual effect after destruction of certain blocks
  • Ability to select a default camera in a remote control block
  • Particle effects improvements

Fixes

  • added rotation and tracking to spectator camera so that it can be used for easier video shooting
  • fixed particle testing tool, particle editor
  • fixed crash with remote control when removing gps coordinates
  • fixed crash ArgumentOutOfRangeException at MyGridClipboard.AlignRotationToCoordSys
  • fixed crash at VRageRender.MyScreenDecals.AddDecal
  • fixed crash 'System.NullReferenceException' occurred in HavokWrapper.dll
  • fixed changing Interior Light radius moving the reflection
  • fixed an increase in GC memory by 2GB due to cargo ship spawn followed by freeze
  • fixed modded character stats updating on respawn
  • fixed bottom of the Passage Block having no mountpoint
  • fixed start system drill not being equipped properly
  • fixed griefing issue with PB block
  • fixed 3rd person camera after loading game and exiting cockpit
  • fixed issue with sound of blocks being placed heard by other players regardless of distance
  • removed sound of suffocating for creative
  • fixed sound of not enough powered production blocks
  • fixed Procedural Asteroids not spawning any Ice
  • fixed particles after explosion staying too long

Hotfixes - 157.004

  • Added "Enable Echo" button in sound options, for players experiencing distortions in audio
  • Fixed issue with players having no audio in-game
  • Fixed crash related to pistons
  • Fixed conveyor disappearing after welding

References

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Update 01.156

6.Oct.2016

Developer Button.png

Summary

Hello Engineers! This week’s update brings you more parallelization improvements. Grid loading is now processed asynchronously, which translates into less freezing when copying/pasting grids and while spawning cargo ships and drones. It also significantly reduces load times. As a small tweak to weapon balancing, we’ve added a short reload time to automated Gatling turrets so they will not fire continuously, but rather reload after 140 rounds. Bugs fixed this week include sliding doors and normal doors not being able to be grouped together, first person perspective clipping when using rifles, and jetpacks deactivating when reloading a world in a cockpit. Lastly, all duplicates in the G-Screen should be cleaned up.


Features

  • Parallelization (Loading of grids is now processed asynchronously. This translates into less freezing during copying & pasting grids or during spawning of cargo ships, drones and using blueprints. It also significantly reduces loading times.)
  • GitHub source code updated

Fixes

  • added reload time to automated Gatling turrets.
  • cleaned up the G-Screen by removing duplicates
  • fixed sliding door and door cannot be grouped
  • fixed the rendering issue when copying grid and being in bounding box of pasted grid
  • fixed rifle clipping
  • fixed collision detection problem for refinery build models
  • fixed atmospheric thrusters creating a fake mounting point
  • fixed jetpack deactivating when reloading game in-cockpit
  • fixed FOV issues when deleting a jump-driving ship
  • fixed drill disappearing in survival
  • fixed connectors not connecting to each other
  • fixed myMechanicalConnectionBlockBase issues
  • fixed rebinding "Hold to look around" to another key disabling camera zoom
  • fixed despawning of looted wolves closing any open inventory screen
  • fixed missile turrets aiming (damaging nearby grids or trying to shoot through grids)
  • fixed max. building boundaries not being shown after CTRL+V
  • fixed damaged beacon particles staying at original spot
  • fixed window on cockpit detaching after removing block from same grid
  • fixed decal related crash in heavily modded worlds

Hotfixes Development version 1.156.005

  • Fixes to Parallelization related crashes

Hotfixes Development version 1.156.006

  • Fixed issues with world corrupt files and crashes related Parallelization

References

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Update 01.155

29.Sept.2016

Developer Button.png

Summary

Hello Engineers! Today's update brings another batch of bug fixes and improvements. We have re-enabled the station voxel support option. Once again you can find this option in the advanced world settings although it has now been renamed as "unsupported stations". By enabling this option, grids will no longer become dynamic when disconnected from static grids. Bugs fixed this week include sensors not detecting large grids, rocks on planets only containing iron and issues when crashing a ship while looking through a camera. That’s all for now, but rest assured that work continues on the multiplayer and optimizing the game, as we are aware of the everyday issues that players face.


Features

  • bugfixes


Bugfixes

  • fixed DS server crash related to MyEntityInventoryStateGroup in code
  • reintroduced station voxel support option ( ͡° ͜ʖ ͡°)
  • resolved/Deleted old sound file so they do not appear in the log
  • improved steering with planetary lander
  • fixed issue where sensor would not detect large grid
  • fixed issue when crashing ship while using the camera view
  • fixed error message "No Fuel" appearing when no reactor was present on grid
  • fixed issue where ships would not fall if their dampeners,thrusters or power was turned off
  • fixed issue with see-through Heavy armor round corner
  • removed Conveyor junction displayed twice in G-Screen
  • fixed issue with copy/pasted station on planet staying static until you removed a block
  • fixed issue with News windows scroll bar not working properly
  • fixed issues with PB block that could be used to crash servers or game
  • fixed damage decals and particles on med bay station
  • fixed issue with rocks on planets only spawning Iron Ore

Hotfixes Development version 1.155.003

  • Fixed memory leak introduced in 154
  • Fixed crash with merge blocks
  • Fixed crash with mods with materials without definition
  • Fixed rare crash when removing connectivity from blocks

References

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Update 01.154

22.Sept.2016

Developer Button.png

Summary

Hello Engineers! Today's update brings more important bug fixes and improvements - configurable block limits & performance warnings were added to the game, primarily to help server admins maintain their servers more easily. These limits can be set up in the server configurator for dedicated servers, or in world settings for singleplayer and multiplayer. Another addition is improved NPC pathfinding for wolves and sabiroids. We’ve also got another Dev diary - this time we are revealing the upcoming visual scripting tool. One of our level designers, Jochem, will try to show you how designers are utilizing this new tool. We have no doubts that our community will be able to create some amazing scenarios when the visual scripting releases. In the meantime, our designers will continue to help improve the tool by requesting new features and reporting issues.


Features

Bugfixes

  • improved camera tilting and moving with astronaut
  • improved issue with camera yaw changing when swapping between spectator and first person camera
  • improved fire particles
  • fixed rifle scoped in bug where you would stay scoped in with tools after using the rifle
  • fixed blueprints sometimes switching between two places for no reason
  • fixed decal on damaged medical stations
  • removed un-ended lines in dedicated server log
  • removed Armor Slope that was displayed twice in G-Screen
  • removed Conveyor Tube that was displayed twice in G-Screen
  • fixed issue with realistic warhead sound not being played
  • fixed air tight hangar door sound in depreressurized mode
  • fixed collision sounds in realistic mode with ships and grids crashing into voxel

Hotfixes Development version 1.154.004

  • Fixed an audio loop leak that led to computer shutting down
  • Fixed a bug that caused a crash after editing the block type in the configuration for a dedicated server to something other than a valid option
  • Fixed a log crash that occurred after closing the game
  • Fixed sound related crash
  • Fixed Performance Warnings performance issue

References

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Update 01.153 DEV

15.Sept.2016

Developer Button.png

Summary

Hello Engineers! This week’s update is mainly about bug fixes and improvements, some ModAPI changes, and there is also an update for stable branch. The update to the stable branch contains features like chat history, backup saves, improved meteors and the block rotation animation, taking it to version 1.149. You can also enjoy a sneak peak at our process of redesigning block models - we can’t wait to see how the game will look once all blocks have been redone! This patch also brings more ModAPI changes - many thanks to Rexxar, Phoenix84 and Malware for all of their hard work! You can get all the details here: http://forums.keenswh.com/threads/modapi-changes.7387237/


Features

  • more ModAPI changes
  • Github source code updated to 01.153

Fixes

  • improved pasting/copying of rotors
  • improved performance (freeze) when using paint tool
  • fixed rifle animation when cycling through inventory while scoped in
  • fixed particle freeze on tools
  • fixed the System.NullReferenceException with 3DSoundEmitter crash (Part 2)
  • fixed that paint menu may be opened without holding a block
  • fixed see through inv. corner armor block
  • fixed issue where pasting ship into voxel made the second copy static
  • fixed old saves or mods trying to call the "Cyberhound" line of code and crashing
  • fixed sliding door not opening but being able to walk through them
  • fixed Cargo ship spawning more than 3 times within one minute issue
  • fixed crash with small LCD panel
  • fixed issue with yellow "dummy" triangles
  • fixed large atmospheric thrusters displaying 0% power usage when this was not the case
  • fixed issue where you would hear choking sounds even when O2 was disabled
  • fixed Null.Reference crash with DS when loading mods

References

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Update 01.152

08.Sept.2016

Developer Button.png

Summary

Hey there, Engineers! Today's update brings you a round of bug fixes and improvements. One of the major improvements this week was to the placement of asteroids. In previous versions, asteroids were spawned quite far away from planets in prefab worlds. They can now spawn at the very edge of a planet’s gravity well. This improvement should improve planetary survival gameplay. The main area of fixes is to the realistic sound mode implemented last week. Most notably, a crash that many users experienced when using modded cockpits has been fixed. Other bugs fixed this week include transparency issues with ghostblocks and g-screen issues with modded blocks. Also we have more info about future ModAPI changes for all the modders: http://forums.keenswh.com/threads/modapi-changes.7387237/


Features

  • bugfixes

Fixes

  • fixed crash with sound at load
  • improved Sabroid behavior on grids
  • fixed transparency of ghostblocks
  • fixed survival building distance for small grid
  • fixed Meteors coming from below the planet or the center
  • fixed converting grid to dynamic, when deleting block touching voxel
  • fixed issues with grid not switching to dynamic when disconnected
  • fixed G-screen issues with modded blocks
  • changed the distance that asteroids spawn in star system
  • fixed minor spelling mistakes in game options
  • fixed issue where Modded/unknown blocks pasted themselves as gatlings
  • removed extra curved conveyor tube in G-screen
  • fixed few particle effects
  • fixed issues with hydrogen tank producing hydrogen from nothing

References

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Update 01.151

01.Sept.2016

Developer Button.png

Summary

In this week's update to the development branch, we're releasing the new realistic sound mode for Space Engineers. The new sound mode can be enabled via the world options (the original mode was named arcade mode). It’s also worth mentioning that there are new sounds being released in this update for both modes, such as choking and damaged block sounds. The main area of improvement this week was to the G-screen. You can now find all blocks and their variants by using the search bar, and you can also find all blocks, even ones within groups, in the appropriate sidebar sections. Bugs fixed this week include players being able to turn off the power of enemy ships when connected to them and pressing Y, and open hangar doors blocking sunlight onto oxygen farms. Lastly, it is now possible to raise and lower your helmet visor when sitting in any seat or cockpit.

Important: In case you are experiencing audio issues after this update (for example audio not working at all), please update audio drivers for your audio card.


Features

  • Realistic Sounds

Common Audio Features

  • Ship sounds * possibility to switch (in audio options) to power output sound mode (not speed based)
  • Reverb effect in voxel caves
  • Performance improvements for blocks using sounds (not updating distant emitters)
  • You can switch helmet on/off in cockpits
  • Tons of audio tweaks, audio bug fixes and volume balances
  • New sounds (gatling, block damage effects, choking sounds, ...)
  • For modders: change in IMyLandingGear interface * added IMyEntity GetAttachedEntity()

Realistic Audio

  • It's a world option * everyone in the same world will have this
  • Many sounds now have a “Realistic” variant
  • When in space, sounds are switched to these alternate sounds
  • Sound in space is transmitted only through grids or voxels
  • In a ship or station you hear basic sound variants (arcade) but space sound rules are applied (you will not hear other ships)
  • You can still hear sounds from your suit or tools you are using
  • Many audio filters are used to modify sounds based on the player helmet and cockpit
  • Sounds on planets or moons with atmosphere will behave like before, with the exception of cockpit/helmet filters (note: Earth Moon has no atmosphere)
  • Added new sounds used only in this mode (like breathing)

Improvements & Fixes

  • improved control for thrusters on subgrids (controlling a subgrid grants you control over the thrusters now)
  • removed scratches from glass
  • improved and reorganized the G screen block menu
  • improved the building system (Block distance is now remembered when switching between blocks, improved searching in G screen, returning "place station block" back ingame)
  • pausing the game now also pauses most of the GPU particles
  • removed extra curved conveyor tube from G screen
  • added a function where scrolling in spectator mode does not speed up your actual movement speed when you have a block selected
  • ADDLOCALGPS is no longer save to checkpoint
  • fixed issue with ship inventory scroll and personal inventory
  • fixed Fleeting Rival flying too close to the ground when engaging player
  • fixed cubes not retaining rotation within same group
  • fixed player being able to turn off enemy ship when connected
  • fixed error message appearing in Tutorial 8
  • fixed IsShooting boolean for IMyYserControllableGun
  • fixed when splitting resources that the text field was not highlighted
  • fixed when there were holes between meshes on the ground
  • made MyFakes and MyCompilationSymbols foolproof for releases
  • fixed issue with corrupt world due to IMyGps
  • fixed airtight hangar doors blocking oxygen farms
  • fixed day length now being saved when changed before loading
  • fixed a issue seeing through block: 2x2x1 inv. corner

Hotfix Development version 1.151.005

  • Fixed issue with shooting glass and all particles disappearing
  • Fixed issue G screen,with mod, that was crashing when searching for "f"
  • Fixed crash to desktop with 3D.SoundEmitter
  • Sound with small ships in atmosphere
  • Improved ambient volume changes

References

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Update 01.150

25.Aug.2016

Developer Button.png

Summary

Hey Engineers! In today’s update to the development branch, we're releasing the first batch of render improvements. Proper PBR rendering has been introduced, along with adding Nvidia HBAO, static decals on models, and tons of other features and improvements. Please keep in mind that this is still work in progress - more improvements and optimizations are on the way. We would also like to ask for your feedback and bug reports in the bug section of our forums: http://forum.keenswh.com/forums/bug-reports.326950/ Thanks a lot in advance! The main area of bug fixing this week was reducing memory leaks on planets. Other bugs fixed include sabiroids being able to dig into grids, animation of ship dampeners not showing and freezes caused by sabiroids and cargo ships. Enjoy! Also, as part of our visual tweaking, cyberhounds have been changed to wolves. Please note: The development branch used by players who want to play with weekly updates has been renamed to "develop" as it better matches our internal naming conventions for the branches.


Features

  • Renderer Improvements
  • bugfixes

Render improvements

  • Detailed blog post: http://blog.marekrosa.org/2016/08/guest-post-by-jan-hlousek-vrage-render_25.html
  • proper PBR rendering
  • added HBAO from nVidia
  • added static decals on models
  • new tonemapping / colorization effects
  • added atmosphere coverage of skybox in day time, re-tweaked all atmospheres
  • improved voxel rendering
  • improved spotlight shadows
  • improved bloom
  • improved emissivity
  • improved direct and ambient lighting and shadowing
  • improved grass rendering * work in progress
  • improved decals on glass (damage visuals appearing when shooting the glass)
  • improved impostor rendering (trees in distance) * work in progress
  • data driven setup of renderer (through environment.sbc)

Fixes

  • reduced memory leaks on planets
  • updated all sound blocks to be less hardware demanding.
  • removed "red and orange" dots particle effect from alien grass
  • added correct conveyor/block icon
  • fixed cargo ship freeze
  • fixed sabroid freeze
  • fixed override on Ion Thrusters not showing animation
  • fixed dampeners animation not showing
  • fixed shaking of camera when shooting and hitting enemies
  • fixed swapping of tool level in creative while exiting/entering cockpit
  • fixed inactive landing gear still showing that it is ready to lock even tho it is not possible
  • fixed that RMB does not reset options to their default in the Options menu
  • fixed camera overlay not switching when HUD is turned off
  • fixed "ghost" drill that kept working after disconnecting from drill
  • fixed turret not resetting to idle movement after shooting at target
  • fixed turret not responding to players joining its faction in front of it
  • fixed spiders being able to dig into grid
  • fixed being able to still type to panels that were deleted/grinded
  • fixed lander oxygen levels not being correct during descent
  • fixed control panel issue with items not being displayed due to scroll bar issues
  • fixed bad precision with build block when far from center of the universe
  • fixed checkbox for destructible blocks not being saved
  • fixed that texts is auto highlighted when splitting resources in your inventory
  • fixed Atmospheric Lander dampeners not working when going up in a gravity well

Hotfix Development version 1.150.001

  • Fixed issue with models refering to vanilla textures,for mods,not loading properly
  • Fixed a bug with weird colors (with disabled FXAA)
  • Fixed "metalness" of gbuffer in DrawTextToMaterial
  • Fixed that hardcoded size MyDeferredRenderContext was true
  • Fixed particles lights that were broken in VT
  • Fixed crash fix for DS with new render
  • Fixed 3000RPM on rotors (sorry!)

References

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Update 01.149 Stable

15.Sept.2016

Stable Button.png

Summary

The update to the stable branch contains features like chat-history, improved meteors and the block rotation animation taking it to version 1.149


Features

  • Meteorites improvements
  • Global chat history
  • Mod error logging improved (thanks to Duncan)
  • added auto orientation feature for block
  • animated rotation box and block preview ( can be turned off in game settings )
  • ModAPI updated

Fixes

  • fixed character jump
  • fixed pirates are not shooting grids with one block assigned to Pirates
  • fixed walking on alien sand has the grass animation.
  • fixed safety Locking Blocks Conveyors
  • fixed log spammed when blueprint resources runs out.
  • fixed uneditable grids in creative mode missions
  • fixed straight conveyor tube NOT available in large grid
  • fixed rotors snap after loading
  • fixed welding projections are sometimes not possible
  • fixed battery does not function properly through toolbar shortcuts.
  • fixed turning on Projectors with stored blueprints activates the Station-laying boundary box
  • fixed enable/disable Sabroids [Spiders] is missing in advanced menu
  • fixed disabled thrusters still working
  • fixed unable to complete 10th basic tutorial
  • fixed character standing in cockpit with jetpack on
  • fixed piston head connectors disapearing
  • fixed small beacon block group problem
  • fixed projection is not visible after turning projector off and on again
  • fixed being unable to go down with atmospheric lander
  • improved mouse control for character
  • fixed crash in add constraint
  • fixed trees being too "tough", breaking grids too easily
  • fixed mirroring issues for Refinery block
  • fixed Save version checking for MP and SP
  • fixed no clipping caused by exiting cockpit
  • fixed Small Advanced Rotor spinning when placed to empty space
  • fixed ships sinking into the voxel
  • fixed Pistons/Rotors wheels disconnecting when flying with ship
  • fixed Blueprint exploding after locking landing gears to a grid
  • fixed medium cargo container mountpoints
  • fixed issue when player can't complete the fourth tutorial
  • fixed placing new blocks in space creates two blocks
  • fixed exiting from cockpit in survival causes to jump to third person
  • fixed turrets ignoring decoys
  • fixed character flying up when controlling ship remotely
  • fixed new thrusters not working
  • fixed 5x5 wheel suspension for mirror mode
  • fixed LCD panels being pink when turned off
  • fixed faint highlight on small grid
  • fixed Light Armor Inverted Corner block causing clipping
  • fixed 1st planetary tutorial drill not possible to equip
  • fixed Antenna on Rotor can't access other antennas (Out of Broadcast range bug)
  • fixed corpse waypoint does not update when moved
  • fixed walking on alien sand having the grass animation
  • fixed lag when placing blocks
  • fixed projectors not loading blueprints in survival
  • blocks in groups now remember last orientation used
  • search in G-menu will find all hidden blocks now
  • groups now remember the last selected block
  • tweaked inverse kinematics for character in 1st person
  • fixed grids list button being unclickable in terminal
  • fixed character standing in cockpit after victory animation
  • fixed entering cockpit while falling and exiting it
  • fixed spider attack animation being too fast
  • fixed rifle can't use more than 1 type of ammo
  • fixed logging issues from SharpDX
  • fixed Sorter draining all bouncing items in wrong direction
  • fixed player position being under Cryochamber when actually inside
  • fixed server rank desync
  • fixed impossibility of camera rotation in front of hangar doors
  • fixed rotor speed not coming back to zero at right click
  • fixed stuck camera automatic zoom
  • fixed crash in antenna
  • fixed rotation for clients on other clients
  • fixed spectator switching to character when aiming with gun
  • fixed 2nd player does not see message when sitting inside cockpits of the same ship
  • fixed no oxygen when near closed Sliding Door
  • fixed door invisible when starting a game again after save in Cryopod
  • fixed thrusters don't power up unless cycled
  • fixed airvent triggers don't work
  • fixed SE hangs on world load with lots of active projectors
  • fixed crash at Havok.HkBreakOffListener.breakOffSubPart
  • fixed inventory not being able to find containers.
  • fixed elite and standard tools running at the same speed
  • fixed power down grid from secondary cockpit
  • fixed explosions sounds too short and the sound skips
  • fixed save hangs at the loading screen
  • fixed several issues with projector
  • fixed memory crash in emitters
  • fixed pilot in 3rd person when exiting cockpit
  • fixed crash in string measuring
  • fixed spawning stone when drilling stones on DS
  • fixed MWM builder
  • fixed advanced menu checkboxes

Quickfix Stable 149.004

  • Improved copy/pasting in planet gravity where grids would stay static
  • Fixed the issue with ore rocks on planet surfaces only showing up with Iron Ore
  • Fixed drill disappearing after picking up rocks
  • Fixed issue with hand grinder and elite grinder causing issue when trying to equip and dying while having it equipped
  • Fixed crash with mods with materials without definition
  • Fixed rare crash when removing connectivity from blocks
  • Fixed a log crash that occurred after closing the game

References

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Update 01.149 DEV

18.Aug.2016

Developer Button.png

Summary

This week’s update brings you more bugfixes and improvements, as well as a new animation when rotating blocks. This short animation should help players better see how blocks are being rotated. Improvements this week focus mainly on rotors, pistons and wheels when flying in a ship. Other bugs fixed include trees being too strong, mirroring issues with the refinery, certain cases of ships sinking through voxel, and teleporting through walls by exiting cockpits.


Features

  • animated rotation box and block preview ( can be turned off in game settings )

Fixes

  • fixed trees being too "tough", breaking grids too easily
  • fixed mirroring issues for Refinery block
  • fixed Save version checking for MP and SP
  • fixed no clipping caused by exiting cockpit
  • fixed copy/paste issues when copying grids with wheels
  • fixed Small Advanced Rotor spinning when placed to empty space
  • fixed ships sinking into the voxel
  • fixed Pistons/Rotors wheels disconnecting when flying with ship
  • fixed Blueprint exploding after locking landing gears to a grid

Update 147.0010 Dev

  • fixed MWM builder
  • fixed medium cargo container mountpoints


References

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Update 01.148

11.Aug.2016

Developer Button.png

Summary

Hello Engineers! This week's update brings you a round of bug fixes as well as the next developer diary - this week, you'll hear from one of our artists, Natiq, who will tell you more about the upcoming new look for blocks in our game. Fixes this week include shaky gunplay, camera and turret issues. Check below for the full list of this week's fixes and improvements and enjoy your summer!


Features

  • bugfixes

Fixes

  • fixed shaking of the gun, when shooting
  • fixed camera overlay not changing when switching cameras
  • fixed Drill working even when disconnected from a grid
  • fixed turret not resetting to idle after shooting at neutral target
  • fixed turret shooting at player after joining the same faction like the owner of a turret
  • fixed issues where spiders were able to dig into the grid
  • fixed player being able to edit text panel after it's destruction
  • fixed low level of oxygen at earth-like planet surface
  • fixed particle issues when shooting grass on alien planet
  • fixed issues with slider for control panel after making some blocks hidden

Update 148.002

  • fixed lambda in programmable block


References

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Update 01.147

04.Aug.2016

Developer Button.png

Summary

Hello Engineers! This week's update brings you a round of bug fixes and improvements, as well as the addition of the auto orientation feature. In our dev diary this week, you'll hear from Space Engineers programmer Lukas, who will tell you more about the visual scripting he's been working on. The auto orientation feature will help you with building by rotating blocks so that connector pieces are always connected to the grid. All blocks now have one side defined as a "mountpoint". The block will rotate with the mountpoint facing the grid when pressing T (configurable in controls). When a block has more than one mountpoint the feature will make it rotate between them. In the case a block does not have a defined mount point it will rotate to the "backside" of the block

Fixes this this week include the problem with Pirates not shooting grids that have a block assigned to them. Also, the atmospheric lander should now allow you to land with it safely - you will no longer need to glide, and instead you can descend. We also fixed the issue with rotors snapping/exploding after loading your saves. The issue with projections when they were turned off or on in DS was also fixed.


Features

  • added auto orientation feature for block

Fixes

  • fixed character jump
  • fixed pirates are not shooting grids with one block assigned to Pirates
  • fixed walking on alien sand has the grass animation.
  • fixed safety Locking Blocks Conveyors
  • fixed log spammed when blueprint resources runs out.
  • fixed uneditable grids in creative mode missions
  • fixed straight conveyor tube NOT available in large grid
  • fixed rotors snap after loading
  • fixed welding projections are sometimes not possible
  • fixed battery does not function properly through toolbar shortcuts.
  • fixed turning on Projectors with stored blueprints activates the Station-laying boundary box
  • fixed enable/disable Sabroids [Spiders] is missing in advanced menu
  • fixed disabled thrusters still working
  • fixed unable to complete 10th basic tutorial
  • fixed character standing in cockpit with jetpack on
  • fixed piston head connectors disapearing
  • fixed small beacon block group problem
  • fixed projection is not visible after turning projector off and on again
  • fixed being unable to go down with atmospheric lander
  • improved mouse control for character


Update 004

  • fixed crash in add constraint
  • fixed crash in antenna
  • fixed rotation for clients on other clients

References

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Update 01.146

28.Jul.2016

Developer Button.png

Summary

This week's update brings improvements to meteors, save games, and the in-game chat. Meteors and meteoroids now have different particles. Meteoroids have a dusty debris effect as they travel through space, but as they enter an atmosphere (becoming meteors) the particle effects become more fiery and smokey. They now also create bigger and better looking craters on impact. Lastly, they have been balanced to target your structures less frequently and less accurately. We’ve added the ability to backup saved games automatically. You can set the max amount of backups in the advanced world settings - by default, it is set to 5. Backups can be completely disabled by setting the value to zero. Once you’ve reached the maximum set number of backups, the oldest one will be replaced with the most recent one. For now, you can only access these backups using the desktop file browser but in the future we plan to add a folder hierarchy to the in-game GUI. This new feature means that you will now always have a previous version of your save to go back to, whether or not autosave is enabled. The in-game chat feature has been improved by adding global chat history. Please note that you won't see any messages sent before you join a server. We also fixed decoys being ignored by turrets - they should now work as intended, with automated turrets targeting them before targeting any other block.


Features

  • Autosave backup
  • Meteorites improvements
  • Global chat history
  • Mod error logging improved (thanks to Duncan!)

Fixes

  • fixed issue when player can't complete the fourth tutorial
  • fixed placing new blocks in space creates two blocks
  • fixed exiting from cockpit in survival causes to jump to third person
  • fixed turrets ignoring decoys
  • fixed character flying up when controlling ship remotely
  • fixed new thrusters not working
  • fixed 5x5 wheel suspension for mirror mode
  • fixed LCD panels being pink when turned off
  • fixed faint highlight on small grid
  • fixed Light Armor Inverted Corner block causing clipping
  • fixed 1st planetary tutorial drill not possible to equip
  • fixed Antenna on Rotor can't access other antennas (Out of Broadcast range bug)
  • fixed corpse waypoint does not update when moved
  • fixed walking on alien sand having the grass animation

References

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Update 01.145

21.Jul.2016

Developer Button.png

Summary

This week’s update brings more bug fixes and improvements to the development branch. We’re also making some changes to the default world settings. The majority of our players do not fully utilize the oxygen pressurization system in the game. It can have a significant performance impact so for now, we've decided to disable it by default. If you want to use the pressurization system, and are willing to accept the potential performance penalty, you can enable it in the advanced world settings. Bugs fixed this week include there not being any oxygen when near a closed sliding door, thrusters not getting powered up unless restarted in terminal, and all character tool tiers having the same impact.


Features

  • option for turning oxygen pressurization ON/OFF in the world settings (default OFF)

Fixes

  • fixed spectator switching to character when aiming with gun
  • fixed 2nd player does not see message when sitting inside cockpits of the same ship
  • fixed no oxygen when near closed Sliding Door
  • fixed door invisible when starting a game again after save in Cryopod
  • fixed thrusters don't power up unless cycled
  • fixed airvent triggers don't work
  • fixed SE hangs on world load with lots of active projectors
  • fixed crash at Havok.HkBreakOffListener.breakOffSubPart
  • fixed inventory not being able to find containers.
  • fixed elite and standard tools running at the same speed
  • fixed power down grid from secondary cockpit
  • fixed explosions sounds too short and the sound skips
  • fixed save hangs at the loading screen
  • fixed several issues with projector

Update 007

  • fixed memory crash in emitters
  • fixed pilot in 3rd person when exiting cockpit
  • fixed crash in string measuring
  • fixed spawning stone when drilling stones on DS

References

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Update 01.144 Stable

18.Aug.2016

Stable Button.png

Summary

Today's update to the stable branch contains most bug fixes from the past month. It also includes certain features, like the new building system and modding changes. However, it does not include recent features like the meteor improvements - for those, jump over to the dev branch to try them out.


Features

  • ModAPI updated
  • revised building system
  • 3rd person zoom and other control changes (In order to zoom now: Alt+ Mouse Wheel Scroll)
  • space master can cycle through GPS coordinates now
  • backup saves
  • inverse kinematics for all characters and fauna
  • option for turning oxygen pressurization ON/OFF in the world settings (default OFF)

Fixes

  • fixed issue when player can't complete the fourth tutorial
  • fixed placing new blocks in space creates two blocks
  • fixed exiting from cockpit in survival causes to jump to third person
  • fixed turrets ignoring decoys
  • fixed character flying up when controlling ship remotely
  • fixed new thrusters not working
  • fixed 5x5 wheel suspension for mirror mode
  • fixed LCD panels being pink when turned off
  • fixed faint highlight on small grid
  • fixed Light Armor Inverted Corner block causing clipping
  • fixed 1st planetary tutorial drill not possible to equip
  • fixed Antenna on Rotor can't access other antennas (Out of Broadcast range bug)
  • fixed corpse waypoint does not update when moved
  • fixed walking on alien sand having the grass animation
  • fixed lag when placing blocks
  • fixed projectors not loading blueprints in survival
  • blocks in groups now remember last orientation used
  • search in G-menu will find all hidden blocks now
  • groups now remember the last selected block
  • tweaked inverse kinematics for character in 1st person
  • fixed grids list button being unclickable in terminal
  • fixed character standing in cockpit after victory animation
  • fixed entering cockpit while falling and exiting it
  • fixed spider attack animation being too fast
  • fixed rifle can't use more than 1 type of ammo
  • fixed logging issues from SharpDX
  • fixed Sorter draining all bouncing items in wrong direction
  • fixed player position being under Cryochamber when actually inside
  • fixed server rank desync
  • fixed impossibility of camera rotation in front of hangar doors
  • fixed rotor speed not coming back to zero at right click
  • fixed stuck camera automatic zoom
  • fixed character jump
  • fixed pirates are not shooting grids with one block assigned to Pirates
  • fixed walking on alien sand has the grass animation.
  • fixed safety Locking Blocks Conveyors
  • fixed log spammed when blueprint resources runs out.
  • fixed uneditable grids in creative mode missions
  • fixed straight conveyor tube NOT available in large grid
  • fixed rotors snap after loading
  • fixed welding projections are sometimes not possible
  • fixed battery does not function properly through toolbar shortcuts.
  • fixed turning on Projectors with stored blueprints activates the Station-laying boundary box
  • fixed enable/disable Sabroids [Spiders] is missing in advanced menu
  • fixed disabled thrusters still working
  • fixed unable to complete 10th basic tutorial
  • fixed character standing in cockpit with jetpack on
  • fixed piston head connectors disapearing
  • fixed small beacon block group problem
  • fixed projection is not visible after turning projector off and on again
  • fixed being unable to go down with atmospheric lander
  • improved mouse control for character
  • fixed crash in add constraint
  • fixed crash in antenna
  • fixed rotation for clients on other clients
  • fixed spectator switching to character when aiming with gun
  • fixed 2nd player does not see message when sitting inside cockpits of the same ship
  • fixed no oxygen when near closed Sliding Door
  • fixed door invisible when starting a game again after save in Cryopod
  • fixed thrusters don't power up unless cycled
  • fixed airvent triggers don't work
  • fixed SE hangs on world load with lots of active projectors
  • fixed crash at Havok.HkBreakOffListener.breakOffSubPart
  • fixed inventory not being able to find containers.
  • fixed elite and standard tools running at the same speed
  • fixed power down grid from secondary cockpit
  • fixed explosions sounds too short and the sound skips
  • fixed save hangs at the loading screen
  • fixed several issues with projector
  • fixed memory crash in emitters
  • fixed pilot in 3rd person when exiting cockpit
  • fixed crash in string measuring
  • fixed spawning stone when drilling stones on DS

Update 144.010 Stable

  • fixed MWM builder
  • fixed advanced menu checkboxes
  • fixed medium cargo container mountpoints

Update 144.011 Stable

  • fixed turned off thrusters still working
  • fixed tools working all at the same speed


References

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Update 01.144 DEV

14.Jul.2016

Developer Button.png

Summary

This week’s update brings some animation improvements as well as more bug fixes. We are adding inverse kinematics that support the new animation system applied to all characters and fauna. This prevents feet from clipping through the terrain in most situations. We’ve also created a new idle animation for sabiroids. Lastly, character tool and weapon movements have been smoothed out and their positions have been improved. Bugs fixed this week include block building groups not remembering the last selected variant, and blocks not remembering their last selected orientation. This should ensure that the new building system is significantly more time efficient.


Features

  • inverse kinematics for all characters and fauna
  • improvements to character tool/weapon movement and position
  • added new idle sabiroid animation

Fixes

  • fixed lag when placing blocks
  • fixed projectors not loading blueprints in survival
  • blocks in groups now remember last orientation used
  • search in G-menu will find all hidden blocks now
  • groups now remember the last selected block
  • tweaked inverse kinematics for character in 1st person
  • fixed grids list button being unclickable in terminal
  • fixed character standing in cockpit after victory animation
  • fixed entering cockpit while falling and exiting it
  • fixed spider attack animation being too fast
  • fixed rifle can't use more than 1 type of ammo
  • fixed logging issues from SharpDX
  • fixed Sorter draining all bouncing items in wrong direction
  • fixed player position being under Cryochamber when actually inside
  • fixed server rank desync
  • fixed impossibility of camera rotation in front of hangar doors
  • fixed rotor speed not coming back to zero at right click
  • fixed stucked camera automatic zoom

Update 144.005 Dev


References

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Update 01.143

7 July 2016

Developer Button.png


Summary

New This week’s update brings another round of bug fixes and improvements. We're also trying something new today, bringing you the first in an upcoming series of Space Engineers dev diaries. In the developer diary this week, our programmer Michal will tell you a bit about animations he's been working on, particularly the new things he's added and some of the final touches on the system. Right now we support synchronizations between layers and also support reading variables from the environment, so the animation is completely driven by the game and not vice-versa.

Michal is working on stabilizing the first person camera and smoothing out the behavior of the 3rd person camera, and he will also show you the inverse kinematics for the feet of the character. This means that if you're running on an asteroid, the character snaps his feet correctly to the surface of the asteroid. This also applies to animals (for example, spiders). He's also improving the weapon animation and positioning in the game, which should be much smoother than before.

Finally, in the 3rd person, we're using animation from our artists rather than the code. This improves appearance while running. We can also use animation for driving the weapon position for complicated situations like holding the weapon while running.

We hope you enjoyed this new segment and though we won't have a dev diary every week, you can look forward to more in the future!

Fixes

  • fixed pasting from clipboard for the first time
  • fixed crash when loading a world
  • fixed character moving with rotor
  • fixed player being able to control ships from cryochamber
  • fixed character with no head when in remote control
  • fixed impossible to move issue during lock on merge block by landing gear
  • fixed disconnected Hydrogen Thrusters causing ship to sink in an atmosphere
  • fixed clicking on the slider for Suspension Travel greys out controls on the block
  • fixed respawn on DS not working correctly
  • fixed crash on loading blueprint
  • fixed "safety locked" Large to Small rotor moves around a lot
  • added .NET environment in the log
  • fixed controlled ship falling down on planet

Update 01.143.???

  • fixed projector position

Update 01.142

30 June 2016

Developer Button.png


Summary

In this week’s update we are releasing a revised building system. From now on, you can create a new grid from any block (not just from landing gear) by simply placing a block in any open area. We’ve also made changes to the G screen by cleaning it up, organizing it, and grouping similar blocks into groups. You can see if a block type has variants by the plus symbol in the top right corner of its thumbnail. To switch between variants, use the mouse scroll wheel. These changes should make building much more intuitive and time efficient.

Zooming in and out of 3rd person view now requires you to hold Alt combined with the mouse scroll. Also, any grid that is pasted into voxel from the clipboard will now become a static grid, including small ships. You can place them in at any angle and orientation.

Please note that because of the changes we made to the building system, we had to make adjustments to how blueprints are projected from projectors. It's now based on the first placed block of a blueprint. This means that the offset values in projectors will have to be corrected to account for this in all existing creations.

Lastly, the major improvements for the ModAPI and ingame programming mentioned last week are going live today. If you are a modder or a scripter who missed that announcement, here is the link to the ModAPI/Ingame Interface Expansion and Improvements guide: http://steamcommunity.com/sharedfiles/filedetails/?id=709010443

We would like to say a massive massive massive thanks to Malware for completely replacing the script compiler and to Phoenix84 for all the modding changes :). We cannot thanks guys like this enough!

Note
If you want to place individual block variants to your toolbar, you still can - just text search for the block name in the G screen and place it directly to the toolbar as usual. (so you do not scroll through each armor block variant to get piece you are looking for)

Features

  • revised building system
  • 3rd person zoom and other control changes
  • GitHub Source code updated to current dev version
  • space master can cycle through GPS coordinates now

Github Merges

  • allow modAPI (script) access to OnGridChanged events (by fabricator77)
  • added new IMyThrust properties (by Jimmacle)
  • fix for lag when recoloring blocks (by Aleks976)
many thanks to all GitHub contributors!

Fixes

  • dx9 textures removed
  • fixed corrupted worlds with missing textures
  • fixed speed mods corrupting world messages
  • fixed Horizon and Altitude indicators distorted on triple monitor setups
  • fixed piston top part gets separated on DS
  • fixed issues when meteors are falling on DS
  • fixed projection not matching the grid
  • fixed check box in player terminal
  • fixed pivot point have bad colors
  • fixed refinery modules are functioning without power
  • fixed particle effect of shooting (muzzle flash)
  • fixed collisions ignored when pasting grid
  • fixed rotor top parts shivering when placing
  • fixed mirror mode switches on when reloading a world
  • fixed manual Safety override (force weld) does not sync properly on DS
  • fixed helmet flashlight sinks into grid/voxel
  • fixed oxygen farm has wrong emissivity when powered
  • fixed crash during meteor storm
  • fixed no fuel reported when recharging docked ship during the day
  • fixed Jump Drive destination selection issues
  • fixed muzzle flash staying in place when changing weapons
  • fixed Large atmospheric thrusters breaking
  • fixed sound of getting out of cockpit when merging/unmerging ship
  • fixed merge block on piston could not be merged
  • fixed grinding Sliding doors at Earth EasyStart destroys different blocks
  • fixed inventory screen screen filters showing wrong inventories
  • fixed issues when remote controlling from cockpit
  • fixed Small oxygen generator not consuming Ice on DS
  • fixed debug menu warnings
  • fixed block remains in terminal after being removed
  • fixed reversed thusters , MP, creative
  • fixed respawn ship selection issues
  • fixed thruster issues in MP

Update 01.142.007

  • fixed crash in remote control
  • fixed moving safety locked small rotor head on large rotor

Update 01.141

23 June 2016

Developer Button.png


Summary

This week’s update brings a new batch of bug fixes and improvements. Firstly, the update now allows you to turn off solar panels. Bugs fixed this week include projected antennas broadcasting, incorrect construction stage orientation for some blocks, cockpit toolbar issues, and the control hints cube being stretched. We’ve also fixed a number of crashes caused by changes to the planetary code last week.

Next week some major improvements for the ModAPI and ingame programming will be released. However, this will break scripted mods and some ingame scripts. If you're a modder or scripter, please see the guide linked below for what you'll need to do to fix your mods. Finally, keep in mind that all the changes in today's update will only be on the weekly development branch - you will not notice these if you are playing on the default stable branch.

ModAPI/Ingame Interface Expansion and Improvements guide: http://steamcommunity.com/sharedfiles/filedetails/?id=709010443

Features

  • solar panels can be turned on or off

Fixes

  • fixed color copying in mirror mode
  • fixed cockpit toolbar issues
  • fixed open doors grinding faster than closed ones
  • fixed stretched control cube
  • fixed backpack color changing
  • fixed log saying "see log for details"
  • fixed construction stage orientation for some blocks
  • fixed cryochamber overlay sticking ofter death
  • fixed tool tips covering jumpdrive countdown
  • fixed hidden inventory slot behavior
  • fixed grinder area of effect after merging
  • fixed projected antennas broadcasting
  • fixed incorrect inventory order after moving an item
  • fixed screenshot crash in blueprints menu
  • fixed crash in Havok when loading world

Update 01.140 Stable

14.Jul.2016

Stable Button.png

Summary

Today's update to the stable branch contains all bug fixes from the past month. However, it does not yet include new features like the new building system and modding changes - for those, jump over to the dev branch to check them out.


Features

  • bugfixes

Fixes

  • dx9 textures removed
  • solar panels can be turned on or off
  • 3rd person zoom and other control changes
  • space master can cycle through GPS coordinates now
  • added .NET environment in the log
  • fixed color copying in mirror mode
  • fixed cockpit toolbar issues
  • fixed open doors grinding faster than closed ones
  • fixed stretched control cube
  • fixed backpack color changing
  • fixed log saying "see log for details"
  • fixed construction stage orientation for some blocks
  • fixed cryochamber overlay sticking ofter death
  • fixed tool tips covering jumpdrive countdown
  • fixed hidden inventory slot behavior
  • fixed grinder area of effect after merging
  • fixed projected antennas broadcasting
  • fixed incorrect inventory order after moving an item
  • fixed screenshot crash in blueprints menu
  • fixed crash in Havok when loading world
  • fixed corrupted worlds with missing textures
  • fixed speed mods corrupting world messages
  • fixed Horizon and Altitude indicators distorted on triple monitor setups
  • fixed piston top part gets separated on DS
  • fixed issues when meteors are falling on DS
  • fixed projection not matching the grid
  • fixed check box in player terminal
  • fixed pivot point have bad colors
  • fixed refinery modules are functioning without power
  • fixed particle effect of shooting (muzzle flash)
  • fixed collisions ignored when pasting grid
  • fixed rotor top parts shivering when placing
  • fixed mirror mode switches on when reloading a world
  • fixed manual Safety override (force weld) does not sync properly on DS
  • fixed helmet flashlight sinks into grid/voxel
  • fixed oxygen farm has wrong emissivity when powered
  • fixed crash during meteor storm
  • fixed no fuel reported when recharging docked ship during the day
  • fixed Jump Drive destination selection issues
  • fixed muzzle flash staying in place when changing weapons
  • fixed Large atmospheric thrusters breaking
  • fixed sound of getting out of cockpit when merging/unmerging ship
  • fixed merge block on piston could not be merged
  • fixed grinding Sliding doors at Earth EasyStart destroys different blocks
  • fixed inventory screen screen filters showing wrong inventories
  • fixed issues when remote controlling from cockpit
  • fixed Small oxygen generator not consuming Ice on DS
  • fixed debug menu warnings
  • fixed block remains in terminal after being removed
  • fixed reversed thusters (MP, creative)
  • fixed respawn ship selection issues
  • fixed thruster issues in MP
  • fixed pasting from clipboard for the first time
  • fixed crash when loading a world
  • fixed character moving with rotor
  • fixed player being able to control ships from cryochamber
  • fixed character with no head when in remote control
  • fixed impossible to move issue during lock on merge block by landing gear
  • fixed clicking on the slider for Suspension Travel greys out controls on the block
  • fixed respawn on DS not working correctly
  • fixed crash on loading blueprint
  • fixed "safety locked" Large to Small rotor moves around a lot
  • fixed controlled ship falling down on planet

Update 140.004 Stable

  • fixed crash in grid replication


References

---

Update 01.140 DEV

16 June 2016

Developer Button.png


Summary

No Information Given

Features

No Information Given

Fixes

No Information Given

Update 01.140.005

  • fixed corrupted world with speed mods

Update 01.139

16 June 2016
Stable Button.png


Summary

This week’s update is all about more bug fixes and improvements, plus our new stable + development branch system. We've made some fixes to meteorites, so should no longer spawn from inside planets and destroy your bases from below. We will continue to improve and balance them more in the future. Other bugs fixed this week include landing gears unlocking when merging a platform with a large ship, ore detectors missing a range slider, and weapons shooting even when disabled. There have also been more tweaks and fixes made to particles, and multiple crashes resolved.

Finally, this week we're releasing a new stable (and default) branch on Steam. No action is required from players to access this stable branch. If you would like to opt-in to the non-default development branch, you can do so manually via the BETA tab in Steam (see instructions below). The development branch will be updated weekly, while the stable branch will updated about once a month and should provide a more comfortable gameplay experience.

Developer's note: If you publish a mod, blueprint or world from the development branch, it will be tagged as “development” on the Steam Workshop. If you use these creations on the stable branch, you will get a warning message with a list of mods that may not function correctly.

Features

  • Stable branch released

Fixes

  • fixed landing gears unlocking when merging ships
  • fixed wrong active mods load order
  • fixed weapons still able to shoot when disabled
  • fixed terminal / inventory closing after looting cyberhounds
  • fixed meteorites hitting from below
  • fixed several particles
  • fixed misplaced GUI when assigning actions
  • fixed reload message
  • fixed issues when switching camera
  • fixed typo in cubeblock.sbc
  • fixed reset of thruster control
  • fixed Piston.LimitReached in MODAPI
  • fixed small rocket launchers reload issues
  • fixed missing slider in ore detector
  • fixed batteries welded from projectors
  • fixed crash when loading modded worlds

Update 01.139.008

  • Fixed crash in text rendering
  • Fixed crash when starting game with graphics card that dont support dx11

Update 01.139.009

  • fixed crash when using shield mod

Update 01.138

9 June 2016


Summary

This week’s update brings you another round of bug fixes and improvements. We've included several fixes for particles, so many thanks to players for the bug reports from last week! Please continue reporting bugs with the new particles (or any other feature), since it definitely helps us get those issues resolved more quickly. Other bugs fixed this week include batteries always being set to recharge when built via a projector, double spawns of encounters, and the crosshair being inaccurate in 3rd person. We've also fixed a number of crashes in this week's update. As always, keep in mind that there are bigger updates and significant optimizations in works right now behind the scenes. Look forward to some of these in the near future!

Fixes

  • fixed airtight hangar door sound
  • fixed impact audio sound related crash
  • fixed ModAPI TextBox terminal control value type
  • fixed a lot of spawns present in the mission scenario
  • fixed crash when opening door
  • fixed Crash on exiting game
  • fixed repeating message - oxygen bottle
  • fixed batteries always set to recharge from projector
  • fixed wrong screen when you join scenario
  • fixed crash when loading into scenario
  • fixed tool duplication on death
  • fixed wrong display of message when removing the helmet
  • fixed cargoship's turrets shoots at blastdoors
  • fixed crashes on other threads
  • fixed not being able to drag animations into hotbar
  • fixed jump effect showing to client
  • fixed spawning of double encounter spawn
  • fixed handbrake locking landing gears
  • fixed seeing idle pose while going inside cockpit
  • fixing third person camera tilt
  • fixing netgraph and HUD key conflict
  • fixed jump drive counter still active when exiting cockpit
  • fixed incorrect gyro override values
  • fixed antenna broadcasting setting
  • fixed helmet lights shining from cockpit
  • fixed doors set to off still venting oxygen

Update 01.138.004

  • fixed refinery crashes
  • fixed script errors regarding input

Update 01.137

2 June 2016


Summary

This week we're bringing you an exciting update: the new GPU particles we've been teasing you with for the past few months! Please note that these are a work in progress, and we still have some tweaks and adjustments to make. Nearly every particle in the game has been redone and converted into GPU particles, allowing us to render many simultaneously without negatively affecting performance. We would also really like to hear your feedback and opinions on the particles, so be sure to tell us what you think in the comments or on our forums. We're also releasing the first batch of decals along with particles today. There are now decals for missile and bullet impacts, which should make your ships and stations look much more like they’ve been through battle.

Features

  • new GPU particles
  • projectile impact decals

Fixes

  • fixed text shadow textures
  • fixed crash when using mirroring with modded blocks
  • fixed incorrect mirroring block for Window1x2 SideLeft
  • fixed ore detection active before pasting ship
  • fixed trees have black texture
  • fixed marker display setting also affects button tooltips

Update 01.137.006

  • fixed crashes in render
  • fixed audio crashes
  • fixed issues with programmable block
  • fixed floating decals
  • fixed spider damage
  • fixed connector power draw
  • fixed various issues with new particles

Update 01.136

26 May 2016


Summary

In this week's update, we're bringing you lots of bug fixes and improvements. The biggest fix is for ship toolbars - they're now synchronized between the server and the clients, so you'll no longer lose your configurations when you rejoin a server. Also, you will correctly see any modifications made to a toolbar by other players. We've also improved the 3rd person camera, which now acts differently based on whether you are in a ship or station control seat. Because of these changes, the 3rd person camera should now be much easier to control. It's also easier to merge stations when using copy and paste. A number of issues that caused crashes have been resolved, and we fixed character animations being out of sync on multiplayer servers.

Fixes

  • fixed jump not animating on other clients
  • fixed merging of stations
  • fixed horizon options in cockpits
  • fixed thrusters not being disabled in cockpit
  • fixed camera behavior after leaving cockpit
  • fixed desync of character animation
  • fixed camera resetting when rotating in 3rd person
  • fixed running actions on powered off programmable block.
  • fixed issues with switching camera
  • fixed crashes when merging pistons
  • fixed different toolbar behavior with server/client

Update 01.0136.005

  • fixed crash when playing music
  • fixed crash in volume settings
  • fixed crash with modded blocks
  • fixed issue with projected blocks looking complete

Update 01.135

19 May 2016


Summary

Summary This week's update brings you several improvements for modders that we've merged from our community on GitHub, plus more bugfixes. From Tyrsis we have production API changes and terminal changes, so modders can now create their own terminal interfaces such as buttons, sliders, etc. Another addition is Malware's Ship Data update and remote control fixes that makes Coop mode work when a conveyor block (or any block that doesn't have an owner) is between the master and slave assemblers. And last but not least, we have Rexxar's projector ModAPI changes which have added more ModAPI interface to the projection API. Our GitHub source code has also been updated. Many thanks to our entire community for helping us develop the game and raise the bar for modding possibilities. We're simply in awe of all the mods and creations you guys publish on the Workshop :)

Features

  • modders can now create their own terminal interfaces (by Tyrsis)
  • production API changes (by Tyrsis)
  • projector ModAPI changes (by Rexxar)
  • added ship mass, velocity and gravity information to IMyShipController (by Malware)
  • source code on GitHub updated to current version

Fixes

  • remote control fixes by (Malware)
  • fixed issue with welders repairing themselves
  • fixed switching colors even when bar is not visible
  • fixed faction tags GUI spacing
  • fixed the infamous rotor gap
  • fixed HUD markers being distorted after restart on triple monitor resolution
  • fixed issues with rolling ships while holding ALT
  • fixed incorrect damage from rockets
  • fixed crash when loading into a scenario
  • fixed mass of welded ships being broken on grid modification
  • fixed issues with basic tutorial 1
  • fixed various soundblock issues

Update 01.135.???

  • fixed crash when loading animations
  • fixed crash on connectors
  • fixed crash on HUD notifications

Update 01.134

12 May 2016


Summary

Hey Engineers! In this week's update, we're bringing you a few important bug fixes. We fixed the autopilot not being able to turn itself off, and not being able to descend below 60 meters on Planets. We also fixed piston heads, rotor heads, and wheels detaching when reloading a world. Keep in mind that we're also working hard on optimizations and the netcode behind the scenes. This week we've also included something extra for modders - a Testing Tool and Animation Modding Tool. Our new animation system includes the Animation Controller Editor, which allows modders to create animation controllers in a graphical user interface and even debug them live in the game. Keep in mind that for now, this tool is only for character animation modding. Testing Tool is a simple application for recording and playing back a saved game. It was originally created for internal use to help us test scenarios and understand how things work in the game, but modders can use the tool to help them see how changes to their code, mods, or scripts can affect the outcome of a particular saved game. The tool can also be used by anyone who has a Keen Software House game to run and play back your games, and to give us your feedback.

Features

Fixes

  • fixed rotors detached when paired with Landing Gear or safety lock
  • fixed two music tracks playing at the same time
  • fixed autopilot won't turn itself off
  • fixed wheels fall off in planetary tutorial 4
  • fixed new prefabs are not working in mods
  • fixed camera shaking when in jetpack or passenger seat
  • fixed different ship sound in passenger seat and remote next to each other
  • fixed sensors detecting rotor top part as enemy
  • fixed spawned as spectator when suffocating in cockpit

Update 01.134.006

  • fixed crash when grinding turret
  • fixed crash when leaving faction
  • fixed crash when in MOD API (IMyEntityController.ControlledEntityChanged exception)
  • fixed reloading warning is missing in small ship missile turret
  • fixed collectors are not pushing items
  • fixed rotating Spotlight not changing direction

Update 01.133

5 May 2016


Summary

This week we are adding collision/impact sounds for all metal objects - tools, components and ships. The final sound is dependent on the mass of the objects. Heavier items produce louder and more bassy sounds. Also, music is now divided into different categories (space, planet, building, fighting etc) and played according to the current game situation e.g. building theme when building, fighting theme when fighting. Connectors should be much more stable after today's update as we have introduced something that we call "connector welding". They now function similar to landing gears where two ships connecting together will become one physical object. Finally, weapon spread has been added to the game.

Attention

From Update 01.133 on, the game will need Microsoft .NET Framework 4.6.1 to run. All dedicated server admins should update their .NET installations. Microsoft .NET Framework 4.6.1: https://www.microsoft.com/en-us/download/details.aspx?id=49981 If you are a regular player (and not a server admin) you do not need to worry. Steam will update .NET for you. Thanks for your understanding!

Features

  • new collision sounds
  • contextual music
  • connector safety lock
  • added ship weapons spread

Fixes

  • fixed unstable connectors (first iteration)
  • fixed rotor/piston top part is locked to the station even when it should not
  • fixed ship sounds too loud
  • fixed camera switching when it should not
  • fixed camera getting into head during animations
  • fixed sound of switching to builder mode is playing twice
  • fixed reactor accepting things that are not uranium
  • fixed drilling on DS is pretty hard
  • fixed no ore generated when drilling in short bursts in Tutorial 5
  • fixed look around not working in first person
  • fixed slope construction models
  • fixed suspension wheel construction models differ from final model
  • fixed typing 'H' in chat shows/hides HUD markers
  • fixed LCD screens not updating until switch off and on
  • fixed voxel hand setting is not working
  • fixed connectors sometimes fall off even after getting locked

Update 01.132

28 April 2016


Summary

This week's update introduces many new sounds for ships and vehicles in the game. We're also implementing HUD improvements and providing better modding support for sounds. Sounds are now determined by the size of the ship and type of vehicle. Small ships, large ships, and wheeled vehicles now all have their own unique sounds, and there are also unique sounds for gyros, thrusters, and reactors.

Cockpit sounds also now differ based on player perspective - in first person, you'll hear a 2D sound, but from a distance you'll hear a 3D sound. Each ship category has its own set of sounds and individual settings (volume, pitch range, etc.) and modders can now create and modify these ship categories.

Finally, HUD improvements mean that they now scale properly for resolution and multiple monitors.

Features

  • new ship/vehicle sounds
  • better modding support for sounds
  • HUD improvements

Fixes

  • Argentavis Pirate Carrier now spawns less frequently
  • added HUD marker icons explanation to F1 help screen
  • fixed Space Master does not really delete floating objects
  • fixed Health low and health critical voice warning not playing correctly
  • fixed DS Configurator crash when there are no worlds saved
  • fixed locked landing gear halves jump distance
  • fixed ragdoll lost after switching models in medical room
  • fixed HUD markers don't render correctly on extreme resolutions
  • fixed graphics/HUD distortion
  • fixed cryochamber sound still playing while far away from cryopod
  • fixed "Body position" GPS point also appears after NPC dies on his body
  • fixed vent sound is too loud
  • fixed GPS markers should have their own icon

Update 01.132.011

  • fixed crash in network logic
  • fixed crash when destroying pistons
  • fixed crash when breaking rotors
  • fixed crash in audio
  • fixed crash when joining MP
  • fixed build mode info showing in without build mode being turned on
  • fixed cyberdogs eating characters backpack
  • fixed ship able to jump inside of planet
  • fixed typo in cubeblocks.sbc
  • added DateTimeOffset to API whitelist
  • updated bug report link, so now it leads directly to official Keen forum

Update 01.131

21 April 2016


Summary

This week's update brings you much improved HUD markers which means less text-spam and clutter on your screen while playing. Also all the markers now render by depth order, fade in & out and group together according to the situation and player's orientation. We will keep improving this system in the future though and we welcome your feedback! We also made significant voxel modification optimizations this week, so there should be less stuttering, lagging and freezing when changes to voxels are happening (e.g. mining and explosions). And last, but not least, our modding community on github continues with the improvements of the programmable block/ModAPI. Plus we just updated the github source with the fresh game code ;) Thanks again guys!

Features

  • improved HUD markers
  • voxel modification optimizations
  • Space Master now has the option to delete all floating objects
  • improved programmable block

HUD Marker behavior

  • less text spam; markers now fade their titles out when not looking at them and their distance label is reduced in size
  • signal grouping; signals that are very far away are now clustered into a single signal on the screen with a small summary of what it contains
  • signal type symbology; signals now also show their relationship to the player through a symbol, instead of just colors. This should also be helpful if you are color blind
  • signals now render by depth order, which means the nearest signal is always on top of the stack. This slightly improves readability in the case of many signals on a pile
  • exclamation marks next to an icon indicate hostile contact within 1km of that location
  • holding Alt will reveal all text tags like you saw with the old HUD system

Fixes

  • fixed crash when loading world
  • fixed flashing highlight remain on if you move cursor to older cube hatch
  • fixed wrong camera when in remote
  • fixed jump drive still draining power when turned off
  • fixed blocks are not deleted in limited world
  • fixed wrong tooltips in edit screen
  • fixed camera get's into characters head in cockpit
  • fixed camera gets into characters face when flying
  • fixed bug with infinite Inventory
  • fixed spherical generator max. power is negative
  • fixed serious simulation speed drops caused by new particles
  • running time information is now available as a double instead of a long (Malware)
  • fixed a bug where clients would cause servers to reload their PB scripts (Malware)
  • added the ability to check if a player is an admin or a promoted user via ModAPI (Rexxar)

Update 01.131.007

  • fixed crash in physics
  • fixed crash in conveyor system
  • fixed crash with pistons
  • fixed crash with wheels
  • fixed crash with spotlights
  • fixed merged or out-of-screen gps signals are hard to find
  • fixed spherical gravity generator eats too much power
  • fixed exploit in MOD API
  • fixed assemblers don't start from battery power
  • fixed crash with IsAdmin and IsPromoted (scripting)
  • fixed dots of different textures on planets

Update 01.130

14 April 2016


Summary

This week brings the cargo ships back to all worlds with planets! You can enable them again in the world options. Another major feature is the next step in our multiplayer optimization - server side ship control with client side prediction. That means if there is any spike on the server your ships will slow down, but after the spike is gone the ship will regain its original speed. We also added the ability to re-attach piston heads back to piston bases (in the same way you can add wheels) and implemented more Programmable Block improvements. Many thanks to all the modders and community members that are again working with us on github source code - you guys are the best modding community we could wish for! :)

Features

  • server side ship control with client side prediction
  • re-enabled cargo ships (community contribution by Rexxar)
  • added the ability to add piston heads back to pistons, in the same way you can add wheels (community contribution by Phoenix84)
  • fixed several Programmable Block issues and added a last running time indicator (community contribution by Malware)

Fixes

  • fixed crash when loading game saved when in camera
  • fixed crash when pasting grid that has the drills turned on
  • fixed crash when executing script in PB
  • fixed sound of ejecting piston still playing
  • fixed incorrect cockpit selection for respawn ships
  • fixed sound of explosions missing after a while
  • fixed cyber hounds not barking
  • fixed scripts in programmable block broke saving
  • fixed welder is not getting components from cargo container
  • fixed toolbar button status text missing
  • fixed ammo is not falling when turret is ground down
  • fixed when the player spawns in space suit, camera (spectator) is far from player
  • fixed leaning animation not smooth
  • fixed particle of breaking drill is played before drill is broken
  • fixed armor blocks have smaller render distance than other blocks
  • fixed navigation tab is overlapping
  • fixed typo in cubeblocks.sbc
  • fixed air vent emissivity is not correct when painted red
  • fixed armor edges flip
  • fixed rounded blocks do not look nice

Update 01.129

7 April 2016


Summary

In this week's update we are bringing you a new multiplayer feature called server side character control. It basically means that client position will always be determined on a server instead of on the client itself. This should prevent unnecessary deaths due to spawning inside of a wall and jumping into objects caused by a lower server speed. We also fixed performance issues for worlds with a complex conveyor system - they should no longer be so slow. Some improvements have also been made to gyroscopes - they should not spin heavier ships more than light ones anymore. And lastly, the situation where all the sounds played at once when a player alt+tabbed is also taken care of.

Features

  • character on server with client side prediction
  • programmable block improvements (see details below)

Fixes

  • fixed very slow worlds
  • performance increase and optimization for conveyor systems
  • fixed small ship missile turrets not shooting
  • fixed gyro behavior (spinned heavier ships faster)
  • fixed sensors detect ship out of their area of detection
  • fixed sounds play all at once when window focus is regained
  • fixed blocks were not ground from certain angles on DS
  • fixed wheels are not attached when blueprint is welded
  • fixed small ship missile turret won't reload

Community Fixes

  • Programmable Block: Added runtime information to MyGridProgram via the Runtime property. [Malware]
  • Programmable Block: Allows for a usable, instruction-counted constructor with all peripherals initialized, and a save method which is called by the game on demand to avoid unnecessary serialization. [Malware]
  • Programmable Block: Implemented "yield return" support to programmable blocks. [Phoenix84]
  • ModAPI: Implemented support for custom emissivity settings. [Phoenix84]
  • ModAPI: Fixed duplicate GPS bug. [Phoenix84]
Special thanks to Malware and Phoenix84 for the programmable block and ModAPI improvements!

Update 01.129.007 (08/04/2016)

  • fixed crash on ilcompiler initialization
  • improved character rotation control when standing on ground
  • fixed advanced tools
  • fixed inventory bug when player was away from base
  • improved lighting

Update 01.128

31 March 2016


Summary

This week brings you a new animation system and more improvements for the dedicated server console. The new animation system has synchronized animations and the added ability to easily insert transition animations. Animations throughout the game will continue to be improved in the future. One other important thing is that this new system takes work off our programmers and transfers it to our artists. The dedicated server console now supports Ctrl+A and Ctrl+Shift commands. Please also note that as announced earlier this month, today we have stopped developing the 32-bit and DX9 version of Space Engineers. From now on we will focus exclusively on developing DirectX 11 and 64-bit Windows.

For those who want to keep playing Space Engineers on Windows XP, 32-bit Windows and the DirectX 9 configuration, you can still enjoy the game by accessing your copy on Steam. (To switch to the DX9 branch on Steam, right-click on Space Engineers on Steam, chose Properties, go to the Betas tab, and change your build to "DX9/WinXP".) You will be able to launch the game without any issues, but no new content will be added from the end of March 2016. A guide for how to do this is available here: http://blog.marekrosa.org/2016/02/space-engineers-news-full-source-code_26.html.

Features

  • new animation system
  • DS console now supports Ctrl+A and Ctrl+Shift commands
  • removed DX9 and WinXP support

Fixes

  • adding wheels feature has been fixed (was not working in some cases)
  • adjusted connector force
  • fixed crash when switching tools in ship
  • fixed crash when exiting the game
  • fixed crash when disconnecting a connector
  • fixed some cases of ships synchronized, DS
  • fixed mods using session components not loading correctly
  • fixed sounds are louder after entering control panel
  • fixed sound of missile turret
  • fixed volume is getting louder after exiting to menu
  • fixed gyros rotate heavier ships faster

Update 01.127

24 March 2016


Summary

In this week's update, we're bringing you a few new features. We've prepared a new respawn ship system for you, replacement of destroyed wheels, worked on the autopilot, and added a new sound when putting the helmet visor up and down. Landers now spawn lower in the atmosphere, so players don't have to wait until the ship reaches the atmosphere. Also, ships with ion thrusters are now spawned in space instead of the atmosphere. Replacing destroyed wheels is done by clicking on the button in the terminal. When the wheel is not damaged, the button is grayed out. Lastly, autopilot should follow the points correctly and should not randomly turn on.

Keep in mind that we've also got lots of optimizations going on in the background. Though they're not visible at the moment, you'll see them implemented in the coming weeks and months. Stay tuned!


Features


Fixes

  • fixed 3D model exporter for DX11
  • fixed habitable planet respawn point on incorrect place with survival mode
  • fixed camera gets into characters head
  • fixed the export for 3D prints from game doesn't export texture files on Directx11
  • fixed some more pull requests from various blocks (oxygen generator, drills)
  • fixed rotors getting detached when merging station
  • fixed remote control only works with ion thrusters

Update 01.126

17 March 2016


Summary

This week's update is in the spirit of more optimizations, improvements and bug fixes. We've sped up download of the mods while loading/joining, upgraded the console server configurator and optimized the performance of the conveyor system. All blocks should be now rewritten to the new Multiplayer code, a long-awaited change that should improve server traffic.

NOTE TO MODDERS
ModAPI has been changed in this release. We made most mods compile with the new references and also updated the usage. However, it's still possible there are some mods that use references directly to namespaces and won't be replaced automatically. For more details, follow the link below.

A minor addition is new distant sounds for gatling turrets.

Features

Fixes

  • fixed crash with inventories
  • fixed antenna broadcasting keeps turning off
  • fixed freeze when joining DS
  • fixed ModAPI - IsAttached is false for locked rotors
  • fixed highlights turning grass blue
  • fixed spiders are still spawning
  • fixed sound of entering cryochamber playing when exiting, joining DS
  • fixed unable to enter cockpit welded from projection, DS

Update 01.125

10 March 2016


Summary

This week brings a new and updated character model into the game featuring an animated visor and PBR textures. This also brings more modding possibilities for your custom characters, so check out the helmet animation modding guide below. Other small features include pulsing highlights and new ambient sounds which create a better atmosphere in the game. Also, we fixed the freezing/crashing caused by mining on dedicated servers. Multiplayer optimizations continue with more blocks being rewritten in the new multiplayer code.

Features

Fixes

  • fixed mining freezing/crashing the whole server
  • fixed crash when Gatling gun is destroyed
  • fixed crash when drilling
  • fixed crash when starting the game
  • fixed mining not possible on some asteroids
  • fixed updating of workshop items
  • fixed too many sounds playing together
  • fixed helmet lights are behind character
  • fixed unable to pick up objects
  • fixed turret sound playing several times, instead of just once
  • fixed too opulent logs (removed unnecessary information that were fill up the log file)

Update 01.124

3 March 2016


Summary

This week’s update is introducing an important feature to rotors and pistons. Just like pistons have been doing for a while, rotors now also lock by default at around 100m/s. We've also added the ability to manually choose the speed at which pistons and rotors lock as well a safety lock override checkbox. A new audio distance (echo) system has been implemented into our engine this week which means the volume of sound effects will change depending on your distance from the sound source. Some changes regarding ownership when building in space master have been made. When building with creative mode tools enabled in space master, the ownership of any block that you place will automatically be assigned to you. New rifle sounds have been added which will help you to identify the different variants. Lastly, we are releasing a new texture modding tool which is designed to help modders create game-ready textures. A guide for the new tool can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=635927143

Features

Fixes

  • fixed memory leak in audio
  • fixed active mods not able to be sorted alphabetically
  • fixed new small/large ship gear does not stick anymore
  • fixed small ship gyro override extremely slow
  • fixed timer not working when rejoining the server
  • fixed items disappearing on lagged server
  • fixed Solar Panels not recharging batteries on DS
  • fixed weird deformation of armor that allowed looking through it
  • fixed character farting when running on alien planet
  • fixed cryo chamber not remembering camera
  • fixed disappearing grids on server
  • fixed mods causing problems in offline world
  • fixed toolbar switching not working correctly
  • fixed 3rd person and 1st person camera not switching correctly
  • fixed player loses 29 ammo after re-equipping rifle on DS
  • fixed refinery does not process input queue in order
  • fixed Timer Block DS emissivity when rejoining
  • fixed sound of turrets and door is cut too early
  • fixed incorrect recalculation of items on servers
  • fixed light turns off after enter and exit cryochamber
  • fixed physics is broken when locking scrap metal on landing gear
  • fixed sound of cryochamber playing when it should not
  • fixed spotlights blinking
  • added more oxygen sounds
  • removed the ownership message when first joining the DS
  • doubled the capacity of small grid Hydrogen Tank

Update 01.123

25 Feb 2016


Summary

This week’s update is all about bug fixes and improving the performance. The team is identifying all the parts that slows down the game one by one and making sure that they wont spoil the experience. The highlights outline is thicker now and highlights are now applied to all doors found in the game. We added a new sounds (air passing by when flying with jetpack in atmosphere and drilling different materials). We also fixed access of the public fields inside of a programmable block to make programming easier for you. Thank to Malware for his help.

IMPORTANT NOTE
  • We want to inform you that we have introduced some changes in our code that will affect the scripts. We have introduced a compatibility layer to help ensure your scripts work, but we could have missed some. If you find issues with your scripts, please report them in the modding section of our forums: http://forums.keenswh.com/forums/modding.325599/

Features

  • New highlight for door

Fixes

  • fixed access of public fields in programmable block (thanks to Malware)
  • improved performance of refineries and assemblers
  • improved performance of oxygen system
  • fixed crash in programmable block script
  • fixed crash when remote controlling the ship
  • fixed crash with oxygen
  • fixed crash when opening the game
  • fixed crash when opening MOD screen
  • fixed "convert to ship" available to anyone
  • fixed mining with hand drill to different voxel materials did not sound differently
  • fixed first start of the game is too slow
  • fixed terminal screen not updating
  • fixed ship landing gear attachment
  • fixed grass is in voxel soil after digging grass
  • fixed air vent conveying items

Update 01.122

18 Fed 2016


Summary

This week we are introducing a hit confirmation on all weapons. A successful hit to any NPC character or a character in multiplayer with a weapon will be represented visually by changing the cross-hair, including its color, and auditory, with a sound effect. On the visual side we tweaked glass surfaces a bit to look more visible with added scratches and dirt. Don’t forget to check the video update for more information about saving the bandwidth in multiplayer explained by one of our programmers.

NOTE
  • the cross-hair hit confirmation visual representation demonstrated in the video is a WIP version and differs from the one that is included in the game.

Features

  • Hit Confirmation

Fixes

  • fixed Increase the distance of picking up items from ground
  • fixed memory leaks in render
  • fixed oxygen causing performance issues
  • fixed writing into two chats at once when in scenario screen
  • added control over rotor and piston locking
  • fixed mass not recalculating correctly
  • fixed deleting asteroids does not remove .vx2 file
  • fixed desync of ranks on reconnect DS
  • fixed landing gear can locked on welders "area of effect"
  • fixed bounding box of items is never updating the size
  • fixed cannot place blocks Issue on planets
  • fixed blueprint pasted and changed, still is saved with old tool
  • fixed conveyor still working after it's grinded down

Update (19/02/2016)

  • fixed crash when spawning floating objects
  • fixed crash when shooting into character
  • fixed crash when assigning cockpit ownership
  • fixed crash with voxels
  • fixed crash with thrust component
  • fixed space master has linearly moving trash ON by default

Update 01.121

11 Fed 2016


Summary

In this week’s update we are introducing a new batch of bug fixes and enhancements. We fixed batteries and solar panels not outputting power, we resolved the issue with safe environment on dedicated servers and improved the visual feeling of trees and bushes that may have looked like a plastic. Also we fixed as issue with LCDs screens where images would be displayed there permanently. Make sure you check out the video update, there is a small sneak peak for you on what we are working on. Bare in mind that what you are going to see is work in progress.

Fixes

  • jumping (SPACE) mechanic changes; players have some light aerial control during jumping, so it is possible to traverse the planetary terrain more easily. Also, jump force was added to the characters sbc file so modders can now make jump suit mods
  • fixed character is getting damage when grinding/welding blocks
  • fixed blocks working without electricity
  • fixed audio volume bug (too loud)
  • fixed programmable block missing functionality: GetBlockGroupWithName
  • fixed flora and Sun Rotation is off by default on DS
  • fixed cryochamber not powered in tutorial 1
  • fixed trash removal removing rotor top parts and piston top parts
  • fixed sound playing louder when player is holding tool
  • fixed antenna broadcasting without power
  • fixed some players can't hear a-thrusters but others can
  • fixed turret sound cutting too early
  • fixed rotating wheel does not have same color as the font (in loading screen)
  • fixed sorter list is full of welders
  • fixed solar panels not recharging batteries on DS
  • fixed particle effect of grinder is really big
  • fixed no sound when moving objects in inventories by holding Ctrl/Shift
  • fixed respawn ship cooldown not persisting on DS
  • fixed crash when setting max. floating objects in DS console
  • fixed LCD - removal of a texture from "Selected Textures" window doesn't switch the texture off
  • fixed Gatling turret control is not damaging blocks around you
  • fixed hostility setting on DS keeps resetting
  • fixed plastic grass

Update 01.121.1 (12/02/2016)

  • fixed crash with sounds
  • fixed crash with thrash removal
  • fixed crash when thruster is destroyed
  • fixed crash with remote control
  • fixed crash when using antenna
  • fixed crash when attaching rotor

Update 01.120

4 Fed 2016


Summary

This week’s update is introducing highlights to the game to help you identify the interactive objects in the game world. Highlights are applied to all floating objects for now, and in the future they will be visible on all interactive objects, including blocks. We also made browsing the blueprints work faster by showing you all the items as a list with thumbnails. Instead of waiting to load details about all the blueprints available at once, we load details just for the blueprint you choose to make the selection faster. We resolved the issue with crashes caused by using custom skins. But be careful as your character may die due to lack of oxygen until this custom skin has been fixed by its creator. A guide how to fix custom skins can be found here: http://forums.keenswh.com/threads/character-skins-crashing-after-01-118.7378645/ We fixed the issue with oxygen levels being reset to zero in a room by grinding or making any small change inside. We also fixed the inertia dampeners, so ships can hover over planets and not slowly fall toward the surface anymore. And we tweaked the controls scheme a bit. Hot keys are now accessible via the Control Key. From now on the CTRL key has only this function now, so it may take couple of minutes to get used to.

Features

  • Highlights on floating objects
  • Faster blueprints loading
  • changed controls scheme

Fixes

  • added 'F' to perform various actions (same as K always did); you have to reset controls to default in order to have this new functionality.
  • added new sound for picking up objects and moving them between inventories
  • increased limit for FPS in the game to 120 FPS
  • fixed oxygen gets zeroed when building a block, building/grinding
  • fixed inertia dampeners not working on planet
  • fixed some of the lags on alien planet
  • fixed music volume too loud
  • fixed some minor problems with particles (electrical effect)
  • fixed when you control turret you see building cockpit
  • fixed electrical damage sound not hearable
  • fixed rotor has multiple lines preventing the current angle from being seen
  • fixed world description not saving when creating a new world
  • fixed spider blood particle missing
  • fixed player killed when getting out of cockpit on planetary lander
  • fixed batteries not turned off when 'Y' was pressed

Update 010 (5/02/2016)

  • fixed crash with electricity
  • fixed crash with inventories
  • fixed crash with oxygen tanks
  • fixed crash with planet loading
  • fixed crash with sound
  • fixed crash when grinding
  • fixed crash with rotors

Update 01.119

28 Jan 2016


Summary

This week we are introducing a new batch of bug fixes. First off, on the optimization side we made sure your GPU wont overheat on loading screens and main menu by limiting the frame rate output. During the actual gameplay the limiter is off. We also turned down the aggressive nature of cyber hounds. From now on the dogs will attack but they wont explode anymore in kamikaze fashion. Your creations are safe when you are not around to defend them.

Fixes

  • improved Easy Start 1 ships, added weapons to toolbars
  • added meteor storms should be set as default in survival
  • added player is now spawned also with ammo for weapon in survival
  • added ore detector to miner on easy start
  • fixed unlimited FPS in main menu and loading screen overheats gpu's
  • fixed cyber hounds exploding
  • fixed permadeath setting on DS keeps turning on
  • fixed HUD not updating when falling to planet
  • fixed crash when joining MP/DS
  • fixed crash with distributing electricity
  • fixed sound not playing when astronaut falls on ground
  • fixed ModAPI script problems
  • fixed missing bullet impact when hitting astronaut
  • fixed conveyor switch not working
  • fixed tough astronaut suit will not update after change
  • fixed muzzle flash particle turning when flying
  • fixed projector is changing color from distance
  • fixed cannot scroll in the ship list
  • fixed block damage effect missing (projector and cargo containers)
  • fixed drilling is not updating on servers
  • fixed beeping sound when playing on cataclysm setting
  • fixed saving of removed trees on planet
  • fixed lading gear broken when locking on hangar door
  • fixed sound of "uhm" when switching helmet
  • fixed missing grind sound when grinding hound
  • fixed missing sound when shooting into trees
  • fixed health resets when taking helmet off

Update 119.012 (29/01/2016)

  • fixed crash when welding windows, loading old words
  • fixed crash when spawning at planets surface
  • fixed crash when flying above the planet
  • fixed crash when projecting projections
  • fixed crash with sound
  • fixed ice disappearing from inventories
  • fixed oxygen in room gets zeroed when changing something in room

Update 01.118

21 Jan 2016


Summary

This week we are adding Planetary tutorials for new and returning players to help them survive and use all the mechanics and resources properly on the planets - for example, how to use wheeled vehicles. We have improved the visual fidelity of spotlights and beacons, and also added reflection to glass and shiny surfaces. From now on you will be able to navigate much easier in indoor environments. Additionally, we have improved the performance by reducing the amount of particles without sacrificing the quality of the effects and the overall look and feel.

Important message
For those who are using custom skins on characters, especially modders. Due to a fixed oxygen consuming bug the game may crash when using custom skin on characters. To fix this, follow this link: http://forums.keenswh.com/threads/character-skins-crashing-after-01-118.7378645/

Features

  • Planetary Tutorials
  • Improved lighting effects
  • Spotlight for Spectator Mode

Fixes

  • fixed crash with oxygen
  • fixed crash in Havok
  • fixed crash when clients are joining
  • fixed drill too fragile
  • fixed high particle count
  • fixed window reflections
  • fixed spotlights not shining enough
  • fixed ice disappearing in oxygen generators
  • fixed no gyro sound playing

Update 118.011 (22/01/2016)

  • fixed crash when creating faction
  • fixed crash with oxygen
  • fixed crash with electricity

Update 01.117

14 Jan 2016


Summary

For this week we prepared a roadmap highlighting the future plans for both of our games. It covers everything that will be implemented in the coming months for Space Engineers and Medieval Engineers. Follow the link to Marek’s blog for more details: http://blog.marekrosa.org/2016/01/the-ksh-roadmap-for-2016-space_14.html We also released a brand new modding guide for creating mount-points in Space Engineers. Today's update also brings a new batch of bug fixes like physics crashes, sensor lag, improved gameplay experience and performance when copying and pasting objects.

Features

  • Stations can now be pasted into voxels

Official Modding Guide - Mountpoints

This is the official guide for creating mount-points in Space Engineers. Mount-points determine areas where each block can be attached to another: http://steamcommunity.com/sharedfiles/filedetails/?id=581270158

Fixes

  • fixed paste lag
  • fixed crashes in Havok
  • fixed crashes with rotors
  • fixed sensor lags servers
  • fixed bags not despawning
  • fixed oxygen not depleting after exiting cockpit/medical room
  • fixed projector remembering its components in inventories
  • fixed cannot paint "Passage Way" block in DX9
  • fixed volume being too loud
  • fixed automatic rifle particle effect size
  • fixed shooting sound not synchronized

Update 01.116

7 Jan 2016


Summary

Greetings Engineers and Happy New Year! In this week's update we are introducing the ability to modify the medical room and also providing a few example mods for characters and medical rooms to show the new and old possibilities. For example you can disable / enable respawning on medical room, disable / enable healing and refueling, disable / enable suit changing or restrict which models you can change into for a specific medical room. This makes it possible to create scenarios where each faction’s medical room would spawn specific models for it, for example aliens vs robots. Or you will be able to create an upgraded medical room that spawns suits with more health points. Below you can find some example mods that we have created for you.

Features

  • medical room modding support
  • example mod for medical room
  • example mod for character suits (different attributes)

Example Mods

Fixes

  • fixed crash with rotors
  • fixed crash when detonating warheads
  • fixed sensor range visibility is bad in Dx11
  • fixed random crash when launching the game
  • fixed mods not working for planets

Update 011 (8/01/2016)

  • fixed inventories not working

Update 01.115

31 Dec 2015


Summary

After 53 weekly updates we have come to the end of the 2015! Thanks for the ride and Happy New Year, Engineers! Hope you are ready for one more. The howling of a beast comes to Space Engineers in this latest update. This beast roams the lands of the Earth-like planet, stalks their prey and then attacks when you are busy repairing your base. Cyberhound is a predator with laser eyes and a nasty trick up its sleeve to use as a last resort. They also contain some loot that you can collect after you manage to terminate them. For those of you who are dedicated to hardcore realism, the Cyberhound is an optional character - you can always turn it off from the main menu and enjoy the survival mode without any NPCs (this option is temporarily disabled – it will be enabled within the next few days).

And on the surfaces of the Earth-like and Alien planets you can watch the dance of the fireflies during the night. Just pay attention to the trees around you. Fireflies are a purely cosmetic addition to the biomes.

Features

- Cyberhounds - Fireflies

Fixes

- Fixed crash when joining dedicated server

Update: 01.115.06 (1/01/2016)

added options to disable spawning of spiders and cyberhounds for old saves spiders will spawn if your environment hostility is not safe, cyberhounds aren't spawning by default in any old world. In new worlds you need to enable them in advanced menu. (both spiders and cyberhounds)

Update 01.114

24 Dec 2015


Summary

Merry Christmas, Engineers! Today’s update will help you to better understand the creation of planets. With step by step guides you can create your own planet, play with its atmosphere and if you want to delve really deep, you can completely change the look and feel with new trees and even modifying the voxel materials. Are you missing the lava planet? Do you want to recreate planets from your favorite sci-fi movies? With these modding guides, now you can create any planet you want easily and effortlessly! We have also created some example planetary mods to help you get started. You can find the links to the example mods and guides below.

Features

Planetary modding guides

Planetary Modding Guide - http://steamcommunity.com/sharedfiles/filedetails/?id=566387835 Modding guide for planetary flora - http://steamcommunity.com/sharedfiles/filedetails/?id=568303446 Modding Guide for Voxel Materials - http://steamcommunity.com/sharedfiles/filedetails/?id=568406623

Official example mods

Changed voxel material Grass to blue (inc. foliage) - http://steamcommunity.com/sharedfiles/filedetails/?id=572647925 Alien tree changed from red to blue - http://steamcommunity.com/sharedfiles/filedetails/?id=572666778 Modded planet with a custom tree and blue grass: http://steamcommunity.com/sharedfiles/filedetails/?id=572570154

Planetary workshop category

http://steamcommunity.com/workshop/browse/?appid=244850&requiredtags[]=planet


Fixes

  • implemented collector, connector and ejector sounds
  • fixed memory usage growing when game is running
  • fixed movement issues when small grid is attached to a large grid
  • oxygen tank lights are not shining
  • fixed client issue to teleport via Space Master
  • fixed piston sounds
  • fixed scrolling not working properly in scenario screen
  • removed strength slider from ejector GUI
  • fixed issue with stuck in spectator mode after selecting to spawn in ship
  • fixed wrong collision with character in single player

Update 01.113

17 Dec 2015


Summary

Atmospheric thrusters have a brand new animation in this week’s update. They are spinning correctly based on the trust applied. From now on you can also use this for modding. We also focused on fixing bugs, for example making sure that pirate drones are not flying away, fixing simulation speed slowdown when drilling and stabilizing the code.

Features

Fixes

  • fixed description of projector in control panel is overlaping
  • fixed pirate drones are not flying away without guns
  • fixed simcspeed slowdown when drilling
  • fixed crash when grinding jumpdrive
  • fixed stones having no physics
  • fixed crash when when welding
  • fixed crash when reloading world with mods
  • fixed autopilot not working

Update 01.113.011 (18/12/2015)

  • fixed memory leak with landing gears
  • fixed ejector having no sound
  • fixed crash when detonating warheads
  • fixed server killing players when sim speed is low
  • fixed oxygen tank lights not shining

Update 01.112

10 Dec 2015


Summary

This week's update is making the search for resources a bit easier. From now on you can find ore not just under the surface of planets and moons but also in rocks found on the surface. The rocks are spawning randomly on the surface as usual, but this time some of them could contain precious resources.

Features

  • ore in rocks (boulders)

Fixes

  • fixed falling though planet
  • fixed crash in physics
  • fixed crash when thrusters were destroyed
  • fixed crash in render
  • fixed aiming bug when aiming down sights
  • fixed exploding connector

Update 01.111

3 Dec 2015


Summary

This week's update is giving more juice to the weapons and tools by making them stronger and more powerful. From now on tools and weapons are divided into tiers, each tier offers more efficient and better versions so you can get the work done quicker. We are introducing new variants of weapons offering an arsenal with diverse parameters such as rapid fire power and deadly precision. Every tier requires different resources to assemble. You will need to find rarer resources to make the higher tier variants. And on top of it you can mod the characteristic of tools. Since the release of Planets we have been working on the performance of the game and we are planning to continue improving it to make the experience better for everyone.

Features

  • new weapon / tool tiers

Fixes

  • various performance improvements
  • fixed game freezes when drilling
  • fixed crash when loading world
  • fixed sound on alien planet
  • fixed crash with connectors
  • fixed station not aligning correctly

Update 01.1112 (3/12/2015)

  • fixed crash with character tools
  • fixed crash planet's surface not updating correctly

Update 01.110

26 Nov 2015


Summary

This week we added a new feature that makes the connection of two stations easier when they are built in each other's vicinity. So from now on, you don’t need to use the merge blocks to connect them. Newly placed station creates an area of 1000 cubic meters around it. When you try to place another station within the area, it will be aligned by default with the first station, therefore you can connect them by blocks. And last but not least, we have fixed more bugs.

Features

  • Local coordinates sector

Balancing

  • increased jetpack duration on planets to around 1 minute of flight on earth
  • increased atmospheric thruster power by 20% for both large and small ships
  • cockpits and chairs have their selection boxes enlarged for much easier use

Fixes

  • fixed memory leak when reloading world
  • fixed crash with power distribution
  • fixed crash when using Space Master
  • fixed crash when flying around planet

Update (27/11/2015)

  • fixed incorrect detection of graphic cards

Update 01.109

20.November.2015


Summary

After the release of Planets we are focusing this week on bug fixing and improving the building process. Placing your first block (base station) on a planet surface is now much more intuitive for newcomers and returning players. Blocks are aligned with gravity by default. You can start new grids (small/large ships, vehicles, base stations) from toolbar icons without going to G screen. This is the first iteration and more improvements are planned for the planetary building process.

Features

Fixes

  • fixed placing the base station on the surface of planets
  • fixed missing asteroids in DX9
  • fixed displacement for high grids
  • fixed loading screen in DX9
  • fixed crash when deleting LCD Panel
  • fixed crash when ships collide
  • fixed crash with hydrogen thrusters
  • fixed crash when using Jump drive
  • fixed crash when computing mass of the grid
  • fixed crash when drag and dropping items in inventory
  • fixed crash when using jetpack
  • fixed damaged reactor still providing power


Update 01.109.012 (11/20/2015)

  • fixed crash when grinding ship
  • fixed crash with Laser Antenna
  • fixed crash with Space Ball
  • fixed space bottles not showing percentage
  • fixed toolbars not saving correctly
  • fixed tutorials cannot be loaded
  • fixed deaths on server
  • fixed various bugs in tutorials

Update 01.108

12.November.2015


Summary

Planets have been released. Have fun!

Planetary Features

  • planets and moons (tons of new assets, sounds and textures added).
  • Planet types: Earth ( Atmosphere with oxygen), Mars (no oxygen, thinner atmosphere), Alien (low oxygen, denser atmosphere).
  • Moon types: Earth-Like Moon (no atmosphere), [Moon/Europa|Europa]] (thin atmosphere, no oxygen), Titan (thin atmosphere, no oxygen).
  • Planets are 120Km and moons are 19Km-50Km in diameter by default.
  • Earth + Alien biomes: desert, woodlands, mountains, ice-land, poles and lakes.
  • gravity: roughly 1.0G on planets, 0.25G on moons (but gravity depends on type of the planet/moon).
  • Mass affects the behavior of all ships in natural gravity - the heavier a ship is the more thrusting power is required to fly/move.
  • Planets and moons are persistent & fully destructible - anything you build or destroy will stay there forever. You can even dig through the planet if you want!
  • Different vegetation on alien and earth-like planets, flora destruction.
  • You have to start new world with planets enabled to generate them.
  • Planets are not randomly generated in a world, they are placed there. But a planet/moon surface and materials are 50% pre-made assets (height-map) and 50% generated (ore nodes, voxel types, textures, etc.). It is possible to prepare your worlds in creative, place the planets where you want them and switch to survival if you wish. You can also publish any world premade like that on the workshop
  • Adding planets in creative mode: Shift+F10, you can customize the size and type of planet/moon you are adding.
  • Visible ore sites on planets (darker areas and Boulders) that can lead you to rich mineral veins. There are three different tiers of ore deposits.
  • Platinum Ore is found only on moons and asteroids, uranium is rare on planets.
  • Autopilot is capable of flight above the planet's surface with evade collision enabled. With this on though, it won't fly closer than few tens of meters, so if you want them to fly inside a cave system, you will need to uncheck collision and make GPS coordinates carefully.
  • Station Rotation Mode, (B), aligns blocks with planet gravity and grid.

New Starting Worlds

  • Earth Easy Start: you start on a habitable planet with a set of basic vehicles. Your survival is threatened by attacking pirates who set up shop within range of their drones
  • Mars Easy Start: you become a colonist on a barren, inhospitable planet. Make sure you secure a source of ice soon. Also beware of local pirates
  • Alien Easy Start: the alien planet is a place with very sparse oxygen, not enough to breath freely. There is hostile fauna and pirates who want to claim the riches of this mysterious world and are not willing to share
  • Moon Easy Start: you start on a moon orbiting a habitable planet. Your base is under attack by pirates
  • Empty Star System: it is a star system with 3 distinctive planets and their 3 moons. Except for local fauna, planets are uninhabited (no pirate threats)
  • more starting worlds will be added soon (e.g. crashed ship and more)

AI Enemies, Fauna

  • sabiroids (what is known by community as "space spiders"): can be found on Alien planet type and on Titan type moons. They can destroy metal blocks and attack players. Their favorite hunting strategy is hiding in the ground and un-burrow to surprise their prey. When players kill a spider, new spiders won’t appear in the area for some time. Sabiroids also store few components inside their bodies from objects and blocks that they consumed.
  • pirate bases: can be found either in space or occupying planetary surface. They have bounty hidden inside their containers that players can loot if they get over the drone attacks. There is one pirate headquarters on every planet, which is well protected and filled with traps and loot.
  • enemy drones: they spawn automatically from pirate bases and attack the players trespassing into pirate territory

New blocks and components

  • new block: Atmospheric thrusters - powered by electricity, working only on planets with atmosphere
  • current (ion) thrusters are more suitable for environment without natural gravity (space). They are weak near moons and really weak on a planet
  • new block: small ship air-vent that is crucial for piloting ships without the helmet - it is important to be set to depressurized (blue indication)

Minor changes

  • gravity generators are not working in natural gravity. The generated gravity becomes weaker and weaker with more natural gravity and from 0.4g of natural gravity the generators are not producing any artificial gravity fields at all
  • jump drives are not working in natural gravity
  • Cargo ships cannot be switched ON for worlds containing planets for now (this was only a temporary change, as of Update 01.130 they have been added back but do not fly through planets/moons).
  • jetpack's power is based on the environment and the G strength (1G = 7 seconds of fuel). They can't be used the same way as they are in space
  • possibility to setup max speed for wheels
  • possibility to activate horizon + height indicator in all cockpits
  • solar + battery is the way to power your grids from the start on planets. Reactors become viable only in the later stages of the game when you get to space and find rich uranium deposits, because uranium is a rare find on the planets
  • slight area of effect nerf for hand drills

Update 01.107

5.November.2015


Summary

With this week’s update we are implementing a feature that enables building directly from the cockpit, a new admin toolset that empowers server admins to better manage their games, and some more bug fixes. The Space Master (accessed by pressing ALT+F10) empowers server admins to better maintain their servers or to enforce the server rules and create a game environment on the fly (think Dungeon Master). It enables them to teleport where they want, spectate in worlds with a disabled spectator, setup custom trash removal, or manually cycle through ships, stations and characters and then have them deleted, de-powered or stopped. Please bear in mind that this is the first iteration and many more things will be added within the upcoming updates. Another great new feature is the Construction cockpit that allows you to place new blocks in the exact same ways as you were used to but from the comfort of your small or large ship (by pressing CTRL+G while in cockpit). To be able to build from inside the cockpit you need to have conveyors feeding you the materials directly to the cockpit. You can also use the materials from your character's inventory. Building from cockpit has two modes of usage: “building” just for placing blocks and “classic” where you can use actions like wielding, grinding etc. You can not use the remote control for building from the cockpit.

Features

Fixes

Update 01.107.008 (11/06/2015)

  • fixed refineries not working
  • fixed crash when joining DS, while pasting
  • fixed crash in hydrogen system
  • fixed crash in oxygen system
  • fixed crash with landing gears
  • fixed backpacks not respawning

Update 01.106

30 October 2015


Summary

This week’s update is focusing on bugfixes and improving multiplayer, pistons and rag doll performance. We have fixed the pistons performance issue - pistons and rotor parts are now automatically locked in speeds above 100 m/s making them unable to move, turn and/or explode in high speeds. We also fixed various issues and improved the performance related to ragdolls. From now on, after a character dies, a body remains there for limited time and after that only a backpack with inventory stays behind. Additionally, hydrogen tank capacity has been increased 2.5 times for large grid and 4 times for small grid version. And finally we solved the issue with the incredibly heavy client in MP/DS (a.k.a. “hulk mode”) so the client is no longer pushing small ships around.

Features

  • backpack with inventory spawned after death

Balancing & Performance

  • increased hydrogen tank capacity
  • piston locking and performance improvements
  • no windows on conveyors (increasing performance)

Fixes

  • fixed invisible voxels
  • fixed UPS drops with character on large ships
  • fixed character clipping inside cryo chamber
  • fixed ship name change on DS crash
  • fixed all door opened in tutorials and older saves
  • fixed crash with physics
  • fixed crash when changing suit in medical room
  • fixed hand tools stay in the hand when stored in container
  • fixed incredibly heavy client in MP/DS (hulk mode)
  • fixed battery can be set to recharge and discharge at once
  • fixed air vent missing in assembler
  • fixed connectors exploding in MP

Update

  • fixed invisible voxels
  • fixed rotors/pistons not being locked at high velocity

Update 01.105

22 October 2015


Summary

The 2nd anniversary of Space Engineers release is upon us, so for this week we prepared a meaty update. It features new improvements, fixes and requested features such as the new slide doors that allows players to walk (fly) through the door at any angle. We also adjusted the behavior of small and large ship batteries. Batteries can be charged and provide energy at the same time, so players can always have stand-by batteries that are charged if energy is available, but also give energy automatically when needed.

Another important change to mention is switching off the thruster override 10x power for inertial dampeners, so all ships will behave differently now.

Additionally, we implemented the superconductor, a new component needed in the most valuable blocks such as the jump drive, artificial mass, laser antennas or large reactors. Moreover, the small ship cockpit has a conveyor in front of it.

In this week’s update we are also introducing hydrogen along with hydrogen thrusters, hydrogen tanks and hydrogen bottles as another feature preparing the game world for the upcoming release of Planets. Please bear in mind that this is the first iteration but we decided to implement it to the game now as a small gift to you for the game’s second anniversary.

We also implemented new improvements to the multiplayer and preparing the game for the roll-out of new features and updates to the multiplayer in coming weeks. And if the new improvements are not your cup of tea you can return to the previous version of multiplayer without the new additions on the Beta Tab in the Space Engineers properties in Steam client. There might be some problems here and there, so please report them back at our bug report section: http://forum.keenswh.com/forums/bug-reports.326950

Features

Battery guide

From now on all newly built batteries will start at 30% of maximum charge and the power cell components will turn to scrap metal when grinding down a battery block to balance this change. Also, batteries have four states (none, recharge only, discharge only, semi-auto):

  • when battery is not set to either recharge or discharge, it will allow both input and output, meaning it will recharge if there is surplus power on the grid, and discharge if there is not enough power otherwise
  • when set to recharge, it will only allow input
  • when set to discharge, it will only allow output
  • when set to semi-auto, it will alternate between recharge and discharge like before

Hydrogen guide

Hydrogen thrusters are stronger than the current ion ones but they require hydrogen fuel pumped by conveyor system in order to function. Oxygen Generator is now generating hydrogen along oxygen from ice. Hydrogen thrusters will be the most efficient way to leave the planet’s atmosphere, or to quickly accelerate in a fight, but need a large tank, fuel, and a conveyor connection. You also need to use hydrogen to power the jetpack now by hydrogen stored in bottles in player’s inventory. The jetpack will consume more hydrogen in high-gravity environments. We have also added the ability for modders to create custom fuels and custom thrusters that require the fuel.

Inertial dampeners change explanation

Previous state of things would make flight in natural gravity and leaving the atmosphere too easy. Inertial dampeners now have the same strength as player inputs and ships will always behave depending on their thrusters -so if you build only one small thruster facing forward, you will be stopping the ship longer. Small ships have still 5x power for dampeners to make them more agile compared to large ships. We also opened a possibility to mod thrust override, so community can experiment with their own settings or put old settings back if they liked it more. Please tell us what you think about this large change in our feedback forum section: http://forum.keenswh.com/forums/feedback.423142/

Steam beta branch switching guide

To access the Beta branch, go into game properties, Beta tab, and select the old build named "old_multiplayer" to opt in. There is no password needed.

Fixes

  • multiplayer improvements
  • rotor performance improvements
  • fixed issue with particle effect when not using jump drive
  • fixed performance issues in Havok
  • fixed oxygen refill not working sometimes
  • fixed issues with air vents

Update

  • fixed crash when connecting to the game
  • fixed crash with destroying voxels
  • fixed crash when character was changing suit
  • fixed crash with rotors and pistons
  • fixed crash when merging grids
  • fixed crash with oxygen
  • fixed turrets always using conveyor system even when set to off

Update 01.104

15 October 2015


Summary

In this week’s update we are applying new bug fixes and improvements to prepare the game world for the upcoming biggest update yet (you know which one).

Also, we are introducing an important change to tutorial. From now on the tutorial works as follows: the next chapter is unlocked only by completing the previous one to show newcomers and returning players all the essentials needed to understand the basics in the game. Tutorials are more informative now explaining how spawning and recharging energy in medical rooms and cockpit works.

Additionally, now you can rotate any grid by 90 or 1 degree increments by holding down CTRL for 90 degree or ALT for 1 degree

Features

Fixes

  • revised tutorial 1
  • fixed issues with O2 not refilling correctly
  • fixed crash when loading/exiting the game
  • fixed massive sim speed drop when locking Landing Gear on a ship near asteroid
  • fixed Cryo Chamber showing 'Horizon and altitude'
  • fixed Jump drive tunnel effect displayed even after exiting jumping ship
  • fixed Jump drive doesn't work for min value jump (5 km) when your ship is moving
  • fixed OK button in scenario screen grayed out incorrectly
  • fixed Cryo Chamber screen not showing correctly
  • fixed small Oxygen Tank having the same volume as large one
  • added community creator of exploration content Dorian Flores to credits

Update 01.104.011 (10/16/2015)

Update 01.103

8 October 2015


Summary

This week we have another batch of improvements and bug fixes for you. We’ve applied changes that are improving the turret performance and also increase the framerate when there are many ships in great distance (there will be no memory consumption from ships that are on the edge of visibility). We’ve also fixed the armor box turret hack and speed-up the g-screen when opening for the first time.

Lastly, we would like to add that our development is focusing more and more on the new updates and features that we are planning to release in the near future. Stay tuned!

Fixes

  • armor box turret hack
  • turret performance
  • small FPS improvement (large when there are many ships in great distance)
  • G screen performance (special thanks to Andrew Woodall for submitting this fix through github)
  • fixed blocks ignoring enable/disable (LCD Panel, Artificial Mass, Gravity Generator)
  • fixed Oxygen Farm red when placed in creative
  • fixed jump drive white when merged with another grid
  • fixed switch lock ON/OFF action for ejectors

Update 01.103.006 (10/09/2015)

  • fixed crash when running out of Oxygen in generator
  • fixed crash when moving things in Assembler
  • fixed autopilot not working when turning power off and on
  • fixed red oxygen tanks
  • fixed unable to circle through hotbars

Update 01.102

2 October 2015


Summary

The performance issues related to thrusters, turrets, rotors, sensors and rendering have been fixed. We’ve also applied several other bug fixes such as game crashes caused by landing gears. We’ve also updated the wheels so they behave more realistically - this is the first iteration and more improvements will follow in the next updates. Additionally, the character’s jump is now reflected more realistically according to the gravity strength. Lastly, we would like to thank all of you for helping our team by reporting issues that you find in the game. It is really very important for us! Sometimes things might not go as expected and bigger issues might appear, but you should know that we are always doing our best to fix everything on time and provide the best gameplay experience possible.

Features

  • character’s jump corresponds to gravity strength

Fixes

  • fixed performance issues when turrets are near big enemy ships
  • fixed performance issues caused by thrusters
  • fixed huge performance issues caused by rendering
  • fixed performance issues caused by rotors
  • fixed performance issues caused by sensors
  • fixed crash when locking landing gears to asteroid
  • fixed crash when attaching landing gears to hangar doors
  • fixed crash when locking and unlocking landing gear twice
  • fixed wheels behavior (first iteration)
  • fixed crash when exiting the game
  • fixed issue with character death when is out of energy
  • fixed issue with jetpack consuming too much energy
  • fixed zero energy after reload
  • fixed indestructible blocks being destructible
  • fixed thrusters not working after merging/unmerging
  • fixed ship tools too brittle
  • fixed batteries not charging properly
  • fixed drills exploding after reload
  • fixed gyroscopes not working properly for large and small ships
  • fixed incorrect message when entering a ship without energy
  • fixed HUD overlapping with gravity marker
  • fixed typos in cubeblocks
  • fixed energy being recharged to 100% when switching helmet
  • fixed missing sounds of reactors when items are falling on the ground
  • fixed small ship turrets missing in the assembler and small blocks tab in G screen
  • fixed retracting piston shows speed -0
  • fixed "Day Duration" in day duration settings being displayed wrongly
  • fixed lights issue when merging ships
  • fixed incorrect fuel time values in HUD

Update 01.102.10 (10/02/2015)

  • fixed crash when cutting ship with player sitting inside
  • fixed crash when using thruster boost
  • fixed crash with oxygen refilling
  • fixed ship tools not working when pressing LMB
  • fixed broken radio antenna noise has no distance limit
  • fixed oxygen generator and other blocks ignoring power "off" after savegame load
  • fixed projections have functional access terminals

Update 01.101

25 September 2015


Summary

This week we added turrets for small ships. There are currently two types: gatling and missile. Additionally, we have applied several improvements that will optimize the performance of ship destruction and turrets, allow more moving ships in a server, and also stabilize constraints and collisions. We also added a pirate raiding carrier that will approach its nearest enemy and spawn light attack drones. Eventually it will leave on its own. But keep in mind, there is a large but well protected treasure hidden inside it! Moreover, we implemented more encounter ships from workshop creations. Thanks a lot to JD.Horx for his IMDC faction fleet! More additions will continue in the future. Last but not least, the exploding Landing Gear issue has been fixed! We are sorry that it took us so long, but we are happy that it’s finally solved and we hope that it won’t destroy your creations any more :)

Features

  • Turrets for small ships
  • Pirate raiding carrier
  • New encounter ships from workshop creations

Workshop Links

Fixes

  • Fixed exploding Landing Gear
  • Improved ship destruction performance
  • Improved moving objects performance
  • Improved autopilot behavior
  • Improved turret performance
  • Fixed message about missing components showing to every player
  • Fixed Assailant Mk1 not avoiding collisions
  • Fixed tooltip overlapping with gravity HUD

Update 01.101.027 (09/25/15)

  • Fixed multiple crashes
  • Fixed warnings and animation of Jump drive
  • Fixed turret definitions
  • Fixed jetpack power usage

Update 01.101.028

  • Fixed black stone

Update 01.101.029

  • Enabled classes in ModApi
  • Enabled MyResourceSinkComponent
  • Enabled MyResourceSourceComponentBase
  • Enabled MyResourceSinkInfo in modapi

Update 01.100

18 September 2015


Summary

This week’s update is a bit more special compared to the previous ones since it is the 100th update that we have released since launch! For this reason, we have prepared something more special for you :)

Enemy drones have been added to the game. The drones will appear in Survival worlds (both new and old) and they will spawn automatically from pirate stations. When a player ventures into the pirate territory, he will be attacked by the drones. The pirate stations have bounty hidden inside their containers that players can loot if they get over the drone attacks. We have also added modding support for everyone to create their own drones and pirate bases.

In addition, the autopilot has been improved. Auto-piloted ships can now evade asteroids and ships without crashing into them.

Features

  • Drone enemies
  • Autopilot improvements
  • Pirate bases as encounters
  • Most valuable cargo ships call for backup using their antennas if player trips wrong sensor

Guides & Example mods

Fixes

Update 01.100.024 (09/18/15)

  • Pirate bases will no longer spawn close to starting position
  • Decreased overall chance of Pirate Base spawn
  • Informant now seeks players
  • Added weaker light drone station
  • Added light drone "Assailant"
  • Changed spawn range of Raiding Stations to 10 km (should be less likely to appear )
  • Drones will now follow you up to 20 km from their base, then they go back
  • Added ammunition to the starting scenarios and respawn ships
  • Added Rifle as a basic tool after character's respawn
  • Drones will now flee back to their base if they run out of ammo or loose all weapons
  • All Cargo Ships will now call for backup when attacked - Civilian ships will be defended less than military
  • Improvements to collision avoidance

Update 01.099

10 September 2015


Summary

Bug fixing and improvements continues this week. We have added support for custom skyboxes in DX11! The window transparency from both sides in DX11 has been fixed as well. This will help modded windows to be rendered properly. Additionally, a new tutorial has been added this week that focuses on grids and merge blocks. This will help illuminate the nature of small, large and station grids, the rules that govern them and how you can join them together with the merge block. There is also a brief section on floating objects and we have also featured a community creation inside this tutorial, the ship "HomeCarrier" by KillYaSoon. The tutorial is in response to a request from the community made on our feedback forum. Our focus is currently on performance issues - more improvements will follow in the next weeks.

Features

  • added Tutorial #10 - Grids, Merge Blocks & Objects (thanks KillYaSoon for HomeCarrier ship)

Fixes

  • added support for skyboxes on DX11
  • fixed ship welders, grinders and drills being too brittle
  • fixed window transparency from both sides in DX11
  • fixed version info not switching pages
  • fixed the LCD Panel issue being reset when painted
  • fixed issue with programmable block not mirroring correctly
  • changed the order of the buttons in the "new world" menu

Update 01.099.010 (09/11/15)

  • fixed crash when jumping with ship

Update 01.098

3 September 2015


Summary

Bug fixing continues. This week we made changes that are improving the performance for solar panels in both DX9 and DX11 and also fixed the performance issue when the player was looking on window blocks and solar panels in DX11. Additionally, we fixed a long requested problem in the programmable block scripting.

Fixes

Update 01.098.009 (09/04/2015)

  • fixed light blink interval slider does not respond to arrow keys
  • fixed programmable block loosing changes when alt-tabing
  • fixed collisions dealing almost no damage
  • fixed friendly cargo ships

Update 01.097

27 August 2015


Summary

Bug fixing is continuing into the second week. In case you’ve missed it, last week we announced that we have entered a stabilization / feature-freeze period where our focus is on fixing bugs and improving existing features (more info can be found here: http://blog.marekrosa.org/2015/08/stabilization-period-for-medieval_18.html). For example we have fixed the issue when turrets are shooting through your own ship to target the enemies and the switching toolbars through hotkey issue. More fixes will follow in the upcoming updates. Additionally, tutorials 1,2,3,4,5,7 and 9 have been revised to include new LCD pedestals that sequentially number key steps to be taken in the tutorials, other improvements have also been made and a number of issues as highlighted by community feedback have also been addressed. Tutorial 06 has been completely rebuilt based on feedback that it was too difficult and confusing in its original form, the new version is simplified and lays things out one step at a time instead of being condensed into a single room.

Fixes

  • fixed issue with turrets shooting through your own ship to target enemies
  • fixed switching toolbars through hotkey re-enabled when in G screen searchbox
  • fixed issue with setting color via Ctrl+right click not working for interior light
  • fixed assembler working sound playing when assembler was not working
  • fixed issue when the player can't change ore queue in Refinery
  • fixed issue with the "Jump was aborted" message appearing even without jumping
  • fixed chat window hiding behind HUD
  • fixed LCDs are showing offline, instead of texture
  • fixed view distance was missing in DX11

Tutorials

  • revised tutorials 1,2,3,4,5,7 and 9
  • rebuilt tutorial 6

Update 01.097.009 (08/28/2015)

  • fixed assembler production when the grid gets powered

Update 01.096

20 August 2015


Summary

We are currently entering a temporary feature freeze / bug fixing period in which we will focus mainly on fixing bugs and finishing existing features. The weekly updates will continue, but they’ll be focused on stabilization rather than on new features. The stabilization period will allow us to fix issues that have existed in the game for some time or appeared after recent features were implemented and improve the overall gameplay. More detailed info can be found on Marek’s latest blog post: http://blog.marekrosa.org/2015/08/stabilization-period-for-medieval_18.html The community’s support has been very helpful so far in identifying various issues and suggesting improvements. We thank you for this! Thus, we encourage all of you to use our bug report forums and help us find and solve issues that exist in the game (please remember to read the bug-report guide before you start posting). Keen-forum: http://forum.keenswh.com/forums/bug-reports.326950/ Steam-forum: http://steamcommunity.com/app/244850/discussions/1/ Additionally, we have boosted battery outputs and capacity to better match increased thruster requirements. We would also like to thank all the players who have been posting their feedback about balancing and tutorials. If any of you are interested in helping us, you can do so here: http://forum.keenswh.com/forums/feedback.423142/

Dev Note

we know about the crashes introduced in 01.096 and we are fixing them today. So sorry for the inconvenience and thank you a lot for your reports!

Fixes

  • fixed crash when aborting jump on DS
  • fixed cannot terminate running game on Win 10
  • fixed character shaking when exiting cockpit
  • fixed turret not targeting character
  • fixed sound block playing two sounds at once
  • fixed scrolling in sound block
  • fixed character spawns twice
  • fixed double sound when placing blocks
  • fixed not able to switch tabs when editing inventory
  • fixed tutorial 8 and tutorial 9 could not be finished

Balancing

Update 01.096.013 (08/21/2015)

  • fixed crash when grinding blocks on DS
  • fixed crash when reloading the game
  • fixed crash with sound not playing
  • fixed crash with remote control

Update 01.095

13 August 2015


Summary

We have applied multiple changes regarding game-play balance. Main changes were in block and component costs, energy consumption and reactor outputs. Most of the basic blocks that you need early in the game now require only Fe, Si and Ni. More advanced blocks such as large ship blocks and weapons can additionally require Ag, Co, Mg. Moreover, the most expensive blocks will cost some U, Au and Pt. Additionally, a new tutorial has been added that offers instruction on how to fly a ship and use the three ship tools. You must use each ship to navigate through several chambers that demonstrate how to grind, weld and drill as well as how to stock a weld ship’s cargo and how to dock with connectors. Check out the latest Developers Notes where we share some info about the game’s development progress: http://forum.keenswh.com/threads/7366068/ We would also like to know your opinion/thoughts about the new changes that we are applying to the gameplay attributes and also about the tutorials. For that reason, we have created a new sub-forum where you can post your comments and send us your feedback: http://forum.keenswh.com/forums/feedback.423142/ Steam Discussions:

Features

  • rebalancing of systems and components
  • new tutorial scenario “Ship Flight & Tools”
  • added ON/OFF option as an action for button panel

Fixes

  • fixed crash when loading world in edit mode
  • fixed wheel friction setting is reverted to 0 after reload
  • fixed LCD resetting when merging two ships together
  • fixed numbers in toolbar config filter triggers hotkeys
  • fixed crash when using jump drive
  • fixed jump drive is failing to jump attached grids
  • fixed client can't weld/grind when not in view of host
  • fixed small conveyor sorter has too small volume
  • fixed oxygen indicator missing in cockpit

Balance Changes

Update 01.095.012 (08/14/2015)

Update 01.094

8 August 2015


Summary

This week we added the new cockpit model for small ships. We also added a particle effect for collisions – e.g. when a ship crashes on an asteroid. Additionally, we have applied some changes to the mass of the objects inside the inventories. The mass is now based on the inventory size world setting. When the inventory size will be ten times bigger, then the mass will be divided by ten; same logic is also applied to inventories which are 3 times bigger, etc. Moreover, we have rebalanced the volume of the large container for large ships and the medium and large containers for small ships: the small ship medium container is now 3,375 liters, the small ship large container is now 15,625 liters, and the large container for large ships is now +/- 421,000 liters. New tutorial scenarios have been added as well. The jetpack tutorial displays the controls needed for flight which is followed by a series of assault course style sections to challenge your ability to fly quickly and accurately, you have a limited time from the moment you begin each section to reach the exit door. Watch out for hazards! The inventory tutorial explains how to pick items up and how to access conveyor hatches to deposit items within by using your inventory screen. The tutorial also contains a simple explanation of how to use terminals to access blocks and manipulate their control panel settings. In addition, we added a warning when jump cannot be commenced. When the ship is too close to an object that the player wants to jump to, a warning will be displayed that the jump cannot be performed.

Features

  • new cockpit model for small ships
  • collision particle effect
  • new tutorial scenarios
  • rebalanced cargo capacity
  • rebalanced the mass of the objects inside inventories
  • warning when jump cannot be commenced

Dev Note

Warning: The volume change for inventories will only be applied to new inventories. Inventories which are already existing in the world will not be affected by the change.

Fixes

  • fixed impact sound not playing

Update 01.094.012 (08/07/2015)

  • fixed crash with skin
  • fixed crash with hanger doors
  • fixed crash in character physics
  • fixed disappearing grids

Update 01.093

30 July 2015


Summary

Inventory mass has been now enabled. This means that gravity will affect the ships based on their weight. The more items inserted to the cargo container, the heavier the container will be. The character’s weight is also calculated in the overall weight of the ship grid, but only if the character is actually sitting inside the cockpit. Mass is not calculated for stations. Additionally, a flying particle effect is now displayed on the screen, when the character or a ship is moving faster than 10 m/s. Lastly, we have added two new tutorials to demonstrate the essential survival elements of Oxygen and Energy. The oxygen tutorial covers the various oxygen related blocks, oxygen farms, generators, vents, bottles, tanks and ice, including their control panel functions. The tutorial also addresses the concept of creating an airtight room for pressurization. The energy tutorial starts with an explanation of how to recharge your suit energy which is followed by a series of small challenges that explain the behavior of power within Space Engineers and the different ways you can provide it.

Developer Note

Since the anticipation for planets is very high and many of you want to know about the current status, we would like to share some info so we will not keep you in the dark. Planets are still under development and they are the number one priority in the game’s development. After the first internal iteration and testing, and since the last time that we shared some info about them, our team came up with some fresh and great ideas that will make this feature even better! So we made the hard decision to prolong the development a bit more but for a good reason. We are planning to share more detailed info very soon, so stay tuned!

Features

  • inventory mass
  • flying particle effect
  • tutorial scenarios

Fixes

  • fixed issue with textures begin too blurry on DX11
  • fixed crash when jump drive aborts the action

Update 01.093.012 (07/31/2015)

  • fixed crash with turrets targeting
  • fixed crash in Havok when bumping to the ship
  • fixed inventory mass not correctly calculated on DS
  • fixed second medical room not turning on in tutorial
  • fixed drill inventory mass recalculation
  • fixed voxel grass missing

Update 01.092

23 July 2015


Summary

This week we are introducing the first four tutorial scenarios. These scenarios are designed to slowly introduce new players to the basics of the game. The first tutorial is about movement & tools, the second is about building your first ship, the third scenario revolves around ore refining & component assembly and the last one is focused on conveyors, connectors, ejectors and collectors. Although the tutorial scenarios are basically designed for novice players, they are quite fun to play even for the more experienced ones. Moreover, we have added the option to make voxels indestructible. This option can be found in world settings and when it is checked, it will disable everything that has any effect on voxels (drills, weapons, ship crashing, etc.). If the option is unchecked and the player edits the voxels, it should be possible to apply the option again, and all edited voxels will be indestructible as before. Lastly, ventilation blocks can now trigger other blocks based on room pressurization, this will make automated air locks easier to build.

Features

  • tutorial scenarios
  • indestructible voxels option
  • air vent can trigger other blocks

Fixes

  • fixed HUD never updating its status
  • fixed issue with voxel hand breaking the toolbar
  • fixed interaction after death
  • fixed issue when making screenshots using multiplier in DX9
  • fixed button panel not showing description
  • fixed warp drive can end in generated asteroid
  • fixed reorder clusters removes entity if it instantaneously moves more than a cluster size
  • fixed made scenario settings hint visible in scenario edit mode

Update 01.092.008 (07/23/2015)

  • added nullchecks in get server
  • fixed crash when attaching landing gears
  • fixed crash with scrap metal
  • fixed crash in component serialization from scripts

Update 01.091

16 July 2015


Summary

In this week’s update, we are focusing on fixing various bugs. We are planning to have a more intense bug-fixing period during the upcoming weeks, so you should expect more fixed bugs in the next updates. Additionally, we are adding some more options and possibilities for the scenario creators. Designers are now able to display videos in the scenarios, either at the start or triggered by a condition. They can also add the option to load a map based on a scenario condition (currently available for offline/single player mode missions only). In addition, there is a new option to view the scenario’s progress and inform the player about all the rules set in the current scenario (list of win / lose conditions and basic settings). Moreover, there is a new option to add a player directly into a faction when he spawns in the medical room. When this option is enabled, the player that spawns in the medical room will automatically join the faction that the owner is part of. There is also a new world option for starting in respawn screen. Any player that plays a scenario should start in a spawn screen with listed spawn points. Even if the player plays an offline single player game, he should still start in the respawn screen. Lastly, we have improved the ownership/faction options in the scenario edit mode. When a player creates a faction, it is possible to add a 0 entity that will be added to the faction. He can then assign ownership of blocks to the NPC (the NPCs should be hostile to each other).

Developers’ Note

We thought it useful to give you a bit more information regarding the importance of the Scenario Editor, since we’ve noticed that many players are not happy with the additions that have been made lately. As we have already mentioned in a recent blog post, part of our development plan is to add missions into the game. The purpose of the scenario editor is exactly this – to provide all the necessary tools to our Level Designers to create various missions that will be implemented in the vanilla game. If the scenario editor didn’t exist, then we would require occupying programmers for doing that. But now, with the help of the scenario editor, our level designers can easily work on designing missions without the help of any other person in the studio and programmers will have the time to work on other planned features. More dev notes will follow shortly regarding planets and other development plans. Stay tuned!

Features

  • large bug fixes
  • more ownership/faction options in scenario edit mode
  • option to play video at the scenario start/condition triggered
  • option to load another map based on a triggered condition (in offline/single-player mode missions only)
  • option to view scenario progress/rules ("U" key)
  • new med-bay setting: assign to faction when player spawns
  • world option: player starts in respawn screen

Fixes

  • fixed crash when turrets were tracking a target
  • fixed recharge time not calculated correctly on DS
  • added recharge ON/OFF action for jump drive
  • fixed conveyor system ignoring sorter block
  • fixed right click on a completed block gives error
  • fixed cargo containers not transmitting inertia to the contents upon destruction
  • fixed remote control and freelook conflict
  • fixed no thruster sounds
  • fixed cannot click X in blueprint search
  • fixed hand drill taking up too much volume space in the inventory
  • fixed placing armor corner 2x1x1 tip glitch
  • fixed speed on HUD updating too frequently
  • fixed gravity generator slider inconsistency
  • fixed dedicated server console not remembering settings
  • fixed GPS locations jump back to the top
  • fixed turrets crashing server when being welded
  • fixed interior lights color issues
  • fixed auto-healing working even after disabled
  • fixed conveyor system ignoring [[Conveyor Sorter|sorter block\\
  • fixed small advanced rotor part name
  • fixed merge block are disconnected after owner change
  • fixed hand tools can be transferred trough small conveyors

Community Fixes

tyrsis

  • Allows mods to be notified when damage occurs to various entities (blocks, ships, characters, etc), and also allow mods to modify or even nullify that damage. It even stops deformation. This gives a lot of power to mods to modify damage as it comes in. Following these events can be found in MyAPIGateway.Session.DamageSystem interface.
  • Allows mods to move clients to different multiplayer servers. - ( MyAPIGateway.Multiplayer.JoinServer() )

joemorin

  • Fixed ammo being consumed by multiple clients for the same gun (multiplayer ammo bug)


Update 01.091.011 (07/17/2015)

  • fixed infinite welding
  • fixed crash - Game.Entities.Character.MyCharacter.PlayFallSound
  • fixed Scenario 02 crash when playing under different localization
  • fixed added null checks for steam service

Update 01.090

9 July 2015


Summary

Jump drive has been added to the game. It is a new traveling mechanism that allows players to travel big distances in a short period of time. Only large ships can have a jump drive. The jump drive is a block that needs to be attached to the ship and must be charged with energy up to 100% so the jump can be made. There are two different types of jumps – blind and GPS guided. The blind jump will lead you to the direction that the cockpit is heading and the traveled distance can be set in the control panel (the distance is depended to the mass of the ship and the amount of the powered jump drive blocks that are on the ship). The targeted jump will get you to a specified GPS coordinate. After the jump is done, the energy needed is depleted. To increase jump distances or mass transport capacity, you will have to build more jump drives. Any of the jump drives can be then used as the master drive that will use the other available drives if needed.

Note: Please note that power has been enabled on all ships in starting scenarios in survival mode.

Features

Jumpdrive

  • the jump drive block must be attached to the ship and has to be charged with energy up to 100%
  • the jump drive is available only for large ships
  • jumps can be done only from the cockpit, by using the "jump" action (not from the control panel)
  • if a main cockpit option is set, only the main cockpit can do the jump
  • the jump cannot be accelerated from the control panel, but has to be assigned as an action to the cockpit’s toolbar
  • the game will automatically calculate if the ship is able to reach the final destination with the current number of jump drives and the ship’s mass, this information is shown as a number of % in the confirmation screen
  • In control panel: the jump drive can have a set distance (useful for blind jumps), or can be maximum based on the ships equipment (maximum is set as default)
  • the minimum distance for the jump is 5 Km by default
  • a jump can be done only to a safe proximity of objects (other ships, stations, asteroids, planets)
  • the final destination of the jump must be empty in a 2 Km diameter. Any object in the area will shorten the jump and the ship will appear 2 km before the object
  • in case of a shortened jump towards a GPS coordinate or a blind direction, the ship should spawn before an object is in its way - the ship should never spawn in an asteroid or other ship even if the calculations are correct
  • Rules of transport: all small ships or large ships that want to travel with the ship must be connected through connectors or landing gears. Players must be seated in seats, cockpits or cryochambers. Everything not attached to the ship as mentioned will stay in the spot and will not do the jump.

Fixes

  • fixed placing armor corner 2x1x1 tip with wrong offset
  • fixed volume of the hand drill
  • fixed issue with clearing blueprint search by using "X"
  • fixed issue with gravity generator reporting different values than spherical one
  • fixed incorrect tooltip when switching between tabs in terminal
  • fixed speed on HUD updating too frequently when sprinting
  • fixed rotation hints shaking when copy pasting
  • fixed issue with critical energy after turning ship ON
  • fixed misspell in XML
  • fixed issue with station rotation mode appearing when copy pasting ships
  • fixed issue with renaming scripts
  • fixed small inconsistency in voice-over
  • fixed issue when g-screen opens after re-spawn
  • fixed copy & paste issues with large ships

Update 01.090.014 (07/10/2015)

  • added warning when jump drive is not ready (recharging)
  • jump drive block is now airtight
  • fixed cannot jump with ship when in remote control
  • fixed ship still jumping when jump drive has been destroyed
  • fixed ships colliding with each other when pasted with jump drive engaging
  • fixed jumping in limited world
  • fixed jump drive is not respecting ownership
  • fixed ships colliding when jumping towards the same GPS at the same time

Update 01.089

2 Jul 2015


Summary

New conditions for scenarios have been added. Time condition will allow to set time limit in which mission should be completed. The limit is being set in minutes. Minimum value that can inserted is 1 min, if time is set it will be displayed in the right corner. There is also possibility to set time limit for spawning in respawn screen. If players hangs in respawn screen for too long he will lose the game. Another condition is the block destroyed. Both new settings can be used as both win and lose conditions. Scenario description can be displayed in-game by pressing 'U' key - the description will match the one from the workshop. Lastly we added new voxel material - organic matter.

Features

  • Mission condition: mission time
  • Mission condition: block destroyed
  • Mission condition: respawn screen time
  • In-game mission briefing screen
  • New voxel material
  • Assembler now processes more than 1 item per Update (community contribution: joemorin73)

Fixes

  • fixed animation when running and shooting at the same time
  • fixed shooting while sprinting

Update 01.089.014 (07/03/2015)

  • fixed placing new ships without building components
  • fixed items cannot be moved between inventories.
  • fixed depressurization forces not being applied
  • fixed inventory loading/ saving fix
  • fixed pasting of ships not working correctly

Update 01.088

25 June 2015


The option to set the transparency of your UI has been added (under “Game” tab in “Options” menu). We’ve also added the option to set sun rotation (in world settings). The minimum value is 1 minute and the maximum is 24 hours. Additionally, we’ve implemented the voxel support for grids. When the option is enabled, any static grid which isn't attached to a voxel will become dynamic. Another implemented option is to disable the jet-pack usage in the world, so the player will not have a jet-pack at all. Also players can choose not to have tools in their inventory when they spawn in the world. All options are listed under “world” settings and are applicable for both scenarios and classic worlds. Lastly, projected blueprints can now inherit ownership from the projector itself. Corresponding check-box has to be checked for this feature to work. This feature is available only for the scenario edit mode.

Features

  • UI transparency (community feature by mexmer)
  • world option: sun rotation
  • world option: voxel support for grid
  • world option: disable jetpack
  • world option: spawning without tools
  • projected blueprint can now inherit ownership from projector

Fixes

  • fixed issue with invite via Steam
  • fixed crash in Havok
  • fixed crash when changing hostility settings
  • fixed welder model
  • fixed issue with projector turning welded blocks off
  • fixed issues with multiple mods upgrading the same value
  • fixed warhead projection explosion

Community updates

  • fixed welders causing lags (still WIP) (community fix: yajiedesign)
  • fixed oxygen generator auto-refill synchronization (community fix: mexmer)
  • fixed welder help others synchronization (community fix: mexmer)

Update 01.088.012 (06/26/2015)

  • fixed with sensor switching on/off
  • fixed solar panels and oxygen farm working in dark environment
  • fixed HUD not showing properly
  • fixed turrets not targeting enemy blocks
  • fixed loading of some worlds

Update 01.087

18 June 2015


In this update we added support for designing deathmatch scenarios. With the new editor options, you will be able to design free-for-all scenarios where you can compete with your friends on who will be the last to survive! The designer has the option to set the amount of the allowed lives in each scenario, which means that when a player reaches zero, he will lose. Also, we added the option to set the medical room ownership to the first player who spawns in the scenario. Additionally, the projector can now be set to instant building (available only in the creative/scenario mode). Once the scenario is played, the settings can’t be changed or accessed again. Moreover, we added a new scenario option that will make a grid indestructible. This option can be found in the Info tab of that specific grid and its purpose is to eliminate any performance issues and/or set physical boundaries of the map.

Lastly, we would also like to highlight the importance of the scenario editor feature. Its main purpose is to allow players to create missions and game modes which can be played by other players. There are no rules set in stone, but all are defined by the author himself. Capture the flag, deathmatch, racing or campaign driven missions - all can be done by using the scenario editor, with your own rules and designs. All can be achieved by the blocks and settings available in the game. The Steam Workshop allows the Space Engineers’ community to share and play the scenarios. The first stage of the editor has the basic GUI set-up and a few conditions. Each update that will bring new additions to the scenario editor will have an example scenario that presents new possibilities (similar to the race scenario that was added last week). We hope that you will enjoy the possibilities that this feature can offer. More additions and improvements are yet to come!

Features

Fixes

  • Not listed

Community updates

  • Not listed

Update 01.087.007 (05/19/2015)

  • fixed projection welding in survival
  • fixed crash in building when user tries to copy-paste a clipboard with nonexistent block
  • re-enabled gridding in worlds with destructible blocks set to false

Update 01.086

11 June 2015


A new scenario has been added to the game: Space Race! This is the first multiplayer mission that we have added so far, so more features and options will be added later on. We’ve also implemented a new scenario editor where you can set the lose/win conditions and set up your own scenario (single and multiplayer). Currently, the only type of game scenario that you can create is a race - but more features and options will be added in future updates, so more types of missions and gamemodes will become possible. All created missions will be automatically loaded as survival ones. Additionally, we added the option to disable spawning in a respawn ship for your maps and also the option to disable the light eye adaptation when running a DX11 game (under graphics settings).

Features

Fixes

  • fixed Space Engineers not working on primary monitor on DX11
  • fixed sounds cracking
  • fixed weird shadows in MSAA
  • fixed helmet lights not working on MSAA
  • fixed weird shadows on DX 11

Community updates

  • more github community updates will be added next week

Update 01.086.010 (05/12/2015)

  • fixed crash when copy pasting
  • fixed modded materials for voxels not rendering in DX 11
  • fixed scenario publishing to workshop

Update 01.085

4 June 2015


The ship navigation and autopilot options have been improved. Players can now assign up to 9 actions for one waypoint. Also the actions can be assigned in patrol and circle mode. Moreover, there is a new option to reset the waypoints. Once the ship reaches its destination it is possible to press reset and the autopilot will start again from the original waypoint. Lastly, we have added the option to remove voxels by using the terrain auto-level voxel-hand tool.

Features

Fixes

  • fixed character moves uncontrollably while in jet-pack (aka death when exiting [cockpit]])
  • fixed autopilot overriding overridden thrusters
  • fixed "No Share" prevents faction members from reading text when faction read/write enabled
  • fixed beacon light visible when it should not be
  • fixed asteroid invisible during pasting
  • fixed character has wrong light when turning lights on helmet

Community updates

  • added 2 decimal places to Oxygen Tank capacity (by Geneticus)
  • introduced a base class for programmable block programs (by LordDevious)
  • added modapi laserantenna interface (by mexmer)
  • fixed check for DX11 support (by mexmer)
  • fixed single and multiline textboxes (by LordDevious)
  • fixed helmet toggle notifications not being overwritten (by THDigi)
  • laser antenna LoS requirement is checked at all LoS checks (by Phoenix84)
  • terminalproperty bool value (by mexmer)
  • add projector only show can build (by yajiedesign)
  • fixed memory leaks (by RossM)

Many thanks to all github contributors and modders!

Update 01.085.009 (05/05/2015)

  • fixed crash when ship collides with the platform
  • fixed crash in GPS terminal screen
  • DX11 fix (by mexmer)

Update 01.084

28 May 2015


DirectX 11 renderer has been added to the game. It is available as an option in Graphics settings and players can choose between the old DX9 and the new DX11 (the game has to be restarted after that). The main advantages of the DX11 renderer are better game performance and visual look of the models. The renderer is still in early stages of development, so some bugs and visual issues may be present.

The DX11 renderer of the game uses physically based rendering (PBR), which helps to achieve a more realistic look, especially for metallic surfaces. For modders, it means that they will have to create a new set of textures for DX11: albedo, metalness, ambient occlusion, gloss, color change, emissive and alpha masks. For existing models it is possible to use our DX9 to DX11 texture converter, but in the future we recommend making PBR textures first, and then converting them to the last-gen format. We will be slowly replacing old placeholder models with reworked assets. Five updated blocks are released in this update (Beacon, Gyroscope, Warhead, Projector, Spotlight). Keep in mind that pretty much all models have to be recreated from scratch, and it's a slow process. Therefore it might be a while before the next updated model pack is released.

Additionally, players will now have the option to rotate a static station by switching to rotating mode (via pressing the 'B' button). The station created in the Station rotation mode will not allow blocks separated from it to be merged again.

Features

Fixes

  • fixed character shaking during cluster reorder
  • fixed setting ragdoll world matrix
  • fixed client dying for no apparent reason

Community updates

  • Added Height Offset for Suspension Wheels - THDigi
  • Attach GameLogic to Blocks multiple times - Tyrsis
  • Create asteroid from prefab voxel definition midspace
  • Floating item quantity display update - rexxar-tc
  • Fix assembler issues - RossM
  • Allow modding the Laser Antenna's line-of-sight requirements - RossM
  • Shorthand numbers for ScreenDialogAmount control - UberMouse

Update 01.084.011 (05/29/2015)

  • fixed crash when turret was shooting
  • fixed DS crash when trying to set world name to empty string
  • fixed camera behind character's neck in the cockpit
  • fixed thumbnails
  • fixed support checking
  • added method for composite game logic to get specific logic component (some mods were crashing)

Update 01.083

21 May 2015


Auto-pilot for ships (or ship waypoints) has been added. The auto-pilot will work only when you have a Remote Control block on your ship. It will follow the GPS coordinates that has been added to the Remote control's list. There are currently 3 modes in which the ships will follow the waypoints: Patrol, Circle and One Way. Lastly, GPS sorting by name has been added to the game.

Features

  • Ship waypoints (auto-pilot)
  • GPS sorting by name

Fixes

  • fixed memory leak while mining
  • fixed button markers not hiding when the character looks away from the button
  • fixed missing bullet impacts on metal
  • fixed rifle not returning Weapon in IMyGunBaseUser
  • fixed issue with pasting by using just CTRL
  • fixed sorter blocks filters scrap metal as ingots and ore
  • fixed camera issue inside character's body in tight places
  • fixed infinite limbs on character model
  • fixed issue with blueprints not showing on the screen when script was used
  • fixed issue with clearing the control panel search
  • fixed mount points on sound block

Community updates

Special thanks to all github contributors!

Update 01.83.009 (05/22/2015)

  • fixed crash in MyGridGyroSystem GetAngularVelocity
  • fixed autopilot is not turned off when deleting remote control
  • fixed crash on connecting to the server with disabled spectator
  • fixed crash in lobby chat update

Update 01.082

14 May 2015


Xbox controller support has been added to the game! You will now have the option to use a Xbox controller. There is currently one default button layout for testing purposes, but please do not hesitate to give us your feedback and info regarding the layouts you wish to see in the game. We also added modding support for the recently introduced upgrade modules and a new mission for you to try.

Features

Fixes

  • fixed rig skin
  • fixed cannot move in the world
  • fixed efficiency modules too much effective
  • fixed animations when holding tool
  • fixed meteor shower audio loop is played many times over itself
  • fixed corrupted worlds
  • fixed Windows XP support

Update 01.081

7 May 2015


We added three new modules that are compatible with the refinery and the assembler - productivity, effectiveness and power efficiency. The productivity module can make the refinery and the assembler work faster. The effectiveness module is compatible only with the refinery and it increases its efficiency when creating ingots from ore. The power efficiency module, as the name suggests, makes the blocks consume less electricity. The modules should be attached to the refinery or assembler in order to work.

Lastly, we added the option to reduce/increase the visibility of antennas on your HUD through sliders that can adjust the vision distance and can be found on the info tab.

Features

Fixes

  • fixed character camera placed into spectator when reconnecting to cryo chamber
  • fixed issue when the player cannot build from 3rd person view
  • fixed MwmBuilder - 'illegal use' when running the tool without any parameter
  • fixed issue with pushing massive ships without effort (aka "Superman Bug")
  • fixed O2 drops when you sit in cockpit or in cryo chamber without helmet
  • fixed crash after bumping into asteroid
  • improved animation while strafing

Bonus

Update 01.081.011 (05/08/2015)

  • fixed productivity module sets productivity to -100%
  • added additional checks to upgrade modules for invalid values
  • fixed ragdoll crash when enabled jetpack with custom character

Update 01.080

30 April 2015


Cryo chamber has been added. It allows clients/players to save content of their inventory and toolbar settings in multiplayer and dedicated server. The client can enter the cryo chamber and leave the game. When he logs in again, he will spawn inside the cryo chamber instead of the medical room. If the cryo chamber is destroyed, or loses power or oxygen while your character is inside, then he will die.

Moreover, we implemented a new character model and animations, including walking/running, equipping tools, flying with jet-pack, etc. Also, the running speed has become slightly slower.

Warning: The character rig changes will cause old character/animation mods to lose their functionality (because the character bones have changed). Character mods with just a texture change should be fine. Please read this guide to see how you can change your mods so they can be functional with the new system: http://steamcommunity.com//sharedfiles/filedetails/?id=433069217

Features

  • Cryo Chamber block
  • New character animations
  • New character model with rag-doll

Fixes

  • fixed oxygen farm not working in survival
  • fixed construction model of oxygen farm

Update 01.080.012 (05/01/2015)

  • fixed crash when character dies during turret fire

Update 01.079

23 April 2015


The Oxygen Farm block has been added to the game. It works similarly to the solar panel, but it produces oxygen instead of electricity and doesn't require ice to work. We also added the option to disable encounters in the world. Additionally, the "Save As" option can be now accessed while the player is in the game (on the Main Menu by pressing Esc).

Features

  • Oxygen Farm block
  • Option to disable encounters
  • Save As option on the Main Menu
  • Decreased the oxygen capacity of cockpit

Fixes

  • fixed player not respawning when dead in turret control
  • fixed oxygen bottle percentage not updating
  • fixed crash in script on DS
  • fixed merge block being targeted by own weapons
  • fixed small advanced rotor part model
  • fixed rotor part icon only on large block
  • improved lag on large mining ships (still work-in-progress)
  • fixed lost ownership of platform after reload (scenario)
  • fixed character receiving damage when sitting in the cockpit without helmet
  • fixed oxygen tank not updating oxygen amount for client
  • fixed emissivity of oxygen tank not updating for client

Update 01.079.008 (04/24/2015)

  • fixed crash when equipping tool with custom character
  • added interface for oxygen farm

Update 01.078

16 April 2015


Players now have the option to choose the Main Cockpit. This cockpit will be used for controlling their ship or station. The other cockpits will only be used for controlling turrets and other blocks, but not for controlling the ship itself. We also added hints for the Button Panels – this will make the use of the button panels more convenient by showing hints before clicking on each button. Lastly, there is a “Report a Bug” button available on the Main Menu – this is an easier way for the players to report the bugs that they find in the game.

Features

  • Main Cockpit option
  • Button Panel hints
  • “Report a Bug” button on Main Menu
  • Checkbox for disabling 3rd person camera in the world

Fixes

  • fixed exploding [[thrusters] on small ships
  • fixed blueprints set to incorrect ownership
  • fixed crash in Havok step Delta time
  • fixed issues with button panels not being able to be connected to the side
  • fixed mwm builder crash when source-path does not contain a directory 'Content'
  • fixed bones messed up when changing suits in [Medical Room|medical room]]
  • fixed issue with player not being to interact with inventory
  • fixed camera cannot be placed on light armor slope 2x1x1 base
  • fixed oxygen gain when using two air vents

Update 01.078.009 (04/17/2015)

  • fixed red lines after load in Mission01
  • fixed components do not disappearing from inventory when welding new block
  • fixed button panel info not moving
  • fixed button panel not showing buttons in survival
  • fixed ALT in cockpit + load of world in 3rd person
  • fixed sound crash with medical room

Update 01.077

9 April 2015


Players can switch helmet anywhere by pressing "J" button and room decompression is now physically affecting players and floating items. In addition, we have added an extra option to show/hide blocks in the terminal menu for organizing your ship systems.

In this update, we also introduce a preparation for our future scenario system. The first demo single-player mission is available for you to try. Scenarios are still in heavy work-in-progress and we will keep releasing more and more features for them later on.

Features

  • option to show/hide block HUD in terminal
  • oxygen venting now affects player and floating items (push/pull)
  • switching helmet by pressing "J" button
  • scenario system introduction (work in progress)

Fixes

  • fixed oxygen status 0 % in creative
  • fixed conveyors red when oxygen is disabled in world options
  • fixed message when refilling bottles is shown to all clients
  • fixed oxygen helmet notification not showing

Update 01.077.007 (04/10/2015)

  • fixed inventory issues when changing helmet
  • fixed drilling performance issues (first try for fix - work in progress)

Update 01.076

2 April 2015


We have broadened the oxygen options in the game. Now, there can be oxygen inside small ships and cockpits. Additionally, there is an oxygen level on the player’s suit (available only in survival mode and only if enabled in options). The character will have to breathe oxygen in order to survive. If the level drops to 0, he will lose health. Oxygen can be replenished in the medical room or through oxygen bottles, which can be replenished in oxygen tanks or oxygen generators. Lastly, there is a Space Ball that bounces inside the game!!!!

Important note for modders: We changed the mechanics of spawning in medical rooms, so all modded medical rooms should include: dummy detector_respawn in order to spawn the player as the default medical room.

Features

  • Space Ball
  • oxygen for small ships and cockpits
  • suit’s oxygen level
  • Oxygen Bottle (inventory item)
  • med bay conveyors (to transfer oxygen)
  • enclosed cockpit conveyors (to transfer oxygen)
  • re-spawn screen shows level of oxygen around medical rooms
  • suit consumes less energy when helmet is off
  • character with helmet off will not die when energy is 0 (must be inside pressurized room)
  • moddable number of subparts for hangar doors
  • new features for air vents in ModAPI/Ingame programming


Fixes

  • fixed asteroid lag
  • fixed turret lag caused by lasers
  • fixed loss of grid physics
  • fixed airtight hangar doors not venting oxygen when not fully closed
  • fixed GPS staying on HUD when unchecked
  • fixed air vent venting when it is OFF
  • fixed oxygen only passing through connectors on the same grid
  • fixed incorrect oxygen level reported on projection
  • fixed ice not fall from oxygen generator
  • fixed spawn in medical room
  • fixed hanger door looping sound

Update 01.075.006 (03/27/2015)

  • fixed oxygen balance (lower oxygen consumption)
  • fixed oxygen auto-refill is not synced
  • fixed oxygen auto-refill working without energy
  • fixed oxygen bottles notification in MP
  • fixed getting damaged when sitting in cockpit without helmet

Update 01.075

26 March 2015


This update adds the new Airtight Hangar Door block, which allows you to create large hangar doors that can be sealed shut so that the hangar can have oxygen. This update also includes many more turret targeting options, allowing them to be customized to fire at players, stations, large ships, and small ships individually. This update also includes tweaks to the strength and cost of rockets, as well as changing how they deal damage to non-armor blocks.

Features

  • Airtight Hangar Door block.
  • New turret targeting options (players, stations, large ships, small ships).
  • On/Off options instead of checkboxes for oxygen blocks and sensor blocks, allowing them to be turned on and off with the G screen, timers, and triggers.
  • Rockets cause less damage to non-armor blocks (instead of always destroying them). They also cost less to produce.
  • Added a scrollbar to an object's list of actions that can be assigned to the toolbar for any given object, to accommodate the longer list of actions that are available to turrets.


Fixes

  • Fixed rockets destroying non- armor blocks in one shot.
  • Fixed loading times.
  • Fixed crash caused by Havok.
  • Fixed issue of switching to toolbar when G screen is open.
  • Fixed issue with door exploding in Easy Start 2.
  • Fixed issue with fighter ship damaged in Easy Start 2.
  • Fixed issue with ice falling into asteroid when using hand drill.

Update 01.075.006 (03/27/2015)

  • Fixed loading of .sbc.xxx files from mods.
  • Fixed camera switching to 1st person.
  • Fixed sound settings reset.
  • Fixed IMyProjector interface inheritance.

Update 01.074

19 March 2015


The primary feature of this update is the addition of oxygen to the game. In areas where there is oxygen, you can take off your helmet and survive. Your helmet can be taken off and put back on at a Medical Room. Oxygen is produced in an Oxygen Generator, which requires Ice to produce oxygen. If you take off your helmet in an area without oxygen, your character will take damage. Only areas that are completely enclosed will be able to contain oxygen. This update also includes Oxygen Tanks to contain excess oxygen over long periods of time, and Air Vents which fill the room they're in with oxygen from a connected tank, generator, or conveyor system that contains such.

While obtaining ice and generating oxygen from it is the most significant change in this update, other changes of note includes the addition of "drain all" to Sorter Blocks, which pushes and pulls all items specified by the Sorter Block through the system, and the addition of "switch" to Programmable Blocks.

Features

  • oxygen (generation and management)
  • "drain all" option for sorter block
  • "switch" statement for programmable block

Fixes

  • fixed crash when connecting laser antenna
  • fixed drills not sending ore to cargo containers
  • fixed welder (tool) welding faster than ship welder
  • fixed client cannot weld or grind
  • fixed programmable block button always in OFF state
  • fixed rotor textures

EDIT 03/20/2015:
Update 01.074.010

  • added DS zip into SE folders
  • fixed vent placement causing crash to desktop
  • fixed default values to enable oxygen for DS
  • warning is shown in oxygen blocks when oxygen is disabled in settings.
  • added documentation into tools directory
  • added missing redists
  • added interfaces for Oxygen and conveyor sorter for MOD API/ ingame

Update 01.073

12 March 2015


Conveyor sorter blocks added to the game. These allow you to choose either a black list (things specifically not allowed, all others allowed) or a white list (things specifically allowed, all others not allowed) of item types that can pass through the conveyor sorter block and on to the rest of the conveyor system. This update also added permanent connections to laser antennas.

Features

Fixes

Update 01.072

5 March 2015


Laser antennas have been added. It is a new block that will work as normal antennas do but with a few differences. The first and most important one is that they will not be visible on HUD. The second difference is that if you have a grid and you own a laser antenna on that grid, you cannot control the turret on the same grid if you access it from the control panel but only if you are sitting in the cockpit. The maximum reach of laser antennas is 20 km for the small grid and 40 km for the large grid. Also laser antennas have several states represented by a small dot on them. If the dot is green, the antenna is working, it is on powered grid, but it is not connected to other antenna. If the dot is red, it means that the antenna is damaged or on a grid without energy. If the dot is yellow, the antenna is searching for connection to another antenna. If the dot is blue, there is connection to a friendly antenna established. You can connect to another antenna by generating its GPS and pasting them to another friendly antenna. We also added API support for modding voxels and turrets. Scripts now can be used for modifying asteroids (color them, save them etc.). Also turret range and angles are now moddable as well.

Features

Fixes

  • fixed LCD panel not saving current texture
  • Light +LCD blink time synchronization between clients
  • fixed crash with mod when SubtypeName contains Stone

EDIT 03/06/2015:
Update 01.072.008

  • fixed issue with beacons not changing range
  • fixed mod crash with small turrets
  • fixed crash in sounds
  • Mod API: changed parent to my large turret base, added laser antenna API
  • Mod API: added option to connect to laser antenna

Notes

Mods/Scripts

Update 01.071

Summary

26.Feb.2015


New types of armor blocks have been added. We also added more exploration ships/encounters and the option to add your favorite servers on your browser.

Features

  • new types of armor blocks (2x1x1 wide - currently not available for small ships)
  • new exploration ships/encounters
  • favorites/history in server browser

Fixes

  • fixed crash when loading mod with invalid ID from workshop
  • fixed crash when merge blocks are set off
  • fixed crash when updating text on LCD panel while saving
  • fixed issue when scripts cannot be loaded from workshop

Exploration ships authors
RelicSage: http://steamcommunity.com/sharedfiles/filedetails/?id=335108526
Er?gon: http://steamcommunity.com/sharedfiles/filedetails/?id=354902250
-=\\\Raeffi///=-: http://steamcommunity.com/sharedfiles/filedetails/?id=356776124
[MGE]LeonserGT: http://steamcommunity.com/sharedfiles/filedetails/?id=351578844
Lt Losho: http://steamcommunity.com/sharedfiles/filedetails/?id=354929047
G-Lu: http://steamcommunity.com/sharedfiles/filedetails/?id=354876176
Jerryfanfan: http://steamcommunity.com/sharedfiles/filedetails/?id=327849359
Stone Cold Jane Austen: http://steamcommunity.com/sharedfiles/filedetails/?id=330910906
NeXiZ: http://steamcommunity.com/sharedfiles/filedetails/?id=354668752

EDIT 02/27/2015:
Update 01.071.008

  • added small armor version for 2x1x1 blocks
  • added armor blocks to the block categories
  • fixed missing armor faces bug
  • fixed mount points for 2x1x1 armor blocks
  • added programmable block extension author to credits
  • fixed crash when character uses flight seat

Update 01.070

Summary

19.Feb.2015


We added a new type of round armor block which will not merge with the grid around it, you can use it for more acute connections of rounded and normal armor blocks. Additionally, the LCD panel block is now available. It has the possibility to actually show text or texture on its own screen. It can also display custom textures created by the players.

Features

Fixes

  • fixed crash when trying to load workshop item for wrong appid
  • fixed rounded blocks are not built correctly in survival
  • fixed sound block exception in programming blocks that caused crash
  • fixed stuck in death after conversion of a survival world to a creative while character was dead
  • fixed Havok crash
  • fixed "GetBlockWithName" Thruster exception in programming block that caused crash

Notes

Warning: LCD panel reset when merged with another grid or when ground down and merged again * it is a bug. It is also a known issue * please do not report it. Workaround is to switch panel OFF and ON again and the correct text/texture appears. Armor LODs are changing at short distance, it is also known. We will be fixing these issues as soon as possible.

Update 01.069

Summary

New types of armor blocks have been added - rounded and angled. Moreover, we have expanded the modding possibilities to armor and voxels (asteroids). You can find more info in the modding guides linked below.

Features

Guides

Armor: http://steamcommunity.com/sharedfiles/filedetails/?id=391202025
Asteroid: http://steamcommunity.com/sharedfiles/filedetails/?id=391149836

Fixes

  • fixed crash when starting DS when using faction chat
  • fixed some instances of welding issues (still work-in-progress)
  • fixed some instances of launchers exploding themselves up (please let us know, if it worked)
  • fixed damaged armor blocks not rendering properly


Update 01.069.012

  • fixed resetting chat scroll-bar to upper position
  • fixed character staying in world after save in multiplayer
  • fixed issue when player can not interact with objects when he has block in hand

Update 01.068

Summary

Feb.05.2015


Blocks now have particle effect when they are damaged either by shooting or drilling. The effect is visible when the damage is below the red line and it differs according to the type of block that is damaged (armor blocks do not have any effects). Also, we implemented camera zoom – by using the mouse wheel while in camera mode. Additionally, tool shaking has been added to world settings (enabled by default for new worlds, disabled in existing worlds). This can enable the shake when grinders or drills are used. This shake is also applied on the object that is being ground.

Features

  • camera zoom
  • damage effect for blocks
  • tool shaking (can be enabled via edit settings)
  • MOD API added generated documentation (C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Tools\Documentation.chm)
  • MOD API added interfaces to load and create voxel maps
  • MOD API added possibility to start/stop damage effects from scripts

Fixes

  • fixed collector physics issues
  • fixed sensor detecting every ship as enemy
  • fixed bug with audio being played during loading screen
  • fixed one case of exploding rotors
  • fixed wrong mouse position in programmable block
  • fixed issue with Storage not saving in programmable block
  • fixed voxel hands painting is not visible on other client

Known Issues

Hotfix 01.068.008

06.Feb.2015


  • added smooth transition between zoom levels
  • added option to enable/disable damage effects (Options -> Video)
  • fixed exception while grinding with tool shake enabled
  • fixed existing camera crashes the game
  • fixed camera zoom stays when in character suit
  • fixed zoom while scrolling camera while in menus
  • fixed bug where the player won't be kicked out of camera view when he loses ownership of it
  • fixed attaching non advanced rotor head on advanced rotor

Update 01.067

Summary

29.Jan.2015


Voxel hands have been added. It can be used to shape and form the asteroids and change their material (available in the creative mode only). Additionally, we have implemented the option to add weapon actions into your toolbars, including sensor and timer slots.

Features

Fixes

  • fixed character instantly dying after respawn
  • fixed crash in programming block when using tuples
  • fixed crash with duplicate character ID
  • fixed texture issues on timer block, suspension wheels
  • fixed various text typos
  • fixed gravity field slider showing incorrect values

Hotfix 01.067.007

  • extended limit for programmable block to 100 000 characters
  • fixed mods execution before session init
  • fixed things being deleted randomly in worlds

Hotfix 01.067.008

  • fixed issue where world without asteroids cannot be loaded

Update 01.066

Summary

22.Jan.2015


GPS has been added in the game. We decided to name it GPS (Global/General/Galactic Positioning System) because it is more understandable by the majority. In terms of physics, it works very similar to the INS (Inertia Navigational System). GPS can be shown on HUD. Players can create, send, receive and manage GPS coordinates in a new screen in the terminal. They can also create coordinates manually by entering X,Y,Z parameters or store their current position as a GPS coordinate. The coordinates can also be copied and pasted into chat. Another new addition is the text panel; it serves as an information panel for players. Players can write information about location, faction, mission, etc., they can edit the text which is shown on the panel and set who can read or edit it.

Features

  • GPS - create, send, receive and manage GPS coordinates in the game
  • text panel block
  • mod sorting (filtering)

Fixes

  • fixed cargo ships not despawning
  • fixed API AddPlayerToFaction does not sync
  • fixed Entities not InScene create a light source at origin
  • fixed some existing button panels get detached
  • fixed texture issues on wheel blocks

Hotfix 01.066.015

23.Jan.2015


  • fixed exception when exporting files
  • fixed issue when Gravity Generator SetValue works only once per script
  • changed shortcut for exporting a model to: CTRL+ALT+E (previously CTRL+E)
  • fixed world corruption and crash caused by audio

Update 01.065

Summary

17.Jan.2015


Communication has been added. More specifically, it is player-to-player and faction-to-faction chat with history. The player should be within the antenna’s range in order to successfully broadcast/receive the messages. Offline mode is also available - send a message to players who are out of range; in this case the message will be marked as 'not delivered' and will stay “pending” until the player gets into range. When sending messages to faction, it's enough to deliver the message to one member who will automatically forward it to the others. There's also broadcast which will immediately send a message to everybody within the antenna’s range. Additionally, the in-game programming has been improved. It's now possible to set block properties, such as light color, rotor velocity, limits, etc. Basically anything what is slider in terminal can be set by a script directly as value (list of available properties will be published soon). Also '.bat' file for creating new script mod has been added. This '.bat' file creates new Visual Studio project with references and example script in local mod folder (AppData\SpaceEngineers\Mods\).

Features

  • communication – chat between players and factions
  • [Programmable Block|in-game programming]] improvements
  • script mod templates
  • world view distance in join screen

Script modding guide: http://steamcommunity.com/sharedfiles/filedetails/?id=375363611 Programmable block guide: http://steamcommunity.com/sharedfiles/filedetails/?id=360966557

Fixes

  • fixed 1x1 suspension wheels on large grid
  • fixed meteor wave timer values in GlobalEvents.sbc still not being read
  • fixed blast door not showing in "small blocks" section
  • fixed ShipMaxSpeed mods possible collision with some skybox mods
  • fixed crash due to drifting ship in save file
  • fixed particle effects are displaced

Note: In case you missed our latest news, we announced our new engineering game “Medieval Engineers”. More info about the game: http://www.medievalengineers.com/

Hotfix 01.065.015

16.Jan.2015


  • fixed faster speed than default issue
  • fixed skybox mod rewriting original skybox
  • fixed problems with player re-spawning and perma-death
  • fixed blocks after explosion cannot be deleted
  • fixed crash in physics when disconnecting ship or converting it to/from station
  • fixed crash when starting the game
  • fixed issue when dedicated server cannot be started

Update 01.064

Summary

08.Jan.2015


Sensors can now detect ownership and distinguish friends from enemies. Also, we added the option to set the view distance in the worlds - this will help players to improve the game’s performance. Additionally, the max speed of ships can also be modified. Lastly, we have made some improvements for the Programmable block; from now on, it respects ownership settings and requires electricity in order to function.

Features

  • sensor ownership recognition (distinguishes friends from enemies)
  • new world setting: view distance (this will help players to improve the game’s performance)
  • added splash screen which indicates that the game is starting
  • moddable max speed for ships

Modding guide for ship speed: http://steamcommunity.com/sharedfiles/filedetails/?id=371554858

Fixes

  • fixed issues with asteroid mining creating tiny pieces of asteroids near surface
  • fixed amount of uranium in default respawn ships so that they are able to work in infinite worlds
  • fixed drilling memory leaks
  • fixed blueprints menu issues
  • fixed issue with clients not able to see the changes in the script
  • fixed particle effect for meteors
  • fixed advanced world settings menu layout for supported resolutions
  • fixed handler executes even after the script has already ended
  • fixed ore detector detecting ores better
  • fixed asteroids getting smaller in distance

Programmable block changes

  • added Projector to guide
  • removed actions from ingame scripting
  • removed adding, and deleting items in inventories, only transferTo and transferFrom is possible
  • transferTo and TransferFrom respects conveyor system
  • programmable block can access only shared blocks
  • when ownership is changed, program needs to be recompiled
  • programmable block needs power
  • updated emissivity for programmable block
  • added icon for run action
  • removed system.Timer
  • fixed issue with get block with name
  • fixed crash with structs
  • fixed crash with static methods and variables
  • fixed critical component set wrongly for programmable block

Hotfix 01.064.010

09.Jan.2015


  • fixed issue with shaking landing gear on DS
  • fixed crash when character is sprinting
  • fixed issue with timer block control panel not working

Update 01.063

Summary

01.Jan.2015


Happy New Year Space Engineers! Our first update of this year includes a very special and highly anticipated feature. [Programmable Block|Programmable block]] (aka “in-game programming”) has been added! The block is fully programmable within the game’s environment and world. Programming is now an integral part of the gameplay (this is not modding – that has been added a few months earlier). Programmable block can access other blocks in a grid or through antennas, open and close doors, lit on the lights, and more. Ownership determines what can be accessed. This is a first prototype, just to get it to your hands and get real feedback from you. More options and improvements will be implemented in the future. You can read more info about in-game programming on Marek’s blog post: http://blog.marekrosa.org/2014/06/programming-in-space-engineers_4.html

In-game programming guide: http://steamcommunity.com/sharedfiles/filedetails/?id=360966557

Features

Fixes

  • fixed spawning in distant locations
  • fixed rendering issues with asteroids in distance (no more shrinking)
  • fixed terracing artifacts (stairs) on torus asteroids

Hotfix 01.063.007

02.Jan.2014


  • fixed crash in asteroid field generator (duplicate entity ID)
  • fixed issues with in-game scripting

Hotfix 01.063.008

03.Jan.2014


  • CTRL+Z and CTRL+Y in code editor works when keys are pressed for longer time
  • fixed crash to desktop in programmable block
  • fixed crash when executing script
  • added display to components for programmable block, changed critical component
  • script is not executed when programmable block is incomplete/turned off

Update 01.062

Summary

25.Dec.2014


This is the last update for this year so we decided to make it more special. It includes three very important new features: super-large worlds, procedural asteroids and exploration! With super-large worlds we have increased the size of the world to 1,000,000,000 km in diameter; this means that practically there are no boundaries and you can travel as far as you want without experiencing shaky movements and rotations. The “procedural asteroids” feature adds an infinite number of asteroids to the game world - all these asteroids are fully destructible and don’t consume RAM/memory. The exploration feature adds a practically infinite number of ships and stations to the game world, so there will always be something to discover, explore, acquire and conquer. For more details about the new features, please read Marek's blog post: http://blog.marekrosa.org/2014/12/space-engineers-super-large-worlds_17.html

Finally, we would like to send our best wishes to everyone and we hope that your Holidays will be more fun after these additions :)

Features

  • super-large worlds – increased the size of the world to 1,000,000,000 km in diameter (equals to 6.6 AU)
  • procedural asteroids - adds an infinite number of asteroids to the game world (dedicated servers settings: value for asteroid field density should be between 0 and 1)
  • exploration - adds an infinite number of ships and stations to the game world; discover, explore, acquire and conquer!

Fixes

  • fixed exploration tag not working
  • fixed issue with WriteBinaryFileInLocalStorage
  • fixed holes in asteroids when generated too close to the edge of the storage
  • fixed interior lights color problem

Update 01.061

Summary

18.Dec.2014


Netgraph has been added. This will help players to check their connection status with the server. It can also be used by non-dedicated servers to check the amount of used bandwidth. Another addition that we did is the option to disable block deformation and destruction (in world settings).

Warning: Players will experience long loading times when loading a world that was created before update 01.060. This happens only for the first time (save a map and the loading time should be back to normal for that map next time). We already fixed long loading times in cases of creating a new world, but there are still some issues with asteroids and their size - we are working on improving this as well.

Features

  • net graph (CTRL+H)
  • destructible blocks option in world settings (Enables/disables blocks deformation and destruction for the map. If disabled, no blocks can be damaged or destroyed)

Fixes

  • fixed ore detector detecting ore when there was none (Warning: in order to see this change you will have to create a new world and save it, also precision of ore detector is still work-in-progress)
  • fixed freeze when grinding
  • fixed no message when character crosses the limit world
  • fixed piston missing in assembler
  • fixed crash in Havok constraints (aka random crash)
  • fixed crash in render
  • fixed HUD overlapping when in ship
  • fixed issue when player could not create new large/small ship grid
  • fixed issue with arrow keys not working properly with sliders
  • fixed issue with sound of working assembler still running when assembler was not working

Hotfix 01.061.014

19.Dec.2014


  • fixed dropping items from inventory not working properly
  • fixed ship welders not welding blocks
  • fixed thrusters not damaging blocks
  • fixed tags not showing when publishing workshops items

Update 01.060

Summary

11.Dec.2014


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.

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

Notes

Modding Guide for the sound block.

Hotfix 01.060.018

  • fixed issues with missing asteroids when staring new game

Hotfix 01.060.019

  • fixed issues with invisible asteroids for clients

Hotfix 01.060.022

12.Dec.2014


Update 01.059

Summary

04.Dec.2014


In this week’s update, we have made improvements on projector and assembler blocks. We have also added the option to disassemble a single item for assembler. Moreover, the bugfixing still continues.

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

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

Notes

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.

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.

Update 01.058

Summary

27.Nov.2014


Projector block has been added - players are now able to project blueprints and weld the projection. Please read the Projector Guide below for more detailed info. We are also continuing our bugfixing period. The good news is that a big amount of bugs have been already fixed, or are about to be fixed within the next days, but there are still a few more major bugs and our team is working hard on fixing them.

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)

Notes

The projectors do not support blueprints with rotors and pistons at the moment. In case they are used, the projector selects the larger 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!

See the Projector Guide page for more information on the new Projector block.

Hotfix 01.058.015

28.Nov.2014


  • fixed projected blueprints with merge block don't stay connected when being projected
  • fixed door model bug when finished from projection
  • fixed projected blueprints don't persist when disconnected from grid
  • fixed projection doesn't persist when merging/unmerging from another ship/station
  • fixed crash in toolbar and other minor crash

Update 01.057

Summary

20.Nov.2014


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

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.

Hotfix 01.057.005

21.Nov.2014


Fixes

  • fixed crash on weapon lasers
  • fixed empty Servers-list and players connecting issue
  • fixed crash with assemblers
  • fixed crashes in mwm builder
  • fixed crash with remote control deleted
  • fixed 'x' does not cancel search box
  • fixed chat scrolling bug

Update 01.056

Summary

13.Nov.2014


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)
  • added modding support for weapon turrets

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

Undocumented Changes

  • Thrusters attached to a ship now have a prefix indicating direction, e.g. [Forward], etc.
  • Rotors now have an attach/detach option to separate the rotor from the base

Hotfix 01.056.013

14.Nov.2014


Fixes

  • fixed huge slowdowns and DS/MP issues
  • fixed crash when turrets on small ship were in the game
  • fixed crash when merging two ships together
  • fixed G-menu search terms not updating

Update 01.055

Summary

06.Nov.2014


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 Base|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

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 (Ship)}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

Hotfix 01.055.008

07.Nov.2014


Fixes

  • fixed crash when some of the textures were corrupted
  • fixed crash when adding custom ammo
  • fixed crash when character died twice
  • fixed wrong tag in ammo definition
  • fixed client does not see jetpack of other players
  • fixed exception when loading workshop world

Update 01.054

Summary

30.Oct.2014


This week’s update includes the first batch of bugfixing. As we already informed you last week, Space Engineers is entering into a temporary stabilization period where we will focus only on bug fixing and stabilization of the things that are already in the game. This is just a temporary transition period that will last for a few weeks. There are still many big and important features to be added, but first we want to make sure that the game is free of bugs and in a much more stable state.

While waiting for the new features to come again in the game, it is a good time now, in case you haven’t done already, to start using and experimenting with the mods that our modders have created. For this, we have prepared a small video for you with selected mods created in Space Engineers.

List of Featured Mods

List of Mods:

Features

There are no new features this week

Fixes

  • fixed major lag/freeze after drilling any asteroid
  • fixed groups disappearing when player left the server
  • fixed gatling gun damage is too soft
  • fixed assembler co-operate mod unchecking itself in multiplayer
  • fixed sound levels resetting after loading the map
  • fixed exploding piston after grinding it on small ship
  • fixed crash when exporting a model from the game
  • fixed crash when pasting grid with mods that you don't have
  • fixed advanced rotor staying in control panel
  • fixed various crashes when player was shooting
  • fixed mass blocks acting weird on dedicated server
  • fixed large reactor model being too small
  • fixed music issues when loading a map
  • fixed issues where player could not place a block
  • fixed performance drop issue with many turrets
  • fixed not being able to reload reloadable rocket launcher from the front
  • fixed emissivity for spotlight block
  • fixed issue with choosing reloadable rocket launcher in toolbar
  • fixed bullets having no visible particle effect
  • fixed placing light armor block under interior light on platform
  • fixed missing particle effect when player is welding
  • fixed remote control not working when ship flights over 250m away from the platform (DS)
  • fixed unfinished assemblers unmarked in production menu
  • fixed pressing "Y" shuts off all reactors regardless of ownership and sharing
  • fixed re-spawn ships not being deleted after logout
  • fixed connector keeps disconnecting
  • fixed missing aiming dot for missile launchers on large grids
  • fixed texture issue on small reactors
  • fixed question about ownership in re-spawn screen
  • fixed missing audio files message in logs
  • fixed joining issues when character died
  • fixed wrong size of the floating objects
  • fixed warheads exploding but doing no damage
  • fixed collision with attached parts in 3rd person view
  • fixed broken piston while deleting the top part in some situations (creative mode)
  • fixed master assembler pulling small amounts of material

Hotfix 01.054.009

31.10.2014


Fixes

  • fixed lag on server side when server was shooting missiles into asteroid
  • fixed glass issues in new mwmbuilder
  • fixed rotor displacement possibilities

Known Issues

  • we know about lights issues and we are working on a fix

Hotfix 01.054.012

03.11.2014


Fixes

  • fixed the assembler issues in multiplayer that were caused after the latest update

Update 01.053

Summary

23.Oct.2014


In this update, we added an advanced rotor block that is able to function as a conveyor system and also implemented the option to mod sounds.

The second important implementation is bug fixing. As Marek Rosa has already written in his latest blog-post, the game is entering into a stabilization period where the amount of new features will be reduced and the focus will be mainly on bug fixing and stabilization of the things that are already in the game. This doesn't mean that weekly updates will stop coming or that we are not going to add new features any more. This is just a temporary transition period that will last for a few weeks. There are still many big and important features to be added, but first we want to make sure that the game is free of bugs and in a much more stable state before we start implementing them.

Features

Fixes

  • fixed memory leaks in character, raycasts and asteroids
  • fixed small ship piston dummies
  • fixed render interpolation issues
  • fixed crash to desktop when pasting blueprint
  • fixed floating object size (components, ore)
  • fixed issue with not functional landing gears
  • fixed missing curved conveyor glass
  • fixed crash when clicking on faction
  • fixed issue when player can't create an asteroid map
  • fixed issue with explosions in older worlds caused by changed rotor offset
  • fixed game crash when declaring war and proposing peace
  • fixed spotlights not illuminating the area correctly

Hotfix 01.053.015

23.Oct.2014


  • fixed issue with rotor/piston staying in control panel after being deleted
  • fixed character crash
  • fixed ownership issue
  • fixed crash with control panel groups
  • fixed crashes related to weapons and shooting/welding/grinding

Update 01.052

Summary

16.Oct.2014


Assemblers can now cooperate with each other (when enabled in terminal) by taking items from other assembler’s queue and help with transferring materials. Volumetric explosions have been also added; things hidden behind armor (or other blocks) will not get destroyed when the armor survives from the explosion. Additionally, players can now help each other with the new “welder option: help others” - welded blocks will not belong automatically to the player who is helping but to the owner of the ship.

Features

  • assembler cooperation
  • volumetric explosions
  • welder setting: help others
  • antenna broadcasting on/off (including character * "O" key)
  • default world size is now 20 km (size can still be changed to “unlimited” in world settings)
  • arc furnace can now refine more metals

Fixes

  • fixed missile explosions right after missile was launched
  • fixed issue with objects not removed when leaving the world
  • fixed respawning of character crossing the world limits
  • fixed broken animations for custom skins
  • fixed cases when components were duplicated by collectors
  • fixed issue with more screens popping up at once
  • fixed auto-save not saving the world regularly
  • fixed view change while pasting modded blueprint
  • fixed game is running before loading screen is closed
  • fixed crash caused by camera view and exiting Remote control
  • fixed custom respawn ship mods not working
  • fixed world corrupted, refinery entity ID replaced
  • fixed sensor triggering action on owned block
  • fixed DS crashed on loading - steamSDK
  • fixed client on DS is not able to join the faction
  • fixed spawned as spectator when loading world

Hotfix 01.052.023

17.Oct.2014


  • fixed small landing gear collision model
  • fixed issue: loading world with many asteroids
  • fixed crash with meteors in world
  • fixed crash caused by turret
  • fixed crash in multiplayer when joining/spawning
  • fixed crash in factions
  • fixed crash in character mods
  • fixed crash caused by floating objects
  • fixed crash when loading invalid audio file
  • fixed crash in assemblers

Update 01.051

Summary

10.Sept.2014


Adding new asteroids in creative mode is now possible in Space Engineer. Players can select the asteroid type, materials and then place it into the world. Another new addition is the scrap metal items. When a component, either floating object or in block, is damaged, it is turned into scrap metal (the percentage of scrap metal is random). Scrap metal can be melted in the refineries to create iron ingots. Also, remote turret control has been added; players are now able to control turrets directly.

Features

Fixes

  • fixed hand animation during the block placement
  • fixed issue with transparent asteroid
  • fixed ore detector info persisting between sessions
  • fixed wrongly scaled model of large reactor
  • fixed G-screen automatically closing when another player died
  • fixed ModAPI IMyInventory.TransferItemTo freezing the game
  • fixed ModAPI CustomNameChanged crash
  • fixed ModAPI ConfigDedicated.Load exception


Hotfix 01.051.011

10.Oct.2014

  • fixed turret is used by somebody else when any client changes antenna range
  • fixed turret is still used even when out of range
  • fixed crash in turrets
  • fixed warhead crash when loading game
  • added message when turret runs out of ammo
  • ModAPI added ColorMask getter for block

Update 01.050

Summary

02.Oct.2014


Blueprints have been added in Space Engineers. Players can now save their ship or station on a blueprint and paste it into their game. This was one of the most demanded features by the community, so we feel happy that it is finally in the game. We hope that players will enjoy this as well. Blueprints can also be uploaded and shared on Steam Workshop. They work only when copy/paste is enabled. At the moment, blueprints can be used only in creative mode, but later in the future they will be added for survival as well. Welders (both [Welder (Ship)|ship]] and character) will be able to 'place' blocks according to blueprints.

Features

  • Blueprints (F10, Ctrl+B)

Fixes

  • fixed reduced distance for placing objects in survival mode
  • fixed issue when a dead player could still remotely control ships
  • fixed ore detector showing ore when owned by someone else
  • fixed mod api enums not allowed
  • fixed crash when changing ownership
  • fixed mod api - 147 script error due to 'the process cannot access the file because it is being used by another process'
  • fixed cockpit lockout after RCing a ship
  • fixed hand tools not working after RCing a ship
  • fixed colour palette resetting

Hotfix 01.050.010

03.Oct.2014


  • fixed slender man
  • fixed crash in modded character caused by different number of bones
  • fixed crash caused by meteors hitting asteroid
  • fixed crash when using unsupported characters in blueprint name

Update 01.049

Summary

25.Sept.2014


The G-screen layout has been completely recreated (custom tabs are still work in progress). A search box for the G-screen has been also added along with the antenna’s range visibility and the item spawning tools for world makers.

Features

  • recreated G-screen layout - it provides easier and faster access to what you need
  • moddable categories for G-screen blocks and tools (can be edited in the new BlockCategories.sbc file)
  • search textbox in the G-screen to make it easier to find that one block
  • added antenna range visualization (under info tab)
  • added object creation for player-made scenarios (creative mode only, Shift + F10)
  • sensor is now able to detect voxels (asteroids)

Fixes

  • fixed crash in missile launcher shooting
  • fixed issue with multiple ships in one spawn group shooting at each other
  • fixed crash in modding API caused by ConfigDedicated.Administrators
  • fixed sync issues with damage application to blocks
  • fixed shifted jetpack animation on characters in multiplayer
  • fixed missing welding/grinding/drilling sounds
  • fixed player spawning twice in the world after remotely controlling a ship
  • fixed custom palette resetting after spawn
  • fixed issue when asteroids are not properly update when a lot of explosives go off near them
  • fixed ModAPI is no longer working for some namespaces
  • fixed cockpit inertia displayed wrong in 1st person
  • fixed timers execute one tab only
  • fixed collector not collecting 0 speed items
  • fixed G-Menu search-box reaction on shortcuts
  • fixed ModAPI ConfigDedicated.Administrators causes exception
  • fixed crash while starting remote control by sensor

Hotfix 01.049.009

26.Sept.2014


  • fixed crash when joining multi player
  • fixed crash in input
  • fixed major audio crash
  • fixed issues with remote control on Dedicated server

Update 01.048

Summary

18.Sept.2014


The Modding API has been implemented into Space Engineers. It brings a lot of new possibilities to our modders and it allows them to alter the game by writing C# scripts which have access to in-game objects! Reloadable missile launcher for small ships is also added - with the option to use the conveyor system.

Additionally in this update, we have included the Fighter Cockpit model that was created by the modder “Darth Biomech”. This is the first modded model that makes it into the official version of the game. By doing this, we want to reward and encourage all modders for their good work and efforts. It’s not possible to add all mods which are created, because we need to keep the game simple and organized, but we can ensure that more mods will be added in the future.

ModAPI Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=315625486

Features

Fixes

  • Fixed infinite refinery production issue
  • Fixed armor models
  • fixed scrolling while copy-pasting was not in F1 help screen
  • fixed buttons for New Platform and ships visible when setting actions in sensor
  • fixed cannot stack items in production queue
  • fixed issue when player was able to remote control anything even outside of the antenna’s range
  • fixed incorrect texture of small rotors
  • fixed sensor/timer block triggering actions on grids joined by connectors even after disconnection
  • fixed loosing ability to remote control ships after previous interaction with remote control block
  • fixed assembler inventory output filling up input inventory
  • fixed issue when merge blocks on pistons were not disconnected
  • fixed ore mining ratio
  • fixed issue when refineries were still working even when the power was cut off
  • fixed sensor lags on Dedicated Server and normal Multi-player
  • fixed crash while being kicked out of faction
  • fixed freeze without creating the log after a map was loaded
  • fixed changing field and loading the game activates the sensor
  • fixed the amount of required blocks for creating sensor blocks
  • fixed issue with faction members’ names when they are remote controlling a ship

Hotfix 01.048.020

19.Sept.2014


  • Fixed character spawning twice in the same world
  • Fixed crash in script mission
  • Fixed crash related to fighter cockpit
  • Fixed spelling mistake "inertial dampeners"
  • Fixed crash when assembler blueprints were missing
  • Fixed crash when copy pasting grid with mod that was previously removed from the world
  • Reduced network lag in certain cases (when rotors are in world)

Hotfix 01.048.021

22.Sept.2014


  • Fixed scripting exploit

Script exploit was hot-fixed, some scripts may stop working because we've been forced to disable one particular feature. This will be fixed asap and scripts should be working again soon.

Update 01.047

Summary

11.Sept.2014


The remote ship control system has been implemented. Players are now able to build drone ships and control them without being inside the ship’s cockpit - keep in mind that remote control is still dependent on the friendly antennas’ signal. Moreover, the timer block has been added, which allows players to trigger a queued action after a set period of time. Additionally, gravity and sensor field view are also available and sensors can detect stations/platforms.

Features

Fixes

  • fixed cost of small ship piston head (it cost the same as a large ship piston head)
  • fixed issue when placing a landing gear or station block was placed as fully built
  • fixed dedicated servers downloading blank/empty .sbms
  • fixed unmerging/merging breaks control groups
  • fixed several MODs which were crashing dedicated server
  • fixed connectors being destroyed because they were too close while connected
  • fixed piston disappearing after grinding down the top part

8 fixed sensor detecting players while being set to detect floating objects

Known issues

  • Sensor block is detecting small ships, but the action is not triggered

Hotfix 01.047.016

9/12/2014


  • fixed crash while pressing F6 in remote control
  • fixed issue with direct access to inventory panel while in remote control
  • fixed issue with T button was active while chatting in camera view
  • fixed exiting camera view kicks player out of cockpit
  • fixed control problem with RC block on same ship
  • fixed issue where you could take control through toolbar, even though the button was disabled
  • fixed issue always in 3rd person view after starting a new game
  • fixed crash related to custom voxel material
  • fixed remote control camera glitch
  • fixed timer block delay resetting on log in
  • fixed rotation while copy+paste a ship
  • fixed issue with refineries still working when power is cut off

Update 01.046

Summary

04.Sept.2014


The sensor block has been added; you can configure what happens when something enters or leaves from the sensor’s field - the configuration is similar to the button panel. It's also possible to set a filter, so it will trigger events only for small ships, large ships, floating objects or characters. In the future we will add an option to allow filtering based on friend/foe status. Also, flashing options have been added for lights; you can create navigation lights and runways - multiple lights can be synced. Warhead has now timer and also can be detonated remotely through the terminal.

Features

Fixes

  • added multiplayer lag/slowdown compensation (helps with rubber banding)
  • added possibility for name change during dedicated server setup
  • fixed issue when character moved objects locally by pushing (server ignored it)
  • fixed connector still yellow when turned OFF
  • fixed turret rectangle visibility
  • fixed unlocked connectors allowing item transfer
  • fixed rocket launcher not remembering option to use conveyor system
  • fixed crash when locking connectors
  • fixed completed solar panels do not have sun reflection
  • fixed gravity generator model bug
  • fixed landing gear attached to pistons could not be unlocked

Known Issues

  • changing the field of the sensor or loading the game will activate the sensor. This will be changed in the future updates.
  • you can't assign the same sensor action for both entering and exiting the sensor's field

Hotfix 01.046.014

05.Sept.2014


  • fixed spotlight cone visible during flashing
  • fixed flashing control tooltip text
  • fixed faction screen crash
  • added different icons for action toggle/on/off
  • fixed character crash
  • fixed sensor toolbar sync
  • fixed sensor station detection
  • fixed terminal crash

Update 01.045

Summary

28.Aug.2014


Camera block has been added -now you can see what is happening on different locations. Camera rotation and controlling ships through cameras will be added in the coming weeks. Additional workshop tags for mods have been introduced to make the orientation on workshop easier. It is also possible to make better production building mods. Now you can specify what blueprints are available to production building. It's possible to make production chains and production building tiers. As an example there's a new block 'Arc Furnace’, it is specialized building for iron ore refinement. It refines faster than refinery, it's more efficient and cheaper, but cannot refine anything other than iron ore. In addition to these new changes, we have redesigned the easy start 2 map, and rebalanced the cargo ships, adding new space engineers tech to them both. We have also made it possible to create a hostile identity in your world whilst in creative, this will allow people to make maps for others to play through, with the challenge of hostile ships and stations. Finally, render interpolation has been added as well that will make the game experience smoother. It is currently disabled by default since it is not completed 100%, but it can be turned on in video options.

Features

Fixes

  • improved rendering performance of solar panels
  • improved rendering performance of refinery and assembler
  • fixed hacked block getting shot by own turrets
  • fixed connector’s issue not being able to collect all items
  • fixed ship info screen labels
  • fixed issue that player cannot remove blocks from cockpit hot-bars 2, 3 and 4

Hotfix 01.045.013

29.Aug.2014


  • fixed crash in toolbar
  • fixed crash in terminal screen
  • fixed glass single side rendering issue
  • fixed thruster glare rendering issue
  • fixed assembler block not added when blueprints in queue were missing
  • fixed 'arc furnace' building progress models
  • fixed blank assembler
  • changed name of 'Blast furnace' to 'Arc furnace'

Update 01.044

Summary

Spherical gravity generator has been added in Space Engineers, as well as new respawn ships and support for modding them. Many multiplayer synchronization issues have been fixed, including rotor, piston and landing gear problems. Also performance has been increased significantly in certain situations.

Features

  • spherical gravity generator
  • pre-fab and respawn ship modding
  • new world setting for dedicated server
  • autosave interval
  • more respawn ships
  • high quality armor textures (on 64-bit version)
  • export ship/station as prefab (in F11 screen)

Fixes

  • improved piston and landing gear stability
  • fixed piston, rotor and landing gear exploding in MP
  • fixed large performance issue caused by asteroids
  • fixed too large piston collision model
  • fixed issue when loose blocks loosing ownership
  • fixed death in survival disables chat window
  • fixed toolbar not remembering functions from attachments
  • fixed hot-keyed groups reset when using merge blocks
  • fixed wrong value in Steam-ID on dedicated server
  • fixed problems with character mods deforming hands or legs of astronaut
  • fixed graphical glitch when doors were inside other blocks
  • fixed inertia not preserved when block was unmerged

Hotfix 01.044.012

22.Aug.2014


  • fixed crash when splitting ships
  • fixed crash when status of faction member changed
  • fixed crash when entering/leaving cockpit
  • fixed crash on 32-bit caused by loading hi-quality textures (out of memory)
  • fixed crash when pressed F11 in main menu
  • fixed crash when switching character in medical room
  • fixed crash when changing rotor parameters
  • fixed crash caused by pistons
  • fixed crash caused by loading invalid definitions from original content or mods
  • fixed Gravity generator values stuck at maximum regardless of settings

Update 01.043

Summary

14.Aug.2014


Now it's possible to remotely access the control panel screen and inventory when the ship/station is in your antenna range. Antenna relay is taken into account. Press open control panel screen to see it (combo box at the top), or press SHIFT+K. New ‘Button Panel’ allows you to assign actions to the panel (like with astronaut toolbar) and then execute these actions by simply pressing the corresponding button on the model in game. We also added more glass parameters and modding support for custom projectiles, debris models, asteroid materials and armor edges. Last but not least HUD voices are here to warn you of meteor showers, low energy/health, etc.

Guide for transparent materials: http://steamcommunity.com/sharedfiles/filedetails/?id=300427203

Features

  • Remote terminal access
  • Button panel for ships/stations
  • HUD voice alerts (low energy/health warnings)
  • Extended modding support: custom projectiles, debris models, asteroid materials, armor edges
  • Improved glass rendering and modding (more parameters, smoothness, custom texture, color...)

Fixes

  • fixed autosave on dedicated servers (few days ago in 042 hotfix)
  • fixed custom transparent material crashing the game
  • fixed impossibility to remove and delete mods in some cases
  • fixed blast door corner inverted collisions
  • fixed pistons disconnecting when ship/station is split in two
  • fixed turrets ignoring decoy blocks
  • fixed cockpit hot-bar names not displaying correctly
  • fixed small ship blast doors preventing placing of other blocks nearby
  • fixed texture of curved conveyor tube
  • fixed sharing with factions
  • fixed surface difficult to walk on
  • fixed dedicated server not creating a world if one is specified in the config
  • fixed missile launcher self-explosions
  • fixed floating objects slowdown
  • fixed wrong saved game timestamp
  • fixed a crash while creating a control panel
  • fixed [Uranium Ingot|uranium ingot]] not traveling through conveyor system
  • fixed crash after placing custom block
  • fixed crash after deleting gravity generator
  • fixed small thrusters damage area
  • fixed spelling mistake when server connection was not available

Hotfix 01.043.013

  • fixed crash on Windows XP
  • fixed crash in inventory
  • fixed crash caused by missing texture or model
  • fixed crash in join screen
  • fixed refinery and assembler issues
  • fixed cockpit ownership not updated
  • fixed missing HUD voices
  • fixed possible autosave issue on dedicated server
  • fixed MP sync of production blocks and inventory
  • fixed MP sync of floating point objects

Hotfix 01.043.015

  • fixed possible autosave issue on dedicated server

Hotfix 01.043.016

  • fixed crash when picking up floating objects

Update 01.042

Summary

07.Aug.2014


Players can download mods (custom blocks, skyboxes, custom skins) right from Steam Workshop. Mods are per-world; that means that each world can have different mods active. And that’s not all –every client automatically downloads every workshop mod used by server while connecting. As a bonus; we have also added character animations playable from toolbar, small control panel access block, gyroscope override and more catwalk blocks – enjoy!

Warning: in case you have overwritten core game files on your own in the past, please try to delete all local content + verify your game cache files https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335

New Modding Guide – http://steamcommunity.com/sharedfiles/filedetails/?id=296249959

Features

  • steam workshop mod support and integration
  • automatic mod download when joining multiplayer game
  • moddable thruster glow
  • added new character animations playable from toolbar
  • added control panel access block
  • added gyro override
  • added more types of catwalk blocks
  • added mod debug screen (F11 in single player)

Fixes

  • fixed invisible and invulnerable cargo ships
  • fixed not hidden HUD tag after switching to third person
  • fixed autosave on dedicated servers
  • fixed player loses ownership one death,save/reload
  • fixed respawn in owned medbay results in permadeath anyway
  • fixed bugged ownership menu
  • fixed toolbar hotkeys (missing options/too many options)
  • fixed disabling "control thrusters" from one cockpit disables the thrusters completely
  • fixed block not available message
  • fixed rotor displacement issues
  • fixed trapped in cockpit, crash on exit
  • fixed cannot create "new ship/station"
  • fixed error when loading a saved world
  • fixed pistons with a drill attached refusing to extend after reload
  • fixed turret sound playing even if turret is OFF
  • fixed overflowing menu for various blocks (turrets, rotors)

Hotfix 01.042.020

  • added support for custom animations in passenger seat!
  • added world border warning to creative
  • fixed color slider
  • fixed piston settings
  • fixed assembler sound issues
  • fixed broken collector
  • fixed catwalk crashes
  • fixed sounds crash
  • fixed automatically activated autolock on landing gears
  • fixed small thruster damaging heavy armor
  • fixed crash when placing new ship/station
  • fixed crash when building motor or piston
  • fixed crash when building
  • fixed mirroring (big thanks to modders!)
  • fixed loading textures from mod root

Special thanks to Modders: Darth Biomech, Embershard, DeadWeight4U, EctoSage, sanchindachi666, damnatus and many others

Hotfix 01.042.021

  • fixed autosave issue when stopping DS which was run as service

Update 01.041

Summary

31.July.2014


Players can now have proper control of their ships while sitting in the cockpit by adding (drag-and-drop) blocks to the toolbar. Activating such block can turn the blocks on/off, reverse rotation of rotors, increase/decrease velocity and many other actions already present in the control panel. No more constant control panel visits, players can now revert one of their many rotors by pressing a single button, lock/unlock single landing gear, turn any block on/off, etc. It's also possible to drag a group of the same blocks to the toolbar. We have also enabled the option to shoot from weapons which are attached on rotors and pistons; players can now build retractable weapons!

Features

  • control blocks through toolbar
  • fire weapons which are attached with rotors and pistons
  • multiple toolbars (switching by dot and comma)
  • re-enabled the save confirmation on leave for autosave worlds

Fixes

  • reduced network bandwidth for all moving objects
  • reduced idle network bandwidth (when player sits in ship and doing nothing)
  • fixed VSync crash
  • fixed few spelling errors
  • fixed too fragile piston
  • fixed piston copy/paste glitch
  • fixed issue when piston was pasted without top part
  • fixed issue with piston physics
  • fixed pistons functioning without power
  • fixed issue when piston was not working on converted platform
  • fixed crash while adding cargo container under the piston
  • fixed issue when piston’s top part gets separated when platform is merged with ship
  • fixed crash when retracting a chain of pistons at once
  • fixed spamming reverse breaking pistons
  • fixed issue when pressing "No" on exit the world was saved anyway
  • fixed overriding thruster force causes all thrusters facing the same way to fire
  • fixed custom color was not saved after exiting the world
  • fixed cost of recharging battery is called "Sprint"
  • fixed 1x1 wheels popping out after merge
  • fixed explosives not doing damage after explosion on dedicated server
  • fixed rotors floating in the air after client merges two grids
  • fixed turret rectangle is visible when weapons are not enabled in world
  • fixed issue when control panel items were clickable even when they were invisible
  • fixed delete block sound volume was too loud when deleting many blocks with symmetry
  • fixed full batteries still using energy
  • fixed crash when ":" was written into search-box
  • fixed turrets target stuff on when moving

Hotfix 01.041.014

  • fixed crash with empty factions
  • fixed toolbar crashes
  • fixed issues when building multiple blocks like cockpits
  • fixed respawn in medbay does not respect permadeath setting
  • fixed stats screen SHIFT+F11

Hotfix Update 01.041.015

  • fixed "send log to developers" popup on Dedicated server

Update 01.040

Summary

24.July.2014


Pistons have been added in Space Engineers - they can be used to build advanced machinery. Also, faction founders and leaders can now enable auto-approval for new members. Players will now be able to see a notification on HUD when somebody is hacking/grinding their ship (does not apply to armors). Thrusters can be used without cockpit - through the terminal - which enables the option to create missiles with warheads, turret countermeasures, small drones which grind enemy ships by using grinder and other. Blast door blocks has been also added in the game; it's similar to armor, but thinner, so it can slide between two layers of armor (very useful for airtight door and hangar bays).

People write they would like to see netcode updates...

I've just realized, we've optimized netcode for creating floating objects: explosions in asteroids, throwing out items from inventories/ejectors/connectors, destroying cargo containers and possibly drilling ...this now uses much less network bandwidth [smile] (multiple created objects are now batched into one network packet, information transferred per object was also reduced)

We're optimizing biggest network issues first and creating floating objects was one of them even though it may seem unimportant.

Features

Fixes

  • fixed issue when player could not leave respawn screen
  • fixed large antenna texture bug
  • fixed steering wheels losing sync
  • fixed lags with batteries turned to charging mode
  • fixed few instances of death-loop
  • fixed multiplayer filter issues
  • fixed visible aiming rectangle when turret is of after loading new world
  • fixed issue when placing a new landing gear/station block without resources in survival mode was fully built
  • fixed missing permanent death configuration when starting DS
  • fixed issue with block preview when in 3rd person view

Hotfix 01.040.014

25.July.2014


  • fixed two different crashes when exiting from the cockpit
  • fixed crash in toolbar
  • fixed crash with pistons
  • fixed pistons flying away after changing the color
  • fixed crash in asteroids (caused issues when loading a world or starting DS)
  • fixed player cannot move issue
  • fixed issues with mods not loading (there's still problem with model textures)

Hotfix 01.040.016

29.July.2014


  • fixed issue when clients were able to save the game even with "client saving" disabled
  • fixed issue when the game was saved after selecting "no" when leaving the game

Update 01.039

Summary

17.July.2014


Battery block and new power cell component have been added into the game. Communication relay makes now possible for signal to travel through multiple friendly Antennas; enemy signals that reach one antenna are relayed to all friendly players within your antenna network.You can merge ships while pasting in creative mode and we also added client-side saving and permanent death as a world options.

Note: We are still working on new player communication system, it should be added in the future updates


Features

  • battery block for small and large grids
  • solar panels are now little cheaper and much more efficient
  • communications relay (signal can travel through multiple antennas; you can receive a signal from any distance, broadcasting can be limited by player or by power of the antenna)
  • small ship antenna has now max. range of 5000 m
  • copy-paste into existing ships
  • new world setting: enable/disable client-side saving
  • new world setting: permanent death can be turned off (client still owns his stuff after respawning in the rescue ship)
  • pressing 'K' can be now used for looting character
  • added antenna to prefab ships

Fixes

  • improved network performance when removing larger amount of blocks at once
  • fixed crash when creating faction
  • fixed crash when leaving faction
  • fixed mission join request icon
  • fixed turret attacking its own ship
  • fixed issues with respawn
  • fixed turrets fire at ships in junk yard
  • fixed inventory listing as same for all containers
  • fixed 1x1 wheel falls off after loading a save
  • fixed antenna/beacons too power hungry
  • fixed passenger seat alignment
  • fixed death loops when spawning in tight places
  • fixed no 3rd person view for rescue ship
  • fixed player tag not showing properly when joining dedicated server
  • fixed ownership not remembered by dedicated server after logout
  • fixed memory leaks when app was minimized
  • fixed spectator mode when loading workshop world
  • fixed spotlight symmetry

Hotfix 01.039.011

18.July.2014


  • fixed terminal crash
  • fixed crash when joining game
  • fixed crash in assembler
  • fixed crash when building
  • fixed crash in character when shooting and when unloading scene
  • fixed issue when character in spawn ship could not control ship

Update 01.038

Summary

10.July.2014


Steering wheels and wheel controls have been added in Space Engineers. Players can now build and control vehicles. Every block that is visible in terminal can be now displayed on HUD (set on/off on terminal screen). Also some issues with Factions have been resolved (see the list below for more details).

Note: wheels in multi-player are still work-in-progress and some things might not be functioning properly

Features

  • steering wheels (sounds are placeholders – wheels in multi-player are still WIP)
  • wheel controls (WSAD)
  • adjustable welder and grinder speed (in world settings)
  • name and location of blocks visible in terminal can be shown on HUD
  • new inventory filter (hide empty inventories)
  • join game search box
  • hacking computers is a bit slower (grinding block of non-friend is slower by factor of 3)

Fixes

  • fixed some Factions issues (turrets shooting on it's own ship, non-changeable ownership)
  • reduced network bandwidth during line/plane building
  • fixed beacon range and visibility
  • fixed issue when beacon broadcast was killing the server
  • fixed issue when antenna was working without power
  • fixed red circle after re-spawn
  • fixed beacon broadcast distance does not save
  • fixed old save files have no ownership

Hotfix 01.038.013

  • fixed 5x5 wheel assembly for small ship disintegrates when trying to place/build
  • fixed wheels not controllable
  • fixed no button sounds
  • fixed wheels reversing after converting from station
  • fixed negative multipliers (i.e -1 -2) cause the grinder to actually build rather than grind
  • fixed solar panels turned off after ship spawn
  • fixed thrusters had incorrect direction after merge
  • fixed crash during ship merge
  • fixed crash in terminal
  • fixed crash in toolbar
  • updated wheel icons in G screen

Update 01.037

Summary

03.July.2014


Factions are now available in Space Engineers. Players can create and join factions, determine ownership of blocks and manage the relations between them (hostile/ally). Block ownership is determined by computers, so if players want to take over hostile blocks, they will have to replace the computers that are in these blocks. Ownership can be transferred manually by the owner. Blocks can be shared within faction members or everyone.

IMPORTANT NOTE: Factions are still Work-in-Progress and this is only the first update. There are still many things to be added during the next weeks (eg. chat and communication) and some bugs/issues are yet to be fixed. We decided to release it now so we can get the best feedback possible from the players.

Features

  • Factions
  • ownership of blocks
  • hacking/take-over of hostile objects
  • block sharing
  • looting dead engineer
  • copy/paste: rotate object before pasting

Fixes

  • fixed mirroring planes not visible
  • fixed extreme lag issues in some worlds
  • fixed issue with having access to control panel from passenger seat
  • fixed wrong highlight on door model
  • fixed missing dialog box in main menu and pause screen
  • fixed dedicated server issue: clean exit with save not working
  • fixed issue with NPC ships not de-spawning
  • fixed world name file folders aren't updating with "Save As" feature
  • fixed crashes and asteroid physics
  • fixed issue when connecting via connector deletes grouping
  • fixed copy+paste option for dedicated server setup
  • fixed missing thruster effect
  • fixed weird character animations with tools & cube placement

Hotfix 01.037.014

04.July.2014


  • removed computer component from large ship thrusters
  • removed computer component from conveyors (so turret won't attack it)
  • fixed crash when server selects all objects on the grid and sets "Me" as owner and "share with my faction"
  • fixed cannot save issue after cargo ship permissions changes
  • fixed crash in factions after changing faction properties or members
  • fixed crash when closing faction screen
  • fixed crash when mining asteroid
  • fixed crash when switching character’s light
  • fixed crash when client canceled join request or joined other faction
  • fixed crash when character was shooting when died
  • fixed crash caused by selecting empty space in ownership (there are no empty options in ownership drop down menu)
  • fixed crash when client was trying to join a faction multiple times
  • fixed server steals all ownership

Update 01.036

Summary

26.June.2014


The conveyor-connector system is now fully functional. It can be used to connect two ships, share electricity, give access to control panel and transfer items. Also players can now set custom color to the astronaut’s suit.

IMPORTANT NOTE: Avast is reporting a virus in SpaceEngineer.exe in the last update (01.036). It's 100% a false positive, you can add that file to exceptions/mark as a save file.

Features

  • conveyor-connector system is fully functional
  • set custom color to astronaut’s suit
  • Passenger seat
  • copy-paste the grids which are connected through rotors
  • items ejected from the ejector now inherit velocity

Fixes

  • fixed weird/purple colors (especially visible on asteroids)
  • fixed hand drill issue
  • fixed clustered cargo ships in MP consuming server memory causing high ping
  • fixed control groups after merging/splitting
  • fixed issue with merge block causing CTD and stops Dedicated Server
  • fixed issue when switching while in load screen by using ALT-TAB and load worlds list stays blank
  • fixed issue when connectors could not connect if mounted to the same ship
  • fixed crash when merging small ships
  • fixed pink textures on asteroids
  • fixed dedicated server crash when socket is already in use
  • fixed few instances where mining is not working
  • fixed some symmetry is off (Cockpit 3 Large, Cockpit 1 Small.)

Update 01.035

Summary

19.June.2014


Electricity is now being transmitted through rotors (inter-grid electricity and communications relaying). We've also added new world settings (automatic trash removal, limit world’s size) that will help players to manage the increasing number of objects in the world - useful especially for dedicated servers.

Features

  • electricity is now being transmitted through rotors (inter-grid electricity and communications relaying)
  • “center of mass” indicator (enabled in terminal screen: Info panel)
  • moved some of the world settings to the new “advanced settings” screen
  • new world settings: automatic removal of respawn ships
  • new world settings: automatic trash removal
  • new world settings: world size limit
  • ban on player’s screen (F3) for dedicated server
  • improved landing gear (setting break force, auto-lock feature)

Fixes

  • fixed crashes caused by landing gears, rotors and merge blocks
  • fixed crashes when character was walking near asteroids
  • fixed toolbar issues (drag and copy, right click, double click)
  • fixed crash when creating Crashed Ship scenario
  • fixed frozen cube builder preview
  • fixed auto-submit log after game crash

Hotfix 01.035.009

20.June.2014


  • fixed landing gear auto-lock crash
  • fixed issues during and after merging platform/ship (crash after pressing Y, kicked from cockpit, can't pilot merged ship, etc)
  • fixed crash when loading various old worlds
  • fixed crash when drilling
  • fixed various control group issues (more fixes to follow)
  • fixed recharging energy for newly build cockpits/medbays
  • fixed custom game setup not remembering the chosen number of asteroids in the world

Notes

  • Default save/load location for dedicated servers in local\console mode changed from %appdata%\spaceengineersdedicated\default\saves to %appdata%\spaceengineersdedicated\saves\

Update 01.034

Summary

12.June.2014


Players can now change the color of their space suit. Also, added large ship drills, spectator mode and more options for running the dedicated servers.

We have reverted the multiplayer code to the previous version and more improvements will come in the upcoming weeks.

Features

  • Space suit color selection (in medical room)
  • Large ship drills
  • Added borderless window option
  • Improved small cockpit mount points
  • Added the option to take anything from conveyor system by double-clicking
  • Added spectator mode
  • Spectator Mode:
    • Can be enabled in world settings
    • F6 - return to regular mode
    • F7 - tracking camera, controlling object
    • F8 - free camera, controlling camera (this is true spectator)
    • F9 - free camera, controlling object
  • More options for running dedicated server (configurable data path in command line)
    • Dedicated Server Options:
    • SpaceEngineersDedicated.exe -noconsole -path "D:\Whatever\Something"
    • -noconsole: will run without black console window
    • -path: will load config and store all files in path specified ("D:\Whatever\Something" in example)
    • taskkill /IM SpaceEngineersDedicated.exe
    • this will stop dedicated server correctly, saving the world etc
    • to stop it immediately add argument "/f", that will kill server without asking to stop and without saving the world

Fixes

  • Reverted to previous multiplayer code (improvements will come)
  • Fixed landing gear white color
  • Fixed cargo ships not de-spawning
  • Fixed issue with players’ name displayed as "Unknown"
  • Fixed issue when tools constantly deplete suit’s energy after the task is finished
  • Fixed merge block shifting when two ships were connected
  • Fixed Cockpit3 does not need any displays to be functional
  • Fixed issue with screenshots taken during auto-save
  • Fixed issue with broken workshop thumbnails
  • Fixed warning when switching from creative 1x to survival 1x
  • Fixed ship drill being too fragile
  • Fixed changing toolbar while constructing
  • Few animation fixes (character without gravity or jetpack, character sitting in a cockpit)
  • Fixed issue with ejector being functional when it was placed on large doors
  • Fixed grammatical translation errors (multiple errors on words, sentences & quotes in US English Version)


Hotfix 01.034.009

13.June.2014


  • Added error message when starting dedicated server and listen port is already used
  • Fixed crash in inventory
  • Fixed crashes caused by conveyor
  • Fixed irreparable blocks
  • Fixed broken sounds
  • Fixed crash during shader recompilation (custom skybox crashed the game)
  • Fixed crash during startup when invalid prefab found
  • Fixed collision model on large drill head
  • Fixed 2x3 glass mirroring

Update 01.033

Summary

05.June.2014


Players are now able to permanently merge ships and stations of the same block size by using the merge block which is responsible for proper alignment. When a ship is merged with a station, ship becomes the station. Stations can be now converted to ships, but the blocks which are partially inside asteroids will get damaged or destroyed.

Also, we have redesigned and upgraded our multi-player code. This results in a more stable multi-player with less lag. This is important especially for rotors, wheels and similar objects.

Features

Fixes

  • redesigned and upgraded multi-player code
  • fixed issues with character in cockpit
  • fixed group checking on server
  • fixed indestructible decoys on dedicated servers
  • fixed warheads staying after being destroyed on dedicated servers
  • fixed issue with small ship gatling guns not connecting to conveyor system
  • fixed loading screen time
  • fixed turret targeting lag
  • fixed material resources not being displayed
  • fixed angled glass bleeding through
  • fixed issue with asteroids being transparent from various angles
  • fixed issues with medical rooms not working

Hotfix 01.033.007

  • fixed white lines

Hotfix 01.033.010

06.June.2014


  • increased the allowed distance of spawn from 10 km to 50 km
  • fixed the merge block misalignment issues when merging long ships

Update 01.032

Summary

29.May.2014


Dedicated servers are now available in Space Engineers. Dedicated servers allow players to connect to a third party host, rather than using a player-host, in a peer-to-peer set-up. This feature will result to a faster connection and a more fluent multiplayer performance with less lag.

This is the first (preliminary) release of the dedicated servers and you may experience various difficulties and technical issues. We decided to release this feature in this state and test it together with your help and your feedback. We guarantee that we will do our best to solve any issues that might appear within days after this update.

Dedicated Server Guide: http://www.spaceengineersgame.com/dedicated-servers.html Marek's blog-post about Dedicated Servers and Multiplayer: http://blog.marekrosa.org/2014/05/space-engineers-dedicated-servers-and_29.html

How to join

  • open Steam Server browser
  • click filters and choose "Space Engineers"
  • double click one of server in list

How to install & run

  • extract SteamApps/Common/SpaceEngineers/Tools/DedicatedServer.zip anywhere you want
  • run DedicatedServer64/SpaceEngineersDedicated.exe, screen will appear
  • if you want to run as console (black screen with letters), double click "Local / Console"
  • if you want to run as service, click "Add new instance", fill the info and confirm, then double click the item you've just added
  • configuration screen will open, you can setup many things here, after doing so, press "Save and start"
  • if you're not running as console, now you can go back and configure another instance (be sure to choose different Server Port) or close the screen
  • to make the game visible in Steam Server Browser or in-game browser, you have to forward/open UDP port, this port is referred as "Server Port"

Saves, config, logfile

  • when running as console, data is stored in C:\Users\{Username}\AppData\Roaming\SpaceEngineersDedicated\Default
  • when running as service, data is stored in C:\ProgramData\SpaceEngineersDedicated\{InstanceName}

Features

  • Dedicated Servers
  • Ship info in terminal screen (e.g. Triangles – number of render triangles on your ship/station, so you can estimate how will you ship impact the performance/FPS. Higher the number of triangles, more GPU power is required.)

Fixes

  • Optimized conveyor tube glass rendering
  • Reduced lag caused by new players joining the game in multiplayer
  • Reduced lag caused by spawning cargo ship in multiplayer


Hotfix 01.032.018

30.May.2014


  • fixed missing info screen in terminal
  • changed join screen to be more intuitive
  • games in join screen are now loaded on background
  • fixed issues with rotors
  • fixed crash when loading workshop worlds
  • fixed timeout when opening workshop
  • fixed small reactor terminal not available
  • fixed weapon targeting dots
  • fixed dedicated server cannot run on port >32767

Update 01.031

Summary

22.May.2014


Welder and grinder are now available on both small and large ships (stations too). A larger type of conveyor is now available for small ships; this allows them to transfer all kinds of components and items.

The following items will fit inside the small tubes, others will need large tubes. The rule is simple (although it might change in the future) - items that have any of their dimensions larger than 25cm will need large tubes.

Small items: Ores and ingots, Construction component, Motor, Computer, Reactor component, Thruster component, Explosives, Rifle ammo, Gatling gun ammo

Features

  • large ship welder
  • small ship welder and grinder
  • new larger conveyors for small ships (able to transport every item)
  • large cargo container on small ship has now large doors
  • connector and ejector won't throw items when the area in front of them is blocked by too many objects (fixes performance issues with many small objects on pile)
  • new models for thrusters and wheels
  • connector inventory can be accessed by door

Fixes

  • fixed memory leaks caused by audio
  • fixed issue when opening workshop from the main menu
  • fixed assault rifle sound during ALT+TAB
  • fixed issues with character remaining visible in cockpit after leaving
  • fixed missile exploding without a cause
  • fixed multiplayer client dying when drilling

Hotfix 01.031.012

23.May.2014


  • fixed issue when placing rotor in survival mode
  • fixed issue when building a block used more resources than it should
  • fixed landing gear not detached when the surface under it is destroyed
  • fixed crashes caused by loading corrupted saves
  • fixed crash during drag-and-drop in production screen

Update 01.030

Summary

15.May.2014


We have added missile turrets and curved conveyor tube. Also we have redesigned the default ships and the starting platform in order to be used more effectively for the new features.

Turrets can target all moving objects; cargo ships use turrets as defense systems, including the new missile turret. Projectile weapons and small ship cockpits were re-balanced, enjoy dogfights!

Features

  • added missile turrets
  • added curved conveyor tube
  • redesigned default ships (blue, red, cargo, respawn) and starting platform in order to be used for new features
  • small ship cockpit is more durable and also more expensive (increased the number of bullet-proof glass from 5 to 30)
  • balanced damage of projectile weapons/turrets – now everything does 4x more damage
  • turret targeting can be changed in control panel, all moving objects can be set as targets
  • player can switch between gun fire modes by using the middle mouse button (it's possible to fire from just one missile launcher)

Fixes

  • fixed memory leaks (caused by audio)
  • fixed slowdowns near asteroids
  • fixed minor audio issues
  • fixed minor conveyor issues (energy usage)
  • fixed crash during painting
  • fixed crash when client dies inside cockpit
  • fixed missile launchers consuming ammo in creative mode

Update 01.029

Summary

08.May.2014


Added the option of grouping items in the Control Panel - it helps you to control and manage multiple items and objects with only one click. Also added the “reverse” button for rotors and landing gears in the Control Panel.

We also want to inform you that in the present we are focusing mostly on bug-fixing and stabilizing.

How to use grouping:

  1. Select the items you want to group (use SHIFT and CTRL as in windows explorer)
  2. Add the name on the right part of the screen
  3. Press “Save”

Groups are visible on the top of the list with asterisks *Group*

How to add/remove items:

  1. Click on the group
  2. Use CTRL to add/remove items
  3. Click “Save” (group will be overwritten)

Note: when you change the name first and then click “Save”, you'll create a new group

Landing gear in terminal:

  • Landing gear is now featured in Control Panel
  • You can group them and switch them separately
  • Landing gear can now be disabled (it will stay locked/unlocked but unable to change state). This is useful when you don't want to switch all the landing gears by using 'P' key

Features

  • grouping items in Control Panel (this is a first work-in-progress version, keybinding will come later)
  • pause indicator is now visible in the Control Panel screen
  • added landing gear in Control Panel
  • added 'reverse' button to rotors in Control Panel (changes rotor direction)

Fixes

  • fixed drill damage to character done twice (multiplayer)
  • fixed sounds when placing ship grinder
  • fixed weapons and tools in multiplayer
  • fixed mirroring issues with new blocks
  • improved explosions performance on ships and station
  • fixed turret particle effect visible when turret was not shooting
  • fixed Mod tools (mwmbuilder.exe)


Hotfix 01.029.009

09.May.2014


Features

  • Added information about landing gear state to Control Panel

Fixes

  • Fixed crash in cockpit
  • Disabled toolbar item can no longer be selected
  • Grinder can now grind the station
  • Fixed problem with changing game options
  • Cube builder is now not visible when you are using tools

Update 01.028

Summary

01.May.2014


Added the grinder for large ships - it helps you to disassemble blocks faster and in a much larger amount comparing to the hand-grinder. We have also added the option to adjust the gyro force - useful for ships made by a small number of blocks.

Features

  • Large ship grinder – disassemble blocks faster and in larger amount
  • Gyro force can be adjusted (useful for small sized ships)
  • Decreased the durability of the glass blocks
  • Pause button is now configurable in options
  • Silicon is now refined 2x faster
  • Large ship missile launcher cost increased

Fixes

  • fixed ALT+TAB game crashes (happened mostly when in fullscreen)
  • fixed items with zero amount
  • fixed game hang-up caused by items with zero amount
  • fixed thruster destroying block with 99% integrity left
  • fixed music issues
  • fixed turret animation on clients
  • fixed leaving invisible wall after grinding the doo (sic)

Update 01.027

Summary

24.April.2014


We have added wheels (so you can build vehicles), missile launcher for large ships and platforms, functional turrets (gatling and interior; used as defense mechanism) and decoy block which can be used as aiming target for the turrets. We also added the pause button in offline mode.

Features

  • wheels - use them with rotors and artificial mass to build vehicles
  • automatic turrets – gatling and interior turrets are now functional. They aim automatically and can destroy meteorites, decoys and anything that is connected to the decoy. They can be used mostly as defense mechanism and not for shooting other players, but if a decoy is placed inside a space ship or space station, the turrets will shoot and damage it
  • decoy block – they are used as aiming targets for turrets; they don’t require electricity to function
  • missile launcher block for large ships and platforms
  • added Pause button (pause/break) in offline mode – now when you open the inventory in the offline mode, the game does not pause by itself (as it was until now by default) but keeps running. In order to do so you must do it manually by pressing the Pause button
  • collector, connector and conveyor systems now require power (electricity) in order to function

Fixes

  • memory peak after load (32-bit system)
  • fixed sprinting and running sounds disappear
  • fixed hand animation when adding/removing objects in creative mode
  • fixed few crashes and game not starting issues
  • fixed launch issues on cards without HDR support
  • fixed assembler sounds
  • fixed custom names

Notes

  • Curved Conveyor Tubes are included in cubeblocks.sbc but not enabled in game.
  • BUG - Incomplete interior turrets crash the game. Placing an interior turret in survival mode or grinding an interior turret in creative or survival will crash the game.

Hotfix 01.027.009

Fixes

  • The graphics card problem that occurred to some players who were running the game on notebooks with integrated GPUs (Optimus issue) has been resolved. NVidia has included the profile for Space Engineers in their latest drivers so if you experience this issue, please update your NVidia drivers to the latest version and then go to settings and check the option to run Space Engineers on the NVidia card.
  • Interior turrets no longer crash the game when deconstructed or placed in survival mode.

Hotfix 01.027.010

28.April.2014


Fixes

  • fixed issue when large ship moved/rotated after it was hit by the character (generally known as ship bumping issue)

Update 01.026

Summary

17.April.2014


Conveyors are now available in Space Engineers! This is the first WIP version and a realistic and more complete version will be added later. With the conveyors system you will be able to collect and transport inventory items from one location to another. We have also added the collector – helps you to collect small objects - and the connector – helps you to throw items from inventory to space.

NOTE: the assembler can now "see" all materials in the conveyor system and can use them. It does not gather the material automatically (for now - WIP), so you don't need to transfer them manually

Features

  • conveyor tube - move items from inventory to inventory (IMPORTANT: this is just a first work-in-progress version and a realistic version will be added later)
  • collector block - can collect small objects (ore, ingots, components, tools...) into inventory (IMPORTANT: this is just a first work-in-progress version and a realistic version will be added later)
  • connector block - first work in progress version, can throw items from inventory to space, in future update could be used to connect two ships/stations and transfer items (IMPORTANT: this is just a first work-in-progress version and a realistic version will be added later)
  • server connectivity status notification

Fixes

  • removed lag caused by texture load when opening Toolbar config screen for the first time
  • fixed beacon shining when it was out of power
  • fixed join game screen which was cleared after alt-tab, but not refreshed
  • improved 3rd person camera performance
  • fixed disabled anti-aliasing

Notes

  • Wheels are included in cubeblocks.sbc but not enabled in game.
  • Decoy is included in cubeblocks.sbc but not enabled in game.
  • Rocket Launcher is now available for large ships and stations.
  • BUG - Unfinished collectors will cause the object it is connected to to fail to load from a save file.


Hotfix 01.026.014

18.April.2014


Fixes

  • fixed crash when loading not fully built connector
  • fixed throwing items out by multiple connectors (some items were not thrown)

Update 01.025

Summary

10.April.2014


Update 01.025 has been released. We have added new glass window blocks, artificial mass block and two new types of large ship cockpits. Also, we have reduced the meteor velocity and made the rendering and game-updating independent which helps to increase the performance and removes FPS limit.

Features

  • Glass window blocks
  • Two new types of large ship cockpits - can be used in first and third person view
  • Artificial mass block – can be used to add gravity-affected mass to ships, useful in machine ships or cars
  • Toolbar config screen: list of building blocks is scrollable
  • Save game is executed on background
  • Reduced meteor velocity
  • Rendering and game-updating are now independent (increased performance, removed FPS limit) --- this is a first step in our performance enhancements initiative

Fixes

  • fixed lag caused by 3rd person camera
  • fixed startup issues caused by FIPS policy enforcement in registry
  • fixed issues with copying cargo ships
  • fixed medbay sounds
  • fixed painting without preview in survival

Notes

Hotfix 01.025.015

Fixes

  • fixed the unsupported graphics card issue (Please update the game - restart steam in case there is no auto update)

Hotfix 01.025.018

11.April.2014


Fixes

  • reduced CPU usage (should help lags/slowdown/slow controls - this is not 100% tested yet, so it might not work for all players)
  • fixed crash when splitting large amount of items in inventory
  • added detailed statistics into SHIFT+F11 screen

Hotfix 01.025.020

11.April.2014


Fixes

  • fixed performance issues caused by 3rd person camera
  • fixed server can not interact with objects in 3rd person camera
  • fixed windows tint
  • fixed performance issues caused by Audio

Hotfix 01.025.021

11.April.2014


Fixes

  • fixed performance issues caused by Audio

Update 01.024

Summary

03.April.2014


Update 01.024 - It’s raining meteorites in Space Engineers!

In this update, we have added environmental hazards – meteor storms (safe, normal, cataclysm, Armageddon). You should find ways to protect your character and your creations. Also, you can now apply colors on more types of blocks and disable crosshair. We also made game fonts more legible.

Features

Fixes

  • fixed character leaving the cockpit when it's destroyed
  • fixed music issue in main menu

Hotfix 01.024.011

04.April.2014


Fixes

  • fixed quickstart (it was launching Survival instead of Creative)

Update 01.023

Summary

27.March.2014


Update 01.023 has been released. We have added cargo ships - auto-piloted vessels (miners, freighters and military) that carry ore, ingots, constructions components and other materials from sector to sector. They can be looted but beware, they often contain booby traps! Also, we changed the priority of how devices consume power (solar panels first, then nuclear reactors). We have also increased the max speed of astronaut character to 111.5 m/s and added support for surround sound systems.

Multi-player: we are working on an improved multi-player code where all known issues should get resolved (reduced lag, predictions, variable time step, etc.). We are aware that some of you are experiencing various issues in multiplayer. We expect that this new code will be ready in a few weeks.

Features

  • added cargo ships - auto-piloted vessels (miners, freighters and military) that carry ore, ingots, constructions components and other materials from sector to sector. They can be looted but beware, they often contain booby traps!
  • changed the priority of how devices consume power (solar panels first, then nuclear reactors)
  • increased the max speed of astronaut character to 111.5 m/s – this speed is higher than the max speed of ships (players are now able to catch up ships flying at max speed)
  • silver refinement is 4x faster (used in reactor and medical components)
  • added support for surround sound systems

Fixes

  • fixed small thrust damaging large heavy armor
  • fixed sound when exiting world
  • fixed landing gear weird sound
  • fixed crash in Character movement
  • fixed issue when placing a block next to a door
  • fixed issue when the player can join incompatible version using invite
  • fixed death after load when the player is in narrow corridors
  • fixed broken mirroring of solar panels
  • fixed wrong collision model of ship drill after deformations
  • fixed painting without preview
  • replaced some non-localizable texts with localizable
  • fixed crash caused by particle effect
  • fixed landing gear green light after landing gear was turned off
  • fixed toolbar issues and slot activation/deactivation
  • fixed player death in cockpit hit by warhead
  • fixed crash in Gravity Generator
  • fixed rare infinite loading caused by refinery
  • fixed issues with large weapons on toolbar

Hotfix 01.023.013

Fixes

  • fixed stuck character after leaving cockpit

Hotfix 01.023.014

Fixes

  • fixed update of power in solar panel
  • fixed join game using invite
  • fixed crash when using tools or weapons obtained from cargo ships

Hotfix 01.023.017

Notes

  • April Fools 2014 Content patch

Update 01.022

Summary

20.March.2014


We have added solar panels (they seem like an important thing for you). The amount of available uranium has been increased. There are more detailed survival mode options in the world settings. Thrusters can now deal damage to objects.

Features

  • added solar panels (energy production depends on the amount of light they catch from the sun – which depends on the angle and clear visibility to the sun)
  • world generator spawns more uranium
  • inventory size can now be edited in world settings
  • assembler efficiency can now be edited in world settings
  • refinery speed can now be edited in world settings
  • thrusters now deal damage to objects, except:
  • small ship thrusters that don’t damage heavy armor blocks (so you can build landing platforms)
  • asteroids
  • more detailed production screen in assembler
  • all components and blocks which you don't have ingots for are now shown in red
  • players can see the amount of required ingots to create a component or a tool
  • “Disassemble all” button that allows you to easily convert all components inside the assembler back into ingots
  • new queue shortcuts: ctrl+click (add 10), shift+click (add 100)
  • increased character’s damage after falling from heights (3 blocks: 32% damage, 4 blocks: 72% damage, 5 blocks and more: 100% damage = instant death)
  • red overlay is shown when the player runs low on health level
  • increased the uranium refinement speed by 20%
  • auto-save is now disabled on multiplayer clients
  • added tooltips to join game screen
  • increased damage done by drill to blocks
  • changed red injury-overlay texture to a less gore version

Fixes

  • fixed client ore mining (client received less ore than server)
  • fixed copy-paste of stations
  • fixed uranium consumption in Multiplayer
  • fixed thruster "flame" in Multiplayer
  • fixed disappearing crosshair
  • fixed unit display in refinery and assembler
  • fixed production screen which does not react to name changes
  • fixed join screen text alignment
  • fixed suicide dialog which was shown when the player dies
  • fixed client can't see repairs done by server
  • fixed out of ammo notification during sprint

Hotfix 01.022.013

21.March.2014


Features

  • thrusters' damage can now be turned off in world setting
  • reduced Solar Cell cost by approx. 80%

Fixes

  • fixed refinery speed
  • fixed crash in inventory transfers

Update 01.021

Summary

13.March.2014


Update 01.021.024 has been released. Survival mode is now available in Space Engineers! (This is the first "Survival mode" update and you may experience a number of bugs which will be fixed within the next updates). We have also changed the way you start building a small ship. Now you can start by placing a landing gear which can be attached to any surface - instead of a light armor block cube which was before. Also, we have added some new game scenarios, new music and sounds and tons of new features related to the Survival mode.

You can find more details about the "Survival mode" update on Marek's latest blog post: http://blog.marekrosa.org/2014/03/space-engineers-survival-mode-update_13.html

Features

  • survival mode (manual building, death, re-spawn)
  • new game scenarios: Crashed Red Ship, Two Platforms, Lone Survivor, Asteroids
  • ore detector block
  • ore detector in hand drill
  • new custom world screen
  • new assembler screen
  • world generator change: most asteroids have iron core
  • assembler can be switched to disassembling mode
  • new assembler production queue hotkeys: Ctrl+click (adds stack of 10) and Shift+click (adds stack of 100)
  • placing new ship block - now you can place a landing gear which can be attached to any surface instead of a light armor block cube
  • reduced electricity production and consumption
  • reduced uranium consumption
  • reduced available uranium after starting a new game
  • block info in Cube Builder screen and when placing a new block in Survival
  • explosives component
  • new music and sounds
  • changed tools animations
  • floating objects can be destroyed
  • HUD is now more legible
  • balanced materials required for assembling components
  • changed mass and volume of some components and tools
  • changed ore and ingot display unit from volume to mass
  • Join game screen (contains a list of games which the player can join)
  • game runs in window mode when it is unable to run in full screen
  • character can now walk on a ship when it’s flying in max speed
  • inventory names now show the name of the block

Fixes

  • improved explosion performance
  • improved 3rd person camera performance
  • fixed symmetry mode
  • fixed few sounds
  • fixed friend games in join game screen
  • fixed ore movement
  • fixed crash when creating particle effect
  • fixed crash when using symmetry mode
  • fixed few typing errors
  • fixed chat and gravity window overlapping
  • fixed crashes in landing gears
  • fixed color/texture of ore
  • fixed copy/paste issues
  • fixed small ship drill blind spot
  • fixed doors spinning on rotors
  • fixed passage collision model
  • fixed asteroid collision shape in large worlds
  • fixed landing gear synchronization in MP
  • reduced number of additional asteroids in Easy Start 2
  • fixed character's backpack in MP

New sounds

Hotfix 01.021.029

14.March.2014


Features

  • added character's inventory volume to HUD
  • minor change in the scenarios' order
  • changed blood texture

Fixes

  • fixed crash in mouse input
  • fixed crash in production queue
  • fixed crash in drag-and-drop
  • fixed crash during new ship placement
  • fixed crash when picking up tool/weapon of previously killed character
  • fixed crash during character's movement
  • fixed crash with too many particle effects
  • fixed issue when multi-player client can move with large ship
  • fixed refinery sound
  • fixed shooting crash
  • fixed large reactor indicators
  • fixed passage collision model
  • fixed levitating things in gravity
  • fixed rotor in survival mode
  • fixed disappearing things in cargo containers
  • fixed tools particle effects not disappearing
  • fixed large cargo container collision model
  • fixed multi-player synchronization of cargo containers and other blocks

Update 01.020

Summary

03.March.2014


Update 01.020.005 has been released. We have synchronized small floating objects in Multi-Player, implemented new sounds and added the option to send items automatically from the Refinery to the Assembler when they are built next to each other and share a conveyor door.

Features

  • synchronized small floating objects in Multi-player
  • refinery sends items into the assembler when it’s built next to it and shares a conveyor door
  • added new sounds: player movements, assembler, refinery. Full list below (Work in progress, sounds are likely to change in the following weeks)
  • power output is now visible in the reactor’s control panel
  • shadow rendering optimization for distant shadows
  • increased the size of the slider in the control panel
  • improved animations of the assault rifle in hands

Fixes

  • fixed big performance issue
  • fixed character bouncing
  • fixed collision model for cargo container
  • fixed drilling with hand drill, sometimes it won't drill even when in collision with an asteroid
  • fixed black screen during start-up
  • fixed deleting rotors
  • fixed crash in cockpit
  • fixed startup issue caused by missing windows update
  • fixed floating object picking in Multi-player
  • fixed synchronization of uncontrolled ships
  • fixed sound crashes
  • better visibility test for player name tag

New sounds

  • HUD sounds
  • player movements (run, sprint, crouch, iron sight, jetpack)
  • player rifle shoot
  • player drill
  • small ship drill
  • player rifle bullet impacts (one sound per surface type)
  • assembler, refinery

Existing sounds

Update 01.019.013

Fixes

  • fixed deleting character in cockpit using CTRL+X

Update 01.019.012

Fixes

  • fixed shadow not rendered bug
  • fixed teleporting ship in distance larger than 10 km from center
  • fixed small cargo container inventory highlight

Update 01.019.010

Features

  • inventory synchronization in Multiplayer
  • player’s name tag above character (will be replaced later by correct radio visibility with ID)
  • game option: disable headbob
  • added more space in G screen for modders
  • added more sounds
  • asteroids are now visible from a larger distance

Fixes

  • fixed door animation (instant closing in some cases)
  • fixed shadow stripes visible with some FOV settings
  • fixed sound fade-out for looping sounds

Update 01.018.023

  • fixed issue when using CTRL+X on object which is controlled by another player
  • fixed crash when copy/pasting station

Update 01.018.021

Features

  • create custom colors for blocks (default by P key, SHIFT+P is color picker)
  • configurable range of gravity generator
  • multiplayer synchronization of ship systems * Lights, spotlight, motors, landing gears and the other functional blocks that can be used on ships are now synchronized
  • rename most of the objects that are available on the Control Panel (gyroscope, refinery, etc.)
  • added a construction deck (magnetic deck) on the platform when starting a new game (world)
  • added a second (back) entrance to small ship cockpit
  • renamed thrusts to thrusters
  • renamed reflector light to spotlight
  • added passage block (replaces the ladder block)

Fixes

  • minor performance optimizations
  • fixed slowdown on some systems caused by timer frequency
  • fixed explosion lags
  • fixed explosion particle effect
  • fixed projectile damage dealt to heavy armor (now it's more durable)
  • fixed physical shape of drill
  • fixed missiles ghosting through ship which launched it
  • fixed mirroring of some blocks
  • reduced memory usage when building blocks

Update 01.017.012

  • fixed Gatling guns shooting itself
  • fixed negative rotation torque
  • fixed rare crash in copy-paste
  • fixed rare exit cockpit crash
  • fixed start-up issues with missing Tahoma font

Update 01.017.011

  • fixed player count slider in player screen (F3)

Update 01.017.010

Features

  • multi-player chat added (press Enter to write, another Enter to send)
  • heavy armor resistance. In the previous update we added heavy armor, but its resistance when compared to light armor wasn't large enough. This update rebalanced heavy armor strength and now it can sustain a lot more damage (missile explosions, bullet impacts, collisions, warhead explosion). Try it!
  • ammo models and icons
  • when pasting, CTRL + mouse wheel can be used to move paste position closer/further
  • option to disable multiplayer weapons
  • ladders have been replaced with passage blocks due to complicated implementation of the climbing in various gravity settings. Now, you can create passages either horizontally or vertically and fly or walk through by using your jetpack.

Fixes

  • fixed velocity of rotating blocks when split
  • rewritten toolbar, now saved with world
  • fixed missile collision damaged blocks (sometimes it went through)
  • fixed open/close door issue
  • fixed cube building gizmo
  • fixed pasting active drill
  • fixed 3rd person camera rotation

Update 01.016.006

Fixes

  • fixed crash when loading list of worlds
  • fixed crash in character rendering
  • improved multiplayer performance even more
  • fixed character kickback force issue in multiplayer

Update 01.016.003

Features

Fixes

  • improved multiplayer performance
  • reduced multiplayer explosion lags
  • reduced multiplayer gatling lags
  • reduced multiplayer destruction lags
  • fixed performance issues caused by character
  • fixed crash during building
  • fixed crash when joining the game failed
  • fixed unbreakable objects

Update 01.015.016

Multiplayer fixes

  • Fixed few character issues
  • Fixed show compatible version checkbox in join game