Difference between revisions of "Update 01.062"
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− | 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 | + | 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 [[asteroid]]s 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 [[asteroid]]s” feature adds an infinite number of [[asteroid]]s to the game world - all these [[asteroid]]s 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 | 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 | ||
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===Features=== | ===Features=== | ||
* super-large worlds – increased the size of the world to 1,000,000,000 km in diameter (equals to 6.6 AU) | * super-large worlds – increased the size of the world to 1,000,000,000 km in diameter (equals to 6.6 AU) | ||
− | * procedural | + | * procedural [[asteroid]]s - adds an infinite number of [[asteroid]]s 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 | + | * exploration - adds an infinite number of [[ships]] and [[station]]s to the game world; discover, explore, acquire and conquer! |
===Fixes=== | ===Fixes=== | ||
* fixed exploration tag not working | * fixed exploration tag not working | ||
* fixed issue with WriteBinaryFileInLocalStorage | * fixed issue with WriteBinaryFileInLocalStorage | ||
− | * fixed holes in | + | * fixed holes in [[asteroid]]s when generated too close to the edge of the storage |
− | * fixed interior lights color problem | + | * fixed [[Interior Light|interior lights]] color problem |
+ | <noinclude>[[Category:Game Update]]</noinclude> |
Latest revision as of 23:17, 13 October 2015
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