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Latest revision as of 18:06, 7 November 2024
Contents
- 1 Current Version
- 2 Update 1.205: Contact
- 2.1 Summary
- 2.2 Features
- 2.3 Added new Components - Base Game
- 2.4 Added new Blocks - Base Game
- 2.5 Gift for subscribing to Keen Newsletter
- 2.6 QoL Changes and Improvements
- 2.7 Added Content to existing DLCs:
- 2.8 Contact Pack
- 2.9 Official Servers
- 2.10 Official Blueprints
- 2.11 Fixes & Improvements
- 2.12 Support Site Fixes
- 2.13 Hotfix 1.205.024 b2
- 2.14 Hotfix 1.205.025 b1
- 2.15 Hotfix 1.205.026
- 2.16 Previous Versions
- 3 Update 1.204: Signal
- 4 Update 1.203.6: Microsoft Store
- 5 Update 1.203.5: 10 Year Anniversary
- 6 Update 1.203: Warfare Evolution & Decorative Pack #3
- 7 Update 1.202.1: PlayStation Beta
- 8 Update 1.202: Automatons
- 9 Update 1.201: Most Wanted
- 10 Update 1.200: Warfare 2 "Broadside"
- 11 Update 1.199: Heavy Industry
- 12 Update 1.198: Warfare 1: Field Engineer
Current Version
Update 1.205: Contact
14 October 2024 Announcement
Summary
Hello, Engineers!
Prepare to engage like never before - our latest “Contact” Update is here!
With this release, we’re taking Space Engineers to new frontiers of challenge and discovery. For those of you craving thrilling PvE encounters and seeking to push the limits of your engineering prowess, this update is packed with everything you need.
"Contact" brings an array of PvE encounters designed to test your skills and strategies in high-stakes scenarios. But that’s not all! We’re introducing exclusive Prototech blocks - advanced technology you can only obtain through these intense encounters.
These blocks will add new dimensions to your endgame builds, giving you tools and capabilities that enhance your creativity and gameplay strategies. As always, we’re excited to see how you’ll use these new features to push the boundaries of what’s possible in Space Engineers.
- Full Blog Post: https://www.spaceengineersgame.com/space-engineers-update-1-205-contact/
- Encounter Modding Guide: https://www.spaceengineersgame.com/modding-guides/encounter-modding-guide/
- Updated DS GUI Guide: https://www.spaceengineersgame.com/dedicated-servers/
- Updated AI Guide: https://www.spaceengineersgame.com/new-players/grid-ai-guide/
Features
- PvE Encounters
- Global Encounters - A new feature designed to bring players together on a server to engage large NPC encounters cooperatively or competitively. These encounters offer challenging, end-game content to enhance standard survival gameplay.
- Planetary Encounters - Encounters now spawn on planets too! Derelict ships, outposts and more!
- Faction Changes
- The Factorum - A hostile Faction. The creators of Prototech. They’ve returned from the edge of known space to claim their rightful place.
- Unknown - A perpetually neutral Faction. Space is vast. As humans push into the void of space, sometimes the void pushes back. Danger, mystery, or reward may lie ahead.
- Faction filters show only discovered factions by default
- Toolbar Actions
- All Action Blocks now have multiple Toolbars
- Added separate On and Off actions to multiple Action Blocks
- Added new "Set Value and Execute" actions for Pistons, Rotors and Hinges
Added new Components - Base Game
- Prototech Frame
- Prototech Panel
- Prototech Capacitor
- Prototech Propulsion Unit
- Prototech Machinery
- Prototech Circuitry
- Prototech Cooling Unit
- Prototech Scrap
Added new Blocks - Base Game
- Prototech Blocks
- Prototech Assembler (1 block, L grid)
- Prototech Drill (1 block, L grid)
- Prototech Refinery (1 blocks, L + S grid)
- Prototech Jump Drive (1 block, L + S grid)
- Prototech Thruster (1 block, L + S grid)
- Prototech Gyroscope (1 block, L + S grid)
- Prototech Battery (1 block, L + S grid)
- Inset Connector (1 block, L grid + 2 block, S grid)
Gift for subscribing to Keen Newsletter
- Flush Cockpit (1 block, S grid)
QoL Changes and Improvements
- Added Small Grid Temporary Container
- Ownership Changes
- Can now transfer ownership to any other player
- Ownership transfer must be accepted in new transfer screen
- Removed transfer to "nobody" by non-admins
- Improved NPC Loot Tables
- Added option for loot pair groups (e.g.: Gun + Ammo)
- Re-arranged G-Screen Menu, added PCU info
- Changed Color of Strong Unknown Signals (PC only)
- Grid AI - AI Basic - set home at grid position
- Claim Timer Improvements
- Reputation System Rework
- Improved Door Highlights and Tooltips
- Help Screen Improvements
- Slightly reduced PCU cost of some blocks
- Light Blocks Graphical Improvements
- "New Game" screen now saves your previous selection
- Custom label for the Programmable Block "Run" Action
- Added Unified Block Limits for block variants
- Added Railgun Charge Efficiency indicator
- Greatly reduced Laser Antenna power requirements
- Revised sounds for the Sound Block
Added Content to existing DLCs:
- Added to Signal Pack
- Additional Truss pieces (2 blocks, L grid)
- Additional Bay Windows (4 blocks, L grid + 2 blocks, S grid)
Contact Pack
- Gatling Turret Type II (1 block, L + S grid)
- Rocket Turret Type II (1 block, L + S grid)
- Small Gate Tall (1 block, L grid)
- Small Gate Wide (1 block, L grid)
- Modular Bridge Set (11 blocks, L grid)
- Captain's Desk (1 block, L grid)
- Square Piston (1 block, L + S grid)
- Flood Light Set (4 blocks, L grid + 6 blocks, S grid)
- Parabolic Antenna (1 block, L + S grid)
- Kitchen set (5 blocks, S grid)
- First Aid Cabinet (1 block, S grid)
- Bunk (1 block, S grid)
- Modular Cargo Container (1 block, S grid)
- Media Player (1 block, S grid)
Official Servers
- Official Steam servers upgraded with more RAM and more powerful CPUs
- Canada: Added 1 more server (now 3 servers total)
- Australia: Added 1 more server (now 3 servers total)
- United States: Added a new location with 3 servers based in New York, providing a great meeting point for US and European players
- North America (NA) servers renamed to United States (US) to align with EOS servers
Official Blueprints
- Official Blueprints: https://www.spaceengineersgame.com/community-hub/
- Factorum Warship
- Red Ship Prototech Refit
- Habitat Hauler
- Red Team Hauler
Fixes & Improvements
- Broadcast Controller message text is green when set to Faction target setting
- Safezone settings are saved when copy/pasting the Safezone
- Safezones no longer consume Safezone Chips in Creative Mode
- Reputation with spiders & wolves can't be changed
- Improved the particle effects when a wheel is driven over a voxel surface to be continuous and not just puffs of smoke
- Fixed a crash when accessing a claimable grid through a remote connection
- Fixed a crash when clicking Customize on a multi-mission Custom Community campaign in the New Game screen
- Fixed a set of issues with the construction stages and textures of the Gate block
- Fixed a set of issues with the construction stages of a Large Industrial Cargo Container
- Fixed a set of issues with the models of the Antenna
- Fixed a set of issues with Safe Zones; as a result, only contained blocks are protected, not whole grids, and the Enter/Left notification was removed
- Fixed a set of issues with the LCDs of the Industrial cockpit not showing content when viewed from the outside
- Fixed a set of issues with the Oxygen Tank LoDs
- Fixed an issue where "Some components will be lost if removed" was still displayed after switching away from the Grinder
- Fixed an issue where a lobby Host could force through an authorship transfer to Clients without consent
- Fixed an issue where a strut was missing from the Beam Block End model, making it inconsistent with other blocks in the set
- Fixed an issue where AI blocks would aim at the character's feet instead of the head, missing the target
- Fixed an issue where changing the LCD App would not preserve the color settings
- Fixed an issue where modded connectors had no way to specify which way is the connection side; added a ConnectDirection definition
- Fixed an issue where other blocks were not able to trigger "Set Grid Position" on the AI Basic Task blocks
- Fixed an issue where painting a block with RotatingSubpartComponent stopped the animation
- Fixed an issue where RotatingSubpartComponent would prevent proper painting and skin application
- Fixed an issue where shadows were cast incorrectly after changing the FoV
- Fixed an issue where the Action Relay could be triggered with an Antenna that was turned off
- Fixed an issue where the Air Vent played a sound whenever triggering an action
- Fixed an issue where the alignment of Window blocks left gaps between models
- Fixed an issue where the Aquarium block had a see-through gap
- Fixed an issue where the Claim button would count the total grid PCU and not only the portion authored by NPCs
- Fixed an issue where the damage particles of Colorable Solar Panels would be offset
- Fixed an issue where the Event Controller would keep invisible references to blocks that did not exist in the world at the time; added a UI helper for the player so it can be managed in-game rather than through SBC editing
- Fixed an issue where the flow of joining a friend's session would be interrupted when reaching the Main menu
- Fixed an issue where the Frostbite scenario would be started as an Online lobby by default
- Fixed an issue where the interact dummy of a Large grid Holo LCD was too large
- Fixed an issue where the interact dummy of a Small Grid Holo LCD was too large
- Fixed an issue where the Large grid Small Warfare reactor model would clip through other models outside its bounds
- Fixed an issue where the LoDs of Window blocks were appearing invisible at relatively short distances
- Fixed an issue where the Minimum world size [km] setting did not have limit checks
- Fixed an issue where the now-stacking O2 or H2 bottles would be displayed as a single spare on the HUD
- Fixed an issue where the Sci-fi armor skin could be applied to Blast door blocks
- Fixed an issue where the Small grid Antenna required a different type of final components to fully weld than its large counterpart
- Fixed an issue where the Spotlight was using an outdated icon
- Fixed an issue where the SPRT could not participate in the economy as they had no funds to do so
- Fixed an issue where the Start button tooltip would obscure the Customize button in the New Game screen; tooltip removed
- Fixed an issue where the Target lead indicator would be too big on 4K resolution
- Fixed an issue where the texture appeared black on the underside of blocks with grated parts, stairs, and catwalks
- Fixed an issue where the Utility resource group was not defined for Corner Lights
- Fixed an issue where the Utility resource group was not defined for Heat Vents
- Fixed an issue where too many particles were produced when driving on the Moon's surface
- Fixed an issue with a missing cargo port on lower LoDs of the Large grid Small Hydrogen Tank
- Fixed an issue with an infinite loading screen after waking from Sleep/Rest Mode
- Fixed an issue with blinking distant shadows on PS4 Pro
- Fixed an issue with controller button mapping for Spectator speed and rotation
- Fixed an issue with Half Bed Open collisions not allowing players to go/shoot through the gap
- Fixed an issue with inconsistencies across the LoDs of the Large grid Large Reactor
- Fixed an issue with Industrial Refinery textures
- Fixed an issue with the alignment of the DLC icons list in the blueprint screen
- Fixed an issue with the collisions of conveyor tubes being too large
- Fixed an issue with the collisions of the Small grid Medium Conveyor sorter being too large
- Fixed an issue with the collisions of the Small grid Small Conveyor Sorter being too large
- Fixed an issue with the color of the texture of a Small grid Light Round Armor Panel Face
- Fixed an issue with the consistency of the position of the status bar across LoDs on a Large grid Small Hydrogen Tank
- Fixed an issue with the construction stage of an Interior Wall
- Fixed an issue with the French localization of a loading screen Wikipedia entry
- Fixed an issue with the incorrect tooltip of the "Keep original ownership on paste" Admin toggle
- Fixed an issue with the low-resolution left/right navigation arrows in the New Game screen
- Fixed an issue with the mount points on the Grated Half Stairs Mirrored block
- Fixed an issue with the scaling of the world Customization screen on 5:4 and 4:3 ratio resolutions
- Fixed an issue with the shading on the Construction Component floating object model
- Fixed an issue with the shading on the Industrial Cockpit
- Fixed an issue with the shading on the Large grid Rocket Turret
- Fixed an issue with the shading on the Solar Panel
- Fixed an issue with the transparency and clarity of the inside view of the Small grid Cryo Chamber
- Fixed an issue with the UV texture on the Beam block
- Fixed an issue with the UV texture on the Conveyor Pipe T Junction
- Fixed an issue with the UV texture on the Corridor narrow stowage
- Fixed an issue with the UV texture on the Corridor X Intersection
- Fixed an issue with the UV texture on the Exhaust Pipe
- Fixed an issue with the UV textures on Warfare Reactors
- Fixed an issue with the Willis Duct collisions forcing the character's head through the ceiling when walking in 1st person
Support Site Fixes
- Fixed a crash when deleting a grid with an AI Offensive block actively engaged in combat
- Fixed a crash when renaming a blueprint item containing a dot in the name
- Fixed a set of issues with the Large grid Solar Panel, including a misaligned model and loss of colorable material on lower LoDs
- Fixed a set of issues with turret models not being centered, having holes in the geometry, and misaligned UVs
- Fixed an issue when selecting block sizes in the Radial Menu
- Fixed an issue where a block/grid without ownership would be detected as an Enemy by a Sensor; now detected as Neutral
- Fixed an issue where a character would be sliding around after jumping without a Jetpack being allowed in the world
- Fixed an issue where a NaN value would propagate from the wheel steering logic through the grid to the physics constraints, causing Clang
- Fixed an issue where a Sensor would not be buildable near a voxel
- Fixed an issue where accessing the Terminal through an attached Piston Top Part would not select the associated piston
- Fixed an issue where Action Relay Set Channel and Send Signal actions were not working in multiplayer
- Fixed an issue where an empty tree would still be rendered, causing the leaves in the wind to be spawned as a mysterious pulsating grey ball
- Fixed an issue where an inaccurate message was displayed in Creative when trying to paste a grid in a world where copy/paste is disabled
- Fixed an issue where connecting to a lobby or starting the game in a scenario through an argument would result in a black screen
- Fixed an issue where Fireworks would not explode on planets as gravity would overcome their velocity too early, not reaching the trigger height; lowered the trigger height
- Fixed an issue where highlighting text using a mouse drag and drop input in the Terminal could result in clicking on other UI elements
- Fixed an issue where Hydrogen Thrusters did not require a connection to tanks to function
- Fixed an issue where it was not possible to claim NPC grids when Block limit was disabled
- Fixed an issue where overridden propulsion on wheels would not consume any power
- Fixed an issue where Saberoids and Wolves could not be removed through the Entity list
- Fixed an issue where the "Reloading..." text and circular indicator were desynchronized
- Fixed an issue where the Action Relay would use the antenna range of an antenna that was turned off for its range checks
- Fixed an issue where the actual percentage to which Auto Heal heals the character in a pressurised environment was missing
- Fixed an issue where the AI Defensive block Flee behavior would happen at the end of an AI Recorder path regardless of the continual presence of danger
- Fixed an issue where the AI Flight block behavior for Follow Player would happen only once and then stop because of other incompatible AI Flight blocks being present
- Fixed an issue where the AI Offensive block would continue shooting at characters that were already dead
- Fixed an issue where the AI Offensive block would lose reference to set-up weapons after being printed and split
- Fixed an issue where the alignment of Large grid Connector models left gaps between the models
- Fixed an issue where the Assembler production queue would report an incorrect count of remaining components
- Fixed an issue where the available weapon ammo would not be displayed on the toolbar until the weapon was equipped
- Fixed an issue where the Broadcast controller did not send messages through the grid itself when located on a subgrid with no antenna
- Fixed an issue where the Camera consumed power while turned off
- Fixed an issue where the Camera overlay would partially stay visible after accessing and leaving a turret control view
- Fixed an issue where the Cargo Crate and other blocks with animated panels would not keep the same panels open through save/reload
- Fixed an issue where the character health stat would get shown as 0 when the value was between 0 and 1
- Fixed an issue where the character mass was not accounted for in total grid mass; introduced dry mass (no inventories + base character mass) and total mass (grid inventories + base character mass)
- Fixed an issue where the Cockpit LCD contents were not persistent through save/reload
- Fixed an issue where the Comms tab message history window would not scroll down to the latest message automatically
- Fixed an issue where the Conveyor Junction blocks had different PCU values for each size
- Fixed an issue where the Corner Light Double mount points were inconsistent with the Corner Light
- Fixed an issue where the Curved and Sloped LCD collisions would revert to a simple box
- Fixed an issue where the Custom Turret Controller AI was not able to handle a case where the rotor had its base on the turret subgrid and top part on the main grid
- Fixed an issue where the Custom Turret Controller would keep repeating the last rotation input when the player stopped controlling it
- Fixed an issue where the Custom Turret Controller would not recognize a Camera reference being changed
- Fixed an issue where the Custom Turret Controller would stop functioning when welded from projection
- Fixed an issue where the decimal part of a Timer block's setting would get discarded on copy paste; the timer only accepts whole numbers now
- Fixed an issue where the Direct Connect option in the Server browser failed to resolve a domain name
- Fixed an issue where the displayed mass of the occupied grid was hard to read; added thousands separators
- Fixed an issue where the Emotion Controller LCD text content would not be synchronized through DS
- Fixed an issue where the Enable Scrap Drops world option functionality was inverted
- Fixed an issue where the Event Controller lost reference to blocks that were split/merged to/from a subgrid but remained physically connected; the level of separation matters, tracked blocks at the ends of chains of subgrids may still exhibit the behavior before the fix
- Fixed an issue where the Event Controller retained the last output when one of the watched blocks was damaged
- Fixed an issue where the Event Controllers kept a reference of and acted upon changes on blocks that were no longer physically connected
- Fixed an issue where the final Merge Block constraint would not be released on detach in advanced contraptions with multiple attachment points
- Fixed an issue where the game would not recognize swapped mouse buttons
- Fixed an issue where the Gatling Gun barrels were not updated after welding from projection, preventing shooting
- Fixed an issue where the Gatling Gun orientation would not get updated with grid rotation, causing damage to unintended targets when shooting
- Fixed an issue where the hazard sticker on the Large grid Small Hydrogen Tank was changing orientation on lower LoDs
- Fixed an issue where the Hinge minimal angle could be overridden by a script
- Fixed an issue where the Industrial Cockpit LCDs were shrunk
- Fixed an issue where the Large grid Ship Welder had decreased reach
- Fixed an issue where the Lobby Host could see the GPS locations of its Clients if the Clients turned them off and then back on
- Fixed an issue where the Nickel Ore Russian translation had a typo
- Fixed an issue where the Oxygen Tank port would not align with a connected conveyor tube
- Fixed an issue where the Passage 3 lower LoD model was deformed
- Fixed an issue where the Programmable script method GatlingTurret.SetTarget always made a turret aim at 0,0,0
- Fixed an issue where the Railgun lost colorable material at lower LoDs
- Fixed an issue where the reflection between Window 1x2 Face and Window 1x2 Face Inv. was inconsistent
- Fixed an issue where the Remote Control Forward Direction setting order was changed by localisation, causing a grid in German to fly differently
- Fixed an issue where the Remote Control was missing some of its settings as toolbar actions
- Fixed an issue where the Remote Control would trigger actions assigned to a waypoint on the waypoint removal
- Fixed an issue where the reputation changes would not be displayed while sitting in a cockpit
- Fixed an issue where the Round Window blocks wouldn't be aligned when stacked
- Fixed an issue where the Small grid Control Seat did not offer the ability to build from the cockpit with Ctrl + G
- Fixed an issue where the Temporary container floating object would not fit into tight spaces; introduced a small version for those cases
- Fixed an issue where the textures for armors and panels would not have the same shade of black upon painting
- Fixed an issue where the Window Wall German translation had a typo
- Fixed an issue where Thrusters contained in a Safe Zone were damaging the contained structures
Hotfix 1.205.024 b2
- Fixed a crash in New Game screen when a player made Custom Scenario was loaded
- Fixed a crash related to modded NPCs when accessing MyIdentity
- Fixed an issue where players were unable to paste blueprints with mods not present on the server
- Fixed an issue where the Factorum Outpost global encounter had typos in the Broadcasted messages
- Fixed an issue where the Gatling Turret Type II had wider collision models than intended
- Fixed an issue where the new Tag based block limits couldnt be used on existing world which used to use BlockPairName
- Fixed an issue where the Prototech Drill would not produce particles while drilling certain materials
- Fixed an issue where the Prototech Drill would start using lower LoDs way too fast
- Fixed an issue where the Prototech Gyroscope had a small cube in the center of the model in block preview
- Fixed an issue where the Prototech Gyroscope model had missing railing inside the inner ring
- Fixed an issue where the Prototech Gyroscope was not defined in BlockPairName based block limits
- Fixed an issue where the Prototech Thruster had wider collision models than intended
- Fixed an issue where the Repeat button was missing in the Assembler's Disassembling tab
- Fixed an issue where the Strong Unknown Signal colors were hard to read with colorblindedness
Hotfix 1.205.025 b1
- Fixed a crash during the loading of a world save
- Fixed a crash in DSGUI
- Fixed a crash in Safe Zones
- Fixed a crash in target locking
- Fixed a crash when attempting to use a ship welder on a projection on a server with Tag block limits
- Fixed an issue where a drone name in a Global encounter had a typo
- Fixed an issue where a Factorum drone did not have the proper color mask to receive the Factorum faction colors
- Fixed an issue where a planetary encounter containing a drone would duplicate itself on despawn/respawn
- Fixed an issue where the High Profile Escort Global encounter refused to fight small grids
- Fixed an issue where the Inverted Round Window and Round Window were the same
- Fixed an issue where the Listening Post Global encounter was targeting debris instead of enemies
- Fixed an issue where the Prototech Jump Drive sounds were missing on consoles
- Fixed an issue where the Prototech Thruster flame was damaging blocks outside of its visual range
- Fixed an issue where the server was able to save after unsuccessfully loading the world
- Fixed an issue where the small and medium Hinge heads couldn't be reattached to the Hinge base
- Fixed an issue where the small grid Gatling Turret Type II had a bigger collision model than necessary
- Fixed an issue where the small grid Rocket Turret Type II had a bigger collision model than necessary
Hotfix 1.205.026
- Fixed an issue where only the first Wind Turbine worked
- Fixed an issue where the Planetary encounter spawn system would retry a failed attempt without changing variables
Previous Versions
Update 1.204: Signal
13 May 2024 Announcement
Summary
Hello, Engineers!
The new Signal update is here! “Signal” lays the foundation for a new era of Space Engineers. 2024 will be a year of exploration, battle, and survival. This update focuses on our framework for a new standard in player versus environment.
Signal adds new choices to your creative arsenal with new blocks, specifically created for this occasion. With this new set of blocks, your remote automation can act with an entirely new level of autonomy. Where the wildly popular “Automatons” update added remote mining operations, automated drones, welding assistants and so much more, “Signal” empowers these systems to communicate! Reactive updates, straight-to-chat, as well as complex systems communicating over multiple ships, stations, or any combination are now possible!
Get live chat updates from your remote satellite array, mining drone fleet, or automated defense sentinels in Signal!
Please join us in 2024 as we explore Space Engineers like never before. We can’t wait to see what you create!
Marek's Blog post: https://blog.marekrosa.org/2024/05/space-engineers-signal.html Broadcast Controller / Transponder Guide: https://www.spaceengineersgame.com/broadcast-controller-action-relay-guide/
Features
- Scenario selection menu overhaul for Steam Version and XBOX/Microsoft Store
- New Red Ship Starting Scenario (Quick Start) / Quick Start button in Main Menu
- Death and Respawn improvements (A Reason for your death, Cryopod death message)
- Added reload bar for static weapons
- New NPC Grid Claiming
- Reputation System Rebalance
- Improving performance of NPC Grids
- Improvements to Cargo Ship flight paths
- Added warning notifications when grinding Components to Scrap
- Block info/stats improvements (charge efficiency, production blocks)
- Cargo Container Destruction improvements, Temporary Containers
- Disabled scrap item spawning from damaged blocks by default in new Worlds
- Non-unique items can be stacked in the inventory
- Adjustment to Tree collisions
- Lightning damage disabled by default for worlds
- Improvements to F1 help screen
- Npc changes, modding (possibility to spawn paired loot in container), Drone Spawning Improvements, New Loot Container Options
Added new Blocks - Base Game
- Broadcast Controller (1 block, L + S grid)
- Action Relay (1 block, L + S grid)
- Additional Round Armor Panels (4 blocks, L grid + 4 blocks, S grid)
- Compact Antenna (1 block, L grid)
Added Content to existing DLCs:
Scaffolding (4 blocks, L grid) (added to Deco Pack 3 ) 9 music note sheets, concert version of in-game soundtrack (added to Deluxe Edition)
Signal Pack
- Truss Set (7 blocks, L grid + 2 blocks S grid)
- Truss Light - S + L grid
- Truss Pillar - S + L grid
- Truss Pillar Diagonal - L grid
- Truss Pillar Offset - L grid
- Truss Pillar T - L grid
- Truss Pillar X - L grid
- Truss Decoy - L grid
- Corridor Blocks (8 blocks, L grid)
- Corridor - L grid
- Corridor Corner - L grid
- Corridor Double Windowed Sides - L grid
- Corridor Light - L grid
- Corridor T Intersection - L grid
- Corridor Windowed Roof - L grid
- Corridor Windowed Side - L grid
- Corridor X Intersection - L grid
- Narrow Corridor (1 block, L grid)
- Narrow Corridor Stowage (1 block, L grid)
- Narrow Door (2 blocks, L grid)
- Inset Walls Set (6 blocks, L grid)
- Inset Wall - L grid
- Inset Wall Corner - L grid
- Inset Wall Corner Inv. - L grid
- Inset Wall Diagonal - L grid
- Inset Wall Light - L grid
- Inset Wall Pillar - L grid
- Decorative Console Blocks (5 blocks, L grid + 5 blocks, S grid)
- Console Module - S + L grid
- Console Module Buttons - S + L grid
- Console Module Corner - S + L grid
- Console Module Corner Inv. - S + L grid
- Console Module LCD - S + L grid
- Bay Windows Set (5 blocks, L grid + 4 blocks, S grid)
- Bay Window - S + L grid
- Bay Window Corner - S + L grid
- Bay Window Dome - S + L grid
- Bay Window End - S + L grid
- Bay Window Railing - L grid
- 9 Tracks added to Jukebox
- Approaching the Start [concert version]
- The Dust
- A New Dawn
- Liftoff [concert version]
- Uncharted Territory [concert version]
- Fight Like One [concert version]
- Warfare Trailer [live]
- Out of Early Access [live]
- We Are Engineers
Official Blueprints
- Official Blueprints: https://www.spaceengineersgame.com/community-hub/
- Weaver Shipping Platform
- Buddy Bot
- Signal - Guide Grid
Fixes & Improvements
- Changed ModAPI behavior for mechanical blocks to accept Attach/Detach only once per tick
- Fixed an issue where pixelated flickering would appear near large amount of light sources
- Fixed a crash when grinding down a parachute hatch at the moment of it being deployed
- Fixed an issue where clicking View (Camera block, etc...) when remotely connected to a grid beyond sync distance would kick you to spectator
- Fixed an issue where NPCs would fall through the planet upon death
- Changed Admin teleport behavior using Ctrl+Space when seated in a station. Character will be unseated and then teleported. Dynamic grid and character behavior unchanged
- Fixed an issue where "Target is out of range" would appear even to other players not currently trying to lock a target on DS
- Fixed an issue where trees would fly away after cutting them down
- Changed hand drill behavior so that at most 15 floating ore objects spawn from single voxel change, floating ores over this number are combined into bigger chunks
- Fixed an issue where the first world in the list would get published instead of the one selected by controller
- Fixed an issue where the deployed parachute would still slow the grid down even after the block was ground down into construction stage
- Fixed an issue where the AI Offensive block would get stuck in an unresponsive state while shooting
- Fixed an issue where a drone would forget "Flee to" GPS on DS
- Fixed an issue where a conveyor line to Hydrogen Tank would not get interrupted even when part of it was ground to construction stage
- Fixed an issue where a Hydrogen Tank would not fill up when the conveyor connection was built in Survival
- Fixed an issue where an alarm in Space Standoff would remain active with a dead enemy character in the area
- Fixed an issue where the removal of an item from Build Planner queue was prevented by the selection of an N/A blockvariant
- Fixed an issue where a Sensor block would fail to detect manually placed asteroids
- Fixed an issue where a Connector status would get desynchronized and appear unlocked for some and locked for others on DS
- Fixed an issue where copypasting Body location GPS would try converting the date and time into coordinates
- Fixed an issue where player would get kicked from DS after trying to weld projection too fast
- Fixed an issue where spherical safe zones would fail to identify what is and what isnt contained in the field
- Fixed an issue where ModAPI IMyTurretControlBlock.Target returned itself
- Fixed an issue where graphical artifacts appeared when weather was present due to precision loss
- Fixed an issue where safe zone would reject and continue rejecting a grid, accelerating it to max speed
- Fixed an issue where Idle movement would not work for Searchlight in MP
- Fixed a crash when attempting to crush a grid with another grid
- Fixed an issue where a turned off Sensor would still visualize the Show sensor field range
- Fixed an issue where a character would jump low and near in low artificial gravity
- Fixed an issue where the Day duration slider and description in Advanced world settings would break visually
- Fixed an issue where the info about Help keybinding would not change on the HUD when key was rebound
- Fixed an issue where NPCs would not be able to follow player onto a ramp of sufficient height and elevation
- Fixed an issue where NPCs would get stuck on steep surfaces or could not follow player near trees
- Changed NPC behavior when they cannot reach a target to wander around instead of stopping and waiting
- Fixed an issue where turning off Saberoids/Spiders on DS would not make them despawn
- Fixed an issue with Z-fighting on the small grid oxygen tank
- Fixed an issue where a copied Rocket turret in combat would continue actively shooting after pasting without having a target
- Fixed an issue where block's destroy particles would not scale with its dimensions
- Fixed Enable drones and Enable voxel hand toggles in Advanced World Settings not having a tooltip
- Fixed an issue where lootable NPCs would not be displaying their names when highlighted
- Fixed an issue where the muzzle flash particle would look as a 1 pixel wide line above the iron sights when in that mode by adding support for ironsight particle
- Fixed an issue where NPCs would stop their AI after reloading a save
- Fixed an issue where a ship would have trouble orientating itself along recorded path in gravity
- Fixed an issue where a server could start with a 3rd party generated or incorrect password salt causing connecting Clients to crash on join
- Fixed an issue where one of the Mission Briefing datapads in the Space Standoff would contain old version of the text
- Fixed an issue where the Space Credits icon would not be displayed in economy screens on PlayStation
- Fixed an issue where the direction of shooting would follow the decoupled crosshair in 3rd person and not the direction the character and weapon was facing on DS
- Fixed an issue with Z-fighting on the Inset Bed block
- Fixed an issue where all Barrel blocks would be under Block Weapons tab. Explosive Barrel moved under Warheads, others moved to Cargo section
- Fixed an issue where Assault turrets would continue to spin after being turned off during idle movement
- Fixed an issue where LCDs would be too bright, causing the text to be harder to read
- Fixed an issue where UI opacity could be set too low, preventing the player from seeing completely
- Fixed an issue where Willis Duct Light would have incorrect research dependency
- Fixed an issue where Small grid Railgun collision models would be too large
- Fixed an issue where ModAPI for IMyExhaust, IMyPowerProducer and IMyReactor interfaces would extend the in-game variants
- Fixed an issue where h2/o2 Generator would mirror incorrectly
- Fixed an issue where a newly added item to a Jukebox playlist would advance the Jukebox UI to the last song but still remain playing the current one
- Fixed an issue where Event Controller would forget assigned blocks on paste on DS
- Fixed an issue where ModSDK tools ModelViewer and BehaviorTree would produce an exception on startup
Support Site Fixes
- Fixed a crash when deleting a cargo filled with non-stackable items
- Fixed a crash when splitting a grid with an LCD in a construction stage
- Fixed a crash when Event Controller was set up to attach/detach a mechanical block top part at the same time
- Fixed a crash when a Connector would try to repeatedly attach or detach while already attaching/detaching
- Fixed an issue where the upper parts of an o2/h2 Generator would not have mountpoints
- Fixed an issue where the collisions of small grid Autocannon and Assault cannon turrets would be too large
- Fixed an issue where the Custom Turret Controller would forget assigned weapons and settings after grid split/merge
- Fixed an issue where the Pirate Base on the Moon would spawn drones with Atmospheric thrusters
- Fixed an issue where an LCD with too long of a text would freeze or crash the game. Now text max 65k characters long. Title max 512 characters.
- Fixed an issue where a CTC powered rocket launchers would not lead a target
- Fixed an issue where small grid Small Connector was able to connect from the sides
- Fixed an issue where an assigned toolbar action would work even through a physical connection like Landing gear instead of logical like Connector
- Fixed an issue where it was possible to receive an invite dialog from a multiplayer game other than SE, resulting in an error
- Fixed an issue where CTC selected weapons would not persist through save/restart on DS
- Fixed an issue where an AI offensive block with intercept would be prevented from retargetting by collision avoidance
- Fixed an issue where an AI recorder would not trigger setup actions at the waypoints
- Fixed an issue where the time to target lock was too long. When the target is a grid, the locking time is 5 seconds down from 10 seconds.
- Fixed an issue where purple texture would get used on voxels after changing graphics settings
- Fixed an issue where Alt+mouse camera control would not work when controlling CTC
- Fixed an issue where Preserve aspect ratio would not work on curved LCDs
- Fixed a crash when entering a cockpit with specific toolbar setup
- Fixed an issue where it was impossible to access interactive elements of other blocks obscured by the Holo LCD
- Fixed an issue where it would spawn players under the ground if the spawn point was embedded in voxel
- Fixed an issue where AI offensive block would lose assigned weapons on grid split
- Fixed a crash when a missile type projectile hit a door subpart while mid open/close
- Fixed an issue where the Flare launcher had an incorrect dummy
- Fixed an issue where the the Safezone would incorrectly determine if something was in or not
- Fixed an issue where a character in jetpack on a DS would start copying rotation of a nearby spinning grid
- Fixed an issue where the small grid Rocket turret would have a hole in its model
- Fixed an issue where the displayed mass of a grid would not update on change due to the calculation not taking multipliers into account
- Fixed an issue where the UV textures on the ladder block decals would not be correct
- Fixed an issue where small grid Landing gear collision models would be too large
- Fixed an issue in the Industrial cockpit model
- Fixed an issue where large grid Connector collision models would be too large
- Fixed an issue where small grid Ship drill collision models would be too large
- Fixed an issue where Oxygen farm collision models would be too large
- Fixed an issue where small grid Rotor collision models would be too large
- Fixed an issue where small grid Advanced Rotor collision models would be too large
- Fixed an issue where Ship Welder model would have a see-thru seam around the conveyor port
- Fixed an issue where {player_count} in server Motd would count NPCs as players
- Fixed an issue where the Medical room block had incorrect mounpoints
- Fixed an issue where the grid would explode after attaching it to a fallen tree with a Landing gear
- Fixed an issue where the large grid Ship welder was not able to touch the conveyor with its conveyor port
- Fixed an issue where the Oxygen farm model was not able to touch the conveyor with its conveyor port
- Fixed an issue where hydrogen would not flow through sorters in the opposite way
- Fixed an issue where the AI blocks would not calculate with the mass of subgrids as well
- Fixed an issue where NPCs would attack through closed doors
- Fixed an issue where a Beacon would interfere with Remote control and remote connection to a grid
- Fixed an issue where the base of a large grid Antenna was not centered
- Fixed an issue where Large oxygen tank conveyor port models would intersect with conveyor lines a bit
- Fixed an issue where large grid Large cargo container conveyor ports would not touch with other connected blocks
- Fixed an issue where the small grid Gyroscope would appear to levitate above the surface
- Fixed an issue where Jump drive had holes in its model
- Fixed an issue where smal grid Small cargo models would not visually connect
- Fixed an issue where Ion thruster models did not visually connect
- Fixed an issue where Atmospheric thruster model would have a gap in it
- Fixed an issue where Programmable block API for Laser antenna was not working
- Fixed an issue where the Offset door collision models would be too large
- Fixed an issue where filled gas Tanks would show damage effects after being ground below functional
- Fixed an issue where the Chat spam protection would time out even Admins
- Fixed an issue where the scrollable server Player list would not fit all players
- Fixed an issue where Aquarium bubbles would show and animate in projections
- Fixed an issue where Inset couch would mirror incorrectly
- Fixed an issue where the Sensor block would not be able to detect players laying in beds
- Fixed an issue where the small grid Beacon did not require radio components to be functional
- Fixed an issue where the Pillar model construction stages were rotated by 90 degrees
- Fixed an issue where the player would not be informed that they are unable to spawn outside of the world size limit
- Fixed an issue where Alt+MMB would allow for items to pass through sorters the wrong way
- Fixed an issue where Solar panels either worked when they shouldn't or did not work when they should
- Fixed an issue where left CTRL would get ignored for crouching in localised languages, right CTRL would always be ignored when key was bound to it
- Fixed an issue where small grid Blast door edge collision models would be too large
- Fixed an issue where AI blocks would be ignored in the power priority rankings and lose power
- Fixed an issue where a multiplayer lobby would fail to download specific mods
- Fixed an issue where control of a remote grid would not persist through save/restart of a server
- Fixed an issue where a Piston would not allow other Pistons being placed around it
- Fixed an issue where a Drone collision avoidance would try to avoid its own subgrids and refuse to fly to Waypoints
- Fixed an issue where there would be less planetary boulder spawning
- Fixed an issue where AI Offensive block would continue shooting even after target was destroyed
- Fixed an issue where it would not be possible to place a block onto the top part of a piston placed horizontally on a surface
- Fixed an issue where sounds would be almost inaudible in the right channel of a Stereo setup
- Fixed an issue where a leftover Debug Draw would appear when target pattern was set to hit and run on AI Offensive block
- Fixed an issue where AI recorder would name waypoints differently in the Detailinfo than in the Waypoints list
- Fixed an issue where Offensive word filter would try to protect player even in non-shareable areas of the UI
Hotfix 1.204.017
- Fixed an issue where protection against underground spawn would prevent spawning inside Safe Zones
- Fixed an issue where negative small rotor displacement would cause Clang
- Fixed a crash when a Defensive block would try to flee from an entity which has been trash removed on DS
- Fixed a crash when removing items from a temporary container spawned from a dual inventory block
- Fixed an issue where GPS sent from Broadcast Controller would not show up in singleplayer
- Fixed an issue where hostile turrets on Red Ship v2 would be set to target enemy characters
- Fixed an issue where it was impossible to deposit components further into the conveyor system
- Fixed an issue where it was possible to set restricted Advanced World settings on Xbox and WS
- Fixed an issue where the Community Content tab of New Game screen would refuse to load
- Fixed an issue with progression through the 3rd First Jump mission on consoles in Safe Mode
- Fixed an issue with missing localisation for tooltips for locked Signal DLC blocks
- Fixed an issue where Bridge Window group would appear twice in the Radial menu
- Fixed an issue where the Large cargo container access port highlights would not appear on Low and Medium
- Fixed more edge-case crashes
Hotfix 1.204.018
- Fixed an issue where block placement would be prevented by the blockspace of a nearby block instead of physical shape
- Fixed a crash when looping actions across multiple Action relays
- Fixed an issue where the game got stuck in remote control after save/reload|restart
- Fixed an issue where small grid Broadcast controller wouldnt need power to function
- Fixed an issue where ModSDK ModelViewer would have black skybox
- Fixed a crash in ModSDK tools on startup
- Fixed a typo in LargeMissileLauncher flight sound definition
- Fixed more crashes
Update 1.203.6: Microsoft Store
15 January 2024 Announcement
Summary
Hello, Engineers!
With this update, we are bringing Space Engineers to Microsoft Store!
For our Xbox community, you'll now find Space Engineers in your Microsoft Store library, making it easier than ever to dive back into the cosmos. What's even more thrilling is that if you already own Space Engineers on Xbox, you'll receive the Microsoft Store version automatically, at no extra cost. It's our way of saying thank you for being part of the Space Engineers journey. With full crossplay, Microsoft Store users can team up with their Steam and PlayStation friends and explore Space Engineers on their platform of choice!
The universe is waiting, and whether you're a seasoned space engineer or a first-time explorer, this expansion to the Microsoft Store opens up a galaxy of possibilities. Embark on new adventures, craft incredible spacecraft, and join a thriving community that shares your passion for the cosmos.
Welcome to the next chapter of Space Engineers!
Features
- Space Engineers released on Microsoft Store
- Changed Xbox Lobby networking from XIM to EOS to facilitate connectivity between Windows Store version and Xbox lobbies
- Updated SharpDX version to prevent audio issues on fresh Windows 10 and Windows 11 installations
Official Blueprints
- Official Blueprints: https://www.spaceengineersgame.com/community-hub/
Fixes & Improvements
- Changed mass of Flare/Fireworks projectiles (no longer dealing high damage to characters)
- Fixed an issue where a suspended Console client would not be able to be invited after resuming
- Fixed an issue where player would get stuck in a black screen when failing to join a server after visiting Character screen
Update 1.203.629 b0
- Fixed an issue where Enable cloud Game setting would not get preserved through update
- Fixed a crash after rotating the character and clicking OK in Character customization
- Fixed a crash at MyDefensiveCombatBlock.Flee
Update 1.203.5: 10 Year Anniversary
23 October 2023 Announcement
Summary
Hello, Engineers!
How time flies when you are having fun.
Ten years ago we began this incredible journey through the stars, laying the foundation for everything that has come to pass. 10 years, 5 million copies, hundreds of updates, and a half million workshop mods and creations later, Space Engineers is still thriving!
In celebration of this incredible moment, we have prepared a surprise update for you to commemorate 10 years of engineering, planning, grinding, welding, battles, and exploration!
To every Space Engineer out in the vastness of space, those of you that have been with us from the beginning, to those that became a Space Engineers only now, thank you for being a part of this journey. Your creativity and passion for Space Engineers inspires us to our very best.
Marek's Blog post: https://blog.marekrosa.org/2023/10/space-engineers-10-year-anniversary.html
Features
- When joining an "experimental" server, you may now switch to "Experimental Mode"
- Sounds of Space Engineers 2023 music tracks added to Jukebox
Added new Blocks - Base Game
- Engineer Statue (1 block, L grid)
- Fireworks Block (1 block, S + L grid) & Color Variant Ammo
- Flare Gun & Ammo
- Tuxedo Suit Character Skin
10 Year Anniversary Pack - Available until January 5th, 5PM UTC
- Party Tuxedo Suit Character Skin
- Ghost Character Skin
- Veteran Character Skin
Official Blueprints
Official Blueprints: https://www.spaceengineersgame.com/community-hub/
Fixes & Improvements
- Fixed an issue with clients connecting to EOS dedicated server
- Fixed an issue which would revert voxel changes for the asteroid bases in Asteroid Armory and Space Standoff
- Fixed a crash in MyAchievement_DeathWish.SessionLoad
- Fixed a crash in MyCharacterDetectorComponent.CheckNeedsUpdates
- Fixed a crash in MyLcdSurfaceComponent.UpdateHideableScreenVisibility
- Fixed a crash in MyTerminalControlOnOffSwitch.CreateGui
- Fixed an issue where grid would start to roll on its own after initial input from player
Update 1.203.505 b1
- Fixed an issue where MyExplosionFlags was not whitelisted for ModAPI
Update 1.203: Warfare Evolution & Decorative Pack #3
31 August 2023 Announcement
Summary
Hello, Engineers!
It's an exciting moment as we introduce you to the latest evolution in the world of Space Engineers - the Warfare Evolution update. Our first update that is released simultaneously on 3 different platforms - Steam, Xbox and now also on PlayStation!
Among the highlights of this free update is the experimental PvP Scenario: Space Standoff, setting the stage for epic confrontations that will test your strategic prowess and combat skills. But that's not all - brace for sweeping Performance, AI and Combat Improvements and Quality of Life (QOL) tweaks that will enhance your overall gameplay experience.
This new PVP scenario will not only provide a new way to experience Space Engineers, but will change and evolve over time as a permanent addition to our Keen hosted, and Community run, Dedicated servers.
Apart of this free update we are also unveiling the Decorative Pack #3. We're thrilled to present 60+ new decorative blocks that will empower your creativity and allow you to bring unique aesthetics to your creations.
Marek's Blog post: https://blog.marekrosa.org/2023/08/space-engineers-warfare-evolution.html Updated AI Blocks Guide: https://www.spaceengineersgame.com/new-players/grid-ai-guide/ Space Standoff Scenario Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3028172563
Features
- New PvP Scenario: Space Standoff
- Performance Improvements: Up-to 60% performance improvements for the large worlds, faster grid updates and better memory usage in the critical steps
- AI Improvements
- AI Defensive (Combat), Flee Away From Target feature
- Event Controller Logic: Added functionality to make proper AND/OR gate (AI Guide)
- General AI targeting behavior improvements
- Improved Projectile Ricochets
- QOL Improvements
- Third Person Camera improvement for Grids
- Wheel Suspension Block exclusive area improvements
- Improved Sensor detection of Voxels
- Assembler Categories
- Improved tooltips/UX on Spawn Menu
- New Content Notifications
Added new Blocks - Base Game
- Round Armor Panels
- Light Armor panel Round - S + L grid
- Light Armor panel Round Corner - S + L grid
- Heavy Armor panel Round - S + L grid
- Heavy Armor panel Round Corner - S + L grid
- Short Wheel Suspensions
- Short Wheel Suspension 1x1 Right/Left - S + L grid
- Short Wheel Suspension 2x2 Right/Left - S + L grid
- Short Wheel Suspension 3x3 Right/Left - S + L grid
- Short Wheel Suspension 5x5 Right/Left - S + L grid
- Flat Atmospheric Thrusters
- Flat Atmospheric Thruster - S + L grid
- Large Flat Atmospheric Thruster - S + L grid
- Flat Atmospheric Thruster D Shape - S + L grid
- Large Flat Atmospheric Thruster D Shape - S + L grid
- Control Panel Pedestal - S + L grid
- Button Panel Pedestal - S + L grid
- AI Warning Signs
- Warning Sign Arrow - S + L grid
- Warning Sign Grid AI - S + L grid
- Warning Sign AI Powered - S + L grid
- Warning Sign Memetic Badger 1- S + L grid
- Warning Sign Memetic Badger 2 - S + L grid
- Warning Sign GoodAI - S + L grid
Additions to existing DLCs
- Short Offroad Wheel Suspension (added to Wasteland Pack)
- Offroad Short Wheel Suspension 1x1 Right/Left - S + L grid
- Offroad Short Wheel Suspension 2x2 Right/Left - S + L grid
- Offroad Short Wheel Suspension 3x3 Right/Left - S + L grid
- Offroad Short Wheel Suspension 5x5 Right/Left - S + L grid
Decorative Pack #3
- Warworn Armor skin
- Cab Cockpit - S grid
- Twin-blade Wind Turbine - L grid
- Colorable Solar Panels
- Colorable Solar Panel - S + L grid
- Colorable Solar Panel Slope Left - S + L grid
- Colorable Solar Panel Slope Right - S + L grid
- LCD Panels
- Holo LCD - S + L grid
- Inset LCD panel - S + L grid
- Sloped LCD panel - S + L grid
- Curved LCD panel - S + L grid
- Round Beacon - S + L grid
- Inset Blocks
- Inset Couch - L grid
- Inset Bed - L grid
- Inset Button Panel - L grid
- Entertainment Corner - L grid
- Inset Bookshelf - L grid
- Inset Aquarium - L grid
- Inset Kitchen - L grid
- Inset Cryo Room - L grid
- Corner Medical Room - L grid
- Half Bed - L grid
- Half Bed Open - L grid
- Scaffold Set
- Scaffold Block - S + L grid
- Scaffold Block Slope - S + L grid
- Scaffold Block Corner - S + L grid
- Half Scaffold Block - S + L grid
- Walkable Scaffold Block - L grid
- Walkable Scaffold Block Corner - L grid
- Walkable Scaffold Block Corner Inv. - L grid
- Walkable Half Scaffold Block - L grid
- Scaffold Block Ladder - L grid
- Crates & Barrels
- Barrel - S + L grid
- Explosive Barrel - S + L grid
- Three Barrels - L grid
- Stacked Barrels - L grid
- Cargo Crate - L grid
Official Blueprints
- Official Blueprints: https://www.spaceengineersgame.com/community-hub/
Fixes & Improvements
- Fixed a crash when removing an offensive block and placing a different block mid combat
- Fixed a crash when repeatedly trying to join a modded lobby without consenting to mod.io on Xbox
- Fixed a crash when the Customize character UI got into invalid state where multiple skins were selected at the same time
- Fixed an issue where "Always aim at sun" Custom Turret Controller setting would get ignored after server restart
- Fixed an issue where 1st person camera would be forced when 3rd person camera was in position occluded by a block/grid space, but not actually occluded by a model
- Fixed an issue where 5x5 wheel suspensions would detach upon grid update because of missing mountpoints on the sides
- Fixed an issue where a drone would continue fleeing even after changing "Flee trigger" from Always to Never
- Fixed an issue where a drone would miss the target with Target Prediction mode enabled
- Fixed an issue where a drone would not "Follow home" if originally created within min/max distance of said home and repasted outside of that distance
- Fixed an issue where a World could not be saved if the name of the save contained space at the end
- Fixed an issue where Admin Screen Entity List section would always show your own character instead of the one selected
- Fixed an issue where Advanced Controller Help screen section would show incorrect controls for adjusting Spectator Speed
- Fixed an issue where AI Defensive (Combat) block's detailed info would not update on a DS
- Fixed an issue where AI Defensive (Combat) block's flee behavior would get disrupted because it failed to load a list of saved GPSes
- Fixed an issue where AI Defensive (Combat) block's Flee behavior would not dynamically react to Flee waypoint slider adjustment
- Fixed an issue where AI Defensive (Combat) block's flee waypoint would not match the size set by the Flee waypoint slider
- Fixed an issue where AI Move - Flight block stopped Autopilot when Offensive Block's Circle/Orbit behavior was disabled
- Fixed an issue where AI Offensive (Combat) block would keep trying to fire it's assigned weapons even when AI Move block was disabled and grid could no longer aim
- Fixed an issue where AI Offensive (Combat) block's Hit and Run nominal weapon selection would not be determined by same facing as active Flight block facing
- Fixed an issue where AI Offensive (Combat) would show errors for weapons on sub-grids not facing in forward direction
- Fixed an issue where AI Task - Basic block's detailed info would not update when Follow Me behavior stopped due to character death
- Fixed an issue where an Emotion Controller in a damaged status would still continue displaying emotes
- Fixed an issue where an Event Controller emissivity would not be updated properly when the block turned itself off
- Fixed an issue where Atmospheric thruster blades would reset and stop spinning upon recolor/reskin
- Fixed an issue where block description could not be scrolled inside Radial menu with a controller
- Fixed an issue where braking (space) would not be possible when driving a rover through the Custom Turret Controller
- Fixed an issue where Circle/Orbit behavior would lose track of its target
- Fixed an issue where Cockpit control hints would not change with method of input (KB+M, controller)
- Fixed an issue where controller toolbar UI would still show values for previously visible pages
- Fixed an issue where corners of Laser Antenna block would react to sunlight by darkening
- Fixed an issue where Custom Turret Controller's terminal options would not (dis)appear reliably based on other settings
- Fixed an issue where distant voxel textures were not defined for some materials, causing empty spots at a distance (Pertam, Triton, asteroids)
- Fixed an issue where Emotion Controller would not display Online text on it's LCD when powered
- Fixed an issue where Emotion Controller would not register as Online if built in survival on a grid with a Battery as sole available power source
- Fixed an issue where Emotion Controller's Selected textures would duplicate when attempting to multi-select Available LCDs
- Fixed an issue where Enable idle movement terminal toggle would be be missing on DS
- Fixed an issue where Event Controller's Available Blocks list scroll bar would not adjust when using Search, hiding the results if previously scrolled down
- Fixed an issue where Event Controller's detailed info would not update when tracked block was removed from the list
- Fixed an issue where Freight boxes were not paintable once placed because of their interactive part covering the whole block, now only the lid is interactive
- Fixed an issue where incorrect voxel materials would be present on a pasted planet on Xbox
- Fixed an issue where Industrial Cockpit LCDs would appear black from the outside on lower graphics settings
- Fixed an issue where Landing gears and Hangar doors would show flickering textures (Z-fighting)
- Fixed an issue where Loop timer setting for a Sound block would get ignored on DS when the block was triggered by another block
- Fixed an issue where Missile flame animation would have a square shape
- Fixed an issue where movement input would stuck while controlling a turret on a vehicle
- Fixed an issue where Natural Gravity Changed event would report Event Controller detail info Input: value as zero whenever the Condition or slider were adjusted
- Fixed an issue where other blocks could be attached to Centered Panel blocks without actually touching them physically
- Fixed an issue where player was kicked from server for trying to paste a blueprint with a script which was running previously and already contained null values in the BP
- Fixed an issue where power usage would get misreported on DS when Autopilot is controlling the grid
- Fixed an issue where Replay tool would cause save file bloat in other subsequently loaded and resaved worlds (remove entire EntityReplayData element from your savefile if affected)
- Fixed an issue where setting piston maximum distance to 0 would show up in Event Controller detailed info as NaN
- Fixed an issue where sides of Warfare Battery block would contained stretched triangles
- Fixed an issue where Speedometer would not update when controlling grid through Custom Turret Controller
- Fixed an issue where terminal actions and controls would not generate when using a mod
- Fixed an issue where the caret in multiline texts would get more imprecise the longer the message
- Fixed an issue where the Ship drill block's drill head would reset its position upon recolor/reskin
- Fixed an issue where two dialogs would be present, overlapping each other when joining a server and downloading mods (now only one is present at a time)
- Fixed an issue where UV textures were stretched on the Large Gate block
- Fixed an issue where Voice chat of Player A would be transmitted over enemy Player B's antenna. Enemy antennas now cannot be used for Voice transmission
- Fixed an issue where Voice chat of Player A would not be transmitted over Neutral antenna. Neutral antennas are now usable by all for Voice transmission
- Fixed an issue where Voice chat of Player A would not be transmitted over Player A's antenna to enemy Player B. Friendly antennas can now be used to broadcast your Voice transmission to all in range
- Fixed an issue where voxel materials would not unload properly when changing between Quality settings, causing incorrect materials to appear
- Fixed an issue where voxel quality would get stuck on low when loading a planet world after a space world
- Fixed an issue where Warfare Ion Thruster would not mirror correctly when using mirror mode placement
- Fixed an issue where waypoint actions would trigger even when the waypoint was skipped (for example when unreachable)
Support Site Fixes
- Fixed a crash when AI Recorder executes Jump drive Jump action at waypoint without character present. Jump action is now not available to AI
- Fixed an issue where a drone would crash into other grids even with Collision Avoidance enabled
- Fixed an issue where a drone would hesitate to fire at a static grid
- Fixed an issue where a Turret on a subgrid would not aim in the same direction after being rewelded from construction stage
- Fixed an issue where a world would get corrupted when Emotion Controller displayed Emotes onto not yet initialized LCDs at time of save
- Fixed an issue where a world would get corrupted when saving after destroying a pirate base antenna/beacon
- Fixed an issue where Access Panels were not colorable
- Fixed an issue where achievements tied to the Never Surrender scenario waves were awarded at slightly incorrect wave numbers
- Fixed an issue where AI blocks would not target non-player characters (Saberoids and Wolves)
- Fixed an issue where AI Recorder waypoints would get renamed when Reverse Order action happened
- Fixed an issue where Air Vent Fan would stop spinning after being rewelded
- Fixed an issue where Audio emitter pool would not get cleaned up properly, resulting in incorrect sounds being played at times
- Fixed an issue where Autocanons on a subgrid would appear to be shooting only from one spot after recoloring
- Fixed an issue where Custom Turret Controller Always aim at sun would not appear when reference Camera is selected earlier than rotor/hinge
- Fixed an issue where Custom Turret Controller turrets would not fire until regular Turret was present on the grid
- Fixed an issue where Dead Drop Arena would not start and all ships would explode due to missing ownership setting
- Fixed an issue where Event Controller Connector is ready to lock event would not trigger when false
- Fixed an issue where Heat Vent power dependency would freeze the game
- Fixed an issue where icons for blocks without the desired grid size of a variant would show up. Now it shows up as N/A when not available in that size
- Fixed an issue where it would not be possible to directly control turrets while also controlling the grid remotely
- Fixed an issue where it would not be possible to walk through a Willis Duct Ramp block with mag boots
- Fixed an issue where Left and Right small grid 3x3 Offroad wheels had inconsistent dimensions of bounding boxes between each other
- Fixed an issue where MyDataReceiver.UpdateBroadcastersInRange was allocating excess memory
- Fixed an issue where MyDefinitionId.ToString was not as optimized as it could be
- Fixed an issue where MyLargeTurretTargettingSystem was allocating excess memory
- Fixed an issue where O2/H2 Generator would fill/not fill bottles if they were not in specific order in the inventory
- Fixed an issue where Ore Detector block range slider would reset on a DS after leaving and coming back into sync range
- Fixed an issue where Pipeworks blocks and Sci-fi Interior walls would not mirror correctly when using mirror mode placement
- Fixed an issue where Saberoid inventory would not have a set limit
- Fixed an issue where searching for Thrusters by direction in a terminal would fail
- Fixed an issue where Searchlight would not track the target smoothly in multiplayer
- Fixed an issue where Sensor block would inaccurately detect characters sitting in cockpits (same grid/other grid, ship/station)
- Fixed an issue where Sensors would not be able to accurately detect planet voxels
- Fixed an issue where Sensors would not detect a character in a cockpit specifically on planets
- Fixed an issue where Spotlight radius value was not correctly synchronized to others through the server
- Fixed an issue where subgrids would begin to float away when adding/removing blocks to a grid with a lot of subgrids
- Fixed an issue where the first item from an inventory could not be thrown out when using a controller
- Fixed an issue where thruster sound would not stop playing when converting a ship to a station
- Fixed an issue where turrets would not focus target grids which were connected mechanically to other grids
- Fixed an issue where voxel collisions would disappear at certain spots of a planet after save and reload
- Fixed an issue where worlds could not be saved when there were changes to boulders with long names as path name would be too long
Update 1.203.022B3
- Fixed large grid hinges not transporting items
- Fixed various crashes and exceptions
- Fixed endless unloading on consoles
Update 1.203.023
- Fixed a crash when AI Offensive block is destroyed
- Fixed an issue where Cab Cockpit's bottom conveyor would not transfer items
- Fixed an issue where Round armor panels would have variable width along their edges
- Fixed an issue where sim speed would drop when the world was in a specific state
- Fixed multiple visual issues with Colorable solar panel slopes
Update 1.203.024
- Fixed a crash when ActiveInventory.sbl or ViewedContent.sbl were corrupted
- Fixed an issue where a blueprint with an Event controller containing custom events would not paste
- Fixed an issue where AI behavior would be turned off after grid split
- Fixed an issue where an older blueprint with AI blocks would not paste
- Fixed an issue where Holo LCD's surface would be offset when built in Survival
- Fixed an issue where Sparks of the Future space shuttle would start to fly sideways
Update 1.202.1: PlayStation Beta
11 May 2023 Announcement
Summary
Greetings, Engineers!
The time has finally arrived, Space Engineers Beta is LIVE on PlayStation.
Space Engineers, developed on PC, has sold almost 5 million copies and reached a worldwide audience. Now, more than three years after the successful release of Space Engineers on Xbox we are releasing Space Engineers for PlayStation.
We are extremely excited about the response so far and looking forward to PlayStation players finally getting a chance to become Space Engineers. With full crossplay, Xbox, PC, and now PlayStation players can team up and explore Space Engineers on their platform of choice!
Features
- Added support for the PlayStation®4 and PlayStation®5 platform
- PlayStation can now join cross-platform servers
- New tutorial videos for PlayStation players
- New controller schemes in Help screen for PlayStation players: DualShock 4 (PlayStation®4) or DualSense (PlayStation®5)
- Physics simulation optimizations
- EOS updated to latest version
- Added a feature to 'Create from clipboard' to Scripts browser
- Added platform specific icons to the Players screen to easily identify platforms participating in crossplay
- Added platform specific icons to various UI elements where the player name is mentioned for easy identification (some elements had to be rearranged)
- Changed 'Muted' column in Players screen to 'Chat', it now functions as voice chat indicator via icons (Muted, Silent, Talking)
- Changed the color of the cross on the starting bases to green to be compliant with Red Cross policy
Fixes & Improvements
- Fixed an issue ending up stuck in loading screen when trying to start a lobby after reconnecting to the internet
- Fixed an issue where in-game news would not refresh upon reconnecting to the internet
- Fixed an issue where it would fail when trying to list available multiplayer games after re-logging to your account
- Fixed an issue where long player names would not fit UI elements (it scales down now)
Support Site Fixes
- Fixed an issue where the game had trouble reconnecting to a server after being in rest mode
Official Blueprints
Update 1.202.114
All platforms:
- Fixed a problem with freezing or crashing when using ship grinder
- Fixed a problem with subgrids detaching and flying all over the place
- Fixed a problem with the access panel causing an invisible grid
- Fixed a number of cases where the game was crashing
- (fixes for other crashes will be delivered in upcoming updates)
- Fixed an error message when saving a world after loading it
- Fixed infinite unloading when leaving an online world
- Fixed incorrectly showing elements when using mods
- Fixed a problem where the number of connected users indicator was not counting all platforms
Update 1.202.117
Fixes:
- Fixed an issue with searching in-game workshop browser being slower when using keyboard
- Fixed Dedicated server console trying to include the platform icon before names of users, but showing '?'
- Fixed inconsistencies between save sizes depending on method of creation (Original, Re-saved, Quicksaved, etc...)
- Fixed multiple out of memory crashes
- Fixed performance when deleting multiple saves at once
- Fixed Scripts screen not including Author field
- Fixed the infamous crash on trying to show in-game banners
- Additional stability fixes
Support Site Fixes:
- Fixed a number of cases where the game was crashing
- (fixes for other crashes will be delivered in upcoming updates)
- Fixed an error message when saving a world after loading it
- Fixed infinite unloading when leaving an online world
- Fixed incorrectly showing elements when using mods
- Fixed a problem where the number of connected users indicator was not counting all platforms
Update 1.202.119
- Fixed various game crashes
- Fixed error message in dedicated server manager
Update 1.202.120
Fixes - All Platforms:
- Fixed a rare freeze when starting a world
- Fixed container names scaling down
Fixes - PlayStation:
- Fixed save data taking way too much space
- Fixed a crash when disk becomes full from downloading too many mods
- Fixed a crash when modifying world settings
- Fixed missing backup folders
- Fixed mod.io consent setting being lost
Update 1.202.124
Fixes - All Platforms:
- Fixed an issue where Explorer achievement/trophy was not being tracked correctly
- Fixed an issue with DS save corruption when autopilot is used while a grid is being deleted
Fixes - PlayStation
- Improved game performance on PS5
- Stability fixes
- Fixed an issue where raindrops would not be properly visible for weather effects
- Fixed an issue where Uranium Heist would not have a localized description listed under Scenarios
- Fixed an issue with artifacts on shadow outlines on PS4
- Fixed an issue with PS5 control hints being misleading (swapped button icons)
- Fixed an issue with replace button in script editor not working on PS
- Fixed an issue where direct mouse input would cause stutters when moving the view
- Fixed an issue where Master engineer trophy was not being tracked
Update 1.202: Automatons
13 Apr 2023 Announcement
Summary
Hello, Engineers!
This update will not only reshape automation, but it will also serve as a basis for continued exploration of the “NPC” concept. Automation has never been so easy!
Complex mechanized systems can now be more easily realized through use of the new “Event Controller”. Airlocks, docking clamps, loading bays, and mecha controls are now simpler than ever. The event controller not only provides new functionality, but delivers this functionality in an easy to use and easy to understand block. These powerful new mechanics will create new engineering opportunities and serve as a foundation for future upgrades and improvements to the existing PvE content.
From flight control to combat maneuvers, the AI series of blocks delivers a completely new way to automate every aspect of your Space Engineers experience. Explore a future full of automated and animated allies and enemies. For this Major update we have provided you with the tools you need to define a new era in automation. These new blocks empower your creativity like never before. We cannot wait to see the workshop come ALIVE with new creations.
Features
- Event Controller & AI Blocks are here! (Grid AI Guide)
- Locked Landing Gear no longer takes control of the grids they are attached to
- Added Sun Tracking option to Custom Turret Controller
- Small grid “Ejector” block has been changed to Small Connector (including Connector functionality)
- Combat Improvements (Combat Guide)
- Target Lock Improvement
- Turrets will now automatically engage a locked target if it is within the turret’s max range and Line of Sight (and the turret is not already engaging another target)
- The "Forget Target" and "Copy Target" actions have been removed
- New action: Focus Locked Target (replacing Copy target)
- When triggering this action, turrets will prioritize the target that is currently fully target locked by the player
- Added Grey Lead Indicator + "Out of weapon range" text indicator when you are out of range for the selected weapon
- Increased Target Locking distance by 500m, totaling 2500m
- Turrets: cycle subsystem in toolbar now shows the name of currently selected subsystem
- Target Lock Improvement
- UI Improvements
- New overlay when manually controlling Turrets
- Intel Arc GPUs Supported, minimal version of driver .4146
Added new Blocks - Base Game
- AI Flight (Move) - 1 block, S + L grid
- AI Basic (Task) - 1 block, S + L grid
- AI Recorder (Task) - 1 block, S + L grid
- AI Defensive (Combat) - 1 block, S + L grid
- AI Offensive (Combat) - 1 block, S + L grid
- Event Controller - 1 block, S + L grid
- Willis Ducts - 8 blocks, L grid
- Conveyor Cap - 3 blocks, S + L grid
- Centered Armor Panels - 2 blocks S + L grid - light & heavy
- Air Vent - 1 block S + L grid
- 2x2 Wheels - 2 blocks, S + L grid
- ...and a small, fluffy surprise!
Added new Blocks to existing DLCs:
- 2x2 Off-road Wheels - 2 blocks, S + L grid (added to Wasteland Pack)
- Conveyor Pipe Cap - 1 block, L grid (added to Heavy Industry Pack)
Automatons Pack
- Emotion Controller & 16 emoticons - 1 block, S + L grid
- Saddle Cockpit - 1 block, S grid
- Compact Saddle Cockpit - 1 block, S grid
- Warning Signs - 13 variants L grid, 13 variants S grid
- Top Mounted Camera - 1 block, S + L grid
- Angled Interior Wall - 2 blocks, L grid
- Inset Light Block - 1 block, S + L grid
- Pipework Block - 2 blocks, L grid
- Access Panels - 4 blocks, S + L grid
- Air Vent Fan - 2 blocks, S + L grid
- Automaton Programmable Block - 1 block, S+L grid
- Automaton Timer Block - 1 block, S+L grid
- Automaton Sensor - 1 block, S + L grid
- Robot Helmet Skin
- Plastic Armor Skin
Weapon Name Changes
- Missile Turret -> Rocket Turret
- Missile -> Rocket
- S-10 -> S-10 Pistol
- S-10 Magazine -> S-10 Pistol Magazine
- S-10E -> S-10E Pistol
- S-10E Magazine -> S-10E Pistol Magazine
- S-20 -> S-20 Pistol
- S-20 Magazine -> S-20 Pistol Magazine
- MR-20 -> MR-20 Rifle
- MR-20 Magazine -> MR-20 Rifle Magazine
- MR-8P -> MR-8P Rifle
- MR-8P Magazine -> MR-8P Rifle Magazine
- MR-50A -> MR-50A Rifle
- MR-50A Magazine -> MR-50A Rifle Magazine
- MR-30E -> MR-30E Rifle
- MR-30E Magazine -> MR-30E Rifle Magazine
- RO-1 -> RO-1 Rocket Launcher
- PRO-1 -> PRO-1 Rocket Launcher
Official Blueprints
Fixes & Improvements
- Fixed an issue where voice chat was transmitted through unstreamed grids, but would not play on client
- Fixed an issue with Armor Panel side textures being stretched or differently scaled
- Fixed an issue with Atmospheric thrusters not stopping their spinning animation upon losing power
- Fixed an issue with Blast Doors to the Research archive in Frostbite not opening
- Fixed an issue with Build Planner not being able to withdraw items from inventories on sub-grids
- Fixed an issue with collisions on construction stages for Medical Room
- Fixed an issue with damaged Connector not emitting smoke on a DS
- Fixed an issue with Dispenser missing dispenser decals for button labels and tap indicators
- Fixed an issue with Gatling Turret muzzle flash remaining after being ground down to construction stage
- Fixed an issue with glossiness inconsistency for Weldless Armor skin on specific armor blocks
- Fixed an issue with hacking line being ignored for Sensor blocks
- Fixed an issue with inconsistency of dark edges for triangular textures on various armor blocks
- Fixed an issue with Interior Light blueprint was missing from Small Blocks tab in assembler
- Fixed an issue with inventory item highlight/focus being on the right-most field instead of left-most one
- Fixed an issue with Laser antenna still transmitting voice chat even after being turned off
- Fixed an issue with missing controller hints for switching between tabs in UI screens
- Fixed an issue with missing text for Contract screen controller hints
- Fixed an issue with O2/H2 construction stage Level of Detail models + fixed flickering (Z-fighting)
- Fixed an issue with O2/H2 control panel switching position on lower Level of Detail model
- Fixed an issue with Refinery idle sound not turning off when losing power
- Fixed an issue with shading on construction stages for Reinforced Conveyors
- Fixed an issue with Ship Grinder sound not being synchronized properly in multiplayer
- Fixed an issue with Small Reinforced Conveyor Tube LoDs being darker
- Fixed an issue with Small Reinforced Conveyor Tube T Junction having fewer LoDs
- Fixed an issue with Small Reinforced Curved Conveyor Tube construction stage not changing LoDs
- Fixed an issue with Storage Shelf construction stages having labels (text removed from const. stages)
- Fixed an issue with Store block top side pipe texture
- Fixed an issue with Terminal search function failing to show results after scrolling through previous ones
- Fixed an issue with voice chat icon appearing above a ragdoll after the player respawns while still talking
- Fixed an issue with Warhead's control panel part being flipped on one of the LoDs
Support Site Fixes
- Fixed an issue with armor edge texture stretching when using Weldless armor
- Fixed an issue with autopilot not being able to operate Atmospheric thrusters after coming down from high altitude
- Fixed an issue with chat scrolling too far using Page Up
- Fixed an issue with co-pilot not being able to control turrets
- Fixed an issue with collisions for one side of the Steel Catwalk Two Sides
- Fixed an issue with controller where it always deleted the top-most listed save when deleting saves
- Fixed an issue with Conveyor Pipe and Tube T Junction UV scaling
- Fixed an issue with detached wheels not interacting with the grid they were attached to
- Fixed an issue with drilling particles being generated even when there is no visible voxel in contact with a Drill
- Fixed an issue with DS not being able to download specific mods
- Fixed an issue with female character animation when seated
- Fixed an issue with game freeze after shooting a salvo of missiles from a safezone
- Fixed an issue with Good.Bot hints progress being reset on game restart
- Fixed an issue with GPS not being controllable through EZGPS mod
- Fixed an issue with Industrial Refinery interactive parts and their highlights not working
- Fixed an issue with Jump Drive not actually removing a beacon as a destination after switching to blind jump
- Fixed an issue with large grid Advanced Rotor adding the new small rotor head and not the 3x3 variant
- Fixed an issue with LCDs containing long texts causing performance issues on Xbox One S
- Fixed an issue with ModAPI MyMissile.AmmoMagazineDefinition returning itself
- Fixed an issue with MyDefinitionId.ToString method not being performant enough
- Fixed an issue with overlapping decals on higher hand welder tiers
- Fixed an issue with player getting stuck in respawn screen in multiplayer
- Fixed an issue with realistic grid sound getting stuck when touching and leaving the grid repeatedly
- Fixed an issue with Replay Tool not allowing to switch characters when one of them is sitting in a grid
- Fixed an issue with Rotating Light's subpart visually detaching from the base upon turning the light off
- Fixed an issue with Safezone "Configure filter" not being sorted alphabetically for factions
- Fixed an issue with Searchlight resetting itself to default orientation upon save/load
- Fixed an issue with set up Cockpit actions resetting upon server reconnect
- Fixed an issue with small Armor block textures not being consistent in hue
- Fixed an issue with small grid small Advanced Rotor displacement being flipped
- Fixed an issue with sorting by Size in Load Game screen being sorted as text instead of numbers
- Fixed an issue with sound still playing for multiple blocks when they were turned off remotely
- Fixed an issue with target lock lead indicator not working for clients using Custom turret controller in MP
- Fixed an issue with Turrets not using the new Camera overlay
- Fixed an issue with Wall Window blocks not being airtight in orientations where they should be
Update 1.202.067
18/04/2023
- Fixed an issue with game start on Linux (Proton)
- Fixed an issue with small grid skins having additional visual scratches
- Fixed several game crashes
Update 1.202.068
20/04/2023
- Fixed an issue with Show horizon toggle doing nothing
- Fixed an issue with wolves and spiders not having components in their inventory
- Fixed several game crashes
- Fixed several graphical issues on armor skins
Update 1.201: Most Wanted
25 Apr 2022 Announcement
Summary
Hello, Engineers!
Our newest release is here! YOU, our community, are the inspiration for this release. We have reviewed your feedback and from it, created a collection of new additions based on your requests. We hope this update contains some of the many items we have seen on wishlists and the support portal. This update contains several highly requested blocks, fixes, and improvements.
While all Major updates are free, many include a premium (DLC) component. This “Community” update is completely free and contains no DLC. On top of this it includes new content for existing DLCs (this means an additional free update for everyone who owns these DLC’s). Our focus in the Community update is on blocks the community may consider missing, and on important fixes across Space Engineers.
This update will be just that, an update that focuses solely on community requested content. We will not be releasing any premium content or DLC with this update.
While we certainly didn't get to every community request (there are many) we focused on realizing as many as possible from the most commonly requested items.
Features
- New Camera Overlay
- Added Weldless Armor Skin
- Added Corrugated Metal Armor Skin
Added new Blocks - Base Game
- New Armor shapes (S + L grid, Light + Heavy, 10 shapes, 40 blocks total)
- T Junction Conveyor (S + L grid, 2 blocks total)
- Round Windows (S + L grid, 4 shapes, 16 blocks total)
- Small advanced rotor (S grid, 1 block)
- Conveyor Converter (S grid, 1 block)
- Half Cover Wall Mirror (L grid, 1 block)
- Plushie Engineer (S grid, 1 block)
- Ladder Shaft (L grid, 1 block)
- Reinforced Conveyors (S + L grid, 3 shapes, 6 blocks total)
Added new Blocks to existing DLCs
- Inverted Corner Desks (L grid, 2 blocks total) [[Deco Pack 1](https://www.spaceengineersgame.com/game/space-engineers-decorative-pack-1/)]
- Grated Catwalk Variants (L grid, 4 blocks total) [[Deco Pack 2](https://www.spaceengineersgame.com/game/space-engineers-decorative-pack-2/)]
- Railing Variants (L grid, 3 blocks total) [[Deco Pack 2](https://www.spaceengineersgame.com/game/space-engineers-decorative-pack-2/)]
- Neon Tubes (L grid got 3 new shapes, S grid got 8 new shapes, 11 blocks total) [[Sparks of the Future](https://www.spaceengineersgame.com/game/space-engineers-sparks-of-the-future/)]
- Industrial Conveyor T-junction [[Heavy Industry](https://www.spaceengineersgame.com/game/space-engineers-heavy-industry/)]
- Diagonal Window Wall (L grid, 2 blocks total) [[Warfare 1](https://www.spaceengineersgame.com/game/space-engineers-warfare1/)]
- Diagonal Bridge Window Inverted (L grid, 1 block) [[Warfare 2](https://www.spaceengineersgame.com/game/space-engineers-warfare-2/)]
Combat Improvements & Quality of Life Changes
- Lead Indicator working in Gravity
- Explosion value tweaks for Explosive Ammo
- New system to determine small/large block size (for editing size of explosion particle effects)
- Added center variable for block mirroring
Fixes & Improvements
- Fixed a crash in EOS DS
- Fixed persistence of identically named blocks in terminal after copy&paste (Small Reactor, Small Reactor used to become Small Reactor, Small Reactor 2)
- Fixed environmental flashes of light appearing at 0,0,0 instead of around actively shooting turrets
- Fixed difficulties with construction/deconstruction of Small Grid Armor Panels
- Fixed missing flyby sounds of turret ordinance
- Fixed Z-fighting on Large Warfare Reactor construction stage LOD3
- Fixed Searchlight not being present in Large Blocks Category of Toolbar Config (G-menu)
- Added Explosive components as detonatable inside inventories
- Fixed a gap in the geometry of Small Assault Turret
- Fixed Small grid Air vent conveyor ports to look like the non-interactive ports they are supposed to be
- Fixed width of Dispenser block to better fit with similar blocks
- Fixed missing Character Step, Fall, Impact sounds for Alien Soil voxel material
- Fixed Lost Colony world not being saved correctly through DS-GUI Save button
- Fixed 'Click' sound when using Ship tool secondary action
- Fixed formatting of Good.bot hints when using Gamepad
- Fixed Target indicator not scaling with resolution
- Fixed typo in Searchlight description
- Fixed formatting of Reactor description
- Fixed turret not stopping shooting when player takes over
- Fixed Z-fighting between multiple landing gears being placed in a row
- Fixed Passage 2 collision models for a better fit
- Fixed projectiles and tracers not pointing in the direction of flight
- Fixed a crash when stopping the game through Steam
- Fixed rotation of Small grid Solar panel emissive bar
Support Site Fixes
- Fixed a crash when trying to cross the boundary of a size limited world via Jumping
- Fixed multiselect overwriting Custom Turret Controller settings incorrectly
- Fixed multiselect overwriting Exhaust pipe settings incorrectly
- Fixed sliders resetting when copying Heat Vent
- Fixed getting stuck in Cryo chamber when its ownership changed while player was offline
- Fixed Jump drives not jumping to Beacons on DS
- Fixed Cockpit's configured toolbar not being persistent through copy&paste
- Fixed turrets not targeting automatically on DS
- Fixed persistence of Heat Vent settings through reload
- Fixed Custom Turret continuing with motion initiated while relinquishing controls
- Fixed UI scrolling up under the cursor when right-click&dragging an item resulting in different item being relocated
- Fixed spaces at the end of ship names preventing creation of blueprints
- Fixed persistence of Custom Turret Controller AI range through reload
- Fixed penetrative projectiles ignoring subparts of blocks
- Fixed Armor panel collision issues
- Fixed Character getting stuck in place after using spectator while controlling Custom Turret Controller and exiting
- Fixed Warfare Hangar Door collisions to be in line with the old ones
- Fixed emissive parts of lights not being in sync with pointlights when set to flashing
- Fixed missing highlight on Warfare Rocket Launcher
- Fixed missing crosshair when viewing through Camera on a custom turret with new Camera overlay with built-in crosshair
- Fixed not playing the end sounds after a jump with a jump drive
- Fixed persistency for Sci-Fi Four-Button Panel button descriptions on DS
- Fixed a crash in Custom Turret Controller
- Fixed Window Wall blocks being airtight from the sides
- Fixed wolves not being able to be hit by turrets due to missing head offset
- Fixed Controller always being inverted in spectator regardless of Invert-Y axis setting
- Fixed black GPS signals reverting to blue after reload
- Fixed Searchlight not following characters on DS
- Fixed Load game screen not showing thumbnails when using a gamepad
- Fixed missing breathing sounds in survival with realistic sounds
- Fixed missing choking sounds in survival SP
- Fixed visible gaps on the Railgun models
- Fixed cycle subsystems not updating on toolbar when there are two turrets
- Fixed missing piston sounds after piston head detached
- Fixed collisions for Antenna Dish
- Fixed collisions for Medical room
- Fixed inconsistencies in Custom Turret Controller toolbar options when compared to regular turrets
- Fixed missing staircase for one of the Economy NPC trade stations preventing non-flying access
- Fixed /gps command not iterating when used multiple times
- Fixed Gatling turrets ignoring targeting orders from Programmable block
Hotfix 1.201.013
03/05/2022
- Fixed crash in MyCharacter.UpdateAnimationNewSystem
- Fixed crash in MyCharacter.GetRotation
- Removed 'Non-craftable' item from Spawn Menu
Hotfix 1.201.014
07/12/2022
- Fixed several regressing crashes
Update 1.200: Warfare 2 "Broadside"
03 Feb 2022 Announcement
Summary
Hello, Engineers!
The time has come! The team has been working hard on this update and today, we delivered new blocks, enhanced gameplay mechanics, and a reimagining of warfare in Space Engineers!
Warfare 2: Broadside expands and improves vehicle combat in Space Engineers. We are continually inspired by our incredible community and so we have created this vision of war based on community feedback. Your creations, machinations, mods, stories and visions of the world of Space Engineers helped guide our efforts and deliver one of our biggest updates ever!
The goal of Warfare 2: Broadside is to bring you more fun and engagement with Space Engineers, both on planets and in space. Defending against pirates, boarding a freighter, having a tank battle on a moon or a breakneck dogfight through the canyons of Pertram, - we believe this update will change the way you play.
While war is the theme, we mustn’t forget that this is Space Engineers. “Building and creativity” remains the center of the Space Engineers universe. With this update, we are introducing a series of quality of life improvements as well as entirely new mechanics.
Update Features
- Target Locking, New Combat Mechanics
- Arsenal of new weapons and ammunition:
- Railgun (small and large grid)
- Artillery (large grid)
- Artillery Turret (large grid)
- Assault Cannon (small grid)
- Assault Cannon Turret (small and large grid)
- Autocannon (small grid)
- Autocannon Turret (small grid)
- Decoy block changes
- Custom Turret Controller block for subgrid turrets
- Projectile Drop; Gravity impacts projectiles, Railgun sabots and shells trajectory. Gravity Generators do not have any effect
- Large caliber shell physics; shells and Railgun sabots are capable of penetrating several layers of armor
- Weapon Damage and Armor rebalanced
- Ammunition and Tank Detonations;
- Any block that contains ammunition of any type will explode when destroyed by taking damage. The explosion is based on the amount and type of munitions that were inside the inventory
- Hydrogen and Oxygen Tanks explode and deal damage based on the amount of fuel left inside of them during the time of their destruction
- Hydrogen and Oxygen Tanks no longer lose all fuel upon being damaged below the red line, instead they slowly leak fuel. The fire particle is replaced by smoke when fuel hits 0%
- Improved particle effects for bullets, explosions and hit effects
- Mod API Improvements
- New Custom Start map: Asteroid Armory
- New block: Offset Passenger Seat
- Increased Beacon range to 200 km, Jump Drives are now able to set Beacons as a jump-target
- Added new graphics settings for Light Details
- First-person camera improvement: auto look return
- Removed the Good.bot chat feature
Warfare 2 Broadside Pack
- Warfare Ion Thruster
- Warfare Reactor
- Warfare Hangar Door variants
- Warfare Rocket Launcher (Rocket Launcher re-skin)
- Warfare Gatling Gun (Gatling Gun re-skin)
- Searchlight
- Bridge Windows
- Passenger Bench
- Light Panel
- Helm
- Warfare Battery
- Heat Vent
- Sliding Hatch Door
- Woodland Camo Armor Skin
- Shark Mouth Helmet Skin
- “Rock-Paper-Scissors” Emotes
- “Salute” Emote
Community Collaboration
We would like to thank you, our community, for your continued support, collaboration and inspiration. You feed our “Need to Create”. A very special thank you to:
- Darkstar
- JTurp
- Jakaria
- AWG
- NinjaPirate
- Mexpex
- Okim
- Klime
- Math0424
- Whiplash141
- Dondelium
- Meridius_IX
- Gwindalmir
...and so many others that have, and continue to, inspire us with their creativity, ingenuity, and passion.
Mod API Improvements
- IMyLargeTurretBase.GetTargetedEntity(): Now returns target grid bounding box center as Position, grid bounding box as the BoundingBox, and the targeted block position as HitPosition
- Fixed IMyShipController's MoveIndicator, RollIndicator, and RotationIndicator so that they sync properly. There is no longer a difference in behavior between clients and hosts in multiplayer. This opens up a ton of scripting possibilities!
- MyTransparentGeometry IMyBillboard interface
- GameLogic additions and the ability to read files from mod folder
- Added action for when characters use a consumable item
- IMyVoxelMaps Additions
- IMyShipDrill is now an IMyShipToolBase
- Added Missing Terminal and Controller ModAPI methods
- MySync Implementation in ModAPI
- Block Weapon Group UI compatibility
- Decals ModAPI Changes
- GetFatBlocks for ModAPI
- Grid Groups
- IMYCubeGrid interface to Physics.ApplyDeformation
- Fixed IMyLargeTurretBase - Azimuth and Elevation issue
- IMyTurretControlBlock | Expose ShootDirection and m_directionBlock to the script API
- Interface to CubeGrid.GridSystems.ConveyorSystem PullItem() and PushGenerateItem()
- Interface to Grid.GridSystems.ResourceDistributor
- Interface to GridSystems.GridPowerStateChanged event for ModAPI
- Interface to GridSystems.IsTrash() property
- Interface to GridSystems.mterminalSystem* group events
- Interface to MyProjectile.GetSurfaceAndMaterial
- Missiles detector for ModAPI
- MyMissiles and MyMissile ModAPI
- MyProjectile and MyProjectiles ModAPI
- MyTextureChange whitelist
- Projectile detector interface
- Animal NPC API Expansions
- Interface to GridSystems.m_terminalSystem_* group events
- Added events: MyCubeGrid.OnConnectivityChanged MyCubeGrid.OnMerge
- MyGridGasSystem Interface
- IMyModel GetTriangle & GetVertex
- MyGridJumpDriveSystem Interface
- Cargo:ExternalMass
- OnExplosion delegate to MyExplosions
- Expose AdminSettings Getter Methods
- Added INotifyPropertyChanging and INotifyPropertyChanged to whitelist
- Mod API Documentation updated
Fixes & Improvements
- Fixed crash when toggling Ejector Override power transfer
- Fixed infinite joining when attempting connection to an EOS DS
- Fixed ability of DLC non-owner to weld up a projection with skins already applied (now it welds without armor skins if not owned)
- Fixed animation incorrectly keeping welding pose for male emotes if welder equipped
- Fixed Beacons being able to transmit ore locations (they are not supposed to)
- Fixed black screen appearing when choosing NO in dialog after attempting to load a save from a newer version
- Fixed block name field keeping its cursor position when switching from block with longer name to block with shorter name
- Fixed bullets going through voxel and hitting grids inside it
- Fixed chat command '/gps share' creating two GPSes (one activated, the other deactivated)
- Fixed Corner armor panels being harder to aim at and weld
- Fixed desync of predicted ship moving it forward and backward when trying to rotate with Q and E or changing status of dampeners
- Fixed displacement of a true full-screen window after alt-tabbing
- Fixed DSGUI being unable to create Scenarios directly through Save button
- Fixed Experimental check being skipped when joining server through Server Details screen
- Fixed F9 (formerly F7, spectator where the position is fixed and character controls are active) behavior when encountering highlightable objects
- Fixed factions turning to undiscovered when managing them as an admin with Creative tools enabled
- Fixed game stripping off DLC blocks incorrectly when paste merging grid onto existing grid on DS or in Lobby MP
- Fixed gamepad aim assist not working
- Fixed hit indicator not appearing around the cross-hair in 3rd person view
- Fixed inability to regain focus/selection with gamepad after refresh in faction selection part of respawn screen
- Fixed inconsistency of gamepad radial menus behavior allowing selection (but not placement) of unowned DLC blocks
- Fixed Jump drive being able to jump through an obstacle
- Fixed LCD image change interval not working correctly for values close to the update rate (Update10)
- Fixed Linux proton mono incompatibility (Linux still not officially supported as a platform, but hopefully fix allows for easier set up now)
- Fixed mod.io search not working at times (wildcard search is now available for <=3 characters, otherwise full-text only)
- Fixed ModAPI IMyCubeGrid.GasSystem crashing the game when accessed too early
- Fixed Oxygen farm incorrectly switching to full production before it updates after reload
- Fixed personal rocket launcher firing off into different direction than wanted when crouching
- Fixed Safe Zone being disabled on grid being split
- Fixed Safe Zone names not being updated for clients after rename and reconnect
- Fixed server saving on restart with "Save before restarting" being disabled because auto-save interval >0 was influencing it (moved outside of auto-restart and independent of interval)
- Fixed ship tools being able to be engaged twice by combining methods of input
- Fixed subgrids or landing gear locked grids taking over control of the grid
- Fixed the ability to jump into a natural gravity environment with a jump drive (now jump is prevented)
- Fixed thruster flames not being synchronized to others in case grid is a station
- Fixed visual duplication of inventory contents caused by incorrect splitting of network messages (new deterministic system introduced)
- Fixed wind turbines not checking area around pivot point for atmosphere
- Improved ModAPI ability to place voxel maps with rotation and material (procedural and predefined asteroids, newly planets)
- Optimized performance of placement check when casting a preview of a massive grid over existing massive grid
- Optimized performance when trying to open and handle large amount of inventories
- Fixed armor skin getting deleted from blocks in preview by using a line to delete existing ones
- Fixed artificial horizon indicator not being present when controlling through remote control
- Fixed character ragdoll bones not updating, not syncing and deforming after death
- Fixed cloud blueprints not having thumbnails
- Fixed collisions for Barred Windows being too thin
- Fixed cryo-chamber emissivity when built in atmosphere (used to indicate yellow, not knowing about atmospheric oxygen)
- Fixed descriptions for LS and RS actions in gamepad controller schemes
- Fixed emissive status of lights not being persistent through save/reload
- Fixed faction UI showing info about an already disbanded faction
- Fixed female arm clipping through body when aiming down with a rocket launcher
- Fixed female arm when holding a rifle
- Fixed female rifle stance not being aligned with the cross-hair
- Fixed female twisted wrist when holding a launcher whilst crouching
- Fixed gamepad hints overlapping with other text under Mods
- Fixed gamepad rotation hint axes staying in the world
- Fixed grids not rotating smoothly when rotation speed was too low
- Fixed idle male + female weapon idle animation (used to move the weapon in random directions, clipping into camera)
- Fixed male idle animations with hand tools while flying
- Fixed male idle pose with grinder equipped
- Fixed male pistol animation when aiming down
- Fixed minor art discrepancies on Passages
- Fixed mirrored danger stickers on Assembler
- Fixed non-block items in Toolbar config drawing description boxes over other parts of UI
- Fixed O2/H2 generator not updating processing sounds when work is done
- Fixed parachute not being synced to others on DS
- Fixed passage block shading
- Fixed ragdoll deformation on pushed disconnected clients because of weapon/tool position not updating
- Fixed Safe Zone block collision being only a cylinder
- Fixed Show all players admin option pointing out NPCs as well (now shows only players in sync distance for clients on DS and MP, MP host sees much further)
- Fixed Small Light Armor Corner having an invisible edge in construction stages
- Fixed static hints for entering/exiting symmetry setup
- Fixed Target dummy missing control panel highlight on Low and Medium graphics
- Fixed tooltip for button "Open in workshop" under Mods
- Fixed tooltip for Custom data button
- Fixed tooltip for Refresh button in Entity list
- Fixed tooltip typo for Show antenna range under Terminal>Info
- Fixed Turret control HUD not appearing after reconnecting/reloading while controlling a turret
- Fixed weather temperature info not being consistent with HUD temperature readings
- Fixed Z-fighting on kitchen block
- Fixed Z-fighting on the sci-fi bar counter
- Fixed visible line break in message when Jump drive jump has been truncated
- Fixed Advanced Gamepad control Help for Camera zoom
- Fixed capitalization for several items in Toolbar config
- Fixed Decoy description text to also inform about lightning
- Fixed Direct connect textbox tooltip to also include mention of hostname
- Fixed DLC Icons overlapping loading screen tips and quotes texts
- Fixed DSGUI save tooltip not updating after list refresh
- Fixed Emotes being available in Cryo chamber
- Fixed horizontal rotation movement of character not being precise/smooth enough for aiming
- Fixed non-descript tooltip for the optional Scripter role on DS
- Fixed shortened faction information in Online Players screen by adding a tooltip
- Fixed symbol 1 block in Sparks of the Future shuttle being upside down
- Fixed the ability to bind several actions to single key in controls (now one binding per key)
- Fixed the ability to have negative number Trash removal values
- Fixed tooltip on Continue button after last playing Uranium Heist
- Fixed tooltip on Enable area interaction
- Fixed wording on message when client lost connection to the server, but server was still running
Support Site Fixes
- Fixed a crash in Cutscene editor
- Fixed a crash when setting Piston velocity to NaN
- Fixed a freeze in physics when using hinges at the border of a Safe Zone
- Fixed ability to remove online seated players by deleting grids which resulted in a crash
- Fixed game freezing on world unload when playing in offline mode
- Fixed game freezing when using a build planner to withdraw many components from a very complex system
- Fixed ability to bomb grids by accelerating unfinished blocks
- Fixed access to unowned blocks on otherwise shared grid for Faction members (same faction members can now access)
- Fixed an error when publishing and re-publishing blueprints
- Fixed armor deformation causing damage to surrounding blocks
- Fixed assembler queue continuing production visually when block turned off
- Fixed atmospheric thruster override slider being focused, selected and moved when using D-pad to change focus between panes
- Fixed AvailableEffects not restricting the list of effects when modding Exhaust Pipe blocks
- Fixed beacon signal disappearing after grid split even when still powered and enabled
- Fixed behavior when joining a server after connecting to the internet from Steam offline
- Fixed bottle fill levels not being synced to clients after auto-refill in hydrogen tanks
- Fixed build planner shortcuts not working with Freight blocks
- Fixed changes to block groups not propagating to the server properly
- Fixed character stats not updating on modded suit change
- Fixed Collision avoidance function of auto-pilot reacting to projections
- Fixed Convert to Station disable for worlds on DS not having any effect
- Fixed conveyor system not updating properly when using subgrids to convey resources on the same grid and breaking connection
- Fixed cylindrical conveyors being airtight
- Fixed dampeners on hydrogen thrusters not compensating for additional mass attached by a landing gear
- Fixed delay in start of Hydrogen engine functionality (filling up and producing)
- Fixed DS performance when drilling from cockpit using drills as active tools as opposed to direct on/off
- Fixed explosive behavior when combining drills and hinges on a wheeled vehicle
- Fixed Export model feature causing freeze when Ctrl was rebound to ship movement (like thruster down)
- Fixed Gate block doors having collisions outside of bounding block, preventing closing when block embeded in blocks
- Fixed Gatling Gun drawing power when turned off
- Fixed hidden and hard-coded Jump drive charge power efficiency (80%) by exposing it to SBC and to detail info
- Fixed Hydrogen tanks causing too high of a network load (made them update only when change is significant)
- Fixed IMyShipMergeBlock.IsConnected returning whether the connecting is happening (now returns connected status)
- Fixed inability to create a new scenario using a saved world in VST
- Fixed inability to select modded characters in Medbay Character customization screen on DS
- Fixed incorrect max required input readout for Hydrogen thruster
- Fixed inverted controls setting for gamepad not being persistent
- Fixed items in a block group not being interactive beyond first row in Toolbar config right-most tab
- Fixed jetpack consumption rate not updating after changing environment from planetary to space
- Fixed jump drive visual countdown (particles, sounds, etc...) not getting stopped when jump manually stopped
- Fixed Jump drives not ignoring its own grid's sub-grids
- Fixed LCD image change interval not working on DS with heavy usage (like Keen EU)
- Fixed Light offset going in the wrong direction
- Fixed lightning striking underground
- Fixed lights flickering when near the limit of available light sources (new graphics setting of max lights in a radius around you)
- Fixed misinformative tooltip for Enable respawn ships Advanced world setting
- Fixed ModAPI not having access to RaiseBeforeDamageApplied/RaiseAfterDamageApplied
- Fixed ModAPI not having read access to DLC status of blocks
- Fixed ModAPI ScreenArea no longer being whitelisted
- Fixed overflow in maximum grid mass by capping it
- Fixed overriden Hydrogen thrusters consuming fuel even when turned off
- Fixed oxygen not extending all the way down into canyons on planets
- Fixed performance in safety detach checks for mechanical blocks
- Fixed persistency of modded faction logos
- Fixed projector drawing power even when turned off or unfinished
- Fixed projector not getting reselected in terminal after loading in a projection blueprint
- Fixed scrolling when scrollable list is focused
- Fixed see-through middle barrel for Large grid rocket launcher block
- Fixed Sensors not detecting characters when seated
- Fixed Share inertia tensor option visibility being overridden incorrectly, making it disappear for certain mod and vanilla situations
- Fixed Show connected/interacted inventories not being persistent
- Fixed Solar panels working even if planet obscured vision of the sun
- Fixed sounds played by Host through sound block in MP Lobby not being synchronized to Clients
- Fixed tool skins changed in main menu not persisting into worlds
- Fixed turned off and misaligned merge blocks causing a split even when not being part of a successful merge connection
- Fixed turret settings not being synchronized to the server
- Fixed turrets not targeting characters hidden behind embrasures
- Fixed turrets still shooting at long detonated missiles
- Fixed Whiplash's turret based radar script not working properly on DS
- Fixed Xbox players not receiving achievement for finishing Frostbite
- Fixed a hole in Small Sci-Fi atmospheric thruster on distant LoD
- Fixed a typo in hinge block description
- Fixed a visual hole in the top of an extended Small piston base
- Fixed admin screen being accessible for Character screen
- Fixed bathroom LoDs changing inconsistently
- Fixed constant large grid ship sounds from occurring when all connected grids add up to over 500tons of mass
- Fixed default block names not being translated to chosen localization for the observer (renamed blocks are not localized this way)
- Fixed Enable autorespawn typo in advanced world settings
- Fixed exhaust particles appearing larger at a distance
- Fixed faction changes moving the faction screen for others
- Fixed flickering on base of Antenna model
- Fixed Gatling Turrets shooting lower than where the crosshair is (without planetary gravity affecting it)
- Fixed heart sticker on the interior of a small industrial cockpit
- Fixed Heavy armor sloped corner block not applying SciFi armor skin
- Fixed missing chrome material on Large Hydrogen Thruster, Conveyor Junction and Conveyor Sorter
- Fixed missing H key on keyboard texture
- Fixed missing LoD0 for 1x2 Inv Window
- Fixed missing workshop thumbnails for in-game Scripts
- Fixed projection of a Gatling Turret splitting in two
- Fixed red highlight in component window when welding with not enough components also appearing for the next block
- Fixed Sci-Fi One Button Terminal button not turning yellow when action is assigned
- Fixed script editor character count and "Too long" warning overlapping
- Fixed small air vent not having any emissive indicators
- Fixed small grid blast door edge not accepting armor skins
- Fixed top mountpoint being available for small industrial cockpit
- Fixed UI of welding/grinding info breaking upon cycling the visibility of the UI
- Fixed veteran suit being emissive (not emissive now)
- Fixed visual issues on 5x5 Offroad wheel
- Fixed visual issues on Beam block
- Fixed visual issues on Conveyor Pipes
- Fixed visual issues on Industrial Hydrogen Tank
- Fixed visual issues on Large Solar Panel
- Fixed visual issues on Small Solar Panel
- Fixed visual issues on Window Wall Left
- Fixed visual issues on Window Wall Right
- Fixed visual issues on Window Wall Center
- Fixed Z-fighting on Dispenser
- Fixed Z-fighting on Small Ship welders
- Fixed zombie helmet being emissive (not emissive now)
- Fixed a typo in loading screen tip about faction chat
- Fixed access being possible from cryo-chamber
- Fixed blast door block description
- Fixed component imbalance of small and large conveyor junctions
- Fixed First colonist faction being hostile to economy factions by default
- Fixed formatting of hydrogen tank max capacity detail info
- Fixed inconsistencies in integrity of specific Heavy and Light armor blocks
- Fixed inconsistency in the initial charge of a small grid small battery
- Fixed inventories in terminal not being sorted alphanumerically
- Fixed missing Font category on the workshop
- Fixed missing front mount points on Vertical windows
- Fixed missing mount points on Corner firewall
- Fixed modded radial menu pages not being numbered correctly
- Fixed Rotation light not having any units of measurement for the rotation speed (now in RPM in detail info)
Hotfix 1.200.027
08/02/2022
- Fixed a crash in MySkinnedEntity.TryGetAnimationPlayer
- Fixed a crash in Weapons.Guns.Barrels.MyLargeMissileBarrel
- Fixed a crash in Weapons.Guns.MyLargeInteriorTurret
- Fixed a crash in Weapons.MyLargeTurretTargetingSystem.IsTarget
- Fixed a crash in MySectorWeatherComponent.CreateLightning
- Fixed building from cockpit (Ctrl+G)
- Fixed sensors detecting occupied grids as players (now only players or occupied blocks are detected as players)
- Fixed solar panels not working on planets with lower than average minimal altitude (for example on Triton)
- Fixed timer blocks not using toolbars 2-9
Hotfix 1.200.029
14/02/2022
- Fixed "Show all players" not detecting seated players
- Fixed inventory updating desynchronization
- Fixed inverted controller Y not working in spectator
- Fixed Jump Drive not jumping because it's blocked by a Projector
- Fixed Jump Drive not jumping when close to a planet
- Fixed Load Game screen editing always the top save instead of the one selected with gamepad
- Fixed missile weapons shooting only from one single barrel
- Fixed scrolling not working through block groups if you do not own a DLC
Hotfix 1.200.030
18/02/2022
- Optimized simulation speed for grids with hydrogen thrusters
- Fixed particles not emitting environment light
- Fixed Assault Cannon's environment light effect traveling in perpendicular direction from the projectile
- Fixed missing muzzle flashes for turrets
Hotfix 1.200.032
11/03/2022
- Fixed critical crash on dedicated servers
Update 1.199: Heavy Industry
28 July 2021 Announcement
Summary
Hello, Engineers!
The next Major (1.199) release for Space Engineers is upon us. Heavy Industry Introduces a whole new vision of industry in Space Engineers! A reimagining of industrial might, from lunar mining site to factory floor; smelting, refining, and mass production never looked so good.
This massive update is one of our biggest! Including DLC, Heavy Industry adds nearly 100 new blocks and block variants to Space Engineers! We hope you enjoy exploring Heavy Industry as much as we did creating it.
Update Features
- Improved Parking brake behavior (more details in the blog post)
- Improved Toggle Power behavior (more details in the blog post)
- Added 64 armor panel blocks
- Added 1x1x1 small grid merge block
- Added 2 magnetic plate blocks
- Added 3 LCD poster panels
- Added new Pertam Orbiter Scenario
Heavy Industry Pack
Space Engineers “Heavy Industry” pack includes Large Magnetic plate, Beam Blocks, Industrial conveyor pipes, Cylindrical Column, Vertical button panel, Large Hydrogen Tank Reskin, Large Cargo Container Reskin, Industrial Refinery, Industrial Assembler, Industrial Hydrogen Thrusters and Hazard pattern armor skin.
This content is not “pay to win” and the owner of the package has no advantage against other players. If you decide not to purchase the Heavy Industry pack, but you want to play with friends or other players who did buy Heavy Industry pack, you will still be able to join a multiplayer game or server with them and participate.
- Large Magnetic Plate
- Beam Blocks
- Industrial Conveyor Pipes
- Cylindrical Column
- Vertical Button Panel
- Large Hydrogen Tank Reskin
- Large Cargo Container Reskin
- Industrial Refinery
- Industrial Assembler
- Industrial Hydrogen Thrusters
- Hazard Pattern Armor Skin
Community Collaboration
We would like to thank you, our community, for your continued support, collaboration and inspiration. You feed our “Need to Create”. A very special thank you to:
- UncleSte Workshop
- EnEnra Workshop
- Sektan Workshop
- SEModder Workshop
- Skallabjorn Workshop
- Harag Workshop
...and so many others that have, and continue to, inspire us with their creativity, ingenuity, and passion.
Fixes & Improvements
- Fixed a crash in DSGUI when managing saves
- Fixed a crash in DSGUI when refreshing list of saves
- Fixed a crash when respawning with System radial menu visible
- Fixed a crash when trying to browse workshop via in-game browser without Steam running
- Fixed a crash when trying to filter workshop items without Steam running
- Fixed memory leaks when loading lots of maps in succession
- Fixed performance issues when opening terminal with multiple antennas present
- Fixed ability to write into faction chat while not a member
- Fixed ammo count not being shown correctly for weapons on gamepad UI after switching to tools
- Fixed blueprints pasted with momentum falling apart
- Fixed crosshair appearing when aiming down sights and other players switched tools in vicinity
- Fixed EOS processing updates even when in SP
- Fixed faction chat being visible to everyone in the Lobby
- Fixed handheld weapon aim in jetpack caring about relative position of a nearby grid
- Fixed landing gear keeping attached to Hangar door even after it retracts
- Fixed LCD highlights and interactivity for non-owner faction user and admins (enemies still cant interact)
- Fixed model viewer tool not being able to refresh models
- Fixed not being able to reconnect on Xbox One through F5
- Fixed PB method CurrentCallChainDepth leaking in yield state machine
- Fixed save/load camera issues when world was saved while in F7 spectator mode
- Fixed scenarios files being editable in safe mode
- Fixed ship weapons and tools not disappearing from Cockpit toolbar config after they are no longer present on the grid
- Fixed Small transparent LCDs not being able to support rotation of the content like other LCDs
- Fixed turrets not ignoring grid targets located in a safezone
- Fixed wheels not returning to 0 degrees after steering stopped
- Fixed clients not seeing landing particles for grids trying to fly off when locked to or close to a voxel
- Fixed clipping during weapon switching animations
- Fixed Dummy Target construction stages to contain only the base so it is less confusing to weld or grind
- Fixed gunshot decals on a block reappearing after the block is replaced by a new one
- Fixed male engineer shaking when aiming down with a rifle
- Fixed minor overlap of (X) and (Y) gamepad keybind icons for build planner in L-stick
- Fixed multiple issues with Rocket launcher reload animation in 1st person
- Fixed Passage block group in building radial menu having an Interior pillar as its icon
- Fixed Rocket launcher reload animation in 3rd person
- Fixed the slow rotation of a grid not being smooth enough when gyroscopes try to stop the grid from spinning
- Fixed thumbnails reappearing in BP screen when they are supposed to be hidden after BP deletion
- Fixed welder not producing error sound when trying to weld without energy
- Fixed "Saving is currently disabled" error appearing when trying to manipulate camera zoom with a controller during campaign
- Fixed a typo in tooltip for Invert mouse scroll for block selection setting
- Fixed a typo in tooltip for Video mode settings
- Fixed Build planner button tooltips in Inventory containing shortcuts for mouse and keyboard when using controller
Support Site Fixes
- Fixed a crash when a Promo image is corrupted, images are now downloaded as zip files and then extracted
- Fixed a crash when switching to a controller
- Fixed a crash when target dummy is in a way of a thruster flame
- Fixed a crash when trying to multiple pistons over existing pistons
- Fixed "Fully recharged in:" battery detail info not counting with the 80% charging efficiency
- Fixed a loss of control for ships being unlocked by a client
- Fixed a UI freeze when one of the characters is killed during player trading
- Fixed camera position being perpendicular after switching from F8 to F7
- Fixed character skin disappearing after respawn
- Fixed Decal SBC paths pointing to a working location
- Fixed drilled ore spawning away from the Drill tip on far away coordinates
- Fixed EOS server search being case sensitive and only accepting small case letters
- Fixed faction members not being kicked out of a cockpit when the sharing changed to "No share"
- Fixed faction members not having access to blocks without computers (like lights and thrusters) on a friendly faction grid
- Fixed functional stage welding sound also sounding when block reached 100%
- Fixed hydrogen/gas systems causing server-side performance problems
- Fixed IMyCameraBlock.CanScan scanning a vector in world space instead of local space
- Fixed IMyJumpDrive not having a Recharge getter and setter
- Fixed IMyJumpDrive not having setters or getters for jump range
- Fixed IMyLargeTurretBase not having a setter for Range
- Fixed IMyOxygenFarm not inheriting IMyFunctionalBlock
- Fixed IMyParachute not having setters for autodeploy or autodeploy height
- Fixed inability to load a world in offline mode when using local mods only
- Fixed inability to place a medical room onto armor blocks in front of the character
- Fixed inability to publish a blueprint which would end up having too large of a Thumbnail image
- Fixed inconsistency in collision shapes for DLC and free new passages
- Fixed incorrect message appearing when a publish to workshop fails
- Fixed Interior turret max range being still listed as 800 meters instead of the new 400 since Warfare 1
- Fixed mining a specific type of boulder with a ship drill affecting all the boulders of that type in the world
- Fixed ModPI.InGame.IMyCameraBlock.IsActiveLocal for programmable block to be usable in MP
- Fixed multiple issues with ship drills not being able to drill voxel at times
- Fixed overridden atmospheric thrusters still consuming power in space (electricity consumed is now dependent on the actual thrust provided)
- Fixed players being able to change settings of access denied blocks
- Fixed players being able to change values of access denied blocks
- Fixed rotor displacement setter
- Fixed ships with subgrids not using thrusters for dampening correctly
- Fixed sim speed performance for scenes with complex hydrogen systems
- Fixed Small Grid Piston Heads having no side mount points
- Fixed small grid window collisions
- Fixed Space ball blocks not updating in artificial gravity
- Fixed survival progression armor block inconsistency by unlocking round heavy armor from the beginning
- Fixed the inability to mine boulders with ship drills
- Fixed thrusters consuming less power using inertial dampeners than when being overriden to achieve the same thrust
- Fixed tools working faster when spamming LMB
- Fixed vehicle wheels blueprinted before fixing steering not returning steering degree back to 0 upon pasting
- Fixed whitelisted wheeled vehicles not being able to enter a safezone
- Fixed workshop item visibility resetting to public when updated
- Fixed Armor Corner 2x1x1 Base having incorrect shape of the construction stages
- Fixed broken savanna tree textures on high details
- Fixed build planner withdraw components action not doing anything on a controller
- Fixed detected ore positions still appearing in the world after the whole node was drilled
- Fixed inability to see hydrogen thruster flames while sitting in cockpit
- Fixed projected O2/H2 generator emitting sound as if it was fully built and working
- Fixed stretched textures on 2/4 corners of Passage 3 Cross block
- Fixed Z-fighting on Passage 3 T-Junction block
- Fixed a typo in the German localisation of Cryochamber description
- Fixed incorrect tooltip for Edit button in faction screen
- Fixed irrelevant error messages when failing to use controller paint interface
- Fixed missing spacing in Keybinding for systems interactions section
- Fixed Weapon rack storage volume to be consistent with the outside amount of weapon visuals
Hotfix 1.199.023
10/Aug/2021
- Fixed a crash when block removal caused a grid split with connectors suddenly belonging to different grid
- Fixed a crash when updating Unlisted workshop items
- Fixed economy factions sometimes not being discoverable
- Fixed Small Windows and Armor Panels being too thick
- Fixed Small grid Small Industrial Hydrogen thruster not being attachable to straight conveyor pipe
- Fixed vanilla Passage having glowing material properties when lit up in the dark with a reflector
- Fixed the possibility to partially lose convex collision models on Industrial Hydrogen tank when interacting with armor blocks
- Fixed specific Small windows and armor panels construction stages having different collisions after save/reload
- Fixed Small grid Industrial Hydrogen Thrusters missing 1 construction stage
Hotfix 1.199.025
26/Aug/2021
- Added a hatch to the 2nd floor of the Industrial refinery
- Removed railings from Industrial assembler so it can be used as a corner corridor
- Added hatch and terminal panel to the upper part of Industrial assembler
- Fixed a crash at MyAntennaSystem.GetAllRelayedBroadcasters
- Fixed an issue where it was possible to place two blocks in the same space by clicking rapidly
- Blocks without ownership on a grid can now be changed only by the majority owner or members from the same faction
- Fixed a crash at MyAutomaticRifleGun.AnimateRecoil
- Fixed an issue with sensors not detecting anything with non-default settings
- Fixed collisions on DLC Column blocks to be smaller
Update 1.198: Warfare 1: Field Engineer
22 April 2021 Announcement
Summary
Hello, Engineers!
The next major release for Space Engineers is upon us. Warfare 1: Field Engineer provides you with new choices in how you create and destroy. Field Engineers is the first installment in our all-new Warfare content! Warfare 1 doesn't just focus on the Engineer, it also includes new blocks to outfit your base, space station, or fortress. Prepare your defense or lay siege like never before.
Update Features
- Damage, Hit and Enemy player Indicator
- Vertical and horizontal recoil functionality for hand weapons
- Hand weapons rebalance
- Added Three S Series Pistols
- Added Two Rocket Launchers
- Implemented reload animations for all hand weapons
- Brand New Rifle shot sounds
- Hand weapons ammo rework
- Magazines visual overhaul
- Target Dummy Block
- Two New Passage Blocks
- New PvP Scenaio - Uranium Heist
- Optimized voxel physics shape prefetch
- Voxel texture arrays streaming - Textures, Shaders & Mipmaps
- New light texture for Car spotlights
- Players names for combat scenarios
- Added Friendly Fire world setting for MP
- Added Team balancer and Match session components and world setting for MP PvP scenarios
- Added Match administration for PvP scenarios
- Added Faction score UI for PvP scenarios (3 teams)
- Added Character speed multiplier world setting
- Added Recoil world setting
- Added Environment damage multiplier world setting
- Added Gamepad aim assist and world setting for it (turned off by default for MP)
- Added Backpack despawn timer override world setting
- Added Allow building projection to global filter and safezones
- Added Game UI options for selecting color/transparency of new hit indicator
- Added Consumable assembler category
- Added Damage turned off and Grid is immune notifications
Warfare 1: Field Engineer Pack
Space Engineers “Warfare 1: Field Engineer” pack includes Fire Cover Block, Half window Block, Weapon Rack Block, Five new passage blocks, Embrasure Block, Two new Emotes and the Assault Suit skin.
This content is not “pay to win” and the owner of the package has no advantage against other players. If you decide not to purchase the “Warfare 1” pack, but you want to play with friends or other players who did buy Warfare 1, you will still be able to join a multiplayer game or server with them and participate.
- Fire Cover Block
- Half Window Block
- Weapon Rack Block
- 5 Passage Blocks
- Embrasure Block
- 2 new Emotes
- Assault Suit skin
Fixes & Improvements
- Fixed a crash when creating random lightning
- Fixed a crash when Safezone filter UI stayed visible even when disconnected from session and user interacted with it
- Fixed a crash when trying to upload a mod when its files are being actively modified or are corrupted
- Optimized how grids are loading, had impact on world loading, projection spawning as well
- Changed "Enable friendly turret damage" Advanced world option description being misleading, it only applies to any missile damage
- Fixed DSGUI being slow when trying to load large worlds
- Fixed floating but otherwise unmoving grids not falling down after thrusters were removed
- Fixed floating objects in gravity synchronizing each frame, causing traffic even when not actually changing position
- Fixed gatling turrets not being able to detect enemies behind it
- Fixed GDPR agreement changes persisting even when trying to discard changes by exiting the Game settings with Escape
- Fixed headshot feature not working as intended
- Fixed hydrogen storage percentage reaching up to 500%
- Fixed inability to add plugins for vanilla Dedicated Server
- Fixed inability to export objects with Ctrl+Alt+E
- Fixed inability to modify manually placed asteroids with a voxel hand
- Fixed inability to start a newly made local scenario directly after publishing it
- Fixed Interior turrets doing more damage than intended due to them not respecting Damage multiplier
- Fixed Join game->Game browser not updating when max player was changed while Lobby was running
- Fixed jump drive countdown state being remembered in blueprints
- Fixed Landing gear incorrectly switching from "Ready to lock" to "Locked" state after a grid was split even when autolock was specifically disabled
- Fixed large Industrial cockpit having default collision cube (while still a cube it is now not the default one)
- Fixed meteor grid damage not respecting Global permissions
- Fixed possible piston clang behavior due to Z axis force limits not being checked
- Fixed rare inability to turn on gamepad while the game was already running
- Fixed Sabiroids returning to Idle mode when server was restarted while chasing somebody
- Fixed specific incorrect Programmable block behavior when reusing MyIni
- Fixed subgrids previously lifted by rotor strength not falling down immediately after rotor was turned off with Braking torque set to 0
- Fixed the ability to paste floating objects into grids
- Fixed the ability to place blocks inside the extended parts of a piston
- Fixed the ability to select and place unresearched block with a gamepad
- Fixed the Open workshop button in the Gamepad Simple New game screen not actually doing anything
- Fixed turrets shooting above wolves because of the wolves' incorrect collision box size
- Fixed voxel hand being usable when character is dead
- Fixed wheels being able to rotate the whole vehicle when the handbrake is engaged
- Fixed broken Cryo Chamber texture on High details
- Fixed broken deformation bones on multiple armor blocks
- Fixed character not immediately switching animation when running out of hydrogen
- Fixed destroyed bushes leaving black cubes behind
- Fixed Merge block LoD model being rotated 90 degrees
- Fixed mirrored Grated Half Stairs not changing LoD models in construction stages
- Fixed missing Small lightning damaged state particles
- Fixed unfitting LoD2 texture for Airtight Hangar Door
- Fixed UV textures for Grated (Half) Stairs
- Fixed visual bug in Assembler production screen when inventory is full while trying to produce items
- Fixed incorrect order and formatting of columns in Friends tab of a Join game screen on Xbox
- Fixed Mods screen not refreshing correctly after subscribing to a new mod*Fixed Sensor block having max required input of 0 W at all times
- Fixed two different weathers being the same name in French localization (Orage léger)
- Fixed rare crash of dedicated server (EOS)
- Fixed crash in Model viewer
- Fixed network performance issues for floating object, backpack, safezone block and waypoint
- Fixed crash in resource distributor
- Fixed black screen issue after suspending game on Xbox console
Support Site Fixes
- Fixed a crash when a character tried to spawn on a projected Medical room
- Fixed a crash when normally unavailable Show on HUD was activated for antennas
- Fixed a crash when opening weather admin screen in French localization
- Fixed a crash when sending "/nml" in the chat
- Optimized History and Favorites tab be more performant
- Fixed ability to set NaN(not a number) value to wheel settings, causing unpredictable behavior
- Fixed Advanced door subparts damaging the character when grid accelerates
- Fixed assembler in cooperative mode trying to produce ingots when paired with a survival kit
- Fixed assemblers consuming ingots when producing while inventory is full
- Fixed asteroid embeded station becoming dynamic when removing blocks in certain configurations
- Fixed Cryo Pod managing O2 incorrectly
- Fixed existence of blocks being built by multiple people desynchronizing on DS
- Fixed gasses not being able to pass through Sorters in the correct direction
- Fixed Good.Bot forgetting already finished tutorials between sessions
- Fixed hydrogen not being used when character in jetpack flew in one direction only
- Fixed in-game text editor becoming unresponsive when holding Alt or having mechanically stuck keys
- Fixed inability to build from cockpit (Ctrl+G) in survival lobby games
- Fixed inability to load older saves without newer data
- Fixed inability to save worlds with names longer than 12 characters
- Fixed infinite loading screen when trying to load world which was saved and exited while character was dead
- Fixed Lightning not hitting decoys as a priority
- Fixed merge blocks not merging in certain situations
- Fixed overriden thrusters on stations incorrectly consuming power when turned off
- Fixed Particle.UserRadiusMultiplier not working properly for Mods
- Fixed planets being listed as spawn sites even when situated beyond the playable world limits
- Fixed previous unsuccessful renaming of blueprints compounding in the confirmation dialog
- Fixed Programmable block raycasts not checking for pitch and yaw angles correctly
- Fixed republishing of an existing mod getting rid of previously set categories
- Fixed Russian localization for Antenna range slider
- Fixed ship toolbar not working properly with a gamepad
- Fixed Sloped corner heavy armor tip being easier to destroy than the light variant
- Fixed Sorter not pulling items properly when grid has timers turning conveyor systems on/off, confusing it
- Fixed Terminal Control panel UI not updating selection when trying to control the left pane with arrow keys
- Fixed Timer block delay slider not showing correct time
- Fixed transparency issues for buildable and non-buildable parts of a projection
- Fixed unresponsive server not noticing the disconnection of a player, preventing said player from reconnecting again
- Fixed Visual scripting tool not saving nodes properly for scenarios
- Fixed wheels incorrectly having access to Share inertia setting
- Fixed wheels making a flying grid incontrollable
- Fixed wind sounds from fast character moving through atmosphere persisting through death
- Fixed hydrogen engine energy output being incorrectly included in calculations for stored energy duration
- Fixed Mods disappearing from radial menu in Survival mode after enabling Creative tools
- Fixed OK button graying out inexplicably when toggling categories before Publishing a mod
- Fixed parachute hatch not present in production screen
- Fixed Realistic sound mode not affecting weather sounds
- Fixed Small grid text panel appearing as upside down on Low/Medium settings
- Fixed transparent textures on Yield modules with Low/Medium settings
- Fixed Altimeter and artificial horizon being present when in spectator mode
- Fixed an error in German translation for wheel Strength setting
- Fixed block description tooltips being too large in Russian localization
- Fixed Chinese localization characters/expressions being shifted a bit in the UI
- Fixed crosshair being off-center when seat is not aligned with camera
- Fixed grammar in Search contract description text
- Fixed small grid conveyor tube having gray edges
- Fixed UI sounds happening when using hand tools through gamepad
- Fixed double tapping issue on hand weapons
- Fixed Silicon naming for Italian language
Visual Scripting Tool
- Fixed Tooltips getting stuck
- Fixed Arithmetic node crash when missing inputs
- Fixed Crash on making new scripts
- Fixed New mission nodes not saving
- Fixed FloatingObject entities not triggering AreaTrigger events
- Added New Functions:
- AddMatchStateRemainingDuration
- AdvanceMatchState
- GetMatchIsRunningState
- GetMatchState
- GetMatchStateRemainingDuration
- SetMatchIsRunningState
- SetMatchStateRemainingDuration
- OpenFactionVictoryScreen
- SetFactionObjectivePercentageCompleted
- SetFactionScore
- ToggleAbilityToSprint
- TogglePlayerBroadcasting
- TogglePlayersBroadcastEnabled
- AddToInventoryFloat
- SetGPSHighlightNoSound
- Added New Events:
- MatchStateChanged (+Key)
- MatchStateEnded (+Key)
- MatchStateEnding
- MatchStateStarted (+Key)
Hotfix 1.198.027
29/Apr/2021
- Fixed a crash in analytics when trying to run Space engineers on Linux via Proton because geolocation is not supported
- Fixed a crash when shooting rocket launcher while simultaneously trying to spawn an item
- Fixed a crash in lightning when closest planet was null
- Fixed crouching not affecting the hit position when shooting
- Fixed EOS servers not being added to History and Favorites
- Fixed Gatling guns not pulling ammo automatically
- Fixed rockets and bullets flying away in a random direction for specific angles of aim while crouching
- Fixed rockets shot from launcher not interacting with the Target Dummy
- Fixed Passage 3 Wall blocks mount points preventing them from being placed on the thicker side
- Fixed turrets producing hit markers when not being actively controlled by players
- Hot-fixed an issue preventing clients from joining servers. This issue is caused by servers running a very large number of mods. This issue prevents clients from joining servers by not counting mod dependencies toward the listed mod count. We have created a fix address this issue on heavily modded servers. If you have this issue, please take the following steps.
- 1) Make a mod on the workshop. This can be an empty mod with no function.
- 2) Add all (or part) of your server mod list as dependencies to this mod.
- 3) Use this mod on your DS in place of the mods you added as dependencies.
- Players will not be able to use the advanced mod filter and will not see what mods your server needs in server details. They will, however, be able to join. If you still have this issue even after taking the above steps, check that your server description is not too long. Server descriptions should be 200 characters or less. We may add this limit to the server description field in the future.
Hotfix 1.198.031
20/May/2021
Content
- Added Passage T-junction, Passage Window and Passage Corner blocks to the Warfare 1 DLC package
Fixes & Improvements
- Fixed missing block models in ModSDK
- Fixed a crash in AI
- Fixed a crash in economy when a faction was removed from the save outside of the game (save file editting) without removing faction relations
- Fixed a crash related to how DLC banners in main and escape menu were handled
- Fixed a crash when connecting/disconnecting a controller
- Fixed a crash when radial menu was modded incorrectly with non-existing items
- Fixed a crash when trying to place a floating object
- Fixed rocket launcher clipping when aiming upward as a Male
- Fixed rocket launcher upwards movement behavior when crouched as a Female
- Fixed shoulder animation during rifle reload
- Fixed GPS color value and saturation on hover tooltips being switched
- Fixed Server/Client freezing when lower tier production block (coop) tried to help higher production tier blocks(repeat) with advanced blueprints
Support Site Fixes
- Fixed hydrogen thrusters working without fuel for short amount of time when overridden
- Fixed mountpoints for Symbol/Letter blocks, also made them disappear when block under them is deleted to help with performance
- Fixed clipping when aiming down sights with a pistol
Hotfix 1.198.033
29/May/2021
- Fixed a crash when starting the game caused by a corrupted banner