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Space Engineers

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jcd

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Last edited:

Drax

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Apr 6, 2013
Messages
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Location
Silver City, Southern Lands
Update 01.046 Has been released

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



Features
- sensor block
- flashing lights
- warhead terminal controls

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

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


EDIT 09/05/2014:
Update 01.046.014

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




Sensor Block!! No more manually open the doors of your hangar!! Weeee!!!
 

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 01.047 - Remote ship control, Timer block

Summary

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



Features
- Remote ship control – control ships without being inside the ship’s cockpit (drones)
- Timer block - triggers a queued action after a set period of time
- Gravity/Sensor field view
- Sensor block now detects stations
- Ore detector info can be relayed through antennas
- New interior wall texture

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

Known issues
- Sensor block is detecting small ships, but the action is not triggered




...Are this guys human??
 

Raapys

Arcane
Joined
Jun 7, 2007
Messages
4,960
Is there any reason to play this stuff in singleplayer? I.e. any challenges/opponents or stuff beyond just building shit?
 

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Bugfix Update 01.047.016

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

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Is there any reason to play this stuff in singleplayer? I.e. any challenges/opponents or stuff beyond just building shit?
I've only played in SP (no friends in this world) and yes, it's mostly mining and building. There are optional travelling cargo and/or military ships you can "fight" but that aspect is still very underdeveloped.
I assume this game in MP is much more fun. Fuck that, though...
 

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Holy shit:

Programming is coming to Space Engineers

Programming is making its way into Space Engineers. The first version will come this Thursday (September 18th, 2014).

You will have four different ways to "program in Space Engineers":
  • Modding API – This will be the first one. It’s not for everyone, because it will require modding the game. Some programming experience will be required. It will allow you to alter the game by writing C# scripts that have access to in-game objects (at first, only some type of objects will be accessible, but we will keep opening up the interface). These scripts will be shared through Steam Workshop and the game will insure they will run in a safe sandboxed environment (scripts won’t be able to access your local files, send packets over your network, launch applications, etc.). Example scenarios:
    • Dedicated server log: player will know what happened on his dedicated server while he was offline (ships destroyed, players logged in/out, ore harvested, etc.)
    • Robots! (with AI, sensors, logic, behavior)
    • Mission script, large ship fights, search and rescue, etc.
    • New custom weapons
    • Scripted ship spawning
    • Modifying existing blocks (e.g. refinery priority)
    • And more
  • Programmable blocks and HUD – I wrote about this in my previous blog post. It will come in a few weeks after the modding API. The main difference between programmable blocks/HUD and the modding API is that the former happens inside the game world. You will have access only to functions that would be available to an astronaut in-game. We will try to make it user-friendly and easy to use. You will be able to program robots and machinery, but you won’t be able to use this to script a mission or alter the game.
  • Modding API (total access) – this will be an extension of the modding API and all safety restrictions will be lifted (no sandboxed environment). You will be able to write DLL files that can access in-game objects and essentially do whatever you want. These scripts/DLLs won’t be shared on Steam Workshop (it would be too risky).
  • Interactive blocks – this idea came to us after we’ve noticed how you are using sensors and pistons. Some of you were able to create drones that track objects, logic gates, timed lights and other interactive works. The best part is that there was no text-based programming involved. We want to widen your options and we plan to add some new interactive blocks (“timer” block was the first one).

I believe that adding programming to Space Engineers will trigger a flood of creations, the possibilities are infinite. I am already looking forward to see what you will create (I already have an addiction to watching your Youtube videos, Steam Workshop worlds and mods, Reddit…).




:dance:
 
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jcd

Punished JCD
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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Last edited:

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,380
Hot damn... I am like 20 updates behind on this one, and it feels like I'm going to have to quit my job to catch up.
 

Raapys

Arcane
Joined
Jun 7, 2007
Messages
4,960
That sounds really cool. Also gives hope for AI for either single-player or cooperative play.
 

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 01.048
Summary

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

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

ModAPI Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=315625486
Tomorrow we'll post video showing how to configure free version of Visual Studio and create simple mod using ModAPI.



Features
- Modding API (WIP - more features will be added in the future)
- Reloadable missile launcher for small ships
- Respawn ship cool down time
- Ship dampeners configurable in terminal
- Moddable door open distance
- Search in inventory by item name
- Fighter cockpit mod – special thanks to modder “Darth Biomech”!

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

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 1.049

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



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

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

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 01.050 - Blueprints

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



Features
- Blueprints (F10, Ctrl+B)

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

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 01.051 - Adding new asteroids in creative mode, Remote turret control

Summary

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





Features
- adding new asteroids in creative mode (SHIFT+F10)
- scrap metal item (can be processed in refinery into iron)
- remote turret control


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

jcd

Punished JCD
Patron
Joined
Jan 4, 2012
Messages
10,681
Location
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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Last edited:

Siveon

Bot
Joined
Jul 13, 2013
Messages
4,509
Shadorwun: Hong Kong
Downloaded. I have no idea what I'm doing, but for some reason floating around in space is hilarious and awesome.

Hey Luka, want to try a hand in a multiplayer server?
 

Luka-boy

Arcane
Joined
Sep 24, 2014
Messages
1,629
Location
Asspain
Hey Luka, want to try a hand in a multiplayer server?
Normally I would say "hell yes", but I came down with a fever this morning and feel like shit, so I'm not sure if I'll be available. But I will send you a PM if I feel better in the next 24 hours. You can't be worse than the guy I played with.

I still managed to play for a while last night with a friend, spending three hours learning how to build a gatling turret to stop meteor showers from ruining our shit, and literally thirty seconds after building it and feeding it its ammo, a meteor shower starts and a giant rock hits the fucking turret head on while it was busy shooting at another one that wasn't even heading towards my platform.
:hmmm:
 

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 01.052 – Assembler Cooperation, Volumetric Explosions

Summary

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



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

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




:brodex:
 

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 01.053 - Advanced rotor block, Sound modding

Summary

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



Features
- advanced rotor block
- sound modding

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

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