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Space Engineers

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 01.054 - Bugfixin Week #1

Summary

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



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



List of Mods:
- Industrial Thruster / Ecto Sage: http://steamcommunity.com/sharedfiles/filedetails/?id=318305397&searchtext=
- SektanSky v1.0 / Sektan: http://steamcommunity.com/sharedfiles/filedetails/?id=305108339&searchtext=
- Damageindicator / STORM: http://steamcommunity.com/sharedfiles/filedetails/?id=332491557&searchtext=
- SANCHINCORP(hoverbike) / sanchindachi666: http://steamcommunity.com/sharedfiles/filedetails/?id=296661800&searchtext=
- Automated Inventory Sorting / tyrsis: http://steamcommunity.com/sharedfiles/filedetails/?id=321588701&searchtext=
- Gesture Pack / Virakotxa: http://steamcommunity.com/sharedfiles/filedetails/?id=303948455&searchtext=
- Command Console Pack / kolt16: http://steamcommunity.com/sharedfiles/filedetails/?id=304571628&searchtext=
- S Guns Rocket Launcher / Sektan: http://steamcommunity.com/sharedfiles/filedetails/?id=333093940&searchtext=
- Docking Ring / Darth Biomech: http://steamcommunity.com/sharedfiles/filedetails/?id=294619787&searchtext=
- SANCHINCYBORGS / sanchindachi666: http://steamcommunity.com/sharedfiles/filedetails/?id=296683251&searchtext=

Features
There are no new features this week

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

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 01.055 - Bugfixing #2

Summary
This is the second batch of bugfixes. The most important fixes are the interior light issue, the dedicated server assembler issues, the reduced rotor and piston network traffic (in multiplayer) and the improved rotor stability. We have also added a new tool for our modders that helps them to see changes to their mods without having to be in the game.



Features
- ModSDK tools on Steam - helps modders to see changes to their mods without having to be in the game - more info here:http://www.spaceengineersgame.com/model-viewer.html

Fixes
- reduced rotor and piston network traffic (in multiplayer)
- improved rotor stability
- fixed issues with interior lights
- fixed dedicated server assembler issues
- fixed character animations (hands in crouch position)
- fixed sound modding issues
- fixed ship grinder/welder inventory size
- fixed can't save the game issues (toolbar crash)
- fixed lag when missile was impacting the asteroids
- fixed glass issues in mwmbuilder
- fixed rotor displacement issues
- fixed crash when renaming blueprints
- fixed rifle animation bug (rifle floating in the air)
- fixed rotor top part renders incorrectly
- fixed issues with some mods cannot be loaded from workshop
- fixed configuration file perma-death cannot be set to false
- fixed assemblers in co-operative mode seem to copy queue items from assemblers in disassembly mode
- fixed DeviateShotAngle does nothing in weapons.sbc
- fixed crash caused by turrets firing
- fixed crash with the same key was already added
- fixed Mod Scripting - ConfigDedicated.Administrators is not populated from config file
- fixed explosion when piston was mounted on rotor on small ship
- fixed desync on DS
- fixed crash when gatling turret destroys rocket
- fixed cannot change assembler ownership on cargo ships
- fixed character death in cockpit without cockpit been damaged
 

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 01.056 – Bugfixing #3
Summary

This is the third batch of bugfixes. We have also changed the height of piston blocks from 2-blocks to 3-blocks. This way, pistons should have more stable performance. Another (less important) change that we made is the reduction of the missile range from 1000 meters to 800 meters.



Features
- changed the piston’s height from 2-blocks to 3-blocks. Pistons should be more stable now (your current creations will not be affected by this change)

Fixes
- default missile range has changed from 1000m to 800m
- fixed piston performance issues
- improved ship collision performance
- fixed rotor performance issues
- fixed player not being able to remotely control ship when locked via LG
- fixed stacked piston group toolbar issues
- fixed spotlight's light bit ahead of themselves and shine in only one direction
- fixed player not being able to exit remote control when second player enters the cockpit
- fixed placing block with tool in hand
- fixed wrong offset for flight seat camera
- fixed cannot control the ship after using and disabling thruster override
- fixed pistons shape is causing small ship rotation
- fixed unable to place sloped light armor blocks (texture crash)
- fixed ProjectileTrailColor tag preventing weapon mods from loading
- fixed crash when spawning in modded re-spawn ship
- fixed large bomb effect when detonating small and large warheads together
- fixed beacon HUD being visible without power
- fixed issues with pasting blueprints into the world
- fixed crash when exiting from game to menu
- fixed minor model viewer issues
- fixed broadcasting always switching ON after loading a world
- fixed jetpack flames getting into view in 3rd person
- fixed missile launcher not shooting at each crank & missile turret shoots only from center
- new programmers added to credits screen (!!!)
 

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 01.057 – Bugfixing #4

Summary
This is the fourth update mainly focused on bugfixing. Besides this, we have also implemented sound modding for weapons and the option to attach or detach the top rotor part (this way players can build small rotor top on large rotor base)



Features
- weapon sound modding
- added rotor top part with possibility to attach/detach
- improved simulation speed in various scenarios
- improved sensor performance
- improved performance of lights
- improved floating objects performance
- improved performance for meteorite storms

Fixes
- fixed crash during remote control
- fixed marker visible in another world
- fixed camera issue no longer displaying the custom name of camera
- fixed crash when finishing assembler in survival
- fixed small ship beacon is too shiny
- fixed lights which are disconnected from grid are still shining
- fixed crash in camera control
- fixed crash when splitting grid
- fixed visibility of beacon (minor fix)
- fixed stator/rotor attraction
- fixed pressing 'Y' when in cargo ships cockpit disables movement control
- fixed remote control is disabled after connectors are disconnected
- fixed mirroring of arc furnace
- fixed message is incorrect when siting in cockpit on station
- fixed missile launcher aims incorrectly
- fixed missile launcher not shooting at each crank & missile turret shoots only from center
- fixed re-loadable rocket launcher: no "Reloading" message
- fixed a possibility to drill a ship preview during copy/paste

Important note:
Due to some recent updates, Space Engineers may ask you again to allow it in Windows firewall. In case it does not pop-up automatically and you experience connection issues, please add the firewall exception manually.
 
Unwanted

jcd

Punished JCD
Patron
Joined
Jan 4, 2012
Messages
10,681
Location
UNATCO HQ
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

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 01.058 – Projector block, Bugfixing #5




Summary

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

Features
- projector block
- option to use blueprints menu (F10) and save blueprint (Ctrl+B) in survival mode
- possibility to display pivot point of the grid (Terminal -> Info -> Show grid pivot)
- turrets are not shooting armor on friendly ships; this applies to other blocks with no ownership as well

Fixes
- fixed MWM builder resetting pivot rotation and position of models
- fixed custom gatling gun shooting itself
- fixed game crash when changing ownership as block is destroyed
- fixed thruster damage not working on cargo container
- fixed wrong collision model of antenna
- fixed crash when placing sniper turret (mod)

Projector Guide
Projector block, blueprints in survival mode:
- players can select a blueprint to project in the projector control panel
- projection can be moved around (set horizontal/vertical/forward offset and set yaw/pitch/roll)
- players can see the build progress and statistics for the projected ship/station on the projector control panel
- players are able to use the blueprint's menu (F10) and save blueprints (Ctrl+B) in survival mode

Projection:
- only one grid is supported (grids behind rotor are not projected)
- grid size of the blueprint must match the grid size of the projector (you can project large ship and station blueprints only from the large projector block. Small projector block can project only small ship blueprints)
- projection has no physics and it is not triggering sensors
- projection is always attached and aligned to the projector grid and moves with it

Welding + Placing:
When starting a ship from scratch, make sure to align the hologram to the projector and start adding blocks that are next to the projector (or to blocks connected to the projector). Blocks that will be valid for construction will be highlighted. You can also check the info panel of the projector for any warnings.
- projected blocks can be placed/welded when projected block is in range of a welder
- only blocks neighboring with existing blocks can be placed
- when the projected block is colliding with anything else, it cannot be placed
- it's possible to project a blueprint on any existing ship, to repair/rebuild it

Projector orientation:
Upper side (marked with +):
SpaceEngineers_2014-11-272.jpg


Front side (marked with |):
SpaceEngineers_2014-11-271.jpg


Note: The projectors do not support blueprints with rotors and pistons at the moment. In case they are used, the projector selects the larges grid and projects only that one. We will continue to work on the projector block - as usual with every new block, this is just the first iteration and work in progress. Thanks for your understanding and for your help!
 
Unwanted

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:

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Bag'o'patches:


Update 01.059:

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

Features
- projector improvements
- assembler improvements
- mwm viewer improvements
- added the single item disassemble option for assembler
- projector now remembers last projected blueprint when turned OFF and ON again*
*Important Note: projector will not remember ON/OFF action on already projected blueprints, you will have to project them again and it will work without problems

Fixes
- mwm viewer fixes
- fixed issue with landing gears being ripped off
- fixed confusing disassemble for assembler - assembler now disassembles only items in its own inventory
- fixed issue when assembler icon was red even when there is enough material in conveyor system to assemble the item
- fixed assembler showing blocks for disassemble instead of components
- fixed inventory filter is not closing when pressing 'X'
- fixed projected block does not keep options
- fixed projected blueprints don't keep groups
- fixed projector projecting when it’s off

Warning: Avast and possibly other anti-virus software could mark file SpaceEngineersDedicated.exe as a malware containing "Win32:Evo-gen" infection. This may happen during Steam download of this new update. This is just a false-positive, please mark this file as an exception to continue the update.

EDIT 12/05/2014:
Updates 01.059.011
- fixed crash when 2 clients were joining DS at the same time
- fixed loosing ownership in old saves on DS**
- fixed spotlight flashing


----------------------------------------------------------------------------------------------------------------------------------------------------------------

Update 01.060 – Sound block, New skybox, Bugfixing #7

Summary

The sound block has been added - it can reproduce predefined sounds such as alarm, siren for announcements, etc. Also, we have replaced the old Skybox with a brand new one! This change has been made as a part of the preparations for the future updates that Marek has mentioned on his latest blog post about exploration and super large worlds.



Modding Guide for sound block: http://steamcommunity.com/sharedfiles/filedetails/?id=354444565

Features
- sound block
- new skybox

Fixes
- fixed projector loses orientation after power loss
- fixed issue with cooperating assemblers resetting build progress on master assembler
- fixed issue with antennas that were set OFF were working after loading
- fixed timers, cockpits and other blocks which could not be welded in projection
- fixed crash caused by same object being added twice
- fixed crash when saving in remote control or camera and reloading the game

EDIT:
Update 01.060.018- fixed issues with missing asteroids when staring new game

Update 01.060.019- fixed issues with invisible asteroids for clients

EDIT 12/12/2014:
Update 01.060.022
- fixed crash when opening cargo inventory
- fixed crash when downloading mods
- fixed crash with sound block

EDIT 12/15/2014:
Update 01.060.023
- fixed crashes on multiplayer when player was welding/grinding (this issue was caused after the last update)


----------------------------------------------------------------------------------------------------------------------------------------------------------------


Update 01.061 – Netgraph, Bugfixing #8

Summary

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

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


Netgraph Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=357872062
Features:

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

Fixes

- fixed ore detector detecting ore when there was none*
- fixed freeze when grinding
- fixed no message when character crosses the limit world
- fixed piston missing in assembler
- fixed crash in Havok constraints (aka random crash)
- fixed crash in render
- fixed HUD overlapping when in ship
- fixed issue when player could not create new large/small ship grid
- fixed issue with arrow keys not working properly with sliders
- fixed issue with sound of working assembler still running when assembler was not working

*Warning: in order to see this change you will have to create a new world and save it, also precision of ore detector is still work-in-progress
 

Multi-headed Cow

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

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




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

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

zeitgeist

Magister
Joined
Aug 12, 2010
Messages
1,444
Happy New Year Space Engineers!

Our first update of this year includes a very special and highly anticipated feature. Programmable block (aka “in-game programming”) has been added! The block is fully programmable within the game’s environment and world. Programming is now an integral part of the gameplay (this is not modding – that has been added a few months earlier). Programmable block can access other blocks in a grid or through antennas, open and close doors, lit on the lights, and more. Ownership determines what can be accessed.

This is a first prototype, just to get it to your hands and get real feedback from you. More options and improvements will be implemented in the future. You can read more info about in-game programming on Marek’s blog post: http://blog.marekrosa.org/2014/06/programming-in-space-engineers_4.html

This is something I've pretty much been waiting for since release, it might be time to get back into SE.
 

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 01.065 - Communications or Space Engineers discovers ICQ

Summary


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



Features
- communication – chat between players and factions
- in-game programming improvements
- script mod templates
- world view distance in join screen

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

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

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 01.066 – GPS, Text panel, Mod sorting:

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



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

Fixes

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

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 01.067 – Voxel Hands, Terminal weapon control

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



Features
- Voxel Hands (creative mode only)
- Add weapon actions to block toolbars (timers, sensors)
- Changed the key combination for exporting a model: CTRL+ALT+E
- Programmable block: improved code editor performance; code is now limited to 50.000 characters

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



MS Paint in SPACE!!!
 

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Update 01.068 – Camera zoom, Damage effect for blocks

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



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

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

Known issue: text panel display is white (we're fixing it)
 

Drax

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Update 01.069 – New armor block types, Armor and asteroid modding
Summary
New types of armor blocks have been added - rounded and angled. Moreover, we have expanded the modding possibilities to armor and voxels (asteroids). You can find more info in the modding guides linked below.



Features
- new armor block types: rounded, angled
- armor modding
- asteroid modding

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

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

Drax

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Space Engineers: Planets, oxygen, DirectX 11, optimizations and multi-player

People keep asking us "what is the next big feature to be added to Space Engineers". As at the moment the major part of our plan focuses on long-term goals (which will take months to finish), and we don’t want to keep people in the dark, we’ve decided to reveal some of them.

Before I continue, let me emphasize that everything I say in this blog post is subject to change. The process of game development at our studio goes through multiple stages (idea, concept, development, testing, feedback, more development…) and during the later stages it’s likely that some of the earlier stages get changed due to feedback and the experience that we gain later.

Planets and oxygen
When we started working on Space Engineers we were not sure whether we wanted to add oxygen and planets. We didn’t know if people wanted us to go this direction and we also didn’t know how challenging it would be to develop. But now we see that it’s one of the most requested features and we are also confident that we can deliver it.

First we will focus on oxygen in space ships (grids). The algorithm will traverse through the volumetric grid, check if there’s a closed or open area, and if the oxygen can expand or stay contained. We may use solutions already developed for conveyors (it’s an obvious graph traversal / flood-fill algorithm).

The next stage will be planets, which will basically be asteroids ranging in sizes from tens to hundreds of kilometers across. We need to be careful with the expensive procedural generator here and the simplest optimization is to avoid generating terrain for volumes that are too far from the planetary surface (because they are almost always full or almost always empty and there’s no need to run the generator there).

Then we will need to add some sort of terraforming: oxygen generator, trees, grass, etc.

One of the open questions we haven’t decided yet is how to place station blocks on planets. If we keep our axis-aligned approach and the player starts building a station at some place on the planet and then keep adding blocks to it, soon the blocks will deviate from planet’s spherical surface. One idea is to allow rotation of the base block and so the player could align the station with the spherical planetary surface. The other idea is to add a new type of block grid: one based on spherical coordinates.

Also, we still don’t know if oxygen will just be an aesthetical function. We need to come up with the advantages that players without helmets or suits would have - something that can only be done if the character has no space suit. Otherwise nobody will take off their helmet and the whole point of air in spaceships will be lost. On the other hand, we can’t penalize players in suits because that’s how almost everyone plays the game now.

A natural landscape generator, trees, grass and sky are already finished - thanks to Medieval Engineers.



DirectX 11 and optimizations
During the development of Medieval Engineers we created a brand new DirectX 11 renderer. Its main feature is PBR (physically based rendering) that allows us to define surface textures with very realistic appearances.

EDIT: Older DX9 renderer will stay in place (for those who don't have DX11 hardware)

Additional benefits:
  • multi-threaded rendering
  • more efficient processing of generated geometry (e.g. grass)
  • smooth LOD (level of detail) transitions based on screen-space object dithering (no popping)

This new renderer will soon come to Space Engineers. Our artists have already started work on finishing our 3D models up to their final quality (you may have noticed that most of the models in Space Engineers are just temporary concepts, low-poly, no textures).

We are keeping the original art style and just making the models prettier. During this change we will also reduce unnecessary polygons and add multiple models for LOD optimizations (LOD means that objects in the distance are rendered in a lower quality). The positive thing is that we can keep working on this iteratively, block after block.







Multi-core physics and optimizations
Havok is a physics engine developed by Intel and we use it in Space Engineers and Medieval Engineers.

Havok is able to utilize multiple CPU cores for its physics calculations. At present our games don’t support this and some work on our side is required to rectify this.

We will need to handle callbacks from Havok to our game, so that when they are triggered from different threads they will not cause any problems. For example, when Havok detects any contact between two physical bodies, it sends a message to our game so that it can play a sound or render a particle effect.

The other big piece of work will be extending thread safety in voxel polygonization and procedural generation. Right now this runs asynchronously (so the game doesn’t lag when large terrains are requested), which can be a problem in situations where Havok needs real geometry to calculate potential collisions between objects that suddenly approach each other.

Benefits of multi-core physics:
  • faster calculations = less lag in critical situations
  • ability to compute more objects in a world, e.g. massive count of debris during structural integrity collapse in Medieval Engineers

Multi-player
The bottom layer of our networking engine relies heavily on Steam networking and we can’t use this on the Xbox One port of Space Engineers.

The new networking library we chose allows us to better control message and channel priorities and reduce multiplayer lag and waiting periods.

This upgrade comes thanks to our decision to port Space Engineers to Xbox One and in future will lead to increased platform independency of our game engine.

 
Last edited:

Drax

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Update 01.071 – New armor blocks, more exploration ships, favorites/history in server browser

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



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

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

Drax

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So, pretty important feature in today's update: Oxygen!

Update 1.074 – Oxygen!
Summary
Oxygen has been added in Space Engineers! This means that now you can take off your character’s helmet, but only inside the medical room. When the character takes off the helmet inside an environment without oxygen, he will receive damage. In addition, you are now able to obtain ice and generate oxygen out of it by using the oxygen generator. This device needs to be connected to an air vent that will emit the oxygen inside the room.

Moreover, we’ve implemented the “drain all” option for the sorter block that will push all items trough the block and the "switch" statement for the programmable block.



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

Note: ice will be generated in new worlds.
Fixes
- fixed crash when connecting laser antenna
- fixed drills not sending ore to cargo containers
- fixed welder (tool) welding faster than ship welder
- fixed client cannot weld or grind
- fixed programmable block button always in OFF state
- fixed rotor textures


:bounce:
 

Drax

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That door be tight, dog!


Update 01.075 - Airtight hangar door, New turret targeting options
Summary

Airtight hangar door has been added to the game. Players will now be able to build large pressurized hangars for their ships and stations. Additionally, new options for turrets are now available that allow players to set targeting solely on stations, characters, small ships or large ships. Moreover, players can now switch the oxygen and sensor blocks ON/OFF from the toolbar, timer and sensor. Also, rockets will no longer destroy non-armor blocks in one shot and they will require less material for producing them. Lastly, we added a scrollbar for actions that can be assigned to toolbar in G screen.



Features
- airtight hangar door
- new turret targeting options
- ON/OFF options instead of check-box for oxygen blocks and sensor blocks
- scrollbar for actions in G-screen

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

Drax

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Space Engineers source code fully released on Github:

Space Engineers – full source code access, total modifications and 100,000 USD fund

Today we have a very important announcement for our modders and our community. We decided to give you 100% complete access to Space Engineers’ source code. This comes as a continuation of our decision to give more freedom to modders and community.
Please do not confuse this with “open source” or “free software”: While we are opening the possibility to read and alter Space Engineers and VRAGE source code, we’re not making Space Engineers or VRAGE free.
I have spoken about ideas like this in my previous blog post - http://blog.marekrosa.org/2014/09/programming-is-coming-to-space-engineers_15.html but back then we were assuming we would open only some parts of the game. Later we came to the conclusion that opening the entire code base will be much better for everyone.
Modders can now develop the same way Keen Software House developers do (this however does not mean we will stop working on the game).
During the last few months we have been removing parts of the obfuscation on the Space Engineers executable and libraries. After that we uploaded the source code of Space Engineers and VRAGE engine on GitHub as a private repository, let selected modders look at it and provide us with feedback, and today we’re making the repository public.
There are very few game studios that have ever done this, probably none during their early access period. It’s an experiment that someone has to try, and the chances that it will be beneficial for the future of Space Engineers is high and worth taking the risk.
Pros:

  • Total conversions are now possible
  • More and better content created by modders
  • Allowing people to have more fun with our game by letting them modify it while we keep adding core features and updates just like we did for the last 2 years
  • Modders can make server-side mods easily
  • Modders can contribute to Space Engineer’s core development if they want
  • Modders can extend the official ModAPI interface and we will merge their changes with the core game

Cons:

  • “Competitors” can steal our ideas and algorithms. Our answer: if it is so easy to clone our games and development methods, then we probably aren’t doing anything special. We believe that our competitive advantage is in being leaders, not followers.
  • Hackers will have an easier time cheating in multi-player. Our answer: this is true, but with new multiplayer, the server will have authority and will validate everything sent by clients. If our implementation has flaws, open access to our source code and the visibility of potential flaws will push us to fix these cases faster.
  • We can be accused of going open source and abandoning the development of Space Engineers. Our answer is definitely NO. As we stated above, this is mostly for giving complete freedom to our modders while we continue the game’s development without any changes (through weekly updates and keeping our development plan as described in our previous blog post). Space Engineers is still selling very well and only a crazy person would abandon the game! We just want to give people the chance to modify all aspects of our game and experiment with it while we keep doing what we are doing.

In the worst case scenario, we will revert back to obfuscating the source code and with our frequent update routine the non-obfuscated source code will soon become old and obsolete.
NOTE: we are organizing an IamA on Reddit today at 20:00 CET / 14:00 EST where you can ask us more questions in case something hasn’t been explained clearly enough (more info will be posted on our Space Engineers Facebook page).


How it works?
Go to GitHub, download and unpack the source codes, open it in Visual Studio Community Edition (free), modify the source code, launch the game! See this video guide:



GitHub link: https://github.com/KeenSoftwareHouse/SpaceEngineers




This new type of mods can’t be uploaded on Steam Workshop (unlike ModAPI mods) because of security risks. We are assuming that modders will find ways to share their mods with players. Server side mods will be installed on servers by server administrators, so it’s not necessary to distribute them to clients.
Modders will be able to contribute to ModAPI in vanilla game. It often happens that modders want to create a mod, but they are unable to do it because ModAPI has a limited interface. In this case, they will simply add support for it (usually it means creating a small public interface for an existing feature). We will review their changes and when it meets quality and security requirements, we’ll merge it with the core game.

General discussion, suggestions and questions can be posted on the dedicated Source Code sub-forum: http://forum.keenswh.com/forums/source-code.423135/
What kind of mods can be made?
Workshop mods: Nothing changes for workshop mods, except modders who wants to get involved in ModAPI improvement now have a chance.
Total conversion mods: These mods can ignore the limits of ModAPI and modify anything in the game. Because we’re unable to guarantee security, these mods can’t be uploaded to Steam Workshop and must be distributed in a different way. Games like Counter-Strike, DOTA and DayZ were created in similar fashion.

When an author of a total conversion mod wants to release his mod on Steam (as a standalone game or Space Engineers DLC/mod) we’d be happy to help him with that. Contact us: info@keenswh.com

Standalone games: if you decide that modding is not for you and you want to build a brand new game based on Space Engineers’ and/or VRAGE source code and assets, don’t hesitate to contact us: info@keenswh.com
What are modders saying?
Digi: “This will open the possibility for a lot of extra improvements to the game and its modding API, from the fans that want to get involved.
Digi is the author of several very popular mods, including Helmet 3D hud and Gravity collector. He also contributed to ModAPI improvement. His workshop: http://steamcommunity.com/id/hunterdigi/myworkshopfiles/?appid=244850
Tyrsis: “I personally would love to modify some things, as I'm limited to responding to events / sending sync packets in order to make things happen on the client. Having more control at the source level would be interesting.”
Tyrsis is author of SEServerExtender and very popular mods including Automated inventory sorting and GPS and waypoints. His workshop: http://steamcommunity.com/profiles/76561198023356762/myworkshopfiles/?appid=244850
Malware: “I'm personally very happy to be granted access to the source code, but I'm a bit worried what will happen if you release it to everybody.
Malware is a very active member on GitHub, he already contributed by adding several features to ModAPI. His workshop: http://steamcommunity.com/id/mal-ware/myworkshopfiles/?appid=244850
$100,000 fund
To support our modding community even more, we reserved $100,000 of our own money as a fund for modders who want to build total conversion mods based on Space Engineers or VRAGE engine.
We’re considering several ways how this fund could work: grants with no strings attached (see how Epic does it with UDK – https://www.unrealengine.com/unrealdevgrants), zero interest loans and Kickstarter support. We can provide PR, marketing and promotion on our social media.
Why are we doing this? We believe that our VRAGE engine is unique in certain aspects and it would be great to see what other people can create with it. VRAGE supports fully dynamic and volumetric environments where players can build and destroy everything around; our game world is unlimited in size and can be procedurally generated.
More info about VRAGE: http://www.keenswh.com/vrage.html
Who are we looking for? Anyone who’s interested in our technology and wants to create game or total conversion using VRAGE engine or Space Engineers. We’re looking for people who are enthusiastic about the same things as we are; game development, sandbox games, destructible environments and unlimited gameplay experience.
Legal notes
EULA is available at: http://www.spaceengineersgame.com/eula.html
If you don’t want to read the lawyer mumbo jumbo, please just keep in mind the following:

  • The source code and art assets must not to be mistaken for free software, an open source in a free-software activist understanding, copy-left or public domain software. All source code and art assets remain copyrighted and licensed by KEEN SWH LTD. and you are allowed to use them (modify, tweak, make a derivative work, distribute, etc.) only under following conditions.
  • The source code, modifications or derivative works can be distributed only if they are intended to be used as a mod for Space Engineers, and only if valid customers would be able to use them. You are not allowed to bypass this restriction and create a standalone application or use our code in your projects.
  • In other words, everyone who wants to develop and/or use mods based on our source code is required to own a valid Steam version of Space Engineers. You are not allowed to use our source code in an application other than Space Engineers. You are not allowed to remove the Steam integration from the code.
  • You are not allowed to distribute original art assets (textures, models, fonts, etc.) except if you won’t be able to make your modifications without our original files (e.g. painting a mustache on our astronaut texture and then distributing it as a mod to Space Engineers is allowed)
  • You are allowed to share the source files with other developers (crediting us when logical/reasonable), downloading and compiling the game locally, modifying and tweaking the game locally, and even publicly forking, modifying, and tweaking the game source on GitHub.
  • The origin of this software must not be misrepresented; you must not claim that you wrote the original software.
  • Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. This notice may not be removed or altered from any source distribution.
  • By making a pull request on our GitHub repository, you're stating that you're the author of these changes or have rights to the changes you've made and you're giving us the right to use it in any way.
  • Commercial usage is allowed only after you obtain an agreement from us: info@keenswh.com
  • We reserve the right to change this license at any time with or without notice, with immediate and/or retroactive effect. We believe that what we ask is reasonable, so please don't try to bypass it. We're trying to be open and honest, and we hope people treat us the same way back.
  • Don’t be afraid to experiment with the source code. If you break something, you can always revert by downloading it again.
  • If there's anything legal you're wondering about that wasn’t answered: don't do it or ask us about it. If there's anything you don't understand or you consider confusing, please email us your suggestions: info@keenswh.com
  • That's it! No more rules. If the above wasn't clear, here's a summary: use this source code only for developing mods for Space Engineers.

Conclusion
I would like to end by saying again that there is no need to fear that we are abandoning Space Engineers’ development. We are very concentrated on the game’s development and on the players’ suggestions. We assure you that we will continue at the same pace as we have done for 2 years and deliver a game that all our players will love playing! If you see someone who doesn’t fully understand our arguments, please refer them to this blog post. Thank you!
In case you have more questions or if something hasn’t been explained clearly enough, we are organizing an IAmA on Reddit today at 20:00 CET / 14:00 EST (more info will be posted on our Space Engineers Facebook page). Also, please don’t hesitate to ask your questions in the comment section below. We may compile a FAQ later.

SPECIAL NOTE: we noticed that many of you are eager to see planets, so this is a small preview from the development (seamless transition, 100km+ in size, procedurally generated, deformable/destructible, almost infinite amount, gravity and atmosphere... still waiting for trees, grass, etc.) :)







:thumbsup:

Inb4 fully-destructible volumetric Daggerfall
:dance:

Also, Planets!:bounce::bounce:
 

Raapys

Arcane
Joined
Jun 7, 2007
Messages
4,960
That's pretty awesome.

Every since Valve released the (partial) source for Half-Life 1 I hoped that would become the norm. Alas, no such luck. I think this is the right idea though; keep the license to sell it and whatnot, but distribute the source for modders and allow people to get in contact about producing stand-alone products based on said source. And the engine really does seem great, based on my little time playing SE.
 

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