1. This forum is obsolete and read-only. Feel free to contact us at support.keenswh.com

Update 01.081 - Upgrade modules, Antenna visibility adjustment

Discussion in 'Change Log' started by Drui, May 7, 2015.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Drui

    Drui Keen Update Guy Staff

    Messages:
    1,415
    Summary
    We added three new modules that are compatible with the refinery and the assembler - productivity, effectiveness and power efficiency. The productivity module can make the refinery and the assembler work faster. The effectiveness module is compatible only with the refinery and it increases its efficiency when creating ingots from ore. The power efficiency module, as the name suggests, makes the blocks consume less electricity. The modules should be attached to the refinery or assembler in order to work.

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



    Features
    - Upgrade modules for refinery and assembler (productivity, effectiveness and power efficiency)
    - Antenna visibility adjustment on HUD

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

    Bonus
    - "Oh Deer God", aka developers can have fun too: https://steamcommunity.com/sharedfiles/filedetails/?id=438747310

    EDIT 05/08/2015:
    Update 01.080.011

    - fixed productivity module sets productivity to -100%
    - added additional checks to upgrade modules for invalid values
    - fixed ragdoll crash when enabled jetpack with custom character
     
    Last edited: May 8, 2015
    • Like Like x 18
  2. Johnny Depth

    Johnny Depth Apprentice Engineer

    Messages:
    198
  3. Surge

    Surge Trainee Engineer

    Messages:
    7
    First!!!!

    Edit: Damn
     
    • Like Like x 1
  4. Repo Mann

    Repo Mann Apprentice Engineer

    Messages:
    236
    nope.

    BTW I wanted devs to see this cry of the soul:
    START FIXING THINGS!
    Add the most used mods to SE instead of making new features for a while.
    fully cosmetical/thruster variations blocks should be added so people could build with more block on each server. Keen, please at least think about it.
     
    Last edited: May 7, 2015
    • Like Like x 2
  5. Urablahblah

    Urablahblah Apprentice Engineer

    Messages:
    270
    Deer engineers:

    I regret to inform you it is hunting season. Goodbye.
     
    Last edited: May 7, 2015
    • Like Like x 4
  6. Don Jacobs

    Don Jacobs Junior Engineer

    Messages:
    657
    Hot damn :)
     
  7. AdmObir

    AdmObir Apprentice Engineer

    Messages:
    159
    Did not see the upgrade modules coming, great idea! Nice job Keen!
     
  8. eldarstorm

    eldarstorm Junior Engineer

    Messages:
    725
    5th :D

    Well maybe not 5ht any more :p
     
  9. plaYer2k

    plaYer2k Master Engineer

    Messages:
    3,160
  10. YesWeCant

    YesWeCant Trainee Engineer

    Messages:
    42
    Deer engineers...

    Haha, dat was awesome.
    Btw, do the modules work on Oxygen generators and arc furnaces as well?
     
  11. Wazbat

    Wazbat Apprentice Engineer

    Messages:
    381
    Oh deer
     
    • Like Like x 3
  12. Thedevistator

    Thedevistator Senior Engineer

    Messages:
    1,942
    Oh deer. :)

    I like the upgrade modules they will be helpful for factories.
     
  13. Jewboii

    Jewboii Apprentice Engineer

    Messages:
    242
    Can the upgrade module slots be expanded with conveyors, or do they need to be placed directly on the block? Can one upgrade module boost multiple assembler/refineries at the same time (if they are all connected with conveyors, or one module is placed across 2 assembler/refineries)?

    EDIT: Question 1 is No; the hatches aren't the right size to be connected to conveyors from what it looks like.
     
  14. Mc_Man165

    Mc_Man165 Trainee Engineer

    Messages:
    4
    Deer god, what have you done!
     
  15. TEOTWAWKI

    TEOTWAWKI Junior Engineer

    Messages:
    571
    The visibility adjustment is absolutely epic. Absolutely epic.

    I like the upgrade modules as well, interesting twist, though I haven't looked into what sort of impact they have on poly count.

    Bug fixes are always welcome.
     
  16. Don Jacobs

    Don Jacobs Junior Engineer

    Messages:
    657
    Where's my hunting rifle? :p
     
  17. HunterX

    HunterX Apprentice Engineer

    Messages:
    156
    Yeah, now I can make a better Platinum refinery!:D
     
    Last edited: May 7, 2015
    • Like Like x 1
  18. Marneus

    Marneus Apprentice Engineer

    Messages:
    382
    Oh, deer
     
  19. Rogue

    Rogue Trainee Engineer

    Messages:
    21
    Little confused on the antenna options. Does this mean we can finally use antennas without everyone seeing them? And then attacking you...
     
  20. Ronin1973

    Ronin1973 Master Engineer

    Messages:
    4,964
    Superman bug is gone? YEAH!!! Now... did they fix the grinder bug where I saw off my own legs due to ragdoll effect?
     
    • Like Like x 4
  21. Wuxian

    Wuxian Trainee Engineer

    Messages:
    82
    That's what laser antennas are for. This is just for convenience, so that your whole hud isn't filled with markers.

    Btw. AWESOME UPDATE! Deer god, haven't even thought about the possiblities of upgrades. Really, really useful for survival!
     
  22. AutoMcD

    AutoMcD Senior Engineer

    Messages:
    2,369
    Interesting new possibilities with this module.. I love it!
     
  23. Commander Rotal

    Commander Rotal Master Engineer

    Messages:
    4,979
    Hey, Keen's first Alien race model. I like that.
     
  24. Evolution13

    Evolution13 Trainee Engineer

    Messages:
    66
    Did they just take a Deer head out of Medieval Engineers and stick it on an astronaut? What were you guys drinking last night? :p
     
    • Like Like x 1
  25. szalkerous

    szalkerous Trainee Engineer

    Messages:
    76
    I don't see a handheld grinder fix, or a fix for the wobbily jello arms. :/
     
  26. Darkthought

    Darkthought Apprentice Engineer

    Messages:
    140
    So does both connections on the upgrade need to be connected for them to work? or can I stick 8 power upgrades on a refinery, using one connection each and have it still work?
     
  27. Repo Mann

    Repo Mann Apprentice Engineer

    Messages:
    236
    I hope we will get somehow alike modules for other equipment:
    -turrets - caliber/shot speed module
    -thrusters - boost/economy modules
    -reactor - additional core module. it makes more energy, but if it gets destroyed the ship gets solid damage.
    -piston/rotor - STABILITY MODULE!
     
    • Like Like x 2
  28. Unknown Squid

    Unknown Squid Apprentice Engineer

    Messages:
    268
    So, some "furry" fans among the community previously made suggestions for animals in space. I guess Keen delivered? :woot:

    It's not bright blue with lime green dyed hair or a denim jacket, but Space Engineers has always kept to a pseudo-realism aesthetic after all.
     
    • Like Like x 2
  29. Thedevistator

    Thedevistator Senior Engineer

    Messages:
    1,942
    Deer blood, obviously. :)
     
  30. Dreokor

    Dreokor Senior Engineer

    Messages:
    1,606
    These modules are amazing.
     
Thread Status:
This last post in this thread was made more than 31 days old.