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Update 01.081 - Upgrade modules, Antenna visibility adjustment

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

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This last post in this thread was made more than 31 days old.
  1. Drui Keen Update Guy Administrator

    Messages:
    1,369
    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: http://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 Apprentice Engineer

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    198
  3. Surge Trainee Engineer

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    7
    First!!!!

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

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    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
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  5. Urablahblah Apprentice Engineer

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    270
    Deer engineers:

    I regret to inform you it is hunting season. Goodbye.
     
    Last edited: May 7, 2015
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  6. Don Jacobs Junior Engineer

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    657
    Hot damn :)
     
  7. AdmObir Apprentice Engineer

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

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    725
    5th :D

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

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    3,137
  10. YesWeCant Trainee Engineer

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    40
    Deer engineers...

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

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    381
    Oh deer
     
    • Like Like x 3
  12. Thedevistator Senior Engineer

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    1,942
    Oh deer. :)

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

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    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 Trainee Engineer

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    4
    Deer god, what have you done!
     
  15. TEOTWAWKI Junior Engineer

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    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 Junior Engineer

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

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    156
    Yeah, now I can make a better Platinum refinery!:D
     
    Last edited: May 7, 2015
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  18. Marneus Apprentice Engineer

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    382
    Oh, deer
     
  19. Rogue Trainee Engineer

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    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 Master Engineer

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    4,425
    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 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 Senior Engineer

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    2,360
    Interesting new possibilities with this module.. I love it!
     
  23. Commander Rotal Master Engineer

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    4,942
    Hey, Keen's first Alien race model. I like that.
     
  24. Evolution13 Trainee Engineer

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    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
     
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  25. szalkerous Trainee Engineer

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

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    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 Apprentice Engineer

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    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!
     
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  28. 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.
     
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  29. Thedevistator Senior Engineer

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    1,942
    Deer blood, obviously. :)
     
  30. Dreokor Senior Engineer

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