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Update 01.142 - Revised Building System

Discussion in 'Change Log' started by Drui, Jun 30, 2016.

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

    Drui Keen Update Guy Staff

    In this week’s update we are releasing a revised building system. From now on, you can create a new grid from any block (not just from landing gear) by simply placing a block in any open area. We’ve also made changes to the G screen by cleaning it up, organizing it, and grouping similar blocks into groups. You can see if a block type has variants by the plus symbol in the top right corner of its thumbnail. To switch between variants, use the mouse scroll wheel. These changes should make building much more intuitive and time efficient.

    Zooming in and out of 3rd person view now requires you to hold Alt combined with the mouse scroll. Also, any grid that is pasted into voxel from the clipboard will now become a static grid, including small ships. You can place them in at any angle and orientation.

    Please note that because of the changes we made to the building system, we had to make adjustments to how blueprints are projected from projectors. It's now based on the first placed block of a blueprint. This means that the offset values in projectors will have to be corrected to account for this in all existing creations.

    Lastly, the major improvements for the ModAPI and ingame programming mentioned last week are going live today. If you are a modder or a scripter who missed that announcement, here is the link to the ModAPI/Ingame Interface Expansion and Improvements guide: https://steamcommunity.com/sharedfiles/filedetails/?id=709010443

    We would like to say a massive massive massive thanks to Malware for completely replacing the script compiler and to Phoenix84 for all the modding changes :). We cannot thanks guys like this enough!

    - revised building system
    - 3rd person zoom and other control changes
    - GitHub Source code updated to current dev version
    - space master can cycle through GPS coordinates now

    GitHub merges
    - allow modAPI (script) access to OnGridChanged events (by fabricator77)
    - added new IMyThrust properties (by Jimmacle)
    - fix for lag when recoloring blocks (by Aleks976)
    many thanks to all GitHub contributors!

    - dx9 textures removed
    - fixed corrupted worlds with missing textures
    - fixed speed mods corrupting world messages
    - fixed Horizon and Altitude indicators distorted on triple monitor setups
    - fixed piston top part gets separated on DS
    - fixed issues when meteors are falling on DS
    - fixed projection not matching the grid
    - fixed check box in player terminal
    - fixed pivot point have bad colors
    - fixed refinery modules are functioning without power
    - fixed particle effect of shooting (muzzle flash)
    - fixed collisions ignored when pasting grid
    - fixed rotor top parts shivering when placing
    - fixed mirror mode switches on when reloading a world
    - fixed manual Safety override (force weld) does not sync properly on DS
    - fixed helmet flashlight sinks into grid/voxel
    - fixed oxygen farm has wrong emissivity when powered
    - fixed crash during meteor storm
    - fixed no fuel reported when recharging docked ship during the day
    - fixed Jump Drive destination selection issues
    - fixed muzzle flash staying in place when changing weapons
    - fixed Large atmospheric thrusters breaking
    - fixed sound of getting out of cockpit when merging/unmerging ship
    - fixed merge block on piston could not be merged
    - fixed grinding Sliding doors at Earth EasyStart destroys different blocks
    - fixed inventory screen screen filters showing wrong inventories
    - fixed issues when remote controlling from cockpit
    - fixed Small oxygen generator not consuming Ice on DS
    - fixed debug menu warnings
    - fixed block remains in terminal after being removed
    - fixed reversed thusters , MP, creative
    - fixed respawn ship selection issues
    - fixed thruster issues in MP

    If you want to place individual block variants to your toolbar, you still can - just text search for the block name in the G screen and place it directly to the toolbar as usual. (so you do not scroll through each armor block variant to get piece you are looking for)

    Development branch, update 007:
    - fixed crash in remote control
    - fixed moving safety locked small rotor head on large rotor

    Stable branch, update 009:
    - fixed crash when using shield mod
    Last edited: Jul 1, 2016
    • Like Like x 40
    • Disagree Disagree x 3
    • Agree Agree x 1
  2. P. Kerman

    P. Kerman Apprentice Engineer


    Edit: Cool Update! This should make building easier.
    • Agree Agree x 1
    • Late Late x 1
  3. Padla321

    Padla321 Trainee Engineer

    Looks like another great update! Thank you for all the work and long hours!
    • Agree Agree x 1
  4. DevilDog2098

    DevilDog2098 Trainee Engineer

    nice no more landing gear to deal with when getting the first blocks placed
    • Like Like x 1
  5. Devon_v

    Devon_v Senior Engineer

    Interesting... Modders could do a lot with this to declutter the G-Menu.
    • Agree Agree x 2
  6. lostjounin

    lostjounin Trainee Engineer

    GREAT JOB!!!
  7. Commander Rotal

    Commander Rotal Master Engineer

    Aw ffs, please tell me i can still put all four base blocks on my bar...
    Edit: yeah but the Large Ship tab is missing those blocks, it only allows the small ship blocks which i presume is an oversight and getting removed to piss off me personally. Who the hell thought having to switch through four or more blocks manually would REDUCE build time? @Xocliw that shit's getting fixed, right?
    Edit: that new text in the upper screen is majorly annoying. This should really go away when Player Hints are disabled.

    Ahm, okay... why? Is there a reason other than change for the sake of change?
    Edit: yes, yes, realised it the moment after i clicked on Reply.
    Last edited: Jun 30, 2016
    • Disagree Disagree x 7
    • Agree Agree x 3
    • Funny Funny x 3
  8. BluntamisMaximus

    BluntamisMaximus Trainee Engineer

    Awesome keep up the good work.
  9. posthy

    posthy Apprentice Engineer

    Wow, now that's an impressive list!
  10. Gwindalmir

    Gwindalmir Senior Engineer

    Best. Update. Ever.
    • Agree Agree x 2
    • Disagree Disagree x 1
    • Funny Funny x 1
  11. KingdomBragg

    KingdomBragg Junior Engineer

    Awesome update. I'm really happy about the new building system, especially the scroll feature! Thanks guys
    • Agree Agree x 1
  12. Thedevistator

    Thedevistator Senior Engineer

    They did that because of the new block scroll wheel feature.
    • Informative Informative x 2
    • Friendly Friendly x 1
  13. 666Savior

    666Savior Apprentice Engineer

    Been waiting for this to come over from ME since forever :)
    • Agree Agree x 1
  14. Devon_v

    Devon_v Senior Engineer

    Because the mouse wheel now switches varients and you can build in third person mode. Alt is the key you have to hold to move the third person camera already. This is actually a logical change.
    • Friendly Friendly x 2
    • Agree Agree x 1
    • Informative Informative x 1
  15. TheTinyMan

    TheTinyMan Trainee Engineer

    Whoooooaaa, this is exciting! :-D I'm eager to try out the building updates alone! And rotor and piston fixes, plus a whole slew of others!
  16. Aedaeum

    Aedaeum Trainee Engineer

    Because building in 3rd person would be a B!#$ using the new scroll feature.
    • Agree Agree x 1
    • Funny Funny x 1
    • Friendly Friendly x 1
  17. gchristopher

    gchristopher Apprentice Engineer

    Whoa, whoa, woohoo!

    That one's worth a giant happy dance all by itself!!
    • Like Like x 1
    • Agree Agree x 1
  18. FlakMagnet

    FlakMagnet Senior Engineer

    Oooh...I like the sound of this update. Much appreciated!
  19. Thedevistator

    Thedevistator Senior Engineer

    I didn't see any sound changes. :D
    • Funny Funny x 3
  20. Vellai

    Vellai Trainee Engineer

    i am assuming this is the dev branch only and not the stable branch...
  21. Thales M.

    Thales M. Senior Engineer

  22. rexxar

    rexxar Senior Engineer

    • Like Like x 1
  23. Entersprite

    Entersprite Apprentice Engineer

    It seems morphing blocks disappeard from the game. No-one actually used it anyway but you should mention it in the description. Otherwise it's a great update, this cleaned up G-Menu is especially a cool idea.

    NewGAMEMASTER Apprentice Engineer

    Wow, Nice Update Guys !!
    I can't wait to try it out tomorrow :D
  25. rexxar

    rexxar Senior Engineer

    well, yeah. the entire point of the default branch is that it doesn't get weekly updates.
    • Agree Agree x 1
  26. -=Ripps=-

    -=Ripps=- Trainee Engineer

    fuck yea... this awesome is update ;)
    • Funny Funny x 2
    • Agree Agree x 1
  27. Scorpion00021

    Scorpion00021 Senior Engineer

    Seems like a pretty sweet update overall. I've been a bit worried that SE would stack blocks by type (just because I'm not used to it), but I'll adapt. Lots of good bugfixes and community contributions this week :)
  28. Mobiyus

    Mobiyus Apprentice Engineer

    Wow this looks like a very good update! Great job :)
  29. Patrick STAR

    Patrick STAR Trainee Engineer

    Nice Update! Is it possible for us to keep our rotation memory for each seperate block in a group (i.e. when you rotate a corner block, then rotate the slope block, scroll back to the corner block the rotation would be the same)
    • Agree Agree x 2
  30. eviltek2099

    eviltek2099 Apprentice Engineer

    How exactly do i get this to run on all 3 screens?

    Edit:Yay, Last post on Page one! <- it could be a thing...
    Last edited: Jun 30, 2016
Thread Status:
This last post in this thread was made more than 31 days old.