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Update 01.158 DEV - Improvements and Bugfixes

Discussion in 'Change Log' started by Drui, Oct 20, 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

    Hello Engineers! This week’s update brings a fresh batch of bug fixes and improvements. The visual scripting tool should be working for everyone as we fixed some issues and crashes related to it so now you can get to work on your very own campaigns and scenarios! We also increased the number of characters allowed for LCDs to just over 100,000. Bugs fixed this week include a phantom power drain when using a merge block, the view distance setting not updating and the rifle continuing to fire after going to the ESC menu. Lastly, many crashes were resolved, including ones related to the use of local mods.

    - fixed crash while pasting specific blueprints on DS
    - fixed ingame script finalizers crashing the game
    - fixed rare crash related to Refinery
    - fixed fire disappearing when shooting reactors, gravity generators, cockpits and other blocks
    - fixed spotlight losing glare effect after being repainted
    - fixed Vegetation View Distance not changing in game
    - fixed personal light turning off when using remote control
    - fixed phantom power drain when using merge block
    - fixed outdated instructions in step 1 of tutorial 8
    - fixed gun particles at close range
    - removed breathing, suffocating and oxygen sounds for creative mode
    - increased number of characters for LCD panels to 100,000 characters
    - fixed issue with conveyor sorter working even when turned off
    - fixed rifle shooting constantly after entering the menu
    - hitting trees should no longer make the trees fly away into the atmosphere
    - GitHub source code updated ;)
    Last edited: Oct 20, 2016
    • Like Like x 25
  2. Ed Frost

    Ed Frost Senior Engineer

  3. Phattty3

    Phattty3 Trainee Engineer

    Nice.... and that welder, that sexy sexy welder
    • Agree Agree x 3
  4. Bruce LeedleLeedleLeedleLee

    Bruce LeedleLeedleLeedleLee Junior Engineer

    are the weak rotors fixed?
  5. I23I7

    I23I7 ME Tester

    Rotors have been given a gym subscription and were told to work out more. They are now buffed up and calling everyone "brah" and asking us if we want to do cross fit (Yes they were fixed).
    • Funny Funny x 24
    • Like Like x 2
  6. PsicoPato

    PsicoPato Senior Engineer

    Sexy welder.
  7. Mr_Bean

    Mr_Bean Apprentice Engineer

    LOL @ calling everyone "brah"
  8. Appw0905

    Appw0905 Trainee Engineer

    Yes! Or is it no? ¯\_(ツ)_/¯
  9. KingdomBragg

    KingdomBragg Junior Engineer

    Early update, nice. Thanks as always :D
  10. I23I7

    I23I7 ME Tester

    If you hit the tree at a certain angle with a certain speed with a certain ship they might fly out. They do not fly out of the atmosphere but if you a 6000 block ship to hit a tree on a mountain at full speed its gonna fly out of the amosphere.
  11. Jananton

    Jananton Trainee Engineer

    Ah yes, that teaser is really shocking, pun intended. ;)


  12. [LP] OMG Shadow®

    [LP] OMG Shadow® Trainee Engineer

    I enjoyed that a lot... Could you guys make it optional at least? Please?

    The other fixes are great, even though I enjoyed blowing trees sky-high.
  13. posthy

    posthy Apprentice Engineer

    Couple nice fixes, and gorgeous looking welder. Any announcement when we can put our hands on those new models? Planned ETA? Pretty please?
  14. I23I7

    I23I7 ME Tester

    There was a bug where you would hear choking sounds if you removed the visor and the sounds would continue even after lowering the visor. Resulting in having nonstop grunting and choking sounds.
    • Like Like x 1
  15. Merced

    Merced Trainee Engineer

    Haven't stepped down on the planet in a while, do trees still reappear or can they be removed permanently now?

    Kudos to the guy who made that Walker. I imagine that things must have blown up in all directions several times with those pistons and rotors. I also had another piston go boom on me recently when turning a station into a ship (was not attached to any voxel). A piston blew up immediately and sent the whole ship hurling away with a big hole in it's belly. Wasn't much of a problem as the ship was merely being stored for scrapping (it was an encounter ship that had received damage before).
    • Informative Informative x 1
  16. SilentSymphony

    SilentSymphony Apprentice Engineer

    Thanks for fixing the spawn crashes!
  17. Devon_v

    Devon_v Senior Engineer

    Sexy depth of field effects confirmed? ;)
  18. fullforward

    fullforward Trainee Engineer

    After 2 weeks checked in to see if anything that matters has changed even a bit, no. Like curing cancer with plasters, do tell when to expect some real results. This is stagnant and uninformative, bad combination.
    • Disagree Disagree x 5
    • Agree Agree x 1
    • Funny Funny x 1
  19. Friti Firecaster

    Friti Firecaster Trainee Engineer

    Merge Block phantom power drain? Interesting... this may fix a long-standing thorn in my side when merging the starter lander onto a station/merge block attached to the ground on Survival. That 10Mw power drain that wouldn't go away unless you restarted the game was a major nuisance. Will test this evening to confirm.
  20. Commander Rotal

    Commander Rotal Master Engineer

    Ah, shoot, who told them about that? If that's the same bug that worked for Welders... this was so helpful :(

    Welder's looking good, this brings up the number of new block designs i like to 2! Yay!
    Last edited: Oct 20, 2016
  21. Hald

    Hald Trainee Engineer

    Greatwork on new welder! Looks amazing! =)
  22. Chaosrex

    Chaosrex Apprentice Engineer

    Someone really needs to make a video montage with all the new blocks teased so far...
    • Agree Agree x 1
  23. jemccro

    jemccro Apprentice Engineer

    [QUOTE="Ah, shoot, who told them about that? If that's the same bug that worked for Welders... this was so helpful :(

    That is (was?) my favorite unintended feature
  24. 666Savior

    666Savior Apprentice Engineer

    Im happy about the scripting being fixed. I was so concerned i was doing it wrong and spent hours trying to figure it out.
  25. FlakMagnet

    FlakMagnet Senior Engineer

    Sweet looking welder :)

    Major thing for me is hte bug fix on the rotors. That was a nasty one that needed squashing
    • Agree Agree x 2
  26. xsuper300x

    xsuper300x Trainee Engineer

    si ma dovete sistemare il bug che quando parcheggio la navicella piccola dentro una grande tramite i carrelli d'atterragio la nave grande traballa e scoppiano cose a caso
  27. RkyMtnDude

    RkyMtnDude Apprentice Engineer

    Too funny.. just read an old sci-fi short story about a ship, a cabin it was transporting. Ship failure. Ship ruined Strapping an engine on a pile of lumber from the unconstructed cabin and using Jupiter to slingshot to one of the moons as a last chance survival more. Logs in space.. lol
    Last edited: Oct 20, 2016
  28. Lé Grand Sárrazin

    Lé Grand Sárrazin Apprentice Engineer

    but you have to fix the bug that when parking the small spacecraft in a big truck through the atterragio the great ship wobbled and burst random things - Google Translate

    As a forum rule, please stick to English, as it is the forum common language. Anyway, as Translate has a problem with a few of your words, I only have a guesstimate of what you mean. Which is, something about when you connect a small ship to a large ship, you do something, and it explodes. I can only assume you mean landing gears, as those are the most likely parts to explode. But, usually, stuff like that only occurs in DS MP.
    Any anyway, something like this should be posted in 'Bug Reports' not 'Change Log.'

    P.S. I found out you misspelled 'atterraggio' ; atterraggio means landing
    so retranslated:
    but you have to fix the bug that when parking the small spacecraft in a large landing gear through the great ship wobbled and burst random things
    So you have a problem docking small ships using large landing gears!? Don't do that. They aren't supposed to be used that way. Just use small ship landing gears, or, if you want to be safe, just use connectors. They use little space, imo, and are so much safer than landing gears.
    Cheers m8.
    • Informative Informative x 1
  29. jonnytaco

    jonnytaco Apprentice Engineer

    oh my, it almost looks like the arms on that welder can articulate a little bit... Any chance we may get a "Displacement" setting for welders with the new model?
  30. CodeMonkey1001

    CodeMonkey1001 Trainee Engineer

    Using large landing gear to park/hold small ships used to be a thing because having the landing gear on the ship that is then locked to the other body had problems. IMO, it make sense that this should work even with the improved stability of the landing gear in general. The use of connectors only might be safe but for those like myself want a little more "realism" and put some constraints on our building. Having a large ship dock to the side of a base or only from its belly while on a planet looks wrong to me. How is this massive 1 million kg ship being held in the air by this tiny (relative) connector while the thrusters are off (to not waste power)?
Thread Status:
This last post in this thread was made more than 31 days old.