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Update 01.177 DEV - Beta Improvements

Discussion in 'Change Log' started by Drui, Mar 2, 2017.

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  1. Drui

    Drui Keen Update Guy Staff

    Messages:
    1,415
    Summary
    Hello, Engineers! This week’s update comes with some improvements to the overall game while the team continues work behind the scenes on the new HUD, performance, physics and multiplayer among other things. So to start with, a significant number of blocks, all of which are larger than 1x1x1 in size, now have improved placement behaviour. This includes medical rooms, large hydrogen thrusters, refineries, and many more. A good example of these changes is that you will now be able to place a medical room on a single armour block, this was not possible before. There will also be additional blocks with conveyor ports that will try to align with other conveyor ports when being placed. Certain elements of ship construction should be slightly faster and more intuitive thanks to these changes!
    Wheel suspension blocks have new default settings that will make building the average wheeled vehicle much easier. These settings can of course be adjusted to your liking as before but now wheels should be much better from the get-go. The range of ship-based welders has been increased making them massively more efficient to use again over hand welders and lastly, we resolved a couple issues related to the renderer.

    In other news, there’s a group from Keen Software House at GDC 2017 this week including the producer of Space Engineers, the producer of Medieval Engineers and a red Space Engineer… This coming Friday, they’re organising a fan meet-up so if you’re going GDC and would like to join in, please contact Deepflame via the KeenSWH Discord: https://discord.gg/KeenSWH



    Features
    - improved default mount position for:
    • Large and small Solar panel
    • Large and small Connector
    • Large and small Laser Antennae,
    • Large and small Hydrogen Thrusters
    • Small Connectors
    • Small Ore Detectors
    • Small Antennae
    • Small Ship Drill
    • Refinery
    • Medical Room
    Fixes
    - reverted changes for welder
    - added default setting for suspension wheels when built, to provide moderate performance in any environment
    - fixed crash in render that caused the game to crash on launch due to the ShaderCache folder
     
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  2. theorytard

    theorytard Trainee Engineer

    Messages:
    37
    Hey everyone game is looking great
     
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  3. Georgik

    Georgik Apprentice Engineer

    Messages:
    215
    second
     
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  4. XarenHypr

    XarenHypr Trainee Engineer

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    8
    Yay for welders!~
     
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  5. Foogs

    Foogs Apprentice Engineer

    Messages:
    123
    What you broke now?
     
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  6. P. Kerman

    P. Kerman Apprentice Engineer

    Messages:
    168
    Maybe we got lucky and they forgot to break something?
     
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  7. Sarekh

    Sarekh Senior Engineer

    Messages:
    1,200
    Finally, welders. Gonna moth out the game, then, thanks for that.
     
  8. Commander Rotal

    Commander Rotal Master Engineer

    Messages:
    4,979
    So far i am seeing a worrying lack of A) Copypasting fixes and B) Lense Flare graphic options. Hopefully the actual patch delivers on at least one of them.

    Edit: It does not. But i approve, in general, of the fixes this week. I'll have to check out the Block Placement ones before passing full judgement, though, considering how much the last attempt to "improve" it (the automatic block orientation) sucks. Like, actively pointing blocks away from where they should be, even with stuff like Ramps that should be nobrainers.
     
    Last edited: Mar 2, 2017
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  9. jemccro

    jemccro Apprentice Engineer

    Messages:
    101
    I just did some quick testing and it looks like batteries are working, or at least performing their intended function as indicated by the tick-boxes.
     
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  10. posthy

    posthy Apprentice Engineer

    Messages:
    122
    Clang and hounds? There are no hounds, those are currently called wolves. And speaking about medbays, can we get a mirrored version please?
     
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  11. Svennarthing

    Svennarthing Trainee Engineer

    Messages:
    4
    Am I mistaken in believing it was claimed something to do with the HUD was the reason for delays? Shouldn't that mean the HUD should have dropped in this update, or is there more to the story?
     
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  12. derletztewiderstand

    derletztewiderstand Trainee Engineer

    Messages:
    9
    Thanks KSH, when will you finally stop for a beta to bring Alpha updates?
    Why are not the versions 01.173 - 01.176 not stable?
     
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  13. SaturaxCZ

    SaturaxCZ Senior Engineer

    Messages:
    1,718
    I hope red engineer practiced Dushan dance :tu:
    [​IMG]
     
    Last edited: Mar 2, 2017
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  14. carnivore

    carnivore Apprentice Engineer

    Messages:
    158
    Thanks for restoring welders. Don't forget to do the same for merge blocks next week. That will go a long way.
     
    • Agree Agree x 9
  15. Meridius_IX

    Meridius_IX Trainee Engineer

    Messages:
    45
    I'm glad to see that the welder range is fixed again (tested and it works like it did before!), but I do have some concern about its future...

    The patch notes from 1.174 mentioned at the time that it had not yet been tweaked properly. Since this patch reverted to (what seems to be) the same behavior prior to the change, taking us back to square one, should we expect yet another change or tweak to the welder behavior in the near future?
     
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  16. David184

    David184 Apprentice Engineer

    Messages:
    180
    was hoping to see some teaser for the new hud. nice update tho!
     
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  17. beelzerob

    beelzerob Apprentice Engineer

    Messages:
    429
    Heh. Interesting spin.

    Xocliw: "we've massively increased the range of the welder."

    Patch notes: reverted changes for welder

    However you want to spin it, good result at least.
     
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  18. zorgkirill

    zorgkirill Apprentice Engineer

    Messages:
    196
    Fourth week with broken "drivers update" warning and unplayable game started. Good job! Unable to play for almost a month.
     
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  19. Silentfighter89

    Silentfighter89 Trainee Engineer

    Messages:
    21
    :(No HUD Teaser....och. :)
     
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  20. odizzido

    odizzido Junior Engineer

    Messages:
    684
    I would be very happy if that's true. I've not played SE for months because of that. Loading up to check now.

    edit-------------

    :( Solar panels still provide no energy if total energy required exceeds the amount they produce. Oh well, will check back next week I guess.
     
    Last edited: Mar 2, 2017
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  21. Elfi Wolfe

    Elfi Wolfe Apprentice Engineer

    Messages:
    498
    I would be happy as long as welders range is 1.6m or larger.

    Last info on the merge block is it will not be reverted,. But they are working on it so a merge only mount point so the merge block to merge block building will work.

    The bug was you could build any block on the merge side of merge block.
     
  22. Pen'nar Empire

    Pen'nar Empire Trainee Engineer

    Messages:
    3
    - fixed crash in render that caused the game to crash on launch due to the ShaderCache folder.
    I was hoping for fixed invisible grids issues. Also fixing the sunlight bleeding through voxels would be good too.
     
  23. Merandix

    Merandix Junior Engineer

    Messages:
    520
    Just looked back at last weeks post, and Xocliw announced it Soon™ (literally: "It's not too far away"). I couldn't find claims of it being released this week. Only the cutscene editor originally being planned to be released this week.

    Last week they postponed it due to internal feedback and technical difficulties.

    Also, I HOPE the new HUD also means ingame menu's being decluttered and us finally getting grid-based sorting of some sort. I'd love it if I could declutter my tech overview and inventory menu's.

    also: I'm so going to like those large block placement improvements :-3
     
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  24. odizzido

    odizzido Junior Engineer

    Messages:
    684
    Looks like a pretty nice QoL patch with building placement.
     
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  25. Forcedminer

    Forcedminer Senior Engineer

    Messages:
    2,227
    medical center will never let you down. :)
    *sun goes down*
    medical center let me down.... :(
     
  26. Dwarf-Lord Pangolin

    Dwarf-Lord Pangolin Senior Engineer

    Messages:
    2,597
    Yay! Fixed welders! Thank you Keen! :D

    Not sure why that would be a problem, TBH. I just hope things attahed to merge blocks remain part of the parent grid; if they ended up like things attached via connector that would be bad. A lot of the merge block's utility comes from the fact that it's the same grid, and thus safe.
     
    • Agree Agree x 2
  27. Renegrade

    Renegrade Trainee Engineer

    Messages:
    40
    That was my understanding as well. I guess it didn't go as planned, heh.
     
  28. FlakMagnet

    FlakMagnet Senior Engineer

    Messages:
    1,551
    I'd rather not have the HUD until it's ready ..... and if it isn't ready....then I'm happy to wait. Better that than something that doesn't work properly.

    THE best thing here is the improved block placement..... I absolutely LOVE that one!
     
    Last edited: Mar 2, 2017
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  29. Whiplash141

    Whiplash141 Junior Engineer

    Messages:
    964
    Oh thank clang!

    Now all we need is merges to actually work on small grid! :)

    Tbh I don't see that as a large enough issue to leave the small grid merges broken for 2 months. But maybe that is just me lol
     
  30. flexx

    flexx SE Asst. Producer Staff

    Messages:
    198
    This is just about people taking damage because of big radius. We will try to solve this in following weeks. There needs to be different radius for welding and damaging.
    So it should not affect welding at all. :)
     
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Thread Status:
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