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Update 1.194 - New Planet Triton, Visual Scripting Tool Overhaul & Frostbite Pack

Discussion in 'Change Log' started by Drui, Mar 19, 2020.

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  1. Drui

    Drui Keen Update Guy Staff

    Messages:
    1,415
    Summary

    Hello, Engineers! Here we go with the first major update of 2020 - we hope you’ll enjoy it!

    We added Small Hydrogen Tank and a handcrafted planet Triton, which features a breathtaking snowy and frozen landscape, that players can explore and build across.
    We are very fortunate to have such a creative and driven modding community. We recently had the opportunity to work closely with a member of that community, the incredibly talented Jakaria. The result is Scripted Weather, which you can experience now, in the new Frostbite scenario!

    Visual Scripting Tool has been reworked - it is provided to our players to allow them to create their own campaigns, stories and more complex experience than it is possible with modding and programmable blocks. This tool’s UI has been redone and major bugs in Visual Scripting Tool, as well as the scripting engine, have been fixed.


    We also added full support for Gamepad, changed UI visuals, done more Simulation and Render optimizations and much more!

    Frostbite Pack DLC

    Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items and the Frostbite scenario designed to enrich your game visually. None of the things in the package brings any advantage to players who purchase this DLC. The price of the Frostbite Pack is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the Frostbite Pack.

    Frostbite Scenario

    You are a member of a salvage crew, which has been tasked by a mysterious client to acquire something extremely valuable (yet unknown) on Triton. Play solo or with up to four players; explore this moon’s frigid landscape and remarkable architecture, and overcome numerous engineering challenges as you uncover this world’s secrets. The scenario gives you several hours of gameplay.
    We’d also like to thank several members of the Space Engineers community, who contributed voice-over recordings for the new Frostbite scenario: Naburine and DirectedEnergy of Ball&ChainGaming & Misfit Studios (creators of Protocol 51), Nathan "Silverbane" Steen, Skyler "Gorhamian" Gorham, Jacob "wearsglasses" Ruttenberg


    Features & Improvements
    • Visual Scripting Tool overhaul; Guide: https://www.spaceengineersgame.com/visual-scripting-tool.html
    • Small Hydrogen Tank (for both Large and Small Grid)
    • New Planet: Triton (spawnable through admin spawn menu)
    • Scripted Weather Effects
    • New Workshop Browser screen instead of Steam overlay
    • Added 3rd person zoom speed slider into Controls (0-100%)
    • Full support for Gamepad
    • Added Gamepad help and hints to the UI
    • Added Gamepad scheme feature. You can change Gamepad scheme in the Controls screen.
    • Added invert Y options (Controls screen) for controller
    • Crosshair can now be hidden with the UI (can be set in Game Options)
    • Control Stations block now switches view to 3rd person view by default
    • Shooting is now possible while sprinting, but slows down sprint to run speed
    • Servers should now be less likely in a state where they stop responding while connecting, downloading mods, etc.
    • Changed Reactor block description to better inform players about Uranium
    • UI visual changes
    • Color Picker screen has its own control binding now
    • Simulation and Render optimizations
    • CPU particles support removed
    • Controls changes to be more user friendly (the first screen)
    The Frostbite Pack DLC
    • Frostbite Scenario (co-op, up to 4 online players)
    • Frozen Armor Skin
    • Antenna Dish Block
    • Gate Block
    • Offset Door Block
    • 6 different Dead Astronaut Blocks (Freight Container alternatives)
    • Emotes: Check Wrist and Cold
    • 7 LCD Posters
    Visual Scripting Tool - Features & Changes
    • Added a node for setting saving to enabled/disabled
    • Added ability to add existing scripts
    • Added ability to rename triggers in-game
    • Added BlockAction event
    • Added color differentiation to connections
    • Added Delay node
    • Added function nodes into Toolbox
    • Added GetAdmins node
    • Added GetEntitiesInSphere node
    • Added keyboard shortcuts for spawning nodes
    • Added new List types
    • Added nodes GetPlayersID and GetPlayerCount
    • Added Object reference enumeration
    • Added OnBlockDamaged event
    • Added Parse nodes
    • Added possibility to spawn prefabs in gravity
    • Added scenario editor entity organizer
    • Added Search all / Find functionality to the editor
    • Added SetPlayerHelmetStatus node
    • Added StoreList and LoadList
    • Added support for opening older scripts
    • Content directory is now pre-selected by default
    • Improved in-game scripting tool (IST) gizmo to always keep relative size regardless of distance from camera
    • Improved scenario editor performance with large graphs
    • Increased usability of a comment node
    • Made multi-select more consistent
    • Scenarios can now be run directly from VST
    • Streamlined New scenario creation
    • Triggers can now be attached to blocks directly as opposed to whole grids
    Bugfixes
    • Fixed Dedicated Server auto-restart not working when the server was started as a service
    • Fixed a crash which could occur when opening control panel
    • Fixed a crash when an oxygen tank refils an oxygen bottle
    • Fixed a crash when clicking into a multi-line text field
    • Fixed a Programmable Block script crashing the game
    • Fixed a turret in second First Jump mission not rotating towards the character
    • Fixed sensor range not persisting through save/reload when set to values below 1
    • Fixed whisper conversations being visible to everyone in the Lobby
    • Fixed missing or not updating detail info on blocks
    • Fixed trash removal taking all connected grids when removing grids belonging to inactive players
    • Fixed infinite "Waiting for server to respond" for reconnecting unbanned players
    • Fixed wheeled vehicles controls getting stuck when opening UI while driving/braking
    • Fixed NPC station safezones not despawning correctly when there are no players/grids around
    • Fixed safezone whitelist not being propagated to others
    • Fixed production queue rearrangement also responding to dragging the items into inventory
    • Fixed emmisive colors on conveyor tubes
    • Fixed armor skins affecting LCDs
    • Fixed vending machine offers not being synced to players without access rights
    • Fixed Lost Colony being considered Experimental, therefore not loadable in Safe Mode
    • Fixed non-loopable Sound block sounds being loopable when they shouldn't
    • Fixed an exploit with inventories
    • Fixed getting disconnected from Terminal hwen accessing it through remote control
    • Fixed change of light intensity not being propagated to others when triggered by a programmable block
    • Fixed multi-line text fields not working with Home/End keys properly
    • Fixed medical room not updating its LCDs when turned on
    • Fixed multi-line text fields not responding to arrow keys properly
    • Fixed "Spawn into targeted container" not working on Freight containers
    • Fixed Artificial Mass block detail info not updating
    • Fixed LCDs not updating detail info (power usage)
    • Fixed O2/H2 Generator having "h2/o2" instead of O2/H2
    • Fixed unscrollable descriptions being scrolled by scrolling a different scrollable descriptions in G screen
    Fixed issues from our Support site
    • Fixed a crash when pasting a blueprint with projections
    • Fixed a crash when clicking into a Datapad while editing it
    • Fixed Vending machines not keeping offers through save/reload
    • Fixed researched blocks not appearing in all relevant G screen categories
    • Fixed detail info not updating for Pistons and Rotors
    • Fixed not being able to change focus/selection in Refinery inventories due to it updating constantly
    • Fixed certain worlds freezing upon load
    • Fixed grid power indicator status not persisting through save/reload or reconnect
    • Fixed loss of authorship for players kicked from factions on PER_PLAYER servers
    • Fixed Safezone block using only 1W after game restart
    • Fixed Corner LCDs having misaligned surface areas (and therefore not working with scripts)
    • Fixed LCD background colors not updating in real time
    • Fixed not being able to get rid of the "Steam Offline" warning
    20/03/2020
    Hotfix 1.194.080

    • Fixed crash at MyRenderContextState.SetVertexBuffersFast
    • Fixed crash at Profiler.MyGpuProfiler.Join
    • Fixed errors in Model Viewer
    • Fixed propulsion and steer override not working
    • Fixed texture resolution of Corner LCDs
    • Temporarily hotfixed new Gate block being always airtight
    24/03/2020
    Hotfix 1.194.081

    • Added Triton to Star system and Never Surrender
    • Removed Uranium from Triton
    • Removed assertions logging, should help with microstutters and load times
    • Fixed fog in the tunnels
    • Fixed exhausted NPC PCUs
    • Fixed ability to press respawn twice (lead to being stuck on DS)
    • Additional fix for VST incorrect path error message
    • Fixed a crash at MyPhysics.ProcessCollisionFilterRefreshes
    • Fixed a crash at MyRenderComponentEngineerTool.DrawHighlight
    • Fixed a crash at MyFoliageManager.FoliageBufferAllocator
    • Fixed a crash at Havok.HkRigidBody.HkRigidBody_AddGravityAction
    • Fixed a crash at MySectorWeatherComponent.ApplyParticle
    • Fixed a crash at MyXAudio2.Update3DCuePosition
    • Fixed a crash at EntityComponents.MyThrusterBlockThrustComponent.Schedule
    • Fixed a crash at Entities.MyCubeGrid.UpdatePredictionFlag
    • Fixed a crash at MyDirectInput.EnumerateJoystickNames
    • Fixed a crash at Screens.MyGuiScreenWorldSettings.StartNewSandbox
    • Fixed a crash in a Programmable Block
    • Fixed a crash in relative dampening
    06/04/2020
    Hotfix 1.194.082

    • Fixed a crash when searching for blocks in terminal
    • Fixed a crash at Game.World.MySession.UpdateComponents
    • Fixed a crash at Graphics.MyGuiManager.LoadContent
    • Fixed a crash at Engine.Physics.MyPhysicsBody.get_LinearVelocity
    • Fixed a crash at Game.GameSystems.MyGridConveyorSystem.ComputeTransferData
    • Fixed a crash at Game.SessionComponents.MySectorWeatherComponent.ApplyParticle
    • Fixed a crash when procedural asteroid had an identity crisis (game was not sure about its existence)
    • Fixed DSGUI freezing when using the Configuration buttons in the lower left corner
    • Fixed remote client not showing used up PCU when world is in PerPlayer mode
    14/04/2020
    Hotfix 1.194.083

    • Fixed invisible character on older GPUs
    23/04/2020
    Minor update 1.194.207


    Features
    • "Open in the browser" is more visible while focused in Help screen tutorials
    • Added a few full oxygen bottles to Frostbite to help players breathing in high altitude areas
    • Added ability to change ordering of saved games with gamepad
    • Added Area interaction to game options (ON by default)
    • Added gamepad help to Contract Administration screen
    • Added gamepad help to Server Details screen
    • Added gamepad hints to Contract administration screen
    • Added inventory filter info for gamepad
    • Added inventory items help in tooltip for gamepad
    • Added missing gamepad controls to Advanced gamepad help
    • Added more ammunition to certain heavy drones in Frostbite
    • Added paste GPS into chat feature for gamepad
    • Added Production help in tooltip for gamepad
    • Added tab gamepad help to Advanced Server search screen
    • Added tab gamepad help to Contract screen
    • Added tab gamepad help to New Game screen
    • Added tab gamepad help to Store block screen
    • Added Vertical thrust (Flight alternative) into help
    • Adjusted airtightness for Gate block and added front and back mount points
    • Adjusted font size on Archives trailer LCDs in Frostbite
    • Adjusted weather loop for Frostbite to not contain heavy fog and shortened heavy snow
    • Blueprints can be unequipped by Empty Hand in the Radial menu
    • Changed how objects in the world are highlighted by default to distance from crosshair based system (Currently on floating objects only)
    • Changed various controls (Dampeners, Car jump, Block size) for gamepad
    • Clarified in what units the duration is in Economy Contracts administration screen
    • Color picker now has only one correct shortcut: RB-DPadDown on gamepad
    • Help screen (fonts and icons) are bigger so it's easier to read on big screen
    • New help videos added for gamepad
    • Removed obsolete development Share with all groups from Frostbite
    • Removed the ability to grind down starting drop ship in Frostbite
    • Simplified Blueprint screen, Info and Edit merged into one tab
    • Updated Polish translation (including scenarios)
    • Updated Russian localization
    • Updated Spanish translation (including scenarios)
    Fixes
    • Fixed a another crash in Frostbite weather
    • Fixed a couple crashes with modded turrets
    • Fixed a crash if a scene is unloaded faster than all voxel updates finish
    • Fixed a crash in Frostbite weather while switching respawn points too fast
    • Fixed a crash in VST treating Longs as Ints
    • Fixed a crash on a ladder while remote controlling a grid
    • Fixed a crash when client loses connection while in terminal
    • Fixed a crash when teleporting while on a ladder
    • Fixed a crash when trying to replace cloud blueprint with empty clipboard
    • Fixed crash at System.Text.StringBuilder.ToString
    • Fixed crash at VRage.Render11.Resources.MyDeferredRenderContextManager.AcquireRC
    • Fixed crash at VrTailor.VrTailor_Sew
    • Fixed being stuck in control panel by switching from production screen with a gamepad
    • Fixed being unable to scroll news using gamepad
    • Fixed blueprint screen always showing some blueprint description, even with no blueprints being shown due to filters
    • Fixed blueprint size info in blueprint screen to correct units (MB)
    • Fixed cloud blueprints not being possible to replace
    • Fixed Contextual music not playing after turning it Off/On in Options
    • Fixed Control seat near reactor being accessible to players
    • Fixed Convert to Station being enabled for small grids in some cases
    • Fixed Engineer's ragdoll on far away coordinates
    • Fixed focus highlights in control panel persisting and accumulating when closing and opening terminal
    • Fixed formating of Air vent detail info when oxygen is disabled
    • Fixed Frostbite archive drone falling down due to incorrect sensor ownership
    • Fixed Frostbite medical room quest to complete successfully
    • Fixed game incorrectly claiming mod size being 18 exabytes when downloading big mods (over Int32 max size in bytes)
    • Fixed hand tools tooltips not showing gamepad shortcuts
    • Fixed hidden items in terminal influencing navigation via arrows/gamepad
    • Fixed highlights in Frostbite remaining when they should disappear
    • Fixed in-game workshop browser not being optimized for 4:3 ratio resolutions
    • Fixed incorrect shortcut being displayed for Voxel hand settings
    • Fixed Ion thrusters effect if cut off from power
    • Fixed Lost Colony max player count being changeable while the scenario is running already
    • Fixed memory leak in in-game help
    • Fixed missing gamepad hints in Star System Respawn screen
    • Fixed missing gamepad icons in gamepad help
    • Fixed missing LT/RT hints in character screen
    • Fixed Mission 1 cutscene switching to 1st person view for a moment
    • Fixed not being possible to focus and scroll description of the BP with gamepad
    • Fixed overlapping elements in Voxel hand settings
    • Fixed production screen queue resetting the scrollbar whenever a new item is being produced
    • Fixed production screen recipes/blueprints not showing resources needed when using gamepad
    • Fixed Rename blueprint screen not being gamepad friendly
    • Fixed Respawn screen and character GUI overlapping in Never Surrender
    • Fixed shading on Armory block
    • Fixed sliders not being responsive to keyboard and gamepad inputs
    • Fixed small rocket launcher having see through textures in the front
    • Fixed triggers not being deleted with entities in scenarios
    • Fixed typo "Maintainance" in Frostbite landing site
    • Fixed typo in Frostbite "Section B Gargo Bay"
    • Fixed voxel hand sliders not being settable to 100
    • Fixed Voxel hand terrain auto-level tool not working properly with gamepads
    • Fixed Voxel hand terrain auto-level tool setting overlap
    • Fixed VST disallowing String variables on arithmetic nodes
    • Fixed world size info in Load game screen to correct units (MB)
    • Fixed Yield module having broken textures on the pipes
    Fixed issues from our Support site
    • Fixed a crash when trying to load a certain world
    • Fixed a crash when using scripts to manually find targets for turrets
    • Fixed Admin Panel Scroll List
    • Fixed an issue in Remote Control screen preventing remote control of grids
    • Fixed camera control hint visible with disabled control hints
    • Fixed characters falling through the ground
    • Fixed Frostbite drones emitting clicking sounds when using actions on their remote control toolbar
    • Fixed placement alignment not changing top text correctly
    • Fixed projections wobbling around when far away from world center
    • Fixed ship toolbar not being saved for client upon reload
    • Fixed Small grid control seat not having access to pressurised oxygen in the environment
    • Fixed Turrets visually shooting in previews/projections
    27/04/2020
    Hotfix 1.194.208

    • Fixed Hydrogen engine incorrectly updating its Detail info
    • [ModAPI] Added Visual Scripting _Local copies of receiver-side methods for client-side use
    • Fixed a crash at Gui.MyGuiBlueprintScreen_Reworked.UpdateNameAndDescription
    • Fixed a crash at Entities.MyEntity3DSoundEmitter.CanHearSound
    • Fixed players being unable to grind blocks in worlds with Block destruction disabled
    29/04/2020
    Hotfix 1.194.209

    • Fixed a Dedicated server crash which corrupted saves
    • Fixed a crash at VRage.Render11.GeometryStage2.Model.MyModelFactory
    05/05/2020
    Hotfix 1.194.210

    • Better handling of crash when world is corrupted on DS
    • Fixed a crash at MyTerminalInventoryController
    • Fixed a crash at MyTerminalInventoryController.RefreshSelectedInventoryItem
    • Fixed a crash at PerformanceCounterLib.GetStringTable
    08/05/2020
    Hotfix 1.194.211

    • Fixed a crash at MyTerminalPropertiesController.PopulateMutuallyConnectedCubeGrids
    • Fixed a crash at Sandbox.Graphics.GUI.MyGuiControlBase.HandleInputElements
    • Fixed a crash at Sandbox.Graphics.GUI.MyGuiControlListbox.HandleNewMousePress
    • Fixed a crash at MyNeutralShipSpawner
    Known issues:

    Crash on older Windows 7 machines – Please ensure that you are running the most recent Windows 7 build.

    Problems on AMD Ryzen (we are investigating it).
     
    Last edited by a moderator: May 8, 2020
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    • Late Late x 1
  2. Sarekh

    Sarekh Senior Engineer

    Messages:
    1,200
    Thank you! Especially the bug fixes and the scenario editor I am looking forward to :-D

    Also, thanks, Drui, for still posting here. Feels like it needs to be said from time to time.
     
  3. Verbeekrj2903

    Verbeekrj2903 Trainee Engineer

    Messages:
    1
    thanks for the hardt work keep it up
     
  4. Drui

    Drui Keen Update Guy Staff

    Messages:
    1,415
    Thank you guys - it means a lot :) Especially now during the lockdown & isolation..
     
    • Friendly Friendly x 3
  5. posthy

    posthy Apprentice Engineer

    Messages:
    122
    I see a bunch of nice additions and fixes. Good job, thanks!
     
  6. atcrulesyou

    atcrulesyou Trainee Engineer

    Messages:
    45
    This is cool! How do we implement the scripted weather into our non-scenario games?
     
  7. Stardriver907

    Stardriver907 Master Engineer

    Messages:
    3,368
    Boy an I glad that's back.

    What does this even mean?

    Somebody wake @KissSh0t
     
    Last edited: Mar 19, 2020
    • Like Like x 2
  8. mojomann71

    mojomann71 Senior Engineer

    Messages:
    2,005
  9. Silvrav

    Silvrav Trainee Engineer

    Messages:
    89
    Woohoo!
     
  10. KissSh0t

    KissSh0t Master Engineer

    Messages:
    3,782
    Dear KSWH, The thing stopping me from purchasing any of the "DLC".. is the way you have implemented the dlc not being able to function properly with Steam in offline mode, for example because I am a long time player of the game I have access to the Veteran skin's for the suit / tool / weapons and the clean armor skin, but I cannot use those things when I play the game in offline mode, so I don't see the point in purchasing something I won't be able to use.

    If KSWH changes how dlc works I will purchase the dlc for the game.
     
  11. 43Darknero

    43Darknero Trainee Engineer

    Messages:
    2
    New update broke a bit of mods and caused some mod player models to just not render at all. Nanite factory mod went crazy spawning a bunch of nanites and the game wanted to blame the mod for causing the lag when it wasn't the mod that started it. On top of that drones are a problem for some reason they kept spawning around me and my girl's base without any ships being attacked or even near the base to begin with. Also why more DLC?
     
  12. Ronin1973

    Ronin1973 Master Engineer

    Messages:
    4,964
    Thanks for the new DLC. I bought it. But as far as blocks are concerned... it's a pretty weak offering. To spice things up... what I'd like to see added to this DLC pack:

    1. Arctic looking wheels with more of a mesh look than rubber. Think moon-lander from the 1970s.
    2. 1x1x6 air tight hangar doors. Just rework the hangar door blocks to be twice the length with a 1x1x2 base rather than 1x1x1
    3. Wide transparent LCD.
    4. 1x1x2 large grid antenna block and a 2x1x5 antennae block for small grids. Yes... large and small variants of antennas... but you'd probably want to make these sizes vanilla else the pitchforks might come out.
    5. One more alternative cockpit design. A tandem or side-by-side cockpit would be stellar.
     
  13. captainbladej52

    captainbladej52 Apprentice Engineer

    Messages:
    462
    Interesting update and definitely look forward to experimenting with some of the new blocks and planet.

    I just tried it out and was able to place every single block and skin while in offline mode for steam. I've not had any issues and took a screenshot showing I was in offline mode.

    I would advise filing a bug report as it worked fine for me.

    Also yes please on this stuff. I would love a tandem or side by side cockpit for bomber designs.
     
  14. KissSh0t

    KissSh0t Master Engineer

    Messages:
    3,782
    Ohh wow, I guess something has changed.... I'm gonna try it out right now.

    *edit*

    Nope, it's still the same, I cannot see the veteran skins in offline mode / disconnected from internet, and I cannot select clean armor in offline mode / disconnected from internet.

    [​IMG]

    [​IMG]

    I will now start the game with internet access to show what it should look like.

    *edit*

    And online this is what I have access too.

    If this is fixed, the way skin "dlc" is handled I will buy it... until then I cannot justify buying it.

    [​IMG]

    [​IMG]

    *edit*

    This is still an issue, having to move save files from offline save file location to online save file location, the game did not used to act in this way, I would just be able to load my save file regardless of if steam was online or offline, I don't remember exactly when this change was made but since this change was made I am always having to manually move my save file between these two folders located at C:\Users\my username\AppData\Roaming\SpaceEngineers\Saves

    It's frustrating, I should not have to be doing this.

    [​IMG]
     
    Last edited: Mar 20, 2020
    • Agree Agree x 3
  15. captainbladej52

    captainbladej52 Apprentice Engineer

    Messages:
    462
    What the Clang? If you hadn't posted the screenshots I wouldn't have believed it. The save files thing is something alot of games have been doing to separate offline files from online for whatever reason. That could be fixed easily with a mode changing button in game, an import button, or just going back to have a single folder keep it all and just mark it like "World3-offline" as part of the name or something like that. You can pin the folder locations with your taskbar and move them back and forth as needed until that gets resolved. Not ideal but would save you some time.

    For the skins, yeah that's just dumb. It's essentially behaving like there's a folder for offline skins and online skins, which makes zero sense to do one for something like that. I could see to a limited extent for security purposes to prevent piracy of the skins, though there's better ways to do it than that. I'm just trying to wrap my brain around this one because it makes zero sense to me. Yeah that definitely needs to not be a thing.
     
  16. KissSh0t

    KissSh0t Master Engineer

    Messages:
    3,782
    It shouldn't be the case for SE, you can create a world in offline mode, and then if you wanted to, set the world so others can join and then play online with someone, then after that you can play the world offline again without needing internet connection to do so, I just wish the game acted like it used too in this regard, just the one folder for save file location, which I am assuming is my steam id.

    As for the skin "dlc" you unlock by finding in the game world, I can understand not being able to "unlock" one because it would then need steam to be connected to be able to signal to the steam account that a specific skin has been "acquired"... but for it to not show what has already been acquired by a steam account after the fact, it irks me to no end.

    It's like if you started Steam in offline mode / no internet and all your games were missing..... that would be insane... like wtf..

    I believe this simply comes down to KSWH not thinking this would be an issue because they obviously are always connected to the internet while developing the game and have no reason to be disconnected or even trying to test how the game acts when disconnected, and I'm assuming any in-house testers don't test this.
     
  17. Stardriver907

    Stardriver907 Master Engineer

    Messages:
    3,368
    This.
     
  18. acorian

    acorian Trainee Engineer

    Messages:
    5
    Nice update and DLC, though it would be nice to see some love being given to the default game templates... like Triton being included in the Star System without having to manually spawn it in, and some updates to the other game starts like the Lone Survivor and Green Base. I think the game starting points are showing their age a bit and have not been kept up to date with changes to the game.
     
    • Agree Agree x 1
  19. Ruggero Barone

    Ruggero Barone Trainee Engineer

    Messages:
    11
    To build something in SE is to achieve some result and it is nice to invent what you need, in order to collect ores to build an home base where to start to build something to explore. Drones, vehicles on wheels and flying vehicles moving to the Space.

    What on a planet would be nice to have is a map, after you develop and build what you need for it, with the classic Fog Of War and the possibility eventually to build some radar station to keep it under scanning and detect whatever it moves in the radar range. If friendly or not this is up to you to find out.

    For the purpose to make the exploration more interesting and challenging and to push people to do it scanners should be introduced. Scanners that according their develop status have some limitation on range and area scanned to find out any space object, again up to you to find out what it is if a planet, an asteroid, a space station, ship or just wreckages.

    It is not thrilling that we can see other planets just looking at the sky. Even though the distances in SE are reduced I believe the size of an object we can see from our perspective can be in a kind of logarithmic law so to make the players feel distances in a more realistic way and keep the exploration to find and spot things more challenging.

    It comes by it self that we need a better navigation system for example with 2D maps for Planets and 3D maps for Space. Need a reference point for each planet, classic N S E W, for the space the reference point can be the Earth or any starter planet is acceptable since they are not moving but my suggestion is to change in any game so to don't reveal all planets immediately since the coordinates would be always the same.

    About fighting I still can see the automatic turrets are too precise and impossible to escape their fire, I believe it should be inserted a small error in aiming to give a better fight experience, I would also reduce the damages on armor blocks and may be reduce the fire rate that also in some case brings to some performances issue. It happens that all the fire traces disappear even if the turrets are still firing.

    Would be much more but if already these things will be taken in consideration it will be already a big step forward.

    To conclude I still think after years that SE has a big potential but it is not using it and it is a pity. I would like to recall to the developers that this game born with the idea of building and explore in a procedural generated universe. I think so far the procedural universe it may be something in this game we will never see but at least need to focus on building and exploration. Things like decorative or style packs are nice but totally unnecessary. Focus on what this game has born for otherwise will be always a game not completed and this I believe is the feeling of the SE players.
    In addition I think since on the Xbox platform SE is very limited this, to keep them in parallel, will slow down the develop on PC and we will unfortunately see mostly updates for visual effect rather than gameplay.
     
    • Late Late x 1
  20. 凝X霜

    凝X霜 Trainee Engineer

    Messages:
    1
    Please solve the problem of Chinese display error. Thanks.
     
  21. Kienata

    Kienata Staff

    Messages:
    135
    Offline mode. "I cannot access armor skins or saves."

    This is not a bug. This is working as intended.

    Skins/Armor
    • You cannot access Skins/Armor when offline because you cannot access your steam inventory.
    • Steam inventory is only accessible when online.

    Saves
    • Saves are stored in Saves/[Steam USER ID]
    • Steam provides this User ID when you are online.
    • If you are offline there is a workaround to get saves to work.
    Workaround
    • Place save files in a folder Saves/1234567891011/
    • This will give you access to saves in offline play.

    If you run into issues or want to provide feedback please reach out to us on the support portal here: https://support.keenswh.com/spaceengineers/general
     
  22. SpaceFox

    SpaceFox Trainee Engineer

    Messages:
    75
    I usually don't comment about your releases because most of it is okay/decent/good/great but not including Triton into Star System is a big let down. such a simple thing for you guys to do, yet never the less you didn't. I commend you for in earlier releases changing stuff like moving the rover seat out of DLC to the base game. (even tho I bought the DLC I don't feel cheated out) So I hope you come to your senses and include it into the Star System shortly. I bought the Frostbite DLC and like a exited child getting a sled for Christmas, hoping to go out to the snow and play with it coming to my realisation that you have to spawn in the planet. So that would prevent NPC faction from getting trade outposts on it.
    [​IMG]
     
  23. captainbladej52

    captainbladej52 Apprentice Engineer

    Messages:
    462
    The point being made by KissShot I believe is that although this may be intended, it shouldn't be how it works. The workaround for using online saves while offline is simple enough, though from a programming standpoint wasn't needed when using the singular folder previously worked just fine.

    For the skins, we should be able to utilize them I can't think of any reason we shouldn't be able to utilize them in offline mode since we paid for them. This is especially true when considering the ability to utilize the DLC blocks even while in offline mode, which were also paid for. That makes zero sense to me. If the concern is piracy of the skins/blocks, there are ways to tie them to specific accounts and such to prevent their use by anyone who doesn't have the appropriate DLC. With all due respect, this is a bad design choice.
     
    • Agree Agree x 4
  24. Roxette

    Roxette Senior Engineer

    Messages:
    1,546
    So it's exactly what we've come to expect from Keen...
     
    • Agree Agree x 1
  25. Stardriver907

    Stardriver907 Master Engineer

    Messages:
    3,368
    Seriously?

    No Game Should Ever Make Anyone Do This.
    The Game Should Do This FOR You.

    This would be the place where you have to make another KSH.com account because the one you already have that works HERE doesn't work THERE so you get so FRUSTRATED that you JUST GIVE UP? Is THAT the portal you are referring to?

    You and I are friends (at least until I made this post, maybe. I still like you, though ;)). You're also a really nice guy. Keen liked you enough to hire you. Maybe they like you enough to listen to you. Keen seems to have some sort of deep-seated adversity to simple solutions and common sense. They could figure out how to shoehorn planets into their game but they can't figure out how to have the game maintain two files? Do they really believe ANYONE wants to pay for a game that they can only play online?

    Dude, be a hero. Reason with them.









    And that business with their support site not recognizing accounts from the same system has been a bug since its inception. Have they not fixed that because they really don't want to hear from us? They have this site. Why are they actively driving everyone away from it?
     
    • Agree Agree x 3
  26. KissSh0t

    KissSh0t Master Engineer

    Messages:
    3,782
    Skins / Armor, that is unfortunate I cannot justify giving money for something I cannot use when I want to use it.

    Saves, Fix it... I'm sick of waiting, just fix it, game should always be looking at the one folder always regardless of being offline or online.

    Kienata you have no idea how angry your comment has made me here.
     
    • Agree Agree x 2
    • Like Like x 1
  27. hunterhawks

    hunterhawks Trainee Engineer

    Messages:
    17
    Hey After the small fix (1.194.080) i cannot atach light or captor on the new Gate block, before the update i've can do but now i can't
     
  28. Spaceman Spiff

    Spaceman Spiff Senior Engineer

    Messages:
    2,026
    I'm so mad I can't talk! :mad:
     
  29. Phattty3

    Phattty3 Trainee Engineer

    Messages:
    19
    Everything is amazing, keep those bugs on a rope =] hotfix awaaayyyyy......
     
  30. DigitalStone

    DigitalStone Apprentice Engineer

    Messages:
    273
    I was actually thinking there was something cool going on with the new antenna dish.
    Maybe it could go really really long-range to reach a very distant Triton planet (??)
    But no, it's just aesthetic DLC's... which is fine though.
    Also, i thought there was a weather system coming in place, but it's actually a "scripted" thing? I mean, alright then. Doesn't sound very KSH to me.
    Also thought the snowy skin was dynamically applied when in snow-like environment.
     
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