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InfraSpace News

Patch 9.0.196 fixes loading issues and more

Hello everyone!

After every update we watch the forums and Discord vigilantly to see if any issues pop up. This patch fixes the following issues:

- Fixed 2 errors that lead to some players not being able to load their world
- Fixed an issue where placing a stadium in a sea of habitats could break the stadium to be undeletable
- Fixed an issue where you couldn't leave the outgoing storage visualization
- Fixed a lightning rail typo

Also, parks, stadiums, and schools now cause 58% less traffic.

I have fixed all loading issues where players sent me their saves.
If your save still doesn't load, go to settings -> open saves folder -> send it to me at [email protected]
Bugs happen sometime, but you shouldn't ever lose your save!

If anything else comes up, let me know.
Happy playing,
Daniel

Traffic Lights Update Released!

Hello everyone!

And welcome to… the traffic lights update!
It might be named after traffic lights since they are the head roadmap feature for this update, but there are a slew of other new features, especially in the quality of life department. So buckle up and check them out!

Disclaimer: Since we added a grid, we had to change a lot of building sizes. If you want to keep playing your old city for now, you can either try converting it or revert to a previous update. Check in-game for details.


[h2]Traffic Lights[/h2]
This is our headline feature!
Click on any intersection to choose between traffic lights, traffic signs and no special traffic control.
Traffic lights have an additional control panel so you can adjust phases and lights to your hearts desire!



Tip: Take some time and watch how traffic behaves. Sometimes, traffic lights are the best solution, sometimes a sign is enough, and for irregular traffic, no traffic control can be the best decision, too!

[h2]Traffic Signs[/h2]
Traffic Signs have pros and cons. They are perfect if you need to prioritize one direction over an other, but since they never change, you need to be careful you don’t starve the other directions by mistake!



[h2]Grid[/h2]
This is something we underestimated initially! We put it on our list like any other community request. But once we announced it, players were super excited! That’s why I’m especially happy to bring you not one, but two grids to align your city perfectly: 0° and 45° global grids.



You can always turn off grids (with hotkey!) so you can build as freely as you’re used to!

[h2]Showing Factory Exports[/h2]
One of the biggest problems for new InfraSpace players can be: Why is my factory not exporting their goods? What does “Outgoing storage full” even mean?

That’s why we added a new visualization for you to see where each factory can deliver goods to:



Green buildings consume the resource in question and are ready for delivery.
Yellow buildings consume the resource in question, but are already full.
Red buildings are not connected to the selected factory by road or rail.

[h2]Area of Effect Parks, Stadiums, and Schools[/h2]
Parks, Stadiums, and Schools no longer “produce” their products like factories. Instead, they provide their effects to habitats in their range. You still need a road connection and you still need to take care of traffic, though!



[h2]Rail speed upgrades[/h2]
Our surprise feature for this update!
People have complained about the trains’ usefulness since they moved slower than superhighways. They still had use in controlling traffic (one train does not get into gridlocks because of lane switching), but you needed the right situation to get the most out of it.

Now, we’re introducing two more speed upgrades: From originally 150 speed, you can now go to 250, and then further to 450!



Also, trains now display their speed when you click on them, so you can check it out!

And finally, since we are on train-related news: Train stations now show their storage, so you have a better overview of your goods.

[h2]Straight buildings[/h2]
It’s been a fun experiment and some players liked our slanted buildings, but on the other hand they could look a little extreme on mountain ranges. Also, habitats sometimes collided with each other after upgrading to taller buildings if they were slanted just slightly towards each other.

That’s why after this update buildings will be standing upright. The terrain will adapt to the shape of the building.

Before:



After:




[h2]Terrain changes[/h2]
Maybe a little unexpected, but we found that uneven terrain in the desert prevented people from building a nicely aligned city and made their job harder unnecessarily. Besides making the desert flat, we also reduced the height of the highlands slightly.

This only affects new saves.

[h2]Drag building[/h2]
My most favorite quality of life feature!
Check it out and build allll the buildings:



[h2]UI Scale[/h2]
By far our most requested quality of life feature.

We added UI scaling from 80% - 125% and increased the default text size, so now everyone should be able to play without issues here!

[h2]Characters[/h2]
Our small little side project. For this update, they just life in your habitats and work in your factories. However, in the future your citizens might take a more active role…



[h2]Free Science[/h2]
Small change, big impact! Science is no longer blocked by your city level. We are curious to see how this changes the way players approach the game.



[h2]Loading Bar[/h2]
Small extra since some players have made huge cities with 50k people and more: A small loading bar to let you know how about the progress.

[h2]Bugfixes[/h2]
  • Fixed an issue where deliveries above the storage limit would go to waste in easy mode
  • Fixed another issue were rocks would still be on roads after loading
  • Fixed an issue were tiny segments of roads would get bugged visuals
  • Fixed sign collider size - now they fit much closer to the letters
  • Smaller stuff


That’s it for the InfraSpace traffic lights update!
As always, let us know if you run into any issues, we are keeping an eye open on the forums.

Thanks a bunch for the continued support and happy playing!
Daniel

Friday Dev News #59 - Area of Effect

Hello everyone,

the time has almost come: Next Friday we're going to release the traffic lights udpate with configurable traffic lights, traffic signs, UI scaling, grids, and more. This week, I'd like to introduce you to a gameplay change:

Arenas used to "produce" culture and then deliver that to the habitats like any resource. From now on, arenas, parks and schools will have an area of effect to satisfy habitats needs for culture, relaxation, and education:


Our character side project has been progressing nicely. Let me introduce you to our female colonists:



For now, the colonists will just inhabit the habitants and give the game some detail. In the future, there might be more human-centric plans that are not on the roadmap - just a little extra from us ;)

And finally, thanks everyone for all the comments on grids! I think I should ask more questions in Friday Dev News because the participation has been great.

We decided to go with a global grid for now because it's easier and most people want that. But, there is a twist: You can not only toggle the grid, you can also rotate it by 45 degrees if you want! That can make building more interesting cities a little bit easier:



(You can still build with grids turned off, which is how the infrastructure on the screenshots above were made.)

If all goes according to plan, we'll be able to release the traffic lights update next Friday and until then - happy playing!

Friday Dev News #58 - Deliveries

Hello everyone!

In today's Friday Dev News I'm bringing you another bunch of features for the traffic light update on Feb 25th.

[h3]Straight Buildings[/h3]

It's been a fun experiment and some players liked our slanted buildings, but on the other hand they could look a little extreme on mountain ranges. Also, habitats sometimes collided with each other after upgrading to taller buildings if they were slanted just slightly towards each other.

That's why after this update buildings will be standing upright. The terrain will adapt to the shape of the building.

Before:



After:



[h3]Outgoing Storage Visualization[/h3]

A question we hear repeatedly from confused players is "my outgoing storage is full - why is it not delivering?"

In order to help out with delivery issues, we introduced this small button:



Click it and you'll get a visualization that shows you possible delivery targets:



Green buildings consume the resource in question and are ready for delivery.
Yellow buildings consume the resource in question, but are already full.
Red buildings are not connected to the selected factory by road or rail.

[h3]Colonists[/h3]

Finally, I'm happy to report our side project colonists have made it into the game:



For now, they just inhabit your buildings. Who knows what else they will do in the future ;)


[h3]Experiment: Optional Grids?[/h3]

And as a last nugget of info - check out this experiment:



It's still an experiment and we're not sure how it will be implemented or if at all... But, would you like a grid? Let us know!

Happy playing,
Daniel

Friday Dev News #57 - UI Scaling & Settlers

Hello everyone!

It has probably been our most requested feature so far if you don't count items on the roadmap: UI Scaling!

https://steamcommunity.com/app/1511460/discussions/0/4580716151548060155/

Well, I'm happy to report that not only are we working on it, but we also plan to ship it with the next major update on Feb 25th. Have a look at the screenshots!


Default UI Scale:



Large UI Scale:



We're also thinking about whether it makes sense to slightly increase the font size for all small texts, since it seems like bad readability of those is where most of the complaints come from.

[h2]Settlers[/h2]

Finally, since UI screenshots can't really be used for news post cover art, I'm glad I can also share some progress on our secret character-related side project with you. Character model, space suit are finished, textured, and set up to be ready for animation:



Happy playing!