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InfraSpace News

Friday Dev News #153 - Merry Christmas and Happy Holidays!

Hello everyone!

Another year draws to a close and it's time to wish everyone Merry Christmas and Happy Holidays!

In last week's Friday Dev News Post we let you know that we were working on an optimization that we're hoping to finish this week. We are almost done, but it's a deep change, so it carries a bunch of risk. Since the holidays are coming, we thought it's best to not release a deep change like that willy-nilly without proper testing.

For the people who are interested in the technical details:
The optimization improves the algorithm that decides how workers are distributed to each factory based on your prioritizations. On large cities (50k citizens and more), it could take around 30 milliseconds to run. Since there is a lot of moving in and out in these cities, having an extra 30 millisecond calculation in these frames leads to bad stuttering, which we are fixing with this improvement.

If your city is smaller, that distribution algorithm has much less of a performance impact.

Also, because of the holidays, we're going to pause Friday Dev News for 2 weeks for the first time in 3 years of development. We'll be back in the new year with new fixes, improvements and also a handful of new content releases, too.

I also would like to thank the community for their passion and their support. InfraSpace is not the biggest game, and as such we can't work on it indefinitely, but I'm glad that for now we can still work on improving it a little here and there and I'm also glad that you and your support are still part of it :)

Merry Christmas, Happy Holidays, and Happy Playing!

Friday Dev News #152 - Sharp UI Text & Fixes

Hello everyone,

we’re back with another bugfix and improvement update. This week it’s a bunch of smaller things, but they do add up and some were highly requested by players:

  • Fixed incorrect area coverage and terraforming progress in the terraforming progression panel
  • Sharpened the text of all of the UIs and improve the UI of map selection
  • Fixed vsync not working properly in graphics settings
  • Fixed colliding buildings no longer colliding with nearby roads upon loading
  • Fixed terraforming buildings that were terraforming without workers
  • Fixed fertilizer drone hub texture looking wrong
  • Fixed car colors so that all truck colors match their resource icon


Optimization incoming

We have found an opportunity to optimize the worker distribution in large cities. If you’re running a big city and your CPU is struggling, this might lead to a couple extra fps.

We’re currently working on the improvement and it’s gonna be our main focus for next week. It’s a deep code change so it’s a little risky. We’ll do proper playtesting and hope that we can release it on Wednesday already, so that we are not on Christmas break yet and available to do hotfixes should the need arise.

Speaking of Christmas, after next week’s update / Friday Dev News we’re probably going to pause Friday Dev News for 2-3 weeks for the Christmas break and so we can focus on behind the scenes work. More details next week!

Until then,
Happy playing!

Friday Dev News #151

Hello everyone,

this week, we're releasing a multitude of minor fixes for things here and there:

  • Fixed moving distribution center's consumer buildings not adding(removing) itself to(from) the distribution centers in realtime
  • Fixed clicking on a car that's going to a building without a sideroad throwing errors
  • Fixed distribution center's UI sometimes throwing errors
  • Fixed update InfraSpace 1.23.413 causing some players' saves not to load
  • Fixed moving AOE buildings (e.g. parks) that were sorrunded by many habitats sometimes throwing error
  • Fixed clicking on Recyling Center and Soil Enrichment not kicking in visualization mode


Throughout the last weeks we have reduced the number of bugs by a lot. There are a couple still on the list, so we're gonna continue with more small fixes for next week, too. Thanks especially to Sepehr for all the hard fixing work.

Happy playing!

Friday Dev News #150 - Train & Terraforming Improvements

Hello everyone and welcome to another batch of fixes and improvements.


Here is the list:
  • Changed terraforming visualization color so you can much more easily see where you might have missed a spot.
  • Made 100% terraforming a little more easy to reach.
  • Changed train pathfinding to avoid going through stations if they are not the destination. Helps with avoiding congestion.
  • Changed goods pathfinding slightly to avoid unnecessary train rides in cases where players did not lay out their city well.
  • Fixed research lab's panel to update the selected research properly.





This week we talked with a bunch of players where they had trouble with using the logistics. If you have trouble with the logistics, definitely read the encyclopedia and learn how to use distribution centers. That can be a big help to make goods deliver how you want them to!

Thanks for your support! Let us know if the changes are improving your experience and if there are any other issues left.

Happy playing!

Friday Dev News #149 - Train Platforms Fix

Hello everyone!

Trains


Today we're releasing another fix update, containing a major improvement for train-lovers: Improved trains platform choice.

Train stations in InfraSpace have multiple platforms, which on paper sounds like a good feature to have for high-traffic train stations.

The problem was, that InfraSpace trains already chose the platform they are going towards when they left the previous station. But, the journey is long and while the train was traveling, another train could easily slip in between and occupy the platform. Thus, the first train was still going towards the chosen platform even though it was occupied and many other free platforms were available!

With this update, trains keep watching out for changes in platform occupancy while driving and they adjust to path to an empty platform if possible. This makes thoughput on high-traffic stations much better.

Nuclear Power Water Rebalance


Also, we changed the balancing of the nuclear reactor water consumption again.
Recently we had some issues with them either requesting too many resources or the storage for water being too large for early game buildings, so these are the new changes:
  • Reduced maximum storage of water to 36, so early game it does not take forever to fill buildings
  • Reduced consumption of water for nuclear power plants, so they are not stuck waiting for water



I know there are more things to improve. Especially on our mind are two issues that are plaguing a couple of people: Resources getting stuck in train stations and terraforming not being able to complete fully. If you are experiencing any other bugs really messing with your experience, feel free to let us know / remind us again, we're gonna keep fixing and improving for a while.

Happy playing!