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InfraSpace News

Friday Dev News #50 - Fixes, Cursors, Turkish

Hello everyone,

it's been one week since the train update and I'm glad many of you have been enjoying it!
There have been a sizeable number of bug reports since the update and we spent most of the week working on fixes. The train update changed some deeper navigation code, so it was a bit harder to figure out the exact cause, but I think we got all the important bugs fixed now!

I also just uploaded Alpha 8.1.180 with some extras besides all the fixes:
  • rebalanced yellow science to take fewer neural processors, but take a little longer to produce
  • your mouse cursor now changes when you move or delete stuff - so it's not so easy to do it by mistake
  • added Turkish language (thanks to the community translator!)


We have heard your suggestions on how to further improve the trains and how they work and have put them all in our ideas list. In future development we will prioritize and compare them with other feature requests and work on the most promising tasks overall.

Christmas is coming up and we're looking forward to spend some time with deeper planning and some behind the scenes maintenance like more bugfixing or performance work instead of releasing new features every week.

Happy playing!

Patch 8.0.167 fixes train pathfinding issues

Hello everyone,

  • fixed an issue where cars would take a detour by train unnecessarily - this also fixes the issue of trains getting filled up with useless stuff
  • fixed an issue where habitats upgrading / downgrading could fail and you'd be left with invalid buildings stuck inside each other


Background: The train update required some deep changes in the the way pathfinding is handled. We introduced a bug, but it took time to find since the bug did not happen for everyone and it vanished when you saved and reloaded.

When loading a save with this patch, the cars inside train stations and trains are destroyed once to make sure they don't contain any old bugged cars.

We're keeping our eyes open in case more than one bug was responsible for the pathfinding weirdness. If you see pathfinding that doesn't make sense or trains carrying resources they shouldn't, please report the behavior so we know if there is still work to do. Thanks.

Patch 8.0.163 fixes unresponsive tutorial and empty trains

Hello everyone,

as usual after a major update, I'm ready to fix any issues that appear. Patch 8.0.163 contains the following fixes:

  • Fixed an issue where the tutorial wasn't displayed properly, so players couldn't continue
  • Tutorials can now be exited with escape, just in case an issue like this happens again
  • Fixed an issue where a player couldn't load their save after the trains update
  • Fixed an issue where building a rail from the middle of an existing rail next to an intersection could lead to unfixable collisions
  • Fixed an issue where trains would not start transporting goods until you build another rail and the rail pathfinding got updated


if you find any more issues, let me know.
Happy playing!

InfraSpace Train Update Released!

Hello everyone!

It's my pleasure to introduce you to InfraSpace's Train Update!

We have an in-game roadmap where players can vote on new features. Trains have received a total of 12,613 votes, so that's what we focused on first.

To get an overview of all the new stuff, you can either scroll through the rest of this post or check out JD Play's video about the train update!

[previewyoutube][/previewyoutube]

Let's go through all the new things, shall we? Buckle up!

Trains





The main part of the update. Trains are primarily a tool to keep traffic under control in mid- to late-game. However, they are unlocked quite early so that you can plan your city around the stations if you so like!

There are 4 stations available with different sizes from 2 to 8 platforms.


Setting up Train Lines




You can set up as many train lines as you want and add trains to them. Train lines and stations can be renamed and you can even choose the train color for each line to keep your train system well organized.

Rails + Auto-Curve




InfraSpace's auto-curve function has been a point of contention, but for rails, nice curves are essential!

That's why we developed a new curving system that makes it much easier to get nice curves and perfect circles without moving any of the neighboring segments If players like this, we'll also apply this to the road system.

Automatic Train Signaling


As soon as you have trains in a game, collisions and deadlocks become an issue. These are usually solved either through an involved signaling system, which can be fun to tinker with but frustrating if you don't want to deal with it. Or trains just despawn, teleport and drive through each other when they get stuck in a deadlock.

With InfraSpace we're trying a different kind of automatic signaling system.



The game automatically detects collision points (red) and creates rail intersections around them (orange). The green rails are collision free segments of rail. The automatic signaling system deals with collision and deadlock prevention and all you have to do is provide enough space of green rail to maximize your throughput!




Train Appearance




InfraSpace trains are quite long, consisting of 1 locomotive and 11 wagons. Also, trains change their look dynamically based on how full they are. The train color is determined by their train line.

We also added some small niceties like trains kicking up dust while driving or sparks flying when they slow down ;)

Train Info Panel




The train line panel let's you know what your trains are transporting and how full they are. This helps with understanding which goods benefit most from your train line.

Car / Train Path Visualization




Speaking of transport analysis, you can now click on cars and trains and see exactly where they are going. Check out some cars on your most congested roads and you might get an idea of which shortcuts to add or where a new train station would be beneficial!

New Habitats




Our previous line of habitats looked all kinda dull and similar. Now, you get an all new white-blue design with different variations for each habitat level. Hooray!

Neural Processor Balance




I have heard repeatedly that neural processors are still too much of a challenge in mid-game. Until we introduce better tools for mass building, this update reduces their nanotubes intake by 25% and speeds up their production by 10%.

U-Turns disabled by default




Another common gripe of players was that cars would make U-turns instead of taking the intended route. To combat this behavior, U-turns are now forbidden by default except for dead ends.

You can still allow U-turns manually with the lane config tool.

Better "Insufficient Power" Message




Some players used to have trouble finding out which parts of the power network were disconnected from their power plants. Now you can jump to the disconnected buildings and see them displayed red in the power visualization.

New Marker for dead ends




It was a simple issue, but annoying nonetheless! You are now notified when you mess up one way roads by mistake.

Other Stuff


We also have a couple of extras in store, the most important ones being:
  • Building sounds are off when buildings are not active
  • Not enough workers message vanishes when you have grown your population enough
  • Fixed a bug where after loading the game, small rocks were on the roads


Previous Updates Since Early Access Release


If you haven't been following InfraSpace since its Early Access release 2 months ago, you might have missed our updates since then!

We're releasing a weekly dev logs and in the last 2 months we also provided almost weekly updates that focused a lot on fixes and quality of life things like road building.

You can check all of them out here: https://store.steampowered.com/news/app/1511460


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There is still much to come for InfraSpace, but we hope you enjoy today's update!

Let us know how you like it and report any issues you find. Happy playing!



Friday Dev News #49 - New Habitats

Hello everyone!

we spent most of this week getting the trains ready for release next Friday.
Since we're introducing a full new mode of transport, there are a ton of edge cases we need to handle. Examples include what happens when you delete a rail that is currently in use by a train. Or how goods in a train update their pathfinding when you change the road network around them.

Also, we want to make sure trains can be used with some flexibility. Check out this station:



Test goods are produced on the left and consumed on the right. The center train station does not have any connection to the road network, but it can still function as a freight transfer site. Trains on the left loop unload their goods into the station and they stay in storage until they can be loaded onto the train on the right loop.

New Habitats


We've been making some progress here as well. Check out some pics for habitat level 1-5:





We hope you'll appreciate the new variation :)

This week is the first in a long time without a weekly update on Friday (we did a small bugfix update on Wednesday after some players reported issues). Initially, we didn't even plan to do weekly updates after Early Access release, but sometimes I can't hold myself back and release features and quality-of-life stuff as soon as they're done :D

Happy playing and see you next week!