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InfraSpace News

Friday Dev News #51 - Happy Holidays!

Hello everyone and Happy Holidays!

And to everyone who got InfraSpace for Christmas: Welcome, we hope you've been enjoying it so far!

We've been posting weekly news about our progress for most of InfraSpace's development time and during the holidays, we're taking it a little slower. My 2 colleagues are out on holiday and I am stopping by the forums, Steamcommunity, Discord, and the subreddit from time to time to see if anyone has any game breaking issues that need to be fixed.

Otherwise, I'm doing some long term planning for InfraSpace's development in 2022 and I'm also working on some of the fun tasks for me, like performance improvement.
Earlier this week I had a test setup to optimize factory simulation using a more data oriented design and managed to get an almost exactly 10x performance improvement! It's a nice achievement and the extra performance will be helpful, but before you get too hyped, remember that other parts of the game can't be optimized as much and this concerns just CPU performance, not graphics performance - that's a topic for another day :)
I also haven't released it yet as my holiday programming is more about experiments and tests for now.

I wish everyone Merry Christmas, Happy Holidays, or just a good time for the end of the year.
And, as always, happy playing!

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With my performance test setup I can quickly generate test cities of any size - cool stuff!

Patch 8.1.184 fixes rare, but important issues

Hello everyone,

Today, I got 3 more fixes for you:
  • Fixed an issue where a save game couldn't be loaded because the rails connected in an invalid way
  • Fixed an issue where you couldn't delete a road because previously neighboring roads were not properly deleted
  • Fixed an isuse where a player suddenly got 20fps because the pathfinder couldn't deal with a broken road


I'm trying to get any remaining annoying bugs out before Christmas, so if you find anything, be sure to post it :)

Happy playing!

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!