Astro Colony - MP2.0 improvements and fixes
Hey Colonists!
It was very busy weekend with many hours of adding last missing multiplayer features and fixing remaining bugs. I know some of you reported problems with syncing or players being teleported.
[h2]SYNCING IMPROVEMENT[/h2]
There are more improvements to making syncing reliable.
Downloading savegames is now supporting bigger files!

[h2]PLAYER CORRECT TELEPORTATION[/h2]
It's not so simple as it looks in the endless exploration game with multiple game modes and backward savegames compatibility. Server now should correctly calculate movement with higher precision, so moving with thrusters and docking shouldn't end up teleporting anyone.
There is also the new player teleport system, which ensures that player who joined is teleported to the right location. Even if that location is occupied by another buildings, now the player will be there.

[h2]NEW FEATURES[/h2]
[h2]FIXES[/h2]
I would like to ask for your understanding and support.
Making a complex multiplayer game is not an easy task.
Hope together we can create something big!
Kind regards,
Tefel (Terad Games)
It was very busy weekend with many hours of adding last missing multiplayer features and fixing remaining bugs. I know some of you reported problems with syncing or players being teleported.
[h2]SYNCING IMPROVEMENT[/h2]
There are more improvements to making syncing reliable.
Downloading savegames is now supporting bigger files!

[h2]PLAYER CORRECT TELEPORTATION[/h2]
It's not so simple as it looks in the endless exploration game with multiple game modes and backward savegames compatibility. Server now should correctly calculate movement with higher precision, so moving with thrusters and docking shouldn't end up teleporting anyone.
There is also the new player teleport system, which ensures that player who joined is teleported to the right location. Even if that location is occupied by another buildings, now the player will be there.

[h2]NEW FEATURES[/h2]
- New multiplayer teleport system helping to find valid spot to teleport - the closest to the blocked spot
- Bulk creation checks now cost before constructing, so it won't create part of the bulk creation
- Docking visuals are now on the client too
- Edge generation removal is now supported in Multiplayer
- Renaming themes is now supported in Multiplayer
- Seed is now exposed to dedicated server params
- AutosaveInterval is now exposed to dedicated server params
- AutosavesCount is now exposed to dedicated server params
- FreeConstruction is now exposed to dedicated server params
- OxygenConsumption is now exposed to dedicated server params
- SharedTechnologies is now exposed to dedicated server params
- Showing password in the pause menu can be now controlled in the Interface settings
[h2]FIXES[/h2]
- Fixed the issue with client being teleported away when moving or docking due to not enough calculation server precision
- Fixed the issue with decider which couldn't be linked (now for real)
- Fixed the issue where big savegames wouldn't download
- Fixed the issue where blueprint wouldn't create if there are enough recyclable items
- Fixed the issue where blueprint in the hotbar would not save in the multiplayer
- Fixed the issue where blueprint would have missing devices when constructing
- Fixed the issue where encrypted password would show instead of normal
- Fixed the issue where human faces were not randomized
- Fixed the issue where docking station would keep changing client planet location after docking causing planet jump
- Fixed the issue where recycling machine of dedicated client would not show garbage container items
- Fixed the issue where player hosted server would duplicate themes twice
- Fixed the issue where themes were not synchronized when player joined
I would like to ask for your understanding and support.
Making a complex multiplayer game is not an easy task.
Hope together we can create something big!
Kind regards,
Tefel (Terad Games)