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Astro Colony News

Astro Colony - Picker tool, electricity transferred via docking

Hey Colonizers!

Another update is here, with some interesting QOL systems.

[h2]Docking can now transfer electricity[/h2]



I know many of you tried this in the past, and it wasn't possible.
Right now, docking stations will power other docking stations if they are connected to an electricity source!

[h2]Middle click to pick item[/h2]



This improvement speeds up construction and allow for precise station modifications.
For example, you don't have to find the exact floor tile in the construction menu, you can just press the middle mouse button on an existing one in the world!

[h2]Cancellation with right click[/h2]


I know players are somehow used to right click cancel action. This is now also part of the game.
You can use Q or Right click to cancel an action :)

List of changes:
[h2]QOL[/h2]
  • Picker Tool - Middle mouse button now picks pointed element (device, floor)
  • Cosmic Harpoon Energy - harpoon connector can now transmit energy to the planetoid
  • Pressing Right mouse button switches to empty hand

[h2]MULTIPLAYER[/h2]
  • Fixed an issue where loading client had no gravity when starting - had to reset the jetpack
  • Fixed an issue where client camera is wrong for controlled flying vehicle
  • Fixed an issue where client looks tilted on client when unpossessing vehicle

See you next time!

Astro Colony - Portuguese + multiplayer optimization

Olá Colonizadores!



This update is adding Portuguese to the game!
Thanks to BrenoCoelho is 100% completed! ːsteamhappyː



In addition, many multiplayer optimizations.

List of changes:

[h2]SINGLE PLAYER[/h2]
  • Fixed an issue where asteroid catcher beam is visible for one frame
  • Fixed an exploit where removing resources after moved on conveyor would generate free resource
  • Fixed recycling machine returning recyclables when is destroyed


[h2]MULTIPLAYER[/h2]
  • Moving drones/astronauts is using 80% less networking data
  • Fixed an issue where client couldn't set requested resources


Vejo você em breve!

Astro Colony - Multiplayer fast and more stable!

Hey Colonizers!



After 3 days of testing and fighting with multiple networking problems, such as:
- syncing timers
- different framerate server-client
- client low framerate
- client slightly ahead or behind
- pushing/taking resources from containers
- pushing with logic blocks
- removing conveyor belts, transport tubes
- docking

Automation and transport system is now usable with minimum of replication data.
I tested multiple scenarios, where client has only 12 fps and host has 60+ fps.

I am quite satisfied about the result.
There is almost no replication data for automation, which is great if it works :D

Client still may have some visual glitches when removing many elements.

[h2]SINGLE PLAYER[/h2]
  • Transport is now independent of the game framerate (will keep the same speed in 15fps and 60fps)
  • After destroying a conveyor belt resource is automatically picked up
  • Fixed an issue where marker stays after deleting the colony
  • Fixed an issue where marker stays when moving far away

[h2]MULTIPLAYER[/h2]
  • New synchronization system showing Syncing when loading a savegame
  • Character is now teleported next to the vehicle when going out
  • Fixed an issue where teleported character is tilted
  • Fixed an issue where character is falling thorough floor when map is enabled

There are more optimization needed for multiplayer, especially where you have many moving bots.
It should be now way simpler to synchronize them without using too much network transfer.
So, I am just getting back to work! Let me know if there are any issues!

Please be patient and supportive :)

Astro Colony day 27 - multiplayer a new client simulation

Hey Colonizers!

Day 27 summary is here!



I've been working recently on reducing network usage by running simulation on the client and synchronizing it only when necessary.

After the last patch, there is 90% less communication needed between the server and the client.
In the result, giant space stations can now be loaded fully on the client.
All actions got way more responsive, since server has more time to handle them.

List of changes:

[h2]MULTIPLAYER[/h2]
  • New system to compensate latency and synchronize simulation client / server
  • Client side transport simulation & prediction reduces replication by 90%
  • Fixed a shared technologies issue where client pays cost double
  • Fixed an issue where client would fall through a floor if standing and interacting with asteroid catcher


See you soon, colonizers!
Wish me another productive week :)

Astro Colony day 25 - disabled BOT never wakes up ;)

Hey Colonizers!

Day 25 summary is here!



I am working on the multiplayer, trying to eliminate all weak points of the replication based on a profiler. As you can see the most expensive is transferring bots and resources from one cell to another.


I hope to reduce network usage by 90% when the new client simulation system is finished.

List of changes:

[h2]SINGLE PLAYER[/h2]
  • Sleeping BOT won't wake up when new mission (technology) is unlocked
  • BOT can no longer chase you under the platform
  • Splitting box now auto focuses number, so player can start typing without mouse action
  • Fixed an issue where reloading a savegame could create a double terrain
  • Fixed an issue where coming back from parallel universe result in no-interaction state
  • Fixed split operation with locked shift key
  • Fixed black holes in parallel universes
  • Fixed an issue where Far away actors could be despawned

[h2]MULTIPLAYER[/h2]
  • Fixed an issue where Client after loading has slower speed

[h2]BALANCE[/h2]
  • Quartz recipe added to Circular saw - requires 30 dirt
  • Stone recipe added to Hydro Generator - requires 50 water and 20 dirt
  • Basic science recipe removed (taking all ores) since Auto-catcher generates enough


See you tomorrow, colonizers!