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Empyrion - Galactic Survival News

Game Survey 2020

Hi Galactic Survivalist!

We hope you all had a great start in 2020! We have been a bit silent on the current progress on Empyrion and you deserve to know what is going on behind the curtain.

While we still run smaller patches on the Alpha 11.5.x branch, the development on the Alpha 12 features (we are working on since early January), have already made some noticeable progress.

That being said, we want to share with you a brief summary of some of the features that will be in the next major update. These blog posts are currently in preparation and will be released in the next few days. Please excuse the delay.

In the meantime, we would like to announce our GAME SURVEY 2020: Participate here!

This time, the survey contains additional game-related topics, questions about your hardware, your likings on certain game features and such.

Please also make good use of the surveys free-text answers, but please keep your replies on the spot and as brief as possible (so we have a chance to read them all) .. or instead, link a forum or reddit thread you already have set up on a certain topic!

Thanks a lot in advance for your participation and also thanks a lot for all your ideas and suggestions you have shared over the last months and years which have - or will be - changing the shape of the game in the future!

Yours,
Empyrion Dev Team

Alpha 11.5 - Refinements

Hi Galactic Survivalists!

Being the last update in this years development cycle - hotfixes aside - Alpha 11.5 will not only add bugfixes, but also a few important changes and additions to enjoy in your winter holidays!

Examples:
  • Small and Large Optronic Bridges/Matrix are now craftable
  • Loot Tables are now exported to the Config_Example.ecf
  • We have reactivated the new, reworked galaxy map
  • The Default-Random scenario now creates up to 6 solar systems
  • Multitool has now a downgrade option
  • HV Drills are now usable in space

And a lot more. Please have a look at the full changelog below.

Please contribute any feedback over here

Forum updates:


As always: please report any bug and issue in our bug-forum

Before making a bug report, please read about how to use the bug section

Have a great time and happy holidays from everyone here at Eleon! :-)



PS: Although the development team will be on holidays from christmas to the new year as well, we have of course already made some plans for Alpha 12… ;)

===========

Alpha 11.5.8 Patch 2020-03-24 (Build 2785)

Fixes:
- an exploit

===========

Alpha 11.5.7 Patch 2020-02-28 (Build 2784)

Fixes:
- When a POI container is opened the UI can close by itself
- Some exploits
- Zirax base attack behavior error
- Net code exception
- Vessel crosshair can get 'stuck' when adjustments are trying to be made when the weapon is in range of a target
- Faction chat messages not always shown in-game
- [MP] Docked vessels moving when the player returns to them

===========

Alpha 11.5.6 Patch 2020-01-29 (Build 2777)

Fixes:
- CoQ from LCD signs when approaching a structure with an LCD with "bad" content
- Rockets kill its own pilot

===========

Alpha 11.5.5 Patch 2020-01-22 (Build 2776)

Fixes:
- Fixed COQ when opening Advanced Constructor (improved template recursion detection)

===========

Alpha 11.5.5 Patch 2020-01-21 (Build 2775)

Changes:
- Updated: Merc MX5E (Thanks to jrandall; Alpha 11 feature & visual update + interior rebuild + prepared for upgrade to T3: info can be found on info LCD)
- Updated: FORGE Skyfortress (fixed medbay leading to getting stuck when spawning)
- Galaxy map: removed zoom when opening it
- CPU Extender T3 can be upgraded to T4; T4 can be downgraded to T3
- PdaScript: prevent possible exceptions and cleaner initialization. Read data from correct directory in subscribed managed scenarios.

Fixes:
- CoQ when opening the advanced constructor
- Item exploit
- NullRef spam in EAI Manager fixed
- NPC textures missing after playfield change
- DynamicC# (needed for PDA.cs) now references dll for old ModInterface
- HV's tilting to the left & backwards
- HV HUD does not show ammo-bar when harvester/drill equipped
- Console cmd 'gopt' doesn't show correct game options in MP
- 'CPU Efficiency' display in Control Panel's main page showed wrong on/off state
- Changing the seed in a randomized custom scenario causes CoQ error and it won't start
- Unwanted water texture shows through on terrain altitude zero (Moons, Dead planets)
- When a player returns to a previously visited POI & kills an NPC it can instantly disappear
- Template modifications in Config.ecf could trigger the client to close to desktop

===========

Alpha 11.5.4 Hotfix 2020-01-09 (Build 2763)

Fixes:
- CoQ fix when using upgrade function in MultiTool

===========

Alpha 11.5.4 Patch 2020-01-09 (Build 2762)

Changes:
- Galaxy map: some UI improvements
- Less network RTT by using less thread switching
- Internal optimization should result in more performance if a scene has potential low fps
- O2 Station (SVHV) now airtight due to model change
- Changed description for Medic Station (HV), removed info about being a spawnpoint
- Add Offline Protection player options

Fixes:
- [MP] Drones becoming unresponsive & not moving
- [MP] Trees re-appearing after being removed
- Exception when opening double doors
- A face of the block shape Ramp C face becomes see through when when next to stairs wedge
- When light 6 is placed & viewed from behind the center becomes transparent
- Fixed flickering of voxel asteroid that are far away from the origin
- Client is kicked back to the main menu after selecting to respawn at 'Home base'
- Armored single & double doors frames can go invisible after taking some damage
- When SV/HV Cockpit 8 is damaged the model goes invisible
- Multitool: Possible to downgrade and upgrade other players structures and POI
- 'Wipe All' command duplicates POIs
- Landing gear 2 (Folding to side) does not mirror correctly
- Broken Deco: "AlienPlant11Blue" has an un-fitting, large movement hitbox
- Turret targeting in MP not working

===========

Alpha 11.5.3 Patch 2019-12-20 (Build 2759)

Fixes:
- Ship randomly shaking behavior in some cases bug -> fixed

===========

Alpha 11.5.3 Patch 2019-12-19 (Build 2758)

Fixes:
- Infinite speed possible fix 2
- Ship rotation speed bug -> fixed
- Space carrier have sometimes a mass equal to zero bug -> fixed
- possible fix for texture-streaming crash

===========

Alpha 11.5.2 patch 2019-12-18 (Build 2757)

Changes:
- added video option "Texture Streaming" to allow players to decide if they want to use it (default active on machines with more than 8GB RAM)
- added special config file 'Empyrion.props' to override settings if, for example, the game crashes early
- Added new story mission: Uncertain Outcomes (Requires Friendly standing with Polaris)
- Updated BAOs Trading Station, Polaris Asteroid Mining Facility and Planetary Remnant for story mission
- Updated help text of Galaxy Map

Fixes:
- Blueprint exploit
- Client crash when getting into the cockpit of a HV with ground repulsor engines flat on the terrain
- Pre-11.5 Blueprints are not update to the new torque / movement speed calculation

==========

Alpha 11.5.1 patch 2019-12-17 (Build 2755)

Changes:
- added workaround that machines with 8 GB RAM don't use texture streaming (to avoid crashes)
- Reactivated Auto-Fire: SV Pulse Laser, SV Raril Gun, SV Plasma Cannon, CV Pulse Laser
- Small Generator and Fuel Tank now also complete 'Robinson Protocol - Vessels" task
- Starter Orbit: Updated Polaris Trading Station
- Address issue with selecting a sector, but being unable to use the mouse to manipulate the data window (scroll, etc)
- Updated EAH: https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-48-x.5771/page-61#post-380808

==========

Hotfix 2012-12-12 (Build 2754)

Fixed:
- CoQ when opening Marketplace from top menu

==========

Changelog (Build 2753)

CPU
  • Added crafting template for small/large Optronic Bridge & Matrix (Adv. Constructor)
  • Increased drop count for Optronic Matrix/Bridge
  • If active CPU Tier is lost, the efficiency will not drop instantly, but after 3mins
  • Sending alert message when CPU Extender ( CPU Tier) is lost
  • Increased hitpoints for BA and CV CPU Extenders
  • CPU Extenders are now auto grouped to CORE group
  • CPU efficiency is reduced to 20% when overshooting the CPU max limit by 100%

FLIGHT CONTROLLER
  • Reduced min speed to warp to 30 m/s
  • Ship booster reload time now affected by efficiency
  • Ground Repulsor engine thrust has been doubled and CPU cost increase from 300 -> 400
  • SV thruster: rebalanced all jet thruster by increasing the CPU cost by 10%
  • Reduced technical max speed without booster. Space : CV 150m/s -> 100m/s, SV 200m/s -> 130m/s, Booster will allow to go beyond those limits

GAMEPLAY
  • Added DOWNGRADE feature to Multitools
  • BA attacks can now only be triggered by players of the same faction or the creators of the Base (if private)
  • Base attack, zirax soldiers will attack also generators and shield generators in random order
  • Portable Constructor now available at Unlock Level 1
  • HV Drills and Laser Drills now allowed in space
  • Allowed several devices of level 1 and 3 to be crafted in Small Constructor (O2 Station, Small O2 Tank, Lights, Growing Lights, Ammo Box, Food Processor, Large Solar Panels and Sentry Gun)
  • Increased Pentaxid Tank content to 500 (before: 200) to increase AU warp range for games under mass/volume limitation, reduced mass of Pentaxid crystal

MULTI SOLAR & PLAYFIELDS
  • Reactivated new Galaxy Map (Not yet finished; See [?] info overview for features/handling info)
  • Implemented new "OriginRestricted" feature for the orbits around the starter playfields
  • Using wormholes now costs the full amount of AU traveled (1 AU = 1 Pentaxid; before: capped to 25 Pentaxid)
  • Playfield settings: Added AllowMaxCPUTierSV, AllowMaxCPUTierCV, AllowMaxCPUTierHV, AllowMaxCPUTierBA, RestrictToOrigin
  • Updated 'Default Akua-Omicron' scenario
  • Galaxy map: stars now use color from sectors.yaml, stars in the background use grey now instead of white for circle and text
  • Improved existing sun flare quality by optimizing compression on flares
  • Improved nebula quality be optimizing compression (reducing visible artefacts)
  • Updated stamp database
  • BP Library : Spawning checks CPU Tier restrictions of playfield
  • Updated Invader vs Defender II Scenario
  • Activated CPU and Mass&Volume for Official Eleon US & EU MP server

ADDITIONS
  • Added Crafting Templates for new Small Generator/FuelTankReactivated new Galaxy Map
  • Added Small HVSV Generator (Unlock Level 1; Moved HVSV Generator to Level 3)
  • Added Small HVSV Fuel Tank (Unlock Level 1; Moved HVSV Generator to Level 3)
  • Only for Creative/POI: Add a new Core No CPU that behave like a player core but is not using the CPU system
  • Only for Creative/POI: Add new NPC Core : Behaves the same as the NPC Core but is using the CPU system

OTHER CHANGES
  • LootTables and LootGroups are now available in custom Config.ec
  • Blueprint Library info card now shows CPU efficiency instead of used points
  • Relaxed server side player muting by allowing muted players to use faction messages
  • Added some visual noise to shore lines of planet outside view
  • Slowed down player drone rotation
  • Added to public config: FuelTankSVSmall, GeneratorSVSmall
  • Increased HP of CV Landing Gears
  • Increased HP of SV/HV Landing Gears; Reduced Mass

BLUEPRINTS
  • Updated: Ascalon Eclipse, Ascalon Nibiru, FORGE Heavy Gunship, FORGE Neoburst, UCH Storm MK2, UCH Raider, UCH Raider Technical, CORE Heavy Fighter, ZeroG Malo
  • Added: FORGE Bulldog (Vermillion), Box Cutter Mk2 (XCaliber)
  • Updated MS Titan and Rapier on CREATIVE Orbit (Station)

TECHNICAL
  • Internal naming change of sub folders in save game folder Shared: now the folder names of structures are only named by their ids. Old folder names are still loaded.
  • Improved planet outside view (sharper texture transitions)
  • Showing volumetric light now only on planets (turned down compared to the last public release)
  • Added an option to turn Volumetric lighting on & off (TURNED DOWN VOL LIGHT PRETTY MUCH, NO OPTION ADDED YET)
  • Local Coop no longer needs admin rights for dedicated exe
  • Enabled ConstructorT0 to be used for templates production location as ‘BaseC’ ("Small Constructor"; Previously: Small Constructor and HV Mobile Constructor shared templates )
  • Low memory check detects if pagefile is enabled, and displays messages accordingly. It is now forcing low textures only when it's necessary for the game startup. Messages are shorter and cleaner
  • Updated to Unity 2019.2
  • Playfield servers with a PvP playfield loaded will not load additional pf's to avoid FPS drops
  • Updated Empyrion Admin Helper (EAH): check changelog


BUGFIXES

- Jet thrusters can idle when used with cruise mode & maintain speed
- Fixed: Trading Stations broken in MP
- Fixed: Balanced HV tilting sideways
- Fixed: Vessel stats are not refreshing until the player gets into the cockpit & reopens the stats window of the CP
- Fixed: Retrieving the CPU extenders cause COQ
- EnableCPUPoints setting not persisted when setting for a new Scenario game.
- Fixed: Efficiency update for base bug -> fixed
- Fixed regression that adjacent planets on moons did not have the correct texture set
- Fixed: Multiplayer Reputation sometimes ignored
- Fixed: prohibit re-uploading a scenario you're currently subscribed to
- Fixed: Difference in torque values added by RCS when a vessel is spawned in as a BP
- Fixed: Some ventilator shapes did not mirror correct
- Fixed: [Player report] Supplied vessel triggering CoQ's when opening CP>Stats window or when trying to sit in cockpit
- Fixed: Cruise mode can only go to 100%
- Fixed: SV prefab uncontrollably spinning after rolling + CoQ from it's stats window
- Fixed: When a vessel is flying, rolls & turns in a direction (left or right) the thrust appears to get stuck
- Fixed: Placement preview of starter blocks AND blueprints does not vanish after disconnecting container
- Fixed: CoQ if resume a savegame in orbit
- Fixed: When AlienBug03 fires at the player no projectile is fired from it
- Fixed: Thruster flares can be seen to flicker & shine very bright
- Fixed: [MP] When trying to spawn a BP in MP a CoQ is triggered & the BP doesn't appear
- Fixed: Ship inertia tensor bug fixed. May change the turn rate of a specific ship up or down.
- Fixed regression in BP Lib window: playfield spawn restrictions are applied even with 'gm iv'
- Fixed planet clouds rendering in front of LCD text (f.e. when starting a creative game in space)
- Fixed: Rocks or ore bearings falling under terrain after being drilled
- Fixed: Not possible to warp to a 15.0 AU playfield with a SV
- Fixed: Ship booster > fixed boost recover rate + rebalance boost recover time form 23s to 20s and boost duration from 3 to 10
- Fixed: Request_Player_ChangePlayerfield causes player issues if destination is same playfield
- Fixed planet outside view not loading correct splatmap if planet was never visited
- Fixed: Wall shape L block can partly go invisible when another block is placed next to it
- Fixed: Lag when changing block of a vessel
- Fixed: Rocket launcher & plasma cannon shots when fired inside a structure can ghost through blocks
- Fixed: Trees, surface rocks & pickable terrain plants becoming 'Containers'
- Fixed exception spam on a playfield server started with UI and pressing F9
- Better fix for playfield exc. spam when loading instance and space playfield at the same time
- Fixed: Teleporter Doesn’t work with Type: CV_player
- Fixed: Color & texture tool with personal drone can sometimes not work (better fix)
- Fixed: Solar panel not active in some cases -> bug fixed
- Fixed: Infinite speed possible
- Fixed: Structure hull blocks micro stutter when moving

Alpha 11.1: Stabilization, new stock Blueprints

Hi Galactic Survivalists!

Today we release Alpha 11.1 as a 'stabilization update' for Alpha 11. As the name indicates, we primarily focused on bugfixing and a few more refining changes.

For 11.1 we temporarily have reverted the new galaxy map to the previous version, as the new map needs more refinement.
Please feel free to tell us, if you want to either stay with this known map or if you would prefer to go with the new one - with some fixes and adaptions, of course. In the latter case, please give us feedback what needs to be improved to finally replace the old one - thanks a lot :)

Please continue to use the feedback and info threads pinned over here for any ideas and suggestions on those topics.



With regards to the CPU system, we also started to add new, CPU-compliant stock Blueprints and also retired some of the old ones from that category. Please not only check out the additions in your game's Blueprint Libary (F2) but also head over to the 'Vessel and Base BLUEPRINTS' section in our new creators forum, where you can comment on each of the new models - and even download the retired blueprints if you like to still use them.



Thanks a lot in advance for reporting any bug and issue in our bug-forum

Before making a bug report, please read about how to use the bug section

Also, ahead of reporting any issue, please have a quick look at the KNOWN ISSUES

And now: have fun playing :-)

===============

Hotfix 2019-11-27 (Build 2724)

Changes:

- Low memory check refactor - detects if pagefile is enabled, and displays messages accordingly. It is now forcing low textures only when it's necessary for the game startup. Messages are shorter and cleaner.

Fixes:
- Lag when changing block of a vessel
- Fixed planet outside view not loading correct splatmap if planet was never visited
- fixed several exceptions (CoQ's)

===============

RELEASE Alpha 11.1.1 2019-11-24 (Build 2723)

Changes:
- Updated version to A11.1.1

Fixes:
- MP: Trees, surface rocks & pickable terrain plants becoming 'Containers' if playfield seed is different to main game seed
- MP: Fix for exceptions on a playfield server loading an instanced planet playfield and a space playfield
- Rocket launcher & plasma cannon shots when fired inside a structure can ghost through blocks

RELEASE Alpha 11.1 2019-11-22 (Build 2717)

Changes:
- Planet Life Manager - animals are not spawned if player is more than 150 meters above or below them
- Runtime memory check which informs when memory is too low and forces low quality textures if necessary. It will now account for memory used by the game itself
- Console command 'destroy' now removes the entity immediately without showing it dead for some time. Use 'destroy -dead' if you want the old behaviour
- added server-side muting of players incl. new console cmd 'mute'
- Set shadow distance in Best setting to 300 meters (old: 140) and in Good setting to 150 meters (old: 60)
- Mountains on planet outside view of class 2 planets are now 10% less high to not stick through the atmosphere
- Dedi will not add new playfields to a playfield server if this server needs more than 6GB of total memory
- Dedi now checks if emptied pf server uses too much memory, if yes process is killed instead being managed as idle server again
- Reworked and added new CPU-compliant stock Blueprints (they have a unique name compared to the old ones; thanks to Jennyphurr, Vermillion, Kieve, Zovya, Frigidman, jmcburn, sulusdacor)
- Retired some older stock Blueprints (retired ones will be made available in the forums)
- SpotlightBlocks are now available from the beginning (previously starting at Techtree level 3)

Fixes:
- Fix bug that dedicated server asked a playfield server to load several playfields if player join in very short time
- Better fix for 'gents' dedi console command mixing entities on a playfield server that loads several playfields
- Proper fix for sporadic 'Exceeded entity id list' exception
- Fixed pooling of drone prefabs. Activated pooling for Zirax prefabs (as example)
- Fix for sporadic warning messages on playfield servers: 'Cannot save FOW database for player X'
- Fixed for not possible to connect to a locally started dedi a second time, if there was a password set on the second start of the dedi
- Better fix for NRE exception with GetTemperatureAt() (=loading/unloading of playfield data)
- Old Mod interface: Event_GlobalStructure_List lists structures in multiple playfields (final fix)
- Completely hiding HUD with F6 while in a vessel and exiting keeps Toolbar vanished when trying to show again
- Ship max speed changing when turning
- ArgumentNullException in PF logs after warping to another playfield
- Fix for NRE when warping between Tull and Omkar Orbits
- Instances are broken
- Cruise mode for every direction but forward is not applying the correct speed
- In control panel -> CPU Statistics some incoherence with the CPU costs bug fixed
- [MP] No sound is heard from explosives blocks when placed

Alpha 11: Flight model, CPU, Docking



Hi Galactic Survivalists!

Those community members who followed the pre-info, live streams or even actively took part in the experimental phase will already have some insight on how the Alpha 11 gameplay mechanic changes and additions like CPU points, new Flight Mechanics and all the other features will affect the way how the game is played.

Said that, and instead of giving a lengthy explanation here, we would instead ask any new and recurring player to do the following: PLEASE read through the pinned INFO AND FEEDBACK posts before starting into a new game or giving feedback.

Alpha 11 is again a “game changer” milestone and we are well aware that such changes might break playing habits which were ok and accepted for a lot of versions. But such changes also bring more depth and diversity to the game and, as you all know, we have and always will try to make transitions as fluid as possible (by avoiding savegame breaks, f.ex). On the other hand, changing an old or adding a new core gameplay will never be frictionless nor perceived the same by everyone. We are taking all (fact-based) feedback and discussions to heart and, as those that are around for some time have seen a lot of times, we are more than willing to refine initial feature releases (although maybe not in the initial release) with those well thought ideas and suggestions made - if applicable and if time permits.

Said that, and on behalf of anyone here at Eleon Game Studios, we would like to express our biggest thanks to all those, that are constantly offering help to improve features with on the spot feedback and are supporting the game design on a global level. Not only by in-detail testing new and changed features, bringing up issues and problems but also by helping new (and sometimes also recurring) players to get accustomed to new features and game changing updates in general! You guys rock! :)



Now, without further ado, everyone please check out the feature list and the full changelog below.

Main Features & Additions of Alpha 11
  • CPU Points & Tier System
  • New Flight Mechanic & Techniques
  • New Pilot HUD
  • Docking: any-to-any (except CV->Base, not needed)
  • Thruster Rebalancing
  • Base Attack changes
  • Building additions
    - Material Blockshapes (+16)
    - Heavy Windows (Full Glas, Connectors,...)
    - Railings (2 entirely new design groups: Metal and Metal-Glass + Double-Railings)
    - New Hangar door models
  • New POIs
    - Default Survival Orbit: Wreckages
    - Default Survival Snow: Civilian buildings updated
    - CREATIVE Mode Orbital Base Start: New Base with Library (How To Build / Use Tools..)
  • Technical demo for Multi Solar System: Akua-Omicron Scenario (MSS will be extended in the next releases)


NOTE:
- Version of Config.ecf has been increased - please review and adapt your modifications!
- When using available mods you might also need to update to their most recent version (please refer to their respective creators for further questions)

Thanks a lot in advance for reporting any bug and issue in our bug forum

Before making a bug report, please read how to use the bug section

Also, ahead of reporting any issue, please have a quick look at the KNOWN ISSUES

And now: Have fun playing! :-)


PS: Please note about the "Official Public" server: we will full wipe our "Vanilla" Eleon server and activate CPU system to get moderate feedback about it. The Official EU and US server will be full wiped at a later stage (around Christmas).



Hotfix 2019-11-18 (Build 2714)

Fixes:
- Workaround: Temporarily deactivated multi pf loading on pf servers to avoid problems when two pf's get loaded at the very same time (will be fully fixed tomorrow)

==========

Hotfix 2019-11-18 (Build 2713)

Changes:
- Ship throttle match speed instead of thrust
- ModAPI: Setting text on a LCD will auto-convert it to new mode if not yet happened
- CPU efficiency level reduced from 71% to 50% when overshooting by 100% the CPU max limit

Fixes:
- Fix for CV docking not working any more
- Speed is dropping to 0 when activating Cruise Mode
- Mod Interface: Event_GlobalStructure_List lists structures in multiple playfields
- 'Windows L' Window 1x1 damaged texture is is changed when the window's HP goes below 115
- Missing damages states for T1 generator & multiple armored doors

==========

Full Changelog
CPU
  • Added CPU Extender T2-T4 for HV, SV, CV and BA
  • Added 4 new collectibles required to craft T3 and T4 Extenders (Large/Small Optronic Bridge, Large/Small Optronic Matrix), available in rare and ultra rare alien containers as well as from all QuantumSTAR, Bertrams and Servant traders (more will be added, Default Survival > Polaris Orbital Trading Station)
  • Added crafting templates for all CPU Extenders
  • Added CPU information to 'di' console command overlay
  • CPU Points system is by default active in CREATIVE mode
  • CPU Penalties: Ships with at least one Core admin or NPC core or NPC core admin will no be subject to CPU penalties
  • CPU efficiency rebalancing: 100% overshoot of the CPU tier level -> 70% efficiency
  • Added CPU infos to list of data in Blueprint window
  • Added option toggle for CPU system (CPU = OFF by default)
Base Attack
  • Zirax attack Hacking Swipe has been reduced to 8-10m
  • Zirax attack troopers have gotten a new behavior: When they are stuck, they will start to wander around (Patrol behavior) and check if their target (core) is in range once and a while.
  • Hacking swipe for Talon Shaman has been removed
  • Note: both changes are temporary changes. More changes are planned for future releases (Change of attack pattern, targets, damage balancing)
  • Added new particle effect for Talon Shaman (visible during Talon Base Attack)
LCD & Projector
  • LCDs: Replaced checkbox for switching between new and legacy modes by a button for one-time conversion from legacy to new (legacy mode costs performance)
  • Improved LCD Projector:
    • dimensions and offsets now all have 1/4 block steps
    • 4x resolution of dimensions
    • 2x resolution of offsets, value is now also displayed in blocks (was 1/2 blocks)
    • added z offset (front / back)
    • added 45° rotations for all three 3 axes
  • LCD screens: increased character limit
New models & model updates
  • Addel L, M2 and L2 Thruster for SV (available in Small, Large, Advanced Constructor)
  • Added new Ventilator shapes
  • Added new full-glass Heavy Window shapes
  • Added 16 new Material shapes to all block groups and blockshape menu
  • Added 2x6 new Railing types to Walkways & Railings group (BA, CV)
  • Added 4x double Railings to Walkways & Railings group
  • Updated Boarding Ramps (Removed front side ledge)
  • Added standard and armored round, centered and corner doors (BA, CV)
Other additions & changes
  • Allowing to spawn HVs in space
  • Ship controller: add a small force in all directions on HV in space (for docking ability; HV can move in space with a max speed of 3 m/s)
  • Added possibility to upgrade from Carbon Composite blocks to Steel Blocks
  • Supporting now flexible docking between ALL ship types
  • Rockets that are fired from a moving ship now always inherit the speed of the ship (additional)
  • Docked ships are now considered when calculating the total weight of a structure
  • Enhanced Blueprint Workshop: in Creative Mode structures with "forbidden blocks" can be published as POI's; they are tagged accordingly and can be used in the Workshop search bar
  • Added type name and custom tag checkboxes to Blueprint Publish dialog
  • Doubled "Steer your Escape Pod" message display time from 5 to 10 seconds
  • updated playfield of "Invader vs Defender II" scenario
  • SSG: Improvements to Sector Type parameter settings
  • CtrModifier key now configurable
  • Added blueprint name to 'di' output command (only available as game host)
  • Add “Target in Range” Crosshair color change also to non-zoomed weapons and all fixed vessel weapons as well as manually aimed turrets (all structures) => crosshair gets red (bright) if in range
  • Removed RCS from 'essential devices' as they are no longer needed always
  • Steam Workshop now contains filter checkboxes for custom POI tags, e.g. "Terrain Base" (can be set when publishing / updating a Blueprint from within the game)
Playfields & Multi Solar System (tech demo)
  • 'Multiple solar systems' tech demo: distributed the planets of 'Default Akua-Omicron' scenario into 6 solar systems
  • added first version of a Galaxy Map
  • The LightZenithColor of a planet can force the light color of its orbit when the new playfield_static.yaml parameter OrbitUsesLightColor is set to TRUE ( playfields without this parameter are set to FALSE by default)
  • Added NoShield parameter to all planetary playfields to make sure shields of POI do not recharge when brought down to 0
  • Added OrbitUsesLightColor to ExamplePlayfield playfield_static.yaml (incl. explanation how to use)
  • Set OrbitUsesLightColor to false for creative playfields
  • Lava planet has slightly less redish atmosphere color
  • A playfield server will now load several playfields (1 planet playfield and 1 orbit playfields or 3 orbit playfields)
New/updated POI
  • Added new SNOW versions for Civil and Polaris POI to be used on Snow-Playfields
  • Added new group of orbital Wreckages (BAs, but also a CV and a SV) for all orbits except starter orbits
  • Updated non-snow POIs (Civil Settlement-B)
  • Updated the Default CREATIVE Scenario ORBITAL BASE start with an all new Starter Base that now offers all the necessary info to get started with building and creating awesome stuff in Empyrion. The Base also has a goodie spawned nearby to toy around with.
Balancing
  • Reduced mass of Fuel Tanks (CV, BA) and Large O2 tank (CV,BA)
  • Total Thruster Rebalancing ( Larger Thrusters/Jets more efficient per block/kg/m³ than smaller ones; CPU values adjusted to match significant increase of thrust power)
  • Increased crafting times of all Thrusters
  • Increased crafting times for all RCS
  • Techtree SV/HV: Manual doors now default unlock; Shutter doors lvl 3, Ramps lvl 5
  • Reduced Unlock-Level on SV Thruster L, M2 and L2
Technical optimizations and changes
  • optimized explosion related code
  • Setting max count of spotlights to 30 to avoid performance problems
  • Suppressing now Unity error message failed triangles and outputting a warning instead
  • Structure information text files in the Shared folder now have dots '.' again as fraction separator in all locales
  • Improved the internal ticking of the game by using the unity FixedUpdate calls. Set physics ticking to 0.025
  • Docked ships will not send position updates in MP any more (optimization)
  • performance improvement when loading LCDs in 'new mode'
  • Console command 'servers' will now list all loaded playfields per playfield server on a dedicated server
  • Performance improvement when shooting a gun
  • Pooling now rockets, ground blast and destroy particles
  • Removed MaxFireAngle from items config
  • Low memory check on startup, texture resolution reduction on low memory on startup
Server
  • Playfield server outputs INFO line now for each loaded playfield
  • adapted the 'stoppf' command to multi-pf servers: when more than one pf is loaded only that one is unloaded
  • Dedi: added server name and password to UI
Dedicated.yaml
  • The two (helper) parameters Srv_Visible and Srv_ForceHiding should no longer be used. The only valid parameter to determine public visibility is Srv_Public. So please, replace them if you still use them.
  • If none of the above mentioned parameters is in a yaml file, the server is by default visible, so if you want your private server to not be visible simply add a line "Srv_Public: false".
ModAPI
  • Added IApplication.GetPfServerInfos() to get data about pf server processes and their loaded playfields
  • Enhanced IPlayer by two new properties: IsPilot and DrivingEntity, added IEntity back-ref in IStructure
  • adapted to work with multiple playfields per pf server process: pf [un]load callbacks have an IPlayfield parameter instead of the pf name
  • callback for playfield unloading is called earlier (before pf cleanup is done), renamed to OnPlayfieldUnloading
  • renamed Playfield to ClientPlayfield - this is now for Client mods only: contains currently loaded playfield
  • INetwork: Replaced Dedi and Playfield DataReceived delegates by the common ModDataReceivedDelegate (since the playfield name is needed in both directions)
  • added IPlayfield.GetTerrainHeightAt()
Updated 'Invader vs Defender II' scenario
  • Implemented optronic items to NPC Trader to be able to build large CPU Extender
  • Added repeatable PDA Mission to get CPU Extender items
  • Reduced Resource quantity in the outer and middle ring greatly
  • Added variety of Resources in the outer and middle ring to motivate more exploration to get the resources you want
  • Fixed couple of issues


Bug Fixes:
  • Fixed: Alien Dancer now properly "picked up" as Crew (Alien) instead of Crew (Human)
  • Fixed: CoQ from global effects manager -> Solar panels
  • Fixed bug with player digged out areas in far terrain not showing correctly
  • Fixed: [Coop] 'AllowedBlueprints: None' is not being added in the dedicated.yaml in Coop mode
  • Fixed: Terrain placeable devices (Portable constructor & water generator) get removed after terrain under them is drilled
  • Fixed: Can’t connect to LocalDedi => App not Running
  • Fixed: When drilling an ore deposit with or without a PD the drill can stop drilling until the cursor is moved again
  • Fixed: [MP] Replace mode not showing changes made in creative MP until structure is respawned
  • Fixed: NPC's stop moving when they 'fall' from a structure into space/orbit
  • Fixed: Lower res textures appearing on devices - NGui camera is excluded from Texture Streaming computations
  • Fixed: All AI controlled vessels (AIPV, freighters, patrol vessel etc) 'fall' when the player approaches them
  • Fixed problem that when a passenger initiated a playfield change (teleport/warp), the pilot was not taken with him
  • Fixed: Turret targeting other turrets below ground
  • Fixed: Texture & colour tool 'Textures' UI glitched
  • Fixed: Shooting effects and blinking planet atmosphere
  • Fixed: In orbit the players suit light can cause the clouds of a planet to flash between white and black
  • Fixed: Accessing and editing an LCD Screen or Projector will activate it, ignoring settings and power
  • Fixed: Docked vessels can get moved far away from the parent vessel after a playfield change & remain 'docked'
  • Fixed: Players can be disconnected from their vessel if their internet connection drops
  • Fixed: [MP] Constructor Input & Output empty when the player quits and re-joins an MP game
  • Fixed: Distant planets go black & disappear when viewing from certain angles
  • Fixed: Text from LCD screens appearing on other LCD screens
  • Fixed: X key already assigned to action message when X key is unbound from shield
  • Fixed: AsteroidFieldRing does not rotate for Class 2 and Class 3 planets
  • Fixed: AlienBug02 hitbox
  • Fixed: Invisible block face 'Sliced corner A2' & 'Sliced corner B2' when next to other blocks
  • Fixed: Small container controllers clipping through blocks that are placed over them- 06842: CoQ triggering after entering, exiting then re-entering a planet repeatedly
  • Fixed: CoQ when try to open Chat
  • Fixed: CoQ prevents loading into playfields with lpf command
  • Fixed: {keybind(...)} PDA doesn't work in Chapter Titles/Description (and several other locations)
  • Fixed: [MP] Not possible to load into a MP server if character was left on a planet
  • Fix for 3rdp camera getting stuck directly above the player's head sometimes (esp. when the player uses the player bike
  • Fixed: Motorbikes get caught in a repositioning loop when trying to cross over the poles
  • Fixed: Base attacks triggering on a player base whilst honoured with zirax
  • Fixed: Access to locker cause COQ
  • Fixed: Base attack not appearing after alert triggers (full fix)
  • Fixed: Reloading weapons or tools triggers a CoQ
  • Fix for ship not moving in MP
  • Fixed: CoQ loop from Drone data
  • Fixed: Internal Error when destroying a structure with a selection tool active on any part of the structure
  • Fix for terrain showing gaps sometimes
  • Fixed: In "New Game Scenario" no Workshop icon in the scenario's list
  • Fix for OutOfBounds exception when leaving a playfield
  • Fixed: Long render time for structures
  • Fixed problem with collider of boarding ramp on playfield server
  • Fixed: Gameoptions flag ForvePvP was not considered in choose starter planet window
  • Fixed: POI Shield Gen Keeps Resetting
  • Fixed: Chunks of structure missing on first visit
  • Fixed: Spawner set wrong in POI "Abandoned Excavation Site"
  • Fixed: Survival Constructor stuck on backward time skip
  • Fixed: shields cycle on & off repeatedly when docked
  • Fixed: Copy Paste of multiple LCDs result in wrong order / issue
  • Fixed: Previosuly placed Solar panels are not working
  • Possible fix for ticks getting out of sync
  • Fix for console command 'ticks' not working any more
  • Fixed icon size of Sprite selection button in Screen Edit window
  • Fixed: When a HV touches the bedrock it will get repositioned above terrain
  • Fixed: When a vessel with retractable turrets changes pitch the turrets barrels aim downwards
  • Fixed: Game freezes up & stops responding after a player base is taken over by zirax when a new wave is triggered
  • Fix for slight camera stuttering when exiting a cockpit in MP in 3rdp
  • Fixed: Weapons and tool effects remain after docking
  • Fixed: [MP] R2T: Repair console 'last saved', 'Total repair time' & 'Remaining time' don't update when first opened
  • Fixed: [MP] The repair bay 'Green' shield gets removed from the vessel it wraps around when a player moves far away & returns
  • Fixed: Chapter window does not take CSV key
  • Fixed: NoSkip does not work in COOP and bug carries over to SP
  • Fixed: Items can disappear from containers when CE's are added
  • Fix runaway "CONSTRUCTION" difficulty setting label
  • Fixed: Removed wrong pivotpoint from BAJ_JunkT1_06.epb
  • Fix for sporadic NRE when changing playfields
  • Fixed: [MP] Items given by NPC's are spoiled when looting their corpse
  • Fixed: Dedi: fixed that stamps txt files got copied into wrong location (NewGame/Stamps)
  • Fixed: [SELECTION BUILD TOOL] Possible to symmetry-glitch 2 or more cores per structure
  • Fixed problem that on bad connections it was not possible to enter the game
  • Fixed: Corrected a bug that caused rockets not to fly their full range
  • Fixed: CoQ when loading into a playfied with 'lpf' which can also make current saves unloadable
  • Fixed: Blank inventory spots prevent scrolling
  • Fixed: Scrolling in cargo doesn't work in slots below initially visible ones
  • Fixed: Turret target options element becomes stretched out when turrets in the group have different target options set
  • Fixed problem that tracers sometimes did disappear immediately after shooting
  • Fixed: [ModApi] IContainer.SetContent doesn't work and removes visible in-game items
  • Fixed: [MP] WA for 'Exceeded id list' reported from public test server

Alpha EXP 10.6: CPU, Flight model, HV>SV docking



Hi Galactic Survivalists!

Most of you will have heard already about the features that are coming in Alpha 10.6, like the CPU, the new Flight Model, HV-to-SV docking and more.

Without further ado, some important general info on the CPU system and their use in the Experimental version.

The primary goal of adding the CPU system was to add a way to allow some basic specialization and an additional way to balance vessels in regards of thrust, RCS, weaponry and other parameters. Other features, added alongside CPU, will support that goal and open up alternative approaches. For example with 10.6 you do not necessarily need a (CPU costly) RCS anymore, because the position of thrusters will gain you a decent torque as well and the new aerodynamics lift/drag model will allow for SV designs, that can lift off on planets (with an atmosphere) by having only back-facing thrusters - without the need of any additional side, up or down thrusters!

In this context, there are a few important info you need to know about:
  • The values you see in the device infos are not yet final. They might move up or down or anywhere in between, even AFTER 10.6 has gone live on the public branch (but then possibly in a lower amplitude).
  • Because this is the case, we decided to do two things: First, the current Experimental version will have the CPU System activated by default with no option to deactivate it, so we get the most of the feedback. Second, when this version goes live on the public branch, we will not only add a SWITCH so you can decide if you want to play with CPU or not, but we also will set CPU Points to OFF per default. Server owners will of course get the same options.
  • At some point in the future, when the feedback indicates the CPU Points have grown to a workable balance, we will switch the setup again, so from then on CPU will be activated by default, BUT you will still be able to decide to not use them as the setting for On/Off will stay in the game of course!


Note: When resuming a 10.5 savegame, CPU system is off. We recommend to start a new savegame for EXP anyhow, due to all the other feature updates and POI changes (f.ex. The QuantumSTAR traders you can get the components for the CPU Extenders, will not be available in resumed 10.5 games!)

Please read the detail-info thread about CPU (and the other new features) BEFORE starting into the Experimental version :)

Main Features & Additions of Alpha 10.6
  1. CPU Points & Tier System
  2. New Flight Mechanic & Techniques
  3. New Pilot HUD
  4. HV-to-SV Docking
  5. Thruster Rebalancing
  6. Base Attack changes
  7. Building additions
    - Material Blockshapes (+16)
    - Heavy Windows (Full Glas, Connectors,...)
    - Railings (2 entirely new design groups: Metal and Metal-Glass + Double-Railings)
    - New Hangar door models
  8. New POIs
    - Default Survival Orbit: Wreckages
    - Default Survival Snow: Civilian buildings updated
    - CREATIVE Mode Orbital Base Start: New Base with Library (How To Build / Use Tools..)


As always in an Experimental phase:
- Please read through the pinned and ‘Showcase WIP’ marked INFO threads before starting a game (these threads are also the place for discussions about a feature!):
https://empyriononline.com/forums/faq-feedback.25/
- Please make good use of the feedback threads for your actual EXP GAMEPLAY feedback (not for discussions): https://empyriononline.com/forums/experimental-features-discussion.35/

Thanks a lot in advance for reporting any bug and issue in our bug-forum

Before making a bug report, please read about how to use the bug section

Also, ahead of reporting any issue, please have a quick look at the KNOWN ISSUES

Please note that the Experimental phase will last at least 2 weeks.

Now, have fun playing Alpha 10.6 Experimental ! :)

PS: Also do not forget to check out our awesome Empyrion Galactic Survival Soundtrack, composed by Alex Jordon! Enjoy! soundcloud.com

==========

Patch 2019-10-31 (Build 2689)

Changes:
- Allowing to spawn HVs in space now
- Added blueprint name to 'di' output command (only available as game host)
- Optronic Brides and Matrix CPU template collectibles are now required for Blueprint Factory and Repair Bay
- Added CPU template collectibles to more traders: Bertrams (Small) and Servant Corp (Large)
- CPU Penalties : Ships with at least one Core admin or NPC core or NPC core admin will no be subject to CPU penalties
- Performance improvement when shooting a gun
- Weapon CPU balancing : all the weapons are now correctly balanced (bug some weapons was not rebalanced with the factor 3)
- Tweaks to HUD element visibility (F6)

Fixes:
- Can't build due to "You do not have enough CPU to place that block"
- Fix for exception with particles
- Max rotation speed : Rotation bug with ship having incredibly big torque and thrust value -> fixed
- Items can disappear from containers when CE's are added
- Fix runaway "CONSTRUCTION" difficulty setting label
- Removed wrong pivotpoint from BAJ_JunkT1_06.epb
- Fix for sporadic NRE when changing playfields

==========

Full Changelog

NOTE: Version of Config.ecf has been increased! Please review and adapt your modifications!

CPU
- Added CPU Extender T2-T4 for HV,SV,CV and BA (models are placeholders!)
- Added 4 new collectibles required to craft T3 and T4 Extenders ( Large/Small Optronic Bridge, Large/Small Optronic Matrix) which will be added to the rare and ultra rare alien container loot tables and QuantumSTAR traders
- Added Collectibles for CPU T3/4 Extenders to Loot Tables
- Added Collectibles for CPU T3/4 Extenders to new Trader: QuantumSTAR ( Default Survival > Polaris Orbital Trading Station)
- Added crafting templates for all CPU Extenders
- Added CPU information to 'di' console command overlay

Base Attack
- Zirax attack Hacking Swipe has been reduced to 8-10m
- Zirax attack troopers have gotten a new behavior: When they are stuck, they will start to wander around (Patrol behavior) and check if their target (core) is in range once and a while.
- Hacking swipe for Talon Shaman has been removed
Note: both changes are TEMPORARY changes. More changes are planned for A11 release (Change of attack pattern, targets, damage balancing)
- Added new particle effect for Talon Shaman (visible during Talon Base Attack)

LCD & Projector
- LCDs: Replaced checkbox for switching between new and legacy modes by a button for one-time conversion from legacy to new (legacy mode costs performance)
- Improved LCD Projector:
- dimensions and offsets now all have 1/4 block steps
-> 4x resolution of dimensions
-> 2x resolution of offsets, value is now also displayed in blocks (was 1/2 blocks)
- added z offset (front / back)
- added 45° rotations for all three 3 axes
- LCD screens: increased character limit

New models & model updates
- Addel L, M2 and L2 Thruster for SV (Available in Small, Large, Advanced Constructor)
- Added new Ventilator shapes
- Added new full-glass Heavy Window shapes
- Added 16 new Material shapes to all block groups and blockshape menu
- Added 2x6 new Railing types to Walkways & Railings group (BA, CV)
- Added 4x double Railings to Walkways & Railings group
- Updated Boarding Ramps (Removed front side ledge)

Other additions & changes
- Ship controller : add a small force in all directions on HV in space (for docking ability; HV can move in space with a max speed of 3 m/s)
- Rockets that are fired from a moving ship now always inherit the speed of the ship (additional)
- Docked ships are now considered when calculating the total weight of a structure
- Enhanced Blueprint Workshop: in Creative Mode structures with "forbidden blocks" can be published as POI's; they are tagged accordingly and can be used in the Workshop search bar!
- Added type name and custom tag checkboxes to Blueprint Publish dialog
- Doubled "Steer your Escape Pod" message display time from 5 to 10 seconds
- updated playfield of "Invader vs Defender II" scenario
- SSG: Improvements to Sector Type parameter settings
- CtrModifier key now configurable

New/updated POI
- Added new SNOW versions for Civil and Polaris POI to be used on Snow-Playfields
- Added new group of orbital Wreckages (BAs, but also a CV and a SV) for all orbits except starter orbits
- Updated non-snow POIs (Civil Settlement-B)
- Updated the Default CREATIVE Scenario ORBITAL BASE start with an all new Starter Base that now offers all the necessary info to get started with building and creating awesome stuff in Empyrion. The Base also has a goodie spawned nearby to toy around with.

Balancing
- Reduced mass of Fuel Tanks (CV, BA) and Large O2 tank (CV,BA)
- Total Thruster Rebalancing ( Larger Thrusters/Jets more efficient per block/kg/m³ than smaller ones; CPU values adjusted to match significant increase of thrust power)
- Increased crafting times of all Thrusters
- Increased crafting times for all RCS

Technical optimizations and changes
- A playfield server will now load several playfields (1 planet playfield and 1 orbit playfields or 3 orbit playfields)
- optimized explosion-related code
- Setting max count of spotlights to 30 to avoid performance problems
- Suppressing now unity error message failed triangles and outputting a warning instead
- Structure information text files in the Shared folder now have dots '.' again as fraction separator in all locales
-Improved the internal ticking of the game by using the unity FixedUpdate calls. Set physics ticking to 0.025
- Docked ships will not send position updates in MP any more (optimization)
- performance improvement when loading LCDs in 'new mode'
- Console command 'servers' will now list all loaded playfields per playfield server on a dedicated server

Server
- Playfield server outputs INFO line now for each loaded playfield
- adapted the 'stoppf' command to multi-pf servers: when more than one pf is loaded only that one is unloaded

Dedicated.yaml:
- The two (helper) parameters Srv_Visible and Srv_ForceHiding should no longer be used. The only valid parameter to determine public visibility is Srv_Public. So please, replace them if you still use them.
- If none of the above mentioned parameters is in a yaml file, the server is by default visible, so if you want your private server to not be visible simply add a line "Srv_Public: false".

ModAPI
- ModAPI: Added IApplication.GetPfServerInfos() to get data about pf server processes and their loaded playfields
- ModAPI: Enhanced IPlayer by two new properties: IsPilot and DrivingEntity, added IEntity back-ref in IStructure

List of Bugfixes

- CoQ from global effects manager -> Solar panels
- Fixed bug with player digged out areas in far terrain not showing correctly
- Fixed: [Coop] 'AllowedBlueprints: None' is not being added in the dedicated.yaml in Coop mode
- Fixed: Terrain placeable devices (Portable constructor & water generator) get removed after terrain under them is drilled
- Fixed: Can’t connect to LocalDedi => App not Running
- Fixed: When drilling an ore deposit with or without a PD the drill can stop drilling until the cursor is moved again
- Fixed: [MP] Replace mode not showing changes made in creative MP until structure is respawned
- Fixed: NPC's stop moving when they 'fall' from a structure into space/orbit
- Fixed: Lower res textures appearing on devices - NGui camera is excluded from Texture Streaming computations
- Fixed: All AI controlled vessels (AIPV, freighters, patrol vessel etc) 'fall' when the player approaches them
- Fixed problem that when a passenger initiated a playfield change (teleport/warp), the pilot was not taken with him
- Fixed: Turret targeting other turrets below ground
- Fixed: Texture & colour tool 'Textures' UI glitched
- Fixed: Shooting effects and blinking planet atmosphere
- Fixed: In orbit the players suit light can cause the clouds of a planet to flash between white and black
- Fixed: Accessing and editing an LCD Screen or Projector will activate it, ignoring settings and power
- Fixed: Docked vessels can get moved far away from the parent vessel after a playfield change & remain 'docked'
- Fixed: Players can be disconnected from their vessel if their internet connection drops
- Fixed: [MP] Constructor Input & Output empty when the player quits and re-joins an MP game
- Fixed: Distant planets go black & disappear when viewing from certain angles
- Fixed: Text from LCD screens appearing on other LCD screens
- Fixed: X key already assigned to action message when X key is unbound from shield
- Fixed: AsteroidFieldRing does not rotate for Class 2 and Class 3 planets
- Fixed: AlienBug02 hitbox
- Fixed: Invisible block face 'Sliced corner A2' & 'Sliced corner B2' when next to other blocks
- Fixed: Small container controllers clipping through blocks that are placed over them- 06842: CoQ triggering after entering, exiting then re-entering a planet repeatedly
- Fixed: CoQ when try to open Chat
- Fixed: CoQ prevents loading into playfields with lpf command
- Fixed: {keybind(...)} PDA doesn't work in Chapter Titles/Description (and several other locations)
- Fixed: [MP] Not possible to load into a MP server if character was left on a planet
- Fix for 3rdp camera getting stuck directly above the player's head sometimes (esp. when the player uses the player bike
- Fixed: Motorbikes get caught in a repositioning loop when trying to cross over the poles
- Fixed: Base attacks triggering on a player base whilst honoured with zirax
- Fixed: Access to locker cause COQ
- Fixed: Base attack not appearing after alert triggers (full fix)
- Fixed: Blocks can be placed inside devices
- Fixed: Reloading weapons or tools triggers a CoQ
- Fix for ship not moving in MP
- Fixed: CoQ loop from Drone data
- Fixed: Internal Error when destroying a structure with a selection tool active on any part of the structure
- Fix for terrain showing gaps sometimes
- Fixed: In "New Game Scenario" no Workshop icon in the scenario's list
- Fix for OutOfBounds exception when leaving a playfield
- Fixed: Long render time for structures
- Fixed problem with collider of boarding ramp on playfield server
- Fixed: Gameoptions flag ForvePvP was not considered in choose starter planet window
- Fixed: POI Shield Gen Keeps Resetting
- Fixed: Chunks of structure missing on first visit
- Fixed: Spawner set wrong in POI "Abandoned Excavation Site"
- Fixed: Survival Constructor stuck on backward time skip
- Fixed: shields cycle on & off repeatedly when docked
- Fixed: Copy Paste of multiple LCDs result in wrong order / issue
- Fixed: Previosuly placed Solar panels are not working
- Possible fix for ticks getting out of sync
- Fix for console command 'ticks' not working any more
- Fixed icon size of Sprite selection button in Screen Edit window
- Fixed: When a HV touches the bedrock it will get repositioned above terrain
- Fixed: When a vessel with retractable turrets changes pitch the turrets barrels aim downwards
- Fixed: Game freezes up & stops responding after a player base is taken over by zirax when a new wave is triggered
- Fix for slight camera stuttering when exiting a cockpit in MP in 3rdp
- Fixed: On a client a folder 'Stamps' is created in the 'Saves' folder when connecting to a server
- Fixed: Weapons and tool effects remain after docking
- Fixed: [MP] R2T: Repair console 'last saved', 'Total repair time' & 'Remaining time' don't update when first opened
- Fixed: [MP] The repair bay 'Green' shield gets removed from the vessel it wraps around when a player moves far away & returns
- Fixed: Chapter window does not take CSV key
- Fixed: NoSkip does not work in COOP and bug carries over to SP