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Starship EVO News

[New build - DEFAULT] 22w09b: License to Hotfix

Another day, another hotfixes build.

Changes:
  • #4586 #4563 Box delete now takes 2 frame between each delete to combat lag. It means that large deletion will take some time to complete.
  • Codex Entity Property: New Collision off toggle for station generation.


Hotfixes:
  • #4608 #4597 #4595 Shipyard not working when blueprint loaded during game.
  • #4601 Targeting Widget does not hide with F2
  • #4594 Flashlight positioning a bit off.
  • #4583 Brick preview can be too strong.
  • #4573 Hull bricks normal map issue.
  • #4585 Targeting sub-system issue when no system is present on target.
  • #4609 Turret manually controlled when flying a ship does not follow mouse movement.
  • #4558 Cannot request landing on a terrain entity.


Thanks for playing!

[New build - DEFAULT] 22w09a: The Fuel Saga #3: Revenge of the Tank

The next instalment in the trilling fuel saga!

Lightcruise engines now require fuel like reactors. Power consumption have been rebalanced and a bunch quality of life features where added.
Check out the full list:

Lightcruise engine:
Lightcruise engine will now require fuel to function properly. Like the reactor they have an internal tank of 250l for a 1m one (1/4 of its volume).
Their power draw have been greatly reduced accordingly.
As a result existing ship power usage balance will now be much lower.

Power Rebalancing:
There is now a bigger difference between idle and charge consumption for weapon and shield bricks: from 4x to 8x.
The goal is to have an active but idle ship consume little fuel to minimize "fuel anxiety" should the player want a to explore at a slow pace.
Bigger fuel draw will be linked to actual gameplay like lightcruise travel or space battle.
Inactive ship wont draw power until someone fly them.
This change will not require any tweak to the number of reactors needed on existing build.
To better understand a ship power balance there is now two "Power Draw" stats: a "Power Draw at Idle" and a "Power Draw at Charge".
It is okay to have "Power Draw at Charge" over 100% (you might want to add Capacitors to smooth out any potential down time).

A few note on balancing:
  • Both reactor and engine can function at full power on their internal tank for 6 min.
  • It means that a 1m reactor/engine piped to a 1000L tank will be operational for 30 min at full draw.
  • Idle time will be around 48 min and 4 hours on internal and 1000L tank respectively.
  • This means actual real gameplay time will be between 30 min and 4h for a reasonable tank.
  • Pipe flow requirement has been reduced: a single 0.25m pipe is enough to power 4x 1m reactors/engines.
  • Check your uptime estimate in the entity codex stats screen. You will have to configure your tank first.




Quality of Life:
  • Fuel debug mode: you can visualize an X-ray view of your ship system and piping. The direction of flow is also displayed!
  • Check it to make sure your piping is working as expected.
  • Pipe to tank connection: a little brick will spawn once a pipe connects to a tank, reactor or engine.
  • This allow a better visual feedback and is more believable on the edge of systems.
  • New Tank Join. Flat pipe allowing to connect two adjacent tanks, reactors or thrusters.
  • Idle and Charge range stats are added.
  • HUD: fuel level widget added.
  • Tank config screen: set the tank type in order for the HUD and stats to be computed accurately. This does not impact how the tank will work.


Next up will be fuel harvesting in the world!
Thanks for playing the game!

[New build - DEFAULT] 22w07b: Space stations custom generation

It is now possible to test and tweak the space station procedural generation algorithm.

New options have been added into the Entity Codex window:
  • new Station Generation sub-tab (new UI feature)
  • new "Generate Station" and "Clear Stastion" buttons to test the feature. Module spawned wont be saved.
  • "Station Generation Enabled" attribute: mandatory for the first module used by the algo.
  • "Station Module Count Min Range" and Max range. Will help the algo determine when to stop the algorithm.
  • "Module Min Max" property: you can add several of these to ensure a specific number of module will be spawned.
  • "Spawn weight": the weight factor modifier to be used by the algo when this module is shortlisted for a spawn.
  • "Force Upward": if set at true then algo will ensure this module will align its up direction with the station.


Additionally a new property have been added at the level of the Docking Port Config brick:
Connector type: this can be set at Universal (default), Female or Male.
Universal dock will dock to other universal, while male will require a female port and vice-versa.

Other features:
  • Station will spawn with the sun closer to the zenith.
  • Standard Interplanetary station modules and generation have been updated.
  • More modules from SI and even a brand new station will follow soon!


Community Suggestions:
  • #4242 Thruster is renamed Lightcruise Engine.


Hotfixes:
  • #4582 #4567 Raycast issue in some case on new entities.


Thanks for playing!

[New build - DEFAULT] 22w07a: The spy who Hotfixed me

Yet another mini hotfix build.

Hotfixes:
  • #4575 Teleport not working.
  • #4576 TAB menu not working for client in multiplayer.


Thanks for playing!

[New build - DEFAULT] 22w06d: Hotfixes

Another quick hotfix build.
Time freeze during Menu has been removed for now as it was causing various issues.

Hotfixes:
#4564 Codex Tab button Disappears on Prefab Menu
#4565 Codex scroll handle wrong placement
#4568 Keybind no longer work.
#4566 Holomap not usable.