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Starship EVO News

Fuel and piping first update

This is the first of several updates introducing a key component to the gameplay: Fuel.

New Features:
  • Power balance is now computed at the level of each reactor.
  • Reactors will consume fuel while producing power.
  • Reactors have a built-in small fuel tank (250l for a 1m reactor)
  • Tank can now store fuel (1000l per 1m3)
  • Pipe can now transport fuel from tanks to reactors when reactors request it.
  • Reactors will always try to fill their own internal tank.
  • Entity Codex Setting: [Reactor Auto-refill fuel]
  • Entity Codex Button: [Refill Tanks]
  • You can debug Reactors data by clicking on it while the Link Tool is equiped.
  • You can debug Fuel data on Pipes, Tanks and Reactors while a pipe/tank is equiped by looking at it.


State of fuel integration, legacy and creative support:
For now this is useless as we dont have yet a way to harvest gas or buy it a stations.
While these features are being added and in the sake of legacy and creative play an entity setting has been added: [Reactor Auto-refill fuel].
It will be toggled On for legacy blueprints and also on new ship in creative.
You can toggle it Off and use the [Refill Tanks] button if you want to help debug and balance the new fuel system!

A few numbers regarding the current balance:
  • A 1m reactor can produce full power for 60 seconds on its interior tank
  • A 1m reactor needs a 0.25m pipe connection to be refilled in real time.

=> those numbers will change depending on community feedback - they are starting figures.
Dont yet spend time on retro-fitting your ship for those wanted to do so.

A few words on the behind the scenes:
The tech is using data driven design and is multi-threaded so performance should be very good (0 impact in my stress-test)
The logic is purely local, so complex piping network will not stress the system.

To be added soon:
  • Gas to be harvested
  • Refill at stations
  • Transparent tanks and pipe, to see the flow live
  • Valve to control flow.
  • Docking transfert
  • Potentially way to increase tank pressure: cryo addon, or COPV tank.
  • Bugfixes:
  • #4100 RBG gate's off color changed after restart
  • #4132 Issue with copy-paste and link with non-copied children entities


Thanks for playing.


[New build - EXPERIMENTAL] 21w33c: Visual Improvement: Glow

A visual improvement has been added to improve the game feel from far distances.
Now thrusters, lights and entities have a smooth glow when viewed from afar (like the current light on the torus).
Soon more elements will use the same technology.

Bugfixes:
  • #4126 Some rotator fails to load.


Thanks for playing!

[New build - EXPERIMENTAL] 21w33b: Performance Improvements

The event gate now encompasses the features of the hotkey gate.
This update provides a few performance improvements.

On our test config during moment with no action it provided up to 30% FPS gains.
  • NPCs field physics checks are now multi-threaded
  • Turret rotator control logic is multi-threaded.


Bugfixes:
  • #4119 Event gate is not visible.


Thanks for playing!

[New build - EXPERIMENTAL] 21w33a: Hotkey Gate migrates to Event Gate

The event gate now encompasses the features of the hotkey gate.
Simply link a yoke to the hotkey gate to a event gate to trigger logic on player keybinds.
This update focuses also on event gate quality of life improvements with a texture switch on assignment.

New Features:
  • Event gate texture will switch depending on the system it is linked to.
  • Spaceship Computer: Is Boosting event
  • Yoke events: Is controlled plus keybinds On Pressed and keybinds Is Pressed.
  • Hotkey migrates to event gates.


Still wip:
  • Keybind networking


Bugfixes:
  1. #4113 Lag on brick delete.


Thanks for playing!

[New build - EXPERIMENTAL] 21w32a: Event Gate replaces Query

The event gate can now listen to "value" event: they function very much like the old query gate.
For example you can trigger logic when a rotator angle goes below a given threshold.
  • All mechanism can be linked to an Event gate.
  • Vehicle Computer can output Power and Heat Percentage.
  • Old Query Gate will be migrated to the new gate format. The blueprint must be in .sevo format first!


Still WIP:
  • Event gate shows mechanism range of values (like on the old query)
  • Smarter input for percentage
  • Continuous mode: ie the event gate would produce continuously a value between 0 and 1 like a manual controller.
  • Event replace hotkey gate.


Bugfixes:
  • #4070 #4097 #4046 Freeze linked to turrets.
  • #4091 Prefab PNG preview not exporting.
  • #4082 Issue with laser and logic.
  • #4065 Most command are a bit too dark.
  • #4089 Crash when deleting stacked children entity.
  • #4052 Heat / Power balance not showing on blueprint load.



Thanks for playing!