Space Engineers - Update 01.135 - Bug Fixes and Improvements
Es ist wider Donnerstag Zeit für das SE update, vorab noch für euch die Space Cats.
This week's update brings you several improvements for modders that we've merged from our community on GitHub, plus more bugfixes. From Tyrsis we have production API changes and terminal changes, so modders can now create their own terminal interfaces such as buttons, sliders, etc. Another addition is Malware's Ship Data update and remote control fixes that makes Coop mode work when a conveyor block (or any block that doesn't have an owner) is between the master and slave assemblers. And last but not least, we have Rexxar's projector ModAPI changes which have added more ModAPI interface to the projection API. Many thanks to our entire community for helping us develop the game and raise the bar for modding possibilities. We're simply in awe of all the mods and creations you guys publish on the Workshop
This week's update brings you much improved HUD markers which means less text-spam and clutter on your screen while playing. Also all the markers now render by depth order, fade in & out and group together according to the situation and player's orientation. We will keep improving this system in the future though and we welcome your feedback! We also made significant voxel modification optimizations this week, so there should be less stuttering, lagging and freezing when changes to voxels are happening (e.g. mining and explosions). And last, but not least, our modding community on github continues with the improvements of the programmable block/ModAPI. Plus we just updated the github source with the fresh game code Thanks again guys!
Space Engineers - Update 01.130 - Re-enabled Cargo Ships & Server Side Ship Control
This week brings the cargo ships back to all worlds with planets! You can enable them again in the world options. Another major feature is the next step in our multiplayer optimization - server side ship control with client side prediction. That means if there is any spike on the server your ships will slow down, but after the spike is gone the ship will regain its original speed. We also added the ability to re-attach piston heads back to piston bases (in the same way you can add wheels) and implemented more Programmable Block improvements. Many thanks to all the modders and community members that are again working with us on github source code - you guys are the best modding community we could wish for!