Flying Squirrel Entertainment

The Lounge => Off Topic => Other Games => Topic started by: Dom13WorstNW on November 03, 2013, 02:12:43 pm

Title: Space Engineers - This game is never going to be finished
Post by: Dom13WorstNW on November 03, 2013, 02:12:43 pm
What is it?

Space Engineers is a sandbox game about engineering, construction and maintenance of space works. Players build space ships and space stations of various sizes and utilization (civil and military), pilot ships and perform asteroid mining.

Space Engineers utilizes a realistic volumetric-based physics engine: all objects can be assembled, disassembled, damaged and destroyed. The game comes with two game modes: creative and survival.

Volumetric objects are structures composed from block-like modules interlocked in a grid. Volumetric objects behave like real physical objects with mass, inertia and velocity. Individual modules have real volume and storage capacity.

Space Engineers is inspired by reality and by how things work. Think about modern-day NASA technology extrapolated 60 years into the future. Space Engineers strives to follow the laws of physics and doesn't use technologies that wouldn't be feasible in the near future.

Space Engineers concentrates on construction aspects, but can be played as a tactical shooter as well. We expect players to avoid engaging in direct man-to-man combat and instead use their creativity and engineering skills to build war machines and fortifications. Space Engineers shouldn’t be about troops; it should be about the machinery you build.
https://www.youtube.com/watch?v=RZqxaKUbsFw
Title: Re: Space Engineers!
Post by: El_Presidente on November 03, 2013, 04:09:25 pm
STAR CITIZEN
Title: Re: Space Engineers!
Post by: Dom13WorstNW on November 03, 2013, 05:00:26 pm
STAR CITIZEN

Such Bad.
Title: Re: Space Engineers!
Post by: Pinball Wizard on November 03, 2013, 05:52:35 pm
STAR CITIZEN

Such Bad.
I really see the originality come out of you in this one.
Title: Re: Space Engineers!
Post by: Aiello on November 06, 2013, 10:14:45 am
Pretty fun game even now in the alpha, hopefully it will be 10x more fun when survival mode and multiplayer are out and fully functional.
Title: Re: Space Engineers!
Post by: Dom13WorstNW on December 11, 2013, 01:00:17 am
Updated thread


The website: www.spaceengineersgame.com

Forums: http://forums.keenswh.com/
Title: Re: Space Engineers!
Post by: Tali on December 11, 2013, 02:55:06 pm
When you consider that Space Engineers is in Alpha, and the first game of its Devs, I think its great. The devs update it regurarely, and I cant wait for Multiplayer and/or Survival gamemodes, much like Minecraft.

This game has a lot of potential.
Title: Re: Space Engineers!
Post by: Dom13WorstNW on December 11, 2013, 10:09:10 pm
When you consider that Space Engineers is in Alpha, and the first game of its Devs, I think its great. The devs  it regurarely, and I cant wait for Multiplayer and/or Survival gamemodes, much like Minecraft.

This game has a lot of potential.

I believe they were the same people that made miner wars.

But yea, considering this is just alpha .... 
Title: Re: Space Engineers!
Post by: Dom13WorstNW on December 12, 2013, 07:48:31 pm
Updated  The Updates Spoiler.  There seems to be a new update every week to 2 weeks.

[youtube]http://www.youtube.com/watch?v=cgwtc0NvV3g[/youtube]
Title: Re: Space Engineers!
Post by: Rejenorst on December 13, 2013, 01:45:31 am
I was thinking of getting this a while back but wasn't sure. I might get it  :D
Title: Re: Space Engineers - Best Update yet!
Post by: Dom13WorstNW on December 19, 2013, 09:19:12 pm
New Update  ;D
Title: Re: Space Engineers
Post by: Becker- on December 20, 2013, 05:58:23 am
Hehehe, Warheads are fun.
Title: Re: Space Engineers
Post by: Dom13WorstNW on December 24, 2013, 10:55:20 am
Hehehe, Warheads are fun.

 ;D    Great way to mine


also  updated the thread a bit

Title: Re: Space Engineers
Post by: GodsonGuys on December 26, 2013, 04:56:02 am
I got it 4 weeks back. Great Game, you can do so much, even though it is in a Alpha stage. It hs come so far, and you can spend 1 hout searching through a Community made Ship, crashing it and trying to fly off.
Title: Re: Space Engineers- NEW UPDATE! Gatling Guns and Rockets
Post by: Dom13WorstNW on December 26, 2013, 03:57:05 pm
New Update!     8)
Title: Re: Space Engineers- NEW UPDATE! Refinery and Assembler
Post by: Dom13WorstNW on January 02, 2014, 07:19:05 pm
yet another update   ;D 
Title: Re: Space Engineers- NEW UPDATE! Refinery and Assembler
Post by: Who- on January 09, 2014, 10:42:54 pm
Bump cause I have the game
Title: Re: Space Engineers- NEW UPDATE! Refinery and Assembler
Post by: Dom13WorstNW on January 09, 2014, 11:01:34 pm
new update today  8)


https://www.youtube.com/watch?v=DZfapGIi-HM
Title: Re: Space Engineers- NEW UPDATE! MULTIPLAYER RELEASED!
Post by: Dom13WorstNW on January 16, 2014, 10:19:29 pm
The update we have all been waiting for has been released    ;D ;D ;D

Title: Re: Space Engineers- NEW UPDATE! MULTIPLAYER RELEASED
Post by: Super on January 16, 2014, 10:40:34 pm
Amazing Game... No reason whatsoever not to buy it, unless you are sad. Might post some of my ships up here.
Title: Re: Space Engineers- Space Engineers - Multiplayer chat, Heavy Armor, Ammo models
Post by: Dom13WorstNW on February 04, 2014, 10:18:51 pm
New Update today   ;D ;D ;D
http://forums.keenswh.com/post/update-01-017-010-6745848


patch notes
Features
- multi-player chat added (press Enter to write, another Enter to send)
- heavy armor resistance. In the previous update we added heavy armor, but its resistance when compared to light armor wasn't large enough. This update rebalanced heavy armor strength and now it can sustain a lot more damage (missile explosions, bullet impacts, collisions, warhead explosion). Try it!
- ammo models and icons
- when pasting, CTRL + mouse wheel can be used to move paste position closer/further
- option to disable multiplayer weapons
- ladders have been replaced with passage blocks due to complicated implementation of the climbing in various gravity settings. Now, you can create passages either horizontaly or verticaly and fly or walk through by using your jetpack.

Fixes
- fixed velocity of rotating blocks when split
- rewritten toolbar, now saved with world
- fixed missile collision damaged blocks (sometimes it went through)
- fixed open/close door issue
- fixed cube building gizmo
- fixed pasting active drill
- fixed 3rd person camera rotation

Update 01.017.011
- fixed player count slider in player screen (F3)
[close]

[youtube]http://www.youtube.com/watch?v=Qfw1_XmKwUU[/youtube]
Title: Re: Space Engineers- Custom colors,Gravity generator range settings
Post by: Dom13WorstNW on February 17, 2014, 07:28:42 pm
Update 01.018.021 has been released.

Features
- create custom colors for blocks (default by P key, SHIFT+P is color picker)
- configurable range of gravity generator
- multiplayer synchronization of ship systems - Lights, spotlight, motors, landing gears and the other functional blocks that can be used on ships are now synchronized
- rename most of the objects that are available on the Control Panel (gyroscope, refinery, etc.)
- added a construction deck (magnetic deck) on the platform when starting a new game (world)
- added a second (back) entrance to small ship cockpit
- renamed thrusts to thrusters
- renamed reflector light to spotlight
- added passage block (replaces the ladder block)

Fixes
- minor performance optimizations
- fixed slowdown on some systems caused by timer frequency
- fixed explosion lags
- fixed explosion particle effect
- fixed projectile damage dealt to heavy armor (now it's more durable)
- fixed physical shape of drill
- fixed missiles ghosting through ship which launched it
- fixed mirroring of some blocks
- reduced memory usage when building blocks

[youtube]http://www.youtube.com/watch?v=x2aI_yQc6do[/youtube]
Title: Re: Space Engineers- Player's name tag,Disable headbob,synchronization in multiplayr
Post by: Dom13WorstNW on February 25, 2014, 12:08:19 am
Update 01.019.010 has been released.

[youtube]http://www.youtube.com/watch?v=uLJqaXhHIJ0&list=UUiIu5_NeaCkv3Nt8R5u7pNg&feature=c4-overview[/youtube]

Full list of new Features and Fixes:

Features
- inventory synchronization in Multiplayer
- player’s name tag above character (will be replaced later by correct radio visibility with ID)
- game option: disable headbob
- added more space in G screen for modders
- added more sounds
- asteroids are now visible from a larger distance

Fixes
- fixed door animation (instant closing in some cases)
- fixed shadow stripes visible with some FOV settings
- fixed sound fade-out for looping sounds
Title: Re: Space Engineers- Synchronizing floating objects in Multi-Player, New Sounds
Post by: Dom13WorstNW on March 03, 2014, 08:01:04 pm
Update 01.020.005 has been released.

http://www.youtube.com/watch?v=YMdD7cQrOX4

Features
- synchronized small floating objects in Multi-Player
- refinery sends items into the assembler when it’s built next to it and shares a conveyor door
- added new sounds: player movements, assembler, refinery. Full list below (Work in progress, sounds are likely to change in the following weeks)
- power output is now visible in the reactor’s control panel
- shadow rendering optimization for distant shadows
- increased the size of the slider in the control panel
- improved animations of the assault rifle in hands

Fixes
- fixed big performance issue
- fixed character bouncing
- fixed collision model for cargo container
- fixed drilling with hand drill, sometimes it won't drill even when in collision with an asteroid
- fixed black screen during start-up
- fixed deleting rotors
- fixed crash in cockpit
- fixed start-up issue caused by missing windows update
- fixed floating object picking in Multi-Player
- fixed synchronization of uncontrolled ships
- fixed sound crashes
- better visibility test for player name tag


New sounds:
- HUD sounds
- player movements (run, sprint, crouch, iron sight, jetpack)
- player rifle shoot
- player drill
- small ship drill
- player rifle bullet impacts (one sound per surface type)
- assembler, refinery

Existing sounds:
- small ship Gatling
- small ship missile launcher
- small ship missile launch
- missile flight
- small ship Gatling bullets impacts (one sound per surface type)
- small ship small missile explosion (one sound per surface type)
Title: Re: Space Engineers- Synchronizing floating objects in Multi-Player, New Sounds
Post by: Jelly on March 03, 2014, 08:03:09 pm
I love this.  ;D
Title: Re: Space Engineers- Synchronizing floating objects in Multi-Player, New Sounds
Post by: Dom13WorstNW on March 04, 2014, 01:56:01 am
are you good at building?  Enter into the competition!!     :D

http://www.youtube.com/watch?v=lEi-cy66toY
Title: Re: Space Engineers- Synchronizing floating objects in Multi-Player, New Sounds
Post by: Dom13WorstNW on March 13, 2014, 09:47:03 pm
HUGE Update   today.  ;D

Update 01.021.024 has been released. Survival mode is now available in Space Engineers!

https://www.youtube.com/watch?v=q5PgmvtRHZU

Features
- survival mode (manual building, death, re-spawn)
- new game scenarios: Crashed Red Ship, Two Platforms, Lone Survivor, Asteroids
- ore detector block
- ore detector in hand drill
- new custom world screen
- new assembler screen
- world generator change: most asteroids have iron core
- assembler can be switched to disassembling mode
- new assembler production queue hotkeys: Ctrl+click (adds stack of 10) and Shift+click (adds stack of 100)
- placing new ship block - now you can place a landing gear which can be attached to any surface instead of a light armor block cube
- reduced electricity production and consumption
- reduced uranium consumption
- reduced available uranium after starting a new game
- block info in Cube Builder screen and when placing a new block in Survival
- explosives component
- new music and sounds
- changed tools animations
- floating objects can be destroyed
- HUD is now more legible
- balanced materials required for assembling components
- changed mass and volume of some components and tools
- changed ore and ingot display unit from volume to mass
- Join game screen (contains a list of games which the player can join)
- game runs in window mode when it is unable to run in full screen
- character can now walk on a ship when it’s flying in max speed
- inventory names now show the name of the block

Fixes
- improved explosion performance
- improved 3rd person camera performance
- fixed symmetry mode
- fixed few sounds
- fixed friend games in join game screen
- fixed ore movement
- fixed crash when creating particle effect
- fixed crash when using symmetry mode
- fixed few typing errors
- fixed chat and gravity window overlapping
- fixed crashes in landing gears
- fixed color/texture of ore
- fixed copy/paste issues
- fixed small ship drill blind spot
- fixed doors spinning on rotors
- fixed passage collision model
- fixed asteroid collision shape in large worlds
- fixed landing gear synchronization in MP
- reduced number of additional asteroids in Easy Start 2
- fixed character's backpack in MP

New sounds
- assembler (idle, processing)
- door
- gravity generator
- medical room (idle, healing)
- refinery (idle, processing)
- reactor
- rotor
- landing gear
- grinder and welder
- construction and deconstruction sounds for survival
- HUD failure (inventory full, not enough material)
Title: Re: Space Engineers- Synchronizing floating objects in Multi-Player, New Sounds
Post by: Jelly on March 13, 2014, 09:55:18 pm
are you good at building?  Enter into the competition!!     :D

http://www.youtube.com/watch?v=lEi-cy66toY
I'm absolutely terrible. xD
Title: Re: Space Engineers- Synchronizing floating objects in Multi-Player, New Sounds
Post by: Dom13WorstNW on March 13, 2014, 10:16:05 pm
Spoiler
are you good at building?  Enter into the competition!!     :D

http://www.youtube.com/watch?v=lEi-cy66toY
I'm absolutely terrible. xD
[close]

https://www.youtube.com/watch?v=H5PoXMCkdfQ&list=UUftK-tQH9-Pp68v6ImVbrzA
Title: Re: Space Engineers- Solar Panels, and thruster damage
Post by: Dom13WorstNW on March 20, 2014, 09:19:52 pm
New Update  ;D

https://www.youtube.com/watch?v=CT87mQiVWAo

Full list of new features and fixes:
Features
- added solar panels (energy production depends on the amount of light they catch from the sun – which depends on the angle and clear visibility to the sun)
- world generator spawns more uranium
- inventory size can now be edited in world settings
- assembler efficiency can now be edited in world settings
- refinery speed can now be edited in world settings
- thrusters now deal damage to objects, except:
    * small ship thrusters that don’t damage heavy armor blocks (so you can build landing platforms)
    * asteroids
- more detailed production screen in assembler
    * all components and blocks which you don't have ingots for are now shown in red
    * players can see the amount of required ingots to create a component or a tool
    * “Disassemble all” button that allows you to easily convert all components inside the assembler back into ingots
    * new queue shortcuts: ctrl+click (add 10), shift+click (add 100)
- increased character’s damage after falling from heights (3 blocks: 32% damage, 4 blocks: 72% damage, 5 blocks and more: 100% damage = instant death)
- red overlay is shown when the player runs low on health level
- increased the uranium refinement speed by 20%
- auto-save is now disabled on multiplayer clients
- added tooltips to join game screen
- increased damage done by drill to blocks
- changed red injury-overlay texture to a less gore version

Fixes
- fixed client ore mining (client received less ore than server)
- fixed copy-paste of stations
- fixed uranium consumption in Multiplayer
- fixed thruster "flame" in Multiplayer
- fixed disappearing crosshair
- fixed unit display in refinery and assembler
- fixed production screen which does not react to name changes
- fixed join screen text alignment
- fixed suicide dialog which was shown when the player dies
- fixed client can't see repairs done by server
- fixed out of ammo notification during sprint
Title: Re: Space Engineers- Cargo Ship,Max speed of character & MORE
Post by: Dom13WorstNW on March 27, 2014, 04:26:35 pm
Update 01.023 has been released.   :D

https://www.youtube.com/watch?v=HHpFZJEwXgw


Multi-player: we are working on an improved multi-player code where all known issues should get resolved (reduced lag, predictions, variable time step, etc.). We are aware that some of you are experiencing various issues in multiplayer. We expect that this new code will be ready in a few weeks.

Features
- added cargo ships - auto-piloted vessels (miners, freighters and military) that carry ore, ingots, constructions components and other materials from sector to sector. They can be looted but beware, they often contain booby traps!
- changed the priority of how devices consume power (solar panels first, then nuclear reactors)
- increased the max speed of astronaut character to 111.5 m/s  – this speed is higher than the max speed of ships (players are now able to catch up ships flying at max speed)
- silver refinement is 4x faster (used in reactor and medical components)
- added support for surround sound systems

Fixes
- fixed small thrust damaging large heavy armor
- fixed sound when exiting world
- fixed landing gear weird sound
- fixed crash in Character movement
- fixed issue when placing a block next to a door
- fixed issue when the player can join incompatible version using invite
- fixed death after load when the player is in narrow corridors
- fixed broken mirroring of solar panels
- fixed wrong collision model of ship drill after deformations
- fixed painting without preview
- replaced some non-localizable texts with localizable
- fixed crash caused by particle effect
- fixed landing gear green light after landing gear was turned off
- fixed toolbar issues and slot activation/deactivation
- fixed player death in cockpit hit by warhead
- fixed crash in Gravity Generator
- fixed rare infinite loading caused by refinery
- fixed issues with large weapons on toolbar
Title: Re: Space Engineers- NEW UPDATE! environmental hazards & More
Post by: Dom13WorstNW on April 03, 2014, 07:14:15 pm
Update 01.024 has been released.  :D

https://www.youtube.com/watch?v=mp6IP6-jKAU


Features
- environmental hazards – protect your character and your creations from meteor storms (Safe, Normal, Cataclysm, Armageddon)
- more types of blocks can be colored (large and small ship thrusters, antenna, pillar, catwalk, stairs, ore detector, passage, windows, door - except the moving parts which is temporary not possible)
- crosshair can be disabled in Game Options
- game fonts are now more legible

Fixes
- fixed character leaving the cockpit when it's destroyed
- fixed music issue in main menu
Title: Re: Space Engineers- HUGE UPDATE- Glass Windows, Artificial Mass Block & MORE
Post by: Dom13WorstNW on April 10, 2014, 10:18:23 pm
Update 01.025 has been released.

https://www.youtube.com/watch?v=bDZBHy5R_Y0


Features
- glass window blocks
- two new types of large ship cockpits - can be used in first and third person view
- artificial mass block – can be used to add gravity-affected mass to ships, useful in machine ships or cars
- toolbar config screen: list of building blocks is scrollable
- save game is executed on background
- reduced meteor velocity
- rendering and game-updating are now independent (increased performance, removed FPS limit) --- this is a first step in our performance enhancements initiative

Fixes
- fixed lag caused by 3rd person camera
- fixed startup issues caused by FIPS policy enforcement in registry
- fixed issues with copying cargo ships
- fixed medbay sounds
- fixed painting without preview in survival

Update 01.025.015:
- fixed the unsupported graphics card issue (Please update the game - restart steam in case there is no auto update)
Title: Re: Space Engineers- HUGE UPDATE- Conveyor System!!! & MORE
Post by: Dom13WorstNW on April 17, 2014, 10:19:31 pm
Conveyors are now available in Space Engineers! This is the first WIP version and a realistic and more complete version will be added later.

https://www.youtube.com/watch?v=nTMJpVH76s8


Features
- conveyor tube - move items from inventory to inventory (IMPORTANT: this is just a first work-in-progress version and a realistic version will be added later)
- collector block - can collect small objects (ore, ingots, components, tools...) into inventory (IMPORTANT: this is just a first work-in-progress version and a realistic version will be added later)
- connector block - first work in progress version, can throw items from inventory to space, in future update could be used to connect two ships/stations and transfer items (IMPORTANT: this is just a first work-in-progress version and a realistic version will be added later)
- server connectivity status notification

NOTE: the assembler can now "see" all materials in the conveyor system and can use them. It does not gather the material automatically (for now - WIP), so you don't need to transfer them manually

Fixes
- removed lag caused by texture load when opening Toolbar config screen for the first time
- fixed beacon shining when it was out of power
- fixed join game screen which was cleared after alt-tab, but not refreshed
- improved 3rd person camera performance
- fixed disabled anti-aliasing
Title: Re: Space Engineers- HUGE UPDATE- Conveyor System!!! & MORE
Post by: Jelly on April 17, 2014, 10:20:33 pm
asduhasdyo;uibasfsdufbasdf so fun
Title: Re: Space Engineers- HUGE UPDATE- Conveyor System!!! & MORE
Post by: Dom13WorstNW on April 24, 2014, 05:10:49 am
Should be an update tomorrow.

Usually an update every thursday  ;D
Title: Re: Space Engineers- HUGE UPDATE- Wheels, Turrets, & MORE 4/24
Post by: Dom13WorstNW on April 24, 2014, 10:21:50 pm
New Update  ;D ;D

https://www.youtube.com/watch?v=Z_X75G_J-_k


Features
- wheels - use them with rotors and artificial mass to build vehicles
- automatic turrets – gatling and interior turrets are now functional. They aim automatically and can destroy meteorites, decoys and anything that is connected to the decoy. They can be used mostly as defense mechanism and not for shooting other players, but if a decoy is placed inside a space ship or space station, the turrets will shoot and damage it
- decoy block – they are used as aiming targets for turrets; they don’t require electricity to function
- missile launcher block for large ships and platforms
- added Pause button (pause/break) in offline mode – now when you open the inventory in the offline mode, the game does not pause by itself (as it was until now by default) but keeps running. In order to do so you must do it manually by pressing the Pause button
- collector, connector and conveyor systems now require power (electricity) in order to function

Fixes
- memory peak after load (32-bit system)
- fixed sprinting and running sounds disappear
- fixed hand animation when adding/removing objects in creative mode
- fixed few crashes and game not starting issues
- fixed launch issues on cards without HDR support
- fixed assembler sounds
- fixed custom names
Title: Re: Space Engineers- Large ship Grinders 5/1
Post by: Dom13WorstNW on May 01, 2014, 10:17:00 pm
Update 01.028

https://www.youtube.com/watch?v=TnkvlJ-g-D8


Features
- large ship grinder – disassemble blocks faster and in larger amount
- gyro force can be adjusted (useful for small sized ships)
- decreased the durability of the glass blocks
- pause button is now configurable in options
- silicon is now refined 2x faster
- large ship missile launcher cost increased

Fixes
- fixed ALT+TAB game crashes (happened mostly when in fullscreen)
- fixed items with zero amount
- fixed game hang-up caused by items with zero amount
- fixed thruster destroying block with 99% integrity left
- fixed music issues
- fixed turret animation on clients
- fixed leaving invisible wall after grinding the doo
Title: Re: Space Engineers- 500,000 Copies Sold!!
Post by: Dom13WorstNW on May 06, 2014, 10:59:17 pm
https://www.youtube.com/watch?v=83FRZl4GQ3Q
Title: Re: Space Engineers- 500,000 Copies Sold!!!
Post by: El_Presidente on May 07, 2014, 12:21:27 am
SPREADING SOME STAR CITIZEN MAGIC ON THIS THREAD!
Title: Re: Space Engineers- 500,000 Copies Sold!!!
Post by: Dom13WorstNW on May 07, 2014, 12:24:53 am
SPREADING SOME STAR CITIZEN MAGIC ON THIS THREAD!

U TROLL

Space engineers best

Title: Re: Space Engineers- Important Update! Grouping items
Post by: Dom13WorstNW on May 08, 2014, 08:27:41 pm
Update 01.029

https://www.youtube.com/watch?v=PbcT1CPdQaQ


Features
- grouping items in Control Panel (this is a first work-in-progress version, keybinding will come later)
- pause indicator is now visible in the Control Panel screen
- added landing gear in Control Panel
- added 'reverse' button to rotors in Control Panel (changes rotor direction)

Fixes
- fixed drill damage to character done twice (multiplayer)
- fixed sounds when placing ship grinder
- fixed weapons and tools in multiplayer
- fixed mirroring issues with new blocks
- improved explosions performance on ships and station
- fixed turret particle effect visible when turret was not shooting
- fixed Mod tools (mwmbuilder.exe)


How to use grouping:
1) Select the items you want to group (use SHIFT and CTRL as in windows explorer)
2) Add the name on the right part of the screen
3) Press “Save”

Groups are visible on the top of the list with asterisks *Group*

How to add/remove items:
1) Click on the group
2) Use CTRL to add/remove items
3) Click “Save” (group will be overwritten)
Note: when you change the name first and then click “Save”, you'll create a new group

Landing gear in terminal:
Landing gear is now featured in Control Panel
You can group them and switch them separately
Landing gear can now be disabled (it will stay locked/unlocked but unable to change state). This is useful when you don't want to switch all the landing gears by using 'P' key
Title: Re: Space Engineers- NEW UPDATE! Missle Turrets, Ship gun fire mods & MORE
Post by: Dom13WorstNW on May 15, 2014, 10:17:34 pm


Update 01.030

https://www.youtube.com/watch?v=KLX1ixr2H0E


Features
- added missile turrets
- added curved conveyor tube
- redesigned default ships (blue, red, cargo, respawn) and starting platform in order to be used for new features
- small ship cockpit is more durable and also more expensive (increased the number of bullet-proof glass from 5 to 30)
- balanced damage of projectile weapons/turrets – now everything does 4x more damage
- turret targeting can be changed in control panel, all moving objects can be set as targets
- player can switch between gun fire modes by using the middle mouse button (it's possible to fire from just one missile launcher)
 
Fixes
- fixed memory leaks (caused by audio)
- fixed slowdowns near asteroids
- fixed minor audio issues
- fixed minor conveyor issues (energy usage)
- fixed crash during painting
- fixed crash when client dies inside cockpit
- fixed missile launchers consuming ammo in creative mode
Title: Re: Space Engineers- NEW UPDATE! Small and Large ship welder, New models &MORE
Post by: Dom13WorstNW on May 22, 2014, 06:48:54 pm
Update 01.031

https://www.youtube.com/watch?v=iDTnoe0iUNI

Features
- large ship welder
- small ship welder and grinder
- new larger conveyors for small ships (able to transport every item)
- large cargo container on small ship has now large doors
- connector and ejector won't throw items when the area in front of them is blocked by too many objects  (fixes performance issues with many small objects on pile)
- new models for thrusters and wheels
- connector inventory can be accessed by door

Fixes
- fixed memory leaks caused by audio
- fixed issue when opening workshop from the main menu
- fixed assault rifle sound during ALT+TAB
- fixed issues with character remaining visible in cockpit after leaving
- fixed missile exploding without a cause
- fixed multiplayer client dying when drilling


The following items will fit inside the small tubes, others will need large tubes. The rule is simple (although it might change in the future) - items that have
any of their dimensions larger than 25cm will need large tubes.

Small items:
Ores and ingots,
Construction component,
Motor,
Computer,
Reactor component,
Thruster component,
Explosives,
Rifle ammo,
Gatling gun ammo
Title: Re: Space Engineers- NEW UPDATE! Dedicated Servers!
Post by: Dom13WorstNW on May 29, 2014, 08:29:57 pm
Update 01.032

https://www.youtube.com/watch?v=Dc5g8p4ZhSE

Features
- dedicated servers
- ship info in terminal screen (e.g. Triangles – number of render triangles on your ship/station, so you can estimate how will you ship impact the performance/FPS. Higher the number of triangles, more GPU power is required.)

Fixes
- optimized conveyor tube glass rendering
- reduced lag caused by new players joining the game in multiplayer
- reduced lag caused by spawning cargo ship in multiplayer

Dedicated Server Guide: http://www.spaceengineersgame.com/dedicated-servers.html
Marek's blog-post about Dedicated Servers and Multiplayer: http://blog.marekrosa.org/2014/05/space-engineers-dedicated-servers-and_29.html

How to join
- open Steam Server browser
- click filters and choose "Space Engineers"
- double click one of server in list

How to install & run
- extract SteamApps/Common/SpaceEngineers/Tools/DedicatedServer.zip anywhere you want
- run DedicatedServer64/SpaceEngineersDedicated.exe, screen will appear
- if you want to run as console (black screen with letters), double click "Local / Console"
- if you want to run as service, click "Add new instance", fill the info and confirm, then double click the item you've just added
- configuration screen will open, you can setup many things here, after doing so, press "Save and start"
- if you're not running as console, now you can go back and configure another instance (be sure to choose different Server Port) or close the screen
- to make the game visible in Steam Server Browser or in-game browser, you have to forward/open UDP port, this port is referred as "Server Port"

Saves, config, logfile
- when running as console, data is stored in C:\Users\{Username}\AppData\Roaming\SpaceEngineersDedicated\Default
- when running as service, data is stored in C:\ProgramData\SpaceEngineersDedicated\{InstanceName}
Title: Re: Space Engineers- NEW UPDATE! Dedicated Servers!
Post by: FrithBiscuit on June 05, 2014, 01:00:35 am
just bought ty
Title: Re: Space Engineers- NEW UPDATE! Dedicated Servers!
Post by: Dom13WorstNW on June 05, 2014, 02:11:46 am
just bought ty

ur welcome  ?

also a new update tomorrow
one every Thursday  ;D ;D
Title: Re: Space Engineers- NEW UPDATE! Dedicated Servers!
Post by: FrithBiscuit on June 05, 2014, 02:12:49 am
ty for welcoming me
Title: Re: Space Engineers- NEW UPDATE! Dedicated Servers!
Post by: Dom13WorstNW on June 05, 2014, 02:14:25 am
ty for welcoming me

you're welcome
Title: Re: Space Engineers- NEW UPDATE! Dedicated Servers!
Post by: FrithBiscuit on June 05, 2014, 02:29:13 am
ty
Title: Re: Space Engineers- NEW UPDATE! Dedicated Servers!
Post by: El_Presidente on June 05, 2014, 03:01:16 am
just spreadin a bit o'

STAR

CITIZEN

MAGIXXXXX
Title: Re: Space Engineers- NEW UPDATE! Dedicated Servers!
Post by: Dom13WorstNW on June 05, 2014, 03:59:57 am
just spreadin a bit o'

STAR

CITIZEN

MAGIXXXXX

wow  u trole

Title: Re: Space Engineers- NEW UPDATE! Dedicated Servers!
Post by: Jelly on June 05, 2014, 10:01:47 am
just spreadin a bit o'

STAR

CITIZEN

MAGIXXXXX
no spoilers pls
Title: Re: Space Engineers- NEW UPDATE! Merge Blocks! & MORE
Post by: Dom13WorstNW on June 05, 2014, 09:02:58 pm
Update 01.033

https://www.youtube.com/watch?v=cEqRgWWzrZA&index=1&list=UUiIu5_NeaCkv3Nt8R5u7pNg

Features
- merge block
- conversion of station to ship
- news box in main menu
- colorable cockpit
- added “number of servers” to join screen

Fixes
- redesigned and upgraded multi-player code
- fixed issues with character in cockpit
- fixed group checking on server
- fixed indestructible decoys on dedicated servers
- fixed warheads staying after being destroyed on dedicated servers
- fixed issue with small ship gatling guns not connecting to conveyor system
- fixed loading screen time
- fixed turret targeting lag
- fixed material resources not being displayed
- fixed angled glass bleeding through
- fixed issue with asteroids being transparent from various angles
- fixed issues with medical rooms not working
Title: Re: Space Engineers- NEW UPDATE! Merge Blocks! & MORE
Post by: Who- on June 06, 2014, 01:16:58 am
Olaf u trying to get rekt again?
Title: Re: Space Engineers- NEW UPDATE! Merge Blocks! & MORE
Post by: Olafson on June 06, 2014, 09:04:49 am
What?
Title: Re: Space Engineers- NEW UPDATE! Merge Blocks! & MORE
Post by: Dom13WorstNW on June 12, 2014, 05:19:23 am
Should be an update tomorrow (Thursday)  8)
Title: Re: Space Engineers- NEW UPDATE! Large Ship Drill , Spectator mode & MORE
Post by: Dom13WorstNW on June 12, 2014, 06:25:00 pm
Update 1.034

https://www.youtube.com/watch?v=V0RNey7UbhI


Features
- space suit color selection (in medical room)
- large ship drills
- added spectator mode
- added borderless window option
- more options for running dedicated server (configurable data path in command line)
- improved small cockpit mount points
- added the option to take anything from conveyor system by double-clicking

Fixes
- reverted to previous multiplayer code (improvements will come)
- fixed landing gear white color
- fixed cargo ships not de-spawning
- fixed issue with players’ name displayed as "Unknown"
- fixed issue when tools constantly deplete suit’s energy after the task is finished
- fixed merge block shifting when two ships were connected
- fixed Cockpit3 does not need any displays to be functional
- fixed issue with screenshots taken during auto-save
- fixed issue with broken workshop thumbnails
- fixed warning when switching from creative 1x to survival 1x
- fixed ship drill being too fragile
- fixed changing toolbar while constructing
- few animation fixes (character without gravity or jetpack, character sitting in a cockpit)
- fixed issue with ejector being functional when it was placed on large doors
- fixed grammatical translation errors (multiple errors on words, sentences & quotes in US English Version)

Spectator mode:
Can be enabled in world settings
F6 - return to regular mode
F7 - tracking camera, controlling object
F8 - free camera, controlling camera (this is true spectator)
F9 - free camera, controlling object

Dedicated server:
SpaceEngineersDedicated.exe -noconsole -path "D:\Whatever\Something"

-noconsole: will run without black console window
-path: will load config and store all files in path specified ("D:\Whatever\Something" in example)

taskkill /IM SpaceEngineersDedicated.exe
this will stop dedicated server correctly, saving the world etc
to stop it immediately add argument "/f", that will kill server without asking to stop and without saving the world
Title: Re: Space Engineers- NEW UPDATE! Large Ship Drill , Spectator mode & MORE
Post by: Dom13WorstNW on June 14, 2014, 07:52:44 pm
changed the thread a bit

should be a better system as more updates release
Title: Re: Space Engineers- NEW UPDATE! New world setting, Transmit electricity & more
Post by: Dom13WorstNW on June 19, 2014, 07:06:17 pm
Update 01.035

https://www.youtube.com/watch?v=M4-i_jZqOq0

Features
- electricity is now being transmitted through rotors (inter-grid electricity and communications relaying)
- “center of mass” indicator (enabled in terminal screen: Info panel)
- moved some of the world settings to the new “advanced settings” screen
- new world settings: automatic removal of respawn ships
- new world settings: automatic trash removal
- new world settings: world size limit
- ban on player’s screen (F3) for dedicated server
- improved landing gear (setting break force, auto-lock feature)

Fixes
- fixed crashes caused by landing gears, rotors and merge blocks
- fixed crashes when character was walking near asteroids
- fixed toolbar issues (drag and copy, right click, double click)
- fixed crash when creating Crashed Ship scenario
- fixed frozen cube builder preview
- fixed auto-submit log after game crash
Title: Re: Space Engineers- NEW UPDATE! New world setting, Transmit electricity & more
Post by: Dom13WorstNW on June 24, 2014, 04:46:44 am
https://www.youtube.com/watch?v=Zg56JiG8p0o
Title: Re: Space Engineers- NEW UPDATE! Fully functional conveyor-connector system, &MORE
Post by: Dom13WorstNW on June 26, 2014, 06:47:49 pm
Update 1.036

https://www.youtube.com/watch?v=FTrO9uaa-BM&list=UUiIu5_NeaCkv3Nt8R5u7pNg


Features
- conveyor-connector system is fully functional
- set custom color to astronaut’s suit
- passenger seat
- copy-paste the grids which are connected through rotors
- items ejected from the ejector now inherit velocity
 
Fixes
- fixed weird/purple colors (especially visible on asteroids)
- fixed hand drill issue
- fixed clustered cargo ships in MP consuming server memory causing high ping
- fixed control groups after merging/splitting
- fixed issue with merge block causing CTD and stops Dedicated Server
- fixed issue when switching while in load screen by using ALT-TAB and load worlds list stays blank
- fixed issue when connectors could not connect if mounted to the same ship
- fixed crash when merging small ships
- fixed pink textures on asteroids
- fixed dedicated server crash when socket is already in use
- fixed few instances where mining is not working
- fixed some symmetry is off (Cockpit 3 Large, Cockpit 1 Small.)
Title: Re: Space Engineers- NEW UPDATE! Factions & Ownership of blocks!
Post by: Dom13WorstNW on July 04, 2014, 12:27:50 am
Update 01.037

https://www.youtube.com/watch?v=YlnXnoxO27M



Features
- factions
- ownership of blocks
- hacking/take-over of hostile objects
- block sharing
- looting dead engineer
- copy/paste: rotate object before pasting
 
Fixes
- fixed mirroring planes not visible
- fixed extreme lag issues in some worlds
- fixed issue with having access to control panel from passenger seat
- fixed wrong highlight on door model
- fixed missing dialog box in main menu and pause screen
- fixed dedicated server issue: clean exit with save not working
- fixed issue with NPC ships not de-spawning
- fixed world name file folders aren't updating with "Save As" feature
- fixed crashes and asteroid physics
- fixed issue when connecting via connector deletes grouping
- fixed copy+paste option for dedicated server setup
- fixed missing thruster effect
- fixed weird character animations with tools & cube placement

IMPORTANT NOTE: Factions are still Work-in-Progress and this is only the first update. There are still many things to be added during the next weeks (eg. chat and communication) and some bugs/issues are yet to be fixed. We decided to release it now so we can get the best feedback possible from the players.
Title: Re: Space Engineers- NEW UPDATE! Steering wheels, wheel controls & MORE
Post by: Dom13WorstNW on July 10, 2014, 11:32:13 pm
Update 01.038

https://www.youtube.com/watch?v=Y5Sm_Y0UWo0&list=UUiIu5_NeaCkv3Nt8R5u7pNg


Features
- steering wheels (sounds are placeholders – wheels in multi-player are still WIP)
- wheel controls (WSAD)
- adjustable welder and grinder speed (in world settings)
- name and location of blocks visible in terminal can be shown on HUD
- new inventory filter (hide empty inventories)
- join game search box
- hacking computers is a bit slower (grinding block of non-friend is slower by factor of 3)

Fixes
- fixed some Factions issues (turrets shooting on it's own ship, non-changeable ownership)
- reduced network bandwidth during line/plane building
- fixed beacon range and visibility
- fixed issue when beacon broadcast was killing the server
- fixed issue when antenna was working without power
- fixed red circle after re-spawn
- fixed beacon broadcast distance does not save
- fixed old save files have no ownership
Title: Re: Space Engineers- NEW UPDATE! Steering wheels, wheel controls & MORE
Post by: Dom13WorstNW on July 17, 2014, 07:14:55 pm
Update 01.039

https://www.youtube.com/watch?v=LmkMqpOEajw


Features
- battery block for small and large grids
- solar panels are now little cheaper and much more efficient
- communications relay (signal can travel through multiple antennas; you can receive a signal from any distance, broadcasting can be limited by player or by power of the antenna)
- small ship antenna has now max. range of 5000 m
- copy-paste into existing ships 
- new world setting: enable/disable client-side saving
- new world setting: permanent death can be turned off (client still owns his stuff after respawning in the rescue ship)
- pressing 'K' can be now used for looting character
- added antenna to prefab ships

Fixes
- improved network performance when removing larger amount of blocks at once
- fixed crash when creating faction
- fixed crash when leaving faction
- fixed mission join request icon
- fixed turret attacking its own ship
- fixed issues with respawn
- fixed turrets fire at ships in junk yard
- fixed inventory listing as same for all containers
- fixed 1x1 wheel falls off after loading a save
- fixed antenna/beacons too power hungry
- fixed passenger seat alignment
- fixed death loops when spawning in tight places
- fixed no 3rd person view for rescue ship
- fixed player tag not showing properly when joining dedicated server
- fixed ownership not remembered by dedicated server after logout
- fixed memory leaks when app was minimized
- fixed spectator mode when loading workshop world
- fixed spotlight symmetry
Title: Re: Space Engineers- NEW UPDATE! Pistons, Blast door blocks & MORE
Post by: Dom13WorstNW on July 24, 2014, 08:24:07 pm
Update 1.040


https://www.youtube.com/watch?v=pY9maLDqYyU


Features
- pistons
- factions: enabled/disabled member auto-approval
- hacking/breach HUD notification
- thrusters can work without cockpit - through terminal
- blast door blocks (4 types, durability will be balanced in the next updates)
- rotor height adjustment
- semi-auto mode for battery

Fixes
- fixed issue when player could not leave respawn screen
- fixed large antenna texture bug
- fixed steering wheels losing sync
- fixed lags with batteries turned to charging mode
- fixed few instances of death-loop
- fixed multiplayer filter issues
- fixed visible aiming rectangle when turret is of after loading new world
- fixed issue when placing a new landing gear/station block without resources in survival mode was fully built
- fixed missing permanent death configuration when starting DS
- fixed issue with block preview when in 3rd person view
Title: Re: Space Engineers-Block control through Toolbar, Weapons control through Rotors
Post by: Dom13WorstNW on July 31, 2014, 06:46:13 pm
Update 1.041 (http://forums.keenswh.com/post?id=7018986)

https://www.youtube.com/watch?v=TuPhIJQkGOU


Features
- control blocks through toolbar
- fire weapons which are attached with rotors and pistons
- multiple toolbars (switching by dot and comma)
- re-enabled the save confirmation on leave for autosave worlds

Fixes
- reduced network bandwidth for all moving objects
- reduced idle network bandwidth (when player sits in ship and doing nothing)
- fixed VSync crash
- fixed few spelling errors
- fixed too fragile piston
- fixed piston copy/paste glitch
- fixed issue when piston was pasted without top part
- fixed issue with piston physics
- fixed pistons functioning without power
- fixed issue when piston was not working on converted platform
- fixed crash while adding cargo container under the piston
- fixed issue when piston’s top part gets separated when platform is merged with ship
- fixed crash when retracting a chain of pistons at once
- fixed spamming reverse breaking pistons
- fixed issue when pressing "No" on exit the world was saved anyway
- fixed overriding thruster force causes all thrusters facing the same way to fire
- fixed custom color was not saved after exiting the world
- fixed cost of recharging battery is called "Sprint"
- fixed 1x1 wheels popping out after merge
- fixed explosives not doing damage after explosion on dedicated server
- fixed rotors floating in the air after client merges two grids
- fixed turret rectangle is visible when weapons are not enabled in world
- fixed issue when control panel items were clickable even when they were invisible
- fixed delete block sound volume was too loud when deleting many blocks with symmetry
- fixed full batteries still using energy
- fixed crash when ":" was written into search-box
- fixed turrets target stuff on when moving
Title: Re: Space Engineers-Block control through Toolbar, Weapons control through Rotors
Post by: LeeUntFischer on July 31, 2014, 07:20:09 pm
dis looks so kewl, gift me et pls
Title: Re: Space Engineers-Workshop modding integration, character animations,gyro override
Post by: Dom13WorstNW on August 07, 2014, 10:24:25 pm
Update 01.042

New Modding Guide (https://steamcommunity.com/sharedfiles/filedetails/?id=296249959)


https://www.youtube.com/watch?v=50eEWdzGp6g



Features
- steam workshop mod support and integration
- automatic mod download when joining multiplayer game
- moddable thruster glow
- added new character animations playable from toolbar
- added control panel access block
- added gyro override
- added more types of catwalk blocks
- added mod debug screen (F11 in single player)

Fixes
- fixed invisible and invulnerable cargo ships
- fixed not hidden HUD tag after switching to third person
- fixed autosave on dedicated servers
- fixed player loses ownership one death,save/reload
- fixed respawn in owned medbay results in permadeath anyway
- fixed bugged ownership menu
- fixed toolbar hotkeys (missing options/too many options)
- fixed disabling "control thrusters" from one cockpit disables the thrusters completely
- fixed block not available message
- fixed rotor displacement issues
- fixed trapped in cockpit, crash on exit
- fixed cannot create "new ship/station"
- fixed error when loading a saved world
- fixed pistons with a drill attached refusing to extend after reload
- fixed turret sound playing even if turret is OFF
- fixed overflowing menu for various blocks (turrets, rotors)
Title: Re: Space Engineers-Workshop modding integration, character animations,gyro override
Post by: Coconut on August 07, 2014, 10:31:16 pm
its like the minecraft but in space. Wut. Some next level thinking.
Title: Re: Space Engineers-Workshop modding integration, character animations,gyro override
Post by: Dom13WorstNW on August 07, 2014, 10:32:11 pm
play the game first plz

thanks
Title: Re: Space Engineers- NEW UPDATE! Merge Blocks! & MORE
Post by: Coconut on August 07, 2014, 10:32:55 pm
Olaf u trying to get rekt again?
What?

I would pay to see this.
Title: Re: Space Engineers-Remote terminal access, button panel, HUD voices & More
Post by: Dom13WorstNW on August 14, 2014, 10:34:48 pm
Update 01.043

https://www.youtube.com/watch?v=mD5RFICNJvI




Guide for transparent materials (https://steamcommunity.com/sharedfiles/filedetails/?id=300427203)

Features
- Remote terminal access
- Button panel for ships/stations
- HUD voice alerts (low energy/health warnings)
- Extended modding support: custom projectiles, debris models, asteroid materials, armor edges
- Improved glass rendering and modding (more parameters, smoothness, custom texture, color...)


Fixes
- fixed autosave on dedicated servers (few days ago in 042 hotfix)
- fixed custom transparent material crashing the game
- fixed impossibility to remove and delete mods in some cases
- fixed blast door corner inverted collisions
- fixed pistons disconnecting when ship/station is split in two
- fixed turrets ignoring decoy blocks
- fixed cockpit hot-bar names not displaying correctly
- fixed small ship blast doors preventing placing of other blocks nearby
- fixed texture of curved conveyor tube
- fixed sharing with factions
- fixed surface difficult to walk on
- fixed dedicated server not creating a world if one is specified in the config
- fixed missile launcher self-explosions
- fixed floating objects slowdown
- fixed wrong saved game timestamp
- fixed a crash while creating a control panel
- fixed uranium ingot not traveling through conveyor system
- fixed crash after placing custom block
- fixed crash after deleting gravity generator
- fixed small thrusters damage area
- fixed spelling mistake when server connection was not available
Title: Re: Space Engineers- Spherical gravity generator, Modding for prefab and more
Post by: Dom13WorstNW on August 21, 2014, 10:24:42 pm
Update 01.044

https://www.youtube.com/watch?v=qsfh9CJdCgs


Features
- spherical gravity generator
- pre-fab and respawn ship modding
- new world setting for dedicated server - autosave interval
- more respawn ships
- high quality armor textures (on 64-bit version)
- export ship/station as prefab (in F11 screen)

Fixes
- improved piston and landing gear stability
- fixed piston, rotor and landing gear exploding in MP
- fixed large performance issue caused by asteroids
- fixed too large piston collision model
- fixed issue when loose blocks loosing ownership
- fixed death in survival disables chat window
- fixed toolbar not remembering functions from attachments
- fixed hot-keyed groups reset when using merge blocks
- fixed wrong value in Steam-ID on dedicated server
- fixed problems with character mods deforming hands or legs of astronaut
- fixed graphical glitch when doors were inside other blocks
- fixed inertia not preserved when block was unmerged
Title: Re: Space Engineers- Spherical gravity generator, Modding for prefab and more
Post by: Dom13WorstNW on August 23, 2014, 12:19:20 am
Space Engineers Trailer 2014

https://www.youtube.com/watch?v=O_UXKce9-OY&list=UUiIu5_NeaCkv3Nt8R5u7pNg
Title: Re: Space Engineers- Spherical gravity generator, Modding for prefab and more
Post by: Riddlez on August 23, 2014, 12:38:04 am
I've read a lot about this game. Though I can't really seem to point out if this is another micro-managing game like Victoria 2....
Title: Re: Space Engineers-Camera block, Workshop tags for mods,Arc Furnace+MORE
Post by: Dom13WorstNW on August 28, 2014, 07:05:12 pm
Update 01.045

Camera block has been added - now you can see what is happening on different locations. Camera rotation and controlling ships through cameras will be added in the coming weeks. Additional workshop tags for mods have been introduced to make the orientation on workshop easier. It is also possible to make better production building mods. Now you can specify what blueprints are available to production building. It's possible to make production chains and production building tiers. As an example there's a new block 'Arc Furnace’, it is specialized building for iron ore refinement. It refines faster than refinery, it's more efficient and cheaper, but cannot refine anything other than iron ore. In addition to these new changes, we have redesigned the easy start 2 map, and rebalanced the cargo ships, adding new space engineers tech to them both. We have also made it possible to create a hostile identity in your world whilst in creative, this will allow people to make maps for others to play through, with the challenge of hostile ships and stations. Finally, render interpolation has been added as well that will make the game experience smoother. It is currently disabled by default since it is not completed 100%, but it can be turned on in video options.






https://www.youtube.com/watch?v=DY60lYzt-sc


Features
- Camera block
- Workshop tags for mods
- better production building Modding
- ‘Arc Furnace’ (refinery)
- Easy start 2 redesign
- Cargo ship redesigns
- Add enemy identity

Fixes
- improved rendering performance of solar panels
- improved rendering performance of refinery and assembler
- fixed hacked block getting shot by own turrets
- fixed connector’s issue not being able to collect all items
- fixed ship info screen labels
- fixed issue that player cannot remove blocks from cockpit hot-bars 2, 3 and 4
Title: Re: Space Engineers- NEW UPDATE! Sensor block, Flashing lights & more
Post by: Dom13WorstNW on September 04, 2014, 10:31:22 pm
Update 01.046

Summary
The sensor block has been added; you can configure what happens when something enters or leaves from the sensor’s field - the configuration is similar to the button panel. It's also possible to set a filter, so it will trigger events only for small ships, large ships, floating objects or characters. In the future we will add an option to allow filtering based on friend/foe status. Also, flashing options have been added for lights; you can create navigation lights and runways - multiple lights can be synced. Warhead has now timer and also can be detonated remotely through the terminal.


https://www.youtube.com/watch?v=5_Nz2h1PEok

Features
- sensor block
- flashing lights
- warhead terminal controls

Fixes
- added multiplayer lag/slowdown compensation (helps with rubber banding)
- added possibility for name change during dedicated server setup
- fixed issue when character moved objects locally by pushing (server ignored it)
- fixed connector still yellow when turned OFF
- fixed turret rectangle visibility
- fixed unlocked connectors allowing item transfer
- fixed rocket launcher not remembering option to use conveyor system
- fixed crash when locking connectors
- fixed completed solar panels do not have sun reflection
- fixed gravity generator model bug
- fixed landing gear attached to pistons could not be unlocked

*Known Issues*
- changing the field of the sensor or loading the game will activate the sensor. This will be changed in the future updates.
- you can't assign the same sensor action for both entering and exiting the sensor's field
Title: Re: Space Engineers- NEW Update 01.047 - Remote ship control, Timer block+More
Post by: Dom13WorstNW on September 11, 2014, 10:31:14 pm
Update 01.047

https://www.youtube.com/watch?v=kXdpUKkJyLU



Features
- Remote ship control – control ships without being inside the ship’s cockpit (drones)
- Timer block - triggers a queued action after a set period of time
- Gravity/Sensor field view
- Sensor block now detects stations
- Ore detector info can be relayed through antennas
- New interior wall texture
 
Fixes
- fixed cost of small ship piston head (it cost the same as a large ship piston head)
- fixed issue when placing a landing gear or station block was placed as fully built
- fixed dedicated servers downloading blank/empty .sbms
- fixed unmerging/merging breaks control groups
- fixed several MODs which were crashing dedicated server
- fixed connectors being destroyed because they were too close while connected
- fixed piston disappearing after grinding down the top part
- fixed sensor detecting players while being set to detect floating objects
 
Known issues
- Sensor block is detecting small ships, but the action is not triggered
Title: Re: Space Engineers- NEW 01.048 - Modding API, Fighter cockpit +MORE
Post by: Dom13WorstNW on September 18, 2014, 11:04:30 pm
Update 01.048

ModAPI Guide (https://steamcommunity.com/sharedfiles/filedetails/?id=315625486)

https://www.youtube.com/watch?v=jNSvVBc8dDA


Features
- Modding API (WIP - more features will be added in the future)
- Reloadable missile launcher for small ships
- Respawn ship cool down time
- Ship dampeners configurable in terminal
- Moddable door open distance
- Search in inventory by item name
- Fighter cockpit mod – special thanks to modder “Darth Biomech”!

Fixes
- Fixed infinite refinery production issue
- Fixed armor models
- fixed scrolling while copy-pasting was not in F1 help screen
- fixed buttons for New Platform and ships visible when setting actions in sensor
- fixed cannot stack items in production queue
- fixed issue when player was able to remote control anything even outside of the antenna’s range
- fixed incorrect texture of small rotors
- fixed sensor/timer block triggering actions on grids joined by connectors even after disconnection
- fixed loosing ability to remote control ships after previous interaction with remote control block
- fixed assembler inventory output filling up input inventory
- fixed issue when merge blocks on pistons were not disconnected
- fixed ore mining ratio
- fixed issue when refineries were still working even when the power was cut off
- fixed sensor lags on Dedicated Server and normal Multi-player
- fixed crash while being kicked out of faction
- fixed freeze without creating the log after a map was loaded
- fixed changing field and loading the game activates the sensor
- fixed the amount of required blocks for creating sensor blocks
- fixed issue with faction members’ names when they are remote controlling a ship
Title: Re: Space Engineers- NEW Update 01.049 - Recreated G-screen layout and More
Post by: Dom13WorstNW on September 25, 2014, 10:23:50 pm
Update 01.049

https://www.youtube.com/watch?v=iHRMq3Hkc_4


Features:
- recreated G-screen layout - it provides easier and faster access to what you need
- moddable categories for G-screen blocks and tools (can be edited in the new BlockCategories.sbc file)
- search textbox in the G-screen to make it easier to find that one block
- added antenna range visualization (under info tab)
- added object creation for player-made scenarios (creative mode only, Shift + F10)
- sensor is now able to detect voxels (asteroids)

Fixes:
- fixed crash in missile launcher shooting
- fixed issue with multiple ships in one spawn group shooting at each other
- fixed crash in modding API caused by ConfigDedicated.Administrators
- fixed sync issues with damage application to blocks
- fixed shifted jetpack animation on characters in multiplayer
- fixed missing welding/grinding/drilling sounds
- fixed player spawning twice in the world after remotely controlling a ship
- fixed custom palette resetting after spawn
- fixed issue when asteroids are not properly update when a lot of explosives go off near them
- fixed ModAPI is no longer working for some namespaces
- fixed cockpit inertia displayed wrong in 1st person
- fixed timers execute one tab only
- fixed collector not collecting 0 speed items
- fixed G-Menu search-box reaction on shortcuts
- fixed ModAPI ConfigDedicated.Administrators causes exception
- fixed crash while starting remote control by sensor
Title: Re: Space Engineers- NEW Update 01.050 - Blueprints
Post by: Dom13WorstNW on October 02, 2014, 10:32:50 pm
Update 01.050

https://www.youtube.com/watch?v=l0miB57itm4


Features
- Blueprints (F10, Ctrl+B)

Fixes
- fixed reduced distance for placing objects in survival mode
- fixed issue when a dead player could still remotely control ships
- fixed ore detector showing ore when owned by someone else
- fixed mod api enums not allowed
- fixed crash when changing ownership
- fixed mod api - 147 script error due to 'the process cannot access the file because it is being used by another process'
- fixed cockpit lockout after RCing a ship
- fixed hand tools not working after RCing a ship
- fixed colour palette resetting
Title: Re: Space Engineers- NEW Update 01.051 - Adding new asteroids in creative mode,+MORE
Post by: Dom13WorstNW on October 09, 2014, 04:20:49 pm
Update 01.051

https://www.youtube.com/watch?v=-bgKKgk6Ygg


Features
- adding new asteroids in creative mode (SHIFT+F10)
- scrap metal item (can be processed in refinery into iron)
- remote turret control

Fixes
- fixed hand animation during the block placement
- fixed issue with transparent asteroid
- fixed ore detector info persisting between sessions
- fixed wrongly scaled model of large reactor
- fixed G-screen automatically closing when another player died
- fixed ModAPI IMyInventory.TransferItemTo freezing the game
- fixed ModAPI CustomNameChanged crash
- fixed ModAPI ConfigDedicated.Load exception
Title: Re: Space Engineers- NEW Update 01.051 - Adding new asteroids in creative mode,+MORE
Post by: ClearlyInvsible on October 09, 2014, 09:25:42 pm
Free weekend!
Title: Re: Space Engineers- NEW Update 01.052 – Assembler Cooperation, Volumetric Explosion
Post by: Dom13WorstNW on October 16, 2014, 10:55:02 pm
Update 01.052

https://www.youtube.com/watch?v=8YHYYjutkqc


Features
- assembler cooperation
- volumetric explosions
- welder setting: help others
- antenna broadcasting on/off (including character - "O" key)
- default world size is now 20 km (size can still be changed to “unlimited” in world settings)
- arc furnace can now refine more metals
 
Fixes
- fixed missile explosions right after missile was launched
- fixed issue with objects not removed when leaving the world
- fixed respawning of character crossing the world limits
- fixed broken animations for custom skins
- fixed cases when components were duplicated by collectors
- fixed issue with more screens popping up at once
- fixed auto-save not saving the world regularly
- fixed view change while pasting modded blueprint
- fixed game is running before loading screen is closed
- fixed crash caused by camera view and exiting Remote control
- fixed custom respawn ship mods not working
- fixed world corrupted, refinery entity ID replaced
- fixed sensor triggering action on owned block
- fixed DS crashed on loading - steamSDK
- fixed client on DS is not able to join the faction
- fixed spawned as spectator when loading world
Title: Re: Space Engineers- NEW Update 01.053 - Advanced rotor block, Sound modding
Post by: Dom13WorstNW on October 23, 2014, 10:58:49 pm
Update 01.053

The second important implementation is bug fixing. As Marek Rosa has already written in his latest blog-post (http://blog.marekrosa.org/2014/10/level-design-stabilization-period_15.html), the game is entering into a stabilization period where the amount of new features will be reduced and the focus will be mainly on bug fixing and stabilization of the things that are already in the game. This doesn’t mean that weekly updates will stop coming or that we are not going to add new features any more. This is just a temporary transition period that will last for a few weeks. There are still many big and important features to be added, but first we want to make sure that the game is free of bugs and in a much more stable state before we start implementing them.

https://www.youtube.com/watch?v=XSBuCd0_gsM


Features
- advanced rotor block
- sound modding
 
Fixes
- fixed memory leaks in character, raycasts and asteroids
- fixed small ship piston dummies
- fixed render interpolation issues
- fixed crash to desktop when pasting blueprint
- fixed floating object size (components, ore)
- fixed issue with not functional landing gears
- fixed missing curved conveyor glass
- fixed crash when clicking on faction
- fixed issue when player can't create an asteroid map
- fixed issue with explosions in older worlds caused by changed rotor offset
- fixed game crash when declaring war and proposing peace
- fixed spotlights not illuminating the area correctly

Title: Re: Space Engineers- Update 01.054 - Bugfixing #1, Mods compilation
Post by: Dom13WorstNW on October 31, 2014, 12:06:15 am
Update 01.054

https://www.youtube.com/watch?v=u8qpLr11iBc


List of Mods:
- Industrial Thruster / Ecto Sage: https://steamcommunity.com/sharedfiles/filedetails/?id=318305397&searchtext=
- SektanSky v1.0 / Sektan: https://steamcommunity.com/sharedfiles/filedetails/?id=305108339&searchtext=
- Damageindicator / STORM: https://steamcommunity.com/sharedfiles/filedetails/?id=332491557&searchtext=
- SANCHINCORP(hoverbike) / sanchindachi666: https://steamcommunity.com/sharedfiles/filedetails/?id=296661800&searchtext=
- Automated Inventory Sorting / tyrsis: https://steamcommunity.com/sharedfiles/filedetails/?id=321588701&searchtext=
- Gesture Pack / Virakotxa: https://steamcommunity.com/sharedfiles/filedetails/?id=303948455&searchtext=
- Command Console Pack / kolt16: https://steamcommunity.com/sharedfiles/filedetails/?id=304571628&searchtext=
- S Guns Rocket Launcher / Sektan: https://steamcommunity.com/sharedfiles/filedetails/?id=333093940&searchtext=
- Docking Ring / Darth Biomech: https://steamcommunity.com/sharedfiles/filedetails/?id=294619787&searchtext=
- SANCHINCYBORGS / sanchindachi666: https://steamcommunity.com/sharedfiles/filedetails/?id=296683251&searchtext=

Features
There are no new features this week

Fixes
- fixed major lag/freeze after drilling any asteroid
- fixed groups disappearing when player left the server
- fixed gatling gun damage is too soft
- fixed assembler co-operate mod unchecking itself in multiplayer
- fixed sound levels resetting after loading the map
- fixed exploding piston after grinding it on small ship
- fixed crash when exporting a model from the game
- fixed crash when pasting grid with mods that you don't have
- fixed advanced rotor staying in control panel
- fixed various crashes when player was shooting
- fixed mass blocks acting weird on dedicated server
- fixed large reactor model being too small
- fixed music issues when loading a map
- fixed issues where player could not place a block
- fixed performance drop issue with many turrets
- fixed not being able to reload reloadable rocket launcher from the front
- fixed emissivity for spotlight block
- fixed issue with choosing reloadable rocket launcher in toolbar
- fixed bullets having no visible particle effect
- fixed placing light armor block under interior light on platform
- fixed missing particle effect when player is welding
- fixed remote control not working when ship flights over 250m away from the platform (DS)
- fixed unfinished assemblers unmarked in production menu
- fixed pressing "Y" shuts off all reactors regardless of ownership and sharing
- fixed re-spawn ships not being deleted after logout
- fixed connector keeps disconnecting
- fixed missing aiming dot for missile launchers on large grids
- fixed texture issue on small reactors
- fixed question about ownership in re-spawn screen
- fixed missing audio files message in logs
- fixed joining issues when character died
- fixed wrong size of the floating objects
- fixed warheads exploding but doing no damage
- fixed collision with attached parts in 3rd person view
- fixed broken piston while deleting the top part in some situations (creative mode)
- fixed master assembler pulling small amounts of material
Title: Re: Space Engineers- Update 01.055 - Bugfixing #2
Post by: Dom13WorstNW on November 07, 2014, 11:43:12 pm
Update 01.055

https://www.youtube.com/watch?v=ey-NIg6juSU

Features
- ModSDK tools on Steam - helps modders to see changes to their mods without having to be in the game - more info here: http://www.spaceengineersgame.com/model-viewer.html
 
Fixes
- reduced rotor and piston network traffic (in multiplayer)
- improved rotor stability
- fixed issues with interior lights
- fixed dedicated server assembler issues
- fixed character animations (hands in crouch position)
- fixed sound modding issues
- fixed ship grinder/welder inventory size
- fixed can't save the game issues (toolbar crash)
- fixed lag when missile was impacting the asteroids
- fixed glass issues in mwmbuilder
- fixed rotor displacement issues
- fixed crash when renaming blueprints
- fixed rifle animation bug (rifle floating in the air)
- fixed rotor top part renders incorrectly
- fixed issues with some mods cannot be loaded from workshop
- fixed configuration file perma-death cannot be set to false
- fixed assemblers in co-operative mode seem to copy queue items from assemblers in disassembly mode
- fixed DeviateShotAngle does nothing in weapons.sbc
- fixed crash caused by turrets firing
- fixed crash with the same key was already added
- fixed Mod Scripting - ConfigDedicated.Administrators is not populated from config file
- fixed explosion when piston was mounted on rotor on small ship
- fixed desync on DS
- fixed crash when gatling turret destroys rocket
- fixed cannot change assembler ownership on cargo ships
- fixed character death in cockpit without cockpit been damaged

EDIT 11/07/2014
Update 01.055.008
- fixed crash when some of the textures were corrupted
- fixed crash when adding custom ammo
- fixed crash when character died twice
- fixed wrong tag in ammo definition
- fixed client does not see jetpack of other players
- fixed exception when loading workshop world
Title: Re: Space Engineers- Update 01.055 - Update 01.056 – Bugfixing #3 & Modding support
Post by: Dom13WorstNW on November 13, 2014, 11:53:19 pm
Update 01.056

https://www.youtube.com/watch?v=eOHa-AZcr2o


Features
- changed the piston’s height from 2-blocks to 3-blocks. Pistons should be more stable now (your current creations will not be affected by this change)

Fixes
- default missile range has changed from 1000m to 800m
- fixed piston performance issues
- improved ship collision performance
- fixed rotor performance issues
- fixed player not being able to remotely control ship when locked via LG
- fixed stacked piston group toolbar issues
- fixed spotlight's light bit ahead of themselves and shine in only one direction
- fixed player not being able to exit remote control when second player enters the cockpit
- fixed placing block with tool in hand
- fixed wrong offset for flight seat camera
- fixed cannot control the ship after using and disabling thruster override
- fixed pistons shape is causing small ship rotation
- fixed unable to place sloped light armor blocks (texture crash)
- fixed ProjectileTrailColor tag preventing weapon mods from loading
- fixed crash when spawning in modded re-spawn ship
- fixed large bomb effect when detonating small and large warheads together
- fixed beacon HUD being visible without power
- fixed issues with pasting blueprints into the world
- fixed crash when exiting from game to menu
- fixed minor model viewer issues
- fixed broadcasting always switching ON after loading a world
- fixed jetpack flames getting into view in 3rd person
- fixed missile launcher not shooting at each crank & missile turret shoots only from center
- new programmers added to credits screen
Title: Re: Space Engineers- Update 01.057: Bugfixing #4
Post by: Dom13WorstNW on November 20, 2014, 11:12:16 pm
Update 01.057

https://www.youtube.com/watch?v=gw8Qo0ThNos


Features
- weapon sound modding
- added rotor top part with possibility to attach/detach
- improved simulation speed in various scenarios
- improved sensor performance
- improved performance of lights
- improved floating objects performance
- improved performance for meteorite storms

Fixes
- fixed crash during remote control
- fixed marker visible in another world
- fixed camera issue no longer displaying the custom name of camera
- fixed crash when finishing assembler in survival
- fixed small ship beacon is too shiny
- fixed lights which are disconnected from grid are still shining
- fixed crash in camera control
- fixed crash when splitting grid
- fixed visibility of beacon (minor fix)
- fixed stator/rotor attraction
- fixed pressing 'Y' when in cargo ships cockpit disables movement control
- fixed remote control is disabled after connectors are disconnected
- fixed mirroring of arc furnace
- fixed message is incorrect when siting in cockpit on station
- fixed missile launcher aims incorrectly
- fixed missile launcher not shooting at each crank & missile turret shoots only from center 
- fixed re-loadable rocket launcher: no "Reloading" message
- fixed a possibility to drill a ship preview during copy/paste

Important note:
Due to some recent updates, Space Engineers may ask you again to allow it in Windows firewall. In case it does not pop-up automatically and you experience connection issues, please add the firewall exception manually.
Title: Re: Space Engineers- Update 01.058 – Projector block, Bugfixing #5
Post by: Dom13WorstNW on November 27, 2014, 10:36:27 pm
Update 01.058

https://www.youtube.com/watch?v=xr7bvjXOkac


Features
- projector block
- option to use blueprints menu (F10) and save blueprint (Ctrl+B) in survival mode
- possibility to display pivot point of the grid (Terminal -> Info -> Show grid pivot)
- turrets are not shooting armor on friendly ships; this applies to other blocks with no ownership as well

Fixes
- fixed MWM builder resetting pivot rotation and position of models
- fixed custom gatling gun shooting itself
- fixed game crash when changing ownership as block is destroyed
- fixed thruster damage not working on cargo container
- fixed wrong collision model of antenna
- fixed crash when placing sniper turret (mod)
 
Projector Guide
Projector block, blueprints in survival mode:
- players can select a blueprint to project in the projector control panel
- projection can be moved around (set horizontal/vertical/forward offset and set yaw/pitch/roll)
- players can see the build progress and statistics for the projected ship/station on the projector control panel
- players are able to use the blueprint's menu (F10) and save blueprints (Ctrl+B) in survival mode
 
Projection:
- only one grid is supported (grids behind rotor are not projected)
- grid size of the blueprint must match the grid size of the projector (you can project large ship and station blueprints only from the large projector block. Small projector block can project only small ship blueprints)
- projection has no physics and it is not triggering sensors
- projection is always attached and aligned to the projector grid and moves with it
 
Welding + Placing:
When starting a ship from scratch, make sure to align the hologram to the projector and start adding blocks that are next to the projector (or to blocks connected to the projector). Blocks that will be valid for construction will be highlighted. You can also check the info panel of the projector for any warnings.
- projected blocks can be placed/welded when projected block is in range of a welder
- only blocks neighboring with existing blocks can be placed
- when the projected block is colliding with anything else, it cannot be placed

Projector orientation:
Upper side (marked with +):
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fmirror.keenswh.com%2FPics%2FSpaceEngineers_2014-11-272.jpg&hash=16f9f7d0f4134cbda4be25cdd31f7b44c5eb11d2)

Front side (marked with |):
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fmirror.keenswh.com%2FPics%2FSpaceEngineers_2014-11-271.jpg&hash=21e28795f215bb7b76d1b0d4a4f25f3bc56539f9)
Title: Re: Space Engineers-Update 01.059 – Projector & Assembler Improvements, Bugfixing #6
Post by: Dom13WorstNW on December 05, 2014, 12:35:09 am
https://www.youtube.com/watch?v=Ajk7yOy9SBM






Update 01.059

https://www.youtube.com/watch?v=aZTCCVxoqyc


Features
- projector improvements
- assembler improvements
- mwm viewer improvements
- added the single item disassemble option for assembler
- projector now remembers last projected blueprint when turned OFF and ON again*
*Important Note: projector will not remember ON/OFF action on already projected blueprints, you will have to project them again and it will work without problems

Fixes
- mwm viewer fixes
- fixed issue with landing gears being ripped off
- fixed confusing disassemble for assembler - assembler now disassembles only items in its own inventory
- fixed issue when assembler icon was red even when there is enough material in conveyor system to assemble the item
- fixed assembler showing blocks for disassemble instead of components
- fixed inventory filter is not closing when pressing 'X'
- fixed projected block does not keep options
- fixed projected blueprints don't keep groups
- fixed projector projecting when it’s off

Warning: Avast and possibly other anti-virus software could mark file SpaceEngineersDedicated.exe as a malware containing "Win32:Evo-gen" infection. This may happen during Steam download of this new update. This is just a false-positive, please mark this file as an exception to continue the update.
Title: Re: Space Engineers - Update 01.060 – Sound block, New skybox, Bugfixing #7
Post by: Dom13WorstNW on December 11, 2014, 10:48:35 pm
Update 01.060


https://www.youtube.com/watch?v=N-4jWS8kscM


Modding Guide for sound block: https://steamcommunity.com/sharedfiles/filedetails/?id=354444565

Features
- sound block
- new skybox

Fixes
- fixed projector loses orientation after power loss
- fixed issue with cooperating assemblers resetting build progress on master assembler
- fixed issue with antennas that were set OFF were working after loading
- fixed timers, cockpits and other blocks which could not be welded in projection
- fixed crash caused by same object being added twice
- fixed crash when saving in remote control or camera and reloading the game

EDIT:
Update 01.060.018
- fixed issues with missing asteroids when staring new game

Update 01.060.019
- fixed issues with invisible asteroids for clients
Title: Re: Space Engineers - Update 01.061 –Netgraph, Bugfixing #8
Post by: Dom13WorstNW on December 18, 2014, 07:36:19 pm
Update 01.061

Summary
Netgraph has been added. This will help players to check their connection status with the server. It can also be used by non-dedicated servers to check the amount of used bandwidth. Another addition that we did is the option to disable block deformation and destruction (in world settings).
 
Warning: Players will experience long loading times when loading a world that was created before update 01.060. This happens only for the first time (save a map and the loading time should be back to normal for that map next time). We already fixed long loading times in cases of creating a new world, but there are still some issues with asteroids and their size - we are working on improving this as well.

https://www.youtube.com/watch?v=w7l5z6XPA2Y

Netgraph Guide (https://steamcommunity.com/sharedfiles/filedetails/?id=357872062)

Features:
- net graph (CTRL+H)
- destructible blocks option in world settings (Enables/disables blocks deformation and destruction for the map. If disabled, no blocks can be damaged or destroyed)
 
Fixes
- fixed ore detector detecting ore when there was none*
- fixed freeze when grinding
- fixed no message when character crosses the limit world
- fixed piston missing in assembler
- fixed crash in Havok constraints (aka random crash)
- fixed crash in render
- fixed HUD overlapping when in ship
- fixed issue when player could not create new large/small ship grid
- fixed issue with arrow keys not working properly with sliders
- fixed issue with sound of working assembler still running when assembler was not working
 
*Warning: in order to see this change you will have to create a new world and save it, also precision of ore detector is still work-in-progress
Title: Re: Space Engineers - Update 01.061 –Netgraph, Bugfixing #8
Post by: KL4R1N0G4MPR0S on December 19, 2014, 04:54:13 pm
Space Engineers is on sale right now on Steam, 50% off, £7.49 a copy :D

Buy?
Edit: Bought. Iz vairygud
Title: Re: Space Engineers Update 01.062 Super large worlds, Procedural asteroids and more-
Post by: Dom13WorstNW on December 25, 2014, 08:33:33 pm
Summary
This is the last update for this year so we decided to make it more special. It includes three very important new features: super-large worlds, procedural asteroids and exploration! With super-large worlds we have increased the size of the world to 1,000,000,000 km in diameter; this means that practically there are no boundaries and you can travel as far as you want without experiencing shaky movements and rotations. The “procedural asteroids” feature adds an infinite number of asteroids to the game world - all these asteroids are fully destructible and don’t consume RAM/memory. The exploration feature adds a practically infinite number of ships and stations to the game world, so there will always be something to discover, explore, acquire and conquer.
For more details about the new features, please read Marek's blog post: http://blog.marekrosa.org/2014/12/space-engineers-super-large-worlds_17.html

https://www.youtube.com/watch?v=ZF9Wnyss69k


Features
- super-large worlds – increased the size of the world to 1,000,000,000 km in diameter (equals to 6.6 AU)
- procedural asteroids  - adds an infinite number of asteroids to the game world (dedicated servers settings: value for asteroid field density should be between 0 and 1)
- exploration - adds an infinite number of ships and stations to the game world; discover, explore, acquire and conquer!
 
Fixes
- fixed exploration tag not working
- fixed issue with WriteBinaryFileInLocalStorage
- fixed holes in asteroids when generated too close to the edge of the storage
- fixed interior lights color problem
Title: Re: Space Engineers Update 01.062 Super large worlds, Procedural asteroids and more-
Post by: KL4R1N0G4MPR0S on December 25, 2014, 08:48:39 pm
Good Game
Title: Re: Space Engineers - Update 01.063: Programmable block
Post by: Dom13WorstNW on January 01, 2015, 07:04:15 pm
Update 01.063

https://www.youtube.com/watch?v=vYxiJUFRg_E

In-game programming guide (https://steamcommunity.com/sharedfiles/filedetails/?id=360966557)
 
Features
- programmable block
- workshop support for programmable block (sharing scripts)
- added little more deposits to generated asteroids
 
Fixes
- fixed spawning in distant locations
- fixed rendering issues with asteroids in distance (no more shrinking)
- fixed terracing artifacts (stairs) on torus asteroids
Title: Re: Space Engineers-Update 01.064: Sensor ownership recognition, View distance setng
Post by: Dom13WorstNW on January 08, 2015, 10:53:18 pm
Update 01.064


https://www.youtube.com/watch?v=VDdBDfmxMsI


Features
- sensor ownership recognition (distinguishes friends from enemies)
- new world setting: view distance (this will help players to improve the game’s performance)
- added splash screen which indicates that the game is starting
- moddable max speed for ships

Modding guide for ship speed (https://steamcommunity.com/sharedfiles/filedetails/?id=371554858)

Fixes
- fixed issues with asteroid mining creating tiny pieces of asteroids near surface
- fixed amount of uranium in default respawn ships so that they are able to work in infinite worlds
- fixed drilling memory leaks
- fixed blueprints menu issues
- fixed issue with clients not able to see the changes in the script
- fixed particle effect for meteors
- fixed advanced world settings menu layout for supported resolutions
- fixed handler executes even after the script has already ended
- fixed ore detector detecting ores better
- fixed asteroids getting smaller in distance

Programmable block changes
- added Projector to guide
- removed actions from ingame scripting
- removed adding, and deleting items in inventories, only transferTo and transferFrom is possible
- transferTo and TransferFrom respects conveyor system
- programmable block can access only shared blocks
- when ownership is changed, program needs to be recompiled
- programmable block needs power
- updated emissivity for programmable block
- added icon for run action
- removed system.Timer
- fixed issue with get block with name
- fixed crash with structs
- fixed crash with static methods and variables
- fixed critical component set wrongly for programmable block
Title: Re: Space Engineers-Update 01.064: Sensor ownership recognition, View distance setng
Post by: Hinkel on January 13, 2015, 05:25:09 pm
New game by the Space Engineers developers:

MEDIEVAL ENGINEERS

https://www.youtube.com/watch?v=unGCWjIuxxU
Title: Re: Space Engineers - Update 01.065 - Communications
Post by: Dom13WorstNW on January 15, 2015, 06:13:16 pm
Update 01.065


https://www.youtube.com/watch?v=I95MdV3IRKE

Script modding guide (https://steamcommunity.com/sharedfiles/filedetails/?id=375363611)
Programmable block guide (https://steamcommunity.com/sharedfiles/filedetails/?id=360966557)


Features
- communication – chat between players and factions
- in-game programming improvements
- script mod templates
- world view distance in join screen

Fixes
- fixed 1x1 suspension wheels on large grid
- fixed meteor wave timer values in GlobalEvents.sbc still not being read
- fixed blast door not showing in "small blocks" section
- fixed ShipMaxSpeed mods possible collision with some skybox mods
- fixed crash due to drifting ship in save file
- fixed particle effects are displaced

Original Post (http://forums.keenswh.com/post?id=7251384)
Title: Re: Space Engineers - Update 01.066: GPS, Text panel, Mod sorting
Post by: Dom13WorstNW on January 22, 2015, 09:27:22 pm
Update 01.066

Summary
GPS has been added in the game. We decided to name it GPS (Global/General/Galactic Positioning System) because it is more understandable by the majority. In terms of physics, it works very similar to the INS (Inertia Navigational System). GPS can be shown on HUD. Players can create, send, receive and manage GPS coordinates in a new screen in the terminal. They can also create coordinates manually by entering X,Y,Z parameters or store their current position as a GPS coordinate. The coordinates can also be copied and pasted into chat. Another new addition is the text panel; it serves as an information panel for players. Players can write information about location, faction, mission, etc., they can edit the text which is shown on the panel and set who can read or edit it.

https://www.youtube.com/watch?v=7pq-R3WDVbM


Features
- GPS - create, send, receive and manage GPS coordinates in the game
- text panel block
- mod sorting (filtering)

Fixes
- fixed cargo ships not despawning
- fixed API AddPlayerToFaction does not sync
- fixed Entities not InScene create a light source at origin
- fixed some existing button panels get detached
- fixed texture issues on wheel blocks

Original Post (http://forums.keenswh.com/post?id=7265045)
Title: Re: Space Engineers - Update 01.067 – Voxel Hands, Terminal weapon control
Post by: Dom13WorstNW on January 29, 2015, 09:01:20 pm
Update 01.067


https://www.youtube.com/watch?v=EbKUWlKavwk

Features
- Voxel Hands (creative mode only) 
- Add weapon actions to block toolbars (timers, sensors)
- Changed the key combination for exporting a model: CTRL+ALT+E
- Programmable block: improved code editor performance; code is now limited to 50.000 characters 

Fixes
- fixed character instantly dying after respawn
- fixed crash in programming block when using tuples
- fixed crash with duplicate character ID
- fixed texture issues on timer block, suspension wheels
- fixed various text typos
- fixed gravity field slider showing incorrect values

Original Post (http://forums.keenswh.com/post?id=7274474)
Title: Re: Space Engineers - Update 1.068 - Damage Effects, Camera Zoom, Shaking tools, API
Post by: Dom13WorstNW on February 05, 2015, 10:38:20 pm
Summary
Blocks now have particle effect when they are damaged either by shooting or drilling. The effect is visible when the damage is below the red line and it differs according to the type of block that is damaged (armor blocks do not have any effects). Also, we implemented camera zoom – by using the mouse wheel while in camera mode. Additionally, tool shaking has been added to world settings (enabled by default for new worlds, disabled in existing worlds). This can enable the shake when grinders or drills are used. This shake is also applied on the object that is being ground.

https://www.youtube.com/watch?v=a6qV3TxuC5w

Features
- camera zoom
- damage effect for blocks
- tool shaking (can be enabled via edit settings)
- MOD API added generated documentation (C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Tools\Documentation.chm)
- MOD API added interfaces to load and create voxel maps
- MOD API added possibility to start/stop damage effects from scripts
 
Fixes
- fixed collector physics issues
- fixed sensor detecting every ship as enemy
- fixed bug with audio being played during loading screen
- fixed one case of exploding rotors
- fixed wrong mouse position in programmable block
- fixed issue with Storage not saving in programmable block
- fixed voxel hands painting is not visible on other client

Known issue: text panel display is white (we're fixing it)


Original Post (http://forums.keenswh.com/post?id=7283970)
Title: Re: Space Engineers - Update 01.069 - New armor block types, Asteroid modding
Post by: Dom13WorstNW on February 12, 2015, 09:06:25 pm
Update 01.069

https://www.youtube.com/watch?v=yEYZGatrsDA



Armor Modding Guide (https://steamcommunity.com/sharedfiles/filedetails/?id=391202025)
Asteroid Modding Guide (https://steamcommunity.com/sharedfiles/filedetails/?id=391149836)


Features
- new armor block types: rounded, angled
- armor modding
- asteroid modding


Fixes
- fixed crash when starting DS when using faction chat
- fixed some instances of welding issues (still work-in-progress)
- fixed some instances of launchers exploding themselves up (please let us know, if it worked)
- fixed damaged armor blocks not rendering properly

Original Post (http://forums.keenswh.com/post?id=7293290)
Title: Re: Space Engineers - Update 01.069 - New armor block types, Asteroid modding
Post by: Dom13WorstNW on February 18, 2015, 09:17:46 pm
Space Engineers: Planets, oxygen, DirectX 11, optimizations and multi-player Dev Blog (http://blog.marekrosa.org/2015/02/space-engineers-planets-oxygen-directx_18.html)
Title: Re: Space Engineers - LCD panel, new type of round armor
Post by: Dom13WorstNW on February 20, 2015, 12:41:37 am
Update 1.070

https://www.youtube.com/watch?v=_3WjlvdAGDY

Features
- LCD panel
- new exploration ships
- added new type of round armor
- improved normal maps of current round blocks
- mod API update for text panel

Fixes
- fixed crash when trying to load workshop item for wrong appid
- fixed rounded blocks are not built correctly in survival
- fixed sound block exception in programming blocks that caused crash
- fixed stuck in death after conversion of a survival world to a creative while character was dead
- fixed Havok crash
- fixed "GetBlockWithName" Thruster exception in programming block that caused crash

Warning: LCD panel reset when merged with another grid or when ground down and merged again - it is a bug. It is also a known issue - please do not report it. Workaround is to switch panel OFF and ON again and the correct text/texture appears. Armor LODs are changing at short distance, it is also known. We will be fixing these issues as soon as possible.

Original Post (http://forums.keenswh.com/post?id=7303896)
Title: Re: Space Engineers -Update 01.071 – New armor blocks, more exploration ships & more
Post by: Dom13WorstNW on February 27, 2015, 02:37:43 pm
sorry im late    :P


 Update 01.071

[youtube]https://www.youtube.com/watch?v=lkiAHcsVYTk[/youtube]

Features
- new types of armor blocks (2x1x1 wide - currently not available for small ships)
- new exploration ships/encounters
- favorites/history in server browser
 
Fixes
- fixed crash when loading mod with invalid ID from workshop
- fixed crash when merge blocks are set off
- fixed crash when updating text on LCD panel while saving
- fixed issue when scripts cannot be loaded from workshop

Exploration ships authors
RelicSage: https://steamcommunity.com/sharedfiles/filedetails/?id=335108526
Er?gon: https://steamcommunity.com/sharedfiles/filedetails/?id=354902250
-=\\\Raeffi///=-: https://steamcommunity.com/sharedfiles/filedetails/?id=356776124
[MGE]LeonserGT: https://steamcommunity.com/sharedfiles/filedetails/?id=351578844
Lt Losho: https://steamcommunity.com/sharedfiles/filedetails/?id=354929047
G-Lu: https://steamcommunity.com/sharedfiles/filedetails/?id=354876176             
Jerryfanfan: https://steamcommunity.com/sharedfiles/filedetails/?id=327849359
Stone Cold Jane Austen: https://steamcommunity.com/sharedfiles/filedetails/?id=330910906
NeXiZ: https://steamcommunity.com/sharedfiles/filedetails/?id=354668752

Original Post (http://forums.keenswh.com/post?id=7314127)
Title: Re: Space Engineers -Update 01.071 – New armor blocks, more exploration ships & more
Post by: Dom13WorstNW on March 06, 2015, 02:27:53 am
New update released. On phone atm, so I'll update the thread tomorrow.
Title: Re: Space Engineers - Update 01.072: Laser Antenna
Post by: Dom13WorstNW on March 06, 2015, 10:53:14 pm
Summary
Laser antennas have been added. It is a new block that will work as normal antennas do but with a few differences. The first and most important one is that they will not be visible on HUD. The second difference is that if you have a grid and you own a laser antenna on that grid, you cannot control the turret on the same grid if you access it from the control panel but only if you are sitting in the cockpit. The maximum reach of laser antennas is 20 km for the small grid and 40 km for the large grid. Also laser antennas have several states represented by a small dot on them. If the dot is green, the antenna is working, it is on powered grid, but it is not connected to other antenna. If the dot is red, it means that the antenna is damaged or on a grid without energy. If the dot is yellow, the antenna is searching for connection to another antenna. If the dot is blue, there is connection to a friendly antenna established. You can connect to another antenna by generating its GPS and pasting them to another friendly antenna. We also added API support for modding voxels and turrets. Scripts now can be used for modifying asteroids (color them, save them etc.). Also turret range and angles are now moddable as well.

https://www.youtube.com/watch?v=yQF7ylvPo7c


Features
- laser antenna
- large turret terminal control
- target turret control from in-game/modAPI
- possibility to set custom limits for turret angles in definition (check the official guide: https://steamcommunity.com/sharedfiles/filedetails/?id=402915102)
- possibility to disable idle movements for turrets
- voxel hands added to mod API
 
Fixes
- fixed LCD panel not saving current texture
- Light +LCD  blink time  synchronization between clients
- fixed crash with mod when SubtypeName contains Stone
 
Mods/Scripts
- example mod for the new weapon API support: https://steamcommunity.com/sharedfiles/filedetails/?id=402952773
- target turret control from in-game/modAPI: https://steamcommunity.com/sharedfiles/filedetails/?id=401966136
- turret API Sample script: https://steamcommunity.com/sharedfiles/filedetails/?id=401947604
- voxel hands added to mod API: https://steamcommunity.com/sharedfiles/filedetails/?id=399791753

EDIT 03/06/2015:
Update 01.072.008
- fixed issue woth beacons not changing range
- fixed mod crash with small turrets
- fixed crash in sounds
- Mod API: changed parent to my large turret base, added laser antenna API
- Mod API: added option to connect to laser antenna
Title: Re: Space Engineers - Update 01.073: Conveyor sorter block
Post by: Dom13WorstNW on March 12, 2015, 08:34:57 pm
Summary
A new block for sorting items inside the conveyor system has been added. This block gives the option for advanced filtering - black/white-listing of items or whole groups of items of the same kind. The block has to be oriented properly in order to work.

Also, the warhead blast radius and the laser antenna power consumption can now be moddable. The blast radius is limited to 30 which means that one modded warhead cannot be stronger than 30 normal ones.

https://www.youtube.com/watch?v=skT8MQwnDdo

Features
- new conveyor sorter block
- laser antenna permanent connection
- warhead blast radius modding
- laser antenna power consumption modding

Fixes
- fixed crash with conveyor system
- conveyor sorter has been added to G screen Small and Large blocks
- conveyor sorter has been added to Assembler blueprints
Title: Re: Space Engineers - Update 1.074: Oxygen!
Post by: Dom13WorstNW on March 19, 2015, 08:23:39 pm
Summary
Oxygen has been added in Space Engineers! This means that now you can take off your character’s helmet, but only inside the medical room. When the character takes off the helmet inside an environment without oxygen, he will receive damage. In addition, you are now able to obtain ice and generate oxygen out of it by using the oxygen generator. This device needs to be connected to an air vent that will emit the oxygen inside the room.

Moreover, we’ve implemented the “drain all” option for the sorter block that will push all items trough the block and the "switch" statement for the programmable block.

[youtube]https://www.youtube.com/watch?v=pkTuvF435Jc[/youtube]

Features
- oxygen (generation and management)
- "drain all" option for sorter block
- "switch" statement for programmable block

Note: ice will be generated in new worlds.

Fixes
- fixed crash when connecting laser antenna
- fixed drills not sending ore to cargo containers
- fixed welder (tool) welding faster than ship welder
- fixed client cannot weld or grind
- fixed programmable block button always in OFF state
- fixed rotor textures
Title: Re: Space Engineers - Update 01.075: Airtight hangar door, New turret targeting opts
Post by: Dom13WorstNW on March 26, 2015, 06:01:14 pm
Update 01.075

Summary

Airtight hangar door has been added to the game. Players will now be able to build large pressurized hangars for their ships and stations. Additionally, new options for turrets are now available that allow players to set targeting solely on stations, characters, small ships or large ships. Moreover, players can now switch the oxygen and sensor blocks ON/OFF from the toolbar, timer and sensor. Also, rockets will no longer destroy non-armor blocks in one shot and they will require less material for producing them.  Lastly, we added a scrollbar for actions that can be assigned to toolbar in G screen.


https://www.youtube.com/watch?v=HUHLeQW981M

Features

- airtight hangar door
- new turret targeting options
- ON/OFF options instead of check-box for oxygen blocks and sensor blocks
- scrollbar for actions in G-screen

Fixes
- fixed rockets destroying  non- armor blocks in one shot
- fixed loading times
- fixed crash caused by Havok
- fixed issue of switching to toolbar when G screen is open
- fixed issue with door exploding in Easy Start 2
- fixed issue with fighter ship damaged in Easy Start 2
- fixed issue with ice falling into asteroid when using hand drill
Title: Re: Space Engineers - Update 1.076 – More oxygen options, Space ball!!!
Post by: Dom13WorstNW on April 02, 2015, 10:31:52 pm
The KeenSWH Forum (http://forums.keenswh.com/) is beautiful now, make sure to check it out.


Update 1.076

Summary
We have broadened the oxygen options in the game. Now, there can be oxygen inside small ships and cockpits. Additionally, there is an oxygen level on the player’s suit (available only in survival mode and only if enabled in options). The character will have to breathe oxygen in order to survive. If the level drops to 0, he will lose health. Oxygen can be replenished in the medical room or through oxygen bottles, which can be replenished in oxygen tanks or oxygen generators. Lastly, there is a Space Ball that bounces inside the game!!!!


[youtube]https://www.youtube.com/watch?v=EWwRsJIFoGM[/youtube]



Important note for modders:
We changed the mechanics of spawning in medical rooms, so all modded medical rooms should include: dummy detector_respawn in order to spawn the player as the default medical room.

Features
- space ball
- oxygen for small ships and cockpits
- suit’s oxygen level
- oxygen bottle (inventory item)
- med bay conveyors (to transfer oxygen)
- enclosed cockpit conveyors (to transfer oxygen)
- re-spawn screen shows level of oxygen around medical rooms
- suit consumes less energy when helmet is off
- character with helmet off will not die when energy is 0 (must be inside pressurized room)
- moddable number of subparts for hangar doors
- new features for air vents in ModAPI/Ingame programming

Fixes
- fixed asteroid lag
- fixed turret lag caused by lasers
- fixed loss of grid physics
- fixed airtight hangar doors not venting oxygen when not fully closed
- fixed GPS staying on HUD when unchecked
- fixed air vent venting when it is OFF
- fixed oxygen only passing through connectors on the same grid
- fixed incorrect oxygen level reported on projection
- fixed ice not fall from oxygen generator
- fixed spawn in medical room
- fixed hanger door looping sound
Title: Space Engineers-Major Update incoming? Introducing artificial intelligence prjct
Post by: Dom13WorstNW on April 08, 2015, 09:22:58 pm
Quote from: trueten (Taleworlds thread)
Um

Big update coming (probably) (http://forums.keenswh.com/threads/big-update-coming-probably.7357211/)

The devs have added 3.66 Gb to the game in one of the changelogs...
Aaaaand theeeen deleted it
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ftw.greywool.com%2Fi%2FZbjgi.jpg&hash=9c4f74c3b27ad3722629aa3a63b6700eedd82017)
[close]

I presume only new textures weigh that much.



Also

Introducing our general artificial intelligence project with a 10mil USD research fund  (http://blog.marekrosa.org/2015/04/introducing-our-general-artificial_8.html)
Title: Re: Space Engineers-Update 01.077-Hiding blocks in terminal, decompression effect ++
Post by: Dom13WorstNW on April 09, 2015, 09:56:53 pm
Update 01.077

Summary
Players can switch helmet anywhere by pressing "J" button and room decompression is now physically affecting players and floating items. In addition, we have added an extra option to show/hide blocks in the terminal menu for organizing your ship systems.
In this update, we also introduce a preparation for our future scenario system. The first demo single-player mission is available for you to try. Scenarios are still in heavy work-in-progress and we will keep releasing more and more features for them later on.

[youtube]https://www.youtube.com/watch?v=k6ONQkqwKi8[/youtube]

Features
- option to show/hide block HUD in terminal
- oxygen venting now affects player and floating items (push/pull)
- switching helmet by pressing "J" button
- scenario system introduction (work in progress)

Fixes
- fixed oxygen status 0 % in creative
- fixed conveyors red when oxygen is disabled in world options
- fixed message when refilling bottles is shown to all clients
- fixed oxygen helmet notification not showing
Title: Re: Space Engineers - Update 01.078: Main Cockpit, Button Panel hints
Post by: Dom13WorstNW on April 16, 2015, 09:44:05 pm
Yet another Thursday

Update 01.078

Summary
Players now have the option to choose the Main Cockpit. This cockpit will be used for controlling their ship or station. The other cockpits will only be used for controlling turrets and other blocks, but not for controlling the ship itself. We also added hints for the Button Panels – this will make the use of the button panels more convenient by showing hints before clicking on each button. Lastly, there is a “Report a Bug” button available on the Main Menu – this is an easier way for the players to report the bugs that they find in the game.

https://www.youtube.com/watch?v=tXpKUW2mKZo

Features
- Main Cockpit option
- Button Panel hints
- “Report a Bug” button on Main Menu
- Checkbox for disabling 3rd person camera in the world

Fixes
- fixed exploding thrusters on small ships
- fixed blueprints set to incorrect ownership
- fixed crash in Havok step Delta time
- fixed issues with button panels not being able to be connected to the side
- fixed mwm builder crash when source-path does not contain a directory 'Content'
- fixed bones messed up when changing suits in medical room
- fixed issue with player not being to interact with inventory
- fixed camera cannot be placed on light armor slope 2x1x1 base
- fixed oxygen gain when using two air vents
Title: Re: Space Engineers - Update 01.079: Oxygen Farm, Disabling encounters option
Post by: Dom13WorstNW on April 28, 2015, 09:34:28 pm
Update 01.079

Summary
The Oxygen Farm block has been added to the game. It works similarly to the solar panel, but it produces oxygen instead of electricity and doesn't require ice to work. We also added the option to disable encounters in the world. Additionally, the "Save As" option can be now accessed while the player is in the game (on the Main Menu by pressing Esc).

https://www.youtube.com/watch?v=rTFgSio4SsI



Features
- Oxygen Farm block
- Option to disable encounters
- Save As option on the Main Menu
- Decreased the oxygen capacity of cockpit

Fixes
- fixed player not respawning when dead in turret control
- fixed oxygen bottle percentage not updating
- fixed crash in script on DS
- fixed merge block being targeted by own weapons
- fixed small advanced rotor part model
- fixed rotor part icon only on large block
- improved lag on large mining ships (still work-in-progress)
- fixed lost ownership of platform after reload (scenario)
- fixed character receiving damage when sitting in the cockpit without helmet
- fixed oxygen tank not updating oxygen amount for client
- fixed emissivity of oxygen tank not updating for client

EDIT 04/24/2015:
Update 01.079.008
- fixed crash when equipping tool with custom character
- added interface for oxygen farm
Title: Re: Space Engineers- Update 01.080: Cryo chamber, New character model and animations
Post by: Dom13WorstNW on April 30, 2015, 09:09:32 pm
Update 01.080

Summary
Cryo chamber has been added. It allows clients/players to save content of their inventory and toolbar settings in multiplayer and dedicated server. The client can enter the cryo chamber and leave the game. When he logs in again, he will spawn inside the cryo chamber instead of the medical room. If the cryo chamber is destroyed, or loses power or oxygen while your character is inside, then he will die.

Moreover, we implemented a new character model and animations, including walking/running, equipping tools, flying with jet-pack, etc. Also, the running speed has become slightly slower.

Warning: The character rig changes will cause old character/animation mods to lose their functionality (because the character bones have changed). Character mods with just a texture change should be fine. Please read this guide to see how you can change your mods so they can be functional with the new system: https://steamcommunity.com//sharedfiles/filedetails/?id=433069217

https://www.youtube.com/watch?v=4E10Dje2SsQ

Features
- Cryo chamber
- New character animations
- New character model with rag-doll

Fixes
- fixed oxygen farm not working in survival
- fixed construction model of oxygen farm
Title: Re: Space Engineers- Update 01.081 - Upgrade modules, Antenna visibility adjustment
Post by: Dom13WorstNW on May 07, 2015, 09:53:19 pm
Summary
We added three new modules that are compatible with the refinery and the assembler - productivity, effectiveness and power efficiency. The productivity module can make the refinery and the assembler work faster. The effectiveness module is compatible only with the refinery and it increases its efficiency when creating ingots from ore. The power efficiency module, as the name suggests, makes the blocks consume less electricity. The modules should be attached to the refinery or assembler in order to work.

Lastly, we added the option to reduce/increase the visibility of antennas on your HUD through sliders that can adjust the vision distance and can be found on the info tab.

[youtube]https://www.youtube.com/watch?v=n3_4WgTayyE[/youtube]


Features
- Upgrade modules for refinery and assembler (productivity, effectiveness and power efficiency)
- Antenna visibility adjustment on HUD

Fixes
- fixed character camera placed into spectator when reconnecting to cryo chamber
- fixed issue when the player cannot build from 3rd person view
- fixed MwmBuilder - 'illegal use' when running the tool without any parameter
- fixed issue with pushing massive ships without effort (aka "Superman Bug")
- fixed O2 drops when you sit in cockpit or in cryo chamber without helmet
- fixed crash after bumping into asteroid
- improved animation while strafing
Title: Re: Space Engineers- Update 01.081 - Upgrade modules, Antenna visibility adjustment
Post by: Coconut on May 08, 2015, 01:05:42 am
do u even place this game
Title: Re: Space Engineers-Update 01.082 - Xbox controller, modding support for upgrade mdl
Post by: Dom13WorstNW on May 14, 2015, 10:49:37 pm
Summary
Xbox controller support has been added to the game! You will now have the option to use a Xbox controller. There is currently one default button layout for testing purposes, but please do not hesitate to give us your feedback and info regarding the layouts you wish to see in the game. We also added modding support for the recently introduced upgrade modules and a new mission for you to try.

https://www.youtube.com/watch?v=9A4jSDwZ6OQ

Features
- Xbox controller support
- new mission added
- modding support for upgrade modules: https://steamcommunity.com/sharedfiles/filedetails/?id=442506350
- example mods:
Thruster power upgrade for small ships: https://steamcommunity.com/sharedfiles/filedetails/?id=442436541
Gyroscope power upgrade for small ships: https://steamcommunity.com/sharedfiles/filedetails/?id=442436465
Drill effectivity upgrade for large ships: https://steamcommunity.com/sharedfiles/filedetails/?id=442436391

Fixes
- fixed rig skin
- fixed cannot move in the world
- fixed efficiency modules too much effective
- fixed animations when holding tool
- fixed meteor shower audio loop is played many times over itself
- fixed corrupted worlds
- fixed Windows XP support
Title: Re: Space Engineers - Update 01.083 - Ship waypoints, GPS sorting
Post by: Dom13WorstNW on May 21, 2015, 10:36:17 pm
Summary
Auto-pilot for ships (or ship waypoints) has been added. The auto-pilot will work only when you have a Remote Control block on your ship. It will follow the GPS coordinates that has been added to the Remote control's list. There are currently 3 modes in which the ships will follow the waypoints: Patrol, Circle and One Way. Lastly, GPS sorting by name has been added to the game.


https://www.youtube.com/watch?v=uleWt4SDONs

Features
- Ship waypoints (auto-pilot)
- GPS sorting by name

Fixes
- fixed memory leak while mining
- fixed assembler not disassembling full oxygen bottles (community fix: Vxsote)
- fixed projector duplicating items (community fix: Vxsote)
- fixed airtight hangar door looping sound (community fix: Eikester)
- fixed sensor max range missing (community fix: KionX)
- fixed projector state incorrectly shown in terminal (community fix: MMaster)
- fixed button markers not hiding when the character looks away from the button
- fixed missing bullet impacts on metal
- fixed rifle not returning Weapon in IMyGunBaseUser
- fixed issue with pasting by using just CTRL
- fixed sorter blocks filters scrap metal as ingots and ore
- fixed camera issue inside character's body in tight places
- fixed infinite limbs on character model
- fixed issue with blueprints not showing on the screen when script was used
- fixed issue with clearing the control panel search
- fixed mount points on sound block
Title: Re: Space Engineers - Update 01.084: DirectX 11, Station rotation
Post by: Dom13WorstNW on May 28, 2015, 10:42:18 pm
Summary
DirectX 11 renderer has been added to the game. It is available as an option in Graphics settings and players can choose between the old DX9 and the new DX11 (the game has to be restarted after that). The main advantages of the DX11 renderer are better game performance and visual look of the models. The renderer is still in early stages of development, so some bugs and visual issues may be present.

The DX11 renderer of the game uses physically based rendering (PBR), which helps to achieve a more realistic look, especially for metallic surfaces. For modders, it means that they will have to create a new set of textures for DX11: albedo, metalness, ambient occlusion, gloss, color change, emissive and alpha masks. For existing models it is possible to use our DX9 to DX11 texture converter, but in the future we recommend making PBR textures first, and then converting them to the last-gen format.
We will be slowly replacing old placeholder models with reworked assets. Five updated blocks are released in this update (Beacon, Gyroscope, Warhead, Projector, Spotlight). Keep in mind that pretty much all models have to be recreated from scratch, and it's a slow process. Therefore it might be a while before the next updated model pack is released.

Additionally, players will now have the option to rotate a static station by switching to rotating mode (via pressing the 'B' button). The station created in the Station rotation mode will not allow blocks separated from it to be merged again.


https://www.youtube.com/watch?v=OJweMz-IXJ8

Features
- DirectX 11 renderer
- station rotation
- reworked models and textures: Beacon, Gyroscope, Warhead, Projector, Spotlight

Fixes
- fixed character shaking during cluster reorder
- fixed setting ragdoll world matrix
- fixed client dying for no apparent reason

Community updates
- Added Height Offset for Suspension Wheels - THDigi
- Attach GameLogic to Blocks multiple times - Tyrsis
- Create asteroid from prefab voxel definition midspace
- Floating item quantity display update - rexxar-tc
- Fix assembler issues - RossM
- Allow modding the Laser Antenna's line-of-sight requirements - RossM
- Shorthand numbers for ScreenDialogAmount control - UberMouse



DX11 modding guide: https://steamcommunity.com/sharedfiles/filedetails/?id=450823575
DX11 texture converter is available for modders at SpaceEngineersModSDK\Tools\Space texture converter\

https://www.youtube.com/watch?v=_qCi5uq2VUo


Title: Re: Space Engineers - Update 01.084: DirectX 11, Station rotation
Post by: Dom13WorstNW on June 19, 2015, 09:10:21 pm
http://blog.marekrosa.org/


If anyone actually reads this thread, big news regarding planets^




Title: Re: Space Engineers - Update 01.084: DirectX 11, Station rotation
Post by: KL4R1N0G4MPR0S on June 19, 2015, 11:04:50 pm
/still reading
Title: Re: Space Engineers - Update 01.089 - New Scenario Conditions, New Voxel Material
Post by: Dom13WorstNW on July 08, 2015, 02:55:23 pm
Thread Updated
Title: Re: Space Engineers - Update 01.090: Jump Drive!
Post by: Dom13WorstNW on July 09, 2015, 07:57:47 pm
Summary
Jump drive has been added to the game. It is a new traveling mechanism that allows players to travel big distances in a short period of time. Only large ships can have a jump drive. The jump drive is a block that needs to be attached to the ship and must be charged with energy up to 100% so the jump can be made. There are two different types of jumps – blind and GPS guided. The blind jump will lead you to the direction that the cockpit is heading and the traveled distance can be set in the control panel (the distance is depended to the mass of the ship and the amount of the powered jump drive blocks that are on the ship). The targeted jump will get you to a specified GPS coordinate. After the jump is done, the energy needed is depleted. To increase jump distances or mass transport capacity, you will have to build more jump drives. Any of the jump drives can be then used as the master drive that will use the other available drives if needed.

Note: Please note that power has been enabled on all ships in starting scenarios in survival mode.


https://www.youtube.com/watch?v=nBo_qY_vYdc


Features
- Jump Drive

Jump Drive Rules
- the jump drive block must be attached to the ship and has to be charged with energy up to 100%
- the jump drive is available only for large ships
- jumps can be done only from the cockpit, by using the "jump" action (not from the control panel)
- if a main cockpit option is set, only the main cockpit can do the jump
- the jump cannot be accelerated from the control panel, but has to be assigned as an action to the cockpit’s toolbar
- the game will automatically calculate if the ship is able to reach the final destination with the current number of jump drives and the ship’s mass, this information is shown as a number of % in the confirmation screen
- In control panel: the jump drive can have a set distance (useful for blind jumps), or can be maximum based on the ships equipment (maximum is set as default)
- the minimum distance for the jump is 5 Km by default
- a jump can be done only to a safe proximity of objects (other ships, stations, asteroids, planets)
- the final destination of the jump must be empty in a 2 Km diameter. Any object in the area will shorten the jump and the ship will appear 2 km before the object
- in case of a shortened jump towards a GPS coordinate or a blind direction, the ship should spawn before an object is in its way - the ship should never spawn in an asteroid or other ship even if the calculations are correct
- Rules of transport: all small ships or large ships that want to travel with the ship must be connected through connectors or landing gears. Players must be seated in seats, cockpits or cryochambers. Everything not attached to the ship as mentioned will stay in the spot and will not do the jump.

Fixes
- fixed placing armor corner 2x1x1 tip with wrong offset
- fixed volume of the hand drill
- fixed issue with clearing blueprint search by using "X"
- fixed issue with gravity generator reporting different values than spherical one
- fixed incorrect tooltip when switching between tabs in terminal
- fixed speed on HUD updating too frequently when sprinting
- fixed rotation hints shaking when copy pasting
- fixed issue with critical energy after turning ship ON
- fixed misspell in XML
- fixed issue with station rotation mode appearing when copy pasting ships
- fixed issue with renaming scripts
- fixed small inconsistency in voice-over
- fixed issue when g-screen opens after re-spawn
- fixed copy & paste issues with large ships
Title: Re: Space Engineers - Planets Teaser Video
Post by: Dom13WorstNW on August 20, 2015, 04:49:00 pm
Another blog post on Space/Medieval Engineers.
http://blog.marekrosa.org/2015/08/stabilization-period-for-medieval_18.html

And a teaser for Planets in Space Engineers.

[youtube]https://www.youtube.com/watch?v=b54RYwhHACg[/youtube]
Title: Re: Space Engineers- Update_Performance/bug fixes, gravity changes | Planet teasers!
Post by: Dom13WorstNW on October 02, 2015, 01:04:35 am
A lot of big changes happed in the last month!

Curious about planets? Watch the last 3 SE Update Videos

https://www.youtube.com/watch?v=0AMcPrW5WtM
Spoiler
https://www.youtube.com/watch?v=GyOjz05imzI
https://www.youtube.com/watch?v=VzMT5U2I4mg
[close]
Title: Re: Space Engineers- Update- Planets Teaser - Water and .. aliens??
Post by: Dom13WorstNW on October 15, 2015, 10:01:08 pm
https://www.youtube.com/watch?v=VDiBASjFh7E
Title: Re: Space Engineers- Hydrogen thrusters,tanks,& Bottles | Slide doors | Planets teas
Post by: Dom13WorstNW on October 22, 2015, 10:25:40 pm
Huge Update today!

https://www.youtube.com/watch?v=_PRornEB0r0

Title: Re: Space Engineers- Planets Update release Nov 12
Post by: Dom13WorstNW on November 11, 2015, 07:53:14 pm
Finally!!

Planets are confirmed for release tomorrow!

http://forums.keenswh.com/threads/its-official-planets-are-coming-this-thursday-november-12th-post-your-reactions-here.7372554/
https://www.youtube.com/watch?v=jJoRKVbDjj4
Title: Re: Space Engineers- Planets Update released!! 1.7GB Patch
Post by: Dom13WorstNW on November 12, 2015, 09:27:37 pm
After ~6 Months planets are finally here!

https://www.youtube.com/watch?v=2FRu9p-3Ois
Title: Re: Space Engineers- Planets Update released!! 1.7GB Patch
Post by: Cazasar on November 12, 2015, 09:38:45 pm
This looks really cool tbh.

But why do you post all this Dom ? are you that dedicated to the game ? :D
Title: Re: Space Engineers- Planets Update released!! 1.7GB Patch
Post by: Dom13WorstNW on January 10, 2016, 03:51:43 am
This game still has updates every Thursday, im just waiting for the Multiplayer/Performance Update.


This looks really cool tbh.

But why do you post all this Dom ? are you that dedicated to the game ? :D

It's basically my dream game.
Title: Re: Space Engineers - Huge News
Post by: Dom13WorstNW on May 03, 2016, 11:44:15 pm
http://blog.marekrosa.org/2016/05/medieval-engineers-short-term-roadmap_3.html


Title: Re: Space Engineers - Now in Beta! - Trailer
Post by: Dom13WorstNW on December 17, 2016, 09:08:24 pm
After 3 fucking years this game is now in Beta mode.
last update
https://www.youtube.com/watch?v=ybn8GwfRdSU
[close]

What does this mean? - http://blog.marekrosa.org/2016/12/space-engineers-entering-beta_15.html

https://www.youtube.com/watch?v=WrePWKCSB5c
Title: Re: Space Engineers - Now in Beta! - Trailer
Post by: Riddlez on December 18, 2016, 12:31:35 pm
"We now feel this game has a solid basis"

Literally, what the fuck =D
Title: Re: Space Engineers - Now in Beta! - Trailer
Post by: danangleland on December 21, 2016, 08:05:02 pm
After 3 fucking years this game is now in Beta mode.

Wow, three years  :o...if only Battle Cry of Freedom was developed that fast!
Title: Re: Space Engineers - Now in Beta! - Trailer
Post by: Olafson on December 22, 2016, 05:35:33 am
I know rite.
Title: Re: Space Engineers - This game is never going to be finished
Post by: Dom13WorstNW on May 07, 2017, 07:11:45 am
Here's the last major update to the game.

https://www.youtube.com/watch?v=RZqxaKUbsFw