Fixes and logic changes
Some big atmospheric fixes (detailed below), more dedicated server improvements (in changelog below), and some new logic content with some changes to it as well.
Entirely new Logic Displays
Logic Displays were released not long ago as a bit of a test, to give more flexibility for displaying values, without the performance overhead of inworld UI. The displays are actually mesh based, and use existing game materials, so we get some great performance from them versus the worldspace UI of, say, the airlock consoles.
However the old implementation was a bit limited. They've been moved to a more "pixel" based LED type that easily allows special characters and alphanumeric.
Additionally, the old method of changing the color (changing the mode) of the text has been replaced with a special interactable: color.
The old mode is now used for three display methods (with more to follow):
- Default (normal numbers)
- Percent. Takes a ratio (0 is 0%, 1 is 100%) and displays with % symbol.
- Power. Takes a number in Watts. Displays unit adjusted (i.e., in mW, cW kW, MW, or GW.
The medium and large LED prefabs have been removed. These now have new models, with a unified button and connection placement with the small variant. You will need to replace these as they will have disappeared in your save if you had them.
Atmospheric Loss Fix
With the assistance of the community I found a major bug with room generation. The game "flood fills" when you place large structures, to see if it can find an enclosed space. For performance reasons, the game applies generalized atmospheric loss to non-enclosed space atmospheres. Basically this means that when an atmosphere isn't in a room, it will be depleting fast.
There was an error with the code that meant walls weren't always reliably causing rooms to be generated. The issue was particularly noticable when placing floor grates over voxels, in an otherwise enclosed space.
This fix only works for "new" rooms, not existing ones. To trigger room generation, remove walls and replace them completely in each enclosed space. If you haven't noticed the bug before, then you shouldn't need to do anything
If you continue to have issues, use Iron/Steel frames with airlocks to enclose your base - they are totally effective and confirmed bug free. Walls and particularly composite floors can be problematic with voxels. More fixes to come!
Version 0.1.1089.5513
- Fixed Logic Motherboard missing a lot of functionality that were added to the Logic Units. This has now been unified with the logic units, so assessments available on one should also be on the other.
- Fixed Construction Kits were not displaying an error message when there was not enough in the kit to build the current cursor device. Now correctly states that not enough is in the kit, and shows the cursor as red.
- Fixed some missing strings for other languages.
- Removed old LED Medium and Large displays. These will no longer appear in your game, and you will need to place new ones. Small displays placements are unchanged.
- Replaced Mode change for LED light and display color, instead of using "Mode" setting you now use "Color" setting.
- Added functionality on LED Display for different display modes. Current number (default), percent (input a ratio, i.e. 1 == 100%, 0 == 0%), and power (in watts).
- Added new LED Displays. They can handle alphanumeric and special characters much better than previously, and will be updated with new functionality in the coming weeks. New LED displays have a standardized button and input placement, for easier use.
- Fixed bug with display formatting for units. Negative values were sometimes considered "micro" units and were formatted incorrectly.
- Unified Logic Motherboard and Logic Unit value setting.
- Changed wall light distance setting from 4m to 7m. Now will provide light across a larger area, as requested by the community.
- Fixed Large Tank and other internal atmosphere devices (such as the sleeper) only mix to meet pressure, they dont mix the energy and contents states. Now they completely mix with connected atmospheres.
- Fixed Light Occlusion and Atmosphere world position updates not occurring on dedicated servers. Caused light issues for dedicated server logic systems and growing plants and solar heating of atmospheres.
- Updated community provided Russian translations.
- Fixed atmospheric loss due to ungenerated room cells. Rooms were not being correctly generated in some instances, such as below floor grates when there was voxels below. This caused the atmospherics system to consider below the grates as a vacuum and ablate the atmosphere dramatically, causing loss. Note: this will only affect NEW room generation! To force new room generation, lift up wall tiles and room generation will be forced for the grids above and below that wall piece. This was also the cause of zero gravity bugs in creative stations.
- Added Idle logic readable to Arc Furnace. Will report 1 when nothing imported, and nothing being exported. Useful for making automated arc furnace systems.
- Added Logic Dial. A dial with a configurable min/max and when dial is moved changes the value. Reports both its raw value, or the ratio compared to its max. The maximum value on the dial is the Mode.