Space-Engineers.com Blog Feed en https://space-engineers.com/ Tue, 03 May 2016 21:30 CEST Space-Engineers.com is a Space Engineers servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 Space-Engineers.com Switch To HTTPS https://space-engineers.com/blog/50/space-engineerscom-switch-to-https/ https://space-engineers.com/blog/50/space-engineerscom-switch-to-https/ Tue, 03 May 2016 21:30 CEST
Here are the most notable benefits of this change:

  • Improves global security of the server list
  • No more problem to use our embedded content on external websites that use also HTTPS
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Space Engineers Update 01.124 https://space-engineers.com/blog/49/space-engineers-update-01124/ https://space-engineers.com/blog/49/space-engineers-update-01124/ Fri, 04 Mar 2016 23:08 CET
Summary
This week’s update is introducing an important feature to rotors and pistons. Just like pistons have been doing for a while, rotors now also lock by default at around 100m/s. We've also added the ability to manually choose the speed at which pistons and rotors lock as well a safety lock override checkbox. A new audio distance (echo) system has been implemented into our engine this week which means the volume of sound effects will change depending on your distance from the sound source. Some changes regarding ownership when building in space master have been made. When building with creative mode tools enabled in space master, the ownership of any block that you place will automatically be assigned to you. New rifle sounds have been added which will help you to identify the different variants. Lastly, we are releasing a new texture modding tool which is designed to help modders create game-ready textures. A guide for the new tool can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=635927143



Features
- Manual rotor & piston safety lock
- Audio distance (echo) system
- Space master changes (ownership)
- New rifle fire sound system - every rifle has now unique sound
- Official Guide: Texture packing tool - http://steamcommunity.com/sharedfiles/filedetails/?id=635927143

Fixes
- fixed memory leak in audio
- fixed active mods not able to be sorted alphabetically
- fixed new small/large ship gear does not stick anymore
- fixed small ship gyro override extremely slow
- fixed timer not working when rejoining the server
- fixed items disappearing on lagged server
- fixed solar panels not recharging batteries on DS
- fixed weird deformation of armor that allowed looking through it
- fixed character farting when running on alien planet
- fixed cryo chamber not remembering camera
- fixed disappearing grids on server
- fixed mods causing problems in offline world
- fixed toolbar switching not working correctly
- fixed 3rd person and 1st person camera not switching correctly
- fixed player loses 29 ammo after re-equipping rifle on DS
- fixed refinery does not process input queue in order
- fixed timer block DS emissivity when rejoining
- fixed sound of turrets and door is cut too early
- fixed incorrect recalculation of items on servers
- fixed light turns off after enter and exit cryochamber
- fixed physics is broken when locking scrap metal on landing gear
- fixed sound of cryochamber playing when it should not
- fixed spotlights blinking
- added more oxygen sounds
- removed the ownership message when first joining the DS
- doubled the capacity of small grid hydrogen tank

Source]]>
Space Engineers Update 01.117 https://space-engineers.com/blog/48/space-engineers-update-01117/ https://space-engineers.com/blog/48/space-engineers-update-01117/ Fri, 15 Jan 2016 19:57 CET
Summary
For this week we prepared a roadmap highlighting the future plans for both of our games. It covers everything that will be implemented in the coming months for Space Engineers and Medieval Engineers. Follow the link to Marek’s blog for more details:http://blog.marekrosa.org/2016/01/the-ksh-roadmap-for-2016-space_14.html
We also released a brand new modding guide for creating mount-points in Space Engineers. Today's update also brings a new batch of bug fixes like physics crashes, sensor lag, improved gameplay experience and performance when copying and pasting objects.



Features
- Stations can now be pasted into voxels

Official Modding Guide - Mountpoints
This is the official guide for creating mount-points in Space Engineers. Mount-points determine areas where each block can be attached to another: http://steamcommunity.com/sharedfiles/filedetails/?id=581270158

Fixes
- fixed paste lag
- fixed crashes in Havok
- fixed crashes with rotors
- fixed sensor lags servers
- fixed bags not despawning
- fixed oxygen not depleting after exiting cockpit/medical room
- fixed projector remembering its components in inventories
- fixed cannot paint "Passage Way" block in DX9
- fixed volume being too loud
- fixed automatic rifle particle effect size
- fixed shooting sound not synchronized

Source]]>
Space Engineers Update 01.116 https://space-engineers.com/blog/47/space-engineers-update-01116/ https://space-engineers.com/blog/47/space-engineers-update-01116/ Fri, 08 Jan 2016 21:01 CET
Summary
Greetings Engineers and Happy New Year!
In this week's update we are introducing the ability to modify the medical room and also providing a few example mods for characters and medical rooms to show the new and old possibilities. For example you can disable / enable respawning on medical room, disable / enable healing and refueling, disable / enable suit changing or restrict which models you can change into for a specific medical room. This makes it possible to create scenarios where each faction’s medical room would spawn specific models for it, for example aliens vs robots. Or you will be able to create an upgraded medical room that spawns suits with more health points.
Below you can find some example mods that we have created for you.



Features
- medical room modding support
- example mod for medical room
- example mod for character suits (different attributes)

Example Mods
- KEEN SWH Alternative Suits Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=593363544
- KEEN SWH Medical Room Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=595306502

Fixes
- fixed crash with rotors
- fixed crash when detonating warheads
- fixed sensor range visibility is bad in Dx11
- fixed random crash when launching the game
- fixed mods not working for planets

Update 011
- fixed inventories not working

Source : http://forums.keenswh.com/threads/update-01-116-medical-room-modding-support.7377823/]]>
Space Engineers Update 01.112 https://space-engineers.com/blog/46/space-engineers-update-01112/ https://space-engineers.com/blog/46/space-engineers-update-01112/ Thu, 10 Dec 2015 22:40 CET
Summary
This week's update is making the search for resources a bit easier. From now on you can find ore not just under the surface of planets and moons but also in rocks found on the surface. The rocks are spawning randomly on the surface as usual, but this time some of them could contain precious resources.



Features
- ore in rocks (boulders)

Fixes
- fixed falling though planet
- fixed crash in physics
- fixed crash when thrusters were destroyed
- fixed crash in render
- fixed aiming bug when aiming down sights
- fixed exploding connector

Source : http://forums.keenswh.com/threads/update-01-112-ore-in-rocks.7376177/]]>
Space Engineers Update 01.110 https://space-engineers.com/blog/45/space-engineers-update-01110/ https://space-engineers.com/blog/45/space-engineers-update-01110/ Fri, 27 Nov 2015 21:45 CET
Summary
This week we added a new feature that makes the connection of two stations easier when they are built in each other's vicinity. So from now on, you don’t need to use the merge blocks to connect them. Newly placed station creates an area of 1000 cubic meters around it.
When you try to place another station within the area, it will be aligned by default with the first station, therefore you can connect them by blocks.
And last but not least, we have fixed more bugs.



Features
- Local coordinates sector

Balancing
- increased jetpack duration on planets to around 1 minute of flight on earth
- increased atmospheric thruster power by 20% for both large and small ships
- cockpits and chairs have their selection boxes enlarged for much easier use

Fixes
- fixed memory leak when reloading world
- fixed crash with power distribution
- fixed crash when using Space Master
- fixed crash when flying around planet

Update
- fixed incorrect detection of graphic cards

Source : http://forums.keenswh.com/threads/update-01-110-local-coordinates-sector-bugfixes.7374965/]]>
Space Engineers Update 01.108 - Planets https://space-engineers.com/blog/44/space-engineers-update-01108-planets/ https://space-engineers.com/blog/44/space-engineers-update-01108-planets/ Fri, 13 Nov 2015 16:53 CET



Check Marek's latest blog post: http://blog.marekrosa.org/2015/11/planets-because-you-wanted-them_12.html

Planetary Features

- planets and moons (tons of new assets, sounds and textures added)
- planet types: Earth-like (atmosphere with oxygen), Mars-like (no oxygen, thinner atmosphere), Alien (low oxygen, denser atmosphere)
- moon types: Earth-like Moon (no atmosphere), Europa (thin atmosphere, no oxygen), Titan (thin atmosphere, no oxygen)
- planets are 120km and moons are 19km in diameter by default
- Earthlike + Alien planet biomes: desert, woodlands, mountains, ice-land, poles
- gravity: roughly 1G on planets, 0.25G on moons (but gravity depends on type of the planet/moon)
- weight affects the behavior of all ships in natural gravity - the heavier a ship is the more thrusting power is required to fly/move
- planets and moons are persistent & fully destructible - anything you build or destroy will stay there forever. You can even dig through the planet if you want!
- different vegetation on alien and earth-like planets, flora destruction
- you have to start new world with planets enabled
- planets are not randomly generated in a world, they are placed there. But a planet/moon surface and materials are 50% pre-made assets (height-map) and 50% generated (ore nodes, voxel types, textures, etc.). It is possible to prepare your worlds in creative, place the planets where you want them and switch to survival if you wish. You can also publish any world premade like that on the workshop
- adding planets in creative mode: Shift+F10, you can customize the size and type of planet/moon you are adding
- visible ore sites on planets (darker areas) that can lead you to rich mineral veins. There are three different tiers of ore deposits
- platinum is found only on moons and asteroids, uranium is rare on planets
- autopilot is capable of flight above the planet's surface with evade collision enabled. With this on though, it won't fly closer than few tens of meters, so if you want them to fly inside a cave system, you will need to uncheck collision and make gps coordinates carefully

New Starting Worlds

- Earth Easy Start: you start on a habitable planet with a set of basic vehicles. Your survival is threatened by attacking pirates who set up shop within range of their drones
- Mars Easy Start: you become a colonist on a barren, inhospitable planet. Make sure you secure a source of ice soon. Also beware of local pirates
- Alien Easy Start: the alien planet is a place with very sparse oxygen, not enough to breath freely. There is hostile fauna and pirates who want to claim the riches of this mysterious world and are not willing to share
- Moon Easy Start: you start on a moon orbiting a habitable planet. Your base is under attack by pirates
- Empty Star System: it is a star system with 3 distinctive planets and their 3 moons. Except for local fauna, planets are uninhabited (no pirate threats)
- more starting worlds will be added soon (e.g. crashed ship and more)

AI Enemies, Fauna

- sabiroids (what is known by community as "space spiders"): can be found on Alien planet type and on Titan type moons. They can destroy metal blocks and attack players. Their favorite hunting strategy is hiding in the ground and un-burrow to surprise their prey. When players kill a spider, new spiders won’t appear in the area for some time. Sabiroids also store few components inside their bodies from objects and blocks that they consumed.
- pirate bases: can be found either in space or occupying planetary surface. They have bounty hidden inside their containers that players can loot if they get over the drone attacks. There is one pirate headquarters on every planet, which is well protected and filled with traps and loot.
- enemy drones: they spawn automatically from pirate bases and attack the players trespassing into pirate territory

New blocks and components

- new block: Atmospheric thrusters - powered by electricity, working only on planets with atmosphere
- current (ion) thrusters are more suitable for environment without natural gravity (space). They are weak near moons and really weak on a planet
- new block: small ship air-vent that is crucial for piloting ships without the helmet - it is important to be set to depressurized (blue indication)

Minor changes

- gravity generators are not working in natural gravity. The generated gravity becomes weaker and weaker with more natural gravity and from 0,4g of natural gravity the generators are not producing any artificial gravity fields at all
- jump drives are not working in natural gravity
- cargo ships cannot be switched ON for worlds containing planets for now (this is only temporary change)
- jetpack's power is based on the environment and the G strength (1G = 7 seconds of fuel). They can't be used the same way as they are in space
- possibility to setup max speed for wheels
- possibility to activate horizon + height indicator in all cockpits
- solar + battery is the way to power your grids from the start on planets. Reactors become viable only in the later stages of the game when you get to space and find rich uranium deposits, because uranium is a rare find on the planets
- slight area of effect nerf for hand drills]]>
Ping Feature https://space-engineers.com/blog/43/ping-feature/ https://space-engineers.com/blog/43/ping-feature/ Fri, 30 Oct 2015 16:29 CET
We are the only web server list for offer such feature and be sure that in the future we will do our best to continue to add original features.

Ping Feature

There are lot of criteria to select a good Space Engineers server. Among all of them, the latency is very important: no one wants to play on a server that is lagging like hell.

That's why Space-Engineers.com will help you finding a server with the best ping in a location close to you.

Currently our "Ping" feature has 12 locations:

  • Australia
  • Brazil
  • China
  • Chicago, US
  • Dallas, US
  • Los Angeles, US
  • North America
  • Germany
  • Eastern Europe
  • Western Europe
  • Sweden
  • Russia
  • Seattle, US

 

Discover our Ping Feature

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Space Engineers Update 01.105 - Hydrogen Thrusters https://space-engineers.com/blog/42/space-engineers-update-01105-hydrogen-thrusters/ https://space-engineers.com/blog/42/space-engineers-update-01105-hydrogen-thrusters/ Fri, 23 Oct 2015 13:17 CEST
Summary
The 2nd anniversary of Space Engineers release is upon us, so for this week we prepared a meaty update. It features new improvements, fixes and requested features such as the new slide doors that allows players to walk (fly) through the door at any angle. We also adjusted the behavior of small and large ship batteries. Batteries can be charged and provide energy at the same time, so players can always have stand-by batteries that are charged if energy is available, but also give energy automatically when needed.
Another important change to mention is switching off the thruster override 10x power for inertial dampeners, so all ships will behave differently now.
Additionally, we implemented the superconductor, a new component needed in the most valuable blocks such as the jumpdrive, artificial mass, laser antennas or large reactors. Moreover, the small ship cockpit has a conveyor in front of it.

In this week’s update we are also introducing hydrogen along with hydrogen thrusters, hydrogen tanks and hydrogen bottles as another feature preparing the game world for the upcoming release of Planets. Please bear in mind that this is the first iteration but we decided to implement it to the game now as a small gift to you for the game’s second anniversary.
We also implemented new improvements to the multiplayer and preparing the game for the roll-out of new features and updates to the multiplayer in coming weeks. And if the new improvements are not your cup of tea you can return to the previous version of multiplayer without the new additions on the Beta Tab in the Space Engineers properties in Steam client. There might be some problems here and there, so please report them back at our bug report section here



Features
- new slide doors
- superconductor component
- updated battery behavior
- updated small ship cockpit
- hydrogen thrusters, tanks, bottles
- survival jetpack changes
- inertial dampeners changes

Battery guide
From now on all newly built batteries will start at 30% of maximum charge and the power cell components will turn to scrap metal when grinding down a battery block to balance this change. Also, batteries have four states (none, recharge only, discharge only, semi-auto):
- when battery is not set to either recharge or discharge, it will allow both input and output, meaning it will recharge if there is surplus power on the grid, and discharge if there is not enough power otherwise
- when set to recharge, it will only allow input
- when set to discharge, it will only allow output
- when set to semi-auto, it will alternate between recharge and discharge like before

Hydrogen guide
Hydrogen thrusters are stronger than the current ion ones but they require hydrogen fuel pumped by conveyor system in order to function. Oxygen generator is now generating hydrogen along oxygen from ice. Hydrogen thrusters will be the most efficient way to leave the planet’s atmosphere, or to quickly accelerate in a fight, but need a large tank, fuel, and a conveyor connection. You also need to use hydrogen to power the jetpack now by hydrogen stored in bottles in player’s inventory. The jetpack will consume more hydrogen in high-gravity environments. We have also added the ability for modders to create custom fuels and custom thrusters that require the fuel.

Inertial dampeners change explanation
Previous state of things would make flight in natural gravity and leaving the atmosphere too easy. Inertial dampeners now have the same strength as player inputs and ships will always behave depending on their thrusters -so if you build only one small thruster facing forward, you will be stopping the ship longer. Small ships have still 5x power for dampeners to make them more agile compared to large ships. We also opened a possibility to mod thrust override, so community can experiment with their own settings or put old settings back if they liked it more. Please tell us what you think about this large change in our feedback forum section : http://forum.keenswh.com/forums/feedback.423142/
Steam beta branch switching guide
To access the Beta branch, go into game properties, Beta tab, and select the old build named "old_multiplayer" to opt in. There is no password needed.

Fixes
- multiplayer improvements
- rotor performance improvements
- fixed issue with particle effect when not using jump drive
- fixed performance issues in Havok
- fixed oxygen refill not working sometimes
- fixed issues with air vents

Source : http://forum.keenswh.com/threads/update-01-105-hydrogen-thrusters-mp-improvements-new-battery-behavior-slide-doors.7370834/]]>
Space Engineers Update 01.104 - Bugfixing and Tutorial Unlocking https://space-engineers.com/blog/41/space-engineers-update-01104-bugfixing-and-tutorial-unlocking/ https://space-engineers.com/blog/41/space-engineers-update-01104-bugfixing-and-tutorial-unlocking/ Fri, 16 Oct 2015 13:57 CEST
Summary
In this week’s update we are applying new bug fixes and improvements to prepare the game world for the upcoming biggest update yet (you know which one).
Also, we are introducing an important change to tutorial. From now on the tutorial works as follows: the next chapter is unlocked only by completing the previous one to show newcomers and returning players all the essentials needed to understand the basics in the game. Tutorials are more informative now explaining how spawning and recharging energy in medical rooms and cockpit works.
Additionally, now you can rotate any grid by 90 or 1 degree increments by holding down CTRL for 90 degree or ALT for 1 degree



Features
- Tutorial unlocking

Fixes
- revised tutorial 1
- fixed issues with O2 not refilling correctly
- fixed crash when loading/exiting the game
- fixed massive sim speed drop when locking landing gear on a ship near asteroid
- fixed cryochamber showing 'Horizon and altitude'
- fixed jump drive tunnel effect displayed even after exiting jumping ship
- fixed jumpdrive doesn't work for min value jump (5 km) when your ship is moving
- fixed OK button in scenario screen grayed out incorrectly
- fixed cryochamber screen not showing correctly
- fixed small oxygen tank having the same volume as large one
- added community creator of exploration content Dorian Flores to credits

Source : http://forum.keenswh.com/threads/update-01-104-bugfixing-tutorial-unlocking-revised-tutorial-1.7370385/]]>
Space Engineers Update 01.103 - Performance and Bug Fixes https://space-engineers.com/blog/40/space-engineers-update-01103-performance-and-bug-fixes/ https://space-engineers.com/blog/40/space-engineers-update-01103-performance-and-bug-fixes/ Fri, 09 Oct 2015 13:41 CEST
Summary
This week we have another batch of improvements and bug fixes for you. We’ve applied changes that are improving the turret performance and also increase the framerate when there are many ships in great distance (there will be no memory consumption from ships that are on the edge of visibility). We’ve also fixed the armor box turret hack and speed-up the g-screen when opening for the first time.

Lastly, we would like to add that our development is focusing more and more on the new updates and features that we are planning to release in the near future. Stay tuned!



Fixes
- armor box turret hack
- turret performance
- small FPS improvement (large when there are many ships in great distance)
- G screen performance (special thanks to Andrew Woodall for submitting this fix through github) 
- fixed blocks ignoring enable/disable (LCD panels, artificial masses, gravity generators)
- fixed oxygen farm red when placed in creative
- fixed jump drive white when merged with another grid
- fixed switch lock ON/OFF action for ejectors

Source : http://forum.keenswh.com/threads/update-01-103-performance-bug-fixes-armor-box-turret-hack-fixed.7369924/]]>
Update 01.102 - Performance and Bug Fixes https://space-engineers.com/blog/39/update-01102-performance-and-bug-fixes/ https://space-engineers.com/blog/39/update-01102-performance-and-bug-fixes/ Fri, 02 Oct 2015 12:39 CEST
Summary
The performance issues related to thrusters, turrets, rotors, sensors and rendering have been fixed. We’ve also applied several other bug fixes such as game crashes caused by landing gears. We’ve also updated the wheels so they behave more realistically - this is the first iteration and more improvements will follow in the next updates. Additionally, the character’s jump is now reflected more realistically according to the gravity strength. Lastly, we would like to thank all of you for helping our team by reporting issues that you find in the game. It is really very important for us! Sometimes things might not go as expected and bigger issues might appear, but you should know that we are always doing our best to fix everything on time and provide the best gameplay experience possible.



Features
- character’s jump corresponds to gravity strength

Fixes
- fixed performance issues when turrets are near big enemy ships
- fixed performance issues caused by thrusters
- fixed huge performance issues caused by rendering
- fixed performance issues caused by rotors
- fixed performance issues caused by sensors
- fixed crash when locking landing gears to asteroid
- fixed crash when attaching landing gears to hangar doors
- fixed crash when locking and unlocking landing gear twice
- fixed wheels behavior (first iteration)
- fixed crash when exiting the game
- fixed issue with character death when is out of energy
- fixed issue with jetpack consuming too much energy
- fixed zero energy after reload
- fixed indestructible blocks being destructible
- fixed thrusters not working after merging/unmerging
- fixed ship tools too brittle
- fixed batteries not charging properly
- fixed drills exploding after reload
- fixed gyroscopes not working properly for large and small ships
- fixed incorrect message when entering a ship without energy
- fixed HUD overlapping with gravity marker
- fixed typos in cubeblocks
- fixed energy being recharged to 100% when switching helmet
- fixed missing sounds of reactors when items are falling on the ground
- fixed small ship turrets missing in the assembler and small blocks tab in G screen
- fixed retracting piston shows speed -0
- fixed "Day Duration" in day duration settings being displayed wrongly
- fixed lights issue when merging ships
- fixed incorrect fuel time values in HUD

Source : http://forum.keenswh.com/threads/update-01-102-performance-bug-fixes-characters-jump-corresponds-to-gravity-strength.7369341/]]>
Update 01.088 - UI Transparency, Rotating Sun and Voxel Support https://space-engineers.com/blog/38/update-01088-ui-transparency-rotating-sun-and-voxel-support/ https://space-engineers.com/blog/38/update-01088-ui-transparency-rotating-sun-and-voxel-support/ Fri, 26 Jun 2015 23:50 CEST
Summary
The option to set the transparency of your UI has been added (under “Game” tab in “Options” menu). We’ve also added the option to set sun rotation (in world settings). The minimum value is 1 minute and the maximum is 24 hours. Additionally, we’ve implemented the voxel support for grids. When the option is enabled, any static grid which isn't attached to a voxel will become dynamic. Another implemented option is to disable the jet-pack usage in the world, so the player will not have a jet-pack at all. Also players can choose not to have tools in their inventory when they spawn in the world. All options are listed under “world” settings and are applicable for both scenarios and classic worlds. Lastly, projected blueprints can now inherit ownership from the projector itself. Corresponding check-box has to be checked for this feature to work. This feature is available only for the scenario edit mode.



Features
- UI transparency (community feature by mexmer)
- world option: sun rotation
- world option: voxel support for grid
- world option: disable jetpack
- world option: spawning without tools
- projected blueprint can now inherit ownership from projector

Fixes
- fixed issue with invite via Steam
- fixed welders causing lags (still WIP) (community fix: yajiedesign)
- fixed crash in Havok
- fixed crash when changing hostility settings
- fixed welder model
- fixed issue with projector turning welded blocks off
- fixed issues with multiple mods upgrading the same value
- fixed oxygen generator auto-refill synchronization (community fix: mexmer)
- fixed welder help others synchronization (community fix: mexmer)
- fixed warhead projection explosion

EDIT 06/26/2015:
Update 01.088.012
- fixed with sensor switching on/off
- fixed solar panels and oxygen farm working in dark environment
- fixed HUD not showing properly
- fixed turrets not targeting enemy blocks
- fixed loading of some worlds

Source : http://forum.keenswh.com/threads/update-01-088-ui-transparency-rotating-sun-voxel-support.7362861/]]>
Update 01.087 - Deathmatch Scenario Support https://space-engineers.com/blog/37/update-01087-deathmatch-scenario-support/ https://space-engineers.com/blog/37/update-01087-deathmatch-scenario-support/ Thu, 18 Jun 2015 22:57 CEST
Summary
In this update we added support for designing deathmatch scenarios. With the new editor options, you will be able to design free-for-all scenarios where you can compete with your friends on who will be the last to survive! The designer has the option to set the amount of the allowed lives in each scenario, which means that when a player reaches zero, he will lose. Also, we added the option to set the medical room ownership to the first player who spawns in the scenario. Additionally, the projector can now be set to instant building (available only in the creative/scenario mode). Once the scenario is played, the settings can’t be changed or accessed again. Moreover, we added a new scenario option that will make a grid indestructible. This option can be found in the Info tab of that specific grid and its purpose is to eliminate any performance issues and/or set physical boundaries of the map.

Lastly, we would also like to highlight the importance of the scenario editor feature. Its main purpose is to allow players to create missions and game modes which can be played by other players. There are no rules set in stone, but all are defined by the author himself. Capture the flag, deathmatch, racing or campaign driven missions - all can be done by using the scenario editor, with your own rules and designs. All can be achieved by the blocks and settings available in the game. The Steam Workshop allows the Space Engineers’ community to share and play the scenarios. The first stage of the editor has the basic GUI set-up and a few conditions. Each update that will bring new additions to the scenario editor will have an example scenario that presents new possibilities (similar to the race scenario that was added last week). We hope that you will enjoy the possibilities that this feature can offer. More additions and improvements are yet to come!

And we have a special treat for you today - a blog post by Dusan Andras, the man behind the planets: http://blog.marekrosa.org/2015/06/guest-post-by-dusan-andras-space.html



Fighter free-for-all example map: http://steamcommunity.com/sharedfiles/filedetails/?id=463898823
Guide for making performance-friendly maps: http://steamcommunity.com/sharedfiles/filedetails/?id=463937378

Features
- deathmatch scenario support
- new scenario condition: setting the amount of lives in a scenario
- new scenario condition: all others lost
- block settings: medical room ownership for the first player spawned in a scenario
- block settings: set a projector to instant building in scenario
- possibility to make a selected grid indestructible in scenario

Source : http://forum.keenswh.com/threads/update-01-087-deathmatch-scenario-support.7362375/]]>
Update 01.085 - Improved Ship Navigation And Docking https://space-engineers.com/blog/36/update-01085-improved-ship-navigation-and-docking/ https://space-engineers.com/blog/36/update-01085-improved-ship-navigation-and-docking/ Fri, 05 Jun 2015 16:07 CEST
Summary
The ship navigation and autopilot options have been improved. Players can now assign up to 9 actions for one waypoint. Also the actions can be assigned in patrol and circle mode. Moreover, there is a new option to reset the waypoints. Once the ship reaches its destination it is possible to press reset and the autopilot will start again from the original waypoint.
Lastly, we have added the option to remove voxels by using the terrain auto-level voxel-hand tool.



Features
- improved ship navigation
- added the erasing functionality to terrain auto level voxel hand
- example workshop worlds with docking procedures: 
http://steamcommunity.com/sharedfiles/filedetails/?id=455079701
http://steamcommunity.com/sharedfiles/filedetails/?id=455079938

Fixes
- fixed character moves uncontrollably while in jet-pack (aka death when exiting cockpit)
- fixed autopilot overriding overridden thrusters
- fixed "No Share" prevents faction members from reading text when faction read/write enabled
- fixed beacon light visible when it should not be
- fixed asteroid invisible during pasting
- fixed character has wrong light when turning lights on helmet

Community updates (github contributions)
- added 2 decimal places to Oxygen Tank capacity (by Geneticus)
- introduced a base class for programmable block programs (by LordDevious)
- added modapi laserantenna interface (by mexmer)
- fixed check for DX11 support (by mexmer)
- fixed single and multiline textboxes (by LordDevious)
- fixed helmet toggle notifications not being overwritten (by THDigi)
- laser antenna LoS requirement is checked at all LoS checks (by Phoenix84)
- terminalproperty bool value (by mexmer)
- add projector only show can build (by yajiedesign)
- fixed memory leaks (by RossM)

Source : http://forum.keenswh.com/threads/update-01-085-improved-ship-navigation-docking.7361477/]]>
Update 01.084 - DirectX 11 And Station Rotation https://space-engineers.com/blog/35/update-01084-directx-11-and-station-rotation/ https://space-engineers.com/blog/35/update-01084-directx-11-and-station-rotation/ Thu, 28 May 2015 23:27 CEST
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.



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: http://steamcommunity.com/sharedfiles/filedetails/?id=450823575
DX11 texture converter is available for modders at SpaceEngineersModSDKToolsSpace texture converter

Source : http://forum.keenswh.com/threads/update-01-084-directx-11-station-rotation.7360751/]]>
Update 01.083 - Ship Waypoints And GPS Sorting https://space-engineers.com/blog/34/update-01083-ship-waypoints-and-gps-sorting/ https://space-engineers.com/blog/34/update-01083-ship-waypoints-and-gps-sorting/ Fri, 22 May 2015 00:57 CEST
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.



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

Source : http://forum.keenswh.com/threads/update-01-083-ship-waypoints-gps-sorting.7360266/]]>
Update 01.082 - Xbox Controller And New Mission https://space-engineers.com/blog/33/update-01082-xbox-controller-and-new-mission/ https://space-engineers.com/blog/33/update-01082-xbox-controller-and-new-mission/ Thu, 14 May 2015 23:24 CEST
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.



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

Source : http://forum.keenswh.com/threads/update-01-082-xbox-controller-modding-support-for-upgrade-modules-new-mission.7359840/]]>
Update 01.081 - Upgrade Modules And Antenna Visibility Adjustment https://space-engineers.com/blog/32/update-01081-upgrade-modules-and-antenna-visibility-adjustment/ https://space-engineers.com/blog/32/update-01081-upgrade-modules-and-antenna-visibility-adjustment/ Fri, 08 May 2015 12:12 CEST
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.



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

Source : http://forum.keenswh.com/threads/update-01-081-upgrade-modules-antenna-visibility-adjustment.7359430/]]>
Update 01.080 - Cryo Chamber, New Character Model And Animations https://space-engineers.com/blog/31/update-01080-cryo-chamber-new-character-model-and-animations/ https://space-engineers.com/blog/31/update-01080-cryo-chamber-new-character-model-and-animations/ Thu, 30 Apr 2015 22:26 CEST
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: http://steamcommunity.com//sharedfiles/filedetails/?id=433069217



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

Source : http://forum.keenswh.com/threads/update-01-080-cryo-chamber-new-character-model-and-animations.7358878/]]>
Update 01.079 - Oxygen Farm https://space-engineers.com/blog/30/update-01079-oxygen-farm/ https://space-engineers.com/blog/30/update-01079-oxygen-farm/ Thu, 23 Apr 2015 21:42 CEST
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).



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

Source : http://forums.keenswh.com/threads/update-01-079-oxygen-farm-disabling-encounters-option.7358433/]]>
Update 01.078 - Main Cockpit, Button Panel Hints https://space-engineers.com/blog/29/update-01078-main-cockpit-button-panel-hints/ https://space-engineers.com/blog/29/update-01078-main-cockpit-button-panel-hints/ Thu, 16 Apr 2015 23:17 CEST
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.



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

Source : http://forum.keenswh.com/threads/update-01-078-main-cockpit-button-panel-hints.7357887/]]>
Update 01.077 - Hiding Blocks In Terminal, Decompression Effect, Scenarios https://space-engineers.com/blog/28/update-01077-hiding-blocks-in-terminal-decompression-effect-scenarios/ https://space-engineers.com/blog/28/update-01077-hiding-blocks-in-terminal-decompression-effect-scenarios/ Fri, 10 Apr 2015 12:25 CEST
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.




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

Source : http://forums.keenswh.com/threads/update-01-077-hiding-blocks-in-terminal-decompression-effect-scenarios.7357399/]]>
Update 01.075 - Airtight Hangar Door And New Turret Targeting Options https://space-engineers.com/blog/27/update-01075-airtight-hangar-door-and-new-turret-targeting-options/ https://space-engineers.com/blog/27/update-01075-airtight-hangar-door-and-new-turret-targeting-options/ Fri, 27 Mar 2015 21:40 CET
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. 




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

EDIT 03/27/2015
Update 01.075.006
-fixed loading of .sbc.xxx files from mods
-fixed camera switching to 1st person
-fixed sound settings reset
-fixed IMyProjector interface inheritance

Source : http://forums.keenswh.com/post?id=7350030]]>
Update 1.074 - Oxygen https://space-engineers.com/blog/26/update-1074-oxygen/ https://space-engineers.com/blog/26/update-1074-oxygen/ Thu, 19 Mar 2015 21:46 CET
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.




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

Source : http://forums.keenswh.com/post?id=7341499]]>
Update 01.073 - Sorting Items Inside Conveyor System https://space-engineers.com/blog/25/update-01073-sorting-items-inside-conveyor-system/ https://space-engineers.com/blog/25/update-01073-sorting-items-inside-conveyor-system/ Thu, 12 Mar 2015 23:39 CET
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.




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

Source : http://forums.keenswh.com/post?id=7332386]]>
Update 01.072 - Laser Antenna And Large Turret Terminal Control https://space-engineers.com/blog/24/update-01072-laser-antenna-and-large-turret-terminal-control/ https://space-engineers.com/blog/24/update-01072-laser-antenna-and-large-turret-terminal-control/ Fri, 06 Mar 2015 18:02 CET
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. 
 
 
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: http://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: http://steamcommunity.com/sharedfiles/filedetails/?id=402952773
- target turret control from in-game/modAPI: http://steamcommunity.com/sharedfiles/filedetails/?id=401966136
- turret API Sample script: http://steamcommunity.com/sharedfiles/filedetails/?id=401947604
- voxel hands added to mod API: http://steamcommunity.com/sharedfiles/filedetails/?id=399791753


Source : http://forums.keenswh.com/post?id=7323881



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Update 01.071 - New Armor Blocks And More Exploration Ships https://space-engineers.com/blog/23/update-01071-new-armor-blocks-and-more-exploration-ships/ https://space-engineers.com/blog/23/update-01071-new-armor-blocks-and-more-exploration-ships/ Fri, 27 Feb 2015 22:38 CET

Summary

New types of armor blocks have been added. We also added more exploration ships/encounters and the option to add your favorite servers on your browser.

 

 

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: http://steamcommunity.com/sharedfiles/filedetails/?id=335108526

Er?gon: http://steamcommunity.com/sharedfiles/filedetails/?id=354902250

-=\Raeffi///=-: http://steamcommunity.com/sharedfiles/filedetails/?id=356776124

[MGE]LeonserGT: http://steamcommunity.com/sharedfiles/filedetails/?id=351578844

Lt Losho: http://steamcommunity.com/sharedfiles/filedetails/?id=354929047

G-Lu: http://steamcommunity.com/sharedfiles/filedetails/?id=354876176             

Jerryfanfan: http://steamcommunity.com/sharedfiles/filedetails/?id=327849359

Stone Cold Jane Austen: http://steamcommunity.com/sharedfiles/filedetails/?id=330910906

NeXiZ: http://steamcommunity.com/sharedfiles/filedetails/?id=354668752

EDIT 02/27/2015: Update 01.071.008
- added small armor version for 2x1x1 blocks
- added armor blocks to the block categories
- fixed missing armor faces bug
- fixed mount points for 2x1x1 armor blocks
- added programmable block extension author to credits
- fixed crash when character uses flight seat

Source : http://forums.keenswh.com/post?id=7314127

]]>
Update 01.070 - LCD Panel And New Type of Round Armor https://space-engineers.com/blog/22/update-01070-lcd-panel-and-new-type-of-round-armor/ https://space-engineers.com/blog/22/update-01070-lcd-panel-and-new-type-of-round-armor/ Fri, 20 Feb 2015 15:35 CET
Summary
We added a new type of round armor block which will not merge with the grid around it, you can use it for more acute connections of rounded and normal armor blocks. Additionally, the LCD panel block is now available. It has the possibility to actually show text or texture on its own screen. It can also display custom textures created by the players.



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.

Source : http://forums.keenswh.com/post?id=7303896


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Update 01.069 - New Armor Block Types, Armor and Asteroid Modding https://space-engineers.com/blog/21/update-01069-new-armor-block-types-armor-and-asteroid-modding/ https://space-engineers.com/blog/21/update-01069-new-armor-block-types-armor-and-asteroid-modding/ Fri, 13 Feb 2015 01:21 CET
Summary
New types of armor blocks have been added - rounded and angled. Moreover, we have expanded the modding possibilities to armor and voxels (asteroids). You can find more info in the modding guides linked below. 



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

Guides
Armor: http://steamcommunity.com/sharedfiles/filedetails/?id=391202025
Asteroid: http://steamcommunity.com/sharedfiles/filedetails/?id=391149836

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

Source : http://forums.keenswh.com/post?id=7293290]]>