Feb 11, 2021
From the Depths - Beastman
There'll be an update with some launcher changes later.
Right now this had to go out to fix a bug with respawning crashing the game. (Localisation issue.)
[BUGS-2989] changes to drones do not trigger the autosave of the mothership (now fixed)"
[BUGS-1772] damage counters are synched to clients so clients can see how much damage they are doing"
[BUGS-3023] blueprint spawner no longer counts each vehicle twice in the concurrently spawned vehicles"
Fixed an issue in the spectate tab (when your avatar dies). Has caused some serious issues with respawning."
Fixed an issue in the lobby where clients could still interact with options during the count down"
Feb 10, 2021
From the Depths - BaconsTV
Hey Depthians!

We are really sorry that a nasty bug got through in the last update which effected Mac OS. We have totally squashed that bug in this hotfix, as well as implementing a means to browse the Breadboard screen much easier.

Changelog
Addition
Breadboard
  • Breadboard UI can be dragged by clicking and holding left mouse button
Fix
Regression
  • Layout issue in the tutorial UI and manual UI fixed
  • Mac OS users crashing on initialisation because of issues with the operating system and loading so many localisation files


Feb 9, 2021
From the Depths - BaconsTV
Hey Depthians!

Happy to release 3.1.9 stable, which incorporates Betas .6 .7 .8, which introduced a number of new functions for Breadboard, but before we get into the new stuff and things, we would like you to guess what this is.



We would also like to give you good peeps a basic explanation of each function, these are by no means for only playing sound.

To give you a basic example. You can set up your construct to listen to an event such as CRAM fired [yes/no] if yes change the AI to broadside: imagine a spinal mounted CRAM and when it fires you want the construct to turn and broadside for X seconds which X is the reload time and swap back to point at AI.

You can also set up a method that if a missile is reloaded, change the altitude of your submarine to surface, once it’s fired change the altitude to descend again and much more.


Event input listens to various vehicle events such as weapons being fired and outputs the value of events on a particular frame of the simulation.

The event input does not need anything attached to it as it listens to the events triggered from the construct itself after choosing one from the list.

Read without resetting to 0, toggle this to allow the value of the event to increase indefinitely rather than resetting once read. Useful for knowing the total amount of damage sustained.

Inspection period X seconds, the time between checks. On frames when it’s not checking it will output 0. A larger period can be useful for accumulating a larger sample of events (such as damage from an explosion).


Accumulator (with threshold), The first output is the sum of the first input over time. The second outputs is a trigger value of 1 when a threshold is reached. Reaching the threshold resets the counter.


The Differencer outputs the change in input since the last frame.


Threshold the first output is 1 when the input exceeds a threshold. The second output is 1 when the threshold is not exceeded.

You can set it to “Trigger when above the threshold” or untoggle for triggering when below the threshold


One shot will only pass a non-zero input to the output once. The output will be zero after this.

This would be used mostly when you want to play a sound once, or trigger an action once. Adding other components such as event input, threshold and playback(described further down) would allow you to play a sound or action once if you have a set of CRAMs firing. If you do not add the one shot then a sound would be played per CRAM fired. The threshold in this case would be the volume of CRAM fired.


Playback plays a sound clip when the first input is above 0. The second input can be used to adjust volume and the third can be used to adjust pitch. As you can see from the list on the right, we have many test sounds to choose from which were implement for testing as you can add your own sound clips using #tags as you can see from the centre section where we call up the sound #miho_start.

Any input above zero will play a sound file. The output link is used to snake playbacks together, such that you can have it play something and then between 3 and 5 seconds later play something else.


Random number outputs a random number between the two limits.

You can find the full list of sounds here https://drive.google.com/file/d/1TLbnQhohCAQpp3HbDiCF8WQATyYxLZ2o/view?usp=sharing

Changelog
Additions
ACB
  • Wheels parameters now in ACB [REQ-1399]
Breadboard
  • A prefab representing an example of how to use the audio playback features of the breadboard has been added
  • Accumulator module added that sums all inputs together. It has a threshold inside that allows for a trigger pulse to be sent and reset to occur when the threshold is met.
  • Audio pack of 120 samples of Japanese language anime-style voice have been added that can be played via the breadboard
  • Differencer module added that outputs the difference between this input and the previous input
  • Event Input module added that listens to various vehicle events and sends out appropriate signals
  • One-shot module added that will only pass one non-zero value. It has a reset timer on it in case you want to use it again
  • Playback module added that allows a sound or voice to be played
  • Random input added which can produce a random number between two limits
  • Threshold module added that will send out a signal when the input exceeds the threshold
Decorations
  • A way of mass painting decorations at a single location has been added
Designer
  • A new starter fortress has been added to replace the old raft. It has a new “Spawn-o-matic” spawning console on it for spawning starter vehicles easily.
Launch screen
  • Added a launch screen showing recent patch notes, steam announcements, bug alerts, merchandise, popular workshop entries and social buttons
  • Sound effects equalized, scroll speed increased, exit button added.
  • Launcher screen now displays in windowed mode
Multiplayer
  • God mode for vehicles is now accessible in multiplayer designer as well as single player designer
Teleporters
  • he name of the teleporters is now displayed when teleporting (and when looking at a teleporter) [REQ-181]
Translation
  • Changes made to the JSON text files automatically trigger updates in-game
  • CTRL+F5 now synchronises what is on screen in FTD with the localisation/translation tool. If the tool is not open it will open the JSON files containing the game text that is on screen. Useful for finding and fixing translation errors.
  • CTRL+F6 toggles between your currently selected language and English, to help translators look for mistakes.
  • The translation tool now has a glossary feature in it
Wheels
  • [REQ-1810] Ability to paint wheels added
  • [REQ-373] Added a slider to move a wheel axle downwards (acting as a solid extension to the spring)
Change
Breadboard
  • Multiply module can now multiply all of its inputs together, as well as multiplying by the constant
Fuel Pipe
  • AC changed from 5 to 40 on fuel hull pipe to match steam hull pipe. Both priced to 40.
Scuttling
  • [BUGS-2946] Material quantity, material capacity and health scuttling rules now will not trigger until the current value is below the previous maximum value. This allows drones to repair without scuttling.
Wheels
  • [REQ-1228] wheel forces are no longer scaled by configurable propulsion forces, as it also scales the suspension and can potentially break things
  • Wheels now do a better job of not sinking into the ground…
  • Wheels now scale the suspension force by the number of ‘in contact’ wheels, not the total number of wheels
Fix
AI
  • [BUGS-2988] Fixed issue in the roll angle used by hover manoeuvre when rolling to point broadsides down/up at the target vehicle
Block
  • Cameras displayed on screen should freeze a lot less often [BUGS-2803]
  • Dediblade could go up to 400% power scale when using an ACB, it’s now clamped to [-1..1] as in its UI [BUGS-2918]
  • Build menu
  • Wing missile struts were sitting on top of the wing struts, they are now in the wing strut sub menu.
CJE
  • [BUGS-2985] (regression from 3.1.6) Issue with positioning of CJE particle effects
Code
  • Fixed an issue with main thread callbacks not executing until the next frame which affected projectile follow camera
Commodities
  • It was possible to waste commodities by gifting them to a vehicle that had no room to accept materials. Fixed now.
  • Decorations
  • [BUGS-2984] it’s no longer possible to shift decoration tether points so that a single point has more than the limit of 32 that is currently supported.
Ducts
  • Some ducts were incorrectly set to be drag blockers.
Graphics
  • [BUGS-2611] cut-away view now correctly cuts away glass materials
Modding
  • Subobjects (turrets/spinners) can now define an ‘active block’ in the modding menu to make it easier to spawn the correct active block
Regression
  • Fixed issues with hosting multiplayer games
  • Fixed some broken inventory thumbnails
Spawn-o-matic
  • [BUGS-2979] Issues with Spawn-o-matic blueprint spawn ownership tags fixed
Special effects
  • The flame of the custom jet engines is now placed correctly when repaired [BUGS-2954]
Turrets
  • Turrets now load up at their idle azimuth and elevation (again)
Wheels
  • [BUGS-1337] Wheel track visuals are now properly synced in multiplayer
  • [BUGS-2424] Wheels now stay active regardless of building mode special view type
  • [BUGS-2581] Turn wheel yaw response value is no longer reset (similar to above but a wider problem)
  • [BUGS-2641] Wheel positions standardised and a slider added to shift them
  • [BUGS-2866] 1m balloon wheels now have a wide track
  • [BUGS-2910] Building turn wheels in ‘block by block’ mode on longer reset their turn yaw response
  • 3m diameter wide wheel track slightly repositioned and rescaled
  • Fixed jumping in wheels when the origin of the game world resets
Wings
  • ‘Missile strut block’ added and now works as a strut block
From the Depths - BaconsTV
What is up Depthians!
Some more of “What is happening at Brilliant skies?”.

I think the first thing we should talk about is the voice pack that Nick put in the game for us to use via breadboard.
Firstly this month we have had our Christmas holidays so most of the team were not around. In the meantime, Nick continued to pump out bug fixes and we still have a few members away that will be back with us in February.

Quite a while back we had joked about putting shipgirl themed features in the game. This joke got out of hand quite fast and the shipgirl topic has continued to be mentioned for well over a year.

During the Christmas holidays, Nick implemented a 120 voice pack in his free time, which can be used with triggers through breadboard. All this while everyone was chillax with the family, as he had enough of people bugging him about shipgirl themed content.

So in regards to our latest beta update, we have spoken to a number of people who were upset with the latest beta update due to this voice pack which is a test bed for breadboard functions. There will be more added in future and different themes, so this is not solely anime content as it is being made out to be and the voice clips can be replaced with anything you want.

We have also been looking into new avatars for you all to choose from. Themes would range from Sci-Fi, realistic Marine types, Steampunk, Anime, Cyborg etc…

We are going to continue to work on the new launch screen to fit better in terms of size during February.
The reason we implemented this new launch screen is that in future we will have a language selector and we also noticed a number of common comments such as “I didn't even know about the discord channel”, which provides a lot of help to new and old players so we added shortcut links to our media sites etc…
The other reason is due to the fact that a lot of information is not read via the in-game news, such as repeatable bugs that you can avoid until we resolve, update posts, news posts and also top workshop builds.

Continue with all the translation work, which we have nearly completed Russian and simplified Chinese, with many community members still active and contributing to DE, FR, JP, ZH, ES, SV, KR.

Work has started on the coming separator blocks and more info on that in future xD .

The next major feature is the diplomacy update, which Nick will be making a post about explaining features etc...

The idea in February is setting up a testbed for space! Continue work on diplomacy, localisation, checking out collisions to hopefully make them less resource-intensive. Concepts and ideas for space factions, as well as the usual dosage of bug fixes as well as a number of other features and requests taken from our Steam suggestion section and our Request page.

If you are reading this and saying “Where is the roadmap?” / “Wouldn't it have been better to post a roadmap?” The reason we are not posting roadmaps is due to a number of people saying we promised X which in most if not all posts with the roadmap I believe I made sure to say that all these are subject to change. The roadmap is a plan which we intend to follow, however, certain ideas can change throughout the implementation, or we simply feel that the function or feature just does not fit right and therefore removed or it could be put on the backburner to a later sprint.

Lastly, a question to all you good peeps.
Would you be interested in a build competition to build a “space station” something sci-fi as a fort?
Feb 1, 2021
From the Depths - BaconsTV
Hey all :)
Changelog
Change
Fuel Pipe
  • AC changed from 5 to 40 on fuel hull pipe to match steam hull pipe.  Both priced to 40.
Fix
AI
  • [BUGS-2988] Fixed issue in the roll angle used by hover manoeuvre when rolling to point broadsides down/up at the target vehicle
CJE
  • [BUGS-2985] (regression from 3.1.6) Issue with the positioning of CJE particle effects
Code
  • Fixed an issue with main thread callbacks not executing until the next frame which affected projectile follow camera
Decorations
  • [BUGS-2984] it's no longer possible to shift decoration tether points so that a single point has more than the limit of 32 that is currently supported.
Ducts
  • Some ducts were incorrectly set to be drag blockers.
Modding
  • Subobjects (turrets/spinners) can now define an 'active block' in the modding menu to make it easier to spawn the correct active block
Spawn-o-matic
  • [BUGS-2979] Issues with Spawn-o-matic blueprint spawn ownership tags fixed
Wheels
  • Fixed jumping in wheels when the origin of the game world resets
Jan 28, 2021
From the Depths - BaconsTV
Changelog
Additions
Designer
  • A new starter fortress has been added to replace the old raft. It has a new "Spawn-o-matic" spawning console on it for spawning starter vehicles easily.
Launcher screen
  • Sound effects equalized, scroll speed increased, exit button added.
Fix
Commodities
  • It was possible to waste commodities by gifting them to a vehicle that had no room to accept materials. Fixed now.
Jan 25, 2021
From the Depths - BaconsTV
Changelog

Additions

ACB
  • Wheels parameters now in ACB [REQ-1399]
Breadboard
  • A prefab representing an example of how to use the audio playback features of the breadboard has been added
  • Accumulator module added that sums all inputs together. It has a threshold inside that allows for a trigger pulse to be sent and reset to occur when the threshold is met.
  • Audio pack of 120 samples of Japanese language anime-style voice have been added that can be played via the breadboard
  • Differencer module added that outputs the difference between this input and the previous input
  • Event Input module added that listens to various vehicle events and sends out appropriate signals
  • One-shot module added that will only pass one non-zero value. It has a reset timer on it in case you want to use it again
  • Playback module added that allows a sound or voice to be played
  • Random input added which can produce a random number between two limits
  • Threshold module added that will send out a signal when the input exceeds the threshold
Decorations
  • A button to remove all "untethered" decorations has been added
  • A way of mass painting decorations at a single location has been added
Launch screen
  • Added a launch screen showing recent patch notes, steam announcements, bug alerts, merchandise, popular workshop entries and social buttons
Mutliplayer
  • God mode for vehicles is now accessible in multiplayer designer as well as single player designer
Teleporters
  • The name of the teleporters is now displayed when teleporting (and when looking at a teleporter) [REQ-181]
Wheels
  • [REQ-1810] Ability to paint wheels added
  • [REQ-373] Added a slider to move a wheel axle downwards (acting as a solid extension to the spring)
Changes
Breadboard
  • Multiply module can now multiply all of its inputs together, as well as multiplying by the constant
Scuttling
  • [BUGS-2946] Material quantity, material capacity and health scuttling rules now will not trigger until the current value is below the previous maximum value. This allows drones to repair without scuttling.
Wheels
  • [REQ-1228] wheel forces are no longer scaled by configurable propulsion forces, as it also scales the suspension and can potentially break things
  • Wheels now do a better job of not sinking into the ground...
  • Wheels now scale the suspension force by the number of 'in contact' wheels, not the total number of wheels
Fixes
Block
  • Cameras displayed on screen should freeze a lot less often [BUGS-2803]
  • Dediblade could go up to 400% power scale when using an ACB, it's now clamped to [-1..1] as in its UI [BUGS-2918]
Graphics
  • [BUGS-2611] cut-away view now correctly cuts away glass materials
Special effects
  • The flame of the custom jet engines is now placed correctly when repaired [BUGS-2954]
Turrets
  • Turrets now load up at their idle azimuth and elevation (again)
Wheels
  • [BUGS-1337] Wheel track visuals are now properly synced in multiplayer
  • [BUGS-2424] Wheels now stay active regardless of building mode special view type
  • [BUGS-2581] Turn wheel yaw response value is no longer reset (similar to above but a wider problem)
  • [BUGS-2641] Wheel positions standardised and a slider added to shift them
  • [BUGS-2866] 1m balloon wheels now have a wide track
  • [BUGS-2910] Building turn wheels in 'block by block' mode on longer reset their turn yaw response
  • 3m diameter "thick" wheel track slightly repositioned and rescaled
From the Depths - BaconsTV
What is up Depthians!!

Happy holidays from all of us at Brilliant skies


Thanks to Ninjin_Ninja for this awesome xmas tree and giving himself a present :p

Beta Test v3.1.3 Came with the changes to warp drives, nothing much to explain, however, please read the changelog below.
3.1.4 gave us the new decorations which Ill leave the beta notes on that below for those of you that did not check the beta test out.
In addition to the two beta’s hitting stable we also have a new system for missiles, which ill jump right into! xD

3.1.5 brings us two new blocks that greatly effects the way we can launch missiles and more so cluster missiles! We have added a missile wireless transmitter and wireless receiver, which allows a missile controller to control several distant missile launch points.


This also allows us to make more sleeker wings and keeping the missile controller and local weapon controller inside our construct.



But that’s not all!!!

Turrets and cluster missiles.
Did you ever want to make a crazy cluster missile on a turret? Well now you can xD


v3.1.3 Mimic 2.0, which we all need to call “Decorations” so that we are on the same page and not get confused.

Decorations are essentially mimics but have several key differences

they are free, have no volume, mass, health, armour buoyancy or any other physical effect
They are tethered to existing blocks, and you can have up to 32 of them connected to one block. If the block dies they go invisible to simulate the damage. When the block is repaired they re-appear.
They can be attached to barrels, dediblades and custom control surfaces and will move and spin with the barrel/dediblade/surface
The primary reason for adding them is to allow decorative constructs to be made without affecting the physical behaviour of the vehicle. There are only a few situations where a mimic is better than a decoration (e.g when you need a wood/metal/alloy cube but wanted it to look different you would use a wood/metal/alloy mimic). For most situations, a decoration would be more appropriate.

We should probably start off by saying that there is a slight change made to the old mimics, as they can be converted to the new system. So don’t be thinking they are useless or no longer work on your other constructs, they are still usable with no issues.

The new decorations will work as follows.

Ctrl + X IN any block, notice me using capslock for IN a block not flush on a block as the mimicked item will be then highlighted as red.

Ctrl + X will open up this UI.


Add new decoration will bring up our usual mimic UI.


However, as you can see the mimic UI has been added as a new tab in slot 0. Therefore this means that you can have multiple decorations tethered to the exact same block/location on a 4m beam.


The UI is self-explanatory, copy all would copy all the tabs allowing you to paste all at another location…Delete all destroy’s the world and all of your blueprints.

The other important thing to explain is the “Shift tether point”


As you can see the decoration block in the pic has no physical collision/mesh it has no volume and adds 0 to the block count or cost. The tether, in this case, is created in the applique slope which is where the “mimic block” is currently and the blue corners showing the tether. If I click “right” we will move the tether 1m right, yet the “mimic block” remains where it was.


I had mentioned the new “Change to decoration” feature in our old mimic block.


In this pic you can see the mimic block its self with the blue corners is sitting on the deck.

If we click Change to decoration now, we will see our decoration tinted in red like something is wrong. This is because the game needs the decoration block inside any block as it thinks it’s not attached to anything / the block it was in has been destroyed. To fix this once converted simply move the tether where you want it inside any block.

After moving the tether point, you can access all the decoration parts from one point and you can have up to 32 tethered at one point but a max of 900 decorations per construct per subobject, the standard mimics do not add to this number.


All five decorations in one point.


If we turn on our mirror mode and pop back into our new decoration setup we can mirror all five of these tabs.



We also have a new way to view the actual location of mimic blocks and decorations.


You need to cycle through the shift+p views. Yellow are the mimics and blue is where the decoration is tethered.

Changelog 3.1.3
Changes
WARP
  • After a warp the warp drives used must be stabilized before a jump in that direction is possible again
  • After a warp vehicles get a big IR and sonar detection signature increase. That increase is a function of warp energy used, decays over time
  • Battery energy: warp energy conversion rate depends on ROD:VEHICLE length ratio
  • Controllers and warp terminators now also count as a 1m rod
  • Controllers only have rod attachment points in the front
  • Each m of warp rods can store 10000 warp energy and use up to 400 battery energy/s for warp energy creation
  • Maximum warp distance is a function of WARP_ENERGY_AVAILABLE / VEHICLE_MASS
  • Target warp distance can be set on the warp controller. Warps will only use the energy necessary for that distance
  • Vehicles get a push after a warp, force of that push if a function of the warp energy used
  • Warp component durability up from 300 health/3 armour to 400/4 for each cubic meter
  • Warp component weights reduced to 20 for each cubic meter (half of metal)
  • Warp components are now susceptible to EMP
  • Warp drives got new tooltips and a standard UI showing cost/volume breakdowns
  • Warp drives in a given cardinal direction are grouped and triggered together
  • Warp stabilization time is 40s. That’s reduced by 15s if stabilizers cover the entire width of the vehicle, and another 15s if they cover the entire height (if the jump was forward/backwards)
  • Warp stabilizers: new components replacing chargers. They determine how much time the warp drive needs after a jump to be available again
  • Warping under terrain or into constructs is no longer possible. Longer warps have a higher safety margin before/after other craft
Changelog 3.1.4
Additions
DECORATIONS
  • Added a new new mimic-type feature available with CTRL+X in build mode. A decoration is visually like a mimic but does not take up physical space on the vehicle.
  • Decorations can be attached to barrels, dedi-blade spinners and custom control surfaces and will move with those objects
  • Decorations can be prefabbed with blocks and placed
UX
  • Ability to drag and drop .txt FTD log files into the FTD application to parse and display them has been added
  • Ability to drag and drop blueprints into the FTD application to load them in single player designer has been added
Changes
ADVENTURE
  • Decreased the spawn chance of warp gates by 2
Fixes
BREADBOARD
  • Fixed complex control controller input component not displaying the value of the input
PREFABS
  • Added hull prefabs to new blueprints section. This will be updated over the month along with others.
  • There is now a new start fort that contains the spawn-o-matic. The spawn-o-matic contains trainer blueprints with annotations that people can learn from. This can also be modified to suit your own needs.
REGRESSION
  • Fixed a bug where a disconnection of over 400 blocks would halt the disconnection code from making subsequent disconnections
Changelog 3.1.5
Additions
BLOCKS
  • Indication that there’s a minimum time between 2 vehicle spawns using the vehicle blueprint spawner [BUGS-2861]
MISSILES
  • Missile wireless transmitter and wireless receiver have been added. This allows a missile controller to control several distant missile launch points.
Changes
DECORATIONS
  • APS barrels in a multi-barrel system are now all rotated so that decorations placed on each one will be radially symmetric
  • APS mantlet decorations will behave differently to decorations placed elsewhere on the APS barrel. Also note that they can be made to spin independently if you have a rail-gun.
  • Decorations using metal/alloy/HA/wings and placed on barrels/control surfaces/dediblades now correctly adopt the camo of that material (if applicable)
UI
  • The load/save vehicle UI now allows you to deselect a default designer spawn, and deselect a favourites bar entry
  • The setting of default designer spawn and addition to favourites bar are now separated in the load/save vehicle UI.
Fixes
ACB
  • The ACB ‘Interaction’ condition now behaves as a standard condition, not as the ‘test’ button. The ‘dot’ button in mouse-mode will still behave as the ‘Test’ button [BUGS-2875]
  • The closest boiler pressure condition boundaries are now adapted to the new steam boilers [BUGS-2849]
  • The list of custom jet generators to activate is now updated correctly when a vehicle is loaded [BUGS-2702]
APS
  • Fixed various issues with rail magnet spinning speeds/flags.
SPECIAL EFFECTS
  • The color customization for the smoke of missiles and jets now works [BUGS-2784]
From the Depths - BaconsTV
What is up Depthians!!!!!

We are really happy to release our new Mimic 2.0 to Beta Test, which we all need to call “Decorations” so that we are on the same page and not get confused.

Decorations are essentially mimics but have several key differences

  • They are free, have no volume, mass, health, armour buoyancy or any other physical effect
  • They are tethered to existing blocks, and you can have up to 32 of them connected to one block. If the block dies they go invisible to simulate the damage. When the block is repaired they re-appear.
  • They can be attached to barrels, dediblades and custom control surfaces and will move and spin with the barrel/dediblade/surface
  • The primary reason for adding them is to allow decorative constructs to be made without affecting the physical behaviour of the vehicle. There are only a few situations where a mimic is better than a decoration (e.g when you need a wood/metal/alloy cube but wanted it to look different you would use a wood/metal/alloy mimic). For most situations, a decoration would be more appropriate.

We should probably start off by saying that there is a slight change made to the old mimics, as they can be converted to the new system. So don’t be thinking they are useless or no longer work on your other constructs, they are still usable with no issues.

The new decorations will work as follows.

Ctrl + X IN any block, notice me using capslock for IN a block not flush on a block as the mimicked item will be then highlighted as red.

Ctrl + X will open up this UI.



Add new decoration will bring up our usual mimic UI.



However, as you can see the mimic UI has been added as a new tab in slot 0. Therefore this means that you can have multiple decorations tethered to the exact same block/location on a 4m beam.



The UI is self-explanatory, copy all would copy all the tabs allowing you to paste all at another location…Delete all destroy’s the world and all of your blueprints.

The other important thing to explain is the “Shift tether point”



As you can see the decoration block in the pic has no physical collision/mesh it has no volume and adds 0 to the block count or cost. The tether, in this case, is created in the applique slope which is where the “mimic block” is currently and the blue corners showing the tether. If I click “right” we will move the tether 1m right, yet the “mimic block” remains where it was.



I had mentioned the new “Change to decoration” feature in our old mimic block.



In this pic you can see the mimic block its self with the blue corners is sitting on the deck.

If we click Change to decoration now, we will see our decoration tinted in red like something is wrong. This is because the game needs the decoration block inside any block as it thinks it’s not attached to anything / the block it was in has been destroyed. To fix this once converted simply move the tether where you want it inside any block.

After moving the tether point, you can access all the decoration parts from one point and you can have up to 32 tethered at one point but a max of 900 decorations per construct per subobject, the standard mimics do not add to this number.



All five decorations in one point.



If we turn on our mirror mode and pop back into our new decoration setup we can mirror all five of these tabs.



We also have a new way to view the actual location of mimic blocks and decorations.



You need to cycle through the shift+p views. Yellow are the mimics and blue is where the decoration is tethered.



Changelog
Additions
DECORATIONS
  • Added a new new mimic-type feature available with CTRL+X in build mode. A decoration is visually like a mimic but does not take up physical space on the vehicle.
  • Decorations can be attached to barrels, dedi-blade spinners and custom control surfaces and will move with those objects
  • Decorations can be prefabbed with blocks and placed
UX
  • Ability to drag and drop .txt FTD log files into the FTD application to parse and display them has been added
  • Ability to drag and drop blueprints into the FTD application to load them in single player designer has been added
Changes
ADVENTURE
  • Decreased the spawn chance of warp gates by 2
Fixes
BREADBOARD
  • Fixed complex control controller input component not displaying the value of the input
PREFABS
  • Added hull prefabs to new blueprints section. This will be updated over the month along with others.
  • There is now a new start fort that contains the spawn-o-matic. The spawn-o-matic contains trainer blueprints with annotations that people can learn from. This can also be modified to suit your own needs.
REGRESSION
  • Fixed a bug where a disconnection of over 400 blocks would halt the disconnection code from making subsequent disconnections
From the Depths - BaconsTV

That is all that needs to be said.

Changelogs

Changes

Warp
  • After a warp the warp drives used must be stabilized before a jump in that direction is possible again
  • After a warp vehicles get a big IR and sonar detection signature increase. That increase is a function of warp energy used, decays over time
  • Battery energy: warp energy conversion rate depends on ROD:VEHICLE length ratio
  • Controllers and warp terminators now also count as a 1m rod
  • Controllers only have rod attachment points in the front
  • Each m of warp rods can store 10000 warp energy and use up to 400 battery energy/s for warp energy creation
  • Maximum warp distance is a function of WARP_ENERGY_AVAILABLE / VEHICLE_MASS
  • Target warp distance can be set on the warp controller. Warps will only use the energy necessary for that distance
  • Vehicles get a push after a warp, force of that push if a function of the warp energy used
  • Warp component durability up from 300 health/3 armour to 400/4 for each cubic meter
  • Warp component weights reduced to 20 for each cubic meter (half of metal)
  • Warp components are now susceptible to EMP
  • Warp drives got new tooltips and a standard UI showing cost/volume breakdowns
  • Warp drives in a given cardinal direction are grouped and triggered together
  • Warp stabilization time is 40s. That's reduced by 15s if stabilizers cover the entire width of the vehicle, and another 15s if they cover the entire height (if the jump was forward/backwards)
  • Warp stabilizers: new components replacing chargers. They determine how much time the warp drive needs after a jump to be available again
  • Warping under terrain or into constructs is no longer possible. Longer warps have a higher safety margin before/after other craft
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