rewrote a lot of the rifting logic to make it more robust
allow most server settings to be set from the "Host Game" tab
added ability to queue ship modifications without having all the resources
removed teleporter warning if the large teleporter is in the small teleporter range
ships now wait for upgrade while there are insufficient resources to do so. Ship will be upgraded once everyone has left the ship, when the resource requirement is fulfilled. An overview of the resources needed can be seen when the ship is clicked on at the ship editor terminal
backport system update logic from our system update multithreading effort, we now determine what systems need to be updated before updating them all. This allows us to be more specific under what conditions a system should update
added ship tool manifest
updated cargo manifest to include more cargo from more locations
insurance can now be taken on every ship you own in the system instead of only nearby ships
protected entities now summon protection drones instead of security drones. Protection drones do not cause wanted increase or faction standing loss on hit
small repair drones now automatically switch between resource gathering and repair
made whisper command work on the server console
added new /server command to send to server console
improved server command argument ambiguity resolving
added ability to follow reparse points in the file browser window (folders like "My Documents")
BUG FIXES
fixed being able to dupe cargo by picking it up during rifting
fixed flak turret animations
fixed an exploit to regen armor by disallowing modify and salvage operations on a ship with (more than 10%) damaged armor generators
fixed an issue where rich asteroids would be removed too soon
fixed backups when hosting multiple servers from the same machine
fixed last saved location used by the file browser
file listing is now constructed when the dialog is opened, instead of when you open the editor
we now always use the entered filename if it is different from the currently selected filename
fixed a memory leak that could occur when trying to load ships when we break compatibility
/invokeEventRule now also notifies the user if the event rule id is out of range
fixed disconnecting players on rebuild
fixed shield decaying when it wasn't supposed to
release the escape button lease on sittable unload only if we actually have a lease
fixed an issue with repairing devices on invulnerable ships (includes station shields)
added logging to find a potential bug with Focusing Crystals
fixed double clicking on Store-o-Tron repair ship list
fixed calculation of warp speed
fixed a client crash when calculating the remaining warp time
fixed calculation of warp assist icon (whether to increase or decrease warp level)
fixed a client crash relating to server ping duration
fixed a client crash relating to converting colors
BALANCE
damaged devices no longer return their full cost on salvage or modify
increased small repair drone resource gather range from 50 to 100
increased small repair drone repair speed
GRAPHICS
added visual for the trade stats cartridge
added editor input and screen indicators to various devices
With this Experimental update, we’re introducing some much needed under-the-hood changes to the rifting system. We’ve reworked how the rift code works entirely. Rifts should now be more reliable and should no longer duplicate ships. We now determine what systems need to be updated before updating them all. This allows us to be more specific in under what conditions a system should update, and should speed up the experience.
We’ve also introduced some changes to ship modification. A modification can now always be accepted, and the ship will go into “waiting for resources” while there are insufficient resources to upgrade. Resources can be provided from the current ship’s cargo (or the target ship), and any of the vaults (personal, crew or fleet).
In the last patch, we’ve added a whole bunch of server options, in this one we’ve added them to the “host game” menu as well, no more fiddling with commands!
We’ve also changed some details about drones. Protected ships and stations now spawn drones that don’t take away reputation with S3 when fired upon. This punished people from retaliating when another ship having protection attacked them. We’ve also updated the small repair drones so they are less tedious, and repair faster.
Furthermore, op top of the cargo manifest, we’ve also added a tool manifest. This will list all tools on board your ship, making them easier to find.
To enable the experimental branch, right click on Interstellar Rift in Steam, go to the beta tab, and select the "experimental IR beta patches" option
Please note that galaxy files opened in the experimental build, may turn out to be broken when going back to the regular build. It is recommended to start a new save file when trying the experimental build.
And of course, thank you all for playing and we’ll see you starside!
Logbox now shows its device ID on its screen when no visual data is set
added extra logging for ship duping
combat drones now only warp disrupt their target instead of everything around them
BUG FIXES
fixed locker access settings
fixed the name and description for the Logbox in the editor
salvager and extractor now have a default mining speed of 1 for resources that don't have a mining speed
players are now correctly unregistered from their previous ship when teleporting cross-system
removed current ship from ship modify menu to avoid confusion and potential bug leading to resource loss
suppress loading screen while in editor
fixed being able to have multiple ship interiors loaded at once
3D printer will no longer allow teleportation from it's automation slot
fixed positioning of exterior part of strip miner
fixed the save command when autosaves were turned off
fixed an occasional server crash when handling save data requests
fixed a server crash when generating certain tools (Local Artifact & Star Map among others)
fixed a server & client crash involving cargo teleporter automation
fixed a client crash involving pivot turrets
BALANCE
increased how much wanted is gained from contraband
ships no longer lose wanted right after they get hit
teleporters can now teleport to respawners on hacked ships
on PvE, ships are now protected from collision damage and faction reputation loss for 1 second after colliding with another ship
on PvE, illegal activity is now only checked for the ship owner, and their crew and fleet members
adjust focusing crystal durability from 4, 12, and 38.4 days down to 4, 7, and 10 days
WIKI
Server config and console / chat commands documentation will now automatically be updated when a new patch is released.
NOTES
when players dupe their ship on the official server, please notify us so we can take a look at the logs
server owners will need to apply the focusing crystal durability changes themselves, as we currently don't have a way to overwrite individual server config options (correct values are: 6912000 (Tier 1), 12096000 (Tier 2), and 17280000 (Tier 3). Default values for everything can be found on the wiki)
a lot of new console commands were added and old ones were renamed, a list of all commands can be found here
implemented system save data caching, requested system save data will be cached for 100 ticks after it was received, this should reduce rifting times and login times when multiple players connect in a short timespan
After a healthy period on the experimental branch we are happy to release version 0.2.10 into the wild. It contains a smorgasbord of new settings to customize your galaxies and tweak your existing systems.
First off, we updated the wiki to show all the available commands and settings, we tried to streamline some existing ones and have added descriptions to make it a little more clear what some of the more advanced ones do.
With these new commands you’ll have the power to rename planets, asteroid belts and even solar systems. There’s commands to change prices, spawn asteroid fields, call in a bunch of skrill for a good time, and to teleport your ship to any ship or station in the solar system. In case the skrill party gets out of hand.
ACTRs and Player Stores are now able to interact with the custom resources we added a couple of patches ago. And we added a new “admin” device that has the model of a dropbox which logs all the resources you feed it. This device is built with server events in mind.
The new server config settings work a little different and some of them will require rebuilds if you try to edit them after a server is already up and running.
But these allow you to change a lot properties from devices tools and generation settings. They give you the ability to set the CPU drain for combat devices for example, or the durability of most tools, as well as the extra capacity Vaultron Cartridges give you, and even how fast warp is.
So go out there, and change the world.
And of course, thank you all for playing and we’ll see you starside!
Happy summer holidays everyone! We’re back with a new experimental update for Interstellar Rift. As you might know if you’ve been following our Dev Streams, patch 0.2.10 will focus mostly on adding more settings for servers and server admins. Opening up a whole variety of new ways to customize the game to your play style.
We won’t go through all of the settings here, but we’ve listed all of them (including all existing commands for reference), on the wiki, and they are linked in the patch notes.
The new commands will allow you to, for example, tweak spawn rates of resources, rename systems and celestial bodies, create new asteroid fields and spawn in Skrill.
Besides all the new commands, we’ve also added a new version of the dropbox for server owners, which tracks what resources have been deposited into it, and writes the output to a file. To give an example of its functionality, it can be used in combination with the custom resources introduced a couple of patches ago to create capture the flag minigames, or as a way to have players hand in resources for special rewards.
We’ve also updated the A.C.T.R. and the Player store so they can also interact with the custom resources. If you’re not familiar with them, these commands are also on the wiki.
In addition to the new commands, we’ve also added new server settings. Be aware that some of these can’t be changed on the fly and will need server rebuilds if you want to change them after starting a server. New server settings include options like; tweaking Skrill spawn rates, initial NPC station spawn rates, CPU settings, power settings, tool durability settings and more.
During the experimental phase of this patch we’ll update and tweak some of these for improved usability, and add the server settings to the menu when you start a new game.