Patch notes / 0.50.0.49

A Real Minimap, Power in kWh, Lag Fixes, and a Pile of Desyncs

MP beta: bigger minimap, power panel in kWh, smoother play on laggy clients, single-player at full speed on slower PCs, 8 desync fixes, host kick/ban

0.50.0.49

A Real Minimap, Power in kWh, Lag Fixes, and a Pile of Desyncs

Improvements

  • The minimap shows everything you'd see at max zoom, at every zoom level
  • Batteries and capacitors show their valid slots while placing, the power panel is labelled, and energy is shown in kWh
  • On a laggy connection your fleet, science drops, fog and returning bats line up with the ship you see
  • Single-player runs at the same simulation rate as multiplayer, so the game keeps real time on PCs under 60 fps
  • Hosts can /kick, /ban and /unban players from chat
  • Cores, cargo holds and mass drivers show which side they output to first
  • Cargo barges are placed at the start of their route
  • A punchier afterburner and a shorter exhaust while moving
  • An unsent chat message is kept when you close the chat box

Fixes

  • Eight multiplayer desyncs, mostly around joins, recoveries, split or hand-driven stations, blueprints and Razor missile splash
  • Every player could crash together when a ship parked at a station outlived its owner
  • Defense platform ships could stay passive forever and ignore attackers
  • Ships and stations that lost their hauler couldn't be controlled again
  • Landing reset connector filters you had opened up back to None
  • A cargo hold with every slot disabled blocked its belt
  • Loading a very old save deleted Dyson drones, research bots, explorer bots and probes
  • Hidden bats lagged behind a fast player
  • The Stabilizer Artifact had no model in the shipped game
  • Health bars swung around under turning ships