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
0.50.0.49A 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