This update is adding Portuguese to the game! Thanks to BrenoCoelho is 100% completed! ːsteamhappyː
In addition, many multiplayer optimizations.
List of changes:
SINGLE PLAYER
Fixed an issue where asteroid catcher beam is visible for one frame
Fixed an exploit where removing resources after moved on conveyor would generate free resource
Fixed recycling machine returning recyclables when is destroyed
MULTIPLAYER
Moving drones/astronauts is using 80% less networking data
Fixed an issue where client couldn't set requested resources
Vejo você em breve!
Astro Colony - Multiplayer fast and more stable!
Hey Colonizers!
After 3 days of testing and fighting with multiple networking problems, such as: - syncing timers - different framerate server-client - client low framerate - client slightly ahead or behind - pushing/taking resources from containers - pushing with logic blocks - removing conveyor belts, transport tubes - docking
Automation and transport system is now usable with minimum of replication data. I tested multiple scenarios, where client has only 12 fps and host has 60+ fps.
I am quite satisfied about the result. There is almost no replication data for automation, which is great if it works :D
Client still may have some visual glitches when removing many elements.
SINGLE PLAYER
Transport is now independent of the game framerate (will keep the same speed in 15fps and 60fps)
After destroying a conveyor belt resource is automatically picked up
Fixed an issue where marker stays after deleting the colony
Fixed an issue where marker stays when moving far away
MULTIPLAYER
New synchronization system showing Syncing when loading a savegame
Character is now teleported next to the vehicle when going out
Fixed an issue where teleported character is tilted
Fixed an issue where character is falling thorough floor when map is enabled
There are more optimization needed for multiplayer, especially where you have many moving bots. It should be now way simpler to synchronize them without using too much network transfer. So, I am just getting back to work! Let me know if there are any issues!
Please be patient and supportive :)
Astro Colony day 27 - multiplayer a new client simulation
Hey Colonizers!
Day 27 summary is here!
I've been working recently on reducing network usage by running simulation on the client and synchronizing it only when necessary.
After the last patch, there is 90% less communication needed between the server and the client. In the result, giant space stations can now be loaded fully on the client. All actions got way more responsive, since server has more time to handle them.
List of changes:
MULTIPLAYER
New system to compensate latency and synchronize simulation client / server
Client side transport simulation & prediction reduces replication by 90%
Fixed a shared technologies issue where client pays cost double
Fixed an issue where client would fall through a floor if standing and interacting with asteroid catcher
See you soon, colonizers! Wish me another productive week :)
Astro Colony day 25 - disabled BOT never wakes up ;)
Hey Colonizers!
Day 25 summary is here!
I am working on the multiplayer, trying to eliminate all weak points of the replication based on a profiler. As you can see the most expensive is transferring bots and resources from one cell to another.
I hope to reduce network usage by 90% when the new client simulation system is finished.
List of changes:
SINGLE PLAYER
Sleeping BOT won't wake up when new mission (technology) is unlocked
BOT can no longer chase you under the platform
Splitting box now auto focuses number, so player can start typing without mouse action
Fixed an issue where reloading a savegame could create a double terrain
Fixed an issue where coming back from parallel universe result in no-interaction state
Fixed split operation with locked shift key
Fixed black holes in parallel universes
Fixed an issue where Far away actors could be despawned
MULTIPLAYER
Fixed an issue where Client after loading has slower speed
BALANCE
Quartz recipe added to Circular saw - requires 30 dirt
Stone recipe added to Hydro Generator - requires 50 water and 20 dirt
Basic science recipe removed (taking all ores) since Auto-catcher generates enough
See you tomorrow, colonizers!
Astro Colony - parallel universes now safe to use!
Hey Colonizers!
The new update is here!
It improves many systems, so they can work, save and load in multiple universes. You can keep progressing and rest assured that your creations are safe in another dimension!
Now it is also possible to unlock the last achievement "END GAME" just by reaching the last universe!
In the future parallel universes will bring more challenges and higher difficulty level, more recipes to unlock, more technologies and unique objects / plants to discover!
Next time I will make possible to bring space station with you!
List of changes:
SINGLE PLAYER
Fixed an issue where recipe started twice after reloading the game
Fixed Harpoon Connector conveyor belts
Fixed an issue where oxygen barrier can be visible in other universes
Fixed an issue where asteroid catchers can affect parallel universe
Fixed an issue where loading a savegame in parallel universe would lead to planet removal
I am now focusing back on the remaining multiplayer problems. The most common reported problem is swapping items for clients, which I am going to resolve.
Please be patient and supportive :)
Astro Colony - Steam Awards "Labor of Love"
Hi Colonizers!
Astro Colony is coming out 100% from your loyal support in these past weeks (and even many, many months from backers!), and it is truly a pleasure to be able to work on this amazing game and share it with you! As you know, I have been working on it for several years now, but definitely it wouldn't exist without your feedback, suggestions and help! It will be awesome if you can nominate it for "Labor of Love" Award on Steam! I think that the love and passion that are coming from us all will make it grow in a great game!
To nominate Astro Colony in Steam Awards go to main Steam Page
I would love to celebrate this moment with you guys. Join me tonight during my stream on Twitch or Steam! CET 8:30PM
Please share your creations, so I can show them tonight!
Recent changes:
SINGLE PLAYER
Fixed the speed glitch when harpoon wants to attract docked planet
Fixed the issue where oxygen is consumed when game is paused
Fixed the issue where player is locked in the menu or Map when character is dead
Fixed the issue where multiple selected elements couldn't be upgraded when not pointing on upgraded element
MULTIPLAYER BUGFIXES
Fixed multiplayer stationary jetpack visual for other clients
Fixed the issue where drag drop items could lead to a crash
Fixed the issue where undocking cause client falling through the ground
Fixed the issue with upgraded multiplayer docking
New synchronized global time dilation for multiplayer - limited to x4
Fixed the issue with multiplayer tilted character after loading
Thanks guys so much for support!
Astro Colony day 18 - Multiplayer better movement and optimization
Hey Colonizers!
Day 18 summary is here!
I've been working mainly on the multiplayer improving movement, so it's smooth also when stations are moving with Our friends!
In addition, many remaining multiplayer crashes got fixed.
List of changes:
SINGLE PLAYER
Fixed an issue where destroying a station was giving many Colony Origins
Fixed an issue where recipe can stuck at 99% (once again) - this time for real I hope ;)
MULTIPLAYER
Decider block condition and number can be now modified by Client
Fixed an issue where client global quantity is not correct when loading a game
Fixed an issue where player can deactivate grid after moving to the next one - checks if other player is using the same grid
Improved server-client position correction
Fixed an issue where HOST had no construction effect when constructing many elements
Booster for client is now more responsive
Stationary jetpack for client is now more responsive
New Custom movement mode for moving characters - smooth sync and UE hybrid - fixing problem of moving stations
See you tomorrow, colonizers!
Astro Colony day 16 - Multiplayer smooth sync
Hey Colonizers!
Day 16 summary is here!
I am continuing works on the multiplayer. This time, a new system for replicating movement between the server and the client was added to the game. It makes the movement on the client side almost perfect!
In addition many major crash fixes, which makes the game way more stable.
Smooth sync - client server movement replication
As you can see, it was very difficult to move on the client in very high latency conditions. It was also causing many disconnects.
New system is not only working nicer but also reducing greatly the network bandwidth cost.
List of changes:
SINGLE PLAYER
Visual improvements to models, for example copper wire is now more visible
Improved navigation in some menus, so it's possible to move from one input to another using tab
MULTIPLAYER
Fixed issue where game couldn't be loaded for many devices
Fixed a crash when transferring items in a HIGH LATENCY conditions
Fixed an issue where bots left a ghost inside a building
Fixed an issue when sometimes voxel terrain was not in sync (missing) from server
Fixed an issue where possessing devices at the wrong time could lead to crash - ex. asteroid catcher, decider block, vehicle
New experimental World origin rebasing for Multiplayer - improves movement, shadows and animations
New experimental planet position correction, so they are always synchronized with the HOST
New rebasing is experimental, so it's enabled only when the game is first time loaded from the savegame.
I will work on more improvements and fixes in upcoming days. Please be patient and supportive :)
Astro Colony day 9 - Multiplayer shared technologies
Hey Colonizers!
Day 9 summary is here, Shared technologies for Multiplayer are now part of the game! I know many of you guys really wanted it, so here it is!
Shared Technologies
Now, in the Lobby settings, HOST can turn on Shared Technologies. This allows players to share technologies and points and keep progressing together.
This also works for savegames, so you can decide to use HOST technologies for all other players. If you have a multiplayer savegame that will replace other clients technologies. If it's a single player game, it will simply apply HOST technologies, letting everyone to have the same progress.
Each technology will unlock for both of them, so booster will allow both of them to move faster etc.
Single Player in Multiplayer?
Since you can easily turn on shared technologies, there is no reason why you should not try a single player saved game in the multiplayer ;)
You just need to copy the savegame and turn on shared technologies option. %LocalAppData%\AstroColony\Saved\SaveGames to Multiplayer directory
Don't forget to select Shared technologies (otherwise) your friend won't have technologies unlocked ;)
Here is my single player game I streamed on Twitch in the multiplayer
Many bugfixes also came to the game today!
SINGLE PLAYER
Fixed an issue where distant miners cannot dig voxels in result not providing any resources
Fixed an issue where Miners not starting work because deposit is blocked by another building
Fixed crash when flying with a vehicle to the planet can cause the crash
Player inside vehicle no more consumes oxygen
Main Menu framerate cap to 30fps
MULTIPLAYER
Fixed oxygen consumption for when using Booster for Host and Client
Today I also started a recovery system for multiplayer disconnection - it works like auto-savegames, the moment player disconnects. There is still some work required, so this will come tomorrow.
See you tomorrow, colonizers!
Astro Colony day 8 - Asteroid catcher focus resource, flying farmers & miners
Hey Colonizers!
Day 8 summary is here, There are new systems and improvements in place, also a lot of bugfixes, so please check this out!
Auto Asteroid Catcher can now select resources to catch
After many requests of you guys, that would be great to just select resource type to collect in the Asteroid Catcher, I added this option today!
Farmers
They can now fly and reach devices in the sky. Also, if there is not enough space to exit the building, they will appear above the ground, so no worries that you can easily block them by cables or pipes.
Miners, Transport Bots & Humans improved
Many pathfinding issues are now gone. There is also improved system to find the top position of the terrain, allowing miners to climb even higher!
In addition, Miners can now destroy Trees, Bushes and Rocks providing quartz and wood.
Other changes:
SINGLE PLAYER
Main manu optimization and frame rate cap to 60 fps, so it's not consuming GPU anymore
Auto catcher upgraded from catcher consumes 4 electricity
Human no longer go to canteen without the food
Fixed issues with floor colliders for height extenders
Fixed issue with missing collisions
Fixed issue with planets showing inside
Today my main focus was on a single player, Tomorrow is going to be a day of multiplayer improvements - crash fixes, new modes and missing client functionalities.
Wish me another productive day! Please be patient and supportive :)