Interstellar Rift cover
Interstellar Rift screenshot
Genre: Simulator, Indie

Interstellar Rift

Automated defenses - Interstellar Rift Development Update 160

As we near the end of February, it’s time for another experimental update!
In this update, we add automatic weapons, and some improvements to the underlying systems of Interstellar Rift.


First up, the long awaited, and much requested automatic weapons have finally arrived! These are upgraded versions of the autocannon and laser weapons, which track and and return fire to anything that fires upon your ship or station. These weapons should make defending your ships a little easier when you’re a solo pilot, or just not near the cockpit!.

We’ve also upgraded the weapon’s CPU screen. You can now activate your weapons, and even switch them to other weapon groups using the CPU screen. This means you no longer have to run to the cockpit to activate the weapons. And this also means stations do not need to have a cockpit when you are using automated weapons. We’ve also added a switch to enable or disable line-of-sight checking for the automated weapons.

Most of this patch’s work, however, has gone into the back-end of things. We’ve improved memory usage, garbage collection and asteroid spawning. We’ve also fixed some issues found with the multi-threading introduced in the last patch.

Additionally, we’ve started pre-loading some of the assets at the start of the game. This means that textures are now loaded up-front, so that there are no longer little lag spikes when first encountering a non-loaded texture.

Patch Notes

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.

Patch notes for Interstellar Rift BETA 0.2.13.11

PERFORMANCE

  • Cache some textures when the game starts to reduce load hiccups when they're needed

BUGFIXES

  • Reduce memory allocation in a few places, should reduce memory usage while loading systems

Patch notes for Interstellar Rift BETA 0.2.13.10

BUG FIXES

  • Fix ComponentAutoStorage when updating slowly
    • It would take twenty times longer to trigger when the parent entity was
      ticking slowly. This would result in ships outside of the safe zone only
      auto-storing after 560 days

  • Don't consider systems loaded when going out of memory (prevent system regeneration)

  • Fixed unloading of extractor mining laser visual

  • Fixed issue with stores trying to trade resources with a default price of 0

  • Added descriptions to some missions that were missing them

  • Fixed material of ship editor terminal letters

  • Fixed missing cartridge slot on drone bay in editor

  • Added new command to place a ship from the server save file into the global Store-O-Tron, the required hash can be found in the console or in the server log.restoreShipToStoreOTron

NOTES

  • Servers need to be updated

  • If your preferred server has not updated yet, you can switch to the 'previous' branch until it has updated

  • Please report failed rifts or duplicated ships on our Discord or on the bug reporting subforum, and include at least the following details:
    • what server you were on
    • The name of your ship
    • The system you were rifting from
    • The system you were rifting to

Patch notes for Interstellar Rift BETA 0.2.13.02

BUG FIXES

  • Fixed a shader not compiling on AMD graphics cards

  • Fixed a threading related server crash

NOTES

  • Servers only need to be updated if they want to take advantage of the crash fix

Patch notes for Interstellar Rift BETA 0.2.13.00

FEATURES

  • Added multi-threaded system update
  • EXPERIMENTAL*
    • Causes every star system to run in a separate thread. Which should increase performance when multiple systems are active.
    • Can be enabled by setting "MultithreadedSystemUpdate" to "true" in the server.json file
    • This feature is highly experimental and will be temporarily enabled on the PVP & PVE Server

  • Added new device: Local Teleporter
    • Can be used to teleport to another local teleporter instantly
    • Resource Cost: 150 Iron, 150 Copper, 150 Silicon, Crystal Vectronium 250
    • Power usage: 500 per teleport, with a buffer of 1000

  • Editor light mode can now be switched while in ceiling mode

  • Failed ship upgrades will now be refunded to your personal vault

BALANCE

  • Fixed resource costs of Chipset Break Firewall Percentage, was 1 silicon is now 10.

  • All counter hacking chipsets recipes now cost 10 brass instead of 1, (and also 1 gold and 10 silicon)

  • Changed recipe of deployable drone: 2 Drone Construction Components, 500 Copper, 1200 Standard Ammo

  • Changed recipe of deployable drone {empty}: 2 Drone Construction Components, 500 Copper

  • Changed recipe of deployable repair drone: 2 Drone Construction Components, 500 Copper

  • Data core and hacking terminal power usage multiplier when damage was reduced from 10 to 2

  • Some devices now drain power when a player is in the room (terminals, ship editor terminals, engineering terminals, holo tables, and trade terminals)

BUGFIXES

  • Fixed bug where protection GUI would not handle protection duration of more then a day correctly

  • Fixed bug where the mouse mode would not be set correctly when going back to the main menu, allowing the mouse to go outside of the screen

  • Fixed bug where slow lockstep update would slow down the mouse cursor

  • Fixed bug where data core terminal slots would become locked when moving data cores during a ship modification

  • Fixed bug where small teleporter could not be used to teleport inside the ship while in warp

  • Fixed bug where ship upgrade would not correctly use the resources of the ship the upgrade was confirmed on, if the upgrade was initiated on a different ship

  • Fixed bug where a ship's throttle would not be reset when disabled, leading to unresponsive thrusters once the ship was repaired

  • Fixed graphical issues after rifting

  • Fixed a desync in batteries and capacitors

  • Fixed a client crash in the drone bay automation UI

  • Fixed a crash on exit involving the logger

  • Improved rift route finding to avoid blatantly unnecessary stops

VISUAL

  • Added new rift effect shader

SOUNDS

  • Footstep sounds for the player character are now twice as loud

  • Warp sounds are now half as loud

  • Fixed footstep sounds not listening to the settings correctly

NOTES

  • Servers need to be updated

Skipping around - Interstellar Rift Development Update 160

We’re happy to release the first patch of 2020 to the default branch of Interstellar Rift! In this patch we have new Local Teleporters, a whole bunch of bug fixes and the first version of multithreaded star systems.

Multithreading has long been in the works to improve the performance of servers that have to simulate a lot of different systems at the same time. It might still be pretty unstable, so we’ve decided to set this functionality to off by default. We will be running our servers with it turned on, as we hope to have solved most issues at the moment of this patch’s release. If they turn out to be more crashy than we’d like we’ll turn multithreading off again.



The new local teleporters are quick hop on hop off telepads that are meant for large ships. With it you can drastically reduce the amount of time it takes to get from your helm to engineering and back again. There’s 3 versions of them, one that is centered on the middle of a tile, and two that can be placed side by side on the edge of a tile.

They use 500 power per teleportation, and need to be linked together before they can be used. To link them up you simply have to turn them off by pulling on a lever at the front of the device. Once powered down, a terminal will appear in the teleportation cabin, which can be used to select another local teleporter on your ship or station. You can also use the screen on the front of a linked teleporter to set a custom name.

We’ve also rebalanced some resource costs. The disposable drones that can be made in the assembling machine can now be made with Tier 0 resources. Giving starting players more options to repair their ships and defend a location.



We’ve also been working on rifts some more. The ships are now way better equipped to keep themselves together when coming out of a rift, and there are some new effects to indicate that a ship is rifting.

As always, thank you all for playing and we’ll see you starside!

-The Split Polygon Team

Patch Notes for IR Beta 0.2.13.00

Feedback thread

IR Discord Channel

Short Distance Teleportation - Interstellar Rift Development update 159

Happy new year to all of you! We’re happy to start the new year with an experimental update. In this patch we add the new local teleporter, improved rifting effects, and multi threaded star systems.

First up, the local teleporter is a new interior device that currently takes up one tile. (More versions with position offsets will be available before the patch goes live.)
You will need at least two of this device, as local teleporters need to be linked up to each other. Linked teleporters will automatically teleport you between them, once you step on the teleport pad.
When the device is turned off it will display a screen with available local teleporters on your ship.

Anyone can use the teleporters if they are on, but the permission system prevents you from turning them on and off if you lack the proper authorization.

As a part of our rifting updates we have improved the way models load in after a rift, so you no longer see the ship slowly coming back together again once you come out of a rift. We’ve also added visual indicators that the ship is rifting.

The biggest change in this update is that different systems are now being run on different cpu threads. This will hopefully increase the performance of servers as it frees up more processing power for each system. This is a major change in how systems run on the backend and we will be keeping a close eye on any issues that are encountered during the experimental run.

This might have unforeseen consequences so we made it an option that can be toggled in the server settings, and currently the default value is false.

Look for "MultithreadedSystemUpdate" in your server.json file to activate multi threading.

This file can be found in the following folder:"C:/Users//%APPDATA%/Roaming\InterstellarRift/"

For all the changes and bug fixes please see the patch notes.

Thank you all for playing, and see you star-side!

- The Split Polygon Team.


Patch Notes

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.

Patch notes for Interstellar Rift BETA 0.2.12.30

BUG FIXES

  • Fixed drones almost always failing their movement because the range that was being checked against was incorrect

  • Fixed a server crash when we fail to load a system

  • Fixed a client crash in the file browser dialog

  • Fixed a client crash that could happen when the ship you were on was destroyed

  • Fixed a client crash in the ship construction terminal UI when the ship you were on was destroyed

  • Fixed a client crash in the planet direction display indicator

  • Fixed a client crash when having the access menu open when teleporting off a ship

  • Fixed a client crash on login related to pilot seat HUD drawing

  • Fixed a client crash related to the tool vault UI

  • Fixed an editor crash when a (translated) tag name was the same as a prop name

NOTES

  • Servers only need to be updated if they want to take advantage of the rifting fixes

  • If your preferred server has not updated yet, you can switch to the 'previous' branch until it has updated

  • Please report failed rifts or duplicated ships on our Discord or on the bug reporting subforum, and include at least the following details:
    • what server you were on
    • The name of your ship
    • The system you were rifting from
    • The system you were rifting to

Patch notes for Interstellar Rift BETA 0.2.12.20

FEATURES

  • Owned ships are now listed before other ships in the teleporter ship list

BUG FIXES

  • Fixed drones skipping the last movement tick

  • Fail drone movement when the target is outside of the representable range

  • Fixed rift mass getting clamped too early, causing the rift to lose an incorrect amount of mass

  • Fixed peak drain calculation for rift generators

  • Fixed signatures sometimes being displayed for your own ship after rifting

  • Fixed missions completing after only finishing one of their objectives (this also fixes the tutorials)

  • Fixed crew and fleet vaults ignoring vault limits

  • Prevent null tools from being added to any vault

  • Remove null tools from any vault on load

  • Fixed a server crash when a player logged in while their data was already being loaded for some other reason

  • Fixed a server crash when a player joined a system that was being reloaded due to a desync

  • Fixed a server crash when trying to generate a Galactic Trade supply system mission without having a valid target system

  • Fixed a server crash related to warping drones

  • Fixed a client crash in the Guide when the ship you were on got destroyed

  • Fixed a client crash when logging in next to a holotable in galaxy mode

  • Fixed a client crash when logging in next to a teleporter terminal

  • Fixed a client crash when logging in next to a cargo teleporter termina

  • Fixed a client crash when a tool vault contains a null tool

  • Fixed a client crash when teleporting at the same time your ship is destroyed

  • Fixed a client crash related to drone bay automation

  • Fixed a client crash related to research cartridges

  • Fixed a client crash related to the drone control terminal UI

  • Fixed a client crash related to the trade data cartridge UI

  • Fixed a client crash in the multi-line text field caret rendering

NOTES

  • Servers need to be updated!

  • Please report failed rifts or duplicated ships on our Discord or on the bug reporting subforum, and include at least the following details:
    • what server you were on
    • The name of your ship
    • The system you were rifting from
    • The system you were rifting to

Patch notes for Interstellar Rift BETA 0.2.12.10

FEATURES

  • added Christmas tree to "furniture" category in the editor, and added "Jingle Bells" to the jukebox

  • mirrored exterior block painting

BUG FIXES

  • optimized editor ghost block updates

  • ship editor terminal now correctly indicates resources in devices are refunded in a salvage operation

  • fixed bug where tools would only be added to the 1st tool cargo space with an empty slot

  • fixed bug where tools would not be added to cargo or vault of the source ship when upgrading

  • user drones no longer try to deliver 0 resources to a system event

  • user drones now either deliver to drop box or cargo pads, but not both (prioritizing drop box)

  • fixed hang on waiting for ship when entering a previously not loaded system

  • fixed respawning on a friendly ship respawning you in Scaverion instead

NOTES

  • servers only need to be updated if they want to take advantage of the rifting fixes

  • please report failed rifts or duplicated ships on our Discord or on the bug reporting subforum, and include at least the following details:
    • what server you were on
    • the name of your ship
    • the system you were rifting from
    • the system you were rifting to