Доброго вечера, сервера обновлены и запущены. Оба сервера по рекомендации разработчиков вайпнуты.
Official Alpha 16.3 Release Notes!
Changed
Fixed
Known Issues
Request to community:
Changed
- Terrain generation rules to not generate so many jagged peaks in rwgmixer.xml
- Socket generation rules in rwgmixer.xml
- Challenge quests yield more skill points
- Tuned in weapon bob when running and walking for new smooth bob code
Fixed
- The issue where chunks would no longer load due to faulty triggers , which causes players to be stuck on building environment (NRE spam on server) is fixed, but requires a new map, as it does nto work retroactively.
- The issue where minibikes and the power.dat would not save properly is fixed.
- A reason where the game freezes while "Creating player" is fixed.
- The issue where minibikes and the power.dat would not save properly is fixed.
- A reason where the game freezes while "Creating player" is fixed.
- Businessman Zombie when killed can have his head dislocated when falls backwards into a corner or against a wall
- Vultures and Chickens artifact when rag doll rolling down a slope
- Pushing back LOD2 swap distance on vault doors. (Raner)
- Dedicated servers not added to history when connecting by IP/port
- Localization now showing english values instead of localization keys if localization is not set for a key in the user language
- Gore blocks have a chance of knocking you out of loot containers
- Zombie state is not being saved properly for clients
- Insta health on medkit not applied when healing others
- Supply crates have a chance of dropping through terrain.
- Concrete drys too indifferent
- Forge craft halting when output is full is broken.
- Players can kill chunk generation Griefing
- Shotgun turret goes out of sync
- Zombies rotate on ground again
- Lowered radius of dart trap firing sounds.
- Vultures can fly under water
- Sleeper zombies have a chance to rotate when they wake up
- Bears and wolves walk on water
- RWG highway connection issues
- Roads generating as Clay, Dirt, Gravel and Sand
- Deep roadside hole in RWG
- Odd hole in the road
- Weird spikes in the road
- Both turrets are missing firing sound
- Check rebuilding road cave
- Being stuck in 1*1 holes and then be catapulted
- Zombies sometimes clip into the ground and blocks when they jump
- Vultures and Chickens artifact when rag doll rolling down a slope
- Player is invisible to others on death
- Being disconnected while tabbed out of game causes menu unresponsiveness
- Typo in rwgmixer prevents spawning of utility_celltower_02
- Corrected up/downgrade issues with windows
- "Start a Base" quest asks for too much wood
- Some item types purchasable from traders cannot be sold back
- Stag run/walk state in water is not viewed the same between client and hostP2P
- Wolves dont properly attack zombies or stags
- Game sometimes stopping to save power / vehicle data
- Typo in rwgmixer prevents spawning of water_tower_02
- Painting ramps with 1x2 textures like redwood makes it invisible
- Wood debris (32) bad normal map metadata
- Gamestage calculates offline days as survived days
- Snowpack causing ceiling shadow on underground terrain blocks
- When on a slope both bears have difficulty in attacking the player
- Beverages do not restore stamina properly
- Zombies not using ladders properly and float/walk away from the ladder
- Planted crops/trees stop growing when chunk has been reloaded
- ERROR: VM.mesh[0].Vertices.Count (65248) has too many vertices
- When going underwater the Cannot Breathe Tooltip shows up
- Feral and Radiated feral version of zombies don't count towards quest progression.
- UFPS Stutter issues
- Sleeper spawn issue where killing the last surviving sleeper would trigger a new set of sleepers to spawn
- All solid Wedge Inclines placed together front to back renders back side invisible
Known Issues
- On-screen keyboard is only available if you start the game from Steam’s Big Picture Mode
- Smell is not working with the new stealth we will revisit it in a17
- GlobalUV support inhibits anisotropic filtering and it has to be calculated in the shader.
- Farming of crops other than yucca and hops affects performance
- Precipitation and cold temp going through windows, glass blocks, doors, and hatchesExcessive use of trigger plates may cause servers to lag during hordes.
- Gore block dupe
- Turrets echo sounds for clients
Request to community:
- Blackscreen of death - still looking for savegames and outputlogs
- Sleeper spawning issues continue - we fixed the issue for wrongfully triggering new spawns, if you find more, please send us repro and video
- Creating Player hang issue - we found a fix that took care of our repro, if you still encounter it, please provide savegame, repro and outputlogs
Patch 0.13.0
The multithreading patch is now available on the Beta branch! Please report bugs you find so we can fix them before pushing it on to the main branch.
Game
We improved the multithreading handling of the server and client. For those of you who don't know what this means:
In short: The server and client will both run a lot smoother on machines with more CPU cores. Performance for machines with 2 or less cores should be unchanged.If you're interested in the details, I've published a more technical post about the multithreading rework here:
Объявление: Dev Progress: Multithreading Update
Avorion, 24 авг
Hey guys, we've been working on several server improvements concerning multithreading! This post will get a little technical again, so brace yourselves!
basically, the server is now capable of using all its cores on calculating large battles so that performance should go up by a lot.
"As usual, user bug reports are marked with [UBR]. Thanks everybody, keep it up!"
The multithreading patch is now available on the Beta branch! Please report bugs you find so we can fix them before pushing it on to the main branch.
Game
- Added a planetary trading post that sells goods from a nearby planet
- Added an event where a freighter is chased by pirates
- The cultists in asteroid ring sectors now behave the way they're supposed to
- Improved aiming of salvaging turrets
- Fighters search for mothership only every ~5 seconds when it's gone
- Disabled player events while in sector (0:0)
We improved the multithreading handling of the server and client. For those of you who don't know what this means:
In short: The server and client will both run a lot smoother on machines with more CPU cores. Performance for machines with 2 or less cores should be unchanged.If you're interested in the details, I've published a more technical post about the multithreading rework here:

Объявление: Dev Progress: Multithreading Update
Avorion, 24 авг
Hey guys, we've been working on several server improvements concerning multithreading! This post will get a little technical again, so brace yourselves!
basically, the server is now capable of using all its cores on calculating large battles so that performance should go up by a lot.
- Pirates, Xsotan and other enemies are generated asynchronously, reducing server lag when ships spawn
- Server sector updates are now completely multithreaded
- Client particle updates are now completely multithreaded
- We're planning on doing client sector updates in parallel as well, but we need a little more time for this.
- Added an RCON interface to the server (default port: TCP 27015)
- The RCON interface requires a password which can be configured in server.ini. Without password, RCON is disabled
- The RCON interface can be used to remotely control the server and enter commands as if over command line
- But you can use any RCON client you'd like
- Improved window handling in build menu
- Added showing amount of goods on the current ship in trading overview
- Added icons to transfer crew & goods ui
- The amount of async script threads can be configured in the server.ini (default: 2)
- Changed setFont parameter from string to FontType enum
- Planet specs are now controlled from within sectorspecifics.lua
- Added a toRandom() function to generate random Uuids
- Added a execute() function to execute code directly within scripts
- Warning Modders: This function should NOT be called with code that is sent from a client!
- Added an AsyncPirateGenerator
- Added an AsyncShipGenerator
- PlanGenerator can now generate plans asynchronously
- Renamed piratehunter.lua to pirateattackstarter.lua
- Renamed events.lua to eventscheduler.lua
- Plan damaging callbacks are now bundled and sent at the end of a frame
- Added a damage type that can be applied to inflictDamage() or destroyBlocks() functions
- Added callback functions to script API for ListBox
- Added a new InputWindow class
- Added a function to return indices of all present factions in a sector
- Added a /workers command for controlling the amount of worker threads
- Sending performance stats to admins is now configurable in server.ini
- Added debris on block destruction
- Improved rendering stability
- Minor improvements to spelling in loading screen tips
- Added better support for multiple localizations
- Language config files are now .xml and can include more information, such as new fonts
- Improved german translation
- Improved weapon accuracy of ships in sectors without players
- Copy-Pasting of text via Ctrl-V is now possible on Linux
- Frequent updates are now gathered and sent at the end of a frame to save bandwidth
- Improved performance of plan damaging
- Status command prints amount of worker threads into filename
- Improved script updates to avoid updates at the same time for less performance outliers
- Improved logging
"As usual, user bug reports are marked with [UBR]. Thanks everybody, keep it up!"
- Fixed Fighters not being updated when a player is out of sector
- Fixed wormhole guardian not aggroing alliances
- [UBR] Fixed broken database conversion when fighters are on a ship
- [UBR] Fixed TurretAI not switching targets when target gets out of range
- [UBR] Fixed a crash when shutting down server with lots of players in the same group
- [UBR] Fixed alliance ships being unable to be controlled in strategy mode
- [UBR] Fixed AI health bar not working correctly
- [UBR] Fixed a crash when trying to invite non-existant players to an alliance
- [UBR] Trading overview sorts correctly in all languages, not just english
- [UBR] Fixed huge "Small Xsotan Breeders"
- [UBR] Fixed some wreckages not having resources displayed and not being recognized by salvaging AI ships
- [UBR] Fixed AllianceRank not being registered in the scripting API
- [UBR] Fixed setting and getting script values from alliances
- [UBR] Fixed some components always being added, even when they've been removed from the descriptor
- [UBR] Fixed lasers and glows not showing up in asteroid rings when activating the Xsotan portal
- [UBR] Fixed mouse position being reset after loading screen
- [UBR] Fixed an issue when multiple mines with the same name are founded
- [UBR] Fixed alliance ships being deleted when entering (0, 0)
- [UBR] Fixed wreckages not being where they're supposed to be
- [UBR] Fixed ghost wreckages