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Major update · published by the developer

MULTIPLAYER EXTRA CARE

On Steam

Hey, Colonists!

In this major update finally multiplayer gets a proper care with more than 10 additional features that should make it a solid experience from start to finish. There are also some cool changes that are affecting single player as well, so check all changes below!

Also, to all the players who left negative reviews because of the multiplayer state, please check it again and see if everything works for you!

RELIABLE CLIENT SIMULATION

Having reliable client simulation with 1000 ms is not an easy task. There are many ways to make resources move ahead of a server or behind the server.

There are two types of corrections right now that allow for a 100% replicate outcome.

If the client has already pushed something in the wrong direction, resources are simply teleported back. This happens for the entire chain that was wrongly pushed.

If the client is behind and there are awaiting pushes, the server is overriding the simulation, allowing for synchronized moves. This is a saving situation where the server removes the conveyor belt, and resources cannot cross the gap. Right now they will still move like it was a conveyor belt there.

JUNCTIONS - STABLE MERGE

Even if the previous merge was working quite well, it is now improved for multiplayer to guarantee that all resources are always matching between client and server.

Devices and logic blocks are now creating conveyor connections.

WAITING FOR PLAYERS


To keep the simulation always in sync, it is important to detect connection loss and stop the simulation when the player cannot keep updating the game.

If a connection is lost for more than 2 seconds, the game will automatically pause with a notification.

NEW SYNCING

With the new initialization not using begin play but waiting for all systems to be fully replicated, it is now 100% sure that syncing will eventually succeed.

There were some actors in the game using Begin Play, so they all got modified to use a new, reliable path.

RESOURCES TRACKED WITH IDs

Every resources in the game has it's own unique ID that is set by the server. This makes it easier to find exact location and do correction if needed.

This resolves the removal of moving resources, as many times clients could accidentally remove resources in adjacent cells.

PIPES SHOWING DIRECTION


Improved pipes are offering stable merge and now are showing the latest direction that is used for the next push. Thanks to this, players will be able to recognize the direction and more easily override it with logic pushers.

IN GAME SYNCING

In case all multiplayer features fail and you encounter strange behavior or glitches, you can always sync the game quickly using in-game syncing button!
It is located in the Multiplayer Pause menu.

IMPROVEMENTS

  • gates of every device and logic block pushers are now showing conveyor belt connection - just like placing conveyor belts
  • stable merge is now improved using a new junction system that makes it more reliable and in sync between client and server
  • NEBULAS are visible on the clients
  • multiplayer got in-game syncing option - pressing it will sync all existing planets and their states.
  • some visual effects and sounds are now properly triggered for clients - example no oxygen left
  • when player left the station in the previous universe, it was no longer linked to it, so he is not moving with it
  • miners are now fully controlled by the server, which ensures 100% move validity. Also, miners should never create a ghost due to an invalid move.
  • resources even is simulated locally, having new systems like junctions, logic block controls, to ensure that the state is always in sync
  • crafting now is giving resources back from active recipes when a device is removed
  • asteroid interactions now have a new system to better sync it
  • oxygen HUB no longer requires 100% electricity to power the barrier
  • all cosmic events, vehicles, and other gameplay related systems are now paused when a new player is joining

FIXES

  • finally fixed default Unreal crash related to hair simulation and going to the map (hiding hairs)
  • fixed missing shadow for small planet generated objects
  • fixed another crash related to cleanup and manually destroying components - right now all rendering is cleaned by the engine, solving random crash
  • fixed multiplayer issue where some animals wouldn't be visible after generating it first time
  • fixed multiplayer issue where some geysers wouldn't be visible after generating it first time
  • fixed human standing animation after getting oxygen on a client
  • fixed client that sometimes couldn't place a colony origin block
  • fixed shader animation of vehicles while moving a colony
  • fixed an issue with sitting animation affected state of astronaut
  • fixed issues with registering AIs multiple times and showing them in the UI

Thanks guys so much for your support!
Tefel (Terad Games)

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