Multiplayer is the headline: joining a large site is about twelve times faster, guests keep up, and a rack that had not arrived yet is no longer deleted. Handling equipment is immediate again too.
Fixed
Handling equipment
- A device you mount into a rack appears the moment you place it. It used to wait for the world's next update, so the slot looked empty after you let go.
- Picking a machine up off the floor no longer leaves a copy behind. You carried one while a second stayed on the floor for up to two seconds.
- Dropping something on the floor no longer makes it vanish. It left your hands with nothing drawing it, so for up to two seconds the item was nowhere at all.
- A box you cannot pick up goes back on the floor. If the world was slow to answer, it vanished for the rest of the session instead of returning where it was.
Cabling
- Unplugging a cable end, unclipping an anchor and rerouting a run all show straight away. Each one changed the world without telling it, so the change waited for the next full refresh.
- Cables reach the network cards on the back of a host. A card in an expansion slot loads just after its machine, and cables that arrived first gave up on it and attached nowhere.
Consoles
- Every device console reports live port speeds while you have it open. Host, switch, gateway and security appliance all refresh four times a second, where a switch used to update once every two seconds.
- A seated breakout leg shows up right away. Fitting a leg into a trunk updates the capacity readout instead of waiting for the next refresh.
- The port lights on a console faceplate work again. Every one was dark, because the close-up view was handed a copy of the device with its cables stripped out.
Multiplayer
- Joining a large site is about twelve times faster. The world now arrives over a few updates instead of one, so you are playing in seconds rather than tens of them.
- A player who falls behind has far less to catch up on. The backlog held for a lagging player used to grow with the gap, so a slow moment compounded instead of recovering.
- Working a rack sends much less to everyone else. Mounting and unmounting pushed a burst to every player in the session, and that is down by about seventy percent.
- A session sends about a third less for every port in the site. Ports light and flash exactly as before, and the data standing behind them is much smaller.
- Any action you take sends much less to everyone else. A single command pushed a large update to every player in the session, and that is down by nearly half.
- A rack that has not arrived yet is no longer deleted. A big world now arrives over several updates, and a rack still in transit was being removed with everything mounted in it.
- Console readouts wait rather than show a wrong number. While a world is still arriving, Home read "No customers" on a full site and Capacity named a bottleneck from part of the fleet.
- The joining screen waits for the world instead of guessing. It settled when the entity count paused, which a half-arrived world does, so it could drop you into an unfinished site.
Launching
- Steam launch options survive a graphics driver switch. They were discarded when the game restarted to change renderer, so an accepted invite or a debug flag could silently do nothing.
Notes
- Everyone must be on this version to play together. The wire format changed, so a v0.1.52 client cannot join a v0.1.53 host or the reverse. Restart before playing together.
- Saves work in both directions with v0.1.52. Nothing persisted changed, and a save written by either version loads on the other.
- A guest on the last beta could hold a stale world. A lagging player was told it received updates it had not. Saves were never affected; rejoining cleared it.
- API: per-port throughput moved to its own collection. `GET /api/v1/network/port-throughput` serves rates, byte counters, error counts and link flaps for every port, unfiltered. Page at `limit=1000`.
- API: those six fields are gone from the nested port rows on the hosts, switches, gateways and appliances endpoints. Anything reading `host.ports[].gbps_tx` joins the new collection on `port_id` instead.
- API: one field added to each nested port row. `activity` is a band, 0 idle, 1 light, 2 busy. It is not a rate and is not a substitute for one.
- API: check a rate against the new rows' own capacity field. For a breakout trunk that is the whole pool rather than one leg, which the nested port row's copy is not.
- API: `active` on a port means link truth, not traffic. A cable is seated and both ends are powered. The published schema described it as a traffic flag and never behaved that way.