PTU Update 3.12.2021 (PTU Build 735)

AuraFB

Community Manager
Frozenbyte
Joined
Aug 9, 2019
Messages
102
#1
PTU Update 3.12.2021 (PTU Build 735)

New Features and Major Updates
  • Added Ship Repair Terminals to Ship Designer Hall
  • New inventory windows can now be opened with keybinds (Default binds: Backpack - I; Equipment - Y; Station Storage - T)
Auction House
  • Items listed in Auction House buy tab categories are now the only items allowed to be auctioned
  • Fixed an issue that caused the system message "Unable to open Auction House" to repeat itself
Crafting
  • Corrected crafting data so Missile Fuel Modules are craftable
  • Added missing Warning Light Button 12x12cm to Crafting Tree
Devices
  • YOLOL Chips
    • Prevented grabbing when the YOLOL Chip is zoomed to
    • Freecursor mode is now enabled when the Chip is zoomed to
  • Reconstruction Machine
    • Fixed several issues to do with spawning in moving + unloaded + large ships
  • Updated Box and Triangle Thruster locales to correct base Propellant consumption values (these values don't include Propellant Converter values and are calculated at 100% thrust)
Easy Build Mode
  • Interaction is now prevented while carrying anything
  • Disabled name field in Ship Easy Build Mode
  • Rotation of degrees per turn for single objects changed from 22.5 to 15
  • Grabbing an item from world while Easy Build Mode is turned on now turns Easy Build Mode off
  • Easy Build Mode cannot be turned on if grabbing an item
  • Modules are always picked up to Station Storages
  • Modules can now be unwelded by pressing Mouse 2 (default bind) without using a Welding Tool
  • Bolts can now be removed by pressing Mouse 2 (default bind) without using a Bolting Tool in Factory Hall Areas
  • Changed rotation of non modules holograms to 15 degrees to unify behaviour inside and outside Easy Build Mode
  • Fixed an issue that caused Factory Hall Areas to not rebuild again properly and placed objects disappearing
Factory Hall Areas
  • Enabled Cabling/Piping on Factory Hall Area walls
Gameplay
  • Fixed an issue where Ore stacks were lost during transfer between storages
  • Fixed an issue caused by grabbing onto a Ship binds menu window
Player Stations
  • Fixed an issue where shadows were not working properly in Player Stations founded far away from cell origins
Ship Shop Ships
  • Removed ships from Oki shops:
    • OKI 1
      • Tricone
    • OKI 3
      • T2-A "Widukind"
      • Wing II mk 3
      • Coyote
  • Updated:
    • Barrow84
    • The Flatter
    • Marmot-ST
    • Marmot-TNK
    • Merino
    • Stibnite
    • Quartzite
    • Shale
    • Kyanite
  • Changed names of:
    • Marmot-ST to Marmot-ST2
    • The Flatter to Flatter Extands
  • Updated descriptions of:
    • Ghidorah
    • Blood Hound V2-9-1 Auto
    • Blood Hound V2-9-1 Laser
    • Blood Hound V2-9-1 Plas
    • Ore-Wing
    • Sawfish
    • Axiom
Ship Designer
  • Added center of thrust indicators
Tools
  • Paint Tool:
    • Fixed an issue where painting tint on Plates would make no change but consume ammo
    • Fixed issues caused by painting objects bolted to stations inside Factory Hall Areas
    • Paint Tool now has layer mode to select painting/resetting the base colour or tint colour. Can be selected with Mouse Wheel (default bind)
UI
  • Adjusted grab HUD controls, removed "Return object", changed Y-axis lock control
  • Fixed an issue that caused some items to not always update their item counts in Quickbars properly
  • Resource windows can now be opened with keybinds (Default binds: Backpack - I; Equipment - Y; Station Storage - T)
  • Fixed an issue where inventory items with no resources such as empty Fuel Rods were not showing resource bars
Weapons
  • Fixed an issue with Tripod weapons getting stuck in firing state
PTU Only
  • Fixed an issue where Capital Ship Docks were not recognized correctly
  • Fixed an issue with Capital Ship Warp audio
  • Fixed an issue where multiple players could not see each other after a Capital Ship Warp
  • Fixed an issue that prevented the flight effect from stopping after Warp
  • Fixed an issue that caused players standing on Capital Ship Docks being brought with a Capital Ship Warp
  • Ships present at a Capital Ship Warp Destination are now deleted
  • Added error messages to Navigation Data Logger
  • Added Energy consumption rate to Navigation Data Logger UI
  • Navigation Data Logger saving process now pauses when not receiving enough electricity
  • Capital Ship Build Mode Area can now be expanded
  • Fixed Capital Ship Supply Conduit module snapping issues
 
Last edited:

mikan

Well-known endo
Joined
Oct 1, 2021
Messages
69
#5
The day will finally come when the ship that hit my asteroid will heal completely.
 

Thk

Learned-to-sprint endo
Joined
Sep 1, 2021
Messages
21
#6
Why i not readig ADD SIMETRY TO Ship Designer.. _Come on guys..
because asymmetric parts, and the symmetry plane will need to be place-able particularly with how ships re-'center' themselves. (frustration) Additionally support for things like triangular symmetry is more complicated.
Big hype for repair hall. (post 9 of asking for full (or just more) precision on the designer translation tool and rotation tool number readout and input boxes. Relative nudge would also be huge and a tolerable alternative)
 
Joined
Mar 29, 2021
Messages
14
#8
because asymmetric parts, and the symmetry plane will need to be place-able particularly with how ships re-'center' themselves. (frustration) Additionally support for things like triangular symmetry is more complicated.
Big hype for repair hall.
simple as click and build a line,, as for example SE
there's no point in lose twice of time doing same thing from 1 side to another, copy rotate and paste is no same thing special if ship is not identical
as i say.. every desing game has it why not here, there is a troture made a ship for someone who kwnos how to do.. imaginate it for new one
 

Greebo

Well-known endo
Joined
Aug 23, 2021
Messages
65
#10
Building a capital ship still doesn't work, I can't get it to pass the frame integrity check (It worked 2 patches ago before the conduit update)

I have built entirely new stations, dock hall and cap ships with no luck
 

Thk

Learned-to-sprint endo
Joined
Sep 1, 2021
Messages
21
#14
simple as click and build a line,, as for example SE
there's no point in lose twice of time doing same thing from 1 side to another, copy rotate and paste is no same thing special if ship is not identical
as i say.. every desing game has it why not here, there is a troture made a ship for someone who kwnos how to do.. imaginate it for new one
Most other games have grid based building, this massively simplifies things. I could potentially see EBM getting symmetry easier than SSC. EBM is is, however, more or less garbage for anything serious, way too limited.
EBM as a sort of option inside SSC probably would have been a better idea. So one could quickly create a 'base' of sorts then do some detailing. (or even just see what makes the EBM modules 'tick' with greater ease) (EBM was a mistake change my mind)
 
Joined
Mar 29, 2021
Messages
14
#15
Most other games have grid based building, this massively simplifies things. I could potentially see EBM getting symmetry easier than SSC. EBM is is, however, more or less garbage for anything serious, way too limited.
EBM as a sort of option inside SSC probably would have been a better idea. So one could quickly create a 'base' of sorts then do some detailing. (or even just see what makes the EBM modules 'tick' with greater ease) (EBM was a mistake change my mind)
,
no point .. simetry can bee add as simple , i dont know why is not stock function, we wan simetry every one want simetry ..
 
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