PTU Update 29.4.2022 (PTU Build 865)

AuraFB

Community Manager
Frozenbyte
Joined
Aug 9, 2019
Messages
102
#1
ptu_865.png


Priority snap points
  • Improved snapping with various items. Priority snap points added to some items which should increase the intended snapping behaviour. One additional snapping mode added to snap toggle (default C) so there are now three modes:
    • "On" - All snap points are searched and should be the best experience in almost all cases.
    • "Prio off" - Only normal snap points are searched, priority snap points are not used. In this mode snapping should behave like it has behaved before priority snap points.
    • "Off" - No snapping at all.
  • List of items with priority snap points:
    • Device Hardpoint
    • Large Hardpoint
    • Large Hardpoint Corner
    • Box Thruster Body Tier 1 (snaps to hardpoints)
    • Box Thruster Body Tier 2 (snaps to hardpoints)
    • Box Thruster Body Tier 3 (snaps to hardpoints)
    • Maneuver Thruster Tier 1 (snaps to hardpoints)
    • Maneuver Thruster Tier 2 (snaps to hardpoints)
    • Maneuver Thruster Tier 3 (snaps to hardpoints)
    • Triangle Thruster Base Tier 1 (snaps to hardpoints)
    • Triangle Thruster Base Tier 2 (snaps to hardpoints)
    • Triangle Thruster Base Tier 3 (snaps to hardpoints)
    • Cargo Lock Beam (snaps to hardpoints)
    • Radiator Base (snaps to hardpoints)
    • Rangefinder (snaps to hardpoints)
    • Resource Bridge (snaps to hardpoints)
    • Coolant Recharge Rack (snaps to hardpoints)
    • Generator Cooling Rack
    • Small Cooling Cell (snaps to recharge rack and cooling rack)
    • Generator Fuel Chamber Tier 1
    • Generator Fuel Chamber Tier 2
    • Generator Fuel Chamber Tier 3
    • Small Fuel Rod Rack
    • Tier 1 Generator Fuel Rod (snaps to fuel chambers and fuel rod rack)
    • Tier 2 Generator Fuel Rod (snaps to fuel chambers and fuel rod rack)
    • YOLOL Rack Chip Slot (2 Slots)
    • YOLOL Rack Chip Slot (3 Slots)
    • Advanced YOLOL Chip (snaps to rack chip slots)
    • Basic YOLOL Chip (snaps to rack chip slots)
    • Professional YOLOL Chip (snaps to rack chip slots)
    • YOLOL Memory Chip (snaps to rack chip slots)

Crafting
  • Research tree changes:
    • Massively decreased research point requirements in all research trees. Almost every single node was adjusted.
    • Advanced research tree rework, now includes capital ship items as well as alloy crafting
    • Basic research tree has some nodes moved around
    • Fixed crafting directories
    • Added new ores
    • Added new Furniture and Decoration modules to the Research Tree:
      • Bench (Smart Casual)
      • Flooring (Smart Casual) - Set
      • Lamp Module (Smart Casual) - Set
      • Lamp (Smart Casual) B
      • Moulding (Smart Casual) - Set
      • Wall Panel (Smart Casual) - Set
      • Corner Panel (Industrial) - Set
      • Decorative Panel (Industrial) - Set
      • Fence (Industrial) - Set
      • Interior Wall (Industrial) - Set
      • Modular Structure (Industrial) - Set
      • Moulding (Industrial) A - Set
      • Moulding (Industrial) B - Set
      • Rubber pad (Industrial) - Set
      • Lamp (Industrial) A
      • Lamp (Industrial) B
      • Lamp End (Industrial) B
  • Fixed an issue where Alium Alloy could not be crafted
  • Fixed an issue where crafting 2x2 slot items did not take into account the item's actual size or if there was room for at least one
  • Tallium and Corium alloys added to T2 alloys
  • Removed station/moon foundations from places in crafting menu where they didn't belong
  • Added new Walkway Modules to the Research Tree:
    • Premade Walkway (XS)
    • Premade Walkway (Short)
    • Premade Walkway (Medium)
    • Premade Walkway (Long)
    • Premade Walkway End
    • Premade Walkway L-Turn
    • Premade Walkway T-Turn
    • Premade Walkway Ramp
    • Premade Walkway Ramp Extension
    • Walkway End B
    • Walkway End B (mirror)
    • Walkway Side (Short) B
    • Walkway Side (Medium) B
    • Walkway Side (Long) B
    • Walkway Turn Outside B
    • Walkway Turn Inside B
    • Walkway Side (Medium) A
    • Walkway Side (Long) A
    • Station Grid Frame 4x2x2 v1
    • Station Grid Frame 2x2x2 v1
    • Station Grid Frame 4x1.5x1.5 v1
    • Station Grid Frame Adapter: 2x2 - 1.5x1.5 v1
  • Added the possibility to unlock a node along with all its dependencies if the player has enough points
  • Fixed "Turret Cradle Advanced" requiring 2x2 space when it only needs 1x1

Devices
  • Fixed an issue where bolts were not rendered in their correct lengths

Easy Build Mode
  • Fixed an issue where spamming parts at a large station area caused the game to crash
  • Fixed an issue where the game froze when line placing parts at a large station and the line placement goes over a station area
  • Fixed an issue where corner pieces could not be placed inside a factory area

Gameplay
  • Fixed an issue where the safe zone border visualization didn't match the actual position of the safe zone border
  • Fixed an issue where ship LODs did not update when spawning them after a repair

Inventory
  • Tooltip clarifications for material crates and resource bridges
  • Fixed an issue where unsellable items could be sold at the auction house through right click context menu
  • Fixed an issue where players were not able to auction entity items in bulk
  • Added unique icons to various terminal items

Lifeline
  • The icon is now much smaller and can be repositioned like other HUD elements
  • The icon is now clickable to toggle the state
  • Chatlog message sent from binding and unbinding to ships
  • Options cleaned and simplified

Mining
  • Asteroids added to all moon belts

Ship blueprints
  • Fixed an issue where mouse buttons did not work in the in-game blueprint saving window

Ship shops
  • Updated Ulfberht player-made ship
  • Added Mapmaker to the red developer ship shop
  • Updated Ghidorah, Ulfberht and PM-160 player-made ships
  • Updated Anubis Ore Freighter developer-made ship
  • Added a warning to all ship shop terminals that the ships might not be fully functional and up to date

Ships
  • Increased Large Propellant tank capacity from 9 million to 12 million units

Stations
  • Increased max stations a player can have from 3 to 4

Weapons
  • Fixed an issue where players were able to keep shooting without reloading by swapping an empty magazine to a full one from the inventory

PTU ONLY
  • Capital Ships
    • Fixed an issue where shadows started flickering while fast travelling
    • Blocked the usage Ship Designer during a Capital Ship warp to prevent bugs
    • Required Minimum Shell Rating for Fast Travel is now 70
    • Capital ship Fast travel Min/max speeds have been set to 8/14 km/s for now. Thruster efficiency of 1.5 will give 10 km/s.
    • Capital ships travelling less than 100 km will have decreased speed.
  • Crafting
    • Updated capital ship devices to give research points
    • Changed Utility pipe crafting materials and minor changes to other capital ship device crafting materials
    • Added research point gain for Command Deck parts
    • Increased crafting cost for Command Deck Screens
    • Added Ukonium to Generator Enhancer Tier 3
    • Updated Arclighter crafting data
    • Adjusted material stat balance for new ores
    • Added crafting data for Arclighter magazines
    • Added crafting bench requirements for the Arclighter
  • Devices
    • Added Karnite propellant and Exorium fuel costs to Filler tools
    • Added a laser beam effect to the Recycler Tool
    • Fixed an issue where the Reconstruction Machine of a ship always showed an "access denied" message
    • Fixed an issue where Reconstruction Machines at developer stations showed infinite range
    • Reduced Capital Ship tank filler tools' range
    • Changed Capital ship filler tools to require tools and a weapons crafting bench
    • Fixed Alloy Furnace Fuel Rod electricity efficiency
  • Factory Halls
    • Prevented deconstructing a hall frame if the hall is not fully loaded
  • Hangar Halls
    • Fixed an issue where hangars allowed repairing ships that did not fit the hangar itself, causing them to spawn while clipped into the station
    • Fixed an issue where hangars randomly stopped working after a Capital Ship warp
    • Fixed an issue where areas generated in wrong positions in expanded station parts
    • Improved quickbar placement performance when placing items near big ships
  • Mining
    • Increased the amount of surface material gained from mining moons
    • Updated moon ore distribution
    • Fixed an issue where it was impossible to turn off the mining backpack
    • Ore veins are no longer affected by gravity, as a potential temporary solution to the FPS problems
  • Moons
    • Added automatically generating no-build zones around craters
    • Added moon mining material configurations for all moons in the universe
    • Increased the size of the no build area around the moon city. It was 1500 meters in radius previously, has now been upgraded to 15 000 meters instead.
  • Moon Bases
    • Moon Support Legs now load a visual showing how large an area they allow you to build in
    • Added degradation mechanics. Unsupported pieces in the loaded Base build areas start slowly degrading.
  • Ship Designer
    • Added Tallium and Corium Alloys
    • Added manual welding
  • Stations
    • Removed Asteroid Hauling halls from Farbelet Outpost and Arma stations
    • Adjusted safe zones of Farbelt Outpost and the Warp Gate there
  • Weapons
    • Fixed an issue where empty cooling cells in a ship affected the ship's firerate

Known issues
  • Spaceship transponders and the ships themselves can teleport 5-15m from the location they are left at if the player also leaves the area
  • Moon Base Degradation may cause FPS issues
  • Moon Base Degradation doesn't yet correctly detect unsupported structures if they connect to objects that are supported
 
Last edited:

wyattmoon

Learned-to-sprint endo
Joined
Dec 7, 2021
Messages
23
#2
love the LOD update for stations , but 5 isnt enough. We need the entire station visible..... this has to be fixed before sieges go live
 

Lukas04

Active endo
Joined
Feb 8, 2020
Messages
42
#5
Good list of changes, cant wait to check the new Research tree prices
Edit: i can confirm that the research tree price reduction is great, good job FB.
 
Last edited:

ChaosRifle

Veteran endo
Joined
Aug 11, 2020
Messages
226
#6
When the research tree changes go live, will players that spent all their points be refunded the difference in costs? (the reset button is gone on live, but not PTU) Some users spent a good 10 million credits brute forcing the crafting tree
 

Lukas04

Active endo
Joined
Feb 8, 2020
Messages
42
#7
When the research tree changes go live, will players that spent all their points be refunded the difference in costs? (the reset button is gone on live, but not PTU) Some users spent a good 10 million credits brute forcing the crafting tree
Kai mentioned on the Discord that this will not be the case. Though the costs of parts is so low now that it barely matters.
 

fr4me01

Active endo
Joined
May 16, 2021
Messages
31
#9
Good list of changes, cant wait to check the new Research tree prices
Edit: i can confirm that the research tree price reduction is great, good job FB.
It's only great if you consider everyone being able to do everything all the time, great. Which is not. And it's directly against one of their stated design goals of the game.

All in all I guess it doesn't matter anyway since this project is dead.


RIP players that actually played ball with a shitty system then, feels pretty bad to have blown that cash
Imagine having actual progression in a game that takes time and effort. Nah lets just let everyone unlock everything in a few hours!
 

Lukas04

Active endo
Joined
Feb 8, 2020
Messages
42
#10
It's only great if you consider everyone being able to do everything all the time, great. Which is not. And it's directly against one of their stated design goals of the game.
Researching doesnt make it immidiatly give you the item in your inventory. Its good to have a good resource sink, but i think most people can agree on the point that the Research Tree wasnt a good one. It locked you out of things that never made sense to be locked out of (really, why is paint so expensive in the old research tree?). Why would you lock people out of building stations, when Stations are where most of your content is going to happen at, and are basicly detrimental to have if you want to progress the tree further.

Unlocking the research tree isnt actually doing any effort, its standing in a corner and crafting things you dont ever need.
With the new numbers, i can say that its more close to its original design intention, of being something you do on your side while you learn the game, and not something you waste your entire time around.
With the old numbers, you were basicly forced to optimise the routine to get anywhere, instead of just crafting the things you currently need.
 
Last edited:

Foraven

Veteran endo
Joined
Jun 25, 2021
Messages
139
#11
Nice update, looking forward for the next batch of goodies. I have tried to manual weld and could not make it works. Anyone managed to manual weld anything?
 

ChaosRifle

Veteran endo
Joined
Aug 11, 2020
Messages
226
#12
Imagine having actual progression in a game that takes time and effort. Nah lets just let everyone unlock everything in a few hours!
That "few hours" was a straight 36 hours crafting, non-stop burning cash and reselling items on the market to buy ore.

A LOT of people did it, and to have gone to such extremes when the game was a grindfest, it feels like a slap in the face to be told go craft some more (becasue they wont comp the difference) despite blowing that much time and cash. Will it make me quit? No, but I sure don't feel appreciated as a player nor do I appreciate being left holding the bill for mistakes FB made. Just stings a little.
 

Lukas04

Active endo
Joined
Feb 8, 2020
Messages
42
#13
Nice update, looking forward for the next batch of goodies. I have tried to manual weld and could not make it works. Anyone managed to manual weld anything?
You go in to the SSC, select the Weld tool and then can select the weld boxes thing in the tool options.
Now if you click inbetween two objects, it should create a weld.
Make sure that you havent hidden Bolts in the Editor window, as Welds are part of the Bolts Category.
 

Foraven

Veteran endo
Joined
Jun 25, 2021
Messages
139
#14
Manual welding is probably the best barely mentioned feature added... It's a massive game changer for ship designing.
 

ChaosRifle

Veteran endo
Joined
Aug 11, 2020
Messages
226
#15
It's a massive game changer for ship designing.
You could do it before by just having two beams side weld to eachother, even at weird angles, you just need 4 points of contact, 2 on each 'rail' of the beam. it was entirely do-able to make any shape, you just needed to use more beams than normal, which hurt the aesthetics and performance. Not so game changing, just super convenient. Works on devices/machinery too. That helps a lot too. Given how awaited this was, why was this not announced with a little more fanfare? This was easily the highlight of the patch, but buried at the bottom.
 

Foraven

Veteran endo
Joined
Jun 25, 2021
Messages
139
#16
You could do it before by just having two beams side weld to eachother, even at weird angles, you just need 4 points of contact, 2 on each 'rail' of the beam. it was entirely do-able to make any shape, you just needed to use more beams than normal, which hurt the aesthetics and performance. Not so game changing, just super convenient. Works on devices/machinery too. That helps a lot too. Given how awaited this was, why was this not announced with a little more fanfare? This was easily the highlight of the patch, but buried at the bottom.
True, we could make weird shapes, but it was difficult and it was a real pain to put plates on afterward. The new weld blocks are way more versatile than the connection plates ever were. You can weld down multiple objects at once so long as the weld touch them and you can weld to beams or plates even if there is still a gap between them. And one other use I found is using welds as balancing weights, super convenient to balance a ship thrust.
 
Top