Rocket

Rocket



21 Jul

Comment
    Rocket on Steam Forums - Thread - Direct
Note if you change your branch to "Previous" you will be able to play on the game prior to the phase change update. This incorrectly was labeled in steam as a "very old build from 2021", but it was actually the last public release build, which is pre-phase change.

There is no way we can have the "old code" and then run the "new code" when you started a new game, without basically having two versions of the game running - which would be enormously complex, double the file size, and mean we would need to change the entire steam deployment. This would slow the development down a great deal. Sadly, like other changes and new features, we need to implement those features and then move forward with the other features in the game.

20 Jul

Comment
    Rocket on Steam Forums - Thread - Direct
Originally posted by Bonny01: ...
This is a really cool video, and also is a great explanation of the problems/benefits of hashes.

12 Jun

Comment
    Rocket on Steam Forums - Thread - Direct
Originally posted by Rico:
Originally posted by Rocket: Отличные новости! Извините за беспокойство
i`ve got the same problem tonight. Few days ago all was alright, even after the last update. Problem mod was "russifier" with better than ingame russian localization.
Thank you - did you have a link to the mod? I can see if I can isolate why the mod if causing the issue, maybe we can fix it at our end.

10 Jun

Comment
    Rocket on Steam Forums - Thread - Direct
Отличные новости! Извините за беспокойство
Comment
    Rocket on Steam Forums - Thread - Direct
Originally posted by Explicable: any sort of plan at the studio to really resurrect this game's playerbase. Its abysmally small
Stationeers set it's all-time peak last year when we did a "pop-up sale" with valve. This was so popular, that it set the all-time concurrent record and several times more copies than we did on launch day.

In principle, yes we agree about doing a marketing push and we have discussed that on the discord, but there's a few things I wanted to point out.

1. This is a niche game, it's always going to be a niche game. The controls are non-standard and are a key part of it's charm. However, this will not be for everyone.
2. The game's active playerbase is *high* for such a niche game.

Originally posted by Explicable: barely any real content has been added
I'm going to add a forum note for this. Not... Read more

09 Jun

Comment
    Rocket on Steam Forums - Thread - Direct
Эта проблема должна быть исправлена. Извини!

08 Jun

Comment
    Rocket on Steam Forums - Thread - Direct
Sorry it maybe F3
Comment
    Rocket on Steam Forums - Thread - Direct
Could you push "\" and it will bring up the console? then below the "nullreferenceexception" text in red, there should be a lot of white text that will be the details of that exception. If you could grab a screenshot and post here, or email me at [email protected] will try get that fixed ASAP.

19 May

Comment
    Rocket on Steam Forums - Thread - Direct
Just to clarify, you have played the game every week for at least 30 hours?

If we assume you purchased the supporters edition (thank you!) at the highest price, in the highest priced currency, then it cost about USD 120 for well over 2000 hours of playtime. Of that, the studio would receive just over USD 60, with steam and taxes consuming the rest.

Considering that, I'm sure you might realize I'm really a bit confused as to what you are expecting. We are not a live service game with lots of additional monetization. And even then, I'm proud that our team has managed to do updates every week (without missing one) for the entire time. This is more than many live service games do, that have many thousands of players and lots of additional revenue.

Could you expand on what your expectations are, and then provide some commentary on how that could be delivered given what the product cost you vs how much content you have gotten out of it?

I'm afraid th... Read more

12 May

Comment
    Rocket on Steam Forums - Thread - Direct
Yes, this is now fixed. We have been playing with 8 players on our dev server! I had to add a new floor to our sleeper building.

09 May

Comment
    Rocket on Steam Forums - Thread - Direct
Hotfix deployed v0.2.4036.19180
* Fixed mining belt Mk2 not working with Mining Drill correctly.
* Fixed Arc Furnace new collision was preventing accessing the entry slot by hand.
Comment
    Rocket on Steam Forums - Thread - Direct
Hotfix deployed v0.2.4036.19180
* Fixed mining belt Mk2 not working with Mining Drill correctly.
* Fixed Arc Furnace new collision was preventing accessing the entry slot by hand.
Comment
    Rocket on Steam Forums - Thread - Direct
Sorry, Hotfix is being deployed now. Will be out in about 30mins. Fixes this and mining belt issue.
Comment
    Rocket on Steam Forums - Thread - Direct
Sorry, Hotfix is being deployed now. Will be out in about 30mins.
Post
    Rocket on Steam - Thread - Direct
While we do regularly do playtests, it can be easy in the hustle and bustle of chasing down bugs or working on big features for the team to miss the full experience of playing the game. So we initiated a "project clinic". Think of this like taking the project to the Doctors, and then treating as much as possible right then and there, and scheduling followups with specialists for anything you can't. So the project has had all it's shots, and a whole heap of a lot of little things fixed and tidied up.

The rise of our "Interop" Layer Our "interoperability" layer is used for the first time to deploy a new version of "RocketNet", our internal multiplayer technology For our playtest we played extensively with both SteamP2P and dedicated servers, with up to eight of us playing at any one time. As part of this we identified a number of issues that we needed to fix. Some time ago we made the decision to cut our own path and do as much as possible ourselves, particularly on the networ... Read more

04 May

Comment
    Rocket on Steam Forums - Thread - Direct
If your friend and you restart steam and the game, and rehost, it is a workaround.
Comment
    Rocket on Steam Forums - Thread - Direct
We have discovered a few errors with SteamP2P. These are fixed on the beta branch, and we will be deploying a patch to fix this as soon as we have finished testing. Apologies for the bug it is very annoying.

30 Apr

Comment
    Rocket on Steam Forums - Thread - Direct
Yes there was quite some debate about this among the team.

Likely in future we may split the IC Chips into multiple types, with some having more instructions than others.

There is a reason to directly reference, the "batch named" instructions are not *quite* as performant as directly referencing something. The cost of finding the device(s) that you want to change goes up the more devices on the network.

The batch named instructions are the same as their batch counterparts, except a final 'test' is applied on the name hashes. So to do the batch named commands, the processor has to loop through all the devices on the network.

It is important to put this in perspective though. The list of devices is cached, and to compare each device it simply uses a "hash" (does one integer equal another). These are *very* simple operations for a computer and it can do thousands or tens of thousands of these kind of operations without breaking a sweat.

A... Read more

29 Apr

Comment
    Rocket on Steam Forums - Thread - Direct
Originally posted by DeathBirdsFly: Ok, I understand now. So you have to have at least one device on both networks acting as a bridge of sorts.
You can use db:0 and db:1 to get the two connections for the IC itself. That would mean the IC could be the bridge between two networks.
Comment
    Rocket on Steam Forums - Thread - Direct
Originally posted by DeathBirdsFly: but I don't see how you share that data across a network boundary
The IC can access *any* network connection off of a device, even ones not in the same network.

So if you have d0 bound to a logic memory, and another entire network on the *other* connection of the logic memory - you can access *both* cable networks for read/write. This allows IC's to access cable networks for data sharing that they are one removed from.