Captains of Industry! – Interstellar Rift Development Update 090

Today we introduce the first section of industry automation! With this update the extractor, refinery, salvager, 3d printer, and the assembling machine will all have a new cartridge slot which can be found at their control console. Players will be able to insert an automation cartridge into these machines which will let them function autonomously until the cartridge is expended.

These cartridges can be crafted in the 3d printer. Automation cartridges work in a similar way to the upgrade cartridges in that they decay after a period of time, in this case 12 hours. Once they are completely spent players will have to replace them.

These cartridges come in 3 types:
Processing cartridges – these are meant to be used with the assembler and refinery
Extraction cartridges – These are meant to be used with the salvager and the regular resource extractor (strip miner also has a built in automation function and does not need a cartridge)
Printing cartridges – This one is meant to be used with the 3d printer.

Note that these devices will stop their function if their hopper is full. Therefore in order to keep these devices functioning at peak efficiency players will have to keep up and clear the exit hoppers whenever necessary.

The next part of industry automation will focus on moving cargo from one device to another or onto cargo pads. This will be done through new devices called the Automated Cargo Teleportation Relays (ACTR). This device will use two heatsinks and can be programmed to move a cargo crate from one device to another automatically. Combined with the automation cartridges players will be able to set up their own assembly lines for whatever materials and items they require.
This part of automation will be coming soon.

In addition we have also made several quality of life changes. Hydrogen fuel is now 4 times more efficient and thus will last 4 times longer. The salvager has had its range increased to 1000 meters which should make salvaging easier. We’ve also added in some more diagnostic tools that should make it easier for us to find desyncs!

As always, we’d appreciate any feedback you’re willing to provide, it will only help us make the game better.

Thank you all for playing and see you starside!

-The Split Polygon Team

Shining a new light on the galaxy – Interstellar Rift Development Update 086

This week’s update will add the ability for co-op crew missions. With this new feature you can share some mission rewards automatically with anyone in your crew. Players in your crew will also see objective markers.

In addition we’ve also introduced the ability to give other players items and resources. If you look at another player you can press “E” and give them the item you currently have equipped. This should make it a little easier to work together with players and share stuff like repair guns, ammo and more. You are also able to give other players mission critical items so that missions can be completed by other players.

Additionally, a new Skrill has awakened. It is called the Disruptor. The new Skrill can deploy a warp disruption field. Which will prevent ships caught within from warping away until they leave it’s radius or kill the Disruptor. Be careful though because the Disruptor is seldom seen alone.

We’ve also added the first iteration for random events into the game. This update will bring the Asteroid Storm event. You might see hundreds of asteroids fly by around your ship and some of them might impact your ship, causing a little damage.

We’ve also made some changes to the space around your ship. For instance, some planets will now have rings. And the sun will now actually illuminate the objects in space. There have also been some changes to the shield visual effects. The shield is now only shown when it is hit by objects or projectiles.

As always, we’d appreciate any feedback you’re willing to provide it will only help us make the game better.

Rebuilding old saves is necessary, to do this in single player, press F8 and under rebuild select the third rebuild option. To do this on servers either join the server as the admin and do the same, or in the console type “rebuildServer 2” to start rebuilding

Thank you all for playing and see you star side!

-The Split Polygon Team

Death, a minor inconvenience – Interstellar Rift Development Update 082

After a brief incubation in the experimental oven, we feel this patch is ready for prime time!
First on the list is the new Skrill stinger, this agile Skrill creature can’t wait to give you a hug upon which it will explode with joy! This new enemy can be found star systems with a Skrill rating of 2000 and higher.

We’ve also taken the time to revamp several of the game’s menus. Primarily the server browser and the respawn menu. The server browser now allows you to sort servers based on name, player count, and on another new feature, password protected servers. You are now able to set a password for your server so you and your friends can play without fear of having to deal with uninvited guests. You can set your passwords from the in-game menu or from the server config file.

The respawn menu has also had a major overhaul. Plus respawn costs have been added based on the distance of the target ship. This is to provide more of a penalty for dying and respawning.
You will now also see a list of nearby available ships when respawning, you can always respawn on friendly ships within a range of 100 kilometers, the Black Pit, or your starter station. After respawning on a ship in the same system that is more than a 100 kilometers from your grave, you will have to wait 15 minutes before being able to do this again. The Black Pit and your starter station will always be available though.

We’ve also taken the time to add the ability to turn lights on and off. Simply look at any light in the game and press e when prompted to turn it off. We will soon be adding in the ability to turn off lights per room.

This update also includes a healthy dose of bug fixes, and server optimizations, as this is where our primary focus is at the moment.

Thank you all for playing and if you want to stay up to date with all Interstellar Rift news you can follow us on Twitter, Facebook, and you’re free to leave your thoughts on our forums! We hope you’ll enjoy this new update and we’ll see you star side! 

Carpe Nuke’m – Interstellar Rift Development Update 080

Nuclear power is here! This patch introduces the nuclear fission reactor to Interstellar Rift! Finally you will be able to power your large ships with a more efficient fuel source.

Nuclear power however is not without risks. The reactor operates on three resources, The first of which are fuel rods which come in three variants, Uranium 238, Plutonium 239, and finally Plutonium 241. These are ranked from least to most powerful. Once a fuel rod is depleted, the fuel rod in the slot will become a depleted fuel rod marked by the D after the type number, also the fuel rods core will be empty. These depleted fuel rods can be used to craft the next tier of fuel rods. However you will need 4 depleted fuel rods to craft one of the next tier.

The second type of resource are heat sinks, these items need to be inserted in the small slots on the side of the reactor. The heatsinks keep the reactor from overheating. But like the fuel rods they come in 3 different tiers, each tier is capable of handling a higher heat output, and has a longer durability. Once the reactors heat output exceeds that what your combined total of heatsinks can handle the reactor will start to take damage.

The third and final resource required to run the nuclear reactor are the turbines, just like the other two these come in three varieties, Iron, Steel and Platinum turbines. The turbines are required to generate power. If you activate the generator without turbines it will consume fuel and generate heat but it won’t generate any power. Each tier of turbine will last longer and generate more power.

You can configure the nuclear reactor to suit your ships needs while still keeping it economical. But at it’s absolute maximum output the generator will output around 30k of power.

In addition to the nuclear reactor we have also included the new Tech 3 Engine, This new engine is designed to be used with a nuclear reactor as it needs a lot of power and will be rather inefficient when used with hydrogen generators. The T3 engine is designed for large ships, not so much for smaller ones. And the engine will cap out at around 800 m/s

Also in this patch, two new construction resources, Aluminium and Lead, both used for the new reactor. Aluminium and Lead are quite common and can be found in most systems. Another new resource however, Uranium, can only be found in systems with a Skrill rating of over 3000.

Aluminium, Lead, and their ores can be bought in most shops. Uranium can only be bought as a refined resource and is one of the most expensive resources in the game. Fuel cells can not be bought anywhere, though you may find depleted ones on ships belonging to the Drifters.

Big changes have been made to the underlying systems of Interstellar Rift, in relation to saving and joining a multiplayer game. These changes are live in this branch and you can enable them for your single player games via the options menu.

For multiplayer servers however, you will need to set a flag in the server.json file in your Interstellar Rift appdata folder to true. This flag is called: “CreateGhostClients”, if you also want to keep track of all the ghost clients that are made, enable the next line as well; “GhostClientConsoleVisible.” This will show a console window for every running ghost client. These clients will do the heavy lifting of the save and load function of Interstellar Rift in the background, mostly eliminating any ingame hiccups. They are still a work in progress though and might negatively impact performance. Our own server will be running with these turned on, but you might have to check for yourself if you find them to be optimal for your gaming experience.

As always,we hope you’ll enjoy this update! and we’d appreciate any feedback you’re willing to provide as it will only help us make the game better. See you Starside!

-The Split Polygon Team

Learning new Lingidies- Interstellar Rift Development Update 078

Cloudy with a chance of Missiles! – Interstellar Rift Development Update 073

After a few days of simmering in the experimental branch we’re releasing patch: 0.1.35 into the wild! Bringing with it, missile launchers, a new resources, holotable improvements and more!

First and foremost introducing the missile launcher! These weapons are placed in interior mode and can only be attached to an exterior wall much like windows and t2 engines! Each missile launcher can hold up to 4 missiles and can be fired from the console on the missile launcher or from the cockpit! There are two missile types the normal missiles do 1000 damage and travel at 600 m/s. These cost 40 Brass, 30 Steel, 70 Nitrous Oxide. The second missile type is the advanced missile and this one requires a new resource called TNP which can only be found on the Logicorp Chemical Plant. The total recipe is 40 Brass, 30 Steel, 100 TNP. These missiles do 10,000 damage and travel at 800m/s.

We’ve also overhauled the holotable’s system mode so that it’s more useful and easier to use. System mode will always have the sun in the centre of the display surrounded by the planets.
Everything that is orbiting that planet will be grouped under that planet and in order to see those object simply press E on that planet and it will expand revealing everything that orbits it. This way you can easily target objects from long distances. Ships and stations that are not orbiting a planet will be displayed on their own and their relative position will be visible in the main system mode view.

Additionally we’ve updated the gun with a new cross-hair that reacts to when you hit something giving more player feedback. We’ve also added a dedicated holster button (Default key: H), and added new messages that you get via in game mail. These tell you about any ships you might have lost and at what location you stored your ships.

Thank you all for playing, we hope you’ll enjoy this new experimental update and we’ll see you starside!

Hot Shots! Part Deux – Interstellar Rift Development Update 071

In this update we are enabling some more offensive and defensive capabilities as we add plasma pistols and meal packs, plus a healthy dose of bug fixes.

The new SI-3 Plasma Pistol by Sentinel Security Systems can now be printed in a 3D printer, as can the ammo that it fires. The plasma pistol can be used to destroy Eggnites, damage devices, and eliminate other players. It can be stored in a weapon rack, and the ammo can be kept in a locker. These weapons are disabled on starter stations however, preventing people from killing each other before they can reach their ships.

The plasma pistols have been available on the experimental branch for most of this week and during that time we have tweaked them a little. We have added recoil, tweaked the walking speed while aiming down sights, added sprinting animations, and tweaked the animation speeds.

We have also (finally) introduced a way to heal. Food cartridges can now be printed from the 3D printer from Skrill meat. Each of these cartridges heals 10 per use and has 5 uses (a player has 100 health max). We are working on ways to allow for these to be obtained in other ways than printing them. Food cartridges can be stored in lockers as well. To use a food cartridge hold it in your hand and press and hold the left mouse button down.

Also in this update, we have been working on tweaking the way resources spawn in the galaxy. The system map now accurately shows the spawn rates of resources in those systems. Before this change there could be discrepancies between the values shown on the system map due to multiple random values working on top of each other.

What this means for you guys is that some rare resources now no longer spawn in Hadron. There is still a chance for beryllium to spawn, as well as gold and platinum. To find the other rare resources you will have to travel to other systems. To offset this change they are now much more abundant in those systems as they now have a chance to spawn in every field in that system. What we hope to achieve with this change is less reliance on random values to find resources, and more on using scanners and holotables.

We have also been working on localization. We hope to be able to release the option to translate the game, and share that translation with the community, within a couple of updates.

Thank you all for playing and if you want to stay up to date with all Interstellar Rift news you can follow us on Twitter, Facebook, and you’re free to leave your thoughts on our forums! We hope you’ll enjoy this new update and we’ll see you star-side!

Hallowed be thy pumpkin – Interstellar Rift Development Update 069

Greetings one and all and welcome to that most scary time of the year. Halloween is upon us and the denizens of the galaxy have gone all out in their decorations.

The 4 major factions have turned their stations into havens of terror and despair to fill the people with dread! But they do not need to be the only ones spreading the horror around the galaxy for they have made their decorations available to all who bring them their bounty of candy!

Mysterious asteroids have appeared around the galaxy, not filled with ores but filled with candy! Spooky pumpkins have miraculously been conjured around the galaxy to fill you with fright. But their use need not end there. For these pumpkins hold the key to more candy for your decorating needs!

Please enjoy Interstellar Rift’s 2016 Halloween update!

Happy Halloween everyone!

-The Split Polygon Team

Stellar Stability – Interstellar Rift Development Update 068

The theme for this update has been stability and desync fixes. The majority of time has been spent on fixing crashes and fixing several bugs and ironing out some other issues.

We have also added in a much requested feature; no combat zones around the faction starter stations.
These are there to prevent spawn camping and griefing. In a radius of 3km around these stations your ships weapons simply won’t function. These new zones are still under review and we will adjust them when/if necessary.

Additionally the repair tool now has third person animations, which means that you can now see other people using their repair tools. The repair beams have also been added to the repair drone to make it clearer as to which ship they are repairing.

We’ve also further improved the space flight marker compass with the ability to filter out certain types of markers. Debris now also has individual markers making it easier to track loot from destroyed ships and aliens.

We have also updated the chat box GUI, which will now scale with screen resolution and has a few extra upgrades such as CTRL-V capability and autocomplete on usernames when TAB is pressed. Clicking on a username will now automatically set the chat to whisper the next message to them.

Thank you all for playing and if you want to stay up to date with all Interstellar Rift news you can follow us on Twitter, Facebook or you’re free to leave your thoughts on our forums! We hope you’ll enjoy this new update and we’ll see you starside!

Engineering a Skrill infestation – Interstellar Rift Development Update 067

After wednesday’s appetiser on the experimental branch it is time for the main course. This patch introduces a brand new Skrill enemy, the hunter!

This skrill is most commonly found in packs with skrill grunts. However it is much faster than the grunts and it has a special attack that can cripple ships by infesting the ships with eggnites. These creatures attach themselves to a ship’s power generation devices and partially drain them of power which can cause some systems to run much less efficiently. Which can make you an easier target for the skrill grunts since the hunter itself doesn’t do much damage. Fortunately these eggnite projectiles cannot go through shields so make sure to keep them up if you don’t want your ship to be infested. Additionally hunters also dramatically boost the aggression of all other skrill around them. So don’t think you’re going to be safe if you’re in a large ship now as these creatures will now attack you as well.

The eggheads at Logicorp have created a new terminal which lets you control individual systems from a single terminal. Its primary functions include the ability to switch power groups on the fly so if you have damaged or destroyed generators you can now transfer power from an intact generator to this damaged group. Additionally you can also control the life support systems for every room through the engineering terminal, making it a little easier to cut off life support to certain sections of the ship which you are not using or use it for some more nefarious activities.

Another major addition is the inclusion of repair drones. With this we are giving players the ability to repair hull and engine damage. These drones can be launched using a disposer and then be controlled by use of a normal terminal through the sensor menu. In order for a drone to do its job it will have to be loaded with iron. Which means that you will have to eject a crate of iron along with the drone and then tell it to grab it from the drone menu. Now the drone is ready to repair and follow any target that you give it. The repair drones have a maximum follow range of 4 kilometers and they will go into sleep mode if they are ever out of range and stop following your ship.

These busy little bee’s can be built in the assembler using iron, brass and silicon.

As a final cherry on top we have overhauled the cockpit marker compass to now be constrained in a circle instead of the edges of the screen. This should make finding your targets much easier as we’ve also changed up the way we display markers which are on top of each other. They will now expand and display all of the text in one or two lists around the target marker. Additionally targets which are behind you will also have a secondary arrow next to them indicating that they are behind your ship, and you now have the ability to deselect targets by pressing “Y” (rebindable in the options menu).  In upcoming updates we will also add filter options to give pilots even more control over their interface.

We have noticed some issues with performance and networking when playing multi-player, and we will be focussing on resolving these issues over the coming weeks. This might however limit the amount of new functionalities in the next update, but we feel like focussing our efforts on a smoother and more stable playing experience should be top priority. 

Thank you all for playing and if you want to stay up to date with all Interstellar Rift news you can follow us on Twitter, Facebook or you’re free to leave your thoughts on our forums! We hope you’ll enjoy this new update and we’ll see you starside!

– The Split Polygon Team