v0.1.30 (Early Access)
German and French are in, both experimental. Boxes on the shipping pallet stack properly instead of floating in mid air, you cannot lift one out from under another, and setting a box down no longer unpacks it where it lands. On the network side, a server with two network cards now fails over when the path behind its cable is gone rather than only when the cable itself is pulled, and a second spine starts carrying traffic the moment you plug it in instead of staying empty until you power cycle something.
Added
Languages
- German and French, both experimental. Pick either one in Settings. Every screen is covered: the shop, the ops console, incidents, customer cards, quests and the loading screen. The engineer wording you get with Tab is translated as its own thing rather than as a copy of the plain wording, so both still read the way they are meant to.
- Anything a translation has not reached shows you English. You will never get a blank line or a raw label in place of a sentence.
Fixed
Deliveries
- Boxes on the pallet sit where boxes actually sit. The staging area laid itself out on a fixed grid with one height per layer, so a small switch carton hovered a hand's width above whatever was under it, a deep server carton overlapped the one beside it, and any box you were carrying, had set on the floor, or had already loaded onto the robot punched an empty hole in the stack. The pallet now packs the same way the delivery robot's deck does, off the real size of each carton.
- A box with something on top of it stays put until you move the one above. You could previously pull a carton out from under a stack and leave the rest hanging. Buried boxes now tell you they are buried, on the pallet and on the robot alike.
- Nothing stacks higher than you can reach. The pallet fills upward to about chest height and then starts a fresh stack on the floor beside it, rather than building a tower you cannot lift the top box off. Order enough hardware in one go and the staging area spreads sideways across the free floor, leaving room to walk between the piles.
- Setting a box down leaves it in the box. Putting a carton on the floor used to unpack it where it landed, with nothing warning you that it would, so moving a delivery a few metres meant unpacking it and carrying the bare hardware the rest of the way. A box you set down now stays a box, and pressing the interact key on it picks it straight back up. Setting down hardware you are already carrying loose is unchanged, that still puts the item itself on the floor. Unpacking is something you do at a rack now, or at the sell area.
- You can sell a delivery without unpacking it. Carrying a boxed item to the sell area did nothing whatsoever, no sale and no refusal, so selling something you had just bought and changed your mind about meant fitting it into a rack, pulling it out again and then walking it over. Take the box to the sell area and it sells, for exactly what it would have fetched unpacked.
Networking
- A server with two network cards fails over when its path is gone, not just when its cable is pulled. If the switch above it lost its own uplinks, or the layer above that went away, your server carried on pushing into the dead branch and its backup card never woke up. The only thing that ever triggered a failover was unplugging the server itself. It now moves to the other card whenever the branch it is on can no longer reach the internet, which is what having a second card is for.
- This applies to teamed cards too. Setting a server to active and backup did not rescue it, because that setting was deciding which card to use with the same near-sighted check. It now switches for the same reasons, and the failover notice you get is finally the one it was written to give you.
- A second spine carries traffic as soon as you cable it. Plug in a redundant path and it stayed completely empty, and the only thing that woke it up was powering an unrelated switch off and on. The game worked out its routing at the moment you laid the cable, when the new ports had not come up yet, and then never looked again. Any link coming up or going down now counts as a change to your network, which is what it always was.
- Everything downstream of that was stale in the same way. The map of what can reach the internet, the loop and blocked-link detection, the redundant path picker and the rack neatness figures were all worked out from the same out of date picture. They now update when your links do.
Ops console
- Renaming a device updates the suggested bonds. The list of links the game offers to bond together kept showing the name a switch had before you renamed it, until you happened to plug or unplug something.
Notes
Save compatible in both directions. A save from v0.1.29c opens here and a save from here opens on v0.1.29c, and nothing in this update changes what is stored in your world.
Your pallet restacks the first time you load. Nothing is lost and nothing moves off the pallet, the boxes are simply arranged from their real sizes rather than the old grid, so a delivery you left half unpacked will look tidier than you left it. If a box now reads as buried, the box on top of it is the one to take first.
Traffic figures will move on any site where a server has two network cards on different switches and one of those branches cannot currently reach the internet. Those servers were being counted as though they were still pushing traffic through the dead side; they now report through the side they are actually using. Nothing about your hardware changed and no capacity was lost.
If you have redundant uplinks that have been sitting at zero, they should pick up traffic on their own after this update, with no power cycling. One thing worth knowing if they still read zero: two plain switched paths between the same two points are a loop, and the game parks one of them exactly as real switches do. To have both carry traffic at once they need to be routed links rather than switched ones.
German and French are marked experimental for a reason. They were produced by machine and then checked by a second pass, not written by a native speaker, so expect wording that is correct but stiff, and the occasional term that is plainly the wrong word for what it labels. English is still the language the game is written in, and switching back is one setting away. If a line reads badly, the useful thing to tell us is the screen it was on and roughly what it said; that is enough to find it.
Multiplayer sessions need every player on the same version, as with v0.1.29c.