
Kerbal Space Program: [0.25] – Economic Boom is Live
Kerbal Space Program .25 Economic Boom has finally come.
This update brings several new things to the game from Spaceplane+ to the new Administration Facility.
There are really too many additions to this update to list them all here, your best bet would be to check out their FAQ page here or this thread here.
A Few of the highlights for this update are:
Spaceplane+: More spaceplane parts, plus more parts for rockets as well. And best of all, cargo bays.
Administration Building: Players will be able to select and activate Strategies. This is a new player mechanic will affect aspects of the game for Carrier Mode.
In Depth Difficulty System: Players will be able to better customize how hard core they want their game to be.
Upgraded FX on Explosions: Kind of self explanitory here.
Destructible Building: Watch those falling parts, a damaged part of the KSP facility can be rather costly to fix/replace.
64Bit Issues
There is a issue with the 64Bit build, they are working on it, but it can be a bit unstable.
Have fun

Space Engineers [1.050] – Blueprints and Fixes
Another Thursday another update for Space Engineers. This week brings just one new feature and of course bug fixes.
Patch Notes:
Features
– Blueprints (F10, Ctrl+B)
Fixes
– fixed reduced distance for placing objects in survival mode
– fixed issue when a dead player could still remotely control ships
– fixed ore detector showing ore when owned by someone else
– fixed mod api enums not allowed
– fixed crash when changing ownership
– fixed mod api – 147 script error due to ‘the process cannot access the file because it is being used by another process’
– fixed cockpit lockout after RCing a ship
– fixed hand tools not working after RCing a ship
– fixed colour palette resetting
EDIT 10/03/2014:
Update 01.050.010
– fixed slender man
– fixed crash in modded character caused by different number of bones
– fixed crash caused by meteors hitting asteroid
– fixed crash when using unsupported characters in blueprint name

KSP .25 Secret Feature Revealed – Destructable Buildings!
KSP showing off destructable buildings
The Kerbal team has revealed the Secret feature of the upcoming .25 update. Destructable Buildings!
This is a feature that players will be able to toggle through the menu. With this enabled, players will need to be more careful when launching new rockets or landing planes on the runway. Falling debris will be able to damage or destroy buildings in the KSP complex. Repairing/rebuilding these buildings and structures will not be cheap.
Some other planned features for .25 are the following.
Administration Building – This will allow you to choose various strategies to help boost certain areas of your space program. These can come at a expense of others, and there is a limit to how many you will be able to do.
New effects – Particle and sound fx has been largely overhauled, this should help improve the look and feel of rocket sounds and explosions.
Spaceplane Part Overhaul – Several new parts along with integration of Spaceplane Plus, a popular mod for KSP.
Accessibility improvements – Many of us have been waiting for this one for a while. This update adds more markers to your navbal and pointers to let you know were your marker is (Thank god). There will also be a button to push thrust to 100%.
Kerbal Experience – Recovering kerbals will now reward you based on where they have been, and what they have done. They now will have a personal “Career” log showing what each kerbal has done.
Difficulty panel – Much needed addition. This will allow players set how hard core they want their game to be.
When?
Soon, hopefully. They have been putting .25 through QA over the past 1-2 weeks, so it should be soon.

Space Engineers [1.049] – G-Menu Update and Antenna Range Visuals
Another week, another SE update. Other than some of the usual bug fixes, the G -Menu got some love on this update. Everything should now be easier to find, not to mention there is now a find box. Antenna range also has a visual reference that can be toggled now, and sensors can now detect asteroids.
Patch Notes:
Features:
– recreated G-screen layout – it provides easier and faster access to what you need
– moddable categories for G-screen blocks and tools (can be edited in the new BlockCategories.sbc file)
– search textbox in the G-screen to make it easier to find that one block
– added antenna range visualization (under info tab)
– added object creation for player-made scenarios (creative mode only, Shift + F10)
– sensor is now able to detect voxels (asteroids)
Fixes:
– fixed crash in missile launcher shooting
– fixed issue with multiple ships in one spawn group shooting at each other
– fixed crash in modding API caused by ConfigDedicated.Administrators
– fixed sync issues with damage application to blocks
– fixed shifted jetpack animation on characters in multiplayer
– fixed missing welding/grinding/drilling sounds
– fixed player spawning twice in the world after remotely controlling a ship
– fixed custom palette resetting after spawn
– fixed issue when asteroids are not properly update when a lot of explosives go off near them
– fixed ModAPI is no longer working for some namespaces
– fixed cockpit inertia displayed wrong in 1st person
– fixed timers execute one tab only
– fixed collector not collecting 0 speed items
– fixed G-Menu search-box reaction on shortcuts
– fixed ModAPI ConfigDedicated.Administrators causes exception
– fixed crash while starting remote control by sensor
EDIT 09/26/2014:
Update 01.049.009
– fixed crash when joining multi player
– fixed crash in input
– fixed major audio crash
– fixed issues with remote control on Dedicated server

Minecraft Bukkit – Teetering on the brink
The End? Well maybe.
It seems that EvilSeph has left Bukkit and had intended to shut down the project. Mojang owns bukkit, they had purchased it 2 years ago when jeb and Dinnerbone joined Mojang.
Both Jeb and Dinnerbone have tweeted that they will not let the project die.
Much of this drama seems to have started around update 1.7.10 when Mojang started enforcing parts of their EULA, and according to EvilSeph they eventually for a DMCA takdown notice.
More detailed info on a post from Mojang and their stance can be found here: http://forums.bukkit.org/threads/mojang-and-the-bukkit-project.309715/
A timeline thats a bit easier to understand can be found here: https://storify.com/lukegb/the-tale-of-bukkit-for-minecraft-1-8
The Future?
Will this be the end for Bukkit? Could be. The MC community could see a 1.8 update for it since Jeb and Dinnerbone have spoken up about seeing the community continue on, but I do not see the future of bukkit being the same. With Microsoft’s purchase of Mojang/Minecraft it is hard to tell what the future of the game in general will be.
As a side note Microsoft has stated that they will not stop YouTuber’s from monitising minecraft as long as they follow the rules set down by YouTube.
What about our server?
All this does not affect our Tekkit server. We moved away from Bukkit about a year or so ago. Having to vet all the plugins, the worry that some of the plugins that were core to our server dieing, and that people got impatient for updates to the newest MC version were why we left Bukkit.

Space Engineers [1.046] – Mod API, Missles for small ships, and Fixes
Running a day late on this update. Has been a busy week. Anyway, to the update.
With this update Modding API has been implemented into Space Engineers. This will open up new possibilities to modders and allowing them more control through C# scripts.
A new fighter cockpit made by “Darth Biomech” has been added to the game, as well as re-loadable missile launchers for small ships.
ModAPI Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=315625486
Patch Notes:
Features
– Modding API (WIP – more features will be added in the future)
– Reloadable missile launcher for small ships
– Respawn ship cool down time
– Ship dampeners configurable in terminal
– Moddable door open distance
– Search in inventory by item name
– Fighter cockpit mod – special thanks to modder “Darth Biomech”!
Fixes
– Fixed infinite refinery production issue
– Fixed armor models
– fixed scrolling while copy-pasting was not in F1 help screen
– fixed buttons for New Platform and ships visible when setting actions in sensor
– fixed cannot stack items in production queue
– fixed issue when player was able to remote control anything even outside of the antenna’s range
– fixed incorrect texture of small rotors
– fixed sensor/timer block triggering actions on grids joined by connectors even after disconnection
– fixed loosing ability to remote control ships after previous interaction with remote control block
– fixed assembler inventory output filling up input inventory
– fixed issue when merge blocks on pistons were not disconnected
– fixed ore mining ratio
– fixed issue when refineries were still working even when the power was cut off
– fixed sensor lags on Dedicated Server and normal Multi-player
– fixed crash while being kicked out of faction
– fixed freeze without creating the log after a map was loaded
– fixed changing field and loading the game activates the sensor
– fixed the amount of required blocks for creating sensor blocks
– fixed issue with faction members’ names when they are remote controlling a ship
EDIT 09/19/2014:
Update 01.048.020
– Fixed character spawning twice in the same world
– Fixed crash in script mission
– Fixed crash related to fighter cockpit
– Fixed spelling mistake “inertial dampeners”
– Fixed crash when assembler blueprints were missing
– Fixed crash when copy pasting grid with mod that was previously removed from the world
– Reduced network lag in certain cases (when rotors are in world)
EDIT 09/22/2014:
Update 01.048.021
– Fixed scripting exploit
Script exploit was hot-fixed, some scripts may stop working because we’ve been forced to disable one particular feature.
This will be fixed asap and scripts should be working again soon.