1. Stardeus
  2. News

Stardeus News

Patch notes: v0.6.137 (2022.12.05)

This patch should have a major performance impact on high clock speeds in large maps.

v0.6.137 (2022.12.05)
- [Balance] Humans will have to be more tired to be reluctant to take non critical work tasks
- [Performance] Reimplement being and object motion to remain smooth at performance intensive situations
- [Performance] Add multiple performance improvements
- [Performance] Improve defragmentation performance
- [UI/UX] Group "Creature attached to colonist" notifications
- [Bug] Fix alt-tabbing away from the game during neural network defragmentation could lock the input permanently
- [Bug] Fix trying to select an object when there were large amount of nearby objects would sometimes select the wrong object or fail to select anything
- [Bug] Fix destroyed devices would participate in electricity grid during the rebuild
- [Bug] Fix refillable storage tasks would get cancelled if they were saved / loaded in mid execution

Patch notes: v0.6.136 (2022.12.02)

v0.6.136 (2022.12.02)
- [Bug] Hotfix clock speed restriction would not get lifted since v0.6.135

v0.6.135 (2022.12.02)
- [Feature] Add no-build zones in the corners of the map for spawning things
- [Balance] Increase Teleporter energy cost to 10kW
- [Balance] Building a Teleporter will also require Optical Fiber
- [Balance] Establish food production quest will reward 50% on Nutrient Extraction instead of Recycling
- [Performance] Don't run the clock faster than the computer can handle smoothly
- [Graphics] Add interlace effect to overlays
- [UI/UX] Allow processors to be configured to process known materials with 0 stock
- [UI/UX] Building a copy of a device will copy the rotation
- [UI/UX] When attempting to use build a copy (B) shortcut on a device that is not researched, don't open the build menu
- [Bug] Fix relocating a teleporter would disallow placing it close to itself
- [Bug] Fix resource processing devices wouldn't could fail to order processing of available resources
- [Bug] Fix Oxygen / Heat data wouldn't save correctly since v0.6.134
- [Bug] Attempt to fix input remaining locked for some players after neural network defragmentation

Patch notes: v0.6.134 (2022.11.30)

v0.6.134 (2022.11.30)
- [Feature] Some objects will have a chance to explode when on fire
- [Balance] Increase comfortable temperature range for drones
- [Balance] Reduce Merchant price markup for most merchant types
- [Balance] Adjust sale price multiplier for most upgrade chips
- [Tech] Add ActBeforeStart and ActAfterEnd signals for more flexible modding
- [Tech] Reimplement atmosphere simulation to run on CPU
- [Performance] Fix neural network fragmentation check would be increasingly slower with more Ship Computers
- [Performance] Fix multiple performance bottlenecks with excessive amounts of particle collectors and crafters
- [Performance] Being will no longer directly contribute to aesthetics of the surroundings
- [Performance] Optimize performance when there are a lot of turrets and a lot of active threats at the same time
- [Performance] Improve performance when there are large amount of ongoing fire
- [Bug] Fix clicking the Starmap button after closing it using ESC would not reopen the Starmap
- [Bug] Fix processors showing incorrect progress percentage text on hover

Patch notes: v0.6.133 (2022.11.26)

This patch will break some mods because of internal API changes. Mod developers should be able to simply recompile their code and update the mods easily. I am trying to do my best to not break mods, but during active development, I cannot sacrifice development speed for mod support, so architectural changes and API changes will happen.

Also, the reason for slower updates lately is due to a set of complex internal technical changes that will allow multiple AI improvements, better performance and bigger map sizes.

v0.6.133 (2022.11.26)
- [Balance] Teleporters will have to be at least 3 tiles away from each other (for technical reasons)
- [Tech] Refactor save file data to take up less space
- [Tech] Add initial version of new internal chunk / region partitioning system (a prerequisite for upcoming major performance and AI logic optimizations)
- [Tech] When mods fail to save their data, don't fail to save the rest of the game
- [UI/UX] Notify the player about mods failing to save their data
- [UI/UX] Shift + Tab will no longer open Quick Search
- [Bug] Fix ML Booth "LevelEnergyCostCurve" configuration property being ignored
- [Bug] Prevent Terrain Generator particles from producing visual glitch on some Mac OSX systems
- [Bug] Fix replacing a smaller device with a bigger one could overwrite the adjacent device of same type
- [Bug] Fix mods that created a crafting device without ExtraInfo component would cause an internal error when player was selecting crafting target through the UI
- [Bug] Fix Camera Zoom interactive input rebinding would fail to rebind to the mouse scroll, causing looping internal errors
- [Bug] Fix a few internal edge case errors with pathfinding
- [Bug] Fix Steam Deck no longer showing virtual keyboard when selecting inputs

Patch notes: v0.6.132 (2022.11.23)

v0.6.132 (2022.11.23)
- [Balance] Automatically validate, adjust and correlate base market item prices
- [Balance] Adjust merchant ripoff levels
- [Balance] Adjust base price for multiple market items
- [Balance] Make certain items cost much more when you buy them compared to what you get if you sell them
- [Tech] Prevent autosave generating "_autosave_0_autosave_1" file names if an autosave file was loaded
- [Bug] Fix "TrainingSpeed" had no effect on training speed for modding
- [Bug] Fix edge case race condition happening in Pathfinding system when registering failed positions
- [Bug] Fix grounded beings could get stuck if they managed to get to the edge of the map
- [Bug] Add a workaround for mouse clicks not working after invoking steam overlay with Shift + TAB