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Patch notes: v0.6.138 (2022.12.06)

The updates are quite thin, but this is because I'm working on the big new stuff - derelict ships and space tech. That stuff is being added, just invisible to everyone who doesn't have "experimental" turned on. That new stuff is also not added to changelog, there will be a separate changelog for that when it's shipped to everyone.

Oh, and sorry for the spinning capsules, last update had a LOT of technical changes, that issue slipped unnoticed.

v0.6.138 (2022.12.06)
- [Balance] Disallow flying when part of the ship is in the no build zone
- [UI/UX] Allow tools to operate closer to map bounds
- [Bug] Fix Storage Capsule and Stasis Pod would not land properly since v0.6.137
- [Bug] Fix winching sections of the ship could crush thrusters into walls
- [Bug] Fix clicking on the tile would sometimes select an object (plant, pile) nearby instead of the tile

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