1. Space Trash Scavenger
  2. News

Space Trash Scavenger News

Hotfix 0.58

-Balance shotgun shell recipe
-Increase shotgun shell stack limit
-Balance sensor 2 recipe
-Balance sensor 1 and 2 price

Major update: Combat

Hi all,

It’s been a few weeks since the last patch, but we’ve been working away and are now ready to launch the next Major Update: Combat!

We’ve got more enemies, 30, new enemy patterns, more enemy behaviours, updated enemy attacks and even a new gun in this one.

Updating the combat experience for more variety a better experience was something I really wanted to get done, so I’m super happy to set this live.

Let’s check it out.

[h3]This is your BOOMSTICK![/h3]
I’ve added a Kinetic Shotgun. Like the other weapons, there are three levels of increasing power for this gun, which uses a new ammo type of… shotgun shells (natch).



I don’t need to tell you that this weapon is specialised for dealing lots of damage up close, with limited range but a large spread. Try it out indoors!

The highest level shotty is pretty powerful and quite handy for entity base attacks or just generally outdoors too.



[h2]New Entity: Orb[/h2]
We’ve added a new spherical Entity with a fireball projectile attack. You can encounter them in the wild or during base attacks.



[h3]New Entity: Biter[/h3]
This hungry fellow will charge at you and try and take a chunk out. The attacks will also damage your base if they miss you, so take care!



[h3]New Look Entity[/h3]
Entity now have different patterns and appearances depending on what level they are. This amounted to 30 new patterns, with 5 variations per Entity type. Now you can tell how tough the enemies you’re facing are, more easily. Generally the more bright and alarming the colours, the more deadly!

Entity level is still displayed as a number above their health bar. The health bar, and often their attack lasers, now have a colour that matches their level and patterns.

[h3]New Warden Attack[/h3]
The fearsome Entity Warden now has an updated attack behaviour. It now uses a laser sight to track the Scavenger, before unleashing a deadly ray of plasma when it finds its target.



[h3]New Base Attack types[/h3]
In previous builds, base attacks would only consist of Squid Entity and Hunters. I’ve updated this so you can have different groups attack you now. It can be a mix of any enemy, or occasionally all of just one type, say Jellies, Wardens or Orbs, in addition to the Hunters who go for your base.

Attack duration has now been tweaked, to last longer depending on the Threat Level of the system you are in. You can see the threat level of a system on the galactic map when you jump there. Keep this in mind mind when choosing where to jump to.

Of course, if you are after a more chill experience, you already have the option to reduce or even remove base attacks, and to cap the max Entity level you face, in Options > Game.

[h3]General fixes[/h3]
I have made some various bug fixes and tweaks. Probably the nicest of these is fixing up the facing and shooting behaviour so that the player won’t fire a beam of laser off at the wrong angle now and then. This makes combat feel much better.

Another improvement is the health bar on enemies and damaged rig structures are now much smaller which looks neater and less distracting.

[h3]Thank you![/h3]
Once again I'd like to thank you for picking up the game, and especial thanks also if you dropped us a nice review on Steam. We’re a small team of two, and it really helps!

[h3]Build 0.57[/h3]

Entity and attacks
-Added New enemies and attack type:
-Added new Charger Entity with 5 levels. Charges at player and implements damage on player (or base) on impact.
-Added new Orb Entity with 5 levels. Slow moving entity that shoots fireball projectile type.

-Update Warden Aim and Fire Behaviour
-Warden uses slow targeting laser which tracks player before initiating powerful laser blast
-Update warden health to make more dangerous

-Added 12 gauge kinetic shotgun, recommended for close range:
-Added shotgun
-Added shotgun 2 and 3 with recipe and gates to mining.
-Added shotgun shells item types.

-Visually updated all Entity to have 5 distinct colours and patterns depending on their level:
-Added 5 levels of Jelly
-Added 5 levels of Squid and Squid Base attackers
-Added 5 levels of Tadpole Entity
-Added 5 levels of Base Hunter Entity
-Added 5 levels of Tadpoles
-Added 5 levels of Warden
-Updated all lasers and blast projectile colours to match Entity patterns
-updated all health bars to match Entity patterns

Misc gameplay
-Remove watered crop sound at distance.
-Half size of health bars on base and enemy (much neater)
-Updated base attacks to have variety of entity types and random mixes of different types. Base attacks can now feel very different (eg all Jellies, or Chargers etc)
-Sector danger level affects duration of rig attacks
-Laser Rifle 2 gated to mining as requires gold.
-Tweak Turret angle checks in effort to fix intermittent and unreproduceable fire failure

Misc bug fixes
-Fixed bug with entity base destruction triggering multiple fragment drops (laggy). This may have caused you to get excess entity base matter in existing runs.
-Fix strange Nan bug with collision point on seed 76.
-Fixed player shoot behaviour so you now correctly point when shooting and do not shoot off at wrong angle for a frame when firing
-Fix settings missing save handler preventing saving settings when changed in game



Until the next time, Scavenger!

Al.

Hotfix 0.45

-Fix bug causing potential issues with goals not completing or jumps to new sectors not working when you have completed certain questlines. You will need to jump sector to update erroneous goals or to move to correct sectors.

Drones Update

Greetings Scavengers,

And welcome to another episode of Regular-but-really-could-have-been-Major-but-it's-too-soon Game Update! I’ve been working away, listening to your feedback, fixing stuff, but also adding stuff too.

Lets get into it.

[h3]New drones[/h3]
I’ve now added 4 new drone types to help with some routine tasks you might face out there while performing your Scavenger duties.

You can now build Water Drones, to help with irrigating crops:



Repair Drones, for fixing up your rig:



Attack Drones to help fight the Entity:



And Heal Drones, to well.. heal you.



Don’t forget you can already build Mining and Fetch Drones too.

Drones will either follow you around and operate nearby to you, or you can build a drone pad on your rig, or a Drone Mast on an asteroid, and they will operate near that area instead, so you can leave them to get on.

Like every item in the game, how to use it is also explained in the tool tip if you hover over the blueprint or inventory item.

[h3]New NPC[/h3]
We’ve added a new character you might encounter in your travels. I’ll leave it to you to find out more about this guy!

[h3]Jitter resolved[/h3]
I was getting some intermittent reports about jitter in the game. With some help from chat in Discord (thanks Matt!), it turns out the physics tick rate was a little low. I’ve bumped this up to 60 fps. The vast majority of players run the game at 60 fps. It now makes the game feel much more smooth. It’s a big improvement!

Note, I’ve yet to have feedback from those of you running above 60 fps. This fix will certainly make the game feel better for you too, but I’m not likely to increase physics up to 144fps or higher as I think it will make for too much overhead. If it doesn’t feel good you can always toggle off v-sync and set your FPS limit to 60 in Options > Graphics, though this may not be necessary.

But either way, you can let me know by pressing F1 in game, or preferably by dropping by Discord if you prefer to discuss even higher physics tick rates.

[h3]Misc Fixes[/h3]
We’ve also done several other miscellaneous fixes and tweaks which you can read about below.

[h3]Finally..[/h3]
We’re just a small team of two devs here, and the idea behind this game was to try and bring something new to the survival genre, both with a full 3D / Mario-Galaxy style zero G environment coupled with a fully developed factory system that works within that.

If you like that we tried to do that, or just enjoy the game, it helps a lot if you leave a review on Steam. So if you were thinking about that, please do!It really helps, especially in these challenging times for game devs.

[h3]Build 0.422[/h3]

-Added 4 new drones: Repair Drone, Healing Drone, Attack Drone, Water Drone with unique livery
-Corrected steel furnace to correctly overflow when stack is full of one item so that it can for example pick up iron and carbon correctly
-Cannot enter build mode while moving at speeds above 2m/s
-Increased NPC frequencies
-Prevent error in menu
-Add new NPC The Grower, with dialog.
-Fix showing quest marker shown logic in some situations incorrectly
-Show correct number signals to investigate on quadrant map
-Misc fixes to pathfinding for drones around space rig and locations
-Increase thrusters 2 and 3 strength
-Fixed quest tracker issue causing bug with new NPC
-Increase physics tick rate to 60fps to potentially address judder during motion at certain fps
-Various tweaks to drone behaviour to better improve pathfinding and chasing behaviour.
-Improved Attack drone behaviour inside Derelicts.
-Attack drones need line of sight of alerted enemies to target
-Increased derelict key spawn rates
-Update recipes for new drones
-Fix bug causing infinite steel stock goals when you have completed the stock questline. Instead it now ends, and no further stock goals.
-Fix null error in tractor beam operation
-increase spawn force for atomizer and incubator output o ensure always reaches adjacent cell

We'll see you around for the next update scavengers,

Al and Sarah





Hotfix 0.408

Hiya,

Due to popular demand, I've added merger conveyors. These allow you to merge conveyor item streams more easily. And I made some other tweaks and fixes. I'll add this tech to the major update post also.

Note: I've had two of reports of old saves failing to load since the Automation update. Unfortunately, those affected did not leave a contact email or come to Discord to share the save, so I can't fix it. I'd love to fix it, so please do drop by Discord or file the bug with a contact email. Apologies if you were affected - these things can happen in Early Access, but I am sure it will be a quick fix and it appears to be rare. Thanks.

Build 0.408

-Added merger conveyors! Added 3 new conveyor types that allow you to convey forward while also merging streams from the left, right or both sides
-Increased conveyor check rate, re-enabled entry collisions and added failed pick up time out to attempt to prevent occasional cubits being picked up.
-Standardise collider size of objects when conveyed to prevent errant behaviour on larger items
-Fix conveyor move bug preventing items without box colliders such as some hull trash and entity cores not being conveyed
-Fix small gap that appears in rock face at the exit of mine shaft room E1
-Fully grown crops will not display water bar in error