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Space Trash Scavenger News

Build 0.369

Greetings Scavengers,

Today I've pushed a build with some misc fixes and balancing changes. Most significantly I've tweaked the stock market. Overall prices are likely to be somewhat lower, likely to vary less, and will not bug into the negative. It also should resolve the massive excess profit from Sensor 2 that some of you have reported.

There will be more stock market and price adjustment going forward. It's hard to get a read on this unless you start a new game. By all means, let me know what you find by hitting F1 in game.



Join the Experimental branch

Do you like this game? Do you want to see it grow and improve quickly? Then come join the Experimental branch!

For bug fixes, balance and quality of life work I tend to update the game frequently, sometimes on a daily basis, and push the updates to the Experimental (beta) branch.

I don't tend to post the changelogs for this work on the Steam, to avoid update spam. Instead I always post them on the SquarePlay Discord: https://discord.gg/squareplaygames

I need regular players to test the Experimental Beta Build before I can put it in the main branch.

Anyone who owns the game can help by opting into the Experimental Beta branch by right clicking the game in your library > Properties > Beta and select Beta from the drop down.

Then you simply play and file any bugs you find in game by pressing F1 in game as usual. But please come to Discord or include email so I can follow up if need be :)

Hope you can help out. It really improves the rate I can improve the game, plus (missteps aside) you will get a smoother experience, with more fixes, sooner.

Anyway here are the latest fixes (all of which have been in the experimental beta branch a while now... just saying!)

Build 0.369:


-Added UnStuck button to menu in game - moves you nearby for those times when you walk into a stash or between some containers or machines and get stuck.
-Balance rig top speeds
-Increase rig rotation speed
-Fixed possible bug with footstep tracking when jumping
-Remove G and T key binds on Interact 3 and 4 in Input as not in use
-Update trash-tor beam to be labelled as not a conveyor pad
-Update conveyor behaviour as seeing issues on some layouts
-Improve spawn possibilities for entity base as still sometimes missing
-Updated functional conveyors to better handle overlapping interior corners
-Fix bug when picking up dropped player remains
-Update T'fefl to make clear he wants more disks in next sector, after first sector
-Reduce power console font to make more space
-Improve miss behaviour on exterior Entity and re-balance fire behaviours slightly
-Reduce stock variance and price multipliers
-Prevent negative stock prices
-Update sensor2 relative cost
-Fix medkits to work when you have taken Resist buff
-Pumpkin correctly displays hunger per tick buff
-Corrected trash-tor beam recipe
-Fix shuttle mining hatches falling off after rig pilot
-Fix missing options menu in game
-Update jump drive so you cannot pilot rig if jump triggered
-Camera pulls out when you jump to show warp bubble expand
-Fix rare missing weapon ammo check bug

Thanks

Al.



Build 0.362

Greetings Scavengers!

I'm really happy to set this build live as it fixes up a few things that have been on my to-do list for a while now, and I think it improves some key areas of the game in small but significant ways.

Huge thanks to everyone who has been filing bugs by hitting F1 in game or those who have giving me their save games through email or through the bug report form. Details of how to do that are linked on the Steam Forum or in our Discord.

By the way, if you do file a bug hitting F1, it is extremely useful to include your email address! Most of the key bug fixes in this patch have come from me emailing back and asking you for save games or more information which I need to reproduce and then fix the bug.



Anyway, a few highlights:

[h3]Better rig flight[/h3]
The rig has been a little hard to control, as it would tend to rotate when you didn't really want it to. I've updated this so you can reverse and strafe it, with rotation only when you set a course forwards. I think its a big improvement, let me know.

[h3]Better turrets[/h3]
I had some feedback that even with the top level turrets it was hard to defend your base at the higher levels. So turret projectiles have been improved to be faster with more range, which should make a big difference to their efficacy. Of course, don't forget if you come under attack, you could always fly away.

[h3]Fallible enemies[/h3]
Along the same lines. Enemies will actually miss you now from time to time. Their first shot accuracy was really too high. This was especially evident in ships and mines at close quarters, and with beam lasers. I think it feels much nicer and more immersive this way. Let me know your thoughts.

[h3]Conveyors are better[/h3]
Items will not get stuck randomly on conveyors. Output items from machines or conveyors won't fly off the rig while piloting.

[h3]Hatches wont fall off[/h3]
A long standing bug fixed - hatches should now always be correctly attached to stashes.

Here's the full changelog.

Al.

Build 0.362:

-Improved turret projectile speed for increased range and accuracy. You should better able to hit approaching Entity. PS. I plan on adding beam turrets and higher level defences in time, please be patient :)
-Entity have chance to miss shots. Makes the entity a bit fairer especially in space ships. Do let me know thoughts.
-Increase min distance between freighters spawn to prevent being on top of each other in some seeds.
-Update attack wave slider to show max equals never. There was some confusion, but you can turn off attacks all together. If you receive a wave attack when set to max please let me know with f1 (not to be confused with as a passing entity attack though).
-Updated dead scav quests to allow condition that you already crafted the item. eg If you already have a trash vac in any container it will complete and advance questline.
-Monoliths not destroyed by adjacent crate destruction
-Hatch covers will not detach from stashes incorrectly after piloting your space rig (thanks Mark and Tom!)
-Fix misaligned hatch attachment point on certain silos.
-Update item behaviour to be correctly output by machines, conveyed and be picked up while in Rig Pilot mode
-Correct conveyor behaviour to prevent large items not shrinking and then getting caught in some layouts
-Items output by machines while flying rig will not fly into the void.
-Added strafe and reverse controls to rig control, so it should be more intuitive to control, you can back away from collisions and it will not start rotating when you don't want it to
-Start sector has a fixed and relatively easy space ship with historical disks

Build 0.357

Greetings Scavengers,

Happy New Year to you all! Today I'm pushing my first update of the year which brings some bug fixes and small balance changes to the game.

Thanks to everyone who continues to file bugs or ideas to help improve the game. Do drop by discord or the steam forums to post your thoughts, or hit F1 in game.

Build 0.357

-Do not erroneously pack dead player body if you pack or destroy a space rig cube it is lying on (thanks Josh!).
-Enemy base or crates do not pack or be packed whenever adjacent structures destroyed.
-Increased drop rate for carbon during carbon mining
-Correct logic for placing entity bases, ensuring bases should always be correctly spawned even on seed 69420 (thanks Lewis!)
-increased throw force for thermal grenades
-Fetch drones do not fetch sealed hatch covers (thanks Talon)
-Reworded historical data complete text to note more delivery is for next time (thanks Saxton)
-corrected typo in medbay description (thanks Aaron).
-increased chance of mineral or ice to be found in trash cloud slightly.

Hotfix 0.355

-correct glitch with gravity behaviour

Note: I have seen in feedback some saves were not loading yesterday. As far as I know this is now fixed. If you have save that does not load, or you are stuck in any way, you should come to discord and I can help. It also lets me know faster about potential issues. Thanks!

Build 0.354

-NPCs correctly load colldiders
-Update gravity detection to function outside near ships correctly.
-Update proc gen for better space usage and size variety.