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Build 0.344

Greeings Scavengers!

This week I have another update for you, mainly addressing more issues you have reported either in game using F1, in the Steam forums, or in discord. Do keep letting me know your thoughts!

I tend to test most updates in the beta branch for a few days before stting them live in the main branch. If you'd like to help here - and it is a big help and really speeds up development - do drop by Discord where you can get details on what is changing in the beta branch, and chat with me directly.

Al.

Build 0.344


-Generic asteroids now have a chance to spawn any mineable rock type, not just ammonia. This is most visible in asteroid clusters where there is now a higher chance to get the 3 core resources you might need. This should also help with fuel food worries in these areas. Jump required to trigger change.
-Asteroids no longer spawn rocks in space (corrected staging and spawn process). Jump required to trigger change.
-Corrected tech level cap so level does not jump when advancing to industrial quadrant if your level was below 10, or if you stayed in mineral quadrant for a long time.
-Cannot repair enemy base.
-Game menu options now correctly in scrollable window.
-Fonts corrected for remap for controller.
-Game options scroll view doesn't not go over stats bars in game.
-Big trash doesn't explode with force.
-Camera pulls out much larger distance for when piloting rigs (you can still cycle camera in pressing V in pilot mode as before)
-Prevent Trashtor beam acting on unopened hatches.
-Game correctly saves scanned status of mining outposts, ships, quest asteroids and farm asteroids between sessions
-Reword shuttle class asteroid to signal class asteroid for X'attyk quest.
-On death, body remains in position, and will not move up slightly anymore to prevent bodies clipping out of mines and being inaccessible.
-Trash and rag-doll bodies will not fly off due to physics overlap.
-Added reset button to game options. Hit reset for intended experience.
-Set default enemy cap to 30 - you may need to hit reset to action this.

Hotfix 0.342 - difficulty sliders for fuel burn rate and hunger rate

Hi all,

Based on feedback in the forums, I have now added sliders for fuel burn rate and hunger rate.

Default (recommended) levels are 1, but you can scale it down all the way to 0 in game options, meaning you feel no hunger and have no fuel requirement - for those of you who really just want to chill in space!

Thanks again for all your feedback and support.

Important note: You do not need to adjust these sliders if you wish to have the intended experience, it's just an option for those who want a more peaceful life. Leaving at 1 is the recommended way to play. You are also free to dial UP enemy levels and make attacks more common. Difficulty options have long been present in the games I loved, from Doom to Valheim, and I always planned to add them to this game. We launched without them partly as there was too much to do, and partly so I could get a read on difficulty from players.

Al.

Build 0.342

-Added game option fuel burn slider (scale from 0, none to 1 for default)
-Added option for hunger rate slider (scale from 0 to no hunger, 1 to default)
-Fixed issue with danger level not correctly increasing

Build 0.341 - Key rebinds, base attacks and balance

Greetings Scavengers!

Today I set live the fourth hotfix since launch live, as I continue to react to your ideas and feedback in the steam forum and Discord.

This continues on from build 0.338, with a focus on balancing base attacks and enemies, adding more difficulty options, fixing full key rebind support, and many other minor fixes and balances.

Please do continue to let me know your thoughts! My plan right now is continue with these more hot fixes, reach some stability, and then we can focus on some other things, such as some themed updates around new features or content.

And do continue to post your bugs here or using f1, I will come to them in time.

Finally, thanks to everyone who has left the game a nice review, it really does help a lot a small game like this reach more people! 🙏

UPDATE 17/11/2023: Don't miss today's hotfix 0.342 that also adds difficulty sliders for fuel burn rate and hunger rate - allowing you to reduce or even completely halt these mechanics, for those of you who really just want to chill in space!

Important note: You do not need to adjust these sliders if you wish to have the intended experience, its just an option for those who want a more peaceful life. Leaving at 1 is the recommended way to play. You are also free to dial UP enemy levels and make attacks more common. Difficulty options have long been present in the games I loved, from Doom to Valheim, and I always planned to add them to this game. We launched without them partly as there was too much to do, and partly so I could get a read on difficulty from players.

Build 0.341


-Atomising your own space rig items no longer affects tech level. Only rocks and trash atomising advance tech level now
-Base attacks have a 30 seconds delay before starting when triggered and entity spawn further away when they do. To allow a period of grace on return.
-Disable base attacks entirely by setting interval to max in game options
-Cap danger level to 6 (limits base attack numbers!)
-Balance and nerf to enemy damage dealt to prevent one shot deaths.
-Enemy damage now better scaled per enemy level
-Slight increase in ice drop when mining ice.
-Oxygen added to piping recipe.
-Rig Thruster fuel only needs 3 oxygen.
-1 Rig Thruster fuel now lasts 2.5 times longer.
-Fixed bug to prevent stacking wearable stats by replace swapping mods.
-Increase possible values in unknown credit wallets for better quest rewards
-Tech level increase rate is reduced slightly further. (Expect your tech level to drop slightly on existing saves).
-Repair tool is twice as effective.
-Packing tool fire rate is marginally faster
-Cannot sleep when an attack is coming
-Danger level range is scaled by tech level
-fix key rebind issues
-offer to swap duplicate rebinds
-correct issue with slider labelling in game options
-fix issue with loading tech level causing enemy levels to be set to 1 or 2 when loading game
-Corrected turret 1 power usage
-Update Game analytics label to "enable anonymized analytics" to better explain purpose
-prevent inventory black GUI underlay staying on screen after jumping
-Fixes some controller rebind glitches
-Corrected some controller binds
-Removed unused binds walk, interact 3 and interact 4
-Renamed "hovermode" to "build mode" in rebinds

Thanks!

Al.

and In case you missed earlier hotfixes this week:

Build 0.338

-Reduce laser ammo charge ingredients
-Increase rifle clip size
-Increase laser rifle projectile speed
-Turrets deal five times more damage.
-Turret recipes reduced.
-Turret 1 uses 50% less electricity.
-Tech level is clamped per quadrant: 0 to 10 in starting Quadrant, 10 to 20 Industrial, unclamped thereafter. You may need to advance tech level to trigger a change. Tech level is visible in the top right corner.
-Tech level increases 50% slower. It may drop on existing saves.
-Add attack interval slider, in game hours. (default is 50, prior builds this was 48). The precise interval is a random value around the avrg. level you set here, on a normal curve with a standard deviation of 24 hrs so note it can fall either side what you set this too. Just to be clear, if you want frequent attacks, the interval would be lower. if you want to be left alone, set it high!
-Max entity level slider (defaults to 20, prior build this value was 30, if you are happy with this by all means increase)

Build 0.337
-fix null error when saving missing structures.

Build 0.336
-prevent corridors or hatched components clipping out of spaceship hull. This will fix a glitch where you can approach and accidentally get stuck in hatch area clipping. Apologies if you got stuck in clipping areas.
-fixed rig control unity dupe on packing bug
-updated naming in blueprint shop to correctly call the quadrant Industrial and not Mining by mistake which was confusing everyone
-Updated microchip price and multiple other product prices accordingly.
-Added camera control to controller bindings
-fixed bug where players get stuck in cubes after jumping when the rig has been piloted to a different rotation
-added lithium to all farming hatch items.
-Hunter gives 2 carbon.
-Various recipe updates for balance

Hotfix 0.338 - difficulty sliders, balance and turrets

Hi all,

This is pretty much a hotfix to try and quickly address the most prominent and urgent feedback I have heard on the forums and in discord.

Some of these approaches to balancing may be refined, but I think its a good start and should help those of you who were crying out for more leeway in difficulty.

This is not the be all and end all of difficulty options! I am aware and look forward to adding plenty of other options if needed. For example perhaps we will add an option to disable attacks entirely for those who want a very quiet life.

I have also balanced turrets, laser rifles and tech level behaviours.

Options can be found in Options > Game.

Build 0.338

-Reduce laser ammo charge ingredients
-Increase rifle clip size
-Increase laser rifle projectile speed
-Turrets deal five times more damage.
-Turret recipes reduced.
-Turret 1 uses 50% less electricity.
-Tech level is clamped per quadrant: 0 to 10 in starting Quadrant, 10 to 20 Industrial, unclamped thereafter. You may need to advance tech level to trigger a change. Tech level is visible in the top right corner.
-Tech level increases 50% slower. It may drop on existing saves.
-Add attack interval slider, in game hours. (default is 50, prior builds this was 48). The precise interval is a random value around the avrg. level you set here, on a normal curve with a standard deviation of 24 hrs so note it can fall either side what you set this too. Just to be clear, if you want frequent attacks, the interval would be lower. if you want to be left alone, set it high!
-Max entity level slider (defaults to 20, prior build this value was 30, if you are happy with this by all means increase)

Al.

Some Known Issues
-I am still aware of the Key Binding bugs and working on a fix, this will come soon enough. Apologies for the inconvenience.
-Sudden jump in entity shot damage. As your tech level increase (visible top right corner), so does the entity health anc shot damage. I'm now understanding there may be a bug where damage dealt might increase suddenly, too much. But I'm not sure. Because they can get a critical hit. Keep me posted with video or saves. The instructions to get saves and how to email me are pinned in the forum. FYI armour suit mods are highly recommended at higher levels.
-Rig attack numbers. The number of entity that attack should not be more thab double the danger level of the current sector (visible in quadrant map). I'm seeing reports of numbers that are too large. This could be a bug. The trigger may involve sleeping before or during attack, but more info would be useful on this.

Hotfix 0.337

Hi All

A late night hotfix to fix some reports of the game not saving correctly. This seemed to be primarily related to drone pads not itemizing in the structure save list. Should now be resolved. Many apologies to anyone who lost time or data as a result. And thanks to you who sent me your save files to quickly identify this.

Do keep me posted on such issues and I'll do my best to fix asap.

Cheers!

Al.

Build 0.337
-fix null error when saving missing structures.