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Hotfix 0.353

-further changes to proc gen to improve possibility spaces
-destroying a loot crate or barrel in contact with an Entity Nanofactory will not cause factory to disappear without giving remains

Build 0.352

Greetings Scavengers!

I've been working away on a new update and here it is - Build 0.352. This build brings in a bunch of bug fixes, and also addresses some issues with the procedural generation of outposts or spaceships. Read on to find out more!

Proc gen interiors




I've been reading your feedback, either from the in game submissions, or in discord, and one of the things cropping up was some anomalies with some mining outpost interiors.

This could result in either invisible walls or the player clipping through walls and getting stuck. In the course of fixing this, I also found that mines and ships could actually change layout between save/load cycles. This could rarely mean a body in a mine could, on reload, be in a room that no longer existed. Not so fair! This has now been addressed.

Please be aware that these changes need a sector jump to fully kick in - existing mines or ships could show some quirks, such as floating rocks or crates until your first jump. This is due to the way the legacy generation system placed these structures.

General fixes


I've also been working on various miscellaneous bug fixes, in my quest to get the game as stable as I can. Following that I'll be starting to focus on new things - so do watch this space.

If you have anything you want to see in the game, or any issues, hit F1 in game to file it, or drop by Discord to discuss it with me.

If you do, you can also join the beta branch, where you can help test the latest fixes and changes. For example all of the changes in this build have been running in the beta branch for a while. The more people who can help test there, the faster and better the development process is. It's also a good way to fast track any suggestion or bug you want me to look at!

If you have a bug

If you have a bug, keep in mind the game keeps a history of the last hour of autosaves, and the last 5 manual saves in addition. Hit F1 to file it in game, and if you have save game to show the issue, submit it via the https://forms.gle/G4MwGu2wuAjQPfQbA.

Thank you!


It's been an exciting and busy first month and a week since we hit Early Access. I didn't know exactly what to expect, but I wanted to say thanks to everyone who has been giving us feedback and also for those nice messages of support I sometimes see from the in game form. And thanks also to those who took the time to drop a positive review on Steam - this really helps and it's super appreciated.

See you soon!

Al.

Build 0.352

-Camera mouse look will not lock up when entering then rapidly exiting gravity well.
-Can now build staircases on space rig floors
-Items are shrunk on conveyor pads more, to prevent catching on corners
-If you alt-tab while down thrusting, it should correctly reset when you regain focus, and not sometimes stay locked on without pressing it, which was causing the continual unwanted down thrust glitch.
-Beds will function under solar cubes and socket cubes as well as roofs and base cubes.
-Space Rig doors not audible everywhere.
-Removed water gun charge from loot boxes.
-Amount of ammo clip numbers in hotbar will update if used while shooting.
-Corrected Detector model to match icon.
-Corrected solar panel 2 and 3 power stats on tool tips.
-Grapple will disable if target gone and behave better if you keep holding it when you reach target
-Scavenger body will leave gas giants.
-Doubled Rig thruster fuel duration.
-Turret projectile velocity doubled per turret level increment.
-Mining outpost and spaceship interior procgen has been updated to better use the space available, have more variety and be more correctly deterministic, meaning if you save/load the game it should remain the same layout (jump required to fully refresh existing layouts. You may see floating rocks of crates in existing interiors to due legacy system)
-Prevent occasional invisible wall in mines.
-This should further reduce any risk of a scavenger body being inaccessible after a save/load
-Explosion up set more correctly
-Rock shapes conserved between save/load cycles.
-Add save game notification.
-Dropped seeds when harvesting are instantly pickable, will not go on floor for 4 seconds.
-Sorting inventory does not cause Chemforge or other formerly unstackable items to be lost if you have more than 1 in inventory.
-All machines now have stack limit of 10.
-Correct bug with Drone Pads not moving items.
-Update Fetch and Mining Drone descriptions.
-Mining drones do not tether home to Drone Pads or Atomisers, just player as per new description.
-Drone pads correctly child Space Rig after loading game, so will move with rig, and not stay in space and crash with Rig when piloting.
-Update mining outpost interior sizes.




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