Dawn Apart 0.78.3.6 Patch Notes
Hey Everyone!
[p][/p][p]We have another update today which contains more fixes and improvements straight from your reports and feedback. This includes more crash fixes, stuck prospectors, non-working feeders.[/p][p][/p][h2]Changes[/h2]- [p]Ingots take more time to produce, making one miner serve 2 furnaces[/p]
- [p]Lucrum progression trades in late game give more time and are less demanding[/p]
- [p]Default Mining Destroy Chance was Halved[/p]
- [p]Increased energy usage of combustion furnaces[/p]
- [p]Slightly increased Coke Energy Value[/p]
- [p]Fixed issue where agents would get stuck performing a store item action (Thanks DD)[/p]
- [p]Fixed carried items not properly being re-assigned to agents on load (Thanks DD)[/p]
- [p]Fixed potential crash from invalid feeder registered connection[/p]
- [p]Fixed issue with placed blueprints not properly being cleaned up if they have invalid registered connections (Thanks Yeyo4 & Dirt)[/p]
- [p]Fixed issue with built blueprints not building if they have invalid listeners (Thanks Yeyo4 & Dirt)[/p]
- [p]Fixed issue where merged items could be counted twice (Thanks AnaBanana)[/p]
- [p]Patched issue with orphaned stockpile groups[/p]
- [p]Patched issue with creating terrain collider if the min terrain height is negative[/p]
- [p]Added additional interaction positions for items[/p]
- [p]Added logic to ignore and deny items that agents can't reach[/p]
- [p]Added additional heuristic for node level during coarse pathfinding[/p]
- [p]Added edge interaction points for buildings and blueprints[/p]
- [p]Added basic logic to reload the original voxel object after repairing is completed (Thanks Jets63)[/p]
- [p]Increased repair speed of agents[/p]
- [p]Fixed increasing priority of blueprints pushing other blueprints out of the construct list[/p]
- [p]Increased EntityQuery block allocator size (Thanks ShadowMorph)[/p]
- [p]Fixed agents getting stuck in a IsAttacking animation state after finishing their attack action (Thanks ShadowMorph)[/p]
- [p]Fixed issue where converter could have invalid SpawnedLights buffer (Thanks ShadowMorph)[/p]
- [p]Fixed issue where a target entity might not have local to world component when displaying attack line renderer (Thanks ShadowMorph)[/p]
- [p]Fixed agents taking items not properly updating feeder valid/want items[/p]
- [p]Fixed running out of fuel not updating ApplyValidItemsAction at correct time[/p]
- [p]Updated weapon swap logic to use goal overrides which forces the agent to replan for the swap[/p]
- [p]Fixed issue with previous weapon not being placed in proper agent carrying position[/p]
- [p]Fixed missing ItemData when storing carried weapon causing crash[/p]
- [p]Added a gif preview to the quest list for all quests that have a linked video clip[/p]
- [p]Increased the size of cursor icons by 60%[/p]
- [p]Increased size of priority modal by ~30%[/p]
- [p]Clicking agent names in the priority modal now selects and locates them (Also added this functionality for the schedules modal and the locate button in the company modal)[/p]