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Stars Reach News

The Dynamic Update

[h3]We are pursuing the “zombie” bug where a player gets into a non-responsive state after dying. (You might not think you’re dead because your health bar isn’t telling you the truth while in this state, but if the rest of the following conditions are true, then you are a “zombie”.)[/h3]
  • [p]You can’t /camp (it tells you that “you can’t camp if you’re dead” in chat)[/p]
  • [p]You can’t switch items on your toolbar[/p]
  • [p]You can’t interact with consoles or camps[/p]
  • [p]Creatures ignore you completely (won’t aggro on you)[/p]
[p]If these things are NOT true, then you are NOT a zombie. (No matter how cool that sounds like it might be, you ain’t it.)[/p][p]We have added a reporting mechanism if you end up in this situation. If you end up in the zombie state, then:[/p]
  • [p]Please type /reportbrokencharacter in your chat pane and add text after it to describe why you think you’re in the zombie state. (You must enter text or the report won’t be sent.)[/p]
  • [p]Then hit Enter. This will send a report to us so we can examine your character to determine similarities with other such reports.[/p]
[p]We’ve also added a ton of logging around the suspected areas where it might be happening. We’ve tested extensively internally after doing so, but of course, as Murphy requires, we can’t get it to dupe. So we’re updating the servers with that extra logging to see if it’s still happening “in the wild”.[/p][p]We’ve made a bunch of other fixes, so it’s possible that we fixed it without knowing we fixed it. That’s unlikely (because life isn’t usually that kind), but we won’t know for sure until after this update goes live.[/p][p]Other “under the hood” fixes included are:[/p]
  • [p]Code fixes to ensure that the servers stay in sync with each other during the Wild Wormhole events.[/p]
  • [p]A performance fix when crafting stacks of items or merging stacks of resources.[/p]
  • [p]A fix around Food items that prevented their duration being affected by PQRV stats.[/p]
  • [p]A performance fix that mostly affects forest fires and lava.[/p]
  • [p]A typo in a recipe that involved the Fluorine ingredient is now fixed.[/p]
  • [p]A building tile performance improvement.[/p]
  • [p]Some code cleanup around drones (aka Drone Lights) and DOTs (damage over time effects).[/p]
[h3]SKILLS KIOSK[/h3][p]Skills are now learned at a Skills Kiosk. You can still access your Skills display out in the field, but you’ll have to head back to the Starbase in order to upgrade your skills.[/p][p]Upgrading your skills costs XP, as usual, but now also requires a Klaatu expenditure, as well. (Earn Klaatu by completing missions from the Mission Kiosk.) The amount of Klaatu required to upgrade your skills is shown on your Skills page (“K” to open it) along with the XP cost.[/p][p]The Skills Kiosks are located in the main hub of the Starbase, near the entrance to the theater area.[/p][p]
[/p][h3]DYNAMIC WORMHOLES[/h3][p]Wild Wormholes are now a dynamic event![/p][p]On previous tests, wormholes were static and stayed for the entire length of the test. But now they are transient, as intended, and the wormholes themselves are inherently unstable.[/p][p]What this means is that wormholes will stay up for a random amount of time. During that time, you can travel through the wormhole, far beyond the reaches of Servitor-controlled space, and end up on a “wild” planet. There, you can explore and exploit that planet as desired.[/p][p]BUT…the wormhole is definitely going to collapse. If you’re still on the wild planet when it does, then you’ll have no choice but to release and be reformed according to your last-saved ReLife pattern back in Servitor space…without anything you acquired on the wild planet.[/p][p]So, it’s a race against time. Your friends at the TPL have provided a Wormhole Status Indicator on your HUD. It has different states to show you how close the wormhole is to collapse:[/p]
  • [p]Green = stable.[/p]
  • [p]Yellow, blinking slowly = starting to destabilize.[/p]
  • [p]Yellow, blinking moderately = becoming more unstable.[/p]
  • [p]Yellow, blinking rapidly = wrap it up…time to head home.[/p]
  • [p]Red, blinking furiously = you’re pushing it…the wormhole is about to collapse![/p]
  • [p]Steady red = your goose is cooked…prepare to head home the hard way without any new stuff you picked up on the wild planet.[/p]
[p]In the future, every time a dynamic wormhole opens up, it will connect to a new world, but for now, during this phase of testing, it’s likely to be the same planet every time, each calendar day. This will change in the future.[/p][p]
[/p][h3]Wild Wormhole Missions[/h3][p]Wild planet missions will be unavailable now unless a wormhole is actually open. Conversely, when a wormhole collapses, wormhole missions will become unavailable.[/p][p]But once a wormhole opens, there will be missions available for the planet on the far end. Be sure to grab some of those before you head through the wormhole![/p][p]If a wormhole collapses and you have incomplete missions for that world, they will time out after a bit (or you can Abandon them if you’d prefer). If you have completed the missions, then they don’t time out and you can cash them in at your convenience.[/p][p]Non-kill missions are now rewarded more highly if the mission is further away from the planet’s portal.[/p][p]Known Issue: When you portal or open a full-screen menu, the wormhole will falsely tell you it is stable green again. This will update at a maximum of two minutes after that and show you the correct status of the wormhole. This will be fixed soon.[/p][p] [/p][h3]ADDITIONAL UPDATES[/h3][p]“Slurry” Tailings[/p][p]Tailings have been improved so they flow quite rapidly when first placed and then quickly solidify into soils. Those soils will then start to grow grass if there is any grass nearby.[/p][p]Advantages to this include:[/p]
  • [p]Less “hills” created all over the place by dumping tailings[/p]
  • [p]Granting you the ability to fill holes more easily by filling the holes with tailings and smoothing out the divots.[/p]
[p]Improved Meteors[/p]
  • [p]Metal deposits were removed from all existing meteor showers to avoid “balls of metal” all over the world.[/p]
  • [p]Anti-gravium and Megarock events were removed entirely.[/p]
  • [p]Heavy Metal Noise! events (meteors) were added instead. They act like Megarock and make a big pool of lava where they impact and the metal they deposit sinks down into the world. When they cool, they leave a flat-ish surface behind and you’ll have to dig/prospect for the metal. There is one event for each metal category (Common, Rare, Exotic, etc.), but the event announcements are identical, so you have to prospect to find out what the meteor deposited.[/p]
[p]Improved Flora[/p]
  • [p]Many tree and bush asset upgrades to improve both visuals AND performance.[/p]
  • [p]Trees and bushes were shuffled to their proper biomes and there is now greater visual differentiation between biomes.[/p]
  • [p]There are now logs in many biomes again. Use your harvesters to get wood![/p]
[p]Kiosk Changes (Homestead, Mission and Tools)[/p]
  • [p]If you release a Homestead, it now refunds it into your inventory (instead of just losing it).[/p]
  • [p]When you access the mission kiosk, there are separate “pages” for each world so you can easily pick missions for that specific world.[/p]
  • [p]When viewing your current Missions, the rewards for those missions are now shown on the list.[/p]
  • [p]Missions that you can’t take are moved to the bottom of the list in the Missions Kiosk.[/p]
  • [p]Until we get a chance to make some improvements, Maguffins will be much closer to the surface so you won’t have to dig very far to get them. (To avoid the frustrating “infinite sand” issues.)[/p]
  • [p]There is now a Stripped Xyloslicer in the tools kiosk.[/p]
[p]User Interface[/p]
  • [p]Crafting recipes that create many items should no longer lag the player’s client.[/p]
  • [p]Improved first-time experience hallway with improved tutorial dialogs.[/p]
  • [p]You can now remove items from your toolbar. Navigate to your inventory, and click the “X” on the toolbar item to remove it from your toolbar and return it to inventory instead.[/p]
  • [p]You now get tooltips when you hover over items on your toolbar.[/p]
  • [p]Added a first-time Food tutorial so you can tell what food does and why you should use it.[/p]
  • [p]Keyboard sprites added to dialogs and first-time dialogs are greatly reduced in verbiage.[/p]
  • [p]There is now an option to skip the first-time experience Hallway when you make a new character, as long as you’ve gone through it once before.[/p]
  • [p]Gravemarkers are red now to match the waypoint color.[/p]
[p]Other[/p]
  • [p]Homesteads now have building tile limits. You can place up to 330 building tiles on a single Homestead, and 30 of those tiles can be lights. These limits are likely to increase as we optimize the building tiles and the lights (we are working on this now).[/p]
  • [p]Overcharge has improved VFX.[/p]
  • [p]Loading screen text improved for clarity[/p]
[h3]BUG FIXES[/h3]
  • [p]You should now get event notifications when you enter a zone, even if the event is already started.[/p]
  • [p]Fixed the “permanently frozen” issue some players were encountering.[/p]
  • [p]HUD display is now delayed until world is fully loaded (should prevent you from seeing the world without terrain)[/p]
  • [p]You can now properly do all drag-and-drop actions from a sorted inventory view.[/p]
  • [p]You should no longer see meaningless resource numbers when doing a Resource Scan with the Terraformer[/p]
  • [p]Debris Tool (for the first-time experience Hallway) has been increased in strength and radius to make it easy to clear the debris area so you can crouch walk through it without problem.[/p]
  • [p]The camera is tucked closer to your character’s body in tight situations to make the camera less jittery in tight quarters.[/p]
  • [p]The “low health warning” edge-of-screen effect on the HUD has been restored.[/p]
  • [p]Keyboard layout should be at the top of the list when F1 Help is accessed.[/p]
  • [p]Underwater plants should no longer appear above the water[/p]
  • [p]Seaweed and Kelp are no longer classified as trees. They are harvested by the Harvester, not the Xyloslicer.[/p]
  • [p]Paver tiles can be extracted again.[/p]
  • [p]First time player experience logic improved so if you die in the lava, you don’t get the electrified death dialog.[/p]

Starside Weekly – 08.29.2025

[p]Playtesting[/p]
  • [p]There is currently a 96-hour playtest running – our longest yet. These longer tests are a kind of stress test that teaches us valuable information in advance of moving into 24/7 continuous operation.[/p]
  • [p]The current test ends Tuesday, September 2, at 8:00 AM Pacific/11:00 AM Eastern.[/p]
  • [p]The next test starts Thursday, September 4, at 9:00 AM Pacific/Noon Eastern.[/p]
[p][/p]
  • [p]Saturday, September 6, Dave Georgeson and Rick Reynolds will host Fireside Chat #47 to introduce the next update. We have moved the Fireside Chat from the Discord auditorium to the Twitch.TV channel. Please join us at 9:00AM Pacific/Noon Eastern at [dynamiclink][/dynamiclink][/p]
  • [p]Rod Haza joined us on livestream to talk about bugs and bug reporting this week. You can see the video recording here: https://www.twitch.tv/videos/2552621772[/p]
  • [p]Do you remember National Geographic Magazine? Fans have made an homage in the form of Galactic Geographic and it's excellent. Enjoy the first issue here: https://galacticgeographic.org/2025/08/25/the-first-journey.html[/p]
  • [p]Controlled Chaos interviewed Stars Reach Moderator Leric Dax about his gaming and Stars Reach journey:[/p]
[previewyoutube][/previewyoutube]
  • [p]The Transplanetary League (TPL) logo merchandise has been a big hit. Check out our licensed merch in our Web Store![/p]
[p][/p]
  • [p]We also have late pledges available on payment plans at our store[/p]
  • [p]Backer Invites + Discord Backer Badge. Almost all of the backers have submitted their survey, but if you haven't then search your email box.[/p]
    • [p]New testers received an invite from FirstLook with a playtest schedule and instructions. (Check your spam folder if you don't see it!)[/p]
    • [p]Existing testers will not get a new invite, your Discord role should now show a Backer badge. Not yet? Log into FirstLook.gg and sync.[/p]
    • [p]Can't find it? Email [email protected][/p]
  • [p]Kickstarter late pledges are still available but this may wind down soon: https://www.kickstarter.com/projects/starsreach/stars-reach[/p]
  • [p]Screenshots of the Week:[/p]
    • [p]ObsidianStone chooses land for their mushroom farm:[/p]
[p][/p]
  • [p]The bar inside Shae's Light – save Carneros a spot!:[/p]
[p][/p]

Starside Weekly – 08.22.2025

[p]Your weekly update on Stars Reach[/p]
  • [p]More changes to the Twilight Update! – We found a netcode issue and it was a biggie. Fixing it allowed us to improve your framerate. You should see some significant improvements to your frames-per-second.

    Tools and Weapons Refactor
    We overhauled the PQRV (potential, quality, resilience, and versatility) stats on all tools. In general, the things you'll notice most will be big improvements in the behaviors of tool and weapon batteries. In short, you can use them a lot more now before the batteries give out. But additionally:[/p][p][/p]
    • [p]The Chronophaser works again to melt stuff…however…Quality controls the max heat of the beam. So you'll need a high-quality Chronophaser to melt really tough stuff like diamonds. However, even a low-grade Chrono will melt dirt.[/p]
    • [p]Higher Quality Healix tools will heal better.[/p]
    • [p]Higher Quality Companion Orbs will do more damage.[/p]
    • [p]Higher Quality Omniblaster will also do more damage.[/p]
    • [p]Gravity Gun doesn't get increased damage because it already had increased knockback (via Potential).[/p]
[p]
Inventory Changes[/p]
  • [p]You can now merge your inventory stacks (as long as each stack has two units or more in it)! If you have stacks of smaller than two units, then you can either wait until they have more in them and can be merged, or just delete them.
    To merge stacks:[/p][p][/p]
    • [p]Drag and drop a stack onto another stack.[/p]
    • [p]The process is lossy. You will end up with fewer units of material than the sum of both stacks.[/p]
    • [p]The stats of the end-product stack will be an average of the two stacks. We add up the stats of all resources involved and then divide by the number of resources. So if you only have two units in one stack and you have 57 in the other, the end result stacks are going to be very similar to the stack of 57.[/p]
  • [p]You'll get a dialog giving you a preview of the final stack and you can decide whether to do it or not thereafter.

    Tuning Changes[/p]
  • [p]Creatures that use cold projectiles no longer generate heat when those projectiles hit the terrain.[/p]
  • [p]The Fire Suppressor in the first-time user experience hallway is now more effective and it's easier to freeze the molten floor.[/p]
  • [p]We've increased the batch sizes of many recipes (blocks, building tiles, alloys, ores, and more) so that you don't have to sit there and hit the Craft! button so many times in a row.[/p]
  • [p]Many meteor storms have been modified so they deposit different types of metal into the world to supplement the fact that you've mostly mined the worlds out right now. This may not be a permanent change.[/p]
  • [p]The announcement text at the top, center of the screen now refreshes much more rapidly so it doesn't get caught in such long update queues.[/p]
  • [p]Pulse mining is dead. Oh…and did you know that you can just hold down "Q" when emptying your Hopper? Because you can! (You don't need to pound the "Q" key.)[/p]
[p]
Known Issues
[/p]
  • [p]When other players have their weapons equipped, you will see an animation twitching/vibrating issue that is new, but we're going ahead with the test and we'll fix it in the next update. It is a visual oddity only and shouldn't affect your gameplay (other than aesthetically).[/p]
  • [p]We temporarily removed the low-health (red screen edge) overlay while we convert it to a new system. It shall return! (But is not here now.)[/p]
  • [p]The Control key image is currently missing from the F1 Help Screen. Here's the image for reference while we get this fixed in an upcoming update.[/p]
[p][/p]
  • [p]Saturday, August 16, Dave Georgeson and Rick Reynolds hosted Fireside Chat #46 to introduce the new update. You can join catch the video here:[/p]
[previewyoutube][/previewyoutube]
  • [p]Hooby posted a new blog entry about the Twilight Update: https://hooby.blog/posts/PAT20-twilight[/p]
  • [p]Controlled Chaos interviewed Stars Reach Moderator Signus about his gaming and Stars Reach journey:[/p]
[previewyoutube][/previewyoutube]
  • [p]The Transplanetary League (TPL) logo merchandise has been a big hit. Check out our licensed merch in our Web Store! https://starsreach.com/store[/p]
[p][/p]
  • [p]We also have late pledges available on payment plans at our store[/p]
  • [p]Backer Invites + Discord Backer Badge. Almost all of the backers have submitted their survey, but if you haven't then search your email box.[/p]
    • [p]New testers received an invite from FirstLook with a playtest schedule and instructions. (Check your spam folder if you don't see it!)[/p]
    • [p]Existing testers will not get a new invite, your Discord role should now show a Backer badge. Not yet? Log into FirstLook.gg and sync.[/p]
    • [p]Can't find it? Email [email protected][/p]
  • [p]Kickstarter late pledges are still available but this may wind down soon: https://www.kickstarter.com/projects/starsreach/stars-reach[/p]
  • [p]Screenshots of the Week:[/p]
    • [p]PoisonGirl's favorite tamed creature so far:[/p]
[p][/p]
  • [p]Dr. Vellaut's Farmer-Gone-Wild ammonia farm:[/p]
[p][/p]

Player Spotlight: Part Three 2025.08.21

[p]Carneros: What is something you can imagine your character doing in game one or two years from now? What is one thing you are hoping we will have in this game?[/p][p][/p][p]mrgoshdarn: Beautifying any planet I land on and helping others do the same. If a planet becomes a mess, I'd like to make it excellent again for any playstyle to have a great time on, whether it's controlled by a government or a bit on the wild side.[/p][p]The planetologist profession. But with how much I've been mentioning it, I completely understand if you just make it a title at this point.[/p][p][/p][p]ObsidianStone: Cruising the space lanes in my medium to large repurposed freighter. exploring. Making medicines and concoctions to help people. Hopefully searching for clues to Tír na nÓg and other fun mysteries. And so many other possibilities.[/p][p]One?! Oof. Oodles and oodles of outfit options and customisations in general, for ships, buildings, vehicles. Like an absurd amount. Constantly being added too. But it's painful to just pick one thing.[/p][p][/p][p]Dr. Julie Wainlight: I could potentially see myself running a clinic on a GUNC outpost as a medic to triage patients or consult with other guilds for best practices for wildlife management on their governed planets, as well as genetic engineering pets/mounts from custom requests.[/p][p]Servitors exist, we have seen them now too! So I hope to see that we're able to droidmake or create robots or cybernetics! It'd be a strong contender to replace my initial idea of being a genetic engineer![/p][p][/p][p]LastDitchPlan: I came in fully wanting to do cooking! I'm not much of a cook in real life so I felt it would be a lot of fun to be a master chef in a virtual world. That said, the more of Stars Reach I play, the more I have to keep my committment to any one profession in check, simply because I'm loving a lot more professions than I thought I would! Architecture being a great example, I never would have thought I'd enjoy building buildings as much as I do, but it just works great and "clicks" for me (being inspired and learning from other's amazing works has helped a lot too!)[/p][p]Got a little long winded, next two answers incoming shortly![/p][p]I really want to see an entire "entertainer" profession, or more precisely: a profession that encompasses dancing, music, and generally leans more towards a roleplay focus. Any game that has a facet of its gameplay loop that is just for fun really speaks to me. I grew up on Nintendo games and really appreciate fun for fun's sake. Plus the idea of jamming with some friends at a player built bar/hang-out is just what I need after a long work day![/p][p][/p][p]JesDyr: Does annoying the devs count? Really, it is hard to say. Different games can bring out a different player in me at different stages of gameplay. I imagine it will be either player housing or Taming/breeding animals. I have spent an unreasonable amount of hours doing both in other games.[/p][p]Success? No, I think that is too cheesy of an answer. I think I had about 50 things in the old "One wish" channel on Discord. I already got Space Otters in some form, so I guess the one thing would have to be complexity. I can enjoy simple games, but I don't stick with them for years. I don't mean every system needs to have a steep learning curve. Complexity can come in the form of many simple systems interacting with each other. I think the game needs to be approachable, but I also think there needs to be enough depth for those who want to go down the rabbit hole to be able to do so. We are already seeing that in the PreAlpha so maybe the real hope is that it continues..[/p][p][/p][p]hooby: I have not decided yet what I'm going to do with my character. There are so many interesting options to choose from, and I'll be taking full advantage of the opportunity to try out all of it during testing. I'm pretty sure by the time the game does release, I'll know what I want to be doing.[/p][p]But regardless of what specialization I'll end up with – I sure hope that I'll also be able to sometimes just have my character lean back in a comfy chair of some player-run establishment, and watch the hustle and bustle of others rushing by. The game just added a player hub area – the TPL Starbase – and it feels great to have a place where there's always player traffic. People being busy visiting the mission terminals, and going to and returning from the planet portals.[/p][p][/p][p]Dr. Julie Wainlight: I could potentially see myself running a clinic on a GUNC outpost as a medic to triage patients or consult with other guilds for best practices for wildlife management on their governed planets, as well as genetic engineering pets/mounts from custom requests.[/p][p][/p][p]Nadraxes: Hopefully I will be investigating rumours of artefacts. Being an Indiana Jones style explorer and RP'ing my heart out. I already wrote Nadraxes "Lonestar" Jones's Background up and look forward to how the character will take shape. And yes, I stole "Lonestar" from Spaceballs and of course, Jones is a reference to Indiana..[/p][p]There are actually a few things and I have a hard time putting priorities on them. I'dd love to have Archaeology (sp?) in the game. A way to investigate the past of the planets we discover and the civilisations that came before us. I'm a lore mongerer, so the more I can find out, the more I'll love it.[/p][p]Closely tied to that is the opportunity to have player made libraries and writing books in the game. Bonus if we can add graphs and illustrations (maybe through webhooks?) to them. I ran a playermade library in UO at some point and had people donate books to me with their own written stories into it. It became quite a popular hangout spot for the people that loved readin stories or rp. Hiding books with "quests" in the library also became a thing for player-run events. Good memories.[/p][p]Last is a given, but any space game needs spaceships and some space combat attached to that. But this is definitely lower priority for me than the two above.[/p][p][/p][p]Keaggan: Overseeing several planets, collaborating to build memorable cities, running large-scale seasonal events, leading a team known for quest making (missions), participating in PvP sieges, & regularly hunting down random events.[/p][p]CAPITAL SHIPS! Create an instance of the interior for all players to walk around in that does NOT move with the ship. If they connect to a terminal (pilot, weapons, view port, sensors, etc), the camera moves to the ship in space, but only from the perspective of the terminal. No added models.[/p][p][/p][p]Carneros: Who is a streamer or content creator you wish would come play this game?[/p][p][/p][p]mrgoshdarn: I think any type of streamer or content creator that likes MMOs or sandboxes should give it a shot, but I wouldn't want to play favorites.[/p][p][/p][p]LastDitchPlan: I'm not much of a Twitch viewer/content consumer, just not what I grew up with as far as social engagement for video games! That said I absolutely die laughing at Joel Haver's stuff. He has done a number of sponsored videos for video games (Elder Scrolls IV: Oblivion Remake to name one!) and has such a funny sense of humor around looking at games and "what ifs?"[/p][p]If you have not seen Lanky's reaction to the DK Rap: do it now![/p][p][/p][p]JesDyr: There are only a handful of content creators I will watch with any regularity and they tend to be more focused on Indy games. Neebs Gaming is the only one that comes to mind. I liked their Ark videos and subnautica series, but it has been a while since I watched them.[/p][p][/p][p]Keaggan: I don't know any except the top people. Once we get PvP, there are a few I'd like to come in just to bring in eyeballs, but they would all; bring in bigger guilds, so it's tough to say lol[/p][p]A guildmate recommended About Oliver ( & )[/p]

The Twilight Update Notes (Thursday, August 21, 2025)

  • [p]Frame rate improvement! We found a netcode issue and it was a biggie. You should see significant FPS improvements when you get into the game. This is probably not the only issue we need to resolve, but it’s a good fix. Enjoy![/p]
  • [p]A very large overhaul of the PQRV stats on all tools. In general, the things you’ll notice most will be big improvements in the behaviors of tool and weapon batteries. In short, you can use them a lot more now before the batteries give out. But additionally:[/p]
    • [p]The Chronophaser works again to melt stuff…however…Quality controls the max heat of the beam. So you’ll need a high-quality Chronophaser to melt really tough stuff like diamonds. However, even a low-grade Chrono will melt dirt.[/p]
    • [p]Higher Quality Healix tools will heal better.[/p]
    • [p]Higher Quality Companion Orbs will do more damage.[/p]
    • [p]Higher Quality Omniblaster will also do more damage.[/p]
    • [p]Gravity Gun doesn’t get increased damage because it already had increased knockback (via Potential).[/p]
    • [p]The base Terraformer was bumped up in Excavation power slightly so that you can use the base version and dig through Dirt more effectively (which helps with those MacGuffin missions!).[/p]
    • [p]Terraformer can also enhance Hopper size (with Potential). This does stack with the skill node unlocks from Mineralogy.[/p]
  • [p]You can now merge your inventory stacks (as long as each stack has two units or more in it)! If you have stacks of smaller than two units, then you can either wait until they have more in them and can be merged, or just delete them. To merge stacks:[/p]
    • [p]Drag and drop a stack onto another stack.[/p]
    • [p]The process is lossy. You will end up with fewer units of material than the sum of both stacks.[/p]
    • [p]The stats of the end-product stack will be an average of the two stacks. We add up the stats of all resources involved and then divide by the number of resources. So if you only have two units in one stack and you have 57 in the other, the end result stacks are going to be very similar to the stack of 57.[/p]
    • [p]You’ll get a dialog giving you a preview of the final stack and you can decide whether to do it or not thereafter.[/p]
  • [p]Creatures that use cold projectiles no longer generate heat when those projectiles hit the terrain.[/p]
  • [p]The Fire Suppressor in the first-time user experience hallway is now more effective and it’s easier to freeze the molten floor.[/p]
  • [p]We’ve increased the batch sizes of many recipes (blocks, building tiles, alloys, ores, and more) so that you don’t have to sit there and hit the Craft! button so many times in a row.[/p]
  • [p]Many meteor storms have been modified so they deposit different types of metal into the world to supplement the fact that you’ve mostly mined the worlds out right now. This may not be a permanent change.[/p]
  • [p]The announcement text at the top, center of the screen now refreshes much more rapidly so it doesn’t get caught in such long update queues.[/p]
  • [p]A small memory leak was fixed.[/p]
  • [p]Companion Orbs now (correctly) require the skill nodes to be unlocked before you can use its Special attacks.[/p]
  • [p]Pulse mining is dead. Oh…and did you know that you can just hold down “Q” when emptying your Hopper? Because you can! (You don’t need to pound the “Q” key.)[/p]
  • [p]The Terraformer and Harvester recipes have been changed substantially. This is the first step in a big overhaul of crafted items. You now make these items by first creating interim objects, like Power Chambers, Nano-Compression Matrices, etc. The final recipe requires numbers of those interim objects. This creates a gentler path toward creating upgrades to those essential tools and it paves the way for a future feature where we take the player through a series of tasks to teach them about PQRV, how to craft, as well as how to mine, hunt and harvest. Artwork for the interim objects is placeholder and will be updated soon. If you’re interested in doing a faux test of this, then do the following:[/p]
    • [p]Make a new character[/p]
    • [p]Do missions and get Klaatu until you can have a Harvester
    • and* a Terraformer.[/p]
    • [p]Then look at the Terraformer or Harvester recipes and start working to make the new components you need for those recipes.[/p]
    • [p]By the time you make all those components, you should have enough Crafting XP to unlock both Toolmaker and either Terraformer or Harvester, whichever you prefer to upgrade.[/p]
    • [p]Enjoy![/p]
    • [p]Tips:[/p]
      • [p]Get wood from thickets (harvest)[/p]
      • [p]Get reactive gas from emberbloom torch, blushing bonnet, hexavine spires skunk cabbage, or fight gashog or velocirabbit[/p]
      • [p]Get inert gas from brimmed bonnet, lilac dandy, luminweave tendril, witch’s ringlet or hunt ballhog or skyshark[/p]
      • [p]Get hide and bone from deer, rabbits, prowlers or owldeer[/p]
[h3]KNOWN ISSUES[/h3]
  • [p]When other players have their weapons equipped, we have an animation twitching issue that is new, but we're going ahead with the test and we'll fix it in the next update. It is a visual oddity only and shouldn't affect your gameplay (other than aesthetically).[/p]
  • [p]The new stack merging feature doesn't work properly if you have the inventory sorted. It only works in DEFAULT view currently.[/p]
  • [p]The Harvester and Terraformer tools cannot currently be crafted because a bug prevents the prerequisite ingredients from showing up in the Crafting UI.[/p]
    • [p]Stripped Down low stat versions can still be purchased from the Tools Kiosk on the Starbase[/p]