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Driveable Rovers Update - v0.62



Driveable rovers are finally here!

There will be at least one rover guaranteed to spawn in every playthrough. There are two possible areas towards the center of the map where they may spawn randomly, but if you can't find any there you can be sure to find one parked at the third habitat. If you haven't played much before, the third habitat is also randomized, so happy hunting!

If you choose to continue a saved game keep in mind that you may run into errors, but if you have already discovered a rover previously, then you should be able to return to it and it will now be operable. I would still recommend starting a fresh save however.

Here are all the major additions that have made it into this update:

Change Log
  • PRTs found in the environment are now driveable.
  • Added Charged Backup Battery items that can be used to recharge your suit while out on an EVA, which after using will change to either a Discharged Backup Battery or an Expired Backup Battery in your inventory. A Discharged Backup Battery can be recharged at a crafting bench as long as there is enough reserve battery charge in the habitat, and an Expired Backup Battery will no longer hold a charge and is only useful for salvaging other materials from it. The chance to become an Expired Backup Battery is 1 in 20.
  • Oxygen Filled Canisters now have a chance to become Broken Canisters after using them to refill your oxygen while on an EVA. The chance to become a Broken Canister is 1 in 20.
  • New games will now start with one Oxygen Filled Canister and one Charged Backup Battery already in your player inventory.
  • Refined and lowered the degradation rate of slots with no installed components.
  • Added a “Withdraw All Items” option when exploring the contents of item containers.
  • Added a “Move All” option when selecting a single stack of items to transfer between containers.
  • The datapad will now slightly lower itself while walking so that you can more clearly see where you are going.
  • You can now enable and disable the scanner while viewing the datapad.


Additional Changes in v0.62.1
  • Fixed bug causing PRTs to float off the ground and become inaccessible.
  • Possible fix for issue with drifting colliders on parked PRTs.
  • New model for the hand holding the datapad.
  • Fixed camera jitter when transitioning between states like equipping the datapad or running/walking.
  • Fixed issue where the datapad was not changing to the lowered position if equipped while walking.


Additional Changes in v0.62.2
  • Broken components can now be removed from exterior habitat modules and used to salvage for parts.
  • Fixed bug causing radiation to not be applied while driving the PRT.
  • Fixed bug causing a black screen while exiting the habitat.
  • Fixed the navigation zoom level being reset when changing datapad screens.
  • Fixed bug causing PRT batteries to charge above 100% with an RTG installed.

Driveable Rovers Update - v0.62



Driveable rovers are finally here!

There will be at least one rover guaranteed to spawn in every playthrough. There are two possible areas towards the center of the map where they may spawn randomly, but if you can't find any there you can be sure to find one parked at the third habitat. If you haven't played much before, the third habitat is also randomized, so happy hunting!

If you choose to continue a saved game keep in mind that you may run into errors, but if you have already discovered a rover previously, then you should be able to return to it and it will now be operable. I would still recommend starting a fresh save however.

Here are all the major additions that have made it into this update:

Change Log
  • PRTs found in the environment are now driveable.
  • Added Charged Backup Battery items that can be used to recharge your suit while out on an EVA, which after using will change to either a Discharged Backup Battery or an Expired Backup Battery in your inventory. A Discharged Backup Battery can be recharged at a crafting bench as long as there is enough reserve battery charge in the habitat, and an Expired Backup Battery will no longer hold a charge and is only useful for salvaging other materials from it. The chance to become an Expired Backup Battery is 1 in 20.
  • Oxygen Filled Canisters now have a chance to become Broken Canisters after using them to refill your oxygen while on an EVA. The chance to become a Broken Canister is 1 in 20.
  • New games will now start with one Oxygen Filled Canister and one Charged Backup Battery already in your player inventory.
  • Refined and lowered the degradation rate of slots with no installed components.
  • Added a “Withdraw All Items” option when exploring the contents of item containers.
  • Added a “Move All” option when selecting a single stack of items to transfer between containers.
  • The datapad will now slightly lower itself while walking so that you can more clearly see where you are going.
  • You can now enable and disable the scanner while viewing the datapad.


Additional Changes in v0.62.1
  • Fixed bug causing PRTs to float off the ground and become inaccessible.
  • Possible fix for issue with drifting colliders on parked PRTs.
  • New model for the hand holding the datapad.
  • Fixed camera jitter when transitioning between states like equipping the datapad or running/walking.
  • Fixed issue where the datapad was not changing to the lowered position if equipped while walking.


Additional Changes in v0.62.2
  • Broken components can now be removed from exterior habitat modules and used to salvage for parts.
  • Fixed bug causing radiation to not be applied while driving the PRT.
  • Fixed bug causing a black screen while exiting the habitat.
  • Fixed the navigation zoom level being reset when changing datapad screens.
  • Fixed bug causing PRT batteries to charge above 100% with an RTG installed.

Power System Rework Update - v0.61



v0.61 focuses on a complete update of the power management system for exterior habitat modules, but a bunch of bug fixes are included as well. Check the change log below.

Change Log
  • Fixed incorrect east hab map marker location.
  • Fixed datapad UI navigation issue that would discard inputs that were entered too quickly.
  • Fixed bug that prevented you from strafing while auto-walking.
  • Fixed bug that caused dust storm effects to be visible and charging with portable solar panel to be possible while inside east hab airlock.
  • Made change to WayStat discovery view colliders so that they hopefully trigger more reliably.
  • Made change to mouse sensitivity range (this may require you to adjust your sensitivity in the control options menu).
  • Fixed bug causing the minimum solar charge during a dust storm to go lower than intended.
  • Game performance should be slightly improved after doing a recent optimization pass of several game systems.
  • Reworked the entire power supply system for the habitat exterior modules. Read below for details.


Additional Changes in v0.61.1
  • Added a delay before UI inputs are repeated when holding down an input button or key.
  • Made changes to Datapad interactions to reduce instances of controls becoming disabled.
  • Added back Remote Outpost scanner markers that had been accidentally deleted in a previous update.
  • Fixed issue causing Datapad to be positioned incorrectly in some cases after loading a save game.
  • Fixed issue causing breathing and life support EVA suit sound effects to not play correctly in some cases after loading a save.
  • Fixed issue causing walk speed to be incorrect in some cases​ after transitioning between habitat interior and exterior.
  • Photos taken before quitting or dying without saving will no longer be viewable via the Datapad when loading a previous save. They will still be available in the photo save folder on your machine with the location data removed.


Additional Changes in v0.61.2
  • Fixed an issue with landing pods only being discoverable from certain viewing angles.
  • Fixed an issue that was allowing player movement when it should be locked after interacting with certain components or consoles.
  • Fixed an issue with the button selection highlight disappearing from the datapad UI when submitting the selection via the left mouse button.
  • The electrical module no longer requires a reserve battery charge in order to charge the reserve battery via the connected solar panels.
  • Fixed interaction issues caused by double clicking the mouse button quickly with certain triggers.
  • Disabled the ability to click with the left mouse button during repair transitions to prevent control lockouts.
  • Added a slight bounce to the helmet visual HUD.


Additional Changes in v0.61.3
  • Adjusted dust devil spawn conditions.
  • Adjusted the limits and smoothing of the new helmet HUD bounce and sway.
  • Fixed helmet HUD rendering for 21:9 ultrawide resolutions.
  • Fixed issue where the “Switch to Deposit/Withdraw” button was not appearing when exploring contents of a container.
  • Fixed issue with randomized dust storms not spawning as frequently as intended between saving and loading.


If you want a TL;DR of the new power system: We have moved from power percentages to power units. As long as you maintain 100 power units worth of solar panels/RTGs connected to each exterior module you should see very little difference to how the system worked previously. If you want a more in-depth rundown of the new system then keep reading.

Here’s how the new power units are generated with RTGs and solar panels:

RTGs generate 50 units, day and night (used to be 100% power).
Large Solar Panels generate 50 units during the day (used to be 50% power).
Small Solar Panels generate 30 units during the day.
Portable Solar Panels generate 20 units during the day.

There are still only the 5 solar panel slots and one RTG slot for each module, but now they all contribute directly to the reserve battery so long as the electrical module is operational. However, now there is a maximum of 100 charge units from any set of module slots. That means the most you can generate during the day would be 400 units from all four modules.

Then, all the modules also incur a general cost that pulls from the reserve battery in order to operate.

Water Reclaimer
  • 50 unit cost to produce water.
  • 40 unit cost to keep water running if tanks are full.
  • If at least 50 units are being supplied by solar panels/RTG directly connected to this module then water production is more efficient.
Reoxygenator
  • 50 unit cost to produce oxygen.
  • 40 unit cost to keep running if tanks are full.
  • If at least 50 units are being supplied by solar panels/RTG directly connected to this module then oxygen production is more efficient.
Heater
  • 50 unit cost to heat up interior to normal temp.
  • 40 unit cost to keep running if at stable temp.
  • If at least 50 units are being supplied by solar panels/RTG directly connected to this module then temp will increase faster if below normal temp.
Electrical

    25 unit cost to keep all electrical systems running (lights, crafting, etc).


From the above requirements, the highest possible unit cost to keep all systems running would be 175 units, but if all oxygen and water tanks are full and the interior temp is stable then the cost would only be 145 units. This means that you should be banking between 225 and 255 units if you have the full 400 units of solar panels connected to your modules during the day. That banked amount should then be more than enough to cover the cost of all modules over the night and leave you with extra to transfer to your EVA suit when you go out to explore.

Because of this new system, all modules now produce at the same rate during the night as they do during the day. This is a change from before when the Reoxygenator and Water Reclaimer would produce at a drastically reduced rate at night. To balance for the increased amount being produced around the clock, both of these modules now produce at about 60% of their previous maximum production rate.

Many of these changes were prioritized based on feedback provided by players on our Feedback Forum. Help me determine future development priorities by posting your ideas, suggestions, and bug reports there. A special thanks to Mr. Fusion on the feedback forum for all his help and suggestions related to the power system rework.

Power System Rework Update - v0.61



v0.61 focuses on a complete update of the power management system for exterior habitat modules, but a bunch of bug fixes are included as well. Check the change log below.

Change Log
  • Fixed incorrect east hab map marker location.
  • Fixed datapad UI navigation issue that would discard inputs that were entered too quickly.
  • Fixed bug that prevented you from strafing while auto-walking.
  • Fixed bug that caused dust storm effects to be visible and charging with portable solar panel to be possible while inside east hab airlock.
  • Made change to WayStat discovery view colliders so that they hopefully trigger more reliably.
  • Made change to mouse sensitivity range (this may require you to adjust your sensitivity in the control options menu).
  • Fixed bug causing the minimum solar charge during a dust storm to go lower than intended.
  • Game performance should be slightly improved after doing a recent optimization pass of several game systems.
  • Reworked the entire power supply system for the habitat exterior modules. Read below for details.


Additional Changes in v0.61.1
  • Added a delay before UI inputs are repeated when holding down an input button or key.
  • Made changes to Datapad interactions to reduce instances of controls becoming disabled.
  • Added back Remote Outpost scanner markers that had been accidentally deleted in a previous update.
  • Fixed issue causing Datapad to be positioned incorrectly in some cases after loading a save game.
  • Fixed issue causing breathing and life support EVA suit sound effects to not play correctly in some cases after loading a save.
  • Fixed issue causing walk speed to be incorrect in some cases​ after transitioning between habitat interior and exterior.
  • Photos taken before quitting or dying without saving will no longer be viewable via the Datapad when loading a previous save. They will still be available in the photo save folder on your machine with the location data removed.


Additional Changes in v0.61.2
  • Fixed an issue with landing pods only being discoverable from certain viewing angles.
  • Fixed an issue that was allowing player movement when it should be locked after interacting with certain components or consoles.
  • Fixed an issue with the button selection highlight disappearing from the datapad UI when submitting the selection via the left mouse button.
  • The electrical module no longer requires a reserve battery charge in order to charge the reserve battery via the connected solar panels.
  • Fixed interaction issues caused by double clicking the mouse button quickly with certain triggers.
  • Disabled the ability to click with the left mouse button during repair transitions to prevent control lockouts.
  • Added a slight bounce to the helmet visual HUD.


Additional Changes in v0.61.3
  • Adjusted dust devil spawn conditions.
  • Adjusted the limits and smoothing of the new helmet HUD bounce and sway.
  • Fixed helmet HUD rendering for 21:9 ultrawide resolutions.
  • Fixed issue where the “Switch to Deposit/Withdraw” button was not appearing when exploring contents of a container.
  • Fixed issue with randomized dust storms not spawning as frequently as intended between saving and loading.


If you want a TL;DR of the new power system: We have moved from power percentages to power units. As long as you maintain 100 power units worth of solar panels/RTGs connected to each exterior module you should see very little difference to how the system worked previously. If you want a more in-depth rundown of the new system then keep reading.

Here’s how the new power units are generated with RTGs and solar panels:

RTGs generate 50 units, day and night (used to be 100% power).
Large Solar Panels generate 50 units during the day (used to be 50% power).
Small Solar Panels generate 30 units during the day.
Portable Solar Panels generate 20 units during the day.

There are still only the 5 solar panel slots and one RTG slot for each module, but now they all contribute directly to the reserve battery so long as the electrical module is operational. However, now there is a maximum of 100 charge units from any set of module slots. That means the most you can generate during the day would be 400 units from all four modules.

Then, all the modules also incur a general cost that pulls from the reserve battery in order to operate.

Water Reclaimer
  • 50 unit cost to produce water.
  • 40 unit cost to keep water running if tanks are full.
  • If at least 50 units are being supplied by solar panels/RTG directly connected to this module then water production is more efficient.
Reoxygenator
  • 50 unit cost to produce oxygen.
  • 40 unit cost to keep running if tanks are full.
  • If at least 50 units are being supplied by solar panels/RTG directly connected to this module then oxygen production is more efficient.
Heater
  • 50 unit cost to heat up interior to normal temp.
  • 40 unit cost to keep running if at stable temp.
  • If at least 50 units are being supplied by solar panels/RTG directly connected to this module then temp will increase faster if below normal temp.
Electrical

    25 unit cost to keep all electrical systems running (lights, crafting, etc).


From the above requirements, the highest possible unit cost to keep all systems running would be 175 units, but if all oxygen and water tanks are full and the interior temp is stable then the cost would only be 145 units. This means that you should be banking between 225 and 255 units if you have the full 400 units of solar panels connected to your modules during the day. That banked amount should then be more than enough to cover the cost of all modules over the night and leave you with extra to transfer to your EVA suit when you go out to explore.

Because of this new system, all modules now produce at the same rate during the night as they do during the day. This is a change from before when the Reoxygenator and Water Reclaimer would produce at a drastically reduced rate at night. To balance for the increased amount being produced around the clock, both of these modules now produce at about 60% of their previous maximum production rate.

Many of these changes were prioritized based on feedback provided by players on our Feedback Forum. Help me determine future development priorities by posting your ideas, suggestions, and bug reports there. A special thanks to Mr. Fusion on the feedback forum for all his help and suggestions related to the power system rework.

Controller Support Update - v0.6



v0.6 focuses on making the control options much more flexible. This required a complete rework of the input system in the game to support most PC-compatible controllers and full key remapping options. This continues my current pattern of alternating major updates between gameplay system additions (like the previous pop tent and dust storm updates) and quality-of-life additions (like this one). Check out the full change log below.

Change Log
  • Controller support has been added for most dual joystick controller types.
  • Keyboard and controller button remapping is now available via the Controls option menu.
  • Increased frequency of dust devils.
  • Fixed bug that caused hab status panel to display information from a different hab.
  • Fixed production levels of oxygen and water modules relative to the impact that broken components should have.
  • Changed locomotion settings for moving up and down slopes and while jumping.
  • Fixed issue where reserve battery could be charged slightly over 100%.


Many of these changes were prioritized based on feedback provided by players on our Feedback Forum. Help me determine future development priorities by posting your ideas, suggestions, and bug reports there.