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Patch 20 - now live!

Here were are, at the 20th free Content Patch since we left Early Access. I'm going to keep saying that until it sinks in - I've *only* had a dozen people refer to it as Early Access in the last month, so maybe it's sinking in!

This patch has mostly focused on bringing the Adventures Pack closer to completion, a huge amount of performance optimisation (yes, I'm surprised there's any left, but we're definitely out of low-hanging fruit now), and just a couple of useful shiny machines for you.

I've also done 3 playthroughs of various Mutator combinations this month, and I'll be starting the P21 cycle by implementing the final changes to T1 progression, and then having a whoosh through the bonkers Sky Islands and the completely terrifying ResinPocalypse modes - feel free to join me!

Live Streams Plans Roadmap

So - on with the notes!

TL;DR
  • All Missions and Tutorials now disable-able from the Settings menu.
  • All Fluid is now on its own thread
  • Decomposed Bug Parts are now burnable.
  • Temperature calculations now threaded
  • Lots of room-related and instanced rendering performance boosts
  • Added Tin-based Upgrade Modules
  • Added Directional Storage Hopper
  • MAAAAAAAAAAAAAAAAAAAAAAAASIVE performance boost to Holobase rendering, working around a stupid Unity bug. Literally 100 times higher framerate in the Holobase.
  • Waypoint machines that are touching Ore are super awesome and super useful.
  • Added Tier 3 Glow to Skin Pack #1, replacing the utterly broken Neon Line effect.




Known Issues
  • Constructocons can act weirdly in MP
  • Manufacturing Plant in HardcoreCrafting mode has some issues syncing in MP.




Performance
  • Moved balance of fluid from 'the entire world updates slowly' to 'up to 25% the amount fluid moves 4x faster' - it should be noted that the faster fluid might not be fluid anywhere near the player.
  • A number of performance optimisations - worlds heavy on MatterMovers and Enrichers should see a substantial boost.
  • Moved a number of very common, additively-rendered, instanced, meshes into a system where nearby lights don't break the instancing run. Performance++
  • Monster update to every machine I noticed not instancing.
  • Optimisations to Mission Manager
  • Optimisations to player movement
  • Further Torch optimisations
  • Fixed major LFGP issue with Grass and Plants (also all other machines, but mostly those)
  • Substantial render improvements to Jet Turbines
  • Substantial render improvements to FALCORs (3.5ms -> 0.24ms)
  • Substantial render improvements to Defense turrets
  • CPU performance boost to FALCOR Beacons, Workfloor Excavators, Mass Storage Ports and Quarries.
  • Substantial performance boost to Hazard Panel
  • Fluid (Cryo/Sand/Magma) has now been moved onto its own thread, which is designed to run adjacent to the current low frequency thread. This should provide substantially better use of your CPU and a large reduction in issues.
  • All torch calculations are now threaded, giving the unusual boost of being more responsive AND improving the framerate.
  • Rewrote Holobase rendering to avoid a Unity bug, increasing performance at least 100-fold.




Quality of Life/Progression
  • All Missions and Tutorials now disable-able from the Settings menu.
    Be aware this will leave you with very little guidance on ideal progression.
  • Game should now correctly detect focus loss and regain on focus gain appropriately.
  • The Craft x25 button now shows how many you can craft, if you haven't got enough to craft 25. I'm really sorry I didn't add this 5 years ago, it's so good!
  • Increased HEFC biomass usage on non-Rapid difficulties. This has the net effect of making Geothermals more attractive, as well as making Resin farming relatively better.
  • All grades of FALCOR now have unique popup text
  • Servo Motor Makers are now a bit slower, as they were nearly instant!
  • Reduced the Paste cost of many blocks.
  • Removed CrystalOre usages from all recipes, and replaced with CrystalClocks.
  • Reduced craft costs of Minecart Track substantially.
  • Iron Bar usage removed entirely from all crafting recipes and replaced with Iron Gear where appropriate.
  • Self-healing now requires 4 power per health point, for a total of 400 power.
  • Torches' influence now slightly larger
  • Tweaked FALCOR Beacon heights so be 16m when underground
  • Airlock Doors are now a third of the cost, to encourage earlier-building of them
  • Changed a number of early and mid-game crafts to use Primary Upgrade Modules. This is aimed to relieve the pressure on the over-use of Lightweight Machine Housings, so 1 target hopper of each of these should go further.
  • Removed Mass Storage Input Ports, which are now entirely replaced with Mass Storage Stocking Ports. Craft costs are the same, and the upgrade path not a pain.
  • On non-rapid difficulties, Ore Density is substantially reduced near the CPH, increasing to the old density at approximately 256 metres. This means you'll need to decide between nearby, easy veins that won't last long, and further away, more challenging veins, that may lat your entire run.
  • Slightly decreased Rapid heal rate
  • Slightly increased healing power cost
  • Slightly increase Medbay heal rate
  • Fixed Issue where using a lower tier of healing after a higher tier would do nothing at all.
  • Dropped items readout now quantises to the nearest 25, to avoid mission spam
  • Conveyor Belts now count as a hard surface, and the player will move quickly.
  • Turrets will no longer wipe their power on game restart. No-one's noticed this in about 4 years.
  • Added 'hurt' sound effects for when the player is damaged by a mob. The voice is decided by your gender in the skin select screen.
  • Cargo Lifts now have improved paging capabilities; this should alleviate fluid dropping down shafts getting stuck, as well as allow them rapidly page in underground bases.
  • CPH can no longer sustain charge when destroyed, regardless of difficulty or gamemode. 3 playthroughs this month has shown that if you actually try and defend early, it's easy to win.
  • Day/Night sensitivity on Batteries - should give a little more performance, and a little less glow during the day.
  • AutoExcavator Preview should now run to the surface.
  • Decomposed Bug Parts are now burnable. This is mostly for Sky Islands, to ensure you're not screwed, even if there are no decent Coal deposits around.
  • Headlight power usage is now reflected in the Power Panel.




Adventures Pack
  • [Adventures Pack] EMP Wasp health now scales with Threat
  • Added 1 EMP wasp per attack wave
  • [SkyIslands] Crystals high in the air are no longer of type 'unknown'
  • [OSHA]Fixed PTG/OSHA combo exploit.
  • Added correct ownership for Adventures Mode blocks
  • [Adventures Pack]OSHA Chevrons now correctly craftable.
  • [Adventures Pack]Added OSHA-compliant chevrons
  • [Adventures Pack]PTGs and OEs will now lose charge during a CPH loss on Important CPH
  • [Adventures Pack]Ore Smelter now loses power on Important CPH
  • [Adventures Pack]EMP Wasps will now spawn on Lucrative Mobs, Aggressive Mobs, and Important CPH modes.
  • [Adventures Pack]Added EMP Wasps which will drain the power of your PSBs
  • [Adventures Pack]Lucrative Mobs mode added. This is hilarious.




Other
  • Aggressive Slimes found in Caverns now deal more damage to the player.
  • Slimes are no longer affected by Slime Attractors massively above or below them.
  • Slime movement is no longer entirely random, and they will now target your vibrating machines. The Slime Attractor will draw them away. P21 is likely to introduce 'Slimes getting jammed up in Ore Extractors', for those of you who decide not to defend your mining operation. ;-)
  • EMP Wasps will now spawn on Hard Mobs, if the user has the Adventures Pack or is a Patreon of the game.
  • CPH now repairs much slower than before.
  • Major fluid optimisation and completion of moving it to a totally unique thread - fluid should now be far more reactive
  • Further rework of graphics generation logic that should eliminate delay on vox changes
  • Updated Resin Handbook entries
  • Optimisations and priority changes to segment mesh updating - this should mean that 'busy' hiveminds no longer mean an incomplete and poor draw distance. It should also improve responsiveness when building.
  • Optimisations to fluid should reduce backlog and load.





Fix list
  • Fixed a bug where ignoring a Critical mission for more than 20 mins would cause an erroneous success popup dialogue. This was specifically the Ore Thief one that was the cause of a number of negative reviews.
  • Ore Pings should now work in all languages
  • Fixed IO port recipe
  • Solar panels no longer work underground
  • BFL9000 has now been mothballed, and all recipes using it have been replaced with TurretMK3s.
  • Dirt is no longer invisible.
  • Removed the information cluttering up the info panel about how to craft something.
  • Fixed a number of critical issues with Creative, for the 3 people who still use it.
  • Solar Panel mission no longer persists if the player decides he hates solar. (?!)
  • Tweaked hivemind growth rates
  • Added extra safety checks for Dazzlers accidentally sweeping active beams around the entire Cold Cavern
  • Added Primary (tin) Upgrade Module + Support machines
  • Items will no longer default back to 'broken cube' when on Conveyor. This mostly applies to RackRails.
  • Fixed Jet Turbine exhaust, cone and heat haze
  • CargoLifts that don't fill in 1 tick now attempt to fill 3x more, every 3 ticks. Less spam, less CPU usage!
  • MFP preview of objects with sound will no longer play their sound whilst crafting.
  • Fixed potential issue with stat upload.
  • Slimes will no longer attack AFK players
  • Slimes will no longer attack guests
  • Tweaked Tunnel Nukers
  • Tweaked EMP Wasps
  • Waypoint machines now support Hardened Resin
  • Workfloor Excavators now appear on the Holobase.
  • Improved CamoBot targetting of Teleporters, Induction Plates, PSBs and LPTs
  • Teleporters now use up power in network games. Previously, a teleporter would never drop power. This may lead to a rebalance of Teleporters, as I nearly ALWAYS play as a network client, and I thought they were just fine.
  • Fixed issue with Melters not forcing segment into Fluid state
  • Fixed a number of MFP issues in network play
  • Turbine exhaust should no longer act oddly
  • You'll no longer be endlessly prompted to build 9 torches.
  • Grass now generates on headless network servers
  • OET should now show approximate time until full charge.
  • Fixed power cost of Imbued Machine Block crafter, which was accidentally 15.
  • Blue Bar (top right) now represents your CPU load; lower is better.
  • The Caverns now have a more substantial ongoing power cost to exist in them, which is negated via rooms. Hopefully this is a
  • little* more encouragement to room up your base.
  • 2020 mode now keeps graphics live to an unlimited distance. Do not use until the year 2020. Well, you can use it all you like, just don't complain it runs slow until at least 2020. ;-)
  • Fixed an issue that could cause a Mynock to spawn into the wrong segment
  • Fixed an issue on reloading a world with Mynocks on existing conveyors.
  • Fixed constructobot 'escaping' issue
  • Fixed exploit in [redacted]
  • Tweaked FALCOR fps rate
  • Oozes can no longer attack the player unless they can see them (this is updated once per 5 seconds, so there's a bit of a window where they can shoot through walls still)
  • Fixed visibility issue with attacking Wasps
  • Fixed error with MFP generating preview object
  • Fixed potential block and repetition on Ore Thief mission
  • Fixed timing issue with updating of Mobs during Saving.
  • Fixed a large number of potential Mob issues with segment handoff. If there were any Minecart bugs left, they should be gone now!
  • Fixed an issue where more than 100 mobs in a single segment would lose ALL of the mobs. Mobs can no longer enter 'full' segments.
  • MedBays now accept power 5 times faster than before.
  • Entirely-threaded temperature calculations!
  • Waypoint Machines placed on Ore are now super-duper useful. Try it!
  • Slime Attractor mission gives up if the player is determined to ignore it.
  • Ore Thief mission will no longer bug the player after they have killed at least one Overmind. Please note, I HIGHLY RECOMMEND that ALL players build an Ore Thief and connect it up to their start smelter, with virtually no exceptions.
  • Players should no longer see incorrect "Well done you done a copper" messages after being in-game a long, long time, or in Trencher-only bases.
  • Fixed performance issue with Crystals rendering incorrectly
  • Refinery Vats in segments by themselves are no longer invisible
  • Ore Extractor error count warning needs 5 minutes before an extractor counts towards that total.
  • OET charge should not longer get replaced with CPH 'kill counter' whilst charging.
  • MK5 batteries should now show their charge via glowing again
  • Fixed an issue with vis for Robotic Sorters when you come into range
  • Fixed a poor vis issue for Conveyor Belts when in a room and you come into range
  • Fixed vis issues with Storage Hoppers when in a room and you come into range
  • Fixed vis issues with PSBs inside rooms and... yeah. Range.


Hate change?

Then it's time to opt into the shiny new P19-Frozen!

P20 should be made live early tomorrow morning, featuring a huge swathe of optimisations, loads of progress on the Adventures Pack DLC, and just a couple of brilliantly-clever new machines, neither of which were my idea - so this is your LAST CHANCE to opt-out of the patch.

And remember, if you want to have your say on what should be next, head over to this thread:

https://www.reddit.com/r/FCE/comments/8h00yn/what_next/

and either submit your idea (ONE!) or vote up/down what you feel should be implemented.

Your feedback - wanted!

I've got a Reddit thread going on here:

https://www.reddit.com/r/FCE/comments/8h00yn/what_next/

If you get a moment, it would be great if you could pop along and vote on the features you'd like me to prioritise. If you have several moments, it'd be awesome if you could write up the single thing you feel the game needs most!

(Don't put your responses here - the point of this is to get people to vote!)

P19 Echo Live!

It's a tiny Monday patch for you all!

  • RackRailer graphics updated
  • Fixed hand-off issue with conveyor
  • MK3 turrets now need Lenses, not Eyes.
  • Macerators don't tell you about their power, as they don't use it
  • You should now spawn in front of a Cloner, not inside it.
  • Fixed Organic Parts collected by Robotic Sorters
  • [Adventures Pack]Added The ResinPocalypse Mutator. This... this is special and brilliant and terrible all at once.


Your Steam client should grab this automatically, and all dedicated server branches have been updated.

Patch 19 now available!

(Important note - if you DO NOT WANT TO OPT INTO P19, then please select P18-frozen from your Steam beta client BEFORE entering the world)

And here we are, once again, for the 19th free content patch since leaving Early Access.

This patch again delivers a bunch of progress on the Adventures Pack (available before release to Patreons), and I have to say - the Sky Islands gamemode is a lot more fun than I'd imagined! For those of you who watch me stream development, make sure you tune in for the P20 playthrough, as I'll be running as many of new Mutators as I can for bug testing.

On top of that, Rooms can now be classified into Filtered, Clean, Hot, Cold and, er, Wet. Wet rooms allow Plants to grow faster, and Hot and Cold rooms allow you to ignore the effects of the Cold Cavern/Magma Caverns. Filtered rooms allow you to ignore the effects of the Toxic Cavern. Clean Rooms will be finalised in P20. There's no current achievement for completing the game without fitting a Suit Heater and Toxic Filter, but it's now - in theory - technically possible.

After a 3 year hiatus, the Robot Arms are back and renamed to Robotic Sorters. You can use these to move items from one conveyor to another without slowing the conveyor down, allowing much faster sorting than the current Advanced Conveyor Filters allow, with no backstuffing. They come in 4 tiers, the top tier being Frozen Factory only.



And finally, ARTHER's gained a proper UI (press tab) and SpiderBot can now have Beacons fitted to it, to collect drops when out in the wild.



On with the patch notse!

TL;DR
  • SpiderCORs allow SpiderBot to return Pristine drops to base (Feed the base a couple of Beacons)
  • Fully-threaded visiblity - FPS get!
  • Almost all Mutators implemented (Adventures Pack only)
  • Hiveminds now much more... interesting.
  • Player gun needs crafting!
  • Ore Extractor offline messages now MUCH more accurate and useful!
  • Robotic Sorters allow you to collect specific items from Conveyor runs WITHOUT slowing them down
  • ARTHER has a proper UI - press Tab! (and yes, it's re-bindable)
  • Specific Room types with uses and everything!
  • If you're running your Steam Client in a non-English language, the game will default to that language. You can return to English when the main menu starts up.


Known Issues
  • Cloning Machine drops you off inside it instead of near it
  • Some issues related to Conveyors and Assembly machines; Stampers don't animate, and finish instantly
  • Some items are HUGE on Robotic Sorters - this includes all Organic stuff, but won't affect performance or behaviour
  • Macerator still shows power, only it doesn't need it.
  • Cargo Lift controllers no longer show Tier correctly.
  • Manufacturing plants have some items that are visually weird when crafting (Minecarts are one of them)
  • Electric Lights are missing SpotlightShadow mode




Important stuff
  • Implemented Improved and Advanced Crystal Scanners. These should further aid the player in their discovery of Crystal resources. If you're playing on Rapid mode, you always have access to the Improved scanner, and crafting it will achieve nothing. The Advanced scanner will require Frozen Factory.
  • Hive minds have evolved due to player's playstyles, and are much more tightly linked. As if they were a... hive mind, or something. This is designed to be much more 'scary' than 'base-ending', and so far tests have looked great.
  • Added SpiderCors, and the ability to load a FALCOR Beacon onto the SpiderBot. This means that SpiderBot should be quite capable of returning Organic Drops from his wildlife murderin'
  • Dedicated Server Launcher now works. Like, actually properly works. Use the Tool download in Steam.
  • Added Cloning Machine. Use this to set your spawn location, where you die when you die, and where new players on your server will be... spawned!
  • Renamed TriSeed to Mandragora.
  • Added recipe to craft Crude Organic Lense from Mandragora. YOU DO NOT NEED TO KEEP AN OVERMIND ALIVE FOR LOTS OF LENSES EVER.
  • Added new Robotic Sorters. This can collect from a Conveyor in front of them and place onto a Conveyor behind them. Available in 4 tiers, the fastest of which is only part of Frozen Factory.
  • CamoBots have evolved to defeat smart-alec player's defences. They haven't worked out a way to defend against a laser turret to the face. Laser turrets : recommended.
  • Added Room Coolers; use these to remove any heat penalty from Rooms built within the Magma Caverns.
  • Added Room Heaters; use these to remove any heat penalty from Rooms built within the Cold Caverns.
  • Rooms with a Greenhouse rating of >100% will cause plants to grow at double speed. There is no current benefit to increasing the rating above 100%
  • Added Room Scrubbers and Filters. Filters improve the Clean rating of your room, which will provide various bonuses to machines built in them. Scrubber improve the Bio-Hazard rating of your room, allowing the player to bypass the Toxic Filter cost inside the Toxic Caverns.
  • Rooms now re-check validity when the player is inside and building. This should mean near-realtime feedback on additional Scrubbers and Filters.
  • Added Room Smoke. Room working fine? No smoke. Room in the Toxic Caverns and not properly Scrubbed? Green smoke. You get the the idea.




QoL
  • Logistics FALCORs and Robotics Sorters both support pressing T ("Store") for a quick assignment of the current hotbar item.
  • Trenchers now work with signs
  • Trenchers now have report on/off toggle
  • Trenchers now send issue type/name to alerts
  • Ore Extractors now Clear Veins 150 times faster. This is about 18,000 blocks/hour, up from 120 per hour.
  • The most-broken Ore Extractor (as listed in your missions, top right) will now be MUCH MORE OBVIOUS on the HoloBase.
  • Ore Extractor 'offline' message no longer generic. It will now warn you about badly placed Extractors, ones where the Cutting Head has depleted, ones with no power, ones with no storage and ones where the vein has been depleted. I hope this alleviates literally everyone's complaints.
  • "Out of Storage' Ore Extractor warning now suppressed until it's been offline for 30 minutes.
  • Added Inversion for Type Filtering on Basic Filters (Thank you Mad Vandal!)
  • Room Doors now open from further away, based on some sensible rules.
  • [Dapper]Electric Lights now paintable. Light modes should also now cycle on the server.
  • Resin is no longer optional to complete the base game.
  • Worms health reduced to 150k
  • DapperBlocks now count as 'hard', and you'll run fast on them.
  • Moved a number of outdated machines behind the 'Mothballed' research. Can't find a machine? Check the research station first!
  • Free Induction Plate for Rapid players
  • Trusses are now marked as Glass, and shouldn't work as walls, and lasers should go through them
  • ARTHER Turret now allows charging to 300%, letting him fire more often, if he's sat in the turret in advance.



Adventures Pack
  • [Adventures Pack] "The Floor Is Lava" implemented. Probably you can charge the OET in this mode. Let me know it goes for you. No further details are forthcoming.
  • [Adventures Pack]Added a Mesh for the Orbital Railgun
  • [Adventures Pack] Improvements to Orbital Railgun construction and feedback
  • [Adventures Pack]Robots, when aggressively disassembled, will now pack themselves into a handy-dandy crate. Stick this back in a Robot Constructor to turn it back into a Robot!
  • [Adventures Pack]Robots can now have Carrying Arms and Herb Arms. Carrying Arms let them interact with Storage Hoppers and Herb Arms let them automatically harvest grown plants off of Hydroponics Bays.
  • [Adventures Pack]Herb Arms (name pending) now require Agriculture research.
  • [Adventures Pack]Robomania mode implemented. This is basically an incredible Conveyor nerf.
  • [Adventures Pack]Aggressive Mobs mode implemented
  • [Adventures Pack]Hardcore Inventory mode implemented. This essentially changes all infinite-stack items to a maximum of 100, and leaves Ore at 150 max. You can also no longer manually-craft - all items crafted via a Manufacturing Plant must be delivered to a hopper, and will require both time and energy to craft.
  • (This means that only Hardcore Ceilings, Lucrative Mobs, Purchase Mode and Happy Feet are left)
  • [AdventuresPack]Disallowed Paste placement in Sky Islands
  • [AdventuresPack]Crystals and Organic rock should spawn in Sky Islands
  • [AdventuresPack]Added Organic Detritus to Sky Islands


Frozen Factory
  • [FrozenFactory]Fixed issue in CryoMap fade
  • [FrozenFactory]Each CryoSpawn Kill will speed up all remaining CryoSpawners; this should (hopefully) mean an escalating challenge for the player
  • [FrozenFactory]Dazzler beams no longer disappear when Dazzler is behind you. Less 'surprise death!'
  • [FrozenFactory]T4 drills will no longer have 'ghost' heads.
  • [FrozenFactory]Dazzler will now correctly store AND transmit the amount of Cyro cleared.




Crafting changes
  • Gold Bars are no longer used. Anything manual craft that used to use Gold Bar will now use Gold Wire.
  • Titanium Bars are no longer used. Anything manual craft that used to use Titanium Bar will now use Titanium Plates.
  • Nickel Bars are no longer used. Anything manual craft that used to use NickelBar will now use Fortified (Nickel) PCBs.
  • GACs may still use a variety of items including bars, and these have not changed, so your automation should be just fine.
  • MK2 Forced Induction no longer requires Copper Wire. However, this recipe will be rebalanced for the new T1 Ultimate in P20.
  • MK3 Forced Induction now uses Alloyed Machine blocks instead of T2 materials.
  • MK4 Forced Induction now uses Alloyed Machine blocks instead of T2 materials. Cost is about the same, but it's awful lot simpler to make or automate.
  • Added Bulk Mining Upgrades and moved the highest tier of Inductions and Motors into it. Can't craft an item you used to be able to? You're gonna need to research this! (This was changed as Advanced Miner Upgrades gave access to just far too many new items, so it's been split into 2 sections)



Performance
  • Added a number of performance improvements related to when you are viewing full-screen menus.(You can tell if these improvements are active, as the world goes blurry)
  • Minor optimisation to the usage of Turret CPU when scanning for mobs.
  • You can no longer build multiple CCCCC's!
  • HoloBase should now be substantially faster to render.
  • Fixed Vis issues with Geothermals
  • Substantially improved MatterMover render performance
  • Magma, Resin and Cryo-only segments now obey vis.
  • Research Panel now runs at 60 fps
  • Increased network transmission distance of Conveyors, which should significantly increase their sync ratio for clients.
  • "Rate 0" for Dedicated Servers is now considered "LAN Mode". First thing to hook to this is that machines such as Conveyors will net-sync at unlimited distance. You can use this on an Internet server, but be aware that you may use up over a 1 gigabyte per player, per hour, on a medium-sized base.




Other
  • Hiveminds will now get a bit pissy if you nuke their mates.
  • Added improved readout to SpiderBot Base
  • Fixed a number of text errors with /n's (Thank you Zebra!)
  • Fixed Matter Mover descriptions
  • Scanning something new in a network game will let other players know that they need to research it.
  • Fixed weird-black lights on Minecarts.
  • Minecart Tracks now cheaper, and use RackRails instead of awkward♥♥♥♥♥Iron Bars.
  • Orange Emergency Lights will now spin when just behind you.
  • 9x9x9 room achievement now correct.
  • Fixed Issues where items added directly to inventory didn't stack
  • Fixed Issue where items added weren't 'right', like coal and stuff.
  • Fixed issue where swapping Robot Sorter conveyors would mess them up
  • CPH now provides more warmth when you're near it
  • A Large number of T1 machines that used Tin Plates now use Lightweight Machine Housing. The costs are therefore always a multiple of 6 plates; some are slightly cheaper, some are slightly more expensive.
  • Tweaked erroring Extractor cooldown code, which should alleviate two extractors fighting to be the most errory. It /may/ still go wrong if you have 2 Ore Extractors that have been offline to within a second of eachother.
  • Fixed some icon alignment issues in the Handbook
  • Manufacturing Plant now under 'Manufacturing' and not 'Logistics' in the Manufacturing Plant.
  • Fixed Unity complaint about negative collider size when using Chromed Lenses in Mk3 laser spam.
  • Other Spam fixes!
  • Named Ore Extractors (ones with Signs next to them) will no longer require you to add an extra space.
  • Removing Ore from Extractors by hand now counts towards progression of missions
  • Fixed Stack Exploits.
  • Construction Paste now limited to stacks of 50,000 (including in Hardcore Inventory mode)
  • Pause now looks visually less stupid. It's been a long time coming.
  • Advanced Crystal Scanner available when using the Care Package.
  • Mass Storage Output Ports are now correctly colour-tiered when using Ingots.
  • Fixed issue with SpiderBot going to sleep when adding a weapon
  • Reduced cost of Airlocks
  • Laser Borer no longer
  • quite* so expensive to make.
  • BFL-9000 now uses crafted materials, not bars.
  • Reduced the cost of some FALCOR research
  • Adding a Beacon to SpiderBro when there are PowerCores available will no longer lose the Beacon.
  • Nano-Disintegrators in Manufacturing Plants no longer look ridiculous.
  • Torches alone in their own segment will no longer be invisible.
  • Robot Sorters now show current and potential sorting item in info panel
  • Fixed Ctrl-Wheel Raygun Exploit.
  • CarePackage hopefully spawns in Player's Inventory if the world is configured correctly.
  • Copper Housing moved behind Mothball research
  • Gear Crafter no longer placeholder
  • ARTHER Command UI now has sound effects
  • ARTHER cannot dock at Docking Stations more than 32 metres away - no more sending from the Cold Cavern to the surface!
  • Fixed issue where Ore Extractors could give client-only ore.
  • Added Mad Vandal's Minecart fix, where we would add 0.2, but then remove 0.333 and expect to have the same number.
  • Fixed issue with Research Panel leaving Blur on during Tutorial
  • Known Issue - over a networked game, ARTHER can only charge PSBs and OEs. More to come if people REALLY need them.
  • FALCOR Beacons should now save correctly when alone in a segment.
  • Location Indicator (top right!) will now show the player what sort of room they're in.
  • A number of room-related fixes.
  • Coloured torches will stack again
  • Room lights will drop paste again
  • MedBay now correctly classed as a Machine.
  • Advanced Hydroponic Bays now work if they straddle a segment boundary
  • JetPacks no longer use up negative energy
  • Improved Crafting Readout for Manufacturing Plants.
  • Fixed some issues with SkyIslands progression.
  • Hiveminds can no longer spawn INSIDE machines.
  • JetPack no longer uses up too much power
  • Manufacturing Plants now have a fancy-way of showing what they're crafting
  • Guests should no longer suffer from the visual effects of Hypothermia
  • RayGun should be a suit item
  • ARTHER's "go find stuff" messages now pushed later in the game, giving you more time before he hints that there's more to find.
  • Mission Report will no longer appear unless you've been grounded for at least 1 second
  • Raygun now counts as suit item
  • Start PSBs should now be placeable.
  • SpiderCors now craftable
  • Moved around when some items become available. Something you have suddenly not available? Check the research station, you've forgotten what it is.
  • Rooms Split into Advanced (Medbay + Scanner stuff) and Clean Rooms. Further room types coming!