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Archean News

Big improvements - New Stuff - Modding Coming Soon!

[h3]Modding with XenonCode is coming soon to Archean[/h3][p]Since this summer, we've been working on a first iteration of the modding system, built around XenonCode. It already allows you to create your own custom components, with fully scripted behavior, usable like any native component in the game.

Here are a couple of things players have been experimenting with recently:[/p][p][/p][p][/p][p]The modding system is available on the experimental branch.
If you’d like to try it, ask questions, or contribute to the discussion, you can join us on Discord:
Discord[/p][h3]
Note that we're still working on the modding system and still planning on having breaking changes, so it will not be available just yet in the default branch, it's still reserved for the experimental branch for the time being.[/h3][hr][/hr][p][/p][p]While working on this system, we've also added several new features, improvements and fixes.[/p][p]These are included in today’s release update on the default public branch.[/p][p]Here’s the full changelog:

New Features
[/p]
  • [p]Added SlopeLight component[/p]
  • [p]Added MiniNavInstrument component[/p]
  • [p]Added PlayerSensor component[/p]
  • [p]Added ability to add any component on Dashboards at arbitrary positions/orientations[/p]
  • [p]Added ability to override any component screen via a computer connected to it[/p]
  • [p]Added click_hold() entry point for continuous interaction with screens[/p]
  • [p]Computer: Added IDE Library to locally save and reuse XenonCode files across computers[/p]
  • [p]DockingPort: Can now transfer items between docked entities[/p]
  • [p]Volume: Added composition output[/p]
  • [p]PushButton & ToggleButton: Added dual-sided option in GetInfo (V) to make them usable from both sides[/p]
  • [p]Crafter: Displays alert if crafting fails due to low power[/p]
  • [p]Subgrids: no more occupancy added from the parent hinge component, for more permissive builds and fixing invisible block issue when using partial blueprints (not retroactive)[/p]
  • [p]Launcher: Enhanced world selection table with sorting and last played timestamps[/p]
[p]Fixes & Changes[/p]
  • [p]Improved gravity computation to account for celestial body's rotation when vehicle is inside outer radius[/p]
  • [p]Mouse look does not block when interacting with components anymore[/p]
  • [p]Fixed solo game not starting when port 8881 is already in use (now uses a random available port, unless "accept_remote_connections = yes" in server.ini)[/p]
  • [p]Fix modifier key handling to prevent stuck keys[/p]
  • [p]Fixed velocity sensors stale values when vehicle is resting[/p]
  • [p]Fixed FluidPort was capturing environment when volume was empty[/p]
[p]XenonCode[/p]
  • [p]XenonCode Nodes: Improved dynamic input handling for math/boolean nodes when using manual values[/p]
  • [p]XenonCode Nodes: Increased max character limit for manual input values from 7 to 256[/p]
  • [p]XenonCode: Added ability to chain accessors for KV text object[/p]
  • [p]XenonCode: Allow more characters as the key for KV text objects when accessed via a variable key or via foreach, the key can contain anything except .{}[/p]
  • [p]XenonCode: Fixed [c]^[/c] operator precedence[/p]
  • [p]XenonCode: Improved numerical precision for const values[/p]
[p][/p][hr][/hr][p]
Social links: [/p][p][dynamiclink][/dynamiclink][/p]

Update 75

  • Add auto-align feature for anchored builds via GetInfo (V)
  • XenonCode Nodes: Added ability to have more than two inputs for math (ADD, MULTIPLY, DIVIDE, SUBTRACT) and boolean (OR, AND, XOR) nodes
  • Fixed partial blueprint colors by ignoring original palette and using default colors instead (temporary until the tool is improved)
  • PaintTool: Color picker now updates to the picked color
  • Router: fixed Right-Click conflict with mouse look
  • Fixed atmospheric shadows causing visual glitches when seen from orbit with low ray-march steps
  • Added ability to spawn partial blueprints in space

The RGB Update!

[p]This update brings Full RGB support with the paint tool, for blocks, cables and components.[/p][p]It also allows to paint using different material types like Chrome, Glossy, Matte, and we've added (rough) Metal and Transparent (glass).[/p][p]The new paint tool interface lets you save multiple palettes with an unlimited number of colors.[/p][p]As a bonus, you can now also paint any part of all components and pick colors from components.[/p][p][/p][p]Another addition to this update is the (rough) Metal material option for the avatar colors.
The old "metallic" option has been renamed to "Chrome".[/p][p][/p]

Update 70

  • Launcher: Added options to rename or duplicate worlds
  • Launcher: Added world state save version info
  • Computer: updated built-in documentation (Draw_poly & screen_copy)
  • HudController: Fixed server freeze when clicking on ACTIVE with a syntax error in the code
  • XenonCode: Fixed missing file:line debug info in xc assembly for global scope initialization
  • Bugfix cannot connect new cable after deleting another build that was previously linked via a flexible cable

Patch notes June 21

[p]Fixed buoyancy with volumes (makes submarines usable, finally)[/p]