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Star Explorers News

Star Explorers Updated to Version 5.1.9

A few issues were addressed.

1. Flashing damage panel. It seems if you were taking damage from some environmental condition on a planet, you would see the damage panel flash quickly whenever you returned to the landing craft to re-fill your oxygen tanks. This should no longer happen. Sorry for anyone who experienced this.

2. Crashed UFOs had a strange problem where some areas appeared to use the natural cave tiles instead of UFO tiles. This should be resolved, even in caves where it happened before. I would appreciate if anyone can corroborate this is resolved.

3. Also, some crashed UFOs could form with only one sad, empty room. I think this should be working better now. Let me know if you encounter this again.

RTX ON!

Okay ... this is not actually newsworthy in terms of Star Explorers, but maybe you might be interested.

I found this article about an RTX shader this guy is working on. The images have a few free shaders as well as the not free one, all activated through "reshade." The article describes how to do it.

RTX OFF


RTX ON!


RTX OFF


RTX ON!


RTX OFF


RTX ON!


https://www.hardwaretimes.com/enable-ray-tracing-rtx-on-amd-radeon-gpus-using-this-mod/

This will work with any game, not just Star Explorers. The shaders I used here include ambient occlusion, bloom, HDR and the RTX one described in the article. I feel like it adds a nice bit of realism to the game, but it does have a strange interaction with some of the menus. Nothing game breaking, but a few strange visual artifacts...

Star Explorers Updated to Version 5.1.8

So some kind players have suggested a better approach to repair kits that made a lot of sense. They were a bit costly, and having them sold in strange amounts did not make a lot of sense.



So now, repair kits, oxygen tanks and health kits that you purchase will be cheaper and will always have 100 units available (you can still buy less than 100 units but that's a different story).

If, however, you find the kit in a cave or other location, it will not have the full 100 units, just like before.

This will only effect newly spawned kits. If you are playing an existing game, the old, expensive kits will still be there until you buy them. Sorry about that, it is currently unavoidable.

SteamDeck

Okay, to be fair, it did not take much effort. In fact, I did nothing. It just works out of the box apparently. I don't know how Valve did that, but I am impressed!

https://twitter.com/NevercuteGames/status/1502441675951677443

If anyone has a SteamDeck and feels like providing confirmation on this, it would be good to see that it's not just a one time fluke.

Star Explorers 5.1.7 Release

I am having a party now, because the infamous inventory bug has finally been fixed. Well one of them anyway :)

So it seems if you selected an item in your backpack, and then selected an item in storage, then took the item from storage then clicked the "place item" button on the backpack side, it would cause a strange item to appear in storage. For most item types, this was not possible, because taking an item from storage would cause the item details on the backpack side to disappear.

However, for blueprints in particular, this preventive measure was not active. So it was possible to do this sequence with a blueprint, whether in your ship's storage, a treasure cache or when buying and selling. Now that I finally witnessed the event happening in this super helpful youtube video: https://youtu.be/gXHIPpF8Gzs?t=2059 I was able to finally reproduce the issue and get to the bottom of it!

The latest update just treats blueprints like every other item, and they should no longer allow for this bug to occur.

TL;DR inventory works better and should not produce weird, broken items.