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Update 36.7

Howdy Folks!

I hope everyone is doing well out wherever you may be. I’ve been busy working on another small-ish update to address a few reported issues and improve upon some existing content.

[h2]Vehicles[/h2]

Transported vehicles have been updated to visually show their current inventory. The number of cargo containers on the vehicle now reflects how full, or empty, the vehicle inventory currently is. An animated icon will now appear above a transport vehicle when it drops off and picks up items.

[h2]Mining Platforms[/h2]

I’ve fixed up some issues related to mining platforms not always showing the correct animation state. This resulted in mining platforms sometimes appearing to be mining when they were not. An animated icon of the mined resource will now appear above the mining platform as it mines the resource.

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[h2]Release Notes[/h2]
Changes
  • The visual number of containers on transport vehicles is now based on carried inventory amount.
  • Transport vehicles now show animated icon of the resource being added or removed from the vehicle when dropping off and picking up items
  • Minor reduction to spread time and spread chance of crop disease.
  • Vehicle action buttons are now correctly disabled other than the vehicle’s current action
  • Mining platform now shows animated icon for each item mined and added to its inventory


Fixes
  • Fixed: Colonists stuck attempting to “Feed Fish” if the botanist job and biologist job are both assigned and there are plant crops that need fertilizer. (Yes, you read that correctly)
  • Fixed: Spinner values defaulting to zero when manually changing the number values in some instances
  • Fixed: Crop manager and Mining Manager show they require 0w power even though they should consume 50w
  • Fixed: Vehicle mine tile action instructions don’t close when clicking the mine tile button again to cancel the action
  • Fixed: Error generated by the surface power connector if the connector is selected when it finishes construction
  • Fixed: Inventory capacity meter resets to zero and then animates to new value every time the inventory count changes. Now smoothly animates to the new value as expected.
  • Fixed: The mining platform visually appears to be mining when it actually is not in some instances.

Update 36.6 Hot Fix 2

[h2]Release Notes[/h2]

  • Reduced some model textures that were larger than intended to improve memory usage.
  • Fixed: Door open/close audio spawning new audio component each time it opens and closes. This should result in some performance improvement
  • Fixed: Crop disease spreading to crop fields that already have crop disease. This resulted in a flood of crop disease components that caused severe performance issues.

36.6 Hot Fix

Howdy Folks!

This is a tiny little hot fix to address a bug introduced in the latest update. Thanks for the feedback and reports. :)

[h2]Release Notes[/h2]

  • Fixed: Debugging data causing log file to grow in file size very quickly. This caused a slow down in game performance over a fairly short amount of play time.

Update 36.6

Howdy Folks!

Hope everyone is doing well. I’m very excited to announce minor update 36.6 which includes an amazing new feature, a few changes and some fixes.

Resource Management

A long requested feature has been to have greater control over when colonists harvest or mine resources based on existing resource quantities. This feature has now been implemented with the introduction of the crop manager and the mining manager.

[h3]Crop Manager[/h3]
The crop manager allows you to set maximum values for botanists and biologists. A value of zero means there is no limit for that resource. Botanists and Biologists will no longer plant additional seed if there is an equal to or greater amount of that item already in storage.

[h3]Mining Manager[/h3]
The mining manager allows you to define maximum values for mined and transported resources. A value of zero means there is no limit for that resource.

If the value in storage of a given resource is equal to or greater than the defined amount then:

  • Miners won’t mine any more of that resource
  • Vehicles won’t mine any more of that resource
  • Transport vehicles won’t collect those resources from mining platforms



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[h2]Release Notes[/h2]

Additions

  • Added Resource Management research which unlocked the crop manager and mining manager
  • Added Crop Manager station which allows players to define resource limits for crops
  • Added Mining Manager station which allows players to define resource limits for mined resources
  • Added 2 discoveries. These discoveries are automatically unlocked when starting a new game (or loading a save game prior to this update).
  • Added animation to water pump when it is actively outputting water
  • Updated look of the water pump


Changes
  • Updated engine to Unity 2019.4.40
  • Updated modding guide in Steam Guides
  • Can now change spinner number field values by 10 or 100 at a time if pressing shift or control (command on Mac) while pressing the + or – button.
  • Machines that require water now have an internal buffer to resolve issues with machines being out of water when loading a save game. This mainly fixes an issue with the solid fuel generator no longer providing power after loading a save game in some instances.


Fixes
  • Fixed: Weakling quirk incorrectly affecting muscles max value instead of its current value
  • Fixed: Items from a deconstructed object disappear if a valid drop tile can't be found near the object. Now if a drop tile can’t be found, the items will be put into the colonists inventory that deconstructed the object.
  • Fixed: Grammar mistake in the Introduction guide section

Patch Update 36.5

[h2]Release Notes[/h2]

  • Tweaked decor scaling for rooms to reduce the amount of decorations needed for a high quality room.
  • Fixed: Surface resource deposit depleted by mining vehicle without mining the entire deposit
  • Fixed: Unable to select objects for placement from the debug build menu