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Patch Merging Part 9.211

Dev-Com
Welcome, members of the Accord!


This is a tiny patch to fix an issue found by one of the community members. I accidentally left one line of code commented out, my apology.

Thank you all for the bug reports.

As always, for more information regarding the latest technical support, patches, and updates, please join our Discord Community.

LINK ----> https://discord.gg/2ukYHQm

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment

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⊞ Bugs/Errors ⊞
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◈ Not all signals from the Bot Command Mode were sent to the bot.

Patch Merging Part 9.21

Dev-Com
Welcome, members of the Accord!


In this small patch we are adding a new creature to the game, a corrupted Viledart, which can be found in the close to the dying forests of Karenos.



We are also improving our navigation system, and bot programming system by improving code chunk logic and its performance. There is no need to change any code that was already added to the game.

In the background, we are working on new items, that will be added to the game before the next big patch. Most of them are a world building items, that will improve the game look, and few intractable items, that hopefully will excite some players. We are also working on minor improvements in M.M.C and Industrial M.M.C logic/UI, and Portable C.C.C.

Before the big update, we also plan to provide the first stage of the partial controller support. Input like always will be welcome.

Thank you all for the bug reports.

As always, for more information regarding the latest technical support, patches, and updates, please join our Discord Community.

LINK ----> https://discord.gg/2ukYHQm

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment

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⊞ Bugs/Errors ⊞
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◈ Item filtering in the code didn't properly set items to deposit/loot/harvest, if there was only one item in the filter logic.

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⊞ Improvements / changes / additions ⊞
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◈ Added new organic turret creature, The Corrupted Viledart.

◈ Added item deposit visual indicator.

◈ Added item drop visual indicator.

◈ Building navigation for bots, adjusted for buildings with special connections (for example Command Center exit).

◈ Added "Print" code chunk to the >scan command, it will allow the player to print data on the scanned building or item object.

◈ >scan command can now scan for buildings not only around the base, but also around the owner (player), self (bot), and target (for example target item).

◈ Major optimization to the >scan command, if the player will want to scan all items in range of 10 000, (which sometimes in rare occasion it could mount to thousands of items), it will cut the pool into chunks and scan chunks per frame, rather than all at the same time.

Patch Merging Part 9.2

Dev-Com
Welcome, members of the Accord!


In this patch we are improving once again bot programming, by implementing multi request understanding, item type filter, log code, harvest, and we are adding a new creature to the game, the Viledarts.

This patch took few days more than planned, but we had to make few changes to the inventory system to drastically improve performance when using multi request function on both >Loot and >Deposit, but thanks to that, player is now able to use more than one filter in the code, for example >deposit(target)(Battery ST-1/Medical/Polan Crystal), rather than splitting the code to 3 parts, player will merge them into a single line.

We are also adding the >Log function to the game, which is important to keep the code clearer when IF ELSE THAN code system is used, and >Harvest, which will allow bots to use Growbeds to harvest player plants, allowing the bot to be a semi useful "farmer".

We are also adding a new creature that was delayed by quite a bit, the Viledarts, which is a turret like creature that hides within the Forest of Karenos.



Even though we will still work on the bot programming, for the moment we want to focus on more 3d content such as new items, buildings, creatures, and many more.

We are also slowly implementing a partial controller support, we should be able to showcase first part of the controller support in the upcoming patches, this addition will be implemented slowly as game is quite complex in some parts, and will require some minor improvements, especially since we don't want to force keyboard users to UI changes that are useful only to controller users, and vice versa.

As always, for more information regarding the latest technical support, patches, and updates, please join our Discord Community.

LINK ----> https://discord.gg/2ukYHQm

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment

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⊞ Bugs/Errors ⊞
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◈ Code Library didn't transfer between bodies, leading to player losing their created code on death.

◈ Example code in PCCC help window, was not adjusted to the new improvements created in the >set(target)(load).

◈ Possible fix for FOV resetting on death.

◈ If a player reached hydration or nutrient to 0%, it was impossible to bring it back up.

◈ Possible fix for items disappearing from inventory when equipping an item of the same type that is already equipped.

◈ Holding ALT didn't remove 100 units of craft able item from the M.M.C crafting queue.

◈ Day sound effects such as birds played at night.

◈ Outside sound effects of nature were able in rare occasion play while the player is inside of structures or in cave system.

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⊞ Improvements / changes / additions ⊞
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◈ Added new code chunk >Log(text)

◈ Added new creature to the game, Viledarts.

◈ Added 9 new nighttime sound effects for the Forest Biome.

◈ Added new proximity audio system, that will trigger special sound effects depending on player location.

◈ Added >Continue code chunk.

◈ Added >IF THEN ELSE code chunk.

>IF THEN ELSE - ask question, run code based on answer.

Form: >if()()()() then { } else { }

who: target | self | owner

what: energy | shield | health | hydrogel | oxygen | speed | cargo capacity | nutrient | cargo item / item name (example: cargo item / stimpak)

question: equal | = | more | > | less | < | true | false

answer: number

code 1: any code chunk with no line limit, placed inside of { }

code 2: any code chunk with no line limit, placed inside of { }

Example: if(target)(cargo)(=)(100) then { >loop } else
{ >ping(Building)(B689)(Container)(save)
>set(target)(Load)
>Go(target)
>loot(target)(all)
>Continue }


◈ From now on, player is able to change light settings directly on the Enhanced Growbed Window Interface.

◈ Added new functionality to >Loot and >Deposit

◈ Added multi request understanding to bot programming.

◈ Added item type filter to both >Loot and >Deposit

◈ Added new tutorial point for creature behavior.

◈ >Scan can now call for Growbeds.

◈ Added >Harvest code chunk to the game.

◈ Added new intrusions and hints to Bot Programming HELP window.

◈ Added new sound effects:
- Gorecoil death scream.
- 2 creature bite sound effect.
- Terranid Death Sound.
- 4 Terranid chatter sounds.

◈ M.P.S now states scanned structure ID.

◈ Improved text resolution on M.P.S.

◈ Lowered background calculations amount in Karenos Forest, game CPU usage should be a little bit smaller.

◈ Lazarus Chamber now saves its open/close state.

◈ Improvements to the save system, (game should load a bit faster).

◈ Improved save file generation, files should be a little bit smaller.

Patch Merging Part 9.12

Dev-Com
Welcome, members of the Accord!


This is a tiny patch to fix small issues found by the players that effect their gameplay.

Thank you all for the bug reports.

As always, for more information regarding the latest technical support, patches, and updates, please join our Discord Community.

LINK ----> https://discord.gg/2ukYHQm

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment

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⊞ Bugs/Errors ⊞
---------------------

◈ Test fix for Command Panel being slightly cut off by the screen resolution.

◈ Error while calculating damage done to creatures.

◈ When the player is interacting with any storage and then forces the character to use the tablet, it will open both UI, allowing the player to move with one of the UIs still open.

◈ Under some foliage, items could not be interacted with.

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⊞ Improvements / changes / additions ⊞
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◈ Added a Small Depot to the base construction list at Research Station #8.

◈ Drastically improve foliage detection, it should fix some of the weird behavior of objects not being detected while inside the foliage (for example items in bushes) but also make detection of bushes much easier for the construction bot to dematerialize them when placing buildings.

Patch Merging Part 9.11

Dev-Com
Welcome, members of the Accord!


As mention in the Patch Part 9, we are continuing with improvements by small patches.

In this patch we are adding new code chunk called >process, this code chunk for the moment is used only with Ore Refinery, to process ore, but soon it will be used with Bio-Recycler, and Object Disassembly Unit.

We are also making small changes to the >set code chunk to make the programs a bit shorter and easier to use.

PLEASE NOTE: Because of the changes to >set code chunk, some of the codes may need adjustments, programmers please take note.

We are also adding another batch of fixes small and big per reports made by players and improvements to the game, we will be adding more with the next upcoming patch.

Thank you all for the bug reports.

As always, for more information regarding the latest technical support, patches, and updates, please join our Discord Community.

LINK ----> https://discord.gg/2ukYHQm

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment

---------------------
⊞ Bugs/Errors ⊞
---------------------

◈ Major fix to the skeletal meshes of all creatures, after death they should now fall on the ground correctly.

◈ Electrician connected to power cables incorrectly and light switch in the Hydrogel Purification turn the hydrogel processing off.

◈ Player was able to duplicate the Blufloir while harvesting.

◈ Hydrogel Purification produced wrong amount of Hydrogel.

◈ Dematerialization/Build ray from the Construction bot, was destroying the flowers in Enhanced Growbed which is a correct behavior, but the plants were not removed from the growbed system, locking the slots.

◈ Bot Current Status, didn't update the first time bot is clicked in P.C.C.C.

◈ Two wording errors in the P.C.C.C Help section of Bot Programming. >scan should have not and example should have (max) not (all).

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⊞ Improvements / changes / additions ⊞
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◈ To make the bot programming a little bit easier to use, we are removing the () from the >set code chunk.
Previously, the player had to use the form:
Form: >set()()()
Now the new form is:
Form: >set()()

>set code chunk now will auto adjust its triggers based on the source that is loaded, it will understand that containers should be set to storage interactable, buildings to locations and so on.

◈ Added new code chunk >Process
Form: >process()()()

◈ Added new code chunk explanation to HELP in P.C.C.C program creation window.

◈ Improvement to bot navigation system.

◈ Improved the 3d mesh of the Metos Drone.

◈ Player is now able to set items to materialize in 100-ths by simply pressing Alt+LMB in both M.M.C and I.M.M.C

◈ P.C.C.C bot buttons will now indicate which bot is selected, and the player is also able to deselect the buttons to return to general base stats.

◈ In P.C.C.C bot buttons will now indicate if bot has a set program, by showcasing a small page icon.

◈ In P.C.C.C Stop Program was renamed to Pause Program.

◈ Added Cancel Program Button to the P.C.C.C.

◈ From now on, if the player enters an enemy spawner, that was never activated, it will calculate the time passed since the beginning of play time on the level, and adjust the time to the spawn amount.

◈ Current energy added to P.C.C.C selected bot.

◈ When the bot encounters a critical error, and the player is in less than 100 meters from it, the player will receive a message from the bot, explaining the problem. (not all errors are yet added to this system).