Penkura Patch 0.1.8

Dev-Com
Hello, world! Penkura is now patched to version 0.1.8
We are near the release of patch 0.2.0 only one more main patch before the release, and with that, we are starting to prepare the project for world expansion and game localization.
As previously mention first language that will be added to the game is Polish. Of course please keep in mind that the community can help with this, simply by pointing out mistakes in the text, because of that we added the "Localization Support" section to the Steam Discussion forum, a new channel on our Official Discord channel, and a new type of error report in our official bug report system.
In preparation for the major project update, we are adding two new systems to the game, first is the new global navigation system.

This system was designed to allow each AI full map navigation. The major difference between the new system and the old one is not only a higher range (from 5 000 units to 400 000) but also that it's directly baked into the game. The navigation system is of course fully dynamic, it will adjust itself to player base building and movement, but thanks to already baked navigation it will recreate only a tiny chunk of the data to keep PC requirements as low as possible.
The second edition is our new modular base creation system.
This system was designed to use all of our pre-created Lions systems such as Lions-Mat which allow us to swiftly paint each structure with as little memory (RAM) requirement as possible, lowering also the number of draw calls to as little number as (for the moment) possible.

The modular construction system will not only save time to set up bases and small cities but thanks to the pre-determent over 80 measurement types, it will allow us to add/create new modular parts without restricting artists, by door placement, window placement, height, length, amount of lights, navigation restrictions and dozens of other variables.

In short, this will allow us to make buildings much faster and as different from each other as possible without much of an effect on performance to make sure players with weaker PC will still be able to enjoy our project).

Next patches up to 0.1.9 will focus on additional content for our modular base creation system, more storyline, and creating AI for bots adjusted to the new global navigation system (it will introduce bots commands to help the player with base management, exploration, and fighting).
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
LINK ----> https://discord.gg/2ukYHQm
For more information about the patch please visit our Patch Notes Archive.
LINK ----> http://lionsart.pl/patch-notes/
In case of problems/bugs/glitches appearing in the project feel free to visit our bug report site and inform us about the issue.
LINK ----> http://lionsart.pl/bugs/
Till the next Dev-Com over and out.
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Patch 0.1.8
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//////////////// BUG|ERROR FIXES ////////////////
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- FIX --- Solar Panels instantly snap to the correct position after build if it's day time at the time of construction.
- FIX --- Ore Extractor was able to print "Warning Container Full" when he didn't detect any ore.
- FIX --- Putting down the Tablet (map system) always triggered holstered item to be equipped even if we didn't have it equipped before using the map system.
- FIX --- Some of the buildings didn't register in the base power logs.
- FIX --- Light beams had visual errors created by mist.
- FIX --- Bio Meter could detect oxygen bubbles in buildings the player was not occupying. (stoping oxygen timer)
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//////// IMPROVEMENTS|CHANGES|ADDITIONS /////////
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- Added 41 construction elements to Modular Construction System.
- Added new furniture to the Modular Construction System.
- Added a new global navigation system for the entire project.
- AI path calculation distance increase from 5.000 Units to 400.000
- Added a new base to the first Karenos forest.
- Added new dialogs elements.
- Added new storyline elements.
- Updated missions:
/// In search of answers
- Added new points of interest.
- Added 3 new items:
/// Dynka Seedling
/// Dynka Matured
/// Dynka Overgrown
- Added special function buttons to the buildings info window in RTS mode.
- Updated the Ore Extraction tutorial.
- Added Extensive Extraction function to Ore Extractor.
- M.P.B now uses hands to pick up items and when interacting with active ables.
- Added two new animations to M.P.B:
/// Grab Animation
/// Click Animation
- Added sound effect to M.P.B hands when (picking up/activating).
- Projectiles can now trigger behaviors in items, interactable, and instances.
- Items can now change their behavior depending on the trigger.
- All pickable flowers will now burn off if hit with a plasma shot from Pener-07 or IMP.
- Added Turn On/Off Extraction function to Ore Extractor.
- Added energy consumption indicator to the bot user interface.
- Improved extractor calculation, now it will always find something to extract if there is something to be extracted. (no chance of getting 0 if there still is something)
- Improved extraction randomization, now everything has the same chance of being extracted.
- Improved Power and Hydrogel calculation in RTS.
- Material Improvement for bluefloir and forest deco flora.
- Each base now starts with maxed out power and hydrogel. (rather than 50%)
- Max stack size changes to selected items:
/// Basic Electronic Repository (from 10 to 5)
/// Subincar (from 50 to 30)
- LionsMat glass materials updated to version 3.0.
- Balance changes to the Energy cost of constructions:
/// Ore Extractor from 1000 to 2500 (stages from 2 to 3)
/// Atmo. Airlock from 1000 to 1500
/// Bio-Recycler from 8000 to 6000 (stages from 3 to 4)
/// Beacon from 5000 to 3000 (stages from 2 to 3)
/// Lamp from 1000 to 1500 (stages from 1 to 2)
/// Solar Panels from 3000 to 3500 (stages from 2 to 4)
/// Tunnel Type - I from 1000 to 2000 (stages 2 from to 3)
/// Tunnel Type - I Short from 500 to 1000
/// Tunnel Type - I Windowed from 2000 to 2500 (stages from 2 to 3)
/// Tunnel Type - L from 1000 to 2000 (stages from 2 to 3)
/// Tunnel Type - T from 1000 to 2000 (stages from 2 to 3)
/// Tunnel Type - T Windowed from 2000 to 2500 (stages from 2 to 3)
/// Tunnel Type - X from 1000 to 2000 (stages from 2 to 3)
/// Hydrogel Purificator from 9000 to 15000 (stages from 4 to 8)
/// Maintenance Platform from 15000 to 12000 (stages from 3 to 6)
/// Hydrogel Storage from 3000 to 4000
/// T-1 Storage from 5000 to 6000 (stages from 3 to 5)
/// Power Storage from 10000 to 8000 (stages from 3 to 5)
/// Tirix Fusion Power Plant from 35000 to 50000 (stages from 4 to 15)
- Player basic armor minor texture improvement.
- Visual update to Einstein–Rosen bridge between Gemini Base to Karenos.
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