Alpha 24B Update: Pet Control, Gene Analysis Material Backpack...
Communication:
Steam Discussion
Email: [email protected]
New Contents:
- - Added a genetic analysis material backpack, which can be opened via Gene Editing. All genetic analysis materials will be automatically sorted into this backpack (Any genetic analysis materials previously sorted into the warehouse and backpack can first be dropped and then re-picked to automatically sort them into the new genetic analysis material backpack.
- - Added pet behavior control buttons and quick feeding (supports long-distance feeding).

Adjustments:
- – All Gene Modules meeting the analysis conditions are now automatically sorted before all other Gene Modules; in addition, a very conspicuous tip has also been added to the Gene Editing button;
- - Increased the drop rate of all genetic analysis materials obtained from plants (felling, gathering);
- - A brief introduction to the features of the Uninhabited Island will pop up when players enter their Uninhabited Islands via Meco Portal for the first time;
- - There is now a 8-second cooldown between feeding actions;
- - Pets successfully tamed for the first time now start with level one;
Fixes:
- - Fixed an issue where players could still move after being redirected to the loading page when switching between scenes, causing the characters to get stuck in walls after the loading completed;
- - Fixed an issue where players could pick up items from the shortcut bar when opening Pet Info and Pet Upgrade interfaces;
- - Fixed an issue where modded clothes being worn by the Wooden Model and Target Dummy were not displayed;
- - Fixed an issue on the misallocation of achievements after acquiring all the Gene Modules of Thugs and Gamblers;
- - Fixed an issue related to the Gene Module effect “When you make weapons and armor, there is a 25% chance of making equipment with advanced affixes”, where it did not take effect when crafting weapons and armor in bulk;
- - Fixed an issue related to the Gene Module effect “When you kill animals, there is a 20% chance of getting more meat”, where it always increase the amount of dropped animal meat by one;
- - Fixed an issue where using Insector Harvester in the online mode might cause players to get disconnected from the host;
- - Fixed an issue that caused the laser shooting effects of Parasect Plasma Gun to be displayed incorrectly in online mode;
Current Development Content and Progress:
- [■■■■■] Achievement system (included)
- [■■■■■] Equipment enhancement system (included)
- [■■■■■] New guidance system (included)
- [■■■■■] NPC quests (included)
- [■■■■■] Map & Mini-map system (included)
- [■■■■■] Trap system (included)
- [■■■■■] Village decorative placeable objects for atmosphere improvement (included)
- [■■■■■] More background music (included)
- [■■■■■] Meco Biotech II content (included)
- [■■■■■] Pet level-up function (included)
——————————————————————————————————— - [■■■■□] Multiplayer system (coming soon, internal testing in progress) *
- [■■■■□] Gene editing system (included, but still improving)
- [■■■□□] Plots and stories (included, but still improving)
- [■■■□□] Discoveries system (included, but still improving)
- [■■■■□] Support of Steam Workshop for other types of mod (included, but still improving)
———————————————————————————————————— - [■■■□□] Dungeon challenge (working on it)
- [■■■□□] NPC class differences and corresponding functions (working on it)
- [■■■□□] Interactions with friendly NPCs (working on it)
———————————————————————————————————— - [■□□□□] Meco Biotech III content (planning) *
- [■■□□□] Events system (planning)
- [■■□□□] Weathers system (planning)
- [■■■■□] More pet/animal interactions – storage, shearing the goats (planning)
- [■□□□□] NPC recruit (planning)
- [■□□□□] NPC working system (planning)
———————————————————————————————————— - [□□□□□] Vehicles (haven't started yet)
- [□□□□□] Water & Fire system (haven't started yet)
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- We will try to maintain frequent updates and transparency of our progress. Once again, thank you for all of your support!