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FOUNDRY News

Update 2.2 Hotfix #1 now live!

[h3]Update 2.2 Hotfix #1 Patch Notes[/h3]
  • [p]Fixed bug that caused construction drone ports to not assign to construction sites properly. [/p]
  • [p]Fixed bug in conveyor balancer that sometimes caused items to vanish when a filter was configured. [/p]
  • [p]Fixed bug that caused shaped charges to sometimes get stuck.[/p]
  • [p]Fixed a missing icon on the drill ship notification.[/p]
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Update 2.2 is Now Live!

[h3]Hello everyone![/h3][p]As we discussed in the last Foundry Friday, today is the release day for Update 2.2![/p][p]It's LIVE RIGHT NOW so you can go ahead and download & play the update RIGHT AWAY![/p][p][/p][p]BB admires the Drill Ship.[/p][p][/p][p]Like we discussed last FF, we wanted to improve terraforming from a cumbersome and boring feature into something that doesn't get in the way while ALSO rewarding creativity. At the same time, we've also delivered some QoL changes and construction themed decor. It's important to us that we keep raising the overall quality of the game with smaller QoL changes while we work on other more subs-train-tial upcoming features.[/p][p][/p][p][/p][p][/p][carousel][/carousel][p][/p][h3]Big Changes[/h3]
  • [p]Added Drill Shapes for mining tools (dig multiple blocks at once)[/p]
  • [p]Added Shaped Charges (precision explosives)[/p]
  • [p]Added Personal Mining Drones & Construction Ship based terraforming[/p]
  • [p]Added Drill Ships (tunnel boring machines)[/p]
  • [p]Added Resource Separator: Reprocess dirt & stone into ore.[/p]
  • [p]Improved Filter Functionality Balancer: Filter specific item types with belt balancers.[/p]
[h3]Smaller Changes[/h3]
  • [p]Added “Irrigation Tool” that allows to regrow grass.[/p]
  • [p]Added several Powerlines QoL Improvements.[/p]
  • [p]Improved Conveyor Drag Mode.[/p]
  • [p]Added New Pipe Drag Mode.[/p]
  • [p]Added Minor QoL improvements.[/p]
  • [p]Added Construction-Site-Themed Decor Items[/p]
[p]That's about it for now. Thanks for all the feedback and support you show us. We'll be back with the Foundry Friday this friday![/p][p][/p][p]See you soon! -Liz the community Manager[/p][p][/p][h3]Full changelog can be found here:[/h3][h3]New Items:[/h3]
  • [p]drill shapes for mining tools[/p]
  • [p]shaped charges: precision explosives[/p]
  • [p]personal mining drones[/p]
  • [p]construction ship based terraforming[/p]
  • [p]drill ships: tunnel boring machines[/p]
  • [p]resource separator: reprocess dirt & stone into ore[/p]
  • [p]filter functionality balancer: filter specific item types with belt balancers[/p]
  • [p]irrigation tool: handheld that allows grass to regrow[/p]
  • [p]construction site themed decor[/p]
  • [p]tense power lines[/p]
  • [p]high explosive dynamite: can blow up reservoirs[/p]
[h3]QOL:[/h3]
  • [p]increased stack size of several items[/p]
  • [p]increased powerline range[/p]
  • [p]power poles are no longer blocked by collision[/p]
  • [p]power pole types can now be switched using the power line tool[/p]
  • [p]unified conveyor forward/backward smart dragging[/p]
  • [p]new pipe drag mode[/p]
  • [p]added italian community translation[/p]
  • [p]polished debt frame[/p]
  • [p]turbines and transformers now support two powerline connections instead of one[/p]
  • [p]transformers can now be named[/p]
[h3]Fixes:[/h3]
  • [p]fixed issue where collision wouldn't be generated at the top of blocks when placed at maximum height[/p]
  • [p]fixed issue that caused notifications to no longer show up after using the camera tools[/p]
  • [p]fixed an issue where belt upgrading could cause duplicating items in inventory[/p]
  • [p]fixed issue with certain ships not casting shadows[/p]
  • [p]fixed issue where orbital laser would sometimes not cool down properly[/p]
  • [p]fixed an issue with debt that could result in the player soft locking themselves in the early game[/p]
  • [p]drilling tundra blocks now properly yields tundra dirt[/p]
  • [p]fixed issue where sometimes the item action bar text would be blocky and unreadable[/p]
  • [p]air intake research now depends on science pack 5[/p]
[p][/p][p]Follow us on socials: Discord Twitter Reddit Facebook Paradox Forum [/p][p]Stay tuned for more news![/p][p]
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DevBlog #88 | Foundry Fridays: Update 2.2 Release Date!

[p]Hello everyone!

I’m pleased to share that Update 2.2 will be released on Monday, 29th of September at 2pm CEST.[/p][p][/p][p]The update’s theme centers around excavation, and the main features will be:[/p][p][/p][p] New Terraforming Mechanics[/p]
  • [p] Drill Shapes (dig multiple blocks at once with your drill/laser)[/p]
  • [p] Shaped Charges (precision explosives)[/p]
  • [p] Excavation through personal mining drones & construction ships[/p]
  • [p] Drill Ships (A new tunnel boring machine) [/p]
[p]Quality of Life and Polish[/p]
  • [p] Powerline Quality of Life Improvements[/p]
  • [p] New Pipe Drag Mode[/p]
  • [p] Ability to regrow grass[/p]
  • [p] Improved Conveyor Drag Mode[/p]
  • [p] Various other QoL improvements[/p]
[p][/p][p]A more detailed changelog will be released shortly before the release. You can read about many of those features in detail by checking out the dev blogs of the past two months. We see this update as the “Terraforming, Part One” update, as we plan to expand on progression mechanics and unlockable improvements for many of those terraforming features in the upcoming update 3.0 - more details to be shared soon. [/p][p][/p][h3]Drill Ships[/h3][p]As the final piece of the puzzle I’m glad to be able to show off our version of the tunnel boring machine. I have briefly mentioned at the end of the past dev blog that we’re looking at adding a tunnel boring machine which is flexible and capable of players needs. And here it is:

[/p][p][/p][p]Model and Textures are work in progress...[/p][p]The drill ship is a vehicle (don’t expect too much, no action-style vehicle controls!) which is able to move around and excavate tunnels for you. You can walk inside and control it through several levers, valves and buttons. In short, you can set the direction (forward, up, down) and tell it how far it should excavate. [/p][p][/p][p][/p][p]Once started you can walk away and come back when it is done. Drilled blocks will be stored in its internal inventory. Unless used in high quantities it isn’t suited for large scale excavation, but it’s tailor-made for tunnels, no matter the direction. [/p][p][/p][p][/p][p][/p][h3]Trains Preview[/h3][p]Since many of you asked for a progress update on trains I wanted to share some work in progress videos and pictures. I won’t be going into details today, I just wanted to show off some progress. Those videos are showing us testing internal systems, all the debug visualisation is just for the developers. Please keep in mind that trains will not be released with the upcoming update 2.2.
[/p][p][/p][p][/p][p] [/p][p][/p][previewyoutube][/previewyoutube][p][/p][previewyoutube][/previewyoutube][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][p][/p][p][/p][p]We’re excited to see our trains coming together and will share more details as soon as it makes sense. Also we’re still planning on releasing trains on a preview branch before the actual update to gather feedback.

Thank you for reading and I’m looking forward to seeing you play when the update is out!
-mrmcd[/p][p]


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DevBlog #87 | Foundry Fridays: Terraforming Features #2

Hello everyone!

Today I am back with more terraforming features for the upcoming Update 2.2. Remember when I asked for feedback about personal mining drones here, and then later covered the received feedback here? We have been working on various different terraforming features since then, some of them I’ve been showing off in the blog post here. Now, for this iteration of FOUNDRY Friday I will continue with more Terraforming features based on your feedback.

[h3]Personal Mining Drones & Mining Areas[/h3]
While the vast majority of you enjoyed the idea of personal mining drones (see first linked blog post above), the key feedback was that ultimately you want to automate the process. Especially when you want to excavate very large areas it can get boring having to idle next to the area and let the drones do the work. Therefore we have continued to work on the feature and simultaneously thought about solutions to additionally add a way to automate it.

[previewyoutube][/previewyoutube]Work in progress.

The shared element between both is that you will be able to mark mining areas with a special tool, the mining drone controller. You may mark single blocks, 2-dimensional boxes (1 voxel high and you drag length and width) or fully 3-dimensional boxes.

If you’re in close proximity, your personal mining drones will automatically start excavating. And in case you’re not a fan of that and want to mark your mining areas without the drones immediately starting, you will be able to disable (toggle) the personal mining drones.

Drones will pick the closest available block, go there, excavate it and bring back the mined resources. In case your inventory is full, they will let you know (similar to when a crafted item cannot be inserted into your inventory) and stop mining additional terrain blocks.


We’re planning on providing various upgrades for the system, for example increased number of mining drones or higher mining drone speed. However we might split those off into a separate update as we aim to release Update 2.2 rather soon.

As a side note I wanted to mention that we have also heard the feedback about there being no purpose for dirt, stone and other terrain blocks and how they just fill up the inventory. First, we will drastically increase the stack size of those, but we’re also working on ways to make use of it.

[h3]Construction Ship Excavation[/h3]
Time to look at the automatable version of this feature! Most people suggested a building that is able to launch mining drones similar to the personal mining drones. You would place it next to your mining area and the building and its drones excavate the area while you can go and do something else. But this presented us with a couple inconveniences which ultimately didn’t feel right. Examples are that a limited range might require moving the building frequently, and that you would need power at remote locations where there is none, or even just the fact that placing and soon after removing a building didn’t feel right.

So I was thinking why not implement this in a way where it just works, no matter what. And this is where our existing construction ships come into play. They are already able to move to modular buildings and construct them, so why not give them a few integrated mining drones and let them go to your mining areas and excavate for you? They have no range limitation, so no matter where you place your mining area, they will be able to reach it.

[previewyoutube][/previewyoutube]Work in progress.

This required a few changes to the drone ports. Going forward you will be able to toggle if they should automatically assign mining areas and/or construction sites, so you can have a few for each task. We also had to add a storage inventory to the building, since the ships need to unload their mined resources once they are back. You can manually take out the resources, but we have also added a conveyor connection so that you can automatically move the items into a larger storage.


I believe this is the best and most comfortable solution and I’m looking forward to your thoughts!

[h3]What about the tunnel boring machine?[/h3]
Since the tunnel boring machine was also highly requested, I’d like to quickly mention it. We’re looking into it, but I believe we should think a bit more outside the box here. A machine that just allows you to build horizontal tunnels feels somewhat limited to me. I think it at least should allow you to also dig up and down. Additionally I’m not sure if an expanding building (that blocks the path until demolished) is really the best way to handle it. It would be easy to re-use the old underground miners for that, but I think we might be able to do a little better. Stay tuned for future FOUNDRY Fridays!

Thank you for reading and as always see you in two weeks!
-mrmcd



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DevBlog #86 | Foundry Fridays: High Voltage Quality of Life

Hello everyone!

In the previous dev blog I was asking for feedback about removing powerline collisions and I received a surprising amount of suggestions surrounding the high voltage system. Many of them were interesting and not a huge amount of work, so I’ve decided to do a quality of life pass and implement the best and most do-able suggestions.

[h3]Removed Collisions[/h3]
The majority of people wanted the powerline collisions to be removed, but many of you still preferred to be able to tell if it happens so clipping can be avoided if desired. So we removed the collisions and now show yellow warning boxes if something clips.

[previewyoutube][/previewyoutube]
Those warning boxes (and the message on the screen) can be disabled in the game settings. For me it’s not yet clear if they should be enabled by default. While it can be a bit noisy, it seems worse in the preview video since we’re explicitly trying to highlight it. Any thoughts on that?

[h3]Increased Cable Range[/h3]
In an effort to make working with high voltage powerlines more comfortable I drastically increased the cable & build range when using the powerline tool. Stack size for the poles has been increased as well.

[previewyoutube][/previewyoutube]
[h3]Cable Tension Setting[/h3]
I really liked the suggestion about adding the ability to build perfectly straight powerlines to bury them in underground tunnels, so I added a toggle that lets you swap powerline tension.

[previewyoutube][/previewyoutube]
[h3]Radial Menu Pole Selection[/h3]
Those of you who have been playing the game for a long time will remember the old powerline tool having a radial menu for Connecting/Disconnecting powerlines. This has been removed when we changed it so that you have to use demolition mode to get rid of powerlines. Since that the radial menu isn’t used on the powerline tool and that allowed for adding support for toggling the active power pole by radial menu while placing them. We still had to go for the middle mouse button (can be changed) since right click is already used for resetting the powerline.

[previewyoutube][/previewyoutube]
[h3]Transformer Group Names[/h3]
This one has been requested for a long time and we never really had the time to work on it because it’s quite complex to solve. But now I was finally able to implement names for transformer groups (grouped by the low voltage grid they are placed on). In your powerline frame you can now add labels to groups of transformers.

What made the feature tricky is that it’s not obvious how to handle when those groups merge or split. But I think I found acceptable solutions for most of those scenarios and I’m looking forward to player reception.


We also have other quality of life improvements in the works for the next update, and I will share those in future dev blogs.

Thank you for reading and keep the suggestions (about all sorts of things!) coming,
-mrmcd



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