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FOUNDRY News

Update 2.1 Hotfix #2 now live!

[h3]Update 2.1 Hotfix #2 Patch Notes[/h3]
  • Added missing icon for the superalloy market license
  • Fixed waypoint marker size
  • Fixed possible crash on load when a research mod was removed
  • Fixed throughput issue with integrated belts connecting to T4 belts
  • Fixed throughput issue on freight elevator


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DevBlog #85 | Foundry Fridays: Terraforming Features #1

Hello everyone!

It’s summer and things are currently moving a little slower, therefore this will be a shorter blog post. However I still have some progress to show off and some questions to ask.

[h3]Shaped Charges[/h3]
As one of the new terrain modification features we’ll be adding with the upcoming terraforming update we’ll be introducing shaped charges. They act as precision explosives which don’t blow up in a spherical pattern but instead a cuboid shape. On placement you will see a preview of that cuboid excavation shape, ensuring no undesired surprise once you press the detonator. This makes them ideal for quick excavations whenever the spherical explosion pattern isn’t useful. On top of that they are placed like structures and not to be thrown, so you can put them exactly where you need them.

[previewyoutube][/previewyoutube]Please note that all visuals are work in progress for testing. Same about balancing regarding to shapes and sizes.

[h3]Experiments with “mining shapes”[/h3]
After your feedback that you wouldn’t like to see the drill/laser replaced, we’ve been looking into ways to improve it instead. We have added unlockable “mining shapes”, that allow you to drill multiple blocks at once, making it a more practical tool overall. So far those shapes automatically project on the face you’re aiming at, which seems to be the most friction-less approach. You can toggle between those shapes with the radial menu.

[previewyoutube][/previewyoutube]Please note that all visuals are work in progress for testing. Same about balancing regarding to shapes and sizes.

[h3]What about collisions for powerlines?[/h3]
I’m thinking about removing the collisions for powerlines and would like to hear your thoughts. I’ve seen a fair amount of frustration being expressed whenever a powerline blocks a building, or when you cannot drag the powerline because it intersects with a building. And I think it might just be the right choice to remove the collision check from powerlines completely.

That would mean you could drag them through buildings (or even terrain) and they would never be in the way when placing something. For those of you who care about realism, you can still place them in a way where they don’t intersect with anything. I feel like it doesn’t have to be enforced and it would make building for certain players more fun.

Please let me hear your thoughts about all three topics in the comments below!

That’s it for today, thank you for reading, and see you in two weeks.
-mrmcd



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DevBlog #84 | Foundry Fridays: What's next after Update 2.1?

[p]Hello everyone!

Thank you very much for playing Update 2.1. We were very happy to see people coming back for the minor update in numbers that exceeded our expectations. Naturally we’ll continue to work to improve the game and therefore the big question is what we’ll be focusing on next.

[/p][h3]What’s next?[/h3][p]It’s pretty early and not all decisions have been made, but as of now it looks like we’re going to do another minor update focused on terraforming. It seems to be one of the biggest isolated parts of the game that could really need some polish and improvements.

I have previously talked about personal mining drones in a previous dev blog and the community left lots of feedback, which we evaluated and I’d like to share the results with you:

About 75% of feedback messages liked it.
About 21% of feedback messages had mixed opinions.
About 4% of feedback messages disliked it.[/p][p]
Overall that looks pretty good, but it does tell us that it needs more work. 75% is nice for the first iteration, but we have to aim a little higher. Let’s take a closer look at the most common requests, in order of how requested they were:

Drone Hub building that excavates those areas automatically
The most common request was to add a building which automatically excavates the area you mark for excavation. Even though the personal drones are much faster than everything we had before, they are still potentially slow to get rid of a mountain, especially when you need to stay in proximity and wait. To make that possible, we’ll have to cut some corners, similar to the personal drones, they won’t be able to properly pathfind around all obstacles and instead clip a bit (for performance reasons), but I think that should be fine with a building you place temporarily for excavation.

Tunnel boring machine
Something you can place, which then automatically digs in a direction of your choice for a pre-configured distance. While I think it would be really cool to use the upcoming trains for that, I’m afraid they’re too large and many of you would like the option to just dig a 2x2 tunnel or something like that. I think this machine needs to come in different sizes? I’ll be spending some time iterating on this.

Concerns about faster digging filling up the inventory
I have to admit that it caught me a bit off guard how many people raised concerns about the inventory filling up quickly. I don’t have an answer yet, but I’m thinking about it. Of course we could allow a setting/toggle that instantly destroys everything mined, but I wonder if we could actually make use of those blocks. I also believe we should increase the stack size.

Keep the drill/laser instead of replacing it
If we should keep the drill/laser or just go to the new system was one of the big questions, and while not a huge amount of people wanted to keep the drill/laser, it probably makes sense to bring the new system as an alternative. However I believe it should still be available very early or right away so that you can excavate floors for foundations early.

Using the those personal drones for construction/resupply
I’ve been thinking about that, but for now that’s out of scope.

[/p][h3]Conclusion[/h3][p]We’ll keep working on those things, we do even have a couple other ideas and we’ll keep you up to date how it goes! I know everyone would like to know how long it will take, but it’s too early to talk about that.

In parallel we’re still actively working on trains and the powerplants and we intend to share more information about those soon.

Meanwhile enjoy the game and see you next time,
-mrmcd



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Update 2.1 Hotfix #1 now live!

[h3]Update 2.1 Hotfix #1 Patch Notes[/h3]
  • [p]Fixed bug causing the sorting by ship status to not work properly on the space ship frame. [/p]
  • [p]Fixed issue where certain hotkeys were invalidly displayed on certain non-US-keyboard layouts. [/p]
  • [p]Fixed map icon outlines. [/p]


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Update 2.1 is Live Now!

[p]Hello everyone!

The latest Foundry update 2.1 is now live! As previously mentioned it focuses on a common quality of life improvement requests, and introduces a number of new features.

[/p][h3]Patchnotes:[/h3][p] [/p][p]Major Features:[/p]
  • [p]New Science Pack 5 content[/p]
    • [p]4 Underwater Bots (new products to sell on the star map)[/p]
    • [p]Superalloys, Rubber, High-Tech Machinery Parts[/p]
  • [p]Geothermal Power[/p]
    • [p]Find Geothermal Vents in lava caves and generate power efficiently (You’ll need to unlock the "Geothermal Power" research before you can find them in your existing saves)[/p]
  • [p]Tier 2 Explosives[/p]
    • [p]Bigger blast radius[/p]
    • [p]Clear lava cave bedrock[/p]
  • [p]Quality Of Life:[/p]
    • [p]Research Queue[/p]
    • [p]Station Upgrade Queue[/p]
    • [p]Added searchbars to many different frames including Inventory & Crafting Frame, Configure Machine Frame, Research Frame, Info Database Frame, Space Ship Management Frame, Item Filter Frame[/p]
    • [p]Improved Ship Management Frame: More filter and sorting options, added paging for high ship counts[/p]
    • [p]Increased map zoom range and improved map performance[/p]
    • [p]Autorun feature[/p][p] [/p]
[p]Minor Features:[/p]
  • [p]Added infinite fuel depot station upgrade.[/p]
  • [p]Added fuel depot frame warning if fuel consumption per ingame-hour is larger than the fuel depot capacity.[/p]
  • [p]New art for the “Barrel Filler” machine.[/p]
  • [p]Fixed mining drill speed research not working properly.[/p]
  • [p]Shipping pads can now be copied with settings and it’s also possible to just copy and paste their configuration with the handheld tablet.[/p]
  • [p]Fixed multiple water transparency issues related to freight elevators and smoke particles.[/p]
  • [p]Fixed issue where game could get stuck in pause state if you hit escape while the game was creating a save file.[/p]
  • [p]“Mining Force 2” research now requires “Mining Force 1” as dependency.[/p]
  • [p]Fixed layouting issues on the power grid frame with very large numbers.[/p]
  • [p]Improved performance related to shattered terrain after it being mined.[/p]
  • [p]Fixed issue about floating error messages not animating properly when the game is paused.[/p]
  • [p]Fixed outdated info database text related to construction industry and space station shipping.[/p]
  • [p]Fixed layouting issues on the Company Info Frame & Sales Charts Tab on Finance Frame for certain rare resolutions.[/p]
  • [p]Reduced the amount of steam generated by regular boilers, and the amount of steam consumed by turbines. This has no influence on balancing or existing setups, but it allows to feed more turbines with a single pipe before exceeding the throughput limits.[/p]
  • [p]Fixed gas-containing pipes sometimes not rendering their content in the pipe window.[/p]
[p]
Launcher changes:[/p]
  • [p]The game launcher is now optional[/p]
  • [p]Added launch options on game startup which allow to start with the launcher or skip it[/p]
  • [p]Steam restart might be required for the launcher update to be active [/p]
[p]We hope you'll enjoy the 2.1 update! As always your feedback is valued, so share your impressions![/p]