Allow automations using parts like the Sensor and logic gates to continue to function while using the Theodolite. Fix a bug where large vehicles would sometimes spawn inside geometry. Fix a bug where NaN was displayed as time to next departure at monorail stations.
Allow automations using parts like the Sensor and logic gates to continue to function while using the Theodolite.
Fix a bug where large vehicles would sometimes spawn inside geometry.
Fix a bug where NaN was displayed as time to next departure at monorail stations.
In co-op, all blueprints that are unlocked for the host player will now become unlocked for joining players when they join. The space elevator now has some extra refuel points.
In co-op, all blueprints that are unlocked for the host player will now become unlocked for joining players when they join.
The space elevator now has some extra refuel points.
Hello! Update 1.1 adds a number of oft-requested features for long-time players, as well as addressing some common pain points for new players. New features The editor can now optionally show the center of mass of your vehicle. It is disabled by default, but can be enabled in set
Hello!
Update 1.1 adds a number of oft-requested features for long-time players, as well as addressing some common pain points for new players.
New features
The editor can now optionally show the center of mass of your vehicle. It is disabled by default, but can be enabled in settings/interface.
The start state of the Slider parts can now be set to half or fully extended, similar to parts like the Hydraulic Cylinder.
The built-in wheel suspension can now be disabled via the controls dialog in the editor.
There is a new audio setting to mute audio when the game is running in the background (on by default).
Monorail trains now run slower on tracks with sharp bends, making it easier to stay on the train.
Electro Magnets no longer stick to other parts on the same vehicle, This could be annoying if you were trying to pick something up and the electro magnet kept sticking to your vehicle instead. It will still stick to other players' vehicles in case you want to drag them out of a ditch, for example. It will also still stick to other electro magnets on the same vehicle, in case you want to use them to power a mechanism such as a magnetically locking door.
The Grappling Hook can now aim through your vehicle. It never interacted with your vehicle anyway, so preventing it from aiming through your vehicle served no purpose.
The Fork part is now thinner, so it can fit under boxes with feet, like so:
New blueprints
Three new blueprints have been added: the Pickup, Magnetic Crane and Fork Lift. I decided to add the Pickup to show off the Slider part - the new start states added some exciting possibilities and I often saw queries from players about how this part could be used. Once I added one blueprint I had to add two more so the grid would be full (it's a bit unsatisfying having a row with only one blueprint in the editor). So I added the Magnetic Crane and Fork Lift blueprints too. These show off some more exotic parts like the Electro Magnet and the Spiked Wheels. The new blueprints will unlock automatically if you've already completed their prerequisite contracts.
I also did a pass on the existing blueprints and updated many of them. Most changes are minor cleanups, but I did make the Scout blueprint wider so it's a bit less likely to flip over. The Fish Fetcher has also been completely redesigned with the Climber blueprint now being similar to the old Fish Fetcher.
Contract changes
The Ice Cube contract has been tweaked to make it slightly easier as this seemed like a point of friction for a lot of players.
The Concrete Pile contract has been tweaked to make it easier to hook the concrete pile on the crane. This was actually not the solution I originally had in mind, but in hindsight it's probably the most obvious one!
Randomly generated side jobs now ramp up slightly less quickly in difficulty and parts unlock in a less random order.
New languages
The game has been translated to Spanish (Latin Americas + Spain), Italian and Korean.
Other fixes
Hydraulic cylinders, etc, now auto-return to their original position when their starting position is in the middle.
Saving is now more robust, reducing the chance of corruped save files if there is a power failure or crash while saving.
Fixed an issue where weight was always distributed evenly over rigidly connected sections. This made it difficult to use the Weight part for its intended purpose as a counter weight.
Fixed some invisible colliders at the Mainframe.
Fixed a bug when calculating the refund amount of destroyed structures.
Fixed an issue where the Ball Joint mass was heavier than it was supposed to be.
Fixed a bug where a melted ice cream wouldn't trigger the delivery zone.
Various tutorial fixes and tweaks.
If you find any issues with the update or have feedback, please let me know either in the Steam forums, by emailing me at [email protected], or by using the in-game feedback form (F6).
Fix intermittent freezing and audio loss. Use only one shade of blue to depict part selections in the editor to avoid confusion about what is selected. Do not change the default pivot point of copied sub-assemblies to the last hovered-over part when holding ctrl as that behaviour
Fix intermittent freezing and audio loss.
Use only one shade of blue to depict part selections in the editor to avoid confusion about what is selected.
Do not change the default pivot point of copied sub-assemblies to the last hovered-over part when holding ctrl as that behaviour was undocumented and confusing.
Fix a bug where the space port celebration wasn't showing for co-op clients. Fix a bug with resetting vehicles on Phobos. Generate tyre tread marks on Phobos.
Fix a bug where the space port celebration wasn't showing for co-op clients.
Fix stricken shuttle not rotating for co-op players. Fix a bug where sometimes co-op players wouldn't receive mined raw materials. Fix a bug where the game would say there were no transmitters in range, even though one was visible.
Fix stricken shuttle not rotating for co-op players.
Fix a bug where sometimes co-op players wouldn't receive mined raw materials.
Fix a bug where the game would say there were no transmitters in range, even though one was visible.
Fix a bug where parts could be duplicated if they were removed with an expanded selection. This would sometimes manifest as parts seemingly going missing, since the duplicated parts could be used for building, but weren't actually added to your inventory.
Fix a bug where parts could be duplicated if they were removed with an expanded selection. This would sometimes manifest as parts seemingly going missing, since the duplicated parts could be used for building, but weren't actually added to your inventory.
Fix a bug that could result in parts getting lost when copying another player's vehicle using the Copier part. Fix a bug where the game could soft lock if parts such as the sensor sent inputs to the Theodolite. Increase the cost of the Heavy Duty Jack part. Fix some Simplified Ch
Fix a bug that could result in parts getting lost when copying another player's vehicle using the Copier part.
Fix a bug where the game could soft lock if parts such as the sensor sent inputs to the Theodolite.
Mars First Logistics is one of those beautifully singular ideas that reminds you why Steam is ultimately a good thing. Shape Shop's painterly, open-ended rover sim is all about constructing kooky robotic vehicles through a LEGO-like building system, used to solve logistical puzzl
Mars First Logistics is one of those beautifully singular ideas that reminds you why Steam is ultimately a good thing. Shape Shop's painterly, open-ended rover sim is all about constructing kooky robotic vehicles through a LEGO-like building system, used to solve logistical puzzles scattered around the Red Planet... Read more.
Fix a bug where the save file would get corrupted if you joined a co-op game before the first auto-save, resulting in a black screen when you next try to run the game.
Fix a bug where the save file would get corrupted if you joined a co-op game before the first auto-save, resulting in a black screen when you next try to run the game.
After over 2 years cooking in Early Access and 5 years total development time, Mars First Logistics 1.0 is here with a big update! New Main Contracts 10 new contracts have been added with a new area to discover! These new contracts have more of a puzzle focus and are about figuri
After over 2 years cooking in Early Access and 5 years total development time, Mars First Logistics 1.0 is here with a big update!
10 new contracts have been added with a new area to discover! These new contracts have more of a puzzle focus and are about figuring out how to use the tools you've already unlocked together. They should provide some unique challenges!
New Languages
The game has been translated to French, German, Dutch, Japanese, Simplified Chinese, Russian and Brazilian Portuguese. We may add more languages in future, but we picked these languages based on wishlists and purchases during Early Access.
New Automation System
A new "virtual port" system has been added. A virtual port is like a regular button input, except that it's triggered by other parts. For more information see the engineer's handbook in the editor. The following new parts have been added to take advantage of this new system:
Relay: This sends its input to its output. This can be used to mutliple key bindings for one part (a commonly requested feature), among other things.
Switch: This part will cause its output to be toggled on and off whenever the input is triggered. You could use this to e.g. have a servo continually move by just pressing a button once, instead of having to hold it down.
Sensor: This part triggers its output whenever it touches an object. For example you could make a horn sound whenever you hit something.
AND Gate: This part triggers its output only when both inputs are triggered.
NOT Gate: This part triggers its output whenever its input is not triggered. For example you could have a servo turn without pressing any keys and only stop when you hold down a key.
Other New Parts
Gimbal: This part tries to maintain its initial angle relative to the world. There are 2 variants of this part, one that has 360 degree freedom around an axis and an inline one with a more restricted angle.
Gravity Suppressor: This suppresses gravity on cargo within a limited radius. Useful for heavy cargo!
Levitating Actuator: This is a powered linear joint like the telescoping cylinder, except the 2 ends are held together by an invisible force instead of being physically connected!
Heavy Duty Jack: Another powered linear joint with greater strength.
Auxillary Thruster: A smaller rocket when you need a bit more finesse.
New cosmetic parts: Grille, 15 Degree Bend, 45 Degree Bend and Wedge 2x1.
The total part count is now 108!
Other Changes
New mid position start states have been added to various parts like the Telescoping Cylinder and Rail Slide.
Magnetic wheels can now be activated/deactivated (the default key binding is B). They also have a new visual effect!
The configure controls tab in the editor now shows the channels of all parts at a glance.
New music!
New achievements!
There is now an intro animation when you start the game. If you just want to see the intro animation without restarting, first do a manual save of your current game and then select new game. Then after the intro animation you can restore your save.
The camera can no long go under mud.
Transmitters can no longer be placed too close to stations. This is to prevent buildings colliding with transmitters when they are built.
Explosives are less sensitive.
The "enable developer console" setting has been removed. Instead, to enable the developer console, simply bind the relevant key in the controls settings tab.
I hope you enjoy the update! If you have feedback let me know in the Steam Discussions or you can still press F6 in-game to send feedback or report bugs.
Thanks so much for all your support and feedback during Early Access. The game wouldn't be what it is without you!
Fix a bug where small rocks could prevent a road from being connected to a station. When auto-saving after completing a contract, save the player's position after they are moved out of the way of any station building animation, instead of their position beforehand. Reduce the siz
Fix a bug where small rocks could prevent a road from being connected to a station.
When auto-saving after completing a contract, save the player's position after they are moved out of the way of any station building animation, instead of their position beforehand.
Allow picking colours by middle-clicking on a part. Show size in contract info. Fix a bug where no empty save slot was created when deleting a save and all slots were full. Fix a small gap in one of the supplies parcels. Fix a bug with negative side job expire times.
Allow picking colours by middle-clicking on a part.
Show size in contract info.
Fix a bug where no empty save slot was created when deleting a save and all slots were full.
Allow fast travelling to transmitters. Move the fishery to flatter terrain to make it easier to access. Differentiate map waypoint lines from contract lines on the map. Fix a bug where the latest auto-save sometimes wasn't loaded after leaving a host's game. Show tutorial message
Allow fast travelling to transmitters.
Move the fishery to flatter terrain to make it easier to access.
Differentiate map waypoint lines from contract lines on the map.
Fix a bug where the latest auto-save sometimes wasn't loaded after leaving a host's game.
Show tutorial messages for key parts and side jobs.
Show expire time for side jobs.
Adjust dialog box height based on text height.
Always recover to the garage when signal lost.
Improve accuracy of pipe parcel colliders.
Fix bug that sometimes caused vehicle to spawn on roof when resetting.
Fix bug where orb and fish bag wouldn't turn yellow when inside delivery zone.
Always apply a small amount of gravity, even in space, so it's possible to eventually return to ground without fast travelling.