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Another week, another patch

⚙️Systems & Mechanics

  • Updated all tiers of Drill Motor descriptions
  • All Drill Motor tiers should now work correctly (visuals unchanged for now)
  • Drill Motor fixes are now included in build
  • Smelter loading speeds set up and propagated across save/load/serialise/transmit systems
  • Vein Analyser now has a cost
  • Fixed Vein Analyser strings
  • Changed default Segment internal distance to Float.Max from 0 — potentially major performance improvement
  • Fixed issue with serialising stats
  • Improved detection of progression through Chapters 6–9
  • Reduced light range of Biomass Reactors
  • More solid short-circuiting through Chapter Progression on reload
  • Added hysteresis to grass deployment
  • Sped up grass growth to match new placement system
  • Smart optimisation to Grass has saved significant CPU time
  • Laser Ablator lights now obey vis and distance rules
  • Ore Extractor worklights and text now obey room vis
  • Ore Extractor visual tweaks and polish
  • Matter Mover no longer attempts to read segments several hundred light years away
  • Fixed issue where valid teleporter locations could become null
  • Fixed low-level issue with segment dictionary locking — should prevent duplicate entries
  • Fixed NRE with Cursor Popup for CPH
  • Fixed Hardness for Extracted Ores as well as Raw ones

📊Visual & Performance Improvements

  • Enabled GPU Instancing on 3906 materials — performance gains expected
  • Improvements to rendering and feedback of all MultiBlock GACs
  • Fixed several glow issues
  • Bumped priority of Conveyor texture streaming
  • Chapter display now supports slightly longer taglines

🧠 Research & Progression

  • Fixed research lockout under rare conditions
  • Removed Geological Surveyor (mothballed)
  • Renamed Cold Research to Cold Hazard License, locked behind Chapter 5 Debts
  • Reduced Chapter 5 Debts research cost massively
  • Added OreBen Tier 2 research as a post-Debts reward
  • Added sanity check to catch missing or misspelled research requirements
  • Unlocked progression through:
    • Chapter 6 (Vertical Freight, Cold Cavern Traversal)
    • Chapter 7 (Crystal extraction from Cold Caverns)
    • Chapter 8 (Agitation – initial resin handling)

  • You are not encouraged to charge the OET until Chapter 9

🏗️Structure & Power

  • Increased power storage of Company Manufacturing Plants
  • They now allow two back-to-back crafts (but recharge slowly)
  • Company Extractors hardness limit set to 100
  • Lithium, Nickel, Titanium, and Gold now have 101 hardness
  • Phoenix Extractors begin at 150 hardness

🐛 Bug Fixes

  • Corrupted Network Teleporters now auto-fix on reload
  • Fixed issue with startup knowledge from insertion
  • Fixed dangling PlayerIsFacingInternalAirlock var causing weird fog
  • Fixed issue where Matter Mover read invalid segments
  • Fixed issue with straight conveyors not animating (TAA ghosting remains)
  • Fixed tier assignments of treated Tin ores
  • Fixed multiple ore and extractor hardness values
  • Fixed NRE with cursor popup for CPH

🐛Mobs & Spawning

  • Surface mobs (Mynocks, CamoBots, Leechers) now only spawn in Chapter 5+
  • Aerial attack mobs now only spawn in Chapter 8+
  • Tunnel Nukers always spawn

🛠️Miscellaneous

  • Reminder: ALWAYS BACK UP YOUR WORLDS BEFORE PATCHING
  • Moving to Unity 6.1 for future development
  • See you all next month!