·Developer post·Original post (opens in a new tab)
Another month, another patch!
Gameplay
- Stored and tracked Death Count and Time Since Death for each player
- Added Advanced Research
- Added T2 Token Crafters
- Added Gold and Nickel Housing crafters
- Removed _TrussCrafter, added TitaniumHousingCrafter
- Set up tiering on Manufacturing Plants. Company = 32 PPS, Basic = 64 PPS, Regular = 128 PPS (previously all 64 PPS)
- Deepest Depth is now stored per run, globally, and per world
- Added better control of celestial objects when underground
- Local Life Forms now unlock after Chapter 5
- Mining Upgrades 4+ now require Alloys
- Robotics moved to Mothballed
- Advanced Room Building moved to Alloys (may change later)
- Agriculture now requires Advanced Room Building
- Room Aesthetics now requires Aesthetics
- Menus now colour‑code based on biome, and go black when paused
- Implemented 4 tiers of Conveyor Speed difficulty settings
- Added new menu Conveyor speeds, hints, tooltips and Par times
- Added Gearbox item (replaces OLD COPPER WIRE, ID 102)
- Implemented Gearbox Crafter
- Updated recipes across machines to use Gearboxes instead of Gears
Fixes
- Fixed T2 token crafter spawn
- Pick effect no longer gets stuck in the world
- Fixed Research Pod rendering
- Fixed MB machines not flagged for auto room vis
- Fixed base reflection probe flickering
- Disabled Base ReflectionProbe on Low detail
- Planar Reflection Probes no longer reflect the UI
- Fixed scaled resolution mouse input
- Fixed Bootstrap Gamma
- Fixed Main Menu gamma + stacked rendering
- Fixed Base Machines being invisible
- Fixed issue with pending‑deletion grass nodes
- Fixed hive entity tentacle thickness update
- Fixed T4 Conduit exploit
- Fixed _BumpMap error for face select mats
- Fixed return‑to‑title issues around World folders and main menu camera locations
- Fixed Main Menu MOTD download
- Fixed Intro backing visuals
Graphics & Rendering
- Improved smartness of machines rendering outside base
- Added percentage scalar for auto draw distance culling of larger machines
- Rewrite of render target cascade setup doubled framerate
- Tweaks to lighting, bloom, gamma on BootStrap and main menu
- Increased reflection probe atlas size
- Tons of work around lighting bugs, gained ~25%+ frames
- Implemented threaded point light system (prep for threaded control)
- New multi‑directional semi‑volumetric billboard system (fresnel edge removal)
- Added PG Rendering suite: threaded gameobject & light control, threaded instanced rendering
- Implemented End of Frame Manager for threaded tasks during render idle
- More work on dissolve shader, world‑space dissolve now supports 256+ steps
- Workout & extended generalised blit system for full‑screen post‑process (scanlines prep)
Performance
- Mod Setting loading much faster and more memory efficient
- Language XML loading improved
- Marching Cubes mesh generation now 4x faster
- Tidied and split Segment class across multiple partials
- Added option to immediately update physics data on block build
- Blank Ore Ping crafts sped up
UI & Menus
- Hooked up Gamma value to menu (serialised)
- Added Brightness slider (gain) with 5% increments
- Brightness budget now separated from performance
- Updated Chapter Transitions: only trigger when safe (landed, warm, not flying/grappling)
- UI ClearCol now respects biomes
- Added Conveyor speed options and tooltips
Balance
- T1 Beneficiated Ore: 14 OPB (down from 16)
- T2 Beneficiated Ore: 6 OPB (down from 8)
- T1 Compressor uses 10 Gearboxes (down from 55 Gears)
- Recipes across many machines now converted to Gearboxes
Misc
- Changed naming convention of Backup folders (meaning no issues in Germany)
- Updated Patreon page
- Office rearranged for more room (and less DoraFluff™)
- Unity upgraded to 6000.1.13
- Work on Xbox ecosystem continues (Phoenix migration soon)
- Started final pass on main menu
- Fonts upgraded to higher resolution (work in progress)