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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)