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November Patch!

I am going to start working towards updating this page on a weekly basis; I kept putting it off, and finally I think 'I should tell everyone who isn't on Discord what's going on'

Incidentally, if you're not on our Discord, I really recommend it - I do updates on here constantly, and am using it as the best method to interact directly with you lovely people.

https://discord.gg/wB2UWXa So, this period has been one of polish, consolidation, improvements and balance. Due to the feedback from the Patreon testers, there has been a lot of iteration around speeds of things, and the Chapter Rewards system has helped to balance any holes in that. I've also implemented the first phase of 'mobs that mess up your base' - nothing permanent, no creepers. Not ever. But the slimes can now gunk up your Extractors, and some of the aerial mobs can knock your logistics out of commission. Lucky, I added a shotgun turret to balance it all out.

One of my HUGE things to focus on has been making the game more understandable. So when I was implementing the new Directional CargoLifts (The Phoenix SmartLift™), I put in decals to show where exactly the game was expecting you to put the storage hoppers. I then realised that that could be used to also give more information; so now the game will warn you if there's a crush hazard, show you where the storage hoppers are, or explain to you why the cargo lift isn't working.

The oft-confusing Freight has also had a whole bunch of time thrown at it, and I'm hoping all this context-sensitive help will assist you in not getting stuf.

So - here are the patch notes. I'm not expecting anyone to read through it all, but here's few pics to look instead.

GAMEPLAY & PROGRESSION

  • Added a secret code-only cube type, so I can hide away research unlocks and control them in pure code (not done before!)

  • Added Chapter 3 blocker, moved Surface Scanners behind it ty @DinoFireChief

  • Added support for direct unlocks of Research blockers by Key

  • Mission reports no longer pop up. You can request one with /missionreport - if there's any information that was in the mission report that you feel should be in the base readouts, absolutely let me know

  • Chapter Completion Rewards hopper implemented. This was supposed to be in Evolved! It should make balancing progression a lot easier.

  • Tracked down an issue where the game wouldn't exit if a thread had crashed; now the game will progress to exiting, even if if the thread's died. That's bad, ofc, but not as bad as the game being deadlocked for the rest of eternity

  • Player Mobs (Camo Bots + Ooze Mobs) now correctly introspect Chapter and don't waste CPU time

  • Surface attacks no longer do anything until Chapter 8 (as opposed to lying 'surface attack detected' messages

  • Disabled mission report in a better way

  • Fixed issues around my personal misunderstanding of the ManagedFile system. Chapter rewards are now only given out once 😉

  • Fixed issue that meant you jumped from Chapter 4 to Chapter 6

  • Added rewards of free turrets for entering Chapter 6 - you may need to delete rewards.dat to be given this

  • Moved Ore Beneficiation Tier 2 to Chapter 4 completion, to allow it to help players with the Debts challenge

  • Added rewards for completion of Chapters 3 and 4 to help progress.

  • Base Defenses are now unlocked in Chapter 5, a full chapter (and a number of hours) before any mobs start spawning

  • Mynocks no longer pass on items to HiveMinds until Chapter 7. They still steal them, but no resin growth is caused. This isn't explained in any particular way currently; entering Chapter 7 (Back to the Caverns) will make this clear. Potentially this needs to be changed, as Chapter 6 is a big one - that's setting up all your T2 infrastructure and lifts. Given as the player now has a lot to do, I might make Chapter 6 purely about defending your infrastructure, and Chapter 6 becomes 7, and so on.

  • Updated Progression document to be clearer around attacks and stuff. Spoilers! https://docs.google.com/document/d/1I7c2teSfUUbjc36TY0bvewfoCdNR6bG5DDNk2oPnb9E/

  • Fixed Mission Readout

  • Fixed OB1 issue, meaning that ooze, camobots, mynocks and hoppernocks will not start spawning until Chapter 6

  • Fixed Chapter-related QTT issues

  • Changed up Chapter 5 entry mission requirements readout to be useful and not shout OREBEN1 at you

  • Suit Heater hint is now pushed to Chapter 6

  • Improved more progression checks and requirements and readouts

  • Added in 'Complete Chapter' gating requirements on main 'todo' board

  • Just progression hints and help today

  • Fixed mission system telling you to research OreBen when you didn't have the prereqs

  • Fixed mission progression so that Alloys is required to get to Chapter 7, as well as research recommendations

  • Fixed some holes in Chapter progression, mission recommendations, etc

  • Sorted out Heavy Lifting Operating License and Cold Hazard License. There will not be a test.

  • Bunch more mission and chapter gating. It's odd, everyone complains about being hand-held, but without these, you'd just have no clue at all what to do. They're vastly improved from Evolved's ones too!

  • 'Alloys' renamed to Heavy Metals Handling License, as it's one of the important progression moments

  • Implemented per-chapter threat caps. This should stop a rapid player being suddenly hit by heavies, and means that green/blue/purple eyes should be gated away. I probably haven't gotten the number right and there's only 4 chapters (6/7/8/9) during which surface mobs spawn.

  • Threat is capped at 500% (~Heavies) during Chapter 8, which is designed as a 4.5 hour run, which is the timeframe for you to build your defences ahead of the threat uncapping into Chapter 9

  • Chapter 9's threat has been reverted to type. Entering Chapter 9 might be quite exciting. I'm going to implement some sort of sliding lower cap on the threat that the player can't 'undo'

  • Added T3 Ore Beneficiation. Untested. 🙂

  • Fixed glow control of cart loading stations. Text in progress.

  • Fixed progression issue where Chapter 4 Blocker wasn't unlocked

  • Mission code no longer checks old ARTHER ore tracking

  • Added Orbital Bombardment License

  • Extended the Chapter 8 progression and gating . You'll need your Orbital License to exit it.

  • Added Chapter 9 progression tracking. Build an OET, charge it, fire it. Repeat until the game tells you how amazing you are.

  • Player is now given a complete OB1 on completion of Chapter 3. I don't think that can happen before they've researched it, but be prepared to change it about a bit (You need to have OB's all ores to exit Chapter 4)

  • Players need to research Ore Beneficiation to complete Chapter 3. They have plenty of time in this chapter if they're ignoring the Scanning mechanic.

  • Some timing notes. If you have a single hopper with 3 outs (which is the best balance of speed and efficiency), then you can load 2 ore into a Beneficiator

    Tracking code on ArchiveLocks to investigate the collapsing performance. Upgraded to do refcounting.

  • RackRailers now available earlier

BUILDINGS & MACHINES

  • Smelters have been changed so that during the Loading Ore process, they will attempt to heat, if the internal power is >25%. The upshot is that they're quite a bit faster. The downside is that if you load 1 ore and the remaining 31 ore aren't available, you'll end up wasting lots of power. This is a toggle, so I can flip between the behaviours, and I'm tempted to keep Basics as they are, and only have Regular smelters do this. Thoughts welcome!

  • GACs are better at telling you what they need without making you look at the handbook

  • Removed Legacy Mode from Storage Hoppers, saving a few hundred bytes per hopper on disk

  • Multiblock machines work again due to this fix

  • Build updated. UI should render, Multiblock machines should work, Gearboxes shouldn't turn to Copper. Other misc fixes

  • Improved Smelter Plant readouts

  • Fixed some issues with Smelters correctly calculating Ore Per Bar. All hardcoded paths are removed and it'll now correctly use the data-driven receipes.

  • Base Builder will no longer destroy machines, but WILL dig them up

  • Fixed issue with MB Gacs not dropping all their components

  • Fixed Rewards hopper data link

  • Fixed issues with internal base machines linking when changing worlds; yes yet another RTT issue. This also makes it more robust against startup order. This affects the teleporter, rewards hopper and all 5 MFPs

  • Added the ability to set conveyor speeds at runtime. This is cheating. Will not remain to Master. Probably doesn't serialise either, nor affect existing conveyors.

  • Added sanity check messages for trying to fit cargo lifts illegally. These are just log file notes but should be part of the UI

  • Improved Cargo Lift UI slightly

  • (It's so hard not being too wordy - I wanted to write "Extend your rackrails down your shaft by at leat 6m before trying to fit a Lift). Tho I've no idea why you need a shaft before fitting the lift, it should just sleep.

  • RackRails now support ConveyorOffload

  • Gearbox Makers no longer support ConveyorOnload

  • Cargo Lift Controllers will show an error if they can't place/collect rails due to low power

  • Cargo Lift Controllers during a scan will now correctly update their window each tick

  • MB GACs now track offload and onload conveyors individually

  • MB GACs will no longer offload to an attached hopper if there is a conveyor facing away, evenif it's blocked.

  • Improved MB GAC readouts a bunch. Had a good think about doing generic diagetic hookup screens for the future.

  • MC GACs will specifically feedback to the player if they are looking for a conveyor or hopper offload

  • Fixed issue where MB GACs wouldn't talk to hoppers under certain circumstances

  • Massively reduced capacity of Cargo Lifts (to 100/300/1000, or double that on Rapid Mode), in order to emphasis on-site ore washing. This also gives good scope later on for better Cargo Lifts

  • Reduced Cargo Lift travel speed for same reasons. Again, gives scope for much bigger and faster Cargo Lifts towards end game

  • Wrote all the code and implemented the Advanced Cargo Lift Controller, then realised that all the onloading/offloading is done by the Cargo Lift Mob

  • Tweaked Cargo Lift Descriptions

  • Made Basic Cargo Lift cheaper, also uses Gearboxs

  • Directional Cargo Lifts implemented. Massive improvements to the Cargo Lift visuals and hints as for placement of items.

  • Decided on the name SmartLift™ for the Directional Lifts

  • Base Teleporter will no longer completely suck your CPH dry of power

  • Started on Resin fluid refactoring. Liquifiers will generate fluid which needs to be piped to be refined, teaching the player about the pipe gameplay much sooner.

  • Added fluid support for Liquified Resin. It turns pipes pink!

  • Fluid/Gas storage units can now interact in a generic fashion with MultiBlock AutoCrafters

  • And the first Fluid GAC is just working now. Hooray.

  • Added a lower tier of pipe. Works exactly like the later one, only at a much reduced rate, and only needs T2 materials

  • Large Pipes are set to move at 2x the materials at 4x the rate of Small Pipes.

  • Added Small Pipe Crafters, taking 1 Iron Pipe allowing

  • Added the ability for Gas Storage to balance their gas between them. It won't be as fast as a direct pull-through, but allows you to boost your storage and range. They will balance at 4/1 units/tick depending on pipe diameter.

  • Added Pipe CPU usage debug. Currently sitting at 0.04ms on my world.

  • I think all the new tier of pipework is done now.

  • Long Range Graphics doing it's thing and cargo lifts now have reliable (lmk!) decals on the bottom

  • Setup some test-assets for HopperNocks and Extractor Gunking

  • Narrow pipe graphics fixed

  • Fixed long-range issue on Cargo Lift Controller

  • Fixed NRE when crafting a T1 lift in a MFP

  • Trapped issue when looking at a MB GAC under some unknown circumstance

  • Fixed static QTT issue with NetworkTeleporter. Curse you @Mad Vandal

  • New build! Today has been performance, fixes, optimisations, balance and visuals. Everything apart from new machines really.

  • I still hate them, but at least the T2 pipes now at least slightly look like they're made of Glass

  • Added clearup and catch for NULL types in Storage Hoppers

  • Base Teleporter will charge much faster if you have spare power

  • Slimes now correctly gunk Extractors, do not interact with currently gunked extractors. Gunking has no effect yet.

  • Slimes should now die when they Gunk an extractor

  • Gunk visuals hooked up for basic extractors

  • Split apart the concept of Vulnerable and Aggressive for mobs; Turrets will target either. Slimes only go Aggressive when they take damage. If they are targeting an Extractor and heading to Gunk it, they are vulnerable to turrets. I may tweak their health based on this change. You should be able to defeat 100% of slimes before they gunk up your infrastructure, if you have the guns and the power.

  • Advanced Teleporters now set a default name. This looks at your location and sets it automatically; if you build the teleporter in a room that's been named (via a Sign), then it will take that name, otherwise it'll look at your depth and make it's best guess.

  • Added multiblock lens crafter. Will take 1 resource and make 1 lens for 1000 power in 4 seconds. Allows you to completely abstract all lens generation.

  • Not going to initially support these; might have an intermediary machine, so the Lens Crafter can remain a linear machine with a 1:1 ratio.

  • Fixed a crash in MB GACs running off conveyors

  • Fixed issue where MB GACs would lift an incoming object off a conveyor long before it hit the end. This might slow down loading a bit

  • Fixed MB GAc issue where they didn't talk to belts properly

  • MB GACs can't rotate anymore

  • Fixed Long Range Graphics issue with CargoLifts, Laser Borers, MagmaBore, OETs and ColdCreep

  • Fixed Enriched, Infused and Biomass rendering in Carts and Extractors

  • Fixed Blocked Conveyor issue

  • Improved Cargo Lifts now available before Orbital Power, just after you find Biomass.

  • Fixed conveyor spam

  • Added Shotgun turret. Currently 8 metre range, a massive 512 damage per shot, and a 5 second cool down. Good for defending Ore Extractors

  • Fixed small pipes self crafting

  • Changed MB GACs to support offloading to multiple conveyors in a single tick

  • Implemented MultiLoad. In this setup, MB GACs can onload many multiples of a recipe before starting processing. The idea is to push the bottleneck towards the conveyor speed and away from the machine itself. I may enforce Conveyors off and onload to keep this predicable. Just a note one this - sending mixed resources to the GAC for ones with multiple recipes could potentially cause confusion. Should work. Lemme know if it doesn't.

  • Conveyors no longer sulk when pointed at a partially-complete multiblock machine

  • Fixed more issues and codepaths where conveyors could be emptied without the item having hit the end of the belt yet

  • MC GACs now use the correct PeekItem code instead of rummaging around in correctly with Conveyors

  • using 3xConveyors takes 1.2 to 1.6 seconds

  • using T2 pipes is 0.6 seconds, tho occasionally as much as 1

  • T3 pipes should be even faster

  • So I've chosen 2.4 seconds as the timeout; if you don't load a complete recipe input into the MB GAC in that time frame, it'll begin crafting (or when it hits 100)

  • And whilst a lot faster than before, that does mean that, best case scenario, a T1 Ben pull in 200 ore in 60 seconds, then approx 60 ticks to do the crafting (12 seconds), then offloading of 100 ore will take, er, 26 seconds with regular conveyors.

  • I will almost definitely have to disallow hoppers for these machines, and ensure the graphics look the part, because otherwise you'll load the entire thing (200+ ore) in a single tick. Remember; there must be no Best Solution

  • Slight update : You can offload to all offload 3 conveyors simultaneously. I will still probably disable offload hoppers.

  • The 'no hoppers' won't be enforced immediately, so you have time to adapt and comment

  • Improved GAC failure logs

  • Fixed issue where GACs would just crash if they didn't have a recipe locked onto (!)

  • Fixed a ton of machines that couldn't spawn. Need to check over my 'build 1 of everything' code again

RENDERING & PERFORMANCE

  • Brightness range extended in both directions. It should be too dark at one end and too bright at the other. Recommended Gamma is 1.3 YMMV. Feedback welcome!

  • Fixed Dangling Undergrump rendering. Finally, the game is playable now.

  • Moved to Unity 6.2 in order to solve custom renderer issue

  • Base lighting tweaks

  • Added drop shadows to menus

  • Added a mildly horrifying hack to freeze up visual grass when in base, due to insane thrashing of build orders. Works tho. Surface vegetation is due for a complete rewrite.

  • Macerator particles now have proper shadows. (I just noticed it needed doing ok!)

  • Fixed atmospheric particle rendering in base

  • Implemented a depth-agnostic Custom Render Pass to allow support for things like Crystal XRays and HoloBase stuff.

  • Fixed some door colliders. Noted that the debug rendering of them doesn't work correctly

  • Implemented easy and generic lerped fps system to balance out performance

  • moved some screen across to GPU-based flip book rendering

  • This is a slightly riskier one than normal. It features some major changes to the way Segments are accessed, changes to the way Instanced rendering works *buuuut* the LFGP load should have been massively decreased. Overall render performance should also be up now. Balancing is an ongoing process, and we're beginning to see the very glimmer of a balanced game, somewhere deep amongst all the resin. Feedback welcome!

  • Threaded shadow controller work.

  • Set fade distances on a ton of lights, based on the outdated AutoShadow code

  • Fixed clip issue for alpha anisotropic rendering at the distance

  • Marked off a bunch of light prefabs that have shadows that shouldn't

  • Implemented a new smart shadowing system to replace the old FCE one; this should smoothly fade on shadows where there's spare performance

  • PSB LOD tiers are slightly less horrible

  • Fixed Cavern far-field rendering whilst looking for Hiveminds down there.

  • Fixed Reactor Vat rendering

  • Fixed issue with EnableShadowsAboveQuality

  • Turbine Intakes no longer cast shadows

  • Fixed Hard Resin Detector scan visuals

  • Fixed Rack Rail Holobase rendering

  • Setup transitory performance-based shadow system for things like turret shots

  • Increased power buffer for regular MFPs

  • Lenses now work again. I'm not happy with the visuals yet.

  • Build updated. Loads and loads of things updated and fixed. Didn't do a single bit of Resin visuals, as planned.

  • Tweaked the Ablator visuals a bit

  • Did some work on the Nova graphics.

  • Fixed smoke rendering. Unsure if I want the old or the new one tho.

  • Lots of lighting fixes, also Gas Storage Fixes

  • Fixed potential leak with entities getting added to asset lists when we just needed their grahics

  • Crystals react to volumetrics again

  • Crystal particles rendering again

  • And just a reminder that the daily builds are only smoke-tested, and you should backup your worlds every day, Just In Case!

  • Rebalance of a bunch of freight lighting

  • Fixed issue where LPT brightness could go massively negative, causing absolute visual horror.

  • Split up rotating objects into Force (Offscreen/distant rendering) and LowFPS (stop spinning to save CPU time)

  • Fixed issue where instanced rendering lock could get stuck

  • Fixed a bunch of turret graphics issues

  • Turret Range no longer casts shadows

  • Ore no longer generates Density for rendering

  • Landscape pager implemented; it'll take 5+ hours to entirely page in the landcape, but this only needs to be done once, and gives the full playing fields of 16km. I cannot comment on how big a disk footprint this will be, but I'll tell you in about 5 hours. This is mostly for the Long-Distance Landscape renderer, but also is required for the high speed horizontal rail that's planned. Do not enable.

  • Camobots can no longer explode off to infinity if your framerate drops critically low.

  • Fixed crash in LightingDataOrderManager, noted that maybe this entire concept should go away

MOBS

  • Fixed issues with thread watchdogs not spotting dying threads. Well, they spotted it, but they didn't bother to tell me about it.

  • Reworked vis for segments and object internal to the base, hopefully nailing both performance and reliability

  • This is likely to be the last build until after Wednesday, as even using a computer on mobile data is barely possible these days

  • Bumped turret disk version to 2, serialised kills.

  • Added a free ARTHER Charger back in the Base. Will auto-charge from the CPH and ARTHER will auto-dock as you enter the base. He'll also park there when you swap out for one of the other bots in the Bot Mania update in 2027. No readout for this on the main base yet, as I didn't think ahead.

  • Moved everything that was locked behind the Adventures Pack into the base game (except Railgun and all ConstructoBot stuff)

  • Camo Bots and Slimes will now spawn directly and attack your infrastructure even when you're not there.

  • Fixed issue with Turrets serialising kill count

  • Tweaked glow on a number of mobs

  • Camo Bots are now vastly better at blending in than before. They're no smarter tho...

  • Fixed loot codepath so Slimes without specific overrides will drop down to loot tables

  • Camobots now drop depth-based loot.

  • Simplified base spawning substantially

  • Fixed issue where Mob Thread would crash when Freight Cart was heading to somewhere that wasn't a Station

  • Fixed incorrect CamoBot loot call (I wasn't calling DropLoot !)

  • Also fixed what appears to be a MK2 Robot Arm bug with the same code? Never noticed a bug, but it probably is one.

  • Player will no longer be instructed to return to base on a fresh load, if they've changed their spawn location.

  • Implemented new TD attack types and effects.

  • Improved scanning area of non-CPH targetting mobs

  • All wasp types should now spawn regardless of difficulty. This caps out at 50, up from 10. Surface attacks should be a lot more interesting. all effects are live.

  • Reworked Turret targetting and timing code. Better CPU usage and slow-firing turrets are no longer quite so useles.

UI & UX

  • Fixed static issues related to Quit To Title

  • Player can no longer build or delete inside the base perimeter

  • Tweaked brightness of in-base readout panels

  • Used Offset within readout shader to stop z-fighting

  • Added Hostile Readout screen

  • Changed power readout for MFP base scanners

  • Fixed build order caching decimation issue. I FIXED THIS IT WASN'T THE AI AT ALL. ¬.¬

  • Texture streaming-related work. Will be quiet for a couple of days due to travel and a new internet being fitted.

  • Slightly improved MFP readouts

  • That's a lot clearer text. That was only ever supposed to be debug text, but we never went back to it!

  • More Quit To Title fixes

  • YET MORE Quit-To-Title issues fixed

  • Sneaky shader trick to avoid diagetic text suffering from z-fighting

  • UI ambient colour hooked up

  • Pause menu now darkens ambient colour

  • Fixed settings menu background transparency

  • Fixed more Quit To Title issues. It's incredible how many QTT issues I've fixed and haven't actually implemented the button.

  • Reworked UIRules to support quitting to title, as I realised there's a lot of statics there. In my defence; I didn't write this!

  • Fixed SuperBuildEffect loop

  • Fixed issue with Baes Builder value assignment

  • Added a bunch of introspection data for failed build orders

  • Fixed Grommet Readout

  • Ore Scanner now has tutorial-specific context-senstive information and controls

  • Moved to a previously-cached variable for all instancing, speeding up instancing by a quite frankly ridiculous amount.

  • Set the thermostat in the base to 25c, meaning returning there from the outside will drain less power, and the base is a safer haven. Reverted this change as the suit power systems have no hysteresis at all and it just used up 3.6pps constantly.

  • Magic Induction charger will now charge your suit (from the CPH) when hanging around in the main base

  • I note that I haven't rebuilt the atlas in a decade, so I'm not entirely sure how anymore.

  • I really hope everyone appreciates (or even notices) the QoL and UI improvements. When people talk about the aesthetics of the UI, my eyes glaze over. It's there to give you super-important information, not to be pretty. Function > Form.

  • Added about 50% throughput to all LPTs, to start to address the requirement for much larger on-site ore processing setups

  • Added a pretty reticule ty @andyr00222

  • Improved base edging code, allowing you to build next to it, but not in it

  • Added threat readout to the base

  • Added some missing strings

  • Implemented a Small Fluid Handling research

  • New Build! The only gap in the Resin Handling stage is support for low-tier intermediary fluid storage, so don't go making them yet

  • Added T2, 3x3 Gas Storage. Only holds 250 fluid, but is available before FF

  • Text on Research screen is now mildly less offensive to the eyes.

  • Fixed a UI issue with the Research Panel that probably goes back 15 years. 🙂

  • Did some Research Panel colour coding and made a bunch of notes

  • Build Updated. New Industrial Resin Refiner now available, and all the support equipment to make it run. Feedback wanted!

  • Improved MFP texture grab stability to support more materials and shaders

  • Removed old AnimateTiledTexture.cs

  • Improved cart readout

  • The worst thing in writing computer games is MAKING STRING SHORTER.

  • Fixed smaller vein readout sizes; no longer will it say 0.00m

  • UI elements no longer take the colour of your location accidentally

  • Updated main build, updated known_good_branch

  • Fixed issue where freight readouts could blow up, taking the game with it

  • If you don't want the surprise ruined, dont click

  • Base Freight Cart readout now works*

  • Changed the way the disk archiver works, so it no longer attempts to spend >8 seconds looking for work to do in one go. Instead it will cache all of the folders to scan, and scan one per tick. This could take hours, but it doesn't need to be quick. This means we are no longer stalling the disk thread load/saves for many seconds at a time. Back your worlds up.

SYSTEMS & BACKEND

  • Fixed issue where outdoor Segments would get stale SameRoom cache

  • CPH will now correctly serialise power when you exit the game

  • High Frequency Gameplay Thread started

  • Segment vis now hooked up to the 20hz thread. This thread will be used for things that need to be more responsive than the current 5hz thread, and also means that I'm removing load from the 5hz thread. Currently, on my PC, segment vis is taking up about 2ms, so it's about 95% free. I have a ton of things to move across onto that thread, freeing up more LFGP CPU time.

  • Traced and fixed issues with the SegmentManagerThread.

  • Took another closer look at objects correctly marking themselves as 'in the base' - this should be now fixed; segments within 64m are now marked as being Visible when in the base. The previous issue was with a sticky flag being set, and overridden by the outdoor room ID.

  • Ini system now sneakily scales up all floats by a thousand and stores them as an int on disk, to get around FOREIGN NONSENSE. Note : This will probably break everyone's existing settings.ini. But just once.

  • Implemented Rewards Tracker serialising. If you delete the file, every reward will be given to you again. I don't know if it's worth my time trying to stop people cheating.

  • First casting issue in ini files

  • Implemented a dictionary-based cached lookup for GetSegment(), dropping the cpu cost from 1200ms to 250ms.

  • Implemented MainSeg cache for GetSegment, with 4% hit rate

  • Implemented PrevSeg cache for GetSegment, with an 82% hit rate!

  • Reduced OB1 peak power usage to 75. Kept power onload rate at 100, kept power storage at 500.

  • Knocked 3 seconds off the initial load times. Doesn't affect you, but I run the game about 1500 times a day.

  • Trapped rare issue within TerrainGenThread

  • Catch for Segment Layer OOR issue (potentially related to above)

  • Profiling around disk manager for exiting, notes on disk handling and cleanup systems

  • Located an issue where segments were not having CalcVis called on them. I'm not sure sure on the knock-on effect, but these segments will no longer be considered several thousand light years from the player

  • Optimised solar, so it'll no longer repeatedly request segment drops

  • Carts will not consider a target station 'overly' full until they've tried to offload at least 5 times

  • Tracked down the Archive issue to a problem asking the file system for all the files.

BUG FIXES

  • Fixed an issue where nothing was selectable anymore THANKS UNITY

  • Yet another QTT issue fixed

  • Fixed GlowTubes, large Rocks, etc. May not backport to existing worlds.

  • Finally tracked down why the block selection effect was leaving behind a dirty smear. Fixed!

  • Fixed a bunch of issues around having added a new base!

  • Fixed some door issues

  • Crystal Scanner 'Fixed'

  • Fixed depth inversion for Crystal X-ray children.

  • Fixed PTG OSHA HurtBox

  • Fixed potential issue where MainSeg hadn't been assigned yet

  • More QTT issues. I write these now merely so I can point back to anyone who asks why Phoenix took so long.

  • Fixed issue where game could try to get you to do things that needed Gold, before Gold was located

  • Fixed issue with PulseLight

  • Fixed performance issue around LPT lenses. The last of the non-sharedmaterial bugs!

  • Fixed up T4 Gas Storage so it works, cuz I'm using it for testing. You'll have to wait until we leave Early Access for it tho!

  • Fixed a bug with LPTs where 'Wait For Full Battery' in fact meant 'Don't accept power from other entities'. I don't know when I broke that, but it might have been in FCE?

  • Fixed issue with Base Perimeter detection

  • Fixed a bunch of errors with the old AnimateSpriteSheet

  • Spent a bunch of time learning how the RP atlassing works. Decided that, for once, Unity is doing a good job. (I've had issues hitting atlassing limits, but, somehow, I can't reproduce them.)

  • Fixes to Freight Searching

  • Fixed slightly insane bug where the normal was being multiplied by the glow in some materils

  • Fixed a derp in LPTs firing code

  • Fixed T3 OreBen recipe

  • Fixed Room Grille description

  • I love these. Fixed an issue with WFEs, where they animated smoothly when you were FURTHER than 16m away, as opposed to LESS than 16m...

  • Fixed raycast when paused derp

  • Hopefully also fixed Injection Entities because honestly I'm barely seeing them in my world

  • Enabled script debugging, which, apparently, will give me line numbers of issues

  • Fixed some queue tracking issues

  • Fixed GetItemForSlot crash

  • Fixed issue with Freight Track Junctions sharing Cube and Value keys and therefore not dropping the substitute

  • Fixed SSAO again

MISC

  • Reduced maximum effect of the brightness slider by 50%, doubled the accuracy of it

  • Insert Ore to Start message is now more precise and doesn't hint towards manual insertion

  • Added Freight Network screen (placeholder only)

  • Doubled size and throughput of Grommets

  • Now tracking Grommet PPU rate, which very clearly shows that something isn't correct in the code. It works, but I should be pushing vastly more power than this

  • Partial work on a complicated async streaming system for gameobjects

  • Decreased the rate at which Grommets will take power from the CPH

  • Removed ancient Snow particles

  • Removed Indoor tag and replaced with Room tag

  • Servo Motor Makers are no longer classed as Directional

  • Popped a bunch of internal base items into the 16m autoclip system, in advance of proper culling

  • Did some work separating out Unity and Simulation of the Base

  • Trapped and errored anyone who tried to drop an item with a stack size of 0 !

  • Added sanity checking to ManagedFile system to help out mod authors.

  • Halved grass draw distance temporarily. This is a cube-root less scanning and entities.

  • Slowed down face highlight dim rate

  • Moved to Unity 6.2.7f2 against my will

  • Added new base!

  • Relocked Advanced MedBay/War Room door. Relocked advanced material processing door.

  • Added invincible base walls. +1 points to first person to work out a way to break them

  • Added some small Grommet Hysteresis

  • -'Nearest' Crystal is now calculated with a large horizontal bias, because the old system liked to pick crystals directly beneath you

  • Slightly tweaked Light 2 Spots

  • Freight no longer needs the Adventures Pack and should be part of the base game

  • Phoenix Base now has a name

  • Chatting with the AI about floating grid cell streaming systems (which I need for the grass)

  • Saved 30 million tris/frame when looking into the base. I don't want to talk about it.

  • New Gun, remapped to use the player skins. In theory, when I get around to it, your gun will reflect your current skin. No tiering support yet.

  • RackRailers now refer to Iron Gears, not Iron Bars. Still 2:1 ratio, so no use for Gearboxes.

  • Added internal introspection for the GPU instancer

  • Named the T2 Ore Masher

  • Grass can no longer drop under any circumstances

  • Removed some ZipperMerge spam

  • ARTHER mostly manages to dock when he's not got a power core.

  • Split CPH into 2 classes, as it was getting untenable

  • Added direct tracking of Bars and Ore Last Min as well as This Min

  • Important CPH Mutator no longer auto-disables

  • (I haven't come to a firm decision about Dapper blocks and things yet)

  • Massively increased the PPS bonus for Diamond, Emerald, Ruby and Sapphire Lenses.

  • Enriched and Infused coal will now burn faster (this should have increased the PPS too, but means you're getting through resources much faster)

  • Gold Foil Maker no longer looks completely broken.

  • Freight Carts no longer locked behind DLC

  • Holobase is now just mostly broken, not entirely broken

  • Implemented a cheap grab-pass refraction shader for crystals

  • Tweaked down Zipper Merge glow

  • Zipper Merge now marked as Logistics

  • LPT power modulation works again

  • Made nighttime and dusk slightly darker. Is it dark enough? Who knows! Eye exposure is such a nightmare. I make the world dark, and the 'eye' of the player adapts

  • Added a Compensation Tweak for nighttime, to fight the eye adaptation a bit. Should blend smoothly with entering rooms and underground.

  • Nighttime looks darker and oh lawd that's a hivemind there I didn't notice before

  • Organic Cutter heads are now craftable

  • Plasma Heads are now craftable

  • Potato/Low detail now disables Room Reflections (todo, hook this up to a detail setting)

  • Deorbit containers now marked as 'Large Objects', so they're reliably drawn much MUCH further out

  • Renamed Ore Scanner to Material Scanner

  • Reduced todo list to a mere 36 pages

  • Improved performance of base RP substantially

  • Vein Analysers will now detect and re-track Ore Type

  • Vein Analysers use proper nomenclature for ore sizes, as opposed to unreadable gibberish (31.3m ore)

  • Removed Minecart brakes, Stations and Depots

  • Removed Storage Crates. Sorry.

  • Room Vent Grille is now Room type

  • LPTs will no longer accept power from PSBs directly in front of them

  • Added T3 of all smeltable ore

  • Added catches for dropping of NULL types

  • Optimised WFEs not to waste CPU time on MK 2+MK 3's as much

  • Added support for Abbreviated names for all terrain entries, setup ores with it

  • Reduced error glows on Freight carts

  • Reworked paging priority a bit. Bases should page in vastly faster than before. (<30s to page in T2 from surface)

  • Implemented light range caps for dropped item to help with performance

  • Made Alien Hearts a bit less, er, nuclear

  • Added abbreviations for all tiers of grades of T1 + T2 ores - Cu, Sn, Fe, Li, Ti, Ni, Au

  • Made a snapshot branch that's safe to roll back to

  • Ensured old ARTHER ore tracking now matches the modern ore tracking

  • Some Marching Cubes investigations, further thoughts and ideas and bugs noted down and thought hard about

  • Added a bunch of catches around items with a quantity of 0 - if you see anything like Error, who and how and why are we attempting to Store then lemme know

  • Removed tunnel nuker spam

  • Added 'R' when in /Orbit mode for far, far distance. This matches the current Q (midfield) and E(base)

  • Overminds are now considered Large Objects

  • Massively increased research value of crystals

  • Moved to GPU Resident Drawing

  • Ridden freight cart debug now shows if a station has been destroyed

  • Detected and disallowed duplicate drop requests

  • Reduced Small-Mesh Screen Percentage from 5 to 1, because Unity is moronic.

https://discord.gg/wB2UWXa

https://i.gyazo.com/d1654438e657e12f0a5a0edfef0374b3.mp4