Hi Everyone,
We have been hard at work refining, fixing and adding to the game that so many of you love.
Thank you to our ever growing and fantastically supportive community for all the suggestions, bug reports and ideas that are flowing from you. The circuit designs and automation that you are creating within our game is very impressive.
We have listed all the changes made over the past few weeks in the patch notes at the bottom of this page but there are a few items we would like to highlight:
Technical Manual
In parallel to the community feedback tweaks we have made we have completed a roadmap item.

The Full Technical manual has now been deployed into the game and can be accessed on the datapad. Simply open it and touch the datapad to the module you want more information on and VOILA! The information will be displayed for you to see!

DEBUG Tablet mode
We have added a “Debug” mode for the tablet to help find those pesky errors in your math. Plug in a data cable to the front jack and the pad will display the data coming from a module.

Catchment Net Update
We have updated the catchment net with new visuals, sounds and workings based on community feedback. You will still need to be careful when dropping those rocks in as they are big, heavy and will hurt you!

That’s it for now so until next time Logic Fans!
I Fetch Rocks Team
Full Patch Notes since last Announcement:
Additions
- Added VFX and Sounds for Processing Plant Catchment net
- Added new break sounds for lances when too much force is used to move an asteroid
- Added career auto save when entering and leaving the dock
- Added 14 & 15 numbered data ports to both sides of the cockpit to make full use of the flight splitter box
- Added new Lock Mode port in cockpit, where you can supply the values 1 for clear target, 2 for lock beam target, 4 for lock processing area, 8 for lock dock
- Added new Corporations
- Added logical mux module, where one of two input boolean values can be selected based on a separate true/false selector input
- Added binary mux module, where one of two input binary values can be selected based on a separate true/false selector input
- Added ability to delete save games
- Added Tier 5 Contracts
- Added new Logical NOT gate module
- Added new Binary Equality module
- Added first draft of Technical Manual accessible on the Data Pad. When the technical manual is open, touch the pad to a device to bring up the manual page.
- Added new Small Loop Break and Large Loop Break modules under "Data Processing>>Memory". These modules allow for recursive logic by preventing an infinite loop and deferring further processing to the next game tick.
- Added Exit Game button to data pad quit menu, so players can choose to exit the game entirely or quit to lobby
- Added infinite loop detection warning displayed on datapad when inputs are looped into the hub
- Added labels to Binary Shift in/out ports
- Added debug signal port to the front of the data pad which automatically shows debug data when a device is plugged in
Fixes
- Fixed graphics origin reset not occurring when returning to the station after colliding with an asteroid at distance
- Fixed back button in VR Settings
- Fixed bug where processing plant would not accept new asteroids
- Fixed asteroid not detected by lance range finder when lance barrel is touching asteroid surface.
- Fixed pagination in store
- Fixed high energy particle bias on starboard side
- Fixed magnetosphere continuing to run when data input is false
- Fixed restricted axis joystick jumping between axis when hand at maximum range
- Fixed engine upgrade 3 diagram showing incorrect module
- Fixed swap of binary/logical mux in store
- Fixed erroneous noise when o2 plates were fully saturated
- Fixed cable sheath remaining when saved floating cables are restored
- Fixed a very rare edge case where logical modules could sometimes be evaluated behind their input branches by 1 game tick
- Fixed race condition signal corruption with multiplex merger and multiplex splitter
- Fixed order of operations issue with Quantum Conduit modes that could prevent it reaching state 2
Miscellaneous Changes
- Moved the lock beam target and locked station targets to a more accessible location that's parallel to the original panel
- Moved the mass/range switches and ports to a better layout
- Balanced element unlock tier cost
- Reduced maximum QCM output to 200MJ/s
- You'll now get two contracts offered per unlocked Tier, one from Veritago Fortana and one from another Corporation
- Increased rate at which large power cells can charge
- Increased the number of high energy particle impacts that are required to destroy large and medium sized components.
- Increase credit rewards for rare elements
- Increase spawn rate of asteroids that contain rare elements
- Increase the the mass ratio of rare elements in rare asteroids
- Prevent plant from dragging in asteroid if player ship is in projected path
- Replaced white band on data cables with a band of directional arrows to show the direction that data travels
- Significantly increased the presence of cobalt asteroids
- Improved grab-ability of inventory menu sphere by having it highlight to green and jump to your manipulator sphere when it's nearby
- You can now refund recently purchased items that are located in your inventory. Your items are no longer eligible for refund once your ship has left the facility.
- You can now save anywhere in career mode as long as you are not tethered to an asteroid
- You can now use the Processing plant in sandbox mode and all elements are unlocked
- Lances will now break if there is too much force transferred to the asteroid on initial bonding rather than destroying the ship
- Increased the interaction range of small toggle switches
- Save/Load times will now be displayed in appropriate time zone
