Main Features
- The floaty-orange-button on some machine interfaces has been fixed.
YOU ARE WELCOME
Oh, you want more?
Major Features
- 95%+ complete internal support for multiple languages
- Complete replacement of UI API, giving support for double-byte characters, ie Arabic, Chinese, Indian, etc
- Network bandwidth now as low as 5% of previous network usage. This should reduce 'packet loss' issues to a hopefully distant memory.
- MK1, MK2 and MK3 Mass Storage StockPilers added (Allows you to limit the maximum number of an item in Mass Storage - thanks to SteveMan0 for this!)
- To celebrate the HUGE PERFORMANCE INCREASE in Multiplayer, there's a new Skin Pack available
- This includes Santa (Yes, I missed the date on this a bit), Brazil, China, France, Germany, Italy, Russia, Spain, USA, Canada, Australia, The Nettherland and my favourite, the rainbow-themed Proud skin :
- I plan to get translation support into the game for these languages over the next few patches - if you'd like to help out, head over to the Translation section on the forum!
Unreleased ('Patreon Only') Features
- Orbital RailGun now buildable. Patreons only (until release of the Adventures Pack)
- Orbital Railguns that save out at the Firing state no longer end up completely broken on reload
- Fixed a really derpy code derp in the Orbital Railgun
- Orbital RailGun Rings now cool at a rate of 1 degree per 30 seconds. (approx 120 minutes). A Freezon Canister will reduce this by another degree.
- Orbital RailGun Rings currently require 100 resin per shot, per ring. (20,000 total Refined Resin) (TBD)
- Orbital RailGun Controller needs 9 million power to fire. (TBD)
- Destroyed CPH using Mutator Important CPH now causes all HiveMinds to grow. Yes. All.
- Happy Feet Pandora's Box effect prototyped - need a name for the 'unhappy feet' equivalent.
- Patreons will no longer be bugged to purchase the Frozen Factory expansion!
Networking optimisation details
- Added SegmentEntity.Base.MaxNetworkSendDist - allows mod authors (and me) to not bother syncing specific machine types with distant network players. Defaults to -1 for no culling.
- Conveyors now use this to aggressively cull unnecessary send data, further reducing the load on networked servers.
- Improved server CPU readout to include machines, items and 'other'
- Improved server disk CPU time monitoring
- Item Updates have gone from ~600 megs/hour to ~20 megs/hour
- Conveyors have gone from ~600megs/hour to ~1.3megs/hour
- Servers will now consume approximately 1 gig per hour per 3 clients, depending on MANY factors. However, this is approximately 1/20th of the network bandwith of P16.
- Server Network CPU time massively reduced; the server should now use approximately 30 minutes of a single thread CPU time per 24 hours of simulation.
- TechAxe exclusive Patreon reward should now show up reliably for network players
- Fixed overload of Build orders on large instanced entities on network servers
- Saved approx 300 megs/hour by smartly discard dropped item data
- Reduced item update footprint from to 320 bytes to 248 bytes
- Collated total network usage of machines
- Deeper introspection into UPDATE_CHANNEL usage
- Massive optimisation to Minecarts' network efficiency (from upwards of 2500 bytes/update to 60 bytes/update)
- Added deep and details /report to dedicated servers. This covers networking usage to the byte, and I'm gladly accepting reports from interesting and end-game and long-term servers!
- removed 260 bytes/sec/player from SpiderBot updates
- removed 100 bytes/sec/player from LOIC update
- Knocked several seconds off of dedicated server loading time
- Fixed issue where corrupted server information would break all public server accesses
- Added per-machine network usage readout
- Added PlayerData network usage calc
Quality of life improvements
Performance Improvements
I'm listing these as I continually get told I should be optimising the game instead of adding new features.
- Plants on busy worlds will sleep for 10 seconds if they receive an error when accessing segments.
- Fixed Lifts not using Instanced rendering.
- Substantial performance improvements to rendering and CPU usage of Organic Rock.
- Substantial render performance gains all over, using new Vis system
- Substantial render performance gains on FALCORs
- Tweaked Low LOD of all PSBs
- Added rendering optimisations and LODding to Signs
Known Isssues
- Biomass Ore Pings don't always work
- LPTs that are directly behind you may have missing lasers (visuals only)
- Items in your Suit Inventory do not count on the crafting interface
- Mass Storage Input ports don't correctly visually sync for clients
- Mod Upload doesn't work
Bug Fixes
- Fixed issue with available materials being reported as 2x
- Fixed error in Overmind renderer
- Plants on 'grassy' dedicated servers will now grow.
FIXED FLOATING MOVING RANDOM BUTTON ON DIALOGUES
- Fixed a generic issue with UV scrolling; this should mean no more flicking mynocks
- Mouse sensitivity now works in both directions
- Further vis fixes
- Stack Split dialogue fixed
- Fixed LPT Max Power issue
- Fixed missing string on SuperDig
- Fixed graphics on Workfloor Excavators
- Pause menu will now correctly show current world data.
- Lifts no longer use the wrong texture.
- Wheelmouse should correctly scroll in all circumstances
- AutoExcavator area effect at least 83% less embarrassing.
- Anything that shows the current number that you own of a thing will now take into account how many are fitted to your suit.
- Inventory counts now displayed again
- Craft x25 button works again
- Fixed Z-fighting on Organic PSBs
- Scaled up Floating Combat Text to be noticeable
- Various UI alignment fixes
- Mass Storage Output Port no longer destroys items when full
- Mod support for overriding Mobs (Modding PDF updated to match)
- Reduced some client MassStorage spam
- Removed the red light while in Creative.
- Changed Geothermal Recipe from 512 Crystal Ore to 100 Crystal Clocks (gives a small discount for crafting clocks)
- BFLs can no longer be used to mine ore - it just get vapourised.
- Mods can be disabled properly now
- Fixed locally-hosted MP server UI
- Fixed an order when loading up worlds with signs that are a long way away
- Delete Server Entry button now works reliably
- Fixed issue where Freezon Injectors continually rotated.
- Reduced the crafting costs of signs.
- Fixed MK1 and MK2 Workfloor Excavators issue with clearing the wrong layer.
- Fixed MK1 and MK2 Workfloor Excavators rendering issues
- Enabled Unity Performance Reporting (this allows future analytics, but also allows me to get summated crash reports)
- Deorbit containers no longer drop if there's more than 16 live ones currently there for the player to pick up
- Fixed error where setting the Rate parameter would give really confusing feedback
- Fixed issue with Workfloor Excavator error when unloading
- Added another column for injections debug to prevent clipping stuff off the bottom
- Per Mad Vandal, fix for threat scanners losing their yellow alert state.
- Corrected OBO error with toxic cavern plant value entries that misaligned them with respect to the orange glowpod used as a basis. This caused the last plant to always appear as unknown and the other entries to not appear by their correct name.
- Safe casting PlantEntity to place nice with mod entity overriding
- Organic thief popup text shows the correct name for the machine.
- Prevents ConfirmationPanelScript Show spam that can make it appear translucent.
- Quarry chevron placement now obeys HardnessLimit to prevent exploits and accidents
- Laser borer obeys hardness limits to prevent exploiting but still bores hardened resin
- The Freezon Injector now builds facing the machine it wants to inject into.
- Abstracted the kill time to a const and corrected the popup text with this.
- Removed duplicate tag in air for MadVandal's OCD :D
- Updated AutoBuilder handbook to reflect fix of the old transport pipe bug.
- ARTHER charging station typo correction
- GACs now correctly check permissions of hoppers on offloading crafted items
- Restructured FALCOR offloading to prevent floating combat text spam on failed insert
- Loading hint typo/grammar corrections
- Fix to allow dragging in chromium lenses
- Implemented ItemSupplier/Consumer interface for MS output ports for mod compatibility
- At Mad Vandal's request, track the current updating SegmentEntity so that machines accessing interfaces can be identified even if they don't get passed to the interface itself.
- Mad Vandal identified this error > should be >= at resource check
- Disabled "Hit sideways pipe!" log spam
- Updated Chromium Bar(s) to list as Chromium and not Chrome for consistency
- Stopped HODORs from wasting fuel by consuming it when it is needed.
- More typo fixes from Agent Minty and self craft conversion recipes for pipes
- Crystal are now marked as machines to protect against B2Me but still be buildable
- jlp1528 aka Agent Minty provided several fixes to the TerrainData.xml
- Included in these fixes is several category tags to fix Build2Me through machines
- Filter shift+E category swap corrected to match the UI
- Modified : /Project/Assets/Scripts/Entities/Survival/JetTurbineGenerator.cs
- Releases ARTHER from current recharge station if asked to dock with another
- Added Build2Me orientation support for minecart track
- Put an NRE catch to solve the lock up of GenericMachinePanel on a race with the handbook
- MS crates on network clients won't reconnect to their own center reducing log spam
- Fixed debug spam due to inverted check on mass storage crate connected state
- Crate mapping check out is cleared on delete if the StockPort owns it.
- Excluded core multiblocks from stockport search to avoid confusion with placement blocks
- Geothermal Generator no longer will blindly dig through machines when laying pipe
- Merged Mad Vandal's fix for the Workfloor Excavator beams
- Safely write null MachineInventory to prevent rare network crash read past end of stream
- Marked grooved cement as reinforced to match it's cost and place as a patreon block
- NRE catch to solve the lock up of GenericMachinePanel on a race with the handbook
- MS crates on network clients won't reconnect to their own center reducing log spam
- Fixed debug spam due to inverted check on mass storage crate connected state
- Crate mapping check out is cleared on delete if the StockPort owns it.
- Excluded core multiblocks from stockport search to avoid confusion with placement blocks
- Huge amounts of changes and fixed to handbook translations, name, location, placement
- Fix for _DESC searching in Translation.
- Workshop Detail blocks now selectable in again
- Creative Hotbar now works again
- ServerOverride should now create custom-named worlds *and* load that world back in again.
- Fixes to Mass Storage Output Ports
- Zebra's 'big bag o' translation' community-submitted fixed and improvements.
- Fixes for Mod Icons.
- Thanks again to Zebra, SteveMan0 and MadVandal for your community-fixes, helping me towards getting the next patch public!
- Ore Smelter missions now more sensitive to threat generation
- Added None to available VR types.
- Display Bug fixed in Particle Compress, Filter, Grinder, HODOR and Fuel Compressor.
- Added MK1, MK2 and MK3 StockPilers. These allow you to limit the maximum amount of a certain items going into your Mass Storage. Thanks to SteveMan0 for porting his mod into the game! https://t.co/MX3GKWYowP