An absolutely massive patch has just landed (patch notes below) - this covers a huge amount of Survival improvements and additions. Please leave feedback on the forums, I really appreciate it!
- Fixed description for AI Movers
- Fixed description for Solar Panels
- Set default FPS to 25, due to people making videos at 29.97 fps
- Removed Manufacture bot in Creative mode. Apologies.
- Removed Orbital Energy Transmitter. Oops.
- Jetpack still on J, but configurable before the game starts
- Stats now on alt-J
- Solar panels open quickly if they spawn nearby during the day
- AI mover will no longer attempt to move to storage hoppers in nullspace
- Fix to compensate bad archives
- Fix bad player settings
- Added SFX for battery blocks (based on charge level)
- Added SFX for PTGs
- Added lerped ranged emission to particles
- Added LODs for torch lights
- The upshot is that torches in Survival are now a lot faster, but slightly less impressive!
- SpiderBot now another 0.8% cooler.
- Fixed up a bunch of debug spam
- SpiderBot now 3% cooler
- Added placeholder dropship
- Added placeholder manufacture bot
- Added placeholder Orbital Energy Transmitter
- Added code to detect crafting radii
- Added AI Mover
- Hoppers can be marked as autofill and autoempty for AIMovers. Filters soon!
- Fixed issue with Ping not detecting ores on cardinal directions
- Added AI Mover robots to automatically move ores long distances between Storage Hoppers.
- Added Permission settings to Storage Hoppers (Toggle with E)
- AI Movers now respect Storage Hopper permissions
- Orbital Energy Transmitter should attempt to at least vaguely sit on the planet's surface now.
- Added 'J' as a hotkey to toggle jetpack, in both survival and creative
- Double jump no longer activates jetpack in survival
- Wood joule count down to 200 from 250
- Coal joule count down to 350 from 1000
- Fixes to Build2Me
- Using an AirPing no longer causes OrePings to detect air!
- Fixed Weather system to disable in caverns (THIS TOOK HOURS PLEASE APPRECIATE IT!)
- Major performance increase at depths below -50 metres
- AI mover simulates faster when being looked at
- Collectable manager clears up slowly and calmly, with no leaking!
- Solar panels now have correct build permissions and costs
- Fixed Survival help appearing in Creative mode (oops)
- Fixed black lakes appearing where caves intersect -1000 metres.
- Ore Extractors now use 10x as much power as before (sorry!)
- Fixed Deep Blue achievement. Quietly noted that 1.00 and 100 are not the same number.
- Added image for the currently burning resource in the CPH
- Added ability to add in single items to CPH. Intelligently takes the highest resource you have.
- "Add Resource" and "Exit" buttons now work on the CPH panel
- Hopper Text (and all others) should now properly respect the Z-buffer.
- Archive Compression count now displayed in Creative before 'Safe To Quit' - if you are suffering from large save folders, just hang around until this number hits zero.
- Fixed a rare crash bug to do with entity saving
- Ore Extractors now efficiently search for ore with no randomness
- Ore Extractors save out drill bit status, stored ore and remaining power
- Fixed an issue where PTGs GAINED power when feeding it into a battery. Enjoy this exploit whilst you can!
- Added Solar panels. Double the solar efficiency of CPHs, but only useful at night and on the surface. Connect to Batteries to extract their charge.
- Measuring global power generation.
- Started to add LODding for expensive machines.
- Ore Extractor exploit fixed
- Fixed depth fog breaking when player was exactly at altitude 0
- Moved Lithium down in the world a little, to reflect it's usefulness
- Started to organise Tier1 and Tier2 items. Tier2 all require visiting 450m depth or lower.
23/12/2013 - V1.1 now available!
- Fixed various 'under construction' issues
- This is a massive patch, and has been on the SteamPipe Beta for several days
- This includes Survival mode. Press Ctrl-S to actiate this on a new world.
- DEFINTELY fixed Seven Dwarves
- Steam integration improvements