As 2019 draws to a close, I thought I would drop you a few notes.
First of all, a reminder that we have a very active Discord : https://discord.gg/advmf8S - there's always someone there to answer questions, give advice on builds, or help you solve issues. I'm literally always there if you feel the need to ping me.
Second, I've only gone and released another game! Summed up as 'Gauntlet meets Pikmin', it's essentially a cutesy version of how it felt to play a Necromancer in Diablo 2. Check it out!
Thirdly, a reminder that works has been bubbling away on the next in the FortressCraft franchise, tentatively entitled FortressCraft : Phoenix. Purchases of Gnomancer, PacketStorm, ADATPR and FortressCraft's DLC directly contribute towards its development.
Fourthly, a reminder that the most direct way to contribute towards FortressCraft Phoenix is via Patreon : https://www.patreon.com/Fortresscraft
Aaand fifthly and finally - Patch 25 is now live for everyone. This combines a ton of fixes and has been collected over the last year. This means that a Maintenance P26 patch will sneak it's way onto the forum at some point, but, genuinely, the number of bugs reports to me on the Discord is really minimal now.
See you next year, next game, next time, next batchannel.
Patch notes :
Mynocks can no longer spawn below +32m when on Sky Islands
Freighters now reject items for assigned station needs that they can't serve
some smaller Handbook updates and additions to entries.
Fix to Falcor lockup when returning with a null item.
Fixed exploit with stacked Grommets
Updated WFE clearlist
Fix for turret lasers getting stuck on
Fixed 'Mobs killed' spam
SpiderBot should no longer fly away
Fixed link to correct DLC page for TAP
Ensures Patreons get research access to TAP DLC scan
Carts with no accessible destination that have an assigned station now properly set their error state
Fixes NRE unity thread crash with ForcedInduction on modded smelters
Fixes to All-Ore mode to make it a bit more playable
serveroverrides.ini now has the autopause and listpublic in the example file
MissionManager has the superbuild mission hooked up to translation support some new Chevron handbook files
updated the master_language_data.xml to have more stuff ...
Freight handbook update
Corrects icon display of freight stations in the system monitor
Several Freight bug fixes
Minor freight UI polish and fix for carts not entering reserved station
Turn off FreightCartStation mbWaitForFullLoad...
Fix to Carts Idling on world restart
CCW and CW fixed/switched on recipe descriptions for conveyor curves
Canvas now says it made form paste and not Rought hew rock
Fix to make "Collect Research" button appear if research finished while the machine window is open (no more having to close and re open it)
Calling player.TeleportTo on host no longer causes the host to teleport regardless of the player object
Fix for hosted player hotbar getting items added to it when client player picks up new items.
Fix for hosted player hotbar getting items added to it when client player picks up new items.
prevent the creation of orphaned Unity objects of drop items when the segment drop item queue is full (dropped cubes stuck floating in air problem).
Adv Teleporter now tells clients about removed machine deleted destinations so they get taken off the list.
Fix belt re-facing distortion against a different face (first belt against Y second against wall)
Prevent a workshop mod with a bad mod.config id and/or name from blowing up the mod panel script.
Fixed basic ore smelter handook
Barkeeper now knows about its placement blocks WFEMK2 and MK3 now have the correct amount of power usage in the handbook. All changes requested by Madvandal
Fixed GPS unlock
LPTs can now fire through Energy Grommets
Fixed NRE in FreightCartMob caused by HopperInterface OfferItem being dropped on update
Fixed error flashing on FreightCartStation to correctly error only when there are less than 3 nodes in the network... again...
Lidgren changes for IPV6
changed decriptions for the Ore carts as the capacity is different from the Handbook. (may have missed one or two) Chevron renaming if different files
Madvandal fixes to conveyors
Thank you to Mad Vandal, Tobmia, Zebra and Steveman0 for their continuing support and help - as well as anyone else I forgot!
And now, the time is here. It's time to draw, that final curtain.
Here's patch 24 for you, and also, Merry Christmas! I hope to see you all in the future!
SkyIslands Fixes
Slightly reworked Ore spawns on Sky Island to be wider and more reliable:
450-530 - Nickel
380-450 - Gold
280-350 Titanium
220-270 Crystal
Previously Nickel was very-likely to overwrite Gold - they now exist in separate band.
Altered T4 spawn density
All-Ore fixes
T4 ores now spawn separately to T2, meaning it's possible to progress
T2 ores have improved spawns
Skins!
Added Adventurer's Garb skin for TAP owners
Added ADAPTable skin for ADAPTR owners
Spiderbro!
SpiderBot's knees should no longer go wrong.
If SpiderBot's knees DO go wrong, they should fix themselves in short order
Technical stuff!
You should now be able to enable multiple new mods and not worry about the security confirmation dialogue failing. (thank you MV)
Mods now support Tags - just add Cats,Dogs,Mass Hysteria
Added IPV6 Support (Thanks to TechPizza and Zebra). This does not support IPV6-only setups - the server can still only transmit and receive on IPV4. NAT should take care of this. The other situation that will not work is an dual-stack IP server where the client on a LAN attempts to connect via IPV6. Utilising Name Resolution on LANs should work, as it will default to IPV4. Internet IPV6 resolution where NAT is available should work fine. IPV6 VPNs won't work, but they wouldn't have worked before either.
Misc!
'Fix' for incorrect Conveyor ReadyForConvey flag for network clients
Fix for corner Conveyors for network clients.
Fixed MFP preview not correctly removing hurtboxes/lights under all circumstances.
Mass Storage now correctly culls inside Rooms
Mobs should now correctly cull on raycast blocks
Fixed Main menu text issues, added ADAPTR link
Added catch for Recipes with CraftData with 0 entries needed
Fixed Patreon-URL when user attempts to build Adventures Mode block
Minecarts are now recoloured to match Freight carts, with the colour order being Green,Blue, Purple, Orange
Icons have been recoloured to match
Thank you Mad Vandal for the Corner conveyyor fixes.
Make carry objects added through AddItem on basic/regular curved belts start at 0.5 offset and facing the input direction.
Slows carry object turn speed on basic belts to 0.8 so animation turn speed meshes better with the forward speed and more real.
Added curved and sloped belts to those subject to cold/toxic penalties.
Working MFPs now have text to show you that they've completed their work. (SP only)
Fixed issue where network clients would not use up power when teleporting via Advanced Teleporters.
MK4 guns now use ExceptionalOrganicLens, not PerfectFacetedEye
Organic PSB now uses Lense, not Eye.
Potential fix for bad timing when teleporting into and out of and between Rooms.
CPH tutorial should no longer be around for Network Clients.
Fixed Airlock rendering, easily turning this game into GOTY.
Developed final Bootstrap screen :-(
Added Adventures Pack signs to Main menu
Fixed issue with ConstructoBot permissions
GPS no longer shows coords when CPH is offline.
GPS works for Patreons.
The Adventures Pack is no longer referred to as 'Forthcoming'
MFP should no longer disallow building under odd circumstances when network clients
Freight Filter Window should now correctly work as a network client
ARTHER disconnect should no longer transmit a NULL Station segment under some circumstances
ARTHER will now automatically disconnect from Docks when he's more than 96 metres away, for network clients. This avoids a situation where ARTHER 'dangles' as can no longer see the segment he's in!
Freight Carts permission is now correct for all owners
Rail Gun permission is now correct for all owners
Robots permission is now correct for all owners
We ain't'n't dead.
So before I finally say goodbye to FortressCraft, I do want to ensure it's in the best state I can get it to. To that end, there's planned to be one more patch, with a few important longevity and 'most-demanded' fixes.
So we have IPV6 support, a fix so SpiderBot doesn't suffer from a permanent broken knee (just occasional ones!), 2 new skins, one for TAP owners, one for ADATPR owners, mod Tag support, and imho most importantly - conveyors work properly in network games again.
If you're having ANY problems at all unlocking Adventures Pack stuff, please opt into the test branch, it should be perfectly safe.
You can get full details here : https://steamcommunity.com/app/254200/discussions/0/1742228532896639848/
The patch should be available just around Christmas - I want to get the 'Lasers can fire through Grommets' fix a little better first.
The Adventures Pack...
..was totally working perfectly during testing, but as we all know, no plan survives contact with the enemy!
I've release a Win64 patch into the Staging branch tonight - this has a number of fixes, and should alleviate most of the major issues that have come up. I'll be doing an all-platforms build to match this overnight, and will push it live tomorrow, unless anyone notices anything horrifically wrong!
Please feel free to opt into the Staging branch if you've been having any issues!
Fixed issue with ConstructoBot permissions
GPS no longer shows coords when CPH is offline.
GPS works for Patreons.
The Adventures Pack is no longer referred to as 'Forthcoming'
MFP should no longer disallow building under odd circumstances when network clients
Freight Filter Window should now correctly work as a network client
ARTHER disconnect should no longer transmit a NULL Station segment under some circumstances
ARTHER will now automatically disconnect from Docks when he's more than 96 metres away, for network clients. This avoids a situation where ARTHER 'dangles' as can no longer see the segment he's in!
Freight Carts permission is now correct for all owners
Rail Gun permission is now correct for all owners
Robots permission is now correct for all owners
Fix incoming!
I'm aware of the permissions issue that some of you might be seeing with The Adventures Pack. I'm currently streaming here : https://store.steampowered.com/app/254200/FortressCraft_Evolved/ and my PC is building the builds in the background! Should be live soon!
Where's the Adventures Pack?
If you've followed me at all on Twitter, Discord or any of my Streaming Adventures(tm), you'll know I blimmin' love FortressCraft. If it wasn't my game, I'd play the crap out of it, and pester the Dev to fix all the stuff that annoyed me. Thankfully, I *am* the Dev, so I can already fix everything that annoys me... given infinite time at least.
Sadly, I've been working *so* much on FortressCraft over the last couple of years that I've slipped behind on my other obligations - I've put these off as long as I've been able, but I've had to spend the last few weeks finishing off something I started some 4 years ago. To that end, I'm proud to announce that ADATPR is finally done, shipped and released.
Once the dust has settled down, and any patches emerge from the great unwashed playing my delicate game, I'll be on the final run for the Adventures Pack - it's pretty much done barring odds and ends, and the Patreons have been cheerfully breaking things and making me fix them. Watch this space!
Patch 22 now available!
Different days can provide wildly inconsistent amounts of work. Some days I can get half a dozen new machines in. Other days, I can spend looking at one line of code and end up achiving nothing. This month has been one of the latter months; after the end-to-end playthrough that took about a month for P20, this month has been a consolidation of all the new things. And just a couple of shiny toys for everyone. The handbook has also received a ton of love - if there's any entries for non-obvious machines missing, please let me know!
TL;DR
Launch the Railgun to unlock the GPS (Adventures Pack)
Use Hive Brains to craft Hive Agitators to get more Resin. (Adventures Pack)
Use AntiGrav-tubes to move vertically without risk of dying.
Colour-coded Freight Tracks (Adventures Pack)
Advanced Teleporters! (Adventures Pack)
Context Help overhaul
Massive performance improvements to threaded work.
Added a 14-page handbook entry, covering the complete game, from your first steps until the RailGun. Feedback wanted!
The Adventures Pack is planned for release in P23 next month; my work until then will pretty much be polishing and fixing issues with that, as opposed to adding anything new.
Performance
Altered HBAO to be dynamic based on framerate; this should heavily improve framerate for 1440p and 4k users.
Fixed a performance issue on Fabulous and above when many Airlocks were nearby.
Performance improvements to animated plants
Performance improvement to ConstructoBots when not visible.
Fixed Instancing on a large number of plants
Fixed a potential issue where plants clearing themselves up would massively overload the Build Orders.
Tunnel Nukers will now delay and re-try explosions on successive frames as opposed to locking the mob thread up.
Item simulation has been spread out over a number of ticks, and should use approximately 500% less CPU time.
Significant memory and performance improvements disk queuing. This should alleviate a number of microstuttering bugs, as well as improve worst-case memory usage.
Fixed an issue where exiting the game shortly after running around in a new world could cause a long exit queue time.
Plants now smartly request segment saves, as opposed to forcing save too often
Tunnel Nukers should now try a little harder to pre-page their segment
Tracking of orphaned Build Orders and executed Build Orders
Made ArchiveManagement Lock a non-blocking call, meaning no long gaps where SegmentRequests can't be serviced. TL;DR, a queue is much smaller than it used to be.
Optimisation of Shifting and Population, reducing the worst-case scenario from ~180,000ms down to 80ms. This is not a typo.
Teleporting should be virtually instant for single-players now
Complete rework and new caching system for the GetSegment code; this is an exceptionally risky change, but should provide enormous performance benefits.
Fixed performance issue with Electric Lights when inside rooms
Reduced Good from 10 segment draw distance to 8 segment draw distance, to see if any issues from this thread are resolved : https://steamcommunity.com/app/254200/discussions/0/1760230157503109103/?ctp=3
Quality of Life
Added ToneMapping and EyeAdaptation. I don't like the look, so it's disabled by default. When Bloom is off, this turns on, adding to the 'low contrast' look. Simply type
enter /detail bloom enter enter
Medbay now ticks longer, to avoid any timing hiccups on busy worlds
Heists now attempt to inject power boosters and ampules to the player's suit inventory first if slots are free
Heists now have a configurable limit for injection so you can prevent them from injecting beyond a defined inventory quantity - enables stocking you with a handful of the essentials when you pass by
Tweak to heists to support all suit items for all your clumsy suit replacement needs :D
Repeat button should now work again on the Manufacturing Plant
Paintable variants of blocks should now be placeable if the base block is craftable.
Blueprints requiring DLC packs will now be colour-coded in the Manufacturing Plant.
Researched/Available counts on the Progression screen are now actually correct.
Removed a large number of archaic Console commands, meaning that the help is readable again
Fixes
Altered HBAO system so color-bleeding is modulated by depth. TL;DR you won't see weird glowing blocks within the fog.
Fog distance is now much more dependent on detail and bake amount, giving a significant draw advantage to higher detail settings.
CC plants rendering improved
Fixed GPS readout
GPS now goes offline if the CPH is destroyed on Important CPH mode.
Fixed CCCCC rendering
Fixed Toxic plant rendering
Fixed animated plants in CC
Advanced Teleporter should now work correctly networked (TY MadVandal)
Fixed TryExtract to stop taking additional items after it has one and it's an ItemSingle (Ty Pacasa)
RecalculateAvailableStackHeight(bool periodicCheck) modified to allow clients to visually update when periodicCheck is true.
New things!
Added Techno Anti-Gravity Lift for Frozen Factory Owners
Added Rainbow Anti-Gravity Lift for Dapper owners
Added Predator Anti-Gravity Lift for Adventure Pack owners
Added Basic and Regular Corner Conveyors
Added Basic and Regular Conveyor Crafters!
Added Hive Agitators - build within 32m of a Hive and feed with power to cause the nearest hivemind to grow. (Adventures Pack only)
Added MK4 turret as a multi-block upgrade from MK3s, using Purple (Boss/Perfect) eyes and some Alloyed Blocks. Yes, the turret from the trailer has been redone, made to work, and been made public. Sorry it took so long.
Handbook
An enormous amount of translation and handbook work from Zebra + co.
Updated Mass Storage Controller and CryoSpawner handbook entries.
Updated Energy Grommet handbook entry.
Added full handbook entries and guides for all 7 of the Mass Storage machines.
Loads of Handbook entries added and updated. Too many to list. Did I miss one?
Added Tools handbook entry, explaining all of the tools. This was submitted by a community member, but I haven't got a note as to who! Thank you, mysterious stranger.
Updated a number of handbook entries for clarity.
Ensures the machine 'hint' was displayed in the crafting interface
Updated a large number of machine's descriptions and hints.
Handbook fixes to AmpuleCrafters, Attack Scanners and Base Scanners
Welcome and First Night Handbook entries no longer display after 200 Base Rating.
Added context-sensitive subtitle to Handbook entries
Research Panel no longer always inserts itself as the Selected Machine in the Contextual Help Handler
Fixed an issue with the Contextual Help handler, due to the Translation team renamingUnknown_Materials to unknown materials.
Removed the unnecessary numbers from the short 'Contextual Help' page list.
Fixes
Dust in rooms will no longer be present if the room is correctly filtered.
Fixed all NonHelp console commands (so /coords works again!)
Macerator no longer incorrectly lists power
MagmaBore correctly displays power needs
Fixed invisible StockPort on initial build
Fixed AutoUpgrader with down slopes/corners
Resolved log spam due to error with slopes on delete
Fix to UI redraw spam for freight cart stations.
Fixes display of stacks of >1 million
Fixes cube stacks max stack size not being obeyed in Hardcore Inventory
.
Fixed an issue with Advanced Teleporters when a network client.
CargoLifts that attempt to spawn into overloaded segments will now fail gracefully and try again.
Added QueueLength readout to the Server Monitor - if this is regularly at or over 200, your machine is beginning to struggle to keep up.
Implemented a Fix where MSIO ports were causing an exception when non-stackable items were used.
Fixed MSIO issue with ItemSingles
Railgun is now marked as part of the Adventures Pack.
Verified issues with CryoSleeping with no issues
Melters will re-awaken fluid even if it can't move.
Alloyed Assemblers are no longer part of Frozen Factory DLC (oops)
Researching an Unknown Material will now correctly display the information about researching it again.
Advanced Teleporters now available to Adventures Pack/Patreons - they do not work Networked currently, tho single-player should be just fine.
Added RailGun stat tracking
Fixed Scrap Track Junction rendering
Fixed a hopper exploit
Player will no longer be sent to look for Biomass once they have a Geothermal Plant.
Crystal and Lithium 'search' missions no longer trigger once you have Solar Panels
ARTHER PTG and Biomass 'comments' are also predicated appropriately.
Fixed Tutorial message sizes
Removed Copper Wire cost from Slopes, meaning a direct conversion is now available from regular Straights.
Freight Carts
<*>Hooked up auto track colorer to the track pieces in the scene
<*>Adds the color lighting update code for non-entity track pieces
<*>Added ILightingDataUserInterface - this interface is attached to GOs to receive network lighting data updates
<*>Added LightingDataOrderManager to pass the lighting updates to GOs on the unity thread
<*>Added TrackAutoColor - a script that uses this interface to receive lighting updates for track color updates
<*>Deleting cubes now check if they are tracks and queues a scan of the local track to determine if a freight connection was broken and will automatically trigger a grid reset
<*>Added more verbose logging in FreightCartMob for some mystery errors recently reported to try to track down the source
<*>Adds an error state for FreightCarts for when they can't find a place to offload excess (primarily to sync clients)
<*>Adds necessary networking to support transmission of lighting data updates to clients
<*>Adds AP DLC check and added tag for crafted items
<*>Adds one way track to the AP DLC cube build check as they're of no use to players without the DLC (hidden to avoid confusion)
<*>Adds depots and their cart contents to the freight system monitor grid display
<*>Carts now tell depots if they can't navigate to them so they can tell the player there's something wrong
<*>Blast furnaces no longer hint that they can connect to mass storage (they cant!)
<*>Stations now only error for grids of 2 nodes (3 is minimum valid)
<*>Junctions color by grid ID
<*>Passes the entrydirection through to TrackPiece on create to cache for easy iteration
P22 has begun!
If you have a burning desire or feature or change you want in, then you're running out of time to persuade me and others -
Current top candidates are Conveyor Corners, the MK4 turret and anti-grav ladders.
Patch 21 echo!
These days, of course, it's impossible to ship anything without breaking something, despite the tireless work of the testing crew, telling me how broken I've made anything - so therefore, have a tiny patch!
Fix List
Fixed endless 'Base Destroyed' message, which was due to the new UI
Reduced cost of Upgrade Cargo Lifts to be more in line with P20 costs.
Freight Carts research should now be correctly gated behind Adventures Pack or Patreon access
Fixed erroneous "Please purchase the Adventurers pack to continue" to people who have just built the MagmaBore.
Patch 22 goals:
Corner Conveyors
Advanced Teleporters
MK4 Turret
GPS
As well as continued polish, placeholder machines removed, and optimisation. See you next month! (Or, you know, sooner on the Forums, Twitter or Discord)
Patch 21 now live!
This month has been almost entirely focused on the new Freight Carts, and a complete, end-to-end playthrough of the entire game, networked, from the very start, right until the building, testing and firing of the new Rail Gun.
Note : The Freight Carts are not currently available. You can build the 'Scrap' tier of carts, but anything higher than that will currently, incorrectly, open up the Dapper DLC page! Sorry.
TL;DR
New main UI!
Use Signs to name your rooms!
All T2 crafting completely reworked to be similar to T1, and much more understandable to boot!
Loads of Frozen Factory improvements and rebalances
Freight Carts!
Suit Inventory now auto-uses Ampules and Boosters
Adventures Pack
Robot Herb Arms should now collect plants and hand them off to hoppers correctly.
Robots should now do a 180 degree turn after servicing Hydro Bays or Storage Hoppers.
Linked up all Orbital Railgun missions
Orbital Railgun no longer uses ~47,000 Alloyed Machines Blocks to make, but will instead make ~1,700 Ultimate Upgrade Modules. This is still around 700k bars of each of the sub-types, but should be much easier to actually manage.
Increased Ore Freighter carrying capacity by 4x, halved their speed, giving an effective 2x boost over previous.
Scrap Ore Freighters now carry 50
Basic Ore Freighters now carry 500
Fast Ore Freighters now carry 500
Large Ore Freighters now carry 1000
Bulk Ore Freighters now carry 1000
Ore Freighters now show their carried ore correctly.
Stations auto-name to the first freight item added if they don't have a name
Carts now turn around at one-ways if they approach them from the wrong side and properly trigger a nav refresh
SetErrorState now properly handles null interface case
FreightCart error colours are now more specific
Freight Cart error colours:
Yellow - Offloading Excess
Cyan - Parking at Depot
Magenta - Station Full
Red - Nav Error
Freight Cart Junctions of glory and win.
Just remember, the Adventures Pack is planned to be released within 1-3 months, depending on things, but if you ABSOLUTELY CANNOT WAIT, then you can become a Patreon and get immediate access, as well as supporting development of the game.
Rebalancing
Added Titanium Housings and Titanium Housing Crafter
Added Gold Foil and Gold Foil Crafter
Added Secondary Upgrade Module Crafter and Secondary Upgrade Modules
Added Alloyed Upgrade Module Crafter and Alloyed Upgrade Modules
Added Ultimate Upgrade Module Crafter and Ultimate Upgrade Modules
Replaced all self-crafts that used Gold Wire with Gold Foil, 5 times less.
Replaced all self-crafts that used Titanium Plates with Titanium Housing, 6 times less.
Replaced all self-crafts that used Fortified PCBs with Secondary Upgrade Modules, 5 times less.
This should make things much simpler for T2 crafts. Everything should be 'about' the same cost.
Apologies that this may affect a few automation setups :(
Hid a number of items until slightly later in the game, so players can't research things they can't make.
Added Basic Conveyor Belt Crafting machines
Added Conveyor Belt Crafting machines
MK5 Induction kits are no longer used as a crafting ingredient. Instead you'll use UltimateUpgradeModules, each of which costs about 10% of the resources of a previous MK5 Induction Kit.
Titanium Housing Crafter PPS reduced to 25
Secondary Upgrade Module PPS increased to 150
Secondary Upgrade Module no longer required Primary PCBs (this reduces the cost of Alloyed Machine Blocks by 30 Tin bars per block)
Reduced Chrome and Moly cost in Chromed and Magnetic Block Assemblers
Reduced a number of RP costs for early-game items
Increased Research Value of Copper Ore
Added ScrapTrack Crafter
Added MinecartTrack Crafter
Many FF recipes now use the higher-tier Overclocked Clocks, which were sorely underused.
New things!
Improved things!
New 'heavy machine cracks the ground' effect
Quality of Life
Basic and Regular Conveyors can now be made immune to the effects of Cold and Toxic gases by building them inside an appropriately-classed room.
Signs next to Generic Room Controllers will now specifically name the room - you can use this to help newbies to your server understand things, or to remind you what on earth you had planned...
Many more optimisations to fluid
Players will no longer have a shadow when riding a minecart
Players should no longer clip into Stations whilst riding minecarts.
Decorative Blocks should no longer be cleared by WorkFloor Excavators.
Teleporting will now cause a clear-up of memory allocation and outdated texture loads.
Fixed issue where CompressDuringPlayOnly wouldn't submit folder for archival under certain circumstances
(You can use CompressDuringPlay or CompressOnExit for now to ensure backups are made.)
Room Vaporators now support 256m^3, up from 192m^3
Lancers and Melters are now 2x the speed on Rapid.
Massive rework of the threaded fluid system. Now substantially better!
Fluid Pipes can now change colour appropriately. This change was far harder than this sentence makes out.
Destroying an OSC will no longer leave the OET in a really broken state. You WILL lose all the power tho - be more sure before hitting BOOM.
Trenchers should now correctly page in target drill segment
Healing Ampules are no longer used if you're dead. #bitlate
Increased size of Organic Power Storage once more.
Melters should now correctly support Freezon Boosting
Freezon-Booster Ablators and Liquifiers now cover a much larger range.
Lancers and Melters now have double range (18/26) when Freezon Boosted, as well as the increased clearance rate.
Increased CryoMine radius by 25%
Logistics Falcors will no longer service adjacent beacons.
Overclocked Clocks now use 5 Clocks, not 1.
All Overclocked use now reduced to 20%
Added a new suit item that doesn't do anything other than have a really pretty drop object with a big light on it. Useful in Clumsy Mode, but not elsewhere.
Improved Lens Polisher readout - it takes ALL lenses, btw!
RayGun unlock now pushed before Labs
Power cost for Rail Checking on Cargo Lifts is massively reduced, and doesn't change, regardless of fitted lift.
Medbay range increased to 10 metres.
All Ampules and Power Boosters now fit into the Suit Inventory.
All items now droppable. ALL items now droppable.
Assembly Line Machines are now 3x faster on Rapid.
Ampules stored in your Suit inventory will automatically trigger when at <25% health
Power Boosters stored in your Suit inventory will automatically trigger when ARTHER is at <15% health
OET Charge now displayed with an ETA properly.
Known Issues
Directional Hoppers cannot offload to Multiblock machines. I can't work out a good fix for this.
Fix List
<*>Ore Density fixed on non-Rapid modes
<*>Mobs that move outside of a Client's loaded frustum should no longer get lost in the ether.
<*>Ore Smelter no longer gives any tutorial once the player has completed the game in a previous playthrough
<*>Fixed rare crash in Mass Storage crates
<*>New UI should fade appropriately.
<*>Massively improved 'progress' indicator in Research Panel.
<*>Hooked up 'Just keep scanning' achievement to when you hit 400/457 items in progression. I may change this to be harder.
<*>Mynocks in a farm will no longer soak up lots of CPU time! This change will mostly only affect dual and quad core PCs.
<*>All of the modifiers to plant growth speed should now apply correctly.
<*>Fixed a generic issue with machines interacting with Assembly Line machines via the generic interface.
<*>Fixed typo in Cost of MK3 Storage Ports
<*>Fixed rare crash in Manufacturing Plants and Accessory Modules.
<*>Railgun can now be fired more than once.
<*>Railgun average, peak, ongoing and total firing stored and displayed.
<*>CargoLifts should no longer get stuck forever after suffering from CryoPlasm or Sand
<*>CargoLifts should be much more responsive for network clients.
<*>Raygun now part of the Care Package.
<*>Fixed issue where Dazzler would sulk if it couldn't find anything. Fun fact : 256 doesn't fit into a byte
<*>Substantial improvements to smartness of fluid
<*>Substantial improvements to performance of fluid
<*>Segments with Cryo in them that haven't moved in a substantial timeframe will now freeze.
<*>Falcor Bomber Radar is network synced
<*>Falcor Beacons are network synced
<*>Fixed threaded timing issue with CryoMap.
<*>LOIC should now move under all circumstances.
<*>Some fixes to the mission readout for the OET
<*>Some fixes to TourCarts
<*>Magma Storage now animates to show fullness.
<*>MagmaBore readout switches across to Inferno Readout appropriately. Includes clients!
<*>Fixed CryoMap machine display
<*>Fixed CryoSpawner exploit
<*>Network Freight fixes
<*>Added Current Ride Cart debug
<*>Added a new client comms stream to send world-wide data, even with the target machine isn't nearby.
<*>Dropped items should no longer end up being visually in the wrong place.
<*>Plenty of MagmaBore polish and fixes.
<*>New top-UI
<*>Teleport Mods should no longer punish you with pink
<*>Locked TrackReservations to prevent thread clashing
<*>Carts at request only hopper stations will automatically leave at the loading step
<*>Made StationFull error state take precedence over OffloadingExcess - this should stop spamming of carts that are trying to offload at a full station
<*>Freight cart depots should no longer report stations asking for carts of unknown tier
<*>Freight stations on mass storage should have a popup box again
<*>Doubled the penalty for carts passing through stations other than the destination
<*>Carried out a bunch of graphical tweaks to all of the T4 Particulate filtration systems
<*>[FreightCart]Suppressed some client spam for track reservations for FreightCartMob
<*>Cleaned up the network reservation update for client FreightCartMob
<*>Disabled the network updates of cart stats as that would be handled on mob creation and isn't needed each network update
<*>Client freight carts can no longer shoot past a depot and derail while awaiting the server removal of the cart
<*>FreightCartStations now force a UI refresh when a MS crate is registered (so MS connection is recognized)
<*>Adds the abstract TrackPiece object for use in generic track tracing applications
<*>Adds all necessary child TrackPieces for each existing track type with full navigation rules
<*>Adds support to the AutoUpgrader to upgrade Scrap Track into standard Minecart Track
<*>Fixes power requirement for AutoUpgrader to properly consume power for each upgrade
<*>Freight Stations now flash red if there's an error
<*>Ore Carts now show which ore they're carrying.
<*>Freight Carts now utilise the Mass Storage colouring and texturing scheme, to show what they are carrying.
<*>Fixed Overmind Guts hitbox + accidental achievement
<*>Added error when Directional Hoppers are connected to offload to Multiblock machines.
<*>Hiveminds will no longer be able to over-build and saturate orders.
<*>Hiveminds now inter-react more strongly.
<*>The punishment for nuking a hivemind is now about 4x worse. I'm tempted to reduce the amount of RP out there, in order to persuade people to go blow up hiveminds. Remember - hiveminds drop RP when blown up!
<*>Fixed a number of issues regarding Hiveminds placing Mynocks onto Conveyors, that should now be resolved and improved substantially. You may spend a little more power on keeping conveyors clear now, tho.
<*>Usable Item code now supports Suit Items
<*>Hotbar counts now support Suit items.
<*>Ampules are now correctly colour-coded by tier, starting with White at T0
<*>Fixed the 'blip' of HODOR rocket noise when it loads.
<*>Solar Panels are now 32x more efficient over the network
<*>Ablators and Liquifiers should now correctly aim as network clients.
<*>All Freight Carts and Ore Carts of all tiers now modelled
<*>Lots and lots of Freight fixes
<*>Lots of Freight fixes and improvements
<*>Improved HEIST networking usage
<*>All Spiderbot missions will no longer trigger when all overminds are dead
<*>Added low-pass filter to Crystal Resonance, reducing some of the high frequencies at distance.
<*>Fluid focus rebalanced to give priority to fluid near the player. When player isn't present, all fluid will tick equally.
<*>Signs will now render faster
<*>Improved Minecart track rendering
<*>Freight Mod now part of the Adventures Pack! New, improved and improved!