Just a reminder - all of the Loading Screens in FortressCraft are supplied by the community - got an amazing pic you want in there? Let me know!
Patch 20 - now live!
Here were are, at the 20th free Content Patch since we left Early Access. I'm going to keep saying that until it sinks in - I've *only* had a dozen people refer to it as Early Access in the last month, so maybe it's sinking in!
This patch has mostly focused on bringing the Adventures Pack closer to completion, a huge amount of performance optimisation (yes, I'm surprised there's any left, but we're definitely out of low-hanging fruit now), and just a couple of useful shiny machines for you.
I've also done 3 playthroughs of various Mutator combinations this month, and I'll be starting the P21 cycle by implementing the final changes to T1 progression, and then having a whoosh through the bonkers Sky Islands and the completely terrifying ResinPocalypse modes - feel free to join me!
All Missions and Tutorials now disable-able from the Settings menu.
All Fluid is now on its own thread
Decomposed Bug Parts are now burnable.
Temperature calculations now threaded
Lots of room-related and instanced rendering performance boosts
Added Tin-based Upgrade Modules
Added Directional Storage Hopper
MAAAAAAAAAAAAAAAAAAAAAAAASIVE performance boost to Holobase rendering, working around a stupid Unity bug. Literally 100 times higher framerate in the Holobase.
Waypoint machines that are touching Ore are super awesome and super useful.
Added Tier 3 Glow to Skin Pack #1, replacing the utterly broken Neon Line effect.
Known Issues
Constructocons can act weirdly in MP
Manufacturing Plant in HardcoreCrafting mode has some issues syncing in MP.
Performance
Moved balance of fluid from 'the entire world updates slowly' to 'up to 25% the amount fluid moves 4x faster' - it should be noted that the faster fluid might not be fluid anywhere near the player.
A number of performance optimisations - worlds heavy on MatterMovers and Enrichers should see a substantial boost.
Moved a number of very common, additively-rendered, instanced, meshes into a system where nearby lights don't break the instancing run. Performance++
Monster update to every machine I noticed not instancing.
Optimisations to Mission Manager
Optimisations to player movement
Further Torch optimisations
Fixed major LFGP issue with Grass and Plants (also all other machines, but mostly those)
Substantial render improvements to Jet Turbines
Substantial render improvements to FALCORs (3.5ms -> 0.24ms)
Substantial render improvements to Defense turrets
CPU performance boost to FALCOR Beacons, Workfloor Excavators, Mass Storage Ports and Quarries.
Substantial performance boost to Hazard Panel
Fluid (Cryo/Sand/Magma) has now been moved onto its own thread, which is designed to run adjacent to the current low frequency thread. This should provide substantially better use of your CPU and a large reduction in issues.
All torch calculations are now threaded, giving the unusual boost of being more responsive AND improving the framerate.
Rewrote Holobase rendering to avoid a Unity bug, increasing performance at least 100-fold.
Quality of Life/Progression
All Missions and Tutorials now disable-able from the Settings menu.
Be aware this will leave you with very little guidance on ideal progression.
Game should now correctly detect focus loss and regain on focus gain appropriately.
The Craft x25 button now shows how many you can craft, if you haven't got enough to craft 25. I'm really sorry I didn't add this 5 years ago, it's so good!
Increased HEFC biomass usage on non-Rapid difficulties. This has the net effect of making Geothermals more attractive, as well as making Resin farming relatively better.
All grades of FALCOR now have unique popup text
Servo Motor Makers are now a bit slower, as they were nearly instant!
Reduced the Paste cost of many blocks.
Removed CrystalOre usages from all recipes, and replaced with CrystalClocks.
Reduced craft costs of Minecart Track substantially.
Iron Bar usage removed entirely from all crafting recipes and replaced with Iron Gear where appropriate.
Self-healing now requires 4 power per health point, for a total of 400 power.
Torches' influence now slightly larger
Tweaked FALCOR Beacon heights so be 16m when underground
Airlock Doors are now a third of the cost, to encourage earlier-building of them
Changed a number of early and mid-game crafts to use Primary Upgrade Modules. This is aimed to relieve the pressure on the over-use of Lightweight Machine Housings, so 1 target hopper of each of these should go further.
Removed Mass Storage Input Ports, which are now entirely replaced with Mass Storage Stocking Ports. Craft costs are the same, and the upgrade path not a pain.
On non-rapid difficulties, Ore Density is substantially reduced near the CPH, increasing to the old density at approximately 256 metres. This means you'll need to decide between nearby, easy veins that won't last long, and further away, more challenging veins, that may lat your entire run.
Slightly decreased Rapid heal rate
Slightly increased healing power cost
Slightly increase Medbay heal rate
Fixed Issue where using a lower tier of healing after a higher tier would do nothing at all.
Dropped items readout now quantises to the nearest 25, to avoid mission spam
Conveyor Belts now count as a hard surface, and the player will move quickly.
Turrets will no longer wipe their power on game restart. No-one's noticed this in about 4 years.
Added 'hurt' sound effects for when the player is damaged by a mob. The voice is decided by your gender in the skin select screen.
Cargo Lifts now have improved paging capabilities; this should alleviate fluid dropping down shafts getting stuck, as well as allow them rapidly page in underground bases.
CPH can no longer sustain charge when destroyed, regardless of difficulty or gamemode. 3 playthroughs this month has shown that if you actually try and defend early, it's easy to win.
Day/Night sensitivity on Batteries - should give a little more performance, and a little less glow during the day.
AutoExcavator Preview should now run to the surface.
Decomposed Bug Parts are now burnable. This is mostly for Sky Islands, to ensure you're not screwed, even if there are no decent Coal deposits around.
Headlight power usage is now reflected in the Power Panel.
Adventures Pack
[Adventures Pack] EMP Wasp health now scales with Threat
Added 1 EMP wasp per attack wave
[SkyIslands] Crystals high in the air are no longer of type 'unknown'
[OSHA]Fixed PTG/OSHA combo exploit.
Added correct ownership for Adventures Mode blocks
[Adventures Pack]OSHA Chevrons now correctly craftable.
[Adventures Pack]Added OSHA-compliant chevrons
[Adventures Pack]PTGs and OEs will now lose charge during a CPH loss on Important CPH
[Adventures Pack]Ore Smelter now loses power on Important CPH
[Adventures Pack]EMP Wasps will now spawn on Lucrative Mobs, Aggressive Mobs, and Important CPH modes.
[Adventures Pack]Added EMP Wasps which will drain the power of your PSBs
[Adventures Pack]Lucrative Mobs mode added. This is hilarious.
Other
Aggressive Slimes found in Caverns now deal more damage to the player.
Slimes are no longer affected by Slime Attractors massively above or below them.
Slime movement is no longer entirely random, and they will now target your vibrating machines. The Slime Attractor will draw them away. P21 is likely to introduce 'Slimes getting jammed up in Ore Extractors', for those of you who decide not to defend your mining operation. ;-)
EMP Wasps will now spawn on Hard Mobs, if the user has the Adventures Pack or is a Patreon of the game.
CPH now repairs much slower than before.
Major fluid optimisation and completion of moving it to a totally unique thread - fluid should now be far more reactive
Further rework of graphics generation logic that should eliminate delay on vox changes
Updated Resin Handbook entries
Optimisations and priority changes to segment mesh updating - this should mean that 'busy' hiveminds no longer mean an incomplete and poor draw distance. It should also improve responsiveness when building.
Optimisations to fluid should reduce backlog and load.
Fix list
Fixed a bug where ignoring a Critical mission for more than 20 mins would cause an erroneous success popup dialogue. This was specifically the Ore Thief one that was the cause of a number of negative reviews.
Ore Pings should now work in all languages
Fixed IO port recipe
Solar panels no longer work underground
BFL9000 has now been mothballed, and all recipes using it have been replaced with TurretMK3s.
Dirt is no longer invisible.
Removed the information cluttering up the info panel about how to craft something.
Fixed a number of critical issues with Creative, for the 3 people who still use it.
Solar Panel mission no longer persists if the player decides he hates solar. (?!)
Tweaked hivemind growth rates
Added extra safety checks for Dazzlers accidentally sweeping active beams around the entire Cold Cavern
Added Primary (tin) Upgrade Module + Support machines
Items will no longer default back to 'broken cube' when on Conveyor. This mostly applies to RackRails.
Fixed Jet Turbine exhaust, cone and heat haze
CargoLifts that don't fill in 1 tick now attempt to fill 3x more, every 3 ticks. Less spam, less CPU usage!
MFP preview of objects with sound will no longer play their sound whilst crafting.
Fixed potential issue with stat upload.
Slimes will no longer attack AFK players
Slimes will no longer attack guests
Tweaked Tunnel Nukers
Tweaked EMP Wasps
Waypoint machines now support Hardened Resin
Workfloor Excavators now appear on the Holobase.
Improved CamoBot targetting of Teleporters, Induction Plates, PSBs and LPTs
Teleporters now use up power in network games. Previously, a teleporter would never drop power. This may lead to a rebalance of Teleporters, as I nearly ALWAYS play as a network client, and I thought they were just fine.
Fixed issue with Melters not forcing segment into Fluid state
Fixed a number of MFP issues in network play
Turbine exhaust should no longer act oddly
You'll no longer be endlessly prompted to build 9 torches.
Grass now generates on headless network servers
OET should now show approximate time until full charge.
Fixed power cost of Imbued Machine Block crafter, which was accidentally 15.
Blue Bar (top right) now represents your CPU load; lower is better.
The Caverns now have a more substantial ongoing power cost to exist in them, which is negated via rooms. Hopefully this is a
little* more encouragement to room up your base.
2020 mode now keeps graphics live to an unlimited distance. Do not use until the year 2020. Well, you can use it all you like, just don't complain it runs slow until at least 2020. ;-)
Fixed an issue that could cause a Mynock to spawn into the wrong segment
Fixed an issue on reloading a world with Mynocks on existing conveyors.
Fixed constructobot 'escaping' issue
Fixed exploit in [redacted]
Tweaked FALCOR fps rate
Oozes can no longer attack the player unless they can see them (this is updated once per 5 seconds, so there's a bit of a window where they can shoot through walls still)
Fixed visibility issue with attacking Wasps
Fixed error with MFP generating preview object
Fixed potential block and repetition on Ore Thief mission
Fixed timing issue with updating of Mobs during Saving.
Fixed a large number of potential Mob issues with segment handoff. If there were any Minecart bugs left, they should be gone now!
Fixed an issue where more than 100 mobs in a single segment would lose ALL of the mobs. Mobs can no longer enter 'full' segments.
MedBays now accept power 5 times faster than before.
Entirely-threaded temperature calculations!
Waypoint Machines placed on Ore are now super-duper useful. Try it!
Slime Attractor mission gives up if the player is determined to ignore it.
Ore Thief mission will no longer bug the player after they have killed at least one Overmind. Please note, I HIGHLY RECOMMEND that ALL players build an Ore Thief and connect it up to their start smelter, with virtually no exceptions.
Players should no longer see incorrect "Well done you done a copper" messages after being in-game a long, long time, or in Trencher-only bases.
Fixed performance issue with Crystals rendering incorrectly
Refinery Vats in segments by themselves are no longer invisible
Ore Extractor error count warning needs 5 minutes before an extractor counts towards that total.
OET charge should not longer get replaced with CPH 'kill counter' whilst charging.
MK5 batteries should now show their charge via glowing again
Fixed an issue with vis for Robotic Sorters when you come into range
Fixed a poor vis issue for Conveyor Belts when in a room and you come into range
Fixed vis issues with Storage Hoppers when in a room and you come into range
Fixed vis issues with PSBs inside rooms and... yeah. Range.
Hate change?
Then it's time to opt into the shiny new P19-Frozen!
P20 should be made live early tomorrow morning, featuring a huge swathe of optimisations, loads of progress on the Adventures Pack DLC, and just a couple of brilliantly-clever new machines, neither of which were my idea - so this is your LAST CHANCE to opt-out of the patch.
And remember, if you want to have your say on what should be next, head over to this thread:
If you get a moment, it would be great if you could pop along and vote on the features you'd like me to prioritise. If you have several moments, it'd be awesome if you could write up the single thing you feel the game needs most!
(Don't put your responses here - the point of this is to get people to vote!)
P19 Echo Live!
It's a tiny Monday patch for you all!
RackRailer graphics updated
Fixed hand-off issue with conveyor
MK3 turrets now need Lenses, not Eyes.
Macerators don't tell you about their power, as they don't use it
You should now spawn in front of a Cloner, not inside it.
Fixed Organic Parts collected by Robotic Sorters
[Adventures Pack]Added The ResinPocalypse Mutator. This... this is special and brilliant and terrible all at once.
Your Steam client should grab this automatically, and all dedicated server branches have been updated.
Patch 19 now available!
(Important note - if you DO NOT WANT TO OPT INTO P19, then please select P18-frozen from your Steam beta client BEFORE entering the world)
And here we are, once again, for the 19th free content patch since leaving Early Access.
This patch again delivers a bunch of progress on the Adventures Pack (available before release to Patreons), and I have to say - the Sky Islands gamemode is a lot more fun than I'd imagined! For those of you who watch me stream development, make sure you tune in for the P20 playthrough, as I'll be running as many of new Mutators as I can for bug testing.
On top of that, Rooms can now be classified into Filtered, Clean, Hot, Cold and, er, Wet. Wet rooms allow Plants to grow faster, and Hot and Cold rooms allow you to ignore the effects of the Cold Cavern/Magma Caverns. Filtered rooms allow you to ignore the effects of the Toxic Cavern. Clean Rooms will be finalised in P20. There's no current achievement for completing the game without fitting a Suit Heater and Toxic Filter, but it's now - in theory - technically possible.
After a 3 year hiatus, the Robot Arms are back and renamed to Robotic Sorters. You can use these to move items from one conveyor to another without slowing the conveyor down, allowing much faster sorting than the current Advanced Conveyor Filters allow, with no backstuffing. They come in 4 tiers, the top tier being Frozen Factory only.
And finally, ARTHER's gained a proper UI (press tab) and SpiderBot can now have Beacons fitted to it, to collect drops when out in the wild.
On with the patch notse!
TL;DR
SpiderCORs allow SpiderBot to return Pristine drops to base (Feed the base a couple of Beacons)
Fully-threaded visiblity - FPS get!
Almost all Mutators implemented (Adventures Pack only)
Hiveminds now much more... interesting.
Player gun needs crafting!
Ore Extractor offline messages now MUCH more accurate and useful!
Robotic Sorters allow you to collect specific items from Conveyor runs WITHOUT slowing them down
ARTHER has a proper UI - press Tab! (and yes, it's re-bindable)
Specific Room types with uses and everything!
If you're running your Steam Client in a non-English language, the game will default to that language. You can return to English when the main menu starts up.
Known Issues
Cloning Machine drops you off inside it instead of near it
Some issues related to Conveyors and Assembly machines; Stampers don't animate, and finish instantly
Some items are HUGE on Robotic Sorters - this includes all Organic stuff, but won't affect performance or behaviour
Macerator still shows power, only it doesn't need it.
Cargo Lift controllers no longer show Tier correctly.
Manufacturing plants have some items that are visually weird when crafting (Minecarts are one of them)
Electric Lights are missing SpotlightShadow mode
Important stuff
Implemented Improved and Advanced Crystal Scanners. These should further aid the player in their discovery of Crystal resources. If you're playing on Rapid mode, you always have access to the Improved scanner, and crafting it will achieve nothing. The Advanced scanner will require Frozen Factory.
Hive minds have evolved due to player's playstyles, and are much more tightly linked. As if they were a... hive mind, or something. This is designed to be much more 'scary' than 'base-ending', and so far tests have looked great.
Added SpiderCors, and the ability to load a FALCOR Beacon onto the SpiderBot. This means that SpiderBot should be quite capable of returning Organic Drops from his wildlife murderin'
Dedicated Server Launcher now works. Like, actually properly works. Use the Tool download in Steam.
Added Cloning Machine. Use this to set your spawn location, where you die when you die, and where new players on your server will be... spawned!
Renamed TriSeed to Mandragora.
Added recipe to craft Crude Organic Lense from Mandragora. YOU DO NOT NEED TO KEEP AN OVERMIND ALIVE FOR LOTS OF LENSES EVER.
Added new Robotic Sorters. This can collect from a Conveyor in front of them and place onto a Conveyor behind them. Available in 4 tiers, the fastest of which is only part of Frozen Factory.
CamoBots have evolved to defeat smart-alec player's defences. They haven't worked out a way to defend against a laser turret to the face. Laser turrets : recommended.
Added Room Coolers; use these to remove any heat penalty from Rooms built within the Magma Caverns.
Added Room Heaters; use these to remove any heat penalty from Rooms built within the Cold Caverns.
Rooms with a Greenhouse rating of >100% will cause plants to grow at double speed. There is no current benefit to increasing the rating above 100%
Added Room Scrubbers and Filters. Filters improve the Clean rating of your room, which will provide various bonuses to machines built in them. Scrubber improve the Bio-Hazard rating of your room, allowing the player to bypass the Toxic Filter cost inside the Toxic Caverns.
Rooms now re-check validity when the player is inside and building. This should mean near-realtime feedback on additional Scrubbers and Filters.
Added Room Smoke. Room working fine? No smoke. Room in the Toxic Caverns and not properly Scrubbed? Green smoke. You get the the idea.
QoL
Logistics FALCORs and Robotics Sorters both support pressing T ("Store") for a quick assignment of the current hotbar item.
Trenchers now work with signs
Trenchers now have report on/off toggle
Trenchers now send issue type/name to alerts
Ore Extractors now Clear Veins 150 times faster. This is about 18,000 blocks/hour, up from 120 per hour.
The most-broken Ore Extractor (as listed in your missions, top right) will now be MUCH MORE OBVIOUS on the HoloBase.
Ore Extractor 'offline' message no longer generic. It will now warn you about badly placed Extractors, ones where the Cutting Head has depleted, ones with no power, ones with no storage and ones where the vein has been depleted. I hope this alleviates literally everyone's complaints.
"Out of Storage' Ore Extractor warning now suppressed until it's been offline for 30 minutes.
Added Inversion for Type Filtering on Basic Filters (Thank you Mad Vandal!)
Room Doors now open from further away, based on some sensible rules.
[Dapper]Electric Lights now paintable. Light modes should also now cycle on the server.
Resin is no longer optional to complete the base game.
Worms health reduced to 150k
DapperBlocks now count as 'hard', and you'll run fast on them.
Moved a number of outdated machines behind the 'Mothballed' research. Can't find a machine? Check the research station first!
Free Induction Plate for Rapid players
Trusses are now marked as Glass, and shouldn't work as walls, and lasers should go through them
ARTHER Turret now allows charging to 300%, letting him fire more often, if he's sat in the turret in advance.
Adventures Pack
[Adventures Pack] "The Floor Is Lava" implemented. Probably you can charge the OET in this mode. Let me know it goes for you. No further details are forthcoming.
[Adventures Pack]Added a Mesh for the Orbital Railgun
[Adventures Pack] Improvements to Orbital Railgun construction and feedback
[Adventures Pack]Robots, when aggressively disassembled, will now pack themselves into a handy-dandy crate. Stick this back in a Robot Constructor to turn it back into a Robot!
[Adventures Pack]Robots can now have Carrying Arms and Herb Arms. Carrying Arms let them interact with Storage Hoppers and Herb Arms let them automatically harvest grown plants off of Hydroponics Bays.
[Adventures Pack]Herb Arms (name pending) now require Agriculture research.
[Adventures Pack]Robomania mode implemented. This is basically an incredible Conveyor nerf.
[Adventures Pack]Aggressive Mobs mode implemented
[Adventures Pack]Hardcore Inventory mode implemented. This essentially changes all infinite-stack items to a maximum of 100, and leaves Ore at 150 max. You can also no longer manually-craft - all items crafted via a Manufacturing Plant must be delivered to a hopper, and will require both time and energy to craft.
(This means that only Hardcore Ceilings, Lucrative Mobs, Purchase Mode and Happy Feet are left)
[AdventuresPack]Disallowed Paste placement in Sky Islands
[AdventuresPack]Crystals and Organic rock should spawn in Sky Islands
[AdventuresPack]Added Organic Detritus to Sky Islands
Frozen Factory
[FrozenFactory]Fixed issue in CryoMap fade
[FrozenFactory]Each CryoSpawn Kill will speed up all remaining CryoSpawners; this should (hopefully) mean an escalating challenge for the player
[FrozenFactory]Dazzler beams no longer disappear when Dazzler is behind you. Less 'surprise death!'
[FrozenFactory]T4 drills will no longer have 'ghost' heads.
[FrozenFactory]Dazzler will now correctly store AND transmit the amount of Cyro cleared.
Crafting changes
Gold Bars are no longer used. Anything manual craft that used to use Gold Bar will now use Gold Wire.
Titanium Bars are no longer used. Anything manual craft that used to use Titanium Bar will now use Titanium Plates.
Nickel Bars are no longer used. Anything manual craft that used to use NickelBar will now use Fortified (Nickel) PCBs.
GACs may still use a variety of items including bars, and these have not changed, so your automation should be just fine.
MK2 Forced Induction no longer requires Copper Wire. However, this recipe will be rebalanced for the new T1 Ultimate in P20.
MK3 Forced Induction now uses Alloyed Machine blocks instead of T2 materials.
MK4 Forced Induction now uses Alloyed Machine blocks instead of T2 materials. Cost is about the same, but it's awful lot simpler to make or automate.
Added Bulk Mining Upgrades and moved the highest tier of Inductions and Motors into it. Can't craft an item you used to be able to? You're gonna need to research this! (This was changed as Advanced Miner Upgrades gave access to just far too many new items, so it's been split into 2 sections)
Performance
Added a number of performance improvements related to when you are viewing full-screen menus.(You can tell if these improvements are active, as the world goes blurry)
Minor optimisation to the usage of Turret CPU when scanning for mobs.
You can no longer build multiple CCCCC's!
HoloBase should now be substantially faster to render.
Increased network transmission distance of Conveyors, which should significantly increase their sync ratio for clients.
"Rate 0" for Dedicated Servers is now considered "LAN Mode". First thing to hook to this is that machines such as Conveyors will net-sync at unlimited distance. You can use this on an Internet server, but be aware that you may use up over a 1 gigabyte per player, per hour, on a medium-sized base.
Other
Hiveminds will now get a bit pissy if you nuke their mates.
Added improved readout to SpiderBot Base
Fixed a number of text errors with /n's (Thank you Zebra!)
Fixed Matter Mover descriptions
Scanning something new in a network game will let other players know that they need to research it.
Fixed weird-black lights on Minecarts.
Minecart Tracks now cheaper, and use RackRails instead of awkward♥♥♥♥♥Iron Bars.
Orange Emergency Lights will now spin when just behind you.
9x9x9 room achievement now correct.
Fixed Issues where items added directly to inventory didn't stack
Fixed Issue where items added weren't 'right', like coal and stuff.
Fixed issue where swapping Robot Sorter conveyors would mess them up
CPH now provides more warmth when you're near it
A Large number of T1 machines that used Tin Plates now use Lightweight Machine Housing. The costs are therefore always a multiple of 6 plates; some are slightly cheaper, some are slightly more expensive.
Tweaked erroring Extractor cooldown code, which should alleviate two extractors fighting to be the most errory. It /may/ still go wrong if you have 2 Ore Extractors that have been offline to within a second of eachother.
Fixed some icon alignment issues in the Handbook
Manufacturing Plant now under 'Manufacturing' and not 'Logistics' in the Manufacturing Plant.
Fixed Unity complaint about negative collider size when using Chromed Lenses in Mk3 laser spam.
Other Spam fixes!
Named Ore Extractors (ones with Signs next to them) will no longer require you to add an extra space.
Removing Ore from Extractors by hand now counts towards progression of missions
Fixed Stack Exploits.
Construction Paste now limited to stacks of 50,000 (including in Hardcore Inventory mode)
Pause now looks visually less stupid. It's been a long time coming.
Advanced Crystal Scanner available when using the Care Package.
Mass Storage Output Ports are now correctly colour-tiered when using Ingots.
Fixed issue with SpiderBot going to sleep when adding a weapon
Reduced cost of Airlocks
Laser Borer no longer
quite* so expensive to make.
BFL-9000 now uses crafted materials, not bars.
Reduced the cost of some FALCOR research
Adding a Beacon to SpiderBro when there are PowerCores available will no longer lose the Beacon.
Nano-Disintegrators in Manufacturing Plants no longer look ridiculous.
Torches alone in their own segment will no longer be invisible.
Robot Sorters now show current and potential sorting item in info panel
Fixed Ctrl-Wheel Raygun Exploit.
CarePackage hopefully spawns in Player's Inventory if the world is configured correctly.
Copper Housing moved behind Mothball research
Gear Crafter no longer placeholder
ARTHER Command UI now has sound effects
ARTHER cannot dock at Docking Stations more than 32 metres away - no more sending from the Cold Cavern to the surface!
Fixed issue where Ore Extractors could give client-only ore.
Added Mad Vandal's Minecart fix, where we would add 0.2, but then remove 0.333 and expect to have the same number.
Fixed issue with Research Panel leaving Blur on during Tutorial
Known Issue - over a networked game, ARTHER can only charge PSBs and OEs. More to come if people REALLY need them.
FALCOR Beacons should now save correctly when alone in a segment.
Location Indicator (top right!) will now show the player what sort of room they're in.
A number of room-related fixes.
Coloured torches will stack again
Room lights will drop paste again
MedBay now correctly classed as a Machine.
Advanced Hydroponic Bays now work if they straddle a segment boundary
JetPacks no longer use up negative energy
Improved Crafting Readout for Manufacturing Plants.
Fixed some issues with SkyIslands progression.
Hiveminds can no longer spawn INSIDE machines.
JetPack no longer uses up too much power
Manufacturing Plants now have a fancy-way of showing what they're crafting
Guests should no longer suffer from the visual effects of Hypothermia
RayGun should be a suit item
ARTHER's "go find stuff" messages now pushed later in the game, giving you more time before he hints that there's more to find.
Mission Report will no longer appear unless you've been grounded for at least 1 second
Raygun now counts as suit item
Start PSBs should now be placeable.
SpiderCors now craftable
Moved around when some items become available. Something you have suddenly not available? Check the research station, you've forgotten what it is.
Rooms Split into Advanced (Medbay + Scanner stuff) and Clean Rooms. Further room types coming!
Patch 19 imminent!
And that time of the month rolls around, and the 19th free content patch since leaving Early Access (say that when you're drunk) is lurching its way towards completion.
Remember - after the patch has gone live is TOO LATE to give feedback on any major changes, so if you're a brave soul head over to
and give the notes a quick whirl, and if you're still full of bravery, opt into the P19-Nightly build and see what you think.
If you're a non-native speaker, then this version will start to give you partial translation by default. German is now pretty good, but we've got zero people actively working on any of the other languages and have had zero updates to those languages this month, so if you're interested in helping out, please head over to :
I've been playing through Frozen Factory on stream, and despite having cranked the CryoPlasm to levels in code I was expecting to be 'terrifying', I'm finding it... easy.
If you've been playing FF in P18, please head over to:
As is traditional, the echo patch comes shortly after the main patch (Did I mention it's the 18th free content patch since we left Early Access? I still keep getting asked when we're leaving Early Access). This patch fixes some of the issues that have arisen, and as always, I *just* managed to squeeze in a handful of new things.
Logistics FALCORS with no specified item now wait 30 seconds, to allow the player to set a filter. This will stop your new HEFC FALCOR legging it and grabbing a Plasma Head!
Hopper-mounted Storage Beacon should no longer incorrectly pester you for power, and should glow appropriately.
Visitors without build permission should no longer be able to die from Cold, Heat, Toxicity, standing in the wrong place or from attrition. Falling very long distances still lethal.
Iron Plates should no longer be a mysterious item for new players.
Biomass and Crystal now stack to 150. If you currently have > 150, you won't lose any, you just won't be allowed to pick up any more.
Crafting Machines will now prioritise Conveyors as offload targets. This means they will ignore any hopper as an offload target, if a valid (full OR empty) conveyor is present. This means you can go GAC -> Add/RemoveHopper -> GAC -> Conveyor without problem.
Perhaps the final fix ever to the 'Losing focus causes your base to not generate' issue. Fabulous mode should now hopefully allow you to create a base
just fine*
You can no longer pause the game during the initial generation sequence, causing issues.
Titanium Bars are no longer used in Crafting - it is ALWAYS Titanium Plates. Get to automatin'!
CryoPlasm will not longer reach fully lethality until the player has at least setup a Frozen-Factory T4 level smelting system.
Fixed issue on Linux where the mouse is detached and can click on Hotbar entries, thanks to MattKlynn for giving me the fix.
CryoMap should now work correctly for network clients.
Logistics FALCOR beacons placed within the Cold Caverns will now only require 8 metres of skyclearance
Objects on blocked conveyors will no longer ever be incorrectly invisible and if I'm wrong, I don't want to be told otherwise.
Tweaked Ore Scanning slightly - should now be faster on larger veins.
All-Ore mode now works, tho it's not very playable.
Doors are no longer silent.
Patch 18 now live.
The 18th free Content Patch since we left Early Access is now live for everybody. Check the previous post for pretty video and long-winded descriptions - this post is a little 'listy'
Enjoy!
Network fixes
Network Sun is less... lackadaisical.
Fixed Network Sync issue with Falcors
GACs as a network client should no longer offload, causing attached Storage Hoppers to show the wrong number of items.
Fixed issue with Orbital Strike Controller not saving/loading correctly (and therefore not networking properly!)
Network Guests will be warned they can't talk.
A swathe of minor network fixes
Networking on special conveyor types is now smarter, meaning less sync-vis issues
Room stuff!
Surface rooms are now at a energy-efficient 20 degrees
Added 10 new, reinforced, paintable blocks, ALL designed to make your rooms look super-cool!
InductionChargers now count as valid Floors for Rooms. Let's hope that doesn't mess up the visibility...
Grommets now support Generator Entities - this means Solar Panels and PTGs will transfer their power through a Grommet to a PSB on the other side.
This means you can have a nice, neat Coal Enriching room, with Coal going in one side, and Power coming out the other!
Segments now correctly support multiple rooms.
Room Controllers now have a nice readout showing you how many machines are in the room. Remember that a Door is effectively 9 machines!
Added CPH logging ALL bars and ALL ores
Added readout of above : https://media.discordapp.net/attachments/134073202153357312/405828299521130496/unknown.png
Added monitoring of 'base material efficiency'. <100%? You're extracting far more ores than you're turning into bars. >100%? Your ore storage is running out! Getting this close to 100% will help you achieve maximum performance and efficiency. How fun.
Game will track ~45 days of progression.
Added Configurable base readouts. Supports Ore and Bars. Should be idiot-proof ;-)
Added Room Lights. Paint option will be Dapper-Only.
Grass will now only exist on Organic Detritus, and not indoors.
Configured Basic and Advanced Hydroponic values, disallowed Plants building on normal terrain, allowed on hydroponics, banned all non-plants on hydroponics.
Health and Agriculture stuff!
Added MK1 Medical Ampule. Requiring 8 plant seeds, this will boost your heal rate.
Added Agriculture Research
Added MedBay. Will only work in rooms once complete. Give power; heals you when you're nearby.
Added HerbiCOR; this FALCOR modification will track down surface plants within a 512m diameter, and will then return it to a hopper.
All plants can now be harvested manually, for a reward, or via the HerbiCORE.
Hydroponic Bays should also be available
Health system reworked. Micro-fall damage is healed quickly. Major damage is much slower, and death damage is almost 10 minutes. Health UI shows the time until you gain +1hp
Ampule Dispensers now correctly accept Ampules, save, load, and network transmit
Ampule Crafters now correctly accept any type of Seed and convert into an Ampule. Ampules are automatically upcrafted
HerbiCores should no longer auto-harvest plants that haven't been scanned.
Recipe and Progression changes
Fixed the DESCRIPTION of the Basic Smelter to correctly inform the player that it is twice as fast as a regular Smelter. Can everyone stop telling me how useless they are please.
Changed most/all recipes that use Copper Bar and Tin Bar to Copper Wire and Tin Plates. Carrying around these bars is about to get really pointless.
Changed Iron Gear self-craft cost to 5 bars per 1 gear
Added Iron Gear auto-crafter, which crafts 1 gear per 1 bar.
Reduced ALL existing recipes that use Gears by a factor of 5 (so 15 gears is now worth 3 gears, and so on)
Changed Lightweight Machine Housing self-craft cost to 12 bars from 6
Added Lightweight Machine Housing auto-crafter, which crafts 1 Lightweight Machine Housing from 6 tin bars.
Removed all performance penalties from Logistics Hoppers. Please, don't treat these as throwaway items! I feel that people over-use Storage Hoppers, when sometimes, you just want 2 of a thing.
Reduced the performance penalty of MiniHoppers from 30 seconds to 5 seconds. These should now be much more useful early-game sources of input and storage.
All MineCart tracks cost 4 Alloyed Blocks, down from 16
Basic Minecarts now cost 8 Alloyed Blocks, down from 64
MK2 PSB upcraft now needs Plates, not Bars.
Virtually all crafting machines now work at double speed, using half power, in Rush Mode.
Sweeping rework of Lithium Bars and Coils. All items of any note now use Charged Lithium Coils.
Spiderbot Power Core removed, replaced with Charged Lithium Coil.
Lithium Coils will also take up 1/5th of the storage room of the previous Lithium usage!
SpiderBot will now use approx 25x more Lithium. However, as you were previously using 1 bar for every 1-2 hours, I don't really think this is much of a problem.
Many T2+ items will now use substantially more Lithium - Lithium is used to approximately 10% of Tin in existing bases, and I would like to address that!
Halved Power usage of Ore Thieves.
MK1 WorkFloor Excavators are now substantially cheaper to run.
RackRailers now use 2 Gears, not 2 Bars
T1 Primary crafting ingredients are now learned at the appropriate time
MK1 LPTs now use Lithium Coils, not Bars. The lithium cost has also been increased as a result.
MK1 PSBs now use Lithium Coils, not Bars. The lithium cost has also been increased as a result.
MK2 PSBs now use Lightweight Machine Housings (Tin secondary crafting material), and Tin cost increased from 5 to 6 bars.
Tweaked CCCCC recipe to be automation-friendly.
MK4 Induction now uses an equal amount of all T2 bars
MK3 Induction now primary crafting materials, not bars
Lift Compressors no longer need a stupid amount of lithium and LWMH instead of Tin Plates
Transport Pipes now use Crystal Clocks and Lightweight Machine Housings
Matter Movers now use Lightweight Machine Housing instead of Tin Plates
All Drill Motors now use Lightweight Machine Housing instead of Tin Plates
Mass Storage block now use Lightweight Machine Housing instead of Tin Plates
MK3 PSBs now use Lightweight Machine Housing instead of Tin Plates
Removed the Titanium requirement from MK4 induction kits, massively increased Lithium to balance. Now only needs 4 inputs.
MK2 Turrets now use Lightweight Machine Housing instead of Tin Plates
MK1+2 Induction Kits now use Lightweight Machine Housing instead of Tin Plates
Forced Inductions now use Lithium coils, not bars
Conveyor Filters now use Lithium coils, not bars
Matter Movers now use T1 secondary materials, not bars.
Suit Heater now uses T1 secondary materials, not bars.
A number of single-craft Suit Upgrades have been made significantly more expensive (Toxic Filter, Head light, Jetpack)
ARTHER upgrades now use Lithium Coils, not Bars.
Refineries now use Lithium Coils, not Bars.
Removed Diamond and Crystal requirement from Teleporters, added GoldWire instead; you should now be able to teleport to/from your T2 base immediately, as opposed to 2 hours later after your Crystal collection is setup.
Ore Extractors now use Gears, not Bars
Servo Motors are now auto-craftable. The recipe is placeholder, and is planned to use Gearboxes and Solenoids in P19.
Power Booster Recipe altered to use Wire, not Coils
MK1 Solar Cell recipe now predicated later on.
MK1 Turrets now use Gears not PCBs. Less authentic, but much more straightforward.
MK2 turrets now use Charged Lithium Coils instead of Charged PCBs
SpiderBot Base now uses Iron Gears instead of Iron PCBs
Slime Attractor no longer uses awkward items
Conveyor Belts now use Plates and Wires instead of the appropriate Bars.
Basic Logistics (Splitters + Filters) now has massively reduced research requirements.
Advanced Logistics (Mass Storage) now has massively reduced research requirements.
Assembly Line machines no longer use Copper Plates, but use Tin Plates instead.
Advanced Conveyor Filter now uses Iron Gears instead of Iron PCBs
Conveyor Filter now uses Lightweight Machine Housing instead of Tin Bars.
Motorised Conveyors moved to Advanced Storage, as they were available far far too early for anyone to use!
Research Assemblers now use Lightweight Machine housings instead of Copper Housings.
Copper Housings no longer used in the game. Left in purely for compatibility with mods.
PTGs now use Lightweight Machine housing and Iron Gears.
Significant rework and breadcrumbing of the first dozen researches or so, making much more logical sense than before.
Rapid Mode
I'm pushing to have more bottlenecks removed from Rapid Mode, so players who don't have the time or inclination for a challenge to be able to hammer through and nuke the overminds from orbit. It's important to note that this mode means that your mistakes are trivial; screwing up your logistics or researching the wrong thing won't set you back by many hours.
[Rapid Mode]Un-upgraded Ore Smelters now at 5 second smelt, down from 10
[Rapid Mode]Labs now take 1500 pps to run at full speed, down from 3000
[Rapid Mode] Players now start with a nice selection of Up and Down Slopes.
[Rapid Mode] now mostly drops Pristine Loot.
[Rapid Mode]PTGs now 7.5x faster in Rapid than Normal; this is 3x faster than previously, and should now be able to run a Research Assembler flat out.
[Rapid Mode]Base healing rate 5x faster on Rapid; player is not particularly expected to need a MedBay.
[Rapid Mode]Basic Smelters on Rapid now use up half as much power to heat. They'll
just about* run off of a T0 laser, but a lens or a T1 is recommended!
[Rapid Mode]AutoExcavators now cut through Ore on Rapid mode.
Altered HiveMind growth patterns
Slightly more aggressive surface paging should negate issues with active Hiveminds changing
[NEW WORLDS ONLY]Active Hiveminds will always be MUCH closer to the surface
[NEW WORLDS ONLY]Hiveminds can no longer spawn within +-32 metres of the CPH
[NEW WORLDS ONLY]Player lifts created will now require 3 metres of clearance, not 2. I'm tired of almost bumping my head!
Optimisation
Monster performance improvements to Storage Hoppers.
Improvement to all Plant rendering speeds
Plant Simulation around 50x quicker on end-game bases with cached segment
Reduced overheads of certain end-game bases from 50ms to 5ms.
Improved CryoLancer render performance
Improvements to grass performance
Many more machines now respect Segment visibility, including
Storage Hoppers
FALCORs (all marks)
WorkFloor Excavators
LPT impact lasers
Torches!
Large performance improvement for end-game bases with intelligent dropping of update cycles for remote or hidden segments
Further improvements to CPU usage of Plants and Grass
Fixed Hopper LOD Issues
Fixes
Tweaked Tunnel Nuker spawns to make slightly larger tunnels.
Fixed an ancient bug where high-tier Inductions would cause Smelters to get stuck with 1,2 or 3 of the wrong ore in them.
Added a potential fix for the random crash within PhysX.
MagmaBore now requires 10x the power to pump Magma, except on Rapid difficulty.
Bases external to Cryo no longer work.
ColdCreepSpawners should no longer be able to be entirely embedded by perlin gen (only by evil players)
FALCORs no longer have unlimited Y range.
Fixed 1,000,000 in Creative
SpiderBot base no longer rounds the power inserted to the nearest thousand.
Added an internal concept of CryoThreat; this should mean the Cryo scales to match your base, without overwhelming you at the start, but at the same time meaning you can't just ignore it during your FF playthrough.
Scaling CryoThreat modifies the threshold at which Cryo treats rock/dirt etc as Air.
Polish and QoL
Hopper Shift/Ctrl hint dynamically appears
ScrollBars return!
Reduced Surface Brightness by 15%
Reduced Surface Saturation by 10%
This will only affect new worlds, or new areas in existing worlds
Added a tutorial Mission regarding the PaintGun
MatterMovers can now 'mit through grass.
All Thieves should Bloom a bit less now.
Coal Enricher has an animation
Fuel Canisters Crator is much less placeholder
Started to look at correct reflection maps for various areas.
Added cache mode CompressDuringPlayOnly - this will not attempt or require the player to sit through exit compression. Giving a copy of your world to someone? set "cache CompressOnExit" or "cache CompressDuringPlay"
Added (unused) new Transport Pipe Models for a higher tier
Many machines now have fixed and improved animations.
Added Priority Splitter. Sends ALL items right unless the Right is blocked, then sends left.
https://media.discordapp.net/attachments/134073202153357312/407254222078214154/unknown.png?width=400&height=225
Use this to send resources to places only when you need to, for example, to balance Research Pods vs other uses.
Ore Thief mission priority raised to Critical; now context-sensitive when displayed.
Worms now have 1 hp on trivial mob difficulty
SpiderBot base mission now only appears once you've been defeated at least once.
Fixes to order of Assembly Line, Lab and Research Assembler missions
Items considered 'garbage' are not longer automatically added to your hotbar when picked up
Ore Extractors will no longer incorrectly be in 'Error' state for a long time if it's only offloading items without exiting Out Of Storage state
SpiderBot now gains 500 power per Lithium (Reducing the Lithium Boost from 125x to only 25x)
Improved music
Pick (Middle Mouse Button) now gives much more useful feedback. Try it!
Slopes now considered 'generic conveyors', meaning Thieves can hand off to them
Fixed issue where base scanners didn't work deep underground on dedicated servers
Lights will now return Paste, not Lights.
Further work on turning FortressCraft into some sort of Excel-clone, with smart peak calculation on Bar Graphs
Added cardinal markers for Room Controllers, hopefully making it completely fool-proof!
Additional fix for negative minecart station glow
Surface Map creation is now very slow for the first hour; this should stop players who only play for 15 minutes having too many segments to save out!
Tunnel Nukers are now more erratic and should cause larger explosions inside mountains, giving the mobs a fighting chance at a decent attack pattern.
CryoMap is now super-smart, and uses up no CPU time on new worlds. P17 worlds will still have a chunk of CPU time dedicated to displaying the existing CryoPlasm.
Lenses
Major rebalance of lenses. Currently the first 4 tiers of Lens (Diamond, Sapphire, Topaz and Emerald) are mostly available to the player whilst they have T0/1/2 lasers. As these lasers provide very low PPS, a percentage-based increase doesn't give much difference. As an example, a T0 laser with an Emerald in it gains 30%. 30% bonus to 1.16 PPS is 1.508 PPS. In larger Tier lasers, all Crystals provide a wonderful boost - but by the time the player get T2/T3 lasers, the Organic Lenses have far outstripped the lower-tier Crystal ones, and thus are pointless.
T0 - 1.16 PPS with Emerald was 1.5 PPS
T0 - 1.16 PPS with Emerald is now 31.5 PPS
T3 - 320 PPS with Emerald was 416
T3 - 320 PPS with Emerald is now 360 PPS
This should make early-lenses more useful, and means that a T0 Laser with a Sapphire Lens is now a massive 101 PPS - but you will have to put in some manual time searching to get that reward.
Diamond is 15 PPS bonus
Emerald is 30 PPS bonus
Ruby is 60 PPS bonus
Sapphire is 100 PPS bonus
I reserve the right to re-balance these in the future. ;-)
Updated handbook to reflect all of the new LPT changes.
Known issues
Many multiblock machines may not receive visual power correctly as a network client, leading connected lasers to show 0 transmitted power. The OET is very bad for this, but T4 batteries are fine. Refineries seem hit-and-miss. (This has been tracked down but not fixed)
Plants have duplication issues across networked games.
Base Scanners can be quite expensive over the network
MedBays don't heal the player unless the player has power.
The Glow of Hopper-based FALCOR beacons is incorrect. You can safely ignore the message about needing power, too.
Other
Player lifts should no longer be able to get stuck above things.
Fixed a minor annoyance with the Player Shadow
Signs might not be too horrific to look at now.
Fixed Ampule duplication exploit
Plants now harvestable over the internet. As it were.
Slight improvement to startup of Dedicated Servers
AutoExcavators now respect IsSomethingWeDontWantToClearUsually
[Dapper]Added SuperHEIST - puts items into your inventory at a range of 10m as opposed to 5m, at a rate 16 times higher than the base item. Ideal for the creative among you!
Bosses and Heavies will now move faster as your threat increases. This means less mobs in the air, which means less framerate and cpu issues. It
does* also mean that MK3 lasers are somewhat relatively worse than they were vs Missiles in P17.
Fixed a number of Base Scanner issues, improved smoothing.
Fixed instancing on Lasers.
Laser should respect Rooms correctly
Added a Room-based achievement
Many more common machines now have instancing.
Massive performance boost regarding room/non-room rendering. How is there any optimisation left!!
Raised maximum draw distance to an insane 512 metres in 2020 mode
Extended SmartClip in Fabulous mode
Death and Teleport effects are now different
Fixed up a number of 'arriving' graphical issues
A number of polish improvements to the in-shield Tutorial
New Icons!
LightWeight Machine Housing Crafter is no longer placeholder
Changed density of Chromium and Molybdenum spawns, meaning that (at the right depth...) the veins should contain more ore.
Herbicor should no longer get stuck if a plant is stolen from it and there's no closer plants.
Fixed conveyor normalisation issue
Fixed issue where you started in a room with a Base Scanner.
Teleporting is no longer so nauseating.
Teleporters now give a slight visual cue as to where they will whisk you
Plants should no longer 'drop' on game restart when on Hydro bays
Torches should now alter the local heatmap instantly when placed
Grommets no longer use PCBs
Motor Recipes no longer use Bars
MK1 LPTs no longer use Bars
Storage Hoppers no longer use Bars
Charged (Lithium) PCBs no longer used
Organic Recombinator now uses Crystal Clock, not Crystal.
Fixed ancient bug where Power Usage and Temperature Gain were inextricably linked with Smelters. This should mean that Induction kits correctly use extra power and now correctly also allow a Smelter to efficiently smelt-on-demand.
HerbiCors should no longer be able to get stuck in an endless state when the player destroys a plant the HerbiCor is flying towards.
Fixed player Knowledge of Tin Plants, Copper Wires, Iron Gears and Lithium Coils.
Lithium Coil Charger no longer need SpiderBot research.
Significantly more surface-based Research Points available. Get to exploring.
Suit Headlight no longer appears as a craftable item until T2.
ARTHER will no longer trickle in 1 power to your suit; he'll save up at LEAST 8 power UNLESS you're suffering from Hypothermia.
Suit panel now explains how to split stacks
Picking up too much ore will no longer cause an incorrect completion of successive, on-going missions.
ARTHER power bar now glows Cyan on grow and Red on reduce
[Frozen Factory] Cold Caverns have new music
Conveyor Slopes use Wires, not Bars.
Conveyor Slopes now correctly autocraft ups to downs, and vice versa. Only carry around one type!
CargoLift should no longer suffer from 'Perceived value' issues.
Couple of minor fixes to Tutorial issue and Vis issue... fixed?
ANOTHER Fix to Smelters and Manufacturing plants disappearing during startup. Complex threaded race conditions are a ♥♥♥♥♥ to track down and fix.
Fixed airlock vis issues
Fixed Performance issue with CargoLifts
Fixed Performance issue with StockPilers and Mass Storage Input ports
Improved surface performance with some clever code replacing some very dumb code.
Reworked surface clouds + atmosphere
Tweaked progression on some recipes
New players now start with 5 health Ampules. DON'T WASTE THEM. Player also now knows what Ampules are.
Alloyed Space Window is now Craft Anywhere.
Player now knows what paste is.
Items fitted to your Suit now show in the Crafting Panel for Items Carried.
Fixed Ore Thief mission.
Fixed ARTHER message incorrectly showing if your Ore Extractor never leaves 'Out of Storage' mode.
FALCOR Beacons no longer use power when placed on a Storage Hopper (as opposed to no longer using power UNLESS they are placed on a Storage Hopper. Oops)
Fixes to Conveyor Belt rendering issues (missing items, incorrect scrolling behaviour, incorrect forwards)
Motorised Conveyors now have correct Crystal Clock cost.
Fixed issue with Generic Machine Panels being scrolled incorrectly when opened.
Fixed 'negative glow' issue with Minecarts.
Tunnel Nukers can now take out SurvivalInjectionEntities, specifically Rocks, GlowTubes, etc.
Fixed issue where HerbiCors could ignore plants for a minute
Fixed issue where Ore Extractor Do Not Warn might not get saved under some circumstances.
Hydroponic bays no longer work outside.
Fixed a number of icon and text issues
Fixed a number of sky colouring issues
Fixed some room Vis Bugs
[Dapper]Fixed an issue where the CPH would not have your Dapper Skin!
Added support for detection of new worlds vs existing worlds, allowing me to make changes that only apply to NEW worlds
Added ability for GenericAutoCrafters to only allow drop off to unique places.
Increased the number of Pixel Lights, allowing many of the new shaders to provide tight highlights.