• Tweaked the amount of fuel drained from the modules when used with a weapon.
• Added a small visual cooldown indicator on the Cannon.
• Fixed a bug where the AND-gates looked like NOT-gates in the construction panel and in the inventory.
• Fixed a bug where a module would drain fuel everytime the player went through an instance with a module.
• Fixed a bug where the player was unable to lift parts/blocks/contraptions if a Wrot was nearby.
• Fixed a bug where the visual indicator of fuel running from a module to a weapon would be missing if the the module (or connected parts/blocks) were damaged.
• Fixed a bug where the Telescopic augmentation for the Piston would use Iron instead of Nickel.
• Fixed a bug where Sawblades only would do damage if they were rotation in one specific direction.
• Fixed a bug where the water was slightly above the actual terrain-water.
• Fixed a bug in the tutorial where the terrain in the crash site would have the wrong collision.
• Fixed a bug in the tutorial where the i was possible to place the Belts at the wrong places when building the vehicle.
• Fixed the vertical bumps in the cave in the tutorial.
• Fixed a bug where deleting/recycling planks in the tutorial would return all four color-resources.
• Fixed a bug where loading a Story Mode game would (re-)play the intro cutscene.
• Fixed a bug where the congratulation-box wouldn’t appear when the player had finished act 1.
• Fixed a bug where the terrain in the Deep Cave sometimes would have invisible ground.
• Fixed a bug where the calculation of drop chance and drop rate depending on the depth level was wrong.
• Fixed a bug where enabling fly-mode when dead would revive the player.
• Fixed a bug where the terrain inside multimine sometimes would be broken in the area around the entrance/exit.
• Fixed a bug where the game would crash if you skipped tutorial.
• Fixed a bug in the tutorial where placing the bridge and frame for the tutorial-car would only cost 1 plank.
• Fixed a bug where the framerate would drop a lot if you died from the flux barrier.
Hotfix v.0.3.0a (13/12/2018)
Patch Notes:
• Added new “Fuchsia plant” (vegetation). The Fuchsia plant can be found in the Deep Cave and drops the Fuchsia color-resource. • Repairing blocks with a color-augmentation no longer require and drains the color-resources needed to build that block.
• Halved the damage of Sawblades
• Changed how the damage of Sawblade, Steel spike and Spike are calculated. Each Sawblades, Steel spikes and Spikes now has a cooldown, allowing them to only apply damage to each specific mob once each second. • Lowered the damage on the explosion from the following parts: Bomb, Copper Boiler, Iron Boiler & Superheated Boiler.
• The Chilled Tortus now also take damage when hiding in its shell, but has a higher armor-rate while doing so.
• Changed the “/res” command so you’ll get the full amount of resource type in. E.g. typing “/res Iron 50” will give you 50 iron instead of 0.5 iron. • Lowered the amount of bounces a projectile with the Knockback-module would make from 7 to 5.
• Fixed the color-resource names so they correspond to the right color. Azurite correspond to the color blue, Fuchsia correspond to the color magenta, Larva bile correspond to the color yellow & Pheomelanin correspond to the color black. • Fixed a bug where copper-ores would drop Fuchsia instead of Azurite.
• Fixed a bug where the Sawblade did an extreme amount of damage to The Roach Boss.
• Fixed a bug where the Multimines in Survival mode occasionally had 2 or more levels. It should only have 1 level.
• Fixed the damage of Bees and Piranhas so they no longer do 0 damage.
• Fixed a bug where you could not connect pipes to Pistons.
• Fixed a bug where deleting foundations would crash the game.
• Fixed a bug where the game would crash if you loaded a saved game where the player was flying during the saving of that specific game.
• Fixed a bug where the game would crash if you placed a blueprint that contained a foundation.
• Fixed a bug where Frogs didn’t do damage to blocks/parts.
• Fixed a bug where the game would crash when you used the console to spawn The Dweller.
• Fixed a bug where the Sawblade could do damage to enemies when lifted by the player.
• Fixed a bug where the player would spawn a wrong place if the game was saved in the Deep Cave and then reloaded after playing another saved game.
• Fixed a bug where the game sometimes would crash when starting a new game.
• Fixed a bug where the game sometimes would crash if the player started another game or created a new game while already in a game.
• Fixed a bug where editing a blueprint you already created (have in your inventory) would cause the blueprint to be the new edited version even though it was constructed with the first versions cost.
• Fixed a bug where it was possible to get underground when unmounting the Grappler.
• Fixed a bug where the text in the chat/console would appear outside the box if the text was too long.
• Fixed a bug where the Wrot would be passive when damaged while hanging / being idle.
• Fixed a bug where it was possible to duplicate blocks by starting the construction of a specific block that you already had in your inventory, and then split that stack while it was being constructed.
• Fixed a bug where some plumbings were already fueled when being created as a blueprint.
• Fixed a bug where John forgot to appear in the previous patch notes.
• Fixed a bug where projectiles from ranged weapons would disappear to early.
• Fixed a bug where the projectiles with the ricochet-module effect and a high velocity would fly through the terrain even though it should bounce of the terrain.
• Fixed a bug where the resources you already researched in the Research Facility could be researched one more time if the player has died.
• Fixed a bug where the deleting or recycling the ballista or lamp would not return the resource-fuel inside it.
• Fixed a bug where a blueprint sometimes would be “locked” even though you had all the resources needed and unlocked the required augmentations/parts/blocks to build it.
• Fixed a bug where the Angler fish’s HP-bar was not displayed properly.
• Fixed a bug where it was not possible to open your backpack when mounting a Drug Dispenser.
• Fixed a bug where the floor/ceiling in the Deep Cave sometimes had mismatch between collision and visual terrain.
• Fixed a bug where entrance/exit portals in the Deep Cave sometimes would spawn in the air or in the ground.
• Fixed a bug where parts/blocks were not saved in the Deep Cave when reloading a game.
• Fixed a bug where the graphic of a mob would be scaled wrong when placing the mob.
• Fixed a bug where the player was able to grapple parts/blocks that the Wrot was lifting.
• Fixed a bug where blueprinting a contraption/part/block that were damaged would save that thing as fully repaired, but for a lesser cost. The blueprint is now fully repaired but will also require the full resource cost.
• Fixed a bug where saving a blueprint in Story Mode would make that blueprint cost the Story Mode resource cost and not the Survival/Creative mode resource cost.
• Fixed a bug where saving a game with the same name as an already saved game would crash the game.
Patch Notes v.0.3.0 (06/12/2018)
Finally, the long awaited lootification patch is out! We’re bringing more resources, more parts, more augmentations, changes to boilers and levers, the new Modules, a new 15 level instance, resource drops from enemies, new enemies and new enemy behavior/attacks. We also updated the entire armor/damage system and made blocks/parts vulnerable to weapons. Furthermore, we added a bigger inventory, vastly improved the in-game GUI and added a console with a set of commands for you to play with. We hope you’ll enjoy!
Please note that almost all the new content and changes will solely be in Survival Mode and Creative Mode, meaning that Story Mode will almost be the exact same as it was before v.0.3.0. We plan on adding all the new content to Story Mode in a later patch.
Patch notes:
Added chat/console. Press enter to open the chat/console while in a game. You can type /help in the chat/console to get a list of possible commands. The commands are the following: “/help”, “/time”, “/mob”, “/res” and “/mode”
Added new graphics to the following in-game UI: control-panel, inventory and experience/health bar.
Increased the size of the inventory from 9 slots to 27 slots. The hotkey bar will still consist of 9 slots, but it’s possible to open your “backpack”, that has 18 extra slots, by clicking the backpack-icon or with the hotkey “I”.
Added 21 new resources to the game. These resources can be found various places in the world or by killing enemies. The new resources are the following: “Pheomelanin”, “Azurite”, “Larva Bile”, “Fuchsia”, “Venom”, “Slime”, “Flax”, “Kaolinite”, “Niter”, “Fish oil”, “Oil”, “Rubber”, “Aetherium”, “Vaporized aetherium”, “Coal”, “Enzyme”, “Psilocybin”, “Tungsten”, “Chromite”, “Lead” and “Nickel”.
Removed Sand Cave from Survival mode.
Changed Multimine in Survival mode. The Multimine now only have 1 level.
Added a new instance: Deep Cave. The Deep Cave has 15 random generated levels. Each level is significantly larger than the usual mine/cave-levels and has a unique structure with vertical slopes making it hard to traverse. Additionally, random generated areas will spawn on each level. Each area will include a set of minerals (resources), enemies (e.g. the “Iron patch” consist of Iron, Lead and Cave Squids). Areas will have more minerals in them depending on the instance-level, and areas with more valuable resources are more likely to spawn further down the Deep Cave.
Added the option to teleport up and down from different levels in the Deep Cave. It’s only possible to teleport to levels that you have already reached in that specific Deep Cave. You can only teleport from an instance exit/entrance, and can do so by clicking SHIFT + F when near an exit/entrance.
Changed the armor-values of all blocks/parts, enemies and John. Most block/parts and enemies now have significantly more armor (making them more durable).
Changed the damage output of the Ballista, Railgun, Sawblade, Spikes and Steel Spikes to better reflect the new armor-values.
The damage and armor of enemies will increase as you delve deeper into the mines/caves.
The amount of enemies will increase as you delve deeper into the mines/caves.
The amount of resources/loot from minerals and enemies will increase as you delve deeper into the mines/caves.
New Wrot attack: “Lift”. The Wrot will now try to lift blocks and everything attached to that block, additionally it’s able to dislodge parts and fly away with them.
New Bat behavior: “Flock”. Whenever a nearby Wrot Lifts (new attack) a block or part, the bat will fly to the Wrot and try to defend it.
New Cave Squid behavior: “Ink Cloud”. The Cavesquid will disperse a black non-transparent cloud, moving into the cloud will reduce the players sight significantly. Using a working Air Pump system will remove the Ink Cloud.
New Interceptor behavior: “Invulnerability”. When hit, the Interceptor will go into an invulnerable state. This state will last for a short duration or until the Interceptor attacks.
New Evil Plant attack: “Grab”. The evil plant will grab and hold nearby blocks/parts. It will first let go when killed.
The Frogs are now able to attack blocks/parts.
New enemy: Chilled Tortoise (Also known as Spikey Boii). The Chilled Tortoise is a durable slow moving enemy that shoots cascade of ice spikes and occasionally hides in its shield.
New enemy: Anglerfish. The Anglerfish can be found in ponds .
Reduced the amount of Evil Plants in the Oasis.
Added Scorpions to the Oasis.
Changed how levers work. Levers now by default only have 1 output signal, some levers have more outputs. it’s possible to change the active output signal while mounting the lever with the hotkeys “1”, “2” and “3”. Additionally, while on any lever, the player can’t use their inventory.
The Copper lever now only have 1 output.
The Iron Lever (old lever) now only has 2 outputs and each output is separated.
Changed how boilers work. Boilers now outputs different amounts of “power”, the Copper boiler outputs the lowest power and the Superheated boiler (new part) outputs the highest power. The amount of power has different effects on parts that takes steam as input - e.g. the more power makes Railgun projectiles shoot longer or pistons lift more weight.
New part: Grappler. The Grappler can shoot a hook which attaches itself to terrain. The Grappler requires Steam to function. The Grappler can be mounted or controlled via cable input.
New part: Superheated boiler. The Superheated boiler is the strongest boiler, and Water and Oil to function.
New part: Advanced lever. The Advanced Lever has 3 outputs and each output is separated.
New part: Cannon. The Cannon is a new weapon that can be mounted or controlled via cable input and uses iron as ammunition. The Cannon has the highest damage of all weapons, but also a significantly longer cooldown.
New part: Tube. The Tube is used to connect Modules (new parts) to ranged weapons.
Added “Modules” to the game. Modules are parts that can be build and placed in the world. It’s possible to connect Modules to the Ballista, Railgun or Cannon (new part) via Tubes (new part) to change the effect of the weapons attack.
New Module: Poison Module. The Poison Module adds (if connected) a poison effect to the weapon, poisoning enemies that are hit by the weapons attack. Poison deals damage over time.
New Module: Knockback Module. The Knockback Module adds (if connected) a knockback effect to the weapon, knocking back enemies that are hit by the weapons attack.
New Module: Ricochet Module. The Ricochet Module adds (if connected) a bouncing effect to the weapon, making the projectiles bounce of terrains.
New Module: Explosive Module. The Explosive Module adds (if connected) an explosive effect to the weapon, making the projectile explode on impact damaging everyone around the target.
Augmentations now needs to be discovered and researched (unlocked) just like parts.
Augmentations will now always cost additional resources.
New augmentation: Reinforce. Reinforce will increase the armor of the block. Reinforce can be applied to Planks, Door and certain Wheels.
New augmentation: Galvanize. Galvanize will increase the armor of the block. Galvanize can be applied to Plate, Coupling and certain Wheels.
New augmentation: Driftwood. Driftwood will make Planks lighter than air. Driftwood can only be applied to Planks.
New augmentation: Stickiness. Stickiness will make the Wheel stick to terrain. Stickiness can be applied to all Wheels.
New augmentation: Epinephrine. Epinephrine will make the Drug Dispenser (old Health Generator) dispense a crafting speed buff, but will no longer restore health. Epinephrine will change the type of fuel/consumption of the Drug Dispenser.
New augmentation: Dispersal. Dispersal will make the Drug Dispenser (old Health Generator) disperse its effect in an area around it, removing the need to mount it. Dispersal will add a new fuel/consumption to the Drug Dispenser.
New augmentation: Telescopic Arm. Telescopic Arm doubles the length of the Piston arm .
New augmentation: Speed. Speed increases the movement speed of the Grappler (new part).
New augmentation: Barbed. Barbed will allow the Grappler (new part) to attach its hook to enemies.
New augmentation: Colorize. Colorize will change the visual color of some blocks. The Colorize augmentations requires at least 1 of the 4 new color-resources, but can be combined to make a total of 15 different colors. Colorize works on Planks, Plate, Bricks, Ladders and Couplings.
New augmentation: Phase Chaining. Phase Chaining will cause enemies hit by the Railguns projectiles to enter a paralyzing phase state for a short duration. Additionally, hitting a phased enemy will cause the projectile to chain to another nearby enemy. Phase Chaining will change the consumption of the Railgun.
New augmentation: Pierce. Pierce will allow the Ballistas arrows to pierce through enemies and blocks/parts. Pierce will change the consumption of the Ballista.
New augmentation: Shotgun. Shotgun will cause the Cannons attack to shoot out 6 smaller projectiles in a cone. Shotgun will change the consumption of the Cannon.
Added the Springiness augmentation to Pistons.
Added new descriptions to most parts/blocks.
Adding augmentations to parts/blocks will now change that part or blocks full name depending on the augmentations added.
Renamed “Piston” to “Piston 24””.
Renamed “Wheel 2” to “Wooden Wheel 24””.
Renamed “Wheel 3” to “Wooden Wheel 36””.
Renamed Wheel 4 to “Iron Wheel 48””.
Renamed “Copper wheel” to “Copper Wheel 48””.
Renamed “Wheel 7” to Iron “Wheel 84””.
Renamed “Screw” to “Screw Propeller”.
Renamed “Engine” to “Iron Engine”.
Renamed “Boiler” to “Iron Boiler”.
Renamed “Health Generator” to “Drug Dispenser”
Renamed “Lever” to “Iron Lever”
Renamed “Copper coupling” to “Coupling”
Bed now requires Wood and Flax to be built.
Sofa now requires Wood and Flax to be built.
Candlelight now requires Wax and Flax to be built.
Iron Engine (old Engine) now requires Iron and Lead to be built. Additionally, the Iron cost was increased.
Iron Boiler (old Boiler) now requires Iron and Rubber to be built, and Water and Coal to function. Additionally, the iron cost was increased.
Piston now requires Iron and Oil to be built.
Iron Lever (old Lever) now requires Iron and Bakelite to be built. Additionally, the Iron cost was increased.
Research Facility now requires Copper, Iron, Zinc, Wood, Rubber and Bakelite to be built. Additionally, the Bakelite cost was lowered, and Iron cost removed.
Hatch now requires Iron and Rubber to be built.
Lamp now requires Iron, Bakelite, Flax and Fish Oil to be built, and Fish Oil to function.
Flux antenna now requires Vaporized Aetherium and Iron to be built.
Balloon now requires Iron and Rubber to be built.
All logic gates (Timer, Converter, Not-gate, And-gate) now requires Iron and Bakelite to be built.
Air Pump now requires Copper, Zinc, Rubber and Flax to be built. Additionally, the Copper and Zinc cost was increased.
Air Tether now requires Copper, Zinc, Rubber and Flax to be built. Additionally, the Copper and Zinc cost was increased.
Railgun now requires Iron and Chromite to be built.
Bomb now requires Iron and Niter to be built.
Toilet now requires Iron and Kaolinite to be built.
Significantly Reduced the iron cost of the Storage Safe.
Increased the Wood and Copper cost of Drug Dispenser (old Health Generator).
Removed part: Tiny tank
Removed part: Iron coupling.
Removed part: Slider
Lowered the max duration between hitting “space” to enable fly-mode in creative mode.
It’s now possible to damage blocks/parts with the Ballista, Railgun and Cannon.
Changed the graphics of all broken parts/blocks.
Changes the texture of the mountains.
Changed the layout of the “New game” menu.
Added a visual indicator showing when a machine is missing steam.
Added a “Manual control” tag to all parts that can be used with “E”.
Fixed the bug where broken parts/blocks were not properly visualized when lifting the broken parts/blocks.
Fixed a bug where stacking resources of the same kind would sometimes crash the game if the total resource amount would exceed the maximum allowed stack size.
Fixed a bug where the game time would not be correct after loading a game.
Fixed a bug where it was possible to do damage with spikes while lifting it and holding shift.
Hotfix v.0.2.0b (20/09/2018)
• Fixed a bug where it was possible to make everlasting floating blocks by placing blocks on a grapple-locked object.
• Fixed a bug where the saved games in the load-menu would be misplaced if you scrolled through the load-menu, then exited the menu and then reentered it again.
• Fixed a bug where it was possible to make a 0 object-stack by recycling a part that is being build.
• Fixed a bug where it was possible to change the selected slot in a container by holding shift + left click outside of the container GUI.
• Fixed a bug where the belts connected to wheels would break up when deleting the connected wheels.
• Fixed a bug where the game would crash if the player would try to shift - left click (to delete) just before or after a piston head.
Hotfix v.0.2.0a (13/09/2018)
• Fixed the version number. patch v0.1.4 should have been v0.2.0. Why did noone tell us? • Fixed a bug where the slime in the sandcaves rendered on top of the player.
• Fixed a bug where the game would crash if you threw a Screw into a non-generated tile.
• Fixed a bug where exploding (with a bomb) blocks you a building (ghostblocks) would cause the game to crash.
• Fixed a bug where it was possible to grab a block while it was being created.
• Fixed a bug where attaching the Balloon to another object would sometimes cause the game to crash.
• Fixed a bug where it was possible to change a resource to another resource by stacking them in a container.
• Fixed a bug where the game would crash if a workshop blueprint was missing a non-ghost png file.
• Fixed a bug where placing a stack of objects in the world then placing the rest of the stack into a container would reset the stack size.
• Fixed a bug where it was possible to use a ballista while building it.
• Fixed a bug where using “Respawn on continue” in the tutorial would place the player in a black room on respawn. The “respawn on continue” has been removed from the tutorial. • Fixed a bug where the game sometimes would crash when trying to dislodge a container or hopper.
• Fixed a bug where the storage chest would be displaced when placing it in the world.
• Fixed a bug where the bombs didn’t chain explode.
• Fixed a bug where visual damage on objects didn’t get updated before that object where lifted or moved.
• Fixed a bug where it was possible to create a construction in game that had a hole in it even though it was one object.
• Fixed a bug where wheels would lose collision if a bomb was exploded nearby.
• Fixed a bug where the game would crash if the player where pressing E while placing a mountable object.
• Fixed a bug where it was possible to make floating blocks by placing new blocks that reaches underground on an already existing blocks, and then placing a new block on that quickly afterward.
• Fixed a bug where the game would crash if the player were holding shift over an object while moving.
• Fixed a bug where objects sometimes would lose their gravity if a machine was built nearby.
• Fixed a bug where scrolling in the menu would also zoom-in/out in-game.
• Fixed a bug where it was possible to delete the bridge at the first quest in the tutorial.
• Fixed a bug where the game would crash if the player would press shift on a wheel or a bomb.
• Fixed a bug where it was possible to place objects on an object that was being lifted.
• Fixed a bug where the bomb would explode when being deleted
Patch Notes v.0.2.0 (06/09/2018)
We just released patch v.0.2.0 which brings a huge performance boost, this includes generalized rendering optimization, physic performance improvements and fully threaded terrain generation. Although v.0.2.0 should make Mechanic Miner perform much better now, there’s still a few improvements missing, like simplified geometry for machines. These will be implemented at a later point.
• Vegetation is now batch-caching and rendering on the GPU.
• Particles are now batch-caching.
• Smaller machines are now batch-caching.
• Improved the way blocks check for buoyancy so it’s now much faster. Before this was causing bad performance even though the blocks weren’t in water.
• Re-implemented the unloading of tiles. This was originally added in v.0.1.3 and removed again in v.0.1.3a because it was causing bad performance.
• The terrain is now solely rendered on the CPU and is now using another thread.
• Simplified the collision with terrain. Changed the collision from pixel-collision to segment-collision.
• Changed the light rendering to be double buffed, allowing the communication with the GPU to be asynchronized.
• Changed the moving behaviour of enemies so they spread out.
• Added the sand ceiling back to sand caves.
• Bullets/projectiles from the Railgun will now bounce of terrain before disappearing.
• It’s now possible to hold down backspace in the Game Title box when renaming or creating a new world.
• Simplified the mine in the story mode. The cave was too big, making it too hard for new players.
• Flux antenna now no longer collide with mobs.
• Fixed a bug where deleting blocks while grappling an object could cause a crash.
• Fixed a bug where it was possible to create ghost blocks by hitting escape while placing blocks.
• Fixed a bug where it sometimes where possible to create ghost blocks when placing intersecting blocks.
• Fixed a bug where John would be sad during the night.
• Fixed a bug where the game would crash after entering the portal behind the dweller.
• Fixed a bug where the Dweller had collision even though it was dead.
• Fixed a bug where the Braziers in the Roach boss room were not animating.
• Fixed a bug where having non-latin characters in your windows account name would prevent you from starting the game.
• Fixed a bug where the game would create double vegetation (e.g. creating two trees on top of each other).
• Fixed a bug where grappling and moving a block sometimes would cause a huge performance loss if the block would touch another block.
• Fixed a bug where an update time would cause animations to not work and cause problems with the player-tools (grappling, repair, etc.).
• Fixed a bug causing bad performance due to the game trying to render on an unused buffer related to flux and stale air in instances where there were no flux or stale air.
• Fixed a bug where the game would save unnecessarily often, causing constant lag spikes.
• Fixed a bug where it was possible to lift and fuse the backpack.
• Fixed a bug where wheels and bombs wouldn’t take damage from projectile shots.
• Fixed a bug where a running air pump would still play a sound after being deleted.
• Fixed a bug where the red block indicator box would flash on objects when trying to delete an object with hold shift.
• Fixed a bug where the name of a saved world wouldn't be confined in the menu box.
• Fixed a bug where two touching objects would stay blue if they were separated while trying to blueprint them.
• Fixed a bug where placing a blueprint in the world in creative mode would not consume the blueprint in your inventory.
• Fixed a bug where removing a blueprint from the blueprint menu while having the same blueprint in your inventory would leave a undeleted file from that blueprint.
• Fixed a bug where grappling a lamp right after it was created would leave a static image of the lamp in the air.
• Fixed a bug where the sofa would increase in size when hold shift while hovering the sofa with the cursor.
• Fixed a bug where placing a plumbing that would intersect with the ground/walls/players would cause that plumbing to get deleted (and the resources to get permanently deleted).
• Fixed a bug where it was possible to store momentum in a flying player by passing objects through the player.
• Fixed a bug where it was possible to stack velocity in the player by passing objects through the player while the player is mounted to a lever.
• Fixed a bug where switching building blocks while building into the ground will cause the blocks to float forever.
Hotfix v.0.1.3c (30/08/2018)
We just released this small hotfix focusing on making the tutorial more playable/enjoyable for new players trying the tutorial for the first time.
Reduced the amount of frogs in the tutorial cave.
Fixed a bug where players would fall under the ground when climbing down the first ladder in the tutorial.
Fixed a bug where all the techs were not unlocked when finishing the tutorial.
Hotfix v.0.1.3b (09/08/2018)
• Changed the minimum supported resolution to 1280x720.
• Reduced the Mini-roach melee attack damage.
• Corrupted saved worlds will now automatically be deleted to prevent the game from crashing.
• Fixed a bug where the Sawblade were permanently immune to damage.
• Fixed a bug where the Ladders were immune to damage and didn’t destroy projectiles that would collide with it.
• Fixed a bug where jumping up into a ladder would cause John to collide with the ladder rather than grabbing on to the ladder.
• Fixed a bug where it was possible to get a Sawblade stuck in the air by building it halfway down the ground attached to another object.
• Fixed a bug where the Ballista would not get the mouse input position when two or more cables was connected to the Ballista.
• Fixed a bug where the amount of “missing resources” in menu would not display the correct amount missing.
• Fixed a bug where it was possible to remove resources from the game by placing a resource on top of an object that was being crafted in an inventory slot.
• Fixed a bug where moving a resource from one slot to another slot with a full stack of the same resource would cause the resource to drop on the ground and also return to its original slot (effectively duplicating the stack).
• Fixed a bug where the hitbox of the Maggot Nest was not correct.
• Fixed a bug where a saving of vegetation tiles would cause the game to crash.
• Fixed a bug where a blueprint on the cursor (a non-placed blueprint) would block projectiles.
• Fixed a bug where splitting a resource stack in the inventory and then dropping the stack in the world would cause it to drop 1-by-1 (should drop in a stack).
• Fixed a bug where the Evil Plants HP-bar was inverted.
• Fixed a bug where destroying a running Propeller would cause the Propeller sound to never stop.
• Fixed a bug where the game would crash when trying to fuse a plumbing that was damaged.
• Fixed a bug where the game would crash when the player was trying to use a plumbing that was being destroyed.
• Fixed a bug where the game sometimes would crash a few minutes after killing a Cave Squid.
• Fixed a bug where the game sometimes would crash when placing blocks in the ground.
• Fixed a bug where the Ladders were invisible when being placed.
• Fixed a bug where the Wrots’ HP-bar would be inverted depending on which way it was facing.
• Fixed a bug where the pressing “E” while holding a blueprint that has an “usable” part (lever, ballista, etc.) on the cursor, would cause the blueprint to disappear and appear once again when you move the cursor mouse.
• Fixed a bug where the far out terrain in the “crash landing scene” is not rendered.
• Fixed a bug where it was possible to auto-walk by bringing up the menu (“escape”) while walking to either side.
• Fixed a bug where the cursor would show an animation of the player holding wood even when trying to pick up something from an empty slot using the hotkey.
• Fixed a bug where John would not play the “running” animation when repairing or trying to recycle while moving.
Early Access Release, Pricing and Roadmap
As many of you know the development of Mechanic Miner was slowed down so much that we had to push the release of Early Access because of problems with an investment deal. Fortunately, the development of Mechanic Miner is now going smoothly, so last week we sat down to discuss the future development of Mechanic Miner in order decide a release date for Early Access. Here’s what we talked about:
So, because of the investment that we got we now have the necessary funding to actually develop a great amount of Mechanic Miner without the necessity of sales from Early Access. Essentially the investment is allowing us to take our time to create a much better and polished version of Mechanic Miner for Early Access release, which we believe is beneficial for the game in the long run.
On the other hand, we really want to do the Early Access release asap, so those in our community who really wanted to try out Mechanic Miner would get the chance to do so fairly soon. We truly believe that developing Mechanic Miner together with the community is the right way to do it (after all it’s you guys who’s going to play it) and getting more players through Early Access would surely benefit the amount of community feedback
In the end we chose the middle road and so we have decided to release Early Access of Mechanic Miner in February 2019, and until then drastically increase the scale of our closed alpha to get as many testers going as possible.
Giving us approximately 6 months before Early Access will allow us to add a lot of core features and content including an overhaul of the performance, Mod-support, Lootification, Multiplayer and more acts. You can read more about this in our new and revisited Roadmap.
We know this is really frustrating for all you guys who really hoped for Early Access to be released soon, but in the end, we’ll have to do what’s best for the game. At least now you’ll have a much higher chance of trying Mechanic Miner for free, since we plan on increasing the scale of the closed alpha drastically over the coming months.
On another notice, when Mechanic Miner hits Early Access in February it will be purchasable on Steam for 15€. This price is based on a comparison with similar games and the amount of content that will be in Mechanic Miner when it hits Early Access. After that, we plan to raise the price of Mechanic Miner as more content will be added.
Greetings
Team Mechanic Miner
Hotfix v.0.1.3a (31/07/2018)
• Temporary reverted the “General performance optimization” (from v.0.1.3). This means that tiles once loaded never unloads. This will decrease FPS-performance in the long run, but will simultaneously also minimize the amount lag spikes created by loading in the long run (since you only need to load a tile once each playthrough). This is a temporary solution. • Lowered the scorpions damage.
• Fixed a bug where the game would crash when placing blocks that would intersect the player or another object.
• Fixed a bug where the game would crash when trying to place blocks on wheels. The block will still snap to the wheel, but can’t be placed and won’t crash the game while trying to do so.