Hey there everyone! Would you like a free copy of Meeple Station? We are having a giveaway right here!
https://imgur.com/gallery/1f0twZZ
Hop in and help spread the word!
Bug fix and content patch
We've added some new bits of content this week, but heavily focused on cleaning up as many bugs as we can, especially after all of the recent large changes.
This week you may notice a new odour feature - if you're not diligent enough in keeping a hygienic bathroom, that is -
(Odours may not be as deadly as the GIF implies)
We also have a few changes to the research tree.
But most of the bug fixes you can view on the title screen's change log.
So what's next?
We'll continue to keep an eye on bug reports as they come in. However, we're starting work on our next major patch, adding some huge new features.
We don't want to boast about it too much, but we're very excited! We're doing a complete rework of the map system, and we'll finally begin to add the first segment of story to our little meeple. That's right, they have a homeworld!
Amongst a whole lot of minor details, we'll be focusing on three major aspects over this next month for our mega patch, I'll explain a bit more about what they are here.
Firstly, the map
As you can see from the screenshot above, we're working on changing the style of the map completely. The idea is that you'll begin your first station in orbit of a small moon or planet, and you'll be able to explore the other planets within your solar system using your own ships piloted by meeple.
But wait! There's more!
Multiple stations
We're going to be removing the Quantum travel feature for space stations, instead, you'll be able to explore with your ships. But that doesn't sound like an improvement? Well, that's because we're going to be adding a feature where you can send crew off to build a new station, and give YOU the user freedom to jump back and forth between both of your stations, managing two entirely separate crews but supplying one another with your own trade lines... and we don't really plan on having any limit to how many stations you can build.
Lastly,
Simulated factions
Where do trade ships come from? they just magically appear on the edge of the map with bountiful cargo. But that's changing, now we're creating simulated factions, you'll be able to see where they are on your map, as well as the pirate stations, and they'll only be bringing what they have. That means if a faction doesn't have any Magnetite nearby, they wont be bringing any on their trade ships.
So that just about sums up the major changes we'll be working on the next few weeks, stay tuned! and of course, feel free to stop by our discord server and ask questions!
Monday Hotfix patch!
After Friday's large patch we're trying to stay on top of bug reports. Keep them coming! Here is a quick summary of today's patch notes:
• fixed Chef descriptions
• adjusted various tutorial tips
• re-added plant bins so botanists can collect vegetables
• fixed thorium 232 and diamonds from not being able to be refined
• changed thorium reactor recipe and production rate
• fixed food dispensers not showing power requirement
• fixed another rare pathing bug
• added an improved pathfinding algorithm for outdoors
• added log warning when meeple are asphyxiating
• fixed a manufacturing bug where some unachievable orders would prohibit other manufacturing orders that were achievable
• added some new tooltips and UI adjustments
• removed edge scrolling inside of full screen menus
• added particles to the waste ejector
• added some optomisation when viewing utilities and moving between layers
• also added a fix for lag spikes when clicking and dragging to create long lines of utility jobs
• fixed a bug where utilities showed too many nodes
• added date and difficulty to save files
• officers can no longer demand airlock constructions
Resource Overhaul is here!
Our enormous overhaul to the resource system is finally here! And with it, an entourage of new furniture and features. (You can checkout a taste of the patch notes at the bottom of this announcement).
So whats all this about?!
Well if you weren't aware, our weekly patching ritual was post-poned for three weeks so we could get into the guts of the game and make a much-needed and highly requested feature change. All of the resources previously have been scrapped and we have a completely new set of minerals in its place (based on real life minerals) which will hopefully make things more comprehensive and coherent.
But getting into the details, you'll notice there are now two new utility lines in the game, waste and water. You'll need to mine ice, melt it down, and use it to keep everything alive. And yes yes, we now have bathrooms, your Meeple are now slightly less slobbery.
But on top of that, you'll need to manage the waste your meeple produce, eject it into space, or filter it to reclaim your precious water (so long as you don't mind where it came from).
We also have new Chef meeple, and kitchens!
Food is now a tangible resource, meaning you can trade for food and whip up some gourmet meals for your hungry crew.. or just feed them raw fish, it's up to you of course.
Uh... what else? oh of course! Asteroids now function very differently. They can hold multiple minerals with varying degrees of richness and density. But I'll let you figure that out!
There is plenty more, but I wont spoil it for you!
We'll be spending the next week keeping a very close eye on things, taking in bug reports and making sure everything is working as intended!
But what about old save files?!
How could I forget!
This new version 0.6.04 has so many changes that it will break saves from older versions. But don't worry! we aren't just deleting your save files, we are leaving 0.6.03 in the BETA branch so you can finish off any old saves you'd like before starting fresh on 06.04.
How do I get on the BETA?
That's easy! Just right click Meeple Station in your steam library, go to 'properties' and then select the 'BETAS' tab. From there you can select 0.6.03 from the dropdown menu.
As always, don't be afraid to jump onto our discord server and chat with us! :)
• (Old saves are no longer compatible)
• starting meeple number is now set to 5
• fixed blueprints loading with differing costs
• fixed a pathfinding bug concerning ladders
• fixed a bug where meeple died of asphyxiation for no good reason
• completely reworked all resource types
• introduced a new variety of asteroid sprite sheets and mining system
• changed the inventory/refinery menu
• added ice processors
• added water tanks
• added waste pipe utility
• added water pipe utility
• added waste processors
• added waste ejectors
• added waste bins
• added bathrooms
• added kitchens
• added food dispensers
• changed food into an actual resource
• added chef meeple role
• added rock crushers
• added smelters
• added wooden chair/table/bed/footlocker
• changed uses for refineries
• added Oxygen Gardens
• completely revised trade menus and added supply/demand modifiers to resource pricing
• fixed refining orders from over refining requests
• fixed some rare pathfinding anomalies
• fixed various other known issues from 0.6.03
Pre-Patch Update
Our major patch will be coming in 7 more days!
We've wrangled a lot of extra changes in with this huge patch, and we'll need to completely re-make the tutorial to compensate.
We should also warn previous saves will no longer work after 0.6.04. We're awfully sorry about this, but this patch will not only add loads of content, but also changes the way you will need to setup your station. So even if your save files could still be loaded, you might not last very long because there are new requirements for life support and food. (Sorry Meeple :P)
We will however leave the current version (as well as previous versions) accessible through steam if you want to revert your game and finish playing an older save file.
But what are these big changes exactly?
Well, we havent quite got them all finished yet, but here is the current patch list of the main changes so far.
• starting meeple number is now set to 5
• fixed blueprints loading with differing costs
• fixed a pathfinding bug concerning ladders
• fixed a bug where meeple died of asphyxiation for no good reason
• completely reworked all resource types
• changed the inventory/refinery menu
• added ice processors
• added water tanks
• added waste pipe utility
• added water pipe utility
• added waste processors
• added waste ejectors
• added waste bins
• added bathrooms
• added kitchens
• added food dispensers
• changed food into an actual resource
• added chef meeple role
• added rock crushers
• added smelters
• changed uses for refineries
• added Oxygen Gardens
• completely revised trade menus and added supply/demand modifiers to resource pricing
And here is a little teaser of the new menu layouts:
As always don't forget to jump onto our discord channel and have a chat with us! :D
Upcoming Resource Overhaul
Hey folks! We have some huge changes to resources and various vital systems to the game. As you can see from this screenshot, we're adding in water and waste lines to the station. As well as various new modules, and tweaks to existing items.
For example, life support and fish tanks will now require water. We're also adding in kitchens, chefs, and more comprehensive refining. But that's not all, we're also adding in hygiene, bathrooms, waste disposal and filtration systems and more.
Unfortunately, with such large changes, we're going to need a little more than one week to get everything done. The next major update will take another week, if not two, to get everything ready. But we may have an experimental version if you're interested in testing a few days ahead of the patch.
I should also mention because of these drastic changes, save files will become obsolete. If you wish to continue with an older save, we will leave a branch open for the last compatible version.
I hope you're as excited as we are for these upcoming changes!
Don't forget to jump onto our discord channel and say Hi!
New Utilities Overhaul!
We've finally caught up over Easter to bring you another huge rework! This time utilities (cables, pipes, etc) have been removed and replaced with a whole new overlay to more easily setup and organise all of your networks. Take a look!
(Don't worry, your save files will still work, we've made sure of that :)
We've also fixed quite a few pesky bugs and introduced cut away sprites for bulkhead doors. Hopefully making it easier to view what's going on.
This week's change has come with a lot of sweat, bugs, and tears, but has set us up for our next and dare I say much larger rework planned for the coming weeks.
We are now starting work on changing the entire resource system. We'll be creating a variety of new asteroids, new minerals, sprites, and every recipe and resource in game will be changed in some shape or form.
We've decided to scrap the comical and alien idea of 'fantasy minerals' and replacing them with real life names and types, things that are more memorable. such as Cobalt, Aluminium, Steel, Titanium, Silicon, etc etc.
This also means a large change to the core logic of how resources will be functioning in game, which will once again open up for a lot of modding opportunities. This will also drastically change how trade works, the map, mining, and almost every aspect of the game thus far. So bare with us, this next major update may take two or three weeks, but we will keep our eyes peeled for any bugs in the meantime.
Don't forget, everyone is welcome on our discord channel! And we're happy to take feedback and bug reports. :)
After Easter Patch!
We're all taking the easter weekend with our families. That means our friday patch will be pushed back a few days. However, if you're keen to see the new changes, here's a sneak peek! :D
We have a large overhaul to utilities, power, fuel lines, etc, giving you far more freedom to rig things up around the station. Thanks for being patient!
Airlock bug Fixed
Hey guys! I was able to get a hold of Stephen in the early morning and he fixed the bugs you've mentioned ASAP.
Thanks for being patient and trusting us!
Enjoy the game!
We are aware of the airlock bug and working on it!
Hey everyone!
Just a quick note to let you all know we are aware of the AIRLOCK bug that's pestering some of you, as well as the bug report button not working.
We're working on it and will have it patched up as soon as possible, keep in mind it's saturday (sunday for the Developer Stephen who lives in Australia) so I don't have an exact ETA but "SOON", I'll try and ping him as soon as he wakes up!
I'd like to take the opportunity to invite any of you who've got any bugs they can reproduce to report them in the comments below or in the discussions tab of the forum, thanks!
Also, remember we're hard at work in the game, but very approachable! Feel free to join our discord!