I hope everyone is doing well out wherever you may be. I’ve been busy working on another small-ish update to address a few reported issues and improve upon some existing content.
Vehicles
Transported vehicles have been updated to visually show their current inventory. The number of cargo containers on the vehicle now reflects how full, or empty, the vehicle inventory currently is. An animated icon will now appear above a transport vehicle when it drops off and picks up items.
Mining Platforms
I’ve fixed up some issues related to mining platforms not always showing the correct animation state. This resulted in mining platforms sometimes appearing to be mining when they were not. An animated icon of the mined resource will now appear above the mining platform as it mines the resource.
The visual number of containers on transport vehicles is now based on carried inventory amount.
Transport vehicles now show animated icon of the resource being added or removed from the vehicle when dropping off and picking up items
Minor reduction to spread time and spread chance of crop disease.
Vehicle action buttons are now correctly disabled other than the vehicle’s current action
Mining platform now shows animated icon for each item mined and added to its inventory
Fixes
Fixed: Colonists stuck attempting to “Feed Fish” if the botanist job and biologist job are both assigned and there are plant crops that need fertilizer. (Yes, you read that correctly)
Fixed: Spinner values defaulting to zero when manually changing the number values in some instances
Fixed: Crop manager and Mining Manager show they require 0w power even though they should consume 50w
Fixed: Vehicle mine tile action instructions don’t close when clicking the mine tile button again to cancel the action
Fixed: Error generated by the surface power connector if the connector is selected when it finishes construction
Fixed: Inventory capacity meter resets to zero and then animates to new value every time the inventory count changes. Now smoothly animates to the new value as expected.
Fixed: The mining platform visually appears to be mining when it actually is not in some instances.
Update 36.6 Hot Fix 2
Release Notes
Reduced some model textures that were larger than intended to improve memory usage.
Fixed: Door open/close audio spawning new audio component each time it opens and closes. This should result in some performance improvement
Fixed: Crop disease spreading to crop fields that already have crop disease. This resulted in a flood of crop disease components that caused severe performance issues.
36.6 Hot Fix
Howdy Folks!
This is a tiny little hot fix to address a bug introduced in the latest update. Thanks for the feedback and reports. :)
Release Notes
Fixed: Debugging data causing log file to grow in file size very quickly. This caused a slow down in game performance over a fairly short amount of play time.
Update 36.6
Howdy Folks!
Hope everyone is doing well. I’m very excited to announce minor update 36.6 which includes an amazing new feature, a few changes and some fixes.
Resource Management
A long requested feature has been to have greater control over when colonists harvest or mine resources based on existing resource quantities. This feature has now been implemented with the introduction of the crop manager and the mining manager.
Crop Manager
The crop manager allows you to set maximum values for botanists and biologists. A value of zero means there is no limit for that resource. Botanists and Biologists will no longer plant additional seed if there is an equal to or greater amount of that item already in storage.
Mining Manager
The mining manager allows you to define maximum values for mined and transported resources. A value of zero means there is no limit for that resource.
If the value in storage of a given resource is equal to or greater than the defined amount then:
Miners won’t mine any more of that resource
Vehicles won’t mine any more of that resource
Transport vehicles won’t collect those resources from mining platforms
Added Resource Management research which unlocked the crop manager and mining manager
Added Crop Manager station which allows players to define resource limits for crops
Added Mining Manager station which allows players to define resource limits for mined resources
Added 2 discoveries. These discoveries are automatically unlocked when starting a new game (or loading a save game prior to this update).
Added animation to water pump when it is actively outputting water
Updated look of the water pump
Changes
Updated engine to Unity 2019.4.40
Updated modding guide in Steam Guides
Can now change spinner number field values by 10 or 100 at a time if pressing shift or control (command on Mac) while pressing the + or – button.
Machines that require water now have an internal buffer to resolve issues with machines being out of water when loading a save game. This mainly fixes an issue with the solid fuel generator no longer providing power after loading a save game in some instances.
Fixes
Fixed: Weakling quirk incorrectly affecting muscles max value instead of its current value
Fixed: Items from a deconstructed object disappear if a valid drop tile can't be found near the object. Now if a drop tile can’t be found, the items will be put into the colonists inventory that deconstructed the object.
Fixed: Grammar mistake in the Introduction guide section
Patch Update 36.5
Release Notes
Tweaked decor scaling for rooms to reduce the amount of decorations needed for a high quality room.
Fixed: Surface resource deposit depleted by mining vehicle without mining the entire deposit
Fixed: Unable to select objects for placement from the debug build menu
Minor Update 36.4
Release Notes
Fixed: Overlapping required items quantity values in construction info panel
Fixed: Game crash when loading a save game containing mess objects such as mold, water etc.
Fixed: Colonists stuck trying to perform sad pacing action if starting tile is not valid
Fixed: Surface resource deposit amount not showing correct depth amount if depth is depleted while the resource info panel is open
Fixed: After moving an object, clicking on another object does not change the selection
Minor Update 36.3 Hot Fix 1
A tiny hot fix to address a problem with the new content added in update 36.3
Fixed: Planet map hover info showing for other surface structures other than the wind turbine
Minor Update 36.3
Howdy Folks!
Update 36.3 is another smaller update, but includes some great quality of life additions and a few fixes. A huge thanks for all the great feedback. If you’re enjoying Mercury Fallen certainly leave a review as it helps with the Steam algorithm. Also be sure to spread the word about Mercury Fallen.
Controlled Edibles
Set allowed edibles section in colonist info panel You can now control what a colonist will and will not eat, but setting their allowed edibles in the settings tab of their info panel. Allowed edibles can be copied and pasted to better control your colony food intake.
Wind Turbine Hover Info
Hover info showing wind turbine efficiency and elevation during placement The wind turbine generates more or less power depending on elevation. This efficiency information is now displayed while placing the wind turbine so that you can ensure you place it in a good spot.
Job Role Assignments Overview
Job role assignments list showing how many colonists are assigned to each job based on priority A new section on the colonist management screen has been added which gives a quick breakdown of how many colonists are assigned to each job role and at what priority.
Check out the release notes below for the full list of changes, fixes and additions. There are more smaller updates coming. Let me know what you like, what you don’t and what you would want to see in Mercury Fallen.
Can now control what a colonist is allowed to eat using a new section under colonist info settings tab
Changed equipment tab name in colonist info to settings
Updated the look of the inventory UI section for better consistency
Updated how allowed fuel is assigned for the solid fuel generator for better consistency with other controls
Added wind turbine hover info during placement that shows efficiency/elevation information
Added Job Role Assignment section to colonist management screen. This is a cleaner breakdown of what jobs are assigned based on priority.
Fixes
Fixed: Dimension info showing when using copy/paste
Fixed: Mold, water, fuel and vomit visuals not showing correctly
Fixed: Game freeze after clicking ok button on the save game can’t load error window
Fixed: Needless trailing zeroes in wind turbine efficiency info text
Fixed: Several seconds of lag when opening construction queue window with a lot of items queued up for construction
Fixed: Food counts not initialized properly when loading a save game. This would sometimes result in the “Low On Food” notice even though you were not low on food.
Minor Update 36.2
Howdy Folks!
Another week and, I’m quite excited to say, a minor update is now available. Thanks everyone for the amazing feedback and support. This minor update focuses on some quality of life changes as well as some bug fixes.
Moving forward, I will be releasing additional smaller updates to sprinkle in various changes and additions before focusing on the next major content update. The next developer log will cover some of the smaller changes and, of course, what to expect for the next and final major content update leading to the 1.0 release of the game.
Dimension Info
When dragging out walls, floors and selecting areas there is now a dimension label that will show the width and height of the dragged out area.
HUD Inventory Info
When displaying items counts in the HUD inventory list and pinned items, the count will now also include items that are being carried by colonists. Previously items may have looked like they “disappear”, but were, in fact, just being carried by colonists. This should provide a clearer and more consistent picture of what items are available to your colony.
Width/height info is now displayed when dragging out walls/floors
Width/height info is now displayed when dragging out mining/harvesting/deconstruction selection
Colonists will now go for medical treatment if between 80% and 100%, but at a much lower priority
Progress meters are now smoothly animated
Double craft chance on crafting machines is now 0% with no equipment items installed instead of a very small chance to occur.
Inventory items should no longer “disappear” from HUD inventory counts when being carried by a colonist. Item counts should only go down when items are used/consumed or become no longer reachable.
Fixes
Fixed: Crop disease not spreading to adjacent crops
Fixed: Botanists still harvest crops even if diseased
Fixed: Double craft chance not calculated correctly when using craft efficiency equipment items
Fixed: Missing placement info when placing or moving objects
Fixed: Able to place walls directly in front of objects that hang on the wall. This resulted in wall objects becoming embedded in walls.
Fixed: Material not showing correctly on cursor objects when dragging out walls/floors
Fixed: Unable to manually edit slider values in the new game interface when starting a custom scenario
Fixed: Number fields generating an error when inputting non-numeric characters
Fixed: Clone Chamber info panel not updating if operational state changes
Fixed: Low food notification not occurring in some instances
Patch Update 36.1
Tiny patch to address a couple of reported issues. Thanks for the feedback and reports. Keep them coming! :)
Fixed: Not able to click pin item button on HUD inventory list
Fixed: Unable to load save that contains placed objects from a mod without the mod active.