Fixing some index-out-of-bounds errors when quickly consuming and moving inventory stacks to/from a storage container, Dozer trunk, or trailer.
Preventing an index-out-of-bounds with the inventory UI.
Fixed a crash issue with Auto-crafters where they weren't getting assigned to a base group.
Fixed an issue where the Auto-crafter item selector popup would appear empty.
Localization fixes
MewnBase v1.0 is now out!
Hard to believe the dev-log entries that say I started working on this little game way back in 2015 ^_^; Spoilers: scroll way down for a few old screenshots from back then.
If you're reading this, thank you: for giving me the opportunity to continue working on this goofy game in my spare time, and for your patience as I slowly added in new features and fixed bugs - soooo many bugs that I never would've been able to find without the help of all your forum posts and messages.
It's been hard to figure out how to wrap up an open world survival game, and to know when to finally transition the game out of Early Access. I know calling this game finished might disappoint some folks - and I get that. There's always been a mountain of cool ideas and features that could have been added - but I've always tried to be realistic, and that I knew that I wasn't going to be able to add in everything. And after 8 years of using a code-heavy framework, I'm really itching to be able to dedicate more time to new projects with new engines and tools. That said, I'll keep trying to fix bugs and problems as people find them.
It's still definitely a game I'm proud of - even if its not the biggest, or most balanced survival-craft game out there. That's okay. I certainly enjoyed and learned a whole lot while making it, and I hope you all have had fun playing it. <3
I'm sure that Space Cat will get a chance to fly and explore once again in the future.
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Updates:
Lots of new sound FX for the Launchpad and Rocket
New Flag buildable that can be painted
Auto-Crafter can now use water from its base's water supply
Localization updates
Updated libGDX to 1.12.0
Bug Fixes
Water Supply modules now remember what color you paint them on game-load.
Fixed an issue where "no weather" worlds didn't have wind, and some other issues that could have prevented the mode from working properly.
Issue when crafting a workbench from HUD button with a full inventory would result in lost resources.
Fixed a mouse-input issue with the Dozer trunk and placing items.
Clicking on another inventory slot now cancels any active tile interactions / harvesting etc just like scrolling with the mouse or walking would.
Fixed issue where inventory items that only allow 1-per-slot could sometimes be stacked/combined.
Fixed issue that would stop the footstep sound FX if you interacted with an object.
Artifact number in the "Research Complete" popup now matches what is shown in the Research Log.
Fixed some sound FX problems with base modules (like Generators) that are close together and running at the same time.
Fixed an issue where the Water Spigot wouldn't be active, even if your base had enough water in it.
To prevent physics issues, turning off vsync will still cap the game at 60fps.
Fixed issue with the Game Over screen when pressing ESC.
Fixed an issue where the Refinery would still consume Oxygen and produce Fuel, even without power.
Fixed an issue where the Paintbrush would be selected, but the color-picker still wouldn't be visible.
As always, a huge thank-you to everyone that has helped report bugs, either by sending me crashlogs or posting them on the Discord server!
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Here's a few old screenshots from the game over the years :)
The earliest concept of the game, was just some pixel art I mocked up after having listened to The Martian audiobook, if I recall correctly.
First working prototype. Probably still with grid-based movement.
Original crafting menu, we can see some more familiar module artwork now appearing in the background.
Finally, one of the old versions of the HUD. Overall art-style taking shape. But the game still just called "Moon Base" - and the main character wasn't Space Cat yet...
Cheers!
MewnBase 1.0 Release Candidate up for testing
RELEASE CANDIDATE BUILD for v1.0 is now up on Steam and itch.io. In Steam you can access it by right clicking on the game in your library -> properties -> Betas -> and opt into the 1.0-rc version.
Backup any saved games before trying these!!
It's been... almost 8 years since the first version of the game was uploaded to itch.io - working on it sporadically throughout the years in my free time. But time to stop dragging my feet, and call this done.
Really not a huge update feature-wise, really - but does fix a handful of bugs reported by y'all over the last year ❤️❤️❤️
COUPLE things I'd love to see tested out is some new tweaks to the behavior to the Refinery (shouldn't draw as much power when not actually producing Rocket Fuel), and also that the Autocrafter will now pull water directly from your base's water supply. (Water supply doesn't need to be adjacent to it or anything, just part of the same base).
If you happen to find an issue with those builds, please feel free to report them to the game's Discord Server, or email me steve@cairn4.com
The actual 1.0 update should be out before Halloween... no excuses, Steve :P
v0.55 - November 2022 Update
New Features and Changes
New item: Rock Pile made from a stack of 20 Rocks, can be placed on ground.
Gates now look nicer when placed in a row or column next to each other. Opening/closing one will automatically toggle any adjacent gates.
Tools like the Shovel and Axe now only break after a resource tile is finished being collected.
New Tech: Air Seals - air leaks happen less often.
New Tech: Save Water - Greenhouses use 25% less water when growing plants.
Added button tooltips and text to the Map UI that says how to place waypoints.
No longer need Crystal Tech researched in order to craft the Advanced Fabricator.
Pause menu now has separate buttons for saving and quitting.
Added HUD message when trying to collect food from a Green House with full inventory.
Added HUD message when tool breaks.
Main Menu and Pause Menu background animations.
Research Popup now highlights Artifacts in your inventory.
Map UI: added tool-tips, and text indicating how to place waypoints.
Bug Fixes
Fixed issue where the player tile-interact animations sometimes wouldn't play.
Making sure clicking a habitat module prioritizes fixing air leaks before opening up any menus etc.
Fixed issue with Fire Crab that was causing the whole screen to tint red.
Fixed an issue where the Fire Crab smash-attack would turn the whole screen red.
Fixed issue with menu scaling after toggling HD mode on/off in the Setting menu
Fixed issue where sometimes footstep sound FX would stop working.
Fixed issue where some habitat-modules wouldn't show the correct floor color after saving and loading a game.
Fixed Launchpad list menu thumbnails to not be upside down.
Fixed Refined Scrap to require Recycling tech.
Fixed bug with consuming items from your inventory via Storage UI popup.
Fixed issue where Crystal Lamp would play the paint-splat sound effect.
Fixed bug where scroll zoom stops working on the map UI.
Swapped Vehicle Trailer input so that Left-Click opens the trailer storage, and Right-Click attaches/detaches it from a vehicle.
Re-added the Mission Complete badges to the Load Game menu list view.
Fixed some world-UI layering.
Fixed issues with the Crafting menu build-queue.
Fixed bug where music wouldn't restart after returning to the main menu.
Fixing typos, added more missing strings to the localization files.
Known Issues
Lag on some machines while walking around inside a base
Erratic vehicle physics when v-sync is turned off.
Windows: Playing fullscreen and using alt-tab will prevent the in-game console (F1) from working.
Thanks to everyone that has helped report bugs, either by sending me crashlogs or posting them on the Discord server!
v0.54.2 Hotfix
Fixed a source of lag that was most noticeable when walking around inside habitat modules.
Turned off debug rectangles in the Launchpad destination popup.
Fixed an issue with the new popup animations where closing a nested popup could result in a blank screen.
v0.54.1 Hotfix
Fixes a crash when going into the Load Game menu on some systems.
Hides the "Browse to Saves folder" button in the Load Game menu on systems that don't support it, and disables the button if the "saves" folder doesn't exist yet.
v0.54 - June 2022 Update
New Features
Mining Rig: New base module that uses a lot of power, but will continually harvest ore and other resources automatically.
Brought back Refined Scrap. Recycler now deconstructs items as well as converting Refined Scrap into Metal.
Garden Patch and Greenhouse now sparkle/animate when they're finished growing instead of [!] icon.
Load-Game menu overhaul: In details view, the most recent save is always first, even if it's an auto-save. Hovering over older save revisions will also show you the screenshot for where you were.
You can now right-click on the Map to place a waypoint marker that appears on the HUD radar.
Radioactive rocks now glow in the dark.
Added a button to deconstruct a rocket at a local launchpad, and you can also now deconstruct rockets at remote launchpads in the Destinations list.
Seed Bar crafting recipe now requires just 2x normal Seeds instead of also needing Root Seeds.
Popup animation polish.
Made Launchpad placement more forgiving, and fixed issue where it could be built on top of other tiles/resources.
Right-click to consume certain items from a storage containers without having to move it to your inventory first.
Different item-pickup notification text while driving Dozer.
Added Finnish translation, plus general localization updates.
Game now uses libGDX 1.11.0.
Bug Fixes
Fire Geysers no longer show up as "Tile" on the map.
Fixed issue where player couldn't attack creatures if standing too close to them.
Hid the saves folder button on the Load Game screen for systems that don't support it.
Fixed a mistake where Indoor Workbench was consuming base water.
Fixed issue where the [!] icon would remain over a Powered Water Collector tile after it was deconstructed.
Fixed how Lightning damage is calculated. Made the warning glows larger to better reflect their damage radius.
Fixed a mistake with the rate at which Water Collectors make water.
Fixed the initial state of the day/night clock icon after loading a game.
Fixed issue where the Rocket could be flown without being fueled.
Fixed issue where Solar Panels would blink the "no-power" icon on them.
Added a null-check for footprints to prevent a crash.
Fixed a crash when reducing tool durability.
itch.io Windows version should now auto-install the VC++ 2010 Redistributable when you install the game via the Itch desktop app.
Fixed issue when Mining Rig is under-powered and would glitch on and off quickly
Fixed issue where Mining Rig wouldn't save its mining progress.
Fixed issue Auto-Crafter job UI text issue.
Known Issues
Erratic vehicle physics when v-sync is turned off.
Player's harvest animation sometimes won't play.
Windows: Playing fullscreen and using alt-tab will prevent the in-game console (F1) from working.
Thanks to everyone that has helped report bugs, either by sending me crashlogs or posting them on the Discord server!
v0.53 - Creatures and Rocketry Update
New Features
More hostile creatures: Slug, Fire Slug, and Fire Crab.
New Volcanic biomes that increase in frequency as you travel farther away from the Lander.
To finish a mission, you now construct a Launch Pad and build a Rocket to blast-off in!
The Rocket can also be used for fast-travel between distant Launch Pads.
New Paintbrush tool: Customize the color of your habitat modules and vehicles.
Recycler now breaks down most crafted items into their base ingredient parts. Removed ability to smelt Refined Scrap.
More resources: Resin, Radioactive Rock tile, Purrtainium Ore, Shiny Crystal, Creature Guts.
Even more items!: Pickaxe, Gasket, Cooked Creature Guts.
More base modules: a new indoor version of the Workbench, Crystal Lamp, Advanced Fabricator, Fuel Refinery, and Fuel Tank.
Added more habitat floor variations.
More item-crafters now have a sound effect for when they finish making something.
Wind turbines now can get damaged from high wind speeds -> easily repaired like solar panels etc.
Dozer now drives more like a tank (can turn in place). Minor changes to its collision shape.
Buggie and Dozer now show up on the HUD radar when nearby.
Repair Drone now has a sleep animation to help distinguish being idle versus not having power.
Cargo crates at the beginning of the game are now visible on the HUD radar.
Wood Sign icons are now displayed on the map.
Hovering mouse over a Base Stats meter now shows a tooltip showing the amount of that resource being generated and consumed by the base.
Base Stats for stored Water and Rocket Fuel now only appear after researching those tech upgrades.
Item stacks placed on the ground now have quantity labels on them.
Balance Updates
Item stack limits! Sorry / not sorry :)
Water Supply now holds 600 water (was 200).
Bases now have a power prioritization order to make sure modules like the Air Cleaner stay on longer.
Small rock piles are now able to be picked up without a shovel.
Metal beams are now made from metal plates instead of ore, and are crafted faster.
Limited Plants to only drop up to 2 of themselves instead of 3.
Plants, Root Plants, and Blueshrooms now also have a chance to drop Resin.
Reduced the hunger gained by eating Plant Slop.
Plants in Garden Patch and Greenhouse now take about 2 days to grow from seed to harvest, and now have a chance to drop multiple/different bonus items.
Updated way in which air leaks consume oxygen.
Trees and Dead Trees now drop more wood when chopped down.
Dozer can no longer tow a trailer, but its trunk now holds 9 item stacks instead of just 6.
Dozer now recharges much faster when parked on top of a Garage.
Adjusted some crafting recipes.
Slightly longer mission lengths.
Misc Updates
Renamed "Light" module to "Work Light".
Added text info to the console log about how to close it.
Bug Fixes
Major performance improvements for large worlds.
Added more checks to prevent corrupted saved-game screenshots from causing crashes.
Fixed an old but major bug with terrain generation and negative chunk/tile coordinates
Fixed issue with multiple recipes showing up in Auto-Crafters when multiple crafting stations are next to them.
Vehicle-repair notifications weren't setup to be localized.
Rocket countdown text has been setup to be localized.
Fixed bug where there was a chance of crash when starting new worlds.
Fixed save/load bug where tool durability wasn't being preserved.
Fixed visual bug with Water Spigot conduit art.
Fixed issue with base disaster notifications.
Fixed bug with HUD notifications cutting off last letter.
Fixed issue with wood signs showing up with broken item icons on them.
Known Issues
Erratic vehicle physics when v-sync is turned off.
Player's harvest animation sometimes won't play.
Thanks to everyone that has helped report bugs, either by sending me crashlogs or posting them on the Discord server!
v0.52.2 Hotfix (Auto-Crafter, Item Pickups)
Small update that addresses a few bugs found since the last release...
Fixed issue where Auto-Crafter would duplicate job orders after reloading a saved game.
Can now use the Dozer to harvest Dead Trees.
Dozer now displays HUD notifications for harvesting items.
Fixed issue where collecting multiple items would still say just "+1 Item" on the HUD notification.
v0.52.1 - Creature and Repair Update
Finally promoted the beta branch for 0.52 to stable! Thank you to everyone that helped test it out over the past few months.
A Creature!
First hostile creature! Some kind of rock-crab. Fend them off with your shovel, axe, or paws.
They will only attack the player (or vehicle if you're in one), and ignore base modules.
Adding creatures introduced a lot of new systems, pathfinding, melee attacks, creature behavior, creature spawning and despawning.
Would love to get feedback on how it feels to have hostile creatures in the world.
NOTE: There is an option in the New Game -> World Settings menu to force creatures to be passive and ignore you.
Other Updates!
Wood Sign - can display any item you have in your inventory, as well as a few different icons.
Metal Gates that can open and close.
Vehicle Repair Kit - consumable item that will repair broken wheels etc to help get yourself back to base.
Battery Jumper - consumable item that will half recharge a vehicle's battery, or fully recharge your suit power.
Suit HUD now shows the location of nearby vehicles.
Space Cat now pulls out a little tablet when opening the Map and Tech Tree.
Repair drones are now smarter and more efficient at fixing base modules.
Tighter physic shapes for a few of the base modules.
Changes to save-file updater/fixer. Better backup system.
Localization updates.
If you run into issues, please be sure to drop a comment in the game's Steam message board, or on the game's Discord server!