Minicology cover
Minicology screenshot
Genre: Simulator, Adventure, Indie

Minicology

[Closed Beta 0.11.9] It's a bird... It's a bee... it's a.... bumblebird?

New Structures:

-Arrow Stand - Players can mix and match arrow materials once they've harvested feathers! Arrow feathers determine arrow fligth pattern, arrow shafts determine speed and damage, and arrowheads determine special on-hit effects like armor-breaking, explosions, or poison serum application
-Combinificator - Players now have an early-midgame XP sink! Put together a combinificator and fuse together accessories in order to spend XP.
-Feeding trough - An automatable station for feeding fronkeys, unhoused birdabugs, and slugs!
-Faucet - When supplied with liquids with either item pipes or buckets, deposits the liquids back into the world.



Birdabug Domestication!


We also have the first in a set of animal husbandry improvements, with Birdabug keeping!
-Pidgeybug box - provides basic feathers and turnip seeds
First, you'll need to break open a wild pidgeybug nest to obtain Pidgeybug Down Featherrs - then create a birdbox and deposit wild pidgeybugs inside. Once you've set that up, the pidgeybugs will lay eggs, which can be transfered between planets. If you plant turnips around the box, the birdabugs will also forage for seeds and leave feathers behind in their box.
-Bumblebird box - provides Bumblebird feathers and honey
Bumblebirds function similarly to pidgeybugs, but require Space Goldenrod nearby. They'll also get aggressive when you destroy their nest!



New items:

-Silicon armor can be crafted using silicon. Grants an Orb shield after taking damage.
-Silkstring bow now has a rare chance to drop from forest spiders.
-Animal feed can be crafted from wheat and beeble meat. It cannot be eaten by players, but is economical in feeding animals
-New accessories attached to various bosses and creatures (no spoilers!)
-Items associated with birdabugs - nests, comb, honey, feathers!


Changes:

-All-around buffs to shield accessory recharge times. Many shields have had their recharge time cut in half.
-Birdabugs now only breed inside of nests
-Furnace now has secondary output slot, allowing for storage of a single type of processed ingot
-Fire explosions can now light nearby trees
-Removed snortoise from default planet spawn pool
-Added helperbot lines if player has killed helperbot at some point in the tutorial
-Added helperbot lines to help player prepare for minibot fight
-Added helperbot lines to help player terraform
-Added helperbot lines if player collects crystal shards before starting electrical chest tutorial
-Added helpful details about hunger to Space Rations description
-Changed turret description to emphasize that water is optional
-Terraform chest will not display any tooltips until combat chest is finished
-Decreased player item pickup range 5 blocks -> 4 blocks


Fixes:

-Fixed issue where pocket solar panel did not charge batteries
-Fixed various prompt issues with helperbot
-Fixed crash on applying poison to non-player entities
-Fixed issue with warbow charge display
-Fixed crash on starmail planet selection
-Fixed crash on cave-in trigger
-Fixed issue where pressing control over construction elements could trigger a rapid equip-unequip cycle of nano-trowel or nano-wrench

[CLOSED BETA 0.11.8]

[CLOSED BETA 0.11.8]


live on SNAPSHOT branch. Should be live on main branch by end of day.

New POI:

Corrupt Meteor - found on floating islands on any t1 planet
Ancient maple - found on autumnal planets
Sandy tomb - found on desert planets
Giant windmill - found on prairie planets
Hazmat storage - can be found on any t1 planet, and contains a small automation puzzle to unlock energy rods


New enemies:

-Watcherbot guards e-corp storage sites, and will summon waves of enemies after spotting a player. Try to avoid the searchlight while you scout for e-corp resources!
-Autumnal Fire-bugs lob flammable egg-sacs at you. On death, they explode - make sure you've stayed out of the way!
-Autumnal Forest Spiders pivot between attack styles after taking damage
-Desert Sand-sharks (is it really a desert biome without a sand-shark?) leap out of the dunes.
-Prairie Whirligigs attack with a strong horizontal dash
-Green megabots fire highly accurate lasers

New structures:

-Item splitters can equally split a stack of items between two pipe outputs
-Item batchers can be used to optimize fuel efficiency, only transferring items when a certain threshold is reached
Fluid tanks can be used to store reserves of liquids
Magma mixers can be used to create... magma
Coolant converters can be used to create... coolant!
Silicon smelters can be used to smelt... silicon!
Hazmat tanks can be used to display and store a hazmat with no negative effects.
Lodgepole pines can be found on autumnal planets.
Logs can be broken open - who knows what you'll find inside! (it could be nasty!)

New weapons:

+Axes are now a separate category from hammers
+Katanas are a dash-based sword
-Laser blaster can be crafted with shark fins, and charges up to shoot a trio of piercing lasers
-Mandible axe can be crafted with arachnid mandibles, and emits a projectile-destroying shockwave
-Blight can be crafted with processed corrupt meteors
-Agni can be crafted with volatile gel, red power crystals, and rubidium ingots
-Stormbreaker hammer can be crafted with veridium and green power crystals
-Leafspear can be crafted with entwined roots
-Tornado auto-rifle can be crafted with veridium
-Revenant coil-pistol can be crafted with silicon

New gear:

-Resin charm can be found inside logs
-Ancient syrup can be used for a strong heal

Changes:

-Bosses have new death animations
-Meteor event has been reworked to be more similar to comet
-Binbot can now pick items off of the ground when player inventory is full
-T3 minibot is now accessible and has been reworked for consistency/feel
-Filament rig has been adjusted - enemies will now target only a few links at a time, and enemy spawn cap is changed
-Energy rods are no longer crafted using comet+meteor drops. Find the hazmat POI to obtain energy rods!
-Meteor+comet hearts are no longer hazmats. Players can find their first hazmat at high altitudes, emitting a corrosive aura


Bugfixes:

-Memory leak related to large number of structures has been fixed
-Issues with alt+enter behaviour have been fixed
-Issues with loading state have been fixed
-Various on-load crashes have been fixed related to loading graphics and animations
-Fixed issue with raindrop velocity not resetting on pool
-Fixed issue with block placer displacement
-Fixed lag on awakening bosses
-Fixed filament rig issue where power links could be broken multiple times

[CLOSED BETA 0.11.6] Breachloader, balance changes

Content additions:


The Breachloader Rifle can now be crafted with steel. This early-game sniper weapon can be charged for a devestating long-range shot.

Content changes:

-Buffed grav-hammer and cleaver quakes
--Increased grav-hammer range + quake size
--Removed mandatory ground-pound on cleaver
--Increased quake verticle range

-Changed machine gun recipe from requiring flintlock mechanism -> axel mechanism (Breachloader gains old machine gun recipe)
-Added firebolt recipe back
-Changed heat shielding recipe Energy Rod -> Meteor Heart

-Significantly reduced event prompt spawns -- hope is to make these rarer and thus more enticing for players when they do show up
-Changed item filter recipe Energy Rod -> Basic Mechanism

Bug fixes

-Fixed certain crashes related to research menu & unobtainable items

[Patch 0.11.5.2] Bugfixes + tweaks!

-Fixed issue with scroll wheel placing [E] slot items in hotbar when used to cycle through hotbar
-Fixed issue with gaslins teleporting into the ground
-Fixed issue with jellybobs clipping through walls/doors
-Fronkeys now only drop poison serum - to reduce inv clutter on fronkey planets
-Fixed issue with automatic activation settings not saving on soda machine
-Flint now drops from large rocks again, but only if they are not in tutorial area
-Changed heat shielding recipe
-Fixed issue with [ESC] not working to pause
-Save transfer is significantly easier now - just requires you to drop a #player(xyzw) folder into your appdata/roaming/minicology
-Adjusted prompts in research menu to make scanning clearer/more accessible
-Adjusted maximum distance caves could generate from tutorial area, ensuring accessible ferrite for tutorial
-Gaslins + Pufferfish can no longer spawn during rainy days until several events have been completed

[CLOSED BETA 0.11.5] Tutorial improvements + [HOTFIX 0.11.5.1]

[CLOSED BETA 0.11.5]
This patch contains a series of changes targeting inventory management, especially in the early game.

Tutorial Inventory Changes


-Spaceship slots increased 9->15
-Spaceship now contains an incinerator, letting you delete items
-Fossils and small animals no longer generate in the tutorial zone
-Big rocks no longer drop flint
-Helperbot mentions opening ship storage to help player find backpack

Other Tutorial Changes:

-Water buckets return! I'm sorry for taking them away.
-E-corp chest in printer wreckage structure now spawns with watering implements, to help players get through the terraforming chest requirement faster
-Night is suppressed during opening tutorial, so players don't have to deal with seeing in the dark

Other changes:

-Research menu now shows all recipes, not just possible recipes, when search is used with no item scanned
-BackgroundDisplayObject events (the little images/animations that happen in the background when events are triggering!) now accurately move towards the location at which the event will occur
-Internal difficulty curve is much more forgiving in early game - and dependent on player completing varying levels of events/objectives in order to 'unlock' new events. This means events like meteor showers will only trigger after players have completed guardbot or psion jellyfish
-Tips should properly show once opening invasive plant is killed




[HOTFIX 0.11.5.1]


-Nighttime lighting suppression wonkiness fixed

[Closed beta 0.11.4.2] Hotfix

-Fixed issue where t2 objectives could spawn in t1 systems
-Fixed crash related to quantum chest load

[Closed Beta 0.11.4.1] Filament Rig live in overworld, soda machines, bugfixes

Patch 0.11.4.1

Interesting in joining Minicology's closed beta? Join the discord to sign up!

Content additions:

-Soda machines can now be crafted or found in t1 combat chests. Linking them to a power source and a water supply will let players consistently craft a health source in the early-midgame!
-Printer wreckage now spawns with some items that might help you complete the starting planet terraform chest.
-T3 terraform and combat chests are now re-implemented in 'green space' portions of the starmap
-Filament rig is live in overworld (still no recipes that use green printer filament, though)


Changes


-Space Soda now heals for 35 and Health Serums now heal for 50
-Captialization fixed for ecology scanner etc
-Removed redundant tips
-Item filter now require an Energy Rod


Bugfixes

-Added repair materials for t3 ingot items
-Fixed errors for spaceship stationary placement preview
-Fixed issue where tri-head invasive plant could spawn with heads under ground
-Fixed issue where second page of research menu would be inaccessible
-Fixed issue where naturally-spawning plants could overwrite the blocks directly above their base
-Fixed issue where Extrusion Machine auto-activation did not save
-Added proper drops for Auto-printer destruction

[CLOSED BETA 0.11.4] Hotfix

[Hotfix 0.11.4]
-Fixed event spawns on first planet not triggering after saving/loading (again?? Let me know if this keeps happening. It's really a tenacious issue)
-Fixed issue where chest opening music would play / locked chest exp drops would trigger after a player clicked on a chest, even if the chest was out of range
-Fixed issue where using [ESC] to unequip blocks/structures while in placement mode would cause structures to disappear from your hotbar, then reappear next time an item was equipped

[Closed Beta 0.11.2 - 0.11.3] Hotfixes

-Fixed crash related to using sword spin-attack killing Jellyfish watchers
-Fixed issue with camera engaging in tutorial-mode style locking when loading saved scenarios
-Fixed issue with light-emitters not rendering

[CLOSED BETA 0.11] Filament Rig, new weapons, new armors

Interesting in joining Minicology's closed beta? Join the discord to sign up!

We've got a new large-scale objective type -- the Filament Rig! Live in the scenarios menu now. You'll need to use E-corp power links to hook up the generators to the central rig structure, then defend against waves of drones until the rig reaches completion!

New enemy types:

-Printer-bot - summons swarms of minions to attack you
-Micro-bot - nasty little shredders that'll make quick work against E-corp power links. Use turrets to thin them out!
-Medi-bot - Heals and shields nearby drones
-Tele-bot - a super-fast brawler that can be countered using melee weapons
-Watcher-bot - this drone detects hostiles using its floodlights - stay out of the way and don't wake it up!

New weapons & armor sets

-Splitter shotgun - hold and charge to fire a slug that splits after a few seconds. This can significantly improve the range of the shotgun!
-Sidewinder pistol - on kill, refresh bullets and gain a critical strike. Use this to chain kills together and become unstoppable!
-Sharpshooter rifle - an upgraded version of the sidewinder with much longer range
-Skyspear - a powerful halberd weapon

-Rubidium armor - wearing a full set means you always deal critical damage to burning enemies
-Veridium armor - gain a high-powered hover that can extend your jump height
-Solarium armor - deal extra critical damage

-Veridium bullets - these piercing bullets do less single-target damage, but perform a powerful combo when three targets are hit with a single shot

Misc Changes

-Bittybots are now stunned when hit with a melee attack. Should make melee builds much more viable against drones.
-Jelly armors now grant defensive-and-aggressive-oriented buffs, depending on equipped helmet
-More responsive electrify UI
-Hitting "escape" now unequips tool, before opening pause menu
-Bittybots now use 'stupid' pathfinding, making them a little more manageable in swarms

Fixes


-Fixed memory issue related to animations
-Fixed improper connection types displaying when using power lines
-Fixed crash related to megabot external hitbox & ally group
-Fixed crash related to setting sound levels before game had been loaded
-Fixed issue with enemies failing to target event structures