FortressCraft Evolved

FortressCraft Evolved

DjArcas  [developer] Dec 24, 2015 @ 3:32am
V4 Bleeding Edge Beta Patch Notes - Updated 28th Jan.
Until further notice, I won't be making any bleeding edge 32 bit builds, which take me a whole bunch of extra time. Mainline builds will still get a 32 bit version tho.

To opt in, right click on FortressCraft in Steam, properties, betas, and select Bleeding Edge. Then BACKUP YOUR WORLD.

The APPLE_MAC branch has been updated to 4.16
The 32-bit bleeding_edge has been updated to 4.16

Known issues in Current patch
  • MK5 Inductions on Greg mode appear to take 26 ore, not 25?

Remember, if you're in Bleeding Edge, BACK UP YOUR WORLD BEFORE EACH DAY AND BEFORE RUNNING EACH PATCH

Unreleased Fixes and Changes:
  • ARTHER Glow fix
  • Log file spam regarding GACs and T4_PSBs (these still aren't that CPU efficient over the network)
  • Unclamped maximum power per tick towards achievements. Sorry!
  • Missiles are now perfectly synced for clients.
  • MagPull now disabled on clients when inventory is full.

4.17 -Too Close For Missiles - 28th Jan
  • New handbook entries.
  • Minor missile fix for clients
  • Updated server batch file
  • Updated LOADS of new handbook entries, thanks to http://www.twitch.tv/HorridConica!
  • Missiles can no longer over-kill a boss; if a missile impact would kill it, then it targets another target. This only applies if the boss has previously taken damage. This MAY mean that you need to work a little harder on lasers, but the worst case is having to knock off a few thousand health off of the boss.
  • The overkill threshold is 50% of the missile damage, so if you have a 100k damage missile and the boss has 51,000 health, it won't fire, you'll need to use guns. #toocloseformissiles This is unlikely to really be much of an issue, tho.
  • If this is the first damage a boss has taken, then the overkill is ignored. (Armour Piercing missiles can overkill by a few hundred k!)
  • Missiles that are async raycast-scanning for LOD also lock off their target whilst doing so; this should remove the '12 missiles all make 1 mob's life really bad' problem.
  • Organic Solar Panels can collect power at night now. They only get 10%, but should provide a tangible benefit for upgrading regular panels.
  • Solar panels show the estimated time until the sunrises. That was perhaps the least fun bit of code I've written in ages.
  • CPH now displays and tracks missiles fired.
  • Improved client simulation of networked missile
  • A number of fixes to network item collection and interpolation
  • Forced Induction Kits can now transfer power to the attached Smelter

4.16 - Compression - 27th Jan
  • Major Dedicated Server Change! If you create a NEW WORLD, it will compress around 20x better than previous worlds. This will reduce the network bandwidth to about 5% of previous. I don't think I can risk putting in a fix to change existing worlds. Sorry!
  • Creative mode works on Dedicated, with some minor issues.
  • Increased Creative Draw Distance to an awesome 256!
  • Fixed default spiderbot skin.
  • Hopper permissions shown via ♥♥♥ - should work for network players messing your stuff up too!
  • Refinery recipe now shown via ♥♥♥.
  • Hive Minds should now transmit audio requests to networked clients.
  • Fixed OET visibility.
  • ARTHER will no longer disembowel you in your sleep and leave your corpse on top of the OET.
  • OET Charge should be better on multiplayer
  • MK5 battery audio range tweaked.
  • Improved visuals and performance of all multiblock holobase machines.

4.14 - Spooky - 26th Jan
  • Lab should modulate it's glow based on available power
  • New OET effects all round!
  • When the OET is fully charged, you can no longer lose the charge stored in it. This charge will be used for orbital bombardments of the attacking wasps; planned for the V5 patch cycle.
  • Various new skin tweaks
  • The speed bonus for over-charged laser gun shots has been reduced by a factor of 5. This should mean less missing when at lower framerates, and trying to 1-shot mobs.
  • Threat calculations now take OET charge into account. No more trickle-charging (sorry)
  • Boss mobs now have an equal chance of dropping any Pristine Loot with a 100% chance.
  • Bosses now also have randomly-coloured eyes. It's the little things.
  • Imbued and Armour Piercing missile damages have been swapped around.
  • Armour Piercing are now made from Imbued Missiles.
  • This means that you should upgrade all/as many as possible missiles to Imbued, then a handful of them will get upgraded with Stingers.
  • Hivemind growth audio for clients.
  • Fixed a whole bunch of auto reported crashes. THIS IS THAT BIT ABOUT STABILITY THAT ONE GUY SAID I NEVER DID.
  • Rebalanced cost of many high-tier research projects.
  • Coal Enricher is no longer available before the PTG!

4.14 - Rushin' 25nd Jan
  • Another layer of hopper duplication issues
  • Skins 4,5,6 now need the appropriate DLC to access
  • Fixes to item duplication, movement and destruction for network clients.
  • Substantial memory savings via dynamic texture loading and better compression on rarely-used assets.
  • Saved around 50 megs of CPU and GPU ram (each!) by dynamically-loading Minecart textures
  • Fixed a griefing exploit. No details on this one, sorry.
  • Quarry can no longer dig up things harder than 250.
  • Added a lift sound
  • Fixed performance issues with T4 battery
  • Fixed performance issues with agitators and calmers
  • Improved performance of snow and Dropship fire. Both are now linked to worldtime.
  • Jet Turbines can now service 8 attached items before the transfer rate drops.
  • Jet Turbines now have fancy-pants motion blur
  • Jet Turbines' exhausts now have a heat shimmer; you can use this to determine how long it's been since the turbine has been running.
  • Jet Turbines hurt the player less whilst spinning up to speed. I still do not recommend you stand behind them, tho...
  • Storage Hopper distance lights are now based on framerate; Unity just throws its toys out of the pram when you ask it to render several hundred lights.
  • MK5 batteries now have a better texture, improved normal map, and correctly utilise glowmaps and scaling to show internal charge at a distance.
  • Fixed a number of issues with MK4 and MK5 batteries linking against Power Consumers.
  • MK5 batteries should no longer take upto 46 seconds (!) to link against Power Consumers.
  • MK5 battery now has unique sound effects.
  • Type /coords in chat for your location. Thank you Radircs!
  • Hivemind startup and cocoon behaviour now fixed.
  • ARTHER Skins now reflect network player skin
  • Fixed issue with Magenta network player skin
  • Added Hive Mind audio. Regretted it.

4.13 Stability++ 22nd Jan
  • Fixed MobThread crash in Minecarts
  • Fixed random crash in TerrainGen
  • No longer lists the theoretical peak number of bosses, but lists the cap instead.
  • Substantial speedsup to Mass Storage Crate rendering.
  • Substantially increased cost of T3 forced inductions
  • Added MK4 Forced Induction. Same as MK3, but doubled Ore Collection Rate!
  • Added MK5 Forced Induction. Same as MK3, but quadrupled Ore Collection Rate!
  • Doubled research value of Cold flora
  • Quadrupled research value of Toxic flora
  • Jet Turbines no longer produce 4x the power they should!
  • Fixed rare crash when player leaves during a server report
  • Reduced the cost of Minecart research massively.
  • No longer wasting bandwidth updating plants over the network!
  • Improved queuing of network client target updates; this should mean less missed updates, and less potential item duplications when removing things from storage hoppers.
  • Reduced hopper collection rate from 'unlimited' to 'twice a second'. This should first stop the spamming of messages across the network, and also reduces the attractiveness of massive underground storage facilities, rather than, you know, conveyor belts. This is 12,000 bars per minute, btw.
  • Any Crafted Item should now cover Charged, Unstackable and Durability items (bombs, minecarts and cutter heads)
  • Network stuff galore.

4.12 - Sleep Deprivation 19th Jan
  • Increased pickup range of objects for network clients
  • Fixed a potential item loss issue in the inventory
  • Headless server no longer pick up dropped items near the CPH (oops)
  • Players stop attempting to pick up items and stack items from the ground if their inventory is full
  • Re-drop items on panic-or-failure now happen at the player location.
  • We no longer attempt to collect the same item 99 more times when the inventory fills up.
  • Reactor Vats have a texture.
  • Change to the way lights work when the CPH is offline.
  • Increased client collection range and decreased magpull
  • Disabled magpull when inventory is full
  • Generic Auto Crafters now show PPS correctly
  • Refineries should have improved network sync
  • Improved network sync of T4 batteries
  • Attaching a warning light to, well, anything, increases the attached objects's network priority.
  • Substantially improved client threatscanner readout
  • Substantially improved conveyor network sync
  • LPTs should no longer list incorrect PPS for network clients
  • Substantially improved turntable network performance
  • All multiblock machines should now be deletable across the whole world!
  • Death messages!
  • Added ARTHER Capes for Patreon subscribers. Hidden for now, of course!

4.11 - Do you want to kill a snowman? 18th Jan
|
  • High Energy Composite Fuel now only needs 4 biomass
  • Empty Fuel Canister now needs a single Iron pipe. Empty Metal Tubes no longer have any use.
  • HECF is therefore 1/4 as much to craft
  • Jet Turbines now need refuelling 4x as often but the costs per hour are the same. You'll need a slightly faster transport network, maybe!
  • Reduced Basic Missiles to 1 Gold Wire
  • Added Empty Missile Assembler. Identical costs, but only needs 2 inputs. Much easier!
  • Missile Costs : 4 biomass
    1 iron pipe -> 1 empty fuel canister
    1 copper bar -> 1 copper pipe
    1 gold bar -> 1 gold wire
  • Refinery textures now loaded on demand
  • Improved large wasp swoop code, to hopefully persuade them to stay away from the floor a little more
  • Reduced Basic Missile damage to 75000. This is approx 50% of what it was, but the resources required are now approx 25%. This will target heavies.
  • Added Armour piercing missile, with damage of 450,000 (approx 30,000 DPS). This will only target bosses.
  • Added Imbued Plasma missiles, with damage of 750,000 (approx 50,000 DPS). This will only target bosses. The only extra material is power!
  • Added the various machines to craft the new resources
  • Fixes to existing Generic Auto Crafting machines (including infinite resources!)

4.10 - Stop making such big bases!17th Jan
|
  • Slightly increased craft cost of MK2 solars
  • 25% power boost to Jet Turbines, making them more attractive than the much easier-to-maintain MK2 solars.
  • Manufacturing plants should sync better over the network
  • Added network entity size and introspection code in
  • Ore Extractor will no lose upto 1/4 of it's ore when dropping off into a nearly-full storage hopper
  • Storage Hoppers can no longer overflow without shouting about it.
  • -Biomass is not longer 'Burnable'
  • It gets cold if you go into space
  • Lots of crafting machines are 100% data driven now. Nice for modding, not so good for varying stuff by difficulty.
  • Added HeatConductivePipe, PipeCoater and MeshWeaver, in prep for GeoThermal energy.
  • Plasma Enrichers now accept much more power per second, so you should easily be able to hit 1 per minute per machine.
  • Jet Turbines should now have a flashing light to show you when they have spent fuel that needs offloading.
  • Rendering and LOD improvements to JetTurbine
  • Item Manager now has improved cleanup; designed for worlds with millions of segments with only a few items in each.
  • Dropped Items are potentially hundreds of times faster on larger bases!
  • Jet Turbines don't hurt you if they're turned off
  • Jet Turbines hurt you a lot MORE if they're turned on!!
  • Fixed a raft of visibility issues. Hopefully this should help framerate in large bases. Again. C'mon guys. 22,000 conveyors?
  • Improved performance of vis culling of mobile objects; this includes minecarts and item drops.
  • Halved the terminal velocity of minecarts :-)
  • Improvements to storage hopper LOD use
  • Smarter control over dropped item lights.
  • Lift compressors no longer drop duplicates in MP games
  • Lift compressors are stickier and won't drop so quickly on a reload
  • Lift control modules no longer drop duplicates in MP games
  • Lift control modules are stickier and won't drop so quickly on a reload
  • Lots of optimisations to the LFGP side of simulation, leading to much lower server CPU usage.
  • A new system implemented, to allow significant memory savings, by not loading textures for machines that don't exist in the world currently.
  • Breaking Labs no longer loses the block you broke
  • MK2 solar panels should not check for 500 light year before deciding it's ok to collect!

4.09 - End Game Blast - 15th Jan
|
  • Building a torch should now give an IMMEDIATE effect - no more waiting for several seconds.
  • Added Smeltable filter category (Ores -> Biomass/Combustible/Ingottable should find all types)
  • Quarry now requires left-shift to break.
  • fixed cryo PPS readout
  • added GAC PPS readout
  • Minecart tracks have slightly improved facing graphics
  • Minecarts should have improved network sync
  • Reduced Perfect Eye chance from Hive Minds
  • Increased Pristine Eye chance from Hive Minds
  • Fixed HiveMind Death score code. Sorry!
  • HiveMinds now guaranteed to coat themselves in a protective sphere - no more gaps (he says)
  • Fixed visual drill head errata
  • Clients can't spoil contents of Hoppers, only the Server.
  • Plasma Charged heads are WAY too good - now required ~50,000 power per head (equivalent to about 18,000 power per minute on Easy everything with a 128x drill head, in exchange for 1024 ore per minute from that Extractor)
  • Increased Motorised Conveyor cost to 10 per item.
  • Tweak to sunlight. Apologies if midday is overly bloomy
  • Decreased fog slightly. Unsure if this is a good change.
  • Skins should saved and loaded on SP and Server
  • ARTHER now has skins to match the player skin :-)
  • Player Corpses now have the right skin.
  • Fixed ThreatScanner
  • Added Items command and search to dedicated server
  • Putting items INTO a storage hopper also displays confirmation
  • Improved Explosions https://pbs.twimg.com/media/CYxV3VoWcAAXOUO.png:large
  • Fixed Smelter lights, added smelter haze (TBD)
  • On hard mode, Jet Turbines now return 2 canisters, not 1. Am I the first person to build a Jet Turbine in hard mode?
  • Biomass no longer counts as 'High Calorie' for filters.

4.08 - Floating Text 14th Jan
  • Added pick instructions to handbook
  • Added handbook multilingual initial support
  • Fixed hurtbox for dropship
  • WarningLights now trigger off of non-moving conveyors - handy for spotting Clearing veins.
  • Feedback on Pick
  • Feedback on Collection from Storage Hopper
  • Charged Explosives now have a specific item when dropped on the ground - no more lost bombs! (Some days, you get rid of a bomb, and you didn't even mean to!)
  • PSBs now show power Delta PPS.
  • CryoHoppers now show PPS
  • Added powered, Motorised Conveyors. No more cuddling a storage hopper with many conveyor belts to maximise throughput!


4.07c - Wub Wub Wub Wub - 13th Jan
  • Actually I did release it, I just didn't tell anyone. Sorry.
  • ARTHER should break fix properly
  • Fixed Storage Hopper render performance
  • Greatly improved PTG render performance
  • Implemented generic LOD system for Generic AutoCrafter (Enriched Coal uses this, and is now many times quicker to render)
  • T4 batteries now visually work
  • T4 battery audio of TERROR
  • Conveyor items dropping fix
  • Lots of dedicated server-cpu improvements
  • T2 pipes have reduced nickel cost and increased crystal ore cost
  • AFK mode! Type (enter) /afk (enter, enter). GREAT for network games and streamers!
  • Hivemind growth patterns have been tweaked; they should now generate tentacles, and have a safe side to attack, and a dangerous side to attack.
  • Slimes should no longer throw attacks at players for the rest of time.
  • Improved network sync on various machines
  • New network Avatars. Unfinished.
  • Added on-demand, dynamically loaded avatar skins.
  • Reduced Tin cost of Solars, increased Iron cost.
  • UMA-crash on exit should now be fixed.
  • Skin support!
  • Helmet-skin support!
  • Slimes should now take fall damage - traps++
  • Normal wasps now have a set of visual variants
  • Coal Enricher graphical performance fixes
  • Wasps now have 25% of dropping ruined loot, 75% of nothing (Pristine drops unaffected)
  • SpiderBot should no longer lock onto a mob at the end of a fight; this could cause wasp to sit forever at the top of the CPH.
  • Added Plasma Head Charger. This take a Steel Cutter head and imbues it with 25,000 power. The Cutter Head will last for 2500 ore (~100 bars in hardest mode), and will cause the Ore Extractor to extract at 4x the rate for that period. On Easy, that should be around 5 minutes, or 50 minutes on hardest. To be clear : THIS cutter head DOES increase the ore rate, MASSIVELY, but only for a SHORT period of time. Balance comments welcome.
  • Fixed a crash when looking at Generic Auto Crafters under certain circumstances.
  • Dropship no longer has a light when not on fire, and should also no longer hurt you. YES I KNOW IT DOESN'T HAVE COLLISION. SHOULDN'T YOU BE BUILDING OR MINING OR SOMETHING?
  • MK1 lasers now upgradable to MK2, under the self-craft menu.
  • Fixed issue where drillrate was incorrect if you repeatedly add and remove a cutter head
  • Fixed inventory backup code a bit
  • Fixed Day/Night once more. Oh yes. Still some flickering shadows, but it's NEARLY there.
  • Fixed Minecart Vis. This also applied to wasps, camo bots, slimes and anything else that moved.
  • Suit Power is transmitted to clients, and looks AWESOME!

4.06 was uploaded about 7 times in these 7 days

4.05 - The quuuuuality of liiiiiife! - 6th Jan
    The crashed dropship is here to stay. Fire and flames will disappear after 2 hours. If you built into the crater, you should really clear out before updating. Sorry. I've warned people about this like 5,000 times, but it's gonna have to happen now
  • Dedicated server feeds back exceptions in a better fashion
  • Advanced Conveyor Filters should work now as a client (Invert won't)
  • Client timeout now has better information
  • Added Coal Enricher (placeholder graphics all round) - uses organic materials to enrich coal. No on-going organic requirements, but it's slow and needs Pristine Glands
  • Surface slimes now have a 5% chance to drop Perfect Eyes. Get your murder on.
  • Improved Slime Drop table; Gray, Silver and Gold slimes have a greater chance of dropping nice loot. Murder. On. Get you some.
  • Snow slimes are on the surface, Blue and Green and Magma are in the appropriate caverns. All other areas have Grey, Silver and Gold, with an increasing chance of better ones as you go deeper.
  • You can now self-craft Basic LPTS into MK1 LPTs.
  • Improved Laser Transmitter visual reconnection on Clients
  • Fixed BeamImpact graphic on LPTs as well.
  • Dedicated server exploit fix.
  • Added CubeSource support to Generic AutoCrafters.
  • SegmentDebug has added in Unity and LF update
  • Fixed crash in UpdateNextEntitySegment
  • Dying whilst on steadicam, whilst grappling, should no longer result in the need to quit the game.
  • Added mobreport to dedicated server.
  • PTG burntime down from 180s to 60s
  • Energy-per-item-burned is now 3x lower.
  • This means PTG PPS should be identical, but you'll be burning 3x as much coal. You might even need to upgrade your coal ore extractors now!
  • Re-fixed conveyor and LPT bugs.
  • Some Minor Storage Hoppers fixed
  • Network mob fixes (yay)
  • Like, the 5th fix for TimeOfDay syncing across the network.
  • Implemented Bars filter for Conveyors Filters
  • Re-implemented Crafted Items for Conveyor Filters
  • Fixed Conveyor Filter UI
  • Warning lights! Stick 'em on a machine and they'll light up if the machine is out of power! Also works on Storage Hoppers! Icons have been requested from Todd.
  • CamoBots are no longer so extremely generous with drops.
  • Craftable signs. These are editable for testing purposes, but this behaviour will be locked after shipping until we hit 1,000 users.

4.04e - Patch not found - 5th of Jan
  • Many misc improvements to dedicated servers and client experience
  • A lot of playing the game and making notes for tomorrow's Quality Of Life patch.

4.04b - Patch not found - 4th of Jan
  • PTGs should work on clients again
  • Threat Scanner works on clients!
  • Ore Extractors on top quality settings should no longer destroy your framerate
  • Mobs should spawn around network players
  • Improved server load display ++
  • Random, rare server crash now fixed
  • Added SmartSend. The numbers are still being tweaked, but this has added a lot of bias and intelligence to the packet sending from the server. This no longer means that every bit of data to every client is treated equally.
  • Drill head visuals work again. Audio is all the same still.
  • Removed research requirements from Lifts, made them incredibly cheap.
  • Increased cost of Lift compressors accordingly.
  • Please use more lifts and less hellevators - this applies extra to servers.
  • Added cheapass Server Monitor, so clients can see how the server's holding up, plus stats that the holobase will need.
  • Loads and loads of other little server improvements.


4.04a - Patch not found - 2nd of Jan
  • PTGs are now server-authoritative
  • Loads of dedicated server stuff

4.04 - Patch not found - 1st of Jan
  • Orphaned Electric lights should save when their mode is altered
  • BFLs should no longer be used to dig up things you shouldn't be able to dig up.
  • You can no longer manually dig up magma, and will have to be more creative to get it.
  • Mono is being compiled with __CONSTRAINED__ which may fix the Linux Hosting uPnP issue, but may also equally break every multiplayer game. Let me know! (If it's broken, I'll undo the change and look for another solution)
  • Game should now cope gracefully with malformed IP addresses.
  • Tweaks to the visuals of T2 batteries and T3 lasers. Feedback always sought.
  • Organic Batteries now require less eyes to craft
  • T1 turrets now do half the DPS, but are double the power efficiency. (people have been struggling to generate enough power to defend against mynocks early game, which was never the intention. Unsure if I should be swinging the OTHER way tho, to really hammer home MAKE MORE POWER GENERATION!!!!)
  • Conveyors now store the 'overkill' on movement speed and handoff; this should mean that T2 pipes can manage just short of 150 units/sec now. The chances are high that I will rebalance the T2 pipes back down to their old speed (~120/min), in order to give room for higher tier pipes.
  • Dedicated server support. Don't use it, and if you do use it, I told you not to, so don't tell me it doesn't work properly yet. I know.
  • Fixed issue where turrets could lock onto targets 1 metre further away than they could shoot.


4.03 - End of 2015! - 31st of December
  • Race Condition fixed that MIGHT affect large worlds with large lifts.
  • MultiBlock Machines cannot be broken by accident anymore. Well, not unless you are just facerolling.
  • Slimes can no longer drop Tin. This should stop people finding Tin before they've... well, found tin.
  • The new Ping should no longer cause horrible shadow effects
  • PSBs now control their audio more cleverly; sounds better, uses up less CPU time, and you're more likely to hear them. In other news, whoever at Unity did their audio needs to be fired. Out of a cannon. Into the sun.
  • Refineries now list the amount of missing ingredients.
  • Fixed AutoReported crash in Conveyors
  • Fixed AutoReported crash in AutoBuilders
  • Fixed AutoReported crash in Rotate
  • You can no longer rotate air or nullspace.
  • [Network]The game no longer crashes if you attempt to retrieve research you're still researching.
  • Fixed AutoReported crash in SurvivalPowerPanel
  • Fixed AutoReported crash in Storage Hopper
  • Tweaked T1 battery effect a little to reduce bloom
  • A few changes to the grapple sound

4.02 - Turret's Syndrome! - 30th of December
  • Fixes to battery storage animations
  • Different battery sounds for each tier
  • Increased Organic Battery storage to 5500, in an attempt to convince people to bother building them. I've literally only seen 1 in the streams I've been watching. T4+ batteries are still the bad boys tho.
  • Tweaked Drill Head visual rate, in advances of the new cutter head graphics
  • Implemented code for all new cutter head graphics; textures are PLACEHOLDERS and meshes aren't final
  • [Redacted]
  • Tweaked Agitator and Calmer graphics
  • New ping sweep. Unsure if I like it or hate it.
  • Holobase readout no longer incorrect when in a networked game.
  • Increased Solar crafting cost a bit, due to it being extremely good for it's low cost.
  • Slopes and Pipes now work on the HoloBase
  • Some Holobase performance improvements.
  • AutoExcavator is quieter
  • A secret change. It's a good one tho. Shhhh.
  • Research pods from 6:1 ratio to 6:2. This is marginally more resources, but should be much MUCH simpler to arrange automation of. (6 plates, 2xPCBs)
  • Fixed Organic filters on Conveyor Filters. && is not the same as ||
  • CamoBots now have a chance to drop Organic Rock.
  • Huge performance boost to T1 lifts! (This won't affect FPS, but may have caused some weird behaviour in larger worlds)

4.01 - Too full of cake for clever puns! - 29th of December
  • Nickel Pings are much greener than before
  • Slimes, Camobots(etc) can no longer spawn inside the player
  • Logistics and Minihoppers can no longer simultaneously output onto multiple conveyor lines, and this obeys the logistics cooldown.
  • CryoHoppers can never have ridiculous temperatures.
  • Conveyors now calculate and store items transferred in the last minute. This may feed into improved holobase readout.
  • You can no longer select a torch if you're inside it. I'm going to let my decision on keeping this be based on feedback, as it's both much better and kinda weird and unintuitive at the same time.
  • Changes to the display of turret readout. Feedback wanted.
  • Holobase now shows Map and Tactical toggles
  • Press E on a turret to make it show its range for 15 seconds
  • Mob spawns now shows when the Tactics Display is active. This only shows mob spawns that happens whilst the holobase was active.
  • Turret Ranges now shown in Tactical Mode. This ONLY shows ones within VISUAL range. This does NOT mean that turrets not shown are not working.
  • Minecarts now have extensive debugging, to help trace down the incorrect drops.
    If you have minecarts that are crashing incorrectly, please look for the line "LITTLE JIMMY DROP CARTS" and send me all the information from it, or your entire output log!
  • Ruined Drops now last 5 minutes, up from 30 seconds (?!)
  • Turrets now display current and maximum power

4.0 - Ping-a-ding-ding- 27th of December (Beta)
  • Missiles will attack things with >20k HP on Easy mode.
  • Ore Ping should show up on Holobase
  • Coloured Ore Ping now also shows up Hardened Resin
  • Geological Surveyor gives separate Coal and Crystal readout
  • Support for texture variants during Ore Ping. Interestingly nowhere near as helpful as I'd have expected.
  • T2 ore pings results now have a different look. I'd like some feedback - I think they look AWESOME, but I bet they're far too bright.
  • Copper Wire, Tin Plates, Basic PCBs and Basic Experimental pods no longer self-craftable and MUST be done via machines
  • Main Menu minecarts updated to reflect the game.
Last edited by DjArcas; Jan 29, 2016 @ 9:01am
< >
Showing 1-15 of 463 comments
hi117 Dec 24, 2015 @ 4:57pm 
Praise be unto active and good developers working on Christmas Eve!
Last edited by hi117; Dec 24, 2015 @ 4:57pm
SharkCK Dec 25, 2015 @ 8:13pm 
Amen
Undead_Duckling Dec 27, 2015 @ 7:43am 
Does the colored ore ping have a shorter range than the normal ping?

Tracking hiveminds with the scanner seems a lot harder than tracking ores.
hellatze Dec 27, 2015 @ 8:58am 
what?

just ore ping :(

i thought we got new ore tiers or sky dimenstion .-.
Chris Dec 27, 2015 @ 12:07pm 
Nice changes. :) Don't work too hard over the holidays!
Nekochan Dec 27, 2015 @ 12:33pm 
coal and crystal look the same to my eyes, resin fades out real quick and can easily be hidden by other ores, its hard to distinguish between tin and titanium unless they are close by, the distance mutes the texture a bit

edit: other than that the textures are a nice addition.
Last edited by Nekochan; Dec 27, 2015 @ 12:33pm
Jazmare Dec 27, 2015 @ 12:37pm 
Having connectivity issues, can't connect to multiplayer hosted games now with the new version release. Anyone having the same problems or is there a current work around?
mohrad Dec 27, 2015 @ 1:28pm 
How about the dohicky to see current "item per second" throughput of conveyor belts / pipes?
Any chances or is it burried on pile of minor tweaks?
CreepyD Dec 27, 2015 @ 2:02pm 
I really like the look of the coloured ore ping for T2 textures, much clearer than the T1 ore.
Guest Dec 27, 2015 @ 2:53pm 
After today's BE patch disabled all player's manual abilities to craft even Basic Experimental Pods (and thus significantly slow down creation of Laboratory) i really wish for those Pods could be crafted with 8 ingots instead of 7.
Maybe even in 1:7 rate for additional complexity, but in EVEN number of ingots for binary sake!
Last edited by Guest; Dec 27, 2015 @ 2:55pm
Psychos Dec 27, 2015 @ 3:23pm 
With this patch, i can built anything... But the host see only half (invisible machines) :)
Need restart server each 20/30 mn.
Decker Dec 28, 2015 @ 8:36am 
I've lost lots of times; this time I even saw 'CPH Rebooting' but on the threat scanner it says I've lost 0 times. killed 632 mobs in 80 waves, and lost 0 times.
keeblster Dec 28, 2015 @ 7:20pm 
so I.m having an issue with mass storrage readout. it says how many are conected and adds and pulls stuff from mass storage but only reads as 0 of 25 space used in mass storage.
Last edited by keeblster; Dec 28, 2015 @ 7:27pm
keeblster Dec 28, 2015 @ 7:27pm 
exiting the game then re-entering it fixes it for about an hour.
SharkCK Dec 28, 2015 @ 10:08pm 

Originally posted by keeblster:
so I.m having an issue with mass storrage readout. it says how many are conected and adds and pulls stuff from mass storage but only reads as 0 of 25 space used in mass storage.

I've noticed that too.
< >
Showing 1-15 of 463 comments
Per page: 1530 50

Date Posted: Dec 24, 2015 @ 3:32am
Posts: 463