DjArcas  [developer] Dec 11, 2013 @ 2:12pm
Current Patch Notes updated Mar-17-2014
New patch live as of March 17th!

Version 1.8d is now available! With this patch we're officially declaring ourselves at the start of Alpha!

This patch features a significant boost to Survival mode, the beginning of Tier3 resources, and everything you need to fully automated your mining production.
Machines - they do the hard work, so you don't have to! We've also souped up the Ping system to allow better targeted searches at the start of the game,
minimising having to hunt around for your first vein of any given ore. Also available are craftable upgrades to ARTHER, your suit, Ore Extractors and Ore Smelters, with more

to come in the future. We've also added tweakable difficulty settings, allowing those of you with less time to see more of the game, as well as the ability to scan Veins of ore to see their size and composition. AND (yes there's more) we've added in Researching; scanning blocks gives you research to complete at your Research Station.

Completing Research will earn you Research Points which can be spent on new machines, upgrades and progressing the story. All this along with a ton of bug fixes, optimisations and improvements AND 3 brand-new leaderboards.

Remember, to keep up with the latest developments, check out @fortress_craft on twitter - we're very keen to hear your feedback!

Those patch notes in full (V1.80e)
V1.80e ("Conveyors, upgrades and automation, oh my")
  • Press 'R' to upgRade an Ore Extractor, if you have the appropriate Drill Motor in your inventory
  • Fix for copy/paste not copying custom rotation correctly
  • Fix for memory leak in Conveyors, Copy/Paste and Collectables.
  • Fix for rare crash with storage hoppers straddling segment boundaries
  • Added Forced Induction unit, to double the rate of Ore Smelters. Does not require T2 mats.
  • PTGs no longer request resources when they're full on power
  • Scanning blocks gives you a scan that needs to be processed at the Research Station.
  • Processing scans gives you research points, which can be spent on projects in the Research Station.
  • Fixed memory leak with machines.
  • Power system now generalised, generators can supply power to any machine that requires power, lasers can supply to any machine, not only power storage blocks.
  • Fix color varieties of blocks not stacking
  • Fix extractor losing ore when clearing out depleted vein
  • Fix inventory display name
  • if block not scanned, inventory displays 'unknown material'
  • Fix bug with copy pasting into empty air segments
  • Optimised copy paste and super build
  • Alt+M performs unknown block ping. Use it to find new things that you haven't scanned yet!
  • Ore ping only returns known ore blocks
  • Fixed 'Create World' button broken in menu.
  • Added Difficulty settings into the settings.ini - delete your C:\Users\USER_NAME\AppData\LocalLow\ProjectorGames\FortressCraft\settings.ini to get access to the settings
  • Storage Hoppers no longer Suck items in when locked.
  • Improved MK1 and MK2 laser power transmitters a bit
  • Added crystal and biomass generation to cavern layers
  • Added definitions for stone type in cavern layers
  • Suit upgrades now require research
  • conveyors can go upwards, just slowly
  • Ore extractors are now more power-efficient as they are upgraded
  • fixed power demand readout on Ore Extractors
  • Player can now craft T2 build gun to move T2 machines
  • Ore Smelters now respect Storage Hopper permissions
  • Added Hopper permissions to UI
  • Fixed ItemsCrafted leaderboards
  • Conveyors now cheaper
  • Upgrading a Drill Motor gives you the existing Drill Motor again
  • Conveyor Filters now craftable again
  • Added new stats tracking, and new leaderboards!
  • Implemented 'Smelt a Gold Bar' achievement
  • Fixed Copy/Paste error
  • Smelter "Smelting!" UI fixed
  • Power demand on ore extractors now readable
  • UI now shows how many bars after collection
  • drills spin faster based on drill rate
  • T2 conveyors are now faster than T1
  • "you have enough resources" now respects tiering
  • Currently stored in Inventory now respecting tiering
  • DoCraft now has SFX
  • Crafting items now respects tiering under all circumstances
  • SuperDigging now gives Ore with Value of 0
  • Smelter ignores Value on collected Ores
  • Graphic effect on smelter finish
  • Added Vein scanner! Hold V and look at a Vein for analysis!
  • Fixed Twitch PM Window
  • Added Conveyor Belts!
  • Added Conveyor Belt filtering; ore, garbage, all or combustible
  • Deleting a conveyor belt that is carrying an item causes that item to be dropped
  • Conveyor belts and filters should simulate at all times
  • ARTHER solar panels no longer visible even before crafting solar panels
  • out of power/idle Ore lights fixed
  • storage used on Hopper is shown correctly
  • Tiering exploit now fixed
  • Icons available for all tiers now
  • T3 Batteries now of a sensible cost
  • Suit now gives better power readout
  • Conveyors reduced in cost
  • Fixed OB1 error in conveyors
  • Heating will no longer stop during smelting
  • Tooltip now gets a Tier-based block name
  • Added Filter blocks, to make decisions about what to transfer to attached Conveyor
  • Smelter debug to show bar type
  • conveyor block doesn't show a FULL value!
  • scroll bump map on Conveyor or use unbumped mat!
  • Dual-timers added on conveyors
  • Disallow conveyors to attach to walls/ceiling (only T2)
  • Added toggle to Lasers to only allow power transmission when attached battery is full; allows priority and queueing of power distribution.
  • Disallowed storage of non-value items within Hoppers
  • Dropped Hopper contents on delete
  • Added DrillHead stats to Ore Extractors
  • Added DrillHead Durability
  • Added 5 Tiers of DrillMotor upgrades
  • Press 'R' to upgRade an Ore Extractor, if you have the appropriate Drill Motor in your inventory
  • Added Ore Extractor animations and SFX
  • Added Ore Smelter SFX
  • Ore Per Minute now calculated per Ore Extractor and displayed in the UI
  • Power cost for upgraded extractors is 50% of the gained ore rate (Upgrading is more efficient than building more)
  • Crafting interface now shows current inventory
  • Added loads more SFX!


Known Issues:
  • Smelter can incorrectly start on a high important Ore when you have exactly 15 of them. If you add 1 more ore, the smelter will start correctly.
  • Potential issue with an Ore Smelter attached to a single, locked, Storage Hopper that's receiving multiple types of external ore may lose smelted bars. The solution is not

    to lock the hopper until a fix can be located!
  • Editing signs doesn't stop in game commands running

Previous patch notes:

V1.75 ("ARTHER needs Crafting, Badly!")
  • Extended ARTHER to allow different modes
  • Added ARTHER Movement Module, the first thing you can craft!
  • Added ARTHER Solar Module - ARTHER can now collect solar energy and pass it to you
  • Now with added animation!
  • Added ARTHER Battery Module, allowing ARTHER to greatly extend your foraging depths.
  • ARTHER now gives useful readout information
  • Screenshot/Filming mode now hides the power panel
  • Added Detail Sun flag to enable/disable sunshafts
  • Fixed Build2Me bug along YZ axis
  • Reduced cost and quality of PowerStorageBlocks
  • Added T2 PowerStorageBlocks, equivalent to the old T1 one
  • Added T3 PowerStorageBlocks - requires T2 mats, but can be used as a large central repository
  • Added new MatterMover graphics
  • Different Tiers of items now have unique names

V1.7 ("Machines Everywhere")
  • Massive engine change that allows machines to remain loaded and functional when the player moves elsewhere.
  • fix detail block add/change not updating block select panel previews
  • Selection of Tier 2 machines available again
  • Renamed Fantastic Detail setting to Fabulous Detail setting
  • Added Solar Suit MK2 Solar Upgrade
  • Ore Smelters now work completely autonomously with an attached hopper. THESE STILL DO NOT SAVE.
  • Stored ValueType in dropped blocks - this means you can pick up higher tiered items
  • Allowed players to add as much Ore in as they want, but increased smelt time accordingly
  • T1 lasers now approx 1/4 as good as they were. Lithium costs reduced accordingly
  • T2 lasers added - about the same as T1 lasers were before.
  • Added Craftable Solar upgrade for the Suit
  • Added Craftable Headlight upgrade for the Suit
  • Added Craftable Power upgrade for the Suit
  • Added Craftable Heater upgrade for the Suit
  • Added mouse smoothing

V1.6:
  • sfx for adding ore to smelter
  • ptg vol down
  • battery vol up slightly
  • Solar panels now marked as T2 to allow access to MM
  • Smelter code to remove resources tweaked
  • Sped up AI movers
  • Super up Take Power from the CPH!
  • Smelter uses up more power
  • Crafting items now reduces inventory items
  • Added effects for super dig ore
  • Fixed issue where Smelter was triggered via ItemType, not CubeType.
  • looked at glowsticks!
  • power tranfer now has a graphic effect.
  • sound effect for machines/ore differs from soundeffect for non-important stuff
  • Ore extractor tooltip now show sstored ore
  • Disallowed breaking of T2 items until T2 buildgun
  • Fixed issues where Ore Extractors wouldn't save under all circumstances.
  • Smelter input hopper now re-created after clearing smelter type
  • Reduced cost of all T1 machines to match up with new, less efficient, ore -> bar smelting changes
  • Player no longer given a CPH at the start, but is given an extra Ore Extractor to make up for it.
  • Added machine ping on Ctrl-M - cheaply locates your machines within 200m
  • Increased superbuild effiency when mining Ore
  • Sfx for power transfer
  • Fixed failed craft message
  • Rebuilt materials list on entering crafting screen
  • Added 'shadow' command to console, to disable shadows globally
  • Crafting screen now hides on focus lost
  • Crafting now correctly gives success/failure messages
  • Started on some of the easy mode/hard mode code
  • Depleted Ores disappear on Easy Mode
  • SuperBuild now gives a guaranteed 10% chance of Ore - very fast!
  • SuperBuild no longer gives rubble
  • Tutorial now predicating off of unlocked achievements
  • Smelting triggers when >=16 mats available
  • Smelter now retriggers after smelting, even with enough mats
  • Hid all T2 recipes on a second tab on the Crafting screen
  • Removed CamoBot Spam
  • Removed Extractor Spam when attached to a custom object
  • Add option to clear smelter and retrieve mats (Press Q for this)
  • Better text on waiting mat trigger (how much do we need?)
  • Remove materials upon successful crafting
  • Smelters not reducing input hopper correctly
  • Ore extractor to show remaining power
  • Minor speedups to BFL
  • Fixed Deadlock on exiting game
  • Fixed issue where opening the crafting panel stops you from being able to move.
  • Crafting. One tiny word, about 5... thousand... million... lines of code. At least it feels like it.
  • Smelter now won't trigger on manual mats unless you have 16 of a given type.
  • Many machines now use the new corner tooltip system to give detailed readouts on their state.
  • Marked off music as OGG, saving about 400 megs of ram. Very sorry!
  • Ore Smelters complete; crafting not hooked up, so don't waste your time smelting stuff yet!
  • Added StorageHopper code to allow collection of Smeltable Ores.
  • NON-CODE TASK! Designed the first 4 tiers of minerals, machines, suit upgrades and locked areas.
  • Started work to force players to use smelted bars to craft with, not raw ore.
  • Added support in the Inventory system for Items and non-cubetypes.
  • Fixed Detail Block previews in Hotbar Configurator.
  • Added 4 new achievements to form the start of a 'roadmap' for Survival.
  • Building ores in creative mode now builds at the full texture stage, not depleted
  • Fix lithium texture staging
  • Added 'value' console command for creative mode to manually set the build value. This allows you to build alternative ore stages, should you want to.
  • Updated Machine descriptions
  • Hidden unimplemented light blocks from block selection and scroll wheel
  • Mousewheel scroll and pageup/pagedown now move the hotbar selection and will automatically change tabs. (we will evaluate if people like this in creative or if we should just limit this to survival)
  • Reduced Meteor-style explosions from 300 ms to 30 ms!
  • Dropship now crashes on first run through
  • Default base now created at dropship crash site
  • First run now has first-pass intro sequence
  • Fixed Horizon shader. Finally.
  • Respawn player at logout position in creative as well as survival. (use the console command Teleport if you are lost!)
  • Added Titanium
  • Added Nickel
  • Fixed StorageHoppers occasionally causing a thread death when accessing an object as it's deleted
  • Thread Death is no longer silent, and will let the user know!
  • Fixed issue with Unity being stupid under certain circumstances. This is a critical fix and will be rolled out soon.
  • Build2Me and SuperDelete are now on a configurable key
  • Added debug for people who have special characters in their Steamnames.
  • Survival:
  • Replaced MatterMover with bespoke models
  • External temperatures now calculated better.
  • Up to 50 metres underground now lerps to the stable median between night and day (upshot, the day is warmer than underground, and night time is colder than underground)
  • Each 100 metre drop underground is a 2C rise in temperature. This is fairly close to real life, and will probably get changed.
  • Torches no longer cost 15 coal, and are back to 5. Sorry.
  • You can no longer take batteries past 100% by touching them against eachother
  • First mob added, tentatively called the CamoBot. Don't blink. Blink and you're dead.
  • SFX for CamoBots
  • Reverb (fairly) correctly calculated.
  • Further improvements to the spiderbot
  • Fixed Crafting spam
  • Fixed Grapple spam
  • Refactored Ore Extractors to track down a rare crash
  • Altered HotBar to be setup with the first Machines you'll need for Survival in a fresh game#
  • First tentative steps towards non-infinite resources.
  • Fixed leak with Collectables at max range
  • Craftable objects now drop at a much slower speed, so you shouldn't lose them
  • Limited non-ore digging to a maximum of 4/second.
  • Added autodelete by keeping the RMB pressed!
  • Manually mining ore depletes the ore instead of removing it, at a 10% success rate
  • Maths : Player is approximately 6x the speed of an Ore Extractor, but 80,000 times more boring.
  • Ore Extractors deplete ore correctly. You're unlikely to run out, however!
  • Ore Extractors will not attempt to mine depleted ore.
  • Boring work to allow better data-driving of resource costs for machinery
  • Fixed the most completely idiotic bug in the inventory system that is amazingly abuseable, but apparently no-one noticed.
  • Added support for 4096 high texture blocks. Lots of code was rewritten. Lives were lost. Villages burned. But the task is complete!
  • Disabled the extra ARTHER wasting CPU time in the middle of the world
  • Auto-crafting system completely rewritten; objects now return information regarding crafting in a handy context-sensitive window in the corner of the screen!
  • Fixed incorrect resource description for Power Storage Blocks (they actually need 50 Lithium and 50 Copper) (TY MrSilentDave)
  • Implemented MatterMovers. Once they're a bit more polished, I'll push all this work into the next SteamPipe beta.
  • Bumped visual display number to 1.3 (oops)
  • Laser Power Transmitters now delete correctly
  • Temporarily reduces MatterMovers to 1/4 of their expected Energy cost so people will use them. MatterMovers are expected to be high-tier/end game items. They were just easy to code :-)

V1.5:
  • Fixed issue where dropship turns up in Creative. This is why you never risk a the steampipe beta ;-)
  • Added mouse navigation of main menu!
  • Don't display steam status message if there are no errors
  • New Survival achievements live
  • Rebaked main menu textures
  • Added belt and braces fix for game not shutting down under certain circumstances
  • Actually remembered to bump version to 1.5
  • Reduced debug log spam
  • Crafting panel now accessible,show material preview, still non-functional
  • Fixed bugs in MatterMovers
  • Prev/Next buttons work if you have >50 detail blocks (!)

V1.4
  • Marked off music as OGG, saving about 400 megs of ram. Very sorry!
  • Ore Smelters complete; crafting not hooked up, so don't waste your time smelting stuff yet!
  • Added StorageHopper code to allow collection of Smeltable Ores.
  • NON-CODE TASK! Designed the first 4 tiers of minerals, machines, suit upgrades and locked areas.
  • Started work to force players to use smelted bars to craft with, not raw ore.
  • Added support in the Inventory system for Items and non-cubetypes.
  • Fixed Detail Block previews in Hotbar Configurator.
  • Added 4 new achievements to form the start of a 'roadmap' for Survival.
  • Building ores in creative mode now builds at the full texture stage, not depleted
  • Fix lithium texture staging
  • Added 'value' console command for creative mode to manually set the build value. This allows you to build alternative ore stages, should you want to.
  • Updated Machine descriptions
  • Hidden unimplemented light blocks from block selection and scroll wheel
  • Mousewheel scroll and pageup/pagedown now move the hotbar selection and will automatically change tabs. (we will evaluate if people like this in creative or if we should just limit this to survival)
  • Reduced Meteor-style explosions from 300 ms to 30 ms!
  • Dropship now crashes on first run through
  • Default base now created at dropship crash site
  • First run now has first-pass intro sequence
  • Fixed Horizon shader. Finally.
  • Respawn player at logout position in creative as well as survival. (use the console command Teleport if you are lost!)
  • Added Titanium
  • Added Nickel


V1.3.1:
  • Fixed StorageHoppers occasionally causing a thread death when accessing an object as it's deleted
  • Thread Death is no longer silent, and will let the user know!
  • Fixed issue with Unity being stupid under certain circumstances. This is a critical fix and will be rolled out soon.

V1.3:
  • Build2Me and SuperDelete are now on a configurable key
  • Added debug for people who have special characters in their Steamnames.
  • Survival:
  • Replaced MatterMover with bespoke models
  • External temperatures now calculated better.
  • Up to 50 metres underground now lerps to the stable median between night and day (upshot, the day is warmer than underground, and night time is colder than underground)
  • Each 100 metre drop underground is a 2C rise in temperature. This is fairly close to real life, and will probably get changed.
  • Torches no longer cost 15 coal, and are back to 5. Sorry.
  • You can no longer take batteries past 100% by touching them against eachother
  • First mob added, tentatively called the CamoBot. Don't blink. Blink and you're dead.
  • SFX for CamoBots
  • Reverb (fairly) correctly calculated.
  • Further improvements to the spiderbot
  • Fixed Crafting spam
  • Fixed Grapple spam
  • Refactored Ore Extractors to track down a rare crash

V1.2
  • Altered HotBar to be setup with the first Machines you'll need for Survival in a fresh game#
  • First tentative steps towards non-infinite resources.
  • Fixed leak with Collectables at max range
  • Craftable objects now drop at a much slower speed, so you shouldn't lose them
  • Limited non-ore digging to a maximum of 4/second.
  • Added autodelete by keeping the RMB pressed!
  • Manually mining ore depletes the ore instead of removing it, at a 10% success rate (You have a 9 in 10 chance of mining Rubble instead of the Ore)
  • Maths : Player is approximately 6x the speed of an Ore Extractor, but 80,000 times more boring.
  • Ore Extractors deplete ore correctly. You're unlikely to run out, however!
  • Ore Extractors will not attempt to mine depleted ore.
  • Boring work to allow better data-driving of resource costs for machinery
  • Fixed the most completely idiotic bug in the inventory system that is amazingly abuseable, but apparently no-one noticed.
  • Added support for 4096 high texture blocks. Lots of code was rewritten. Lives were lost. Villages burned. But the task is complete!
  • Disabled the extra ARTHER wasting CPU time in the middle of the world
  • Auto-crafting system completely rewritten; objects now return information regarding crafting in a handy context-sensitive window in the corner of the screen!
  • Fixed incorrect resource description for Power Storage Blocks (they actually need 50 Lithium and 50 Copper) (TY MrSilentDave)
  • Implemented MatterMovers. Once they're a bit more polished, I'll push all this work into the next SteamPipe beta.
  • Bumped visual display number to 1.3 (oops)
  • Laser Power Transmitters now delete correctly
  • Temporarily reduces MatterMovers to 1/4 of their expected Energy cost so people will use them. MatterMovers are expected to be high-tier/end game items. They were just easy to code :-)



Previous Patches:

Jan-06-2014 - V1.2 now available!
  • Fixed description for AI Movers
  • Fixed description for Solar Panels
  • Set default FPS to 25, due to people making videos at 29.97 fps
  • Removed Manufacture bot in Creative mode. Apologies.
  • Removed Orbital Energy Transmitter. Oops.
  • Jetpack still on J, but configurable before the game starts
  • Stats now on alt-J
  • Solar panels open quickly if they spawn nearby during the day
  • AI mover will no longer attempt to move to storage hoppers in nullspace
  • Fix compensate bad archive
  • Fix bad player settings
  • Added SFX for battery blocks (based on charge level)
  • Added SFX for PTGs
  • Added lerped ranged emission to particles
  • Added LODs for torch lights
  • The upshot is that torches in Survival are now a lot faster, but slightly less impressive!
  • SpiderBot now another 0.8% cooler.
  • Fixed up a bunch of debug spam
  • SpiderBot now 3% cooler
  • Added placeholder dropship
  • Added placeholder manufacture bot
  • Added placeholder Orbital Energy Transmitter
  • Added code to detect crafting radii
  • Added AI Mover
  • Hoppers can be marked as autofill and autoempty for AIMovers. Filters soon!
  • Fixed issue with Ping not detecting ores on cardinal directions
  • Added AI Mover robots to automatically move ores long distances between Storage Hoppers.
  • Added Permission settings to Storage Hoppers (Toggle with E)
  • AI Movers now respect Storage Hopper permissions
  • Orbital Energy Transmitter should attempt to at least vaguely sit on the planet's surface now.
  • Added 'J' as a hotkey to toggle jetpack, in both survival and creative
  • Double jump no longer activates jetpack in survival
  • Wood joule count down to 200 from 250
  • Coal joule count down to 350 from 1000
  • Fixes to Build2Me
  • Using an AirPing no longer causes OrePings to detect air!
  • Fixed Weather system to disable in caverns (THIS TOOK HOURS PLEASE APPRECIATE IT!)
  • Major performance increase at depths below -50 metres
  • AI mover simulates faster when being looked at
  • Collectable manager clears up slowly and calmly, with no leaking!
  • Solar panels now have correct build permissions and costs
  • Fixed Survival help appearing in Creative mode (oops)
  • Fixed black lakes appearing where caves intersect -1000 metres.
  • Ore Extractors now use 10x as much power as before (sorry!)
  • Fixed Deep Blue achievement. Quietly noted that 1.00 and 100 are not the same number.
  • Added image for the currently burning resource in the CPH
  • Added ability to add in single items to CPH. Intelligently takes the highest resource you have.
  • "Add Resource" and "Exit" buttons now work on the CPH panel
  • Hopper Text (and all others) should now properly respect the Z-buffer.
  • Archive Compression count now displayed in Creative before 'Safe To Quit' - if you are suffering from large save folders, just hang around until this number hits zero.
  • Fixed a rare crash bug to do with entity saving
  • Ore Extractors now efficiently search for ore with no randomness
  • Ore Extractors save out drill bit status, stored ore and remaining power
  • Fixed an issue where PTGs GAINED power when feeding it into a battery. Enjoy this exploit whilst you can!
  • Added Solar panels. Double the solar efficiency of CPHs, but only useful at night and on the surface. Connect to Batteries to extract their charge.
  • Measuring global power generation.
  • Started to add LODding for expensive machines.
  • Ore Extractor exploit fixed
  • Fixed depth fog breaking when player was exactly at altitude 0
  • Moved Lithium down in the world a little, to reflect it's usefulness
  • Started to organise Tier1 and Tier2 items. Tier2 all require visiting 450m depth or lower.
23/12/2013 - V1.1 now available!
  • Fixed various 'under construction' issues
  • This is a massive patch, and has been on the SteamPipe Beta for several days
  • This includes Survival mode. Press Ctrl-S to actiate this on a new world.
  • DEFINTELY fixed Seven Dwarves
  • Steam integration improvements

If you want to know more about Survival, and aren't the sort of person who likes discovering things for themselves, there a huuuuuuuuuuuuuuuuuuuuuge set of notes here:

https://docs.google.com/document/d/1xwGHskPat9ZQpKGQbVEjz91tQWDLU0Ly84vWDLVN2Iw/edit#



13/12/2013 - V1.03 now available!

VC redist included in the package
Weather staff now defaults to nightday
Fixed 8x8x8 workshops being buildable again
Fixed 7 Dwarves Achievement (linked to above)
Re-fixed DeepBlue achievement (It only worked if you have the debug UI open!)
Game should automatically attempt to redownload data from Steam if it fails
Made the global meteors stat public in the drop pod

12/12/2013 - V1.02 now available!

Ok, a minor patch, but this has a few new things in it!

New Achievement added : build 100 million blocks using any tool to unlock
Fixed Aspect Ratio issues for 4:3 and 16:10 screens. And any other ratio!
Fixed an audio issue that arose after using the paintgun excessively
Even more stats tracking, including manually deleted blocks
If At First You Don't Succeed... and Pajinotov Complex achievements fixed

11/12/2013 - V1.01 now available!

Rather than actually going and relaxing or anything, we've ploughed right back in and have fixed a ton of stuff:

Fixed Spelunkish Achievement
Fixed DeepBlue Achievement
Fixed RanaRama Achievement
Fixed SeeingDouble Achievement
Fixed RanaRama achievement
Fixed SevenDwarves Achievement
Fixed Big Version... Little Version... achievement

(Look, this isn't my fault, Steam doesn't let you check the achievement unlock page before the game's released!)

Fixed deletion count being uploaded to steam stats
Fixed 'If at first you don't succeed' Achievement
Achievements should now unlock immediately, not when you build a block!
Looked into odd aspect ratios not being very happy. No solution yet, but I DO have a different name for the problem!
Some minor improvements to the jetpack
Added meteor explosion stat
Last edited by DjArcas; Mar 17 @ 10:39am
Showing 1-9 of 9 comments
< >
Sean Jan 6 @ 6:31am 
"Fixed Deep Blue achievement. Quietly noted that 1.00 and 100 are not the same number."

I tried to get this today before the update and didnt get it when baked hit 100% (fantastic, x64).
Should I try again now then? It took my PC quite a while!
DjArcas  [developer] Jan 6 @ 6:38am 
Originally posted by Sean FM:
"Fixed Deep Blue achievement. Quietly noted that 1.00 and 100 are not the same number."

I tried to get this today before the update and didnt get it when baked hit 100% (fantastic, x64).
Should I try again now then? It took my PC quite a while!

Please do, and shout at me if it doesn't work!
Sean Jan 6 @ 8:08am 
Success! Thanks Got it somewhere between 99-100%
recruit00 Jan 6 @ 10:11am 
I don't know if this is just my game or what but I was trying to dig to hell and when I got to around -4700, the floor was just cloudy looking and couldn't be dug further down? Why is that?
DjArcas  [developer] Jan 6 @ 11:04am 
Originally posted by recruit00:
I don't know if this is just my game or what but I was trying to dig to hell and when I got to around -4700, the floor was just cloudy looking and couldn't be dug further down? Why is that?


4.7 kilometres underground?
recruit00 Jan 6 @ 12:29pm 
Yep, 4.7 km underground
steveman0 Jan 6 @ 2:52pm 
Originally posted by recruit00:
I don't know if this is just my game or what but I was trying to dig to hell and when I got to around -4700, the floor was just cloudy looking and couldn't be dug further down? Why is that?
Does it do these even if you exit the game and reload? I know when I went for it using superdelete I had some lag and other rendering oddities when digging down. Some areas just wouldn't load quite right and I had areas of cleared fog that I'd get stuck at because it got caught up with the loading and world gen. It's possible that it got royally stuck and a restart might fix it. You could also try flying up a few hundred meters and dropping down again to force the area to reload.
recruit00 Jan 6 @ 4:24pm 
Well, I tested again and I noticed while using the console to check my height that despite the fact that the console is open, it won't type or I will close it but it is still technically open so I'm stuck and it keeps typing in the console.

I also would get glitched where when I was using shift to speed up in the jetpack, it would stutter and not go at max speed.

Also, make it so the jetpack stops turning off when I hit the ceiling!
Modulated Dreams Jan 6 @ 11:54pm 
My client will not update to 1.2 Ive tried a bunch of different things... what am i doing wrong...
Showing 1-9 of 9 comments
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Date Posted: Dec 11, 2013 @ 2:12pm
Posts: 9