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[GTX9/WIN10] Crash on start with Access Violation (0xc0000005)
Feb 18, 2016 @ 2:38am
zemnmez
Processor Information: Vendor: GenuineIntel CPU Family: 0x6 CPU Model: 0x2a CPU Stepping: 0x7 CPU Type: 0x0 Speed: 3411 Mhz 8 logical processors 4 physical processors HyperThreading: Supported FCMOV: Supported SSE2: Supported SSE3: Supported SSSE3: Supported SSE4a: Unsupported SSE41: Supported SSE42: Supported Network Information: Network Speed: Operating System Version: Windows 10 (64 bit) NTFS: Supported Crypto Provider Codes: Supported 311 0x0 0x0 0x0 Video Card: Driver: NVIDIA GeForce GTX 970 DirectX Driver Name: nvd3dum.dll Driver Version: 10.18.13.6191 DirectX Driver Version: 10.18.13.6191 Driver Date: 8 Feb 2016 OpenGL Version: 4.5 Desktop Color Depth: 32 bits per pixel Monitor Refresh Rate: 60 Hz DirectX Card: NVIDIA GeForce GTX 970 VendorID: 0x10de DeviceID: 0x13c2 Number of Monitors: 2 Number of Logical Video Cards: 2 No SLI or Crossfire Detected Primary Display Resolution: 1920 x 1080 Desktop Resolution: 3840 x 1080 Primary Display Size: 20.75" x 11.65" (23.78" diag) 52.7cm x 29.6cm (60.4cm diag) Primary Bus: PCI Express 16x Primary VRAM: 4095 MB Supported MSAA Modes: 2x 4x 8x Sound card: Audio device: Speakers (Dell AC511 USB SoundB Memory: RAM: 16360 Mb Miscellaneous: UI Language: English Microphone: Not set Media Type: Undetermined Total Hard Disk Space Available: 457359 Mb Largest Free Hard Disk Block: 151136 Mb OS Install Date: Jan 01 1970 Game Controller: None detected Installed software: 7-Zip 15.12 (x64) Adobe After Effects CC 2015 Age of Empires II: HD Edition Amazon WorkSpaces Apple Application Support (32-bit) Apple Application Support (64-bit) Apple Mobile Device Support Apple Software Update Audacity 2.1.1 AVG AVG Web TuneUp AVG Zen Battle.net Bonjour Combined Community Codec Pack 64bit 2015-10-18 Counter-Strike: Global Offensive D3DX10 DAEMON Tools Lite Dota 2 Elgato Game Capture HD (64-bit) FaceRig FaceRig Virtual Video driver version 1.0.1.1000 Fallout 4 Fiddler Firewatch FMW 1 Game Capture HD v2.3.3.40 Game Capture HD60 Pro v1.1.0.149 Game Capture HD60 v2.1.1.4 GIMP 2.8.14 Git version 2.6.4 Goat Simulator Google Chrome Google Update Helper Grand Theft Auto V H1Z1 H1Z1 Test Server Heroku Toolbelt 3.42.34 iTunes Java 8 Update 73 Java Auto Updater Malwarebytes Anti-Malware version 2.2.0.1024 Microsoft Application Error Reporting Microsoft ASP.NET MVC 4 Runtime Microsoft SQL Server 2005 Compact Edition [ENU] Microsoft Visual C++ 2005 Redistributable Microsoft Visual C++ 2005 Redistributable (x64) Microsoft Visual C++ 2008 Redistributable - x64 9.0.30729.17 Microsoft Visual C++ 2008 Redistributable - x64 9.0.30729.6161 Microsoft Visual C++ 2008 Redistributable - x86 9.0.30729.17 Microsoft Visual C++ 2008 Redistributable - x86 9.0.30729.6161 Microsoft Visual C++ 2010 x64 Redistributable - 10.0.40219 Microsoft Visual C++ 2010 x86 Redistributable - 10.0.40219 Microsoft Visual C++ 2012 Redistributable (x64) - 11.0.61030 Microsoft Visual C++ 2012 Redistributable (x86) - 11.0.61030 Microsoft Visual C++ 2012 x64 Additional Runtime - 11.0.61030 Microsoft Visual C++ 2012 x64 Minimum Runtime - 11.0.61030 Microsoft Visual C++ 2012 x86 Additional Runtime - 11.0.61030 Microsoft Visual C++ 2012 x86 Minimum Runtime - 11.0.61030 Microsoft Visual C++ 2013 Redistributable (x64) - 12.0.30501 Microsoft Visual C++ 2013 Redistributable (x86) - 12.0.30501 Microsoft Visual C++ 2013 x64 Additional Runtime - 12.0.21005 Microsoft Visual C++ 2013 x64 Minimum Runtime - 12.0.21005 Microsoft Visual C++ 2013 x86 Additional Runtime - 12.0.21005 Microsoft Visual C++ 2013 x86 Minimum Runtime - 12.0.21005 Microsoft Visual C++ 2015 Redistributable (x64) - 14.0.23026 Microsoft Visual C++ 2015 Redistributable (x86) - 14.0.23026 Microsoft Visual C++ 2015 x64 Additional Runtime - 14.0.23026 Microsoft Visual C++ 2015 x64 Minimum Runtime - 14.0.23026 Microsoft Visual C++ 2015 x86 Additional Runtime - 14.0.23026 Microsoft Visual C++ 2015 x86 Minimum Runtime - 14.0.23026 Minecraft Movie Maker MSVCRT MSVCRT110 MSVCRT110_amd64 Mumble 1.2.11 Nexon Launcher Nexus Mod Manager NVIDIA 3D Vision Controller Driver 352.65 NVIDIA 3D Vision Driver 361.91 NVIDIA Control Panel 361.91 NVIDIA GeForce Experience 2.9.1.22 NVIDIA GeForce Experience Service NVIDIA Graphics Driver 361.91 NVIDIA HD Audio Driver 1.3.34.4 NVIDIA Install Application NVIDIA LED Visualizer 1.0 NVIDIA Network Service NVIDIA PhysX System Software 9.15.0428 NVIDIA ShadowPlay 2.9.1.22 NVIDIA Stereoscopic 3D Driver NVIDIA Update 2.9.1.22 NVIDIA Update Core NVIDIA Virtual Audio 1.2.34 OBS Studio OldSchool RuneScape Launcher 1.2.7 Open Broadcaster Software Photo Common Photo Gallery Picasa 3 PrivateTunnel Python 3.4.3 (64-bit) QuickTime 7 Rockstar Games Social Club SHIELD Streaming SHIELD Wireless Controller Driver Skype™ 7.16 Speccy Steam Sublime Text Build 3083 Super Hexagon Team Fortress 2 TeamSpeak 3 Client The Witcher 3: Wild Hunt The Witness Transmission-Qt Ubiquiti UniFi (remove only) Undertale Vim 7.4.827 Visual Studio 2012 x64 Redistributables Visual Studio 2012 x86 Redistributables Windows Live Communications Platform Windows Live Essentials Windows Live Installer Windows Live Photo Common Windows Live PIMT Platform Windows Live SOXE Windows Live SOXE Definitions Windows Live UX Platform Windows Live UX Platform Language Pack Xiph.Org Open Codecs 0.85.17

Unity Player [version: Unity 5.2.4f1_98095704e6fe] firewatch.exe caused an Access Violation (0xc0000005) in module firewatch.exe at 0033:dee4ea93. Error occurred at 2016-02-18_102020. C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch.exe, run by Z. 22% memory in use. 16361 MB physical memory [12674 MB free]. 18793 MB paging file [13880 MB free]. 134217728 MB user address space [134216599 MB free]. Read from location 00000018 caused an access violation. Context: RDI: 0x0014e670 RSI: 0x0014e680 RAX: 0x10f0c401 RBX: 0x0014e680 RCX: 0x0014e670 RDX: 0x0014e680 RIP: 0xdee4ea93 RBP: 0x00000000 SegCs: 0x00000033 EFlags: 0x00010206 RSP: 0x0014e4a0 SegSs: 0x0000002b R8: 0x00000000 R9: 0xffffffff R10: 0x00000000 R11: 0x0014e568 R12: 0x0014ed90 R13: 0x05314d48 R14: 0x0014e670 R15: 0x0014e680 Bytes at CS:EIP: 41 0f b6 6a 18 41 c6 42 18 00 4c 8b 51 08 45 0f Stack: 0x0014e4a0: 00000000 00000000 0000000f 00000000 ................ 0x0014e4b0: 05314d48 00000000 0014ed90 00000000 HM1............. 0x0014e4c0: 1db7f7c0 00000000 0689e120 00000000 ........ ....... 0x0014e4d0: 0014ed90 00000000 ded6fa8c 00007ff7 ................ 0x0014e4e0: 03b67f80 00000000 00000000 00000000 ................ 0x0014e4f0: ffffd694 00000000 00000016 00000000 ................ 0x0014e500: 00000387 00000000 ffffffff ffffffff ................ 0x0014e510: ffffffff 00000000 df034e00 00007ff7 .........N...... 0x0014e520: ffffd694 00000000 10f0c4e0 00000000 ................ 0x0014e530: 0014e680 00000000 0014e670 00000000 ........p....... 0x0014e540: 05314d48 00000000 0014ed90 00000000 HM1............. 0x0014e550: 0014e670 00000000 ffffffff 00000000 p............... 0x0014e560: 00000000 00000000 df034f5a 00007ff7 ........ZO...... 0x0014e570: ffffd694 00000000 0014e680 00000000 ................ 0x0014e580: 00000000 00000000 00000000 00000000 ................ 0x0014e590: 00000000 00000000 225b7fbe 00000000 ..........[".... 0x0014e5a0: 14e586a0 00000000 0014e630 00000000 ........0....... 0x0014e5b0: ffffffff ffffffff 1b37aaf8 00000000 ..........7..... 0x0014e5c0: 00000001 00000000 053becc0 00000000 ..........;..... 0x0014e5d0: 053bebc0 00000000 00000000 00000000 ..;............. 0x0014e5e0: 225b7f2d 00000000 14e586a0 00000000 -.["............ 0x0014e5f0: 0014e630 00000000 0014e5a0 00000000 0............... 0x0014e600: 0014ed90 00000000 05314d48 00000000 ........HM1..... 0x0014e610: 0014ecf0 00000000 1db7f7c0 00000000 ................ 0x0014e620: 00000001 00000000 1b37aaf8 00000000 ..........7..... 0x0014e630: 0014e690 00000000 225b7f09 00000000 ..........[".... 0x0014e640: 225b7b77 00000000 0014ed90 00000000 w{["............ 0x0014e650: 05314d48 00000000 0014ecf0 00000000 HM1............. 0x0014e660: ffffffff ffffffff 00000000 00000000 ................ 0x0014e670: ffffd694 00000000 00000000 00000000 ................ 0x0014e680: ffffd694 00000000 00000000 00000000 ................ 0x0014e690: 0014e760 00000000 225b7b2b 00000000 `.......+{[".... 0x0014e6a0: 00000000 00000000 0014e708 00000000 ................ 0x0014e6b0: 0014e760 00000000 225b7ae4 00000000 `........z[".... 0x0014e6c0: ffffd694 00000000 00000000 00000000 ................ 0x0014e6d0: ffffd694 00000000 00000000 00000000 ................ 0x0014e6e0: 0014e7a0 00000000 ffffffff ffffffff ................ 0x0014e6f0: 00000000 00000000 ffffd694 00000000 ................ 0x0014e700: 00000000 00000000 ffffd694 00000000 ................ 0x0014e710: 00000000 00000000 0014ed90 00000000 ................ 0x0014e720: 05314d48 00000000 0014ecf0 00000000 HM1............. 0x0014e730: 00000001 00000000 ffffffff ffffffff ................ 0x0014e740: 225b7a70 00000000 15245d80 00000000 pz[".....]$..... 0x0014e750: 225b7a5d 00000000 00000001 00000000 ]z["............ 0x0014e760: 0014e7a0 00000000 225b7a39 00000000 ........9z[".... 0x0014e770: 00000001 00000000 00000000 00000000 ................ 0x0014e780: 225b7a10 00000000 15245d08 00000000 .z[".....]$..... 0x0014e790: 225b765a 00000000 1db7f7c0 00000000 Zv["............ 0x0014e7a0: 0014e910 00000000 225b6eff 00000000 .........n[".... 0x0014e7b0: 00000000 00000000 00000000 00000000 ................ 0x0014e7c0: 00000024 00000000 0014e7c0 00000000 $............... 0x0014e7d0: 1372da20 00000000 00a202b8 00000000 .r............. 0x0014e7e0: 00000000 00000000 00000060 00000000 ........`....... 0x0014e7f0: 00a20d20 00000000 13c17aa0 00000000 ........z...... 0x0014e800: 00000000 00000000 03b4d850 00000000 ........P....... 0x0014e810: 00000000 00000000 03b4d810 00000000 ................ 0x0014e820: 00000000 00000000 00000040 00000000 ........@....... 0x0014e830: 00000000 00000000 00000060 00000000 ........`....... 0x0014e840: 00000006 00000000 8f0b5b14 00007ffd .........[...... 0x0014e850: 00a20000 00000000 00000002 00007ffd ................ 0x0014e860: 00000050 00000000 00000008 00007ffd P............... 0x0014e870: 00000000 00000000 631ad6b4 00007ffd ...........c.... 0x0014e880: 0014e930 00000000 151c3cb0 00000000 0........<...... 0x0014e890: 00000000 00000000 00000000 00000000 ................ 0x0014e8a0: 00000050 00000000 00000018 00000000 P............... 0x0014e8b0: 00000001 00000000 00000000 00000000 ................ 0x0014e8c0: 00000000 00000000 00000008 00000000 ................ 0x0014e8d0: 053b0000 00000000 6ba170f2 00007ffd ..;......p.k.... 0x0014e8e0: 00000002 00000000 00000000 00000000 ................ 0x0014e8f0: 05314d48 00000000 0014ed90 00000000 HM1............. 0x0014e900: 1372da20 00000000 05938b50 00000000 .r.....P....... 0x0014e910: 0014e9a0 00000000 05938bbb 00000000 ................ 0x0014e920: 00000018 00000000 63300d8f 00007ffd ..........0c.... 0x0014e930: 00000018 00000000 631a232d 00007ffd ........-#.c.... 0x0014e940: 14e586a0 00000000 225b6dd0 00000000 .........m[".... 0x0014e950: 0014ed90 00000000 631a21d0 00007ffd .........!.c.... 0x0014e960: 1b37aaf8 00000000 00000000 00000000 ..7............. 0x0014e970: 00000000 00000000 631a228b 00007ffd .........".c.... 0x0014e980: 14e586a0 00000000 1372da20 00000000 ........ .r..... 0x0014e990: 05938b50 00000000 0014e9e0 00000000 P............... 0x0014e9a0: 0014e9e0 00000000 632c40cb 00007ffd .........@,c.... 0x0014e9b0: 1372da20 00000000 00000000 00000000 .r............. 0x0014e9c0: 00000000 00000000 1372da20 00000000 ........ .r..... 0x0014e9d0: bf65f17a bdb0ecf9 3edca99a 00000000 z.e........>.... 0x0014e9e0: 05314d48 00000000 136f8258 00000000 HM1.....X.o..... 0x0014e9f0: 00000000 00000000 14e586a0 00000000 ................ 0x0014ea00: 053e2390 00000000 1b37aaf8 00000000 .#>.......7..... 0x0014ea10: 0014ed90 00000000 0014ecf0 00000000 ................ 0x0014ea20: 00000000 00000000 00000000 3f800000 ...............? 0x0014ea30: 3e92d04b 00000000 80000000 00000000 K..>............ 0x0014ea40: 00000000 3e92d04b 80000000 00000000 ....K..>........ 0x0014ea50: 00000000 00000000 b37fcb97 beffe5c8 ................ 0x0014ea60: 00000000 00000000 bf7ffffe 3f000d1b ...............? 0x0014ea70: 00000000 00000000 00000000 00000000 ................ 0x0014ea80: 00000000 00000000 00000000 00000000 ................ 0x0014ea90: 00000000 00000000 00000000 00000000 ................ 0x0014eaa0: 00000000 00000000 00000000 00000000 ................ 0x0014eab0: 00000000 00000000 00000000 00000000 ................ 0x0014eac0: 00000000 00000000 00000000 00000000 ................ 0x0014ead0: 00000000 00000000 00000000 00000000 ................ 0x0014eae0: 00000000 00000000 00000000 00000000 ................ 0x0014eaf0: 1d504a40 00000000 ded75281 00007ff7 @JP......R...... 0x0014eb00: 1d504940 00000000 049829e0 00000000 @IP......)...... 0x0014eb10: 00000012 00000000 049829e0 00000000 .........)...... 0x0014eb20: 58333339 00006a35 c19d999a 3ee0fde4 933X5j.........> 0x0014eb30: be4bef29 bf603c2c 00000000 00000000 ).K.,<`......... 0x0014eb40: 00000000 00000000 049829e0 00000000 .........)...... 0x0014eb50: 0014ee20 00000000 0014ed90 00000000 ............... 0x0014eb60: 0014ecf0 00000000 1372da20 00000000 ........ .r..... 0x0014eb70: 1b37aaf8 00000000 632183dd 00007ffd ..7.......!c.... 0x0014eb80: 405f31cb 00000000 00000000 00000000 .1_@............ 0x0014eb90: 00000000 bf801a3a bf800000 00000000 ....:........... 0x0014eba0: 0014ed90 00000000 def5f565 00007ff7 ........e....... 0x0014ebb0: 0014ec60 00000000 00000033 00000000 `.......3....... 0x0014ebc0: 0014ee20 00000000 ded67650 00007ff7 .......Pv...... 0x0014ebd0: 1372da20 00000000 00000001 00000000 .r............. 0x0014ebe0: 00000012 00000000 00000012 00000000 ................ 0x0014ebf0: 00000000 00000000 00000000 00000000 ................ 0x0014ec00: 1372da20 00000000 00000001 00000000 .r............. 0x0014ec10: 00000033 00000000 dee834e0 00007ff7 3........4...... 0x0014ec20: 1d505d30 00000000 1d505d30 00000000 0]P.....0]P..... 0x0014ec30: 00000033 00000000 00000033 00000000 3.......3....... 0x0014ec40: 1372da20 00000000 00000001 00000000 .r............. 0x0014ec50: 3185e9e0 00000000 00000000 00000000 ...1............ 0x0014ec60: dfaf0070 00007ff7 1372da20 00000000 p....... .r..... 0x0014ec70: 00000001 00000000 1b37aaf8 00000000 ..........7..... 0x0014ec80: 0000437a 00000000 00000000 00000000 zC.............. 0x0014ec90: 00140101 00000000 00000000 00000000 ................ 0x0014eca0: 00000000 00000000 00000000 00000000 ................ 0x0014ecb0: 00000000 00000000 00000000 00000000 ................ 0x0014ecc0: 00000000 00000000 00000000 00000000 ................ 0x0014ecd0: 00000000 00000000 00000000 00000000 ................ 0x0014ece0: 00000000 00000000 00000000 00000000 ................ 0x0014ecf0: 00000000 00000000 00000000 00000000 ................ 0x0014ed00: 00000000 00000000 00000000 00000000 ................ 0x0014ed10: 00000000 00000000 00000000 00000000 ................ 0x0014ed20: 00000000 00000000 00000000 00000000 ................ 0x0014ed30: 00000000 00000000 00000000 00000000 ................ 0x0014ed40: 00000000 00000000 00000000 00000000 ................ 0x0014ed50: 00000000 00000000 00000000 00000000 ................ 0x0014ed60: 00000000 00000000 00000000 00000000 ................ 0x0014ed70: 00000000 00000000 00000000 00000000 ................ 0x0014ed80: 000000d0 00000000 ded117e9 00007ff7 ................ 0x0014ed90: 00000000 00000000 0000000d 00000000 ................ 0x0014eda0: 03dc6c10 00000000 00000000 00000000 .l.............. 0x0014edb0: 00000002 00000000 ded119c2 00007ff7 ................ 0x0014edc0: 0014f080 00000000 1d504a40 00000000 ........@JP..... 0x0014edd0: 0014ef50 00000000 00000002 00000000 P............... 0x0014ede0: 0014ef50 00000000 ded6d831 00007ff7 P.......1....... 0x0014edf0: 00000000 00000000 00000003 00000000 ................ 0x0014ee00: 0014f080 00000000 00000001 00000000 ................ 0x0014ee10: 00000000 00000000 00000000 00000000 ................ 0x0014ee20: 00000000 00000000 00000000 00000000 ................ 0x0014ee30: 00000000 00000000 00000000 00000000 ................ 0x0014ee40: 0014eec0 00000000 ded745cb 00007ff7 .........E...... 0x0014ee50: 0014f080 00000000 1d504a40 00000000 ........@JP..... 0x0014ee60: 0014f080 00000000 00000002 00000000 ................ 0x0014ee70: 00000001 00000000 dedb94b0 00007ff7 ................ 0x0014ee80: 0014ee90 00000000 00000000 00007ff7 ................ 0x0014ee90: c1cccccd 4233999a c19d999a 00007ff7 ......3B........ 0x0014eea0: 13d62e88 00000000 14172c00 00000000 .........,...... 0x0014eeb0: 00000000 00000000 dedba622 00007ff7 ........"....... 0x0014eec0: 3ee0fde4 be4bef29 bf603c2c 00000000 ...>).K.,<`..... 0x0014eed0: 3c267d90 3f79e527 be5e0d02 00000000 .}&<'.y?..^..... 0x0014eee0: bf65f17a bdb0ecf9 bedca99a 00000000 z.e............. 0x0014eef0: c0dcd952 c24a849a c1a96b62 3f800000 R.....J.bk.....? 0x0014ef00: 405f31cb 00000000 00000000 00000000 .1_@............ 0x0014ef10: 00000000 405f31cb 00000000 00000000 .....1_@........ 0x0014ef20: 00000000 00000000 bf801a3a bf800000 ........:....... 0x0014ef30: 00000000 00000000 c0000d1d 00000000 ................ 0x0014ef40: c1cccccd 4233999a c19d999a 42000000 ......3B.......B 0x0014ef50: 3f800000 00000000 0014f080 00000000 ...?............ 0x0014ef60: 3ee0fde4 be4bef29 bf603c2c 00000000 ...>).K.,<`..... 0x0014ef70: 3c267d90 3f79e527 be5e0d02 00000000 .}&<'.y?..^..... 0x0014ef80: bf65f17a bdb0ecf9 bedca99a 00000000 z.e............. 0x0014ef90: c0dcd952 c24a849a c1a96b62 3f800000 R.....J.bk.....? 0x0014efa0: 405f31cb 00000000 00000000 00000000 .1_@............ 0x0014efb0: 00000000 405f31cb 00000000 00000000 .....1_@........ 0x0014efc0: 00000000 00000000 bf801a3a bf800000 ........:....... 0x0014efd0: 00000000 00000000 c0000d1d 00000000 ................ 0x0014efe0: c1cccccd 4233999a c19d999a 42000000 ......3B.......B 0x0014eff0: 3f800000 00000000 ded75379 00007ff7 ...?....yS...... 0x0014f000: 00000000 00000000 1d504a40 00000000 ........@JP..... 0x0014f010: 04982ae0 00000000 ded753c1 00007ff7 .*.......S...... 0x0014f020: 00000000 00000000 00000001 00000000 ................ 0x0014f030: 03d73570 00000000 04986390 00000000 p5.......c...... 0x0014f040: 00000002 00000000 00000000 ffffffff ................ 0x0014f050: 1d504a40 00000000 deda6b5c 00007ff7 @JP.....\k...... 0x0014f060: 03d73570 00000000 03d73570 00000000 p5......p5...... 0x0014f070: 0689e120 00000000 df7a99b2 00007ff7 .........z..... 0x0014f080: 00000000 00000000 00000000 00000000 ................ 0x0014f090: 00000000 00000000 000001a8 00000000 ................ 0x0014f0a0: 1cab7380 00000000 00000000 00000000 .s.............. 0x0014f0b0: 1cab7060 00000000 0000006f 00000094 `p......o....... 0x0014f0c0: 1cab72c0 00000000 00000000 00000000 .r.............. 0x0014f0d0: 1cab72e0 00000000 0000000f 0000001b .r.............. 0x0014f0e0: 1cab7360 00000000 00000000 00000000 `s.............. 0x0014f0f0: 00009f00 00000000 00000000 00000000 ................ 0x0014f100: 00000000 00000000 00000016 00000000 ................ 0x0014f110: 03f612b0 00000000 00000063 00000000 ........c....... 0x0014f120: 0000007e 00000000 0000007e 00000000 ~.......~....... 0x0014f130: 00000000 00000000 00000063 00000000 ........c....... 0x0014f140: 00000000 00000000 00000000 00000000 ................ 0x0014f150: 00000000 00000000 00000063 00000000 ........c....... 0x0014f160: 00000000 00000000 00000000 00000000 ................ 0x0014f170: 00000000 00000000 00000063 3c1eb8c6 ........c......< 0x0014f180: 00000000 00000000 00000000 00000000 ................ 0x0014f190: 00000000 00000000 00000063 00000000 ........c....... 0x0014f1a0: 00000000 00000000 00000000 00000000 ................ 0x0014f1b0: 00000000 00000000 00000063 00000000 ........c....... 0x0014f1c0: 00000000 00000000 00000000 00000000 ................ 0x0014f1d0: 00000000 00000000 00000063 00000000 ........c....... 0x0014f1e0: 00000000 00000000 00000000 00000000 ................ 0x0014f1f0: 00000000 00000000 00000063 00000000 ........c....... 0x0014f200: 00000000 00000000 00000000 00000000 ................ 0x0014f210: 00000000 00000000 00000063 00000000 ........c....... 0x0014f220: 00000000 00000000 00000000 00000000 ................ 0x0014f230: 00000000 00000000 00000063 00000000 ........c....... 0x0014f240: 00000000 00000000 00000000 00000000 ................ 0x0014f250: 00000000 00000000 00000063 00000000 ........c....... 0x0014f260: 00000000 00000000 00000000 00000000 ................ 0x0014f270: 00000000 00000000 00000063 00000000 ........c....... 0x0014f280: 00000000 00000000 00000000 00000000 ................ 0x0014f290: 00000000 00000000 00000063 00007ff7 ........c....... 0x0014f2a0: 00000000 00000000 00000000 00000000 ................ 0x0014f2b0: 1cab7750 00000000 00000061 00000001 Pw......a....... 0x0014f2c0: 00000001 00000000 00000001 00000000 ................ 0x0014f2d0: 00000101 00007ff7 00000001 00000000 ................ 0x0014f2e0: 00000000 00000000 00000000 00000000 ................ 0x0014f2f0: 00000000 00000000 00000000 00000000 ................ 0x0014f300: 0014f101 00000000 1cab76b0 00000000 .........v...... 0x0014f310: 00000061 00000000 00000000 00000000 a............... 0x0014f320: 00000001 00000000 00000000 00000000 ................ 0x0014f330: 00000018 00000000 03f66ef0 00000000 .........n...... 0x0014f340: 00000063 00000000 00000005 00000000 c............... 0x0014f350: 00000005 00000000 03f66f40 00000000 ........@o...... 0x0014f360: 00000063 00000000 0000007f 00000000 c............... 0x0014f370: 0000007f 00000000 1cab77e0 00000000 .........w...... 0x0014f380: 00000061 00000000 00000001 00000000 a............... 0x0014f390: 00000001 00000000 ded0655b 00007ff7 ........[e...... 0x0014f3a0: 00000000 c1cccccd 4233999a c19d999a ..........3B.... 0x0014f3b0: 42000000 40a00000 00000000 3f29f210 ...B...@......)? 0x0014f3c0: 3d8e6a87 bf3e9fcf bf4c0080 be39525b .j.=..>...L.[R9. 0x0014f3d0: 3d4ccfd2 3f7b7274 41478b21 3d4cc8cd ..L=tr{?!.GA..L= 0x0014f3e0: 3f7f8418 3d12705d c22b52d8 3edda1d9 ...?]p.=.R+....> 0x0014f3f0: bf60e9ca 3e4eae7e 425a059e 3f603c2c ..`.~.N>..ZB,<`? 0x0014f400: 3e5e0d04 3edca99b 41a16b60 bf603c2c ..^>...>`k.A,<`. 0x0014f410: be5e0d04 bedca99b 451aed29 00000000 ..^.....)..E.... 0x0014f420: 00000010 00000000 1fc8b4d0 00000000 ................ 0x0014f430: 10c8c940 00000000 10c8dd40 00000000 @.......@....... 0x0014f440: dfe13a60 00007ff7 ded02aa8 00007ff7 `:.......*...... 0x0014f450: 00000000 00000000 00000008 00000006 ................ 0x0014f460: fffffeff 451aed29 451aed29 451aed29 ....)..E)..E)..E 0x0014f470: 451aed29 451aed29 451aed29 451aed29 )..E)..E)..E)..E 0x0014f480: 451aed29 451aed29 451aed29 451aed29 )..E)..E)..E)..E 0x0014f490: 451aed29 451aed29 451aed29 451aed29 )..E)..E)..E)..E 0x0014f4a0: 451aed29 451aed29 451aed29 451aed29 )..E)..E)..E)..E 0x0014f4b0: 451aed29 451aed29 451aed29 451aed29 )..E)..E)..E)..E 0x0014f4c0: 451aed29 451aed29 451aed29 451aed29 )..E)..E)..E)..E 0x0014f4d0: 451aed29 451aed29 451aed29 451aed29 )..E)..E)..E)..E 0x0014f4e0: 451aed29 00000001 dee516e9 00007ff7 )..E............ 0x0014f4f0: 03b67f80 00000000 0014f660 00000000 ........`....... 0x0014f500: 3f29f210 be39525b 3d4cc8cd 3edda1d9 ..)?[R9...L=...> 0x0014f510: 3d8e6a87 3d4ccfd2 3f7f8418 bf60e9ca .j.=..L=...?..`. 0x0014f520: bf3e9fcf 3f7b7274 3d12705d 3e4eae7e ..>.tr{?]p.=~.N> 0x0014f530: bf4c0080 41478b21 c22b52d8 425a059e ..L.!.GA.R+...ZB 0x0014f540: 3f603c2c bf603c2c bf603c2c bf603c2c ,<`?,<`.,<`.,<`. 0x0014f550: 3e5e0d04 be5e0d04 be5e0d04 be5e0d04 ..^>..^...^...^. 0x0014f560: 3edca99b bedca99b bedca99b bedca99b ...>............ 0x0014f570: 41a16b60 451aed29 451aed29 451aed29 `k.A)..E)..E)..E 0x0014f580: 0014f618 00000000 0014f649 00000000 ........I....... 0x0014f590: 00000018 00000000 00000000 00000000 ................ 0x0014f5a0: 0014f680 00000000 ded02f28 00007ff7 ........(/...... 0x0014f5b0: 00000002 00000001 00000000 00000000 ................ 0x0014f5c0: 3fc428ed bf31ccff 3f606a1e 3f603c2c .(.?..1..j`?,<`? 0x0014f5d0: 3d1127c2 4059df38 3e5e3a81 3e5e0d02 .'.=8.Y@.:^>..^> 0x0014f5e0: c0487a13 be9a40d7 3edcd6d0 3edca99a .zH..@.....>...> 0x0014f5f0: c1c08c43 c33090e6 41998c75 41a96b62 C.....0.u..Abk.A 0x0014f600: c1cccccd 4233999a c19d999a 00000000 ......3B........ 0x0014f610: 00000000 00000000 ded04975 00007ff7 ........uI...... 0x0014f620: 00000000 00000000 00000000 00000000 ................ 0x0014f630: 00000000 94cfeb80 00000000 00000000 ................ 0x0014f640: 1cab7060 00000000 ded02433 00007ff7 `p......3$...... 0x0014f650: 0014f720 00000000 dfe13a60 00007ff7 .......`:...... 0x0014f660: 00000000 00000000 00000000 00000000 ................ 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................ 0x0014f860: adcf4715 00000000 def17ff8 00007ff7 .G.............. 0x0014f870: adcf4715 00000000 000000af 00000000 .G.............. 0x0014f880: 00000000 00000000 adcf4705 00000000 .........G...... 0x0014f890: 00000000 00000000 00000000 00000000 ................ 0x0014f8a0: 00000000 00000000 00000000 00000000 ................ 0x0014f8b0: 00000000 00000000 dfae2c00 00007ff7 .........,...... 0x0014f8c0: dfaf0070 00007ff7 05bb7f10 00000000 p............... 0x0014f8d0: dfae2c00 00007ff7 00000000 00000000 .,.............. 0x0014f8e0: 00000000 00000000 00000000 00000000 ................ 0x0014f8f0: 00000101 00000000 00000000 00000000 ................ 0x0014f900: 00000000 00000000 00000000 00000000 ................ 0x0014f910: 00000000 00000000 00000000 00000000 ................ 0x0014f920: 00000000 00000000 00000000 00000000 ................ 0x0014f930: 00000000 00000000 00000000 00000000 ................ 0x0014f940: 00000000 00000000 00000000 00000000 ................ 0x0014f950: 00000000 00000000 00000000 00000000 ................ 0x0014f960: 00000000 00000000 00000000 00000000 ................ 0x0014f970: 00000000 00000000 00000000 00000000 ................ 0x0014f980: 00000000 00000000 00000000 00000000 ................ 0x0014f990: 00000000 00000000 00000000 00000000 ................ 0x0014f9a0: 00000000 00000000 00000000 00000000 ................ 0x0014f9b0: 00000000 00000000 00000000 00000000 ................ 0x0014f9c0: 00000000 00000000 00000000 00007ff7 ................ 0x0014f9d0: 00000000 00000000 00000000 00000000 ................ 0x0014f9e0: 00000000 00000000 ded00000 00007ff7 ................ 0x0014f9f0: 0000000a 00000000 defe4f40 00007ff7 ........@O...... 0x0014fa00: 000005f4 00000000 0014fb70 00000000 ........p....... 0x0014fa10: 00000000 00000000 00000001 00000000 ................ 0x0014fa20: 00000001 00000000 00000000 00000000 ................ 0x0014fa30: 00050504 00000000 00000113 00000000 ................ 0x0014fa40: 00000001 00000000 00000000 00000000 ................ 0x0014fa50: 000d544a 000003e1 000001a0 00000000 JT.............. 0x0014fa60: 00000000 00000000 defe793c 00007ff7 ........<y...... 0x0014fa70: 03a31de0 00000000 0014fb70 00000000 ........p....... 0x0014fa80: 00000000 00000000 00000000 00000000 ................ 0x0014fa90: 0014fb00 00000000 df3fb123 00007ff7 ........#.?..... 0x0014faa0: 00000000 00007ff7 7263736e 696e6565 ........nscreeni 0x0014fab0: 6c640064 0000006c 00000009 00000000 d.dll........... 0x0014fac0: 0000000f 00000000 1c004121 01c0003f ........!A..?... 0x0014fad0: 03a31de0 00000000 03a31e50 00000000 ........P....... 0x0014fae0: 03b5b4e0 00000000 1c004143 01c0003f ........CA..?... 0x0014faf0: 00000046 00000000 0000004f 00000000 F.......O....... 0x0014fb00: 00001fff 00000006 df3fb123 00007ff7 ........#.?..... 0x0014fb10: dfda3a00 00007ff7 03a221d0 00000000 .:.......!...... 0x0014fb20: 03a20830 00000000 00000000 00000000 0............... 0x0014fb30: 00000000 00000000 df40a461 00007ff7 ........a.@..... 0x0014fb40: 00000000 00000000 0000000f 00000000 ................ 0x0014fb50: dfdd6c18 00007ff7 03b5b3f0 00000000 .l.............. 0x0014fb60: 03b5b440 00000000 03b5b440 00000000 @.......@....... 0x0014fb70: 6e7552f8 676e696e 03b4bc10 00000000 .Running........ 0x0014fb80: 00000004 00000000 00000055 00000000 ........U....... 0x0014fb90: 0000005f 00000000 756e6547 49656e69 _.......GenuineI 0x0014fba0: 03b5b3a0 00000000 00000000 00000000 ................ 0x0014fbb0: 0000004f 00000000 0000004f 00000000 O.......O....... 0x0014fbc0: 00000000 00000000 03b4ba90 00000000 ................ 0x0014fbd0: 00000000 00000000 00000054 00000000 ........T....... 0x0014fbe0: 0000005f 00000000 df41df44 00007ff7 _.......D.A..... 0x0014fbf0: 03a31de0 00000000 03a31de0 00000000 ................ 0x0014fc00: dfac6c20 00100800 df92c8c2 bfebfbff l.............. 0x0014fc10: dfda3a00 00007ff7 03a221d0 00000000 .:.......!...... 0x0014fc20: 03a20830 00000000 00000000 00000000 0............... 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00000000 df401bc4 00007ff7 ..........@..... 0x0014fd30: 00000000 00000000 00000000 00000000 ................ 0x0014fd40: df401bc4 00007ff7 8f0ec574 00007ffd ..@.....t....... 0x0014fd50: 8c5180e0 00007ffd 00000000 00000000 ..Q............. 0x0014fd60: 00000000 00000000 0014fd70 00000000 ........p....... 0x0014fd70: 00000000 00000000 8ba27c80 00007ffd .........|...... 0x0014fd80: 0014d600 00000000 0014d600 00000000 ................ 0x0014fd90: 00000000 00000000 00000000 00000000 ................ 0x0014fda0: 00000000 00000000 00000000 00000000 ................ 0x0014fdb0: 00000000 00000000 00000000 00000000 ................ 0x0014fdc0: 00000000 00000000 00000000 00000000 ................ 0x0014fdd0: 00000000 00000000 00000000 00000000 ................ 0x0014fde0: 00000000 00000000 00000000 00000000 ................ 0x0014fdf0: 00000000 00000000 00000000 00000000 ................ 0x0014fe00: 00000000 00000000 00000000 00000000 ................ 0x0014fe10: 00000000 00000000 00000000 00000000 ................ 0x0014fe20: 00000000 00000000 00000000 00000000 ................ 0x0014fe30: 00000000 00000000 00000000 00000000 ................ 0x0014fe40: 00000000 00000000 00000000 00000000 ................ 0x0014fe50: 00000000 00000000 00000000 00000000 ................ 0x0014fe60: 00000000 00000000 00000000 00000000 ................ 0x0014fe70: 00000000 00000000 00000000 00000000 ................ 0x0014fe80: 00000000 00000000 00000000 00000000 ................ 0x0014fe90: 00000000 00000000 00000000 00000000 ................ 0x0014fea0: 00000000 00000000 00000000 00000000 ................ 0x0014feb0: 00000000 00000000 00000000 00000000 ................ 0x0014fec0: 00000000 00000000 00000000 00000000 ................ 0x0014fed0: 00000000 00000000 00000000 00000000 ................ 0x0014fee0: 00000000 00000000 00000000 00000000 ................ 0x0014fef0: 00000000 00000000 00000000 00000000 ................ 0x0014ff00: 00000000 00000000 00000000 00000000 ................ 0x0014ff10: 00000000 00000000 00000000 00000000 ................ 0x0014ff20: 00000000 00000000 00000000 00000000 ................ 0x0014ff30: 00000000 00000000 00000000 00000000 ................ 0x0014ff40: 00000000 00000000 00000000 00000000 ................ 0x0014ff50: 00000000 00000000 00000000 00000000 ................ 0x0014ff60: 00000000 00000000 00000000 00000000 ................ 0x0014ff70: 00000000 00000000 00000000 00000000 ................ 0x0014ff80: 00000000 00000000 00000000 00000000 ................ 0x0014ff90: 00000000 00000000 00000000 00000000 ................ 0x0014ffa0: 00000000 00000000 00000000 00000000 ................ 0x0014ffb0: 00000000 00000000 00000000 00000000 ................ 0x0014ffc0: 00000000 00000000 00000000 00000000 ................ 0x0014ffd0: 00000000 00000000 00000000 00000000 ................ 0x0014ffe0: 00000000 00000000 00000000 00000000 ................ 0x0014fff0: 00000000 00000000 00000000 00000000 ................ Module 1 C:\Windows\SYSTEM32\sfc.dll Image Base: 0x80000000 Image Size: 0x00003000 File Size: 3072 File Time: 2015-10-30_071622 Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: Windows File Protection FileVer: 10.0.10586.0 ProdVer: 10.0.10586.0 Module 2 C:\Windows\SYSTEM32\WINMMBASE.dll Image Base: 0x00ba0000 Image Size: 0x0002c000 File Size: 166344 File Time: 2015-10-30_071646 Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: Base Multimedia Extension API DLL FileVer: 10.0.10586.0 ProdVer: 10.0.10586.0 Module 3 C:\Windows\SYSTEM32\xinput1_3.dll Image Base: 0x00400000 Image Size: 0x0001e000 File Size: 107368 File Time: 2007-04-04_185422 Version: Company: Microsoft Corporation Product: Microsoft® DirectX for Windows® FileDesc: Microsoft Common Controller API FileVer: 9.18.944.0 ProdVer: 9.18.944.0 Module 4 C:\Windows\system32\CRYPT32.dll Image Base: 0x16450000 Image Size: 0x001c7000 File Size: 1847520 File Time: 2015-10-30_071638 Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: Crypto API32 FileVer: 10.0.10586.0 ProdVer: 10.0.10586.0 Module 5 C:\Program Files (x86)\Steam\tier0_s64.dll Image Base: 0x64ec0000 Image Size: 0x001e4000 File Size: 330832 File Time: 2016-02-04_210214 Version: Company: Valve Corporation Product: tier0_s Dynamic Link Library FileDesc: tier0_s Dynamic Link Library FileVer: 3.28.10.53 ProdVer: 1.0.0.1 Module 6 C:\Program Files (x86)\Steam\vstdlib_s64.dll Image Base: 0x650b0000 Image Size: 0x00064000 File Size: 320080 File Time: 2016-02-04_210216 Version: Company: Valve Corporation Product: Steam FileDesc: vstdlib_ s.dll FileVer: 3.28.10.53 ProdVer: 3.0.0.1 Module 7 C:\Program Files (x86)\Steam\steamclient64.dll Image Base: 0x65120000 Image Size: 0x00c4d000 File Size: 12717216 File Time: 2016-02-04_210214 Version: Company: Valve Corporation Product: Steam FileDesc: Steamclient.dll FileVer: 3.28.10.53 ProdVer: 3.0.0.1 Module 8 C:\Program Files (x86)\Steam\steamapps\common\Firewatch\steam_api64.dll Image Base: 0x65d70000 Image Size: 0x00037000 File Size: 208296 File Time: 2016-02-17_222004 Version: Company: Valve Corporation Product: Steam Client API FileDesc: Steam Client API FileVer: 2.59.51.43 ProdVer: 1.0.0.1 Module 9 C:\Windows\SYSTEM32\MSVCR100.dll Image Base: 0x65e40000 Image Size: 0x000d2000 File Size: 829264 File Time: 2011-06-11_011538 Version: Company: Microsoft Corporation Product: Microsoft® Visual Studio® 2010 FileDesc: Microsoft® C Runtime Library FileVer: 10.0.40219.325 ProdVer: 10.0.40219.325 == [end of error.log] ==
Initialize engine version: 5.2.4f1 (98095704e6fe) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: NVIDIA GeForce GTX 970 (ID=0x13c2) Vendor: NVIDIA VRAM: 4007 MB WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Diffuse IBL' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Diffuse IBL' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Diffuse IBL' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Diffuse IBL' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Diffuse IBL' - Pass 'DEFERRED' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Diffuse IBL' - All passes removed WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL' - Pass 'DEFERRED' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL' - All passes removed WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Trees' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Trees' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Trees' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Trees' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Trees' - Pass 'DEFERRED' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Cross Cards' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Cross Cards' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Cross Cards' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Cross Cards' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Cross Cards' - Pass 'DEFERRED' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Cross Cards' - All passes removed WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Double Faces' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Double Faces' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Double Faces' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Double Faces' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Diffuse IBL Double Faces' - Pass 'DEFERRED' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Specular IBL' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Specular IBL' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Specular IBL' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Specular IBL' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Specular IBL' - Pass 'DEFERRED' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Specular IBL' - All passes removed WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Specular IBL' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Specular IBL' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Specular IBL' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Specular IBL' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Specular IBL' - Pass 'DEFERRED' has no vertex shader WARNING: Shader Unsupported: 'Marmoset/Transparent/Cutout/Bumped Specular IBL' - All passes removed Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\AmplifyMotion.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\AmplifyMotion.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\protobuf-net.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\protobuf-net.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\SampleClassLibrary.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\SampleClassLibrary.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\PlayMaker.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\PlayMaker.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\SonyNP.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\SonyNP.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\SonyPS4SavedGames.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\SonyPS4SavedGames.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\sharedRuntime.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\sharedRuntime.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\urecordRuntime.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\urecordRuntime.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\System.Core.dll (this message is harmless) - Completed reload, in 0.405 seconds <RI> Initializing input. <RI> Input initialized. desktop: 1920x1080 60Hz; virtual: 3840x1080 at -1920,0 D3D11: Failed to create RenderTexture (0 x 0 fmt 27 aa 1), error 0x80070057 (Filename: Line: 265) D3D11: Failed to create RenderTexture (0 x 0 fmt 44 aa 1), error 0x80070057 (Filename: Line: 265) <RI> Initialized touch support. Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\System.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\UnityScript.Lang.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\Boo.Lang.dll (this message is harmless) Kerning Key for [48] and [45] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Kerning Key for [48] and [47] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Kerning Key for [50] and [45] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Kerning Key for [54] and [45] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Kerning Key for [55] and [45] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Kerning Key for [55] and [47] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Kerning Key for [56] and [47] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Kerning Key for [57] and [45] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Kerning Key for [57] and [47] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Kerning Key for [67] and [45] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Kerning Key for [69] and [108] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Kerning Key for [70] and [45] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Kerning Key for [70] and [108] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Kerning Key for [71] and [108] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Kerning Key for [75] and [45] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Kerning Key for [76] and [45] already exists. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) WwiseUnity: Initialize sound engine ... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) WwiseUnity: Setting base SoundBank path to C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\StreamingAssets\Audio\GeneratedSoundBanks\Windows\ (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) WwiseUnity: Sound engine initialized. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) Unloading 4 unused Assets to reduce memory usage. Loaded Objects now: 2918. Total: 1.607537 ms (FindLiveObjects: 0.105368 ms CreateObjectMapping: 0.062140 ms MarkObjects: 1.427421 ms DeleteObjects: 0.010206 ms) LoadLevelAsync: PreLoad (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) LoadLevelAsync: Main_Menu (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) Setting up 2 worker threads for Enlighten. Thread -> id: 1ea0 -> priority: 1 Thread -> id: 1c30 -> priority: 1 UnloadTime: 0.651720 ms Unloading 3 unused Assets to reduce memory usage. Loaded Objects now: 2972. Total: 1.667576 ms (FindLiveObjects: 0.073547 ms CreateObjectMapping: 0.081052 ms MarkObjects: 1.505171 ms DeleteObjects: 0.007504 ms) Failure trying to play event Set_State_AllPlayed on target Loading Screen (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Failure trying to play event Stop_amb_titlecard_wind on target Loading Screen (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Managed\System.Xml.dll (this message is harmless) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 0.298692 ms RenderTexture.Create failed: width & height must be larger than 0 (Filename: Line: 266) RenderTexture.Create failed: width & height must be larger than 0 (Filename: Line: 266) RenderTexture.Create failed: width & height must be larger than 0 (Filename: Line: 266) RenderTexture.Create failed: width & height must be larger than 0 (Filename: Line: 266) RenderTexture.Create failed: width & height must be larger than 0 (Filename: Line: 266) RenderTexture.Create failed: width & height must be larger than 0 (Filename: Line: 266) Crash!!! SymInit: Symbol-SearchPath: '.;C:\Program Files (x86)\Steam\steamapps\common\Firewatch;C:\Program Files (x86)/Steam/steamapps/common/Firewatch;C:/Windows;C:/Windows/system32;SRV*C:/websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Z' OS-Version: 6.1.7600 () 0x300-0x1 C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch.exe:firewatch.exe (00007FF7DED00000), size: 20312064 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch.exe', fileVersion: 5.2.4.2391 C:\Windows\SYSTEM32\ntdll.dll:ntdll.dll (00007FFD8F090000), size: 1839104 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\ntdll.dll', fileVersion: 10.0.10586.103 C:\Windows\system32\KERNEL32.DLL:KERNEL32.DLL (00007FFD8C500000), size: 708608 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\KERNEL32.DLL', fileVersion: 10.0.10586.0 C:\Windows\system32\KERNELBASE.dll:KERNELBASE.dll (00007FFD8B960000), size: 1998848 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\KERNELBASE.dll', fileVersion: 10.0.10586.103 C:\Windows\system32\apphelp.dll:apphelp.dll (00007FFD89C70000), size: 495616 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\apphelp.dll', fileVersion: 10.0.10586.0 C:\Windows\AppPatch\AppPatch64\AcLayers.DLL:AcLayers.DLL (00007FFD6BA10000), size: 4730880 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\AppPatch\AppPatch64\AcLayers.DLL', fileVersion: 10.0.10586.0 C:\Windows\system32\msvcrt.dll:msvcrt.dll (00007FFD8C5C0000), size: 643072 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\msvcrt.dll', fileVersion: 7.0.10586.0 C:\Windows\system32\USER32.dll:USER32.dll (00007FFD8CEC0000), size: 1400832 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\USER32.dll', fileVersion: 10.0.10586.20 C:\Windows\system32\GDI32.dll:GDI32.dll (00007FFD8D020000), size: 1597440 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\GDI32.dll', fileVersion: 10.0.10586.63 C:\Windows\system32\SHLWAPI.dll:SHLWAPI.dll (00007FFD8C8F0000), size: 335872 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\SHLWAPI.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\combase.dll:combase.dll (00007FFD8EC50000), size: 2609152 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\combase.dll', fileVersion: 10.0.10586.103 C:\Windows\system32\RPCRT4.dll:RPCRT4.dll (00007FFD8C660000), size: 1163264 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\RPCRT4.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\bcryptPrimitives.dll:bcryptPrimitives.dll (00007FFD8C340000), size: 434176 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\bcryptPrimitives.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\sfc.dll:sfc.dll (0000000000A90000), size: 12288 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\sfc.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\WINSPOOL.DRV:WINSPOOL.DRV (00007FFD86B30000), size: 540672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WINSPOOL.DRV', fileVersion: 10.0.10586.11 C:\Windows\SYSTEM32\bcrypt.dll:bcrypt.dll (00007FFD8B2B0000), size: 167936 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\bcrypt.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\sfc_os.DLL:sfc_os.DLL (00007FFD811C0000), size: 69632 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\sfc_os.DLL', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\SortWindows61.dll:SortWindows61.dll (00007FFD7FEA0000), size: 69632 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\SortWindows61.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\IMM32.DLL:IMM32.DLL (00007FFD8D310000), size: 241664 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\IMM32.DLL', fileVersion: 10.0.10586.0 C:\Windows\system32\WS2_32.dll:WS2_32.dll (00007FFD8F020000), size: 438272 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\WS2_32.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\sechost.dll:sechost.dll (00007FFD8C4A0000), size: 372736 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\sechost.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\HID.DLL:HID.DLL (00007FFD8A470000), size: 49152 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\HID.DLL', fileVersion: 10.0.10586.0 C:\Windows\system32\ole32.dll:ole32.dll (00007FFD8EED0000), size: 1323008 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\ole32.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\VERSION.dll:VERSION.dll (00007FFD87510000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\VERSION.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\ADVAPI32.dll:ADVAPI32.dll (00007FFD8D420000), size: 684032 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\ADVAPI32.dll', fileVersion: 10.0.10586.63 C:\Windows\system32\SHELL32.dll:SHELL32.dll (00007FFD8D4D0000), size: 22396928 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\SHELL32.dll', fileVersion: 10.0.10586.103 C:\Windows\system32\cf♥♥♥♥32.dll:cf♥♥♥♥32.dll (00007FFD8B740000), size: 274432 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\cf♥♥♥♥32.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\windows.storage.dll:windows.storage.dll (00007FFD8BC40000), size: 6574080 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\windows.storage.dll', fileVersion: 10.0.10586.103 C:\Windows\system32\kernel.appcore.dll:kernel.appcore.dll (00007FFD8B6C0000), size: 61440 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\kernel.appcore.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\shcore.dll:shcore.dll (00007FFD8C3B0000), size: 741376 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\shcore.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\powrprof.dll:powrprof.dll (00007FFD8B6F0000), size: 307200 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\powrprof.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\profapi.dll:profapi.dll (00007FFD8B6D0000), size: 81920 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Windows\system32\profapi.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\OLEAUT32.dll:OLEAUT32.dll (00007FFD8D350000), size: 790528 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\OLEAUT32.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\OPENGL32.dll:OPENGL32.dll (00007FFD63BC0000), size: 1216512 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\OPENGL32.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\WINMM.dll:WINMM.dll (00007FFD89610000), size: 143360 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WINMM.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\MSACM32.dll:MSACM32.dll (00007FFD64320000), size: 114688 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\MSACM32.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\DNSAPI.dll:DNSAPI.dll (00007FFD89EF0000), size: 696320 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\DNSAPI.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\IPHLPAPI.DLL:IPHLPAPI.DLL (00007FFD862A0000), size: 229376 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\IPHLPAPI.DLL', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\WINHTTP.dll:WINHTTP.dll (00007FFD88320000), size: 819200 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WINHTTP.dll', fileVersion: 10.0.10586.71 C:\Windows\system32\NSI.dll:NSI.dll (00007FFD8C5B0000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\NSI.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\WINMMBASE.dll:WINMMBASE.dll (0000000000BA0000), size: 180224 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WINMMBASE.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\GLU32.dll:GLU32.dll (00007FFD6EBE0000), size: 188416 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\GLU32.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\DDRAW.dll:DDRAW.dll (00007FFD63AC0000), size: 1024000 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\DDRAW.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\DCIMAN32.dll:DCIMAN32.dll (00007FFD7E060000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\DCIMAN32.dll', fileVersion: 10.0.10586.3 C:\Program Files (x86)\Steam\gameoverlayrenderer64.dll:gameoverlayrenderer64.dll (00007FFD63480000), size: 1703936 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\gameoverlayrenderer64.dll', fileVersion: 3.28.10.53 C:\Windows\system32\psapi.dll:psapi.dll (00007FFD8C490000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\psapi.dll', fileVersion: 10.0.10586.0 C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Mono\mono.dll:mono.dll (00007FFD631A0000), size: 2990080 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Mono\mono.dll', fileVersion: 1.0.0.1 C:\Windows\SYSTEM32\MSWSOCK.dll:MSWSOCK.dll (00007FFD8AFE0000), size: 376832 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\MSWSOCK.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\uxtheme.dll:uxtheme.dll (00007FFD89E00000), size: 614400 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\uxtheme.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\MSCTF.dll:MSCTF.dll (00007FFD8D1B0000), size: 1417216 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\MSCTF.dll', fileVersion: 10.0.10586.71 C:\Windows\system32\dwmapi.dll:dwmapi.dll (00007FFD89240000), size: 139264 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\dwmapi.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\d3d11.dll:d3d11.dll (00007FFD88E90000), size: 2785280 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\d3d11.dll', fileVersion: 10.0.10586.17 C:\Windows\SYSTEM32\dxgi.dll:dxgi.dll (00007FFD88CF0000), size: 663552 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\dxgi.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\nvwgf2umx.dll:nvwgf2umx.dll (00007FFD84D30000), size: 19734528 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\nvwgf2umx.dll', fileVersion: 10.18.13.6191 C:\Windows\system32\nvspcap64.dll:nvspcap64.dll (00007FFD7BF00000), size: 1884160 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\nvspcap64.dll', fileVersion: 2.9.1.22 C:\Windows\system32\SETUPAPI.dll:SETUPAPI.dll (00007FFD8CA90000), size: 4362240 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\SETUPAPI.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\nvapi64.dll:nvapi64.dll (00007FFD86780000), size: 3854336 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\nvapi64.dll', fileVersion: 10.18.13.6191 C:\Windows\SYSTEM32\SspiCli.dll:SspiCli.dll (00007FFD8B3C0000), size: 184320 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\SspiCli.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\xinput1_3.dll:xinput1_3.dll (0000000007750000), size: 122880 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\xinput1_3.dll', fileVersion: 9.18.944.0 C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Plugins\CSteamworks.dll:CSteamworks.dll (00007FFD6DCE0000), size: 159744 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Plugins\CSteamworks.dll', fileVersion: 1.20.0.0 C:\Program Files (x86)\Steam\steamapps\common\Firewatch\steam_api64.dll:steam_api64.dll (0000000065D70000), size: 225280 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\steamapps\common\Firewatch\steam_api64.dll', fileVersion: 2.59.51.43 C:\Program Files (x86)\Steam\steamclient64.dll:steamclient64.dll (0000000065120000), size: 12898304 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\steamclient64.dll', fileVersion: 3.28.10.53 C:\Windows\system32\CRYPT32.dll:CRYPT32.dll (0000000016450000), size: 1863680 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\CRYPT32.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\MSASN1.dll:MSASN1.dll (00007FFD8B6B0000), size: 65536 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\MSASN1.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\imagehlp.dll:imagehlp.dll (00007FFD8CA70000), size: 114688 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\imagehlp.dll', fileVersion: 10.0.10586.0 C:\Program Files (x86)\Steam\tier0_s64.dll:tier0_s64.dll (0000000064EC0000), size: 1982464 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\tier0_s64.dll', fileVersion: 3.28.10.53 C:\Program Files (x86)\Steam\vstdlib_s64.dll:vstdlib_s64.dll (00000000650B0000), size: 409600 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\vstdlib_s64.dll', fileVersion: 3.28.10.53 C:\Windows\SYSTEM32\Secur32.dll:Secur32.dll (00007FFD7F930000), size: 49152 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\Secur32.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\CRYPTSP.dll:CRYPTSP.dll (00007FFD8B090000), size: 94208 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\CRYPTSP.dll', fileVersion: 10.0.10586.0 C:\Windows\system32\rsaenh.dll:rsaenh.dll (00007FFD8AD20000), size: 212992 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\rsaenh.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\CRYPTBASE.dll:CRYPTBASE.dll (00007FFD8B1B0000), size: 45056 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\CRYPTBASE.dll', fileVersion: 10.0.10586.0 C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Plugins\AkSoundEngine.dll:AkSoundEngine.dll (00007FFD63950000), size: 1478656 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\steamapps\common\Firewatch\firewatch_Data\Plugins\AkSoundEngine.dll' C:\Windows\SYSTEM32\MSVCR100.dll:MSVCR100.dll (0000000065E40000), size: 860160 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\MSVCR100.dll', fileVersion: 10.0.40219.325 C:\Windows\system32\clbcatq.dll:clbcatq.dll (00007FFD8C9B0000), size: 684032 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\clbcatq.dll', fileVersion: 2001.12.10941.16384 C:\Windows\system32\XAudio2_7.dll:XAudio2_7.dll (00007FFD6D1C0000), size: 569344 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\XAudio2_7.dll', fileVersion: 9.29.1962.0 C:\Windows\System32\MMDevApi.dll:MMDevApi.dll (00007FFD86F40000), size: 458752 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\MMDevApi.dll', fileVersion: 10.0.10586.0 C:\Windows\System32\DEVOBJ.dll:DEVOBJ.dll (00007FFD89EA0000), size: 159744 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\DEVOBJ.dll', fileVersion: 10.0.10586.0 C:\Windows\System32\PROPSYS.dll:PROPSYS.dll (00007FFD87A00000), size: 1597440 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\PROPSYS.dll', fileVersion: 7.0.10586.0 C:\Windows\SYSTEM32\AUDIOSES.DLL:AUDIOSES.DLL (00007FFD71B20000), size: 557056 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\AUDIOSES.DLL', fileVersion: 10.0.10586.71 C:\Windows\SYSTEM32\wintypes.dll:wintypes.dll (00007FFD8A820000), size: 1269760 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\wintypes.dll', fileVersion: 10.0.10586.103 C:\Windows\SYSTEM32\avrt.dll:avrt.dll (00007FFD863D0000), size: 45056 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\avrt.dll', fileVersion: 10.0.10586.0 C:\Windows\SYSTEM32\dbghelp.dll:dbghelp.dll (00007FFD63F00000), size: 1622016 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\dbghelp.dll', fileVersion: 10.0.10586.0 ========== OUTPUTING STACK TRACE ================== 0x00007FF7DEE4EA93 (firewatch) RenderTexture::VirtualRedirectTransfer 0x00007FF7DF034F5A (firewatch) ShaderLab::FastPropertyName::Init 0x00000000225B7FBE (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Graphics:Internal_SetRTSimple (UnityEngine.RenderBuffer&,UnityEngine.RenderBuffer&,int,int) 0x00000000225B7F09 (Mono JIT Code) UnityEngine.Graphics:SetRenderTargetImpl (UnityEngine.RenderBuffer,UnityEngine.RenderBuffer,int,int) 0x00000000225B7B2B (Mono JIT Code) UnityEngine.Graphics:SetRenderTargetImpl (UnityEngine.RenderTexture,int,int) 0x00000000225B7A39 (Mono JIT Code) UnityEngine.Graphics:SetRenderTarget (UnityEngine.RenderTexture) 0x00000000225B6EFF (Mono JIT Code) AmplifyMotionEffectBase:OnPostRender () 0x0000000005938BBB (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) 0x00007FFD632C40CB (mono) mono_set_defaults 0x00007FFD632183DD (mono) mono_runtime_invoke 0x00007FF7DEF5F565 (firewatch) ScriptingArguments::AddString 0x00007FF7DEE834E0 (firewatch) GetMonoBehaviourInConstructor 0x00007FF7DED117E9 (firewatch) Unity::GameObject::SendMessageAny 0x00007FF7DED119C2 (firewatch) Unity::Component::SendMessageAny 0x00007FF7DED6D831 (firewatch) Camera::DoRender 0x00007FF7DED745CB (firewatch) Camera::Render 0x00007FF7DED753C1 (firewatch) Camera::Render 0x00007FF7DEDA6B5C (firewatch) CallbackArrayBase<void (__cdecl*)(int,AwakeFromLoadQueue & __ptr64,enum SceneManager::LoadingMode)>::Register 0x00007FF7DEF170C2 (firewatch) UserList::AddUser 0x00007FF7DEF17FF8 (firewatch) RectT<int>::Contains 0x00007FF7DEFE4F40 (firewatch) PlayerMainWndProc 0x00007FF7DEFE793C (firewatch) PlayerWinMain 0x00007FF7DF401B7C (firewatch) RectT<int>::GetBottom 0x00007FFD8C518102 (KERNEL32) BaseThreadInitThunk 0x00007FFD8F0EC574 (ntdll) RtlUserThreadStart ========== END OF STACKTRACE =========== **** Crash! ****
0
Syntax error in Input
Apr 19, 2017 @ 7:19pm
kagamine len's terrorist threats
121
Game crash multiple times within 10 min caused at random
Aug 22, 2017 @ 6:00pm
El Risitas aka. KEKW
45
15.1.1 Build Notes
Jan 24, 2015 @ 10:30am
J.C. Smith
Servers will be going down at 9AM EST today, the 27th of February to apply the 15.1.1 patch. Expected downtime is 4-8 hours. This is our second patch of February, and features massive changes to the combat system.

The biggest changes this month center around the combat and skills systems. We went through every skill in the game doing a series of balance work and improvements. Melee received the largest amount of upgrades, with most melee special abilities being moved to a cone of attack system. The chance of buffs and debuffs to take effect were increased across the board to make them more reliable and reduce the amount of chance in an encounter. We also introduced five new stats, tweaked numerous opening types. The end result is that combat feels much better overall.

Another big change to the combat system was reworking how the Penetration and Resistance systems interact. These values have a larger effect in some cases than was previously the case. This is particularly the case when it comes to higher difficulty mobs, especially bosses and above. The result is that group encounters should be much more challenging than was previously the case. Meanwhile average and lower level mobs have had their difficulty levels slightly decreased.

The combat changes also included a number of visual improvements, most notably in the ranged weapon animations. Melee animations will be receiving a similar upgrade in the future. Many abilities also saw improvements to their FX. There were visual improvements to many other areas, as well. This includes more work on Plymouth City's textures, improved terrain textures, a new alternate head model for female models, many new props, and some NPC animation work. Cosmetic Stylists will also enjoy new Body Morphing Kits which can be applied to characters to change their body type.

We've also continued to refine our auction and work order systems. This includes things like the ability to search your bags for items which match active work orders, automated grade stacking, and improved searching and filtering options. There were also a number of email related improvements centering on the trading system, including the ability to select multiple emails at once, and to empty mails of items, as well as the ability to differentiate between Auction and Work Order emails.

The resource system received a massive overhaul in this patch. Manual (whack-a-node) harvesting and corpse extractions received a massive overhaul which provides a variable resource count based on the difficulty of the area you are in or the mob you are extracting. Triple hitter nodes are now a single hit but result in multiple results per hit. Harvesting tools will also be automatically switched without needing to manually equip them. Harvesters received similar improvements with several new types of harvesters being added into the game, and the output from harvested nodes being increased. There are also now static harvesting locations which will always be available, primarily for water.

Audio work continued with the improvement of weather and environmental based sounds. The variable footstep system has been improved, and a number of annoying audio bugs which were causing tracks to cut off abruptly or not blend properly have been repaired. New types of interface sounds have also been added for things like tells and purchasing items.

Other changes include improved mission marker support, NPC immunity timers, new boss abilities, batched crafting improvements, many tweaks to the User Interface, numerous pet improvements and new tamed pet types. You can read the full list of changes from the massive set of notes below. Before we get to them though let's take a look ahead to the 15.2.1 build, which focuses on getting rare recipes, and improved loot into the game, as well as a good number of housing and nation improvements. You can read a preview of the upcoming 15.2.1 changes (WIP) in this thread: https://therepopulation.com/forums/viewtopic.php?f=28&t=9002

Adversarial Camps

  • Put a hard limit on the number of NPCs in a camp. This should prevent runaway camps.
  • Added the new baby creatures to the respective Adversarial Camp spawn setups.
  • Tweaked the camp spawn numbers, level gains values, and fixed an issue that was allowing the max growth values to go past what they should.
  • Major changes were made to the adversarial camps in Howling Hills. They are smaller in size than was previously the case.
  • Moved one of the camp spawners in Beggar's End so that it was further away from borders.

AI

  • The mob assist code has been adjusted so only creatures of level 6+ will assist. This is to prevent overwhelming new players.

Auctions and Work Orders

  • Added "Search Bags" ability for Work Orders, which will find all active work orders whose item name matches items found in your main inventory and containers.
  • Simplified the entry of search criteria for work orders. No more confusing radio buttons next to drop-downs and text entry fields. Replaced with filtered drop-down lists for the item name, components, and filter choices.
  • Improved sorting of Auction search, including sorting across all pages, not just within the currently shown page.
  • When setting Component and Filter values for a Work Order search, the Item Name drop-down list will automatically reduce to match only those items meeting the component and/or filter criteria, to make it easier to choose an item from the list.
  • When you post an auction, you will now have a choice to enter total prices, or per unit prices.
  • When fulfilling a work order with a mixed stack item, all grades within the stack will be used as needed to fill the order, starting with the lowest grade and moving to the highest grade, until either the order is complete, or the item has no more qualifying grades within it, whichever comes first.
  • When creating a new Work Order, the total price you will pay when you submit the order is now displayed.
  • Invalid entries, in the work order "Item Name", "Component", and "Filter" search criteria boxes, will display in orange. Valid entries continue to display in white.
  • Added Component and Filter search options to work order creation, so you can reduce the very long Item Name list to something shorter and easier to pick an item from.
  • Work Orders are now limited in quantity per character.
  • Improved chat and email text messages related to work order creation, fulfillment, expiration, and cancellation.
  • Right clicking an item, in a work order list, will now display that item in the Game Database
  • Added a "Ctrl"+"Shift"+"Click" trigger to cancel a Work Order.
  • Added a confirmation dialog for cancelling Work Orders.
  • Added a validation so players can not Post an Auction for soulbound items.
  • Consolidated the Trading "Request" and "Fulfill" windows into a single "Work Orders" window.
  • Dropping an item into the work order drop box will automatically enter the name of the item into the "Item Name" field.
  • Added the ability to cancel your work order requests.
  • Choosing an item, when creating a new work order, can now be done by typing in the name in the "Item Name" field.
  • When choosing an item, component, or filter from the work order drop-down lists, the associated text field will now complete to match the chosen drop-down item.
  • Improved sorting of Work Order search lists, including sorting across all pages, not just within the currently shown page.
  • Added feedback to the automated email for an auction bid timeout to include the name of the auction winner.
  • You can now delete all digits in Qty field for work order creation, to make it easier to enter a new value.
  • Improved performance for Work Order searches.

Audio

  • Rain sound effects are now blended in a much better manner and at a volume which is more appropriate to the rain level.
  • A sound will now play any time you receive a tell. This is intended to alert players who may be viewing a combat or other tab without tells enabled.
  • Improved our music system to provide a higher level of volume control for our musicians.
  • Improved our variable footstep sound support. It is now easier for us to provide alternate footstep sounds over wider areas than was previously the case.
  • Added new rain, wind, and thunder sounds.
  • Environmental audio will now kick in instantly rather than waiting on an astronomy event to change it.
  • Environmental background sounds will now activate properly when moving seamlessly between areas.
  • Added support for snow and hard surface footstep sounds.
  • Added new regional music tracks for Mount Ash and Tralus Plains from Matthew Shine.
  • Added variable footstep sounds to multiple parts of the world that did not previously have them.
  • Added more background sounds to Freedomtown, particularly in the Candy Shop.
  • Variable sounds are now supported for walking and running footsteps.
  • Added a new coins sound to be used in Auctions or on vendors to indicate that something has been purchased.
  • Slightly lowered the "Rallying Cry" ability sound FX.
  • Music should no longer cut off abruptly when you switch areas.
  • Corrected an issue which was causing NPCs to alter your footstep sounds erroneously.

Combat

  • Significant improvements were made to the mastery system for different species. The species mastery system will now process its damage bonus 600% more often than before, and the damage bonus now takes both your Subsistence Knowledge of that species (from harvesting), as well as the total kills you have had against that species. For those unfamiliar with this system, it is intended to give players a small DPS increase based on the amount of experience they have against that species.
  • Players should generally have less issues with line of sight from other players or NPCs.
  • Introduced a new Combat Modifier: Reflexes. This modifier will increase your resistance to Disarming or Blinding attacks by avoiding them.
  • Added a new Combat Modifier: Stability. Stability helps you avoid being Knocked Down.
  • Implemented a new Combat Modifier: Balance. This modifier helps prevent you from being Knocked Backwards or Off Balance.
  • Added a new Combat Modifier: Willpower. Willpower reduces the chance you will be affected by Stuns, Dazes, or Confusion.
  • Widened the action mode radius for melee abilities.
  • Introduced a new Combat Modifier: Courage. Having high courage helps reduce the chances you will be affected by Frightening or Discouraging attacks.
  • Stun Immunity timers are now valid against NPCs, as well as players, and had their duration increased from 8 to 10 seconds.
  • Improved the way that action mode auto-selects positional abilities so that they will fire more often in chaotic situations.
  • Reduced the amount of damage done from critical hits from 200% to 150% and put an upper limit of a 250% damage bonus on crits.
  • Slightly reduced NPC melee damage. This was part of a larger tweaking process to try to bring combat more towards the balance we seek from it.
  • NPC difficulty rankings (Minion, Boss, etc) now have a significantly larger impact on penetration and armor ratings.
  • Medics can now Revive or Resuscitate friendly players in Action Mode.
  • Improved the selection mechanics of First Aid abilities in Action Mode so it will be more intelligent in choosing which heals to use on which opponents based on their current health.
  • Using hostile abilities while in Action Mode with a Medical Scanner will now use medical attacks if they are available, rather than defaulting to a standard melee attack.
  • Resistances now have an effect on Damage Over Time effects.
  • Armor Penetration for the appropriate damage type is now applied to Damage Over Time effects.
  • Increased melee range in action mode.
  • Added a Courage debuff to the Reduced Courage combat effect.
  • Burning effects now stack up to 5 times.
  • Players now have 5 seconds instead of 4 to respond to a Countered opening.
  • Some openings which previously had no visual indicators other than the buff icon will now display one.
  • You can now use the Energy Overload ability when in Action Mode and using a Medical Scanner by CTRL+Right Clicking a friendly target.
  • Lunging attacks are no longer auto-selected in Action Mode. They can still be used through the keys, however.
  • Optimized some parts of the server side combat code.

Engagements

  • Players will no longer receive treasure or training point rewards from the Training Grounds engagements, only a chance at bonus buffs.
  • Added Fire Extinguishers back into Camp Kjell so that the Camp Kjell is On Fire engagement can be completed again. These had been erroneously removed when the area received a prop pass.

Graphics

  • You can now disable HDR Lighting through the Video Options, if you so desire.
  • Added new animations for ranged weapons. Melee weapons will get a similar revamp soon.
  • Setlang animations have been redone including new movement and attack animations.
  • Adjusted the animation tracking used with rifle and handguns, so they look and work much better.
  • More visual improvements were made to Plymouth City, continuing what began in the 14.12.1 build.
  • Added or improved the FX of many abilities.
  • Adjusted the specular maps on some armor sets to reflect light properly based on material type.
  • Added 50 new prop models (containers, tables, chairs, beds, barrels, generators, and security cameras).
  • Added 99 new ability icons.
  • Added 70 new item icons.
  • Added two new female armor sets.
  • Added new particle textures and effects.
  • Updated the melee combat idle animation.
  • Added information stand model.
  • Added an animated ventilator model.
  • Added canopy models to the center area of Plymouth City.
  • Added a second female head variation which can now be selected during character creation.
  • Added miniature statue of the ram creature on a glassed pedestal including rotation animation.
  • Added 2 new console models.
  • Updated the appearance of the terrain textures in Freedomtown. Removed large normal maps, and adjusted scaling.
  • Updated the textures of the large rocks in Freedomtown with higher resolution textures abd normal maps.
  • Upgraded the textures of the large rocks outside of Plymouth City with higher resolution texture and normal maps.
  • Updated the eye texture maps on both male and female models. The human character eyes look more realistic overall.
  • Added another bundle of prop models (e.g. barricades, lights, doors).

Housing

  • Housing plots for cities no longer check city membership, just if you are part of the nation.
  • Added a small housing region to the Southern Chasm.
  • Player housing is now supported in Wyrmn Grove.
  • Moved some trees which were in the center of the housing area in Neverwood.

Inquiries

  • Added an inquiry to Kasey Bosch a journalist in Sept Falls. You can now ask her about stories she has written.
  • Added an inquiry to Major Noren in Thicket Overwatch. You can now ask him about his unit.
  • Added an inquiry to Peteco Carabajal the Defense Rep in Freedomtown. You can now ask him about FPR military personnel.
  • Added an inquiry to James Gonzales a journalist in Banshee's Hollow. You can now ask him about stories he has written.

Items and Fittings

  • Fittings and ability enhancements now support modifying the FX of any type of ability used (optionally of course). Previously this was only supported on damage altering FX.
  • Fittings and ability enhancements now support altering buffs or debuffs to not only add additional components, but to replace components entirely with something new.
  • Added new Complete Body Morphing Kits to General Store and Disguise vendors. These will later become crafted items. Where the Cosmetic Styling Kits allow you to modify facial features, these kits allow you to modify body features.
  • Fitting points for Implants are now determined by your Cybernetics skill.
  • Shield fitting points are now properly determined by your Shield Tactics skill.
  • Added fitting sockets to Sweaters, Tank Tops, and Jackets.
  • A few Bartenders in large cities now carry a copy of the recipe book Moonlighting: The Quick and Dirty of Distilling Liquors with them; an enterprising thief could steal it.
  • Added a new Ranged Shielding fitting which can be equipped into shields to modify the Defense Bolstered effect to make it effective at blocking ranged attacks, at the cost of removing its dodge bonus.
  • New book (a song) "MuSS I Denn, by Albrecht Kepler"; will give the first reader a small, permanent bonus to Entertainment Skill.
  • Increased effectiveness of Repair Kits by 300%.
  • Repair kit now displays how much it is repairing/reducing condition into chat so it is less of a mystery.
  • Increased the chance that Stun Modules will knock your opponent Off Balance, in addition to Stunning them.
  • Refined Iron had Momentum listed as a Tertiary (4) value when it was also the primary (10) causing issues. Decrease Energy was added as a Tertiary (4) in its place.
  • Changed the secondary buff timer on all Complex and Arduous Advanced Stims to match the main buff timer.
  • ToxinBlock Compound is no longer created in Herbal Extraction. It is now provided in Chemical Extraction: Fish from Koine.
  • Energy Booster/Energy Tank Fittings are body only, type A, and properly set to be repaired as armor fittings.
  • Sulfur Trioxide is now the correct Refinement Agent for Handgun Damage Resistance. Sodium Oxide has been removed.
  • Removed Arms from the list of slots that the Type A Implant Fitting can slot into
  • All Decorative Metal Bars have had their crafting component types properly set.
  • Added new items to NPC loot tables and increased the chance of ability cards to drop.
  • Vitamin Spray has had its value reduced.
  • Flour has had its value reduced.
  • Fittings will now take damage at a slow rate when doing AoE damage.
  • Reduced the value of paper.
  • Items moved to the auction from vendors now only last 24 hours vs the 120 hours before.
  • You can now wield a shield with a medical scanner.
  • Maypuri Stalk is now correctly categorized as only a grain.
  • The length of some Advanced Stims, such as Focus and Max Range, has been doubled.
  • The fitting points for Medical Scanners are now using the First Aid skill, as intended.
  • Standard Transformer Chain is now categorized as a Gain Medium.
  • Reduced the value of Cannisters to 50 credits.
  • Added a special buff for the Chip Scrambler liquor. Drink at your own risk.
  • You can now dual wield Nightblade Swords.
  • Myxococcus Xanthus is now correctly identified as an antibiotic.
  • Light Tactical Harness and Light Tactical Thigh Rig are no longer soulbound.
  • Fruit Juice has had its value reduced.

Miscellaneous

  • Added 9 new combat oriented achievements and titles.
  • The anti-bot code has been improved to be able to detect bots more often.
  • /stuck and /unstick now have a 15 second delay before they unstick you. You will be unable to use abilities during that time. This is prevent players from abusing these systems to escape death.
  • Idle/AFK status is now reset when you chat.
  • Added minor faction gains from killing certain NPC factions.
  • Modified the default starting gear so it is all Light Tactical. Previously the helmet was medium armor.
  • Added some newer commands which were missing from the /help command list.

Missions

  • Improved the long range marker system for NPCs so that it supports long range markers for more NPCs.
  • Mission waypoints now support a Day/Night setting which allows it to disable markers to them if the NPC is not currently spawned.
  • New Inquiry launched mission in Sept Falls: "Kasey Bosch's Stories". What stories has journalist Kasey Bosch written about?
  • Plymouth Control: "A Friendly Chat". Having confirmed your desire to work for OWON Psychology, Jerlene sends you on your first mission to have a friendly chat with a trouble OWON citizen.
  • Sept Falls: "Ask Kasey Bosch About Brewen's Past": As part of your ongoing investigation into Sgt Brewen's past, talk to Kasey Bosch about Sgt Brewen.
  • Plymouth Control mission: "Peer Review". Having confirmed your desire to work for OWON Interior, Iona sends you on your first mission to talk to two scientists who can peer review some data that has been reported on the Lesoo that are observed near Control.
  • Plymouth Control: "Eliminate the Experiment". Having discovered your desire to work for OWON Research, Daren sends you out into the canyon below the facility in order to track down an eliminate a lesoo that has outlived it's experimental usefulness.
  • New Plymouth mission "Party Preparation"; Savannah Burke asks you to help her prepare a dinner party for the influential folks of Plymouth.
  • New Freedomtown Entertainer mission "I Hope You Can Read"; Sergeant Blythe asks those with some experience of entertaining to perform a poem and deliver gifts to his beloved before he gets orders for a new assignment. The poem is in an old earth language that seems strangely familiar to some of the folk in Freedomtown.
  • New Inquiry launched mission in Banshee's Hollow: "James Gonzales' Stories". What stories has journalist James Gonzales written about?
  • New Inquiry launched mission: Thicket Overwatch:"Major Noren's Unit". Ask Major Noren about soldiers in his unit, including Sergeant Brewen. This is part of the Investigate Sgt Brewen's Murky Past mission series.
  • Banshee's Hollow: "James Gonzales Discusses The Scourge of the Lurkers": As part of your ongoing investigation into Sgt Brewen's past, talk to James Gonzales about Sgt Brewen and the story behind "The Scourge of the Lurkers".
  • New mission in Thicket Overwatch:"Ask Major Noren About Brewen's Past." This is part of the mission series that to investigate Sgt Brewen's past.
  • New Inquiry launched mission: Freedomtown:"Peteco's Military Knowledge". You can ask Peteco Carabajal the FPR Defense Rep for Freedomtown what he knows about Sgt Brewen. This is part of the Investigate Sgt Brewen's Murky Past mission series.
  • New mission in Freedomtown:"Ask Peteco About Brewen's Past." This is part of the mission series that to investigate Sgt Brewen's past.
  • Added validation and feedback for players and mission writers to the Give Quest Action so now it checks if the mission to give is already completed and repeatable.
  • The Melanko Leaf Trade now provides the special recipe book needed to produce Melanko Serum as a reward.
  • Upgraded Plymouth Control mission:"Report to Daren Shin". Daren Shin explains the different career options available within the OWON Science Department.
  • Have amended missions "Ask Brewen" and "Ask Azrayella about Sgt Brewen" so that they are now non-repeatable.
  • Upgraded Plymouth Control mission:"Report to Carter Dayton". Carter Dayton explains the role of Security within OWON Community Protection.
  • Mission "Water is Life" will now display player name on offer email.
  • Upgraded Plymouth Control mission:"Report to Jerlene Cornish". Jerlene Cornish explains the role of Psychology within OWON.
  • The Catch the Nacoot mission emails will no longer automatically delete on a relog if you are still in the tutorial area. Once you leave the Training Facilities they will be removed instead.
  • Upgraded Plymouth Control mission "Report to Iona Amato". Iona will now talk you through the different career options within the OWON Human Resources Department.
  • Improved hostile generated waypoint support in various areas.
  • Updated Plymouth Control mission "Career Control" to take account of new follow up missions that have improved upon previous placeholder missions.
  • Upgraded Plymouth Control mission "Report to Rory Crittenden". Rory will now talk you through the different career options within the OWON Engineering Department.
  • Added mission opportunities in Whimsy Fields.
  • Added new generated mission opportunities to Causeco and Rendall Gulch in Wailing Chasm.
  • Added new mission opportunities in Vanth.
  • Added new icons to many mission items.
  • Fixed the Category on several harvesting missions.

NPCs

  • Some NPC bosses, and especially raid bosses will now have stun, knockdown, and daze immunity timers similar to players. This is to prevent players from stun locking boss encounters.
  • NPC health scaling per level has been increased slightly to compensate with players doing more damage on average.
  • Increased the health and damage of raid bosses.
  • Improved the combat visuals of numerous NPC special attacks.
  • NPC medics can now perform some special attacks in addition to healing.
  • Increased the damage output of NPC Shockgunners.
  • Beefed up the potency of some generated boss abilities.
  • Setlang have a new charging attack which is a telegraph that will see them move backwards and then charge players. Players who are in the way of this charge will have a chance to be knocked off balance or backwards.
  • Vultures can now sprint for longer lengths of time.
  • Lurker Raid bosses now have appropriate generated boss abilities.
  • Added 3 new NPC personalities: Enthusiastic, Cautious and Stubborn which will impact diplomacy checks when making inquiries.
  • Added a new NPC profession: Cub Wrangler.
  • Hokfig NPCs and pets have been sped up slightly.
  • Reduced the chance of plants to paralyze players.
  • Morgenstern Cactus will now have a chance of dropping Morgenstern Sap.
  • Increased the special abilities of numerous NPCs to bring them in line with the player changes.
  • Reduced the attack speed of NPC medics, and changed their offensive abilities to deal biochemical damage.
  • Reduced the range and damage of Achilleas and Cacti.
  • Earl Alexander (Plymouth City) is now available on both the day and night shifts.
  • Kitchi, a lesoo trapper, now sets up his snares close to the Laredo fort.
  • Helena Steele is now a Rogue Commisary vendor who sells Millitary Supplies.
  • Shang Jian in Plymouth City is now properly flagged as a day only NPC.
  • "Private Touch" located at Thicket Overwatch, tired of blunt jokes, has changed his name to "Private Lesoko".
  • Helena Steele will no longer attack players of any faction.
  • Updated General Store and Bartender vendors to include fruit juice and alcohol.

Pets

  • Increased pet damage by 12%.
  • Action Mode will now ignore friendly pets when determining line of sight.
  • Pet owners will now generate aggro properly even if they do not engage.
  • Personal turrets now have grades and will scale their level as a result of them.
  • Lingmaa Infants can now be tamed, provided you have 275 Animal Handling skill.
  • Okolat Calves can now be tamed. It requires a minimum of 750 Animal Handling skill to do so.
  • Jabberbulls can now be tamed. It will require 4000 skill to do so.
  • Mubark Calves can now be tamed at 5000 Animal Handling skill.
  • Changed the ranged Lesoo Pets AoE ability from a variable circle to a cone of fire attack.
  • Improved medical bot vaccination capabilities. Not only are they more effective, but they can be used more frequently.
  • Medical Bots can now only heal players within their group.
  • Veterinary Medicine should now be easier to raise through healing.
  • Tamed Drakes now have a maximum durability of 5 instead of 4.
  • Setlang Pets gained a new charge ability.
  • Support based Vulture pets now have standard attacks, in addition to their generated abilities.
  • You can no longer trade the single use Pet Crawlers obtained in the tutorial.
  • Ankle Snap now scales its damage appropriate to pet level.
  • Corrected an problem which was preventing several types of Genetically Engineered Drake pets from spawning.

Player vs. Player

  • Made some adjustments to the initial load in code on tournaments to correct a problem where they weren't initializing on startup.
  • Rogue Raiders should now always drop an insignia similar to other faction NPCs.
  • You can no longer attack other players inside of Kaavo Hold.
  • You will now lose reputation/faction 4x more quickly when killing OWON or FPR NPCs.

Resources

  • There are now static harvesters. They can be setup to spawn in specific locations with specific resources/qualities/quantities.
  • Harvesting tools will automatically be equipped if you do not have the appropriate tool selected but have one in inventory.
  • Harvester Cluster System timer changed from 3 minutes to 30 seconds. This should result in a lot more harvester clusters being generated.
  • Harvesters across the board have had their hopper size and extraction rate greatly increased. They now are fairly straight forward. Rapid harvesters fill in 30 minutes, Standard in 60, and Large in 2h30m. Quality increases both speed/hopper size.
  • Harvester Clusters now have considerably (roughly 3x) more resources than was previously the case, and water harvester clusters were nearly doubled, as well.
  • Tweaked the harvester/to player counts slightly, they were pretty high already, but were not being reached with the timer not able to generate enough.
  • Harvester clusters now last 48 hours if discovered/harvested. Non used clusters now go away in 4 hours instead of 8.
  • Enhancing and Enriching now only add 250ms when you fail instead of 1 second. The enhancing/enriching now stops at 2/4 seconds respectively as a result.
  • Harvestable resources (whack-a-node) regions now replenish/change grade every 1 hour instead of 30 minutes.
  • Harvestable resources are now return 2-7 results based on the difficulty of the region. Most nodes have been reduced to 1 extraction as well vs 3 to cut back on the time/extra execution for the same result.
  • You can now receive multiple results at a time from the Fishing Minigame.
  • Plymouth Pond: Added 8 of the new Static Harvesting Nodes, all for Water.
  • Tweaked harvesting skill rates slightly to compensate for having less swings per resource.
  • When harvesting stacks of resources it will now display the amount in the text banner, as well as chat.
  • Southeast of Freedomtown: added 3 of the new Static Harvesting Nodes, all for Water.
  • Twin Falls: added 4 of the new Static Harvesting Nodes, all for Water.
  • Lower Daxton: added 5 of the new Static Harvesting Nodes, all for Water.
  • Scaed'ecoo Meat can now be substituted as either Meat or a Meat Slab.
  • Jabberbull Meat can now be used as a Meat Slab or a Meat.
  • Slightly decreased the frequency at which you gain SI from harvesting.
  • Improved the resource quality in the Slaughter Slopes to reflect the danger of harvesting there.
  • Arboleda: added 4 of the new Static Harvesting Nodes, all for Water.
  • Significantly increased the chance of receiving an item from Abandoned Supplies.
  • You will now receive a water scrounging quality boost at Twin Falls.

Skills and Abilities

Due to the sheer size of the updates here they are being categorized by type. Thanks to Epitaph for sorting these.

Miscellaneous

  • The majority of melee special abilities can now affect multiple enemies if they are close by. There were too many of these cases to list them all individually.
  • Many abilities (too many to mention individually) which previously did not scale in effectiveness will now do so.
  • You now have three additional effective level differences on NPCs before hitting the diminishing returns for skill gain rates.
  • The level differential penalties on defensive skills has been updated to bring it in line with offensive ones. This means you can gain defensive skills more quickly from easier mobs than was previously the case.
  • Slightly increased combat skill gains across the board.
  • Increased the bonuses and reduced the penalties of the Evade (Dodging) and Parry (Parrying) abilities.
  • Added a Reflexes bonus to the Evade ability (Dodging).
  • Increased the duration of Heightened Senses (Tracking).
  • Stealth is now more effective than was previously the case.
  • Sabotage Robot (Robotics) has had its damage boosted significantly.
  • Increased the effectiveness of the Clear Mind ability (Hidden).
  • Drastically increased the effectiveness of Gather Self (Hidden).
  • Increased the defensive bonuses of Defensive Stance (Defensive Knowledge).
  • Added a boost to your Reflexes when using Evasive Maneuver (Bladed Weapon Defense).
  • Added a new Ability Enhancement: Ranged Bolster. This enhancement can be placed into Rapid Strikes, Break Defenses, Thrusting Pell, Trip or Staving Smash to convert them to use the Ranged Bolster buff in place of Bolster Defenses.
  • Added "Skilled Entertainer" and "Master Entertainer" achievements.
  • Increased the rate at which you gain defensive skills.

Acrobatics

  • Significantly increased the effectiveness of the Regain Balance ability, and added a Balance increasing buff (Acrobatics), but added a short recharge time.
  • Added a physical resistance bonus to the Roll ability (Acrobatics).
  • Added a damage reduction bonus to the Avoidance ability (Acrobatics).

Aerosol

  • Increased the damage over time of the Venomous Cloud ability enhancement (Aerosol) and allowed it to stack up to five times.
  • Increased the initial damage of Slow Release (Aerosol) significantly.
  • Increased the duration of the Burning effect on Maximum Release (Aerosol) by 2 seconds.
  • Increased the success chance and duration of the Burning component in Release and Roll (Aerosol).
  • Increased the burning duration of the Wall ability (Aerosol) if players walk through the wall.
  • Increased the range of Spray Cone (Aerosol), and made the Burning effect impossible to resist.
  • Increased the chance that Focused Sweep (Aerosol) will knock your opponent Off Balance.
  • Increased the chance that Wide Sweep (Aerosol) will Discourage targets, and also increased the duration of that effect.
  • Cloud (Aerosol) will now always cause damage over time, and had its damage boosted, as well.
  • Increased the duration of the vision impairment effect of Smoke Screen (Aerosol).
  • Increased the chance to apply and duration of the Off Balance component of Gust (Aerosol).
  • Doubled the chance to Discourage targets when using the Make It Rain ability (Aerosol).
  • Heavy Gust (Aerosol) will now apply its burning DoT significantly more often, and will leave opponents Off Balance longer.
  • Aerosol Burning effects now stack up to five times.

Animal Handling

  • Increased the effectiveness and duration of Calm Animal (Animal Handling)

Assassination

  • Bloodletting (Assassination) now does substantially more damage over time.
  • Assassination skills will now increase more quickly.

Automatics

  • Increased the chance that Flanking Assault (Automatics) will Reduce the Courage of Motivated targets.
  • Slightly increased the damage of the Frenzied Fire ability (Automatics).
  • Increased the duration of the Dialed In ability (Automatics), and added a Damage Dealt bonus to it.
  • Increased the chance of Stopping Power (Automatics) to injure your targets legs, but reduced the duration slightly.
  • Increased the chance that Aim High (Automatics) will knock your opponents Off Balance.
  • Spraying Assault (Automatics) had it's DoT length when a target is knocked down increased by one tick but it's DoT damage decreased per tick to compensate.
  • Increased the AoE radius of Spraying Assault (Automatics) by 25%.
  • Discouraging Assault (Automatics) now has a higher chance of removing buffs from the target, and a slightly higher chance of Confusing targets which are already Discouraged.
  • Increased the AoE radius of Covering Fire (Automatics) by 25%, and increased its chance to Stun and the duration of that stun by one second.
  • Increased the AoE radius of Panicked Spray (Automatics).
  • Increased the damage of Concealed Burst (Automatics).
  • You can no longer cancel the Dug In effect of Dig in and Fire or Dig in and Spray (Automatics).
  • Increased the chance that Pelt Area (Automatics) will cause Covered opponents to get up and panic, as well as its chance to dispel positive effects from them.
  • Increased the chance that Spraying Fire (Automatics) will Discourage well Motivated targets.

Axes

  • Increased the accuracy, damage, and AoE radius of Blind Hack
  • Increased both the damage and damage over time of Slicing Blow
  • Increased the Area of Effect and damage of the Cleave ability
  • Increased the AoE radius and damage of Hurricane Slice
  • Pummeling Slash (Axes) has a higher chance to land its debuffs, and they will last slightly longer.
  • Leg Slash (Axes) has an increased chance to cause leg injuries.
  • Increased the damage on Cranial Swing (Axes), as well as its chance to blind opponents who were already bleeding.
  • Berserk (Axe Fighting) is now more effective at dealing damage, but also leaves you more susceptible to attacks than was previously the case.
  • Reduced the endurance cost and also the damage of Thrusting Pell (Axes), while increasing its accuracy.
  • Increased the damage and chance to immobilize on the Hold ability (Axes) but increased its recharge time by three seconds.
  • Increased the damage, AoE radius, and chance to stun on the Axe Fighting ability: Whirling Pummel.
  • Face Shot (Axes) now has a higher chance to Confuse opponents, but a longer recharge time.
  • Increased the Area of Effect radius and damage of Whirling Axe (Axes).
  • Twirling Trip (Axes) now has a higher chance to trip opponents, and a wider AoE radius.
  • Fury (Axes) had its duration and its aggro regeneration bonus both increased slightly.
  • Substantially ncreased the chance of breaking an opponents leg when using Cripple Legs (Axes).

Bladed Weapons

  • Hamstring Slice (Bladed Weapons) has an increased chance of causing Leg Injuries, but the duration has been reduced slightly.
  • Increased the chance that Opportunistic Attack (Bladed Weapons) will Discourage an opponent who has recently been Countered.
  • Increased the damage, and the chance to Disarm your opponents when using Disarming Slash (Bladed Weapons), but increased the Momentum cost to compensate.
  • Increased both the chance to land and the duration of the Daze and Stun components of Head Slash (Bladed Weapon Tactics).
  • Increased the damage done by the bleeding effect of the Puncture ability (Bladed Weapons).
  • Bleeding Slash (Bladed Weapons) has an increased chance to cause your opponent to bleed.
  • Increased the duration and effectiveness of the Feign Stab debuff (Bladed Weapons).
  • Sweeping Slice (Bladed Weapons) saw a number of improvements including a wider AoE radius, improved knockdown chances, and a significantly improved chance to break legs which have already been injured.
  • Doubled the debuff duration of Springing Thrust (Bladed Weapons).
  • Significantly increased the chance that Furious Onslaught (Bladed Weapons) will cause targets to bleed.
  • Increased the damage over time of Kidney Puncture (Bladed Weapons).
  • Slightly increased the damage of Spinning Blade (Bladed Weapons).
  • Blade Flurry (Bladed Weapons) now lasts for 15 seconds and also increases your attack speed.
  • Open Wound (Bladed Weapons) will now always open the wound of your opponent if they are suffering from a bleeding effect.
  • The debuff effect of Lethal Thrust (Bladed Weapons) now lasts an additional two seconds, and increases your maximum range by 10%.
  • Increased the damage over time of Gaping Slash (Bladed Weapons).

Blunt Weapons

  • Significantly increased chance to disarm opponents and reduced the PBAoE radius of Disarming Twirl (Blunt Weapons) to a lesser extent.
  • Increased the chance that Staving Smash (Blunt Weapons) knocks your opponents backwards.
  • Reckless Swing (Blunt Weapons) has a higher chance to knock your opponent Off Balance, and will last longer when it does.
  • Increased the chance and duration of the Off Balance effect in the Crush Legs ability (Blunt Weapons).
  • Bludgeon and Stunning Blow (Blunt Weapons) each have a higher chance of stunning your opponent.
  • Significantly increased the chance that Killer Instinct (Blunt Weapons) will Daze opponents if they have been stunned already.
  • Increased the endurance damage done by the Sternum Shot ability (Blunt Weapons).
  • Smash Generator (Blunt Weapons) will now reduce your opponents Energy Recovery rate by a larger extreme.
  • Disarming Pummel (Blunt Weapons) has a significantly higher chance of disarming your opponent than was previously the case, but had its momentum cost and recharge time increased.
  • Debilitating Crush (Blunt Weapons) had its chance to confuse opponents increase, along with the duration of that confusion.
  • You now have a higher chance to knock your opponents senseless (and for longer) than was previously the case when using Head Blow (Blunt Weapons).

Counter-Attack

  • Counter (Counter-Attack) had its duration and damage dealt buff increased slightly but its recharge time increased to compensate.
  • Counter Move (Counter-Attack) had it's recharge time cut in half.
  • Feign Counter (Counter-Attack) will always reduce opponents attack speed if they have just been Countered. It can be used with a ranged or melee weapon but is only effective for a short cone-based distance in front of you.

Defensive Knowledge

  • Doubled the duration of Moving Target (Defensive Knowledge). Reduced its speed increase but enhanced its Dodge bonus.
  • Defend Yourself (Defensive Knowledge) has a slightly longer duration and significantly boosted dodge and block boosts.

Defensive Tactics

  • Increased the effectiveness of the Defensive Focus buff
  • Increased the effectiveness of Instill Confidence significantly.
  • Increased the effectiveness of Hold the Line (Defensive Tactics), and added both a damage reduction and stability component to it.
  • Increased the effectiveness of the Hold Tight ability (Defensive Tactics), and added a stability component to it.
  • The Retreat and Fall Back abilities will no longer cancel on targets if the user of the ability dies.
  • Improved the resistance bonuses of the Dig In ability
  • More than doubled the tracking/stealth detection buff in the Stay Alert ability

Diplomacy

  • Increased the debuff chances of Verbal Lashing (Diplomacy).
  • Increased the debuff chance and duration of Verbal Assault (Diplomacy).
  • Unthreatening Approach (Diplomacy) is now significantly more effective in reducing aggro range.
    Significantly increased the effectiveness of the Calm ability (Diplomacy). It now lasts longer, is effective more often, has a larger initial reduction to aggro, and has a shorter recharge time.
  • Confuse (Diplomacy) is now a PBAoE.
  • Increased the duration of Verbal Lashing and Verbal Assault (Diplomacy) by one second.
  • Diplomatic skills will now increase more quickly.

Dirty Fighting

  • Low Blow (Dirty Fighting) now drains twice the endurance, and also had its damage boosted slightly.
  • Arrogant Taunt (Dirty Fighting) now has a greater chance to sap your opponents courage, but a slightly shorter duration. It is also now more effective as an AoE taunt.
  • Increased the effectiveness of the Showboat debuff (Dirty Fighting), but reduced its area of effect size.
  • Arrogant Taunt (Dirty Fighting) had its AoE radius and debuff effectiveness increased.
  • Increased the chances of applying the debuff and the duration of the debuff of Eye Poke (Dirty Fighting), but also -increased its recIncreased both the duration and chance to apply the Dirt in the Eyes debuff (Dirty Fighting).harge time by 3 seconds.
  • Dirty Fighting will now increase skillmore quickly.

Entertainment

  • Marching Chant (Entertainment) is no longer a toggle, but now a short duration wide area PBAoE buff which does not require a rest area.
  • Battle Song (Entertainment) is now a short duration, wide radius PBAoE buff which does not require a resting area.


First Aid

  • Reduced the recharge time on Revive and Resuscitate abilities (First Aid) from one minute to thirty seconds.
  • Slightly reduced the Energy Regeneration bonus of Energy Overload (First Aid).
  • Increased the chance that Overload Powercell (First Aid) will knock your opponent Off Balance or off their feet entirely.
  • Slightly increased the success rate of vaccinations (First Aid).
  • Cut the activation time of Corrupted Nano Bomb (First Aid) in half.
  • Inject Sedative (First Aid) will now Confuse targets without fail, but had the duration of that effect reduced to six seconds.
  • Ocular Spray (First Aid) now reduces the damage dealt and defense of affected targets.
  • Cut the recharge time of the Rescue ability (First Aid) in half.
  • Nano-Stitch (First Aid) can now remove punctures as well as normal bleeding effects.
  • Increased the regeneration rate of Bandage Wound (First Aid) by 40%.
  • Extinguish Flames (First Aid) can now be used to dispel Flame Shields in addition to dispelling Burning effects.
  • Reduced the AoE radius of Antibody Spray (First Aid).
  • Reduced the usage time and increased the effectiveness of Nano-Vaccine (First Aid).
  • Set Bone In Place (First Aid) is now always effective against one broken limb.

Handguns

  • Slightly increased the duration of the debuff component of Crippling Shot (Handguns).
  • Slightly reduced the duration of the Paralyzing effect when you use Overwhelm (Handguns) on opponents who were previously Dazed.
  • Increased the duration of Trigger Finger (Handguns) but slightly reduced it's attack speed bonus.
  • Slightly reduced the Immobilization period of Stopping Power (Handguns).
  • Increased the chance that Double Shot (Handguns) will knock your target off balance, and the duration of that opening by 2 seconds.
  • Dizzying Shot (Handguns) now has a small chance to Daze your opponent. This was originally intended but had been missing from the ability.
  • Doubled the AoE radius of Scatter Shot (Handguns).
  • Stinging Shot (Handguns) will now apply its debuff significantly more often on Off Balance opponents, and received a 5% damage boost.
  • Increased the duration of the Shield Shot (Handguns) debuff, improved its description and removed the Momentum cost.
  • Increased the amount of endurance damage done by the Body Blast ability (Handguns).
  • Increased the duration of Pistoleer (Handguns).
  • Significantly increased the chance that Neck Shots (Handguns) will cause Massive Bleeding.

Intimidation

  • The debuff component of Screw Face (Intimidation) will now apply more often and reduce your opponents ability to retain momentum to a higher extreme than was previously the case.
  • The Rage and Instill Rage abilities (Intimidation) will now improve your Critical Hit Chance, as well as Damage Dealt.
  • Increased the chance of the Terrorize ability (Intimidation) to frighten your target.
  • Trade Blows (Intimidation) had its recharge time reduced from 5 to 4 minutes.
  • Frighten (Intimidation) will now strike fear in the heart of opponents more often.
  • Intimidation will now increase skill more quickly.

Leadership

  • Shake It Off (Leadership) is significantly more effective at removing negative effects from an ally than was previously the case. It also had its recharge time reduced by 30 seconds.
  • Significantly improved the Mind Over Matter (Leadership) ability. Its buff is now both more effective and longer lasting. It will also dispel any Discouraged or Loss of Confidence debuffs on your party.
  • Increased the regeneration rate of the Iron Man Mentality ability (Leadership).
    The Leadership skill: We've Got This now has a 100% chance to cancel Loss of Confidence or Discouraged debuffs if they are present.
  • Rallying Cry (Leadership) will now add 90 seconds to the duration every time a new stack of it is applied. This is equal to the recharge time on the ability, and allows you to keep it running at all times.

Parrying

  • Reduced the cooldown on Riposte (Parrying) from 5 to 3 minutes.

Protection

  • Reduced the attack speed penalty of the Humiliate and Humiliate Enemies abilities (Protection).
  • The Behind Me! and Everyone Behind Me! abilities (Protection) were improved by adding a Physical Resistance bonus to it.
  • Protection skill will now increase more quickly.

Rifles

  • The Stun effect on Suppressing Fire (Rifles) can now be avoided occasionally, but its AoE radius has been increased.
  • Increased the duration of Locked In (Rifles) and changed its Dodge bonus to a Damage Dealt bonus, which is more useful for rifles.
  • Dramatically increased the chance that Disarming Shot (Rifles) disarms your target, and increased the damage slightly in either event, but increased its Momentum cost.
  • Increased the damage over time of Flesh Wound (Rifles).
  • Critical Rifle Work (Rifles) now has an Energy Penetration bonus in addition to previous enhancements.
  • Increased the chance that Startling Shot (Rifles) will Startle your opponent.
  • Startle Shot (Rifles) has a higher chance to debuff your opponent, and the openings it creates last longer.
  • Significantly increased the chance that Panic Shot (Rifles) will Panic an opponent who was previously Startled.
  • Static Discharge (Rifles) will now reduce Electro-Magnetic Resistance, in addition to previous effects.
  • Increased the damage on Rifle Fire Storm (Rifles).
  • In addition to now being a small cone based AoE like most melee abilities, the Butt Attack ability (Rifles) has had its knockdown chance increased. It's recharge time was increased by three seconds. Previously this effect stunned and dazed if an opponent was Off Balance, but now it only dazes but at a 75% success rate if the Off Balance opening is present.
  • Take Aim (Rifles) now grants a bonus to Critical Hit Chance, as well as its normal bonuses. Its ability description was also updated.
  • Significantly increased the chance of Arm Shot (Rifles) causing an Arm Injury.
  • Added an Attack Speed boost to Rifle Monkey (Rifles).
  • Increased the chance of Head Shots (Rifles) confusing your target.
  • Decreased the chance of Knee Shot (Rifles) causing a leg injury in addition to to its normal slowing effect. The percentages were too high for a ranged weapon.

Shield Tactics

  • Increased the chance to stun and debuff your target when using Shield Bash (Shield Tactics), but increased its recharge time slightly.
  • Block (Shield Tactics) had its recharge time increased slightly, but its blocking effectiveness increased substantially, while its offensive penalty was reduced by 33%.
  • Shield Counter (Shield Tactics) had its recharge time reduced from 5 to 3 minutes.
  • Raise Shield (Shield Tactics) had its recharge time reduced from 5 to 3 minutes, and its block bonus increased by 7%.

Shockgun

  • Significantly increased the range of the cone of fire for Stunning Blast (Shockguns). Also increased the Stun duration by one second.
  • Increased the damage of Double Click (Shockguns).
  • Increased the duration in which you can attack the target specified in Take Them Down! (Shockguns) to restore endurance.
  • Reduced the duration of the Paralyze effect in Obliterate (Shockguns) from 10 to 8 seconds.
  • Debilitating Shot (Shockguns) had it's spread radius increased, and its chance to cause Leg Injuries boosted, as well.
  • Increased the chance of Stun Shot (Shockguns) to knock your opponents Off Balance or Stun them.
  • Increased the chance that Balance Shot (Shockguns) will knock your opponent Off Balance, and the duration of that opening.
  • Increased the AoE radius of Maniacal Rampage and Maniacal Kill Spree (Shockguns)
  • Significantly increased the chance that Angle Shot (Shockguns) will confuse your opponent.
  • Increased the chance to Stun or Knockdown targets with Melon Shot (Shockguns).
  • Increased the chance that Chest Shot (Shockguns) will knock your opponent Off Balance or stun opponents, and slightly -increased the amount of Endurance that it drains.
  • Increased the chance that Shock (Shockguns) will Confuse opponents who are currently Stunned.
  • Increased the range of Jolting Shock (Shockguns).
  • Increased the damage of Overcharge (Shockguns).

Survival

  • Added a boost to the Courage and Willpower when using the Show of Courage ability (Survival).
  • Gather Self (Survival) now has a significantly higher chance of removing negative effects.


Thrown Weapons

  • Increased the damage of EMP Grenades (Thrown Weapons).
  • Increased the chance that Flash Grenades (Thrown Weapons) confuse targets, and increased the duration of their vision impairment by one second.

Thrown Weapon Defense

  • Increased the level of protection from Fire in the Hole (Thrown Weapon Defense).

Trap Knowledge

  • Sentry Alarms (Trap Knowledge) will now reduce your ability to retain Momentum, as well as Stealth chances.

Unarmed Tactics

  • Increased the buff duration of Unbridled Aggression (Unarmed Tactics).
  • Knockback (Unarmed Tactics) has a higher chance to knock your opponent Off Balance or backwards.
  • Kick (Unarmed Tactics) had its damage and chance to knock your opponent Off Balance increased.
  • Shove (Unarmed Tactics) now has a substantially higher chance of knocking your opponent backwards of Off Balance.
  • Body Blow (Unarmed Tactics) now has a higher chance to debuff your opponent, and deals increased damage and endurance damage over time.
  • Increased the chances of Jab (Unarmed Tactics) debuffing your opponent.
  • Headbutt (Unarmed Tactics) now has an increased chance to stun or knock your opponent Off Balance, but a slightly longer recharge time.
  • Trip (Unarmed Tactics) will now bolster your defense for longer than was previously the case.
  • Drastically reduced the endurance cost of Comeback Rally (Unarmed Tactics) but reduced its buff effectiveness somewhat during the process.
  • Increased the damage over time of Rip Open Wound (Unarmed Tactics).
  • Increased the chance of the debuff components of Feign (Unarmed Tactics) to take hold.
  • Increased the damage and chance to create an opening on your opponent when using Shin Shot (Unarmed Tactics).
  • Increased the knockdown chance, and chance to stun Off Balance opponents of the Uppercut ability (Unarmed Tactics), but increased its recharge time to compensate.
  • Leg Sweep (Unarmed Tactics) now has an increased chance of breaking legs which are already injured, but consumes a higher amount of momentum.
  • Reduced the momentum loss of the Kidney Punch ability (Unarmed Tactics), but increased the effectiveness of its endurance drain.
  • Roundhouse Kick (Unarmed Tactics) is now a PBAoE and has an increased damage and a higher chance of knocking your opponent Off Balance, as well as an increased duration for when it does.
  • Power Shot (Unarmed Tactics) now has a 75% chance to knock an Off Balance opponent senseless.

Veterinary Medicine

  • Reduced the usage time of Patch Animal (Veterinary Medicine) but increased its Recharge time. You lost no healing capability in this trade, but should now be able to perform additional activities in between the recharge time (where previously the usage time was very long and the recharge very short).
  • Reduced the recharge time of Heal Animal (Veterinary Medicine) from 30 to 18 seconds.
  • Cure Animal (Veterinary Medicine) is now slightly more effective at curing disease or ailments.

Trade Skills

  • Batching quality maximum is now 100% instead of 95% and the minimum quality has been clamped to 80% from the previous 65%.
  • Reduced batching times across the board (in particular for lots at/under 20).
  • Added Automated Harvester Body Production recipe to Metalworking. This recipe crafts the body type needed for any of the four harvester types.
  • Added Recipe: Pigment Extraction: Plant. Makes Green pigment from Morganstern Sap (Book Modern Style)
  • Added recipe to Metalworking: Simple Composite Blade Fabrication. This recipe creates blades that are used in simple, non-weapon items.
  • Added the recipe Preemptive Stim Production to Pharmaceuticals. This recipe creates several types of effect prevention stims and is found in the Advanced Pharmaceutical book.
  • Added Rapid Harvester Control Circuitry and Regular Harvester Control Circuitry to Automated Unit Circuitry Programming.
  • Added a new event to the crafting system for Pharmaceuticals; this has been added to advanced Pharmaceutical recipes.
  • Added 3 new products to Mineral Breakdown: Refined Vanadium, Refined Ytterbium, and Refined Dysprosium. These are Rare Earth metals used in Artillery.
  • Tryptamine, Rhodopsin, and Histamine now require Oxalate Buffer Solution to be produced.
  • Basic and Curved Glass Production in Cosmetic Styling have been altered. These recipe now correctly require Glass Fining Agent as the agent type instead of Fluorspar specifically. Fluorspar may still be used in this agent slot as it is a Glass Fining Agent, but other agents with this type also exist.
  • Anhydrous Barium Fluoride is no longer a result of Anhydrous Chemical Synthesis. This recipe has also had its skill requirement changed to 500. Some results now require better than minimum grades; failure to achieve this grade will result in a Failed Chemical.
  • Cree'it Oil now comes in 5 quantities from Fungii Extraction instead of 1
  • Transitional Chemical Reaction now has slightly higher requirements; its minimum skill is now 150.
  • Enriched Stimulant Synthesis can now product Advanced Damage Absorption and Advanced Damage Resistance stims; these stims negate a percentage of incoming damage... at a cost.
  • Injectors can now be made with any Refined Bio-alloy Bar. B grade or better results now also yield additional injectors.
  • Recipes that required Refined Chromite were altered to use any Refined Metal bar. All four were all Installation recipes.
  • Added the following dyes for the Primary Armor Channel: Green, Dark Goldenrod, Dark Brown, Dark Blue, Crimson, Salmon Pink, Olive Drab
  • Mineral Reduction now includes a Complex difficulty. Certain products can now only be produced at higher difficulties. Failure to meet this grade requirements will now produce a Failed Chemical as the result.
  • Cosmetic Styling: Added recipe for Specialized Prism Cutting (book Modern Style)
  • New Recipe: Dye Tin. Use this to create a Light Tint / Dark Tint to mix with dyes to create additional colors
  • Silicone now produces 10 results instead of 5 since it is one of the most used resources in the game.
  • Renamed Chemical Extraction to Chemical Extraction: Logging.
  • Purified and Distilled water now yield 10 units, up from 5.
  • Specialty Filling Production now has slightly higher minimum requirements.
  • Added 4 new Culinary Arts recipes: Chip Scrambler, Vodka, Rum, and Moonshine. These are available in a special recipe book.
  • Changed Modern style book icon to match other books
  • Added the following Secondary Dyes: Forest Green, Saddle Brown, Indigo, Burnt Orange, Gold, Spring Green, Dodger Blue, Dark Violet
  • Renamed Power Infuser Pattern to Power Infuser Mold Pattern
  • Many crafting components and several training manuals have new icons.
  • Medium Nanomesh Panels may now be created in Tailoring at 600 skill; Heavy Nanomesh Panels are now 1200 minimum skill.
  • Enriched Stimulant Synthesis can now produce Advanced Increased Detection stims; these stims gives an advanced increase percentage to tracking.
  • Chemical Reduction and Chemical Acidification have has been significantly expanded and now includes 4 tiers of difficulty. Certain products now require greater than minimum grade or difficulty; failure to meet this requirement will result in a Failed Chemical product.
  • Added recipe Harvester Production to Metalworking. It can be found in the Advanced Metalworking book. This recipe is used to create mineral, lumber, plant, and water harvesters of the standard, large, and rapid varieties.
  • Artillery: Optical Cavity Production - Added Outputs for Norton-Tessarae Gradient Beam Optical Cavity, Norton-Chau Multi-Beam Optical Cavity, Targetted Beam Optical Laser
  • The Culinary recipe Milk has been renamed Special Extraction: Plants and now creates both milk and sugar from Hok Weed and Sweetfinger Mushrooms respectively.
  • Acid-Base Reaction has been greatly expanded and now includes 4 tiers of difficulty. Certain products in Acid-Base Reaction now require greater than minimum difficulty to create; failure to meet this requirement will result in a Failed Chemical.
  • Tidied up branching of Optical fibers so that all recipes are consistent using component type of optical fiber and the respective branch where needed.
  • Reduced the base value of milk to match sugar.
  • Destructive Distillation: Hardwood now produces 3 Acetic Acid from Cree'it and 2 Rubber from Anjara, up from 1.
  • Added Chlorophyll as a green pigment extracted from Morganstern Sap
  • Added Installations recipe - Cable Construction to its recipe book.
  • Processor Blade Assembly now uses Simple Composite Blade instead of Composite Blade. This recipe also no longer uses metal and instead needs 8 Mounting Brackets.
  • Many chemistry recipes have had their product output normalized to either 3 or 5.
  • Basic Stims have had their durations increased.
  • Special Extraction: Plants now produces 10 units of milk or sugar but requires 2 plants, up from one.
  • Injectors are now only craftable at Simple, Normal, and Complex and are now more difficult to craft at Complex difficulty.
  • Sulfuric Acid now requires a minimum grade of B.
  • Hardwood, Softwood, and Specialty Lumber recipes now require twice the number of logs but also produce twice the products.
  • Processor Pump Assembly now requires the proper components: Rubber Hoses, Refined Metal Bars, Power Coils, and an Elector Actuator.
  • There are now Simple/Normal/Complex/Arduous Repair kits that result from the repair kit recipes. This fixes an issue as they impact repair rates and don't stack properly.
  • Improved our support for GMs to diagnose and correct issues with trade skill recipe mastery levels.
  • A Lumber Blade Assembly is now craftable in the Processor Blade Assembly recipe in Metalworking.
  • Acid Solvent Synthesis is more difficult. The minimum skill requirement is now 300, it has a Normal difficulty tier, and certain products require higher than base quality or difficulty to produce. Failure to meet the grade of difficulty requirements will produce a Failed Chemical result.
  • All recipe books now have the same icon to avoid confusion.
  • Aluminum acetate has been removed from Acid-Solvent Synthesis. This mordant was extraneous.
  • Repair Recipes now require 5 repair materials instead of 10.
  • Manganese Dioxide is no longer created in Mineral Reduction in Chemistry. It is still refined from Pyrolusite through the recipe Mineral Breakdown in Mining.
  • Renamed Robotic Suit Software to Automated Unit Circuitry Programming. It is now slightly more difficult to achieve Normal difficulty results.
  • Chemical Synthesis now produces 3 of each item (except Silicone which remains at 10). The minimum difficulty at which certain products can be made has been changed. Failure to meet this difficulty requirement will result in a Failed Chemical result.
  • Decreased refinement skill gain rates.
  • Added Advanced Speed stims to Enriched Stimulant Synthesis.
  • Added a "failed" product for attempting (but failing) to reach Normal difficulty, A grade Refined Cerium in Mineral Breakdown.
  • Reduced the bonus you received to water quality in some areas as it was set too high.
  • Added failed embyro to Advanved Genetic Recombination as a catchall to allow higher grade outputs to be attempted.
  • Bandage Production now requires an Antibiotic as the agent instead of Sterilization agent.
  • Transitional Chemical Reduction is now more difficult. It requires a minimum of 500 skill in Chemistry.
  • Refined Silver Bar is now only created through Decorative Metal Refinement using Silver Ore.
  • Set defaultstacksize of Round Stone Tabletop to 1 so that it can be made.
  • Transitional Chemical Acidification is now much more difficult. It requires a minimum skill of 750 in Chemistry.
  • Traps are now produced in bundles of 5.
  • Grenades are now produced in bundles of 4.
  • The recipe Fruit gelatin in Culinary Arts now correctly requires 2 Fruit and 1 Sugar as ingredients. Pectin is now the only agent needed.
  • Vitamin Spray is now made with Purified Water instead of Bonding Agent as the agent.
  • Light Tactical Thigh Rig now requires a Metal Buckle as a Fastener.
  • Light Tactical Harness now requires only Simple difficulty, C grade to create.
  • Paper Making now requires 10 wood, rather than 1
  • Silica changed from a minimum C to a minimum F product as it is needed heavily for Silicone.
  • Genetic Engineering: Advanced Genetic Recombination - Fixed DNA linking issue where recipe was asking for a DNA type that could not be added
  • Set defaultstacksizes and reduced values of the following: Myxococcus Xanthus, Vitamin SPray, Seasoning, Meat Tenderizer, Seasoning Mix.
  • Removed unneeded Vehicle Upgrade Mold and associated recipe.
  • Fixed an issue with Brachura DNA Sample. It can now be used in the Tertiary DNA component slot.
  • Fixed the defaultstacksize on Omega-3 Fish oil to 1, and reduced it's value.
  • Removed some random values in the crafting backend.
  • Fixed the filters on the Black Armor Dye Creation, you can now make all 5 pieces.
  • Removed Refined Chromite from Mineral Breakdown, the refined form is no longer necessarry
  • Fixed an issue where the results had been deleted from Wooden Tabletop Fabrication. Tabletops are once again craftable.

User Interface

  • Added a gamma slider to the video interface. It is clamped to .5/1.5 for now until we get some feedback on it. This requires the client to be in full screen mode in order to function.
  • Added a window scale option to Interface option, it will scale many of the UI elements in the game.
  • Added ability to "Compress" your main inventory, which will slide items to the top of the inventory, clearing empty spaces.
  • Added ability to select multiple emails at once. Single click to select a single email. Ctrl+click to toggle the selection of an email. Shift+click to select/unselect a range of emails, from that email to the last one that was selected/unselected.
  • Work Order Email will now come from the "Work Order System". They will be displayed in green (no longer white), and can be filtered along with the Auction System emails.
  • Multiple emails can now be emptied and deleted at one time.
  • When email has attached credits, but no other items attached, the number of credits is now shown in the lower left corner of the coin icon, for that email entry.
  • Mission font Size now in the Window Options part of the Interface Options. 6 different options that will adjust the scale of the mission text.
  • There is now a /waypoint share. It spits out the waypoints in a format that can be shared with others and added using the command line (or putting into the GUI).
  • Added a Targeting Indicator option in the Interface Options menu. This option allows you to alter the appearance of your target indicators. The default display uses all three methods as have been used in previous versions. You can optionally use any of the indicator types on their own, or a hybrid type.
  • Floating text now uses the window scale as well as the font scale.
  • Chat bubbles now scale according to the saved chat scale size.
  • Locking an action bar will now lock both it's movement, and the ability to drag away additional icons. This can be used by players to avoid accidentally dragging away icons as a result.
  • Action Bars are now unlocked by default. You can right click to Lock them.
  • Action Bars will now save user defined Lock settings.
  • Vertical Ability bars now have a small section above them to make them easier to drag/click on.
  • Ability bar hotkey text now is brought to the front properly so it isn't under the icon.
  • Added a Region Map toggle button on the minimap.
  • Camp locations are now displayed as icons on your map or minimap.
  • Unset key bindings should no longer display "_U.cmdname". They will now display "Not Set" instead.
  • Player can now close the Read Book window using the ESC key.
  • Read book window now will fade in on open.
  • Added /help loadoldsettings - it will load your old settings and save them into the new DB.
  • Harvesting text banners now display the grade in the text banner. This was previously only listed in chat.
  • Improved the Split Stack window so input value is selected by default. You can type in directly when window opens instead of clicking on it first.
  • Training Manual tooltips now shows how many recipes you have on your character compared to the total. You can view the info card for the book to get a full breakdown.
  • Altered the up and down difficulty indicators on NPC nameplates to reflect the new skill differential changes.
  • The Survey and Vehicle windows should now save position properly.
  • Player can now close the Chat Tab Settings window using the ESC key.
  • Character Sheet should properly save in the right spot now.
  • Chat Tab Settings window now will fade in on open.
  • ToggleShadows (Ctrl+P) actually toggles shadows now.
  • Windows without position information now start out centered horizontally and slightly to the top of the screen.
  • Fittings and Ability Enhancements now display a description in their tooltips.
  • Going idle will no longer reset your chat channel to General chat.
  • Disabled some commands so player can't call them while dead.
  • Moved all of the local settings over to the new DB so it can easily be copied/saved if needed. This should also correct an issue where your settings could have been overwritten if patching didn't go correctly.
  • You can no longer drag items to an empty slot of a received email.
  • Several Improvements and fixes to Cloning Options when player dies.
  • Now if player use Ctrl+G when dead then the cloning options window will popup again.
  • Camps are now visible on the World/Region Map.
  • There is now a local waypoint stash. This is stored locally on the client. It can contain up to 500 waypoints.
  • You can now double click to add Ability Mods to an open ability window.
  • Item cards and tooltips now show max stack size for an item.
  • You can also now drag fitting mods to abilities on the ability bar.
  • Added a Tip when you fail enhancing or enriching to let players better know when they are wasting their time.
  • Added Region and Zone Coords to many areas for the region map.
  • Updated Fal Sept region map background.
  • Kalazar Mountains now has a proper region map (Shift+M) instead of Plymouth map.
  • Updated Freedomtown Region map.
  • Updated Plymouth Region map.
  • Doma Highlands now has a proper region map.
  • Tralus Plains now has a proper region map.
  • Mount Ash now has a proper region map.
  • Fixed an issue with an extra arrow showing up in the vertical ability bars.

Vehicles and Mounts

  • Increased the movement speed of tamed mounts.
  • Increased the damage of Mounted Attacks.
  • Increased the chance that Gnaw Legs (Rocharus Mounts) will knock your opponent Off Balance or cause a Leg Injury.
  • Increased vehicle Mine damage.
  • Corrected an issue which was preventing the Turbo Boost and Shielding perks from granting the vehicle ability which they were intended to grant.

World

  • Adjusted the bloom and fog settings.
  • Improved much of the environment and path nodes around Plymouth City.
  • Cleaned up texture seams and dirt scaling issues throughout the Freedomtown region.
  • The minimaps in the tutorial areas are much easier to view now.
  • Added more occluders to problem spots in Plymouth City to increase frame rates.
  • Updated the appearance of the terrain textures outside of Plymouth City.
  • Improved terrain textures and scaling throughout Wailing Chasm so all area borders looks seamless.
  • Reduced mob density in Daxton. It is still more packed than many areas, but a little easier to navigate.
  • Made numerous adjustments to the mob distribution and placement in Wyrmn Grove.
  • Texture and terraforming work throughout South Timbertol.
  • Minor decoration and adjustments to mob and camp distribution in the Maple Mires.
  • Props placed in Banshee's Hollow for "The Holler" news.
  • Props and lights added to Pontoc Medlab.
  • You will receive a small permanent boost to your fishing skills if you visit the Kazarma Bridge in Laredo.
  • Added an exploration point to the Kazarma Bridge in Laredo; it will now appear in the map.
  • Laredo Waystation: Added titles to the majority of buildings; they should now show up on the map.
  • Removed a large boulder that was blocking a road in Fal Midlands.
  • Minor terraforming work in Malfrow.
  • Props and lights added to The Sevens.
  • Made some alterations to the road outside of Freedomtown's south gate.


Bug Fixes

  • The ignore list should now work properly across areas.
  • Fixed an issue with dynamic missions and the different maps causing massive framerate loss and causing animations to hitch.
  • You can no longer equip a weapon or piece of armor that you do not have enough skill for.
  • Assassin and Peacekeeper armor sets will now display properly on female models.
  • You can no longer equip fittings intended for a specific type of item into the wrong items.
  • Corrected a problem with footstep sounds not always resetting back to the default if they were underground.
  • Fixed an issue which could cause your weapon to not render when you first logged in.
  • The max characters per server warning now properly states that you can only have four characters per server, rather than four per account.
  • Fixed a bug wich was causing Action Mode Ability Bar not displaying after relog.
  • Stitched a large terrain seam in Treachery Wastes.
  • Waypoints should now turn off if the NPC is not up at that time of day.
  • Fixed a problem which was causing NPCs to disengage before they should have in group encounters.
  • Fixed a bug that was causing Abandoned Supplies to not be extractable.
  • Equipping weapons via double clicking in inventory should work correctly now, following the rules regarding dual wielding and 2H weapons.
  • Corrected a typo in the Discouraging Asssault ability description.
  • Minor terrain work at the entrance to Fort Laredo to ground a platform that was a few inches above the ground.
  • Fixed a bug which was making the Draw Attention ability (Protection) far more effective than intended.
  • Fixed several areas in the Freedomtown region where you could swim under the world.
  • Moved some of the paths in Pontoc so they are closer to the city and not underground or in buildings.
  • Embervault is no longer listed as an Unnamed Area on the minimap.
  • Stitched terrain seams on the borders of the Mogami Trail.
  • Fixed an issue with dead NPCs and the assist code.
  • Fixed a bug related to tamed pets permanently dying and not cleaning up entirely.
  • Corrected an issue which was causing pets to have difficulty rankings that were erroneous. For example, no pets are Minibosses, but due to this bug they were appearing to be so.
  • Fixed some issues with female skeletal morphs.
  • Fixed an issue in some situations where you will hit a loading screen crossing a seam and it would not come out of the loading screen (this does not fix all of these issues, just a specific one).
  • The /newbie command is now working properly for players.
  • Updated Plymouth mission "Rents Due" to fix typos, eliminate mention of DNA and have consistent rewards.
  • Fixed terrain seams throughout Timbertol.
  • Pontoc MedLab is accessible again.
  • Added a new /help fixtutbug command. If you find that none of your skills will raise above 16 skill, then this will fix your problem.
  • Fixed an issue that was offering incomplete quest "The Assassin Diaries" to players.
  • Stitched terrain seams in in parts of South Timbertol.
  • Fixed several crafting component icons which were displaying the default icon.
  • Environment sounds will now properly close when you log out of a character.
  • Fixed Enviroment type, Display Description and Display Name of Infernal Wastes area.
  • Repaired terrain seams in Western Fal Sept.
  • Fixed a typo in the Enraged ending message.
  • The Yeoman in Plymouth City have kicked their habit of standing on top of computer consoles.
  • Fixed a bug which could allow you to miss out on 500 an 6000 skill point achievements if you had used skill imprinting to go over the value.
  • Fixed OWON Arrival Waypoint at Timbertol Trail.
  • Fixed an issue which was preventing players from looting or extracting in action mode.
  • Fixed an issue with mail items being improperly being removed from the client in some instances when an item was added from the server (for example when Scrounging).
  • Fixed a rare ability lookup bug.
  • Fixed some backface issues on rocks and grounded a couple floating trees outside of Plymouth City.
  • Dragging an item icon back to your inventory, from the single container slot on the Work Order Fulfill, Auction Post, and Player Shop windows, will no longer leave an image of the item in the single container.
  • Stitched terrain seams in the Dead Expanse.
  • Repaired a problem which was preventing Damage Dealt fittings from applying the proper amount of damage.
  • Repaired an issue which was causing toggled effects to not toggle back on after being interrupted.
  • Fixed a bug that was preventing ability bars from closing correctly when all were open.
  • Corpsman and medical bot area heals are no longer referenced as Area Heal Test.
  • Fixed a Mute related issue.
  • Toggled ability will no longer try to continue refreshing when you are in a vehicle or dead.
  • Heavy Enclosed Masks can now be traded.
  • Fixed an issue that was preventing the use of CTRL+X to sit.
  • Fixed several paths at Plymouth-Hole Trail that had buried and flying waypoints.
  • Stitched terrain seams near Oasis Watch.
  • Fixed some invisible models at Sept Falls.
  • Hotkeys 41-48 (the hotkeys for keys 6 to = on the fourth action bar) are now working properly from the key bindings.
  • The Eye Color drop down for females and the old man variation to males is now displayed as Eye Color rather than Eyes_Mouth.
  • Fixed an issue that was causing auction house lists to sort incorrectly.
  • Fixed a grammatical issue in the "Free the Nacoot!" mission.
  • Removed some badly flagged replicated fields on the vehicle npc data.
  • Dead NPCs shall tell no more tales.
  • When using an ability on your action bar to equip a weapon or piece of armor, your inventory should no longer appear to still have the item.
  • Fixed a minor animation glitch in the getting up from looting animation.
  • Corporal Bonstein now has the title: Military Supplies.
  • The OWON arrival point in Howling Hills is no longer underground.
  • Fixed an issue with the Hacker Needed hacking mission.
  • Fixed farm path at The Shacks so Danny don't walk over the fence.
  • Fixed an issue which could cause blunt to not swing if you did not connect with a target in action mode.
  • Fixed a branching error in the Solid State Gain Medium recipe.
  • Baby Rhinocs will no longer attack their parents in the wild.
  • Fixed an issue where a vehicle with no sockets was not getting the basic speed/movement information.
  • You will now get a client side denial message if you attempt to drag a 2h weapon into a slot when you have a secondary weapon already equipped. It was stopping it on the server, but the icon was being moved on the client causing issues.
  • Southern Aza: Adjusted Broken Aquaios spawn
  • Corrected some typos for NPC professions/personalities description.
  • Fixed an issue in entertainer FX which was causing the emitters to last for much longer than they should have which could have caused minor performance hits.
  • Corrected an issue where players who died while sprinting would remain in sprint mode.
  • Fixed an issue where harvester info could roll over an unsigned value on the client making it display a rather large number.
  • Stitched terrain seams in Rendall Gulch and the Faolan Hollows.
  • Fixed an issue that was sending false message of "You are not in a nation" when using /nchat cmd.
  • Fixed several paths at Obstinada that had buried and flying waypoints.
  • Fixed an issue where if you moved a weapon from your primary slot to your secondary it wouldn't update the client properly causing all sorts of issues until you relogged.
  • Fixed a terrain tear in Aumi Valley.
  • Moved some harvestable nodes in Tecooy Run so they would not spawn underneath trees.
  • Fixed typo in the Dolep Island Exploration Achievement.
  • Fixed an issue that was alowing player to stay on AFK mode even doing some actions/movements.
  • Changed it so you cannot sprint while mounted.
  • Fixed some mangled pathing in one of the engagements in Camp Kjell.
  • The safe points for FPR and OWON characters in Eastfal Valley are no longer a couple meters above ground.
  • Fixed a bug which was preventing Damage Reduction bonuses from being applied properly.
  • Can now drag an item from mail and add to a valid stack in your inventory.
  • Repaired an error which could occur if one of the players in an AoE heal died simultaneously when the ability is used and could have prevented other players from being healed.
  • Solved an issue that was preventing sprint mode to stop consuming endurance when player stopped moving at all.
  • Corrected a problem which could have caused you to gain skill in the wrong pet skill under certain circumstances.
  • Fixed an issue with the OWON safe point in Northern Trails. It was previously underground.
  • NPCs will no longer pop from 1 spot to other when they are loaded into awareness on the client.
  • Plymouth Pond: Rescued Placebo plants and Vultures from below ground.
  • Genetically Engineered Leeching Blood Drakes now have a grade so they can be created properly.
  • Fixed a bug which was preventing the use of basic flamethrower attack on Action Mode.
  • Fanshaw Hollow: Adjusted Aquaios resource spawn to avoid getting stuck in rocks and trees
  • You can now drag an item from your mail, and back into the original mail slot, or any of the empty sibling slots, without receiving any warning messages.
  • Fixed a bug in the Threat Detection code which could have resulted in improper results when trying to detect if a character on a vehicle was stealthed.
  • Solved an issue that was preventing players from testing the "evil" voice on character creation, and which was preventing some of this voice's audio from playing in game.
  • Fixed Several Paths and Harvestable Regions at Lower Fal Canyon.
  • Corrected an issue with environmental sounds playing sounds from the wrong time of day after a teleport or fresh login.
  • Footstep sounds will now clear out of memory more quickly.
  • Fixed grammatical errors in several harvesting achievements which were copied from the same template.
  • Messages from successful creation of work orders and work order fulfillments are now displayed in the "Info" chat channel, instead of "General".
  • Fixed a transparency issue on nameplates.
  • The arrival point in Western Fal Sept is now in a better location.
  • Fixed an issue with containers and Fittings.
  • "Roaming NPCs" will properly plant themselves if their AI state is dropped as it was causing some issues when the state was picked back up. They also no longer try to run back to their starting spawn point.
  • Fixed a bug which was reversing the benefit of Increased or Reduced aggro. In essence Increased Aggro buffs or fittings were causing you to generate less aggro, and vice versa.
  • Fixed a terrain issue where players where able to jump off the map on Training Grounds outdoors.
  • Fixed an issue with equipping/unequipping items into containers.
  • Fixed some distance calculations on both the client/server with combat as well as an issue in Action mode.
  • Fal Midlands: Moved resource so that is does not appear in a rock
  • When typing in an item, component, or filter name in the Work Order search window, the associated drop-down will now scroll to the closest matching item.
  • Fixed a terrain tear in Elkar Woods.
  • Corrected an issue which was preventing you to see a swinging animation when using Lethal Thrust (Bladed Weapons).
  • The Lunging Thrust description no longer refers to it using Momentum, since that has been changed.
  • Northern Trails: Moved a Water resource spawn location to stop it spawning in a rock
  • Removing a fitting to a container was not working properly, that has been fixed.
  • Stitched terrain seams in the hills outside Freedomtown.
  • Added a validation so player can't do /suicide while dead.
  • Fixed a bug in the Dazed immunity timers which was preventing them from working properly.
  • You can no longer delete mail from the Read Mail window, if the mail still has attachments.
  • Fixed an issue which was preventing Scaed'ecoo meat from working properly in recipes due to missing a grade.
  • Scrollbars should display correctly after updating work order lists.
  • Fixed a bug related to gaining Training Points at certain Recipe Mastery Levels repeatedly.
  • Fixed several path nodes in Scar's Wall, most of which were harvest nodes.
  • Fixed an issue which was causing the sound on some medical abilities to cut off before it had fully played.
  • Fixed an issue that was preventing Devils Brew Bar Resting Buff at Sept Falls to recycle.
  • You can no longer purchase faction Teleports with Training Points.
  • Setlangs at Fal Midlands have grown more hostile.
  • Fixed an issue with the Effect Mechanism recipe; it was lacking agents and therefore could not be processed.
  • Put in proper checking for placing down nation housing plots. Was just letting anyone place them down before. You have to be a mayor or have mayor rights now to do so.
  • Fixed a terrain hole to prevent players to get stuck in it at Fletcher Trail.
  • Fixed a bug in Disarming Shot (Rifles) where the activation time was set to a huge number, so the ability would bug you out and require a relog.
  • The Desolate Veldt is no longer listed as an Unnamed Area on the minimap.
  • Clamped any possible negative or 0 repair values from repair kits.
  • Fixed an issue with some old code that was causing ability data to download that was not needed. This should improve login to zone speeds and reduce memory usage a bit. It was also causing some FPS related issues in very certain circumstances.
  • Fixed an issue where the main bar was not displaying the correct key binded to the command.
  • Fixed some pathing issues in the Fal Midlands.
  • Acid Damage should now have biochemical penetration and resistance values applied.
  • Fixed an issue where players could go under the world at Lurker Lake.
  • Corrected an issue which produced a client side visual mismatch when you tried to unequip an item from the Character Sheet when your inventory was full.
  • Fixed the lock/unlock togging on/off every time you would reset the interface.
  • Fixed an error which could cause fitting slots to not appear correctly on some items.
  • Grounded floating trees in Ingall's Pass.
  • You can no longer lay down a control center if you are part of a Base Nation (OWON/FPR).
  • Disarming Shot (Rifles) will now properly disarm targets. It was giving the effect before but not actually disarming.
  • Time and weather effects are now functioning properly in the Desolate Veldt and Shattered Heights.
  • Fixed an issue with the Ability Queue option.
  • The Jaw Snap NPC ability will no longer completely ignore armor.
  • Closed two loopholes to avoid the anti-bot detection schemes.
  • Crafting, Bank, and Skill imprinting stations are now active in Ranger Station 56.
  • Fixed a bug in the FPR Bounty Collections. If you turned in Rogue Insignias it was trying to take OWON insignias out of your inventory instead.
  • Stitched terrain seams in Eastern Fork and Rizzo Ridge.
  • Corrected a bug which was not disabling sprint mode after death.
  • Corrected a problem which was preventing medical scanners from consuming energy to heal.
  • Fixed a bug where in some cases NPC titles were displayed on pets.
  • Leverstow: Iron and Maeglium Regions reshaped to avoid hills and appearing under rocks.
  • Laredo: pruned an Achillea from the bridge over the pond.
  • Being Disarmed will now properly reset on death if the effect hadn't yet expired. Previously players had to wait for it to expire. This was for a short time but was erroneous.
  • Fixed a path waypoint to prevent NPC to get jammed with Manned Cannon at Thicket Overwatch.
  • Moved the safe point in Treachery Wastes so that is was above ground.
  • Fixed issue with Work Order fulfillment, where you couldn't fulfill a work order with a single grade range (e.g. A9)
  • Fixed the map coordinates for Embervault and Decayed Fields in Mt Ash.

Backer Perk NPCs (NPC perks from Kickstarter)

  • Steven Davis; a lesoo metallurgist who loves nothing better than to talk. He was adopted as a baby and brought up by the Farthing family.
  • Chelse Mendure tough minded cook; she runs her family, her family runs the "Sam's Plate" and you could say the "Sam's Plate" keeps Laredo running.
  • Crow Jones; one of the Mendures. Good fellow, great trapper, but stubborn as a Blind Maw.
  • The quiet member of the Laredo Waystation based Farthing family, Chase Dickson teaches vehicle engineering to new mnemosynes whilst running the Vehicle Workshop.
  • Laredo Waystation based adventurous doctor Miranda Lochner teaches medicine to new mnemosynes, delivers medical care and maintains the cloning equipment as well as being a member of the Farthing family.
  • Idealistic botanist Crystal Byrne teaches botany to new mnemosynes and is part of the Farthing family at Laredo Waystation.
  • Private Aaron Meadows is part of the locally based Farthing family and known for his sense of humor. He is also a member of the garrison defending Laredo Waystation.
  • Private Dotty McDuff is a soldier with a love of equipment and gadgets. She follows orders but you can't make her do anything she doesn't want to do.
  • Funny Fisherman Barney Jumboprawn has arrived to Laredo to try his craft in the local ponds. Barney's a fisherman from Koleyna, of all places; you'd think he can only fish a Helltyr, but he actually knows how water works.
  • When night falls over Laredo, sniper Hans Richter is entrusted with guard duty from the watchtower. It's said around the station that Hans' one of those clones that were baked with twice the dose of "Can Do" and enthusiasm.
  • Tough Master Sergeant Nebbs from OWON Military Command now commands the troops in Laredo Waystation, northeast Timbertol. Chelse Mendure may disagree who runs things in Laredo, but only when the Sergeant is not around to hear.
  • Curious Scientist and Misti Mooren is now stationed in Laredo Waystation, northeast Timbertol. She's a student botanist from Plymouth Control; she's specializing in Fragarias Achilleas.
  • Rylie Zedd; She's the general store clerk and a member of the Mendures family. How she gets such a diverse range of unusual stock tho is another question, very shady.
  • Billy Dixon; He is an automotive engineer. He's very helpful and loves getting people's vehicles back on the road.
  • Captain Thompson; He's a local fisherman, very good one too. Tells everyone he's captain of a boat that sunk in one of our lakes, no one has found it yet tho.
  • Private Anna Scarvin; She's a soldier who loves a fight. If there is any action she is always the first one there.
  • Private Guri Mystique; Ah, she is a soldier here, however she seems more interested in flirting with the passing travelers than defending the locals. She is about during the day.
  • Private Isrek Oki; He can be found keeping watch outside the walls at the fishing bridge during the night.
  • Pedro De La Torre; he is a hardworking auto mechanic. Ex military I believe. He can be found in Banshee's Hollow.
  • Shannon Love; she left the military to be a cook in the local canteen, she is very generous, you always get your credits worth there. She can be found in Banshee's Hollow.
  • Shawn Ivey; he is a true bohemian, during his moments of clarity he is very insightful, shame those moments are few and far between. He can be found in Banshee's Hollow.
  • Kasey Bosch; she's a Journalist with a reputation for writing the truth, pretty unusual in their career path. Helpful too apparently.
  • James Gonzales; he's the new reporter at the Banshee's Hollow newspaper known as The Holler. He's curious, friendly and charming, not to mention enthusiastic, a little inexperienced though.
450
[2017/05/08]Update v0.904 - Quickfix I
Apr 16, 2016 @ 1:13am
danijel
[2017/05/08]Update v0.904 - Quickfix I

Hello captains,

We've noticed there are some issues with the Steam overlay, along with some other bugs so we went ahead to fix those smaller things. The tiny quickfix is now live.

Another quickfix can be expected today or tomorrow focused on the game launcher. In some cases it might get into trouble.

Safe travels, captains!

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[2017/05/07]Update v0.904 - The final countdown

Greetings captains,

First of all, apologies for being late with this update. It was planned for yesterday, but we were hunting for an elusive bug that would cause the game to freeze for a couple of frames every so often during combat. We didn't want to release the update before that one was stomped on.

As we're entering the final stretch to launch, we decided to release at least one more update for you ladies and gentlemen. I won't drag this too long. The change-list is below. Check out the first item ;).

We'll release quickfixes as needed, but if everything goes as planned, the next update will be the launch one. The final stretch will include the storyline (naturally), completely new voiceovers, tweaks, balancing (economic as well) and fixes.

As always, let us know what you think of the game, what bugs you find and so on. We greatly appreciate it.

Safe travels!

CHANGE-LOG
  • Behold captains! The Starchart! It's ALIIIIIVEEE!
    • A lot of work has been done to make this happen, but bugs can easily creep up. Please let us know what issues you find.
  • Check out what can now be found when landing on planets :)
  • You now gain experience when doing conquest(y) bits: conquering stations, outposts and planets, as well as raiding structure.
  • Added a notification when you completely finish the Proxima.
  • Tweaked explosion radius and detonation time of mines surrounding prisons.
  • AI fleets will no longer use Cettia gunships. That design is strictly the player's.
  • A change reputation notification is no longer displayed if the reputation isn't actually changed (going from -10000 to -10000 is clearly not a change)
  • You can now assign a formation to your fleets by hailing them.
  • The shipbuilding / replication exploit is no longer here. It has been eradicated.
  • Fixed an error that could cause the game to crash in case a "gravity shockwave" script function was used with specific parameters.
  • The player profile is now saved on every change. You should no longer have problems with missing entries in the geminipedia.
  • Borehole equipment is now back to maximum operational status.
  • Fixed a script error in the OnDeactivate scripts of several mining structures.
  • Added the "Ambassador" button hint on the Reputation screen when using gamepads
  • You can no longer "select" stations, structures, planets and garrisons if they're not visible (fog of war)
  • Random Containers which can be found left or guarded in Gemini, have had HP reduced.
  • Marauder skills range parameters are now displayed on the Skills panel.
  • AI factions are now properly attacking all your structures, stations and forward outposts.
  • AI factions can now beat each other senseless.
  • Fixed an error in the "Sell resources" trade deal that would prevent you from conducting the deal.
  • Merchant perks now affect the costs related to Trade deals.
  • Fixed a Geminipedia error, where the Isle asteroid field was categorized as Tutorial.
  • Hellion front turrets now have extended firing arcs.
  • Added timed autosave. Roughly every 5 minutes the game is saved IF saving is possible.
  • Fixed an error related to UI sounds on the skills panel.
  • Fixed several potential errors in the Prologue that could get you stuck.
  • Objects are now more clearly marked with the "Destroy" tag.
  • Fixed an error related to anomalies that could cause a memory leak.
  • Done some improvements to the Installation defense freelance job
    • If you scan a platform, the following repair is a guaranteed success.
    • Small structures are no longer used on these missions.
  • Using the B button while the Starchart info panel is open, now only closes the info panel (gamepad).
  • The dialogue line selection is now properly displayed.
  • In some cases the context menu would appear for an instant when docking. This no longer happens.
  • Tweaked the Disable skill to make it more clear as to what it affects.
  • Battle power no longer calculates sublight speed, but the base speed parameter as intended.
  • If you don't have any idle civilian fleets, civilian tasks are not displayed on the Starchart.
  • Added two new player portraits. One female and one male.
  • Added a bunch of news bits that can appear.
  • At the end of the prologue, three hostile ships could appear, basically preventing you from docking on Concordia. This no longer happens.
  • Fixed multiple script errors related to structures that would cause their animations to malfunction.
  • Fixed several issues that occurred when fighters launched heavy weapons.
  • AI fleets roaming zones with unique structures (landmarks) are now buffed with a Warmaster.
  • Steering/Selection mode is now properly saved and loaded.
  • Opening the context menu, while in steering mode, temporarily deactivates steering mode so you can use the context. It reverts back to steering when the context is closed.
  • A notification is now displayed when a trade deal expires.
  • Range of all light weapons has been increased.
  • Optimized fleet and battle handling to improve performance.
  • When starting a new game, by default the game is set to turret view and the camera is more zoomed out.
  • In some instances the Jobs board would remain inaccessible after passing the tutorial bits. This should no longer happen.
  • Issuing the GoTo command onto one of your fleets will now make that fleet follow YOU once you reach them.
  • Added a proper dialogue when the Proxima Construction Site is finished.
  • "Reviving" warmasters is now cheaper.
  • Added new models for important locations
    • Nyarhi
    • Edea
    • Xocarro
    • Spire station
  • Improved fleet formations to prevent faulty behavior.
  • Proxima will now behave slightly different on planetary assaults depending on the current difficulty setting.
  • Encounters improved and take difficulty into account.
    • Some encounters have static difficulty.
    • Others have dynamic difficulty that is also affected by the difficulty setting.
    • On Extreme, some encounters are even more difficult than before.
    • Feedback would be greatly appreciated.
  • Dying while boarding a ship and then loading will no longer get you stuck in the game.
  • Unfollow command now has its explanation on the Context menu.
  • Added new Geminipedia entries in the Chassis category.
  • Fixed several errors related to faction quests that would count derelict as junk in one quest and junk as derelicts in another.
  • Hailing the Gladiatrix "central billboard" now provides instructions on how to enter the Gladiatrix.
  • Skill and Perk respec is now possible with quartermasters of all Gladiatrix arenas.
  • Planetary assault tweaks
    • Planets now have tweaked power levels.
    • Proxima power calculation increased.
    • While the Proxima is jumping, the text now says "Jumping" instead of "Construction..."
    • Your fleets now stick around the Proxima instead of running after some ship, leaving you to defend the Proxima on your own.
    • If planetary assault is no longer a challenge, increase the difficulty setting to Extreme ;).
  • Gladiatrix arena quartermasters are now additionally marked to make them easier to spot.
  • The right side of the Fleet management panel (splitting a fleet for example) is now tagged as "New fleet" to make things more clear.
  • Power calculation of a station is now more precise. You should have a clearer picture of what you're getting into.
  • TGate / Wormhole faction ownership is now properly saved. A potential error related to legacy saves is also fixed.
  • Fixed a number of bugs and done a few tweaks in the Gladiatrix
    • Winning an arena now grants a Perk point.
    • Winning an areana now grants +25 Reputation.
    • Player's warmasters will no longer spawn in the last fight.
    • All enemy contestants are now properly marked to make them easier to spot.
    • Fixed several dialogue glitches.
    • Enemy contestants will now focus primarily on the player.
  • AI ships are now properly equipped with fighter wings (those that have the capability of course).

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[2017/04/28]Update v0.903 - A quaint Friday update

Greetings captains,

As noted in the previous announcement, it's Friday 28th, so it's time for another update, bringing the game up to v0.903. We've got some new stuff for you, along with a nice list of fixes and tweaks.

Please forgive me for cutting the intro short, but we've got a lot of work to do and I'm sure you'll find everything important in the change-log listed below.

Safe travels!

CHANGE-LOG
  • More situations now influence reputation change
    • Conquering outpost-controlled zones, station-controlled zones, planet-controlled zones, and stations (solo), now makes you lose reputation with the faction which owned it before and its allies.
    • Raiding Structures makes you lose reputation with the faction which owns the structure and its allies.
    • Hacking Satellites makes you lose reputation with the faction which owns the structure and its allies.
    • Completing faction side quests now grants reputation increase with the faction in question.
  • Expanded the Gemini news network with the latest breaking news from the front lines
    • News headlines (shortened) are displayed in the newsreel at the top of station and planet interface.
    • Complete news are displayed in the Personal records->General panel
    • Conquest-related events now trigger news, making it possible to have a history of what events took place.
    • Triggered when zones change faction owner.
    • Triggered when planets change owner.
    • Triggered when a station (that is also a zone controller) changes owner.
    • Triggered when a station (that isn't a zone controller) changes owner.
    • Triggered when a structure gets raided.
  • Off-world prisons now have a nifty li'l minefield as a picket fence
  • Tweaked defense platform weapons range.
  • Warmasters will continue to follow you (if they're following you) after they mysteriously switch to a new ship mid-flight.
  • Fixed a problem with the player's station defense fleet not despawning properly and instead continuing to linger on indefinitely.
  • Tweaked shading to increase light-darkness contrast.
  • Sun visuals changed to increase glow around them.
  • Tweaked fog shadow to accompany the new sun visuals.
  • Factions can now be discovered in multiple ways, not just by the player finding them (fleets, tasks...).
  • Activating the cloak skill while in Sublight is now possible.
  • Added an additional mark-layer on mission waypoints on the Starchart. A pulsating backlight.
  • Your war fleets, when given a command, will now execute it, regardless of enemies they encounter on the way to their destination.
  • If a structure is under construction or is being upgraded when the owner of the area changes, the construction / upgrade is cancelled.
  • When commanding a fleet(or yourself) to go to a non-hostile fleet/garrison/station/planet, you're no longer asked about declaring war, but instead you're give the option to contact the faction's ambassador. Declaring war can be done via that dialogue.
  • When you succeed in a planetary assault, the battle resolves as intended. You'll no longer have that lingering battle after it's all over.
  • All mouse buttons are now bindable, as intended.
  • Resolved an issue where certain fleets would end up being locked in place and appear to have stopped following orders.
  • Tweaked faction ambassador names so it's always clear which faction you're talking to.
  • Added the resources bar onto the dialogue panel so you can always have an overview of your current resources.
  • Starting Freeroam scenarios now yields several unused Perk points (the same amount you'd get if you pass the Prologue).
  • Fixed several instances where the same ship had both Deploy troops and Transport options available in the Context menu.
  • Fixed a bug in the Geminipedia where images could overlap text in some instances.
  • The Perk Upgrade button now displays the appropriate tooltip.
  • Insome instances, you could spot ship models of your war fleets loading in and out. This no longer happens.
  • Fixed a glitch that could cause you to get stuck in the Starchart during the Prologue.
  • Fixed an error related to dialogue node action scripts not executing properly. This could affect a number of situations.
  • Scanning the Icarus in the Prologue before you're supposed to no longer gets you stuck in the Prologue.
  • Hostile fighters no longer see and attack you while you're cloaked.
  • Fixed an error that could make it possible to circumvent destroying defense platforms on a station assault.
  • Fixed an error that would cause the wrong skill to be upgraded when spending skill points.
  • Having no Name or Surname will no longer cause problems.
  • Bonuses that actually reduce some parameter are now displayed correctly.
  • Fleets that refuse to die will now be purged from your save files. Resave and you're good to go.
  • Ship constructed notification now displays where they were built.
  • As zones change their owner, the commodities that are considered illegal there (contraband) is now also set properly.
  • Geminipedia chassis-related entries no longer mention the cloak field generator ship system.
  • Execute skill rebalanced - it now works in a different fashion
    • first it subtracts the flat damage portion from the ship Hull value(flat damage was slightly increased)
    • secondly it deals additional damage per missing Hull point(this was heavily nerfed)
    • lastly portion of the cooldown is removed if you've destroyed the ship with the skill
    • reduced cooldowns(buff), but reduced cooldown reduction bonus(slight nerf)
  • Updated the script that controls random news creation.
  • Fixed a bug that prevented news titles from displaying properly.
  • Once you go into negotiations with the Sanctum for a possible deal, you're no longer forced to carry out the deal. You can back out.
  • Your Warhead will no longer target your own Holo decoy.
  • Warmasters are no longer affected by environmental damage.
  • Fixed a number of smaller errors and glitches in the Game Launcher.
  • Fixed several errors related to the Survey freelance job.
  • You can now revive warmasters regardless of your current Command points pool, since they don't require Command points.
  • Fixed a bug that could mess up a quest stage in the Prologue.

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[2017/04/26]Update v0.902 - The first in line

Greetings captains,

Our plan for the upcoming period is to have multiple smaller updates and this is the first in line. The next one is planned for Friday, May 28th. All this time we're naturally working on the storyline, but that will become available on launch day.

Please don't expect giant leaps in these updates as we're taking a lot less time with each one. The focus of these are improved stability, tweaks and fixes as well as a few light additions here and there.

For simplicity and since the list isn't as long as on our usual updates, I'll let go of our standard change-log sorting and simply post raw lists.

CHANGE-LOG
  • Fixed a couple of errors in the auto-resolve scripts that manifested in completely strange battle outcomes.
  • Fixed an error that prevented gamepads from properly controlling the Skills and Respec panels.
  • Fixed a number of errors on the Skills and Respec panels.
  • Starchart resource hints now include various other bonuses like trade deals, station bonuses etc..
  • Improved Miners' AI.
  • Fixed an error that doubled the Quicksave notification.
  • Fixed a graphical glitch that made one of the suns be seen through planets.
  • All mentions of the Cloak field have been purged from chassis' descriptions.
  • Fixed an error related to Research outpost prerequisites.
  • Fixed a bug that could cause the game to crash in some cases if a fleet leader was destroyed.
  • Salvaging and destroying derelicts now yields Materials depending on the size of the derelict.
  • Fixed several bugs that could cause the game to crash when interacting with a fleet station near a planet.
  • Fixed a bug that would cause a fleet to respawn without end.
  • Purged the Astra cloak field enhancement from the Research techs list.
  • Fixed several errors related to civilian Trade tasks that would prevent them from working normally.
  • You can no longer get a messed-up Prison raid if you accidentally use the Transport action instead of Deploy troops.
  • Fighters now ignore the ship you're boarding unless it is Marked as target.
  • Fixed a bug that could in some cases cause other smaller (or larger) issues after a derelict is destroyed.
  • Skill cooldown is now reset when docking.
  • When ordering a fleet to follow you via Starchart, the cursor now properly switches to the appropriate icon.
  • Fixed a problem with a faulty bonus appearing in the personal bonuses list when you have the Tactical Appraisal perk.
  • Fixed an error with junk parts being difficult or even impossible to target.
  • All fleet ships and warmasters passively repair while out-of-combat.
  • Proxima shipyard name changed to Proxima Construction Site.
  • While you have steering mode as active and you designate an auto-pilot destination via Starchart, upon closing the Starchart, steering mode is switched to cursos mode to prevent immediate auto-pilot disabling.
  • You can no longer target ships and platforms that are behind the camera.
  • The Escape button now works as intended on the Fleet Transfer and Shipbuilding panels.
  • Fixed a bug that made the Construct button on the context menu use the Proxima icon.
  • Commanding a fleet into an ongoing battle didn't properly snap their destination waypoint. Now it does.
  • Energy shields surrounding stations now rotate in a proper fashion.

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[2017/04/22] V0.900 Quickfix I

Hello captains,

Here's the first quickfix, first of several I believe. Sorry it took this long for the first one. We're low on numbers these days as most of the team is in Dubrovnik for a developers conference, but things will get back to normal in a day or two at the max. In any case, the change-log is below :)

CHANGE-LOG
  • The mouse scroll on the Info panel works as intended.
  • You can no longer perpetually gain perk points by solving and re-solving Higgs' quest
  • You can no longer perpetually gain perk points by solving and re-solving Maxton's quest
  • Nyx ambassador no longer offers a trade deal in the duration of 0 weeks.
  • You can now decline a trade deal with the Nyxians.
  • Tara Higgs now activates as a warmaster after finishing the Prologue.
  • Fixed an error related to mouse sensitivity doing weird stuff and changing without input.
  • Added a work-around to prevent CTDs if the game encounters a mod that's trying to improperly access/reference Ship templates.
  • Fixed a number of errors on the Skills panel that could cause crashes (especially when using a gamepad)
  • Fixed a problem that prevented certain Civilian tasks from loading properly.
  • Various smaller script fixes

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Warlords BETA update released, gearing up for final launch

Greetings captains,

As the title implies, with this 0.900 update, we're officially entering the beta stage. All the major features are implemented and what we'll be focusing on from this point onward are balancing, tweaks and fixes. This is all leading up to leaving Early Access which is planned for May 23rd.

Here's a little snippet of what you can expect with today's update:

Friendly neighborhood warmasters
Several warmasters are now ready and eager to join your ranks. Over time, they gain levels just as you do and even switch to more powerful ships.

Skills and classes overhauled, per community request
All the skills are now unlocked and ready to be unleashed on the enemy. During a respec, you can shuffle your skill-set in any way you like.

Music to my ears
The completely new soundtrack, made specifically for Warlords is now finally implemented.

Raiding glory
Additional gameplay mechanics allows meaningful raiding of enemy structures.

Conquest rewarding to the max
Capturing stations and planets yields extra rewards, one of which is the ability to construct ships in multiple locations, as the community requested.

IMPORTANT NOTICE
As we've announced in earlier updates, we were forced to do a save wipe. Saves made in previous versions no longer work! We had hoped we could make a soft reset to keep some of the data persist, but we've encountered numerous issues and a decision was made to start from a clean slate to ensure no ghost problems would persist. We apologize for this, but it was necessary.

As always, the entire changelog can be found on the discussion board.

We've added quite a bit of new features and issues can be expected. Please keep us in the loop and let us know what problems you encounter so we can fix 'em up as soon as possible.

Safe travels and good hunting, captains!


FIXES
  • Cloak can no longer be activated via shortcut while docked.
  • Scavenging derelicts with the Scavenger swarm now looks as planned. The derelict no longer simply disappears.
  • Fixed a problem with the beam weapon sounds not shutting down when an NPC stops firing.
  • In some cases, heavy weapons would constantly miss structures, as in a stationary target. This no longer happens.
  • Sometimes a heavy weapon would start circling around the target if it missed it. It no longer does this.
  • Fixed an error that made fleet tooltips display wrong.
  • Fleet ships now regenerate shields properly.
  • Fixed multiple issues related to playing sounds (multiple instances of the same sound playing, volume too high...)
  • You can no longer have both the (unpaused) context menu and the dialogue panel open at the same time.
  • Heavy weapon blast of your own heavy weapons no longer damages you, making heavy weapons more usable in general.
  • Fixed the Cruiser Familiarity perk.
  • In some cases, finishing a gladiatrix match, broke the camera. No longer.
  • Several voice notifications regarding port and starboard shields being damaged were switched and played at the wrong time.
  • In some cases, asteroid meshes were being drawn over the tactical overlay. This is now fixed.
  • Fixed a problem with weekly resource gain being displayed wrong.
  • A mesh from Concordia no longer appears on the opposite side of the game world for no apparent reason.
  • You can no longer fire heavy weapons on holographic structures.
  • You no longer have both the Proxima Shipyard and the Proxima as selectable on the Starchart.
  • Until now, when you conquered a planet, the defense fleet of that planet would stand idly near the planet, apparently weeping at their loss.
  • In some cases, you couldn't finish a Freelance job because the mission target, on which you had to use the transport action was biometrically shielded.
  • Fixed an error where long texts in the Personal records panel were cut off and didn't display entirely.
  • While using a gamepad, going for saving a new game and then canceling, broke the UI and hid controller hints. This now works as intended.
  • Boarding/capturing now works on Hunt freelance job ships as planned.
  • Fixed several errors with encounters not working properly.
  • Music no longer stays quiet(er) when a dialogue ends.
  • In some cases, damaged ships would display VFX of that damage quite a distance away from the model itself.
  • Fixed several errors related to ship customization, especially when more ships were involved.
  • Docking while scanning no longer breaks the scan VFX.
  • Fixed an error with fighters not being loaded up properly that manifested in structures switching faction alignment. Totally makes sense, no?
  • Fixed a problem where you could get stuck in the Prologue if you constructed the mining operation before you were meant to.
  • Fixed several issues with GUI elements not positioning properly on higher resolutions.
  • When attacking a garrison, capturing the last remaining enemy ship spawned another enemy ship in its place. This doesn't happen anymore.
  • When placing waypoint paths for your fleet to follow, T-Gates would be named Wormholes. This is now fixed and is displayed properly.
  • Fixed a problem with the scan VFX if you saved and loaded the game mid-scan.
  • Fog interfered with decal rendering on ships. This is now fixed.
  • Target Next / Previous enemy object now works as intended.
  • You can no longer skip a perk/research prerequisite while using a gamepad.
  • There was a problem hitting newly spawned derelicts, while they are still glowing hot.
  • In some instances you could shutdown T-Drive partially, where parts of the VFX would remain hanging.
  • Fixed several graphical glitches related to forcefields and windows.
  • Various scripting fixes and tweaks

ADDITIONS
  • Overhauled class/skill system. Hybrid-classing as requested.
    • All character classes are now fully functional and you can choose among them when creating your character.
    • You can go for a full respec at any time by hailing the Phaehana Gladiatrix Quartermaster.
    • Respec allows you to shuffle your skill-set freely, not just through predefined classes.
    • Respec comes with a Credit cost, unless you're the Gladiatrix arena winner. Then it's a freebie.
  • Concord warmasters are up and about.
    • Warmasters of your own are finally willing and eager to go into combat with or for you.
    • They are handled in the same way as any other fleet ship, but with several key differences.
    • Warmasters are acquired in different ways. One (Tara Higgs) is available basically from the start, but others will take some time and effort.
    • Warmasters progress through experience levels, just as you do and improve their skills and even switch to more powerful ships.
    • They gain experience both when fighting with you or on their own.
    • Warmasters cannot die. They can get their ship blown up though. If that happens, check the Shipbuilding screen and commission them a new ship.
  • Target lock redesign
    • As requested, the quick info is now constantly displayed on-screen.
    • Target lock on the object itself is now redesigned since it is no longer necessary to show all info there.
  • Numerous changes done to the Starchart
    • Region names are now displayed on the Starchart
    • Changed the fog-of-war algorithm to make the edges blurred
    • Numerous object markers now have updated graphics
    • Some objects are marked even when they are covered with the fog-of-war (relay satellites)
    • Redesigned the maximum zoom-out level
  • Extensive changes on the Starchart
    • Fog-of-war edges are now blurred to make more eye-pleasing.
  • Structure raids for extra benefits
    • You can raid any structure to get something out of it. The reward depends on what type of structure it is.
    • Raiding a structure usually involves boarding it.
    • You have to take a bit of a breather before you can raid the same structure again.
    • Relay satellite
      • Hack hostile satellites to reveal surrounding area.
      • Hacking takes time during which you have to remain in the area and fight off security ships.
      • To speed up hacking, improve the Hacking perks.
      • Link up with non-hostile satellites to reveal the surrounding area.
    • Research outpost
      • Board the outpost and if successful, you'll get some equipment by pillaging the structure.
    • Mining operation
      • Successfully boarding and pillaging the structure gives you short-term ore income and maybe a few borehole torpedoes
    • Gas collector
      • Successfully boarding and pillaging the structure gives you short-term gas income and maybe a few of those Collector equipment
    • Reclaimer
      • Successfully boarding and pillaging the structure gives you short-term materials income and maybe a few of pieces of the Scavenger swarm equipment
    • Prison
      • Successfully pillaging grants you a war fleet of prisoner ships
    • Orphiel, Nyarhi, Xocarro and Edea all grant their own respective bonuses.
  • Time for some diplomacy.
    • You can initiate diplomatic conversations with factions via the Reputation screen. Just hail the ambassador.
    • Alternatively, hail a planet or station controlled by that faction.
    • You can declare war to a faction you're not already on hostile terms with.
    • You can attempt to sign a peace treaty with factions you're at war with.
    • After a war starts, you cannot sign a peace treaty right away. The faction will not be interested.
    • Signing peace can be accompanied by a tribute cost, either for you or for the AI faction.
  • Sign up for some trade deals.
    • Use the same diplomatic conversation to broker trade deals (with some limitations).
    • Only one active trade deal per faction is possible.
    • Trade deals require you to construct the Trade module on your HQ.
    • The maximum number of simultaneous trade deals is limited by your Trade module on the HQ.
    • Added markers to the Reputation screen to show the number of current/available trade deal slots.
    • Added markers to the faction list in the Reputation screen to show if you have an ongoing or potential deal with a faction.
  • Do some work for the factions.
    • Some factions are interested in you doing some work for them.
    • Talk to the faction ambassadors to start the quests.
  • Geminipedia unlocked and ready
    • Exploring Gemini and generally doing stuff will unlock individual entries.
    • Some of your warmasters are interested in your growing collection of Geminipedia entries. Talk to them to see what you can get out of it.
    • Geminipedia is linked to your profile, NOT your save file, meaning entries persist across saves and new game starts.
    • Tutorial entries are available from the beginning. Browse through the Tutorials listing to learn more about mastering the game.
  • Sell commodities in space.
    • If you like mining or collecting gas from pockets, try hailing the nearby mining operations, gas collectors and reclaimers and see what they're willing to offer you for it.
    • Only the commodities you currently have in your cargo hold are taken into account.
  • Wormholes are now fully functional
    • Wormholes are now properly unstable and you can mis-jump using them.
    • Scanning a wormhole gives you the proper info on destination and stability.
  • Replaced the game launcher with a new version dependent and more in-sync with our own game engine.
  • Large salvageable derelicts can now be found in space. They're very rare, but come with a high value.
  • Custom-tailored soundtrack implemented.
  • Complete redesign and overhaul of the Game Launcher
    • The game launcher is now compatible with gamepads.
  • Added new civilian tasks
    • Trade - You can trade with neighboring stations. The offer in question depends on what type of a station is in question.
      • Industrial stations offer materials.
      • Research stations offer gas.
      • Mining and processing stations offer ore.
      • Military stations offer fleet ships.
      • Trade stations can offer almost anything, but since they are re-sellers, they take a bigger cut.
    • If a structure under your control is raided, a Structure repair task is created. Send your civilian fleets to get the structure back into operational status.
    • Repair T-Gate - you can finally repair malfunctioning gates.
  • Updated nebula ambients.
  • Changed some asteroid models. Further work remains.
  • Additional hangar visuals implemented.
  • Volumetric fog shadows are now implemented
    • Change the quality setting through the Launcher->Settings window
  • You can now encounter "special" gas pockets that drop more loot or more expensive loot.
  • Added new loading screen hints.
  • Added info panels on all (almost all) objects. Open the Info panel via the context menu.
  • Scripts are now compressed and packed up into a package to speed up loading and improve game performance.
  • Changed how station script events are handled to improve framerate, reduce memory usage and increase overall game stability.
  • You're now properly informed when a research is completed and what other techs this unlocked for future research.
  • Garrisons and stations now have the Approximate power displayed.
  • Faction power is now calculated and displayed on the Reputation screen.
  • Mission objects that need to be destroyed are now marked with a completely new task marker.
  • Added Unmount all button to the drydock.
  • When boarding and Endurance is reduced to 0, meaning your only option is to Retreat, auto-retreat now activates with a 5-second delay.
  • An additional New Game ++ is now included.
    • Start the game at a more progressed stage.

TWEAKS
  • Cloak field ship system is removed (don't freak out!)
    • Cloak as an action of specific ships is removed
    • Cloak as skill is added. And since you can shuffle your skill-set, you can now have cloak with any ship you want.
  • Increased base sensor radius
  • Starchart hints while playing with the gamepad are now displayed as intended.
  • Scavenger swarm equipment can now be used on multiple derelicts at the same time.
  • Declaring war to a faction that owns the station you're currently docked on gets you evicted from the station automatically.
  • Re-positioned enemy on-screen markers so they can't get hidden behind the battle progress bar.
  • Defense platforms now have tweaked weapon firing arcs, making it possible for them to shoot at targets that are very close to them.
  • Improved Fire at will so it ignores non-mission objects, while on missions.
  • Tweaked the Battle info panel on the Starchart to display more information.
  • Vanguard skill Shockwave is renamed to Overload.
  • Boarding Angel 1 & Boarding Angel 2 perks now include proper descriptions.
  • Changes and tweaks in the Planetary assault
    • Slight rework done
    • Proxima now uses its own light and heavy weapons
  • Done some changes to individual Perks and the Perk system
    • Removed some Perks entirely as they became obsolete with newly implemented mechanics.
    • Diplomacy Perks now influence (diplomatic) Trade deals
    • Tactical appraisal is now fully functional
    • Free mason affects only the HQ
  • Several changes done to research techs.
    • Improved construction rig removed as it became obsolete with newly implemented mechanics.
  • Improved the auto-pilot so it doesn't slam into planets when using larger ships.
  • Various balancing changes.
  • Reworked grapple effect on the captured ship.
  • Tweaked boarding to give more bonus for ship class, but less per perk.
  • Fixed Enhancement effects related to boarding, they now apply their bonuses properly.
  • Boarding improvements and description changes related to boarding.
  • Fighters stats and enhancements updated (preparation for the upcoming fighters AI rework).
  • Research weapons prices updated.
  • Cargohold tweaked on lower tier classes.
  • Cargo drops updated(when destroying or salvaging ships).
  • As we are in beta now Concordia no longer sells ships from all around and you have to explore to get them.

MODDING
  • Added numerous script functions to the Scripterion.

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[2017/03/24] Update 0.801 - Quickfix I

Hello hello!

The engine/script problem note here:
http://steamcommunity.com/app/419480/discussions/8/133260492056821303/

is now fixed and the tiny patch is released.

Thank you for your attention. Please resume your activities :).

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[2017/03/23] Update 0.801 - A small collection of tweaks and fixes

Greetings captains,

We have a small patch for you today to fix some lingering issues, along with a few tweaks. Nothing major. Here's the change-list.

  • Stability fixes.
  • Fixed a problem where you couldn't fire heavy weapons if the mouse cursor went below a certain vertical threshold.
  • Fixed a few minor issue with the portrait animation on the dialogue screen.
  • The Heimdall freighter now has proper stats.
  • Fixed a number of errors related to skill use sound effects.
  • Fixed a problem where you couldn't select the Proxima research group with a controller.
  • Combat music will no loop as intended.
  • Fixed an issue that resulted in not being able to deal damage to platforms if the camera was too far away.
  • Fixed a problem with beam weapon SFX.
  • Did a few tweaks on the Starchart.
  • Did a few tweaks on the Construction panel.
  • Description panel of the Reputation screen now shows a general might of a faction.
  • Updated the OnConstructionEnd, OnConstructionStart, OnUpgradeStart and OnUpgradeEnd HUD notifications for improved feedback and info.
  • Updated the research structure OnActivate and OnDeactivate VFX (script-handled).
  • Fixed a number of smaller script errors and typos.
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[2017/03/21] Update 0.800 - Quickfix I

Hello captains,

Time for the day-after quickfix. Several fixes and a few quick optimizations. The list of changes is below.

  • Optimized how the code handles fleet data for improved performance.
  • Optimized several core engine functions for improved performance.
  • Fixed an error in the Prologue where if you docked on Concordia at an exact moment, the game would get all bugged up.
  • Fixed an error where the Main menu music was being played in space.
  • Fixed a bug that prevented the Jettison and Destroy cargo sounds could not be heard.
  • Fixed several database errors related to conquest.
  • Fixed several script errors related to conquest.
  • Tweaked Fire at will target priorities.
  • Fixed an error related to fighter wings that could cause the game to crash.
  • A fleet following the player is now once again marked on the Starchart, with the fleet icon being below the player's icon.

Safe travels!

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[2017/03/20] Update v0.800 - Release the Kraken!

Welcome to a different Gemini, captains.

As we announced in the recent upcoming changes announcement, there's a great deal of new things in today's update so let's get on with it...

Time for some planet-bustin'
Take over the planets of Gemini as you see fit. They can no longer magically resist your conquest. Have the Proxima on the ready and start collecting those marbles. Fifteen planets (not counting Phaeneros) are waiting for you to rule them with an iron fist. And this is only the beginning, the base layer of sorts. More variety and improvements can be expected with the next update. To take over planets you'll need...

...The Proxima!
The most powerful destructive force in Gemini is now at your fingertips. You'll have to do some work to get to it, but it will be worth it!

I'll take that station, thank you
Bully the other factions into submission more than ever before! They have a station you want? Take it! ... Or don't... it's really up to you... We say Go for it!

Return of the fan-favorite boarding
You liked boarding in our previous game? Great! Well, we've got something new for you today: boarding v2.0 is up and running! Time to make some on-site choices. Just target a ship and Deploy troops. The boys can then work their way up to the command bridge and capture the ship. Once you have control, you can freely decide what to do with your spoils of war: keep it for yourself, sell it off, scuttle it for resources, give it to your war fleets or let your scientists and engineers break it down into parts to learn how to recreate the ship themselves.

Ask and ye shall receive! Behold the no-pause context menu!
I admit, it's not really a ground-breaking feature, but it was frequently requested. This is finally implemented and it is on by default. If you want things to be how they were, check the Options menu. We've got you covered.

The entire change-log is below!

Until next time,

Safe travels and good hunting, captains!

FIXES
  • Fixed an error with the Ram skill that could crash the game.
  • You'll no longer get stuck in a wormhole loop where you repeatedly pass through it.
  • In some cases, the auto-pilot wouldn't deactivate Sublight on time. Now it does.
  • In some cases, your war fleet forgot that the vast cosmos actually has the third axis and a garrison can be up or down. They will no longer get confused in such instances.
  • Sometimes, you couldn't access the Ship panel while using keyboard + mouse. This no longer happens.
  • Fixed several text-related errors with displaying objectives.
  • Fixed a number of errors and glitches on the Loot panel.
  • You can no longer collect loot while flying in Sublight. Using sublight uses up all the available power.
  • In several instances, it was possible that hostile ships decided to become friendly. No more. You're beating them up. They don't like that.
  • Fixed several actual errors and potential problems with the Salvage freelance job.
  • In some fringe cases, the repair stuck on 96% problem could still happen. This is the case no longer.
  • There were some instances where quest-related ships couldn't reach their destination, which could result in getting stuck in the prologue. These are now fixed.
  • Fixed an error where the video playback went nuts and started playing in-game commercials in the main menu background.
  • Fixed a number of errors that could lead to ships not receiving damage until a few seconds after they first appeared.
  • The suns are now properly named and displayed on the starchart.
  • Fixed a problem that would prevent plasma cannons from dealing any damage to NPCs. More precisely, the weapon couldn't hit the target at all.
  • Ship prices displayed in the Shipyard and in the Garage are now the same.
  • Sometimes the video commercials on Concordia decided not to play. They don't have the luxury of choice anymore.
  • There was a slight problem with the in-game camera. It was slightly tilted, but no longer.
  • Targetting T-Gates while using a controller is now working as intended.
  • In some cases, the enemies list of a faction could overlfow from the panel... and screen. This can no longer happen.
  • Fixed a lot of faulty scripts that would player sounds in the completely wrong place in the game world. You didn't have a chance to hear those sounds until now.
  • If you started a new game, cloaked up and then started new game again, your ship would be bugged up. This is no longer the case.
  • Heavy weapon hits now have corresponding impact SFX.
  • The load game screen no longer displays the keyname of the region, but rather its name.
  • In some cases, hitting an asteroid with a heavy weapon when the asteroid was already damaged, the asteroid mesh would not disappear. Now it does, as it should.
  • On the Ship->Equipment screen, if you had an empty slot selected, equipment hover tooltips wouldn't show. This is now rectified.
  • Fixed a couple of errors related to general bonuses that would prevent the displayed values from refreshing properly.
  • The targeting reticle now properly displays heavy weapon information.
  • Fixed an error that prevented SFX from playing in the Options panel when using a controller.
  • In some instances it was very difficult or impossible to merge two fleets that are too close to one another. This no longer happens.
  • Fixed an error related to the Jettison/Destroy actions that could bug up the entire panel, and game respectively.
  • You can no longer bug up Fire at will in combination with the Context menu, manifesting as continuous firing.
  • Fighters added to a wing via the Carrier-related perk are now properly placed in the wing formation, instead of all being in the same location.
  • Fixed a couple of errors with text formatting that prevented dynamic tokens from being displayed properly.
  • In some cases, NPC fleets wouldn't attack the player when he/she approached their garrison, but decided to loop around the garrison instead. This is now fixed.
  • The Credits you gain when you sell or trade in a ship is now equal.
  • Fixed a few errors in the Prologue. You had some weapons that weren't supposed to be there.
  • Heavy weapon hits can once again force-deactivate cloaking.
  • Saving and quicksaving is now disabled in some cases to prevent data corruption.
  • Changed a couple of code-checks to prevent hitting a ship shield from within (if that ship is non-hostile). If the ship is hostile, then you still hit the shield.
  • Fixed a problem that prevented the OnFriendFoeChange script event from firing off when linked in ship templates. This now works as intended.
  • Fixed a visual bug related to using Power distribution while in Sublight and while using a controller. It all now works as intended.
  • There was a problem with playing Heavy weapon fire SFX. This is now fixed and sounds should play normally.
  • Fixed a number of minor errors and done some tweaks in Freelance jobs (Installation defense mostly).
  • Done various scripting fixes and tweaks.
  • Fixed a number of text typos.
  • When you deplete ammo of a heavy weapon, the reload indicator on the reticle will no longer show the reloading phase.

ADDITIONS
  • The entire territory of Gemini can now be conquered. No more magically unconquerable areas. Please check the below remarks.
  • You can now assault and conquer planets
    • To initiate planetary assault, you must have the Proxima built up and ready to go as it is an integral part of every planetary conquest.
    • To actually trigger assaulting a planet, just get to the locations marked on the Starchart (grey Proxima icon near planets) and the assault starts automatically.
    • If you just wanted to pass by, then simply continue on your merry way and the assault will shutdown.
    • The first type of planetary assault is implemented and used for all planets, but more variety will be implemented in future updates.
    • You MUST join the planetary assault to complete it. Your fleets CANNOT do it on their own.
    • All immediate objectives in the assault are clearly marked and displayed.
    • Progress can be monitored via objectives and notifications.
  • Stations can be assaulted and conquered
    • Stations are additionally guarded by defense platforms and shield generators (not to mention the defense fleets)
    • To take over a station, neutralize the platforms and the defense fleet
    • Some stations are zone controllers, which means you'll be getting the zone together with the station (these are marked as controllers on the starchart)
    • There are stations that aren't controllers. You can take these over as well, but they don't grant you control over the zone that they're located in.
    • Station assault progress can be monitored on the top-middle bar, while on-site.
  • You can now construct the largest badass in the game: the Proxima
    • Upgrading the HQ Hangar to the max, gives you the ability to construct the Proxima shipyard near the HQ
    • Constructing the Proxima shipyard unlocks the Proxima-related R&D projects
    • When all Proxima R&D projects are completed, the Proxima is finished and ready to be used for assaulting planets
  • Implemented a completely new boarding mechanics
    • Initiate boarding via the context menu, when a ship is locked on
    • The Radar in the bottom left is switched with the boarding panel
    • Boarding progress and player options are displayed there
    • Boarding progress is done by Advancing through rooms
    • You can decide what your troops will do in each room
    • Retreat commands your forces to get back to your ship
    • Pillage commands your forces to stay awhile and do a special action in the room (outcome depends on what room they're currently in)
    • Advance commands your forces to push forward into the next room. The end of course is the Command bridge, which if your troops tackle successfully, grants you control of the ship.
    • A troops overview can be seen in the Ship panel
    • Added a number of boarding-related Perks
    • Added a number of boarding-related Research techs
  • Once you capture a ship you can choose what to do with it
    • Let your guys take it to the Garage so you keep it for yourself
    • Sell it off on-site for Credits
    • Scuttle it for one-time Materials gain
    • Give the ship away to your fleets so they get to use it
    • Let your scientists play around with it, strip it down to the framework and reverse-engineer it and learn how you can construct the chassis.
      • The MK I version requires 2 captured chassis
      • The MK II version requires 5 captured chassis
      • You need to have the adequate Hangar level to be able to reverse-engineer ships
      • You need to have the appropriate Research tech completed to be able to reverse-engineer ships
  • Planets now grant resources
  • Stations now grant Credits (the numbers will be go through balancing as for now it is mostly symbolic)
  • Added ambiental particles in space (taking into account whether you're inside an asteroid field or not etc.)
  • Active pause added
    • the default state is that the game is NOT paused while the Context menu is open
    • added the option to toggle this feature in the options menu. Turn ON to pause game while context is open.
    • The paused state of the context menu now looks different.
  • Added the Shield generator structure and related child-objects
    • this structure is commonly used around stations
  • Changed the base sound system in the game to licensed FMOD
    • This is the ground-work for all sound-related changes and tweaks.
  • Some Artefact vaults now grant a Perk point. Perk points are granted retroactively as well, if you already resolved an artefact.
  • Available ships list can now be sorted by price or alphabetically. The default is by price.
  • A small exclusion zone is now marked on the Starchart, surrounding the stations of minor factions (those who don't control the zone).
  • Structures can now also be Marked as target.
  • Capturing a zone now triggers a special notification.
  • Implemented FMOD sound system.
  • Added additional VFX to the Commlink panel (the one in the top-left of the screen).
  • Added a bunch of loading screen hits (boarding, planet assault, station conquest, garrison assault...).
  • Some fleet commands issued via the starchart now come with their own sound effect.
  • Defense platforms can now hold and use heavy weapons.

TWEAKS
  • First script cleanup is done. Scripts that have ran without a problem consistently through the last couple of update have been rid of the logging code to improve performance]
  • Two Perks (and their upgraded variants) are eliminated from the game entirely
    • Trainer
    • Field commander
    • You can no longer receive the Field commander perks in the Prologue character creation.
  • The HQ Construction panel updated and improved.
  • Heavy weapons overhauled
    • Updated VFX
    • Updated SFX
    • Updated mechanics (you can evade projectiles manually)
    • You can use Decoys (equipment) to mislead heavy weapons into missing you. Decoys are available on Concordia, among other places.
  • Align to plane visuals upgraded
  • T-Drive VFX upgraded
  • Wormhole and TGate pass-through visuals and audio updated
  • Done some minor tweaks on the Starchart (this is still a work-in-progress and will receive more luvin')
  • One of asteroid fields in the Phaehana region is tweaked
  • Merging of two fleets is now more fluid and natural. They no longer jump or teleport in any way.
  • Extended the potential size of equipment description labels on the Ship panel. The text will no longer be cut off.
  • Update the visuals of a number of structures (added particles in most cases)
  • Using Align to plane no longer deactivates auto-pilot.
  • Log icons in the Main category are removed. They were getting in the way and there was no point to them.
  • You can no longer Jettison cargo while docked/landed. If you need the room, sell some cargo off.
  • Incoming heavy weapons are now marked, both while on and off the main viewport.
  • Purchasing a new ship will NOT transfer battery turrets you've had on the previous one. You will get the money you spent on upgrading the previous ship though.
  • When purchasing a new ship, both light and heavy weapons are transferred over to the new one. Whatever can't fit is stored in the Systems inventory.
  • Heavy weapons no longer aim for the center of the target, but a point on the hull.
  • Further tweaked friendly fire parameters to prevent fast alignment switches and extensive friendly fire damage. Especially on captured ships.
  • Fire at will is now ON by default.
  • Firing a heavy weapon in the vicinity of a station will no longer drop framerate to illogical levels.
  • While Steam controller is active and in focus, the Controls panel shows its own specific image.
  • Ships from your own faction now have absolute tolerance to you firing on them.
  • Shortcuts on the Station->Shipyard panel now work as planned.
  • Updated the Quick Start Guide
  • Defense platforms no longer have blindingly large explosions that cover the entire universe.
  • Changed several option names and removed a couple of (unused) options from the Launcher->Keybinding window.
  • Several things tweaked related to fleets and player on the Starchart
    • Right clicking on the player, set the player as the top priority.
    • Right-clicking on the player while a fleet is selected issues the Follow command.
    • Fleets following the player are no longer displayed on the Starchart.
  • Fire at will IQ upped and will do its best ot hit the nearest elligible target (not counting marked targets)
  • Using the Remove waypoint button on the Starchart no longer stops the ship dead in its tracks, if you don't actually have a waypoint set.
  • Equipment cooldown and Equipment recharge are now more visually distinct.
  • Reduced Gas collector construction requirement
    • You need to have Mining Ops level 1 (instead of 2)
  • If you have a ship Marked as target, using the Mark action on another ship no longer simply disables the flag on the first ship, but also marks the second ship as the new target.
  • Updated the GameLauncher to reflect the changes done to the config.

MODDING
  • Updated the DialogueEditor for a more user-friendly workflow
  • one-liner dialogues now reference actors by keyname instead of integer

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[2017/02/23] Update v0.756 - Quickfix II

Hello again,

Another quickfix is no live. The focus was on stability and preventing some data corruption, but we fixed some other issues as well. Fire at will should no longer attack your own structures or that of your neutral or allied neighbors.

This is likely the final quickfix before the next full update planned for mid-March. We'll make an announcement on what you can expect, as we get closer to it.

As always, safe travels and good luck on your journeys!

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[2017/02/22] Update v0.756 - Quickfix I

Hello captains,

First quickfix for 0.756 is live now. We'll probably have another one tomorrow.

  • Fixed various scripting fixes to prevent potential errors and crashes
  • Fixed various typos in texts
  • Grapple effect now scales much like the scan effect does
  • Loading a game after dying will no longer cause your enemies to ignore you
  • The tactical overlay is now visible when inside nebulas
  • You can now lock onto a derelict by selecting its object marker and not only the model itself

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[2017/02/21] Update v0.756 - Mass production it is

Greetings captains,

We're continuing on our update run. The changes are listed below. You'll notice we were focused on fixes more than anything else. There is a major change though. Equipment has gone through a major overhaul. You'll notice some are completely gone, while some were switched with a different variety. Your saves should work, but if they don't, please let us know so we can react.

As always, safe travels and good luck!

Change-log
  • Equipment overhaul
    • Some new equipment added
    • VFX changes
    • Gameplay alterations on some equipment
  • Equipment availability increased (quantity)
  • You can now plug in a controller mid-game and it will work. Restart is no longer necessary. Provided the game recognizes the gamepad in the first place.
  • Personal records are now sorted. Latest additions on the top.
  • If you currently have 0 available civilian fleets, it will "flash" red.
  • In several panels, you could continuously press the B key (gamepad) and force refresh the panel. That's no longer possible in the Drydock, Construction and Ship panels.
  • When using a gamepad, some hints would "overflow" on the Starchart when a fleet was selected. No longer.
  • Fixed a bug that could lead to the game crashing on "All that glitters is gold" quest
  • Fixed a fleet related error that would manifest in the fleet standing idly, not doing anything. Now they act accordingly.
  • You can no longer declare war on yourself.
  • Fixed a bug where a faction would take over your newly conquered zone. Saves should now work properly.
  • Fixed a bug that manifested as a brutal framerate drop on the Starchart.
  • You can no longer use up a Collector equipment if you don't have a gas pocket targeted.
  • Fixed an overlapping error involving the Declare war panel and rollover hints.
  • Shortened some equipment descriptions so they fit in the tooltip.
  • You can no longer have two selected items in the Shipbuilding panel when using gamepads.
  • Various minor scripting fixes and tweaks.
  • Several fixes in the ship definition files (.shp).

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[2017/02/20] Quickfix II (or is it III already...) for v0.755

Hi everyone,

Got another quickfix for you today, focused primarily on stability issues (in combat, during loading etc.) and as usual, an improved log recording to get more info if/when the game goes bonkers.

Safe travels and good luck!

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[2017/02/17] Quickfix I for v0.755

Anyone who's been watching our progress already knows how it goes. Yep... we have a quickfix. The first one. We'll see if more are required. The changes are listed below:

  • Fixed a script error in the OnDestroy script of junkyards that could cause the game to malfunction.
  • Added new loading screen hints.
  • Added new visual effects for several items (Atlas, Claok disruptor, Shield booster, Hull integrity field, Energy defense field, Radiation defense field).
    • Equipment is currently undergoing changes and it will be finalized for the next full update.
  • Fixed a critical script error when using the exit function.
  • Fixed a bug related to Maintenance freelance mission where repairing would get stuck on 96%
  • Fixed a bug that would cause the game to crash on the Salvage freelance mission
  • Encounter quests are once again spawning properly and their waypoint is updated as intended
  • Improved data recording in the log to provide more info (of key importance to palyers experiencing the white screen issue)
  • Numerous smaller stability fixes in code
  • Numerous scripting fixes to increase stability

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[2017/02/16] Update v0.755 - It's bigger than it looks... honestly

Hello fellow captains!

Although the last quickfix was roughly just a week ago, we've got some new stuff ready for you to browse. We've placed a large focus on tweaks and features that were requested by the community in this smaller-than-usual-but-still-surprisingly-big update, along with our regular roster of bugfixes, tweaks and new stuff. The complete change-log can be found below as always, but I'll mention several things right away:

Free-look camera
Do you remember those many times something like Why don't you just make the camera behave like in all other 3rd person games today? What's your problem LGM? popped up on the forums? Well, we finally gave in and implemented it. This is now the default turret view camera (steering mode, mind you), but if you prefer the one we used so far, you can easily enable it in the Options.

Hey you! I'm going to beat you into a pulp!
Ah... the simple joy of declaring a war... If an AI faction has a nice piece of territorial real-estate that you simply must have and the faction in question was neutral or (heavens forbid) friendly to you, up until now you were in a pickle. You had to manually drop your stance with them to hostile before unleashing the full destructive potential of your armada. With this update, you can simply send your fleet and a nice little prompt asks you to confirm that reducing them to molecules is what you actually intended to do.

Freelancing with my homies
There are a couple of added, more difficult freelance jobs, meant to be tackled together with your fleet. Adding this made more sense than disabling gameplay segments.

Those are naturally just a few snippets from the change-log so please feel free to check the entire list on the forum.

And a few finishing lines to address a couple of features frequently noted on the forum:
  • Malfunctioning T-Gates can still not be repaired.
  • Boarding and capturing ships is not yet implemented.

I apologize to keep you waiting on the above. We're doing our best to get those features implemented as soon as possible.

Until next time,

Safe travels and good hunting, captains!

FIXES
  • You can no longer create the <i>endless loop of following</i>, but commanding your fleet to follow you, and then you follow that fleet.
  • Pressing the Shift key while on the Starchart properly changed the cursor icon to see you're adding waypoints to the path, but the same wasn't true of using LB on controllers. This is now fixed.
  • You can no longer click on station menu buttons while they aren't visible.
  • In some instances you could perpetually toggle Sublight on and off by holding the A button (controller).
  • Giving the Go to command via context menu now properly places and marks the destination waypoint.
  • Accessing the Perks or Research panel with the mouse and then switching to the controller didn't select the proper item in the panel. Now it does.
  • Fixed a couple of bugs or weird info feedback on the Perks and Research panels (for example a researched tech showing it is at 100%... why, just why?)
  • Ship systems and other purchasable items now have the properly calculated and displayed prices wherever you look on stations and planets.
  • You can now remove a destination waypoint from your fleet.
  • In some cases the "+1 Perk" notification went nuts. This happens no longer.
  • Fixed a but that would cause the Repair button to go missing or be disabled in the context menu (and on a Maintenance mission of all things...)
  • Perpetually pressing the A button on the controller while in Dryodock -> Equipment panel, would also perpetually refresh the panel for no real reason.
  • If a planet is targeted, but not currently visible on-screen, it is now properly marked with the arrow pointing you in the direction of the planet.
  • Fixed several instances where on-screen hints went missing if you were using a controller.
  • Random dialogues with ships should no longer get into a loop.
  • Double-tapping to initiate Sublight (controller) will now display the appropriate warning if your Sublight capablities are temporarily disabled.
  • If you typed in a new name on the character creation screen and then started a completely new game, the name you typed in was remembered. This is no longer the case.
  • Fixed several issues related to dropping or destroying cargo that could lead to the game crashing.
  • Jettisoned and then collected loot will no longer remain hanging in space even though it's emtpy.
  • The cursor will no longer change form if you're hovering over an AI fleet obscured by fog of war.
  • Fixed a couple of text errors in the Options -> Controls panel
  • Fixed a couple of text errors in the Options -> General panel
  • Until now you could only command your fleet to follow you ONCE. This now works as intended and you can reissue the command as many times as you want to.
  • Fixed a bug that would cause the game to crash when extracting gas pockets.
  • In some instances, the Power redistribution panel would not budge when using a controller.
  • Fixed an error that would cause T-Gates near planets and stations to start blinking when you placed a waypoint near them.
  • Fixed a bug related to Commodity production templates (stations & planets) that prevented some parameters to be loaded properly.
  • Fixed a number of scripting errors.
  • Fixed several actual and potential bugs related to displaying reputation change notifications.
  • Fixed several actual and potential bugs related to displaying faction alignment change notifications.
  • Skill tooltips no longer mysteriously appears when you die.
  • While using a controller, Wormholes didn't provide any hint as to why you cannot construct a T-Gates on them.
  • Fixed an issue where a disabled Construct button would appear on a someone else's wormhole.
  • You can no longer scan anomalies while in Sublight.
  • Fixed a couple of bugs related to T-Drive (and done some slight changes)
    • T-Drive no longer remains active when loading a new game
    • You cannot save while using T-Drive
    • You cannot quicksave while using T-Drive
    • You cannot use Align to plane while using or activating T-Drive
    • If you activate T-Drive while aligning to plane, the latter will stop immediately
  • Various stability fixes

ADDITIONS
  • Added a new turret view camera mode (community request).
    • The new camera mode is a standard in most 3rd person games today.
    • This mode replaces the turret view steering mode
    • The legacy camera mode can still be activated in the options menu.
  • Declare war!
    • You can now finally declare war on a neutral or allied faction.
    • Just send a fleet or yourself onto a garrison or war fleet to open up a confirmation panel.
  • A notification pops up when a battle starts in space, without you present at the location. Your fleet has to be involved though.
  • A notification pops up when a garrison battle starts, without you present at the location. Your fleet has to be involved though.
  • Go to, go to & dock and T-Gate travel fleet orders are now saved.
  • You can now collect some resources on your own to help your faction
    • Ore can be gathered by mining asteroids
    • Gas can be gathered by extracting gas pockets in nebulas
    • Materials can be gathered by destroying junk in junkyards and by destroying or salvaging derelicts
  • Lens flares added to skyboxes
  • Added several new graphics options
    • Star density - slider affects the number/density of stars on the skybox
    • Star size - slider affects the size of stars
    • Nebula density - slider affects the size of nebulas on the skybox
    • Render nebula - If you don't want those nebulas shown on the skybox, simply untick this box
  • Added Quicksave and Quickload functionality. If the shortcuts aren't set by default, make sure you bind the keys! (community request)
  • Ongoing battles marked on the Starchart can now be clicked on.
    • This opens up an info panel with various stats and options (like Go to)
  • New magma asteroids replaced the old models/textures.
  • Added new loading screen hints.
  • Known prices access button is now added to the Ship cargo panel (community request).
  • Starpoint now has its proper OnActivate and OnDeactivate scripts.
  • The Starchart cursor now changes into the Attack form when you can actually issue the order to attack something.
  • Redesigned Object and Quest markers as well as off-screen markers.
  • Shield booster equipment done from scratch.
  • Atlas Defense Field equipment done from scratch.
  • You can now issue the Go to command straight from the Known prices view (community request).
  • Added 4 types of Freelance missions
    • These are based on the already existing types, but buffed up.
    • These jobs are meant to be tackled with fleets as the challenge is greater.
    • Hunt: Warmaster, Destruction, Installation assault, Installation defense.

TWEAKS
  • War fleet markers are now always visible.
  • Decreased the camera vertical rotation deadzone.
  • Skills and Equipment hints now display the reason why they aren't available.
  • All ships now have standardized Sublight speed.
  • Repositioned several buttons so they don't overlap.
  • Several locations tweaked in preparation for the incoming lore.
    • Gas collectors in the Arachnid cloud yield less gas.
    • Gas collectors in the Cloud nine nebula yield less gas.
    • Gas collectors in the Demonicon cloud yield more gas.
    • Gas collectors in the Wrench nebula yield more gas.
  • Tweaked the scan effect on ships.
  • Controller Accelerate/Decelerate trigger sensitivity recalibrated (community request).
  • More info provided when you cannot send a Civilian fleet on a task... You now basically know the actual reason why.
  • AI fleets now head for the zone controller to defend it when it is attacked instead of when it is conquered.
  • The number of available commodities (their quantity) is now drastically buffed across Gemini. Some stations/planets have more, while some have less (still more than until now). (community request)
  • Changed the Autoresolve timer format.

MODDING
  • Added GetRotation function to mine game object.
  • Update the language markup and plugin files.

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[2017/02/08] Critical quickfix!!

Greetings captains,

We have several fixes for you today. One of them is absolutely crucial since it can mess up your save file. Please read the below change-log.

FIXES
  • Fixed a critical issue related to structures created via scripts that could mess up your save file.
    • The symptoms were quite different however and it manifested with conquered garrisons suddenly turning hostile. This will no longer happen, BUT(!) if you experienced this problem and you continued playing and saved, that IS a problem. Your save file is unfortunately corrupt and we can't fix it dynamically. Please load an older save file before the problem occurred.
  • The grapple related issue on the side quest should no longer exist.
  • Ships you have already built and were waiting for you on your HQ "storage" will now properly appear beside the HQ.
  • Known factions flags were not properly purged from memory when starting a new game. Now they are.
  • Fixed a wrong alignment problem in the dialogue panel.
  • You can no longer change T-Drive destination while in T-Drive.

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[2017/02/07] Quickfix v0.753 - Give them bugs a smackin'

Hello hello hello, captains!

Here's the latest quickfix so that's three in total with the previous two in the last couple of days. We've done our best to fix as many bugs as possible, but also to continue tweaking and adding new stuff.

A big thank you goes to everyone for playing and providing your feedback (and game logs)!

No sense in yammering about it all. Check out the change-log below!

FIXES
  • Some of you have noticed that your legacy saves loaded up with an empty garage. The thieves were caught and you've got your ships back.
  • Fixed a cut-off text issue of the Borehole torpedo tooltip.
  • In some instances, the loading screen hints could crash the game. They no longer have this superpower.
  • AI fleets will no longer decide to switch sides and become your fleet if you've captured their native zone and loaded the game. The traitors...
  • Fixed a problem with the game not accepting a mouse sensitivity setting different from 0.5.
  • Typing "F" while saving the game will no longer trigger the game to do strange things. It will simply type "F"... as it should...
  • Buttons properly provide visual feedback when they aren't available even if you're constantly hovering over them.
  • The logo videos on starting the game no longer decide to loop excessively.
  • Fixed a bug with the intro logo videos that would crash the game
  • Fixed an issue with some ships losing their engine trails.
  • In some instances if you used the Ram or the Shockwave skill and docked, the VFX on your ship would remain visible. This no longer happens.
  • The "Refit" research group didn't enable the object of the research for purchase. This now works as intended.
  • Fleet names are now stored and loaded as intended.
  • Fixed a frequent issue with beam weapon effects hanging in space, like they got nothing better to do.
  • In some cases, fleet battle auto-resolve could get all messed up when one of the fleets had a warmaster in its ranks. The battle timer would remain hanging on 0:00.
  • If you attempt to tell your local militia (they sometimes get spawned near your garrison) to follow you, the game would crash. This is not the case anymore.
  • Fixed a bug where your fleet would sometimes autonomously decide not to join an ongoing battle. From now on, they will do their duty.
  • The Shipbuilding icon no longer goes beyond its boundaries.
  • In some cases, ongoing research progress wasn't saved properly. Now it is.
  • In some instances the Research Activate button was disabled when you didn't have enough resources to start researching a tech even though you already paid your dues since the tech in question was only paused.
  • In the Dialogue panel, the character portrait could sometimes overlap the character's name. This is now fixed.
  • Fixed an issue that would get you stuck in the Prologue if you build the first mining operation via the context menu.
  • Enhancement names were displayed wrong in their tooltips. Not anymore.

ADDITIONS
  • You can now fire your light weapons while Fire-at-will is active. When you stop firing, the Fire-at-will resumes business as usual.
  • If a skill is disabled, the reason for it will now be shown on its tooltip.
  • A number of structures have now gained a visual addition when you upgrade them. We'll be adding these models as they are finished.
  • Structure OnPulse scripts no longer work while the structure is being constructed or upgraded. This could reduce framerate and look weird.
  • Paused research is now automatically restarted once the current research is finished.
  • New mission markers added to the Starchart.
  • Added a bunch of new tooltips

TWEAKS
  • When opening the Customization panel, the first selected tool is "Stamp".
  • Since Fire-at-will is upgraded, the loading screen hint is updated accordingly.
  • When opening the Drydock->Loadout panel, the "Drydock" filter is active by default instead of "Your ship".
  • Newly constructed fleet ships now appear near the HQ instead of on/in it.
  • Player name and surnames are now limited to 30 characters each (though length of the words still apply which can clip your name/surname in some instances).
  • The Delete button on the Fleet management panel is now named Scuttle. It seems more appropriate.

MODDING
  • Equipment description is now referenced by keyname rather than integer identifier in the Items.wdt.

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[2017/02/03] Quickfix numero 2 or v0.752!

Hello! Quickfix 2 is here! No big stories or anything today. Just the change-log. We hope this will relieve some of the issues some of you are having with the game. Please don't hesitate to let us know how it works and what you think of it all!

FIXES

ADDITIONS
  • Added functionality to the NX Scanner research (under Civilian fleets). Once this is researched, you can have a more detailed view of the AI fleets and their composition.
  • Added an on-screen notification when a faction changes its alignment towards you.

TWEAKS
  • While a resource structure is being upgraded, you now properly gain the resources it produces.
  • You now have a visible list of ships available on your HQ (after they're built, they appear there).
  • Your own fleets' composition is now displayed as ship classes instead of individual chassis. Indiviual chassis are still visible in the management panel.
  • During auto-pilot, with a chained waypoint path, the next waypoint on that trajectory is now marked in the viewport, instead of the last one.
  • Cleaned up some junk that was being recorded in the game log.txt for no apparent reason. In some instances, this can increase framerate.
  • Cycling through fleets with the shortcuts (Q/E on the Starchart) now skips fleets that are currently engaged in battles.
  • The auto-pilot on a T-Gate now properly auto-docks on the said T-Gate.
  • Activating any skill now shuts down cloak.
  • Orpheus mine (equipment) is now switched to a new system enabling us to easily add additional mines and assemble as equipment.

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[2017/02/01] Quickfix numero 1!

Evening ladies and gentlemen. Although it looked bleak for a moment there, in the end we managed to get the update rolling. Here's the change-log

  • An object, north of Concordia was in some cases marked on the Starchart even though it was obscured by fog-of-war. It isn't anymore.
  • When starting a new game, there was a black screen for an instant. That doesn't happen any more.
  • Hovering the mouse over Skills now displays the appropriate tooltip.
  • In some cases, during the Prologue, the Waypoint leading back to Concordia, would disappear. No longer.
  • You can no longer use up the Scavenger swarm without a derelict as the target.
  • Fixed a couple of minor errors related to T-Gates and Wormholes
  • For some reason, the Upgrade button on the context menu could sometimes get spontaneously renamed to Build.
  • Fixed a bug that could crash the game if you set the autopilot to Concordia through the multiple selection panel.
  • A fully upgraded structure no longer shows you're missing some Upgrade prerequisites when trying to use the Upgrade button.
  • The Hail action is deactivated in a lot of cases. You more than likely won't notice it since it got deactivated on objects that had nothing attached to that event.
  • Made sure friendlies won't turn on you when using skills.
  • Multiple selection (starchart) can now be properly used with the gamepad
  • Added several videos to the holo panels in hangars
  • Models were compressed in yesterday's update. This one brings packaged assembly and some other files to speed up loading some more. Combined, this is the first step to reduce that stutter a lot of you are encountering. More steps will be made.
  • Added support for the Logitech f310 and 710 gamepad.
  • You can now properly save (type in the name) using the gamepad.
  • Civilian tasks now properly appear without loading the game.

Safe travels captains!

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[2017/01/31] Because... Conquest - Update 0.750

Hello captains,

We're proud and happy to release the largest update for Warlords in Early Access. As we announced in December, we had some very important features to implement and I can say that it all found its way into the update. These features are not 100% complete yet as is noted in the complete changelog, but the bulk is in and we're very interested in what you ladies and gentlemen have to say about it all.

I'll go over the key things:

Building the reputation system from the ground up
The old reputation went out the window. A completely new system is now implemented. Be ready to juggle individual reputation with each faction in Gemini, but it's never that simple. Factions have friends and enemies of their own and you can bet that any ally of a faction you beat into a pulp will not be overly thrilled with you either. You'll make new friends though, among their enemies of course.

Overhaul of the fleet mechanics
You arrived at the location of your fleet only to find no one there? Were you worried that they got lost in space (TM)? Worry no more! From now on, they'll be there, each and every time. If you send them on a mission, they will not disappear on the way there, but you can still follow them every step of the way if you want to make sure. Fleets can be merged or divided in any way you want. If you fancy small task forces, simply have smaller fleets (only more of them) or maybe you're more on the megalomaniac side and you'll dump all of your ships into one massive fleet ready to stomp on your enemies... Your choice as always...

Conquest bits and pieces
The new fleet mechanics goes hand in hand with the additions and changes to the general conquest mechanics. Command one of your fleets to follow you into battle, or send them to do everything on their own and join in for a bit if you wish. Your fleets will fight the good fight whether you're there or not. They know their duty!

But that's not all! The AI fleets move about just like yours do and factions will attack you if they feel like it. They can be rude like that...

Oh... and you're no longer forced to attack only garrisons. You can pit your fleet against the enemy fleet directly. Smash their heads first and then move in to turn the garrison into rubble. Fun fun fun...

Researching the good stuff
Time to put those lazy scientists to work. Get them started on a project, flood them with the resources they need and wait for results. You'll be pleased with what they develop. There's no stopping progress!

Hannibal is at the T-Gates
The T-Gate network is back in business! Use a T-Gate to reach any other functioning and discovered T-Gate in the world. Oh and it can't belong to your enemies. They lock those down... and throw away the key. Then you can reach the gate the old-fashioned way and take it for yourself. Who are they to shut the door in your face!? Or maybe you're more into adventures. If that's the case, you can hop into a wormhole and see where that takes you...

As always, we're looking forward to seeing you on the discussion board. Whether you encounter a problem and wish to tell us we suck or you want to discuss an upcoming or implemented feature, you're more than welcome to post your thoughts.

Safe travels captains. See you in space.

v0.750 CHANGE-LOG

FIXES
  • Civilian tasks now properly appear in freeroam.
  • Fixed a bug with a certain derelict in the Prologue that could crash the game.
  • Fixed a bug where object markers would appear only once any other object was targeted first.
  • In some instances heavy weapons wouldn't properly fire or hit an enemy. This is no longer the case.
  • Fixed a wrong base link problem that could sometimes happen when purchasing and new ship that has a hangar, and then saving-loading.
  • Some station radar markers could be outside of the radar boundaries. No longer.
  • Some hangar-related elements were left hanging when exiting the game. This is now fixed.
  • On the customization screen, the cursor had an offset from where the actual painting is taking place. This is no longer the case.
  • Fixed a problem with camera zoom in hangars. Even though the camera was moving nowhere, the game memorized how much you "zoomed out".
  • Fixed an issue that could in some cases sort saves alphabetically, instead of by the Last modified date.
  • In some instances, the Scavenger swarm drones could go nuts and start circling around the equipment user, instead of the target.
  • The game will no longer crash when opening the Systems tab, while in space and when you had unassigned fighter wings.
  • Fixed a number of potential issues that could corrupt the save file.
  • In some cases you could use up a Scavenger swarm, but not get anything from a derelict, due to the game thinking there was no target. This no longer happens.
  • In some instances, the Class name on the character creation screen would display "ERROR" instead of the proper name. This no longer happens.
  • Fixed a bug that would flip the material of a ship when it was being scanned.
  • When starting a new game, the notification queue decided to continue its job from the previous session. Not anymore.
  • Fixed a number of smaller issues that, when combined, meant you could no longer collect artefacts.
  • Fixed a bug where you could get invisible planets.
  • In several instances, you could get the game to automatically do an Align to plane after undocking. You can do this no longer.
  • Several button icons were displayed wrong in the station interface. This is now fixed.
  • Until now you could shift power distribution on your ship, while docked, which would completely mess up the GUI.
  • Station name label is now properly animated when docking.
  • When clicking on New game, while you're already in a session, the game will now properly prompt which scenario to start instead of deciding on your behalf.
  • Enhancements no longer have a universal, but hidden price tag of 15,000 Credits. They now cost the displayed amount of Credits.
  • Sometimes, the game decided to give the wrong tooltip information on the Systems tab. This no longer happens. The game behaves nicely.
  • In some cases, the GUI would get all messed up (the Overview panel to be more exact) when doing some clickin' on the other tabs and then reverting back to Overview.
  • The game will no longer crash when you switch from a ship that has a hangar to a ship that doesn't.
  • Properly synced the ship name on all panels.
  • The camera no longer starts shaking when an NPC uses RAM on another NPC.
  • Did a pass through all the models in the game and set the Alpha test parameter to the necessary default of 0.0 value. Otherwise we'd be seeing see-through models all around.
  • Fixed a bug where the dialogue window would weirdly overlap other panels.
  • Fixed an issue with the Mark target command that in some cases simply didn't want to work, but it looked like it was.
  • The suns of Gemini are no longer visible through planets.
  • Fixed several bugs with the Staunched defender perks.
  • Pressing the Esc button while you're naming a save file will no longer close the panels in the background and resume the game.
  • NPCs no longer possess the third eye, giving them the ability to see you when you're cloaked.
  • Various script errors and potential errors fixed to improve stability
  • Fixed an exploit in the Shipbuilding panel that allowed for limitless Materials and Credits.

ADDITIONS
  • Added full controller support into the game (the launcher is still a work-in-progress)
    • Currently Xbox One, Xbox 360 and similar controllers are properly supported.
    • If your controller doesn't work, start the game with the controller plugged in and then send us the game log.txt. All the data we need for full implementation is recorded in the log.
    • Steam controller and Dualshock support are on the way.
    • If your gamepad is plugged in, simply nudge it a bit, and you're good to go. If you want to revert back to keyboard & mouse controls, nudge the mouse. The switch is seemless as long as the gamepad was plugged in during the startup of the game.
    • A controls reference can be found in-game in the Options->Controls panel.
  • Reputation mechanics is completely redesigned and built up from scratch.
    • You now have an indivudual, separate reputation with each faction.
    • All actions you do (or one of your fleets does) affect your reputation with the target faction.
    • Factions that are enemies or allies of the target faction, are also affected by your actions, but in a lesser degree.
    • The Reputation panel is redesigned to be more user friendly.
    • Factions only appear in the Reputation listing after you've discovered them.
    • The numeric reputation representation goes from -10,000 to +10,000.
    • Alignment of the Solari Concord with other factions, follow your reputation closely. Yes... this means you cannot go to war with your own faction. At least for now. We'll see if this gets changed in any way.
    • Further tweaks will come in future updates.
  • Your mighty fleets are now real. The entire fleet management and movement system is overhauled and large parts were redesigned
    • Fleets no longer snap or teleport to their destination, but rather travel there properly. You can freely follow them around if you wish.
    • Fleet ships now cost Command points (along with the resource cost) which limits how many (and how strong) ships you can have at any given moment
    • The largest ship classes are also limited by the number of Supercapital ships you can have at any given moment
    • Unlock better ships in the Research panel
    • Some necessary changes were done to the Ship-building screen, which can now be accessed through the in-game menu and the Concordia station interface, and not just via the Starchart
    • Each constructed ship is now automatically a fleet (the number of fleets is no longer limited). Command them as you would any other fleet.
    • To join two fleets, simply send one to connect with the other. A simple right-click will do.
    • You can also divide a fleet by selecting and pressing the appropriate button to start the transfer. A new fleet is automatically created.
    • You can command one of your fleets to follow you around. You naturally assume the position of the fleet leader.
    • You can assign a multi-waypoint path for your fleet to follow in the same manner as you can for your own autopilot (SHIFT + RMB to queue up waypoints).
    • Events linked to your fleets are covered with numerous notifications.
    • At the moment you cannot send your war fleets to attack a faction that is neutral or friendly to you. For now, you have to bring the reputation down to hostile before you can start an all-out war. This will be changed as soon as possible.
  • Conquest and auto-resolve revamped
    • You can easily step into an ongoing conquest battle by arriving to the location.
    • Leaving the area will properly continue the auto-resolve.
    • A conquest battle progress bar now appears at the top of the screen to show you how the battle is progressing.
    • You can find a form of the battle progress bar on the Starchart as well. It makes sense to have the info no matter where you are in Gemini, no?
    • Zone controllers (when you take over these, you take over the zone) are now specifically marked on the Starchart. Stations and planets are currently NOT marked this way, since you cannot take them over for now. This means you cannot take over these zone, also for now.
    • NPC faction will now also decide to take you on. Don't expect their fleets to stand idly anymore.
  • Warmasters are up and about
    • These lil' guys may seem like all the other ships in the fleet, but they are not. They are more powerful and more resourceful.
    • You'll notice them by a special icon (skull/star) on their object markers/target lock. And you also might notice them when they start using Vanguard skills in combat, just like the player.
    • Unfortunately a small disappointment comes here. You can't have them yet. (dramatic piano music accompanied by yours truly sobbing in the corner) Only NPC fleets feature these buggers for now(!). We'll work to make them available to you ladies and gents to pester and send on suicide missions ASAP!
  • Research the good stuff
    • You can access the Research panel either through Concordia interface or via the in-game menu from anywhere in space.
    • Research takes time and costs resources.
    • Some techs are currently locked until we implement them completely.
    • As the above sentence states, the best stuff can only be researched (for now... we'll probably add some unique things that you can obtain through side quests, once we come to that point)
    • Research of a specific tech can be paused at any time by simply starting research on another tech. You can resume the previous tech at a later time with no additional cost.
    • The research mechanic (running it all in the background) allows for a lot more nifty stuff to be added and it will be further expanded in future updates (imagine speeding up / boosting the research of your own battleship, by dragging a captured battleship of another faction to your HQ... stuff like that)
    • The Lab rat Perk is now unlocked and working properly. Makes sense to implement it since Research is in...
  • Time for some chatter. NPCs are no longer completely silent, but rather like to share info on what they're doing and what's going on.
    • More voices will be added over time.
  • Structures can now be upgraded (not all of them, but resources structures and garrisons have this ability)
    • Before an upgrade is possible, you have to research this ability first.
    • Upgrading costs resources and takes time, but naturally brings rewards.
  • Fast travelling is here to stay
    • Wormholes have reappeared in Gemini, getting ready to drag unsuspecting victims and spitting them out at the other end of the star system
    • Construct T-Gates to tame the wormholes and create stable passages
    • Using T-Gates doesn't cost any Credits
  • A complete side quest chain is now added.
    • Look for hints around Phaeneros or stumble upon it on your travels.
    • Only one such <i>chain</i> is added, so please don't be surprised if you can't find more for now.
  • Added three new ships (Sanctum fleet), all temporarily available at Concordia
    • Adhara - corvette
    • Apollo - destroyer
    • Poseidon - battleship
  • You can now set multiple waypoints to your autopilot to follow as a path.
    • Use SHIFT + RMB (keyboard & mouse) to stack waypoints.
    • Chain waypoints through pairs of neutral or friendly T-Gates to give a fast travel order.
  • Added Bink Video © support which enabled us to...
    • Add various videos to play in some hangars (Phaeneros & Concordia as examples).
    • This whole bit will be further expanded on and refined to be used for UI, visual effects and/or news in the future.
  • When starting a new scenario (campaign or freeroam), you can now choose between several starter ships.
  • Three start scenarios are now available
    • Early Access - the standard Prologue serving as a tutorial etc.
    • Early Access Freeroam - pure, simple conquest mode (no prologue), starting at level 1 and a choice between several gunships
    • Early Access Freeroam+ - pure, simple conquest mode (no prologue), starting at level 8 and a choice between several frigates
  • Added several new station models
    • Yxaril
    • Nyx battlestation
    • Nyx tradeport
    • Nyx depot
  • Orphiel foundry (unique structure) is added to the game. You can look for it in the Astralia region.
  • Added a new OnCriticalHit effect (VFX and SFX).
  • When docked, you can now hide the station interface and admire your ship in all its glory.
  • Tooltips are now displayed on the Drydock panels.
  • Added notification for starting and ending a construction of a structure.
  • Added SFX to a number of objects in the game.
  • The Concordia Construction screen can now be accessed via the in-game menu, and not just through the Concordia interface
  • Added a small intermediary step when clicking on an object on the Starchart, when it is overlapping another.

TWEAKS
  • Models (.mdl files) are now binary compressed to improve loading times.
  • Non-hostile NPCs are now more tolerant towards friendly fire. They won't attack you almost instantly. You have to tick them off some more first.
  • Vanguard skills that use distance in their calculations are now updated.
  • The Shockwave skill changed
    • Increased maximum level to 10
    • Skill is automatically upgraded every 5 character levels
  • Atmospheres of all planets tweaked.
  • Tweaked and improved several ambients and nebulas
  • The main menu background is no longer a still image, but a video
  • Optimized script memory usage
  • Updated the visual and audio feedback on levelling up (the notificaion on the left).
  • Optimized the loading of save files (world loading, player and camera sync, unnecessary loading of objects that aren't visible from the start...).
  • Updated the Credits gain per zone, with and without applied Perks that modify this.
  • Ships you cannot purchase for whatever reason, are now painted red in the Available ships list.
  • Tweaked the placement of a number of elements on the Construction panel. This panel is slated for overhaul.
  • Tweaked the placement of several elements on the Ship->Systems screen.
  • Changed how and when the Tactical overlay activates and deactivates.
  • The game no longer automatically loads the autosave when you die. It actually politely gives you the option to choose which save to load.
  • Changed the boundaries of several ambients / skyboxes so they fit better.
  • Changed what equipment the player starts with both in Conquest and Campaign.
  • Optimized rendering and selection distance for planets.
  • Updated the Quick Start Guide to reflect the latest additions and changes.
  • Tweaked SFX distance at which they are heard for Reclaimers and various other structures.
  • Auto-repair facility updated
    • Added visual and audio effect while repairs on your ship are under way.
    • Tweaked the repair parameters.
  • Normalized all weapon sound effects.
  • Added a number of new Gas pocket visuals. They are ambient specific, so it might take a bit of time to find them.
  • Heavy weapons visual effects are improved.
  • Equipment icons redone in a more schematic style.
  • Reworked some GUI elements like various icons and the like. We're not done with this yet, but there's no point in not releasing it to the interested public.
  • Align to plane got a visual redesign.
  • Reworked a number of starchart icons (planet, object markers, selection...).
  • Some GUI elements were shuffled around to make room for accessing the new features (Station Leave button for example is now on the right side of the screen).

MODDING
  • Turrets (from Turrets.wdt) are now referenced by keyname rather than int ID in the LightWeapons.wdt.
  • Added BehaviorEditor.exe to the game installation folder. This lil' program is used to assemble combat AI routines.
  • Fixed a number of issues with the DialogueEditor (installation folder) used to assemble dialogues (Really? I never would have guessed...)
  • Updated scripterion.fdl (used by Scripterion)
  • Updated the NP++ language markup and API files

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[2016/12/20] 0.702 - A tiny update to cure some lingering CTDs

Hello captains,

Long time, no hear, but here's a little patch for you. We aren't in the situation to release a full update yet I'm afraid. We're working on a whole lot of things at the moment and, as it usually goes, they're mostly interconnected. We have to finish them all before we can compile a proper update for you ladies and gents.

I'll leave the details of the upcoming update for the next announcement, and in the meantime, you can find the changelog for this 0.702 quickfix below.

As always, please let us know and send us your game logs if/when you encounter problems with the game.

Stay tuned and safe travels, captains!

  • On high framerate, coming near an object that triggers the Quickaction to appear, could crash the game. Not anymore.
  • Several scripts related to random dialogues with ships have been fixed to prevent minor and major errors (like CTDs)
  • Fixed a problem the Starchart would overlap other HUD elements after you've constructed a structure
  • Fixed an issue related to targeting a derelict that could cause the game to crash
  • Power pack is out of the game, since it, well... doesn't do anything anymore
  • Tweaked the notification panel (on the left side of the screen) to provide more relevant information
  • The scan effect on artefact vaults should now display properly
  • Fixed an issue with how light is rendered since it went crazy in some cases
  • Using the Shockwave skill could sometimes crash the game. That is no longer the case.

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[2016/11/18] Quickfix for 0.7 update

Evening ladies and gentlemen. Well, it's more than likely morning or mid-day for some, but for us here in Croatia it's night.

We've got a nice little quickfix for you today. I have nothing else fancy to say (it's not really like I usually do, but hey...). The changelog is below, as usual.

0.701 CHANGE LOG
  • Added another new game scenario. Freeroam this time and please keep in mind this scenario HAS NO TUTORIAL! What you do get is the absence of the prologue, like you asked for.
  • In-game settings, the keybinding now draw their names from misc.txt, instead of directly from the database
  • Frame limit is now removed, but keep in mind that VSync MUST BE SET TO OFF in order for this to work properly.
  • The Garage can now be accessed on all space stations, and not just Concordia. This might be removed later, but it's still to be decided.
  • Fixed a problem with rendering the animation of the Align to plane action
  • Skills can no longer be used during Sublight


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[2016/11/17] Mod me gently with the 0.700 update for Warlords

The word of the day for us at LGM is modding. Not really surprising considering the soon-coming reward-dealing mod-contest. We have a number of tutorials, guides, articles and template mods ready for you, but this is only the beginning. We'll be pushing a lot of such materials over the course of production, especially as new features are implemented.

The full update change-log can be found below and once more there's quite a lot of it, but please don't be disappointed with the less-than-usual amount of new features. We were terribly busy with mod integration and the necessary changes.

Why you do this? you might ask. Well, that modding contest I mentioned above... It's starting in a just a bit and staging a mod-creation contest without the game actually being moddable isn't such a good idea, is it ;). If you're interested, check out the linked Moddb page and give modding Warlords a try!

One thing I'd like to point out right away: Do NOT mod enhancements just yet. It's doable, but once we're done with their re-work, your mods won't work anymore and you'd have to do some serious updating. So it's better to wait a bit with those (next update more than likely).

If the tutorials are not providing all the answers you need, please don't hesitate to post your questions in the modding sub-forum or send us an email directly on modding@starpointgemini.com .

We're really looking forward to seeing your handywork!

Here's a little guide on how to use mods:
http://steamcommunity.com/sharedfiles/filedetails/?id=800162260

and some basics on how to publish them on Steam.
http://steamcommunity.com/sharedfiles/filedetails/?id=796362662

Safe travels, captains!

v0.700 CHANGE-LOG

FIXES
  • Commodity description text was cut-off in some instances, on the Trader panel.
  • While docked, if you placed a Go To waypoint on some distant location, then switched Go To back on the current location, the autopilot would still proceed to the first location marked. This is no longer the case.
  • Firing weapons disables cloak, regardless if you've actually hit anything or not. This mechanic will be further updated.
  • The SETH platform weapons had a weird offset from its turrets. This is now fixed.
  • If you docked without seeing your ship (yep, this is possible), the ship would remain invisible in the hangar too. Well, no longer.
  • Fixed a problem where if you transfered command to another ship, while you had 0 ammo on a heavy weapon, that weapon would disappear.
  • The hangar will no longer disappear if you open the Starchart while landed.
  • Enemy fleets will now be visible when it is appropriate, instead of "hiding" from you.
  • Heavy weapon blast radius is now displayed properly
  • In some cases your new ship could mysteriously get the paintjob of your previous ship, after loading. This doesn't happen any more.
  • In some instances, your camera youd decide to switch between modes on its own. This should no longer happen, but if it does, please let us know.
  • Fixed a problem that could potentially corrupt save files. Better safe than sorry.
  • Average damage of a weapon on the Systems tab is now displayed properly
  • In some cases, collision meshes would remain after a structure was destroyed. No more hitting invisible walls.
  • Collecting gas pockets from very close distances will no longer bug up the visual effect.
  • You can no longer double-collect the same gas pocket at the same time.
  • Several errors with hints and notifications are now fixed. Some words could get doubled or the shadow could decide to have a life of its own.
  • Using Esc button to exit the Controls tab in the Settings panel, no longer Applies the changes, but reverts them
  • The Loki and Loki MKII (or "B") now use separate schematic images, as intended
  • Loki_B ship now has the proper name displayed, instead of "ERROR"
  • In some instances the Starchart could get bugged up after selecting and deploying a civilian fleet
  • Skipping the Prologue intro cutscene no longer bugs up the game
  • If your ship was red hot from being in the sun for too long, transferring to a new ship will not make the new ship red hot as well.
  • Bonuses are now displayed properly and in a timely fashion on the Records panel
  • The Load game panel will no longer try to convince you that your names is always Sparrow
  • If you managed to click on any object on the Starchart while the Starchart was shutting down, the Info portion could remain hanging. This can happen no longer.
  • Attempting to Ram (as in skill) into a dying object could crash the game, but not anymore.
  • On exiting the game, the log.txt was riddled with Errors related to collision meshes. This issue is now cleared just to make sure nothing remains hanging in memory.
  • When you destroy a piece of junk, the target lock will no longer remain hanging on-screen for the next 10 seconds
  • If you were using the Chase camera and then Rammed into the target, the resulting perpetual camera shake could cause nausea. This is now fixed.
  • Entering a hangar will remove all effects of a nearby anomaly.
  • For an instant, the fog-of-war would disappear when closing the Starchart. Now it doesn't.
  • Ship maneuverability is now displayed as intended.
  • There was a potential problem where textures would get loaded into memory several times, causing memory leaks.
  • Skill descriptions are no longer cut-off
  • The cursor no longer gets bugged-up when you finish a quest
  • If you docked while the Level up animation was taking place, you'd get a completely different ship. And the next time you leave the station the game would crash... Go figure how that makes any sense...
  • Using the Grapple action is now possible on proper distance to target
  • Destroying a floating container (props object type) no longer triggers the target lock to remain hanging in space.
  • Fixed a number of text errors related to commodity descriptions
  • Fixed a number of script issues that could potentially cause other problems
  • Fixed Heimdall freighter schematics images

ADDITIONS
  • New Gladiatrix arena added (hint: have a stroll through Baeldor)
  • Shield hit system completely overhauled to ensure precision. Firing at the front shield will properly hit the front shield.
  • You can now use Q and E keys to switch between war fleets on the Starchart
  • A new notification system is implemented on the HUD
    • It appears on the left side of the screen
    • This panel will now display a lot of the various information that was, until now, displayed all over the screen
    • Color-coding of the notifications should make it easier to discern how important a notification is for you
    • Feedback is as always more than welcome
  • When you're not in combat, you now get a massive 300% shield regeneration increase.
  • New stuff added to the Customization panel
    • New cursors in the ship Customization panel (paint and rotation.
    • New blending modes: difference, negation, dividem flat
  • Artefact now has its proper loop and collect SFX
  • Added additional content across the game world (of all forms and scope)
  • Added new gas pocket visuals
  • Added new random encounters to make the game world more lively and interesting (a lot more to come)

PERK CHANGES
  • Some perks were added
    • Freelancer - increased Freelance job Credit and Experience reward
    • Beam training II, Beam training III
    • Railgun training II, Railgun training III
    • Plasma cannon training II, Plasma cannon training III
    • Heavy weapon training
  • Some perks were removed
    • Student I, Student II, Student III
    • Field Commander IV removed. Field Commander V took its place (value-wise).
    • Fleet leader
    • Shockwave training, Missile training and Fusion torpedo training are merged into a single Perk
    • Jucied is replaced by a default out-of-combat shield boost mechanics
    • Space wolf
  • Some perks were changed
    • Corvette familiarity provides a 1000 points increase in shield strength
    • Cruiser familiarity doubles heavy weapon ammo count. This is also properly displayed.
    • Fixer III was OP, but no longer.
  • Some perks are temporarily disabled (they will get enabled once their functionality is fully implemented)
    • Governor
    • Staunched defender
    • Field logistics II
    • Lab rat
    • Empirical scientist
    • Trainer
    • Sensor master
    • Tactical appraisal
    • Pinpoint precision
    • Field commander
  • Some perks have been disabled until they're fully implemented
  • Soft reset is implemented for Perk points that are already used on changed Perks. Don't forget to redistribute them!
  • The Perks received in the Character creation dialogue have been slightly altered, together with the dialogue
  • Damage-dealing skills now have proper damage type assigned to them (of importance for potential resistances)

TWEAKS
  • Garage ships are now saved by keyname instead of id. This is important for mods and compatibility.
  • Damage-dealing skills now work on structures and platforms
  • Replaced the hull hit, but temporarily disabled the critical hit visual effect
  • Sensor, hail, transport, scan, dock via quickaction and target lock ranges tweaked for consistency and new range display and calculations
  • Using the Collector equipment on gas pockets now properly drops higher yields
  • Paintjobs are now properly saved for all your garage ships
  • The grapple SFX will stop playing after the grappling ship gets blown up. You know... like it's supposed to.
  • If you use the delete key on a keybinding in the launcher -> settings, the bindings gets cleared if it was bound to something. But if the action wasn't bound to a key, then it will get bound to the Delete button.
  • The SETH platform is more accurate
  • The Accept and Back buttons are more distant from one another on the Trader and Jobs board panels
  • OnPulse animation of one of the Mining operation structures tweaked due to new mesh position (the main model had an offset)
  • The Shotgun skill can no longer cause critical hits that made it utterly OP
  • You can no longer land on Phaeneros from a 60k distance. You really need to get closer.
  • Soak is now renamed to Dmg absorb
  • Skill info panel slightly changed
  • A whole lot of parameters are now saved differently (keyname instead of id for example). Saves should work properly regardless.
  • Corrected dialogue node colors. Disabled nodes turned out to be bright red for some reason, in some instances.
  • Skill descriptions updated with lore-related snippets.
  • Updated the QuickStartGuide.pdf that comes with the game in the installation folder
  • Temporarily switched the main menu background due to the modding contest. Link button included.
  • The GameLauncher now has the Mods section. Quite handy to have that when you want to use mods with the game ;).
  • GoTo command improved to accomodate new distances and calculations (for all object sizes)
  • Upgraded anomaly visuals

MODDING
  • Gas collecting VFX and SFX are no longer handled through code, but are transfered onto scripts (CreateLocalLinked function)
  • Stations no longer have the OnHail script hardcoded. This event now has to be manually added.
  • Stations no longer have the OnDock script hardcoded. This event now has to be manually added.
  • Values and texts displayed on the Skills panel are no longer wierdly hardcoded for no logical reason.
  • Fighter wings now draw their names from name.txt, referenced by the database. Until now they took the value directly from the database.
  • Light weapons now draw their names from name.txt. referenced by the database. Until now they took the value directly from the database.
  • Heavy weapons now draw their names from name.txt. referenced by the database. Until now they took the value directly from the database.
  • A completely new DialogueEditor is now available in the game root directory which should offer greater ease-of-use and more stability.
  • Defense platform weapon range can now be modded properly.
    • Data\Base\LightWeapons.wdt for actual range of a weapon
    • Data\Platforms\Template for assigning weapons to weapon battery slots of a platform
  • Production templates for all types are now susceptible to merging and appending
  • Asteroids now have OnHP script events
  • SetRelHP script function now works for asteroids
  • Updated Scripterion documentation
  • Updated Notepad++ language markup files

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[2016/10/20] Update v0.620 Quickfix 2

Greetings earthlings,

Here's another quick one for you fair ladies and gentlemen. As the other day, the change-list is below :)

  • Plugged a memory leak in the dialogue system. In some cases, after a game reload, an error could occur. This happened the most often in the Prologue.
  • In some cases, the game could crash when closing the Customization panel with Esc.
  • Tweaked the scan effect to make the line crossing over objects more visible.
  • When using the auto-pilot while you're on a planet, it could go nuts after leaving the planet. This should no longer happen.
  • The auto-pilot is a bit smarter now. It should no longer get lost when the destination is on the other side of the planet.
  • It was possible to bug-up the game if you used the Hail command and the Esc button at the same time. No longer.
  • Fixed a couple of errors on the Gladiatrix models collision meshes.
  • Changed the displayed text on the Purchase commodity panel.
  • You can no longer use the Ram skill if the target is not within your line of sight.
  • Added 2 Gas collectors and 2 Reclaimers to the starting region (Phaehana).
  • Skill stats can now be viewed on the HUD.
  • Gas collecting (action) and Collector (equipment) now have proper SFX.
  • Multiple fixes and tweaks in the Prologue cutscenes
  • Changed the Escape pod computer dialogue portrait

Safe travels, captains!

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[2016/10/19] Update v0.620 Quickfix

Hello captains,

Here's a quickfix for the v0.620 update. A couple of things that should make lives easier. I won't drag on for too long, so here's the change-list:

  • Artefact vaults no longer magically respawn on game load.
  • Artefact vaults were missing their .mg files. This should not cause any problem, but better safe than sorry.
  • The Ram skill sound cannot get stuck in a perpetual loop any longer.
  • The Arena had an annoying issue where you would lose Hull when winning a battle. This won't happen any longer.
  • Some players reported problems starting Freelance jobs after loading. The quickfix should help with this. If the problem persist, let us know and we'll do our best to help.

As always, let us know of any problems you encounter. We'll do our best to get on these issues as soon as possible.

Safe travels, captains.

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[2016/10/18] Update v0.620 - A whiff of change comes along with the Gladiatrix

Greetings captains,

It's time for the next Warlords update (what a surprise!). This time we focused on adding new content, but also on some major changes which I'm sure you'll notice when you start playing the updated version. Let's go over the big things:

Core gameplay changes
We have felt that players, including a lot uf us in the team, weren't using skills nearly as much as they should've been used. Our legacy skill system promoted building up only 1 individual skill to make the most use from it as all skills drained power from the same power core and shared its cooldown, along with the cloaking system. Cloaking is now more of a passive action and doesn't drain power anymore, we are planning to improve upon this design, but for now it has unlimited duration.

The Legacy skill-set was designed with limitations of power in mind so we had to change it entirely or else we would have ended up with a bunch of overpowered sub-skills. We have changed the system with a few design measures in mind. We felt that they had to be based around active skill usage. Our new skill designs are based upon a certain gameplay style that they promote. The first class will be based around close combat, being a Vanguard on the front lines of the combat and dealing more damage while near your opponents with both active skills and passive bonuses. Other classes, with different gameplay styles, are planned further in development.

The other change we had to accommodate is to bring the combat closer. The reasons for this were several, ranging from abnormal combat distances with smaller ships to the entire lack of visual fidelity due to the huge range. We managed to do this by tweaking weapon ranges and managing ship speeds and acceleration. You can still use longer range weapons, upgrade your range with enhancements and prefer hit and run combat. As a result of those changes we have also increased the precision of ranges/distances in combat to allow more control in the game. Game combat should feel more natural now, allowing for easier manual fire while, of course, still allowing fire at will as it was before and you will have a pleasure of exploring ship models in more detail from the closer perspective directly in combat.

All of this is our first iteration of those changes and we are looking forward to your feedback to improve upon those changes or change the direction entirely if needed. After playing for awhile with the new system please go to the discussion board and share your feedback and opinions, if you wish of course.

The affected areas of change are:
  • skills
  • NPC AI behaviour
  • ship stats
  • ship acceleration and speed
  • Sublight speed
  • power core, cloak and various other subsystem tweaks
  • Light and Heavy weapons

New skill system
We've purged the old skill system from the game and introduced a brand new one. You will retain all your skill points from your existing saves, but you'll have to distribute your skill points anew. Progression is still similar as in you gain a skill point each time you level-up and you can then use these points to upgrade skills. Each character class has four unique skills (the fourth is unlocked on higher levels), but also a special passive class-specific bonus.

Enter the Gladiatrix
The first Gladiatrix arena is in! It's nicely located in Phaehana, between Phaeneros and Concordia. If you've played Starpoint Gemini 1, then you more or less know what the deal is. Simply talk to the arena Quartermaster to get in on the action.

Rounding up the Outerlands
Two new Outerlands ships are added to finalize their fleet. You can obtain these in several places, but to make things easier, we've greatly expanded on what ships are available for purchase both on Concordia and on Phaeneros. This is a temporary measure to make it possible for you fine ladies and gentlemen to give each ship a go. You still have to purchase them of course.

Hidden vaults
Scattered around Gemini are the so-called Artefact vaults. If you scan these, you'll get a nifty prize. Existing saves will work without a problem since the vaults are added in.

Talk to us on Steam!
OK. This might seem a little strange, but there's no harm in trying, right? On Thursday, 20th October, we'll be hovering over the Steam discussion board even more than usual, ready to answer any question you might have regarding the game. It's a little something we felt could work well to get even more creative discussions going. The event is scheduled to start at 16:00 UTC/GMT.

Potential problem with saves compatibility
The amount of new things, but more than anything changes, is quite drastic, so please keep in mind that you could encounter problems in the game and with your existing save files. If that happens, please let us know so we can act accordingly!

We're looking forward to your feedback so please don't hesitate and post your thoughts on the discussion board, be they positive or negative. We welcome constructive criticism!

You can find the entire change-list through this link

CHANGE LOG

FIXES
  • several fixes related to the ATI R9 200 graphics series to increase stability (latest drivers are necessary)
  • Perks are now actually received in the Prologue segment, but keep in mind that individual bonuses provided by the Perks are not!
  • the reputation panel now displays the appropriate Faction banner
  • fixed several potentially critical errors regarding the UI on stations
  • landing on a planet while cloaked no longer makes a mess of your ship when you leave the planet
  • using Go To on the station that you're docked on could mess up the entire UI. This no longer happens
  • spamming the Esc button while entering a hangar could break the UI. No more!
  • repair drones no longer break the Maintenance freelance job
  • level 0 NPCs will no longer spawn
  • the UI on the HQ could get all bugged up in some instances, like when pressing the Esc key at the wrong time
  • fixed an error in the Prologue that could cause the game to crash in some instances
  • force-docking on a station or planet through script could mess up the hangar. This is no longer the case
  • fixed several graphics related bugs (faulty cube maps, wrong constant buffer parameters...)
  • increased script engine stability
  • more things are recorded into the game log.txt, specifically related to script errors
  • fixed a potential problem in calculating frustum spheres during world loading
  • taught the AI to recognize planets properly and not slam into them
  • several problems fixed in the Prologue segment
  • several bug fixes related to Freelance jobs
  • improved eyesight of the technical director by obtaining prescription glasses. He should be able to spot bugs more easily.

ADDITIONS
  • the old skill system was thrown out the window, and a new one implemented
    • completely new character classes. Still only one available at this time, sorry.
    • Completely new skills and skill progression mechanic
    • 3 skills are unlocked for upgrading from the start and another, fourth, top-tier skill is unlocked as you progression
    • each character class also features a special passive bonus that improves with character levels
    • power used by skills is also out and completely replaced by a simple and efficient cooldown
    • don't worry, you can continue playing with your existing save files. The save goes through a soft reset. When you load it, you will get all your used and unused skill points as unused skill points. You can then distribute them as you see fit in the new skill system.
    • character levelling (experience requirement, max attainable level...) is revamped
    • obtaining Ranks (and Perk points) is now also distributed differently
  • added the first of several planned Gladiatrix arenas
    • a series of 10 battles await (the Phaehana arena features fights against gunships, corvettes and frigates)
    • talk to the arena Quartermaster to enter the competition
    • pay for entry and start bashing to win the prizes
    • each battles is progressively harder (higher tiers are unlocked once the lower tiers are won)
    • arena battles are accompanied by the ever-present announcer
  • Artefact vaults can now be found in all corners of Gemini
    • scan a vault to unlock its special prize
    • several different events can occur when you scan a vault
  • two more (and a half) ships added to round up the Outerlands fleet
    • Ragnarok and Loki can both be obtained on Concordia, at least for now
    • an additional version of the Loki is also added as the initial ship in the Prologue and after it. This is only temporary!
  • added hints on the loading screen
    • more hints and tips will be added over time and as more features are added or changed
    • displayed hints take into consideration your character level as well as other factors so we don't drown you with "Press key to do action" tips when you're already controlling half of Gemini. We're pretty sure you already know those elementary things.
  • speed bar now shows 2 values
    • targeted speed to show you what speed you're trying to achieve
    • current speed
  • gas pockets can now be found in nebulas and valuable gas can be extracted from them
  • an alternative to the simple gas extraction method is using the Gas extractor equipment. It manages to extract more gas and prevents potential negative side-effects ;)
  • planets now also feature a hangar, much like stations. The doors are in a different place though ;)
  • added a new hangar, specific for "outlaw" stations. At the moment, until all planned hangars are modelled and implemented, this hangar is used by some other stations as well
  • the effect of weapons hitting the hull is redone
  • props (as object types) can now be scanned
  • structures (as object types) can now be scanned
  • the Phaehana region is now more filled with the added nebula and junkyard
  • the Orion class ship now features a new derelict model
  • Concordia and Phaeneros now have a lot more ships available in store. This is a temporary measure to give everyone access to all the currently available ships (you still have to purchase them, though)

TWEAKS
  • the heat effect now works as intended on all LOD meshes (level of detail)
  • collision meshes added to hangars. This prevents the camera from going "through" the hangar mesh.
  • removed an unnecessary parameter on the heavy weapon tooltip
  • added some tooltip hints on several UI panels
  • using the Upgrade skill button is no longer possible if the selected skill is already maxed out
  • the save system is upgraded to accomodate the incoming mod integration
  • database loading is upgraded to accomodate the incoming mod integration (dynamic merged databases)
  • weapon fire SFX normalized and volume slightly lowered

MODDING
  • fixed numerous bugs related to handling fleets in the script engine
  • several changes made to the script engine to get parameters from different objects

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[2016/10/6]Micro-update for improved game log

Hello everyone. You might have noticed your Steam client has downloaded a tiny update for Warlords. To clear things up a bit, here are a couple of remarks about it:
  • There was a file missing for some reason. A file I was ABSOLUTELY POSITIVE I've added the last time, but it seems I didn't :(.
  • The game now records more info into the game log, the current graphics card drivers signature for example, which is of immense importance to us especially if you're running (or attempting to run) the game on ATI cards. It will help us narrow down some issues we're facing so we can fix them.

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[2016/9/21]Quickfix v0.612 - Sorry laddies

Hello captains,

I'll start this one off by apologizing for some things we did in the last update. We found and exterminated a few problematic bugs that we accidentally created when fixing other issues. We apologize for the inconvenience and, as always, thank you for your patience. You can find the tiny change-log below.

  • Fixed numerous errors we encountered in ship files that could cause different problems and even crash the game.
  • Fixed a memory leak where some textures didn't get released from memory after multiple game loads
  • Fixed a problem with saving global variables that would stop ships from spawning properly. This could potentially corrupt save files, but it should all be ok now.

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[2016/9/15]Quickfix with a different version number (0.611)

Hello captains,

Here's another tiny update. Once again, just a few things, but it should be helpful.

  • Fixed a couple of bugs related to saving ship paint jobs
  • Some icons on the Ships panels set were of the wrong size. No longer.
  • Fixed an error that could cause Tasks to spawn in the wrong location
  • Tweaked multiple encounter-related scripts to prevent potential errors
  • During the Fleet management tutorial, in some cases you could not close the Starchart panel and you would be stuck. This is now fixed.
  • In some instances, you could get multiple errors and get stuck if you paused the game during one-liner dialogues.

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[2016/9/14]Quickfix for v0.610

It's hard to let go of behavioral patterns. Hence a quickfix. We had to do it... simply had to.

It's nothing much, but we wanted to release these several small fixes before we push onward to the next full update.

  • Enabled Steam cloud saves
  • Heavy weapons no longer pass through shields by magic
  • Fixed some minor scripting errors and done a few tweaks
  • Fixed several errors with Outerlands ships (wrong ship class, turrets not firing...)

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[2016/9/13]Update 0.610 - "Paint me like one of your French girls" and similar disturbing references

Time for a new content-heavy update! As usual, we have a standard assortment of bug-fixes and tweaks, but wait! There's more! If you get the update now, you'll also unlock new ships, new station models, new GUI functionality, hangars and much much more! Well, you'll actually get all this in any case, whenever you get the update...

To make things easier, here's a very short list of the new stuff:
  • Hangar interiors - see your ship in a different light. Literally...
  • Paint your ship - get expressive and go nuts with colors... if that's your thing... You can always just leave it as-is and smack a sticker on the "hood".
  • New ships - We can never have enough of those. Curtesy of the Outerlands this time.
  • New station models - to round up the Outerlands, but there are also some additional new models.
  • Hailing ships - In space, no-one can hear you scream... unless you hail them first.
  • Steam trading cards - Some care, some don't, but the cards are here to stay. We hope you have fun collecting them!

I've got another important thing to mention, ladies and gents so let's talk about the updated EULA and Google Analytics. We've implemented this bit into the game. The Analytics monitors what you're doing in the game COMPLETELY ANONYMOUSLY and sends that data over. You can easily turn this feature off through the GameLauncher->Settings panel, but it's important that we emphasize that the feature is ON by default.

There's more new stuff, but I'll leave that in the full change-log which you can find here.

We've got some major changes planned for the next couple of updates, but we'll share that info in a little while. Stay tuned!

CHANGE-LOG

FIXES
  • "Target next enemy" and "Target previous enemy" shortcuts now work as intended.
  • Some light weapon visual effects were doubled. This is no longer the case.
  • Fixed an issue with Commodity thumbnail not being displayed properly.
  • Fixed an issue with Commodity descriptions not being displayed properly.
  • Failing a mission while you didn't have controls meant the game got stuck in perpetual darkness. This doesn't happen anymore.
  • "Your garage is empty" tooltip is no longer displayed all over the place.
  • Several sequencing issues in the tutorial portion of the game could get you stuck in a loop. This is now fixed.
  • Using the "Esc" button to close the Configure turret panel no longer bugs up the interface.
  • The VFX of a beam weapon could "lag" behind the target.
  • Activating "Sublight" is no longer possible while your engines are disabled.
  • Grappling a ship now automatically shuts down cloak.
  • Platforms no longer fire "through enemy ships". They can actually hit them as intended.
  • Fixed a problem with the SETH platforme that doubled its model and particles.
  • You could bug up the show/hide animation of the Fleet info panel on the Starchart. Not anymore.
  • Fixed an issue with overlapping text on the "Transfer command" panel.
  • Fixed a problem where, in some cases, tooltips would remain "hanging" on screen on the "Construction" panel.
  • In some instances, the waypoint showing you where you need to jump to during the Prologue would not show. Now it does... every time.
  • Starting a new game, after you've already played a session, now resets resources.
  • Pressing the "Esc" button could in some cases (while another panel was in its opening/closing transition) completely bug up the UI and the entire game. This is no longer possible.
  • "Rank prerequisite" parameter on the Compare panel in the Shipyard now works as intended.
  • Clicking on an object on the left side of the Starchart (where the info panel is displayed) no longer creates UI mayhem.
  • Pressing "Ctrl+C" while an editbox is selected no longer crashes the game.
  • Pressing "Ctrl+V" while an editbox is selected, but with nothing in the clipboard, no longer crashes the game.
  • Fixed several errors with hint highlights.
  • Adding anenhancement onto a ship system that already has that same enhancement mounted no longer takes Credits from you.
  • In some cases, a constructed structure could revert to its non-constructed state. This no longer happens.
  • Button rollover SFX on the Construction panel no longer goes on and on in a loop
  • Loading a game while near a structure under construction resumes the "under-construction" visual effect. Until now, it was simply rendered in its finished state.
  • Selling a ship from your Garage no longer bugs up the interface. Some portions went M.I.A.
  • NPCs will no longer continue firing into nothing when there are no more enemies in the vicinity.
  • In some cases, when issuing the "Build" command on a construction site, the info panel would remain open, making it possible to perpetually issue the same command. Nothing spectacular would happen besides losing resources.

FREELANCE JOBS FIXES & CHANGES
  • PROSPECTOR
    • In some instances you could get the mission with no real requirements or objectives, making it possible to do nothing and still carry out the mission.
  • DELIVERY
    • In some cases, the "destination" ship, where you have to deliver the goods to, did not properly spawn.
  • INSTALLATION DEFENSE
    • Fixed a problem where, in some cases, "fixed" defense platforms wouldn't respond to hostiles.
  • SEARCH & DESTROY
    • NPCs will no longer decide to self-destruct for no apparent reason.
  • TRADE
    • If you don't have enough cargo hold space, you can no longer take this freelance job.

CONQUEST FIXES & CHANGES
  • Fixed a problem where your fleet would decide to leave the combat for no apparent reason, even if they themselves were under attack.

ADDITIONS
  • Outerlands ships are added and available for purchase (two more will be coming in the next update)
    • Skelning station: Odin, Valkyrie, Asgard, Midgard
    • Hendall station: Tyr, Valkyrie, Fenrir, Heimdall
    • Battledawn station: Odin, Valnir, Asgard, Midgard, Heimdall
    • Tortuga bay station: Odin, Tyr
    • Lunaee station: Valnir, Fenrir
  • Added "Known prices" panel accessible through the "Trader" panel
    • This opens up the Starchart with the new panel on the left side.
    • Clicking on a location in the list centers the Starchart on the location so you can easily set a waypoint to it.
    • Use the "W" key (displayed on the bottom bar) to filter between all locations and locations where the commodity is being produced/sold.
  • Added hangars
    • The start cutscene can be skipped either with the "Esc" or "Space" button.
    • More different hangars will be added over time.
    • Planets will also receive their version of the hangar.
  • Added the Customize panel
    • You can now do a paint job on your ship.
    • It WILL BE possible to save your finished paintjob as a separate file which you can then store for later or share as a mod or something.
  • Added random dialogues
    • Hail passing ships to start a conversation. You can get some nifty info that way, but also some additional actions like "Trade".
    • Available options depend on a number of parameters (Perks for example).
    • The texts used in the dialogues, dialogue options and "events" that can take place will be further worked on, but suggestions are always welcome.
  • Added Google Analytics "link" into the game.
    • Analytics ANONYMOUSLY collects data from the game session and sends it over.
    • NO PERSONAL DATA is collected!
    • Analytics "works its magic" only when you're connected to the internet.
    • You can easily shut Google Analytics down in the Game Launcher -> Settings window
    • EULA is updated to reflect this addition.
  • Added 5 "Outlaw" station models. Even more stations models are added, but I'll admit that I'm not sure of the exact number.
  • Weapon info tooltip on drydock and ship panel now includes "Damage per second" (DPS) for easier comparison
  • Completely reworked of faction logos
  • Grappling now has a sound effect.
  • Required character level added to the Rank requirement on the Garage panel.
  • Using the "Go to" command through the context menu on a station or planet now means the auto-pilot will go for docking/landing too instead of stopping right next to the object.
  • Trying to activate sublight via hotkey, while it's disabled for some reason, will provide appropriate feedback.
  • Starchart info panels now incorporate auto-scroll when displaying more information. The panel can also be scrolled by dragging it with the LMB.
  • Distance warning is now displayed for the Hail context menu command.

TWEAKS
  • Selecting objects in space and firing has received polish and optimization.
  • Resources display on the Construction panel no longer "overflow" into the next line.
  • Using the "Go to" command on the Starchart and through the context menu now do the exact same thing. There was a problem with how far your autopilot would take you, depending on what approach you used.
  • Freelance job target names are no longer shuffled every time you open the Jobs board.
  • Freelance job markers are now of "higher importance" than static objects on the Starchart. Now you can set a waypoint on such a marker even if it is very close to a planet for example.
  • Any active and visible timers are now hidden while you're docked.
  • Planets are marked on the Starchart on greater distances. This will likely be further changed.
  • Warnings and objectives have been moved slightly to prevent overlapping with hints.
  • News are not generated during the Prologue anymore.
  • "Cost" is no longer displayed in the HQ module parameters when it reaches its maximum upgrade level.
  • "Scavenger swarms" added via script now uses an appropriate quick item slot (it is either added to an already existing pool or is equipped to an empty slot).
  • You can now get info on the "advanced" Perks in the Perks panel.
  • Shuffled all of the station models used in the game world. You'll likely notice the "Delta" station model is used more frequently as it is used as placeholder for the missing station models.
  • HQ Mining module -> Asteroid field survey parameter removed because it is redundant.
  • The "Rearm" button is no longer clickable if your heavy weapon ammo is on max.
  • Some characters are no longer available when naming your save file as they could prevent the save file from appearing in the saved games list.
  • Selection highlight on the Loot panel tweaked for better visibility.
  • Using the "Follow" command on hostile ships is no longer possible. This is a temporary measure until proper AI is implemented, in which case the AI will respond to you "being on his tail".
  • Light weapon turret models changed with new ones. This is a work-in-progress, though, and further changes are pending

MODDING
  • "SetFleetPower" function now properly "reconstructs" an NPC fleet.
  • The initial "root" node of a dialogue now triggers its condition script as intended.
  • "Scripterion" documentation updated with new info.

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[2016/8/17] "Contraband check" issue fix

Just a quick hint ladies and gents, we've released a tiny fix for the Contraband check problems you could have been experiencing. This is now rectified. Apologies it took this long!

In other news, we're continuing our push towards the September update!

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[2016/7/26]UPDATE v0.601.4 - Another quickfix

Hello captains,

Although it might seem strange that we're releasing another quickfix, we felt it was necessary. The change-log is really minute, but the fixes are useful. As always, the change-log is below.

Another important bit. We are having some problems with the game not running on some ATI graphics cards properly (or not running at all!). We're working on the fix, but for the time being, we can suggest that those who are experiencing these problems could try running the game in "Borderless window" mode. This can be set through the Launcher->Settings screen. I'll say right away that this DID NOT help in all cases, but it did in some, so it's worth giving a shot until we can pinpoint the issue, resolve it and release an update.

Safe travels, captains!

CHANGE-LOG
  • If the game was saved while a ship was dying (not dead yet, but not alive either... undead?), this ship was saved as well and it could bug the game up. This is no longer the case.
  • In some cases, certain tooltips (on mouse hover) would appear below the panel they are actually on preventing you from seeing them properly. This is now rectified.
  • "Repair progress going backwards" problem on Maintenance freelance jobs is now fixed. This was linked to the repair drones that were a part of the VFX.
  • Fixed several smaller issues that could cause game stability problems (if combined).
  • Game launcher updated to prevent the problems some players were experiencing.

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[2016/7/25]UPDATE v0.601.3 - Quickfix

Greetings captains,

Got a few changes for you today, ladies and gents. Nothing spectacular, but it should help in your travels. You know we simply have to release a post-update quickfix ;). The changelist is below.

Safe travels, captains!

CHANGE-LOG
  • When pressing the Esc key on Buy and Sell screens, multiple panels appeared. Not any more.
  • On some ships, the thruster texture was missing. This is now fixed.
  • You now actually have to have enough Credits to Purchase a ship "to garage". This for some reason, was not the case.
  • In some cases, the wrong hotkey was displayed on tooltips and hints.
  • The game now records more data into the game log to help with debugging.
  • Fixed a slight script error related to encounter quests that could potentially cause problems.
  • Contraband check encounter is blocked until further tests and revisions are made. Too many things could go wrong.

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[2016/7/22]Update v0.601 - Pre-summer bug-slap fest

Greetings captains,

I know we've said we'd release monthly updates, but we've been going over the latest feedback and figured that since we've got some of the noted issues patched up, we might as well share it with you ladies and gentlemen. And we've got some other changes and smaller additions to deliver as well. The change-log is below.

It's also vacation time so enjoy your free time, rest for awhile and please do try out our newest additions to the game. We hope you like what we're doing.

You can expect another substantial update landing on Steam in September.

As always, a BIG THANK YOU from the whole team for all the support, patience and help you've given us!

Safe travels, captains!

CHANGE-LOG
FIXES
  • Resources are now displayed properly in all UI instances.
  • Deactivating "Post-process" option in the settings no longer deactivates holographic objects, ice asteroids and the cloak effect
  • All traces of the legacy Reputation system are now eradicated. These caused some strange things like the same station being neutral in the game world, while hostile on the Starchart.
  • When appearing, props (object type) would be glowing hot, like derelicts. This was not supposed to happen.
  • Fixed a problem with empty equipment slots displaying 0% recharge state when loading a game.
  • Some buildings decided to display both their "full" visuals and the holographic ones too at the same time. That's a big no-no.
  • Fixed an issue where some MKIII projectile weapons were tiny compared to their MKI "brothers/sisters"
  • Fixed several instances where pressing the Esc button during a panel opening could break the game. In general, the "Esc" behavior is streamlined
  • Opening the Starchart via its shortcut while some other panels are open, could bug-up the game. That should no longer be the case.
  • In some cases, the game could crash if the player's commodity list was empty and you accessed the Trader panel. No more!
  • You can no longer have both the Planetary landing panel and the Planet UI open at the same time. And yeah, it could in some instances crash the game.
  • Fixed a couple of issues that could potentially cause the game to crash.
  • Fixed several issues related to reading and displaying save game data in the Load game panel
  • All player fleets are now properly named everywhere.

FREELANCE JOBS FIXES & CHANGES
  • Installation defense
    • In some instances, the defense platforms didn't appear. Now they do.

ADDITIONS
  • Jettison now has an accompanying SFX
  • Starpoint (hence the name of the game, duh...) is now added into the game world. It's sitting nicely in between the twins
  • All HQ module bonuses are now functional with the exception of the Logistics center (the task duration reduction)
  • Legacy saves are functional, but accessing the new tutorial missions requires a completely new game. Sorry about that. We didn't realize this will be required. Otherwise we would have announced it ahead of time.
  • Added the Help panel for Shipbuilding and Fleet transfer panels. Just press the little question mark to access it.
  • Added hints on a number of buttons across the GUI
  • The number of ships in the garage is now limited and depends on the upgrade level of the hangar HQ module.

TWEAKS
  • Shipbuilding button is relocated from the game menu to the Starchart, when selecting the HQ.
  • The Starchart should no longer get overcrowded with available tasks.
  • Scrolling the Reputation panel is now done "by line" instead of "by pixel". Should make things a bit faster and more clear.
  • NPC are now intelligent enough to actually go around planets instead of slamming into them like dimwits.
  • The cloak VFX is slightly altered to make its behavior somewhat more "logical" (how it's drawn, what is seen through it and at what stages...)
  • Equipment prices are no longer colorized for no apparent reason when looking at the equipment in your own cargo hold.
  • Panel selections are now more clearly visible. Equipment panel for example.
  • Game manual updated with new info

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[2016/7/15]Update v0.600 - We give You our "Bag of holding"

Greetings captains,

We've got a whole list of stuff we've managed to finish up and deliver to You. Encounter quests, random news, assembling war fleets, sending civilian fleets on tasks... just to name a few.

We hope you like what we've done.

But let's also recap the features we noted in the last update announcement and planned for this one:
  • A completely overhauled encounter system - Nope. Not ready yet I'm afraid, so we're sticking to the old system version until the new one is all done.
  • Procedurally generated dialogue system - Nope. We've hit a snag with this one too. We'll do our very best to activate it all as soon as possible.
  • Overhauled conquest system - Yes. A lot has been done in this department, so please check out the details in the complete changelist.
  • Additional structures, ships and stations - Structures nope, but stations and ships definitely yes.

I apologize for not delivering all the planned features, but some things simply require more time to finish up. The conquest part (shipbuilding and fleet assembly) is implemented however, so please take that as a plus :).

Safe travels, captains!

CHANGE-LOG

FIXES
  • NPCs will now properly react to you making a run for it during a contraband check
  • Ship manufacturer is now displayed properly
  • Research centers no longer provide resources, as intended. In the future, they'll provide special bonuses.
  • Neptune thruster models reworked a bit
  • There was a problem with the cloak effect in some cases. Now it is displayed properly.
  • In some cases, VFX of skill activations would not show. Now they do.
  • Weapon type name is now properly displayed on the Ship->Systems panel
  • The Newsreel on stations and planets is no longer bugged-up in the first few seconds after landing/docking
  • Encountering a battle will no longer trigger the weirdest of texts, completely unrelated to any combat situation
  • Repair beam is now visible once again
  • Fixed a problem with wrong data being displayed on the commodity tooltip
  • The Game launcher keybinding screen would pop-up a small info window. And when I say small I mean like really tiny. So tiny in fact that you couldn't actually see what it was saying. That's fixed now.
  • The Asteria class has joined the other ships in the ability to be destroyed
  • Ships will now attack Garrisons as intended
  • Fixed a problem where an event linked to a sector would get triggered several times, when it should only trigger once.
  • Using SETH will no longer cause the game to crash. This could still happen in some cases.
  • In some instances, the bridge officer would do "call-outs" even if the action in question wasn't really started.
  • You will no longer gain additional skill and perk points for no apparent reason
  • Using the Cargo Jettison action now does what it should and gets you back to the appropriate screen
  • Commanding one of your fleets to go to the same location they are now at, now does nothing... as it is supposed to.
  • Repair drones will now shut down their beams when they're done. They would look silly otherwise.
  • Deleting a saved game no longer causes an abrupt panel refresh
  • Clicking on the info panel on the starchart, no longer means you've clicked on the Starchart itself (and potentially selected something)
  • Crashing into a junk piece in a junkyard made the piece go *poof* and disappear instead of blowing up as intended. This is now working as intended.
  • Becoming an enemy with the Solari Concord would literally mean "You're your own worst enemy" and it would practically corrupt your save game. That can no longer happen.
  • Derelict created through the destruction of a ship now retains the ship's movement and rotation

FREELANCE JOBS FIXES & CHANGES
  • Salvage
    • A confusion caused by the objective stating to transport onto the target, while the "on-target objective" says to disable it
    • Sometimes you wouldn't get notified that you completed the job.
    • Added the option to "go back" if you've accidentally pressed the wrong button
    • Made some clarifications in the dialogues, to make things a bit more logical
  • Maintenance
    • You no longer get the message telling you how much the "Repair cost" if the repair failed
  • Delivery
    • Getting a job to deliver a package to a yet unconstructed structure could be problematic. This no longer happens.
    • Running around cloaked will no longer work as easy. NPCs can also use anti-cloak equipment and they will detect you.
    • Fixed some confusing bits related to giving bribe and taking it back.
    • Solved an issue where you couldn't transport to a research facility to complete the job

ADDITIONS
  • Added Civilian Fleets
    • Unlike War Fleets, Civilian Fleets act like an immutable resource, to be reserved only for the duration of a Civilian task.
  • Added Civilian fleet tasks
    • Click on a Task icon on the Starchart and send one of your fleets (if you have the prerequisites)
    • Survey zone
    • Salvage derelicts
    • Junkyard salvage run
    • Asteroid field ore run
    • Nebula gas run
  • Civilian task tutorial mission added
    • After the Prologue is completed, you automatically gain a tutorial mission for Civilian fleet tasks (Lost cargo retrieval)
    • After the tutorial mission is done, Civilian tasks appear as normal
  • Added the Construction tutorial mission
    • After the Civilian fleet tasks tutorial mission is completed, the Construction tutorial mission is triggered
    • This mission teaches you the basics of constructing structures in your territory
  • Added Encounter quests
    • Encounter quests are triggered as you travel through Gemini. They are completely optional and it is up to you to decide whether you'll do something about them or not.
    • Currently 4 different types of encounter quests can appear. More will be added in future updates
    • Encounter quests are marked on the Starchart, but NOT in the main viewport
  • Introduced the ability to construct custom War Fleets with the Shipbuilding panel (Game Menu)
    • Currently, every Concord ship has 2 loadout variations available for construction (MK I & II)
    • Ship "Power" symbolizes an approximation of usefulness in battle
    • Every ship costs Credits and Materials to build. Capture or Construct Junk Reclaimers to increase your Material yield.
    • Ships Built this way are placed in the HQ ship storage. It can only be accessed via the Starchart.
  • Added the Fleet Transfer panel
    • You can now Customize war fleets by selecting the Fleet on the starchart and then right clicking on the HQ or other player controlled fleets.
    • Every Fleet has the same "Power Limit" which restricts how many powerful ships can be placed in the fleet.
    • Fleet "Power Limits" can be enhanced by upgrading the tactical module on the HQ. Proper descriptions will be added in a subsequent patch.
    • There is no limit to the mount of ships that can be stored in the HQ
  • War fleet info improved
    • The war fleet info panel on the Starchart updated to show exactly what ships are in the fleet
  • War fleet auto-resolve added
    • If you don't reach your fleet in time, after it has started a "conquest", the situation will go into auto-resolve
    • The time before auto-resolve is displayed on the Starchart
  • The Korkyran fleet added to the ship roster
    • And these ships are: Pegasus, Cyclops, Medusa, Hydra and Premonition
    • The ships are available for purchase on Rotterdam and Alexandria stations, and on planets Korkyra and Thauria
  • Several new station models added to the mix. (Station models will be additionaly shuffled once all models are completed and implemented)
    • Korkyran battelstation (Alexandria)
    • Korkyran depot
    • Korkyran scrapyard
    • Memphis
    • MultiOps HQ
    • Tortuga Bay
  • Added news to stations and planets.
    • The news is displayed both on the newsreel and in the news panel
    • Currently only random news are generated (and a lot more will be added). Future updates will bring news related to global events, conquest, quests, bounties...
  • Added 5 new ambients (skyboxes) to replace the placeholder skies used sofar. More ambients/skies will come in future patches
  • New "heating" VFX implemented on ships as they come close to the suns and on derelicts as they appear after a ship is destroyed. The heat gradually cools off.
  • Construction POIs (points of interest) are now shown in a cool holographic way in the main viewport
  • The Reputation panel is completely redone and is now accessible.
  • In-game video options are back in business. We still suggest using the Launche settings panel, though.
  • Added player surname to the character creation screen, as it will be used in dialogues
  • "Buy max" button is now added to the Drydock->Configure turret panel

TWEAKS
  • Updated station production templates
    • ships are now widely available, but with different prices (the lowest price can be found where the ship is produced)
    • added more equipment as available for purchase on different stations
    • default equipment quantity is added into the mix
  • Improved freelance mission rewards
  • Rebalanced enemy fleet power
  • Rebalanced heavy weapons a bit. Reload time improved, but price is also increased.
  • Rebalanced fighter wings and hangar parameters on ships
  • Junk reclaimer SFX base volume lowered.
  • Structures can now blow up and not just get disabled.
  • Adjusted particle effects on several "trade" station models
  • "Ghost" weapon batteries (those the ship doesn't actually have) are no longer displayed on the Drydock.
  • Residual blast damage created after a ship blows up is drastically reduced. The largest ships would cause too much damage.
  • Changed some keybinding button names to make them more clear
  • Did a slight upgrade to LOD dithering fade
  • Did an updgrade of soft particles used in nebulas
  • Button placement on the Save confirmation panel is changed a bit.
  • The required experience level to purchase a ship is now also shown on the Shipyard screen.
  • Saved game info now includes Ore, Gas and Materials status
  • "Sublight disruptor" detonation VFX upgraded a bit.

MODDING
  • Switched the "DerelictId" parameter (ID as integer) in the ship file with "Derelict" (Keyname as string). The same EditorDerelicts.wdt base is still referenced.
  • Updated the Scripterion documentation

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[2016/6/20]Update v0.505 - Adding something extra, piece by piece

You'll notice in the change-log the addition section is now a bit larger. We've still done a lot of fixes though. No worries on that front. The whole change-log is listed below, so I'll just point out a few things we've also been working on and which you can expect in the next update (planned for July 15th):

PLANNED FOR NEXT UPDATE
  • A completely overhauled encounter system
  • Procedurally generated dialogue system - hail anyone and have a little conversation, with added gameplay functionality of course
  • Overhauled conquest system - The changes will be quite extensive, so we're not 100% sure this will be ALL done for the next update
  • Additional structures, ships and stations

CHANGE-LOG
FIXES
  • There was an in-code problem with mission tasks, those little bits that appear "on objects" telling you what next to do.
  • Some freelance jobs were missing their descriptions. This is no longer the case.
  • The autopilot will no longer freak out and get you killed when you use "Go to" on a nearby object immediately after loading a save.
  • When a quest-related target, that is also marked accordingly, is behind you, you will no longer see parts of the quest marker on your viewport.
  • SETH platform now has an appropriate-size explosion
  • Fixed a problem with displaying structure names on the Starchart in some instances
  • Fixed a problem with setting a waypoint onto the HQ, where the waypoint would "hover in empty space", above the station
  • Fixed a "Ghost" faction-related issue that could cause the game to malfunction or even crash
  • Props (those small bits that aren't derelicts or ships or any other "important" object) now explode as intended. In some cases this simply wouldn't happen.
  • Planets now have their own appropriate Starchart markers as intended.
  • Fixed a problem with the dialog system where an action script wouldn't fire off if there was only one single dialogue node available as "choice".
  • When you use beam weapons on your own SETH platform, your ship will no longer decide to spontaneously self-combust out of spite
  • Using "Go to" context menu action is now possible on defense platforms
  • Fixed several smaller errors related to destroying structures that, when combined, could cause the game to malfunction or crash
  • Fixed a problem where Power redistribution would "twitch like crazy" if related hotkeys were not set.
  • Convinced several structures to "return" to their proper sectors. For some reason, they appeared in the wrong places.
  • Fixed strange loading error where the skybox would disappear or to be more precise, it would turn completely black.
  • Fixed an error with the Cloak effect that could potentially appear. Only a visual error, though, nothing drastic.
  • The grappler effect is now always visible in the initial Prologue cutscene, as inteded. In some cases, it wouldn't show.
  • The "Game over" panel would sometimes display the wrong text. This is no longer the case.
  • Fixed a problem with commodity name being displayed wrong (overlapping other text) on the Buy/Sell panel
  • Saving when you have a deployed SETH will no longer create a new building in its place when loading that save
  • Commodity description on the Trader panel now displays the correct text
  • Commodity type in its tooltip on the Trader panel now displays correct "commodity type"
  • Security ships will no longer decide to check your ship for contraband in the middle of a fight.
  • If your auto-pilot destination is a structure or a garrison, the auto-pilot should no longer smash into it, but rather steer around it, or stop in front of it
  • When purchasing a new ship, the weapon batteries will now come with at least one turret by default
  • Fixed a problem where plasma cannons and railguns didn't do any damage to SETH platforms
  • When control is taken away from the player, turn, pitch and roll are also "cleaned up" to prevent going in circles
  • The "AUTOPILOT" label is realigned
  • Fixed an error that would in some instances display the wrong text on the Records->Bonuses screen
  • SETH platforms deployed by the player will now attack hostiles as intended
  • Fixed a problem with displaying enhancement bonuses on their tooltips. This could happen in some instances
  • Notification showing a new fleet is ready, now displays proper region name
  • Fixed a problem with some structures being marked on the Starchart, while in fact the structure isn't actually "there"
  • Fixed numerous text errors and typos
  • Hailing a SETH platform will no longer crash the game
  • Defense platforms no longer fire on the player when he/she is cloaked
  • Fixed a bug that would prevent spending skill points
  • Skyboxes/ambients are now set properly when loading a saved game
  • Fleet->Cargo now displays proper Commodity descriptions
  • You can now mount weapons on the Dynastes as intended
  • The "Configure turrets" panel now displays appropriate info

FREELANCE JOBS FIXES & CHANGES
  • Delivery
    • Fixed an error where you decide to pay up, the ship starts leaving, but doesn't respond when you attack it.
    • Fixed a problem where you could flee from a hostile ship, then return, and the ship wouldn't attack you when in range... or do anything basically.
    • Destination ship will no longer turn hostile for no apparent reason when you complete the job.
    • When you forfeit a job and then destroy a job-related hostile ship, you will no longer be able to continue the mission. It will "stay" deactivated as intended.
    • When forfeiting the job, job-related structures will no longer feature job-related markers.
  • Installation assault
    • Fixed a problem where you couldn't really and completely destroy defense platforms. Now they die as they're supposed to.
    • Fixed a balancing issue with structures being too weak on high-level jobs
  • Installation defense
    • The structure you're supposed to defend will no longer simply disappear when you complete the mission
  • Salvage
    • Destroying a job-related derelict instead of using proper equipment will fail the mission
  • Search & destroy
    • Fixed a problem where in some instances the "Go to waypoint" objective didn't get replaced with the proper objective once you reached the waypoint.
    • If the NPC decides NOT to surrender, you'll get some form of notification of his hostile intentions instead of him just turning red and going mad.
    • Fixed a problem where in some instances the flow of the quest wasn't logged in the Personal log correctly
    • If you tell the NPC you'll "let him slip this time", you actually do "let him slip this time", so don't expect him to go all gun-ho on you
    • Fixed several instances where random encounters could get triggered during a mission stage, causing the whole mission to "freak out"
    • Mission areas now work as intended. Don't go all "Lemme just go to that planet on the other side of the system and I'll get back to you."

CONQUEST FIXES & CHANGES
  • Garrisons will no longer switch back ownership to the original faction. Once you conquer it, it will stay yours, at least until someone conquers it back or something.
  • Sending a fleet to attack a hostile garrison will no longer trigger your HQ to go nuts and turn hostile for no reason what-so-ever.
  • Fixed a problem where a Garrison could become "nameless" on the Starchart
  • Fixed a problem where a Garrison could no longer be selected on the Starchart
  • Fixed a bug where you could not set a waypoint on a Garrison on the Starchart
  • Fixed a problem where placing a waypoint on a Garrison that switched alignment would actually set the waypoint to some object on the other side of the world

ADDITIONS
  • "Go to" waypoint now snaps to "Mission" waypoint so you no longer experience that weird vertical offset
  • Off-world prisons are now added to Gemini. Don't expect too much interaction with them FOR NOW. They're added more like scenery for the time being. Further interaction will be added in future updates.
  • Auto-repair facilities have been added to Gemini. They are also capable of repairing your Hull in space as intended, but usability and visuals will be changed in future updates.
  • You can now invert mouse buttons in the Options menu, as was requested by community members.
  • Added Dithering effect on objects. Dithering "strength" depends on distance to object.
  • Added two new station models
    • Kepler in Aethera
    • Holocom HQ in Union claim
  • New "Level up" SFX
  • New explosions SFX
  • New Game launcher (visually very similar, but with additional functionality)
    • Added splash screen between launcher and main game
    • Game launcher creates its own log so if you encounter any problem, you can check out that file or send it our way
    • Added keybinding section to the Settings screen
    • Added Glow quality option
  • Added 5 new ships: Nyxian Consortium fleet
    • Europa and Neptune can be purchased on Atlantean station
    • Nibiru, Jupiter and Eridan can be purchased on planet Nyx
  • Hellion ship model upgraded
  • Omicron ship model upgraded
  • Added the new Perk system. Most Perks don't have the actual gameplay effect yet, but you can spend earned Perk points and give feedback on the general setup
  • Added two new Freelance job types
    • Hunt - Hunt down a wanted criminal. His or her exact location is not known, though.
    • Prospector - Get paid to collect ore samples.
  • Constructing structures and gathering resources
    • You can now construct resource structures (for now only Reclaimers, Mining operations and Gas collectors)
    • Construction costs resources, which you collect with resource buildings
  • Headquarters now provide income for all three resources (ore, gas, materials) to get you started
  • Constructing HQ modules now costs resources too, instead of just Credits
  • Ore, gas and materials as resources (the actual words) are displayed via icon in text
  • "Credits" (the actual word) is now displayed via icon in text (not in all places though; this will be "cleaned up" through future updates)
  • Ambients in the game world are completely shuffled. This is only a preparation in advance. As individual new skyboxes and corresponding ambients are finished, they'll simply be "plugged in".
  • Station production lists are now switched to so-called templates. This is important for modders and further balance iterations. This also means the first trading balance pass was done.
  • Added new Grappler visual effect
  • Added new Scan visual effect
  • More than 20 station models are updated with particle effects
  • A lot of new loot drop added for more diversity and easier modding and balancing
  • Added sound effects to a number of structures. This is only partially done, however. More SFX will be added through future updates.

TWEAKS
  • We're starting to purge the "old" reputation system, taken over from Starpoint Gemini 2. As an intermediary measure, you'll notice your reputation with factions are reset to their default states. Attacking a faction still produces the desired "hostile with faction" effect.
  • The currently targeted ship is now always marked in the viewport, even when "off-screen"
  • Increased "trigger" distance for structures, which means events can happen on greater distances
  • Tactical overlay will now automatically appear when you target a defense platform. It works in the same way as with hostile ships.
  • "Task" label on a quest-related object is now a bit more visible
  • Changed camera maximum zoom out so the tactical overlay can be seen properly on the largest ships
  • Tweaked the area of the screen where the Starchart starts panning
  • Implemented numerous safety-checks to prevent certain variable names used in scripts to crash the game
  • Any manual speed or direction change now shuts down Follow command
  • Stations, planets, structures and garrisons have received a position tweak (vertical offset if you will).
  • "Fire at will" mode now remains active when using Sublight so once you exit Sublight, FAW will continue to do its work
  • Did some changes to game logging. Some false errors were being logged.
  • Did a clean-up of enhancement databases. This is only a preparation for further changes.
  • Jobs board list of avaiable... well... jobs, scrolls back to the beginning when reopening the screen.
  • Planetary atmosphere (rim) effect improved. It "smoothes" out into space
  • Repositioned a couple of resource structures to be closer to their "resource" (Reclaimer -> junkyard, Mining operation -> asteroid field)
  • Numerous ships had their "drone points" redone. These points are used for various visual effects.
  • Updated "Quick Start Guide" to include info on structure construction
  • Updated Glow VFX for improved quality on higher settings, but also as optimization
  • Tweaked camera-related parameters for the Nova ship.
  • Increased damage of Orpheus mines
  • Optimized rendering of transparent or semi-transparent objects for faster framerate. Nothing major, but every little bit helps.
  • Optimized rendering pipeline for improved performance
  • Added Glow settings and optimized setups for improved performance

MODDING
  • Updated Scripterion documentation
  • Numerous changes to database cross-referencing, switching from IDs to Keynames
  • Loot drop files changed to reference keynames instead of IDs
  • Commodity names are now retrieved by keyname (in database) from the appropriate text file, and no longer directly from the database as value
  • Drone points (used for a variety of VFX) are now no longer a part of only ships, but of all object types. They are saved as separate ".mg" files
  • Continuing to switch the script language to use strings (keynames) instead of integers (IDs). GetProfession and SetProfession now reference profession keynames (database)
  • A lot of structure parameters are removed from sector files. The game now uses a system of overrides. The base values are set in the .str file, while the sector files only hold overrides.
  • A lot of platform parameters are removed from sector files. The game now uses a system of overrides. The base values are set in the .def file, while the sector files only hold overrides.

KNOWN BUGS
  • Repairing currently doesn't have a visual effect

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[2016/5/13]Update v0.504 - A lucky Friday 13th, we hope

Greetings captains,

We've cranked our bug-smashing efforts up a notch since the last update. I can tell you right away that the focus was on all the various smaller or larger bugs You diligent and patient ladies and gentlemen have reported in. The change-log is listed below.

Of course, insect repelling isn't the only thing we've been doing and I'm happy to report two more additional ships are available for purchase on Concordia: your very own Caelifera freighter and Dynastes freightliner. Also, the DaVinci Research Station has now received its proper attire.

Our goal for the next large update is simple: shovel in a whole lot of new content with as few new bugs as possible. You can definitely expect it to be substantial :).

Safe travels, captains... and as before, please keep reporting problems, giving suggestions and sending in your game logs. And thank you for your immense patience! We appreciate it A LOT!

CHANGE-LOG
FIXES
  • Fixed a potential error that could cause a crash when a deployed SETH was destroyed
  • Using SETH equipment now actually spawns a SETH platform, and it no longer belongs to Korkyra all the time
  • Graphical presets in the Launcher->Settings now work as intended
  • Fixed a problem with filtering not being applied properly in the Personal log panel
  • Power distribution should now work as intended when entering and exiting Sublight, and it should memorize the desired setting
  • Power distribution can no longer be manipulated by clicking outside the actual Power distribution panel
  • Using hotkeys when press+holding the LMB now obeys your command
  • The loot panel no longer features black font for no real reason
  • Scrolling item lists in the Drydock and Shipyard is now possible with the mouse scroll now works on the entire length of the list entry, and not just on the right half
  • Tokio dreadnought will now blow up when it is required of it, instead of stubbornly spinning around with 0 Hull
  • Ship manufacturer name is now displayed properly on the Shipyard panel
  • Equipment manufacturer name is now displayed properly
  • The Radar should no longer decide to show itself while an in-game panel is opened
  • Weapons now display the same price on Drydock->Loadout and on Drydock->Systems
  • The twin suns, Castor and Pollux, are now properly called by their names
  • The Icarus can no longer be scanned from a distance of 1500. 300 is the range.
  • Mission waypoints now display proper names, instead of all being called "Freelance waypoint"
  • Fixed a problem with overlapping text labels on objects during Delivery freelance jobs
  • Pressing the Esc button during an open dialog, will no longer crash the game or cause other glitches or destroy the universe. It will do what it's supposed to do in that situation: nothing.
  • You can no longer continue the Prologue after you've failed it (you could do it with several presses of the Esc button)
  • Hints currently active on-screen will not persist into starting a new game anymore
  • Tutorial hints no longer remain hanging when you open some other window. They will reveal themselves again when you go back to the main game viewport.
  • Ships no longer insist on being named "Nirith T-Gate"
  • Destroying a Zodiac class ship will no longer crash the game. Its derelict is now properly linked.
  • Messages from beyond our world in the form of nonsensical random letters no longer appear in the Personal log
  • The Personal log panel and the Starchart can no longer exist in the same space-time. One closes the other instead of overlapping
  • Weird rank names, like they're transported from Starpoint Gemini 2, can no longer appear in Warlords
  • Pressing the Esc button to skip a cutscene will no longer open the main menu, or an in-game menu... it will only skip the cutscene
  • You can no longer highlight skills while docked
  • If your previous target blows up, when you've already targeted something else, your target lock will not disappear anymore.
  • Factions are now properly named on the Contraband panel
  • Fixed several errors with the Philadelphia that could cause issues or even crash the game
  • All parameters are now cleaned up from memory when starting a new game or loading an existing save after you've already started/loaded a game
  • Ships will no longer apply ramming speed and slam into the Icarus during the Prologue
  • Tokio and Shanghai now feature their proper small icons in the Shipyard panel
  • Going faaaaaaar away from a targeted structure will make the target lock "de-couple" instead of remaining locked-on
  • Fixed a couple of errors in the dialog system that would cause the dialogue to work in mysterious ways (never in a good way though)
  • Sending your fleet to attack a Will o the Wisp zone will no longer send them across the universe in the wrong direction. The Garrison was marked wrong.
  • Fixed an error where the ShipOnDestroy script could run even if there was no ship around. You can guess what the game would did in such a situation...
  • Using the Quick action hotkey while on Starchart is no longer possible. No more crashing the game that way. Sorry guys.
  • A defense platform is now linked to its proper "death" script. It will no longer go into a frenzied sequence of 6 explosions that blind both you and your unsuspecting neighbour
  • NPCs no longer attack the dead-center of a ship when using beam weapons.
  • When exiting, the game will no longer freakishly crash like it's emotionally attached to you
  • Fixed a de-sync problem where stations would be marked as neutral on the starchart and hostile when you actually reach them
  • Fixed a problem with beam weapons and platforms. Beams didn't really do much to them.
  • Fixed several problems with derelicts being linked wrong in the database
  • Fixed a database problem related to Tutorial hints
  • Fixed several minor script errors that could cause glitches
  • Repaired a whole bunch of typos
  • PrintMessageGlobalVariable function wasn't actually doing what it was advertised to. Now it does. (for potential modders)

And now for something completely different...

FREELANCE JOBS FIXES & CHANGES:
  • Maintenance
    • Fixed an issue where the objective remained active even if the job was actually failed
    • Fixed a problem where the target structure turns from neutral to enemy while on a job
    • Added "mission area"
    • Fixed a problem where the Repair action wasn't made available at the appropriate time
    • Structure Hull now reacts properly when structure is repaired
    • It is made more clear when a structure repair fails
    • All job-related objects are now properly "cleaned-up" or "de-coupled" from job-related scripts after completing of failing a mission
    • If provoking a ship into attacking you, it will actually attack you instead of just standing there
    • Choosing to leave the encountered ship to finish its repairs will no longer force it to attack you. He will actually let you leave as intended
    • Structure Hull will now become "full" when job is successfully completed and the structure is repaired
    • Fixed an issue with VO info being played at the wrong time
    • Fixed a problem with a job-related ship standing idly near the structure once the mission is completed
    • A faction that is hostile towards the structure owner will no longer be repairing the structure
    • Choosing "Let's leave" in the job dialogue will now properly forfeit the job
  • Search & destroy
    • Random encounters can no longer occur while the job is active (immediate vicinity)
    • If the NPC states "We'll let you slip this time", he will actually do what he says and not attack you
    • Choosing "We better leave" will forfeit the mission as intended and the NPC will not attack you
    • "Spawn distance" is increased
    • Mission Personal log now properly records the flow of the mission
    • Fixed an issue where an NPC calls in for reinforcements and then leaves just as the reinforcements arrive to attack you. This also failed the mission.
    • Fixed several "places" in the mission where the mission had to fail, but didn't
    • Fixed a problem where T-Driving to the job location didn't work properly
    • Added feedback to player to convey if the NPC decided to "rough it out"
  • Convoy escort
    • The mission will no longer direct you to follow a convoy into a planet
    • Reaching an "empty" waypoint now responds properly and marks the next waypoint as intended
    • Tweaked "jump-out" of the convoy
    • The Personal record will no longer show the same job as both Solved and Failed
    • Hostile ships will no longer appear to attack the convoy if the convoy is just about to leave
    • Fixed a problem where hostile NPCs stopped doing anything when the job was finished
    • NPC ships are no longer named "PLACEHOLDER"
    • FIxed an issue where NPCs remained tagged with "Destroy" even if the mission ended or failed
    • Convoy members now properly travel "fleet-style"
  • Delivery
    • Attacking the destination ship will now fail the job as intended
    • Added "mission area"
    • Fixed a problem where reaching a waypoint did not mark the next waypoint
    • Destination ship will no longer simply *poof* and disappear once the job is done, but will use Sublight and TDrive as intended
    • Hostile objects can no longer be destinations
  • Installation assault
    • Added "mission area"
    • Mission spawn distance is increased
    • Platforms surrounding the target structure will now blow up instead of disappearing instantly when the mission is over
    • Added feedback to player when the mission is failed
    • Reaching a waypoint now properly removes the waypoint marker
  • Destruction
    • Minimum level required for this mission to become available is increased to 12
    • Mission spawn distance is increased
    • Increased the "damage" you have to do to receive partial reward
    • You can now utilize Scavenger swarm on job-related derelicts and it will be detected as intended
  • Survey
    • Mission re-enabled
    • Minimum required level is 12
    • Scanning derelicts will properly advance the mission
    • Destroying a platform that you were supposed to disable now fails the mission
    • Random encounters can no longer occur while the job is active (immediate vicinity)
    • Even reaching the first waypoint will yield a small partial reward. This is intended. "You scouted the area"
    • Added feedback to player to make it easier to know what to do
    • Destroying small props can yield loot (doesn't have to!)
    • Using Scavenger swarm on derelicts is now possible, but yields partial success
    • Props are no longer called "PLACEHOLDER"
    • Fixed an issue with a waypoint remaining marked when reaching it
    • Props now have an "OnDeath" explosion
  • Trade
    • Fixed a problem when a planet was the destination where you couldn't finish the job
    • Even if several sequential missions lead you to the same destination object, you will be able to transport to it as intended
    • If destination object becomes hostile towards you, the mission will now fail automatically
    • Changed job description texts
    • Faction offering the job is now named properly
    • Tweaked how the destination ship leaves the area once the mission is over
  • Salvage
    • Added "mission area"
    • Random encounters can no longer occur while the job is active (immediate vicinity)
    • Fixed a problem with the mission marker disappearing with no apparent cause
    • Next derelict "in line" is now properly marked each time
  • Convoy raid
    • Increased minimum required level to 10
    • Fixed an error where the "You're leaving the mission area. Get back there!" would trigger too soon (too close?)
    • The last target ship will now blow up with an explosion as intended instead of just disappearing with no VFX
    • Fixed several instances where log entries would get doubled
  • Installation defense
    • Mission re-enabled
    • Minimum required level is 12
    • Added "mission area"
    • Fixed a problem with defense platforms switching alignment
    • The "Mission failed" message is now displayed appropriately

Add a pinch of new stuff...

ADDITIONS:
  • Two new ships are now available: Caelifera of the freighter persuasion and Dynastes, the little freightliner that could. You can purchase them on Concordia!
  • New station model added! The DaVinci research station now looks quite differently.
  • Platforms now have the Mark target available on the context menu.
  • Fleets now have some tooltip info available on the Starchart
  • Turret view status icon added to the HUD
  • Added a "Game over - You died" panel

And mix it a bit...

TWEAKS:
  • Updated descriptions and prices for HQ modules. This is a temporary change to allow easier HQ upgrading. Final parameters will be set at a later stage.
  • More ships are available for purchase on Concordia
  • Expanded the "Purchase to garage" button so the text label fits
  • Using Go To command on the Context menu now automatically allocates power to engines
  • Hovering the mouse over "Purchase to garage" displays the proper tooltip
  • The Radar view cone is enlarged somewhat
  • Added line numbering in dialogues
  • Added tooltips to Repair hull and Rearm buttons on the Drydock panel
  • Changing speed during combat doesn't hide your Hull bar anymore
  • Disabled the Scan option on structures. This is a temporary solution until this mechanic is completed.
  • Reduced duration of ship damage effects, so it no longer looks like a completely repaired ship is constantly on fire
  • Some changes done to what is "dropped" from gas pockets and how much
  • Tweaked the proper platform explosion script so it doesn't make people blind anymore. The explosion VFX depends on the actual size of the blown-up platform.
  • The "Formidable" class no longer costs like a frigate. It's much more expensive now.
  • Disabled a couple of context menu buttons until they actually start doing something. This is a temporary measure until the mechanic is implemented.
  • Equipment names are now taken from the appropriate .txt file instead of directly from the database (for potential modders)
  • Updated Scripterion documentation (for potential modders)

------------------------------------------------------------------------------------------------

[2016/4/26]Update v0.503 - Fixes, fixes and fixes

Greetings captains,
Time for another update. We were focused on fixes rather than additional content this time. The upcoming developer conference in Split this weekend will take us away from development for a few days, but we didn't want to leave you ladies and gents "hanging" with these fixes.

The next update is planned for May, Friday 13th.

Please keep those logs coming, captains! We welcome each one!

Safe travels, captains!

CHANGE LIST
  • FIX: Numerous problems with Freelance jobs
  • FIX: Defense platforms can now be properly damaged with any weapon type. Weapons no longer pass through them.
  • FIX: An issue with activation and deactivation scripts of a gas collector structure
  • FIX: An error with SETH equipment calling the wrong script, that could in some cases cause the game to crash
  • FIX: An error with the Explorer, Reliant and Venture ships that could cause them not to render properly or even cause the game to crash
  • FIX: Numerous errors with derelict "wrecks" models that could cause the game to malfunction or even crash
  • FIX: Several errors in the text files
  • FIX: An error with Power distribution that would cause it to automatically divert power to weapons when deactivating Sublight
  • FIX: An issue with SETH equipment that could cause the game to crash when destroying it
  • FIX: Relay networks no longer display wrong names
  • FIX: A problem with the Cloak VFX when using T-Drive while cloaked
  • FIX: A problem on several in-game panels that could cause the game to malfunction or crash when pressing the Esc button
  • FIX: An issue that could allow players to dock on stations far away when loading the game
  • FIX: A script error related to Phase Shift equipment that could cause the game to crash
  • FIX: Nebula gas pockets no longer drop fish
  • FIX: A problem with fighter wings that could cause them to do nothing
  • FIX: A error that could cause defense platforms to display wrong names when locked on
  • FIX: The game loading progress bar will no longer get stuck at half
  • UPDATE: Feral station is no longer outside of map boundaries
  • UPDATE: An optimization pass to increase framerate
  • UPDATE: Nebula gas pockets now drop only proper "loot" and with slightly increased value
  • UPDATE: Asteroids now drop only proper "loot" and with increased value
  • UPDATE: Junkyard parts now drop only proper "loot" and with slightly increased value
  • UPDATE: ReadMe.txt is now up-to-date
  • UPDATE: Scripterion documentation is updated (not really of importance at the moment, but still...)
  • UPDATE: Tweaked several structure activation scripts
  • ADDED: Additional hints added and several tweaked during Prologue
    • Follow
    • Fire at will
    • Mark target
    • Open Starchart
    • Cycle camera modes
    • Transport

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[2016/4/22]A tiny quickfix for v0.502

Hello captains!

A tiny fix is now live. Primarily we were focused on the dock from anywhere problem, but a few other things came along with it, so here's the changelog:

v0.502 CHANGE LIST ADDITIONAL
  • FIX: Cycling between camera modes now deactivates Chase camera if it was active.
  • FIX: Wrong ship manufacturer name was displayed on the Shipyard panel
  • FIX: Conquered stations will no longer flip back to its previous owner
  • FIX: Several more fixes in the Freelance jobs department
  • UPDATE: When Sublight mode is disrupted and you cannot activate it due to being hit by a disruptor, the context menu will actually tell you this
  • UPDATE: Waypoints can now be targeted from a distance over 100,000
  • UPDATE: Planets can now be targeted up to a distance of 50,000

------------------------------------------------------------------------------------------------

[2016/4/21]Update v0.502 - The first proper update bringing fixes and new content
Starpoint Gemini Warlords entered Steam Early Access a week ago and it's high time to start dishing out updates at a regular pace. The first one brings many bug fixes (a big thanks goes out to the community for sending in your game logs which made it massively easier to hunt them buggers down and squash them), but also some new content as well.

The full change-list can be found below. We hope you will like it and we'd like to thank everyone of you for your patience and understanding!

v0.502 CHANGE LIST
  • FIX: Power distribution using hotkeys now works as intended.
  • FIX: An issue with listing logs on the Personal Log panel that would jumble up the descriptions if different mission types were in the list.
  • FIX: Anomalies created for Freelance jobs now have proper names
  • FIX: A problem with the "Filter all" button on the Personal Log panel
  • FIX: Using Atlas Defense System no longer crashes the game
  • FIX: Deploying SETH equipment no longer crashes the game
  • FIX: Attempting to open the Starchart by pressing "M" while you're docked no longer crashes the game
  • FIX: An overlapping issue on the Starchart where Credits would "go over" the other listed data
  • FIX: F9 no longer changes the player's ship into a Paladin class battleship
  • FIX: An error where Concordia would sell ships dirt-cheap
  • FIX: Pressing "M" to open the starchart while you're in the Jobs panel no longer "combines" the panels in a weird way
  • FIX: Using Orpheus mine no longer crashes the game
  • FIX: A text overlap problem in the Records panel
  • FIX: A problem with displaying Hull value of the Tzar class ship in the Shipyard panel
  • FIX: An issue where the "controls" hint would remain on-screen if you enter the menu while it was open in-game
  • FIX: A problem where selecting any active Freelance job would show the description of the Main quest
  • FIX: An issue where a forfeited Freelance job was shown as solved in the Personal log panel
  • FIX: Several minor glitches in the Game launcher
  • FIX: Several problems with mission object markers during the Salvage Freelance job
  • FIX: Using Salvage drones on derelicts now yields loot as intended
  • FIX: An error in the Power pack activation script that would cause it to malfunction or even crash the game
  • FIX: Skills shortcuts now work as intended
  • FIX: Equipment quickbar shortcuts now work as intended
  • FIX: Using Go To action on a structure will no longer cause the autopilot to smash into it, but stop beside it
  • FIX: Using Go To action on a planet will no longer cause the autopilot to commit suicide by smashing into it
  • FIX: An issue where you could use "Follow" instead of "Go to" command on Relay satellites and Network hubs
  • FIX: Docking while cloaked will not cause problems any longer
  • FIX: Cloaking no longer causes weird framerate drops
  • FIX: Derelicts are now properly named "Derelict" when targeting them
  • FIX: Several calculation bugs in conquest related scripts
  • FIX: Player fleets now feature Concord ships
  • FIX: "Transfer power to engines" hint is now showing the appropriate message in the prologue
  • FIX: Several bugs related to ship spawning parameters in random encounters
  • FIX: Several bugs related to ships not being released from memory when necessary
  • FIX: Defense platforms (especially those tiny ones) are now easier to target
  • FIX: A crash that could occur when adding ships into a fleet (from script)
  • FIX: A issue related to PhysX and ships flying in via T-Drive that could cause scripts to get all confused
  • FIX: Numerous problems with Freelance jobs
  • FIX: A problem with junk pieces in junkyards turning green (literally)
  • FIX: A problem with waypoint always getting selected instead of an object "beneath" it. You're now able to select the structure/platform...
  • FIX: Steam overlay (SHIFT+TAB) is now fully operational
  • FIX: Structures created through scripts and destroyed in-game are no longer saved in the save file
  • FIX: Structures created through scripts for the purpose of an Installation attack freelance job now blow up as intended
  • FIX: Several errors that could cause the game to crash when destroying ships
  • FIX: Several errors that could cause the game to crash when firing heavy weapons
  • FIX: Several errors that could cause the game to crash when triggering encounters
  • ADDED: Two new station models (Trinity Free States regions)
  • ADDED: Four new ships (Trinity Free States fleet)
  • ADDED: Conquest related one-liner "shouts" to provide more info
  • ADDED: Random encounter related one-liner "shouts"
  • ADDED: Freelance jobs now have descriptions while checking them out
  • ADDED: Several new hints to the prologue
  • UPDATE: Cloak action is now re-enabled on the Context menu and the VFX is in working order
  • UPDATE: Changed the type of several commodities
  • UPDATE: Concordia now sells commodities
  • UPDATE: Concordia now sells equipent
  • UPDATE: Concordia now sells enhancements
  • UPDATE: Concordia now sells ship systems
  • UPDATE: Save names now allow a limited number of characters
  • UPDATE: Game launcher -> Support now allows logs to be up to 3MB in size to be sent
  • UPDATE: Numerous changes in the text files
  • UPDATE: Changed minimum and maximum distance for Freelance job generation (shorter travel time is expected)
  • UPDATE: Added several precaution checks/defaults to avoid potential bugs
  • UPDATE: All stations and structures in a conquered zone should now belong to the player (temporary measure)
  • UPDATE: Improved timing and conditions for several hints in the prologue
  • UPDATE: Loading asteroids is a bit faster now
  • UPDATE: Installation defense freelance job is temporarily disabled

Safe travels captains, and please don't hesitate to call on us if you run into any problems. We'll be happy to help!

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[2016/4/16] Update v0.501 - One log to rule them all...

Hello captains,

Today's update isn't what we hoped for and wanted. We'll be working over the weekend to clear the issues, but we're still releasing this small update, primarily for the game log part that now gathers more info to help in bug-huntin'.

You'll notice that we've actually disabled a few things for the time being so they don't cause more problems. There were a lot of reports for these same issues, so to prevent building up a massive backlog of the same reports, we've decided to disable them for now.

While the programmers and scripters are working on the issues, I can proudly say the rest of the team is not standing idly either and the first content update is in the works too :).

We apologize for the inconvenience, thank you for your patience and promise to have the next, more comprehensive, patch for you during the next week!

Safe travels, captains.

CHANGE LOG
  • Improved the log system to catch more info and make it easier/quicker to fix issues
  • Derelicts now display the appropriate name in most cases (there is one more known case where the name is still displayed wrong)
  • Anomalies now display the appropriate name in most cases (there is one more known case where the name is still displayed wrong)
  • Updated skybox textures
  • Convoy escort missions will not appear for the time being until we fix them in the next patch
  • Cloak action is disabled in the context menu; there's a problem with the VFX that cause it to not appear or reduce fps
  • In-game graphics options are now disabled
0
Game crashes when placing a blueprint
Oct 4, 2014 @ 10:00am
dunce
I tested this on a world, and as soon as I pasted the ship, the game crashed,

The mod is "Snakehead" which was made by me by the way

Logs:

2014-10-04 18:00:55.135 - Thread: 1 -> Log Started
2014-10-04 18:00:55.141 - Thread: 1 -> Timezone (local - UTC): 1h
2014-10-04 18:00:55.141 - Thread: 1 -> App Version: 01_050_010
2014-10-04 18:00:55.141 - Thread: 1 -> Steam build: Always true
2014-10-04 18:00:55.141 - Thread: 1 -> Steam demo: False
2014-10-04 18:00:55.141 - Thread: 1 -> Is official: True [O][IS][NAMP]
2014-10-04 18:00:55.141 - Thread: 1 -> Environment.ProcessorCount: 4
2014-10-04 18:00:55.141 - Thread: 1 -> Environment.OSVersion: Microsoft Windows NT 6.1.7601 Service Pack 1
2014-10-04 18:00:55.141 - Thread: 1 -> Environment.CommandLine: "c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Bin64\SpaceEngineers.exe"
2014-10-04 18:00:55.141 - Thread: 1 -> Environment.Is64BitProcess: True
2014-10-04 18:00:55.141 - Thread: 1 -> Environment.Is64BitOperatingSystem: True
2014-10-04 18:00:55.141 - Thread: 1 -> Environment.Version: 4.0.30319.18444
2014-10-04 18:00:55.141 - Thread: 1 -> Environment.CurrentDirectory: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Bin64
2014-10-04 18:00:55.142 - Thread: 1 -> MainAssembly.ProcessorArchitecture: MSIL
2014-10-04 18:00:55.142 - Thread: 1 -> ExecutingAssembly.ProcessorArchitecture: MSIL
2014-10-04 18:00:55.142 - Thread: 1 -> IntPtr.Size: 8
2014-10-04 18:00:55.142 - Thread: 1 -> Default Culture: en-GB
2014-10-04 18:00:55.142 - Thread: 1 -> Default UI Culture: en-US
2014-10-04 18:00:55.142 - Thread: 1 -> IsAdmin: False
2014-10-04 18:00:55.239 - Thread: 1 -> Checksum file hash: 62k8XSJG9kB0RND94JnqdL1Bv1ZxMtBZG//4UZ7lBUw=
2014-10-04 18:00:55.239 - Thread: 1 -> Checksum public key valid: True, Key: BgIAAACkAABSU0ExAAQAAAEAAQClSibD83Y6Akok8tAtkbMz4IpueWFra0QkkKcodwe2pV/RJAfyq5mLUGsF3JdTdu3VWn93VM+ZpL9CcMKS8HaaHmBZJn7k2yxNvU4SD+8PhiZ87iPqpkN2V+rz9nyPWTHDTgadYMmenKk2r7w4oYOooo5WXdkTVjAD50MroAONuQ==
2014-10-04 18:00:55.381 - Thread: 1 -> Creating Direct3D
2014-10-04 18:00:55.400 - Thread: 1 -> Creating Direct3D - success
2014-10-04 18:00:55.636 - Thread: 1 -> Steam.IsActive: True
2014-10-04 18:00:55.637 - Thread: 1 -> Steam.IsOnline: True
2014-10-04 18:00:55.637 - Thread: 1 -> Steam.OwnsGame: True
2014-10-04 18:00:55.637 - Thread: 1 -> Steam.UserId: 76561198079474259
2014-10-04 18:00:55.637 - Thread: 1 -> Steam.UserName: [N45]Jason45PC
2014-10-04 18:00:55.637 - Thread: 1 -> Steam.Branch:
2014-10-04 18:00:55.637 - Thread: 1 -> Build date: 2014-10-03 12:52
2014-10-04 18:00:55.637 - Thread: 1 -> Build version: 0.1.5389.23175
2014-10-04 18:00:55.652 - Thread: 1 -> MySandboxGame.Constructor() - START
2014-10-04 18:00:55.658 - Thread: 1 -> Game dir: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Bin64
2014-10-04 18:00:55.658 - Thread: 1 -> Content dir: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Content
2014-10-04 18:00:55.658 - Thread: 1 -> Found processor count: 4
2014-10-04 18:00:55.658 - Thread: 1 -> Using processor count: 4
2014-10-04 18:00:56.826 - Thread: 1 -> MyDefinitionManager.LoadScenarios() - START
2014-10-04 18:00:56.854 - Thread: 1 -> fba005709a0bc54a5e72069f029037a8ac659ebf
2014-10-04 18:00:57.936 - Thread: 1 -> Loading scenarios
2014-10-04 18:00:58.001 - Thread: 1 -> MyDefinitionManager.LoadScenarios() - END
2014-10-04 18:00:58.003 - Thread: 1 -> Preallocate - START
2014-10-04 18:00:58.004 - Thread: 1 -> CAF1EB435F77C7B77580E2E16F988BED - START
2014-10-04 18:00:58.015 - Thread: 1 -> CAF1EB435F77C7B77580E2E16F988BED - END
2014-10-04 18:00:58.015 - Thread: 1 -> MyObjectBuilder_Base - START
2014-10-04 18:00:58.015 - Thread: 1 -> MyObjectBuilder_Base - END
2014-10-04 18:00:58.015 - Thread: 1 -> 0C2D7B4125EF0BFE11EB0C0EDAB5D2EF - START
2014-10-04 18:00:58.015 - Thread: 1 -> 0C2D7B4125EF0BFE11EB0C0EDAB5D2EF - END
2014-10-04 18:00:58.015 - Thread: 1 -> MyTransparentGeometry - START
2014-10-04 18:00:58.047 - Thread: 1 -> MyTransparentGeometry - END
2014-10-04 18:00:58.047 - Thread: 1 -> 07D5A12634B7519E99EC60342A55888B - START
2014-10-04 18:00:58.061 - Thread: 1 -> 07D5A12634B7519E99EC60342A55888B - END
2014-10-04 18:00:58.061 - Thread: 1 -> MyMath - START
2014-10-04 18:00:58.061 - Thread: 1 -> MyMath - END
2014-10-04 18:00:58.067 - Thread: 1 -> 43F55473307149FC1145AA580229984D - START
2014-10-04 18:00:58.067 - Thread: 1 -> 43F55473307149FC1145AA580229984D - END
2014-10-04 18:00:58.067 - Thread: 1 -> 307BE13F406A3512F4658BA29EB38985 - START
2014-10-04 18:00:58.076 - Thread: 1 -> 307BE13F406A3512F4658BA29EB38985 - END
2014-10-04 18:00:58.076 - Thread: 1 -> 76DECA76C79ACC96BE26075703FDCF3E - START
2014-10-04 18:00:58.080 - Thread: 1 -> 76DECA76C79ACC96BE26075703FDCF3E - END
2014-10-04 18:00:58.080 - Thread: 1 -> DEB5334E728215E4BE04965609D7DD83 - START
2014-10-04 18:00:58.083 - Thread: 1 -> DEB5334E728215E4BE04965609D7DD83 - END
2014-10-04 18:00:58.083 - Thread: 1 -> 6704740496C47C5FDE69887798D17883 - START
2014-10-04 18:00:58.089 - Thread: 1 -> 6704740496C47C5FDE69887798D17883 - END
2014-10-04 18:00:58.089 - Thread: 1 -> 0F8EE1AD651CB822CB9635B463AE6CD5 - START
2014-10-04 18:00:58.090 - Thread: 1 -> 0F8EE1AD651CB822CB9635B463AE6CD5 - END
2014-10-04 18:00:58.090 - Thread: 1 -> 1067575769BEE523EABB86ACC13B9061 - START
2014-10-04 18:00:58.097 - Thread: 1 -> 1067575769BEE523EABB86ACC13B9061 - END
2014-10-04 18:00:58.097 - Thread: 1 -> 13C872C66F0BD2DC78D3D80ECAF6DD0E - START
2014-10-04 18:00:58.105 - Thread: 1 -> 13C872C66F0BD2DC78D3D80ECAF6DD0E - END
2014-10-04 18:00:58.105 - Thread: 1 -> 17E6A2D4B9414B1D3DDA551E10938751 - START
2014-10-04 18:00:58.111 - Thread: 1 -> 17E6A2D4B9414B1D3DDA551E10938751 - END
2014-10-04 18:00:58.111 - Thread: 1 -> 1960C3E306C55E1519B9C5B79DEE02C0 - START
2014-10-04 18:00:58.112 - Thread: 1 -> 1960C3E306C55E1519B9C5B79DEE02C0 - END
2014-10-04 18:00:58.112 - Thread: 1 -> 1CE6F03E36FA552A8223DEBF0554411C - START
2014-10-04 18:00:58.115 - Thread: 1 -> 1CE6F03E36FA552A8223DEBF0554411C - END
2014-10-04 18:00:58.115 - Thread: 1 -> 24EA00438212BC82FD4F95BAA2A6C392 - START
2014-10-04 18:00:58.117 - Thread: 1 -> 24EA00438212BC82FD4F95BAA2A6C392 - END
2014-10-04 18:00:58.117 - Thread: 1 -> 48D79F8E3C8922F14D85F6D98237314C - START
2014-10-04 18:00:58.123 - Thread: 1 -> 48D79F8E3C8922F14D85F6D98237314C - END
2014-10-04 18:00:58.123 - Thread: 1 -> 49C494F48F1DDFFBF3C07546ACC34140 - START
2014-10-04 18:00:58.124 - Thread: 1 -> 49C494F48F1DDFFBF3C07546ACC34140 - END
2014-10-04 18:00:58.124 - Thread: 1 -> 5166128137CFD399E8C6AE9CA8DC6CA9 - START
2014-10-04 18:00:58.126 - Thread: 1 -> 5166128137CFD399E8C6AE9CA8DC6CA9 - END
2014-10-04 18:00:58.126 - Thread: 1 -> 648783FEE567EB6633169761E312362D - START
2014-10-04 18:00:58.127 - Thread: 1 -> 648783FEE567EB6633169761E312362D - END
2014-10-04 18:00:58.127 - Thread: 1 -> 73C8F812BCEC498520FC05B044974B46 - START
2014-10-04 18:00:58.128 - Thread: 1 -> 73C8F812BCEC498520FC05B044974B46 - END
2014-10-04 18:00:58.128 - Thread: 1 -> 74AB413CFFB499A7945B3E3B84DC56CB - START
2014-10-04 18:00:58.130 - Thread: 1 -> 74AB413CFFB499A7945B3E3B84DC56CB - END
2014-10-04 18:00:58.130 - Thread: 1 -> 7B7A0DA6B593DF6B16F2F9C00ED7F8A2 - START
2014-10-04 18:00:58.131 - Thread: 1 -> 7B7A0DA6B593DF6B16F2F9C00ED7F8A2 - END
2014-10-04 18:00:58.131 - Thread: 1 -> 7B96D8EE61FF3390043DBE3E8C4854D9 - START
2014-10-04 18:00:58.132 - Thread: 1 -> 7B96D8EE61FF3390043DBE3E8C4854D9 - END
2014-10-04 18:00:58.132 - Thread: 1 -> 7E6D3228AAD3DDA18CC9B3CBEFC71A36 - START
2014-10-04 18:00:58.132 - Thread: 1 -> 7E6D3228AAD3DDA18CC9B3CBEFC71A36 - END
2014-10-04 18:00:58.133 - Thread: 1 -> 831DC9BF87ECE5AA7C9FE6BAAA8CB141 - START
2014-10-04 18:00:58.134 - Thread: 1 -> 831DC9BF87ECE5AA7C9FE6BAAA8CB141 - END
2014-10-04 18:00:58.134 - Thread: 1 -> 850F199A13F4F6D5ED23E89E7F8D99CD - START
2014-10-04 18:00:58.138 - Thread: 1 -> 850F199A13F4F6D5ED23E89E7F8D99CD - END
2014-10-04 18:00:58.138 - Thread: 1 -> 8EFE49A46AB934472427B7D117FD3C64 - START
2014-10-04 18:00:58.143 - Thread: 1 -> 8EFE49A46AB934472427B7D117FD3C64 - END
2014-10-04 18:00:58.143 - Thread: 1 -> 9613AC4ED95A148DAE8020699F67A40A - START
2014-10-04 18:00:58.147 - Thread: 1 -> 9613AC4ED95A148DAE8020699F67A40A - END
2014-10-04 18:00:58.147 - Thread: 1 -> 98C1408628C42B9F7FDB1DE7B8FAE776 - START
2014-10-04 18:00:58.153 - Thread: 1 -> 98C1408628C42B9F7FDB1DE7B8FAE776 - END
2014-10-04 18:00:58.153 - Thread: 1 -> 9A92F9F102C022E7D2104D8B7D4CCCBA - START
2014-10-04 18:00:58.163 - Thread: 1 -> 9A92F9F102C022E7D2104D8B7D4CCCBA - END
2014-10-04 18:00:58.163 - Thread: 1 -> A2E512C6A7404C8AB96715FA34640F5C - START
2014-10-04 18:00:58.164 - Thread: 1 -> A2E512C6A7404C8AB96715FA34640F5C - END
2014-10-04 18:00:58.164 - Thread: 1 -> B4646791D7A57BE4E2EE21A1F22A4364 - START
2014-10-04 18:00:58.168 - Thread: 1 -> B4646791D7A57BE4E2EE21A1F22A4364 - END
2014-10-04 18:00:58.168 - Thread: 1 -> C264AD3D8170E1AAD583DCF227902004 - START
2014-10-04 18:00:58.170 - Thread: 1 -> C264AD3D8170E1AAD583DCF227902004 - END
2014-10-04 18:00:58.170 - Thread: 1 -> C866709CB4D18071636E8389BEBA8508 - START
2014-10-04 18:00:58.172 - Thread: 1 -> C866709CB4D18071636E8389BEBA8508 - END
2014-10-04 18:00:58.172 - Thread: 1 -> D29C33B546169292854A4DECCDB53895 - START
2014-10-04 18:00:58.177 - Thread: 1 -> D29C33B546169292854A4DECCDB53895 - END
2014-10-04 18:00:58.177 - Thread: 1 -> E4C2964159826A46D102C2D7FDDC0733 - START
2014-10-04 18:00:58.178 - Thread: 1 -> E4C2964159826A46D102C2D7FDDC0733 - END
2014-10-04 18:00:58.178 - Thread: 1 -> E727876839B1C8FFEE302CD2A1948CDA - START
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2014-10-04 18:00:58.224 - Thread: 1 -> E97FDDC1EF9C912AA82D24410983D7E8 - START
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2014-10-04 18:00:58.237 - Thread: 1 -> EA51F988BB36804CAE6371053AD2602E - START
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2014-10-04 18:00:58.240 - Thread: 1 -> EEB13869A89F757597A517D15B5DF1D9 - START
2014-10-04 18:00:58.246 - Thread: 1 -> EEB13869A89F757597A517D15B5DF1D9 - END
2014-10-04 18:00:58.246 - Thread: 1 -> F622141FE0D93611A749A5DB71DF471F - START
2014-10-04 18:00:58.246 - Thread: 1 -> F622141FE0D93611A749A5DB71DF471F - END
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2014-10-04 18:00:58.257 - Thread: 1 -> FC3A3372AD1F9E2E193FE3F7683D7DEF - START
2014-10-04 18:00:58.264 - Thread: 1 -> FC3A3372AD1F9E2E193FE3F7683D7DEF - END
2014-10-04 18:00:58.264 - Thread: 1 -> 7DF239D1E34E98EF615273E50D87AD4B - START
2014-10-04 18:00:58.265 - Thread: 1 -> 7DF239D1E34E98EF615273E50D87AD4B - END
2014-10-04 18:00:58.265 - Thread: 1 -> 5FA1AB4BA6B080790B444ED45F2035A3 - START
2014-10-04 18:00:58.271 - Thread: 1 -> 5FA1AB4BA6B080790B444ED45F2035A3 - END
2014-10-04 18:00:58.271 - Thread: 1 -> 26556F6F0AE7CF1827348C8BE3041E52 - START
2014-10-04 18:00:58.275 - Thread: 1 -> 26556F6F0AE7CF1827348C8BE3041E52 - END
2014-10-04 18:00:58.275 - Thread: 1 -> 7DF239D1E34E98EF615273E50D87AD4B - START
2014-10-04 18:00:58.279 - Thread: 1 -> 7DF239D1E34E98EF615273E50D87AD4B - END
2014-10-04 18:00:58.279 - Thread: 1 -> D2DA36DACAE89AA4FCC2B497C8C9775C - START
2014-10-04 18:00:58.284 - Thread: 1 -> D2DA36DACAE89AA4FCC2B497C8C9775C - END
2014-10-04 18:00:58.284 - Thread: 1 -> FCD72C85F746C04C2A43AFBA1DE9055C - START
2014-10-04 18:00:58.289 - Thread: 1 -> FCD72C85F746C04C2A43AFBA1DE9055C - END
2014-10-04 18:00:58.289 - Thread: 1 -> 28937EC34C1441439A5F2AC0A7C4D007 - START
2014-10-04 18:00:58.297 - Thread: 1 -> 28937EC34C1441439A5F2AC0A7C4D007 - END
2014-10-04 18:00:58.297 - Thread: 1 -> 7B40EEB62BF9EBADF967050BFA3976CA - START
2014-10-04 18:00:58.298 - Thread: 1 -> 7B40EEB62BF9EBADF967050BFA3976CA - END
2014-10-04 18:00:58.298 - Thread: 1 -> A1700040DE5CFA3D8FDD177770DD29D5 - START
2014-10-04 18:00:58.301 - Thread: 1 -> A1700040DE5CFA3D8FDD177770DD29D5 - END
2014-10-04 18:00:58.301 - Thread: 1 -> 1B84BBBDB71588935AE62DBD9F45933C - START
2014-10-04 18:00:58.304 - Thread: 1 -> 1B84BBBDB71588935AE62DBD9F45933C - END
2014-10-04 18:00:58.304 - Thread: 1 -> D59418EFE29AA66E86DAE14CAB67D94E - START
2014-10-04 18:00:58.309 - Thread: 1 -> D59418EFE29AA66E86DAE14CAB67D94E - END
2014-10-04 18:00:58.310 - Thread: 1 -> MyDefinitionManager - START
2014-10-04 18:00:58.310 - Thread: 1 -> MyDefinitionManager - END
2014-10-04 18:00:58.310 - Thread: 1 -> MySyncMissiles - START
2014-10-04 18:00:58.311 - Thread: 1 -> MySyncMissiles - END
2014-10-04 18:00:58.311 - Thread: 1 -> Preallocate - END
2014-10-04 18:00:58.324 - Thread: 1 -> MySandboxGame.Constructor() - END
2014-10-04 18:00:58.330 - Thread: 1 -> MyVideoModeManager.LogApplicationInformation - START
2014-10-04 18:00:58.330 - Thread: 1 -> Assembly.GetName: Sandbox.Game, Version=0.1.5389.23175, Culture=neutral, PublicKeyToken=null
2014-10-04 18:00:58.330 - Thread: 1 -> Assembly.FullName: Sandbox.Game, Version=0.1.5389.23175, Culture=neutral, PublicKeyToken=null
2014-10-04 18:00:58.330 - Thread: 1 -> Assembly.Location: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Bin64\Sandbox.Game.dll
2014-10-04 18:00:58.330 - Thread: 1 -> Assembly.ImageRuntimeVersion: v4.0.30319
2014-10-04 18:00:58.330 - Thread: 1 -> MyVideoModeManager.LogApplicationInformation - END
2014-10-04 18:00:58.336 - Thread: 1 -> MyVideoModeManager.LogEnvironmentInformation - START
2014-10-04 18:00:58.387 - Thread: 1 -> Win32_ComputerSystem.Manufacturer: Alienware
2014-10-04 18:00:58.387 - Thread: 1 -> Win32_ComputerSystem.Model: Alienware X51
2014-10-04 18:00:58.388 - Thread: 1 -> Virtualized: False
2014-10-04 18:00:58.390 - Thread: 1 -> Environment.ProcessorName: Intel(R) Core(TM) i5-3450 CPU @ 3.10GHz
2014-10-04 18:00:58.401 - Thread: 1 -> ComputerInfo.TotalPhysicalMemory: 8,471,363,584 bytes
2014-10-04 18:00:58.401 - Thread: 1 -> ComputerInfo.TotalVirtualMemory: 8,796,092,891,136 bytes
2014-10-04 18:00:58.401 - Thread: 1 -> ComputerInfo.AvailablePhysicalMemory: 5,564,641,280 bytes
2014-10-04 18:00:58.401 - Thread: 1 -> ComputerInfo.AvailableVirtualMemory: 8,795,288,498,176 bytes
2014-10-04 18:00:58.405 - Thread: 1 -> Drive C: | Capacity: 990,329,696,256 bytes | Free space: 655,126,446,080 bytes
2014-10-04 18:00:58.405 - Thread: 1 -> MyVideoModeManager.LogEnvironmentInformation - END
2014-10-04 18:00:58.411 - Thread: 1 -> MyConfig.Load() - START
2014-10-04 18:00:58.411 - Thread: 1 -> Path: C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\SpaceEngineers.cfg
2014-10-04 18:00:58.433 - Thread: 1 -> VideoAdapter: 0
2014-10-04 18:00:58.433 - Thread: 1 -> ScreenWidth: 1360
2014-10-04 18:00:58.433 - Thread: 1 -> ScreenHeight: 768
2014-10-04 18:00:58.433 - Thread: 1 -> WindowMode: 2
2014-10-04 18:00:58.433 - Thread: 1 -> VerticalSync: False
2014-10-04 18:00:58.433 - Thread: 1 -> HardwareCursor: True
2014-10-04 18:00:58.433 - Thread: 1 -> RenderQuality: 2
2014-10-04 18:00:58.433 - Thread: 1 -> FieldOfView: 60
2014-10-04 18:00:58.433 - Thread: 1 -> RefreshRate: 0
2014-10-04 18:00:58.433 - Thread: 1 -> MusicVolume: 1
2014-10-04 18:00:58.433 - Thread: 1 -> GameVolume: 1
2014-10-04 18:00:58.433 - Thread: 1 -> Language: 0
2014-10-04 18:00:58.433 - Thread: 1 -> ControlsGeneral: VRage.Serialization.SerializableDictionary`2[System.String,System.Object]
2014-10-04 18:00:58.433 - Thread: 1 -> ControlsButtons: VRage.Serialization.SerializableDictionary`2[System.String,System.Object]
2014-10-04 18:00:58.433 - Thread: 1 -> NeedShowTutorialQuestion: False
2014-10-04 18:00:58.433 - Thread: 1 -> DebugInputs: VRage.Serialization.SerializableDictionary`2[System.String,System.Object]
2014-10-04 18:00:58.433 - Thread: 1 -> CubeBuilderBuildingMode: 0
2014-10-04 18:00:58.433 - Thread: 1 -> ControlsHints: False
2014-10-04 18:00:58.433 - Thread: 1 -> RotationHints: True
2014-10-04 18:00:58.433 - Thread: 1 -> ShowCrosshair: True
2014-10-04 18:00:58.433 - Thread: 1 -> DisableHeadbob: False
2014-10-04 18:00:58.433 - Thread: 1 -> CompressSaveGames: False
2014-10-04 18:00:58.433 - Thread: 1 -> ShowPlayerNamesOnHud: True
2014-10-04 18:00:58.433 - Thread: 1 -> MinimalHud: False
2014-10-04 18:00:58.433 - Thread: 1 -> CubeBuilderUseSymmetry: False
2014-10-04 18:00:58.433 - Thread: 1 -> ScreenshotSizeMultiplier: 1
2014-10-04 18:00:58.433 - Thread: 1 -> HudWarnings: True
2014-10-04 18:00:58.433 - Thread: 1 -> MyConfig.Load() - END
2014-10-04 18:00:58.437 - Thread: 1 -> MySandboxGame.Initialize() - START
2014-10-04 18:00:58.492 - Thread: 1 -> MyGraphicTest.TestDX() - START
2014-10-04 18:00:58.497 - Thread: 1 -> WMI Data
2014-10-04 18:00:58.509 - Thread: 1 -> Caption: Intel(R) HD Graphics
2014-10-04 18:00:58.509 - Thread: 1 -> RAM: 2214592512
2014-10-04 18:00:58.509 - Thread: 1 -> Driver version: 8.15.10.2696
2014-10-04 18:00:58.509 - Thread: 1 -> Driver date: 20120319000000.000000-000
2014-10-04 18:00:58.509 - Thread: 1 -> Description: Intel(R) HD Graphics
2014-10-04 18:00:58.509 - Thread: 1 -> DeviceID: VideoController1
2014-10-04 18:00:58.509 - Thread: 1 -> Name: Intel(R) HD Graphics
2014-10-04 18:00:58.509 - Thread: 1 -> VideoProcessor: Intel(R) HD Graphics Family
2014-10-04 18:00:58.509 - Thread: 1 -> VideoArchitecture: 5
2014-10-04 18:00:58.509 - Thread: 1 -> PNPDeviceID: PCI\VEN_8086&DEV_0152&SUBSYS_05271028&REV_09\3&11583659&0&10
2014-10-04 18:00:58.509 - Thread: 1 -> InstalledDisplayDrivers: igdumd64.dll,igd10umd64.dll,igd10umd64.dll,igdumd32,igd10umd32,igd10umd32
2014-10-04 18:00:58.510 - Thread: 1 -> -------------------------------------------
2014-10-04 18:00:58.510 - Thread: 1 -> Caption: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.510 - Thread: 1 -> RAM: 1610612736
2014-10-04 18:00:58.510 - Thread: 1 -> Driver version: 9.18.13.4411
2014-10-04 18:00:58.510 - Thread: 1 -> Driver date: 20140913000000.000000-000
2014-10-04 18:00:58.510 - Thread: 1 -> Description: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.510 - Thread: 1 -> DeviceID: VideoController2
2014-10-04 18:00:58.510 - Thread: 1 -> Name: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.510 - Thread: 1 -> VideoProcessor: GeForce GTX 660
2014-10-04 18:00:58.510 - Thread: 1 -> VideoArchitecture: 5
2014-10-04 18:00:58.510 - Thread: 1 -> PNPDeviceID: PCI\VEN_10DE&DEV_1185&SUBSYS_098A10DE&REV_A1\4&382692A7&0&0008
2014-10-04 18:00:58.510 - Thread: 1 -> InstalledDisplayDrivers: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um
2014-10-04 18:00:58.510 - Thread: 1 -> -------------------------------------------
2014-10-04 18:00:58.512 - Thread: 1 -> Good graphics in WMI detected: True
2014-10-04 18:00:58.513 - Thread: 1 -> Debug runtime enabled: False
2014-10-04 18:00:58.513 - Thread: 1 -> Adapter count: 1
2014-10-04 18:00:58.513 - Thread: 1 -> Found adapter: NVIDIA GeForce GTX 660 (\\.\DISPLAY1)
2014-10-04 18:00:58.513 - Thread: 1 -> Adapter count: 1
2014-10-04 18:00:58.514 - Thread: 1 -> Adapters count: 1
2014-10-04 18:00:58.514 - Thread: 1 -> Adapter array count: 1
2014-10-04 18:00:58.514 - Thread: 1 -> Adapter NVIDIA GeForce GTX 660: \\.\DISPLAY1
2014-10-04 18:00:58.543 - Thread: 1 -> d3d handle ok
2014-10-04 18:00:58.587 - Thread: 1 -> MyGraphicTest.TestCurrentSettings() - START
2014-10-04 18:00:58.589 - Thread: 1 -> Ordinal ID: 0x1185
2014-10-04 18:00:58.589 - Thread: 1 -> Description: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.589 - Thread: 1 -> Vendor ID: 0x10DE
2014-10-04 18:00:58.589 - Thread: 1 -> Device name: \\.\DISPLAY1
2014-10-04 18:00:58.589 - Thread: 1 -> Device identifier: d7b71e3e-52c5-11cf-5562-87291cc2c435
2014-10-04 18:00:58.589 - Thread: 1 -> Driver name: nvumdshimx.dll
2014-10-04 18:00:58.589 - Thread: 1 -> DirectX Driver version: 9.18.13.4411
2014-10-04 18:00:58.589 - Thread: 1 -> Identifier of the adapter chip: 0x1185
2014-10-04 18:00:58.589 - Thread: 1 -> Adapter certified: NO
2014-10-04 18:00:58.589 - Thread: 1 -> Adapter revision: 161
2014-10-04 18:00:58.589 - Thread: 1 -> Subsystem ID: 0x098A10DE
2014-10-04 18:00:58.589 - Thread: 1 -> WHQL level: 0
2014-10-04 18:00:58.590 - Thread: 1 -> Vertex shader version: 3.0
2014-10-04 18:00:58.590 - Thread: 1 -> Pixel shader version: 3.0
2014-10-04 18:00:58.591 - Thread: 1 -> Max primitives count: 16777215
2014-10-04 18:00:58.591 - Thread: 1 -> Max texture width: 16384
2014-10-04 18:00:58.591 - Thread: 1 -> Max texture height: 16384
2014-10-04 18:00:58.591 - Thread: 1 -> Max vertex streams: 16
2014-10-04 18:00:58.591 - Thread: 1 -> Max render targets: 4
2014-10-04 18:00:58.595 - Thread: 1 -> MyGraphicTest.TestCurrentSettings() - END
2014-10-04 18:00:58.595 - Thread: 1 -> Rgba1010102Supported: True
2014-10-04 18:00:58.595 - Thread: 1 -> MipmapNonPow2Supported: True
2014-10-04 18:00:58.595 - Thread: 1 -> HDRSupported: True
2014-10-04 18:00:58.595 - Thread: 1 -> Create query
2014-10-04 18:00:58.596 - Thread: 1 -> Dispose query
2014-10-04 18:00:58.597 - Thread: 1 -> Queries supported: True
2014-10-04 18:00:58.602 - Thread: 1 -> Good graphics in DX detected: True
2014-10-04 18:00:58.602 - Thread: 1 -> Is better graphics available: False
2014-10-04 18:00:58.602 - Thread: 1 -> MyGraphicTest.TestDX() - END
2014-10-04 18:00:58.627 - Thread: 1 -> MyGraphicTest.TestDX() - START
2014-10-04 18:00:58.629 - Thread: 1 -> WMI Data
2014-10-04 18:00:58.641 - Thread: 1 -> Caption: Intel(R) HD Graphics
2014-10-04 18:00:58.641 - Thread: 1 -> RAM: 2214592512
2014-10-04 18:00:58.641 - Thread: 1 -> Driver version: 8.15.10.2696
2014-10-04 18:00:58.642 - Thread: 1 -> Driver date: 20120319000000.000000-000
2014-10-04 18:00:58.642 - Thread: 1 -> Description: Intel(R) HD Graphics
2014-10-04 18:00:58.642 - Thread: 1 -> DeviceID: VideoController1
2014-10-04 18:00:58.642 - Thread: 1 -> Name: Intel(R) HD Graphics
2014-10-04 18:00:58.642 - Thread: 1 -> VideoProcessor: Intel(R) HD Graphics Family
2014-10-04 18:00:58.642 - Thread: 1 -> VideoArchitecture: 5
2014-10-04 18:00:58.642 - Thread: 1 -> PNPDeviceID: PCI\VEN_8086&DEV_0152&SUBSYS_05271028&REV_09\3&11583659&0&10
2014-10-04 18:00:58.642 - Thread: 1 -> InstalledDisplayDrivers: igdumd64.dll,igd10umd64.dll,igd10umd64.dll,igdumd32,igd10umd32,igd10umd32
2014-10-04 18:00:58.642 - Thread: 1 -> -------------------------------------------
2014-10-04 18:00:58.642 - Thread: 1 -> Caption: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.642 - Thread: 1 -> RAM: 1610612736
2014-10-04 18:00:58.642 - Thread: 1 -> Driver version: 9.18.13.4411
2014-10-04 18:00:58.642 - Thread: 1 -> Driver date: 20140913000000.000000-000
2014-10-04 18:00:58.642 - Thread: 1 -> Description: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.642 - Thread: 1 -> DeviceID: VideoController2
2014-10-04 18:00:58.642 - Thread: 1 -> Name: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.642 - Thread: 1 -> VideoProcessor: GeForce GTX 660
2014-10-04 18:00:58.642 - Thread: 1 -> VideoArchitecture: 5
2014-10-04 18:00:58.642 - Thread: 1 -> PNPDeviceID: PCI\VEN_10DE&DEV_1185&SUBSYS_098A10DE&REV_A1\4&382692A7&0&0008
2014-10-04 18:00:58.642 - Thread: 1 -> InstalledDisplayDrivers: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um
2014-10-04 18:00:58.642 - Thread: 1 -> -------------------------------------------
2014-10-04 18:00:58.642 - Thread: 1 -> Good graphics in WMI detected: True
2014-10-04 18:00:58.642 - Thread: 1 -> Debug runtime enabled: False
2014-10-04 18:00:58.642 - Thread: 1 -> Adapter count: 1
2014-10-04 18:00:58.642 - Thread: 1 -> Found adapter: NVIDIA GeForce GTX 660 (\\.\DISPLAY1)
2014-10-04 18:00:58.642 - Thread: 1 -> Adapter count: 1
2014-10-04 18:00:58.642 - Thread: 1 -> Adapters count: 1
2014-10-04 18:00:58.642 - Thread: 1 -> Adapter array count: 1
2014-10-04 18:00:58.642 - Thread: 1 -> Adapter NVIDIA GeForce GTX 660: \\.\DISPLAY1
2014-10-04 18:00:58.673 - Thread: 1 -> d3d handle ok
2014-10-04 18:00:58.673 - Thread: 1 -> MyGraphicTest.TestCurrentSettings() - START
2014-10-04 18:00:58.673 - Thread: 1 -> Ordinal ID: 0x1185
2014-10-04 18:00:58.673 - Thread: 1 -> Description: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.673 - Thread: 1 -> Vendor ID: 0x10DE
2014-10-04 18:00:58.673 - Thread: 1 -> Device name: \\.\DISPLAY1
2014-10-04 18:00:58.673 - Thread: 1 -> Device identifier: d7b71e3e-52c5-11cf-5562-87291cc2c435
2014-10-04 18:00:58.673 - Thread: 1 -> Driver name: nvumdshimx.dll
2014-10-04 18:00:58.673 - Thread: 1 -> DirectX Driver version: 9.18.13.4411
2014-10-04 18:00:58.673 - Thread: 1 -> Identifier of the adapter chip: 0x1185
2014-10-04 18:00:58.673 - Thread: 1 -> Adapter certified: NO
2014-10-04 18:00:58.673 - Thread: 1 -> Adapter revision: 161
2014-10-04 18:00:58.673 - Thread: 1 -> Subsystem ID: 0x098A10DE
2014-10-04 18:00:58.673 - Thread: 1 -> WHQL level: 0
2014-10-04 18:00:58.673 - Thread: 1 -> Vertex shader version: 3.0
2014-10-04 18:00:58.673 - Thread: 1 -> Pixel shader version: 3.0
2014-10-04 18:00:58.673 - Thread: 1 -> Max primitives count: 16777215
2014-10-04 18:00:58.673 - Thread: 1 -> Max texture width: 16384
2014-10-04 18:00:58.673 - Thread: 1 -> Max texture height: 16384
2014-10-04 18:00:58.673 - Thread: 1 -> Max vertex streams: 16
2014-10-04 18:00:58.673 - Thread: 1 -> Max render targets: 4
2014-10-04 18:00:58.674 - Thread: 1 -> MyGraphicTest.TestCurrentSettings() - END
2014-10-04 18:00:58.674 - Thread: 1 -> Rgba1010102Supported: True
2014-10-04 18:00:58.674 - Thread: 1 -> MipmapNonPow2Supported: True
2014-10-04 18:00:58.674 - Thread: 1 -> HDRSupported: True
2014-10-04 18:00:58.674 - Thread: 1 -> Create query
2014-10-04 18:00:58.674 - Thread: 1 -> Dispose query
2014-10-04 18:00:58.674 - Thread: 1 -> Queries supported: True
2014-10-04 18:00:58.675 - Thread: 9 -> Loading adapters
2014-10-04 18:00:58.684 - Thread: 1 -> Good graphics in DX detected: True
2014-10-04 18:00:58.684 - Thread: 1 -> Is better graphics available: False
2014-10-04 18:00:58.684 - Thread: 1 -> MyGraphicTest.TestDX() - END
2014-10-04 18:00:58.692 - Thread: 9 -> MyGraphicTest.TestDX() - START
2014-10-04 18:00:58.693 - Thread: 1 -> MyVideoModeManager.UpdateVideoModes() - START
2014-10-04 18:00:58.694 - Thread: 9 -> WMI Data
2014-10-04 18:00:58.708 - Thread: 9 -> Caption: Intel(R) HD Graphics
2014-10-04 18:00:58.708 - Thread: 9 -> RAM: 2214592512
2014-10-04 18:00:58.708 - Thread: 9 -> Driver version: 8.15.10.2696
2014-10-04 18:00:58.708 - Thread: 9 -> Driver date: 20120319000000.000000-000
2014-10-04 18:00:58.708 - Thread: 9 -> Description: Intel(R) HD Graphics
2014-10-04 18:00:58.708 - Thread: 9 -> DeviceID: VideoController1
2014-10-04 18:00:58.708 - Thread: 9 -> Name: Intel(R) HD Graphics
2014-10-04 18:00:58.708 - Thread: 9 -> VideoProcessor: Intel(R) HD Graphics Family
2014-10-04 18:00:58.708 - Thread: 9 -> VideoArchitecture: 5
2014-10-04 18:00:58.708 - Thread: 9 -> PNPDeviceID: PCI\VEN_8086&DEV_0152&SUBSYS_05271028&REV_09\3&11583659&0&10
2014-10-04 18:00:58.708 - Thread: 9 -> InstalledDisplayDrivers: igdumd64.dll,igd10umd64.dll,igd10umd64.dll,igdumd32,igd10umd32,igd10umd32
2014-10-04 18:00:58.708 - Thread: 9 -> -------------------------------------------
2014-10-04 18:00:58.708 - Thread: 9 -> Caption: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.708 - Thread: 9 -> RAM: 1610612736
2014-10-04 18:00:58.708 - Thread: 9 -> Driver version: 9.18.13.4411
2014-10-04 18:00:58.708 - Thread: 9 -> Driver date: 20140913000000.000000-000
2014-10-04 18:00:58.708 - Thread: 9 -> Description: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.708 - Thread: 9 -> DeviceID: VideoController2
2014-10-04 18:00:58.708 - Thread: 9 -> Name: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.708 - Thread: 9 -> VideoProcessor: GeForce GTX 660
2014-10-04 18:00:58.708 - Thread: 9 -> VideoArchitecture: 5
2014-10-04 18:00:58.708 - Thread: 9 -> PNPDeviceID: PCI\VEN_10DE&DEV_1185&SUBSYS_098A10DE&REV_A1\4&382692A7&0&0008
2014-10-04 18:00:58.708 - Thread: 9 -> InstalledDisplayDrivers: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um
2014-10-04 18:00:58.708 - Thread: 9 -> -------------------------------------------
2014-10-04 18:00:58.708 - Thread: 9 -> Good graphics in WMI detected: True
2014-10-04 18:00:58.709 - Thread: 9 -> Debug runtime enabled: False
2014-10-04 18:00:58.709 - Thread: 9 -> Adapter count: 1
2014-10-04 18:00:58.709 - Thread: 9 -> Found adapter: NVIDIA GeForce GTX 660 (\\.\DISPLAY1)
2014-10-04 18:00:58.709 - Thread: 9 -> Adapter count: 1
2014-10-04 18:00:58.709 - Thread: 9 -> Adapters count: 1
2014-10-04 18:00:58.709 - Thread: 9 -> Adapter array count: 1
2014-10-04 18:00:58.709 - Thread: 9 -> Adapter NVIDIA GeForce GTX 660: \\.\DISPLAY1
2014-10-04 18:00:58.711 - Thread: 1 -> MyGraphicTest.TestDX() - START
2014-10-04 18:00:58.713 - Thread: 1 -> WMI Data
2014-10-04 18:00:58.722 - Thread: 9 -> d3d handle ok
2014-10-04 18:00:58.722 - Thread: 9 -> MyGraphicTest.TestCurrentSettings() - START
2014-10-04 18:00:58.722 - Thread: 9 -> Ordinal ID: 0x1185
2014-10-04 18:00:58.722 - Thread: 9 -> Description: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.722 - Thread: 9 -> Vendor ID: 0x10DE
2014-10-04 18:00:58.722 - Thread: 9 -> Device name: \\.\DISPLAY1
2014-10-04 18:00:58.723 - Thread: 9 -> Device identifier: d7b71e3e-52c5-11cf-5562-87291cc2c435
2014-10-04 18:00:58.723 - Thread: 9 -> Driver name: nvumdshimx.dll
2014-10-04 18:00:58.723 - Thread: 9 -> DirectX Driver version: 9.18.13.4411
2014-10-04 18:00:58.723 - Thread: 9 -> Identifier of the adapter chip: 0x1185
2014-10-04 18:00:58.723 - Thread: 9 -> Adapter certified: NO
2014-10-04 18:00:58.723 - Thread: 9 -> Adapter revision: 161
2014-10-04 18:00:58.723 - Thread: 9 -> Subsystem ID: 0x098A10DE
2014-10-04 18:00:58.723 - Thread: 9 -> WHQL level: 0
2014-10-04 18:00:58.723 - Thread: 9 -> Vertex shader version: 3.0
2014-10-04 18:00:58.723 - Thread: 9 -> Pixel shader version: 3.0
2014-10-04 18:00:58.723 - Thread: 9 -> Max primitives count: 16777215
2014-10-04 18:00:58.723 - Thread: 9 -> Max texture width: 16384
2014-10-04 18:00:58.723 - Thread: 9 -> Max texture height: 16384
2014-10-04 18:00:58.723 - Thread: 9 -> Max vertex streams: 16
2014-10-04 18:00:58.723 - Thread: 9 -> Max render targets: 4
2014-10-04 18:00:58.723 - Thread: 9 -> MyGraphicTest.TestCurrentSettings() - END
2014-10-04 18:00:58.723 - Thread: 9 -> Rgba1010102Supported: True
2014-10-04 18:00:58.723 - Thread: 9 -> MipmapNonPow2Supported: True
2014-10-04 18:00:58.723 - Thread: 9 -> HDRSupported: True
2014-10-04 18:00:58.723 - Thread: 9 -> Create query
2014-10-04 18:00:58.723 - Thread: 9 -> Dispose query
2014-10-04 18:00:58.723 - Thread: 9 -> Queries supported: True
2014-10-04 18:00:58.727 - Thread: 1 -> Caption: Intel(R) HD Graphics
2014-10-04 18:00:58.727 - Thread: 1 -> RAM: 2214592512
2014-10-04 18:00:58.727 - Thread: 1 -> Driver version: 8.15.10.2696
2014-10-04 18:00:58.727 - Thread: 1 -> Driver date: 20120319000000.000000-000
2014-10-04 18:00:58.727 - Thread: 1 -> Description: Intel(R) HD Graphics
2014-10-04 18:00:58.727 - Thread: 1 -> DeviceID: VideoController1
2014-10-04 18:00:58.727 - Thread: 9 -> Good graphics in DX detected: True
2014-10-04 18:00:58.727 - Thread: 9 -> Is better graphics available: False
2014-10-04 18:00:58.727 - Thread: 9 -> MyGraphicTest.TestDX() - END
2014-10-04 18:00:58.727 - Thread: 9 -> Found adapters
2014-10-04 18:00:58.727 - Thread: 1 -> Name: Intel(R) HD Graphics
2014-10-04 18:00:58.727 - Thread: 1 -> VideoProcessor: Intel(R) HD Graphics Family
2014-10-04 18:00:58.727 - Thread: 1 -> VideoArchitecture: 5
2014-10-04 18:00:58.727 - Thread: 1 -> PNPDeviceID: PCI\VEN_8086&DEV_0152&SUBSYS_05271028&REV_09\3&11583659&0&10
2014-10-04 18:00:58.727 - Thread: 1 -> InstalledDisplayDrivers: igdumd64.dll,igd10umd64.dll,igd10umd64.dll,igdumd32,igd10umd32,igd10umd32
2014-10-04 18:00:58.727 - Thread: 1 -> -------------------------------------------
2014-10-04 18:00:58.727 - Thread: 1 -> Caption: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.727 - Thread: 1 -> RAM: 1610612736
2014-10-04 18:00:58.727 - Thread: 1 -> Driver version: 9.18.13.4411
2014-10-04 18:00:58.727 - Thread: 1 -> Driver date: 20140913000000.000000-000
2014-10-04 18:00:58.727 - Thread: 1 -> Description: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.727 - Thread: 1 -> DeviceID: VideoController2
2014-10-04 18:00:58.727 - Thread: 1 -> Name: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.727 - Thread: 1 -> VideoProcessor: GeForce GTX 660
2014-10-04 18:00:58.727 - Thread: 1 -> VideoArchitecture: 5
2014-10-04 18:00:58.727 - Thread: 1 -> PNPDeviceID: PCI\VEN_10DE&DEV_1185&SUBSYS_098A10DE&REV_A1\4&382692A7&0&0008
2014-10-04 18:00:58.727 - Thread: 1 -> InstalledDisplayDrivers: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um
2014-10-04 18:00:58.727 - Thread: 1 -> -------------------------------------------
2014-10-04 18:00:58.728 - Thread: 1 -> Good graphics in WMI detected: True
2014-10-04 18:00:58.728 - Thread: 1 -> Debug runtime enabled: False
2014-10-04 18:00:58.728 - Thread: 1 -> Adapter count: 1
2014-10-04 18:00:58.728 - Thread: 1 -> Found adapter: NVIDIA GeForce GTX 660 (\\.\DISPLAY1)
2014-10-04 18:00:58.728 - Thread: 1 -> Adapter count: 1
2014-10-04 18:00:58.728 - Thread: 1 -> Adapters count: 1
2014-10-04 18:00:58.728 - Thread: 1 -> Adapter array count: 1
2014-10-04 18:00:58.728 - Thread: 1 -> Adapter NVIDIA GeForce GTX 660: \\.\DISPLAY1
2014-10-04 18:00:58.730 - Thread: 9 -> Adapter: NVIDIA GeForce GTX 660 (DISPLAY1)
2014-10-04 18:00:58.730 - Thread: 9 -> Details: \\.\DISPLAY1
2014-10-04 18:00:58.730 - Thread: 9 -> Description: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.741 - Thread: 1 -> d3d handle ok
2014-10-04 18:00:58.741 - Thread: 1 -> MyGraphicTest.TestCurrentSettings() - START
2014-10-04 18:00:58.741 - Thread: 1 -> Ordinal ID: 0x1185
2014-10-04 18:00:58.741 - Thread: 1 -> Description: NVIDIA GeForce GTX 660
2014-10-04 18:00:58.741 - Thread: 1 -> Vendor ID: 0x10DE
2014-10-04 18:00:58.741 - Thread: 1 -> Device name: \\.\DISPLAY1
2014-10-04 18:00:58.741 - Thread: 1 -> Device identifier: d7b71e3e-52c5-11cf-5562-87291cc2c435
2014-10-04 18:00:58.741 - Thread: 1 -> Driver name: nvumdshimx.dll
2014-10-04 18:00:58.741 - Thread: 1 -> DirectX Driver version: 9.18.13.4411
2014-10-04 18:00:58.741 - Thread: 1 -> Identifier of the adapter chip: 0x1185
2014-10-04 18:00:58.741 - Thread: 1 -> Adapter certified: NO
2014-10-04 18:00:58.741 - Thread: 1 -> Adapter revision: 161
2014-10-04 18:00:58.741 - Thread: 1 -> Subsystem ID: 0x098A10DE
2014-10-04 18:00:58.741 - Thread: 1 -> WHQL level: 0
2014-10-04 18:00:58.741 - Thread: 1 -> Vertex shader version: 3.0
2014-10-04 18:00:58.741 - Thread: 1 -> Pixel shader version: 3.0
2014-10-04 18:00:58.741 - Thread: 1 -> Max primitives count: 16777215
2014-10-04 18:00:58.741 - Thread: 1 -> Max texture width: 16384
2014-10-04 18:00:58.741 - Thread: 1 -> Max texture height: 16384
2014-10-04 18:00:58.741 - Thread: 1 -> Max vertex streams: 16
2014-10-04 18:00:58.741 - Thread: 1 -> Max render targets: 4
2014-10-04 18:00:58.741 - Thread: 1 -> MyGraphicTest.TestCurrentSettings() - END
2014-10-04 18:00:58.741 - Thread: 1 -> Rgba1010102Supported: True
2014-10-04 18:00:58.741 - Thread: 1 -> MipmapNonPow2Supported: True
2014-10-04 18:00:58.741 - Thread: 1 -> HDRSupported: True
2014-10-04 18:00:58.741 - Thread: 1 -> Create query
2014-10-04 18:00:58.741 - Thread: 1 -> Dispose query
2014-10-04 18:00:58.741 - Thread: 1 -> Queries supported: True
2014-10-04 18:00:58.745 - Thread: 1 -> Good graphics in DX detected: True
2014-10-04 18:00:58.745 - Thread: 1 -> Is better graphics available: False
2014-10-04 18:00:58.745 - Thread: 1 -> MyGraphicTest.TestDX() - END
2014-10-04 18:00:58.764 - Thread: 1 -> MyVideoModeManager.UpdateVideoModes() - END
2014-10-04 18:00:58.766 - Thread: 1 -> MyVideoModeManager.InitFromConfig START
2014-10-04 18:00:58.772 - Thread: 1 -> MyVideoModeManager.IsSupportedDisplayMode - START
2014-10-04 18:00:58.772 - Thread: 1 -> Width: 1360
2014-10-04 18:00:58.772 - Thread: 1 -> Height: 768
2014-10-04 18:00:58.772 - Thread: 1 -> FullScreen: Fullscreen
2014-10-04 18:00:58.772 - Thread: 1 -> Supported display mode: 1360 x 768 Fullscreen
2014-10-04 18:00:58.772 - Thread: 1 -> Ret: True
2014-10-04 18:00:58.772 - Thread: 1 -> MyVideoModeManager.IsSupportedDisplayMode - END
2014-10-04 18:00:58.780 - Thread: 1 -> MyConfig.Save() - START
2014-10-04 18:00:58.780 - Thread: 1 -> Path: C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\SpaceEngineers.cfg
2014-10-04 18:00:58.793 - Thread: 1 -> MyConfig.Save() - END
2014-10-04 18:00:58.800 - Thread: 1 -> MyVideoModeManager.ChangeVideoMode - START
2014-10-04 18:00:58.801 - Thread: 1 -> ModeChange: True
2014-10-04 18:00:58.801 - Thread: 1 -> VideoAdapter: 0
2014-10-04 18:00:58.801 - Thread: 1 -> Width: 1360
2014-10-04 18:00:58.801 - Thread: 1 -> Height: 768
2014-10-04 18:00:58.801 - Thread: 1 -> RefreshRate: 60
2014-10-04 18:00:58.801 - Thread: 1 -> WindowMode: Fullscreen
2014-10-04 18:00:58.801 - Thread: 1 -> VerticalSync: False
2014-10-04 18:00:58.801 - Thread: 1 -> HardwareCursor: True
2014-10-04 18:00:58.801 - Thread: 1 -> RenderQuality: 2
2014-10-04 18:00:58.801 - Thread: 1 -> RenderInterpolation: False
2014-10-04 18:00:58.801 - Thread: 1 -> MyVideoModeManager.IsSupportedDisplayMode - START
2014-10-04 18:00:58.801 - Thread: 1 -> Width: 1360
2014-10-04 18:00:58.801 - Thread: 1 -> Height: 768
2014-10-04 18:00:58.801 - Thread: 1 -> FullScreen: Fullscreen
2014-10-04 18:00:58.801 - Thread: 1 -> Supported display mode: 1360 x 768 Fullscreen
2014-10-04 18:00:58.801 - Thread: 1 -> Ret: True
2014-10-04 18:00:58.801 - Thread: 1 -> MyVideoModeManager.IsSupportedDisplayMode - END
2014-10-04 18:00:58.809 - Thread: 1 -> MyVideoModeManager.ChangeVideoMode - END
2014-10-04 18:00:58.809 - Thread: 1 -> MyVideoModeManager.InitFromConfig END
2014-10-04 18:00:58.820 - Thread: 1 -> MyGuiGameControlsHelpers()
2014-10-04 18:00:58.888 - Thread: 1 -> Physics.Init
2014-10-04 18:00:58.888 - Thread: 1 -> Version: Release(0), 1700, [S]
2014-10-04 18:00:58.941 - Thread: 1 -> MyModels.LoadData - START
2014-10-04 18:00:58.941 - Thread: 1 -> Pre-caching cube block models
2014-10-04 18:00:58.942 - Thread: 1 -> MyModels.LoadData - END
2014-10-04 18:00:58.942 - Thread: 1 -> MySandboxGame.LoadData() - START
2014-10-04 18:00:58.959 - Thread: 1 -> MyAudio.LoadData - START
2014-10-04 18:00:59.061 - Thread: 1 -> MyAudio.CreateX3DAudio - Device: Realtek Digital Output (Realtek High Definition Audio) - Channel #: 2
2014-10-04 18:00:59.398 - Thread: 1 -> MyAudio.LoadData - END
2014-10-04 18:00:59.415 - Thread: 1 -> MyGuiManager()
2014-10-04 18:00:59.422 - Thread: 1 -> MyScreenManager()
2014-10-04 18:00:59.438 - Thread: 1 -> MyConfig.Save() - START
2014-10-04 18:00:59.438 - Thread: 1 -> Path: C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\SpaceEngineers.cfg
2014-10-04 18:00:59.449 - Thread: 1 -> MyConfig.Save() - END
2014-10-04 18:00:59.450 - Thread: 1 -> MyGuiManager.LoadContent() - START
2014-10-04 18:00:59.499 - Thread: 1 -> MyGuiManager2.LoadContent() - START
2014-10-04 18:00:59.521 - Thread: 1 -> MyFont.Ctor - START
2014-10-04 18:00:59.521 - Thread: 1 -> Font filename: Fonts\white_shadow\FontData.xml
2014-10-04 18:00:59.593 - Thread: 1 -> FontFilePath: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Content\Fonts\white_shadow\FontData.xml
2014-10-04 18:00:59.593 - Thread: 1 -> LineHeight: 37
2014-10-04 18:00:59.593 - Thread: 1 -> Baseline: 30
2014-10-04 18:00:59.593 - Thread: 1 -> KernEnabled: True
2014-10-04 18:00:59.593 - Thread: 1 -> MyFont.Ctor - END
2014-10-04 18:00:59.595 - Thread: 1 -> MyFont.Ctor - START
2014-10-04 18:00:59.595 - Thread: 1 -> Font filename: Fonts\red\FontData.xml
2014-10-04 18:00:59.600 - Thread: 1 -> FontFilePath: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Content\Fonts\red\FontData.xml
2014-10-04 18:00:59.600 - Thread: 1 -> LineHeight: 37
2014-10-04 18:00:59.600 - Thread: 1 -> Baseline: 30
2014-10-04 18:00:59.600 - Thread: 1 -> KernEnabled: True
2014-10-04 18:00:59.600 - Thread: 1 -> MyFont.Ctor - END
2014-10-04 18:00:59.600 - Thread: 1 -> MyFont.Ctor - START
2014-10-04 18:00:59.600 - Thread: 1 -> Font filename: Fonts\green\FontData.xml
2014-10-04 18:00:59.604 - Thread: 1 -> FontFilePath: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Content\Fonts\green\FontData.xml
2014-10-04 18:00:59.604 - Thread: 1 -> LineHeight: 37
2014-10-04 18:00:59.604 - Thread: 1 -> Baseline: 30
2014-10-04 18:00:59.605 - Thread: 1 -> KernEnabled: True
2014-10-04 18:00:59.605 - Thread: 1 -> MyFont.Ctor - END
2014-10-04 18:00:59.605 - Thread: 1 -> MyFont.Ctor - START
2014-10-04 18:00:59.605 - Thread: 1 -> Font filename: Fonts\blue\FontData.xml
2014-10-04 18:00:59.609 - Thread: 1 -> FontFilePath: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Content\Fonts\blue\FontData.xml
2014-10-04 18:00:59.609 - Thread: 1 -> LineHeight: 37
2014-10-04 18:00:59.609 - Thread: 1 -> Baseline: 30
2014-10-04 18:00:59.609 - Thread: 1 -> KernEnabled: True
2014-10-04 18:00:59.609 - Thread: 1 -> MyFont.Ctor - END
2014-10-04 18:00:59.609 - Thread: 1 -> MyFont.Ctor - START
2014-10-04 18:00:59.609 - Thread: 1 -> Font filename: Fonts\white\FontData.xml
2014-10-04 18:00:59.613 - Thread: 1 -> FontFilePath: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Content\Fonts\white\FontData.xml
2014-10-04 18:00:59.613 - Thread: 1 -> LineHeight: 37
2014-10-04 18:00:59.613 - Thread: 1 -> Baseline: 30
2014-10-04 18:00:59.613 - Thread: 1 -> KernEnabled: True
2014-10-04 18:00:59.613 - Thread: 1 -> MyFont.Ctor - END
2014-10-04 18:00:59.613 - Thread: 1 -> MyFont.Ctor - START
2014-10-04 18:00:59.613 - Thread: 1 -> Font filename: Fonts\DarkBlue\FontData.xml
2014-10-04 18:00:59.617 - Thread: 1 -> FontFilePath: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Content\Fonts\DarkBlue\FontData.xml
2014-10-04 18:00:59.617 - Thread: 1 -> LineHeight: 37
2014-10-04 18:00:59.617 - Thread: 1 -> Baseline: 30
2014-10-04 18:00:59.617 - Thread: 1 -> KernEnabled: True
2014-10-04 18:00:59.617 - Thread: 1 -> MyFont.Ctor - END
2014-10-04 18:00:59.618 - Thread: 1 -> MyGuiManager2.LoadContent() - END
2014-10-04 18:00:59.619 - Thread: 1 -> MyGuiManager.LoadContent() - START
2014-10-04 18:00:59.619 - Thread: 1 -> MyGuiManager.LoadContent() - END
2014-10-04 18:00:59.619 - Thread: 1 -> MyGuiManager.LoadContent() - END
2014-10-04 18:00:59.619 - Thread: 1 -> MySandboxGame.LoadData() - END
2014-10-04 18:00:59.651 - Thread: 1 -> Loading default controls
2014-10-04 18:00:59.734 - Thread: 1 -> MySandboxGame.Initialize() - END
2014-10-04 18:00:59.738 - Thread: 1 -> Timer Frequency: 3020517
2014-10-04 18:00:59.738 - Thread: 1 -> Ticks per frame: 50553
2014-10-04 18:01:00.151 - Thread: 9 -> MyFont.Ctor - START
2014-10-04 18:01:00.151 - Thread: 9 -> Font filename: Fonts\white_shadow\FontData.xml
2014-10-04 18:01:00.156 - Thread: 9 -> FontFilePath: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Content\Fonts\white_shadow\FontData.xml
2014-10-04 18:01:00.156 - Thread: 9 -> LineHeight: 37
2014-10-04 18:01:00.156 - Thread: 9 -> Baseline: 30
2014-10-04 18:01:00.156 - Thread: 9 -> KernEnabled: True
2014-10-04 18:01:00.156 - Thread: 9 -> MyFont.Ctor - END
2014-10-04 18:01:00.183 - Thread: 9 -> MyFont.Ctor - START
2014-10-04 18:01:00.183 - Thread: 9 -> Font filename: Fonts\red\FontData.xml
2014-10-04 18:01:00.190 - Thread: 9 -> FontFilePath: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Content\Fonts\red\FontData.xml
2014-10-04 18:01:00.190 - Thread: 9 -> LineHeight: 37
2014-10-04 18:01:00.190 - Thread: 9 -> Baseline: 30
2014-10-04 18:01:00.190 - Thread: 9 -> KernEnabled: True
2014-10-04 18:01:00.190 - Thread: 9 -> MyFont.Ctor - END
2014-10-04 18:01:00.202 - Thread: 9 -> MyFont.Ctor - START
2014-10-04 18:01:00.202 - Thread: 9 -> Font filename: Fonts\green\FontData.xml
2014-10-04 18:01:00.206 - Thread: 9 -> FontFilePath: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Content\Fonts\green\FontData.xml
2014-10-04 18:01:00.206 - Thread: 9 -> LineHeight: 37
2014-10-04 18:01:00.206 - Thread: 9 -> Baseline: 30
2014-10-04 18:01:00.206 - Thread: 9 -> KernEnabled: True
2014-10-04 18:01:00.206 - Thread: 9 -> MyFont.Ctor - END
2014-10-04 18:01:00.218 - Thread: 9 -> MyFont.Ctor - START
2014-10-04 18:01:00.219 - Thread: 9 -> Font filename: Fonts\blue\FontData.xml
2014-10-04 18:01:00.222 - Thread: 9 -> FontFilePath: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Content\Fonts\blue\FontData.xml
2014-10-04 18:01:00.222 - Thread: 9 -> LineHeight: 37
2014-10-04 18:01:00.222 - Thread: 9 -> Baseline: 30
2014-10-04 18:01:00.222 - Thread: 9 -> KernEnabled: True
2014-10-04 18:01:00.222 - Thread: 9 -> MyFont.Ctor - END
2014-10-04 18:01:00.235 - Thread: 9 -> MyFont.Ctor - START
2014-10-04 18:01:00.235 - Thread: 9 -> Font filename: Fonts\white\FontData.xml
2014-10-04 18:01:00.239 - Thread: 9 -> FontFilePath: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Content\Fonts\white\FontData.xml
2014-10-04 18:01:00.239 - Thread: 9 -> LineHeight: 37
2014-10-04 18:01:00.239 - Thread: 9 -> Baseline: 30
2014-10-04 18:01:00.239 - Thread: 9 -> KernEnabled: True
2014-10-04 18:01:00.239 - Thread: 9 -> MyFont.Ctor - END
2014-10-04 18:01:00.252 - Thread: 9 -> MyFont.Ctor - START
2014-10-04 18:01:00.252 - Thread: 9 -> Font filename: Fonts\DarkBlue\FontData.xml
2014-10-04 18:01:00.256 - Thread: 9 -> FontFilePath: c:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Content\Fonts\DarkBlue\FontData.xml
2014-10-04 18:01:00.256 - Thread: 9 -> LineHeight: 37
2014-10-04 18:01:00.256 - Thread: 9 -> Baseline: 30
2014-10-04 18:01:00.256 - Thread: 9 -> KernEnabled: True
2014-10-04 18:01:00.256 - Thread: 9 -> MyFont.Ctor - END
2014-10-04 18:02:30.935 - Thread: 5 -> Loading available saves - START
2014-10-04 18:02:30.937 - Thread: 5 -> GetWorldInfoFromDirectory (Exists: True) 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Saves\76561198079474259'
2014-10-04 18:02:31.569 - Thread: 5 -> Loading available saves - END
2014-10-04 18:02:31.692 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2014-10-04 18:02:31.692 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2014-10-04 18:02:33.118 - Thread: 1 -> LoadSandbox() - Start
2014-10-04 18:02:33.120 - Thread: 1 -> LoadSession() - Start
2014-10-04 18:02:33.120 - Thread: 1 -> C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Saves\76561198079474259\Ship Manufacturing
2014-10-04 18:02:33.344 - Thread: 1 -> LoadSandbox() - End
2014-10-04 18:02:33.355 - Thread: 4 -> Downloading world mods - START
2014-10-04 18:02:33.362 - Thread: 4 -> MySteamWorkshop.GetItemsBlocking: getting 1 items
2014-10-04 18:02:33.362 - Thread: 4 -> Querying details of file 298550266
2014-10-04 18:02:37.620 - Thread: 1 -> Obtained details: Id=298550266; Result=OK; ugcHandle=38602454184314403; title='Letters Mod'; tags='mod,Block'
2014-10-04 18:02:39.336 - Thread: 4 -> Up to date mod: Id = 298550266, title = 'Letters Mod'
2014-10-04 18:02:39.340 - Thread: 4 -> Downloading world mods - END
2014-10-04 18:02:39.554 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2014-10-04 18:02:39.554 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2014-10-04 18:02:39.554 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2014-10-04 18:02:39.554 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2014-10-04 18:02:39.554 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2014-10-04 18:02:39.554 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2014-10-04 18:02:39.555 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2014-10-04 18:02:39.555 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2014-10-04 18:02:39.571 - Thread: 1 -> LoadSession() - End
2014-10-04 18:02:39.572 - Thread: 1 -> MyGuiScreenLoading.LoadContent - START
2014-10-04 18:02:39.573 - Thread: 1 -> MyGuiScreenLoading.LoadContent - END
2014-10-04 18:02:39.592 - Thread: 1 -> RunLoadingAction - START
2014-10-04 18:02:39.602 - Thread: 1 -> Loading session: C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Saves\76561198079474259\Ship Manufacturing
2014-10-04 18:02:44.286 - Thread: 1 -> MyDefinitionManager.LoadData() - START
2014-10-04 18:02:44.286 - Thread: 1 -> MyDefinitionManager.LoadScenarios() - START
2014-10-04 18:02:44.288 - Thread: 1 -> fba005709a0bc54a5e72069f029037a8ac659ebf
2014-10-04 18:02:44.296 - Thread: 1 -> Loading scenarios
2014-10-04 18:02:44.296 - Thread: 1 -> MyDefinitionManager.LoadScenarios() - END
2014-10-04 18:02:44.309 - Thread: 1 -> fb45e56b0bdf15b69e0c8d1ab0a0dedefa6f6111
2014-10-04 18:02:44.534 - Thread: 1 -> ac197151508aa8215f1c11cadcf4e0008317d840
2014-10-04 18:02:44.551 - Thread: 1 -> 6b6436d501cb30d6a15f890365c96fc876f21377
2014-10-04 18:02:44.566 - Thread: 1 -> f550eac00abac9b09247a5df1114fc9124da9e40
2014-10-04 18:02:44.580 - Thread: 1 -> 1818321500281bbc69699ae5fcf52b7a647dc6a1
2014-10-04 18:02:44.598 - Thread: 1 -> 97991a64c4113f966a9cea33e1775d04913b2b28
2014-10-04 18:02:44.640 - Thread: 1 -> 51e3468b2afab74339cf7f44054a7689171161c4
2014-10-04 18:02:44.653 - Thread: 1 -> 0300d601dc7d96f384322e452d7cbb0f5fb9b7d2
2014-10-04 18:02:44.668 - Thread: 1 -> 0e39086d548a84d59fde79fd2de5fa60db8be147
2014-10-04 18:02:44.691 - Thread: 1 -> c64c2c969abfa8edd7b3e0b45834bf07ab257d2c
2014-10-04 18:02:48.030 - Thread: 1 -> 8c45fc56ee54ca46f6decb1b02da40fb58b0940f
2014-10-04 18:02:48.041 - Thread: 1 -> 893f9935d2ecddf72e1537a0ab6197d1384346ef
2014-10-04 18:02:48.056 - Thread: 1 -> b7673a289a8cebaae9d80dc8a80e3ec246b3109a
2014-10-04 18:02:48.084 - Thread: 1 -> 8818b780f55b3beca10e49d6cc855adfd57779f4
2014-10-04 18:02:48.097 - Thread: 1 -> 6638ada34cfbdc2358b875b7146c269a521d48f9
2014-10-04 18:02:48.187 - Thread: 1 -> 7bddccce76338521d2a1cf33561df9f69d5feee3
2014-10-04 18:02:48.682 - Thread: 1 -> 95130f8c221e6d50faf70da250a38690f590bd93
2014-10-04 18:02:48.698 - Thread: 1 -> e5d734ae4d0e63113bdc6a2ec40da27b1bf86e48
2014-10-04 18:02:48.744 - Thread: 1 -> 570cb8ce89fdd43e3d71df0ce8af1bd55bcb627b
2014-10-04 18:02:48.764 - Thread: 1 -> 075510df73af29a7b1212686b4100c856ffb8718
2014-10-04 18:02:48.782 - Thread: 1 -> 0789edaf8915099c905df648e8cd75a2f0a8cc0d
2014-10-04 18:02:48.907 - Thread: 1 -> d1da540669d897d2d174e243e4420ab7b9e04482
2014-10-04 18:02:50.247 - Thread: 1 -> 62a7ced0438f2ce2aac80a8ee9466a05cdfc18dd
2014-10-04 18:02:50.399 - Thread: 1 -> a7e6531c2be2b12d2d3ee0c450ea046667626d46
2014-10-04 18:02:50.494 - Thread: 1 -> 62d5ae3b88efe83bd73e3a8f318f6d70006b925f
2014-10-04 18:02:50.521 - Thread: 1 -> fe0e764024b0e7db5bdbb65c9def1573aaf73b3e
2014-10-04 18:02:50.571 - Thread: 1 -> 51c9dbdda678f61195aa642492fe850b354ded8f
2014-10-04 18:02:50.635 - Thread: 1 -> c778c5662d2fe1f5462772777793acfc01706d6d
2014-10-04 18:02:50.703 - Thread: 1 -> 38e4d19b4b2b93026137103364f6a97f2273e025
2014-10-04 18:02:50.971 - Thread: 1 -> 214e30809670945d3764e9cd55b043d221cc7516
2014-10-04 18:02:51.653 - Thread: 1 -> 372a3458ec7897a6ae32b945fc2e1567309748e1
2014-10-04 18:02:51.979 - Thread: 1 -> c5b95e99b7771a2514e758f25248c4614d35214c
2014-10-04 18:02:52.440 - Thread: 1 -> 1918e5e5ea784cc9aa6e00b9541ed977d0555b48
2014-10-04 18:02:53.125 - Thread: 1 -> d36f7911267ae472a447b575096ac35856cef937
2014-10-04 18:02:53.190 - Thread: 1 -> e38fb579203ac1c4d5c754765e6f13c6aee678c7
2014-10-04 18:02:53.242 - Thread: 1 -> 6995555b3e6adc7d0569c3addf742686718fa6a6
2014-10-04 18:02:53.408 - Thread: 1 -> 798504fa5ec186e9081822fd463c8bbe050dc747
2014-10-04 18:02:53.924 - Thread: 1 -> 3d049ef259ca97ab1627aace412f2544e0e31615
2014-10-04 18:02:53.941 - Thread: 1 -> 07c92b1c87166989e84f628ad855c47a9723a6df
2014-10-04 18:02:53.983 - Thread: 1 -> 84d4a2b6951b21dbefca8274dfa072d596199004
2014-10-04 18:02:54.045 - Thread: 1 -> 3c0487369844cf2659d153c881bd2c32d33e5ebb
2014-10-04 18:02:54.359 - Thread: 1 -> 44ffdbd3b44ad562bf8ed005e50fa209a2d02b8e
2014-10-04 18:02:54.363 - Thread: 1 -> 1959cb4b241bde3feda2054f3006f60808a4ff7a
2014-10-04 18:02:54.367 - Thread: 1 -> 948907067f434405eef3ad95412e2645735aed61
2014-10-04 18:02:54.371 - Thread: 1 -> 21aad3a88e4cfb69d773a860369ccbe11eeaabfa
2014-10-04 18:02:54.376 - Thread: 1 -> e2cfc499cbda962629e31b1d4d5f8e050f02a8d0
2014-10-04 18:02:54.380 - Thread: 1 -> ecae937b298013f93fb3c6641d7c509b34fccbca
2014-10-04 18:02:54.386 - Thread: 1 -> d629780fa2296368ba05300952d05a8c0468ed24
2014-10-04 18:02:54.423 - Thread: 1 -> b249985e5c04c8897ce8b0abc0b83c219636ea96
2014-10-04 18:02:54.577 - Thread: 1 -> 3fbe60c3c654c2d44d4fb7933ebb4600fc93f960
2014-10-04 18:02:54.582 - Thread: 1 -> 13e585f0ef1747d8453d39c7ab5bbdb10a299217
2014-10-04 18:02:54.605 - Thread: 1 -> 822334dfe985d9c5c6d99efab9db86ea218f43aa
2014-10-04 18:02:54.650 - Thread: 1 -> d3400a4e9aa9b91ece5ea96c8b29bea091b8da09
2014-10-04 18:02:54.696 - Thread: 1 -> 35f51ffcbf6c52c5de588e06fb0842be9a3e2802
2014-10-04 18:02:54.717 - Thread: 1 -> 09d815b28947ec75b78c19749d8386fa95b6a49d
2014-10-04 18:02:54.810 - Thread: 1 -> eadffe1d49c1cc48e396ad22965792b6c7655f83
2014-10-04 18:02:54.828 - Thread: 1 -> 54cf7b098df5f011fd989cadc62adcc7135e6a11
2014-10-04 18:02:54.848 - Thread: 1 -> 07a62131523eafd664e539246ba51e90fb3c8527
2014-10-04 18:02:54.884 - Thread: 1 -> 30475b38cc0a1569fdfbe8454e47b188371105f5
2014-10-04 18:02:54.984 - Thread: 1 -> Loading ammo magazines
2014-10-04 18:02:54.987 - Thread: 1 -> Loading animations
2014-10-04 18:02:54.991 - Thread: 1 -> Loading category classes
2014-10-04 18:02:54.992 - Thread: 1 -> Loading blueprint classes
2014-10-04 18:02:54.994 - Thread: 1 -> Loading blueprint class entries
2014-10-04 18:02:54.995 - Thread: 1 -> Loading blueprints
2014-10-04 18:02:55.000 - Thread: 1 -> Loading character definitions
2014-10-04 18:02:55.003 - Thread: 1 -> Loading components
2014-10-04 18:02:55.005 - Thread: 1 -> Loading configuration
2014-10-04 18:02:55.006 - Thread: 1 -> Loading container types
2014-10-04 18:02:55.009 - Thread: 1 -> Loading block positions
2014-10-04 18:02:55.016 - Thread: 1 -> Loading debris
2014-10-04 18:02:55.018 - Thread: 1 -> Loading edges
2014-10-04 18:02:55.019 - Thread: 1 -> Loading environment definition
2014-10-04 18:02:55.021 - Thread: 1 -> Loading event definitions
2014-10-04 18:02:55.034 - Thread: 1 -> Loading physical items
2014-10-04 18:02:55.036 - Thread: 1 -> Loading transparent material properties
2014-10-04 18:02:55.037 - Thread: 1 -> Loading voxel material definitions
2014-10-04 18:02:55.040 - Thread: 1 -> Loading cube blocks
2014-10-04 18:02:55.139 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.152 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.155 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.156 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.156 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.156 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.156 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.156 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.156 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.157 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.158 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.158 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.159 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.161 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.161 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.161 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.162 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.163 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.163 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.163 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.163 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.164 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.164 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.164 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.164 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.164 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.164 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.164 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.164 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.164 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.164 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.164 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.164 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.164 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.164 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.165 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.165 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.165 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.165 - Thread: 1 -> Loading prefabs
2014-10-04 18:02:55.166 - Thread: 1 -> Loading respawn ships
2014-10-04 18:02:55.167 - Thread: 1 -> Loading spawn groups
2014-10-04 18:02:55.175 - Thread: 1 -> List of used mods - START
2014-10-04 18:02:55.175 - Thread: 1 -> Id = 298550266, Filename = '298550266.sbm', Name = 'Letters Mod'
2014-10-04 18:02:55.175 - Thread: 1 -> List of used mods - END
2014-10-04 18:02:55.242 - Thread: 1 -> b63aa5c262207004d93e2998367e29d7509d9470
2014-10-04 18:02:55.246 - Thread: 1 -> 9be87f305d9f2eb19f41b1de2aac205d76e0fee0
2014-10-04 18:02:55.275 - Thread: 1 -> Loading category classes
2014-10-04 18:02:55.281 - Thread: 1 -> Loading block positions
2014-10-04 18:02:55.281 - Thread: 1 -> Loading cube blocks
2014-10-04 18:02:55.286 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_1.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_1.mwm'
2014-10-04 18:02:55.290 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.293 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_1.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_1.dds'
2014-10-04 18:02:55.299 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_1.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_1.mwm'
2014-10-04 18:02:55.302 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.306 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_1.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_1.dds'
2014-10-04 18:02:55.309 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_2.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_2.mwm'
2014-10-04 18:02:55.313 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.317 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_2.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_2.dds'
2014-10-04 18:02:55.322 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_2.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_2.mwm'
2014-10-04 18:02:55.326 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.330 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_2.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_2.dds'
2014-10-04 18:02:55.333 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_3.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_3.mwm'
2014-10-04 18:02:55.337 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.340 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_3.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_3.dds'
2014-10-04 18:02:55.347 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_3.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_3.mwm'
2014-10-04 18:02:55.351 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.354 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_3.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_3.dds'
2014-10-04 18:02:55.358 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_4.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_4.mwm'
2014-10-04 18:02:55.361 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.365 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_4.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_4.dds'
2014-10-04 18:02:55.369 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_4.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_4.mwm'
2014-10-04 18:02:55.373 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.376 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_4.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_4.dds'
2014-10-04 18:02:55.379 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_5.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_5.mwm'
2014-10-04 18:02:55.383 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.387 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_5.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_5.dds'
2014-10-04 18:02:55.391 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_5.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_5.mwm'
2014-10-04 18:02:55.395 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.399 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_5.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_5.dds'
2014-10-04 18:02:55.402 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_6.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_6.mwm'
2014-10-04 18:02:55.406 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.410 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_6.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_6.dds'
2014-10-04 18:02:55.413 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_6.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_6.mwm'
2014-10-04 18:02:55.417 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.420 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_6.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_6.dds'
2014-10-04 18:02:55.424 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_7.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_7.mwm'
2014-10-04 18:02:55.428 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.432 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_7.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_7.dds'
2014-10-04 18:02:55.435 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_7.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_7.mwm'
2014-10-04 18:02:55.439 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.442 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_7.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_7.dds'
2014-10-04 18:02:55.446 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_8.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_8.mwm'
2014-10-04 18:02:55.450 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.454 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_8.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_8.dds'
2014-10-04 18:02:55.458 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_8.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_8.mwm'
2014-10-04 18:02:55.461 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.465 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_8.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_8.dds'
2014-10-04 18:02:55.468 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_9.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_9.mwm'
2014-10-04 18:02:55.473 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.476 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_9.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_9.dds'
2014-10-04 18:02:55.480 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_9.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_9.mwm'
2014-10-04 18:02:55.483 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.487 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_9.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_9.dds'
2014-10-04 18:02:55.490 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_a.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_a.mwm'
2014-10-04 18:02:55.494 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.498 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_A.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_A.dds'
2014-10-04 18:02:55.502 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_a.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_a.mwm'
2014-10-04 18:02:55.506 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.510 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_A.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_A.dds'
2014-10-04 18:02:55.513 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_B.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_B.mwm'
2014-10-04 18:02:55.517 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.520 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_B.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_B.dds'
2014-10-04 18:02:55.524 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_B.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_B.mwm'
2014-10-04 18:02:55.527 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.531 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_B.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_B.dds'
2014-10-04 18:02:55.535 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_C.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_C.mwm'
2014-10-04 18:02:55.539 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.543 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_C.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_C.dds'
2014-10-04 18:02:55.547 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_C.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_C.mwm'
2014-10-04 18:02:55.551 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.555 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_C.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_C.dds'
2014-10-04 18:02:55.559 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_D.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_D.mwm'
2014-10-04 18:02:55.563 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.567 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_D.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_D.dds'
2014-10-04 18:02:55.571 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_D.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_D.mwm'
2014-10-04 18:02:55.575 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.579 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_D.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_D.dds'
2014-10-04 18:02:55.583 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_E.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_E.mwm'
2014-10-04 18:02:55.587 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.590 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_E.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_E.dds'
2014-10-04 18:02:55.594 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_E.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_E.mwm'
2014-10-04 18:02:55.597 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.601 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_E.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_E.dds'
2014-10-04 18:02:55.605 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_F.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_F.mwm'
2014-10-04 18:02:55.608 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.611 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_F.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_F.dds'
2014-10-04 18:02:55.615 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_F.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_F.mwm'
2014-10-04 18:02:55.618 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.623 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_F.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_F.dds'
2014-10-04 18:02:55.627 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_G.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_G.mwm'
2014-10-04 18:02:55.631 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.635 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_G.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_G.dds'
2014-10-04 18:02:55.638 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_G.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_G.mwm'
2014-10-04 18:02:55.642 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.646 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_G.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_G.dds'
2014-10-04 18:02:55.649 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_H.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_H.mwm'
2014-10-04 18:02:55.653 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.656 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_H.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_H.dds'
2014-10-04 18:02:55.660 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_H.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_H.mwm'
2014-10-04 18:02:55.664 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.668 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_H.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_H.dds'
2014-10-04 18:02:55.672 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_I.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_I.mwm'
2014-10-04 18:02:55.677 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.680 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_I.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_I.dds'
2014-10-04 18:02:55.683 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_I.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_I.mwm'
2014-10-04 18:02:55.688 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.692 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_I.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_I.dds'
2014-10-04 18:02:55.695 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_J.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_J.mwm'
2014-10-04 18:02:55.699 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.702 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_J.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_J.dds'
2014-10-04 18:02:55.705 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_J.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_J.mwm'
2014-10-04 18:02:55.709 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.713 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_J.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_J.dds'
2014-10-04 18:02:55.717 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_K.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_K.mwm'
2014-10-04 18:02:55.720 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.724 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_K.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_K.dds'
2014-10-04 18:02:55.727 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_K.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_K.mwm'
2014-10-04 18:02:55.732 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.735 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_K.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_K.dds'
2014-10-04 18:02:55.739 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_L.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_L.mwm'
2014-10-04 18:02:55.743 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.746 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_L.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_L.dds'
2014-10-04 18:02:55.749 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_L.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_L.mwm'
2014-10-04 18:02:55.754 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.758 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_L.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_L.dds'
2014-10-04 18:02:55.761 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_M.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_M.mwm'
2014-10-04 18:02:55.765 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.768 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_M.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_M.dds'
2014-10-04 18:02:55.773 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_M.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_M.mwm'
2014-10-04 18:02:55.777 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.780 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_M.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_M.dds'
2014-10-04 18:02:55.784 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_N.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_N.mwm'
2014-10-04 18:02:55.787 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.791 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_N.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_N.dds'
2014-10-04 18:02:55.795 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_N.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_N.mwm'
2014-10-04 18:02:55.798 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.801 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_N.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_N.dds'
2014-10-04 18:02:55.805 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_O.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_O.mwm'
2014-10-04 18:02:55.808 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.812 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_O.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_O.dds'
2014-10-04 18:02:55.816 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_O.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_O.mwm'
2014-10-04 18:02:55.819 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.823 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_O.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_O.dds'
2014-10-04 18:02:55.827 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_P.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_P.mwm'
2014-10-04 18:02:55.830 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.835 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_P.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_P.dds'
2014-10-04 18:02:55.839 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_P.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_P.mwm'
2014-10-04 18:02:55.842 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.846 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_P.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_P.dds'
2014-10-04 18:02:55.850 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_Q.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_Q.mwm'
2014-10-04 18:02:55.853 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.858 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_Q.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_Q.dds'
2014-10-04 18:02:55.862 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_Q.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_Q.mwm'
2014-10-04 18:02:55.865 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.868 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_Q.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_Q.dds'
2014-10-04 18:02:55.872 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_R.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_R.mwm'
2014-10-04 18:02:55.875 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.879 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_R.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_R.dds'
2014-10-04 18:02:55.883 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_R.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_R.mwm'
2014-10-04 18:02:55.886 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.889 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_R.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_R.dds'
2014-10-04 18:02:55.893 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_S.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_S.mwm'
2014-10-04 18:02:55.896 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.901 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_S.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_S.dds'
2014-10-04 18:02:55.905 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_S.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_S.mwm'
2014-10-04 18:02:55.909 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.913 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_S.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_S.dds'
2014-10-04 18:02:55.917 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_T.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_T.mwm'
2014-10-04 18:02:55.921 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.925 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_T.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_T.dds'
2014-10-04 18:02:55.929 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_T.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_T.mwm'
2014-10-04 18:02:55.932 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.935 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_T.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_T.dds'
2014-10-04 18:02:55.939 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_U.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_U.mwm'
2014-10-04 18:02:55.942 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.946 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_U.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_U.dds'
2014-10-04 18:02:55.949 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_U.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_U.mwm'
2014-10-04 18:02:55.953 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.956 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_U.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_U.dds'
2014-10-04 18:02:55.960 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_V.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_V.mwm'
2014-10-04 18:02:55.963 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.966 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_V.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_V.dds'
2014-10-04 18:02:55.970 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_V.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_V.mwm'
2014-10-04 18:02:55.974 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.977 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_V.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_V.dds'
2014-10-04 18:02:55.981 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_W.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_W.mwm'
2014-10-04 18:02:55.984 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:55.988 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_W.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_W.dds'
2014-10-04 18:02:55.991 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_W.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_W.mwm'
2014-10-04 18:02:55.994 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:55.998 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_W.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_W.dds'
2014-10-04 18:02:56.002 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_X.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_X.mwm'
2014-10-04 18:02:56.005 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:56.009 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_X.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_X.dds'
2014-10-04 18:02:56.012 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_X.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_X.mwm'
2014-10-04 18:02:56.015 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:56.019 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_X.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_X.dds'
2014-10-04 18:02:56.023 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_Y.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_Y.mwm'
2014-10-04 18:02:56.027 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:56.030 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_Y.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_Y.dds'
2014-10-04 18:02:56.033 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_Y.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_Y.mwm'
2014-10-04 18:02:56.037 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:56.041 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_Y.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_Y.dds'
2014-10-04 18:02:56.045 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_Z.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_Z.mwm'
2014-10-04 18:02:56.048 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:56.052 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_Z.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_Z.dds'
2014-10-04 18:02:56.055 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_Z.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_Z.mwm'
2014-10-04 18:02:56.059 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:56.063 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_Z.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_Z.dds'
2014-10-04 18:02:56.066 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_PERIOD.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_PERIOD.mwm'
2014-10-04 18:02:56.070 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:56.073 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_PERIOD.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_PERIOD.dds'
2014-10-04 18:02:56.076 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_PERIOD.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_PERIOD.mwm'
2014-10-04 18:02:56.080 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:56.084 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_PERIOD.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_PERIOD.dds'
2014-10-04 18:02:56.088 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_COMMA.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_COMMA.mwm'
2014-10-04 18:02:56.092 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:56.096 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_COMMA.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_COMMA.dds'
2014-10-04 18:02:56.099 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_COMMA.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_COMMA.mwm'
2014-10-04 18:02:56.102 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:56.106 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_COMMA.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_COMMA.dds'
2014-10-04 18:02:56.110 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_EXCLAMATION.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_EXCLAMATION.mwm'
2014-10-04 18:02:56.113 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:56.117 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_EXCLAMATION.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_EXCLAMATION.dds'
2014-10-04 18:02:56.121 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_EXCLAMATION.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_EXCLAMATION.mwm'
2014-10-04 18:02:56.125 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:56.128 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_EXCLAMATION.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_EXCLAMATION.dds'
2014-10-04 18:02:56.131 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_QUESTION.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_QUESTION.mwm'
2014-10-04 18:02:56.135 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:56.139 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_QUESTION.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_QUESTION.dds'
2014-10-04 18:02:56.143 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_QUESTION.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_QUESTION.mwm'
2014-10-04 18:02:56.148 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:56.151 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_QUESTION.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_QUESTION.dds'
2014-10-04 18:02:56.155 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_QUOTE.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_QUOTE.mwm'
2014-10-04 18:02:56.159 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:56.163 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_QUOTE.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_QUOTE.dds'
2014-10-04 18:02:56.167 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_QUOTE.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_QUOTE.mwm'
2014-10-04 18:02:56.170 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:56.175 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_QUOTE.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_QUOTE.dds'
2014-10-04 18:02:56.178 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_COLON.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_COLON.mwm'
2014-10-04 18:02:56.182 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_large\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_large/letter_construction.mwm'
2014-10-04 18:02:56.186 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_COLON.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_COLON.dds'
2014-10-04 18:02:56.189 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_COLON.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_COLON.mwm'
2014-10-04 18:02:56.193 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Models\Darth_Biomech\letters_small\letter_construction.mwm', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Models/Darth_Biomech/letters_small/letter_construction.mwm'
2014-10-04 18:02:56.196 - Thread: 1 -> ProcessField() 'C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Mods\298550266.sbm', 'Textures\Darth_Biomech\GUI\Letter_COLON.dds', 'C:\Users\Jason Hunt/AppData/Roaming/SpaceEngineers/Mods/298550266.sbm/Textures/Darth_Biomech/GUI/Letter_COLON.dds'
2014-10-04 18:02:56.243 - Thread: 1 -> MyVoxelCacheCellRenderHelper.LoadData - START
2014-10-04 18:02:56.244 - Thread: 1 -> MyVoxelCacheCellRenderHelper.LoadData - END
2014-10-04 18:02:56.244 - Thread: 1 -> MyDefinitionManager.LoadData() - END
2014-10-04 18:02:56.293 - Thread: 1 -> Registered modules from: Sandbox.Common, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
2014-10-04 18:02:56.294 - Thread: 1 -> Registered modules from: Sandbox.Graphics, Version=0.1.5389.23174, Culture=neutral, PublicKeyToken=null
2014-10-04 18:02:56.296 - Thread: 1 -> Registered modules from: Sandbox.Audio, Version=0.1.5389.23174, Culture=neutral, PublicKeyToken=null
2014-10-04 18:02:56.297 - Thread: 1 -> Registered modules from: Sandbox.Input, Version=0.1.5389.23174, Culture=neutral, PublicKeyToken=null
2014-10-04 18:02:56.299 - Thread: 1 -> Registered modules from: Sandbox.Game, Version=0.1.5389.23175, Culture=neutral, PublicKeyToken=null
2014-10-04 18:02:56.414 - Thread: 1 -> GC Memory: 236,544,328 B
2014-10-04 18:02:56.417 - Thread: 1 -> Process Memory: 429,383,680 B
2014-10-04 18:02:57.219 - Thread: 1 -> MyLights.LoadData() - START
2014-10-04 18:02:57.223 - Thread: 1 -> MyLights.LoadData() - END
2014-10-04 18:02:57.473 - Thread: 1 -> Pre-loading neutral ship spawn groups...
2014-10-04 18:02:57.473 - Thread: 1 -> End pre-loading neutral ship spawn groups.
2014-10-04 18:02:57.479 - Thread: 1 -> MyScriptManager.LoadData() - START
2014-10-04 18:02:57.495 - Thread: 1 -> MyScriptManager.LoadData() - END
2014-10-04 18:02:57.499 - Thread: 1 -> MyVoxelCacheRender.LoadData() - START
2014-10-04 18:02:57.501 - Thread: 1 -> MyVoxelCacheRender.LoadData() - END
2014-10-04 18:02:57.503 - Thread: 1 -> MyVoxelCacheRender.LoadContent() - START
2014-10-04 18:02:57.505 - Thread: 1 -> MyVoxelCacheRender.LoadContent() - END
2014-10-04 18:02:57.509 - Thread: 1 -> MyVoxelPrecalc.LoadData() - START
2014-10-04 18:02:57.512 - Thread: 1 -> MyVoxelPrecalc.LoadData() - END
2014-10-04 18:02:57.516 - Thread: 1 -> MyMissiles.LoadContent() - START
2014-10-04 18:02:57.516 - Thread: 1 -> MyMissiles.LoadContent() - END
2014-10-04 18:02:57.540 - Thread: 1 -> MyExplosions.LoadData() - START
2014-10-04 18:02:57.542 - Thread: 1 -> MyExplosions.LoadData() - END
2014-10-04 18:02:57.545 - Thread: 1 -> MyTransparentGeometry.LoadData - START
2014-10-04 18:02:57.550 - Thread: 1 -> MySunWind.LoadData() - START
2014-10-04 18:02:57.551 - Thread: 1 -> MySunWind.LoadData() - END
2014-10-04 18:02:58.085 - Thread: 1 -> MyOreDeposits.Recompute: 34.6771761258089 ms
2014-10-04 18:02:58.091 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:02:58.091 - Thread: 1 -> File: BaseAsteroid0
2014-10-04 18:02:58.092 - Thread: 1 -> ID: 0
2014-10-04 18:02:58.094 - Thread: 1 -> Size: [X:256, Y:128, Z:256]
2014-10-04 18:02:58.095 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:02:59.509 - Thread: 1 -> MyOreDeposits.Recompute: 99.3531901988964 ms
2014-10-04 18:02:59.509 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:02:59.509 - Thread: 1 -> File: BaseAsteroid1
2014-10-04 18:02:59.509 - Thread: 1 -> ID: 1
2014-10-04 18:02:59.509 - Thread: 1 -> Size: [X:384, Y:384, Z:384]
2014-10-04 18:02:59.509 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:00.903 - Thread: 1 -> MyOreDeposits.Recompute: 97.2267330394101 ms
2014-10-04 18:03:00.903 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:00.903 - Thread: 1 -> File: BaseAsteroid2
2014-10-04 18:03:00.903 - Thread: 1 -> ID: 2
2014-10-04 18:03:00.903 - Thread: 1 -> Size: [X:384, Y:384, Z:384]
2014-10-04 18:03:00.903 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:03.731 - Thread: 1 -> MyOreDeposits.Recompute: 68.2797017861512 ms
2014-10-04 18:03:03.731 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:03.731 - Thread: 1 -> File: asteroid0
2014-10-04 18:03:03.731 - Thread: 1 -> ID: 3
2014-10-04 18:03:03.731 - Thread: 1 -> Size: [X:256, Y:256, Z:256]
2014-10-04 18:03:03.731 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:03.733 - Thread: 1 -> MyOreDeposits.Recompute: 0.0254923246583284 ms
2014-10-04 18:03:03.733 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:03.733 - Thread: 1 -> File: asteroid0moon0
2014-10-04 18:03:03.733 - Thread: 1 -> ID: 4
2014-10-04 18:03:03.733 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:03.733 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:03.735 - Thread: 1 -> MyOreDeposits.Recompute: 0.0251612555069215 ms
2014-10-04 18:03:03.735 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:03.735 - Thread: 1 -> File: asteroid0moon1
2014-10-04 18:03:03.735 - Thread: 1 -> ID: 5
2014-10-04 18:03:03.735 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:03.735 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:03.736 - Thread: 1 -> MyOreDeposits.Recompute: 0.0228437714470735 ms
2014-10-04 18:03:03.736 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:03.737 - Thread: 1 -> File: asteroid0moon2
2014-10-04 18:03:03.737 - Thread: 1 -> ID: 6
2014-10-04 18:03:03.737 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:03.737 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:03.738 - Thread: 1 -> MyOreDeposits.Recompute: 0.0251612555069215 ms
2014-10-04 18:03:03.738 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:03.738 - Thread: 1 -> File: asteroid0moon3
2014-10-04 18:03:03.738 - Thread: 1 -> ID: 7
2014-10-04 18:03:03.738 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:03.738 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:03.740 - Thread: 1 -> MyOreDeposits.Recompute: 0.0225127022956666 ms
2014-10-04 18:03:03.740 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:03.740 - Thread: 1 -> File: asteroid0moon4
2014-10-04 18:03:03.740 - Thread: 1 -> ID: 8
2014-10-04 18:03:03.740 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:03.740 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:04.590 - Thread: 1 -> MyOreDeposits.Recompute: 60.9309598323731 ms
2014-10-04 18:03:04.590 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:04.590 - Thread: 1 -> File: asteroid1
2014-10-04 18:03:04.590 - Thread: 1 -> ID: 9
2014-10-04 18:03:04.590 - Thread: 1 -> Size: [X:256, Y:256, Z:256]
2014-10-04 18:03:04.590 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:04.592 - Thread: 1 -> MyOreDeposits.Recompute: 0.0261544629611421 ms
2014-10-04 18:03:04.592 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:04.592 - Thread: 1 -> File: asteroid1moon0
2014-10-04 18:03:04.592 - Thread: 1 -> ID: 10
2014-10-04 18:03:04.592 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:04.592 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:04.594 - Thread: 1 -> MyOreDeposits.Recompute: 0.0228437714470735 ms
2014-10-04 18:03:04.594 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:04.594 - Thread: 1 -> File: asteroid1moon1
2014-10-04 18:03:04.594 - Thread: 1 -> ID: 11
2014-10-04 18:03:04.594 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:04.594 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:04.596 - Thread: 1 -> MyOreDeposits.Recompute: 0.0254923246583284 ms
2014-10-04 18:03:04.596 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:04.596 - Thread: 1 -> File: asteroid1moon2
2014-10-04 18:03:04.596 - Thread: 1 -> ID: 12
2014-10-04 18:03:04.596 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:04.596 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:04.597 - Thread: 1 -> MyOreDeposits.Recompute: 0.0251612555069215 ms
2014-10-04 18:03:04.597 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:04.597 - Thread: 1 -> File: asteroid1moon3
2014-10-04 18:03:04.597 - Thread: 1 -> ID: 13
2014-10-04 18:03:04.597 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:04.597 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:04.599 - Thread: 1 -> MyOreDeposits.Recompute: 0.0258233938097352 ms
2014-10-04 18:03:04.599 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:04.599 - Thread: 1 -> File: asteroid1moon4
2014-10-04 18:03:04.599 - Thread: 1 -> ID: 14
2014-10-04 18:03:04.599 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:04.599 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:05.486 - Thread: 1 -> MyOreDeposits.Recompute: 63.1951417588446 ms
2014-10-04 18:03:05.486 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:05.486 - Thread: 1 -> File: asteroid2
2014-10-04 18:03:05.486 - Thread: 1 -> ID: 15
2014-10-04 18:03:05.486 - Thread: 1 -> Size: [X:256, Y:256, Z:256]
2014-10-04 18:03:05.486 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:05.488 - Thread: 1 -> MyOreDeposits.Recompute: 0.0254923246583284 ms
2014-10-04 18:03:05.488 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:05.488 - Thread: 1 -> File: asteroid2moon0
2014-10-04 18:03:05.488 - Thread: 1 -> ID: 16
2014-10-04 18:03:05.488 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:05.488 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:05.490 - Thread: 1 -> MyOreDeposits.Recompute: 0.0258233938097352 ms
2014-10-04 18:03:05.490 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:05.490 - Thread: 1 -> File: asteroid2moon1
2014-10-04 18:03:05.490 - Thread: 1 -> ID: 17
2014-10-04 18:03:05.490 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:05.490 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:05.493 - Thread: 1 -> MyOreDeposits.Recompute: 0.115212064689588 ms
2014-10-04 18:03:05.493 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:05.493 - Thread: 1 -> File: asteroid2moon2
2014-10-04 18:03:05.493 - Thread: 1 -> ID: 18
2014-10-04 18:03:05.493 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:05.493 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:05.494 - Thread: 1 -> MyOreDeposits.Recompute: 0.0221816331442597 ms
2014-10-04 18:03:05.494 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:05.494 - Thread: 1 -> File: asteroid2moon3
2014-10-04 18:03:05.494 - Thread: 1 -> ID: 19
2014-10-04 18:03:05.494 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:05.494 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:05.496 - Thread: 1 -> MyOreDeposits.Recompute: 0.052639995073691 ms
2014-10-04 18:03:05.496 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:05.496 - Thread: 1 -> File: asteroid2moon4
2014-10-04 18:03:05.496 - Thread: 1 -> ID: 20
2014-10-04 18:03:05.496 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:05.496 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.294 - Thread: 1 -> MyOreDeposits.Recompute: 58.4707849682687 ms
2014-10-04 18:03:06.294 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.294 - Thread: 1 -> File: asteroid3
2014-10-04 18:03:06.294 - Thread: 1 -> ID: 21
2014-10-04 18:03:06.294 - Thread: 1 -> Size: [X:256, Y:256, Z:256]
2014-10-04 18:03:06.294 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.296 - Thread: 1 -> MyOreDeposits.Recompute: 0.0235059097498872 ms
2014-10-04 18:03:06.296 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.296 - Thread: 1 -> File: asteroid3moon0
2014-10-04 18:03:06.296 - Thread: 1 -> ID: 22
2014-10-04 18:03:06.296 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:06.296 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.298 - Thread: 1 -> MyOreDeposits.Recompute: 0.0281408778695833 ms
2014-10-04 18:03:06.298 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.298 - Thread: 1 -> File: asteroid3moon1
2014-10-04 18:03:06.298 - Thread: 1 -> ID: 23
2014-10-04 18:03:06.298 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:06.298 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.300 - Thread: 1 -> MyOreDeposits.Recompute: 0.038404021563196 ms
2014-10-04 18:03:06.300 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.300 - Thread: 1 -> File: asteroid3moon2
2014-10-04 18:03:06.300 - Thread: 1 -> ID: 24
2014-10-04 18:03:06.300 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:06.300 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.303 - Thread: 1 -> MyOreDeposits.Recompute: 0.111239234872706 ms
2014-10-04 18:03:06.303 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.303 - Thread: 1 -> File: asteroid3moon3
2014-10-04 18:03:06.303 - Thread: 1 -> ID: 25
2014-10-04 18:03:06.303 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:06.303 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.304 - Thread: 1 -> MyOreDeposits.Recompute: 0.0254923246583284 ms
2014-10-04 18:03:06.304 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.304 - Thread: 1 -> File: asteroid3moon4
2014-10-04 18:03:06.304 - Thread: 1 -> ID: 26
2014-10-04 18:03:06.304 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:06.304 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.344 - Thread: 1 -> MyOreDeposits.Recompute: 2.24233136247867 ms
2014-10-04 18:03:06.344 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.344 - Thread: 1 -> File: asteroid4
2014-10-04 18:03:06.344 - Thread: 1 -> ID: 27
2014-10-04 18:03:06.344 - Thread: 1 -> Size: [X:128, Y:256, Z:128]
2014-10-04 18:03:06.344 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.346 - Thread: 1 -> MyOreDeposits.Recompute: 0.0261544629611421 ms
2014-10-04 18:03:06.346 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.346 - Thread: 1 -> File: asteroid4moon0
2014-10-04 18:03:06.346 - Thread: 1 -> ID: 28
2014-10-04 18:03:06.346 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:06.346 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.347 - Thread: 1 -> MyOreDeposits.Recompute: 0.0241680480527009 ms
2014-10-04 18:03:06.347 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.348 - Thread: 1 -> File: asteroid4moon1
2014-10-04 18:03:06.348 - Thread: 1 -> ID: 29
2014-10-04 18:03:06.348 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:06.348 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.349 - Thread: 1 -> MyOreDeposits.Recompute: 0.0225127022956666 ms
2014-10-04 18:03:06.349 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.349 - Thread: 1 -> File: asteroid4moon2
2014-10-04 18:03:06.349 - Thread: 1 -> ID: 30
2014-10-04 18:03:06.349 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:06.349 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.351 - Thread: 1 -> MyOreDeposits.Recompute: 0.0566128248905734 ms
2014-10-04 18:03:06.351 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.351 - Thread: 1 -> File: asteroid4moon3
2014-10-04 18:03:06.351 - Thread: 1 -> ID: 31
2014-10-04 18:03:06.351 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:06.351 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.353 - Thread: 1 -> MyOreDeposits.Recompute: 0.0248301863555146 ms
2014-10-04 18:03:06.353 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.353 - Thread: 1 -> File: asteroid4moon4
2014-10-04 18:03:06.353 - Thread: 1 -> ID: 32
2014-10-04 18:03:06.353 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:06.353 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.903 - Thread: 1 -> MyOreDeposits.Recompute: 40.4311579772602 ms
2014-10-04 18:03:06.903 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.903 - Thread: 1 -> File: asteroid5
2014-10-04 18:03:06.903 - Thread: 1 -> ID: 33
2014-10-04 18:03:06.903 - Thread: 1 -> Size: [X:256, Y:256, Z:256]
2014-10-04 18:03:06.903 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.906 - Thread: 1 -> MyOreDeposits.Recompute: 0.121171309414911 ms
2014-10-04 18:03:06.906 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.906 - Thread: 1 -> File: asteroid5moon0
2014-10-04 18:03:06.906 - Thread: 1 -> ID: 34
2014-10-04 18:03:06.906 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:06.906 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.908 - Thread: 1 -> MyOreDeposits.Recompute: 0.0221816331442597 ms
2014-10-04 18:03:06.908 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.908 - Thread: 1 -> File: asteroid5moon1
2014-10-04 18:03:06.908 - Thread: 1 -> ID: 35
2014-10-04 18:03:06.908 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:06.908 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.911 - Thread: 1 -> MyOreDeposits.Recompute: 0.158913192675294 ms
2014-10-04 18:03:06.911 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.911 - Thread: 1 -> File: asteroid5moon2
2014-10-04 18:03:06.911 - Thread: 1 -> ID: 36
2014-10-04 18:03:06.911 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:06.911 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.912 - Thread: 1 -> MyOreDeposits.Recompute: 0.0244991172041078 ms
2014-10-04 18:03:06.912 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.913 - Thread: 1 -> File: asteroid5moon3
2014-10-04 18:03:06.913 - Thread: 1 -> ID: 37
2014-10-04 18:03:06.913 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:06.913 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:06.914 - Thread: 1 -> MyOreDeposits.Recompute: 0.0248301863555146 ms
2014-10-04 18:03:06.914 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:06.914 - Thread: 1 -> File: asteroid5moon4
2014-10-04 18:03:06.914 - Thread: 1 -> ID: 38
2014-10-04 18:03:06.914 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:06.914 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:07.789 - Thread: 1 -> MyOreDeposits.Recompute: 62.319132784222 ms
2014-10-04 18:03:07.789 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:07.789 - Thread: 1 -> File: asteroid6
2014-10-04 18:03:07.789 - Thread: 1 -> ID: 39
2014-10-04 18:03:07.789 - Thread: 1 -> Size: [X:256, Y:256, Z:256]
2014-10-04 18:03:07.789 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:07.791 - Thread: 1 -> MyOreDeposits.Recompute: 0.0254923246583284 ms
2014-10-04 18:03:07.791 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:07.791 - Thread: 1 -> File: asteroid6moon0
2014-10-04 18:03:07.791 - Thread: 1 -> ID: 40
2014-10-04 18:03:07.791 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:07.791 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:07.794 - Thread: 1 -> MyOreDeposits.Recompute: 0.136731559531034 ms
2014-10-04 18:03:07.794 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:07.794 - Thread: 1 -> File: asteroid6moon1
2014-10-04 18:03:07.794 - Thread: 1 -> ID: 41
2014-10-04 18:03:07.794 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:07.794 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:07.797 - Thread: 1 -> MyOreDeposits.Recompute: 0.131434453108524 ms
2014-10-04 18:03:07.797 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:07.797 - Thread: 1 -> File: asteroid6moon2
2014-10-04 18:03:07.797 - Thread: 1 -> ID: 42
2014-10-04 18:03:07.797 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:07.797 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:07.799 - Thread: 1 -> MyOreDeposits.Recompute: 0.0258233938097352 ms
2014-10-04 18:03:07.799 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:07.799 - Thread: 1 -> File: asteroid6moon3
2014-10-04 18:03:07.799 - Thread: 1 -> ID: 43
2014-10-04 18:03:07.799 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:07.799 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:07.801 - Thread: 1 -> MyOreDeposits.Recompute: 0.0562817557391665 ms
2014-10-04 18:03:07.801 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:07.801 - Thread: 1 -> File: asteroid6moon4
2014-10-04 18:03:07.801 - Thread: 1 -> ID: 44
2014-10-04 18:03:07.801 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:07.801 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:07.918 - Thread: 1 -> MyOreDeposits.Recompute: 6.84684112024531 ms
2014-10-04 18:03:07.918 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:07.918 - Thread: 1 -> File: asteroid7
2014-10-04 18:03:07.918 - Thread: 1 -> ID: 45
2014-10-04 18:03:07.918 - Thread: 1 -> Size: [X:128, Y:256, Z:128]
2014-10-04 18:03:07.918 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:07.920 - Thread: 1 -> MyOreDeposits.Recompute: 0.0244991172041078 ms
2014-10-04 18:03:07.920 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:07.920 - Thread: 1 -> File: asteroid7moon0
2014-10-04 18:03:07.920 - Thread: 1 -> ID: 46
2014-10-04 18:03:07.920 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:07.920 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:07.922 - Thread: 1 -> MyOreDeposits.Recompute: 0.0244991172041078 ms
2014-10-04 18:03:07.922 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:07.922 - Thread: 1 -> File: asteroid7moon1
2014-10-04 18:03:07.922 - Thread: 1 -> ID: 47
2014-10-04 18:03:07.922 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:07.922 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:07.924 - Thread: 1 -> MyOreDeposits.Recompute: 0.0254923246583284 ms
2014-10-04 18:03:07.924 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:07.924 - Thread: 1 -> File: asteroid7moon2
2014-10-04 18:03:07.924 - Thread: 1 -> ID: 48
2014-10-04 18:03:07.924 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:07.924 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:07.926 - Thread: 1 -> MyOreDeposits.Recompute: 0.0235059097498872 ms
2014-10-04 18:03:07.926 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:07.926 - Thread: 1 -> File: asteroid7moon3
2014-10-04 18:03:07.926 - Thread: 1 -> ID: 49
2014-10-04 18:03:07.926 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:07.926 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:07.928 - Thread: 1 -> MyOreDeposits.Recompute: 0.023836978901294 ms
2014-10-04 18:03:07.928 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:07.928 - Thread: 1 -> File: asteroid7moon4
2014-10-04 18:03:07.928 - Thread: 1 -> ID: 50
2014-10-04 18:03:07.928 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:07.928 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.044 - Thread: 1 -> MyOreDeposits.Recompute: 7.99035396920461 ms
2014-10-04 18:03:08.044 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.044 - Thread: 1 -> File: asteroid8
2014-10-04 18:03:08.044 - Thread: 1 -> ID: 51
2014-10-04 18:03:08.044 - Thread: 1 -> Size: [X:128, Y:256, Z:128]
2014-10-04 18:03:08.044 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.047 - Thread: 1 -> MyOreDeposits.Recompute: 0.0595924472532351 ms
2014-10-04 18:03:08.047 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.047 - Thread: 1 -> File: asteroid8moon0
2014-10-04 18:03:08.047 - Thread: 1 -> ID: 52
2014-10-04 18:03:08.047 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.047 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.048 - Thread: 1 -> MyOreDeposits.Recompute: 0.0251612555069215 ms
2014-10-04 18:03:08.048 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.049 - Thread: 1 -> File: asteroid8moon1
2014-10-04 18:03:08.049 - Thread: 1 -> ID: 53
2014-10-04 18:03:08.049 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.049 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.050 - Thread: 1 -> MyOreDeposits.Recompute: 0.0231748405984803 ms
2014-10-04 18:03:08.050 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.050 - Thread: 1 -> File: asteroid8moon2
2014-10-04 18:03:08.050 - Thread: 1 -> ID: 54
2014-10-04 18:03:08.050 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.050 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.052 - Thread: 1 -> MyOreDeposits.Recompute: 0.0231748405984803 ms
2014-10-04 18:03:08.052 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.052 - Thread: 1 -> File: asteroid8moon3
2014-10-04 18:03:08.052 - Thread: 1 -> ID: 55
2014-10-04 18:03:08.052 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.052 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.054 - Thread: 1 -> MyOreDeposits.Recompute: 0.0258233938097352 ms
2014-10-04 18:03:08.054 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.054 - Thread: 1 -> File: asteroid8moon4
2014-10-04 18:03:08.054 - Thread: 1 -> ID: 56
2014-10-04 18:03:08.054 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.054 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.596 - Thread: 1 -> MyOreDeposits.Recompute: 38.2649725196051 ms
2014-10-04 18:03:08.596 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.596 - Thread: 1 -> File: asteroid9
2014-10-04 18:03:08.596 - Thread: 1 -> ID: 57
2014-10-04 18:03:08.596 - Thread: 1 -> Size: [X:256, Y:256, Z:256]
2014-10-04 18:03:08.596 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.598 - Thread: 1 -> MyOreDeposits.Recompute: 0.0225127022956666 ms
2014-10-04 18:03:08.598 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.598 - Thread: 1 -> File: asteroid9moon0
2014-10-04 18:03:08.598 - Thread: 1 -> ID: 58
2014-10-04 18:03:08.598 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.598 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.599 - Thread: 1 -> MyOreDeposits.Recompute: 0.0241680480527009 ms
2014-10-04 18:03:08.599 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.600 - Thread: 1 -> File: asteroid9moon1
2014-10-04 18:03:08.600 - Thread: 1 -> ID: 59
2014-10-04 18:03:08.600 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.600 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.602 - Thread: 1 -> MyOreDeposits.Recompute: 0.0973343305136174 ms
2014-10-04 18:03:08.602 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.602 - Thread: 1 -> File: asteroid9moon2
2014-10-04 18:03:08.602 - Thread: 1 -> ID: 60
2014-10-04 18:03:08.602 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.602 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.604 - Thread: 1 -> MyOreDeposits.Recompute: 0.0241680480527009 ms
2014-10-04 18:03:08.604 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.604 - Thread: 1 -> File: asteroid9moon3
2014-10-04 18:03:08.604 - Thread: 1 -> ID: 61
2014-10-04 18:03:08.604 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.604 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.605 - Thread: 1 -> MyOreDeposits.Recompute: 0.0221816331442597 ms
2014-10-04 18:03:08.605 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.606 - Thread: 1 -> File: asteroid9moon4
2014-10-04 18:03:08.606 - Thread: 1 -> ID: 62
2014-10-04 18:03:08.606 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.606 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.621 - Thread: 1 -> MyOreDeposits.Recompute: 0.596917679986572 ms
2014-10-04 18:03:08.621 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.621 - Thread: 1 -> File: asteroid10
2014-10-04 18:03:08.621 - Thread: 1 -> ID: 63
2014-10-04 18:03:08.621 - Thread: 1 -> Size: [X:128, Y:256, Z:128]
2014-10-04 18:03:08.621 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.623 - Thread: 1 -> MyOreDeposits.Recompute: 0.0268166012639558 ms
2014-10-04 18:03:08.623 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.623 - Thread: 1 -> File: asteroid10moon0
2014-10-04 18:03:08.623 - Thread: 1 -> ID: 64
2014-10-04 18:03:08.623 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.623 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.624 - Thread: 1 -> MyOreDeposits.Recompute: 0.0231748405984803 ms
2014-10-04 18:03:08.624 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.625 - Thread: 1 -> File: asteroid10moon1
2014-10-04 18:03:08.625 - Thread: 1 -> ID: 65
2014-10-04 18:03:08.625 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.625 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.626 - Thread: 1 -> MyOreDeposits.Recompute: 0.0291340853238038 ms
2014-10-04 18:03:08.626 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.627 - Thread: 1 -> File: asteroid10moon2
2014-10-04 18:03:08.627 - Thread: 1 -> ID: 66
2014-10-04 18:03:08.627 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.627 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.628 - Thread: 1 -> MyOreDeposits.Recompute: 0.0261544629611421 ms
2014-10-04 18:03:08.628 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.628 - Thread: 1 -> File: asteroid10moon3
2014-10-04 18:03:08.628 - Thread: 1 -> ID: 67
2014-10-04 18:03:08.628 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.628 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.630 - Thread: 1 -> MyOreDeposits.Recompute: 0.0225127022956666 ms
2014-10-04 18:03:08.630 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.630 - Thread: 1 -> File: asteroid10moon4
2014-10-04 18:03:08.630 - Thread: 1 -> ID: 68
2014-10-04 18:03:08.630 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.630 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.821 - Thread: 1 -> MyOreDeposits.Recompute: 12.041316105819 ms
2014-10-04 18:03:08.821 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.821 - Thread: 1 -> File: asteroid11
2014-10-04 18:03:08.821 - Thread: 1 -> ID: 69
2014-10-04 18:03:08.821 - Thread: 1 -> Size: [X:256, Y:128, Z:256]
2014-10-04 18:03:08.821 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.823 - Thread: 1 -> MyOreDeposits.Recompute: 0.0244991172041078 ms
2014-10-04 18:03:08.823 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.823 - Thread: 1 -> File: asteroid11moon0
2014-10-04 18:03:08.823 - Thread: 1 -> ID: 70
2014-10-04 18:03:08.823 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.823 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.824 - Thread: 1 -> MyOreDeposits.Recompute: 0.0235059097498872 ms
2014-10-04 18:03:08.825 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.825 - Thread: 1 -> File: asteroid11moon1
2014-10-04 18:03:08.825 - Thread: 1 -> ID: 71
2014-10-04 18:03:08.825 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.825 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.827 - Thread: 1 -> MyOreDeposits.Recompute: 0.0589303089504214 ms
2014-10-04 18:03:08.827 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.827 - Thread: 1 -> File: asteroid11moon2
2014-10-04 18:03:08.827 - Thread: 1 -> ID: 72
2014-10-04 18:03:08.827 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.827 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.829 - Thread: 1 -> MyOreDeposits.Recompute: 0.0235059097498872 ms
2014-10-04 18:03:08.829 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.829 - Thread: 1 -> File: asteroid11moon3
2014-10-04 18:03:08.829 - Thread: 1 -> ID: 73
2014-10-04 18:03:08.829 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.829 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:08.830 - Thread: 1 -> MyOreDeposits.Recompute: 0.0225127022956666 ms
2014-10-04 18:03:08.830 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:08.830 - Thread: 1 -> File: asteroid11moon4
2014-10-04 18:03:08.830 - Thread: 1 -> ID: 74
2014-10-04 18:03:08.830 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:08.830 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:09.172 - Thread: 1 -> MyOreDeposits.Recompute: 25.4297525887125 ms
2014-10-04 18:03:09.173 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:09.173 - Thread: 1 -> File: asteroid12
2014-10-04 18:03:09.173 - Thread: 1 -> ID: 75
2014-10-04 18:03:09.173 - Thread: 1 -> Size: [X:256, Y:128, Z:256]
2014-10-04 18:03:09.173 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:09.175 - Thread: 1 -> MyOreDeposits.Recompute: 0.023836978901294 ms
2014-10-04 18:03:09.175 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:09.175 - Thread: 1 -> File: asteroid12moon0
2014-10-04 18:03:09.175 - Thread: 1 -> ID: 76
2014-10-04 18:03:09.175 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:09.175 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:09.177 - Thread: 1 -> MyOreDeposits.Recompute: 0.0208573565386323 ms
2014-10-04 18:03:09.177 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:09.177 - Thread: 1 -> File: asteroid12moon1
2014-10-04 18:03:09.177 - Thread: 1 -> ID: 77
2014-10-04 18:03:09.177 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:09.177 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:09.178 - Thread: 1 -> MyOreDeposits.Recompute: 0.0231748405984803 ms
2014-10-04 18:03:09.178 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:09.178 - Thread: 1 -> File: asteroid12moon2
2014-10-04 18:03:09.178 - Thread: 1 -> ID: 78
2014-10-04 18:03:09.178 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:09.178 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:09.180 - Thread: 1 -> MyOreDeposits.Recompute: 0.0235059097498872 ms
2014-10-04 18:03:09.180 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:09.180 - Thread: 1 -> File: asteroid12moon3
2014-10-04 18:03:09.180 - Thread: 1 -> ID: 79
2014-10-04 18:03:09.180 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:09.180 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:09.183 - Thread: 1 -> MyOreDeposits.Recompute: 0.125475208383201 ms
2014-10-04 18:03:09.183 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - Start
2014-10-04 18:03:09.183 - Thread: 1 -> File: asteroid12moon4
2014-10-04 18:03:09.183 - Thread: 1 -> ID: 80
2014-10-04 18:03:09.183 - Thread: 1 -> Size: [X:64, Y:64, Z:64]
2014-10-04 18:03:09.183 - Thread: 1 -> MyVoxelMap.InitVoxelMap() - End
2014-10-04 18:03:10.244 - Thread: 1 -> Could not add item into production block's queue: Blueprint MyObjectBuilder_Ingot/Stone was not found.
2014-10-04 18:03:10.527 - Thread: 1 -> SetPlayerCharacter called
2014-10-04 18:03:10.550 - Thread: 1 -> SetPlayerCharacter successful
2014-10-04 18:03:10.557 - Thread: 1 -> SetPlayerCharacter called
2014-10-04 18:03:10.557 - Thread: 1 -> SetPlayerCharacter successful
2014-10-04 18:03:10.566 - Thread: 1 -> Checkpoint.CameraAttachedTo: -2715412198626377534
2014-10-04 18:03:10.568 - Thread: 1 -> CameraAttachedTo: Entity
2014-10-04 18:03:10.589 - Thread: 1 -> MySession.LogSettings - START
2014-10-04 18:03:10.589 - Thread: 1 -> Name = Ship Manufacturing
2014-10-04 18:03:10.589 - Thread: 1 -> Description =
2014-10-04 18:03:10.589 - Thread: 1 -> GameDateTime = 01/02/2081 08:21:04
2014-10-04 18:03:10.589 - Thread: 1 -> Password =
2014-10-04 18:03:10.590 - Thread: 1 -> WorldID = 97990646-2e5f-4d45-9855-bd4799a33342
2014-10-04 18:03:10.590 - Thread: 1 -> CurrentPath = C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Saves\76561198079474259\Ship Manufacturing
2014-10-04 18:03:10.590 - Thread: 1 -> WorkshopId =
2014-10-04 18:03:10.590 - Thread: 1 -> CameraController = Default_Astronaut
2014-10-04 18:03:10.590 - Thread: 1 -> ThumbPath = C:\Users\Jason Hunt\AppData\Roaming\SpaceEngineers\Saves\76561198079474259\Ship Manufacturing\thumb.jpg
2014-10-04 18:03:10.595 - Thread: 1 -> Settings:
2014-10-04 18:03:10.596 - Thread: 1 -> GameMode = Creative
2014-10-04 18:03:10.596 - Thread: 1 -> MaxPlayers = 16
2014-10-04 18:03:10.596 - Thread: 1 -> OnlineMode = FRIENDS
2014-10-04 18:03:10.596 - Thread: 1 -> AutoHealing = True
2014-10-04 18:03:10.596 - Thread: 1 -> WeaponsEnabled = True
2014-10-04 18:03:10.596 - Thread: 1 -> ThrusterDamage = True
2014-10-04 18:03:10.596 - Thread: 1 -> EnableSpectator = True
2014-10-04 18:03:10.596 - Thread: 1 -> EnableCopyPaste = True
2014-10-04 18:03:10.596 - Thread: 1 -> MaxFloatingObjects = 1024
2014-10-04 18:03:10.596 - Thread: 1 -> CargoShipsEnabled = True
2014-10-04 18:03:10.596 - Thread: 1 -> EnvironmentHostility = SAFE
2014-10-04 18:03:10.596 - Thread: 1 -> ShowPlayerNamesOnHud = True
2014-10-04 18:03:10.596 - Thread: 1 -> InventorySizeMultiplier = 1
2014-10-04 18:03:10.596 - Thread: 1 -> RefinerySpeedMultiplier = 1
2014-10-04 18:03:10.596 - Thread: 1 -> AssemblerSpeedMultiplier = 1
2014-10-04 18:03:10.596 - Thread: 1 -> AssemblerEfficiencyMultiplier = 1
2014-10-04 18:03:10.596 - Thread: 1 -> WelderSpeedMultiplier = 1
2014-10-04 18:03:10.596 - Thread: 1 -> GrinderSpeedMultiplier = 1
2014-10-04 18:03:10.596 - Thread: 1 -> ClientCanSave = False
2014-10-04 18:03:10.596 - Thread: 1 -> HackSpeedMultiplier = 0.33
2014-10-04 18:03:10.596 - Thread: 1 -> PermanentDeath = True
2014-10-04 18:03:10.596 - Thread: 1 -> AutoSaveInMinutes = 0
2014-10-04 18:03:10.596 - Thread: 1 -> SpawnShipTimeMultiplier = 1
2014-10-04 18:03:10.596 - Thread: 1 -> MySession.LogSettings - END
2014-10-04 18:03:10.604 - Thread: 1 -> Session loaded
2014-10-04 18:03:10.604 - Thread: 1 -> RunLoadingAction - END
2014-10-04 18:03:10.608 - Thread: 1 -> MyGuiScreenGamePlay.LoadData - START
2014-10-04 18:03:10.615 - Thread: 1 -> MyGuiScreenCubeBuilder.ctor START
2014-10-04 18:03:10.851 - Thread: 1 -> MyGuiScreenCubeBuilder.ctor END
2014-10-04 18:03:10.852 - Thread: 1 -> MyGuiScreenGamePlay.LoadData - END
2014-10-04 18:03:10.852 - Thread: 1 -> MyGuiScreenGamePlay.LoadContent - START
2014-10-04 18:03:10.852 - Thread: 1 -> MyGuiScreenGamePlay.LoadContent - END
2014-10-04 18:03:10.951 - Thread: 1 -> Updating continues.
2014-10-04 18:03:34.805 - Thread: 1 -> GC Memory: 1,077,523,568 B
2014-10-04 18:03:35.555 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2014-10-04 18:03:35.555 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2014-10-04 18:03:49.766 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2014-10-04 18:03:49.766 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2014-10-04 18:03:50.049 - Thread: 4 -> MySteamWorkshop.GetSubscribedModsBlocking - START
2014-10-04 18:03:50.074 - Thread: 4 -> Asking steam for 77 subscribed items
2014-10-04 18:03:50.076 - Thread: 4 -> Steam returned 77 subscribed items
2014-10-04 18:03:50.076 - Thread: 4 -> Querying details of file 205753527
2014-10-04 18:03:50.076 - Thread: 4 -> Querying details of file 258917525
2014-10-04 18:03:50.076 - Thread: 4 -> Querying details of file 279862257
2014-10-04 18:03:50.077 - Thread: 4 -> Querying details of file 285239517
2014-10-04 18:03:50.077 - Thread: 4 -> Querying details of file 290847330
2014-10-04 18:03:50.077 - Thread: 4 -> Querying details of file 296192689
2014-10-04 18:03:50.077 - Thread: 4 -> Querying details of file 297207615
2014-10-04 18:03:50.077 - Thread: 4 -> Querying details of file 297208992
2014-10-04 18:03:50.077 - Thread: 4 -> Querying details of file 297387860
2014-10-04 18:03:50.077 - Thread: 4 -> Querying details of file 297279598
2014-10-04 18:03:50.078 - Thread: 4 -> Querying details of file 297389417
2014-10-04 18:03:50.078 - Thread: 4 -> Querying details of file 297532247
2014-10-04 18:03:50.078 - Thread: 4 -> Querying details of file 297362274
2014-10-04 18:03:50.078 - Thread: 4 -> Querying details of file 298550266
2014-10-04 18:03:50.078 - Thread: 4 -> Querying details of file 295393908
2014-10-04 18:03:50.078 - Thread: 4 -> Querying details of file 295393216
2014-10-04 18:03:50.078 - Thread: 4 -> Querying details of file 294534489
2014-10-04 18:03:50.078 - Thread: 4 -> Querying details of file 300429702
2014-10-04 18:03:50.078 - Thread: 4 -> Querying details of file 205942692
2014-10-04 18:03:50.079 - Thread: 4 -> Querying details of file 300157190
2014-10-04 18:03:50.079 - Thread: 4 -> Querying details of file 299344004
2014-10-04 18:03:50.079 - Thread: 4 -> Querying details of file 299848688
2014-10-04 18:03:50.079 - Thread: 4 -> Querying details of file 299853575
2014-10-04 18:03:50.079 - Thread: 4 -> Querying details of file 300342038
2014-10-04 18:03:50.079 - Thread: 4 -> Querying details of file 300342502
2014-10-04 18:03:50.079 - Thread: 4 -> Querying details of file 302654218
2014-10-04 18:03:50.079 - Thread: 4 -> Querying details of file 302654411
2014-10-04 18:03:50.079 - Thread: 4 -> Querying details of file 302654575
2014-10-04 18:03:50.080 - Thread: 4 -> Querying details of file 302654696
2014-10-04 18:03:50.080 - Thread: 4 -> Querying details of file 302655172
2014-10-04 18:03:50.080 - Thread: 4 -> Querying details of file 302655374
2014-10-04 18:03:50.080 - Thread: 4 -> Querying details of file 302655527
2014-10-04 18:03:50.080 - Thread: 4 -> Querying details of file 302655697
2014-10-04 18:03:50.080 - Thread: 4 -> Querying details of file 302655913
2014-10-04 18:03:50.080 - Thread: 4 -> Querying details of file 299244712
2014-10-04 18:03:50.081 - Thread: 4 -> Querying details of file 300150334
2014-10-04 18:03:50.081 - Thread: 4 -> Querying details of file 301064154
2014-10-04 18:03:50.081 - Thread: 4 -> Querying details of file 297963212
2014-10-04 18:03:50.081 - Thread: 4 -> Querying details of file 303621990
2014-10-04 18:03:50.081 - Thread: 4 -> Querying details of file 303639675
2014-10-04 18:03:50.081 - Thread: 4 -> Querying details of file 261809970
2014-10-04 18:03:50.081 - Thread: 4 -> Querying details of file 311019694
2014-10-04 18:03:50.081 - Thread: 4 -> Querying details of file 309754562
2014-10-04 18:03:50.081 - Thread: 4 -> Querying details of file 309443082
2014-10-04 18:03:50.081 - Thread: 4 -> Querying details of file 312559378
2014-10-04 18:03:50.081 - Thread: 4 -> Querying details of file 313299716
2014-10-04 18:03:50.082 - Thread: 4 -> Querying details of file 296937485
2014-10-04 18:03:50.082 - Thread: 4 -> Querying details of file 300448729
2014-10-04 18:03:50.082 - Thread: 4 -> Querying details of file 315629274
2014-10-04 18:03:50.082 - Thread: 4 -> Querying details of file 315628704
2014-10-04 18:03:50.082 - Thread: 4 -> Querying details of file 312976851
2014-10-04 18:03:50.082 - Thread: 4 -> Querying details of file 312804482
2014-10-04 18:03:50.082 - Thread: 4 -> Querying details of file 307600772
2014-10-04 18:03:50.082 - Thread: 4 -> Querying details of file 311383283
2014-10-04 18:03:50.082 - Thread: 4 -> Querying details of file 297273684
2014-10-04 18:03:50.082 - Thread: 4 -> Querying details of file 315223329
2014-10-04 18:03:50.083 - Thread: 4 -> Querying details of file 310690236
2014-10-04 18:03:50.083 - Thread: 4 -> Querying details of file 297456650
2014-10-04 18:03:50.083 - Thread: 4 -> Querying details of file 313180944
2014-10-04 18:03:50.083 - Thread: 4 -> Querying details of file 312773996
2014-10-04 18:03:50.083 - Thread: 4 -> Querying details of file 313770254
2014-10-04 18:03:50.083 - Thread: 4 -> Querying details of file 314971540
2014-10-04 18:03:50.083 - Thread: 4 -> Querying details of file 302869640
2014-10-04 18:03:50.083 - Thread: 4 -> Querying details of file 295394554
2014-10-04 18:03:50.084 - Thread: 4 -> Querying details of file 300709199
2014-10-04 18:03:50.084 - Thread: 4 -> Querying details of file 315267087
2014-10-04 18:03:50.084 - Thread: 4 -> Querying details of file 315336958
2014-10-04 18:03:50.084 - Thread: 4 -> Querying details of file 312036341
2014-10-04 18:03:50.084 - Thread: 4 -> Querying details of file 317065761
2014-10-04 18:03:50.084 - Thread: 4 -> Querying details of file 318356994
2014-10-04 18:03:50.084 - Thread: 4 -> Querying details of file 319035393
2014-10-04 18:03:50.084 - Thread: 4 -> Querying details of file 319790534
2014-10-04 18:03:50.084 - Thread: 4 -> Querying details of file 313739404
2014-10-04 18:03:50.084 - Thread: 4 -> Querying details of file 313736660
2014-10-04 18:03:50.084 - Thread: 4 -> Querying details of file 321765164
2014-10-04 18:03:50.084 - Thread: 4 -> Querying details of file 321769826
2014-10-04 18:03:50.085 - Thread: 4 -> Querying details of file 321772272
2014-10-04 18:03:53.747 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2014-10-04 18:03:53.747 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2014-10-04 18:03:57.494 - Thread: 1 -> Obtained details: Id=205753527; Result=OK; ugcHandle=451782534364943445; title=''Parasite' Mining Rig'; tags='world'
2014-10-04 18:03:57.494 - Thread: 1 -> Obtained details: Id=297207615; Result=OK; ugcHandle=37472115416151831; title='KEEN SWH Medium Thruster v1.0'; tags='mod'
2014-10-04 18:03:57.494 - Thread: 1 -> Obtained details: Id=296192689; Result=OK; ugcHandle=37474018507068680; title='KEEN SWH Astronaut pack v1.0'; tags='mod,Character'
2014-10-04 18:03:57.495 - Thread: 1 -> Obtained details: Id=279862257; Result=OK; ugcHandle=592537599504123235; title='Season 1 Survival Ship & Base Pack'; tags='world'
2014-10-04 18:03:57.495 - Thread: 1 -> Obtained details: Id=285239517; Result=OK; ugcHandle=80253687972098013; title='USG Ishimura 1/3 Scale WIP'; tags='world'
2014-10-04 18:03:57.495 - Thread: 1 -> Obtained details: Id=297208992; Result=OK; ugcHandle=37472115416240528; title='KEEN SWH Salute gesture animation v1.0'; tags='mod'
2014-10-04 18:03:57.495 - Thread: 1 -> Obtained details: Id=258917525; Result=OK; ugcHandle=433780719218794317; title='Hephaestus Industrial Vessel'; tags='world'
2014-10-04 18:03:57.495 - Thread: 1 -> Obtained details: Id=290847330; Result=OK; ugcHandle=23961316671636511; title='Commercial Carrier'; tags='world'
2014-10-04 18:03:57.680 - Thread: 1 -> Obtained details: Id=300157190; Result=OK; ugcHandle=27343455207390132; title='Signs'; tags='mod,Block'
2014-10-04 18:03:57.680 - Thread: 1 -> Obtained details: Id=300342038; Result=OK; ugcHandle=36348118616182799; title='Gesture - Virakotxa's Panic'; tags='mod,Animation'
2014-10-04 18:03:57.680 - Thread: 1 -> Obtained details: Id=297532247; Result=OK; ugcHandle=37472115438403177; title='Hammerman vent shafts pack'; tags='mod'
2014-10-04 18:03:57.680 - Thread: 1 -> Obtained details: Id=299853575; Result=OK; ugcHandle=36348118614051962; title='Gesture - Virakotxa's Display Interact'; tags='mod,Animation'
2014-10-04 18:03:57.680 - Thread: 1 -> Obtained details: Id=297389417; Result=OK; ugcHandle=26213116362864920; title='Skybox - Lunar Orbit'; tags='mod'
2014-10-04 18:03:57.680 - Thread: 1 -> Obtained details: Id=297279598; Result=OK; ugcHandle=40849815149205995; title='Skybox - Pitch Black'; tags='mod'
2014-10-04 18:03:57.680 - Thread: 1 -> Obtained details: Id=298550266; Result=OK; ugcHandle=38602454184314403; title='Letters Mod'; tags='mod,Block'
2014-10-04 18:03:57.680 - Thread: 1 -> Obtained details: Id=297387860; Result=OK; ugcHandle=26213116362774226; title='Skybox - Bright Earth'; tags='mod'
2014-10-04 18:03:57.680 - Thread: 1 -> Obtained details: Id=299344004; Result=OK; ugcHandle=28466819258502183; title='Badges'; tags='mod,Block'
2014-10-04 18:03:57.680 - Thread: 1 -> Obtained details: Id=299848688; Result=OK; ugcHandle=36348118615949090; title='Gesture - Virakotxa's Loughing Out Loud'; tags='mod,Animation'
2014-10-04 18:03:57.681 - Thread: 1 -> Obtained details: Id=297362274; Result=OK; ugcHandle=40849815153470425; title='Skybox - Dark Starry Night'; tags='mod'
2014-10-04 18:03:57.681 - Thread: 1 -> Obtained details: Id=300429702; Result=OK; ugcHandle=37472833351828245; title='KEEN SWH Holo Console Transparency Mod'; tags='mod'
2014-10-04 18:03:57.681 - Thread: 1 -> Obtained details: Id=294534489; Result=OK; ugcHandle=38602454184347324; title='VINTAGE Fighter Cockpit'; tags='mod,Block'
2014-10-04 18:03:57.681 - Thread: 1 -> Obtained details: Id=295393908; Result=OK; ugcHandle=38602454184331840; title='Station Walls'; tags='mod,Block'
2014-10-04 18:03:57.681 - Thread: 1 -> Obtained details: Id=205942692; Result=OK; ugcHandle=451782616326896713; title='Update 01.012.002 - Small Ship Gatling Gun & Rocket Launcher'; tags='world'
2014-10-04 18:03:57.681 - Thread: 1 -> Obtained details: Id=295393216; Result=OK; ugcHandle=38602454184284704; title='Armor Thrusters'; tags='mod,Block'
2014-10-04 18:03:57.681 - Thread: 1 -> Obtained details: Id=302655374; Result=OK; ugcHandle=36348118616510264; title='Gesture - Virakotxa's Sit Pose (on air)'; tags='mod,Animation'
2014-10-04 18:03:57.681 - Thread: 1 -> Obtained details: Id=302655172; Result=OK; ugcHandle=36348118616459375; title='Gesture - Virakotxa's Shaking No & Sign'; tags='mod,Animation'
2014-10-04 18:03:57.682 - Thread: 1 -> Obtained details: Id=299244712; Result=OK; ugcHandle=563268090309178450; title='Point Gesture'; tags='mod'
2014-10-04 18:03:57.682 - Thread: 1 -> Obtained details: Id=303639675; Result=OK; ugcHandle=37473384190557581; title='Blue Station SE trailer 2014'; tags='world'
2014-10-04 18:03:57.682 - Thread: 1 -> Obtained details: Id=302654696; Result=OK; ugcHandle=36348118616156801; title='Gesture - Virakotxa's Nodding Yes & OK'; tags='mod,Animation'
2014-10-04 18:03:57.682 - Thread: 1 -> Obtained details: Id=297963212; Result=OK; ugcHandle=39723915286108449; title='MoonWalk [Animation]'; tags='mod'
2014-10-04 18:03:57.682 - Thread: 1 -> Obtained details: Id=300342502; Result=OK; ugcHandle=36348118608279376; title='Gesture - Virakotxa's Angered'; tags='mod,Animation'
2014-10-04 18:03:57.682 - Thread: 1 -> Obtained details: Id=302654218; Result=OK; ugcHandle=36348118614018646; title='Gesture - Virakotxa's Countdown 5 to 0'; tags='mod,Animation'
2014-10-04 18:03:57.682 - Thread: 1 -> Obtained details: Id=300150334; Result=OK; ugcHandle=563268090310364128; title='Wait/Halt Gesture'; tags='mod'
2014-10-04 18:03:57.682 - Thread: 1 -> Obtained details: Id=301064154; Result=OK; ugcHandle=563268090367932299; title='Military style Hold Gesture'; tags='mod'
2014-10-04 18:03:57.682 - Thread: 1 -> Obtained details: Id=303621990; Result=OK; ugcHandle=37473384191927095; title='Blue base hangar UP1043'; tags='world'
2014-10-04 18:03:57.682 - Thread: 1 -> Obtained details: Id=302655697; Result=OK; ugcHandle=36348118615852197; title='Gesture - Virakotxa's Fly With Style Pose'; tags='mod,Animation'
2014-10-04 18:03:57.682 - Thread: 1 -> Obtained details: Id=302655913; Result=OK; ugcHandle=36348118615902970; title='Gesture - Virakotxa's Hug'; tags='mod,Animation'
2014-10-04 18:03:57.682 - Thread: 1 -> Obtained details: Id=302654575; Result=OK; ugcHandle=36348118615967413; title='Gesture - Virakotxa's Lotus Sit Pose'; tags='mod,Animation'
2014-10-04 18:03:57.829 - Thread: 1 -> Obtained details: Id=302654411; Result=OK; ugcHandle=36348118616559799; title='Gesture - Virakotxa's Surrender Pose'; tags='mod,Animation'
2014-10-04 18:03:57.829 - Thread: 1 -> Obtained details: Id=302655527; Result=OK; ugcHandle=36348118616632321; title='Gesture - Virakotxa's To Prone Pose'; tags='mod,Animation'
2014-10-04 18:03:57.918 - Thread: 1 -> Obtained details: Id=300448729; Result=OK; ugcHandle=37473384190587417; title='Space Engineers UP1043: orbiting ships'; tags='world'
2014-10-04 18:03:57.918 - Thread: 1 -> Obtained details: Id=309754562; Result=OK; ugcHandle=44230230505139866; title='PAA SSBS-7702 YAMATO'; tags='world'
2014-10-04 18:03:57.918 - Thread: 1 -> Obtained details: Id=312804482; Result=OK; ugcHandle=548635748326022271; title='Interiorama Stuff'; tags='mod,Block'
2014-10-04 18:03:57.919 - Thread: 1 -> Obtained details: Id=311019694; Result=OK; ugcHandle=44230230470599736; title='NAMA.SSCV-01 CVN-03 WASHINGTON'; tags='world'
2014-10-04 18:03:57.919 - Thread: 1 -> Obtained details: Id=312559378; Result=OK; ugcHandle=44230686506356488; title='NAMA SBC-01 BC-01 Archer'; tags='world'
2014-10-04 18:03:57.919 - Thread: 1 -> Obtained details: Id=315223329; Result=OK; ugcHandle=541879079252697604; title='ShadowFlux Catwalk Pack'; tags='mod,Block,modpack'
2014-10-04 18:03:57.919 - Thread: 1 -> Obtained details: Id=311383283; Result=OK; ugcHandle=535122589868667251; title='Ambient Doors'; tags='mod,Block,modpack'
2014-10-04 18:03:57.919 - Thread: 1 -> Obtained details: Id=261809970; Result=OK; ugcHandle=3334099518727067736; title='Crash Landing Survival Adventure Map (Abandoned Military Colony) v1'; tags='world'
2014-10-04 18:03:57.919 - Thread: 1 -> Obtained details: Id=309443082; Result=OK; ugcHandle=44230686472357106; title='PAA SSBS-7701-02 Xuan Yuan 2.0'; tags='world'
2014-10-04 18:03:57.919 - Thread: 1 -> Obtained details: Id=315629274; Result=OK; ugcHandle=34098425737719541; title='Space Engineers Mission 01 map'; tags='world'
2014-10-04 18:03:57.919 - Thread: 1 -> Obtained details: Id=313299716; Result=OK; ugcHandle=44230686551031573; title='PAA SEDD-76D01 SHUN'; tags='world'
2014-10-04 18:03:57.919 - Thread: 1 -> Obtained details: Id=307600772; Result=OK; ugcHandle=535122589868294677; title='Ambient Walls'; tags='mod,Block,modpack'
2014-10-04 18:03:57.919 - Thread: 1 -> Obtained details: Id=296937485; Result=OK; ugcHandle=572274571145848327; title='Dead Space - Markers'; tags='mod'
2014-10-04 18:03:57.919 - Thread: 1 -> Obtained details: Id=315628704; Result=OK; ugcHandle=34098854589484068; title='Space Engineers Mission 01 script'; tags='mod,script'
2014-10-04 18:03:57.919 - Thread: 1 -> Obtained details: Id=297273684; Result=OK; ugcHandle=41978430637954074; title='not7CD's - Advanced Life Support Systems v0.5 [FOOD UPDATE]'; tags='mod,Block,Production'
2014-10-04 18:03:58.002 - Thread: 1 -> Obtained details: Id=312773996; Result=OK; ugcHandle=546382045019467132; title='Worn Engineer by Tartaross'; tags='mod,Character'
2014-10-04 18:03:58.002 - Thread: 1 -> Obtained details: Id=302869640; Result=OK; ugcHandle=38602454184276031; title='Accumulators'; tags='mod,Block'
2014-10-04 18:03:58.086 - Thread: 1 -> Obtained details: Id=300709199; Result=OK; ugcHandle=23963219674904719; title='Space Police Skin'; tags='mod,Character'
2014-10-04 18:03:58.086 - Thread: 1 -> Obtained details: Id=312036341; Result=OK; ugcHandle=27342187969834324; title='Glowing Signs'; tags='mod,Block'
2014-10-04 18:03:58.086 - Thread: 1 -> Obtained details: Id=314971540; Result=OK; ugcHandle=546382045106808426; title='Worn Military Suit by Tartaross'; tags='mod,Character'
2014-10-04 18:03:58.086 - Thread: 1 -> Obtained details: Id=312976851; Result=OK; ugcHandle=27344091471418719; title='Eikesters Decoration Pack'; tags='mod,Block'
2014-10-04 18:03:58.086 - Thread: 1 -> Obtained details: Id=315267087; Result=OK; ugcHandle=41980153912312237; title='not7CD's - Torpedo Hull Set 0.2.5'; tags='mod,Block'
2014-10-04 18:03:58.086 - Thread: 1 -> Obtained details: Id=310690236; Result=OK; ugcHandle=541880348850522664; title='ShadowFlux Refurbished Equipment'; tags='mod,Block,Production,modpack'
2014-10-04 18:03:58.086 - Thread: 1 -> Obtained details: Id=313180944; Result=OK; ugcHandle=541879712643652132; title='ShadowFlux Used Mining Equipment'; tags='mod,Block,Production,modpack'
2014-10-04 18:03:58.086 - Thread: 1 -> Obtained details: Id=317065761; Result=OK; ugcHandle=546382882998084784; title='Worn Pilot Skin by Tartaross'; tags='mod,Character'
2014-10-04 18:03:58.086 - Thread: 1 -> Obtained details: Id=319035393; Result=OK; ugcHandle=49861453427146872; title='Sektan Signs 2'; tags='mod,Block'
2014-10-04 18:03:58.157 - Thread: 1 -> Obtained details: Id=297456650; Result=OK; ugcHandle=541880348885377839; title='ShadowFlux Used Equipment Sales and Service'; tags='mod,Block,Production,modpack'
2014-10-04 18:03:58.157 - Thread: 1 -> Obtained details: Id=313770254; Result=OK; ugcHandle=546382045029606932; title='Worn Medicsuit by Tartaross'; tags='mod,Character'
2014-10-04 18:03:58.157 - Thread: 1 -> Obtained details: Id=319790534; Result=OK; ugcHandle=43106053946973030; title='NHG's Screens Mod V0.4'; tags='mod,Block'
2014-10-04 18:03:58.206 - Thread: 1 -> Obtained details: Id=318356994; Result=OK; ugcHandle=34098854567442742; title='KEEN SWH G screen categories'; tags='mod,script'
2014-10-04 18:03:58.206 - Thread: 1 -> Obtained details: Id=321769826; Result=OK; ugcHandle=22840491850894224; title='SnakeHead'; tags='blueprint'
2014-10-04 18:03:58.206 - Thread: 1 -> Obtained details: Id=295394554; Result=OK; ugcHandle=38602454184302342; title='Hydroponic'; tags='mod,Block'
2014-10-04 18:03:58.206 - Thread: 1 -> Obtained details: Id=315336958; Result=OK; ugcHandle=49861453221705936; title='Sektan Signs'; tags='mod,Block'
2014-10-04 18:03:58.206 - Thread: 1 -> Obtained details: Id=313736660; Result=OK; ugcHandle=43104786669458212; title='[MOD]Hammerman Decorations (Maintained by Shaostoul)'; tags='mod,Block'
2014-10-04 18:03:58.206 - Thread: 1 -> Obtained details: Id=321765164; Result=OK; ugcHandle=22840491850543786; title='SR_SS'; tags='blueprint'
2014-10-04 18:03:58.206 - Thread: 1 -> Obtained details: Id=313739404; Result=OK; ugcHandle=43104786669595611; title='[MOD]Hammerman Small Ship Glass (Maintained by Shaostoul)'; tags='mod,Block'
2014-10-04 18:03:58.206 - Thread: 1 -> Obtained details: Id=321772272; Result=OK; ugcHandle=22840491851083855; title='UKK-45 Northunt'; tags='blueprint'
2014-10-04 18:03:58.207 - Thread: 4 -> MySteamWorkshop.GetSubscribedModsBlocking - END
2014-10-04 18:03:59.840 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at 6D7C9F7F9CFF9877B430DBAFB54F1802.F55E281338879831DF460525AC6C0E4E.65A5E3B21F702ABF7454B464DA6AA624()
at 6D7C9F7F9CFF9877B430DBAFB54F1802.9AC98B4CEBB2C6BF119231B4F88083CF.3F5164A1425B46B4F5123C5CEBC41F72()
at 5BCAC68007431E61367F5B2CF24E2D6F.12BACAB3471C8707CE7420AE0465548C.GetObjectBuilderCubeBlock(Boolean A5DC70F106B952A1255F4B70E35F9DCD)
at 5BCAC68007431E61367F5B2CF24E2D6F.0A875207E28B2C7707366CDD300684DF.GetObjectBuilderCubeBlock(Boolean A5DC70F106B952A1255F4B70E35F9DCD)
at 6DDCED906C852CFDABA0B56B84D0BD74.54A8BE425EAC4A11BFF922CFB5FF89D0.83286AEFA2A2AC71D1E54C9514B7D8C4(Boolean A5DC70F106B952A1255F4B70E35F9DCD)
at 5BCAC68007431E61367F5B2CF24E2D6F.98262C3F38A1199E47F2B9338045794C.C1C9A52368857ABA8CC1E2FC18AEA92B(MyObjectBuilder_CubeGrid B55A0005A1AFE93B57C5CD3194BECA33, Boolean A5DC70F106B952A1255F4B70E35F9DCD)
at 5BCAC68007431E61367F5B2CF24E2D6F.98262C3F38A1199E47F2B9338045794C.GetObjectBuilder(Boolean A5DC70F106B952A1255F4B70E35F9DCD)
at 6DDCED906C852CFDABA0B56B84D0BD74.BF0FF7761FE52CCD0D704C374D9C3B51.97BB801081FDD28A9626C8923D559526(DE48496EE9812E665B802D5FE9E7AD77 4B65B635421EA359D9E9FEB682A485AD, Boolean E6570A76290DD18B1B7694ED7A137EC6)
at 5BCAC68007431E61367F5B2CF24E2D6F.BC62495C915457D3BAC305B3F9306741.91DB1895CADADE3A1894DC30CBD8BA7E()
at B537A565E751985720E68562ABAA9310.7EC788524E827F96F9315E5A2B6E634C.HandleInput(Boolean 8B42439BA82A930286A9108C83292548)
at Sandbox.Graphics.GUI.MyScreenManager.HandleInput()
at 5CAC4DAC2717202C1BF0478C582A49E7.827F3AAD831C154FB9766ABC4E6035E7.33B7C4DEFEC5D97FF84A002E603A7232()
at B337879D0C82A5F9C44D51D954769590.B3531963E948FB4FA1D057C4340C61B4.737C4F9E84860831C52FEE19C8F8C462()
at 168638249D29224100DB50BB468E7C07.7BAD4AFD06B91BCD63EA57F7C0D4F408.2457E95BE2F0D1F1A4A009B2B1DBBDA4()
at 168638249D29224100DB50BB468E7C07.398AD1E315E6E4D570C424BD0D168FC1.858DA51EB20785A82D9A03614304088A.0187A29A24275EC024A192E7E235CC2E.9C41E76459B99591F991CBA0833BD17E()
at 168638249D29224100DB50BB468E7C07.6E0E814918D8AD6B2DC9CA5005102256.21A1C54D6085E2725735ED22A5A1847C(9AA159E6C22F64A542015EED199D04B9 148A5BA193EB90E55F5E805EF96CAD48)
at 168638249D29224100DB50BB468E7C07.398AD1E315E6E4D570C424BD0D168FC1.21A1C54D6085E2725735ED22A5A1847C(9AA159E6C22F64A542015EED199D04B9 148A5BA193EB90E55F5E805EF96CAD48)
at B337879D0C82A5F9C44D51D954769590.B3531963E948FB4FA1D057C4340C61B4.246E732EE67F7F6F88C4FF63B3901107(Boolean FF8E4184144DE7049FF5EC07D594DAB6)
at 83BCBFA49B3A2A6EC1BC99583DA2D399.49BCFF86BA276A9C7C0D269C2924DE2D.523C8831DA5DAB3A19F6D33A2C6437B5(String[] 954514EA42AFFE4302240CE14E5D6683)
at 83BCBFA49B3A2A6EC1BC99583DA2D399.49BCFF86BA276A9C7C0D269C2924DE2D.0D8AAA624C2EEA412F85ABB3AEFAF743(String[] 954514EA42AFFE4302240CE14E5D6683)
2014-10-04 18:03:59.841 - Thread: 1 -> Hiding window
2014-10-04 18:03:59.849 - Thread: 1 -> Network readers disposed
2014-10-04 18:04:10.597 - Thread: 1 -> Hiding window done
2014-10-04 18:04:10.597 - Thread: 1 -> Showing message
Showing 14,731-14,736 of 14,736 entries