The Infected - Sifner
Just a small patch detailing some changes to the current version of the game on the Beta Branch only!

Version 13 will be moved to the live branch of the game on Monday, barring any earth shattering issues popping up over the weekend. A fresh start/new save will not be required for this update. As always, please post any feedback, issues or suggestions to the proper subforums and not to the comments on this thread.

  • Bugfix- Mike should no longer get stuck on top of watermelon crates.
  • Bugfix- Adjusted the targeting on being able to use the NPC bed to summon Mike.
  • Added- Remainder of the translations have been added.
  • Bugfix- Fixed issue with players unable to right click items in/out of the NPC storage crate.

The last change is a revision to the Mini Boss vambie. He will no longer take a strike without fighting back, but will instead retaliate against the player. This change will require some adaptation!

The Infected - Sifner
This is a small patch that addresses many of the current issues players are experiencing with Mike, the friendly NPC. Again this is for the Beta Branch of the game only.

Some translations will be missing from this iteration of the game and will be added once they are in hand. Additionally we'll be changing all reference to AI - in regards to friendly folk, like Mike- to NPC.


  • Fixed issues with Mike not placing melons into chests.
  • Fixed the issue of Mike eating all types of food.
  • Added a new NPC storage chest, found under the NPC Buildings tab. This will be the only chest type that Mike can interact with in terms of withdraw & deposit. That makes it the spot to store his food and repair kits, and to fetch your harvested crops.
  • Mike can now open and close gates, making it easier for him to get in and out of the base.
  • Mike can no longer teleport to the top of buildings.
  • Vambie corpses should no longer disappear through the ground upon death.
  • Mike should no longer browse storage chests throughout your base as he looks for food.
  • Following community feedback, the loot table for MiniBoss vambies has been scaled down.
  • You can now summon Mike by interacting with his bed, which will teleport him back if he's lost/stuck.




Please continue to post feedback, suggestions and requests to the appropriately labeled sub-forum. We appreciate your input and your help in keeping things neat!
Aug 3, 2022
The Infected - DigxStudios
Hey folks-happy patch day!

We're happy to finally be able to release patch V13.0 to the Beta Branch.

The patch will be available on the public beta branch until it's moved over to the live branch in about 1-2 weeks. That figure is dependent on bugs/feedback/changes. Some additional stuff was held back from this patch because we really want feedback from the community on how the changes deployed today feel in actual gameplay before stacking on more changes- like adding a second friendly AI. A lot of under the hood stuff has been tinkered with in order to change fundamental mechanics in the game and existing AI.

To access it, right click the game in your Steam library and hit properties. There you will find a BETAS tab, select BETA and launch your game as usual. Please read the entire patch note post-not just to see what changed, but to see what type of feedback we are looking for in regards to this patch.
Note that ANY post on Steam related to the beta must be marked as beta-whether you’re posting to Bugs, Feedback, or Suggestions-be sure to include a [Beta] tag in your title. Also be sure to post in the relevant sub forum(s), as our Mod team will be removing/moving posts that are incorrect as always.

Let’s dive in!


Enemy AI


The nighttime horde event has been removed from the game. Feedback on it seemed to fall into two camps; the folks who weren’t interested in it at all (who turn vambies off) and the folks who felt like it was obnoxious & boring instead of challenging. A new elite vambie- referred to here as a miniboss- has been added to the game. They’re a beefier version of the vambies you all know & love- and they’re ready to break into your base to get at you! They have more HP than a traditional vambie and the only home defense that’s effective against them is the new barbed wire because they demolish traditional spikes. This should provide a shift in gameplay.




This miniboss (MB) can be found in two different groupings of vambies.
Group A-is a daily spawner that brings in the MB and 2-4 attendant vambies.
Group B- is a roaming pack of one MB and 1-3 vambies, kinda out & about doing their thing.

Don’t want to put in too many details on the nitty gritty of their spawning patterns here for those that prefer to figure things out on their own, but you’ll be able to check our Wiki later in the week as our Wiki Minders update the pages.

If you’re worried about the MB, the new vambie groups, or not keen about fighting the Vambies at all-don’t worry! You can change/tweak vambie settings via the updated UI- increasing or decreasing their damage against the player (P) or buildings (B).

Developer Note: If you prefer to play without any Vambies at all-continue on! If you were a fan of the Horde night or having Vambies attack your base- be sure to play around with the new settings for the enemy AI and let us know what you think of the new setup via our Feedback sub-forum on Steam or via a Ticket on our Discord Server. (These are the only two spots we will be collecting Feedback and Suggestions.)




FRIENDLY AI

It’s long been requested to have some type of helper AI and this patch implements the first of your new AI pals; Mike!

Developer Note: AI development and implementation has taken the bulk of the time when it comes to this patch, because of all the changes that have to be made under the hood. Currently the friendly AI cannot engage in any combat-this feature is planned but it’s still undergoing work and we’re waiting on supplied animations. We’re going to give a small breakdown of the AI down below but we’re actually going to leave the nitty gritty details on our Wiki page out of the game. The reason for this is that we’re looking for feedback from players on how intuitive/easy to puzzle out the entire process is of getting Mike situated, healed & back on his feet, and integrated within your day to day play- all from within the game/using the supplied hints or common sense puzzling in game. The notes on the wiki will just be to help folks that might be stuck on things. We’d also love to hear how useful - or not!- folks find having an AI, since additional AI are planned. And please remember to leave feedback via our Feedback subforum on Steam or via a Ticket on our Discord Server. (These are the only two spots we will be collecting Feedback and Suggestions.)

Mike will be found out in the world as the player explores- and while you’re able to find him from day 1, it may take you some time to get everything together to be successful in adding him to your home. Some new items were added to the Itempedia that are relevant to recovering and using the AI. He’s a bit under the weather when you find him, so may need a hand on locomotion. Mike’s willing to help out around your base and can assist you with your plants (harvesting, planting, watering), refilling your log stands, and repairing damaged items. You can even give him a priority list to work from so that he’s always working on the most important task.
While you won’t need to pay your AI, he does have needs-namely he can’t work without food! In fact you may even find that Mike just flat out won’t work if he’s hungry.
We recommend checking out your new AI related placeable list to get him set up and ready to live with you.





CHANGED
  • Meat dropped from animals has been decreased
  • Removed Fish Oil from town loot tables
  • Food will no longer restore HP
  • Electrical relay now costs 1 Iron and 1 Copper Ingot

Added
  • Repair kit
  • Watermelon crate and Pumpkin crate (No perish time will pass while items are in the crate)
  • Two new AI specific houses were added to the Itempedia
  • Small Medkit
  • New Wire Pole
  • New Barbed Wire Fence
  • Frogs
  • Antibiotic










Bug Fixes

BUGFIX- Fixed the inability for the player to pick up dead animals under the water.
BUGFIX-Placeable objects such as stands and gates for example would damage spike if overlapped.
BUGFIX-Fixed bug where some placeables would consume an entire stack of oil cans even when half the quantity would have refilled it.
BUGFIX-Stone Grinder bug where it would not restart automatically if players removed sand/fragments from it.
BUGFIX-Deleting the Jack O Lantern would not return the pumpkin correctly, the pumpkin was placed in my normal inventory as an invisible 1x1 item and should have been spawned on the ground
BUGFIX-When upgrading to cement, the corner ceiling said it required 5 cement but it took 6.
BUGFIX-When upgrading to bricks, the corner door frame said it required 10 dry bricks but it took 6.
BUGFIX-When upgrading to bricks, the corner window wall said it required 14 dry bricks but it took 8.
BUGFIX-AI Health setting for goats did not, the default value was not getting overwritten by the players selection.
BUGFIX-Oil Lamps could not be placed on the outside of Corner Window Frames.
BUGFIX-Moving furniture and placeables would result in lamps not being able to placed on them. For example, the oil lamp could be placed on a newly created table but not after the table was moved.
Apr 2, 2022
The Infected - DigxStudios
Hey everyone,

Just a small update to fix a few bugs.

Have a great day


BUGFIX - Could not place the log cart in the garage.
BUGFIX - Chickens and birds were sometimes damaging spikes.
BUGFIX - Player character would get stuck on the truck when recalling it to the garage while standing in it.
BUGFIX - Aggressive AI damage/kill players while they were inside the truck.
BUGFIX - Adding crates and storage chests to the truck bed when its not on flat ground would result in these objects being angled.
BUGFIX - Dying when infected with food poisoning would not be reset after death.
BUGFIX - Dropping items from some crafting stations would not reset the recipe check and still allow players to craft the item.
BUGFIX - Bacon Pie mesh too large when added to the fridge.
BUGFIX - Raining/snowing through glass ceilings.
BUGFIX - Weapon / tool grinder bug. The durability tooltip did not update to 100% after repairing tools & weapons.
BUGFIX - Damaged cement corner railing would not repair.
BUGFIX - Unable to place solar panels on curved or small railings.
BUGFIX - Duplication bug with spoiled food and player inventories.
BUGFIX - Could not upgrade the wooden door frame with 6 dry bricks as the description claimed, required 10.
Apr 1, 2022
The Infected - Sifner
With careful consideration of community feedback, I’m happy to report that in our next update random vambies will now be packing heat.

Not only will guns be IN the game, but providing the Vambies with firepower will provide a challenge as requested.




(Happy April Fools, friends)
Mar 16, 2022
The Infected - DigxStudios
Hi Everyone,

Just another mini update to address a few things that were reported in the last day or so that I felt could not wait till the next main update.

BUGFIX - Stone Crates place on the bed of the truck were causing the truck to have strange movement behaviors.
BUGFIX - Using the mouse wheel to zoom in and out on the map was causing tools/weapons to swap.
CHANGE - Increased bacon drop when harvesting boars from 6 to 10.

Best regards to the best community in the world.

Mar 15, 2022
The Infected - Sifner
Hey folks,

Just wanted to drop this patch note post for a small update being pushed to the game today. This is mostly a list of changes to existing game features.


CHANGES
CHANGE - Chickens sounds from 10 seconds to 25 seconds.
CHANGE - Improvement to AI getting stuck at the cliffs.
CHANGE - Some culture text adjustments/changes.
CHANGE - Glass stack to 10 and reduce lbs from 2 to 1.
CHANGE - Added 6 protein to potatoes and 2 to all other veggies.

ADDITIONS
ADDED- Notification when someone tries to craft a tool/weapon and the inventory is full.
ADDED- F8 Will now hide your UI for screenshots.
ADDED- Ability to quick swap tools/weapons using mouse wheel.
ADDED-Hotkeys for the various menu sections:
F1 = Hotkey Backpack
F2 = Hotkey Foodpack
F3 = Hotkey Weapons
F4 = Hotkey Construction
F5 = Hotkey Craft
The Infected - DigxStudios
Hey everyone,

We know you've been excited for the updates coming in 2022 since the Trello roadmap was published.

While we originally aimed for a release in 3-6 months, we were able to split some things up so that new content could be released sooner-- welcome to V12.0!
NOTE: A FRESH NEW GAME will be required- no old saves.

We encourage you to read through this entire post, INCLUDING the fixes/changes/additions at the bottom, because it answers many (easily) answerable questions. We also encourage you to explore the map, as the relative flat/stark nature conveyed by the in game Map is not the reality of the biome(s).

Hope you enjoy your time in game, feel free to come visit us in Discord, and Have a great day!!


New Map Environment:

Here are some of the main features of the new map. More details will be shared in the relevant sections further in this post.

  1. Completely new environment.
  2. A set of lakes that spawn fish. (see fish icon) No other lakes will have fish.
  3. Still a swamp that contain crocodiles.
  4. New Rocky/sand biomes.
  5. New caves that will allow for ore extraction, coal, mushrooms and lead.
  6. Specific animals will now spawn in specific locations.
  7. Zoomable map, great when looting villages for more detail.
  8. Now has 7 towns and 14 Tech Blueprints.




Mineral Extractor Changes:

Mineral Extractors have to now be placed in caves to extract cobalt, aluminum and copper. If they are placed anywhere outside of caves, Iron ore and fragments are extracted.

Players will need to figure out which caves extract what ores but note that a cave will only extract 1 ore type. So exploration will yield the source of Cobalt, Aluminum and copper in caves. Once again, Iron can be extracted if an extractor is place anywhere outside of caves.

Also note that these extractors will no longer extract coal. Coal can now be acquired by breaking coal nodes in caves.Each destroyed coal node will yield 3 x Coal.




Hunting and Meat:

Harvesting animals for meat/etc has now changed. Players need to now carry or transport their carcasses to the new Butcher Table and butcher said animals. (Chickens and Birds do not require the butcher table) Players can carry the animals but their walk speed is much reduced as if they were overweight. The best way to transport them is to use the Log Cart or Truck.

NOTE: Gore and blood when butchering can be disabled in game settings.







The Butcher Table:

The Butcher Table allows animals to be broken down for meat & other resources. With the increased time & effort involved in hunting/gathering meat, the meat/item yield per animal has been increased. Below is a table with yield per butchered animal.

Crafting Recipe: 10 X Iron Ingot





New Animals:

  1. Chickens
  2. Goats

Chickens:

Chickens will spawn anywhere on the map and will serve as a good protein source since fish are no longer in every lake and butchering animals will not be so easy in the first few days.
Yields: 2x Raw Chicken (pieces) and 2x Eggs.

Goats:

Goats have no unique harvestable items currently but milk will be added in the near future. 1
Yields: 2x Fat / 1x Liver / 6x Bones / 1x Hide / 12x meat.




New Foods:

The in game Itempedia has been updated with the stats of the new foods. Out of game, the official Infected Wiki will also detail these changes once it has been updated.

  1. Raw Chicken (Harvested from Chickens)
  2. Cooked Chicken
  3. Egg
  4. Raw Liver (All butchered animals yield 1 Liver)
  5. Cooked Liver
  6. Raw Bacon (Harvested from Boars)
  7. Cooked Bacon
  8. Bacon Pie Mix (crafted on the Prep Table)
  9. Bacon Pie ((Cooked from the Bacon Pie Mix on a pan on the stove)




Whole Fish and Drying Rack:

You can now add whole fish to the drying rack. This will extend the whole fish perish time and they can be harvested into chunks of dried fish.




Item Outline:

Small Stone, Sticks, Ores and things of that nature will now glow when under or behind tall foliage.




Other Additions and changes:

ADDED – When butchering animals, players will get bloody hands and risk getting food poisoning when eating food. Players can now wash their hands in lakes, bodies of water or from their flask.

ADDED – Food Poisoning… New icon will appear bottom left when a player has food poisoning. The remedy is simple, eat a potato or egg to remove the food poisoning state. If a player has food poisoning, their vital stats will reduce twice as fast.

ADDED- Ability to wash hands in sink.

CHANGE - Foods upgrade stats have changed. By that I mean the max stats of health for example. Previously eating most foods, they would increase these values. Below is a chart of what foods increase what stat.



ADDED - Foliage Clipping Removal. Before and after image below.



CHANGE - Can now place animals into the cart.
CHANGE - Reduced animal spawn rate.
CHANGE - Animals would sometimes walk/run in strange rotations, sometimes hovering over land.
CHANGE - Large Backpack now requires 4 croc skins (8 previously)
CHANGE - Whole fish perish time increased to 4 hours.
CHANGE - Poke and throw spear animations have been changed.
CHANGE - Hunting tutorial quest changed to reflect changes to how animals are harvested.
CHANGE - Removed plastic requirement from rations and added 2 eggs.
CHANGE - Water Basin mesh changed to wood instead of iron. Now requires wood planks to build. The map now has very few lakes and I think these will now be very useful to players, unlike the iron version.
CHANGE - Collision removed from storage stands (example;log stands)- Vambies and animal AI will no longer be blocked by these items.
CHANGE - Spawn of only 1 predator per biome, previously 2.
CHANGE - Changed Stick and Small Stone collisions to ignore the Log Cart.



ADDED – a 7th town and 2 new tech blueprints.
ADDED – New Tech.. Power Technology (junction box)
ADDED - New Tech.. Oil Pump Technology
ADDED – New tutorial quest called “Water” to teach new players about how to gather water If no lake or other water source is close.
ADDED - Croc footstep sounds in swamp water.
ADDED - Zoomable map.
ADDED - all the missing translations for the new stuff.

BUGFIX - Town Loot would respawn every game re load.
BUGFIX - Campfire was burning in the rain and not extinguishing under uncompleted shelter.
BUGFIX - Foliage was still clipping through the corner foundations.
BUGFIX - Windmill fan blades appear as "ghosted" when building in Free Build Mode. I also added a delay to not spam build certain placeables.
BUGFIX - Washing hands with flask would always work regardless if there was water in the flask or not. It will now only work if there is over 10 water in the flask.
BUGFIX - Log Cart would sometimes not make the cart sound when attaching it while in movement. Regualar footstep sounds would be heard.
BUGFIX - Birds colliding with Spike Traps were damaging them and sometimes destroying them.

The Infected - DigxStudios
Hey everyone,

We know you've been excited for the updates coming in 2022 since the Trello roadmap was published.

While we originally aimed for a release in 3-6 months, we were able to split some things up so that new content could be released sooner. V12.0 is now available to play test on the beta branch for those wanting to try out the additions before the patch is released. Because we are currently missing some translations, this beta branch build is in English only at this time. That means any new content will not be translated.

To access it, right click the game in your Steam library and hit properties. There you will find a BETAS tab, select BETA and launch your game as usual. Because we don't expect this beta branch to last too long, we will NOT be posting a Beta Specific Channel for feedback. Despite that, please specify (for bugs, feedback, etc) if you're playing on the Beta or the live game. Also be sure to post in the relevant sub forum(s), as our Mod team will be removing/moving posts that are incorrect as always.


NOTE: A new game restart will be required.

Hope you enjoy your time on the beta branch, feel free to come visit us in Discord, and Have a great day!!


New Map Environment:

Here are some of the main features of the new map. More details will be shared in the relevant sections further in this post.

  1. Completely new environment.
  2. A set of lakes that spawn fish. (see fish icon) No other lakes will have fish.
  3. Still a swamp that contain crocodiles.
  4. New Rocky/sand biomes.
  5. New caves that will allow for ore extraction, coal, mushrooms and lead.
  6. Specific animals will now spawn in specific locations.
  7. Zoomable map, great when looting villages for more detail.
  8. Now has 7 towns and 14 Tech Blueprints.




Mineral Extractor Changes:

Mineral Extractors have to now be placed in caves to extract cobalt, aluminum and copper. If they are placed anywhere outside of caves, Iron ore and fragments are extracted.

Players will need to figure out which caves extract what ores but note that a cave will only extract 1 ore type. So exploration will yield the source of Cobalt, Aluminum and copper in caves. Once again, Iron can be extracted if an extractor is place anywhere outside of caves.

Also note that these extractors will no longer extract coal. Coal can now be acquired by breaking coal nodes in caves.Each destroyed coal node will yield 3 x Coal.




Hunting and Meat:

Harvesting animals for meat/etc has now changed. Players need to now carry or transport their carcasses to the new Butcher Table and butcher said animals. (Chickens and Birds do not require the butcher table) Players can carry the animals but their walk speed is much reduced as if they were overweight. The best way to transport them is to use the Log Cart or Truck.

NOTE: Gore and blood when butchering can be disabled in game settings.







The Butcher Table:

The Butcher Table allows animals to be broken down for meat & other resources. With the increased time & effort involved in hunting/gathering meat, the meat/item yield per animal has been increased. Below is a table with yield per butchered animal.

Crafting Recipe: 10 X Iron Ingot





New Animals:

  1. Chickens
  2. Goats

Chickens:

Chickens will spawn anywhere on the map and will serve as a good protein source since fish are no longer in every lake and butchering animals will not be so easy in the first few days.
Yields: 2x Raw Chicken (pieces) and 2x Eggs.

Goats:

Goats have no unique harvestable items currently but milk will be added in the near future. 1
Yields: 2x Fat / 1x Liver / 6x Bones / 1x Hide / 12x meat.




New Foods:

The in game Itempedia has been updated with the stats of the new foods. Out of game, the official Infected Wiki will also detail these changes once it has been updated.

  1. Raw Chicken (Harvested from Chickens)
  2. Cooked Chicken
  3. Egg
  4. Raw Liver (All butchered animals yield 1 Liver)
  5. Cooked Liver
  6. Raw Bacon (Harvested from Boars)
  7. Cooked Bacon
  8. Bacon Pie Mix (crafted on the Prep Table)
  9. Bacon Pie ((Cooked from the Bacon Pie Mix on a pan on the stove)




Whole Fish and Drying Rack:

You can now add whole fish to the drying rack. This will extend the whole fish perish time and they can be harvested into chunks of dried fish.




Item Outline:

Small Stone, Sticks, Ores and things of that nature will now glow when under or behind tall foliage.




Other Additions and changes:

ADDED – When butchering animals, players will get bloody hands and risk getting food poisoning when eating food. Players can now wash their hands in lakes, bodies of water or from their flask.

ADDED – Food Poisoning… New icon will appear bottom left when a player has food poisoning. The remedy is simple, eat a potato or egg to remove the food poisoning state. If a player has food poisoning, their vital stats will reduce twice as fast.

CHANGE - Foods upgrade stats have changed. By that I mean the max stats of health for example. Previously eating most foods, they would increase these values. Below is a chart of what foods increase what stat.



ADDED - Foliage Clipping Removal. Before and after image below.



CHANGE - Can now place animals into the cart.
CHANGE - Reduced animal spawn rate.
CHANGE - Animals would sometimes walk/run in strange rotations, sometimes hovering over land.
CHANGE - Large Backpack now requires 4 croc skins (8 previously)
CHANGE - Whole fish perish time increased to 4 hours.
CHANGE - Poke and throw spear animations have been changed.
CHANGE - Hunting tutorial quest changed to reflect changes to how animals are harvested.
CHANGE - Removed plastic requirement from rations and added 2 eggs.
CHANGE - Water Basin mesh changed to wood instead of iron. Now requires wood planks to build. The map now has very few lakes and I think these will now be very useful to players, unlike the iron version.
CHANGE - Collision removed from storage stands (example;log stands)- Vambies and animal AI will no longer be blocked by these items.



ADDED – a 7th town and 2 new tech blueprints.
ADDED – New Tech.. Power Technology (junction box)
ADDED - New Tech.. Oil Pump Technology
ADDED – New tutorial quest called “Water” to teach new players about how to gather water If no lake or other water source is close.
ADDED - Croc footstep sounds in swamp water.
ADDED - Zoomable map.



Dec 17, 2021
The Infected - DigxStudios
Hey everyone!

While today's update pushes a few bug fixes (and a new building piece!) it's mainly aimed at rolling out some changes to the mechanics of our Electrical system.

Side note before we dive in-if there are new features (building or otherwise) you hope to see one day, be sure to add them to our Feature Wishlist discussion board. Bugs to the bug section and Feedback to the feedback section - not in the comment section of this post. ːsteammockingː

A word of advice to folks: The first time you log in to patch 11.3, all powered objects will be powered off- this includes your fridges! Because of the time necessary to craft and wire components, you're probably going to lose at least some-depending on timers- of your saved food. Those with materials on hand (or who want to utilize free build mode) may get things hooked up before timers lapse.

Good luck!

Updates to the Electrical System(s)

Junction boxes are a new building piece that slots in between the Control Panel and the item that needs to be powered. They allow players to group objects in a single Junction Box in order to use one of the newly created Wall Switches to toggle the group on/off.

To make things easier for players to identify their powered objects, there will now be a UI that prompts for name input as the item is constructed. These names can always be changed via the Junction Box at a later point.




Wall Switch:

The Wall Switch is a new item that will allow players to toggle on/off power to any object(s) added to its paired junction box. You can view the paired switches within the junction box. To pair a wall switch with a junction box, simply connect a wire from the junction box to the wall switch. You can even rename the switch to ensure proper pairing.

Materials Needed:

  • 1 X Iron ingot
  • 1 X Copper Ingot
  • 4 X Screws

Junction Box

The Junction Box controls powered objects-either singular items or a group of items. To add an object to a junction box, simply pass a wire from the junction box to the component you wish to connect. It will then be added to that specific Junction Box. Both the Junction Box and all objects in it can be renamed. Pair a Wall Switch with the box to toggle power on/off. (If a relay or junction box is rotated the incorrect way, it will show as red (there is a face and back) so make sure it isn't rotated incorrectly if it will not let you place it. )

Materials Needed:

  • 2 X Iron Ingot
  • 2 X Copper Ingot
  • 2 X Cobalt Ingot
  • 6 X Screws



Wiring:

Connect your components to power with electrical wires.



To add a wire you'll need an Upgrade Tool. While using the upgrade tool Press E at the power source or component to start a wired connection, then Press E on the component you want to connect (like a light or fridge). If the Wire can be connected, you will see a green outline. When holding your upgrade tool, you'll see a POWER FLOW. This shows the direction power is going- you can only have one power IN, multiple OUTS. Junction boxes are passing power to items, which can then be controlled by that specific junction box switch. To cancel out on PULL WIRE, click Right Mouse Button.

Control Panel = No Parents
Junction Box = Control Panel as parent
Relays = Junction Box or other relays as parents
Component (Fridges etc) = Junction Box or Relay as parents



Wires need to be crafted first using the advanced workbench and the recipes below.

Materials Needed:
  • 1 X Copper Ingot
  • 1 X Plastic
  • 1 X Oil Can
Bulk (5)
Materials Needed:
  • 5 X Copper Ingot
  • 5 X Plastic
  • 5 X Oil Can


Relays:
Relay boxes are a new electric component which lets you extend the range of a wire between components. They do not work with control panels- only with a junction box or component.




Control Panel:

The Control Panel (CP) has been entirely redone and players will no longer see any components listed within it. Instead, a CP will list any completed Junction Boxes (JB). The control panel will now control the junction boxes, with the junction boxes and wall switches working together to control the individual build components. Keep in mind that Control Panels (CP) are duplicated. If you're trying to run power to the upstairs of a home/build, you can make a new CP and then run out your Junction boxes/etc from that new CP. You do not need to run wires to the CP from your solar panels or windmills. Just assume that power is magically inside the CP. ːsteammockingː




Building Items:

Corner Railings:

Frequently requested, corner railings are here!




Changes and Bug Fixes:

CHANGE- Some localization changes and fixes.
BUGFIX - Oils lamps could not be placed on objects like tables, chests etc after a game reload.
BUGFIX - Tooltip for seeds was still displaying 65% drop rate.
BUGFIX - Some floating bushes near the swamp are fixed.
BUGFIX - Loom could not be placed on glass ceilings.
ADDED - Wire to drop loot list of POIs.
...