I have some ideas to improve crafting, as well as to encourage players to play in a nice efficient way - a large part of this was a recent review, where the poor chap failed to get enough T2 mats to make a second Smelter after playing for 30 hours!
If you're interested or have feedback, please pop to here:
I have some ideas to improve crafting, as well as to encourage players to play in a nice efficient way - a large part of this was a recent review, where the poor chap failed to get enough T2 mats to make a second Smelter after playing for 30 hours!
If you're interested or have feedback, please pop to here:
I dunno, you wait around 10 months for a patch, then 2 come along all at once. Yes, you've had Christmas, but what about SECOND Christmas?
This patch is mostly aimed at fixing some of the issues that weren't thrown up during the surprisingly extensive P17 testing, plus just a few shiny new features.
The most useful and helpful of these stems from a discussion that be summed up as follows.
uPnP doesn't work
Yes it does, shut up
No, look, I did all wireshark stuff, it doesn't work, and I'm smart and know technical words like 'TCP'
Look, it blatantly works, I'm running a server with it!
I don't think it works. I'll look up stuff. Wait, I configured wireshark wrong. But the game is doing a UDP broadcast when it should be doing a M-SEARCH multicast for the SSDP. --At this point I needed to do code things and read up on what any of those words meant--
The code has been changed. Try that.
It works!
So, basically, FC uses Lidgren, which is an industry-standard bit of networking code, and it follows the Microsoft/Novell recommendations which are WRONG.
TL;DR - uPnP should work on many MANY more routers than before.
So, on with the subject of networking - after a LOT of testing of the server, which MANY of you have joined, I did some further work, and have come up with a sweet optimisation for the itemdata for networking. Previously, this data was approximately 1 gigabyte/hour/user. It's now down to about 50 megs/hour/player.
And, sorry.
Mynocks will spawn on Slopes. YOU HAVE BEEN WARNED.
And the rest!
Fixed H and P erroneously opening up Help and Pause panels whilst searching. Hopefully didn't break anything else else.
All (known) Drag and Drop issues fixed
Added MMB to assign currently-hovered item in the Inventory to assign to currently selected HotBar slot.
Added Controls note to this effect.
Fixed issue where teleporting players took FOREVER to arrive - they should arrive within 2 seconds now!
Added teleport graphics for network players
Loads of handbook entries updated
Players will no longer be told to make a Lab if it's already researched and built.
Fixed Fast/Slow conveyor description when making a new world.
Updated bootstrap screen
Added a minor glow to Conveyor base, to allow you to see them in the dark
Added auto readout of Ore Veins for network players
Sign fix will now persist and also work over the network.
Blocked/Unblocked messages should now filter out much more strongly to clients from Conveyors.
Fixed debounce on MS output filters
Caught InstancedRender failure and displayed message
Fixed DiskThread.ProcessCleanUpQueue crash
Fixed readout issue for Cargo lifts when on Rapid difficulty.
Altered handbook to correctly show Rapid boost for Cargo lifts.
Fixed Mod upload button
Public server count now shown on the main menu
Minecarts rideable again!
Fixed texture assignment to Minecarts; Basic/Fast/Large should now correctly Tier with Loader Yellow, Green, Blue
Added directional chevrons on the Minecart Tracks. Might help a little.
"Crafted Item" filter now supports stacks of items, not just single items.
Magma Caverns are now lit for network clients.
MK3 WorkFloor Excavators should now spin SLIGHTLY slower, and not miss any block
Dyed Marble now just 1 shader darker by default.
Ohhh yes. Your CPH will now match your player, ARTHER and your SpiderBot, if you have the Dapper DLC Pack. I felt that the pack was a little weak, and wanted to find ways to let players show off all their hard-earned Skins. So with an amazing piece of work by Andy and Todd, you can now do this! (In a multiplayer game, CURRENTLY, the CPH will just reflect YOUR skin, but this will change)
Have YOU always wanted a Pink CPH?
"If the answer is no, you are sad, and I've no desire to speak with you further." - Sir Hammerlock.
And finally, I kept a visual diary of some of the glorious pics from the recent P17 multiplayer playthrough. Check 'em out if you're bored!
I dunno, you wait around 10 months for a patch, then 2 come along all at once. Yes, you've had Christmas, but what about SECOND Christmas?
This patch is mostly aimed at fixing some of the issues that weren't thrown up during the surprisingly extensive P17 testing, plus just a few shiny new features.
The most useful and helpful of these stems from a discussion that be summed up as follows.
uPnP doesn't work
Yes it does, shut up
No, look, I did all wireshark stuff, it doesn't work, and I'm smart and know technical words like 'TCP'
Look, it blatantly works, I'm running a server with it!
I don't think it works. I'll look up stuff. Wait, I configured wireshark wrong. But the game is doing a UDP broadcast when it should be doing a M-SEARCH multicast for the SSDP. --At this point I needed to do code things and read up on what any of those words meant--
The code has been changed. Try that.
It works!
So, basically, FC uses Lidgren, which is an industry-standard bit of networking code, and it follows the Microsoft/Novell recommendations which are WRONG.
TL;DR - uPnP should work on many MANY more routers than before.
So, on with the subject of networking - after a LOT of testing of the server, which MANY of you have joined, I did some further work, and have come up with a sweet optimisation for the itemdata for networking. Previously, this data was approximately 1 gigabyte/hour/user. It's now down to about 50 megs/hour/player.
And, sorry.
Mynocks will spawn on Slopes. YOU HAVE BEEN WARNED.
And the rest!
Fixed H and P erroneously opening up Help and Pause panels whilst searching. Hopefully didn't break anything else else.
All (known) Drag and Drop issues fixed
Added MMB to assign currently-hovered item in the Inventory to assign to currently selected HotBar slot.
Added Controls note to this effect.
Fixed issue where teleporting players took FOREVER to arrive - they should arrive within 2 seconds now!
Added teleport graphics for network players
Loads of handbook entries updated
Players will no longer be told to make a Lab if it's already researched and built.
Fixed Fast/Slow conveyor description when making a new world.
Updated bootstrap screen
Added a minor glow to Conveyor base, to allow you to see them in the dark
Added auto readout of Ore Veins for network players
Sign fix will now persist and also work over the network.
Blocked/Unblocked messages should now filter out much more strongly to clients from Conveyors.
Fixed debounce on MS output filters
Caught InstancedRender failure and displayed message
Fixed DiskThread.ProcessCleanUpQueue crash
Fixed readout issue for Cargo lifts when on Rapid difficulty.
Altered handbook to correctly show Rapid boost for Cargo lifts.
Fixed Mod upload button
Public server count now shown on the main menu
Minecarts rideable again!
Fixed texture assignment to Minecarts; Basic/Fast/Large should now correctly Tier with Loader Yellow, Green, Blue
Added directional chevrons on the Minecart Tracks. Might help a little.
"Crafted Item" filter now supports stacks of items, not just single items.
Magma Caverns are now lit for network clients.
MK3 WorkFloor Excavators should now spin SLIGHTLY slower, and not miss any block
Dyed Marble now just 1 shader darker by default.
Ohhh yes. Your CPH will now match your player, ARTHER and your SpiderBot, if you have the Dapper DLC Pack. I felt that the pack was a little weak, and wanted to find ways to let players show off all their hard-earned Skins. So with an amazing piece of work by Andy and Todd, you can now do this! (In a multiplayer game, CURRENTLY, the CPH will just reflect YOUR skin, but this will change)
Have YOU always wanted a Pink CPH?
"If the answer is no, you are sad, and I've no desire to speak with you further." - Sir Hammerlock.
And finally, I kept a visual diary of some of the glorious pics from the recent P17 multiplayer playthrough. Check 'em out if you're bored!
The floaty-orange-button on some machine interfaces has been fixed.
YOU ARE WELCOME
Oh, you want more?
Major Features
95%+ complete internal support for multiple languages
Complete replacement of UI API, giving support for double-byte characters, ie Arabic, Chinese, Indian, etc
Network bandwidth now as low as 5% of previous network usage. This should reduce 'packet loss' issues to a hopefully distant memory.
MK1, MK2 and MK3 Mass Storage StockPilers added (Allows you to limit the maximum number of an item in Mass Storage - thanks to SteveMan0 for this!)
To celebrate the HUGE PERFORMANCE INCREASE in Multiplayer, there's a new Skin Pack available
This includes Santa (Yes, I missed the date on this a bit), Brazil, China, France, Germany, Italy, Russia, Spain, USA, Canada, Australia, The Nettherland and my favourite, the rainbow-themed Proud skin :
I plan to get translation support into the game for these languages over the next few patches - if you'd like to help out, head over to the Translation section on the forum!
Unreleased ('Patreon Only') Features
Orbital RailGun now buildable. Patreons only (until release of the Adventures Pack)
Orbital Railguns that save out at the Firing state no longer end up completely broken on reload
Fixed a really derpy code derp in the Orbital Railgun
Orbital RailGun Rings now cool at a rate of 1 degree per 30 seconds. (approx 120 minutes). A Freezon Canister will reduce this by another degree.
Orbital RailGun Rings currently require 100 resin per shot, per ring. (20,000 total Refined Resin) (TBD)
Orbital RailGun Controller needs 9 million power to fire. (TBD)
Destroyed CPH using Mutator Important CPH now causes all HiveMinds to grow. Yes. All.
Happy Feet Pandora's Box effect prototyped - need a name for the 'unhappy feet' equivalent.
Patreons will no longer be bugged to purchase the Frozen Factory expansion!
Networking optimisation details
Added SegmentEntity.Base.MaxNetworkSendDist - allows mod authors (and me) to not bother syncing specific machine types with distant network players. Defaults to -1 for no culling.
Conveyors now use this to aggressively cull unnecessary send data, further reducing the load on networked servers.
Improved server CPU readout to include machines, items and 'other'
Improved server disk CPU time monitoring
Item Updates have gone from ~600 megs/hour to ~20 megs/hour
Conveyors have gone from ~600megs/hour to ~1.3megs/hour
Servers will now consume approximately 1 gig per hour per 3 clients, depending on MANY factors. However, this is approximately 1/20th of the network bandwith of P16.
Server Network CPU time massively reduced; the server should now use approximately 30 minutes of a single thread CPU time per 24 hours of simulation.
TechAxe exclusive Patreon reward should now show up reliably for network players
Fixed overload of Build orders on large instanced entities on network servers
Saved approx 300 megs/hour by smartly discard dropped item data
Reduced item update footprint from to 320 bytes to 248 bytes
Collated total network usage of machines
Deeper introspection into UPDATE_CHANNEL usage
Massive optimisation to Minecarts' network efficiency (from upwards of 2500 bytes/update to 60 bytes/update)
Added deep and details /report to dedicated servers. This covers networking usage to the byte, and I'm gladly accepting reports from interesting and end-game and long-term servers!
removed 260 bytes/sec/player from SpiderBot updates
removed 100 bytes/sec/player from LOIC update
Knocked several seconds off of dedicated server loading time
Fixed issue where corrupted server information would break all public server accesses
Added per-machine network usage readout
Added PlayerData network usage calc
Quality of life improvements
Community fixes from SteveMan0, MadVandal and AgentMinty!
"Clearing Excavator" mission now supports Extractor naming (via Signs)
Build2Me orientation support for minecart track
Mad Vandal's fix for falling through lifts. Widens window for recognizing being on the lift to prevent spurious idling and keeps the feet out of the lift to prevent sliding through it.
Added Funelling. If you don't know what that is, it doesn't matter. If you do, you'll be all like 'oh wow that's clever, and I hope Dj shares some cool funelling analytics with me' - and you'd be right!
MK3 Workfloor Excavators now have DOUBLE (!) the range
Hooked up new IP query service
Signs should no longer be upside down
New loading screen! (remember, submit your amazing loading screens and I'll include them in the roster)
Added 'hint' when Mass Storage exceed 100 crates that perhaps, just maybe, you haven't designed your base quite right.
Stopped hinting and just telling that it's a bad idea when Mass Storage exceeds 1,000 crates.
Tunnel Nukers now spawn with much vigour during the start of the game, getting around a mistake in timing. This should mean Organic Rock is available to the exploratory player nearly instantly, and to regular players within the first hour.
Dead Overminds can no longer headbutt you.
Further support to 0.001% of my userbase - Linux should now accept chatline inputs, working around a Unity bug. Yup, FC supports Linux better than Unity does.
Hard Resin Detectors now show distance to resin AND distance of resin to base, as well as the last time the active Hive Mind gew.
Hard Resin Detector now shows encroaching Resin with audio and lights.
Made the Research Screen quite a bit less cluttered and more understandable.
25 conveyor mission disables on Peak. Fixes MP issues.
Added 'You really shouldn't be using low texture detail' warning, due to streamers continually misunderstanding the slider.
Added slope conveyor mynock spawning to HiveEntity as well. Sorry.
Fixed T4Grinder/CCCCC power exploit
Advanced Conveyor Filters are now available using T1 resources, meaning that you should be able to start sorting things much, much sooner into the game.
Fixed a dead-end in the tutorial (yes, really!)
Increased Research Assembler internal power storage from 1500 to 3500
SpiderBot Power Cores now give 2500 power, up from 1000
Public server entries that cause the game to fall onto the second page now correctly allow access to the second page
Deep network clients should no longer be pestered about making a PTG
MK1 Workfloor Excavators now available earlier, and cost significantly less to craft.
Freezon-Boosting Liquifiers now works
Performance boost to Ablators
Fixed issue where Hiveminds that were 'contained' by many Ablators and Liquifiers wouldn't flip from 'shell' to 'tentacle' mode. This might mean that they're a little better at breaking out of containment. Sorry. #notsorry
Reduced Particle Compressor from 1024 to 512 pps
Boosted Geothermal output by 50% across the board.
Refineries now use 500 power per item, down from 1,000. MaxPower is still at 3,000 per vat.
Fluid now capped at 250 block/tick (down from 500) to attempt to keep build orders clear
ARTHER Releases from current recharge station if asked to dock with another
Threat Scanner should now indicate when all surface attacks are cleared, and will give CryoPlasm readout instead
MK2 Trenchers now extract 2x as much ore as MK1 Trenchers
MK3 Trenchers now extract 4x as much ore as MK1 Trenchers
Performance Improvements
I'm listing these as I continually get told I should be optimising the game instead of adding new features.
Plants on busy worlds will sleep for 10 seconds if they receive an error when accessing segments.
Fixed Lifts not using Instanced rendering.
Substantial performance improvements to rendering and CPU usage of Organic Rock.
Substantial render performance gains all over, using new Vis system
Substantial render performance gains on FALCORs
Tweaked Low LOD of all PSBs
Added rendering optimisations and LODding to Signs
Known Isssues
Biomass Ore Pings don't always work
LPTs that are directly behind you may have missing lasers (visuals only)
Items in your Suit Inventory do not count on the crafting interface
Mass Storage Input ports don't correctly visually sync for clients
Mod Upload doesn't work
Bug Fixes
Fixed issue with available materials being reported as 2x
Fixed error in Overmind renderer
Plants on 'grassy' dedicated servers will now grow.
FIXED FLOATING MOVING RANDOM BUTTON ON DIALOGUES
Fixed a generic issue with UV scrolling; this should mean no more flicking mynocks
Mouse sensitivity now works in both directions
Further vis fixes
Stack Split dialogue fixed
Fixed LPT Max Power issue
Fixed missing string on SuperDig
Fixed graphics on Workfloor Excavators
Pause menu will now correctly show current world data.
Lifts no longer use the wrong texture.
Wheelmouse should correctly scroll in all circumstances
AutoExcavator area effect at least 83% less embarrassing.
Anything that shows the current number that you own of a thing will now take into account how many are fitted to your suit.
Inventory counts now displayed again
Craft x25 button works again
Fixed Z-fighting on Organic PSBs
Scaled up Floating Combat Text to be noticeable
Various UI alignment fixes
Mass Storage Output Port no longer destroys items when full
Mod support for overriding Mobs (Modding PDF updated to match)
Reduced some client MassStorage spam
Removed the red light while in Creative.
Changed Geothermal Recipe from 512 Crystal Ore to 100 Crystal Clocks (gives a small discount for crafting clocks)
BFLs can no longer be used to mine ore - it just get vapourised.
Mods can be disabled properly now
Fixed locally-hosted MP server UI
Fixed an order when loading up worlds with signs that are a long way away
Delete Server Entry button now works reliably
Fixed issue where Freezon Injectors continually rotated.
Reduced the crafting costs of signs.
Fixed MK1 and MK2 Workfloor Excavators issue with clearing the wrong layer.
Fixed MK1 and MK2 Workfloor Excavators rendering issues
Enabled Unity Performance Reporting (this allows future analytics, but also allows me to get summated crash reports)
Deorbit containers no longer drop if there's more than 16 live ones currently there for the player to pick up
Fixed error where setting the Rate parameter would give really confusing feedback
Fixed issue with Workfloor Excavator error when unloading
Added another column for injections debug to prevent clipping stuff off the bottom
Per Mad Vandal, fix for threat scanners losing their yellow alert state.
Corrected OBO error with toxic cavern plant value entries that misaligned them with respect to the orange glowpod used as a basis. This caused the last plant to always appear as unknown and the other entries to not appear by their correct name.
Safe casting PlantEntity to place nice with mod entity overriding
Organic thief popup text shows the correct name for the machine.
Prevents ConfirmationPanelScript Show spam that can make it appear translucent.
Quarry chevron placement now obeys HardnessLimit to prevent exploits and accidents
Laser borer obeys hardness limits to prevent exploiting but still bores hardened resin
The Freezon Injector now builds facing the machine it wants to inject into.
Abstracted the kill time to a const and corrected the popup text with this.
Removed duplicate tag in air for MadVandal's OCD :D
Updated AutoBuilder handbook to reflect fix of the old transport pipe bug.
ARTHER charging station typo correction
GACs now correctly check permissions of hoppers on offloading crafted items
Restructured FALCOR offloading to prevent floating combat text spam on failed insert
Loading hint typo/grammar corrections
Fix to allow dragging in chromium lenses
Implemented ItemSupplier/Consumer interface for MS output ports for mod compatibility
At Mad Vandal's request, track the current updating SegmentEntity so that machines accessing interfaces can be identified even if they don't get passed to the interface itself.
Mad Vandal identified this error > should be >= at resource check
Disabled "Hit sideways pipe!" log spam
Updated Chromium Bar(s) to list as Chromium and not Chrome for consistency
Stopped HODORs from wasting fuel by consuming it when it is needed.
More typo fixes from Agent Minty and self craft conversion recipes for pipes
Crystal are now marked as machines to protect against B2Me but still be buildable
jlp1528 aka Agent Minty provided several fixes to the TerrainData.xml
Included in these fixes is several category tags to fix Build2Me through machines
Filter shift+E category swap corrected to match the UI
The floaty-orange-button on some machine interfaces has been fixed.
YOU ARE WELCOME
Oh, you want more?
Major Features
95%+ complete internal support for multiple languages
Complete replacement of UI API, giving support for double-byte characters, ie Arabic, Chinese, Indian, etc
Network bandwidth now as low as 5% of previous network usage. This should reduce 'packet loss' issues to a hopefully distant memory.
MK1, MK2 and MK3 Mass Storage StockPilers added (Allows you to limit the maximum number of an item in Mass Storage - thanks to SteveMan0 for this!)
To celebrate the HUGE PERFORMANCE INCREASE in Multiplayer, there's a new Skin Pack available
This includes Santa (Yes, I missed the date on this a bit), Brazil, China, France, Germany, Italy, Russia, Spain, USA, Canada, Australia, The Nettherland and my favourite, the rainbow-themed Proud skin :
I plan to get translation support into the game for these languages over the next few patches - if you'd like to help out, head over to the Translation section on the forum!
Unreleased ('Patreon Only') Features
Orbital RailGun now buildable. Patreons only (until release of the Adventures Pack)
Orbital Railguns that save out at the Firing state no longer end up completely broken on reload
Fixed a really derpy code derp in the Orbital Railgun
Orbital RailGun Rings now cool at a rate of 1 degree per 30 seconds. (approx 120 minutes). A Freezon Canister will reduce this by another degree.
Orbital RailGun Rings currently require 100 resin per shot, per ring. (20,000 total Refined Resin) (TBD)
Orbital RailGun Controller needs 9 million power to fire. (TBD)
Destroyed CPH using Mutator Important CPH now causes all HiveMinds to grow. Yes. All.
Happy Feet Pandora's Box effect prototyped - need a name for the 'unhappy feet' equivalent.
Patreons will no longer be bugged to purchase the Frozen Factory expansion!
Networking optimisation details
Added SegmentEntity.Base.MaxNetworkSendDist - allows mod authors (and me) to not bother syncing specific machine types with distant network players. Defaults to -1 for no culling.
Conveyors now use this to aggressively cull unnecessary send data, further reducing the load on networked servers.
Improved server CPU readout to include machines, items and 'other'
Improved server disk CPU time monitoring
Item Updates have gone from ~600 megs/hour to ~20 megs/hour
Conveyors have gone from ~600megs/hour to ~1.3megs/hour
Servers will now consume approximately 1 gig per hour per 3 clients, depending on MANY factors. However, this is approximately 1/20th of the network bandwith of P16.
Server Network CPU time massively reduced; the server should now use approximately 30 minutes of a single thread CPU time per 24 hours of simulation.
TechAxe exclusive Patreon reward should now show up reliably for network players
Fixed overload of Build orders on large instanced entities on network servers
Saved approx 300 megs/hour by smartly discard dropped item data
Reduced item update footprint from to 320 bytes to 248 bytes
Collated total network usage of machines
Deeper introspection into UPDATE_CHANNEL usage
Massive optimisation to Minecarts' network efficiency (from upwards of 2500 bytes/update to 60 bytes/update)
Added deep and details /report to dedicated servers. This covers networking usage to the byte, and I'm gladly accepting reports from interesting and end-game and long-term servers!
removed 260 bytes/sec/player from SpiderBot updates
removed 100 bytes/sec/player from LOIC update
Knocked several seconds off of dedicated server loading time
Fixed issue where corrupted server information would break all public server accesses
Added per-machine network usage readout
Added PlayerData network usage calc
Quality of life improvements
Community fixes from SteveMan0, MadVandal and AgentMinty!
"Clearing Excavator" mission now supports Extractor naming (via Signs)
Build2Me orientation support for minecart track
Mad Vandal's fix for falling through lifts. Widens window for recognizing being on the lift to prevent spurious idling and keeps the feet out of the lift to prevent sliding through it.
Added Funelling. If you don't know what that is, it doesn't matter. If you do, you'll be all like 'oh wow that's clever, and I hope Dj shares some cool funelling analytics with me' - and you'd be right!
MK3 Workfloor Excavators now have DOUBLE (!) the range
Hooked up new IP query service
Signs should no longer be upside down
New loading screen! (remember, submit your amazing loading screens and I'll include them in the roster)
Added 'hint' when Mass Storage exceed 100 crates that perhaps, just maybe, you haven't designed your base quite right.
Stopped hinting and just telling that it's a bad idea when Mass Storage exceeds 1,000 crates.
Tunnel Nukers now spawn with much vigour during the start of the game, getting around a mistake in timing. This should mean Organic Rock is available to the exploratory player nearly instantly, and to regular players within the first hour.
Dead Overminds can no longer headbutt you.
Further support to 0.001% of my userbase - Linux should now accept chatline inputs, working around a Unity bug. Yup, FC supports Linux better than Unity does.
Hard Resin Detectors now show distance to resin AND distance of resin to base, as well as the last time the active Hive Mind gew.
Hard Resin Detector now shows encroaching Resin with audio and lights.
Made the Research Screen quite a bit less cluttered and more understandable.
25 conveyor mission disables on Peak. Fixes MP issues.
Added 'You really shouldn't be using low texture detail' warning, due to streamers continually misunderstanding the slider.
Added slope conveyor mynock spawning to HiveEntity as well. Sorry.
Fixed T4Grinder/CCCCC power exploit
Advanced Conveyor Filters are now available using T1 resources, meaning that you should be able to start sorting things much, much sooner into the game.
Fixed a dead-end in the tutorial (yes, really!)
Increased Research Assembler internal power storage from 1500 to 3500
SpiderBot Power Cores now give 2500 power, up from 1000
Public server entries that cause the game to fall onto the second page now correctly allow access to the second page
Deep network clients should no longer be pestered about making a PTG
MK1 Workfloor Excavators now available earlier, and cost significantly less to craft.
Freezon-Boosting Liquifiers now works
Performance boost to Ablators
Fixed issue where Hiveminds that were 'contained' by many Ablators and Liquifiers wouldn't flip from 'shell' to 'tentacle' mode. This might mean that they're a little better at breaking out of containment. Sorry. #notsorry
Reduced Particle Compressor from 1024 to 512 pps
Boosted Geothermal output by 50% across the board.
Refineries now use 500 power per item, down from 1,000. MaxPower is still at 3,000 per vat.
Fluid now capped at 250 block/tick (down from 500) to attempt to keep build orders clear
ARTHER Releases from current recharge station if asked to dock with another
Threat Scanner should now indicate when all surface attacks are cleared, and will give CryoPlasm readout instead
MK2 Trenchers now extract 2x as much ore as MK1 Trenchers
MK3 Trenchers now extract 4x as much ore as MK1 Trenchers
Performance Improvements
I'm listing these as I continually get told I should be optimising the game instead of adding new features.
Plants on busy worlds will sleep for 10 seconds if they receive an error when accessing segments.
Fixed Lifts not using Instanced rendering.
Substantial performance improvements to rendering and CPU usage of Organic Rock.
Substantial render performance gains all over, using new Vis system
Substantial render performance gains on FALCORs
Tweaked Low LOD of all PSBs
Added rendering optimisations and LODding to Signs
Known Isssues
Biomass Ore Pings don't always work
LPTs that are directly behind you may have missing lasers (visuals only)
Items in your Suit Inventory do not count on the crafting interface
Mass Storage Input ports don't correctly visually sync for clients
Mod Upload doesn't work
Bug Fixes
Fixed issue with available materials being reported as 2x
Fixed error in Overmind renderer
Plants on 'grassy' dedicated servers will now grow.
FIXED FLOATING MOVING RANDOM BUTTON ON DIALOGUES
Fixed a generic issue with UV scrolling; this should mean no more flicking mynocks
Mouse sensitivity now works in both directions
Further vis fixes
Stack Split dialogue fixed
Fixed LPT Max Power issue
Fixed missing string on SuperDig
Fixed graphics on Workfloor Excavators
Pause menu will now correctly show current world data.
Lifts no longer use the wrong texture.
Wheelmouse should correctly scroll in all circumstances
AutoExcavator area effect at least 83% less embarrassing.
Anything that shows the current number that you own of a thing will now take into account how many are fitted to your suit.
Inventory counts now displayed again
Craft x25 button works again
Fixed Z-fighting on Organic PSBs
Scaled up Floating Combat Text to be noticeable
Various UI alignment fixes
Mass Storage Output Port no longer destroys items when full
Mod support for overriding Mobs (Modding PDF updated to match)
Reduced some client MassStorage spam
Removed the red light while in Creative.
Changed Geothermal Recipe from 512 Crystal Ore to 100 Crystal Clocks (gives a small discount for crafting clocks)
BFLs can no longer be used to mine ore - it just get vapourised.
Mods can be disabled properly now
Fixed locally-hosted MP server UI
Fixed an order when loading up worlds with signs that are a long way away
Delete Server Entry button now works reliably
Fixed issue where Freezon Injectors continually rotated.
Reduced the crafting costs of signs.
Fixed MK1 and MK2 Workfloor Excavators issue with clearing the wrong layer.
Fixed MK1 and MK2 Workfloor Excavators rendering issues
Enabled Unity Performance Reporting (this allows future analytics, but also allows me to get summated crash reports)
Deorbit containers no longer drop if there's more than 16 live ones currently there for the player to pick up
Fixed error where setting the Rate parameter would give really confusing feedback
Fixed issue with Workfloor Excavator error when unloading
Added another column for injections debug to prevent clipping stuff off the bottom
Per Mad Vandal, fix for threat scanners losing their yellow alert state.
Corrected OBO error with toxic cavern plant value entries that misaligned them with respect to the orange glowpod used as a basis. This caused the last plant to always appear as unknown and the other entries to not appear by their correct name.
Safe casting PlantEntity to place nice with mod entity overriding
Organic thief popup text shows the correct name for the machine.
Prevents ConfirmationPanelScript Show spam that can make it appear translucent.
Quarry chevron placement now obeys HardnessLimit to prevent exploits and accidents
Laser borer obeys hardness limits to prevent exploiting but still bores hardened resin
The Freezon Injector now builds facing the machine it wants to inject into.
Abstracted the kill time to a const and corrected the popup text with this.
Removed duplicate tag in air for MadVandal's OCD :D
Updated AutoBuilder handbook to reflect fix of the old transport pipe bug.
ARTHER charging station typo correction
GACs now correctly check permissions of hoppers on offloading crafted items
Restructured FALCOR offloading to prevent floating combat text spam on failed insert
Loading hint typo/grammar corrections
Fix to allow dragging in chromium lenses
Implemented ItemSupplier/Consumer interface for MS output ports for mod compatibility
At Mad Vandal's request, track the current updating SegmentEntity so that machines accessing interfaces can be identified even if they don't get passed to the interface itself.
Mad Vandal identified this error > should be >= at resource check
Disabled "Hit sideways pipe!" log spam
Updated Chromium Bar(s) to list as Chromium and not Chrome for consistency
Stopped HODORs from wasting fuel by consuming it when it is needed.
More typo fixes from Agent Minty and self craft conversion recipes for pipes
Crystal are now marked as machines to protect against B2Me but still be buildable
jlp1528 aka Agent Minty provided several fixes to the TerrainData.xml
Included in these fixes is several category tags to fix Build2Me through machines
Filter shift+E category swap corrected to match the UI
The last (major) bug has finally been knocked out of P17, and to that end, I'll be doing a multi-hour, multi-player game on the 2nd; if there's no issues, then P17 should go live shortly afterwards.
However! If you do not want your gaming experience to change AND you promise not post any bugs, the answer to which is "I fixed that in P17", then opt into the new branch
P16-Frozen
And tomorrow's major patch will not affect you.
For the rest of you - see you on Discord to celebrate!
The last (major) bug has finally been knocked out of P17, and to that end, I'll be doing a multi-hour, multi-player game on the 2nd; if there's no issues, then P17 should go live shortly afterwards.
However! If you do not want your gaming experience to change AND you promise not post any bugs, the answer to which is "I fixed that in P17", then opt into the new branch
P16-Frozen
And tomorrow's major patch will not affect you.
For the rest of you - see you on Discord to celebrate!