Nov 13, 2017
ASTRONEER - staymighty


Astroneer's Pre-Alpha Early Access will be updated to version 0.4.10221.0

Update 221 is a followup to the Excavation update, including an update to rover connections, some quality of life changes, and bugfixes/multiplayer fixes. While we continue work on a major December milestone and large content update, we wanted to still ship a patch on our monthly cadence. 

UPDATES

You can find these updates in 0.4.101221.0, the current build of the game.

Added rigid joints between rovers
The old rover joints created all sorts of physics issues caused by the individual rover bodies flipping over, colliding with other rovers in the train, and generally just being extremely wonky. The new joints are much more rigid, allowing for more stable rover trains overall. As always, rovers are still a work in progress, and we hope to have a complete overhaul of their physics, maneuverability, and controls when we get closer to our 1.0 launch. 

Patch Notes now on the home screen
Both Steam and Xbox "Play Anywhere" users should now see a "Patch Notes" button on the home screen of their game. This first iteration will point to Excavation Update changes, but in the future this link will change dynamically and have "message of the day" type information. 

Contextual Quick Stow enabled
This feature is a small but extremely helpful one. Currently Astroneers have three kinds of storage. Backpack space, Aux Slots (top of the backpack), and the terrain tool slots. Things like augments are useful on the terrain tool or stored in the backpack, while solar panels and small wind vanes want to be on the top of your backpack to be useful. With this new behavior, while quick stowing items, (Shift + Mouse 1) on PC (Right Trigger + X) on Xbox items will naturally try and slot to the place that makes the most sense. This should also work with items currently in your inventory, so swapping a solar panel to your aux slots should be a bit easier now!

New music and sound implemented
  • [AS-1822] - Implement New Music Assets
  • [AS-1839] - Audio - Update "negative" UI sound effect
  • [AS-1861] - Audio - cleaned up foley SFX

Oxygen/Power/Resource Plinths removed from planets
The "infinite" power and oxygen towers in the game have been removed. They were first implemented as a "fix" for players that got lost, but their frequency changed the exploration experience in a bad way. Exploring far away from your base should be viewed as a trek that requires planning and preparation. You can still find oxygen and power on cave walls, but otherwise, plan ahead or bring a vehicle or meet almost certain death.

If you want to see the other stuff that happened this month that didn't make it, check out our vlogs for weekly insight to what the team is doing. Of particular interest is Spencer's work on basebuilding, which caused him to visually explore what monster truck rovers might look like:

https://youtu.be/yMbaXLwTIN0

BUGFIXES

  • [AS-1752] - Hydrazine Catalyzer now shows the name of the resource (Ammonium) required to make Hydrazine.
  • [AS-1779] - Fixed an issue where the Fuel Condenser wouldn’t fill an entire canister with fuel in five battery cycles.
  • [AS-1802] - Fixed several Multiplayer issues causing Canisters holograms to frequently not appearing for the Client player.
  • [AS-1803] - Fixed an issue where empty canisters some times display as full on Client
  • [AS-1805] - Fixed a Multiplayer issue where the Mineral Extractor module would become temporarily invisible for the Client player.
  • [AS-1806] - Fixed an issue where the ‘'Enclosed 1-Seat' would be un-selectable in Vehicle Bay after the player cycled away from printing it.
  • [AS-1815] - Player can no longer jump infinitely off of items on the deform tool with the backpack open.
  • [AS-1817] - Fixed issues with inconsistent power usage by Augments.
  • [AS-1818] - Objects dropped from backpack upon death are no longer buried when the player returns, instead items that were slotted into the Deform Tool are now found on a Deform Tool near the body.
  • [AS-1819] - Fixed some awkwardness for players getting out of vehicles while they were upside down.
  • [AS-1830] - Fixed a major Multiplayer issue which prevented players from rejoining a game after they quit to the Main Menu.
  • [AS-1831] - Fixed a Multiplayer issue where Tether lines would not go dark for Client players when they were disconnected from an oxygen source
  • [AS-1835] - Fixed a visual-only bug in Multiplayer games where the Mineral Extractor canisters looked full for Client players
  • [AS-1856] - Crane controls once again work for gamepads!
  • [AS-1868] - Fixed a crash in Multiplayer games that occurred when Client players left the game while seated in the respawn Habitat.
  • [AS-1906] - Instances of the hilarious, yet annoying Rover Rodeo have been reduced, but may still occur in extraordinarily laggy network situations.
Thanks to the community for reporting, documenting and triage-ing bugs for us to smash!

ROADMAP HIGHLIGHT

The following major features are continuing during development, but are not included in this release. This month we spent a ton of time working on "spec" documents for future features like weather/climate, hazardous discoveries, new UI and more. View our full roadmap here. https://trello.com/b/UoZgKrd3/astroneer-development-roadmap

Dedicated Servers
We now have a fully operating dedicated server running in house! Brendan tweeted last week:

"Just brought online our first always-on @astroneergame headless dedicated server in the studio. It gets automatic updates from daily builds." "Still a ways from a public roll-out, but a big step closer."

Carl has continued work on dedicated servers, and we are moving towards the goal of having them roll out to the larger community!

Terrain 2.0
Terrain 2.0 tech is moving along well! We now have the new tech in-engine and work has begun on authoring tools, which will allow us to start crafting new biomes, caves, & planets! There has also been a ton of work to figure out what weather (& weather related dynamic events like lightning, sandstorms, radiation, heat & cold) might look like in an updated planet in Astroneer.

Modularity
The power system and basebuilding system is making lots of progress. As mentioned above, basebuilding had some unanswered questions around moving base modules, which spawned visual explorations for xl rovers that can house and move base modules.

Research 2.1*
We have internally playtested, revised, and subsequently playtested another version of the new research 2.1* gameplay loop. We are now balancing and tweaking it for a larger rollout.

Next month's CU is going to be a big one, as we are celebrating our one year anniversary of launching into early access, and are looking forward to announcing a major milestone in Astroneer's development! Thanks to everyone who has been sharing, reporting bugs, and providing feedback on the current state of Astroneer! I am looking forward to sharing our plans for December soon :).

-jt
Nov 13, 2017
ASTRONEER - staymighty


Astroneer's Pre-Alpha Early Access will be updated to version 0.4.10221.0

Update 221 is a followup to the Excavation update, including an update to rover connections, some quality of life changes, and bugfixes/multiplayer fixes. While we continue work on a major December milestone and large content update, we wanted to still ship a patch on our monthly cadence. 

UPDATES

You can find these updates in 0.4.101221.0, the current build of the game.

Added rigid joints between rovers
The old rover joints created all sorts of physics issues caused by the individual rover bodies flipping over, colliding with other rovers in the train, and generally just being extremely wonky. The new joints are much more rigid, allowing for more stable rover trains overall. As always, rovers are still a work in progress, and we hope to have a complete overhaul of their physics, maneuverability, and controls when we get closer to our 1.0 launch. 

Patch Notes now on the home screen
Both Steam and Xbox "Play Anywhere" users should now see a "Patch Notes" button on the home screen of their game. This first iteration will point to Excavation Update changes, but in the future this link will change dynamically and have "message of the day" type information. 

Contextual Quick Stow enabled
This feature is a small but extremely helpful one. Currently Astroneers have three kinds of storage. Backpack space, Aux Slots (top of the backpack), and the terrain tool slots. Things like augments are useful on the terrain tool or stored in the backpack, while solar panels and small wind vanes want to be on the top of your backpack to be useful. With this new behavior, while quick stowing items, (Shift + Mouse 1) on PC (Right Trigger + X) on Xbox items will naturally try and slot to the place that makes the most sense. This should also work with items currently in your inventory, so swapping a solar panel to your aux slots should be a bit easier now!

New music and sound implemented
  • [AS-1822] - Implement New Music Assets
  • [AS-1839] - Audio - Update "negative" UI sound effect
  • [AS-1861] - Audio - cleaned up foley SFX

Oxygen/Power/Resource Plinths removed from planets
The "infinite" power and oxygen towers in the game have been removed. They were first implemented as a "fix" for players that got lost, but their frequency changed the exploration experience in a bad way. Exploring far away from your base should be viewed as a trek that requires planning and preparation. You can still find oxygen and power on cave walls, but otherwise, plan ahead or bring a vehicle or meet almost certain death.

If you want to see the other stuff that happened this month that didn't make it, check out our vlogs for weekly insight to what the team is doing. Of particular interest is Spencer's work on basebuilding, which caused him to visually explore what monster truck rovers might look like:

https://youtu.be/yMbaXLwTIN0

BUGFIXES

  • [AS-1752] - Hydrazine Catalyzer now shows the name of the resource (Ammonium) required to make Hydrazine.
  • [AS-1779] - Fixed an issue where the Fuel Condenser wouldn’t fill an entire canister with fuel in five battery cycles.
  • [AS-1802] - Fixed several Multiplayer issues causing Canisters holograms to frequently not appearing for the Client player.
  • [AS-1803] - Fixed an issue where empty canisters some times display as full on Client
  • [AS-1805] - Fixed a Multiplayer issue where the Mineral Extractor module would become temporarily invisible for the Client player.
  • [AS-1806] - Fixed an issue where the ‘'Enclosed 1-Seat' would be un-selectable in Vehicle Bay after the player cycled away from printing it.
  • [AS-1815] - Player can no longer jump infinitely off of items on the deform tool with the backpack open.
  • [AS-1817] - Fixed issues with inconsistent power usage by Augments.
  • [AS-1818] - Objects dropped from backpack upon death are no longer buried when the player returns, instead items that were slotted into the Deform Tool are now found on a Deform Tool near the body.
  • [AS-1819] - Fixed some awkwardness for players getting out of vehicles while they were upside down.
  • [AS-1830] - Fixed a major Multiplayer issue which prevented players from rejoining a game after they quit to the Main Menu.
  • [AS-1831] - Fixed a Multiplayer issue where Tether lines would not go dark for Client players when they were disconnected from an oxygen source
  • [AS-1835] - Fixed a visual-only bug in Multiplayer games where the Mineral Extractor canisters looked full for Client players
  • [AS-1856] - Crane controls once again work for gamepads!
  • [AS-1868] - Fixed a crash in Multiplayer games that occurred when Client players left the game while seated in the respawn Habitat.
  • [AS-1906] - Instances of the hilarious, yet annoying Rover Rodeo have been reduced, but may still occur in extraordinarily laggy network situations.
Thanks to the community for reporting, documenting and triage-ing bugs for us to smash!

ROADMAP HIGHLIGHT

The following major features are continuing during development, but are not included in this release. This month we spent a ton of time working on "spec" documents for future features like weather/climate, hazardous discoveries, new UI and more. View our full roadmap here. https://trello.com/b/UoZgKrd3/astroneer-development-roadmap

Dedicated Servers
We now have a fully operating dedicated server running in house! Brendan tweeted last week:

"Just brought online our first always-on @astroneergame headless dedicated server in the studio. It gets automatic updates from daily builds." "Still a ways from a public roll-out, but a big step closer."

Carl has continued work on dedicated servers, and we are moving towards the goal of having them roll out to the larger community!

Terrain 2.0
Terrain 2.0 tech is moving along well! We now have the new tech in-engine and work has begun on authoring tools, which will allow us to start crafting new biomes, caves, & planets! There has also been a ton of work to figure out what weather (& weather related dynamic events like lightning, sandstorms, radiation, heat & cold) might look like in an updated planet in Astroneer.

Modularity
The power system and basebuilding system is making lots of progress. As mentioned above, basebuilding had some unanswered questions around moving base modules, which spawned visual explorations for xl rovers that can house and move base modules.

Research 2.1*
We have internally playtested, revised, and subsequently playtested another version of the new research 2.1* gameplay loop. We are now balancing and tweaking it for a larger rollout.

Next month's CU is going to be a big one, as we are celebrating our one year anniversary of launching into early access, and are looking forward to announcing a major milestone in Astroneer's development! Thanks to everyone who has been sharing, reporting bugs, and providing feedback on the current state of Astroneer! I am looking forward to sharing our plans for December soon :).

-jt
ASTRONEER - staymighty
This week's vlog covers Spencer's exploration around large rovers, and Carl talks about progress with dedicated servers!



As part of our push to make modular bases a part of the Astroneer core gameplay experience, Spencer worked on some visual mockups of what rovers that could potentially carry base components might look like! Watch for more details below.

https://www.youtube.com/watch?v=yMbaXLwTIN0&t=336s
Carl also talks about how dedicated server work is going, and reveals that we have our first headless dedicated server running 24/7 in the SES studio! It still needs a decent amount of work, but this is another step in the process of getting servers rolled out for community use.

Make sure you subscribe to our youtube channel for weekly updates directly from the System Era studio!
ASTRONEER - staymighty
This week's vlog covers Spencer's exploration around large rovers, and Carl talks about progress with dedicated servers!



As part of our push to make modular bases a part of the Astroneer core gameplay experience, Spencer worked on some visual mockups of what rovers that could potentially carry base components might look like! Watch for more details below.

https://www.youtube.com/watch?v=yMbaXLwTIN0&t=336s
Carl also talks about how dedicated server work is going, and reveals that we have our first headless dedicated server running 24/7 in the SES studio! It still needs a decent amount of work, but this is another step in the process of getting servers rolled out for community use.

Make sure you subscribe to our youtube channel for weekly updates directly from the System Era studio!
ASTRONEER - staymighty
Astroneer's Pre-Alpha Early Access will be updated to version 0.4.10215.0 (The Excavation Update)



The "Excavation" Update includes new modules & items to craft, an entirely new core gameplay loop, and quality of life updates. It also includes some crucial fixes for vehicles and tweaks to research RNG ahead of Research 2.0 changes. We would like to sincerely thank Early Access players for their feedback in the Experimental 002 test, as that information helped us make changes that eventually made it into this update.

Disclaimer: Up until this point, we have worked hard to make sure older saves were compatible with the newest versions of Astroneer. While old saves will be "compatible" with our newest update, we highly recommend you start a fresh save. Use old saves at your own risk, and please keep bug reports limited to savegames that were started fresh during 215!

UPDATES

You can find these updates in 0.4.101215.0, the current build of the game.

Added the new "Reusable Canister" item
The Reusable Canister is an important part of the Excavation Update. You can now print these canisters from your backpack for one Resin. In 215, they serve as the primary way to store collected soil and refined hydrazine from the new Hydrazine Catalyzer. In the future, we would like these canisters to hold all of the liquid resources Astroneers might encounter or create.

[AS-1130] - Mineral Extractor Module now available to build

The Mineral Extractor is a completely new module used to extract resources from all of the terrain beneath your Astroneer's feet. It works by taking sediment gathered into Reusable Canisters and filtering it, resulting in the resource of your choice. To create resources, simply gather sediment into reusable canisters using your Terrain Tool. Then feed that gathered sediment into the module's reservoir, and place a sample in the center of the centrifuge. Upon activation, the Extractor will fill its canisters with sediment, and extract out the requested resource. Mineral extraction has entirely new ratios for output, and now includes additional resources not found in our experimental test. The output values and list of resources available will most likely change in the future.

[AS-1131] - Hydrazine Catalyzer Module now available to build

The Space Pizza Oven Hydrazine Catalyzer is now available. The conversion of Hydrazine from a crystalline deposit to fully refined resource in a container was never the intended final experience for gathering fuel. Now, when you would like to fuel a shuttle or thruster, use your terrain tool to gather ammonium crystals, and then catalyze them in this new module. Resuable Canisters are also required to store this newly created Hydrazine fuel. In the future, we hope to possibly use the catalyzer for the conversion of other minerals.

[AS-1566] - New Boost Mod Augment is now available.
The boost mod is a new tool used to gather soil augment allows for rapid deforming, at the cost of drawing power from your backpack battery.

Fuel Condenser changes
The fuel condenser now requires multiple charges to create a full canister of refined Hydrazine, and also reusable canisters to put that Hydrazine in. The good news is, this is now our first automated module in the game. Attach medium storage units to this and all of the new modules, and watch them pick and place items when necessary.

New Power Dynamic has now been implemented
There have been significant changes to the backpack power system to better suit our intended progression path. Changes listed below:
  • Deforming, flattening, or removing terrain no longer uses backpack battery power. Deform forever!
  • The backpack no longer "trickle charges". That means if you run out of power, you are out until you can generate or find more. Be careful!
  • Printing from the backpack printer now draws power
  • Augments also now draw power when activated on your terrain tool.
There is also a big change when it comes to portable power generation! The solar panel and small generator have swapped places. Now, the most accessible power in the early game is the non renewable organic based small generator. Printable for one compound, these generators run on foliage gathered from the world. (If you never noticed, grass and bushes with bright colors yield organic.) Although this might seem like a cumbersome change, the small generator allows you to create power both above and below ground at any time. Rather than wait at your base till the sun comes up, you can head underground knowing you will almost always be able to find organic. Removing the trickle charge, and making the small generator more prominent decreases the amount of time you are just waiting around for power to come back, and lets you make deliberate choices about what you want to do.

After playing for a bit and unlocking the smelter, you can then make the neccessary copper to unlock the power of the sun. We feel like solar energy in the early game made progression too easy, and didn't present any interesting choices related to power. Most people made small solar panels for their base and themselves within five minutes of every new game and never really had to think about power generation ever again.

Deforming with the drill head fills connected canisters

The drill has long been a great looking piece of machinery, with very little practical use. Now, whenever a drill is used on a vehicle, any connected reusable containers on any slot of the vehicle will fill with the deformed terrain. The above image has a rover train with 64 connected canisters, and the drill head can feed them all!

Other Excavation Update Changes
  • Adding terrain now requires stored terrain from reusable containers
  • Research has received a tuning pass to make it a bit less punishing, in anticipation of Research 2.0 changes.
  • Medium Solar is now unlocked for every new save
  • [AS-1575] - Added a new Soil Hose to the Deform Tool to show Soil usage between the Deform Tool and Canisters in the Backpack.
  • [AS-1576] - Added Soil gauge to the Terrain Brush
  • [AS-1579] - Updated Deform Tool to have a burn off valve to indicate lost terrain when Canisters are full
  • Revised Soil usage to have a 1:1 relationship with changes made to terrain. ‘Flatten’ mode now collects or consumes Soil contextually.
  • [AS-1572] - Opening Backpack while the Deform Tool is equipped will now pop out the Deform Tool automatically. Likewise, closing the Backpack with the Deform Tool popped out will automatically equip it.
  • Pressing the Deform Tool ‘equip’ button/key while the Backpack is open will toggle popping out the Deform Tool instead of closing the backpack and equipping it.
  • [AS-1573] - Indicator slots can now pull resources from Deform Tool in addition to the the Backpack.
  • Deform Tool slots are now available when quick-storing items to the Backpack.
  • When dying, any items attached to the Deform Tool or Backpack’s auxiliary slots are dropped with the Backpack itself instead respawning with the Player.
  • [AS-1583] - When respawning, the Astroneer will now descend from the Space Station in their Habitat.
  • Added new tutorial sequence to introduce Soil collection and changes to power usage. (Note that new saves will have to complete this tutorial before all starting recipes are made available)
  • All Augment recipes now (temporarily) unlocked until the new Research System is released. Have fun!
Audio Changes
  • [AS-1614] Mixed, Mastered, & Implemented new music assets
Our composer Rutger has submitted some new music for Astroneer. You should be hearing this new music in-game intermittently.

BUGFIXES

  • [AS-1450] - The Thruster now plays sounds when it activates and deactivates
  • [AS-1516] - Fixed an issue where audio occasionally did not play when removing terrain
  • [AS-1549] - Fixed an issue where Beacon icons would become inaccurate while viewing from orbit
  • [AS-1554] - Partially fixed an issue where dead Astroneer backpacks would use world lighting, making it difficult to see what it is on them in low light situations. Future updates will have a more complete fix.
  • [AS-1709] - Beacon collision model has been changed so it is no longer spherical. No more escaping Beacons!
  • [AS-1720] - Driving past conduits on Rovers no longer pops attached objects off the front and back connectors!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!111!1
  • [AS-1740] - Fixed an issue where Rovers would fly into space when loading a save from a rover seat
  • [AS-1742] - Fixed several issues with Rovers displaying inconsistent physics
  • [AS-1745] - Fixed an issue with Rovers not having the power to perform basic intended functionality
  • [AS-1758] - Sandstorm Attenuation should now be working properly
  • [AS-1763] - Fixed an issue where Rovers would load in incorrect positions when quitting to Main Menu then reloading the Saved Game.
The team heard your feedback about rovers and worked during our bugfix week to fix them up. As always though, we want to remind you that they are a work in progress! Thanks to the community for reporting, documenting and triage-ing bugs for us to smash!

PROTOTYPING ROADMAP HIGHLIGHT

The following major features are continuing during development, but are not included in this release. Since we are (mostly) out of the prototyping phase, we can start calling this section the roadmap highlight, where we talk about some of the major work being done behind the scenes.

Dedicated Servers
Dedicated servers are moving along nicely. Carl spoke to us on the vlog about what he was specifically working on at the time, including demoing 8 Astroneers on one dedicated server build here locally. The player number is still TBD, and to be fair none of those 8 users were moving or deforming or any of the other things users might do. We can say though that since then we have made great progress, including figuring out the plan for UI and the systems necessary to allow dedicated servers to work within Astroneer. Now we need to build them. Lots of work yet to be done, but some intrepid discord users noticed that SES has uploaded something into the tools section on steam. ;)

Terrain 2.0
T2.0 is now in engine and deformable. That means work has begun to figure out the new authoring tools, as well as optimizing it so we can start creating the interesting terrain that this new, much more efficient system will allow for.

Modularity
While the team was working on this newest update, We didn't want to completely drop any of the boulders we have been pushing towards. To save time and not take away too much from development, Samantha made a paper prototype to work out the modularity game loop. We will have more details about the results of that prototype soon!

Wow this was a SUPER long one. Go forth and live off the land now. Have fun and we can't wait to hear about what you think!

-jt
ASTRONEER - staymighty
Astroneer's Pre-Alpha Early Access will be updated to version 0.4.10215.0 (The Excavation Update)



The "Excavation" Update includes new modules & items to craft, an entirely new core gameplay loop, and quality of life updates. It also includes some crucial fixes for vehicles and tweaks to research RNG ahead of Research 2.0 changes. We would like to sincerely thank Early Access players for their feedback in the Experimental 002 test, as that information helped us make changes that eventually made it into this update.

Disclaimer: Up until this point, we have worked hard to make sure older saves were compatible with the newest versions of Astroneer. While old saves will be "compatible" with our newest update, we highly recommend you start a fresh save. Use old saves at your own risk, and please keep bug reports limited to savegames that were started fresh during 215!

UPDATES

You can find these updates in 0.4.101215.0, the current build of the game.

Added the new "Reusable Canister" item
The Reusable Canister is an important part of the Excavation Update. You can now print these canisters from your backpack for one Resin. In 215, they serve as the primary way to store collected soil and refined hydrazine from the new Hydrazine Catalyzer. In the future, we would like these canisters to hold all of the liquid resources Astroneers might encounter or create.

[AS-1130] - Mineral Extractor Module now available to build

The Mineral Extractor is a completely new module used to extract resources from all of the terrain beneath your Astroneer's feet. It works by taking sediment gathered into Reusable Canisters and filtering it, resulting in the resource of your choice. To create resources, simply gather sediment into reusable canisters using your Terrain Tool. Then feed that gathered sediment into the module's reservoir, and place a sample in the center of the centrifuge. Upon activation, the Extractor will fill its canisters with sediment, and extract out the requested resource. Mineral extraction has entirely new ratios for output, and now includes additional resources not found in our experimental test. The output values and list of resources available will most likely change in the future.

[AS-1131] - Hydrazine Catalyzer Module now available to build

The Space Pizza Oven Hydrazine Catalyzer is now available. The conversion of Hydrazine from a crystalline deposit to fully refined resource in a container was never the intended final experience for gathering fuel. Now, when you would like to fuel a shuttle or thruster, use your terrain tool to gather ammonium crystals, and then catalyze them in this new module. Resuable Canisters are also required to store this newly created Hydrazine fuel. In the future, we hope to possibly use the catalyzer for the conversion of other minerals.

[AS-1566] - New Boost Mod Augment is now available.
The boost mod is a new tool used to gather soil augment allows for rapid deforming, at the cost of drawing power from your backpack battery.

Fuel Condenser changes
The fuel condenser now requires multiple charges to create a full canister of refined Hydrazine, and also reusable canisters to put that Hydrazine in. The good news is, this is now our first automated module in the game. Attach medium storage units to this and all of the new modules, and watch them pick and place items when necessary.

New Power Dynamic has now been implemented
There have been significant changes to the backpack power system to better suit our intended progression path. Changes listed below:
  • Deforming, flattening, or removing terrain no longer uses backpack battery power. Deform forever!
  • The backpack no longer "trickle charges". That means if you run out of power, you are out until you can generate or find more. Be careful!
  • Printing from the backpack printer now draws power
  • Augments also now draw power when activated on your terrain tool.
There is also a big change when it comes to portable power generation! The solar panel and small generator have swapped places. Now, the most accessible power in the early game is the non renewable organic based small generator. Printable for one compound, these generators run on foliage gathered from the world. (If you never noticed, grass and bushes with bright colors yield organic.) Although this might seem like a cumbersome change, the small generator allows you to create power both above and below ground at any time. Rather than wait at your base till the sun comes up, you can head underground knowing you will almost always be able to find organic. Removing the trickle charge, and making the small generator more prominent decreases the amount of time you are just waiting around for power to come back, and lets you make deliberate choices about what you want to do.

After playing for a bit and unlocking the smelter, you can then make the neccessary copper to unlock the power of the sun. We feel like solar energy in the early game made progression too easy, and didn't present any interesting choices related to power. Most people made small solar panels for their base and themselves within five minutes of every new game and never really had to think about power generation ever again.

Deforming with the drill head fills connected canisters

The drill has long been a great looking piece of machinery, with very little practical use. Now, whenever a drill is used on a vehicle, any connected reusable containers on any slot of the vehicle will fill with the deformed terrain. The above image has a rover train with 64 connected canisters, and the drill head can feed them all!

Other Excavation Update Changes
  • Adding terrain now requires stored terrain from reusable containers
  • Research has received a tuning pass to make it a bit less punishing, in anticipation of Research 2.0 changes.
  • Medium Solar is now unlocked for every new save
  • [AS-1575] - Added a new Soil Hose to the Deform Tool to show Soil usage between the Deform Tool and Canisters in the Backpack.
  • [AS-1576] - Added Soil gauge to the Terrain Brush
  • [AS-1579] - Updated Deform Tool to have a burn off valve to indicate lost terrain when Canisters are full
  • Revised Soil usage to have a 1:1 relationship with changes made to terrain. ‘Flatten’ mode now collects or consumes Soil contextually.
  • [AS-1572] - Opening Backpack while the Deform Tool is equipped will now pop out the Deform Tool automatically. Likewise, closing the Backpack with the Deform Tool popped out will automatically equip it.
  • Pressing the Deform Tool ‘equip’ button/key while the Backpack is open will toggle popping out the Deform Tool instead of closing the backpack and equipping it.
  • [AS-1573] - Indicator slots can now pull resources from Deform Tool in addition to the the Backpack.
  • Deform Tool slots are now available when quick-storing items to the Backpack.
  • When dying, any items attached to the Deform Tool or Backpack’s auxiliary slots are dropped with the Backpack itself instead respawning with the Player.
  • [AS-1583] - When respawning, the Astroneer will now descend from the Space Station in their Habitat.
  • Added new tutorial sequence to introduce Soil collection and changes to power usage. (Note that new saves will have to complete this tutorial before all starting recipes are made available)
  • All Augment recipes now (temporarily) unlocked until the new Research System is released. Have fun!
Audio Changes
  • [AS-1614] Mixed, Mastered, & Implemented new music assets
Our composer Rutger has submitted some new music for Astroneer. You should be hearing this new music in-game intermittently.

BUGFIXES

  • [AS-1450] - The Thruster now plays sounds when it activates and deactivates
  • [AS-1516] - Fixed an issue where audio occasionally did not play when removing terrain
  • [AS-1549] - Fixed an issue where Beacon icons would become inaccurate while viewing from orbit
  • [AS-1554] - Partially fixed an issue where dead Astroneer backpacks would use world lighting, making it difficult to see what it is on them in low light situations. Future updates will have a more complete fix.
  • [AS-1709] - Beacon collision model has been changed so it is no longer spherical. No more escaping Beacons!
  • [AS-1720] - Driving past conduits on Rovers no longer pops attached objects off the front and back connectors!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!111!1
  • [AS-1740] - Fixed an issue where Rovers would fly into space when loading a save from a rover seat
  • [AS-1742] - Fixed several issues with Rovers displaying inconsistent physics
  • [AS-1745] - Fixed an issue with Rovers not having the power to perform basic intended functionality
  • [AS-1758] - Sandstorm Attenuation should now be working properly
  • [AS-1763] - Fixed an issue where Rovers would load in incorrect positions when quitting to Main Menu then reloading the Saved Game.
The team heard your feedback about rovers and worked during our bugfix week to fix them up. As always though, we want to remind you that they are a work in progress! Thanks to the community for reporting, documenting and triage-ing bugs for us to smash!

PROTOTYPING ROADMAP HIGHLIGHT

The following major features are continuing during development, but are not included in this release. Since we are (mostly) out of the prototyping phase, we can start calling this section the roadmap highlight, where we talk about some of the major work being done behind the scenes.

Dedicated Servers
Dedicated servers are moving along nicely. Carl spoke to us on the vlog about what he was specifically working on at the time, including demoing 8 Astroneers on one dedicated server build here locally. The player number is still TBD, and to be fair none of those 8 users were moving or deforming or any of the other things users might do. We can say though that since then we have made great progress, including figuring out the plan for UI and the systems necessary to allow dedicated servers to work within Astroneer. Now we need to build them. Lots of work yet to be done, but some intrepid discord users noticed that SES has uploaded something into the tools section on steam. ;)

Terrain 2.0
T2.0 is now in engine and deformable. That means work has begun to figure out the new authoring tools, as well as optimizing it so we can start creating the interesting terrain that this new, much more efficient system will allow for.

Modularity
While the team was working on this newest update, We didn't want to completely drop any of the boulders we have been pushing towards. To save time and not take away too much from development, Samantha made a paper prototype to work out the modularity game loop. We will have more details about the results of that prototype soon!

Wow this was a SUPER long one. Go forth and live off the land now. Have fun and we can't wait to hear about what you think!

-jt
ASTRONEER - staymighty
Hey All! This week at SES has us arting up new modules, making progress on dedicated servers, and recording brand new sounds.



If you didn't know, we have been posting on Youtube to keep you all informed on development happenings while we make our way closer and closer to Astroneer's Alpha! While I have you here, I want to remind you that we have lots of other places where we post about development, namely:

Twitter l Youtube l Facebook l Reddit l Official Forums
InstagramDiscord Twitch

Now for the matter at hand. On this week's vlog, Spencer walks us through his creative process for making new modules, like the ones you see above. We also go into a little detail about the new canisters we are working on, and a tease about our modularity paper prototype that we will reveal more about next week. Watch it below:

https://youtu.be/dnjz-4t7Dy0

As for last week, Spencer showed off some new art as well, but the star of the show was our new engineer Carl, who was running 8 Astroneers on a local dedicated server. He breaks down what has to happen now to get it up and running for the public, so watch the video below for full details.

https://youtu.be/RrTGSSdjN7I

Also if you missed it, Riley and Myself streamed making sounds for the above new modules on Twitch. The replay is on youtube which you can watch here for all the #buttcam you can handle. ;)

https://youtu.be/xAaeTDxTxvY

Stay tuned for details about our next update, which will include new content for you all to sink your teeth into. Cheers!

-joe

PS: If you are a content creator on youtube/twitch/mixer etc..., that has or wants to make Astroneer content, hit me up on twitter. Some exciting things happening soon ;)
ASTRONEER - staymighty
Hey All! This week at SES has us arting up new modules, making progress on dedicated servers, and recording brand new sounds.



If you didn't know, we have been posting on Youtube to keep you all informed on development happenings while we make our way closer and closer to Astroneer's Alpha! While I have you here, I want to remind you that we have lots of other places where we post about development, namely:

Twitter l Youtube l Facebook l Reddit l Official Forums
InstagramDiscord Twitch

Now for the matter at hand. On this week's vlog, Spencer walks us through his creative process for making new modules, like the ones you see above. We also go into a little detail about the new canisters we are working on, and a tease about our modularity paper prototype that we will reveal more about next week. Watch it below:

https://youtu.be/dnjz-4t7Dy0

As for last week, Spencer showed off some new art as well, but the star of the show was our new engineer Carl, who was running 8 Astroneers on a local dedicated server. He breaks down what has to happen now to get it up and running for the public, so watch the video below for full details.

https://youtu.be/RrTGSSdjN7I

Also if you missed it, Riley and Myself streamed making sounds for the above new modules on Twitch. The replay is on youtube which you can watch here for all the #buttcam you can handle. ;)

https://youtu.be/xAaeTDxTxvY

Stay tuned for details about our next update, which will include new content for you all to sink your teeth into. Cheers!

-joe

PS: If you are a content creator on youtube/twitch/mixer etc..., that has or wants to make Astroneer content, hit me up on twitter. Some exciting things happening soon ;)
ASTRONEER - staymighty
Astroneer's Pre-Alpha Early Access will be updated to version 0.3.10201.0 (Patch "201")



Update 201 includes some new controls, makes adjustments to tethers, and adds a new item! We as a team are moving out of the prototyping phase and into implementation of our major boulder sized tasks for feedback from the community. We will be updating the roadmap next week with LOTS of info as a result of these last few weeks but I will say this, the goal is to wrap these systems up and move on to Alpha ASAP. More info on that in the bottom prototyping section. Now for notes!

Updates
You can find these updates in 0.3.101201.0, the current build of the game.

Added the Alignment Augment
This new augment creates a flat plane that is perpendicular to the curve of the planet, unlike the existing Flatten mode, which flattens based on a selected voxel and mimics that angle. The Alignment augment will make a flat surface based on the planet's center. When used vertically, it creates curved, column-like walls.



Changes to tether placement
Pressing the “place tether” button will now place a Tether post at the Astroneer’s feet. The post can be moved around after that point. This change affects both Mouse and Controller players. For tethers, we feel these changes are going to have a great benefit to the overall experience. PROTIP: Now when running and placing tethers, drop them as soon as your oxygen line detaches. This will give you maximum length between tethers, while still allowing you to run in the direction you were going.

Gamepad Control Changes
When using the terrain tool, the camera now defaults to a fixed over-the-shoulder view, and holding LT unlocks the cursor and puts you in the old default mode. Clicking RS alters camera zoom distance as before, except that the closest zoom in this mode is very nearly first-person. When you have your terrain tool out, use right stick to aim the terrain reticle, and left stick to move your Astroneer. Now the right stick is universally the way to look, and the left stick will always allow you to move your Astroneer, whether deforming or just running around.
Brendan gave us a walkthrough on this week's vlog, check it out here:

https://youtu.be/pWxE6lz7WKg

New sounds and updates to old sounds have been implemented
  • [AS-856] - Winch now has audio.
  • [AS-857] - Connecting two conduits together now has audio.
  • [AS-1275] - Worklight now has audio
  • [AS-1309] - Vehicle enter and exit animations now have sound effects.
  • [AS-1507] - Beacon audio has been updated
Riley has been hard at work fixing some new bugs, and simultaneously using Wwise to add new content. Expect the soundscape of Astroneer to continually get updates.

Tether posts now physically simulate and fall to the ground when deforming terrain under them.
No more floating tethers in the middle of the air, if you deform under them, tethers now respond to those changes and no longer act like possessed space ghosts.

Vehicle handling changes!
Steering is now more wheel-controlled and the Rovers have been made more stable overall. Players should see less flipping and spiralling when taking Rovers off sweet jumps. Vehicle physics are still a work in progress, and vehicles might still be a bit wonky on planets with lower gravity. This will be addressed in a future update.

Bug Fixes

Crash Fixes:
  • [AS-1474] - Fixed a rare crash, that according to engineers was “super weird, and something that should never occur,” involving the game trying to access non-existent Rover wheels.
  • [AS-1482] - Fixed a crash that occurred while trying to change resolution in cases where the settings .ini file had become corrupted.
  • [AS-1517] - Fixed an edge case where the game would crash while unplugging the controller and holding any button.
  • [AS-1552] - Fixed a Multiplayer crash that would occur if a Client player joined a game while the Host was not on Terran.
Thanks to last update, the crash list is fairly short and were mainly edge cases. Got a crash? Here’s how to send it over!

Options Menu:
  • [AS-760] - Two different actions can no longer be assigned to the same key / button.
  • [AS-1427] - Fixed an issue where audio values reset to 0 after changing them during active gameplay, and then terminating the title.
  • [AS-1444] - Fixed an issue on Xbox One where brightness setting temporarily persisted when backing out of the pause menu without selecting 'Apply and Resume.'
  • [AS-1514] - Steam client Options menu text adjusts more elegantly to changing window sizes or resolutions (except for very small resolutions or unusual window shapes).
  • Changes to Options menu now persist between sessions on Xbox One.
The options menu is a work in progress, and a few bugs popped up since the last update. Another PROTIP: use the arrow keys to adjust values so you don’t have to click the mouse 1 million times. We will implement sliders down the line.

Audio fixes:
  • [AS-1475] - Fixed an issue in Multiplayer games, where Smelter audio loop continued playing for the Client player.
  • [AS-1524] - Fixed an issue where the Heartbeat audio loop continuously played after returning to main menu.
General Fixes:
  • [AS-1447] - Fixed an issue on Xbox One where players would respawn partially underground after dying by falling
  • [AS-1527] - Reintroduced the plumbline to Beacons
  • [AS-1528] - Fixed an issue where items would go on a beautiful journey into space if not collected from an dead Astroneer before a second death occurs.
  • [AS-1533] - Fixed a major issue where saves were disappearing on Xbox/Win10
  • Fixed a bug that was causing Rovers to fall through the world when loading into a saved game.
  • Astroneers should no longer get stuck inside base modules as they are being built.
  • Fixed a bug where Tethers were not auto-highlighting for selection when playing with a controller.

PROTOTYPING

The following major feature prototypes are going on during development, but are not included in this release.

As mentioned above, our initial prototyping phase is starting to move into implementation. That means we will see faster and more concrete progress that players will be able to get their hands on in coming updates. Now that we have our full team firing on all cylinders, you can expect new things to play in experimental and/or the main versions of the game in almost every update going forward as we push toward our goal of being in Alpha! We are really excited to start getting feedback on the roadmap “boulders” we have been tackling.

Research 2.0
Last update we talked about how our Research 2.0 prototype had been tested internally, and after lots of internal feedback and discussions, implementation has begun. Lots of work to be done here, but we are working towards a completely new progression path that allows players of different playstyles to unlock the things they want to, rather than the current completely randomized system. Sam W. had lots to say about this in a vlog! The plan is to get this into a future experimental build for you all to give feedback on.

Terrain 2.0
While Zabir works hard on the tech, the art team and other engineers are plotting out the new ways we can author interesting and more varied terrain, while still keeping Astroneer’s signature look. To reiterate earlier posts, our new terrain system will allow for all of the above, while simultaneously letting us up the player count in multiplayer sessions.

Dedicated Servers
In case you missed the announcement, we hired our last Engineer (for now ;]) Carl, who will be helping push forward all tech related to dedicated servers, online persistence, and more. We have also identified our partner for hosting, which we will announce at a later date!

Modularity
Modularity has advanced very nicely. After the initial prototype was validated, Aaron has been working on the specifics of how the system will work with other in game loops. During that process, the need was brought up for another system to get an overhaul which leads to the next section.

Power Refactor
I refuse to add another 2.0 so let’s go with refactor! A couple of weeks back, Elijah did a segment on the vlog where he talked about how we are redoing the power system. Go watch that. To sum it up: in order for bases to be modular, we need to allow players to deliberately control power flow and lines. While refactoring that though, we also are working on gameplay elements that allow players to make more interesting bases. Want to build an underground base but use solar power? Set up your solar farm on the surface, and pipe the power down deep underground. This is one example, but I hope it is enough for you to understand the interesting ways the power refactor can change the ways you play Astroneer.

Once again, this is a long one! Thanks for reading and please do not hesitate to reach out with feedback, suggestions, bugs, and encouragement for the team!

-joe
ASTRONEER - staymighty
Astroneer's Pre-Alpha Early Access will be updated to version 0.3.10201.0 (Patch "201")



Update 201 includes some new controls, makes adjustments to tethers, and adds a new item! We as a team are moving out of the prototyping phase and into implementation of our major boulder sized tasks for feedback from the community. We will be updating the roadmap next week with LOTS of info as a result of these last few weeks but I will say this, the goal is to wrap these systems up and move on to Alpha ASAP. More info on that in the bottom prototyping section. Now for notes!

Updates
You can find these updates in 0.3.101201.0, the current build of the game.

Added the Alignment Augment
This new augment creates a flat plane that is perpendicular to the curve of the planet, unlike the existing Flatten mode, which flattens based on a selected voxel and mimics that angle. The Alignment augment will make a flat surface based on the planet's center. When used vertically, it creates curved, column-like walls.



Changes to tether placement
Pressing the “place tether” button will now place a Tether post at the Astroneer’s feet. The post can be moved around after that point. This change affects both Mouse and Controller players. For tethers, we feel these changes are going to have a great benefit to the overall experience. PROTIP: Now when running and placing tethers, drop them as soon as your oxygen line detaches. This will give you maximum length between tethers, while still allowing you to run in the direction you were going.

Gamepad Control Changes
When using the terrain tool, the camera now defaults to a fixed over-the-shoulder view, and holding LT unlocks the cursor and puts you in the old default mode. Clicking RS alters camera zoom distance as before, except that the closest zoom in this mode is very nearly first-person. When you have your terrain tool out, use right stick to aim the terrain reticle, and left stick to move your Astroneer. Now the right stick is universally the way to look, and the left stick will always allow you to move your Astroneer, whether deforming or just running around.
Brendan gave us a walkthrough on this week's vlog, check it out here:

https://youtu.be/pWxE6lz7WKg

New sounds and updates to old sounds have been implemented
  • [AS-856] - Winch now has audio.
  • [AS-857] - Connecting two conduits together now has audio.
  • [AS-1275] - Worklight now has audio
  • [AS-1309] - Vehicle enter and exit animations now have sound effects.
  • [AS-1507] - Beacon audio has been updated
Riley has been hard at work fixing some new bugs, and simultaneously using Wwise to add new content. Expect the soundscape of Astroneer to continually get updates.

Tether posts now physically simulate and fall to the ground when deforming terrain under them.
No more floating tethers in the middle of the air, if you deform under them, tethers now respond to those changes and no longer act like possessed space ghosts.

Vehicle handling changes!
Steering is now more wheel-controlled and the Rovers have been made more stable overall. Players should see less flipping and spiralling when taking Rovers off sweet jumps. Vehicle physics are still a work in progress, and vehicles might still be a bit wonky on planets with lower gravity. This will be addressed in a future update.

Bug Fixes

Crash Fixes:
  • [AS-1474] - Fixed a rare crash, that according to engineers was “super weird, and something that should never occur,” involving the game trying to access non-existent Rover wheels.
  • [AS-1482] - Fixed a crash that occurred while trying to change resolution in cases where the settings .ini file had become corrupted.
  • [AS-1517] - Fixed an edge case where the game would crash while unplugging the controller and holding any button.
  • [AS-1552] - Fixed a Multiplayer crash that would occur if a Client player joined a game while the Host was not on Terran.
Thanks to last update, the crash list is fairly short and were mainly edge cases. Got a crash? Here’s how to send it over!

Options Menu:
  • [AS-760] - Two different actions can no longer be assigned to the same key / button.
  • [AS-1427] - Fixed an issue where audio values reset to 0 after changing them during active gameplay, and then terminating the title.
  • [AS-1444] - Fixed an issue on Xbox One where brightness setting temporarily persisted when backing out of the pause menu without selecting 'Apply and Resume.'
  • [AS-1514] - Steam client Options menu text adjusts more elegantly to changing window sizes or resolutions (except for very small resolutions or unusual window shapes).
  • Changes to Options menu now persist between sessions on Xbox One.
The options menu is a work in progress, and a few bugs popped up since the last update. Another PROTIP: use the arrow keys to adjust values so you don’t have to click the mouse 1 million times. We will implement sliders down the line.

Audio fixes:
  • [AS-1475] - Fixed an issue in Multiplayer games, where Smelter audio loop continued playing for the Client player.
  • [AS-1524] - Fixed an issue where the Heartbeat audio loop continuously played after returning to main menu.
General Fixes:
  • [AS-1447] - Fixed an issue on Xbox One where players would respawn partially underground after dying by falling
  • [AS-1527] - Reintroduced the plumbline to Beacons
  • [AS-1528] - Fixed an issue where items would go on a beautiful journey into space if not collected from an dead Astroneer before a second death occurs.
  • [AS-1533] - Fixed a major issue where saves were disappearing on Xbox/Win10
  • Fixed a bug that was causing Rovers to fall through the world when loading into a saved game.
  • Astroneers should no longer get stuck inside base modules as they are being built.
  • Fixed a bug where Tethers were not auto-highlighting for selection when playing with a controller.

PROTOTYPING

The following major feature prototypes are going on during development, but are not included in this release.

As mentioned above, our initial prototyping phase is starting to move into implementation. That means we will see faster and more concrete progress that players will be able to get their hands on in coming updates. Now that we have our full team firing on all cylinders, you can expect new things to play in experimental and/or the main versions of the game in almost every update going forward as we push toward our goal of being in Alpha! We are really excited to start getting feedback on the roadmap “boulders” we have been tackling.

Research 2.0
Last update we talked about how our Research 2.0 prototype had been tested internally, and after lots of internal feedback and discussions, implementation has begun. Lots of work to be done here, but we are working towards a completely new progression path that allows players of different playstyles to unlock the things they want to, rather than the current completely randomized system. Sam W. had lots to say about this in a vlog! The plan is to get this into a future experimental build for you all to give feedback on.

Terrain 2.0
While Zabir works hard on the tech, the art team and other engineers are plotting out the new ways we can author interesting and more varied terrain, while still keeping Astroneer’s signature look. To reiterate earlier posts, our new terrain system will allow for all of the above, while simultaneously letting us up the player count in multiplayer sessions.

Dedicated Servers
In case you missed the announcement, we hired our last Engineer (for now ;]) Carl, who will be helping push forward all tech related to dedicated servers, online persistence, and more. We have also identified our partner for hosting, which we will announce at a later date!

Modularity
Modularity has advanced very nicely. After the initial prototype was validated, Aaron has been working on the specifics of how the system will work with other in game loops. During that process, the need was brought up for another system to get an overhaul which leads to the next section.

Power Refactor
I refuse to add another 2.0 so let’s go with refactor! A couple of weeks back, Elijah did a segment on the vlog where he talked about how we are redoing the power system. Go watch that. To sum it up: in order for bases to be modular, we need to allow players to deliberately control power flow and lines. While refactoring that though, we also are working on gameplay elements that allow players to make more interesting bases. Want to build an underground base but use solar power? Set up your solar farm on the surface, and pipe the power down deep underground. This is one example, but I hope it is enough for you to understand the interesting ways the power refactor can change the ways you play Astroneer.

Once again, this is a long one! Thanks for reading and please do not hesitate to reach out with feedback, suggestions, bugs, and encouragement for the team!

-joe
...