Planet Nomads - 501idni
Hello Nomads,

A new update 1.0.4.2 was just released into the Experimental branch. It addresses the issue with wrongly generated terrain (transfering seed between Sandy C++ code and the game C# code).
Planet Nomads - 501idni
Hello Nomads,

We've just released a new update.

Hopefully we've found a fix for long linux issue with libsqlite database library. We've reworked Sandy library to not use it directly, but tunneling queries through the game database connection which effectively removes issues with sharing the same file between different code. That means no more errors on Linux builds and maybe could fix some save corruption on other platforms too. Our testers also reported slightly better performance during the game load.

The other change involves automatic mining machines. There were many ambiguities in how the mining process works and what resources are acutally mined. More info in our bug tracking system. So we decided to display the estimated amount of resources mined per hour instead of mining pobability percentage.

There were also some minor fixes, full list of changes continues..

  • reworked automatic miner - changed displayed probabilities to amount per hour, fixed mining computations
  • reworked libsqlite in Sandy engine (fixes save/load bugs mainly on Linux)
  • increased area for spawning Terry's ship (should decrease the probability of spawning it under water)
  • Magnetic Hever - added possibility to build it on another buildings / vehicles
  • fixed light artifacts on sky
  • removed advanced settings effect on oxygen (fixes trobules under water on Easy and Hard settings)
Planet Nomads - 501idni


Hello Nomads,

We've just released update 1.0.3.2.

The full list of changes since last public version:
  • new block: Autonomous Water Purifier
  • increased distance and intensity of vehicle search lights
  • added setting to change/disable the automatic miner excavation limit
  • added lights on the Bike blueprint
  • finished Czech translation

Various bugfixes (https://bugs.planet-nomads.com/?version_fixed=25):
  • added saving of player crouch state (before, if you saved crouched under some block, it would kill you by loading you in standing position with your head inside the block)
  • added more tries for world generator to put Terry's ship on dry place (it might cause different ship positions on same seed than in previous version, but only in new games)
  • better visualization of finished, non finished and mutally exclusive quest tasks
  • fixed sorting of UI (tutorial messages over the menu)
  • tech tree: fixed access to some blocks (Short Basic Slope Wall 1x4, Short Basic Slope Corner Wall) for non-kickstarter players
  • fixed workshop blueprint API to support more than 50 subscribed items
  • fixed error in case of invalid blueprint
  • fixed error caused by splitting grid with Suspension / Hinge / Rotor
  • fixed frozen POIs in compass
  • fixed Radar scan working only after Map refresh
  • added notification about map being locked in the early game
  • added random timeout before crafting (performance fix for lags in case of many synchronously running printers)
  • disabled exit where entered functionality in cockpit (to prevent exiting in open-space)
  • hidden inventory and compass while sleeping
Planet Nomads - 501idni
Hello Nomads,

We've just released a hotfix on bugs found in 1.0.3.1 to Experimental branch. Also we've added a custom setting to change/disable the amout of mining possible with automatic miners.

List of changes:
  • shortened the random delay before starting work in printers
  • fixed a bug in automining limit & added setting to change/disable the mining limit totally
Planet Nomads - 501idni
Hello Nomads,

There is a new update in Experimental branch. Aside from many bugfixes, we've bring a new block - Autonomous Water Purifier, it's a nice water tank with ability to slowly filter dirty water without the need of electricity.

The vehicle search lights are also more powerful and we've added lights to our motocycle too.

The full list of changes:
  • new block: Autonomous Water Purifier
  • increased distance and intensity of vehicle search lights
  • added lights on the Bike blueprint
  • finished Czech translation

Various bugfixes (https://bugs.planet-nomads.com/?version_fixed=25):
  • added saving of player crouch state (before, if you saved crouched under some block, it would kill you by loading you in standing position with your head inside the block)
  • added more tries for world generator to put Terry's ship on dry place (it might cause different ship positions on same seed than in previous version, but only in new games)
  • better visualization of finished, non finished and mutally exclusive quest tasks
  • fixed sorting of UI (tutorial messages over the menu)
  • tech tree: fixed access to some blocks (Short Basic Slope Wall 1x4, Short Basic Slope Corner Wall) for non-kickstarter players
  • fixed workshop blueprint API to support more than 50 subscribed items
  • fixed error in case of invalid blueprint
  • fixed error caused by splitting grid with Suspension / Hinge / Rotor
  • fixed frozen POIs in compass
  • fixed Radar scan working only after Map refresh
  • added notification about map being locked in the early game
  • added random timeout before crafting (performance fix for lags in case of many synchronously running printers)
  • disabled exit where entered functionality in cockpit (to prevent exiting in open-space)
  • hidden inventory and compass while sleeping
Planet Nomads - 501idni
Hello Nomads,

Our "optimization" build have no critical bugs now, so we've just released it for everyone.

Here is the repetition of changes:
  • 1.0.2.0
    • optimized geometic calcuations in Animal Nests, POIs & Navigation, Planet geometry, Dynamic Obstalces
    • reduced frequency of computations in PlayerTerrainFixer, freezing Vehicles, Switchboard distances, Active Blocks, Items and Containers
    • reduced UI refresh in Inventories, Block Catalog, POIs
    • invisible animations and partices culling in Animals & Swarms
    • optimized calculation and added caching of Dynamic Obstacles
    • optimized Wheel physics
    • reworked calculations of chunks and objects

  • 1.0.2.1
    • fixed building new blocks in old saves
    • fixed exiting from cockpit, prevented exiting in dangerous cases (into terrain etc.)
    • fixed spawning of nests, trees and other game objects in dead zones (around wrecks, monuments, etc.)
    • fixed frozen swarm visuals
    • fixed highlighting of blocks in block mover
    • fixed compass visible in cut scenes
Planet Nomads - 501idni
Hello Nomads,

Optimization update brought some performance improvements but also some bugs that we need to solve before releasing it to the public. So, here is the update 1.0.2.1, so far in experimental.

The list of changes:
  • fixed building new blocks in old saves
  • fixed exiting from cockpit, prevented exiting in dangerous cases (into terrain etc.)
  • fixed spawning of nests, trees and other game objects in dead zones (around wrecks, monuments, etc.)
  • fixed frozen swarm visuals
  • fixed highlighting of blocks in block mover
  • fixed compass visible in cut scenes
Planet Nomads - 501idni
Hello Nomads,

We have freed the Experimental branch yesterday and today we have a new experiment for you. We have reworked the most CPU intensive scripts and was able to gain from nothing to 20% FPS increase on our testing HW. There is still some work to do and maybe some new bugs introduced. You know, this is why it is called experimental :).

Let us know if you feel some change for the better, and expecially if any for the worse.

The list of changes is a little bit more technical this time:
  • optimized geometic calcuations in Animal Nests, POIs & Navigation, Planet geometry, Dynamic Obstalces
  • reduced frequency of computations in PlayerTerrainFixer, freezing Vehicles, Switchboard distances, Active Blocks, Items and Containers
  • reduced UI refresh in Inventories, Block Catalog, POIs
  • invisible animations and partices culling in Animals & Swarms
  • optimized calculation and added caching of Dynamic Obstacles
  • optimized Wheel physics
  • reworked calculations of chunks and objects
Planet Nomads - 501idni
Hello Nomads,

It has been rainning for days here at our HQ - not ideal weather for riding a bike, so we've released our update with motocycle publicly to have some fun :)

Here is the list of changes to repeat:
  • new special blueprint - motocycle
  • escape a vehicle at the point you entered it
  • air blade - fixed target height stored in blueprint - possible to re-use aircrafts on planets of different size
  • added an "easter egg" on one special day in June
Planet Nomads - 501idni

Hello Nomads,

Today, we've released Planet Nomads 1.0.1.0 into experimental branch. You can try out our new experiment - a motorbike. Do not expect real bike simulation, it's just a fun way to move yourself around :). You will find it in blueprints section.

We have also modified the logic of exiting vehicles a little bit. When you hit the "E" key to exit the vehicle, the first position the game try to put you on is the place you entered it (relative to the vehicle). Now it should not happen that you enter you quadcopter from the front and escape on the side, where the blade is running.

Here is the full list of changes:
  • new special blueprint - motocycle
  • escape a vehicle at the point you entered it
  • air blade - fixed target height stored in blueprint - possible to re-use aircrafts on planets of different size
  • added an "easter egg" on one special day in June

...