Added Large Greenhouse - more effective than its smaller version and coming with conveyor ports
Introducing extended BuildVision - you can now see the progress of printers, container space, energy distribution and much more just by looking at those blocks
Automated Crafting - crafting now doesn't require resources upfront. This allows you to create queues of items you want to print and supply resources gradually as you get them
Number of production queue stacks increased from 70 to 999
For players with old saves - if you have any Items in queue in Printers they will cancel and leave resources in inventory/back up box on ground (necessary to change how Printers work)
Updated tutorial to teach how new Printers work
Generators now require fuel to run and supply energy (may need further balancing, let us know how you feel about current consumption rates)
Uranium Generator now requires Enriched Uranium to run properly. Enriched Uranium can be refined from Uranium resource in Refinery block.
Optimized container GUI performance that could freeze the game if multiple containers were stacked together
Suit Battery has been changed to Battery Cell and is now used to fuel the Battery block. It can also be found in 3D Printer now
Refinery can now be connected via Conveyors
Changed a generation noise for ground veins spawning - this should allow you to find previously un-mineable resources (like Titanium)
Crouch has been set to left control (previously was on both control keys which caused issue for some players)
Added Large Greenhouse - more effective than its smaller version and coming with conveyor ports
Introducing extended BuildVision - you can now see the progress of printers, container space, energy distribution and much more just by looking at those blocks
Automated Crafting - crafting now doesn't require resources upfront. This allows you to create queues of items you want to print and supply resources gradually as you get them
Number of production queue stacks increased from 70 to 999
For players with old saves - if you have any Items in queue in Printers they will cancel and leave resources in inventory/back up box on ground (necessary to change how Printers work)
Updated tutorial to teach how new Printers work
Generators now require fuel to run and supply energy (may need further balancing, let us know how you feel about current consumption rates)
Uranium Generator now requires Enriched Uranium to run properly. Enriched Uranium can be refined from Uranium resource in Refinery block.
Optimized container GUI performance that could freeze the game if multiple containers were stacked together
Suit Battery has been changed to Battery Cell and is now used to fuel the Battery block. It can also be found in 3D Printer now
Refinery can now be connected via Conveyors
Changed a generation noise for ground veins spawning - this should allow you to find previously un-mineable resources (like Titanium)
Crouch has been set to left control (previously was on both control keys which caused issue for some players)
- Added new building block: Hinge - two plates connected via joint - Added new building block: Rotating Plate - two plates connected via bearing - No more vehicles flying into space - not even the complex ones (If you still manage to get yours flying, send us the save so we can further improve the physics behind this.) - Added Medium FAD Machine - a bigger version of the FAD Machine with bigger queue, inventory, faster creation and two conveyor ports - Added new building block: Wall with conveyor ports - you can connect inside and outside containers and machines - The suit now has a built-in voiced AI that provides information about the state of your well or not-so-well being - Reworked the bright underwater fog - Workbenches now combine the same items in queue into a single stack - You can now split any item stack into halves with Alt + drag & drop (Provisional solution) - Fixed generator overload causing the whole energy grid to go down - Build Vision GUI now working properly on 4K screens - Plants and trees polished with emissive textures - they glow at night making it a little less bleak - Increased effectivity of the Medium 3D Printer
We know you're waiting for the FOV slider and key bindings. Hang in there. They are coming! For now, we hope you'll have fun with the new physics-based mechanics.
For a more detailed info, check our latest blog post .
- Added new building block: Hinge - two plates connected via joint - Added new building block: Rotating Plate - two plates connected via bearing - No more vehicles flying into space - not even the complex ones (If you still manage to get yours flying, send us the save so we can further improve the physics behind this.) - Added Medium FAD Machine - a bigger version of the FAD Machine with bigger queue, inventory, faster creation and two conveyor ports - Added new building block: Wall with conveyor ports - you can connect inside and outside containers and machines - The suit now has a built-in voiced AI that provides information about the state of your well or not-so-well being - Reworked the bright underwater fog - Workbenches now combine the same items in queue into a single stack - You can now split any item stack into halves with Alt + drag & drop (Provisional solution) - Fixed generator overload causing the whole energy grid to go down - Build Vision GUI now working properly on 4K screens - Plants and trees polished with emissive textures - they glow at night making it a little less bleak - Increased effectivity of the Medium 3D Printer
We know you're waiting for the FOV slider and key bindings. Hang in there. They are coming! For now, we hope you'll have fun with the new physics-based mechanics.
For a more detailed info, check our latest blog post .
We would like to welcome new members of the Nomadic community and thank you for supporting the development of Planet Nomads this early on.
It's been a rough start with massive gravitational forces pulling us in every direction imaginable, but after taking everything in, we are happy to announce we survived the launch!
There have been several hiccups and a truckload of information to process and analyze (thanks for the feedback), but things are stabilizing.
One thing is certain - there's a lot of work ahead for us. We've outlined the most upcoming features in the "To-Do" list of our Trello board.
Consider the features mentioned there as our two-month sprint, but rest assured they will start pouring in gradually and sooner - spread among several updates that are coming in (next week very possible).
We will specify the most pressing ones in the next episode (#12) of Nomadic Journals on Thursday.
Thank you for your time reading. And here's what you really came for. Hope you'll enjoy the new update. It's the most we could do on such a short notice. There are more pressing issues to be addressed and rest assured we're taking your feedback seriously.
Transmission slightly reworked
Wheel traction improved a lot
Vehicles had brakes installed (just go backward when going forward)
Vehicle searchlights found their way to Survival
Speedometer added in the bottom right corner
Animals have been added to Creative mode
Sleeping now wakes you up if any attribute is below 30
Sleeping now asks if you want to sleep if any attribute is below 30 (there are other attributes beside the basic ones, visible on the character screen)
Rain and wind sound effect volume lowered
Icons of Attributes and Conditions made clearer
Icons quality, no more jagged edges
Containers no longer connect together if they are built on top of other (which could potentially corrupt your saves)
Multitool digging revisited - primary mode (LMB is good for mining and finer sculpting. Secondary mode (RMB) costs less energy and takes out bigger chunks, but destroys resources.
Multitool now displays a reticle that highlights the area affected
Multitool no longer fires instantly, but takes a split second to power up, resulting in less unwanted holes (further changes of tools and weapons in general to be expected)
Added new loading tips that better explain major game mechanics
Fixed a bug where electric power lines could potentially corrupt saves
Texture of lootable iron rock changed
Camera effects and weather effects improved (looking at you blue haze)
Fixed a bug that prevented leaving the game into menu/OS upon dying
We would like to welcome new members of the Nomadic community and thank you for supporting the development of Planet Nomads this early on.
It's been a rough start with massive gravitational forces pulling us in every direction imaginable, but after taking everything in, we are happy to announce we survived the launch!
There have been several hiccups and a truckload of information to process and analyze (thanks for the feedback), but things are stabilizing.
One thing is certain - there's a lot of work ahead for us. We've outlined the most upcoming features in the "To-Do" list of our Trello board.
Consider the features mentioned there as our two-month sprint, but rest assured they will start pouring in gradually and sooner - spread among several updates that are coming in (next week very possible).
We will specify the most pressing ones in the next episode (#12) of Nomadic Journals on Thursday.
Thank you for your time reading. And here's what you really came for. Hope you'll enjoy the new update. It's the most we could do on such a short notice. There are more pressing issues to be addressed and rest assured we're taking your feedback seriously.
Transmission slightly reworked
Wheel traction improved a lot
Vehicles had brakes installed (just go backward when going forward)
Vehicle searchlights found their way to Survival
Speedometer added in the bottom right corner
Animals have been added to Creative mode
Sleeping now wakes you up if any attribute is below 30
Sleeping now asks if you want to sleep if any attribute is below 30 (there are other attributes beside the basic ones, visible on the character screen)
Rain and wind sound effect volume lowered
Icons of Attributes and Conditions made clearer
Icons quality, no more jagged edges
Containers no longer connect together if they are built on top of other (which could potentially corrupt your saves)
Multitool digging revisited - primary mode (LMB is good for mining and finer sculpting. Secondary mode (RMB) costs less energy and takes out bigger chunks, but destroys resources.
Multitool now displays a reticle that highlights the area affected
Multitool no longer fires instantly, but takes a split second to power up, resulting in less unwanted holes (further changes of tools and weapons in general to be expected)
Added new loading tips that better explain major game mechanics
Fixed a bug where electric power lines could potentially corrupt saves
Texture of lootable iron rock changed
Camera effects and weather effects improved (looking at you blue haze)
Fixed a bug that prevented leaving the game into menu/OS upon dying