Aug 25, 2022
Force Reboot - ln404
Go grab it! Become the fastest!
REQUISITION VR - v.korolenko
No one believed Walter and that was what killed them.

Even his son Jacob was a stubborn man who refused to share his constant fear of the world ending.

They would all regret it.

That’s what he thought, building an underground bunker under his cozy hut in the middle of the forest. He stuffed it with canned food and protein bars knowing that when the day would come they would all thank Walter and ask for the help.

Oh how they would regret…



Walter looked into the bathroom mirror. The cold running water cooled down his burning face and rapid thoughts from all the hard work he’s done. He was 62 and it took him almost seven years to finish the bunker he was really proud about. He definitely knew that the day he was dreaded about the most would come. It was this sinking feeling in his gut causing him to wake up in cold sweat every night. He knew that their local government was too shady about the closed part of the city and nuclear power plant. Something was going on. Something bad.

Jacob called him that morning to know if he was alright.

He was. Except something buzzing inside his head causing him to have almost no sleep last night. His senses, almost like dogs’, were going crazy, making him thrilled and nervous about everything that happened around him. Walter could jump up when the phone rang or the mailman came with his morning paper. He would go downstairs to the bunker to calm himself by looking at the walls that could protect them, to the warm light giving this area slight comfort.

He was going to be just fine.



Jacob called him that day to say that Walter needed to stay inside.

But he already knew after all these noises and explosions what was going to happen.

He locked himself in the bunker. He started to pray. He could see himself living here for a very long time. He could see himself surviving.

Too bad no one listened to him when there was time.

Walter sat on the floor and closed his eyes.

Terraria - Loki ISP


Greetings Terrarians!

Alas, Summer is drawing to a close. Back to School, work, or just whatever your daily grind may be - we hope your Summer was a fun and relaxing one! As we head into the Fall - probably our favorite season - the development teams are making huge strides towards getting the Labor of Love update into your hands. This is a State of the Game that you will not want to miss, because we are at long last going to be able to dive into some details around the launch of this fantastic Terraria update. So, sit down, buckle up, and let's get this month's SOTG underway!



PC - RE-LOGIC


TERRARIA - LABOR OF LOVE UPDATE

The Re-Logic team is proud to reveal that we have completed our work on the Labor of Love update, and that we have officially reached code freeze on the PC side! That means that while we may still be looking at bugfixes and tweaks for anything that we might find between now and launch, we are not adding anything new to the game/code any more in order to allow time for our friends at DR Studios to finish their work on porting to Console and Mobile. Why not just go ahead and release it if we are "done", you say? Well, beyond the aforementioned continued - and needed - testing and fixing...
It is our intention to make this the first simultaneous Terraria update release across all platforms. That means that if all goes to plan, Terraria: Labor of Love will release on PC, Console, and Mobile at the same time!

Barring any issues or delays in first party (Sony, Nintendo, etc) submissions, we expect Labor of Love to release in late September.

So there you have it - pretty big news, eh? We are so excited for the chance to do a simultaneous release to everyone all at once - a daunting task, but one that we cannot wait to attempt. Perhaps a glimpse at how things will be in the possible future where crossplay is a thing.

While we are on the subject of Labor of Love, ChippyGaming produced a nice summary video of all of the spoilers for this update thus far - it is definitely worth a watch to catch up in case you missed anything!

https://www.youtube.com/watch?v=ubU19vZAxDQ



STEAM WORKSHOP NEWS



Click the banner above to check out the Terraria Workshop!

With over 62,000 packs and worlds so far, you are missing out if you haven't taken the time to check out the Workshop yet. Planning on another round of Developer's Choice soon - so get your best and brightest up on the Workshop now!

Once Labor of Love hits, expect even more summer cleaning to come your way.



WHAT ELSE IS GOING ON?

Right now, our core focus is the final push to get Labor of Love done to what we have as the vision for the update. We will be revisiting "what's next" once we get this update out and any needed hotfixes, etc.



TMODLOADER NEWS - TML TEAM



Hello everyone!

Another month, even more bugfixes for tModLoader 1.4! Generally speaking, the team has spent at least half of its time on bug fixes with another eye (and half our time) looking towards the setup for delivery of future major improvements. Want some examples? Of course you do!

  • Started work on improved dedicated server utilities & multiplayer stability
  • Began working on improved GoG and Steam Family Share compatibility
  • Work is underway on an improved Mod Browser experience

So, all in all, sort of a quieter month (but with lots going on) focused around 'what are the next big areas where we can improve tML 1.4' now that we have gotten a better grip on release cycles and minimizing the impacts on users.



TMODLOADER STEAM WORKSHOP

The TML Steam Workshop is already up to over 2,200 mods in just one short month. Coupled with the in-game mod browser, the TML Steam Workshop is a great way to explore what modded Terraria has to offer - check it out today by clicking the banner above!



TMODLOADER 1.3 STILL AVAILABLE
As a continued reminder, the developers behind each individual Terraria mod will need to update their mods to the 1.4 era, so hang with them while that process takes place. We also realize that some older mods that are no longer in development may never make the leap to the 1.4 era. Given that, we have kept the 1.3.5 version of TML playable

How do I switch to back to 1.3 tModLoader?
1. Right click on tModLoader in Steam and select 'Properties...', then 'BETAS';
2. Select '1.3-legacy' in the drop-down menu on top;
3. Close the window. You don't need to type any passwords!



WHAT'S NEXT FOR TML?

More fixes, more behind the scenes work on the improvements we mentioned above - more details to come as we know more and get further down the road!

As always, you can keep track the current progress and such more in real time at tModLoader/tModLoader (But note that the completion percentage doesn't mean anything, because issues and PRs don't have weights.)

Developers who are willing to contribute may do so by doing PRs to the tModLoader/tModLoader branch. (See tModLoader/tModLoader)



PlayStation, XBOX, Nintendo Switch, Mobile - DR STUDIOS

The team at DR Studios has been doing all that we can to keep pace with the PC side of Labor of Love so that once Re-Logic finished development, we could pick up the baton and move quickly towards completing development on Console and Mobile so that we would be ready for submissions as quickly as possible. As shared in the PC section above (since we know some Console/Mobile Terrarians may just skip to this section)...


It is our intention to make this the first simultaneous Terraria update release across all platforms. That means that if all goes to plan, Terraria: Labor of Love will release on PC, Console, and Mobile at the same time!

Barring any issues or delays in first party (Sony, Nintendo, etc) submissions, we expect Labor of Love to release in late September.

Don't think that we forgot a spoiler or two for you folks either...





Until next time, Console & Mobile friends - thanks for all of your love and support!

Thanks as always for the honor and trust you give us each month to work on Terraria - it is not a responsibility that we take lightly, and we look forward to bringing more amazing things to you all as we move forward.



COMMUNITY

Greetings Terrarians!

Here's the latest and greatest happenings on the Community side of things. Thanks as always for being the most engaged and awesome gaming Community ever!



TERRARIA MERCHANDISE STORE HUB ​

The merchandise hub is where you can find all of the latest and greatest Terraria merchandise - and we are kicking off the new year with a handful of new offerings, including brand new plush! Check out the latest merch drops as well as some classics and pick up that epic Terraria gift for a friend (or yourself!)



Click the banner above to head to http://terraria.org/store now!​



TERRARIA MERCHANDISE UPDATES​

TERRARIA GRAPHIC NOVEL SERIES - ISSUE ONE ORDERS STILL OPEN!

In case you missed it, orders for the first issue in the long-awaited Terraria Graphic Novel Series opened up about two weeks ago. You still have time to get your order in before the window for Issue One closes and the big reveal of Issue Two is upon us! For full details, click the link or text below!


Terraria Graphic Novel - Issue One Orders Now Open!

PLACE YOUR ORDER FOR ISSUE ONE HERE

We will have details on Issue Two in the next couple of weeks, so you will want to stay tuned for that. Everyone at Re-Logic loves this project and has high hopes for where it could lead!



NEW TERRARIA MERCHANDISE COMING SOON FROM VIDGLO!

We have been teasing this for a little while, but we are at long last able to reveal a sneak peek into the first wave of the new Terraria merch offerings coming very soon from our friends at Vidglo (https://terraria.shop/). These are items that we have never really had before, so we are pretty excited to see all of this come to fruition! These should be available sometime around the end of September.


Town Slime Shirt - just in time for Labor of Love!


Terraria Jigsaw Puzzles!


Terraria Keychain/Bag Clips!



We may have another Town Slime surprise available around the launch of Labor of Love... but you will have to stay tuned for that.

Expect another wave of new stuff - along with perhaps some surprises - from Vidglo before the year is out as well!



OTHER COMMUNITY NEWS

TERRARIA WIKI - NEW THEMES COMING SOON!
The team at https://wiki.gg/ has been hard at work with a lot of stuff for the Official Terraria Wiki - including brand new visual themes that match the themes available here on TCF! Jungle, Underground, Corruption, and more - the plan is to roll these out to users in the very near future. For now, let's give you a quick teaser for the Jungle and Underground themes:





These will be available to everyone that uses the Official Terraria Wiki very soon, so keep an eye out!



GUILDS FOR HOPE CHARITY FUNDRAISER - FINAL WEEK!



There is only one week left to participate in our Guilds for Hope charity event. We have already helped raise thousands of dollars for an incredible cause and we are closing in on our goal!

The Terraria team is thrilled to be participating in the United Servers of Discord Alliance’s first Guilds For Hope charity fundraiser! We’re teaming up with many other communities to raise money for Give Kids The World Village, an 89-acre, whimsical nonprofit resort in Central Florida that provides critically ill children and their families from around the world with magical week-long wish vacations at no cost.

Watch this video to learn more about the Guilds for Hope charity event.

https://www.youtube.com/watch?v=U-jf2cKursU

Half of all critically ill children eligible for a wish choose to visit Central Florida and its world-famous theme parks. Give Kids The World is the nonprofit that fulfills all of these wishes. – providing every wish family with an all-inclusive experience including transportation, accommodations, all meals and snacks, donated theme park tickets, and more!


Together, let's try and raise as much money as possible to help support GKTW. Once you open the Team Fundraiser link below, you can either donate to the Terraria team goal, or you can register as a fundraiser for a team. By registering as a fundraiser, you will be able to unlock reward tiers by reaching designated milestone thresholds including the top fundraiser winning a 3 day, 2 night stay in Orlando at the Melia Orlando Celebration Hotel (certificate valid for up to one year) and a tour of Give Kids The World Village; and by contributing to our team, you’ll be able to help us compete for the ultimate goal- bragging rights!



We invite everyone to help bring hope and join this charity event by registering at this link: Tiltify - Made for Fundraisers

If you are interested in learning more about the Guilds for Hope charity event then please join the #guilds-for-hope channel in the USDA server located at Join the United Servers of Discord Alliance Discord Server!





TERRARIA NINJA WARRIOR

We are thrilled to announce that we are planning to create a Terraria parkour game show live on Twitch. Full details will be announced once everything is finalized, but the plan is to bring contestants live on stream to compete against each other to see who can get the furthest on challenging parkour builds. Winners will receive cool prizes.

If this sounds like an exciting community initiative for you then reach out to MrGameTheory, the Terraria community manager at 505 Games, and let him know if you have any interest in competing, helping to create the parkour maps, or participating in his community initiative in some way. You can reach him within the official Terraria Discord server.




Until next time, Terrarians - we hope you have an amazing month, and we look forward to bringing you the latest and greatest next time!
War Thunder - magazine2


In the upcoming major War Thunder update, we plan to introduce the engine fire extinguishing systems for planes and helicopters.

The first engine fire extinguishers were used during WWII. At the moment, such systems are equipped with almost all military aircraft - both planes and helicopters. In the upcoming major update of the game, we plan to add the aircraft engine fire extinguishers, and this is how they will work!

There are two types of fire extinguishing systems for aircraft engines - automatic and manual. We will introduce a new modification to the aircraft modifications list, which is called EFS/EFS(a), depending on the extinguisher's type. Automatic fire extinguishers are activated with the destruction of the capsule with the fire-fighting agent by extremely high temperatures occurring during engine fire. Manual systems are activated by pressing the “Toggle Extinguisher” button (default key is “6”). Once the system is activated, it may take a few seconds to cease the fire, which will make the engine inoperable, and during this period it will not be possible to restart the engine. However, it can help to save the aircraft! You’ll have a chance to “come in on a wing and a prayer” to the field, or even continue the fight, especially in the case of multi-engine aircraft. After the repair at the airfield, the engine will be restored, same as the fire extinguisher, making it available again.



In order to avoid accidental toggling of fire extinguishers and shutdown of engines in flight, the activation of fire extinguishing systems is possible only in the event of engine fire. In addition, you can also disable the fire extinguishers before the flight, if you decide not to use it in combat for some reason - just uncheck the checkbox in the ‘Modifications’ menu.

In the next War Thunder update, the fire extinguishers will be available to some aircraft and helicopters (see the list below). As we study the documents, we plan to add this modification to other models of combat aircraft, which were equipped with them in reality.

List of aircraft:
A-10 (all versions), Harrier (all versions), AV-8 (all versions), F-14A Early, P-61 (all versions), A-26 (all versions), Tu-4, B-29, B-17 (all versions), PB4Y (all versions), PBJ (all versions), B-24 ( all versions), B-26 (all versions), B-25 (all versions), MiG-23 (all versions), Su-22 (all versions), Su-17 (all versions), Su-7 (all versions), Q-5 (all versions), A-5C, J-7 (all versions), MiG-21 (all versions), MiG-19 (all versions), Yak-38 (all versions).

List of helicopters:
EC-665 Tiger (all versions), A-129 (all versions), A-109, AB-205, Lynx (all versions), YAH-64, AH-64 (all versions), AH-Mk1, AH-1 (all versions), UH-1 (all versions), Ka-29, Ka-50, Ka-52, Mi-24 (all versions), Mi-35, Mi-28 (all versions).
Captain of Industry - Captain Zuff
Morning Captains! Zuff here bringing you news about the latest patch v0.4.11 that has just landed to the experimental branch! To check out the experimental branch, follow instructions in Captain's diary #27.

Before we go into all of the changes, we want to give a certain person a shoutout:
A big thanks to McRib!
Some time ago one of our early backers and Discord member, McRib, sent each of us here at MaFi Games personalized COI Mugs with a heartfelt note and some treats. As we all rely on coffee/tea to function day to day so these will be used frequently! We appreciate you, McRib, and all that you do for the community! Thank you!



Patch v0.4.11
We are currently focusing on fixing all reported bugs and issues that prevent a smooth playthrough. Before we start working on larger new features, we want to make sure that the current game is bug-free. This results in more frequent smaller patches such as the one today since we don’t want to delay important fixes by implementation of new features. We also have some more performance improvements in works but they will likely be available in the next patch.

Full patch notes can be found at the bottom as always.

Unlocked buildings are now highlighted before used for the first time
Know what you’ve unlocked or haven’t used through the new highlight system! Each building/transport that has not been selected will have a yellow dot in the upper right corner.


Auto-returning ship
It is often the case that once the main ship has no more fuel for exploration, the only reasonable action is to return home. But it has to be done manually. To avoid this micro-management we’ve added a new toggle (on, by default) that will send your ship back to the dock if it has no further options for exploration or movement on the map.


Gas rotary kiln changed to output CO2 instead of exhaust
The Gas Rotary Kiln now outputs CO2 instead of your standard Exhaust. This was an oversight when making the advanced recipes as they were not intended to need exhaust cleaning or provide sulfur by-product. This may require changes across your factories so please adjust accordingly!


Cargo ship changes
Doubled cargo ship capacity and increased cargo throughput
We have double the amount of product a cargo ship can contain while also increasing the throughput when unloading at dock. With this, we’ve also doubled the amount of diesel consumed and increased the world mines’ buffer capacity to accommodate. Larger ships are more fuel efficient.
Reduce ship speed & save fuel
Sometimes, ships deliver cargo too fast and the ship is just waiting to unload in the dock. Turns out that in real life, if you are not in a hurry, slowing down can save a significant amount of fuel. This is why we have added a new toggle that reduces ship speed to 50% but also reduces fuel consumption by 30%. This is a great way to reduce diesel consumption for lower priority routes that do not require quicker delivery.


Contract balancing
Many of you gave us feedback that making a self-sustaining colony in the late-game phases is quite challenging due to the way how contracts are designed. We agree that the contracts needed some work so this patch is rebalancing contracts. The most significant changes are:
Added new contract: consumer electronics -> quartz

Increased profit on copper, iron and quartz contracts
Increased profit on contracts selling coal and vehicle parts 2
You can also see other changes in the screenshot below.

If you have further feedback regarding the changes, please let us know!

Better explanation of nuclear plant fuel rod consumption
New UI changes make it easier to understand how nuclear plants consume fuel rods. We saw a lot of players confused on why their plants were consuming multiple rods without starting since we didn’t explain that 16 rods were required before the reactor would even start. This is now shown in the tooltip that breaks down the information to make it easier to understand.


Prevention of digging through your retaining walls
We’ve heard reports from players who were experiencing excavators digging though and behind retaining walls, rendering them useless in some situations.

A post by reddit user u/clarkinum titled “Why excavators digs through the retaining walls? I build those walls before digging only the right side but land kind of slides anyway”.

To prevent this from happening, mining/dumping designations now cannot be placed on tiles that contain retaining walls and vice-versa. This should help avoid excavators and trucks messing up your neatly placed mine walls! We’ve added a console command
toggle_terrain_designations_over_entities
for power users who wish to disable this restriction.

Designations cannot be placed on retaining walls.


An alert message will appear if trying to place a wall over a previously designated zone and you will not be able to place the wall there

A late fan-art entry
Discord user bluetanuki999 submitted this lovely piece a bit late but we still feel it’s worth a share:

Abyss by BlueTanuki999

v0.4.11 Patch Notes
v0.4.11 New Features * Unlocked buildings are now highlighted in menus until they are selected for the first time. * Added an option to auto-return the main ship after exploration when there are no more reachable locations to explore. * Added a new edict that reduces ship fuel consumption by 10%. * Added an option to make ships 50% slower to save 30% of fuel per trip. Cargo ships and contracts balancing * Increased cargo ship capacity by 2x, fuel consumption by almost 2x. World mines buffers were also increased to accommodate. * Larger cargo ships are now more fuel efficient per trip. * Decreased total travel duration of cargo ships from 3.3 to 3 months. * Increased cargo depot modules unloading speed, the highest tier now unloads the ship in just one month. * Increased profit on copper, iron and quartz contracts. * Increased profit on contracts selling coal and vehicle parts 2. * Added new contract: consumer electronics -> quartz. Other balancing * IMPORTANT: Gas rotary kiln changed to return CO2 instead of Exhaust. * Reduced coal consumption of the silicon recipe in the Arc furnace II by 50%. * Reduced computing consumption of Arc furnace II from 6 to 4. * Increased the throughput of Chemical plant for graphite production from CO2 by 2x. * Reduced transports building duration by 80%. Other fixes and improvements * Retaining walls are no longer buildable on terrain designations and vice versa. This should prevent issues with mining/dumping over the walls. A new console command `toggle_terrain_designations_over_entities` can revert this change for power users. * Renamed "Liquid nitrogen" to "Nitrogen tank" as it is a unit product. * Fixed UI that was not clickable in some cases in windowed mode. * Transport snapping is always enabled when no transport is selected. This allows snapping to ports and other transports when starting transport construction. * Fixed that entities with reserved ocean area such as ocean pump/dump could block ship access of the cargo depot/shipyard indefinitely. * Fixed the "Recover ocean access" action. Note that all ocean areas will be recomputed after loading this game version which may cause entities being newly blocked or unblocked. * Improved ocean area recovery action that now shows what is blocking the ocean area if the recovery fails. * Fixed vehicle dust particles that were not emitted properly in some circumstances. * Increased vehicle dust particles visibility distance and optimized their rendering. * Fixed buffers clearing to only clear buffers of unassigned recipes that are not used by any assigned recipe. * Toggling of planning mode no longer cancels the current building session (e.g. cut & paste). * Fixed that toggling prod. level on world mine did not reduce workers when it had full buffer * Fixed a rare case where a settlement transformer would not work for settlements with low population. * Fixed internal buffers in the Maintenance depot that could accumulate large amounts of maintenance. * Fixed a rare issue with terrain data serialization that could lead to corrupted save files. * Fixed incorrect shortcuts shown when insta-copying transports. * Partial execution for recipes was changed to kick in only when no other recipe can be satisfied fully. * Added UI showing the state of supply of fuel rods in the nuclear reactor. * Improved error tooltips and other places for colorblind accessibility. * Excavators no longer forcibly turn on their lights during game pause. * Updated translations, thanks to everyone who is contributing!
Rosewater - ASHGAMES
Event Information
We're part of the ASH GAMES Sale 2022 Event from August 24 - August 31. We'll run multiple events and announce them here. Apologies if you see several announcements.

Dev Insights and Commentary
Join developer Francisco Gonzalez and publisher Volker Ritzhaupt as they discuss the development of the game, demonstrating concept art, animation tests, and other behind-the-scenes content. Followed by a playthrough of the demo.

About Rosewater
Rosewater is a thrilling Western adventure set in an alternate 19th century. Harley Leger and her ragtag posse embark on a harrowing journey across Western Vespuccia, encountering bandits, rebels, visionaries, eccentrics, and many more friends and foes on their quest for fame and riches.

Join us on the store page to watch the stream https://store.steampowered.com/app/1226670/Rosewater/
Mist Survival - Dimension 32 Entertainment
0.5.1.3.4 hot fix

Bug Fix

  • Shift + Click Dupplicate item
  • Wooden Wall B Collision (Ivisible collision)
  • Get hurt, die while driving or getting out of the car
  • Meat not cook If charcoal slots are full.
  • Chairs Collision blocked, can't pickup item (in town)
  • Recycle bin drop electronic parts when destroyed.
  • Garage Collision
  • Garage texture
  • Water tower doesn't save the amount of water
  • The bucket disappeared when climbing the ladders.
  • Plants floated and didn't follow the table when moving.

Optimize

**Performance fix #4 will come in the next patch**

  • Reduce texture size (The project size is now ~25gb)

Progress update

Task that im working on
  • ** Still fixing the bugs from player reported.
  • Bandit refactor
  • Preparing landscape for new zone (Survivors Camp)
  • Fixing pet bugs and replacing new bones. (including new animations)

* Because I started fixing and rafactoring NPC, So survivor camp will be added before the housing estate.
* I marked that camp location in the picture below, please dont build your base there.

















Aug 25, 2022
Red Matter 2 - VerticalRobot
-Tuned physics behavior of the gun to improve aim
-Fixed rare bug where player was being spawned underground
-Fixed audio being lost with SteamVR if the window was out of focus
-Fixed minor bugs and collisions
Aug 25, 2022
MAGITERRA - flamacore
We're finally live on Steam with a hefty 20% release discount! Catch it while you can :)

Since this is an early access game, we're going to be constantly updating it for a good while so expect quick updates, hotfixes and major content on the way!

Huge, huuuuuuge thanks to all those who have supported us through development either by direct hands on support or just playing the game and giving feedback. Kudos to you all!



There only a few minor issues for the current version known but an update in the coming 1-2 days will fix almost all of them. Go play!
Hubris - Cyborn
We uploaded a brand new trailer, go check it out! Stay tuned for the release of the game later this year.

https://www.youtube.com/watch?v=NM_Es5v0QRk

hop on our Discord to tell us what you think of it!
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