The team is just starting to get back on track after a few slow weeks at far below full-strength, but we hope you enjoy all the new stuff we've got in store for you! From the next phase in Scenario development, to some new toys and extended modding support:
Portable Hydroponics
A new early-game option for growing that first critical crop of food is the Portable Hydroponics tray. It has been added to your starting equipment and comes pre-loaded with a small canister of water to get you started. It'll still be up to you to provide it with a suitable growing atmosphere and source of sunlight, however.
Escape From Mars
The Escape From Mars scenario has been pulled off the workshop and integrated into the base game, but is still definitely in an early version. After a few more people have had a chance to play through it and give us their feedback we'll do some balancing, but the last few pieces of the puzzle are in now and the entire scenario can be completed without creative mode. BE WARNED - it is definitely a challenge. You'll have a far more limited set of starting supplies, and will need to be able to use a furnace to create some of the late-game alloys and a large quantity of mixed fuel in order to complete all the objectives. You'll find a guide tablet near your starting location that can offer some additional tips relevant to the stage you're on, and can save your progress and return to it later.
Klaxton / Loudspeaker
Flashing lights not quite grabbing your attention when your batteries are running low? Grab an ItemKitSpeaker from the Electronics Printer and use logic or your screwdriver to choose from one of 6 alarm sounds and 3 music tracks to assault the eardrums of your bases inhabitants.
Hardsuit Jetpack/Backpack
We've added two new backpack variants to go with the new suit added last month. One is just a newer version of the existing jetpack with slightly more storage. The bigger change is you can now opt to go without the jetpack functionality in favor of even more storage, especially useful if you're just running around your base.
Modding Data Expansion
In our ongoing efforts to improve modders ability to customize the game, we've exposed many new values to XML. This covers a broad range of item values from food stats, to battery capacities etc. This system will ultimately be used to balance large portions of the game, as many of these values are configurable to devs but previously not to everyone else - from item mass, to combustion temperatures, flammability and burn-time and much, much more. The example mod archive included with the game has been updated to demonstrate how to use these tools, but expect more information to come in the near future as more values are exposed.
Version 0.1.1603.7531
- Added Escape From Mars scenario to base game, but still requires a lot of balance and currently will be very difficult to complete. If you do try it out, drop by Discord and let us know what you think!
- Added Speakers can now be linked to Airlock Controllers. When a speaker is linked to the airlock controller, it will be turned on and off in the same way as lights are - when the airlock is processing all Speakers will be turned on.
- Added Speaker (Klaxton). Has six alarm sounds and three basic music tracks. Set the different tracks using Mode, turn on and off with external tool. Can set volume either via logic, or via a screw on the speaker itself. Constructable from a Speaker Kit, which you can build on the Electronics Printer.
- Added Hardsuit Jetpack. Has increased capacity (forteen slots) as well as full jetpack functionality and increased environmental protection for contents. Constructable from the Tool Manufactory.
- Added Hardsuit Backpack. This has more slots, but no jetpack capability. Constructable from the Tool Manufactory. Useful where you want more storage space but don't require jetpack.
- Added first pass of setting prefab attributes through modding. There is now a new XML type "ThingModData" which is a list inside "ThingMods" in GameData. This allows you to overwrite prefab values that were previously hardcoded in the prefabs. So far, variables on Thing, DynamicThing, Item, Food, GasCanister, and BatteryCell have been exposed. An example mod is included in the game folder (StreamingAssets\AttributesExampleMod.zip), as well as on the workshop (don't run while playing the game, it makes eggs unusable in recipes). Note that over time more and more attributes will be exposed, allowing you to mod more and more of the game.
- Added Portable Hydroponics. A dynamic item that contains four planting slots, and a gas canister slot. Provided as part of the starting supplies, and also constructable from a kit produced from Pipe Bender. Allows growing plants in a dynamic object that can be carried around. Still requires sunlight. Can be wrenched onto a connector.
- Added recipes for Mushroom, Pumpkin and Rice to the Organics Printer.
- Added recipe for mothership core to Electronics Printer with some very temporary ingredients. This is largely to support the Mars scenario that is still being tested.
- Added OnMothershipCreatedEvent to scenario authoring to support tasks to create new mothership cores.
- Fixed Setting volume via logic is no longer clamped between 0.1 and 1. Now uses 1-100.
- Fixed error message when trying to set Klaxon volume outside the main thread (ie. via logic).
- Fixed Air Conditioner screen not turning on when loading a save. [Thanks Risu]
- Fixed Guide Tablet now resets to page 1 when you progress to a new mission stage.
- Fixed incorrect paths when loading scenarios from base game data vs from mods.
- Reduced amount of water that spawns with a Water Canister.
- Fixed mining drill being audible at far beyond it's intended sound range.
- Fixed Batteries having their power stored value being set to NaN and rendering the battery non functional.
- Fixed collision damage not taking angle into account. You should no longer receive damage if sliding down a slope.
- Reverted some changes intended to increase performance that may have been causing issues (exploding canisters)
- Fixed some scenario objects not being cleaned up properly preventing you from completing objectives if you restarted a scenario without relaunching the game.
- Fixed bug with Scenarios looking to the wrong file path for the starting condition definitions XML file.
- Refactored mineables pool. Modest reduction in garbage collection.
- Fixed Save/Loading of Scenarios so that they properly restore stage and objective states.
- Fixed wrong rice texture was used. Resulted in green rice and weird plant textures. Now correct texture used so rice is white.
- Fixed Using the Type mode on OnConstructedEvent now checks for a subclass match not an exact class match.
- Fixed ThingExceedAltitudeEvent now selects the first mothership it finds when the mission task is created. Means this task trigger will have to be on a subsequent stage after any mothership creation one or it won't work correctly until save/load.
- Fixed TaskDisplays list on Custom Missions is now correctly cleared at the end of a stage.
- Fixed Mothership cores being placed at world origin instead of correctly on the mothership grid due to the mothership having its grid set back to the world grid by occlusion manager.
- Fixed ability to interact with empty slots on Hydroponics Station and Portable Hydroponics even when holding nothing.
- Fixed A bug in which cycling through some options while on mothership grid would cause incorrect orientation of the object.
- Updated Localizations for French, Italian, Simplified and Traditional Chinese, Spanish and Suomi. As always, a big thanks for the active members in the #localization channel contributing to the translation effort.