I've been working away on a new update and here it is - Build 0.352. This build brings in a bunch of bug fixes, and also addresses some issues with the procedural generation of outposts or spaceships. Read on to find out more!
Proc gen interiors
I've been reading your feedback, either from the in game submissions, or in discord, and one of the things cropping up was some anomalies with some mining outpost interiors.
This could result in either invisible walls or the player clipping through walls and getting stuck. In the course of fixing this, I also found that mines and ships could actually change layout between save/load cycles. This could rarely mean a body in a mine could, on reload, be in a room that no longer existed. Not so fair! This has now been addressed.
Please be aware that these changes need a sector jump to fully kick in - existing mines or ships could show some quirks, such as floating rocks or crates until your first jump. This is due to the way the legacy generation system placed these structures.
General fixes
I've also been working on various miscellaneous bug fixes, in my quest to get the game as stable as I can. Following that I'll be starting to focus on new things - so do watch this space.
If you have anything you want to see in the game, or any issues, hit F1 in game to file it, or drop by Discord to discuss it with me.
If you do, you can also join the beta branch, where you can help test the latest fixes and changes. For example all of the changes in this build have been running in the beta branch for a while. The more people who can help test there, the faster and better the development process is. It's also a good way to fast track any suggestion or bug you want me to look at!
If you have a bug
If you have a bug, keep in mind the game keeps a history of the last hour of autosaves, and the last 5 manual saves in addition. Hit F1 to file it in game, and if you have save game to show the issue, submit it via the https://forms.gle/G4MwGu2wuAjQPfQbA.
Thank you!
It's been an exciting and busy first month and a week since we hit Early Access. I didn't know exactly what to expect, but I wanted to say thanks to everyone who has been giving us feedback and also for those nice messages of support I sometimes see from the in game form. And thanks also to those who took the time to drop a positive review on Steam - this really helps and it's super appreciated.
See you soon!
Al.
Build 0.352
-Camera mouse look will not lock up when entering then rapidly exiting gravity well.
-Can now build staircases on space rig floors
-Items are shrunk on conveyor pads more, to prevent catching on corners
-If you alt-tab while down thrusting, it should correctly reset when you regain focus, and not sometimes stay locked on without pressing it, which was causing the continual unwanted down thrust glitch.
-Beds will function under solar cubes and socket cubes as well as roofs and base cubes.
-Space Rig doors not audible everywhere.
-Removed water gun charge from loot boxes.
-Amount of ammo clip numbers in hotbar will update if used while shooting.
-Corrected Detector model to match icon.
-Corrected solar panel 2 and 3 power stats on tool tips.
-Grapple will disable if target gone and behave better if you keep holding it when you reach target
-Scavenger body will leave gas giants.
-Doubled Rig thruster fuel duration.
-Turret projectile velocity doubled per turret level increment.
-Mining outpost and spaceship interior procgen has been updated to better use the space available, have more variety and be more correctly deterministic, meaning if you save/load the game it should remain the same layout (jump required to fully refresh existing layouts. You may see floating rocks of crates in existing interiors to due legacy system)
-Prevent occasional invisible wall in mines.
-This should further reduce any risk of a scavenger body being inaccessible after a save/load
-Explosion up set more correctly
-Rock shapes conserved between save/load cycles.
-Add save game notification.
-Dropped seeds when harvesting are instantly pickable, will not go on floor for 4 seconds.
-Sorting inventory does not cause Chemforge or other formerly unstackable items to be lost if you have more than 1 in inventory.
-All machines now have stack limit of 10.
-Correct bug with Drone Pads not moving items.
-Update Fetch and Mining Drone descriptions.
-Mining drones do not tether home to Drone Pads or Atomisers, just player as per new description.
-Drone pads correctly child Space Rig after loading game, so will move with rig, and not stay in space and crash with Rig when piloting.
-Update mining outpost interior sizes.