Staying efficient is one thing, but becoming MORE efficient is the future.
The factory needs to grow, and seeing all that unused factory space above your factory really grinds our gears.
Because you need something to do all the lifting for you.
No more overly complicated, inefficient and messy conveyor belt spirals. Verticality is the new black, so we’ve been working hard on a streamlined, efficient way of transporting goods along the y-axis. They take less space, less effort, and definitely require less overheating from your poor computer.
For your special exploration needs!
The new quartz research and milestone chain will open up a bunch more possibilities concerning exploration, and it requires exactly that to be found. Happy hunting!
Because you literally won’t stop asking for it!
To all of you who figured repurposing the tractor to an all-terrain exploration vehicle was a brilliant idea, well, here’s a better idea! An all-terrain exploration vehicle!
The Explorer is outfitted with cutting edge tire technology that allows it to scale virtually vertical surfaces.
MAP & RADAR TOWER
So you can be more efficient while exploring, and stop losing FICSIT property!
The map will cover the full FICSIT-approved designated zone assigned to you, and will provide an oversight of your immediate surroundings as you explore. If you want to reveal more, that’s where the radar towers come in. Build them high to increase their effective range.
The new pioneering perfume!
The new sulfur research and milestone chain will open up a bunch more equipment possibilities, but we can’t transport it directly to you because of safety reasons. So you’ll have to find it on your own. Happy hunting!
Because sometimes a chainsaw just isn’t enough!
When you’ve got those fumes spewing out into the perfectly blue sky and you just do not care about trees anymore, and it’s weird boulders with cracks in them that are in the way instead? Look no further! Now you can simply blow anything up if it’s in your way. Or simply because you want to. Or because it suits your aesthetic.
Because it’s time for the big guns!
No alien life will survive an encounter with you anymore, not now that you’ve got access to the brand-new actually-intended-to-kill-stuff FICSIT rifle. Cast that inefficient, repurposed engineering tool aside and join the future! Happy hunting!
FULL PATCH NOTES
Patch Notes: Early Access - v0.1.11 - Build 99133
The update with Conveyor Lifts, Sulphur and Quartz is now live on Early Access. For the Sulphur and Quartz research to unlock, you will have to find either and pick them up.
Big thanks to everyone playing the Experimental Build and helping making this update stable! You should be able to continue saves that have been played on the Experimental Build with the Early Access version.
In addition to the new features, the update includes a bunch of bug fixes, balancing changes, quality of life additions and other changes for you all. As usual, you can find the details to all of those in the patch notes below.
Added the Conveyor Lift
Rebuild or build a new factory with Mk.1 - 4 of the vertical Conveyor Belt!
Added the Quartz Research
New Parts and Recipes: Quartz Crystal, Crystal Oscillator
Explorer Vehicle: The vehicle currently best suited for traversal
Ingame Map: Enjoy revealing the game map via exploration and the Radar Tower
Added the Sulfur Research
New Parts and Recipes: Sulphur, Black Powder, Explosives, Ammunition
Nobelisk Detonator: Blow up trees, bushes, rocks, creatures and friends
Rifle Mk.1: An automatic rifle for the purpose of Pioneer safety
Added several new alternate Recipes
Alternate recipes can no longer be hand crafted
Moved all Oil Nodes in the Dune Desert (northeast corner of the map) to the Spire Coast (the coast west of the Dune Desert)
Adjusted purity of Oil Nodes in the Desert Canyons east and west of the Northern Forest
Fabric recipe now requires Biomass instead of Leaves
Fixed the milestone cost of the Alternate Heavy Modular Frame
Clearance adjustments for several buildings to fit more snugly
Splitter and Merger
Smelter, Constructor and Assembler
Miners and Oil Pumps
A few others
Adjusted the cost of the Programmable and Smart Splitter
Adjusted the cost of Caterium Milestones 2 and 3
Added Alien Organs research after Alien Carapace (making it possible to turn Alien Organs into Medicinal Inhalers)
Adjusted the cost of making Medicinal Inhalers (more Mycelia, less Nuts)
Greatly increased the amount of parts around Crash Sites for new games
Reduced Caterium Ore required to make Caterium Ingots from 4 to 3
Reduced the Quickwire cost of Quickwire alternate recipes
Increased Power Pole Mk.2 & 3 connections by 1 and 2 respectively
Increased the parts cost of some Buildings and Equipment
Generators: Fuel Generator, Geothermal Generator
Production Buildings: Manufacturer, Miner Mk.2, Oil Pump, Oil Refinery
Equipment: Xeno Basher, Jetpack, Gas Mask
Tweaked the Rebar Gun damage
Increased the duration that a Gas Mask Filter lasts
Beacons can now be built in the Manufacturer
Power Shards can no longer be used as fuel
Conveyor belts max incline bumped from 30 to 35 degrees
Fixed rounding of power numbers
Some VO message fixes
Fixed that sorting the Inventory when in a building menu making the resource pick-up HUD appear
Fixed that the Vehicle gas throttle isn’t active while standing still (no more spinning tires when standing still)
Fixed playtime showing up wrong in the Load Menu
Fixed some Crash Sites that didn’t have costs / rewards
Fixed a focus issue to enable players to exit a menu via escape after closing an in-menu popup
Fixed that trying to place a Conveyor Belt with a Pole on the seam between two foundations caused a “Floor is too steep” warning (bye bye, sweet meme)
Fixed that changing a sound volume, exiting the options menu and going back to apply resets the audio settings
Fixed a bug with the cost of Conveyor Belts and Power Lines not updating correctly while building
Fixed the Hub upgrade effect to be visible for both client and server
Fixed so the Hub upgrade effect doesn’t trigger when joining as client
Fixed the duplicate mesh in the Hub Biomass Burners
Fixed that the player character and creatures no longer receive projected decals
Fixed the Gas Mask sound not triggering after entering Gas for the first time
Fixed that players can receive duplicate rewards from the Harddrive Research
Fixed that simulated vehicles would consume fuel even when standing still
Fixed the bug where inventory size wasn’t updated until the player opened the inventory
Fixed the outdated Power Pole descriptions
Fixed that messages can now always be skipped via the Enter key (rebinding the chat key changed the skip message key as well before this)
Fixed the Stackable Conveyor Pole not aligning with other Conveyor Connections
Unpossessed Player Characters that are killed or already dead now spawn Death Crates
Generators and Power Poles now show the correct name in their menu (Biomass Burner, Coal Generator, Power Pole Mk.2, etc.)
Stackable Poles can no longer be built within each other
Hopefully fixed a crash related to Power Lines being saved in a bad state
Players don’t move upwards infinitely when flying with the Jetpack and equipping a different body slot equipment anymore
Client players can now sort the inventory in various storages
Removed Compass Icon of locally controlled vehicle
Fixed so that recipes get unlocked if you load a save with prerequisites already met
Fixed an invalid Geyser so players can build the Geothermal Generator on it
QUALITY OF LIFE
Hub parts are now returned to the player on respawn or passed to other players if possible when their death crate is spawned
Implemented additional Hand Slots for Equipment that can be unlocked via Milestones
Resource tooltips now show the recipes that are necessary to make them
Connecting Conveyor Belts with conflicting directions is no longer possible
Reduced download size by approx. 2.5gb
Added a cancel/fail sound for dismantling
Added power connections to the Hub Biomass Burners
Adjusted Hub floor collision so the player can walk onto it without having to jump
Renamed Storage Container Mk.2 to Industrial Storage Container
Added a second input and output to the Industrial Storage Container (previously Storage Container Mk.2)
Updated the visuals of Splitters & Merger
Adjusted alignements of Inputs/Outputs on Foundry, Coal Generator, Fuel Generator, Oil Refinery, Constructor, Smelter and Assembler
Re-aligned Foundry and Smelters inputs to allow for tighter connections
Updated the Truck description
Updated the Vehicle Recording point visuals
Added a new Cable mesh and texture
Overhauled the compass icons and functionality
Added a set of reticules for the Colour Gun
Updated several UI elements to scale better with localised text
Updated the Milestone message so that longer milestone names fit
Updated the Jetpack HUD box to include a fuel counter
Changed production time text in recipes to be more intuitive
Adjusted culling distance on Crash Site meshes
Fixed some culling distance problems
Added sprite last LODs for some assets
Optimised the Willowtree asset (used primarily in Northern Forest)
Some texture optimisations
Reduced distance field distance and the trace distance
Adjusted settings on a bunch of assets to save on performance (Disabled Lightmap UVs, reversed index buffer and ADJ buffer)
Updated LOD settings, reduced triangle count and improved LOD timings on the Gas Pillars
Updated LODs and improved reduction parameters on several resources
A bunch of more LOD adjustments on many different assets
Disabled ladders ticking on start-up
Adjusted and fixed gameplay and resource nodes in several locations
Northern Forest Limestone location
Red Jungle pathway fixes
Terrain fixes in Western Dune Forest
Lake Forest jump, path and gameplay fixes
Connection tunnel between Grassfields and Rocky Desert
Landscape and visual adjustments in several locations
Rocky Desert, Northern Forest, Desert Canyons, Dune Desert, Titan Forest, Red Bamboo Fields
Did a pass over a bunch of foliage interactions (destructible by Vehicles & Chainsaw, pickupable, etc.)
Changed the mesh of a small bush used primarily in Grassfields
Improved cliff textures and material
Boosted the emissive effect on large shell cliffs (primarily used in the Blue Crater)
Placed better Gas perimeter indications in several map locations (Gas areas around the map should be easier to see now)
Made the Yellow Power Slug more… yellow.
Hogs now have a cooldown on their stagger
Made the Alpha Hog more aggressive
Made a small fix to the Hog panic state
Stingers (spider-like creature) now drop Alien Organs
Added LODs for the Stinger
Expanded the amount of resources Lizard Doggo can find
Added new sounds to the Space Giraffe/Tick/Whale/Penguin
Added Tiers of research Milestones into the unlock dialogues
Patch Notes: Early Access - v0.1.12 - Build 99303
Players now get removed from the compass and map when they disconnect from the game
Fixed the 8x2 Ramp mesh so they don’t miss their bottom side anymore
Fixed the Explorer and Nobelisk sound bugs
Players can now build Conveyor Belts between very tightly built Inputs and Outputs
Fixed a crash related to garbage collection
Fixed a crash related to mixing different Fuel types on the same Generator
Players get the item pick-up notification again after they have used a Vehicle
Patch Notes: Early Access - v0.1.13 - Build 99427
Fixed a crash that occurred for joining clients that disconnected while in a vehicle