Different days can provide wildly inconsistent amounts of work. Some days I can get half a dozen new machines in. Other days, I can spend looking at one line of code and end up achiving nothing. This month has been one of the latter months; after the end-to-end playthrough that took about a month for P20, this month has been a consolidation of all the new things. And just a couple of shiny toys for everyone. The handbook has also received a ton of love - if there's any entries for non-obvious machines missing, please let me know!
TL;DR
- Launch the Railgun to unlock the GPS (Adventures Pack)
- Use Hive Brains to craft Hive Agitators to get more Resin. (Adventures Pack)
- Use AntiGrav-tubes to move vertically without risk of dying.
- Colour-coded Freight Tracks (Adventures Pack)
- Advanced Teleporters! (Adventures Pack)
- Context Help overhaul
- Massive performance improvements to threaded work.
- Added a 14-page handbook entry, covering the complete game, from your first steps until the RailGun. Feedback wanted!
The Adventures Pack is planned for release in P23 next month; my work until then will pretty much be polishing and fixing issues with that, as opposed to adding anything new.
Performance
- Altered HBAO to be dynamic based on framerate; this should heavily improve framerate for 1440p and 4k users.
- Fixed a performance issue on Fabulous and above when many Airlocks were nearby.
- Performance improvements to animated plants
- Performance improvement to ConstructoBots when not visible.
- Fixed Instancing on a large number of plants
- Fixed a potential issue where plants clearing themselves up would massively overload the Build Orders.
- Tunnel Nukers will now delay and re-try explosions on successive frames as opposed to locking the mob thread up.
- Item simulation has been spread out over a number of ticks, and should use approximately 500% less CPU time.
- Significant memory and performance improvements disk queuing. This should alleviate a number of microstuttering bugs, as well as improve worst-case memory usage.
- Fixed an issue where exiting the game shortly after running around in a new world could cause a long exit queue time.
- Plants now smartly request segment saves, as opposed to forcing save too often
- Tunnel Nukers should now try a little harder to pre-page their segment
- Tracking of orphaned Build Orders and executed Build Orders
- Made ArchiveManagement Lock a non-blocking call, meaning no long gaps where SegmentRequests can't be serviced. TL;DR, a queue is much smaller than it used to be.
- Optimisation of Shifting and Population, reducing the worst-case scenario from ~180,000ms down to 80ms. This is not a typo.
- Teleporting should be virtually instant for single-players now
- Complete rework and new caching system for the GetSegment code; this is an exceptionally risky change, but should provide enormous performance benefits.
- Fixed performance issue with Electric Lights when inside rooms
- Reduced Good from 10 segment draw distance to 8 segment draw distance, to see if any issues from this thread are resolved : https://steamcommunity.com/app/254200/discussions/0/1760230157503109103/?ctp=3
Quality of Life
- Added ToneMapping and EyeAdaptation. I don't like the look, so it's disabled by default. When Bloom is off, this turns on, adding to the 'low contrast' look. Simply type
enter /detail bloom enter enter
- Medbay now ticks longer, to avoid any timing hiccups on busy worlds
- Heists now attempt to inject power boosters and ampules to the player's suit inventory first if slots are free
- Heists now have a configurable limit for injection so you can prevent them from injecting beyond a defined inventory quantity - enables stocking you with a handful of the essentials when you pass by
- Tweak to heists to support all suit items for all your clumsy suit replacement needs :D
- Repeat button should now work again on the Manufacturing Plant
- Paintable variants of blocks should now be placeable if the base block is craftable.
- Blueprints requiring DLC packs will now be colour-coded in the Manufacturing Plant.
- Researched/Available counts on the Progression screen are now actually correct.
- Removed a large number of archaic Console commands, meaning that the help is readable again
Fixes
- Altered HBAO system so color-bleeding is modulated by depth. TL;DR you won't see weird glowing blocks within the fog.
- Fog distance is now much more dependent on detail and bake amount, giving a significant draw advantage to higher detail settings.
- CC plants rendering improved
- Fixed GPS readout
- GPS now goes offline if the CPH is destroyed on Important CPH mode.
- Fixed CCCCC rendering
- Fixed Toxic plant rendering
- Fixed animated plants in CC
- Advanced Teleporter should now work correctly networked (TY MadVandal)
- Fixed TryExtract to stop taking additional items after it has one and it's an ItemSingle (Ty Pacasa)
- RecalculateAvailableStackHeight(bool periodicCheck) modified to allow clients to visually update when periodicCheck is true.
New things!
- Added Techno Anti-Gravity Lift for Frozen Factory Owners
- Added Rainbow Anti-Gravity Lift for Dapper owners
- Added Predator Anti-Gravity Lift for Adventure Pack owners
- Added Basic and Regular Corner Conveyors
- Added Basic and Regular Conveyor Crafters!
- Added Hive Agitators - build within 32m of a Hive and feed with power to cause the nearest hivemind to grow. (Adventures Pack only)
- Added MK4 turret as a multi-block upgrade from MK3s, using Purple (Boss/Perfect) eyes and some Alloyed Blocks. Yes, the turret from the trailer has been redone, made to work, and been made public. Sorry it took so long.
Handbook
- An enormous amount of translation and handbook work from Zebra + co.
- Updated Mass Storage Controller and CryoSpawner handbook entries.
- Updated Energy Grommet handbook entry.
- Added full handbook entries and guides for all 7 of the Mass Storage machines.
- Loads of Handbook entries added and updated. Too many to list. Did I miss one?
- Added Tools handbook entry, explaining all of the tools. This was submitted by a community member, but I haven't got a note as to who! Thank you, mysterious stranger.
- Updated a number of handbook entries for clarity.
- Ensures the machine 'hint' was displayed in the crafting interface
- Updated a large number of machine's descriptions and hints.
- Handbook fixes to AmpuleCrafters, Attack Scanners and Base Scanners
- Welcome and First Night Handbook entries no longer display after 200 Base Rating.
- Added context-sensitive subtitle to Handbook entries
- Research Panel no longer always inserts itself as the Selected Machine in the Contextual Help Handler
- Fixed an issue with the Contextual Help handler, due to the Translation team renamingUnknown_Materials to unknown materials.
- Removed the unnecessary numbers from the short 'Contextual Help' page list.
Fixes
- Dust in rooms will no longer be present if the room is correctly filtered.
- Fixed all NonHelp console commands (so /coords works again!)
- Macerator no longer incorrectly lists power
- MagmaBore correctly displays power needs
- Fixed invisible StockPort on initial build
- Fixed AutoUpgrader with down slopes/corners
- Resolved log spam due to error with slopes on delete
- Fix to UI redraw spam for freight cart stations.
- Fixes display of stacks of >1 million
- Fixes cube stacks max stack size not being obeyed in Hardcore Inventory
.
- Fixed an issue with Advanced Teleporters when a network client.
- CargoLifts that attempt to spawn into overloaded segments will now fail gracefully and try again.
- Added QueueLength readout to the Server Monitor - if this is regularly at or over 200, your machine is beginning to struggle to keep up.
- Implemented a Fix where MSIO ports were causing an exception when non-stackable items were used.
- Fixed MSIO issue with ItemSingles
- Railgun is now marked as part of the Adventures Pack.
- Verified issues with CryoSleeping with no issues
- Melters will re-awaken fluid even if it can't move.
- Alloyed Assemblers are no longer part of Frozen Factory DLC (oops)
- Researching an Unknown Material will now correctly display the information about researching it again.
- Advanced Teleporters now available to Adventures Pack/Patreons - they do not work Networked currently, tho single-player should be just fine.
- Added RailGun stat tracking
- Fixed Scrap Track Junction rendering
- Fixed a hopper exploit
- Player will no longer be sent to look for Biomass once they have a Geothermal Plant.
- Crystal and Lithium 'search' missions no longer trigger once you have Solar Panels
- ARTHER PTG and Biomass 'comments' are also predicated appropriately.
- Fixed Tutorial message sizes
- Removed Copper Wire cost from Slopes, meaning a direct conversion is now available from regular Straights.
Freight Carts
[*]Hooked up auto track colorer to the track pieces in the scene
[*]Adds the color lighting update code for non-entity track pieces
[*]Added ILightingDataUserInterface - this interface is attached to GOs to receive network lighting data updates
[*]Added LightingDataOrderManager to pass the lighting updates to GOs on the unity thread
[*]Added TrackAutoColor - a script that uses this interface to receive lighting updates for track color updates
[*]Deleting cubes now check if they are tracks and queues a scan of the local track to determine if a freight connection was broken and will automatically trigger a grid reset
[*]Added more verbose logging in FreightCartMob for some mystery errors recently reported to try to track down the source
[*]Adds an error state for FreightCarts for when they can't find a place to offload excess (primarily to sync clients)
[*]Adds necessary networking to support transmission of lighting data updates to clients
[*]Adds AP DLC check and added tag for crafted items
[*]Adds one way track to the AP DLC cube build check as they're of no use to players without the DLC (hidden to avoid confusion)
[*]Adds depots and their cart contents to the freight system monitor grid display
[*]Carts now tell depots if they can't navigate to them so they can tell the player there's something wrong
[*]Blast furnaces no longer hint that they can connect to mass storage (they cant!)
[*]Stations now only error for grids of 2 nodes (3 is minimum valid)
[*]Junctions color by grid ID
[*]Passes the entrydirection through to TrackPiece on create to cache for easy iteration