Take On Mars

Take On Mars Take On Mars attains Power Update

Version
Take On Mars attains Power Update
Version Date
Oct. 2, 2015
Links

Patch Notes

Take On Mars attains Power Update

Hello everyone!

To reinforce the Early Access astronauts on Mars, we just released the Power Update for Take On Mars. The highlight of the new Power Up update is the addition of power simulation (electricity) to the game. That means you can produce solar arrays to generate power, and build a functional electric grid to power up machinery and buildings.

Machinery, such as the drilling rig, and buildings can be connected to the electric grid via a newly added cable spool, which holds up to 50m worth of cables. These cables can be connected to special wall panels that contain power sockets and/or the power connection points on equipment. The cables are also physically simulated, meaning you can print a spool of 5 cables, and then unwind them from the spool, and physically drag them across the floor, connecting the ends.

Besides that, there have been many, many fixes and improvements. We sincerely hope you all enjoy the new content, and look forward to your feedback!

Kind and sincere regards,

Martin Melicharek
Project Lead


The new power simulation feature is further demonstrated in a brand new Take On Mars teaser trailer:
https://youtu.be/OKIRLslM2Po

Change log:
1st October 2015 - Implemented multiplayer synchronization of building block groups - Fixed multiplayer save game issue where it saved less data than it should have DEV BRANCH UPDATE 1st October 2015 1st October 2015 - Implemented power simulation, machines now subtract power from power sources and all have displays indicating power/load - Implemented machines not functioning without power (except for 3D Printer for now) 29th September 2015 - Added a cable spool, holds up to 50m worth of cable - Implemented winding of cables onto the cable spool if there is room 28th September 2015 - Fixed issue where seats/beds could no longer be highlighted - Fixed issue where 3D GUIs could not be clicked with mouse cursor enabled - Fixed an occasional issue that occurred when respawning in multiplayer, related to character IDs - Fixed issue where if clients opened inventory it would enable cursor on server DEV BRANCH UPDATE 25th September 2015 25th September 2015 - Added wall panel (old style base) with power sockets for both in and out - Improved planet appearance in Mars Orbit, Earth Orbit, and Deimos locations - Supply modules now spawnable on ground without heatshield part 23rd September 2015 - Added Communications Array, functionality still WIP - Implemented multiplayer support for power cable plugging/unplugging 22nd September 2015 - Fixed issue where when mantling and holding tool out, it froze the animation - Fixed issue with over-the-shoulder 3rd person camera where it did not highlight objects correctly - Fixed minor issue where is your cursor was on a 3D GUI and you had the main menu shown it still interacted with the gui - Implemented hose nozzle movement animation for the Topsoil Extractor - Added input power connection points to the Topsoil Extractor - Added input power connection points to the Materials Refinery 21st September 2015 - Added compass to player's helmet for better navigation - Added input power connection points to the Atmospheric Processor 20th September 2015 - Improved wind simulation, now using more realistic calculation, taking exposed object surface area into account - Added placeable Solar Array with output power connection points - Added input power connection points to the Drilling Rig 18th September 2015 - Added power cables as ragdolls that can snap end to end - Optimized base GameEntity class, removed many unnecessary variables, overall improving memory usage and save file size 17th September 2015 - Barrels can now be placed purely based on distance and without construction tool - Pop-tent can now be placed without construction tool 10th September 2015 - Added WIP water impact and underwater effects - Added triggers triggering only when the mission is started - Improved light shadows, no longer jagged - Improved mantling, now relative to head height - Tweaked conditions for going into ragdoll 9th September 2015 - Added a pause button to the in-game editor, which allows pausing of the in progress mission - Fixed issue with object highlighting where objects that were just out of range could still be highlighted, but not grabbed - Fixed issue where building block custom grid snap size did not save in singleplayer - Fixed several issues with hosting on LAN