- HUD: changed server->client probabilistic communication to a hash-based function instead of random, to reduce network jitter
- HUD: fixed crash when passing no arguments to transmit function
- HUD: Added shared value avatar_sensor_altitude_absolute
- HUD: Added Help menu with link to documentation
- Added ipc() function to retrieve current cycle instructions
- Fixed console disappearing when collapsing the IDE
We are excited to announce a new feature!
Customizable HUDs
HUDs allow you to design your own graphical interfaces directly on your client to display information, tools, and more using XenonCode!
What can they be used for?
They can display data such as your current speed, the status of your resources, or the contents of your inventory. You could also use them to create interactive tools, such as a control panel to activate systems or retrieve data remotely via a beacon... The possibilities are vast, it's up to you to explore!
Technical Information about HUDs:
- HUDs are completely client-side, meaning they are personal and only visible to you.
- They are not tied to any specific server/world and remain available anywhere, anytime.
- They can act as a beacon or receive data from a beacon.
Example usage:
Targeting:
Movable Menu:
Manual Drawing:
*These examples are not "ready-to-use" features but the result of our imagination coded in XenonCode. Full changelog:
- Implemented client-side HUD system and player beacon
- Added ability to snap cables on the interior faces by holding X (for easy cable management inside blocks without using drone mode)
- Added ability to reference a screen in a `click` entry point in XenonCode
- Zoom in the IDE using ctrl(+/-) on the numeric keypad
- Improved give command: partial, case-insensitive matching
- Multiline support while copying chat lines with mouse click
- Added ability to delete world from launcher
- Added ability to resize console in the IDE
- XenonCode: fixed array insert with index 0 on empty array
- Fixed issue with latest Steam client on Linux
- Added Searchbar in the Blueprints menu
- Improved server side performance Numpad/Keypad/Ownerpad
- XenonCode: allow use of device functions within function args in global scope var assignment
- Fixed SabatierReactor not working through fluid junction
- Fixed container craft recipe
Today, we are pleased to introduce two new components to enrich your creations: the Sabatier reactor and the keyboard.
The Sabatier Reactor
The Sabatier reactor is your new ally for producing methane from carbon dioxide and hydrogen, perfect for fueling your rockets. Its operation is simple: supply it with hydrogen and energy, and you're good to go! But where does it get the carbon dioxide? The reactor extracts it directly from the ambient air! So, you can install it almost anywhere except underwater or in space!
The Keyboard
The keyboard allows you to interact with other components just like the current Numpad, but by sending alphanumeric character strings.
Full changelog:
- Added avatar roll input bindings used for drone mode (instead of using existing vehicle bindings)
- Added minimum/maximum inputs to PID node
- Added advanced server profiler system
- Added Keyboard component
- Added SabatierReactor component (produce CH4 from H2 source and environment CO2)
- XenonCode: bugfix substring(0,0) was not emptying the string
- Reduced UDP network bandwidth for inactive lights, ailerons, wheels and propellers
- Quick fix pivots/hinges causing high server load (preventing builds to go into resting)
Today, we have a special update, simple in appearance but more complex in its consequences. As indicated in the log below, there is a BREAKING CHANGE in XenonCode, which will no longer allow invalid characters, missing closing parentheses, etc... Compilation errors will also be more precise. With this update, many workshop items will no longer work when a player spawns them in their solo/multiplayer game, as it will cause an error on their computer. Thats why we kindly ask you, if possible, to check your blueprints and update them. We thank you very much in advance for this! Changelog:
- XenonCode: Handle invalid characters (BREAKING CHANGE)
- Fixed long cables visual glitches and increased flexible cable max number of segments
- Tweaked Buzzer distance attenuation curve and audible threshold
- Electrolyser will now go to sleep (0.1 % consumption of power and H2O) when output H2/O2 doesnt accept anymore fluids
- Fixed dashboard screens server-side performance issue (CPU and Networking)
- Fixed Pivot/Hinge preventing the build to go into resting state
- Fixed XenonCode Shutdown entry point causing server crash when causing a runtime error
- NavInstrument: Added new input to set mode from code
- XenonCode Editor: Added options menu with opacity setting
- Added Volume sliders for adjusting the audio level of different sound types (entities, interface, environment)
- Buzzer now takes into account Master Volume (as well as entities volume)
- Bugfix Multi-Router network was not properly propagating data in circumstances of high complexity
- XenonCode: file includes are now case insensitive on Linux servers
- Improved help chat command
- Fixed ItemConveyor missing info with GetInfo (V)
- Admin Privileges now have full rights on protected builds
- PID node can now be used from multiple included files
- Potential fix for weird crashes while editing a large xenoncode file or spawning a large blueprint, in multiplayer
- Counter Node initial value can now be dynamic (assigned to any other set of nodes)
- HDD label easier to read (added drop shadow and tooltip)
- Bugfix ConstructorTool required 24 beams instead of 12 when using symmetry mode for a frame that was in the center of the grid
- XenonCode: merged rhino1998's PR to increase performance of user defined functions that are called multiple times
- Added thrust info on RCS
- Numpad memory serialization
- XenonCode: Added 'hash' function
- XenonCode: Added protection for total storage size and reduced default max storage variables to 16
- XenonCode: Fixed crash when trying to access uninitialized storage array
- Adjusted Router power logic: Now only the routers that communicate directly with a computer must be powered, other routers in the chain dont require power. This also allows to use a MiniRouter as if it was a DataBridge (without power) but unlike the DataBridge it actually is capable of resolving aliases and screen references.
- Added info (active/inactive) on Electrolyser
- Adjusted (reduced) in-game screens exposure
- Fixed in-game screens draw circle could cause server crash when drawing very large radius
- Refactored development environment and build tools to fully use Docker, now compiling against GLIBC 2.35 so that the linux build natively works with older distros like ubuntu 22.04, no need to proton anymore
- Applied shadoh's workaround for water visual glitches with AMD
- Fixed some components colliders/occupancy to exlude ports so that theyre properly positioned on a build
- Bugfix XenonCode node editor client crash when inputing values directly in rare circumstances
- Bugfix Avatar jump/jetpack not working well due to accumulating velocity from gravity
- Standardized NavInstrument longitude data with proper positive/negative convention
- Fixed some components colliders/occupancy to exclude ports so that they're properly positioned on a build
- Fixed bug where a network of 3 or more chained routers would not always properly communicate data with computer
- Fixed Cable Spools "missing 0.0m" error
Fixed bug introduced in today's update where avatar collision with components was ignored
- Bobblehead now takes into account centrifugal forces
- VehiclePhysicsSensor G Forces now takes into account centrifugal forces
- Fixed conflict between Drone Mode and Jetpack when activated in succession
- Fixed far shadow precision and light leeks
- Fixed black noise on long cables
- Fixed DataBridge input name resolving issue (reading input names instead of outputs)
- Fixed Avatar View locking up in the context of varying gravity
- Fixed Planet terrain/atmosphere/hydrosphere render issues when going very far and coming back
- Fixed DockingPort not colliding with terrain and blocks
- Fixed a bug causing the player to be teleported outside of a spacecraft in orbit when touching a DockableDoor
- Fixed docking ports reset state trying to parent itself causing a server crash
- TurboPump can now run when the full power is not all available, it will clamp the actual flow to what it can do with available power
- Improved aerodynamics: Tweaked drag/lift surface position approximation to take into account wing tips drag, Added natural angular stability caused by pressure buildup on control surfaces, tweaked drag in high viscosity environment (underwater)
- Improved propeller physics: Adjusted internal friction, Removed threshold for induced torque that was supposed to simulate vortex state induced stability but ended up just being confusing to users and feeling unrealistic
- Fixed potential string corruption (could be what was causing CTDs when editing node inputs for some users)
- Fixed aerodynamics slopes was only taking into account half of their lift
- Fixed black spots and noisy reflections in some circumstances introduced with new renderer
- Fixed Avatar was not inheriting parent vehicle velocity when stepping out of it
- Fixed Avatar mass was still affecting parent vehicle when jumping/flying with jectpack not touching the vehicle
- Fixed Drone mode was getting ejected from parent vehicle when inside atmosphere (now it follows it until it touches the ground)
- Fixed XenonCode array assignment parser error message
- Fixed draw_triangle border color not visible when same as fill color
- Fixed Dashboard labels text align not always working
- Fixed Dashboard transparent screens shadow glitch when drawing in pixel 0,0
- Quick fix Offline mode (again)
- Added Offline mode (automatically launches the game in offline mode when trying to play solo with no internet connection)
- Added screen_copy XenonCode function to Computer
- Added MiniRouter component
- Added button for "Fill with H2O" to fluid tanks in creative mode
- Added output to GroundAnchor (state of vehicle actually anchored or not)
- Added per-entity performance cost info in Admin Panel
- Added /info command
- Added the need to left click first to go into "Scan Mode" on the BlueprintTool and increased the scanning range to 100 meters
- Added a built-in screenshot tool for uploading blueprints to Steam Workshop
- Forced a title for publishing on Workshop
- Sorted blueprints in workshop tab
- Crafter now pulls fluids to fill its internal tanks even while not crafting (this allows easier pulling through junctions)
- Improved blueprint saving ui to differentiate between creating a new one and updating an existing file
- Improved server-side performance for Crafter (only refresh screen when something changed or clicked, don't update screen when in continuous mode)
- Fixed clicked username values for screens
- Fixed /list was not available for non-admins
- Fixed block deletion with symmetry mode when painted
- Fixed stars not visible through glass
- Fixed RTG fins not well aligned
- Removed default binding for tools with gamepad to fix an issue with some joysticks forcing the delete mode
- Bugfix gravity issue with Docking system
- Bugfix could not delete a Hinge/Pivot after having added a label on it
- Bugfix OreScanner and TerrainScanner was scanning in opposite direction when upside down
- Bugfix new renderer shadow glitch when moving fast
- Bugfix XenonCode calling pop() on an empty array causing a server crash
- Bugfix flickering sunglare
- Bugfix Workshop publish title/description was not being set when closing and reopening the workshop window then publishing the blueprint
New Renderer
With experimental AMD Support (degraded visual and performance but it's playable)
Our fully ray-traced renderer has been completely redone. The structure has also been tweaked to take into account AMD's limitations and a driver bug, in a way that we can run in a degraded mode while still fully playable. The performance of this new renderer is better overall, but we've taken advantage of that to slightly increase the rendering fidelity. Underwater performance and quality should be significantly better. The new structure also allow the renderer itself to be moddable. What's changed in the renderer:
- Refactored to be modular, adding ability for new modules to add their own hit shaders or to change the default renderer without changing all hit shaders
- New algorithm using a single recursion so as to support AMD driver on Windows and allow for simpler hit shaders
- Removed old unused buffers and images to improve performance and VRAM usage
- Greatly improved underwater visual realism with ray-marched volumetric fog instead of a simple falloff curve
- Added a new graphics option for Underwater Volumetric Fog, enabled by default with preset Low+ but disabled for AMD
- Added a new graphics option for Underwater Light Rays (extending Underwater Volumetric Fog), enabled with the High and Ultra Quality presets
- Tweaked glass refraction so it's a little bit less cumbersome and less prone to visual artifacts
- Fixed underwater screens (was not taking the water's tint)
- Fixed plasma was not visible underwater
What's degraded on AMD?
- Ray-tracing Performance is lower than on NVIDIA (we recommed a RX 7800 or 7900 XT)
- FSR2 is less powerfull than DLSS, causing more ghosting and blurryness (will update to FSR3 soon)
- Graphics options "Underwater Volumetric Fog" and "Atmospheric Shadows" disabled due to a driver issue
Full Changelog
- New renderer that is faster, looks better, and runs on AMD
- Made crosshair scale along with the Ui Scaling option
- Bugfix XenonCode max() was not working with negative numbers
Fixed a bug causing wheels to float above the ground. This bug was introduced in this morning's update
- Improved UX for XenonCode IDE Node Editor and added ability to zoom in more
- Improved UI for Inventory Crafting
- Improved terrain broadphase collision detection precision
- Added drag to entities with no displacement colliders (single frames now go down slowly in water)
- Fixed NavInstrument output data Prograde pitch/yaw for Locator mode now consistent with displayed information
- Fixed a Crash from a special case of self-parenting in the docking mechanism using Ownerpad Save/Reset
- Fixed Symmetry was not possible to enable on sub-grids
- Fixed MiningDrill + Two GroundAnchors causing a build to be teleported to the other side of the planet
- Fixed Yeet to space caused by aileron being far from center of mass
- Fixed blueprint fluid tank contents will now spawn with exact levels
- Fixed aerodynamics was not working when vehicle was parented (plane on runway)
- Fixed deletion of parent build causing child builds to become invalid
- Fixed teleportation bug in space when using Docking and changing reference frame
- Fixed weird Docking behaviour when one part of the vehicle is parented and not the other
- Fixed DockableDoor output data and state
- Fixed DockableDoor blank screen bug
- Fixed Beacon transmitting data without power
- Fixed Full Screen Mode was minimazing the app when changing focus
- Added additional links to documentation from inside the game
- Clamped label size
- FIXED Flexible Cables Yeeting to space - For good (yes really... I think... I mean yes it's fixed now)
- Launcher button `Reset Client Settings` now only deletes config files, not blueprints
- Fixed Screen Write text not rendering when partially outside of screen coords
- Fixed client-side collider being still active after deleting all blocks from a build
- Added /list command
- Added ability to close the Launcher by holding ESC for half a second
- Increased aerodynamic volume threshold (exchange a bit of server-side performance for twice the aerodynamics precision, to take more surfaces into account) this dramatically increases aerodynamic realism
- XenonCode: Improved Key-Value to allow for proper recursive nesting
- XenonCode: Fixed ability to mutate Key-Value objects from inside a foreach
- XenonCode: Fixed storage var text not saving to disk
- Fixed node editor Copy/Paste conflict when copying text and nodes
- Improved NavInstrument Locator Pitch/Yaw and rotated input target by 180 in the Y axis to exactly match with the Beacon ouput
- Added a versioning system in the Steam Launcher
- Fixed gravity bug with multiple parented builds
- Fixed centrifural gravity
- Fixed crash when input out of range values for text_size in computers
- Fixed flexible cables yeeting to space (for real this time)
- Fixed Reset Orientation for parented vehicle
- Added `recursive` and `recurse` keywords in XenonCode to allow recursive functions (experimental)
- Added data port on OwnerPad (send commands "save" or "reset" on channel 0, send "" to clear state before sending another command)
- Removed physics collisions for DockingPort so as to allow for instant swap of docking port (they won't repel each other)
- Fixed Docking state reset (this allows proper use of OwnerPad save/reset for two-stage rockets)
- Removed 'Delete This Build' button in Adventure mode (except for Admin Privileges)
- Bugfix TurboPumps at low speed won't accelerate when server tick is increased
- Fixed physics glitches related to flexible cables yeeting builds into space
- Fixed required steel beams info when creating a new build in adventure mode
- Fixed input binding `input_binding_avatar_tool_special_mode` not being loaded/saved
- Fixed CTD caused by Buzzer (for real this time)
- Added auto-complete for chat commands when Admin playing on remote server
- Removed Delete Button for sub grids causing CTD
- Fixed Water aerodynamics (was not handling custom underwater control surfaces properly when the center of mass of the vehicle was above water)
- Fixed avatar gravity issue on large surface after a hinge
- Added missing vspeed info in NavInstrument
- Improved aileron aerodynamics realism
- Fixed Wheel physics (weird bouncing issues when the vehicle was built with a large offset from the grid center)
- Fixed Propeller physics (drag runaway and underwater stalling)
- Bugfix Electrolyser always on and always powered even after turning off or disconnecting power
- Bugfix CTD when using Buzzer
- Improved RCS max thrust by 5x (a single exhaust can access 100% of the pressure instead of just 20% if it's the only one firing)
- F10 Respawn now requires to hold SHIFT so as to prevent accidental press and loss of inventory in adventure mode
- Added holographic +x/+z for thrusters gimbal
- Bugfix GroundAnchor + OwnerPad Reset to an Anchored state would offset hinged components
- Bugfix Multiple GroundAnchors would cause a weird in-between state and slowly offset components
- Bugfix launcher server list sort causing flickering
The Symmetry Update
In this update, we add a mirror system for the ConstructorTool. Even though this game is meant to be immersive and not feel like an editor, players felt like a mirror tool was missing and would make a big difference on their willingness to build large vehicles. In an effort to keep the original immersive philosophy of the game as well as keeping the code clean and stable, the symmetry is limited to a single axis at a time, at a fixed position at the center of the first frame, and only applies to the ConstructorTool which means only for Frames and Blocks. Nevertheless, we have decided to keep this feature available also in the Adventure mode, because we think that this is still more immersive than forcing the player to go into Creative mode and coming back to Adventure with a Blueprint. Also, it's worth noting that the symmetry enforces a odd number of frames and even number of blocks.
Many thanks to EndoSkull for convincing us to implement this, beta testing it, and making this beautiful boat as an example! Subscribe to his YouTube channel: EndoSkull
Full Changelog:
- Added a mirror system (Symmetry axis) for the Constructor Tool
- Added Output data to Wheel and SmallWheel (Rotation Speed, Ground Friction)
- Labels now send their text as output when clicking on them
- Enabled Admin Delete button for Owner, and no need to check 'Admin Priviledges'
- Bugfix duplicate frames sometimes preventing the removal of beams
- Bugfix button_triangle sticky click on Computer screen
- Bugfix /give N
- Bugfix BlueprintTool tone keeps playing after out of range
- Added "Empty" action on Fluid Tanks for creative mode
- Fixed inventory processing placeholder hit zone when ui scaled up
- Added info (V) on GroundAnchor, DockingPort and DockableDoor
- Added holographic numbers on RCS
- Added Delete build with V for Admins
- Added input option for MouseLook Inverted Y
- Fixed SmallTurboPump holographic arrows
- Fixed SolarSensor was missing potential solar energy in output data
- Added TerrainSensor component
- Bugfix ToggleSwitch Dashboard element did not serialize its state in the blueprints
- Bugfix crafting the Numpad from recipe resulting in a fake numpad
- Bugfix DockableDoor and DockingPort io port index ambiguity
- Added suport for Pterodactyl in Dockerfile
- Added Numpad component
- Added option to smooth out controls on PilotSeat for players with no joystick
- Changed output range of SmallHinge from [-0.25, +0.25] to [-1.0, +1.0] to make it consistent with its input
- Fixed right click crafts trying to start craft even when ingredients not available
- Bugfix CTD when trying to bind a gamepad with less than 15 buttons defined
- Bugfix crash when trying to paste an image in the XenonCode IDE code editor
12.5cm grid flexibility with lower voxel occupancy
In this update, occupancies will now be smaller than the components, instead of larger, when using the X key to pass into the 12.5cm grid for components. This allows you to squeeze-in blocks or other components in the empty 12.5cm hole around the component that was placed using the X 12.5cm grid. This also allows to "merge" components together. This may not work perfectly in all situations, in some cases there may be visual glitches, but in any case we give the user the flexibility to do as they see fit. Before:
After:
Dashboard HdScreen (great for making MFDs)
Another important addition included in this update is the HdScreen Dashboard element. This screen has 3x the pixel density of the original screen at the expense of its maximum size.
Full Changelog
- Added HD Screen to DashboardTool with 3x pixel density but limited to 50x50 cm
- Added search functionality in inventories by highlighting
- Added ability to make a smaller occupancy with centered components on the 12.5cm grid so that we can squeeze-in blocks on either side or merge components together
- Added Matte surface option to NavInstrument
- Added ability to right click / shift right click on item to craft 10 / 999
- Added message in admin panel when not receiving network data
- Improved tutorial world
- Bugfix Electrolyser cannot set Alias
- Bugfix Joystick bindings
- Improved all Components holographic preview to include arrows, numbers, etc
- Improved performance for Low-Quality setting in 4K resolution
- Improved graphics settings UX to make things easier to understand
- Improved NavInstrument 'crs' stability when not in motion
- Changed MiningDrill info to display composition as a % instead of normalized
- Changed minimum acceleration value from 1.0 to 0.1 in the Hinge component so as to give a bit more flexibility to the user
- Potential fix for not requiring to have the integrated GPU drivers to also support Vulkan 1.3 even though it is not that GPU that's selected
- Bugfix DockableDoor and DockingPort undocking after restarting the server/game
- Bugfix old gamepads with only 4 axes preventing the game to start
This update will greatly improve performance for players using 4K monitors. This is due to the addition of a second upscaling algorithm on top of DLSS, which will by default clamp the effective output resolution to 1440p equivalent and upscales to native resolution with a smart edge-detection sharpening filter. This effectively boosts framerate by almost 2X when played at 4K with Medium graphics settings, without much noticeable impact on visual quality. Of course it can be toggled. This feature can also be used with lower resolution, by selecting Lower graphics presets or by using Custom graphics settings and selecting a specific Final Render Upscale. When not set to Automatic, a value of 1 means no upscaling (off), and increasing this value will improve the framerate up to 4X at the expense of a little bit of blur. This can be adjusted to the user's preference so as to get their perfect framerate/quality ratio to their taste. Using graphics presets High and Ultra will NOT take advantage of this feature. Another addition useful for players with a 4K monitor is the ability to scale the entire UI. This UI Scaling value can be set to a very precise value. Both settings are found in Graphics Settings when pressing F1.
Full changelog:
- Added a Final Render Upscale setting to greatly improve 4k performance with minimal impact on quality
- Added a UI Scaling setting (great for 4k monitors)
- Bugfix Crafter was still consuming items when cannot craft product because of missing fluid
- Bugfix Buzzer in Blueprints would not save configured mode
- Bugfix Crusher would always consume 10kw even when off
- Bugfix Crusher would accumulate ore even when off
- Bugfix CTD when connecting item junctions in weird ways looping onto each other
- Bugfix SpotLight tracing shadow rays both in front and behind it causing unnecessary performance hit and some light leaks (this resulted in a gain of up to 20% in framerate in areas with lots of spotlights)
- Fixed VehiclePhysicsSensor connector offset
- Cleaned up old unused resources from renderer
- Fixed typos
- Added ability to omit the 0 in the node editor direct input values
- Fixed cable line glitch when trying to hide them inside the blocks so that they stay completely invisible
- Improved Steam launcher - Added link to Video Tutorials, added text describing Creative vs Adventure for new players
- Bugfix physics/buoyance vehicles in water would suddenly sink after touching a larger build that is anchored
- Added Buzzer component
- Added SolarSensor component
- Fixed Hinges not moving when moving very slowly
- Bugfix CTD when using in XenonCode $array.last with an empty array
- Adjusted network distance culling to allow bright light sources to be visible from 50 km away
- Added Single-Pulse functionality to Dashboard's PushButtons
- OreScanner now takes into account depleted zones to attenuate ore densities in returned compositions
- Bugfix Crafter would not consistently output -1 on error
- Bugfix ToggleButton Horizontal mode not being serialized in Blueprints
- Bugfix ItemBridge losing items when pulling from it
- Bugfix HDD Bay not accessible after destroying a Computer and placing it back
- Bugfix Unable to connect a cable on a component after breaking another component with multiple connections
- Tweaked Propeller - will now be affected by relative airflow even when Off, vehicle goes into Resting more easily if prop rotates at very slow speed
- Bugfix deadlock/CTD when connecting a partially full fluid tank to a fluid junction followed by another junction or bridge which joins back into the first junction
- Bugfix CTD when sending a text value to a number channel to the Crafter (and possibly to the DockableDoor as well)
- Improved Crafter interface to display the required ingredients
- Improved Crafter interface to get a better feedback when in error while crafting continuously
- Added Input/Output channels to Crafter
- Exposed craft recipes through XenonCode globally
- Added option to make a Dashboard Screen surface "matte" instead of glossy
- Fixed renderer performance issues near water
- Fixed missing info about required blocks with the ConstructorTool in Wall mode
- Allow boolean operations on text values in XenonCode
- Bugfix wrong UDP packet size estimate in Propeller and Machines - could cause them to stop being animated/audible when lots of entities in the scene
- Added Crafter machine
- Added ItemConveyor
- Added LinearVelocitySensor
- Added VehiclePhysicsSensor
- ItemJunction now works by Round-Robin
- Added XenonCode ability to use suffix operators (++, --, !!) to kv text-objects members directly
- Spec adjustment to XenonCode: text value "0" now casts to boolean false
- Bugfix XenonCode causing server crash when using an invalid channel number
- Bugfix DataBridge: dependency cycle causing stack recursion causing CTD, and fixed inversed label forwarding causing false dependency cycle and missing forwarded channel names
- "Fixed" paint issue on partial blueprints when rotated - now will not be painted if rotation differs - temporary fix until a better solution is found
- Added ability to rotate DockableDoor
- Added mass information in GetInfo (v) for all entities
- Fixed Electrolyser - Now correct mass of O2/H2 is produced
- Bugfix Crash upon Inventory/Container Full
- Bugfixes Container synchronization
- Bugfix unable to set an alias on Crusher
- Bugfix Physics - inertia tensor was not being updated to consider things attached via joints - This is still an approximation
- Added Crusher component, as the first machine in a series for automation and industrialization
- Added a Data port to the Container, which outputs a key-value text object (item/stack) of its contents
- Tweaked Gyroscope's Control input force to use a steep logarithmic curve of the speed instead of linear so as to still have good control whith a lower gyro rotation speed
- Bugfix XenonCode button_* functions did not return a value like they should have, when used without a screen object
- Bugfix race condition with device channel resolving in the computer
- Network optimization for Container inventory
- Removed holographic arrows on DataBridge - Not needed anymore - Implemented bidirectional detection
- Added holographic arrows on unidirectional Junctions and Relays
- Fixed SpeedSensor showing non-zero velocity when entity is at rest
- Bugfix Empty Rocks on brand new dedicated server
- Bugfix World time corrupted after force-kill a brand new server within 30 seconds of starting it
- Improved Propeller ground effect
- Propeller now takes into account relative airspeed for proper thrust and rotation resistance
- Bugfix Spool stacking
- Implemented Private Dedicated Servers (a password can be configured in server.ini)
- Added size and resolution information when using GetInfo (V) on Dashboard Screen and Label elements
- Added the ability to make a Dashboard ToggleButton horizontal
- Bugfix Wheel suspension and grip values not clamped
- Added FluidValve component
- Added AngularVelocitySensor
- Improved histogram / eye adaptation algo to prevent sudden exposure variation when looking at some bright things like the Sun or SpotLights at certain angles
- Improved network versioning system
- Added Archean-data/server/mods.txt, deprecated Archean-data/mods.txt
- Fixed Thrusters plasma exposure
- Bugfix Adventure Mode Blueprint Spawn requiring impossible to obtain 'Dashboard' component. Now only requires to have a DashboardTool but won't consume it
- Bugfix Adventure Mode Blueprint Spawn requiring impossible to obtain 'Build' component
- Bugfix Adventure Mode Blueprint Spawn failing with brand new cable spools
- Bugfix Bad XenonCode causing CTD on Windows
- Bugfix OreScanner CTD when skipping output channels
- Bugfix Multiple Computers on a Network were not always able to communicate both ways
- Improved explanations in the Tutorial world to make some things more obvious
We're asking you players to choose which big feature do you want to see next implemented in the game. Of course both features will be implemented at some point. - Survival Mode and Pressurization System. This feature, along with a survival mode, will add the ability to pressurize sealed environments for space or underwater operations. This feature would allow for air-tight submarines and spacecraft, as well as oxygen-rich ground habitats. - Advanced Mechanical Energy. This feature will add the ability to transfer mechanical energy. It will also add a new larger electric motor, a new Rotor system with cyclic controls, a new wheel system with larger tires, as well as separate gearbox and transfer case components. This update would allow for helicopters, larger ground vehicles or very large boats. To add your vote, join our Discord Server and go in the "next-feature" channel.
- UX improvement: Added tooltip to know the length of the cable you're trying to connect and whether you don't have enough in the spool
- Behaviour improvement when dropping items on the ground: Stabilized the Box so it stays still
- Behaviour improvement when using a hinge/pivot: Now using a threshold bounding radius for the component on top of that hinge to determine if the parent entity's physics should wakeup when rotating, this makes a sitting vehicle more stable when it has a small component typically using a pivot like the OreScanner or SpotLight
- Bugfix Ground Anchor in space: Rockets getting stuck in space when a Ground Anchor is present on a build, even if not activated
- Bugfix Ground Anchor sound: Sound effect of ground anchor was not spatialized
- Bugfix ownerpad and props: Was able to edit propeller properties even when the Build role was denied to user/everyone
- Bugfix XenonCode: external dashboard screens wouldn't draw when declaring `screen(io, channel)` from inside an `update` entry point
- Bugfix: solar panel was not outputting power when pointing just a bit below the horizon
- Crafting/Inventory: Craft Search now pinned on top
Fixed bug where player could not use slots 1-8 in their inventory
Archean
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🎹🖱️Keyboard + Mouse
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https://archean.space/
https://store.steampowered.com/app/2941660 
In this game you start on Earth but 3 billion years in the past, in the Archean eon.
This game (and its custom engine) is being developed by a single programmer in a small team of two.
What kind of game is it (currently)?
* Engineering Sandbox
* Solo or Multiplayer
* Open World
* First person
* Space Sim
* Full size Earth and Moon
* In-game coding
* Creative mode
* Fully ray-traced graphics
What we will add in future versions:
* Survival mode
* Full scale solar system
* A focus on exploration
* LOTS more content
* Vehicle Destruction and PVP
* SDK for modders
- OS: Ubuntu 22.04 or Manjaro
- Processor: quad coreMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA RTX 20 series (GTX not supported)Network: Broadband Internet connection
- Storage: 2 GB available spaceAdditional Notes: AMD not supported yet
- OS: Ubuntu 22.04 or Manjaro
- Processor: 8 coreMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: NVIDIA RTX 30 or 40 seriesNetwork: Broadband Internet connection
- Storage: 2 GB available spaceAdditional Notes: AMD not supported yet
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