The last update had some unfortunate crashes for some folks - here's the known fixes to those issues - and another BOATLOAD of additional improvements (see below). We're also making things more robust with our build system, with nightly builds going to the open beta branch on Steam - so if you're having trouble with the default branch, try switching over to beta. We might have fixed it since!
Most notable updates this time around:
- Automatically expanding Asteroid Belt with workshop scenes
- Hopefully fixed new crash bug
- New editor tutorial scene to explain triggers
- New wearables, reactors and new armored skeleton blueprints
Full changelog:
- Trap Grider: PS stop on death. Dies when area < 10%
- Door Dungeon: Removed globals
- Coalition Turret: Increased durability and ammo
- Bot Spot: Fixed lua error Bot Flip: only triggers io once Bot Phoenix: removed debug wire
- Fixed lua error in pioneer
- Removed hud.add_zone_tip everywhere and deprecated functions
- Ship landing fuel tanks don't explode again (works on planium)
- Removed planium from AB since there is no goal
- Plutas and Samroid updated
- Made trigger tutorial Data Realms scene
- Tweaked physics behaviour of grappling hook
- Fixed globals in primoid endings + beginning scripts
- Fixed issues with defendoid and reactor custom code with new globals rules
- Fixed errors with voiceover if voice volume set to zero
- Modified asteroid belt ui script stopped using self overzealously - and many global functions turned local
- Fixed extensive issues with wrangloid
- BP menu: Fixed lua error
- Rover Shocks: Removed globals
- Added Construction Elevator Concrete Constructs: Reduced density so windows can be damaged by the machine pistol
- Coalition Turret: Fixed turret getting stuck at some angles
- Pioneer: Fixed lua error @ line 3531
- Removed test junk from Blank Planetoid
- Recomputed day light anim for planium
- Prototype Drone Defense: Fixed lua error
- Fixed Planium beginning area, could not get out of pit
- Made Test Scene Tentacle not Mappable
- Fix: added activating zones also by camera position if camera is used by script
- Plutas new version from pptest and resaved undiscovered
- Fix PS heat on fly set to 0 for older versions
- Fixed last man standing bug
- Fixed: pioneer doesn't move reactors and triggers anymore when jumping
- Fix: speed of rotating construct with mouse wheel was dependent on FPS
- Fix" intro video was not rendered at all occasionally
- Fix: stops all burning PSs of MO when changed AllowBurning to false, the same with melting
- Showing target string value up to 16 chars in game viewport
- Added tip to screen how to disable / enable lua output
- Including Todd's work on blueprint edit page tips
- Added ability to disable/enable showing lua errors to screen with Shift + L
- Added PS feature - Heat / Cool on fly through (not on collision)
- Todd's updates on scene editor tips
- Fixed radars now not colliding with non-colliding MOs
- Doors: Can open and close again. Radar is only created in auto-control mode
- Pop Plant: Applied velocity to the pioneer is now the same when a tool held by a pioneer touch the plant as when just the pioneer touch the balloon
- Fixed weird light map in menu scene when zoomed out
- Polished game menu button colors
- Race: Omni and ray lights are 10% of original
- Changed look of game menu, buttons still need to improve
- Pioneer: Can no longer ride a tool like a pogo-stick
- Removed globals and unused locals
- Removed debug print from Lua/bp_Door
- Polished editor colors
- Fixed coop blueprint share recategorize for all on completed.
- updated pp_bpmenu.lua to use tables instead of c++ bound structures for added blueprint info
- Added random reactor
- Added and bound assy:GetConnectedTargetNames, fixed GetAllTargetNames
- Added and bound assy:GetAllTargetNames()
- Fixed seat and wheel component
- Removed global from ship landing seat
- Removed more globals
- Loot Orbs: Updated sprites
- Trap Doors: Reduced the risk of the door penetrating TOs
- Golems: Adjusted mass to 999kg
- Bot Acid, Mecha, Phoenix, Wrom & Walker now follow the Pioneer that printed the bot
- Machine Dropper: Joints of cargo is set not to break on spawn. Bot Guard Box & Bot Spot: Can hibernate
- IO: Debug no longer throws errors if an assy have no master MO
- Lua Docs: Added tips about pointers to some classes
- Added wip seat component
- Made components work proper by looking through whole mount pile for ctrl with input
- Correctly loading script of tether
- Tweaked joint stability, size and texture of concrete structures
- Removed Globals Coalition Turret: The body no longer rotates on its own when not mounted to terrain
- Added reactor trigger repeatedly, added to trigger tut
- Added trigger tutorial scene
- Removed go external button from editor window, changed editor color
- Now making backup of log file into Logs folder, if the log contained error message. polished out of memory error catching
- Added one more borderless window mode with ctrl+shift+enter, fixed loading windows layout
- Added features to select PS, Light, TO or Activity blueprint that are far away from scene, not visible in view, but causing quad tree to be huge
- Fixed io debug things collidable
- Finished sound source twins optimization
- Fixed rope set BG done wrong
- Added io.isTriggeredOnStart(asm, connector), fixed door bug with it
- Added text trigger to info terminal to replace zone
- Disabled auto control by default on most doors
- Made exception to play ambient sound loops via sound streams
- Bot Spot: Can follow waypoints and allied pioneers
- Reactor Set Waypoint: Can set AIs to follow assemblies
- Adding workshop scenes when reaching end of Asteroid Belt
- Flying AIs stay above friendly assemblies when following them
- Fixed Wrangloid and Wrangloid Easy to run with new Lua rules
- Set mem align always to 32 - runs faster. and more error log polish
- Birds: Added some more target circles
- Rover Carrier Hover: No longer rotates when parked on the ground
- Silverback: Eats its victims properly again
- Auto DL of workshop scenes now fully working with addWSPlanetoid()
- Removed globals in bpmenu, terminal
- Reenabled save delete when scene completed
- Fixed atomizing object right after it was assembled whn holding a button and it was a construct that was assembled partly before or was a construct included in scene
- Optimized grid algo and eliminated one lag on fade to game
- Fixed atomizing through door
- FIX in sounds (huge memory consumption eliminated), lots of updates in error logging, updated memory consumption logging
- Skeleton Armored: No longer rolls around when dead
- Pioneer AI no longer run out of ammo
- Concrete Window: Increased durability Concrete support: Decreased joint strength Pioneer AI: Bug fixes
- Fixed and unified physics units labels in editor
- Made all things in grazer vacuum local
- Made some activties local
- Removed old act_collect activity
- Mega Worm Long: Removed debug code
- Zoom Map: Removed global funciton
- Pioneer don't duck when standing on a trap door
- Pioneer: Does not duck when standing on an MO tagged "Interactible" that also have a onInteractibleDownPress() function
- Optimization: eliminated many memory allocs and reallocs for better performance
- Power Core: Removed globals
- Made _G metatable unchangeable, disabled rawset()
- Made act_race and act_coliseum local
- Made act_primoid and act_acid_zones local
- Loot sphere drops whole pioneer blueprints
- Fixed MO sleeping and Awake when any particles collides with the MO
- Eliminated the rest of break sounds when atomizing objects
- Removed globals from golems, tools & grenades
- Removed Globals from all Fauna
- Removed Globals from all bots
- Removed globals and redundant locals from various scripts in the Lua folder
- Made Pioneer Imperatus better suited against heat, so player has a use for it in core
- Some improvements to imperatus to make it stronger
- Made a weareable space helmet blueprint too to attach
- Armor set bps to put on creatures seperately
- Removed some globals
- Fauna Skeleton Armored: Can walk again & has stronger joints. Does not get knocked out by riding Knuckles. Vomit is stronger
- Fauna skeleton armored with plates (new bp)
- Editor colors change
- Fixed whole game broken
- Moved global lock to the right place and defined globals Blueprints, Assemblys, Presets lua side
- Fixed text layer not getting show/hide/blur/focus events, not checking for Blueprints, Activitys and Presets table when creating objects in lua
- Fixed multiselect in list in editor
- Added warning when global gets created
- Removed a ton of globals
- Hiding on-screen lua error message after 15 seconds
- Turned ON back the optimizations that work well
- Set a lot of accidental globals local
- Turned off sounds stream optimization
- Added counting opened files and active sound sources
- Maybe fixed a bug in pioneer_ai
- Calling blueprint log functions, removed previous function
- Added and bound functions to log currently builded or updated assembly - name
- Added c2d_update.getLastUpdatedBP()
- Not require()ing debug
- Removed gpu memory info reading (works for nvidia only so far) and added files open/close counter to check files stay open
- Fixed race lua error
- Turned OFF recent four optimizations, added more info to memory log
The last update had some unfortunate crashes for some folks - here's the known fixes to those issues - and another BOATLOAD of additional improvements (see below). We're also making things more robust with our build system, with nightly builds going to the open beta branch on Steam - so if you're having trouble with the default branch, try switching over to beta. We might have fixed it since!
Most notable updates this time around:
- Automatically expanding Asteroid Belt with workshop scenes
- Hopefully fixed new crash bug
- New editor tutorial scene to explain triggers
- New wearables, reactors and new armored skeleton blueprints
Full changelog:
- Trap Grider: PS stop on death. Dies when area < 10%
- Door Dungeon: Removed globals
- Coalition Turret: Increased durability and ammo
- Bot Spot: Fixed lua error Bot Flip: only triggers io once Bot Phoenix: removed debug wire
- Fixed lua error in pioneer
- Removed hud.add_zone_tip everywhere and deprecated functions
- Ship landing fuel tanks don't explode again (works on planium)
- Removed planium from AB since there is no goal
- Plutas and Samroid updated
- Made trigger tutorial Data Realms scene
- Tweaked physics behaviour of grappling hook
- Fixed globals in primoid endings + beginning scripts
- Fixed issues with defendoid and reactor custom code with new globals rules
- Fixed errors with voiceover if voice volume set to zero
- Modified asteroid belt ui script stopped using self overzealously - and many global functions turned local
- Fixed extensive issues with wrangloid
- BP menu: Fixed lua error
- Rover Shocks: Removed globals
- Added Construction Elevator Concrete Constructs: Reduced density so windows can be damaged by the machine pistol
- Coalition Turret: Fixed turret getting stuck at some angles
- Pioneer: Fixed lua error @ line 3531
- Removed test junk from Blank Planetoid
- Recomputed day light anim for planium
- Prototype Drone Defense: Fixed lua error
- Fixed Planium beginning area, could not get out of pit
- Made Test Scene Tentacle not Mappable
- Fix: added activating zones also by camera position if camera is used by script
- Plutas new version from pptest and resaved undiscovered
- Fix PS heat on fly set to 0 for older versions
- Fixed last man standing bug
- Fixed: pioneer doesn't move reactors and triggers anymore when jumping
- Fix: speed of rotating construct with mouse wheel was dependent on FPS
- Fix" intro video was not rendered at all occasionally
- Fix: stops all burning PSs of MO when changed AllowBurning to false, the same with melting
- Showing target string value up to 16 chars in game viewport
- Added tip to screen how to disable / enable lua output
- Including Todd's work on blueprint edit page tips
- Added ability to disable/enable showing lua errors to screen with Shift + L
- Added PS feature - Heat / Cool on fly through (not on collision)
- Todd's updates on scene editor tips
- Fixed radars now not colliding with non-colliding MOs
- Doors: Can open and close again. Radar is only created in auto-control mode
- Pop Plant: Applied velocity to the pioneer is now the same when a tool held by a pioneer touch the plant as when just the pioneer touch the balloon
- Fixed weird light map in menu scene when zoomed out
- Polished game menu button colors
- Race: Omni and ray lights are 10% of original
- Changed look of game menu, buttons still need to improve
- Pioneer: Can no longer ride a tool like a pogo-stick
- Removed globals and unused locals
- Removed debug print from Lua/bp_Door
- Polished editor colors
- Fixed coop blueprint share recategorize for all on completed.
- updated pp_bpmenu.lua to use tables instead of c++ bound structures for added blueprint info
- Added random reactor
- Added and bound assy:GetConnectedTargetNames, fixed GetAllTargetNames
- Added and bound assy:GetAllTargetNames()
- Fixed seat and wheel component
- Removed global from ship landing seat
- Removed more globals
- Loot Orbs: Updated sprites
- Trap Doors: Reduced the risk of the door penetrating TOs
- Golems: Adjusted mass to 999kg
- Bot Acid, Mecha, Phoenix, Wrom & Walker now follow the Pioneer that printed the bot
- Machine Dropper: Joints of cargo is set not to break on spawn. Bot Guard Box & Bot Spot: Can hibernate
- IO: Debug no longer throws errors if an assy have no master MO
- Lua Docs: Added tips about pointers to some classes
- Added wip seat component
- Made components work proper by looking through whole mount pile for ctrl with input
- Correctly loading script of tether
- Tweaked joint stability, size and texture of concrete structures
- Removed Globals Coalition Turret: The body no longer rotates on its own when not mounted to terrain
- Added reactor trigger repeatedly, added to trigger tut
- Added trigger tutorial scene
- Removed go external button from editor window, changed editor color
- Now making backup of log file into Logs folder, if the log contained error message. polished out of memory error catching
- Added one more borderless window mode with ctrl+shift+enter, fixed loading windows layout
- Added features to select PS, Light, TO or Activity blueprint that are far away from scene, not visible in view, but causing quad tree to be huge
- Fixed io debug things collidable
- Finished sound source twins optimization
- Fixed rope set BG done wrong
- Added io.isTriggeredOnStart(asm, connector), fixed door bug with it
- Added text trigger to info terminal to replace zone
- Disabled auto control by default on most doors
- Made exception to play ambient sound loops via sound streams
- Bot Spot: Can follow waypoints and allied pioneers
- Reactor Set Waypoint: Can set AIs to follow assemblies
- Adding workshop scenes when reaching end of Asteroid Belt
- Flying AIs stay above friendly assemblies when following them
- Fixed Wrangloid and Wrangloid Easy to run with new Lua rules
- Set mem align always to 32 - runs faster. and more error log polish
- Birds: Added some more target circles
- Rover Carrier Hover: No longer rotates when parked on the ground
- Silverback: Eats its victims properly again
- Auto DL of workshop scenes now fully working with addWSPlanetoid()
- Removed globals in bpmenu, terminal
- Reenabled save delete when scene completed
- Fixed atomizing object right after it was assembled whn holding a button and it was a construct that was assembled partly before or was a construct included in scene
- Optimized grid algo and eliminated one lag on fade to game
- Fixed atomizing through door
- FIX in sounds (huge memory consumption eliminated), lots of updates in error logging, updated memory consumption logging
- Skeleton Armored: No longer rolls around when dead
- Pioneer AI no longer run out of ammo
- Concrete Window: Increased durability Concrete support: Decreased joint strength Pioneer AI: Bug fixes
- Fixed and unified physics units labels in editor
- Made all things in grazer vacuum local
- Made some activties local
- Removed old act_collect activity
- Mega Worm Long: Removed debug code
- Zoom Map: Removed global funciton
- Pioneer don't duck when standing on a trap door
- Pioneer: Does not duck when standing on an MO tagged "Interactible" that also have a onInteractibleDownPress() function
- Optimization: eliminated many memory allocs and reallocs for better performance
- Power Core: Removed globals
- Made _G metatable unchangeable, disabled rawset()
- Made act_race and act_coliseum local
- Made act_primoid and act_acid_zones local
- Loot sphere drops whole pioneer blueprints
- Fixed MO sleeping and Awake when any particles collides with the MO
- Eliminated the rest of break sounds when atomizing objects
- Removed globals from golems, tools & grenades
- Removed Globals from all Fauna
- Removed Globals from all bots
- Removed globals and redundant locals from various scripts in the Lua folder
- Made Pioneer Imperatus better suited against heat, so player has a use for it in core
- Some improvements to imperatus to make it stronger
- Made a weareable space helmet blueprint too to attach
- Armor set bps to put on creatures seperately
- Removed some globals
- Fauna Skeleton Armored: Can walk again & has stronger joints. Does not get knocked out by riding Knuckles. Vomit is stronger
- Fauna skeleton armored with plates (new bp)
- Editor colors change
- Fixed whole game broken
- Moved global lock to the right place and defined globals Blueprints, Assemblys, Presets lua side
- Fixed text layer not getting show/hide/blur/focus events, not checking for Blueprints, Activitys and Presets table when creating objects in lua
- Fixed multiselect in list in editor
- Added warning when global gets created
- Removed a ton of globals
- Hiding on-screen lua error message after 15 seconds
- Turned ON back the optimizations that work well
- Set a lot of accidental globals local
- Turned off sounds stream optimization
- Added counting opened files and active sound sources
- Maybe fixed a bug in pioneer_ai
- Calling blueprint log functions, removed previous function
- Added and bound functions to log currently builded or updated assembly - name
- Added c2d_update.getLastUpdatedBP()
- Not require()ing debug
- Removed gpu memory info reading (works for nvidia only so far) and added files open/close counter to check files stay open
- Fixed race lua error
- Turned OFF recent four optimizations, added more info to memory log
Planetoid Pioneers
Data Realms
Data Realms, LLC
2018-02-08
Indie Singleplayer Coop
Game News Posts 33
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed
(349 reviews)
http://www.planetoidpioneers.com
https://store.steampowered.com/app/300260 
The Game includes VR Support
Planetoid Pioneers Linux [398.91 M]
If you simply want to experience a polished physics-driven game (nothing wrong with that!), feel free to add Planetoid Pioneers to your wishlist and wait until it exits its Early Access period. By that point, it will contain a complete yet expanding action-exploration adventure, hand-built by not only us on the official development team, but also in collaboration with the Contributor Community.
However, if you do choose to purchase the Contributor Edition today, you will:
- Become part of the emerging Contributor Community, where you can collaborate and directly share content with the development team and your fellow contributors.
- Be able to submit your creations for consideration to be integrated into the official shipping game, with your name then appearing in the credits.
- With a single button press, have the ability to publish whatever you make to the free Steam Workshop, for anyone to rate, comment, and subscribe to.
- Be among the first to have your very best Blueprints and Scenes considered for the Curated Item Workshop on Steam - where you would earn money on them!
About the first ‘Primoid’ Planetoid that will initially ship with Planetoid Pioneers:
After your space yacht undergoes an irksome Rapid Unplanned Disassembly, you find yourself marooned on a large Planetoid outside the orbit of Mars. To overcome this interplanetary Robinson Crusoe scenario, you need to use your Atomizer and Assembler tools to gather local resources and turn them into various vehicles, contraptions, and even organic life forms.Explore, survive, and ultimately build a resource-intensive spacecraft to escape the dangers and mysterious caves of this circular world. Onto the next uncharted Planetoid for a completely different adventure - built by us or anyone in the Contributor Community!
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