Update 3 Patch Notes: Early Access (EXPERIMENTAL) - v0.3.2.0 - Build 115661
Hi Pioneers!
We’ve got another patch out with a bunch of smaller and bigger fixes and changes on Experimental.
We made the Stackable Poles for Conveyors and Pipelines work with each other as well, but that meant we had to do a visual adjustment to the Stackable Pipeline Support, which are now placed in a different position. This will not functionally break your existing pipe networks, but they might look a bit off where you’ve used the Stackable Supports.
The creature respawning has also been adjusted again to be more forgiving, so creatures don’t respawn where your factory is at work. One disclaimer here, enemies will not just disappear from where they spawned without you having to clear them out first. If it is in a factory area, they should no longer respawn afterwards. And the flying enemies should no longer multiply like crazy.
Hope you enjoy this patch! <3
QUALITY OF LIFE
Different stackable poles can now be stacked with each other
BALANCING
Adjusted the Petal gain for foliage in the Dune Desert
Adjusted the speed of the Factory Cart to be slightly faster than the Blade Runners
Factory Cart now has a crafting time of 10
Minor switch in the Alien Organisms research tree, the second research now consistently unlocks Biomass recipes
Additional tweaks to the creature respawn system to be more forgiving
FACTORY
Tweaked some resource meshes
Motor, Reinforced Iron Plate, Mycelia, Steel Pipe, Cable, all packaged liquids
Renamed Liquid Freight Platform to Fluid Freight Platform
Polished some Wall, Doorway and Conveyor meshes
Added Hyper Tube Wall Support and Wall Attachment
Added new Curved Ramp & Quarter Pipe corner pieces
Added Inverted Ramp Corners and Double Ramps in all sizes
Updated several factory building VFX
Improved the accuracy and feel of placing Water Extractors and reduced the potential for placing them into terrain
Tweaked sounds on the Factory Cart
UI
Fluid Freight Platforms and Freight Cars now have proper fluid UI
Generators now display a warning if they can’t run due to a lack of Water
Added icon for Geysers
WORLD
Replaced dead tree trunks around the world with new meshes
Tweaked moss textures
Updated and optimized the Geyser idle and burst VFX
Patched up some holes in canyon cliffs
Added some more missing water volumes
Switched out all Limestone resource nodes with new meshes
Quartz resource deposits now have their own mesh and material
Tweaks to the LODs, materials and textures of boulders, pebbles and rubble
BUG FIXES
Water Extractors should no longer be disconnected from water on load when the water volume has been replaced
HUB sub-buildings (like the integrated Biomass Burners) can no longer be dismantled
The Drop Ship in the HUB should show up for everyone now
Oil nodes show purity again
Fixed some floating Gas Pillars
Poisonous Gas around the Pillars should now be visible again
Northern Forest is now spelled correctly in the New Game menu
Languages can be changed without issues again
New items in Inventory notifications should not show anymore when moving resources around in the Inventory
Potentially fixed a crash related to multiplayer
Fixed some more Chainsaw audio bugs
Fixed some minor aliasing issues on compass icons
Flying Crabs should no longer respawn drastically
The Resource Scanning & pick-up animations are now visible with new equipment
Clients can now open Crash Sites that require power
Crash Sites that require power now say MW instead of MWh
Fixed an infinite looping case in Pipelines which would cause the game to freeze
Potentially fixed a crash related to Conveyor attachment holograms
Player character no longer automatically walks when clicking the search bar in the build menu while walking
Portable Miners now only work on solid resources
When travelling in Hyper Tubes the player character should no longer be affected by water and the bounce effect of the Space Giraffe-Tick-Penguin-Whale Thing
Hyper Tubes no longer prompt an interaction text
Parts that only exist in recipes as a byproduct show up in the Codex now
It is no longer possible to build Splitters/Mergers in the vast expanse of space by aiming into the air
Splitters/Mergers will no longer return a valid aim location on invalid aim locations
Fixed crash when placing Splitters/Mergers