Two years in Early Access. Seven updates. Over two million Exofarmers. Today, Lightyear Frontier 1.0 is out on Steam and Xbox!
The 1.0 update is the culmination of a long journey. It’s a big one, with an ending to the main story, the long-awaited new regions, and tons of highly requested additions and improvements.
It’s been one heck of an adventure getting here, and we couldn’t have done it without all of you. Your support, your feedback, all the comments and reviews, every bit counts. We’re not a huge team, and for many of us it’s the first game we’ve ever shipped. You all believing in what this game could be is why we’re able to reach this huge milestone today. All we can say is…
THANK YOU!
With 1.0, we want Lightyear Frontier to feel like a whole, complete experience that you can enjoy for a long time. We’re planning on making at least one more large update, but it’s too soon to say what that will entail. We hope you enjoy Lightyear Frontier 1.0, and we look forward to hearing what you get up to!
Now let’s get into what’s new in this update!
New areas, story content and ending
1.0 wraps up the main story with an epic finale. Explore long-awaited new areas and scale up your farming to accomplish your biggest challenge yet!
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Two new areas: Sandswept Highlands and Hollow Marsh, increasing the world size by roughly 40%
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New series of main missions to help the colonies
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Story ending now available – find out the fate of the ones who came before you and complete your mission
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New missions to wrap up Diane’s and Ulf’s neighbor storylines that unlock all-new game mechanics

Progression and delivery overhaul
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Two new Milestones, 13 and 14
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Milestone overhaul, with many upgrades and Constructs being added or moved around for a better experience
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Deliveries have been streamlined and re-balanced for smoother progression
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New and easier to use delivery menu, where you can queue up multiple deliveries and them send them out at the same time

Automation improvements
Automation is being taken to the next level in 1.0! And yes, you can now make dump chests!
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Get resources for Auto Craft directly from Storage, with Outputs added to many Storage Constructs and the Automator being replaced by Automation Pipes
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Automation now arrives earlier in the progression, starting at Milestone 4 and growing in power and scope across more of the game
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Filter which items can be sent/stored to each Storage Construct using the Resource Filter tab
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You can now set up to 3 recipes to Auto Craft in one Crafting Construct

Seamless day transitions & world changes
The world is getting some highly requested changes, including a day transition overhaul and a less punishing tornado.
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Day transitions are now seamless, with no forced day transition screen
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Weather is now dynamic and changes during the day – Weather Forecaster now shows changes in hours rather than days
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Tornadoes do less damage and won’t chase you
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Care packages and a Loot Gob with valuable resources can be found in the world

Farming & Tool Improvements
Farming and ranching is becoming smoother and more rewarding than ever!
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New Mods like the Seed Minigun, which allows you to plant tons and tons of seeds in mere moments
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Added Seed Stacking, allowing you to plant seeds into the same mound multiple times for a yield bonus (unlocked by upgrading Seed Shooter)
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More valuable and easier to read crop rotation – new HUD elements, Mutated crop improvements, and overhauled Fertilizer
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Improvements to each Tool’s secondary ability to make them more powerful and enjoyable to use
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Sprout Cannon now shows a hologram of what you’re about to plant
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4 new crops to discover and find expand your farm with
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Seed and Water markers have been improved to be easier to see, especially on large fields
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If you have Mods installed that increase the width of your Tractor modes, you will now be able to adjust the width while using the Mode
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Tending to your Animals is now more convenient and gives more resources, and Eggs are easier to find

Building and decorating
We know y’all love building, so we’ve added some highly requested features and Decorations to 1.0!
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New bathroom- and kitchen-themed Decorations added to the Merchant
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Planning mode to place holograms without contributing resources
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2 New Coziness buffs
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Homestead Swiftness – Your Exofarmer movement is increased by 50% while inside a Home Area.
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Eco Driving – Reduces your Mech’s fuel consumption by 20%.
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You can now use the H.O.E for pathmaking

Mech customization update
Mech customization is becoming more convenient and more meaningful to the experience.
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New and improved menu! Less steps and levels to make it easier to build your mech. Mods can now also be equipped directly from crafting, and from other parts if they’re already equipped somewhere
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Instead of crafting new levels of Tools, Parts, and Modes and putting them into Slots, each piece now has a dedicated Slot where you will unlock and upgrade them along a pre-set path
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Tools, Parts, and Modes will now have built-in stats that are improved over time as you upgrade them, making them more valuable out of the box
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Secondary abilities for Tools unlock as part of their main progression
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You can still add Mods to them
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Power costs from Tools, Parts, and Modes have been removed. More Energy for Mods!
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New Mods, Tool Mk:s, and a Transform Mode: the powerful Skyblazer flight mode!
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Several Mech Parts have been combined for a smoother, less fiddly customization experience
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Mod Chips have become stronger since there are fewer Mod Slots over all
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No reset required for existing players – Mods will carry over, and you will get Parts that are equivalent to your current highest Tier
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Appearance still works the same, and upgrading a Part to its next level will unlock that appearance
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Added a new Mech Set

Guidance
It’s a big world out there with lots to do, so we’re making it easier to find and track things.
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Map Markers have been improved
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Text can now be added to Stamps
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Trailers and Animals now show up on the map
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Added a Resource Scanner in the Map menu to help with finding resources
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Improved onboarding flow and added several new tutorial missions
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Constructs and resources needed in Missions now have markers on them
Other good stuff
1.0 includes a bunch of highly requested changes and additions to improve the experience, including:
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Difficulty presets – choose between Creative, Relaxed, Balanced, Challenging, or set your own custom settings
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Trailers are now a lot more stable and predictable in their movements
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Recover lost Trailers and Caches via the Merchant
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Big performance improvements
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Hold button to keep contributing and picking up resources

Full Patch Notes
Here’s the full list of everything being added, changed, or fixed in 1.0!
Highlights
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New feature: Seamless day transitions
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Keep playing across in-game days without interruptions
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2 New Milestones
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Rebalanced existing Milestones
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2 new areas
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Sandswept Highlands
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Hollow Marsh
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Areas include new plants and resources
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New missions & story ending
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New main missions from start to finish
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Epic final conclusion – complete your journey! (You can keep playing afterwards)
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New Neighbor missions that unlock two new mechanics
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Automation improvements
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Get resources directly from Storage
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Automators have been replaced by Automation Pipes
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Added Resource Filters
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Auto Craft up to 3 recipes in one Crafting Construct
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Automation starts earlier in Milestone progression
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Many new Construct Tiers for next level crafting
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Mech customization upgrade
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New menu
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Upgrade paths for Tools and Parts
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Stat upgrades over time, even without Mods
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Tool secondaries unlocked via upgrades
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Less Mod slots, more powerful Mod effects
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Power cost removed from Tools, Parts, Modes
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New Transform Mode: Skyblazer flight mode
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Seed Minigun Mod for Seed Shooter
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Several parts have been combined
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Improved guidance
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Nameable Stamps
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Resource Scanner
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New Achievements
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Customizable difficulty presets
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Retrieve lost Trailers and Caches via Lola
New features/content
Mech
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Mech Customization experience has been reworked. Tools, Body Parts, and Transform Modes now have upgrade paths instead of each tier having to be crafted and equipped. As a consequence, multiple of the same tool can no longer be equipped. Left/Right Arms, Left/Right Legs, and Engine & Windshield mech parts have been combined (but remain separate for visual customization). Transform modes are no longer limited by slots, all transform modes are available in the transform wheel once unlocked. Upgrading parts and tools now increases their base stats.
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Weak Points now appear when striking targets with the Spike Saw, hit them for a 25% damage bonus
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Added a Sprout Volley secondary ability to the Sprout Cannon, which charges up to plant multiple sprouts in an area (charge-up speed scales with Tool Speed mod chips)
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Added the ability to adjust the width of your active Transform Mode
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Added ability to quick-switch to the last used Transform Mode by tapping the Transform Mode selection button, and switch back to Bipedal Mode the same way
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Added Seed Stacking: unlocks by upgrading the Seed Shooter and allows you to plant seeds into the same mound multiple times for a yield bonus
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Added “Minigun” mod to Seed Shooter, allowing extremely rapid and continous seeding suitable for very large fields
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Added the “Skyblazer” transform mode, allowing continuous plane-like flight
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Added “Hover Thrusters” mod to engines, allowing the mech to maintain a steady elevation for extended periods of time, useful for e.g. seeding large fields
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Added various new mod chips
Progression
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Delivery Cannon menu has been reworked: multiple deliveries can now be added before choosing to launch all of them in the same sequence
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Added Milestones 13 and 14, along with a host of new constructs, upgrades, and mech parts
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Added a series of main missions to help the colonies that starts during the tutorial
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Added the game’s ending missions, reach “Thriving” for all colonies to start it
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The Sandswept Highlands are finally accessible, featuring new plants, resources, and secrets to discover!
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Prometheus Station now offers “Research Deliveries” that provide blueprints to craft unique new mech mods
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New quests added to Ulf and Diane to complete their storylines
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Added Seed Splicer Mk. 2 & 3, awarded during Ulf’s questline
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Added ranch animal breeding, only available through Diane’s questline
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Added Giant tree sprouts, massive plants only attainable through Ulf’s questline
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Added new Tiers for many Constructs:
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Drone Station III
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Fuel Mixer II & III
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Furnace III
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Grinder III
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Mineral Crusher II
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Oil Presser III
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Sawmill II
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Seed Extractor IV
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Seed Splicer II & III
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Silo III
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Storage Shed II
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Fertilizer Infuser (previously Compost Box) II
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Automation
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Added Storage Item Filters. You can now set item filters on storage constructs, allowing you to either Deny or Accept any item you’ve discovered.
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Deny prevents pipes from sending that item to that construct, prevents adjacent pickups of that item from entering the storage, and adds a warning if you try to manually place the item in the storage.
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Accept means connected Construfts will send that item to the storage as long as there is available capacity
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Automators have been replaced with Automation Pipes, which can pull items directly from storage and send them for Auto-crafting or distribution to other storage constructs
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Added multi-recipe auto-crafting: crafting constructs can now cycle through up to 3 queued recipes, skipping any where the necessary resources are not available
Guidance
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Added a Resource Scanner to make it easier to find resources in the world, accessed via the map menu
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Added floating numbers UI that show damage dealt to nearby objects
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Added crafting and mission markers over relevant constructs and for relevant items in the crafting menus
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Added markers on the map for Trailers and Farm Animals
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Added a HUD element showing a simplified top-down view of connected trailers
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Added new tutorial missions
Other
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Lola’s shop now includes a Retrieval Service, where Lola can fetch lost Trailers and inventories and return them to the nearest Farm Center (for a scaling fee depending on the contents)
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Added new unlockable Decorations to Lola’s shop:
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Dishwasher
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Fridge
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Sink
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The Rat with the Pearl Earring Poster
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Toilet
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Towel Rack
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TP Holder
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TP Holder (Reverse)
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Moxa Lisa Poster
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The bathroom Decorations will be available after making 16 deliveries, while the kitchen Decorations will be available after 31
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Added a toggleable Planning Mode to the build menu: while active, resources will not be contributed to holograms as you place them
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Added playstyle presets when starting new save files
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Unified old and new playstyle settings in a per-world, host-controlled framework
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Damage Taken (Mech)
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Damage Taken (Farmer)
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Damage Taken (Trailer)
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Day Length
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Fuel Consumption (Mech)
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Disable Mech Without Fuel
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Fuel Consumption (Constructs)
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Floater Presence
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Tornado Presence
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Landslide Frequency
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Construct Energy Cost
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Crafting Time
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Growth Time
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Item Weight
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No Costs (building, crafting, etc.)
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The H.O.E. Tool can now create paths and cut grass, just like the Landscaper mode but with much greater precision
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Lost Farm Animals now turn up in Diane’s sanctuary after a day
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Petting a happy Farm Animal now immediately drops their resource (once per day per animal)
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Added new Coziness buffs: Exofarmer movement speed in Home Area, Mech fuel consumption reduction
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Added a bulbous creature that will flee from you – may contain goodies inside
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Colonies may now send care packages containing valuable resources to random locations in the world
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The Exofarmer’s jetpack now has the ability to boost while inside a home area
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A new plant has been added to the Outset Grasslands
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Added hazardous lightning strikes that can damage players and objects during thunderstorms
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New achievements
Changes
Gameplay
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Mech
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Running out of fuel no longer disables mod chips fully, but instead gives a scaling stat penalty to the mech. The goal is to create less confusion and disruption while still sending a clear message that the mech has lost some power.
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The Spike Saw now repeatedly swings left and then right, instead of resetting pose and only swinging left
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The mech now grows more stable and less prone to falling over with leg upgrades
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The mech is now less stable with one broken leg, even less stable with two broken legs
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Tool secondary abilities are now automatically unlocked by upgrading the tool for the first time, no longer requiring a mod chip
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Reduced Spike Saw punch rate slightly to partially compensate for extra Weak Point damage, as well as giving more time to aim at them
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Reworked Irrigation Hose Hydro Blast: Now charges up to cover a rectangular area (range scales with Tool Range Mod Chips, charge-up speed scales with Tool Speed Mod Chips)
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Decreased speed penalty when towing trailers, especially in Trailblazer mode
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Reworked the Trailblazer’s boost: same strong initial impulse but it can now be held for sustained thrusting. “Boost Charges” mods have been replaced by “Boost Duration” and “Boost Recharge Rate”.
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Switched the inputs of the Trailblazer’s boost and handbrake
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Slightly increased radius of the mech’s “pick up multiple” action
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Increased the time it takes for the mech to accelerate up to upgraded sprint speeds
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The mech can now move laterally while sliding in response to input, albeit very slightly
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The Vacuum Harvester is now virtually guaranteed to retrieve any items caught in its suction, as long as the input is not released
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Made Vacuum Harvester’s physics more dynamic and satisfying
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Boost Lunge is now biased vertically when moving up slopes to prevent boosting into the slope
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Balance
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Rebalanced deliveries: Deliveries have been merged, with item amounts and Mech Power rewards adjusted to compensate for larger amount of plants overall
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Rebalanced delivery requirements for Milestones, demanding less deliveries overall
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Some decorative constructs and modular build set rewards from Milestones have been relocated to mission rewards and Lola’s store
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Rebalanced various Milestone rewards. Of note, Automation and Neighbors now unlock earlier
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Rebalanced Mech Part upgrade costs to be more varied and removed Mech Power costs
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Rebalanced Mod Chip effects, Mech Power costs, and crafting costs as part of the customization and delivery reworks
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Reduced crafting costs of Frames to no longer require metal from a previous tier
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Rebalanced the sell value of various items
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Increased the amount of wood dropped from all types of logs from 4 to 6
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Large Trees now drop regular Wood logs instead of Hardwood
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Item weight and inventory capacities have been overhauled. All inventory and storage capacities are now 10x bigger, with most items similarly scaled up to match. Crops keep their previous weight, making them effectively take up 1/10th as much storage space as before.
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Tweaked resource placement across the world, adding additional mineral and plants
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Overhauled Colorflower placement. Now found in fewer places but in larger clusters
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Rebalanced tornados to be less punishing and made them not chase the player
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Increased the Energy output of all Generators
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Reduced Drone II watering area to 1×2 but increased speed to compensate
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Glo Trees now produce 15 fruits per cycle instead of 2, and the fruits grow in more visible places
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Increased the base drop rate of sprouts. In addition, harvesting Glo Fruits or Colorflowers now has a chance to grant a sprout.
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Moved Flower Press to Milestone 5, made it cost energy and be able to be energized
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Animals
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A certain large flying creature now appears less frequently
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Wild animal eggs can now appear before a region has been restored
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Wild Animals now drop their animal resource when fed instead of a random resource from their region
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Wild Animals now have a 5% chance to drop their species’ eggs when fed
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Made Farm Animals easier to care for: Needs met requirement for Content status reduced from 3 to 2, needs met requirement for Happy status reduced from 5 to 4
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Farm Animals no longer run away when Unhappy
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Increased the Farm Animal daily resource drop rates: Increased Happy from 1 to 3, increased Content from 50% chance of a drop to 1 guaranteed, Unhappy stays at 0
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The Animal Friend coziness buff can now trigger when petting a happy Farm Animal
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Other
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Removed day transition screen – days now seamlessly transition into the next
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Removed the need for automators: Automation can now be done by directly connecting a storage construct to a crafting construct
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Added Outputs to the following Constructs: Storage Box II, Silo, Silo II, Small Shed, Storage Shed
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New weather system – allows seamless weather transitions and durations shorter than a full day
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Trailers are now much more stable and predictable in their movement, dramatically reducing the likelihood of accidents
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Connections between trailers now persist between play sessions
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Trailers now push away Exofarmers and animals, significantly reducing risk of getting caught on them
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Holding down the contribute button now lets you contribute to multiple constructs.
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Holding down the pick-up button as a farmer now lets you collect multiple items.
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Increased speed at which structural integrity is calculated and propagated
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Any item added to an inventory, mech or construct, now counts as “discovered”, as opposed to just the mech’s
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Large objects now respond more in a more natural manner to being carried by the P.I.C.K.-Axe
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Emergency Protocol respawn locations are now updated while airborne, meaning long flights won’t kick you all the way back to the take-off location
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Added level 0 and level 5 Coziness buffs (the level 0 buff is immediately available just by sleeping in a bed) and rebalanced coziness buff unlock tiers
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Updated buff descriptions to include exact numbers
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Damage and health values have been overhauled. All damage and health pools are approximately 10x bigger. In addition, Spike Saw and P.I.C.K.-Axe damage is now dealt in a range rather than a fixed number
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Added a 3x day length option, removed 0.25x, 1.25x, and 1.75x
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Glo Fruits now have an unripe appearance and glow more when ripe to further distinguish them
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Removed Research Initiatives and moved their rewards into other areas of the game
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Fertilizer rework: Existing Fertilizers that change mound type are now called Mulch. Added new Fertilizers in later milestones that can be spread onto mounds for a yield bonus. Mulch & Fertilizer crafting now use new Powder items that can be made from droppings or wood
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The Compost Box has been replaced by the Fertilizer Infuser (same functionality, new name and model)
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Simplified crafting constructs’ efficiency bonus roof check for more predicatable and intuitive results
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Made the Wall-mounted sign easier to place on uneven surfaces
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Visuals
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Overhauled Exofarmer animations
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Updated Floater animations and effects
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Updated some neighbor animations
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Mech and Farmer models now block visibility of seed and mound-related indicators
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Updated appearance of mound markers (visible when seeding or watering) for improved readibility and made them visible everywhere, not just around the crosshair
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Updated the appearance of the Sprout Cannon radius indicator
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The Sprout Cannon now shows a preview hologram of the sprout it’s about to plant
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Adjusted many weather effects
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Adjusted cloud visuals and added new types
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Gave drier regions their own grass type for a more fitting and distinct look
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Overhauled fog rendering and added volumetric fog to some parts of the world
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Many objects’ textures now blend smoothly into the terrain
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Made mech tripping look a bit more natural with a lower rotational axis and force applied over a short period rather than all at once
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Added speed lines when moving fast in the mech, exact behavior depending on mode of travel
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Significantly increased draw distance of player-made paths
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Doubled the resolution of the grid which paths and lawns gets painted onto
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Textures painted onto the ground, e.g. under and around some constructs, will now paint non-destructively, so player-made paths are restored upon demolition
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Added a tint to the selected construct hologram to differentiate it from placed holograms. This tint changes color when in planning mode.
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Added a tint to Resource Vacuum’s secondary ability to distinguish it
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Shrunk the health bar that appears when hitting trees, rocks, minerals, etc.
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Made visuals of harvesting Glo Fruits and Colorflower more satisfying
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Appearance now persists when switching loadouts
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Reworked the visual style of the mission tracking element on HUD
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Tool-related UI elements on HUD now stay visible while an input is being held
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Updated visual style of UI progress bars on HUD (Fuel, Water, Thruster, Seed Shooter, Repair Tool, and Surf)
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Updated the region details panel resource layout to a grid with icons
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Rectangular button icons now get rectangular progress bars on inputs that need to be held
Performance
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Optimized grass rendering, especially on older GPUs
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Optimized tornado CPU performance
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Various other minor optimizations
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Updated DLSS to include the “Transformer” model – provides improved upscaling but can be considerably more expensive on older RTX GPUs. “Transformer” is the new default but the old “CNN” model can be selected in the settings menu.
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Optimized coziness calculations, eliminating hitches when placing constructs on densely populated farms
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Improved quality and stability of clouds, especially when using upscaling
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Optimized many UI elements, especially the menu containing inventory, map, journal, etc.
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Reduced loading times for saves with lots of constructs placed
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Optimized construct loading and split it across several frames, removing long freezes when loading save files with lots of constructs and reducing load times sligthly overall
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Optimized foliage culling for improved CPU and GPU performance
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Reduced traversal stutter due to certain objects loading in
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Optimized CPU performance significantly, especially when hosting a late-game session
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Sharpened distant shadows while reducing their cost on both CPU and GPU
Other
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The main menu logo transition can now be skipped
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Updated the game’s intro to provide a snappier experience that gets players into the game quicker
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The language setting is now synced with per-user cloud saves
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Improved online error messaging
Bug fixes/improvements
Crashes, Saves & Performance
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Potentially fixed an online session join failure causing all subsequent attempts to also fail, only resolving itself by restarting the game
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Added safeguards against the loading of corrupted save data
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Fixed joining clients getting immediately kicked from some sessions containing very large fields or lots of destroyed foliage
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Fixed a small memory leak that grew with each visit back to the main menu
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Fixed rare case where save files could get corrupted by the game being unexpectedly closed exactly when a save file was being written to
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Fixed several crashes
Gameplay
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Fixed periodic hitching when plowing or using the Landscaper mode
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Fixed Seed Shooter trying to fire an extra seed when firing at only a single lock-on target
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Fixed incorrect structural integrity calculations, allowing floating structures and overly optimistic support
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Dev note: You may see some constructs collapse due to this, since they were never meant to be stable to begin with.
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Fixed tornados not reducing forces applied to Trailers correctly, causing them to be flung around way more than intended
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Fixed mech’s speed increasing slightly by weaving side-to-side while sprinting
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Fixed analog throttle (e.g. controller thumbsticks or triggers) on wheeled transform modes not limiting speed, just scaling acceleration
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Fixed Landscaper sometimes leaving gaps when moving quickly
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Fixed certain Honeybottle clusters using old logic, making them regrow too often
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Coziness now correctly updates when placing constructs around decorations, not just the decorations themselves
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Fixed distant ranch animals sometimes falling through the world, and added guard to teleport them back if they still do
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Fixed distant ranch animals sometimes not eating or drinking
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Fixed large object processors sometimes not continuing processing after loading in
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Fixed Silos snapping in an unexpected way, making side-by-side placement difficult
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Fixed constructs placed by clients leaving supported constructs floating after recycling
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Fixed Water Reservoir incorrectly blocking construction when attempting to place pipes on its Output.
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Dev note: This fix involved shifting the Output location slightly and as a consequence, any existing pipe connections from the Water Reservoir’s output no longer function and must be rebuilt to work again.
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Fixed Exofarmer continuing to fly with jetpack when knocked out
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Fixed an issue where client’s would join without a tool equipped
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Potentially fixed situations where an Emergency Protocol could send you to an unsafe location
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Fixed auto-pickup radius tapering off around the mech’s midsection
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Fixed issue where Irrigation Hose spray would veer off at high ranges
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Fixed several issues with saving and loading alien artifacts, especially inside the large underground structure
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Fixed an issue where clients would join without a tool equipped
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Wild animals no longer teleport at day tick
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Attempting to build an Automation Pipe that is too short to function will now be blocked and show an error message
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Fixed an issue in Automation Pipe length calculation that would incorrectly flag vertical pipes of sufficient length as too short
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Improved “safe ground” logic to fix situations where emergency protocol could place you on a cliffside and make you fall perpetually
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Fixed various loopholes that allowed farm animals to escape past a fence
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Fixed wild Glo Trees and Colorflowers sometimes being in seed stage while fruit/flower hovers
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Fixed inventory being able to drop into unsafe or inaccessible locations upon getting knocked out
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Fixed respawning after being knocked out in the vault teleporting the Exofarmer outside
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Fixed mech being able to teleport to unsafe locations during an Emergency Protocol
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Fixed Harvester width upgrades only reaching 20 segments instead of the advertised 25
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Fixed characters, including mechs and farmers, being able to fall into some level geometry when loading a save file
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Reduced risk of some wild plants failing to spawn in
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Fixed floaters sometimes perpetually floating up into the sky
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Fixed floater movement stuttering on clients
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Fixed distant storage in very large home areas not being recognized when crafting, building, etc. as a client
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Fixed issue where late-game saves could drop some progression flags for clients
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Fixed issue where clicking the buy/sell confirm button in the store menu would not register the mouse click
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Fixed the HUD swapping back to keyboard buttons after loading into the game with a controller on PC
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Fixed crafting constructs running slightly slower on lower frame rates
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Fixed issue where inputs would occasionally fall outside the game window when display scaling was set to anything besides the default 100%
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Fixed snapping for the Fireplace construct
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Relocating some constructs will no longer lose their contents
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Fixed several issues with complex pipe and automation setups
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Fixed relocation of some constructs deleting their contents
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Fixed some crafting recipes unlocking in the wrong order
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Fixed Irrigation Hose Hydro Splash sometimes failing to water mounds within the targeting area
Visuals
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Fixed incorrect materials on several crop harvest particle effects
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Fixed overly aggressive mip LOD bias causing high resolution textures to stream in prematurely when using upscaling
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Fixed display scaling of anything other than 100% causing the game to render at a non-native resolution in borderless/windowed fullscreen mode
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Dev note: You may see a difference in image quality and performance due to this change, so adjust in-game settings accordingly.
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Fixed Exofarmer jetpack light not changing color when entering/exiting home Farm Center area as a client
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Fixed Glo Trees and Colorflowers rendering fruits and flowers farther out in the distance than the plant itself
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Fixed rain appearing indoors after entering photo mode in singleplayer
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Fixed weird-looking tears in Exofarmer’s “Cry” emote
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Fixed neighbor homes not retaining their color after relocation or recycling and rebuilding
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Fixed an issue causing some signs to lose their text when relocated
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Fixed the Delivery Cannon not being lined up with the planets when firing
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Fixed issue where shadows would not render in a large band across distance
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Fixed crystal pickups having the wrong highlight colour
User Interface (UI)
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Fixed tracking and untracking missions making duplicates on-screen
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Fixed missing secondary ability action prompt on the HUD for the Resource Vacuum
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Fixed missing “no ammo” error message when attempting to use Seed Shooter Lock-on without any seeds
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Fixed certain actions performed in one player’s Mech Depot triggering splash screen for other players’ Mech Depot menus
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Fixed shared save sessions showing as offline in the session browser
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Fixed loading screen not showing after getting thrown back to the main menu during a loading screen due to an error
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Fixed player count on recent sessions listing ghost players that dropped before fully joining
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Fixed energy HUD element not always showing for clients
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Fixed UI mouse navigation breaking if starting a new save file fails before reaching the loading screen
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Fixed an issue that would briefly displace text in the Journal menu
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Fixed so clients can now always switch Tractor Mode ammo, even when the mode is not active
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Fixed visual issues when selecting Fertilizer ammo
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Fixed Death Cache marker handling on clients
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Intro sequence now waits for the loading screen to fade before starting
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Fixed double-click needed after returning from the amount selector
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Fixed amount Selection slider visual desync
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Fixed “Needed For” element not filtering for active missions
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Region details panel in the map menu now correctly displays all available resources in the area
Other
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Fixed item pickups and other objects flung around by tornados often freezing in mid-air when beyond a certain distance from the player
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Fixed things briefly sounding like they were underwater as the host whenever a player joined a session
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Fixed issues with some settings being reset upon launching the game
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Fixed sound played when feeding wild animals being heard across the world for all players
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Potentially fixed several scenarios where one could get stuck on a “Joining session…” screen
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The Log Rack decoration can now be placed against walls
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Stopped some constructs from clipping through floors
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Fixed trailers being able chain together in a loop, causing a crash or hang
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Fixed clients hearing the Seed Shooter shot sound twice
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Fixed main menu music continuing to play during credits
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Fixed an abrupt cut in the intro sequence audio
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Fixed Refillite not using the correct break sound
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Fixed a sudden and abrupt camera rotation when riding a certain elevator
Words cannot express the feeling of hitting 1.0. Thank you for being with us on this journey, and we hope you enjoy the update!
We love y’all!
— The Frame Break Team