7.140.4
2022-11-14
- Fixed many minor bugs relating to the recent v7 release
7.140.3
2022-11-11
- Erekir, an entire new planet with its own campaign to complete
- An entire new tech tree of blocks, units and items
- 100+ new blocks to research
- Countless bugfixes, new features and QoL improvements
6.126.3
2021-03-31
- Fixed build being displayed as "custom build"
6.126.2
2021-03-31
- Fixed bridges being planned without unlock in campaign
- Fixed player moving slower on servers with status effects
- Fixed player not respecting formation speed on servers
- Fixed separators consuming power when idle
- Fixed logic blocks not saving buildings on reload
- Fixed rare door placement crash
- Fixed logic units being able to take/remove items from any team block
- Improved power node link preview
- Reduced Nova range slightly
- Added list of status effects to core database
- Added status effect display to bullets (icons contributed by @sk7725)
- Added bullet stats for continuous laser turrets (e.g. Meltdown)
- Made bridges autolink when dragging multiple lines
- Disabled logic unit building for servers by default
- Internals: Removed all code for disposing resources on exit; this should be handled by the OS now
- Logic: Made dead sensor return 1 for null, to simplify validity checks
- Logic: New text parser; supports defining and jumping to labels with name: instead of numbers
- Logic: Added support for negative draw coordinates
- Logic: Disabled packets for config; may desync, but will help reduce lag
- Campaign: Various tweaks to make background simulation more accurate
6.126.1
2021-03-07
- Various minor bugfixes
- Made water extractor use metaglass for building, to be consistent with pumps
- Added automatic conveyor/conduit bridging over obstacles
- Added 'defender' AI for Oct; follows nearby units
- Cores can now replace most transport blocks; turrets can now replace each other
- Improved bridge & power node linking previews
- Buffed Segment & Vela
- Added logicUnitBuild rule; Sandbox server owners are advised to disable logic building with `rules add logicUnitBuild false`.
- Logic: Changed default unit control state to be 'idle', not 'stop'
- Logic: Made config / unit building instructions accept buildings as configuration to copy their config. This allows for self-replicating processors.
- Logic: Added sensors for `dead`, `controller`, `size`, `boosting`
- Logic: Made `controlled` return ctrlProcessor/ctrlPlayer/ctrlFormation/0 depending on controller type
- Logic: Deprecated "commanded"; use `controlled` instead! This sensor will be removed in a future release.
- Logic: More hints
6.125.1
2021-02-21
- Fixed player health bar glitching out at negative health
- Fixed large power nodes sometimes not connecting to placed blocks
- Made unit payloads draw with correct cell colors
- Made all mods automatically get disabled upon client startup crash - can be disabled in settings
- Decreased impact reactor explosion radius
- Decreased projectile building splash damage for smaller radii
- Decreased splash damage radius for many various projectiles
- Logic: Made invalid sensors for units return `null`
- Logic: Added tooltip support, accessible with long-press
- Mods: Stricter null checks for JSON mod objects
- Mods: Added support for `abilities:` and `requirements:` in JSON unit definitions
- Mods: Added support for `DrawBlock` parameters in JSON
6.125.0
2021-02-16
- Fixed enemy power nodes getting linked w/ allied ones, leading to buggy power behavior
- Fixed chat not working when paused
- Fixed 128+ cores on map breaking servers
- Fixed editor breaking building links on resize
- Made turrets/units take enemy hitbox size into account when targeting
- Made builder/repair AI flee from enemies when idle
- Made data export zip include folder entries and strip absolute file paths - this may fix some issues with external archive programs
- Added rules for unit cap control
- Added new splash damage algorithm - should lead to faster & more accurate explosions, but may require balancing
- Added log file for data-loading events - should assist with fixing the data wipe bug
- Mods: Fixed trailing commas in hjson files being parsed as part of unquoted strings
- Mods: Many various bugfixes for json effects
- Logic: Added `===` operator for exact comparisons, e.g. null checks
- Logic: Made 'invalid' operations - such as sensing null blocks or 0/0 - return null instead of 0
- Logic: Fixed units disappearing when moving to infinite position
- Logic: Added sensor for force projector heat
6.124.1
2021-02-09
- Fixed a black screen appearing after switching applications in certain situations
- Fixed notch covering up left/right UI elements after rotation
- Fixed logic blocks resetting state on map load or connection changes
- Fixed "#" in any logic string breaking instructions
- Fixed crawlers not exploding next to cores
- Fixed certain status effect combinations not triggering damage
- Fixed waves being infinitely skippable when game is paused
- Fixed constructed blocks sometimes having low health on servers'
- Fixed enemy core items not syncing
- Fixed insect units not being able to walk over solid blocks on space floors
- Re-added bloom option
- Buffed Fortress, nerfed Scepter, buffed Reign, buffed Vela
- Made vaults/containers able to replace conveyors
- Made Surge Alloy discharge lightning when destroyed in containers (Contributed by @sk7725)
- Made player stop shooting when a controlled suicide unit is killed (prevents Crawler chain-deaths)
- Made team colors for relevant blocks display during placement (Contibuted by @Quezler)
- Improved liquid bridge throughput
- Improved power network removal performance
- Added list of content to mod info dialog
- Added icons to mod browser
- Added re-import button to mod info - only works for newly imported mods
- Added "Repo" button to mod info
- Added unit armor stats to database
- Added unit production time to unit factory database
- Improved mod browser layout on wider screens
- Made mod importer/browser use the default Github branch for downloads. The "6.0" branch is no longer checked first - make sure your default branch is set up correctly!
6.123.0
2021-01-21
As 6.0 is more or less stable now, updates have slowed down significantly. This is likely to be one of the last notable releases before 7.0.
- Fixed same-line logic comments not parsing
- Fixed mass driver rotating before payload is received
- Fixed bullets dealing splash damage twice upon collision - splash damage of certain bullets has been increased to compensate
- Fixed floating point errors in core database leading to incorrect rounding
- Fixed unit payloads snapping rotations when entering reconstructors
- Fixed builder AI placing drills on incorrect/mixed resources & clogging crafters
- Fixed editor mirror filter being offset in certain situations
- Fixed music randomly cutting off after quit to main menu
- Campaign: Made invasion chance scale with nearby enemy base count
- Campaign: Added 20-minute invasion grace period after sector capture
- Made impact reactor warmup time scale with boost
- Made players prioritize highest tier core when respawning
- Made logic programs reset all state on edits
- Made logic blocks no longer change 'last accessed' names when no edits are made
- Made naval paths preload on maps with spawn points on liquids
- Made Plastanium sprite slightly more distinct
- Made ground units avoid walking in slag/deep water even when it is the only valid path
- Made fire disappear faster in rain
- Made conveyor items render under most blocks
- Made server prevent duplicate IP connections
- Made crosses render on item/liquid sources & sorters in schematics
- Made building disabled state save upon world reload
- Made status indicators smaller for 1x1 blocks
- Made mod browser list mods by last update time
- Implemented automatic mod list updates (currently, every 4 hours)
- Improved unit selection visuals
- Improved power status information
- Added boost % bar too overdrive projectors
- Added IPv6 address support to join dialog
- Added core item incineration rule
- Added carried payloads to unit status bars & info
- Added slight shine effect, triggering upon building rotation
- Removed overflow gate inventory
- Increased power source output
- Many other minor bugfixes & tweaks
6.122.3
2021-01-01
- Fixed touches not registering
6.122.1
2020-12-31
- Various minor bugfixes
- Increased power source output again
- Improved building beam visuals
- Improved performance of maps with many adjacent power nodes/batteries
- Disabled weather in editor
- Better notch padding
6.122.0
2020-12-29
- Fixed Quad AI
- Fixed crash in conveyor upgrade pathing
- Fixed other various crashes
- Made payload pickups prioritize units in blocks instead of the blocks themselves
- Increased foreshadow coolant effectiveness, but slightly decreased rotation speed
- Improved space skybox scaling
- Added building damage stats to bullets
- Added WIP mod browser for GitHub mods
- Added preview of currently queued block for other units in certain situations
- Added automatic bridge spacing when using lines
- Added bridge link preview
- Added rule for persistent ("always") weather
- Better scrap wall textures & rotate-able thruster
- Made Plastanium conveyor unloadable
- Made building pause status sync in multiplayer
- Slight pulsar damage nerf
6.121.4
2020-12-16
- Fixed flying unit AI
- Made conduits/conveyors upgrades follow paths
6.121.3
2020-12-15
- Decreased junction item capacity
- Many various small bugfixes
6.121.1
2020-12-10
- Slightly increased Lancer build cost
- Double-tapping now enters a campaign map
- Minor logic memory optimizations
- Doubled surge smelter item capacity
- Made Fungal Pass slightly easier
- Fixed some rare crashes
- Fixed unit spawn shockwave appearing too late
6.121.0
2020-12-06
- Fixed rebuilding a core near vault causing resources to drop to 1K
- Fixed captured sectors getting locked
Campaign multiplayer changes:
- New host research is now carried over to clients
- Clients can now use their research even if the host doesn't have it
- Clients can now research new tech in multiplayer
- Clients will now receive a copy of resources produced in the current sector, distributed across their sectors
- Added a hint that explains this information
6.120.3
2020-12-03
- Fixed UI being cut off on top/bottom on notched phones
- Fixed various problems relating to research
- Added disclaimer for community servers
- Added hints concerning core upgrades and numbered sectors
- Decreased spore storm opacity
- Made items stay inside reconstructors when rebuilding
- Made early game procedural sectors slightly easier
6.0.120
2020-12-02
After more than 9 months of development, 6.0 is finally here. There have been far too many changes to reasonably list here, so I'll go over the highlights.
Units:
- The unit system has been completely reworked
- All unit sprites have been re-drawn and cleaned up
- Many new unit types have been added
- Player-specific pads and unit-specific factories have been removed
- All units can now be created, commanded and controlled by players
- 3 different unit factories: ground, air, and naval
- Each unit factory can produce multiple types of units
- Units can be moved into special tiered Reconstructor blocks to upgrade them
- 6 unit branches: insect units, ground attack units, ground support units, air attack units, air support units, naval attack units
- Each branch has 5 tiers, making 5*6 = 30 buildable units
- Each core block has a special player-controlled flying unit type associated with it, resulting in a grand total of 33 total units
Campaign:
- Everything now takes place on a planet, where each hexagonal/pentagonal sector is a separate map that can be visited
- 260+ procedural sectors, with 16 special "landing zone" sectors
- Procedural sectors are optional for campaign completion, but landing zones are not
- Most sectors have a certain number of waves that need to be survived in order to capture them
- Other sectors may have enemy bases on them, which need to be destroyed for capture
- Each sector will produce resources in the background even when you play in other sectors
- Resources can be moved between sectors with Launch Pads
- Sectors near enemy bases will be periodically invaded unless the enemy base is destroyed
- "Global Resources" no longer exist - all research costs are taken directly from your pooled core resources
- More planets will be added in the future
New Blocks & Mechanics:
- Added upgraded 3x3 versions of the Silicon Smelter, Separator and Overdrive Projector
- Cores can now be upgraded to higher tiers
- Added "Segment" point defense turret - targets and destroys incoming bullets
- Added "Parallax" electric anti-air turret - pulls in enemy aircraft with a tractor beam
- Added "Foreshadow" long-range railgun turret, for taking down bosses and armored units
- Added "Tsunami" liquid turret - acts as an upgraded version of the Wave
- Added Plastanium conveyors - stack items together, move them with high throughput
- Added mud & dirt decoration blocks
- Added slag liquid floor, can be pumped to obtain slag
- Added space floor
Logic System:
- Added Processor blocks that execute commands in a loop
- Processors use a very simple assembly-like language
- Code can be written in-game with a visual editor, or imported from text files
- Processors are capable of performing complex tasks, such as controlling units, reading block state, disabling/enabling buildings and outputting text to message blocks
- Added Display blocks - can be used for displaying vector images from processors
- Examples of logic applications include automatic heat-sensing reactor controllers, unit transport systems, custom unit AI, visual power level displays, various types of games and more
Maps:
- Added 4 new maps for custom games
- Added 5 types of weather: rain, fog, snow, sandstorm and sporestorm
- Each type of weather has a certain effect on blocks or units
- Added attack AI rule: when enabled, enemy cores will spawn units that build basic defense schematics
- Added map rules for fire, schematic use, enemy light visibility, unit ammo mechanics, explosion damage and more
- Added new filters in editor, to aid with procedural map generation
- Added new editor filter options
General Changes:
- Added more music
- Added more sound effects
- Added community server groups
- Improved most sprites and icons
- Many small visual improvements
- Made schematics save power node connections & message contents when copying
- Many, many small QoL changes
- A lot more stuff that I've probably missed
5.5.2
2020-02-19
- Removed bloom option due to issues with black screens and disappearing UI
- Fixed schematics not being exportable
- Fixed certain items not being unlocked when outputted
- Fixed overflow gates not saving contents on reload
- Added support for animations with pixelation enabled
- Minor translation updates
5.5.1
2020-02-14
- Fixed black screen caused by bloom on some devices
- Added server categories
- Added color gradient for battery status
- Optimized and cleaned up conveyors
- Made unloaders take items from blocks in equal amounts
- Tweaked power block palette
- Slightly decreased differential generator resource usage
- Changed differential generator sprite
5.5
2020-01-24
- Added new icons w/ smooth scaling
- Added liquid void (Contributed by @GioIacca9)
- Added bridge opacity slider (Contributed by @Quezler)
- Added "underflow" gate (opposite of overflow gate)
- Added new tech tree layout w/ better mod support
- Added new separator sprite/animation
- Added list of affinity tiles to stats of certain blocks
- Added mod name to description of content, when applicable
- Added visual indication of input mass drivers when configuring
- Made chat no longer clear after /sync
- Increased cost for higher tier tech tree blocks
- Slightly increased build time of basic transport blocks to prevent spam
- Fixed votekick button not appearing
- Fixed infinite storage capacity exploit
- Reduced votekick cooldown
- Changed cyrllic font (again)
5.4
2020-01-03
- Added new map view w/ panning and scrolling
- Added block health rule
- Added more internal teams for alternative game modes
5.3
2019-12-18
- Added server block state autosync
- Added support for Thai font
- Fixed liquid junction to item bridge crash
- Fixed launch items not saving
- Fixed schematics not being importable
- General maintenance bugfixes and translation updates
5.2
2019-11-26
- Added schematics
- Added Plated Conduits - liquid version of armored conveyors
- Added Battery Diodes - directional power transfer
- Added experimental lighting system - enable in settings
- Improved placement priority
- Fixed imports of files crashing the game
- Fixed many various bugs
5.1.1
2019-10-29
- Added plastanium walls
- Lots of bugfixes