Weekly Update
Author: slims,
published 8 months ago,
Hey all!
My first born son was born this week on Feb 23! He is an absolute joy. I still managed to get a bunch of fixes in this week, despite the mayhem of fatherhood. Let's get to it!
[b]Filter Inserters[/b]
Inserters and cargo drones can now have filters, just like connectors. This change was clearly needed for a long time, and will make 2-item logistics bays particularly useful.
In addition, I have added another control and keybind to globally stop inserters from moving. This will let you stop them to select them easier (or remove/copy/cut them).
[img]https://clan.cloudflare.steamstatic.com/images//43547551/547be13af71039736251555102fb71d0430e7f1d.png[/img]
[b]Mobile Station QOL[/b]
While driving mobile stations, you'll now be able to use inventory actions as normal. This means you can use control+click to quickly pickup items from things like ancient treasures and otherwise normally transfer items between inventories. While driving, since E functions as the rotate button, you will need to press shift+E to open your Inventory/Craft panel. These keybinds are all customizable.
I've also added a button to clear the queue at a landing zone. Every hauler at that landing zone will go to the next stop in their list. This should let you clear up blockages and debug your queues easier. This is really just a stop gap though. In an upcoming patch I'll be adding more visualizations at the landing zones to be able to see and zoom to specific haulers that are assigned to that landing zone.
[img]https://clan.cloudflare.steamstatic.com/images//43547551/da3e353b64a82e445fa632a0acb3851504a37bd1.png[/img]
[b]Oracles[/b]
The Oracle is the place to go for personal ship upgrades. I've added a new upgrade to increase player craft speed for 2 lumen orbs. I plan on continually adding things to the shop, so please let me know in the discord if you have any ideas!
[img]https://clan.cloudflare.steamstatic.com/images//43547551/7389c533fdd65a8096d5bdc84e7144290b1cd55a.png[/img]
There's a bunch more stuff, so make sure to read the full patch notes below:
[h3]0.17.0.24 Patch Notes[/h3]
[b]Map Generation[/b]
[list]
[*] Massively improved the performance of map generation
[*] Reduced resolution of biomes, so we check every 10x10 tiles instead of every 1x1 tiles to set biome (this also has the effect of fewer overly tiny biomes)
[*] Fog of war color should now more accurately reflect biome
[*] NOTE: Existing saves will have their biomes regenerated, but not terrain items. Biomes may therefore not really reflect the terrain that was generated originally. Should have no real impact on gameplay though.
[/list]
[b]Oracles[/b]
[list]
[*] Added new shop item: Player Craft Speed Increase. Costs 2, 12 levels, for a 5% upgrade.
[/list]
[b]Mobile Stations[/b]
[list]
[*] Players can now use inventory and selection actions as normal while driving a mobile station, which should make them much more easy to use
[*] Added a clear queue button to landing zones which will increment the stop index of every hauler in queue and put them in the undocking state to unclog them.
[*] When deleting command cores, hauler stops will also be deleted from the hauler that command core is pointing at (which also fixed a bug where haulers stay in queues even when they don't have a command core)
[*] Reduced the size the logistics bay collider so players don't run into it while flying near it when its part of a flying mobile station
[/list]
[b]Inserters[/b]
[list]
[*] Added the ability to set inventory filters on cargo drones and inserters
[*] Added a control and keybind to globally stop/start inserter movement
[*] Players can now control+click inserters and cargo drones to take their cargo
[/list]
[b]Map View[/b]
[list]
[*] Power transmission beams will now show on the map
[/list]
[b]Modding[/b]
[list]
[*] Fixed an issue preventing mods with assets from loading from the steam workshop
[*] Added the SpaghettiAPI to FFCore, which will be continually expanded. Currently it gives modders direct access to the currently selected and hovered entities, as well as a hook to update portal positions on the map
[/list]
[b]Bug Fixes[/b]
[list]
[*] Fixed several regressions in the inserter code
[*] Fixed a rendering issue with greenhouses on connectors
[/list]