PATCH NOTES 1.13: QoL, Farming, and... Ladders!
Author: ben,
published 6 months ago,
[h3]------------------------- Cosmic Date 10.05.2024 -------------------------[/h3]
[h3]Dear Space Travelers,[/h3]
Ensuring full customer satisfaction is one of our core values here at E-Corp! To make your interstellar journey as smooth as possible, [b]we’ve been gathering all your feedback[/b] to appropriately update our technology. Today, we’re launching a[b] variety of patches & updates that’ll improve your Quality of Life as you traverse & explore the Mini-verse! [/b]
[b]TL;DR: We've improved to slot locking, hotbar management, and weapon & armor durability. We also fixed a variety of bugs related to farming & animal husbandry. And finally, we fixed one of the Mini-verse's most futuristic pieces of technology: ladders.[/b]
[img]https://clan.cloudflare.steamstatic.com/images//39684651/8cd9358f04c3f292f4f9ffdf7767f4ed69f83260.png[/img][list]
[img]https://clan.cloudflare.steamstatic.com/images//39684651/4c1cc101f0d5c315d14740169fbd7c01b623393f.gif[/img]
[*] Players can "lock slots" in their hotbar while in the equipment menu, allowing for consistent keybinding to slots 1-10 for various items. Locked slots can ONLY be filled with their locked item, so you won’t have to deal with accidentally picking up unintended items or reshuffling your hotbar with a misplaced click.
[*] Added tooltip hint for SHIFT+DRAG shortcut in EN localization that lets players split stack.
[*] Ammo bar and battery bar now hide while the equipment menu is active.
[*] Picked up items now attempt to fill into their last occupied hotbar slot. This means that the inventory should re-shuffle less on transferring items.
[*] Empty and filled buckets will stay in the same slot on depletion/filling.
[*] Unequipping Nano-tool with [Q] no longer equips the most recently held item.
[*] Tutorial now displays prompt at the top of screen with instructions on how to throw items.[/list]
[img]https://clan.cloudflare.steamstatic.com/images//39684651/d195323a303d0ff62bae14cacda2a3060bef2fd3.png[/img]
[list]
[*] Across-the-board improvements to weapon durability: +25% to all items.
[*] Melee weapons now only use one durability instance when hitting multiple enemies with one swing. This adds a nice extra advantage to lining up multiple enemies.
[*] Armor durability now depletes based on total damage received, rather than per instance. This means lower-level enemies cause significantly less wear on armor compared to high-level foes, making casual exploration safer for endgame gear.
[*] Otto now sells the most recently broken items, at 1% durability (to allow players to repair them), for 50 stars. If Otto doesn't have enough space, he will only sell the last 1-2 items.
[*] Buying books from Otto will now allow more space for item buybacks.
[*] Otto stops selling automation guides after they have been bought. Bought guides can be viewed from anywhere in the ship menu.
[/list]
[img]https://clan.cloudflare.steamstatic.com/images//39684651/19feece05744bdbc13c938aacf1731147875abc8.png[/img]
[list]
[*] Decreased time for mushroom stumps to spawn evil mushrooms on boss planets to 10 seconds after being placed.
[*] Improved handling for animals eating from troughs.
[*] Increased Fronkey breeding attempt rate.
[*] Increased slug domestication points gained from feeding slugs using trough.
[*] Reduced amount of food needed to domesticate slugs.
[*] Changed order in which Helperbot describes farming advice, prioritizes showing players fertilizer craft recipe.
[*] Added Easter Egg when feeding lambcats 24+ food.
[*] Significantly increased spawn rate of space cocoa and corpse flowers on newly generated jungle planets.
[*] Fixed issue where electrified water pump would turn off on saving/loading.
[*] Fixed duplication bug for freshly cooked meals in chests (would only work for recipes that had been invented in that instance of the game - what a strange issue).
[*] Fronkamanders now no longer give birth to Fronkey tadpoles.
[*] Fixed bug for firebush requirement on tier 3 terraform chests where terraform chest was instead configured to search for pine trees.
[*] Fixed auto-saw and auto-planter not dropping items on destruction.
[*] Fixed issue where Ravenbug wild nests would not drop Ravenbug down feathers.
[*] Fixed crash where harvesting/destroying slug eggs after they had been incubated resulted in game hanging and exiting.
[*] Fixed issue where domestication meter showed for baby slugs, even though they are not domesticable until grown.
[/list]
[img]https://clan.cloudflare.steamstatic.com/images//39684651/17b9d86ac87a15a94a7f91f19961daf18c9f1129.png[/img]
Last but not least, E-Corp R&D has been working very hard on improving a piece of technology so advanced it’ll blow your mind! [b]That’s right: ladders are getting an update.[/b]
[list]
[*] Ladders can now be climbed by pressing [UP], or [DOWN] while nearby.
[*] Players can exit ladder climb mode by pressing [LEFT] or [RIGHT], or by pressing [UP] while at the very top of a ladder.
[*] Players no longer have to be facing a wall in order to climb it. This means the awkward behavior where players would be unable to aim a tool backwards while climbing a wall at the same time no longer exists.
[*] If players hold [DOWN] when within 0.66 blocks of a ladder, they'll now snap to that ladder and start climbing downwards.
[*] Disabled ducking and diving for players leaving ladders from the bottom for 0.5s. This means that you'll no longer slam into the ground when exiting a ladder from the bottom.
[*] Placed ropes now match ladder behavior.
[*] Added sounds for ladders and ropes.
[*] Buffed rope/ladder climb speed by ~50%.
[*] Players can now climb to the very top of a ladder chain, rather than stopping 20 pixels from the top.
[*] Tutorial shows large, flashing text prompt with wall-climbing instructions.
[/list]
[img]https://clan.cloudflare.steamstatic.com/images//39684651/5d8d055e37a067f271cf8dd8cd964d900737d936.png[/img]
[list]
[*] Sandsharks health reduced 75->60, max spawn cap per monster cave reduced 3->2, but Sandshark attack value buffed 15->17.5.
[*] Increased drop chances for background block mineral tiles to drop minerals (copper, coal, quartz).
[*] Removed durability from peaceful transmitters.
[*] Increased peaceful transmitter cost to include more copper.
[*] Buffed solarium armor set bonus slightly.
[*] Whirlwind from stormbreaker hammer now gives immunity to fall damage for half a second when interacted with.
[*] Solar panel now starts ~15-20 seconds earlier.
[*] Crystal foundries in blue zones now produce copper instead of coal.
[*] Windmills now drop whole windmills, instead of component parts - the decision to make them fall into parts was made at an earlier stage of development, when windmills were more powerful, and had to be balanced in some way against steam engines. In the meantime, steam engine fuel efficiency has been buffed and construction costs for windmills increased - so having the additional penalty of making windmills non-reusable is no longer needed.
[*] Additional formatting/info for Combinificator UI + ability to see craft recipes of component items on Combinificator craft grid, similar to research menu.
[*] Any missing medi-cells for the "repair medi-bay" objective will now drop by the medi-bay on load, if for some reason due to bug/issue medi-cells fail to load/generate/are destroyed.
[/list]
[img]https://clan.cloudflare.steamstatic.com/images//39684651/110db04b5cea19969053e29c0f304dd8f91ecefb.png[/img]
[list]
[*] Fixed issue where right clicking items in Otto / merchant shop could have unexpected behavior. Right clicking in these shops now does nothing.
[*] Fixed incomplete text description on EN localization for riftwalker boots.
[*] Attempted fix for crash on using energy weapons with expended batteries.
[*] Fixed issue where weapons could sometimes(?) still be fire-able when stunned.
[*] Fixed power module missing +fall damage perk description.
[*] Fixed issue where Woperator modules could not be manually placed in equipment UI.
[*] Fixed issue where geothermal generators would drop when destroyed.
[*] Fixed issue where non-stone stairs and fences were uncraftable.
[*] Fixed scaling issue with some buttons failing to scale correctly after "pop-in" animation played.
[*] Fixed issue in Turkish & Japanese translations where OMNI-bot would be unable to deliver monologue due to misplaced localization flags.
[*] Stabilized structure generation for Med-Bay objective slightly.
[*] Fixed untranslated strings for Medi-Cell.
[*] Fixed issue where Nano-Tool would not properly smart-select hammer for ladders.
[*] Fixed issue where breaking Medi-Bay, then reloading planet, would cause embedded Medi-Cells not to display.
[*] Fixed text error in Refinery Defense event.
[*] Fixed world generation hanging for certain Crystal Foundry generations.
[*] Fixed windmill not being listed as a generator.
[*] Fixed wall items not properly previewing at a 45 degree angle in research menu.
[*] Fixed typo in extrusion machine listing.
[*] Fixed issue where swapping between a tool and Nano-Wrench or Nano-Trowel would cause a bug where arm animations displayed in tool-mode, but equipment but was invisible.
[*] Fixed issue where Nautilus would not consistently drop Green Power Crystals.
[*] Fixed issue where window would center on top left corner on reloading settings (occurred during bootup and on planet load). Now only snaps to top left corner if game size is larger than screen size.
[/list]
See you in the Mini-verse!
Your friend Helperbot
[h3]
------------------------- END OF TRANSMISSION -------------------------[/h3]
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