v6.2.0 of Starground is now out! This update addresses some early-game balancing issues with both power and dungeoning. Batteries have been introduced to handle unreliable early-game power. Buildings now also don't require full power, and their speed will scale with consumption. [h2]Additions[/h2] [list] [*] Added batteries [*] Added big batteries [*] Added the option to enable and disable vsync [*] Added a slider to allow setting a max fps [*] Added healthbars to enemies [/list] [h2]Changes[/h2] [list] [*] Decreased the collector power consumption to 5 SE [*] Increased the length of the daycycle from 300 seconds to 600 (5 minutes to 10) [*] Made it so machines will now slow down when power is low instead of stopping [*] Made it so you can walk on solar panels [*] Made it so fists now have much longer range [*] Lowered moonshroom health from 8 to 6 [*] Doubled the damage fists do [*] Made it so damage no longer stacks ontop of the base damage (so if you have a sword with 4 damage, you do 4 damage instead of 4.25) [*] Balanced weapon components [list][*]Fungdle cooldown 0.4 -> 0.1 [*]Primitive Handle cooldown 0.5 -> 0.3 [*]Long Handle cooldown 0.4 -> 0.2 [*]Primitive Hammer damage 1 -> 2[/list] [/list] [h2]Fixes[/h2] [list] [*] Fixed an issue where treadmills were not created in multiplayer [*] Potentially fixed an issue related to a tesla coil having a null network [*] Fixed an issue where the power generation and consumption values were incorrectly calculated when adding a tesla coil to a pre-existing network [*] Fixed an issue where blacklist filters on movers didn't work [*] Fixed an issue where treadmills blocked other buildings [*] Fixed an issue where the player was incorrectly layered with the treadmill [/list]