Hello, everyone! It’s time for another batch of experimental Update 6 tweaks and bugfixes. Enjoy! [img]https://clan.cloudflare.steamstatic.com/images//36026812/a956c4ec207fbf4072bb80cec36c8ee99cb4221d.gif[/img] [h1]Patch notes 2024-07-11 (experimental)[/h1] As a reminder, to play on the experimental branch, follow the steps described here: [url=https://steamcommunity.com/app/1062090/discussions/0/3195862975779063980/ style=button]Switching to Experimental Branch[/url] To see and use Steam Workshop during the experimental phase, you also need to join this group: [url=https://steamcommunity.com/groups/timberborn-workshop-EXP-ONLY style=button]Timberborn Workshop group[/url] [h1]Buildings[/h1] [list] [*] Updated buildings: Engine and Large Power Wheel. Following a similar change to windmills, it is now possible to attach a Vertical (or Upward) Power Shaft to the central bottom tile of these power-producing buildings. They can also power up Solid buildings placed directly below (such as the Bot Part Factory). [*] Updated buildings: Mine, Efficient Mine, and Underground Pile. These buildings’ entrances are now at the ground level. [/list] [h1]Misc.[/h1] [list] [*] Added the ability to assign keybindings for upward and downward camera rotation. [*] The camera position is no longer saved in the map editor. [*] Added warnings for Downward and Upward Power Shafts when you’re about to block their connectors. [*] The game no longer warns about blocked power connectors when there’s at least one connector still available. And if [i]all[/i] connectors are blocked, the warning says just that. [*] Added a tooltip to the grayed out “Delete” button when the building cannot be deleted because of other structures placed above. [*] Updated icons for the [i]Local[/i] indicator on the map and mod selection screens. [*] Updated shaders for some crops. [*] Added flavor texts for both factions’ wonders. [/list] [h1]Bugs[/h1] [list] [*] Fixed a relatively common issue related to the player.data file that would crash the game at launch. [*] Builders carrying goods were once again reminded not to ignore paths. Safety first! [*] Cleared the 0,0 camera position saved as the default restorable position on Plains and Helix Mountain. [*] Fixed a bug with beavers creating a moshpit right at the Underground Pile’s entrance. [*] Water particles on Buildings such as Water Dump or Mechanical Water Pump no longer clip through Impermeable Floor, Levees, Dams, Sluices, or even ground. [*] Water Sources are now hidden when using the layer-hiding tool. [*] Fixed plant life not changing its status after being flooded in the map editor. [*] Fixed a bug with paths attempting to connect to Stairs from the side. We know, [i]we know[/i]. [*] Beavers no longer pretend to be ghosts and cannot enter buildings through walls. [*] Fixed the missing Network power supply / demand header not appearing for the first group of buildings listed in the Power tab of the Settlement Panel. [*] Water Gauge and Badwater Rig no longer clip through other buildings. [*] Fixed the occasional overflowing on the Canyon map. [*] Fixed some minor water oscillations on the Cliffside map. [*] Bot builders no longer feel superior and won’t act like they don’t need hammers to work. [*] Fixed power shafts rotating even when there was nothing consuming power. [*] Fixed building highlights that sometimes wouldn’t disappear. [*] Covered water sources no longer continue to produce water during badtides or badwater during temperate weather. [/list]