Country Roads Update Out Now!
[p]Country Roads is all about evolving how you gather, transport, and process resources. It improves the hands-on, powerful feeling of the mech and creates new infrastructure projects to take on, where you can put in time and resources to make your farming and crafting life more convenient and productive. [/p][p]This update is heavily focused on the mid- and late-game, but some changes and improvements will be noticeable at the start of the game. [/p][p][/p]????????Mech Hauling
[p]Your mech can now pick up, carry, and throw large objects like logs and rock chunks, greatly increasing your resource-gathering capacity. Haul them back home and process them in the new Sawmill and Mineral Crusher Constructs to get tons of additional resources compared to breaking them with your tools. Increase your Hauling Capacity with Mod Chips to carry bigger and bigger stacks![/p][p][img src="https://clan.akamai.steamstatic.com/images/41007923/8ff66c944d27d3e1beaf50c14334a78cddcfcc14.png"][/img][/p][p][/p]????️Roads & Trailers
[p]Pave the way to prosperity by laying down roads, building bridges and hooking up wagons to your mech. Roads will make you go faster while also spending less fuel, making them a great tool for long distance travel. [/p][p]You can now craft Trailers - from large resources to small, these will greatly increase the amount of things you can transport. Trailers can be connected to your mech, and even daisy-chained for those real big hauls! Trailers will move more easily on roads, so we recommend building both to make those long mining trips a breeze.[/p][p][img src="https://clan.akamai.steamstatic.com/images/41007923/dd755771f541a0548d28787016af3e77d99581f2.png"][/img][/p][p][/p]⛏️ Mineral Yield Boosting
[p]Tired of scrounging for Iron? Need just a bit more Aluminum for that next Mod Chip? Found that perfect gathering spot, but it’s just not re-growing fast enough? Sounds like it’s time to build a Mineral Extractor! This new Construct will extract additional minerals when placed next to a natural deposit, making mineral scarcity a thing of the past. [/p][p][img src="https://clan.akamai.steamstatic.com/images/41007923/a7d58a888a58eae00841b51006fbafa4eed7ae6f.png"][/img][/p][p][/p]????????New Progression Content
[p]We're extending the mid-to-late game with a new milestone! Push your homestead to new heights to continue supporting the frontier! This milestones includes new Mod Chips and Constructs, like the Oil Presser II, Grinder II, Furnace II, and Drone Station II (which waters 4 mounds at once!), that will help take your farming and crafting to the next level.[/p][p][img src="https://clan.akamai.steamstatic.com/images/41007923/792450eb841fe2bc164d952487cbc13fd022c6e5.png"][/img][/p][p][/p]⛽Advanced Oils
[p]Fuel innovation has reached the frontier! Craft high-density Advanced Oils using the new Oil Mixer Construct to keep your mech running longer for less.[/p][p][img src="https://clan.akamai.steamstatic.com/images/41007923/3f1e865c5f2b834ebe84e22208c043c86108395c.png"][/img][/p]Full Patch Notes
Highlights
- [p]Added Mech Hauling - the Mech can now pick up and throw Large Objects[/p][/*]
- [p]Various rocks, minerals, and trees now drop chunks and logs to be used with Mech Hauling[/p][/*]
- [p]Greatly increased the amount of large rocks in the world[/p][/*]
- [p]New Construct: Roads - allows the construction of roads and bridges that grant a speed bonus to Mechs and Trailers, as well as reducing the fuel cost of movement[/p][/*]
- [p]Added Trailers, mobile storage that can be pulled by the mech. [/p][/*]
- [p]New Construct: Fabricator Platform, used to craft Trailers[/p][/*]
- [p]New Construct: Mineral Extractor - Build near large mineral deposits to generate additional minerals each day [/p][/*]
- [p]New Construct: Oil Mixer - Allows the creation of more potent fuels by mixing oils[/p][/*]
Changes
- [p]Added new Constructs[/p][list]
- [p]Roads - Allows the construction of roads and bridges that grant a speed bonus to Mechs and Trailers, as well as reducing the fuel cost of movement[/p][/*]
- [p]Mineral Extractor- Build near large mineral deposits to generate additional minerals each day [/p][/*]
- [p]Oil Mixer - Allows the creation of more potent fuels by mixing oils[/p][/*]
- [p]Mineral Crusher - Breaks rocks and mineral chunks into resources[/p][/*]
- [p]Sawmill - Breaks logs into resources[/p][/*]
- [p]Drone Station II - Drones from this station will water 4 plots at the same time instead of 1[/p][/*]
- [p]Oil presser II - Takes 5x input to produce 5x output[/p][/*]
- [p]Grinder II - Takes 5x input to produce 5x output[/p][/*]
- [p]Furnace II - Takes 5x input to produce 5x output[/p][/*]
- [p]Fabricator Platform - Used to craft Trailers[/p][/*]
- [p]Dev comment: “This role is now filled by Roads”[/p][/*]
- [p]Dev comment: “Mutated crops allow savvy players to gain additional Mech Power, but it was a bit too easy to get very far ahead of the power curve.” [/p][/*]
- [p]Dev comment: “The previous value meant Tool Speed mods were not a very attractive option.”[/p][/*]
- [p]Dev comment: “If this change causes your mech to go over its power limit, it will automatically revert to a basic loadout to avoid a softlock."[/p][/*]
- [p]Dev comment: “Mutated crops allow savvy players to gain additional Mech Power, but it was a bit too easy to get very far ahead of the power curve."[/p][/*]
Bug fixes
- [p]Fixed issue where Feeding Throughs would look empty after loading the game, even if it had food[/p][/*]
- [p]Fixed issue on Xbox where player names would not include the number suffix[/p][/*]
- [p]Fixed issue where you could copy neighbour-specific constructs[/p][/*]
- [p]Fixed issue where "Create a mission at the delivery cannon" quest would require you to also pin the mission[/p][/*]
- [p]Fixed issue where Floodlight construct would sometimes show a gray cone for clients[/p][/*]
- [p]Fixed issue where toggling off sprint didn't work mid-air[/p][/*]
- [p]Fixed issue where Ranch Animals would sometimes get locked doing nothing[/p][/*]
- [p]Fixed issue where recycling a Plantable Pot would cause nearby Plantable Pots to lose their mounds[/p][/*]
- [p]Fixed certain Exofarmer tools playing their reload animation when removing any item from inventory[/p][/*]
- [p]Fixed issue where drifting in Trailblazer mode with a controller and transforming back would cause controller to vibrate forever[/p][/*]
- [p]Fixed issue where holograms could sometimes end up at world origin and cause severly reduced performance[/p][/*]
- [p]Fixed issue where manually trying to feed an animal would play the SFX even when you had no food to give[/p][/*]
- [p]Fixed leaves not being visible on distant Caroots, making them hard to spot out in the wild[/p][/*]
- [p]Boulders now destroy crops they roll over[/p][/*]
- [p]Fixed issue where swinging the Spike Saw while colliding into a tree would lock the tool in an unusable state[/p][/*]
- [p]Fixed issue where Crop removal VFX would play at the wrong location[/p][/*]
- [p]Fixed issue where Trailblazer mode would frequently desync in multiplayer[/p][/*]
- [p]Large Plants (Glo Tree, Colorflower) now spawn drops randomly in their bounds, similar to other breakables[/p][/*]
- [p]Fixed Mech Engines sometimes being culled too aggressively, causing them to flicker[/p][/*]
- [p]The small garden windmill is now rotated properly[/p][/*]
- [p]Lumblooms now have the correct harvest particles[/p][/*]
- [p]Fixed issue where boulders could sometimes desync in multiplayer[/p][/*]
- [p]Fixed issue where Farm Center sizes weren't accurate in the menu (no actual size changes, just the text)[/p][/*]
- [p]Fixed issues with Mech Mod effects sometimes not applying for clients[/p][/*]
- [p]Fixed various crashes[/p][/*]
- [p]Fixed playtime displayed on save files appearing to loop back to zero hours every 24 hours[/p][/*]
- [p]Various fixes and optimizations to Floaters[/p][/*]
- [p]Fixed crops not having collision if located in a specific chunk of the world[/p][/*]
- [p]Fixed issue where Feeding Throughs would look empty after loading the game, even if it had food[/p][/*]
- [p]Fixed issue on Xbox where player names would not include the number suffix[/p][/*]
- [p]Fixed issue where you could copy neighbour-specific constructs[/p][/*]
- [p]Fixed issue where "Create a mission at the Delivery Cannon" quest would require you to also pin the mission[/p][/*]
- [p]Fixed issue where Floodlight construct would sometimes show a gray cone for clients[/p][/*]
- [p]Fixed issue where toggling off sprint didn't work mid-air[/p][/*]
- [p]Fixed issue where Ranch Animals would sometimes get locked doing nothing[/p][/*]
- [p]Fixed issue where recycling a Plantable Pot would cause nearby Plantable Pots to lose their mounds[/p][/*]
- [p]Fixed certain Exofarmer tools playing their reload animation when removing any item from inventory[/p][/*]
- [p]Fixed issue where drifting in Trailblazer mode with a controller and transforming back would cause controller to vibrate forever[/p][/*]
- [p]Fixed issue where holograms could sometimes end up at the world origin and cause severly reduced performance[/p][/*]
- [p]Fixed issue where manually trying to feed an animal would play the SFX even when you had no food to give[/p][/*]
- [p]Fixed leaves not being visible on distant Caroots, making them hard to spot out in the wild[/p][/*]
- [p]Fixed issue where swinging the Spike Saw while colliding into a tree would lock the tool in an unusable state[/p][/*]
- [p]Fixed issue where Crop removal VFX would play at the wrong location[/p][/*]
- [p]Fixed issue where Trailblazer mode would frequently desync in multiplayer[/p][/*]
- [p]Large Plants (Glo Tree, Colorflower) now spawn drops randomly in their bounds, similar to other breakables[/p][/*]
- [p]Fixed Mech Engines sometimes being culled too aggressively, causing them to flicker[/p][/*]
- [p]The Small Garden Windmill construct is now rotated properly[/p][/*]
- [p]Lumblooms now have the correct harvest particles[/p][/*]
- [p]Fixed issue where boulders could sometimes desync in multiplayer[/p][/*]
- [p]Fixed issue where Farm Center sizes weren't accurate in the menu (no actual size changes, just the text)[/p][/*]
- [p]Fixed issues with Mech Mod effects sometimes not applying for clients[/p][/*]
- [p]Fixed various crashes[/p][/*]
- [p]Fixed playtime displayed on save files appearing to loop back to zero hours every 24 hours[/p][/*]
- [p]Various fixes and optimizations to Floaters[/p][/*]
- [p]Fixed crops sometimes not having collision if located in a specific chunk of the world[/p][/*]
- [p]Shortened overly long animation transition between Mech thrusting and landing[/p][/*]
- [p]Fixed the Trailblazer mode not deforming grass around its wheels properly[/p][/*]
- [p]Fixed movement controls sometimes behaving incorrectly when cleared or rebound[/p][/*]
- [p]Fixed several instances of unlocalized text[/p][/*]
- [p]Fixed the Irrigation Hose Hydro Blast stopping short when fired too rapidly[/p][/*]
- [p]Fixed intro cutscene video ignoring audio settings; now controlled by "Master" and "SFX" volume[/p][/*]
- [p]Probably fixed crafting constructs rarely not being recyclable or movable despite appearing empty[/p][/*]
- [p]Fixed various crashes[/p][p][/p][/*]
