We’re back with a big development update. A lot has happened over the past few weeks, and the world of Solarpunk is really coming together. Let’s jump right in!

(Take a look at the trade bot!)
⚡ Advanced Power Logic
We have implemented a brand-new logic system for electricity! You can now use switches to turn entire networks (or parts of them) on and off, plus new sensors add some real automation magic:
- Rain sensors that can disable sprinklers when it rains
- Day/Night sensors to automatically turn on your lights at night
- The system opens up creative possibilities!
- There’s also now an electric version of the furnace, instead of using materials, it runs on electricity.

(WIP: Electric furnace concept)
???? Animals Are (Almost) Here!
We have also been working hard on our animal systems, and here’s what’s already in place:
- Animals are now implemented on the programming side and ready for testing
- We implemented the breeding system
- Happy animals produce loot
- Animals get a random name when they spawn – but you can rename them using an Animal Tag
- Animal transport is now possible! You can use a Transport Item to send animals to a Receiving Station you place anywhere on your base
- Certain items (like the Beehive) can now only be placed in specific biomes. No bees in the snowy mountains, it's just too cold!

(WIP: Drones can now help you automate processes.)
???? New Crops & Cooking System
After some spontaneous consideration, we decided to add a cooking system to the game to give it even more depth. We’ve added several new plants like tomatoes, carrots, paprika, and watermelon.
The first version of the cooking system now has 10 recipes that offer useful bonuses (like reduced hunger or thirst for a few minutes).
????️ Bug Fixes & Performance Improvements
While one of us focused on new features, the other has been deep in balancing and polishing.
Most of the changes are small but impactful. Here are a few examples:
- You only respawn in bed if it’s actually inside a house with a floor (no more falling into the void!)
- A Recycler lets you turn almost anything into "Recycling Points" (name might change). You’ll use these points to unlock skins and fun extras from the vending machine
- Airship repair kits work again and are easier to use
- New item icons, recipes, and tutorial text
- Balanced airship stats and trading quests
- Fixed bugs, improved island positioning, and added new plants
- Now, when you die, you drop your items with a particle effect so you can easily find them again
- Several bugs in the energy system have been ironed out
- Fixed a crash related to inventory items and crafting/rewards
- Starving in the airship now works correctly
- Diamond tools are finally fully functional
- Performance has been significantly improved across the board

(WIP: We added maps to the game so you can locate islands and you can set your own markers.)
That’s it for now! Thank you so much for your ongoing support and patience. Every update brings us closer to a world we can't wait to share with you.
For even more exchange or if you have any questions, join our Discord server ????
and become part of the Solarpunk community.
Until next time,
The Solarpunk Team

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