Dawn Apart Playtest Update #1 (0.61.0.1) Patch Notes

Dawn Apart

Dawn Apart is a space colony and factory sim with fully destructible environments. Mine resources, maintain a growing settlement of fortune hunters and defend it against the fierce native population. Or flip the script - and start a rebellion against the greedy corporation exploiting your new home…

[h1]Good to see you again Playtesters![/h1] It's been a while, but we've been hard at work putting together more fixes and features for this update! There are so many general fixes, but with this update comes a return to the default way to play Dawn Apart. Instead of having infinite free blueprints that build instantly, you are required to craft items and have your prospectors get out there and build them. With this update agents are working much more reliably, and while still not perfect, it's a huge step in the right direction. Along with these we have been working hard on our new world generation pipeline and are hoping to have a completely revamped world in the coming weeks. Just a little something to look forward to! [h2]Changes[/h2] [list] [*] Reverted game mode to default Dawn Apart Game Mode (Blueprints are no longer free, and agents will build everything!) [*] Added back to menu button in the game pause menu [*] Fixed issue where agents would stock more than the amount required for a single ingredient during crafting [*] Added logic to eject items from workbenches when removing recipe from the queue, but retain a number of stocked items if the next queued recipe can use them [*] Fixed multi craft UI not updating the craft recipe component properly if a recipe queue element was completed [*] Fixed recipe queue elements getting wacky when removing elements from the front then adding more elements [*] Fixed pioneer avatar not being cleared when crafting recipe queue is cleared [*] Fixed building connections looking at incorrect grid tiles due to floating point errors [*] Added basic playtest trade quest chain (Space Port -> Red Solvent trade) [*] Fixed trader translation becoming desynced at lower FPS [*] Increased the time between dynamic trade creation [*] Fixed Stockpile Groups not properly setting up their item storage on merge and split [*] Fixed memory leak when loading save games due to undisposed prototype voxel data [*] Fixed stockpile detail view deconstruct button always instantly deconstructing [*] Fixed issue with stockpiles not allowing any number of agents to interact at once [*] Fixed timed press progress bar not getting enabled when setting timed press state [*] Fixed get item interactions not properly being cleared from smart objects [*] Fixed agent carried item UI element not showing carried count [*] Fixed items having their voxel mass values offset incorrectly [*] Adjusted the simple water buoyancy values based on new wood density [*] Updated Debug Camera Change Keybind. F12 -> Page Up [*] Added WIP labels to game HUD elements currently in development [*] Updated the starting stockpile items [*] Added pre-alpha text to the game [*] Added function to remove any invalid recipes from prototype database [*] Added mini items for both conveyors [*] Added fauna spawn padding around the start zone [*] Adjusted wood and log spawn positions to avoid creations of overlapping voxel objects (Just a patch for the actual issue) [*] Fixed Chem Lab having a non-null power source [*] Fixed copper ingot not having the correct category assigned [*] Copper/Steel Pole -> Copper-Steel Gear [*] Fixed music playing multiple instances in some cases [*] Fixed flora growing at incorrect intervals after destruction [*] Disabled trader damage on landing, it now only rolls for damage when departing [*] Fixed single frame flicker when selecting a combustion component with a different power state than the previously selected [*] Fixed incorrect fuel corner text being cleared [/list] [h2]Known Issues In Progress[/h2] [list] [*] Severing a completely destroyed limb leads to a crash [*] Large scale terraforming can lead to a crash [*] Stockpile and Conveyor Group interactions are not properly handled when merging and splitting [*] Some walls have issues when placing on top of each other [*] Invalid smart objects might lock up agents [*] Agents sometimes perform interactions at the wrong location, for example mining far away from a patch [*] Agents pick items off conveyors one at a time [*] Agents with an attack order will completely skip queued move actions [/list] Thanks again to everyone in our community, and those that are checking out and testing our updates. It means a lot to everyone on the team! See you all soon for our next update! PS: If you haven't yet, you can still join the playtest [url=https://discord.gg/M7Cagwx7V5]by joining our Discord server[/url] and [url=https://discord.com/channels/1035543604002832434/1252228979029704736/1252233568500056116]filling out a form in the pinned message in our #playtest channel[/url]!