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TLR
New main UI!
Use Signs to name your rooms!
All T2 crafting completely reworked to be similar to T1, and much more understandable to boot!
Loads of Frozen Factory improvements and rebalances
Freight Carts!
Suit Inventory now auto-uses Ampules and Boosters
Adventures Pack
Robot Herb Arms should now collect plants and hand them off to hoppers correctly.
Robots should now do a 180 degree turn after servicing Hydro Bays or Storage Hoppers.
Linked up all Orbital Railgun missions
Orbital Railgun no longer uses ~47,000 Alloyed Machines Blocks to make, but will instead make ~1,700 Ultimate Upgrade Modules. This is still around 700k bars of each of the sub-types, but should be much easier to actually manage.
Increased Ore Freighter carrying capacity by 4x, halved their speed, giving an effective 2x boost over previous.
Scrap Ore Freighters now carry 50
Basic Ore Freighters now carry 500
Fast Ore Freighters now carry 500
Large Ore Freighters now carry 1000
Bulk Ore Freighters now carry 1000
Ore Freighters now show their carried ore correctly.
Stations auto-name to the first freight item added if they don't have a name
Carts now turn around at one-ways if they approach them from the wrong side and properly trigger a nav refresh
SetErrorState now properly handles null interface case
FreightCart error colours are now more specific
Freight Cart error colours:
Yellow - Offloading Excess
Cyan - Parking at Depot
Magenta - Station Full
Red - Nav Error
Freight Cart Junctions of glory and win.
Just remember, the Adventures Pack is planned to be released within 1-3 months, depending on things, but if you ABSOLUTELY CANNOT WAIT, then you can become a Patreon[www.patreon.com] and get immediate access, as well as supporting development of the game.
Rebalancing
Added Titanium Housings and Titanium Housing Crafter
Added Gold Foil and Gold Foil Crafter
Added Secondary Upgrade Module Crafter and Secondary Upgrade Modules
Added Alloyed Upgrade Module Crafter and Alloyed Upgrade Modules
Added Ultimate Upgrade Module Crafter and Ultimate Upgrade Modules
Replaced all self-crafts that used Gold Wire with Gold Foil, 5 times less.
Replaced all self-crafts that used Titanium Plates with Titanium Housing, 6 times less.
Replaced all self-crafts that used Fortified PCBs with Secondary Upgrade Modules, 5 times less.
This should make things much simpler for T2 crafts. Everything should be 'about' the same cost.
Apologies that this may affect a few automation setups
Hid a number of items until slightly later in the game, so players can't research things they can't make.
Added Basic Conveyor Belt Crafting machines
Added Conveyor Belt Crafting machines
MK5 Induction kits are no longer used as a crafting ingredient. Instead you'll use UltimateUpgradeModules, each of which costs about 10% of the resources of a previous MK5 Induction Kit.
Titanium Housing Crafter PPS reduced to 25
Secondary Upgrade Module PPS increased to 150
Secondary Upgrade Module no longer required Primary PCBs (this reduces the cost of Alloyed Machine Blocks by 30 Tin bars per block)
Reduced Chrome and Moly cost in Chromed and Magnetic Block Assemblers
Reduced a number of RP costs for early-game items
Increased Research Value of Copper Ore
Added ScrapTrack Crafter
Added MinecartTrack Crafter
Many FF recipes now use the higher-tier Overclocked Clocks, which were sorely underused.
New things!
Improved things!
New 'heavy machine cracks the ground' effect
Quality of Life
Basic and Regular Conveyors can now be made immune to the effects of Cold and Toxic gases by building them inside an appropriately-classed room.
Signs next to Generic Room Controllers will now specifically name the room - you can use this to help newbies to your server understand things, or to remind you what on earth you had planned...
Many more optimisations to fluid
Players will no longer have a shadow when riding a minecart
Players should no longer clip into Stations whilst riding minecarts.
Decorative Blocks should no longer be cleared by WorkFloor Excavators.
Teleporting will now cause a clear-up of memory allocation and outdated texture loads.
Fixed issue where CompressDuringPlayOnly wouldn't submit folder for archival under certain circumstances
(You can use CompressDuringPlay or CompressOnExit for now to ensure backups are made.)
Room Vaporators now support 256m^3, up from 192m^3
Lancers and Melters are now 2x the speed on Rapid.
Massive rework of the threaded fluid system. Now substantially better!
Fluid Pipes can now change colour appropriately. This change was far harder than this sentence makes out.
Destroying an OSC will no longer leave the OET in a really broken state. You WILL lose all the power tho - be more sure before hitting BOOM.
Trenchers should now correctly page in target drill segment
Healing Ampules are no longer used if you're dead. #bitlate
Increased size of Organic Power Storage once more.
Melters should now correctly support Freezon Boosting
Freezon-Booster Ablators and Liquifiers now cover a much larger range.
Lancers and Melters now have double range (18/26) when Freezon Boosted, as well as the increased clearance rate.
Increased CryoMine radius by 25%
Logistics Falcors will no longer service adjacent beacons.
Overclocked Clocks now use 5 Clocks, not 1.
All Overclocked use now reduced to 20%
Added a new suit item that doesn't do anything other than have a really pretty drop object with a big light on it. Useful in Clumsy Mode, but not elsewhere.
Improved Lens Polisher readout - it takes ALL lenses, btw!
RayGun unlock now pushed before Labs
Power cost for Rail Checking on Cargo Lifts is massively reduced, and doesn't change, regardless of fitted lift.
Medbay range increased to 10 metres.
All Ampules and Power Boosters now fit into the Suit Inventory.
All items now droppable. ALL items now droppable.
Assembly Line Machines are now 3x faster on Rapid.
Ampules stored in your Suit inventory will automatically trigger when at <25% health
Power Boosters stored in your Suit inventory will automatically trigger when ARTHER is at <15% health
OET Charge now displayed with an ETA properly.
Known Issues
Directional Hoppers cannot offload to Multiblock machines. I can't work out a good fix for this.
Fix List
Ore Density fixed on non-Rapid modes
Mobs that move outside of a Client's loaded frustum should no longer get lost in the ether.
Ore Smelter no longer gives any tutorial once the player has completed the game in a previous playthrough
Fixed rare crash in Mass Storage crates
New UI should fade appropriately.
Massively improved 'progress' indicator in Research Panel.
Hooked up 'Just keep scanning' achievement to when you hit 400/457 items in progression. I may change this to be harder.
Mynocks in a farm will no longer soak up lots of CPU time! This change will mostly only affect dual and quad core PCs.
All of the modifiers to plant growth speed should now apply correctly.
Fixed a generic issue with machines interacting with Assembly Line machines via the generic interface.
Fixed typo in Cost of MK3 Storage Ports
Fixed rare crash in Manufacturing Plants and Accessory Modules.
Railgun can now be fired more than once.
Railgun average, peak, ongoing and total firing stored and displayed.
CargoLifts should no longer get stuck forever after suffering from CryoPlasm or Sand
CargoLifts should be much more responsive for network clients.
Raygun now part of the Care Package.
Fixed issue where Dazzler would sulk if it couldn't find anything. Fun fact : 256 doesn't fit into a byte
Substantial improvements to smartness of fluid
Substantial improvements to performance of fluid
Segments with Cryo in them that haven't moved in a substantial timeframe will now freeze.
Falcor Bomber Radar is network synced
Falcor Beacons are network synced
Fixed threaded timing issue with CryoMap.
LOIC should now move under all circumstances.
Some fixes to the mission readout for the OET
Some fixes to TourCarts
Magma Storage now animates to show fullness.
MagmaBore readout switches across to Inferno Readout appropriately. Includes clients!
Fixed CryoMap machine display
Fixed CryoSpawner exploit
Network Freight fixes
Added Current Ride Cart debug
Added a new client comms stream to send world-wide data, even with the target machine isn't nearby.
Dropped items should no longer end up being visually in the wrong place.
Plenty of MagmaBore polish and fixes.
New top-UI
Teleport Mods should no longer punish you with pink
Locked TrackReservations to prevent thread clashing
Carts at request only hopper stations will automatically leave at the loading step
Made StationFull error state take precedence over OffloadingExcess - this should stop spamming of carts that are trying to offload at a full station
Freight cart depots should no longer report stations asking for carts of unknown tier
Freight stations on mass storage should have a popup box again
Doubled the penalty for carts passing through stations other than the destination
Carried out a bunch of graphical tweaks to all of the T4 Particulate filtration systems
[FreightCart]Suppressed some client spam for track reservations for FreightCartMob
Cleaned up the network reservation update for client FreightCartMob
Disabled the network updates of cart stats as that would be handled on mob creation and isn't needed each network update
Client freight carts can no longer shoot past a depot and derail while awaiting the server removal of the cart
FreightCartStations now force a UI refresh when a MS crate is registered (so MS connection is recognized)
Adds the abstract TrackPiece object for use in generic track tracing applications
Adds all necessary child TrackPieces for each existing track type with full navigation rules
Adds support to the AutoUpgrader to upgrade Scrap Track into standard Minecart Track
Fixes power requirement for AutoUpgrader to properly consume power for each upgrade
Freight Stations now flash red if there's an error
Ore Carts now show which ore they're carrying.
Freight Carts now utilise the Mass Storage colouring and texturing scheme, to show what they are carrying.
Fixed Overmind Guts hitbox + accidental achievement
Added error when Directional Hoppers are connected to offload to Multiblock machines.
Hiveminds will no longer be able to over-build and saturate orders.
Hiveminds now inter-react more strongly.
The punishment for nuking a hivemind is now about 4x worse. I'm tempted to reduce the amount of RP out there, in order to persuade people to go blow up hiveminds. Remember - hiveminds drop RP when blown up!
Fixed a number of issues regarding Hiveminds placing Mynocks onto Conveyors, that should now be resolved and improved substantially. You may spend a little more power on keeping conveyors clear now, tho.
Usable Item code now supports Suit Items
Hotbar counts now support Suit items.
Ampules are now correctly colour-coded by tier, starting with White at T0
Fixed the 'blip' of HODOR rocket noise when it loads.
Solar Panels are now 32x more efficient over the network
Ablators and Liquifiers should now correctly aim as network clients.
All Freight Carts and Ore Carts of all tiers now modelled
Lots and lots of Freight fixes
Lots of Freight fixes and improvements
Improved HEIST networking usage
All Spiderbot missions will no longer trigger when all overminds are dead
Added low-pass filter to Crystal Resonance, reducing some of the high frequencies at distance.
Fluid focus rebalanced to give priority to fluid near the player. When player isn't present, all fluid will tick equally.
Signs will now render faster
Improved Minecart track rendering
Freight Mod now part of the Adventures Pack! New, improved and improved!
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