Demo Hotfix 8 arrives to restore botanical order!
Sandustry » Devlog
Patch notes:
- New Flower algorithm.
- Lots of changes to flowers to make them less unruly. Can you spot them all?
- You can now hold Control to replace/override buildings.
- Hydro Sponge upgrade for Grabber.
- Only works above ground.
- The world is no longer looping.
- I know a lot of people liked this and had fun abusing it in various ways, but it created too much noise in bug reports.
- Addressing “stuck on ‘Loading…’” issues.
- There was a loading problem when the game couldn’t detect the number of cores on the user’s computer or when there was not enough logical processors for the concurrency buffer. This has now been fixed.
- Added significantly more logging to help debug the remaining issues.
- You can now open the Debug Console from the loading screen. Press the button in the bottom left corner and screenshot or paste the log when reporting loading issues! (Only applicable on Steam. If on itch.io - use the regular DevTools, e.g. Ctrl+Shift+J on Chrome.)
- Embers from Lava will now ignite Moss/Flowers.
- When placing block foundations in gaps partially covered by Bedrock a frame foundation will now be built, fully sealing it.
- You can now press anywhere in the selection after highlighting it with the marquee (or Shift), instead of having to press one of the selected buildings. This applies to copying as well.
- Additional improvements to make buttons less sticky and more responsive.
- Fixed a dead zone on hotbar and item/building buttons by changing the active pseudo-class.
- You can now Lock Hotbar in the bottom right corner of the Building and Inventory screens. This will make the buttons activate on mouse “press” instead of “release”, making them much more responsive, but you naturally won’t be able to drag’n’drop until turning it off again.
- Better support for AZERTY keyboards.
- The hotbar is now mapped to the physical keys instead of numbers.
- A lot more improvements to better support all kind of keyboard layouts is in the backlog.
- After selecting a filter, you can now reselect the previous item without having to switch items.
- When placing 1-tile-wide filters, they will now respect the direction.
- You can no longer use the Rocket Launcher in the first artifact room.
- Changed a lot of text and emoji indicators.
- Wrangled a few rogue pixels in the conveyor graphics.
- Sharp eyes, pixel detectives!
- Increased the circuit breaker when building from 100 to 300.
- When drag’n’dropping items/buildings within the hotbar the buttons will now swap instead of copy.
- Autosaves are now bound to your world ID.
- Rocket Launcher has been nerfed against Redsand.
- Added icons for everything. RIP ambiguous C icons.
- Flamethrower and Rocket Launcher now have their own graphics.
- Some fixes to better support widescreen.
- Less windows should now overflow the screen. Still not perfect and you may have to use UI scale to adjust it.
- Lots more planned to better support all kinds of resolutions.
- Version is now always displayed in the bottom right corner.
- Fixed some bugs with Amethelis and filters.
Sandustry
An automation game with sand physics: explore a destructible world, build a factory and expand your network.
Status | In development |
Author | Lantto |
Genre | Simulation |
Tags | Automation, base-building, mining, Sandbox |
More posts
- Demo Hotfix 7 is out!9 days ago
- itch.io demo is now is now on par with the Steam version (patch notes inside)12 days ago
- 0.0.5 - Wrapping up phase 131 days ago
- 0.0.4 - Pipes, drones and much more47 days ago
- 0.0.3 - Fluxite73 days ago
- 0.0.2 - QoL updateSep 21, 2024
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