3xperimental

I think I will join others in saying that I give up on all future update speculation. We have no idea what HG is going to pull out of the proverbial hat. :upside_down_face: :crazy_face: I have to admit though, I can see some people having a lot of fun with this. :musical_note:

6 Likes

This is just a weird update/addition for a Space Exploration game. :upside_down_face:

9 Likes

*Please note - in the following, the characters “George” and “Sam” are my imaginary creations. “Sean” is not, although he might be procedurally generated.

In my mind, the conversation went something like this:


HG PLANNING MEETING

Sean - OK, I want to discuss procedurally generated stuff we can put in the game.

George - Sam and I have an idea for procedural music.

Sean - Sounds good. What do you need?

George - Well, we’d need a synthesiser and a sequencer. There’s a few good ones in the public domain.

Sean - In the long run, we’d have fewer problems with copyright and licensing if we built our own synth.

George - We can do that. It’s more work, but we can do it.

Sean - OK, let me know when you have something.

SOME TIME LATER

Sean - How’s it going with the synthesiser project?

George - OK, it works. It sounds a bit cheesy, but it works.

Sean - Is it good enough to replace the music we already have?

George - No. Not even close. It turns out that creating procedural music is fairly easy. Creating GOOD procedural music, now that’s not so easy.

Sean - OK, well we won’t waste the work you’ve done. We won’t just put the music in the game - we’ll give them the synthesiser, too!

11 Likes

New 3xperimental update

The patch notes are as follows:

Experimental Branch 03/02

  • Fixed a potential softlock with a weekend event mission.
  • Fixed a small visual issue with jetpack trails.
  • Fixed a number of issues with the Japanese translation of new Quicksilver items.
5 Likes

Looks like it is live on the consoles, I had a tiny update to download this morning

2 Likes

Interesting, not seeing any changes on Steam, still 3xperimental only.

2 Likes

Just saw your post here, gone public on all platforms.

2 Likes

596 MB update inbound. Anyone have the notes?

2 Likes

Buckle up

Summary
  • If players are in a group but do not have a Nexus mission active, then when taking off from the Space Anomaly they can now choose to exit directly to the system of any other player in their group.

  • Fixed a number of issues that caused planetary charts and others scans to pick from too narrow a range of buildings. Players should no longer be sent repeatedly to the same building when using multiple charts.

  • Fixed an issue that caused distress signals to occasionally lead to a crashed ship site with no crashed ship.

  • Added an instant split button to allow players to quickly divide stacks of items in half.

  • Players can now hold down buttons to increase or decrease stack sizes, rather than having to press repeatedly.

  • Fixed an issue that prevented the Exocraft Summoning Station from working if placed within a base.

  • Improved the range of the Exocraft Summoning Station, so that it allows Exocraft to be summoned from anywhere in the system.

  • Planets that you have discovered no longer need to be repeatedly rescanned to see their resources from space.

  • Fixed an issue that caused the planetary resources popup to flicker while pulsing towards a planet.

  • Fixed an issue that made it difficult to enter Space Stations from tight angles.

  • Allowed starships to reverse during atmospheric flight if stuck in other geometry.

  • The automatic Launch System Recharger now functions while the player is sitting in the cockpit, if the ship is landed.

  • Improved VR swimming controls for VR devices that use thumbsticks.

  • Significantly increased the distance players are able to move the camera in Photo Mode.

  • Introduced a number of significant GPU optimisations to terrain rendering.

  • Introduced a number of significant optimisations to terrain generation.

  • Introduced a number of significant memory optimisations.

  • Introduced some minor load time optimisations.

  • Introduced some smaller optimisations and visual fixes to cloud rendering.

  • Introduced a number of water rendering optimisations for PSVR.

  • Fixed an issue that caused Proximity Switches to be activated by empty Exocraft.

  • Fixed an issue that prevented decals from working when customising Exocraft appearances.

  • Fixed an issue that caused the Analysis Visor UI to judder in VR.

  • Fixed a number of issues that made it difficult to warp to the centre of the galaxy.

  • Fixed an issue that caused the kill count to reset in the final mission for the Armourer if players entered a building during combat.

  • Fixed an issue that caused Carbon Planters to be unavailable for purchase.

  • Construction-style missions from the Nexus will properly mark the desired construction site if players leave the planet mid-mission.

  • Fixed a number of issues that prevented items from being taken out of or put into Storage Containers.

  • Fixed an issue where pirates would occasionally ask for wildly incorrect amounts when bargaining for peace.

  • Fixed an issue that could prevent special mission Portals on the Artemis path from functioning correctly if they were left while in an active state.

  • Fixed an issue that could cause a ship docked at a Trade Outpost to be placed underneath the landing pad when loading into the game.

  • Fixed an issue that caused the filter icons to be incorrectly aligned in the Galaxy Map.

  • Fixed a rare crash that could occur when warping to a base after having used a Portal.

  • Fixed a bug that allowed Nexus missions to be restarted from the mission log.

  • Fixed a number of issues that could cause Nexus missions to select inappropriate star systems.

  • Fixed an issue that could cause Nexus missions to send players to the wrong building.

  • Fixed an issue that could occasionally cause visual elements of the Personal Refiner to render in first person.

  • Fixed an issue that caused the Personal Refiner not to stop animating when refining was complete.

  • Fixed an issue that caused the names of unknown planets to be revealed by their moons.

  • Improved the position of HUD markers in the Analysis Visor UI.

  • Improved the positioning of the ship repair UI in VR.

  • Fixed an issue that could cause the ship crosshair to judder.

  • Fixed some minor text issues in missions objectives and the Guide.

  • Fixed an issue that could cause filters to apply incorrectly on the Space Station, Space Anomaly, frigates and freighters.

  • Fixed an issue that made the Space Anomaly too green when using HDR.

  • Fixed an issue that prevented the VR eject handles in ship cockpits from lighting up when the player first enters the ship.

  • Fixed an rare issue that allowed players to equip weapons in the Space Anomaly.

  • Fixed an issue that prevented Solar Panels from playing their audio.

  • Fixed an issue that could cause the torch light to flicker while moving.

  • Fixed an issue that could cause recently used interactions to be reset shortly after loading.

  • Fixed an issue that caused an empty black dialogue box to appear when leaving a planetary Technology Merchant.

  • Fixed an issue that caused the Nutrient Processor’s inventory to be incorrectly labelled.

  • Updated the visuals of the Bytebeat Cable so it is distinct from the Teleport Cable.

  • Fixed an issue with the Bytebeat Switch that caused the On Arpeggio Note output to fire when not playing an arpeggio.

  • Fixed an issue with the Bytebeat Switch that caused note colours to be reversed.

  • Fixed an issue with the Bytebeat Switch that caused triggers to be sent for parts that are not active in the Synchroniser.

  • Fixed an issue in the Bytebeat that caused visuals to go out of sync when editing tempo.

  • Fixed a number of minor glitches when scrubbing in the Bytebeat UI.

  • Fixed an issue that caused pirate probes to always fail when the Pulse Engine was active.

  • Fixed an issue that caused the Pulse Engine tutorial to incorrectly appear in the middle of combat.

  • Fixed a text mismatch in the standing rewards, where Mercenary and Explorers Guild standing rewards were mislabeled.

  • Fixed an issue that could cause the Surveying Tutorial to move on before the player had actually learned the Survey Device.

  • Fixed an issue that prevented the Show HUD binding from working on PC keyboard controls when piloting a ship.

  • Fixed an issue that caused a number of building parts to be unknown when starting a Creative Mode game, including industrial Silos.

  • Fixed an issue that caused Black Holes not to warp players if they were somehow approached on foot.

6 Likes

Allowed starships to reverse during atmospheric flight if stuck in other geometry.
:rofl: My favorite. So tired up getting stuck spinning like a pole-dancer on some buildings.

7 Likes

15 posts were split to a new topic: SPOILER: Starbirth in 3xperimental

My personal top “Yes!” updates (Feb. 18th)

  • Planets that you have discovered no longer need to be repeatedly rescanned to see their resources from space
  • Significantly increased the distance players are able to move the camera in Photo Mode
  • Those several optimizations
  • Improved the position of HUD markers in the Analysis Visor UI
4 Likes

Stuck in Geometry
 Geometry
 That’s a good, spoiler-free, patchnote entry!!

3 Likes

This is how that works.
Before update


after update

HG just chopped off my wings, voila! No more hanging up! :sweat_smile:

8 Likes

Similar to what the Next update did to my haulers
 :smiley:
I never did get those wings back

4 Likes

If this goes live I will think I’ve died and gone to xeno-photographer’s heaven! :joy:

Yes! Another vexing bug squashed (I hope)

Nice! Thanks for plugging some of the leaks that have been wearing away the mountain, HG. <3 :heart: <#

4 Likes
  • Fixed an issue that caused Black Holes not to warp players if they were somehow approached on foot.

eh?

5 Likes

Yeah. Apparently people were base jumping from their Freighter into Black Holes, :rofl:

5 Likes

Ah, well I’ll have to try that in non-experimental then.

3 Likes

Woah. How? Is there some footage of this? This I have to see.

1 Like