1. Changelog v2.1.20.120106
  2.  
  3. New Content
  4.  
  5. Adding Flow Meter and setting up basic logic
  6. Update Flow Meter UI
  7. Resource Network Upgrade branch merged to Trunk
  8. Added message about not being connected to the network to the resource network inspection view
  9. Fixing up Blueprints after batteries merge
  10. Adding functionality to flowmeter item
  11. Reduced sprinkler steel to 2 per
  12. Rebalanced Flow Meter recipe, reduced Aluminium costs and added Electronics and Glass. Moved to Fabricator
  13. Removed Clay and Scoria Brick recipes from Stone Furnace
  14. Increased Metal Rain Reservoir cost, costing 12 Refined Iron (from 8) and adding 20 Charcoal
  15. Readding water borer blueprint and fixing deployable enteries for water borer and biofuel pump
  16. Adjust flow meter durability 250 -> 750
  17. Increasing Basic and Advanced Battery Storage so it takes each around 10mins to fully charge and 10mins to fully discharge, this can be augmented with multiple batteries and each battery provides different charge/discharge rates
  18. Adding optional flow text to resource inspection resources
  19. Fixing issue with resource displays on talents / tooltips, the calculation for ratio was backwards showing incorrect flow rates
  20. Adding optional water connections to furnaces
  21. Upping the water borer water generation rate
  22. Flow meter now shows detailed resource network window when interacted with
  23. Resource network inspection window is now self contained and can be opened using the normal linked-actor dynamic widget flow
  24. Re-added resource remaining indicator to Drill, Extractor and Harvester UI
  25. Removed Water Connection from T2 Masonry Bench
  26. Removed the Water Connection from the T2 Rain Reservoir as its superseded by the T3 Rain resevior
  27. Shifted T2 Water Purifier to T3 as it makes more sence at that location due to the network changes
  28. Modified Size of Ice Borer & Flow Meter (they were too small)
  29. Fixed Resource network puck collision on flow meter so you can now connect to multiple networks
  30. Removed Old un-used flow meter static meshes
  31. Removed helper text for T2 Masonry Bench water connection craft speed (as this is no longer applicable)
  32. Adding ability to scale network flow via stats so modifiers can scale up or down depending on contextual events
  33. Lights Intensity is now scaled (on electrical lights) when they are recieveing less power (are in a brown out)
  34. Added logging if a wire/pipe fails to reconnect to a device on load
  35. Changed generator loading to use full activation path (should fix things like the Water Pump being stuck on Idle)
  36. Fixed Inspect Network not working for wiring tools on Clients
  37. Fixed missing action prompts from water tool
  38. Updated Deep Ore Veins so they are unlimited
  39. Lights intensity now has a stat and can be scaled by adding modifiers to lights
  40. Adding new brownout modifier for lights that reduces its effectiveness
  41. Removing Optional brownout text from resource network data
  42. Added dev tool for inspecting resource flows inside devices
  43. Fixed
  44.  
  45. Fixed bees incorrectly persisting for 5 minutes when killed
  46. Fixed bees not cleaning up correctly on clients when killed
  47. Fix a trivial runtime replication warning associated with new deployable camera focus setting
  48. Shield/offhand item stats are now applied when placed in the offhand
  49. Added resource remaining indicator to Drill, Extractor and Harvester UI
  50. Removed remaining value from Drills, Extractors and Harvesters (Deep Ore now unlimited means this is no longer required, others benefit from the mystery)
  51. Fix selected dropship index is not being set on Outposts after Return To Character Select
  52. MIASMIC: Fixed solar panels not counting for entire mission area, requiring placement within middle half of the mission area, can now be placed anywhere within mission area
  53. Future Content
  54.  
  55. Added cheat to spawn exotic infused creatures. Added red variant of infused creature particle system
  56. Added ability to spawn Exotic Infused creatures. You can now specify an EpicCreature row when adding AI to spawn pool in each D_AISpawnZones
  57. Tweaked base stats of Wooly Zebra mount, being slightly slower than the horse but a bit tankier and carrying more
  58. Added missing limestone half pitch icon
  59. Fixed Limestone halfpitch building assignment
  60. Added Limestone Building Piece item icons
  61. Adding mount specific versions of blueback attack and idle for more appropriate volumes
  62. Adding blueback juvi idle, flinch and death audio and events and data table setups
  63. Added GUN_Shotgun_CHAC
  64. Added DEP_Trough_Luxury_Feeder, DEP_Trough_Iron_Feeder and DEP_Trough_Rustic_Feeder
  65. Adding text and descriptions to a food / water troughs
  66. Adding Skulmut & Dribbo creature setups and correct naming
  67. Added proper spawnrate/damage/resistance stats for mini hippo
  68. Updating mange wolf aggro states and flinch audio to better match creature in game
  69. Submitting Juvenile Wooly Zebra mesh and textures
  70. Added HAB diorama for off planet bestiary images
  71. Added chicken trophy with white, brown, and black materials
  72. Hooking up bear cub carcass mesh to corpse BP
  73. Added setup for Mange Wolf Alpha creature including skeletal mesh and carcass assets, bestiary and stats pass needed
  74. Added setup for Mange Wolf creature including skeletal mesh and carcass assets, bestiary and stats pass needed
  75. Armoured saddles now point to correct skeletal meshes in D_Saddles
  76. Adding all events for mange wolf alpha. Adding low end loop layer to add bigness and adjusting spacial for standard mange wolves to be less intense
  77. Added Trail Beacon and Beacon Tool control hints
  78. Allowed Trail Beacons to be deployed indoors
  79. Added Trail Beacon Emissive
  80. Added upper and lower indicator icons to halfpiece wall item icons
  81. Final adjustments for blueback and blueback juvi audio sounds
  82. Added inverted item icons of building halfpieces
  83. Setting up CHAC workshop shotgun
  84. Updated Exotic Infused Creature VFX
  85. Moved files from dev folder to main project
  86. Adding Icons for Chicken Head, Chicken Trophy, Trail Beacon, 4x new food troughs
  87. Adding Chicken / Sheep Vestiages & Trophy item setup
  88. Adding Chicken / Sheep Bestiary Enteries & Adding Space / Workshop Enviroments / Categories
  89. Adjusting saddle in world dropped meshes to be generic
  90. Added correct bones mesh for var 2/3 and made materials from preexisting textures for the var 2/3 carcasses
  91. Adding Armored Saddle Icon
  92. Updated DEP_Trough_Luxury
  93. Setting up Limestone Deep Mining Deposit to use the correct textures & highlightable
  94. Setting up the Limestone Voxels to use the correct textures and assigning the silica phyiscal material for the pickaxe hit effect as the sulfur effect eas too yellow and did not match the effect
  95. Added DEP_Trough_Powered_Feeder
  96. Added Limestone Voxel materails and textures
  97. Added Limestone Deep Ore Vein materials and textures
  98. Added a comfort system which takes stats of deployables around the bed and applies it to the players well rested buff
  99. Prevent a GameUserSettings Delegate being bound twice in editor (internal dev only)
  100. Move Sheltered Bed Tooltip to correct folder
  101. Reduce the draw distance on some visual fire effects
  102. Improve performance of forest fires
  103. Adding audio entries for mange wolf alpha. Adding all current audio events and data table set up. Adjusting and fine tuning events for alpha and standard
  104. Adding appropriate deploy audio for all water and food troughs
  105. Added base implementation setup for the Kiwi including character BP and DT setups, second pass coming with corpse and proper weighting setup
  106. Adding sound for when food is added to any food trough. Adding audio, event and blueprint functionality
  107. Exotic infused creature crystal particles are now scaled based on creature size.
  108. Fixed bug where crystal particles weren't being randomly oriented.
  109. Crystal niagara particle system now persists between NPC and corpse which should reduce visual popping on death
  110. Skip fallback navmesh checks when transport pod EQS fails and just drop near players
  111. Adding brambles damage scratch event and blueprint implementation to play audio when damaging player or enemy
  112. Adding new audio event for coconut tree harvesting audio and also fixing growth stages pointing to cocoa instead of coconut
  113. Fixed bug where all creatures were spawning with exotic infused effects
  114. Adding in Kiwi corpse and animation setup, tweaked movespeed to fit the size and duplicated animations for Audio
  115.